By E. R. Emmet
1993 via Sterling Publishing Co.
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Extra resources for Brain Puzzler's Delight
Some are too powerful, too difficult to manage during play, or just too weird to work in a game (even if they’re OK for a novel, comic book, or movie). Just Talk to your GM! Don’t just show up at the game with a new character. Find out from him what his campaign standards and guidelines are so you can make sure your character fits in — that he isn’t too powerful or too weak, and that his background and concept work within the setting. The GM can help guide the character creation process so you don’t waste time creating a character who’s not playable.
You select Complications for your character that you want the GM to include in the game. The total Character Points’ worth of Complications you choose should equal the Matching Complications amount listed in the Character Types Guidelines Table for your type of campaign. You can take fewer points’ worth of Complications if you want, but every 1 Character Point by which you don’t meet the Matching Complications amount reduces your character’s Total Points by 1. ) Example: Jason is a player in a Champions campaign — a game of superheroes and crimefighting action!
If so, the Template should include the appropriate Skill(s). For example, all members of a Thieves’ Guild might know how to pick pockets, so the Guild Template would have the Sleight Of Hand Skill. Similarly, are any Complications associated with the job? Hunteds and Negative Reputations are common Template Complications, as are Distinctive Features (uniforms and the like). You shouldn’t include too many Skills and Perks in a Template, since this diminishes character individuality. Don’t include Powers and Talents in Templates except in special cases.