"So here I am
Doing everything I can
Holding on to what I am
Pretending I'm a superman.
I'm trying to keep
The ground on my feet
It seems the world's falling down around me.
The nights are all long.
I'm singing a song
And trying to make the answers more than 'maybe'.
And I'm so confused about what to do.
Sometimes I want to throw it all away." -- Goldfinger, "Superman"
"I got a room at the top of the world tonight.Characters will have 15 points in Attributes and 23 points in Abilities. 6 points in Backgrounds, 4 points of initial Willpower. 2 points of permanent Inspiration and 5 points of temporary Inspiration.
I can see everything
tonight.
I got a room where everyone can have a drink
And forget those things that went wrong
In their life.
I got a room at the top of the world tonight.
I got a room at the top of the world tonight.
I got a room at the top of the world tonight
And I ain't coming down.
I ain't coming down." Tom Petty, "room at the top"
Characters have 22 freebie points.
Characters will have 2 dots in one Facet. Characters will have ONE knack,
which is (almost certainly limited to level 1. Banned Knacks include:
Complete Privacy (not-genre), Navigation Hazard (everyone has it,
essentially), Telluric Resonance (not in the setting).
In Adventure! "proper". you can only take Knacks that match your Facet (Intuitive = Heroic Knacks, Reflective = Psychic Knacks, Destructive = Dynamic Knacks). This is not the case here.
In summary, all characters have two Facet-related abilities, one Knack,
and have access to dramatic editing, cliffhangers, "sheer heroism", and
intuition. Most people in the setting do not. A few villains can
dramatically edit,
and may have Knacks (most Rogues Gallery villains have Death Defiance, for
example) but they get no intuition and no Facet abilities.
Here's a quick list of knacks available and what they do.
HEROIC KNACKS Death Defiance - "Nobody could have survived that explosion/fire/etc." Dramatic Entrance - More pronounced first impression Eagle Eyes - Bonus and reduced penalties for visual perception Enhanced Impact - Knockback on a type of attack Fists of Stone - (Strength + 3) bashing damage for hand to hand combat (instead of Strength + 1). No damage from punching anything less sturdy than iron. Forgettable - Penalties to remember someone or what exactly they did Gadgeteer - Intuitive super-engineering and MacGuyvering Indomitable Will - Immune to mundane attempts at hypnosis and brainwashing, severe penalties to powered atttempts Instant Expert - Get your Facet score in a skill you don't know, once per session. Jack of All Tongues - Natural linguist Lie Detector - Nobody with less than Subterfuge 2 can fool you. Everyone else finds it very difficult. Lightning Reflexes - Anytime you roll a 1, 2 or 3 for initiative, we pretend it's a 4. Master of Dissimulation - Pretend to be anything, with a little appropriate-sounding gibberish. One-Man Army - The more people who are in hand-to-hand combat with you, the more bonus dice you get. Perfect Poise - Totally unflappable. Resilient - Heals all wounds as if they had one fewer wounds. Halves healing time for Bruised. This does stack with medical care and rest. Steely Gaze - Wins staredowns. Trick Shot - Harder shots become much easier and get bonuses. Universally Deadly - Never penalized with an unfamiliar weapon, get bonuses to the use of weapons. Untouchable - If you don't carry a gun, you become much harder to hit with guns. Wheelman - Top speed, and maneuverability of your vehicles increases, as does your ability to dodge attacks. PSYCHIC KNACKS Brain Skimming - Read surface thoughts. Command Voice - Short verbal command. Marked Man - "Mark" a person or object, then track them anywhere. Perfect Translation - Automatic understanding of languages when the speaker is present. Psychic Hand - Low levels of raw telekinesis. Scientific Prodigy - Tap into gestalt of nearby researchers to improve super-scientific design skills Thermal Manipulation - Protection from heat or cold, and extinguishing fires. DYNAMIC KNACKS A Single Bound - Well, you get the picture. Cool Hand - Inhumanly steady. No wound penalties for Dexterity skills. Heightened Senses - Just what it sounds like. Mad Scientist - Research time goes from days to hours. Man For All Seasons - Incredibly able to survive extreme natural conditions. Powerlifter - Might skill is enhanced. Sex Symbol - Mega-attractiveness.I know this doesn't look like a lot - I am perfectly amenable to inventing knacks that aren't on the list if you have a good idea. Also there are a few Level 2 knacks that might be appropriate to the right character.
In general, an important part of Year One is that everyone is really just starting out. In the first Year One book, Batman nearly completely screws up his first "night on the town". So it's important that your character have an appropriate "real life", because that's going to be important to the story. I'm going to make a lot of plots focus directly, personally on the characters, that way when things start to go wrong, the personal stake is maintained. Depending on the characters that are created, we might not actually play out that "first night" in real time, but we may do it in flashback!