Hello! In a few weeks, I plan on running a lower-powered DFRPG game set in the Worm Universe (
http://parahumans.wordpress.com/about/).
The characters would be about as powerful as the Undersiders/the Brockton Bay Wards at the start of the story. I'd like them all to be on the same team from the start of the game but I'll let the players decide whether they want that group to be Wards, Rogues or Villains and whether they're a longtime member or recent recruit.
The game will be set in St. Louis, Missouri in an Alternate Universe of Worm.
I'm thinking a universe where Jack was stopped in Brockton Bay and with no Echidna incident. That is, the Triumverate are still in charge and Cauldron is a secret to most.
Kansas City had been attacked by the Simurgh a month before the game starts and is under Quarantine. The KC wards (potentially the PC group) have temporarily moved to join the St. Louis ones, which upsets the balance of power between the various groups in StL - which will be the start of the story.
My current plan is for an 10 Refresh/25 Skill Point game with a max skill bonus of +4. Characters will be ages 15-19 (the main reason for their lower starting Skill Points) and must have one aspect related to their trigger event and another related to their powers.
Think of this pretty loosely, Sanctaphrax's version of Taylor has her high concept as "Insect-Controlling Superhero" and her Trouble Aspect "Issues With Authority" could represent the fallout from her trigger event.
With a moderate refresh game and given the unique type of powers people have, I encourage players to take the Limitation power adjustment (with the goal of creating interesting limitations, and not to powergame):
http://dfrpg-resources.wikispaces.com/Adjustable+PowersAs progression is slow in on a messageboard I also recommend players not spending their whole Refresh from the start but planning how their powers progress. This can create some exciting scenes where they discover a new use of their power spontaneously.
For instance, someone might start with Aerokinesis (Incite Physical Effect at Range) and when fighting a losing battle vs. group of soldiers, they might purchase the Mass upgrade as they push themselves to their limit.
Right now I'm more interested in character concepts than stats (but if you think of them, feel free to post them as that can inspire others). Depending on how much response we get from recruitment, I'll pick the best 4-5 concepts from the bunch I feel like I can tell a story with. Let me know your preference on PRT Wards/Rogues/Villains and we'll go from there!
"Capes" replaces Lore. "Tinker" is the same as Ritual/Thaumaturgy except it uses Scholarship & Capes (Lore).
Modular and Variable Powers lists cannot contain more than 1/2 a characters Refresh in powers rounded down (so a [-7] modular abilities and [-6] variable abilities could only grant 5 Refresh worth of powers max). That said, I also encourage Variable Powers list for characters with more versatile powers.