John Q. Normal

Table of Contents

Strengths & Weaknesses Restrictions Types of Normals Things People Will Notice

Definition:

Strengths & Weaknesses

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.

Restrictions

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.
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.

Types of Normals

You'll generally be able to tell what catagory a person is. If you're not sure, a successful PER roll will tell you.


Target Examples Characteristics Equipment How to safely take them out of the fight
Who fits into this catagory Speed, DEX, CV and non-resistant defenses What they carry that matters in combat What to hit them with and their effective DCV. If you hit, don't roll damage - just remove the figure from combat. You are assumed to be pulling your blow.
Incompetant Normal The very young, fragile, clumsy or people generally unsuited for physical activity. SPD 1-2, DEX 6-8, CV 2-3, Def 1-2 Canes, purses, tricycles and the like - 1d6 normal on the outside. You cannot safely knock these folks unconsious, throw them or use most normally harmless attacks. Flash, Drain, Entangle and the like are likely to cause BODY damage. About all you can do is pick them up and carry them somewhere else.
Normal Most of the people out there. SPD 2, DEX 8-10, CV 3, Def 2-3 A few people carry small knives or handguns but most people will grab an improvised club - 1d6 Killing or 4d6 normal. 4d6 vs. DCV 4 (DCV 3 + 1 for pulling the blow)
Mook People with some combat training and experience - most police, soldiers, martial arts students, muggers and the brute squad. SPD 3, DEX 11-13, CV 4, Def 3-4 Knife, gun or club, leather jacket (DEF 1-2) - 2d6 Killing or 5d6 normal. 6d6 vs. DCV 6 (DCV 4 + 2 for pulling the blow)
Agent Highly-trained people with lots of experience, most Johnny-one-shots, PRIMUS Assault agents, Iron Guard and FIST guys without their armor. SPD 3, DEX 14-16, CV 5, DEF 4-6 Knife, big gun & fancy ammo, various grenades, gadgets, Kevlar vest - 2d6 Killing or 6d6 normal. 9d6 vs. DCV 8 (DCV 5 + 3 for pulling the blow)
Super Metahumans, high-end technological power armor and PCs. You can't one-punch these guys. SPD 4+, DEX 18+, CV 6+, DEF 15+ Varies widely, depending on who you're facing. Figure on 10-12d6 ranged or 12-15d6 in melee. Make sure they can take it, then hit 'em with everything you've got.

Things People Will Notice

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.

The World Character Creation Sample Characters Changes to the Rules House Rules Combat Rules
The World Technology Baltimore Sunrise Homepage Mutants Magic Psionics
The History of the Universe The Past 100 Years People in the News Groups in the News The Silver Knights Current Events