BluSpecs said:
The characters are actually re-pressed Psychic's and Moreus that don't know it yet. As the game unfolds the Moreus will begin to mutate and the psychics will start to unlock their powers. There all abandoned corporate/goverment experiments....
Cool idea, I have to agree since I've been working on this one for a while. If you are a EN memeber use search to find "Dad, why are we running?" Or go to wizards.com and search d20 Modern message board for "Daddy why are we a fugative?"
In my version, they weren't abandoned, though. They are 2nd gen. Moreus and their parents are escapees (or their parents are animal rights activists who stole them as babies and adopted them.)
shadowlight said:
Good point. There's a mechanice for altered memories already there... hmmm... I'll have to re-read that part of the book.
I'm a big fan of having powers emerge in the players. The only problem I find with this is that it takes away their choice when levelling up... How are you handling introducing the new powers/mutations (from a rules/character sheet perspective)?....
Well the way I was going to handle it was to think outside of the box and less "PC focused" and more genre rules for the entire group, such as:
The entire group are kids and mutants, so just going up in level inherently showed that they were growing in skills and abilities compared to normals. I was also planning on capping regular NPCs at like 8th level or so. (Later villians in my "series" were almost all inhuman and fierce to the point I was going to introduce power armor in my SF "series".)
On the Phenotypes:
The designer of d20 Modern has said that he pretty much balanced Moreus with each other, so when you give everyone thier phenotype, that all balances out (in mixed groups of humans and Moreus he suggeted Overts get a +1 level ECL). Either way, if you just treat the whole group at one level stronger, you err on the side of caution. If you get everyone onboard in two sessions or so, things should go smoothly, and no one is forced to give up anything.
On the Psychic Powers:
You have to love GR book, yes? They give you several alternate ways to tweak the power level of their Psychic Class (btw, the HD for the d20 AdC is d6 and Defence is half of the class level.) There is also the wild talent for just one feat slot.
So if you want to make a lower level game, you can just have them spend for the Wild Talent feat and you are good to go. Anymore than that and I'd say they have to simply mutliclass to represent their Psychic Abilities are more from innate talent than focused study and just like a good fighter, they have to practice alot.
No plan is perfect:
With this concept, my biggest fear was that I always have someone who has to be different, just for the sake of being different (and if he can glean an advantage out of it, even better.) This the guy who's be a Moreu in a normal game, but if I said the whole group was Moreus he'd want to be an insider, teenage spy watching the group for the governement.
YMMV, but in my SF game world the solution was that you could opt to look completely normal, but you'd have no Moreau gifts and the Psychic class was banned for you. Walking in broad daylight, unnoticed, on the street would be a pretty useful ability in my game. I just wouldn't advise getting any bloodwork, or genetic testing done ... I said you LOOKED completely normal, but the PC would still be a "Carrier" for his Phenotype, possibly with a strong chance of having Moreau children in the future.