Rules
Ground Rules

Character Creation
Campaign Rules
Everyman Skills
Normals

Campaign
Newcomer Comics
(Adventures)
Heroes and Villains

Characters
JumpStart
Nexus
Isaac

 

 

What is Normal?

First of all Normal is not meant to be a pejorative term. The most powerful people in the Newcomer world are "normal." In San Angelo these are the wealthy and the politically connected. Heads of state, for example are usually much more powerful than mere superheroes even though they can't juggle motorcycles or fly in space without a spacesuit.

Normal is a descriptive term, meaning someone whose characteristics are limited and who does not possess superhuman powers. Notice the "and." Some superhumans have one or the other limitation. Some metahumans possess titanic strength or speed, but don't exhibit "Powers." While others have many Powers, but have a normal characteristic range. A "normal" has both.

Normals usually do not have Powers. When they do, these are awarded via foci or super-intense training. Some of the Powers allowed to normals are listed below, but this list is very short. Characters who break these limitations are no longer considered Normal.

Characteristics

Normals must take the Normal Characteristic Maxima disadvantage. When appropriate they should also take the Age disadvantage.

Skills

Normals can have any skill, purchased to any level. Super-Agent types often posses many skill levels to offset their weaknesses when dealing with superhumans.

Perks

Likewise, Perks are available for all normals.

Talents

Talents should be limited to very special normals, not your average Joe on the street. (How many people do you know that are Ambidextrous, or really Lucky? For that reason I have broken Talents into two categories, uncommon for the merely rare abilities, and extraordinary for the truly unique capabilities that some normals possess.

Uncommon Talents

Uncommon Talents are just that, uncommon, but not really all that amazing.

  • Ambidexterity
  • Lightsleep
  • Luck (5pts)
  • Perfect Pitch
  • Speed Reading

Extraordinary Talents

Normally possessed by super agents, savants, martial artists, Sufis, etc. Talents maked with a "*" are only allowed with GM approval.

  • Absolute Time Sense
  • Bump of Direction
  • Combat Sense
  • Cramming
  • Danger Sense *
  • Defense Maneuver
  • Double Jointed
  • Eidetic Memory
  • Fast Draw
  • Find Weakness *
  • Immunity
  • Lightning Calculator
  • Lightsleep
  • Luck (10 + pts.)
  • Resistance
  • Simulate Death
  • Speed Reading
  • Universal Translator *

Powers

Powers are usually purchased through foci, but some can be possessed by normals. These are usually mystical abilities, or like extraordinary talents are the product of incredible dedication.

Only in rare cicumstances can these powers be purchased beyond their minimums.

  • Mind Control — usually purchased as hypnotism, with a buttload of Limitations
  • Mental Defense — the product of a disciplined mind, or one with training in meditation, etc.
  • Missile Defense — some martial artists can learn to deflect thrown missiles
  • Running — track and field stars, etc. Beyond 10" the cost for an extra inch is doubled.
  • Superleap — think Jackie Chan or Jet Li.
  • Swiming — Navy Seals, Olympic atheletes, and so on. Beyond 5" the cost is doubled.
  • Swinging — Tarzan, etc


 

 

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