Character Creation For Prowlers Paragons Prowlers Paragons System













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Character Creation For Prowlers & Paragons
Prowlers & Paragons System Prowlers & Paragons is built in its own original system. In this system, Traits represent the number of d 6 s you roll when using the Trait. You’re rolling for even numbers, with each one adding one to your Successes for the roll. If you roll any sixes, you get one Success and you can reroll the die. The action’s target’s Successes is subtracted from the actor’s Successes, and the difference determines who gets to describe the result of the action. Note: Because the creators of P&P are huge comic nerds, turns are called Pages, sessions are called Issues, and campaigns are called Series.
P&P Hero Step 1: Concept While arguably an implicit step in character creation for every RPG, starting with a character concept is a notable step in Prowlers & Paragons. You should generally try to know before you start looking through Traits and Perks exactly what it is you’re looking for. Looking through the rules and throwing together some powers isn’t going to make anywhere near as interesting a character as having a superhero in mind and using the rules to make them playable
A Note on Setting Understanding the setting is important for making a character that fits into it. Some important notes: 1. Superheroes first came into the limelight of this world in the 40’s. From then until the mid-80’s was known as the “Golden Age” of heroes, when superheroes were all campy, Superman-esque figures considered paragons of justice. 2. The Information Age led to the fall of the Golden Age, as many Golden Age heroes had their reputations tarnished by discoveries about their private lives 3. You are a member of the Paragon Squad, a team founded and led by Silver Liner, the last unsullied major Golden Age hero.
P&P Hero Step 2: Traits and Perks Now that you have an idea in mind, you can start spending Hero Dice to purchase Traits and Perks. Traits have a dice rating which determine how many dice you roll. Perks on the other hand are absolute, you either have them or you don’t. Each character starts with 36 Hero Dice, and the highest dice rating a Trait can have is 10 d. These parameters are known as the Standard Power Level. Investing 1 Hero Die into a Trait brings it to 3 d. Each additional Hero Die increases the dice rating by 1 d.
P&P: Traits cont’d Mundane Traits are Traits not inherently associated with superpowers. Each Hero starts with 2 d in all Mundane Traits. These Traits are listed at the bottom of the Character Sheet. If a Hero has 6 d or higher in a Mundane Trait, it is treated as a Super Trait. (e. g. 6 d Might would be Super Strength). All Super Traits (including Super Mundane Traits) have a category. These categories include Magic, Natural, Psionic, Super, Tech and Training. Some Super Traits are so powerful they require twice as many Hero Dice to improve, which are marked with a (x 2) next to their name.
P&P: Damage Dealing Traits Some Traits, such as Blast, deal damage. In this case, the Trait must be assigned a damage type when it is chosen. You may take the same Trait multiple separate times with different damage types.
P&P: Perks cont’d Perks are elements of your character which you do not need to roll to use. Often these are super powers, such as Blind Fighting or Extra Limbs, but some, such as Headquarters or Ally, offer some other kind of benefit to the Player. Perks are purchased with a flat amount of Hero Dice (unless modified by Pros & Cons)
P&P: Pros & Cons Pros and Cons can be taken by modifying the Hero Dice of the Trait or Perk you are applying it to. (Pros increase cost, Cons decrease cost). Some Pros and Cons are unique to specific Traits or Perks, such as the Flight Trait’s Wings Con, or the Duplication Perk’s Legion Pro. To the right is a list of generally applicable Pros and Cons, and how they affect cost. Applying Pros and Cons to Traits affects the number of dice necessary to reach a given rank. If you want 7 d Flying, that would normally cost 5 Hero Dice. However, if you take the Wings Con, it only costs 4 Hero Dice.
P&P Hero Step 3: Flaws Assign your character 1 -3 Flaws (while not a universal rule, for this campaign you must have at least 1 flaw). Aside from making characters more interesting, Flaws help to generate Resolve, and you start with 1 Resolve for each Flaw your character has.
P&P Hero Step 4: Select Gear Select what mundane gear your character carries, if any. There is no systemic limitations on what mundane gear your character can have, and the only limitation is what I allow. As long is it is reasonable for your character to have a piece of Gear, I will generally allow it. If you have a Trait or Perk that requires a piece of gear (i. e. one that has the Item Con), I will always allow you to have that piece of Gear. This is for standard, real life items. For any specialized gear, you must take appropriate Traits and Perks with the Item con, or some variation thereof.
P&P Hero Step 5: Finishing Touches Decide on your hero’s hero name, civilian identity, hero and civilian descriptions, motivation, quote, details, connections, and origins Note: While some of this may be unnecessary (perhaps your character fights crime in their civilian identity, like Luke Cage, or has no connections because they’re the ultimate loner), your character’s motivation is actually used in-game as a pseudo-mechanic, and so you must have one. The example motivations in the core rules include: Acceptance, Coercion, Exploration, Fame, Guardian, Idealism, Justice, Peace, Redemption, Responsibility, Thrills, Virtue, and Wealth. However, these are not allencompassing, so if you want to use a different motivation, just run it by me first.
P&P Hero Step 6: Calculated Stats • Max HP is 12 (Hero Dice/3 rounded down) • Edge (which is P&P’s initiative) is Athletics + Perception + Willpower