John Q. Normal
Table of Contents
| Strengths & Weaknesses | Restrictions | Types of Normals | Things People Will Notice |
| Undetectability | There really isn't any way to detect the presence of a high skill level. Physical evidence (callouses, scars, lack of body fat, etc.) may indicate physical training, but nobody can tell if you've got Computer Programming 22- until you sit down and start typing. |
|---|---|
| Effectiveness | In a world of hulking monsters who can pick up a Buick, eat the tires and throw the rest a country mile, people tend to forget that it's not necessary to have superpowers to be effective. Mike Tyson can probably throw an 8d6 punch at OCV 7 and while Invisibility is nice, Stealth on an 18- is almost as good. And remember that James Bond always has the right gadget at hand. |
| Numbers | If the Scarlet Wizard announces, "In two days time I shall level this city, and you foolish mortals can do nothing to stop me!" he may have another thing coming, once the marines deploy. Given the need and a day or two for mobilization, huge quantities of men and materials can be set up anywhere there is a place to stand. |
| Availability | There are lots of places that are willing to train you if you're williing to dedicate your life to their cause, and a lot of them are willing to give you a Hunted disadvantage if you decide to leave. |
| Technology | Tech-based heroes are effective because of their ultra-modern gadgets. James Bond is effective because of his training, intelligence, social skills and the occasional gadget. Skill-based characters can supplement their abilities with modern technology, just as tech-based character can have high skills. |
| Skills | Keep in mind that with a skill of 20, you've been practicing several hours a day, every day, for years. A skill of 25 represents mastery of the subject; there is virtually nothing that anyone else can teach you. Your work is the current cutting edge and further advances in skill represent explorations into unexplored theories and ramifications that very few people are likely to understand. With this much time put into a skill, word gets around that you really are that good. Depending on your specialty, you should expect challengers, research problems and requests for expert legal testimony. |
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| Powers | Very high skills can reproduce the effect of many powers, such as Teleportation (only from one unobserved shadow to another), Damage Reduction (25% Physical, "I know how to take a punch."), and Drain (shiatsu pressure points). I will look at all powers and decide if it requires the metagene to work. If it does, a normal can't buy it. |
| Disadvantages | Normals must take the 20-point limitation, 'Normal Characteristic Maxima.' However, it is quite possible to start the game as a normal then have a radiation accident that activates a previously dormant metagene. It happens all the time in the comics. |
| Common Sense | I'll look at what you can do with an eye towards realism: a 12d6 punch might well be legal, (4d6 from STR, 4d6 from martial arts, +4d6 Hand Attack) but there's no way I'll allow a normal to dent tank armor. |
You'll generally be able to tell what catagory a person is. If you're not sure, a successful PER roll will tell you.
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| Characteristics | If you have STR, DEX, INT, PRE or COM of 16-20, or a Speed of 3-4, your friends and coworkers will have noticed
and commented on it unless you take 'Acting (conceal abilities)'. For example, "Wow Bob! You've got the fastest reflexes
I've ever seen!" An appropriate profession may provide a reasonable explanation but will not conceal your abilities.
If you have one of the characteristics at 21 or above (Speed 5+), you need to conceal it or take a Reputation. |
|---|---|
| Skills | As with characteristics, exceptional skills are noteworthy. If you have an observable skill of 16-20 you need to take Acting or people will have commented on how good you are. A skill of 21 or above will give you a Reputation. |
| Powers | Just by looking at you, people can observe all 'Always On' powers, all obvious Foci and (usually) your special effect. 0 END powers such as Armor and Life Support may be defined as invisible, which means they won't be noticed unless they have an effect (you get hit with a bullet and it bounces off). Most other powers won't be noticed unless you use them. |
| Disadvantages | Most Physical and Psychological Limitations worth 20 or more points will be apparent to anyone who spends time with you; 20-point Psych Lims are major obsessions and override your everyday common sense. Any Susceptibility or Vulnerability to very common things may have been noticed, but it depends on the circumstances. |
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