HQ
CONTROL
CHARACTERS
TIMELINE
EQUIPMENT
HOUSE RULES

ACTIVE CHARACTERS

ARTEMIS  [Character played by Lonni Holland]
Mechanical Genius, Inventor, Electro-magnetic Dynamo

Conceptual Art by Kristian Horn

Identity: Natasha Smith
Status: Field Agent
Rating: Parahuman
Place of Birth: Toronto, Ontario, Canada

DR. ANTIQUITY  [Character played by Stephane Bonetti]
Psychic, Archaeologist, Keeper of Arcane Artefacts

Conceptual Art by Kristian Horn

Identity: Samuel Simmons
Status: Field Agent
Rating: Parahuman
Place of Birth: Montréal, Québec, Canada

KNOWN ENEMY OPERATIVES (NPC FILES)

    V&V write-ups of the campaign's various NPCs, villains & beasties. Some of the conversions have been tweaked here & there, but nothing too significant (just consider it a benefit of play-testing).

CREATING A CHARACTER

Starting Level: All player characters begin at 3rd level at the start of the campaign. This starting level may change as the campaign progresses.

Attributes: There are three options when it comes to determining a character's attributes. While there may be three methods, they all share one common factor -- the player may assign individual ability scores in any order he wishes. Also swap the Agility Hit Modifier for the Strength value and vice versa.
    (1)   Roll 3d6.
    (2)   Roll 4d6, discard the lowest.
    (3)   Use the following array: 12, 13, 14, 15, 16.

Powers: Characters gain the standard amount of powers (as per the rulebook), but they can gain an additional power (roll two and drop one) if another weakness is selected. Powers can be any combination as long as the player can justify the selection. Either roll or pick powers (Player's choice).

Knowledge Areas: Characters gain the standard two, plus the bonus Knowledge Areas of Espionage and Pilot (for a total of four knowledge areas).

Contacts: Division Zero and one personal choice.