Revision [478]
This is an old revision of HeroesMmoCharacterCreation made by ConradWong on 2015-10-21 19:46:19.
Mu Factor/Character Creation
In the Mu Factor character creation system, as with most MMOs, players are presented with a handful of choices at the outset. More choices and options to customize their characters will be presented as they play.
Origin
The following origins are available:
Child of Power
The character was born in the gleaming futuristic arcology of New Olympus, either to corporate citizens or Licensed mutants. She attends one of the best prep school for mutants-- think Professor Xavier's School for the Gifted. Her mentors expect great things of her, and have spoken of fast-tracking her career. But first, she must claim her License... And no amount of patronage can influence the notorious Testers.
Enclave Child
The character was born in one of the crowded enclaves or to poor citizens or 'proles' and attends a state-run school for mutants, one that was far more 'reform school' or 'school for delinquents' than 'Hogwarts'. For her, getting a License is her ticket out of the slum. But is she prepared to do whatever it takes to pass the Testers' stern criteria, or will she wind up fleeing to Zeus's Rogues?
Rogue Upbringing
The character was born in the Dregs, the decaying old city of Olympus that was once a flourishing port before the sea level rose. Her parents never submitted her for Mu gene testing; she went to school among norms, and when she triggered... There was quite a scandal. She fled rather than be taken in by the Licensed, fearing that she would be enslaved or imprisoned. Now she has managed to find fellow mutants, ones eager to share what they know and cooperate in a mutual struggle for survival... And with Zeus's help, strike a blow for mutant freedom.
Appearance
Players may choose a variety of human body shapes, skin colors, hairstyles and colors, and preferred clothes, but as mutants they are also encouraged to choose ways in which their mutation manifests, making them visibly different. Players may change these later, but the cost of doing so will be higher the more they wish to change their character appearance.
Players may appear completely human if they wish, but they can never completely eliminate visible manifestations of their mutant origins when using their powers-- at the very least their eyes or hands will glow.
To give some ideas, here are some random tables for selecting appearance:
Gender
Roll 1d6 | Result |
---|---|
1-2 | Female. Roll again: 1. Butch, 2. Professional, 3. Regular, 4. Refined Lady, 5. Flirtatious, 6. Over the Top |
3-4 | Male. Roll again: 1. Bishonen, 2. Professional, 3. Regular, 4. Gentleman, 5. Scruffian, 6. Macho |
5 | Ambiguous. Roll again if you wish to determine an actual gender. |
6 | It's Complicated. Make something up. |
Skin Color
Roll 1d6 | Result |
---|---|
1 | Pale White |
2 | Healthy Pink |
3 | Asian/Indian |
4 | Burnished Bronze |
5 | Black |
6 | Other. Roll again: 1. Red, 2. Orange, 3. Green, 4. Blue, 5. Purple, 6. Roll Twice. |
Body Build
Roll 2d6 | Result |
---|---|
2 | Short and squat, midget-like |
3 | Significantly obese |
4 | Slightly obese |
5-6 | Slim and gracile, dancer-like |
7-8 | Muscled, movie star-like |
9 | Tall and thin, beanpole |
10 | Heavy-set, muscled build |
11 | Charles Atlas muscles |
12 | Brute-like physique, hulking and hunched over |
Body Form
Roll 1d6 | Result |
---|---|
1 | Practically human except for glowing eyes or hands when using powers |
2 | Normally human but transforms visibly when using powers i.e. 'Flame On!' |
3-4 | Near-human, proper clothes or simple disguise could conceal differences |
5 | Demi-human, would require poor lighting and heavy disguise |
6 | Obviously not human, practically impossible to disguise |
Hairstyle
Roll 1d6 | Result |
---|---|
1 | Military crew cut or even bald |
2 | Short pageboy or bob |
3 | Medium, swept over one eye |
4 | Medium, curls, braids, or dreadlocks |
5 | Long and straight |
6 | Masses of flowing curly or wavy hair |
Hair Color
Roll 1d6 | Result |
---|---|
1 | Black |
2 | Brown |
3 | Golden |
4 | White or silver |
5 | Auburn |
6 | Roll again. 1. Bright red, 2. Orange, 3. Green, 4. Blue, 5. Purple, 6. Roll Twice. |
Outfit
Roll 1d6 | Result |
---|---|
1-2 | Uniform (Licensed) or tattered uniform (Rogue) |
3-4 | Armored Uniform (Licensed) or mismatched armor (Rogue) |
5 | Casual street clothes |
6 | Unusual clothes |
Archetypes
Players select a major archetype which represents how they most want to play. They are not restricted to taking powers from this archetype, but these powers will be the most effective for them.
- Guardian (heavy defenses)
- Scrapper (strong melee damage but weak defenses)
- Blaster (strong ranged damage but weak at melee range)
- Summoner (uses pets or conjured entities)
- Controller (able to control some major aspect of the environment)
- Defender (able to buff allies and/or debuff enemies)
- Healer
- (this space available for suggestions)
Players then select from a range of supported 'Elements', which reflect the special effects of their power. Elements are stronger or weaker against other elements, i.e. a mutant with fire-based powers would be weaker against one with water-based powers, but their relative levels and strength with any given power will weigh more heavily, so a strong fire attack might be able to reduce a water shield to steam. Players may choose only one Element, but a wide variety of Elements are offered. Some examples:
- Fire
- Water
- Ice
- Air
- Earth
- Metal
- Electricity
- Machines
- Electronic
- Nature (plant-specific control or attributes thereof)
- Beast (control of wildlife and/or transformation into a powerful beast)
- Gravity (Telekinesis)
- Space (Teleportation)
- Time (local area speeding up/slowing down only)
- Light (i.e. illumination, flares, beam attacks)
- Darkness (i.e. personal cloak, blinding areas, drain attacks)
- (this space available for suggestions)
Note: All mutants have access to high-tech items and physical fitness/martial arts.
Powers:
Players gain access to a set of powers based on their chosen archetypes and Element. Some powers will have prerequisites, i.e. before a player can select 'Fly', she must take 'Hover'. Powers may also have multiple levels, so 'Fly 1' could allow a player to move at running speed, but 'Fly 2' would boost their speed to 30mph, 'Fly 3' to 100mph, and so forth.
Note: telepathy, mind control, precognition, time travel, and many other 'gamebreaking' powers are not available in 'Mu Factor' to players.
Players are then introduced to/allowed to choose their first available powers through the introduction story for their factions. For example, a Rogue might be hiding behind a truck with their mentor, who asks them in a hurried tone if they've got any means by which to stop their attackers, then go down a list of possible options. The player would select the preferred power, which would then be unlocked.
Powers, once passed by, can still be selected later. Also, even if a player were to choose an Element like 'gravity', they could not immediately create black holes or cast an enemy into outer space. All players begin at a relatively weak power level, and gain strength and range with experience and training.
By the end of their introduction, they should have unlocked a movement power, at least one damaging power, and several defensive or utility powers, and will have made the acquaintance of several 'personal NPCs', characters that serve as mentors, friends, rivals and enemies, and who may reoccur in future missions.