In Extinction Event is a Heroic level campaign. Characters may have psionic powers that may seem superhuman, but the heroes themselves are human, although they have characteristics nearing the peak of human physical and mental achievement common to Olympic Level athletes and special forces soldiers.
Characters are generated using 225 Character Points and 50 points of Limitations (25 maximum points per Limitation).
To keep the level of power below the Superheroic level, the campaign has a Maximum Value on Characteristics. If a character wants to buy his Characteristics above the Maximum Value, it costs double. For example, if the maximum value for STR is 20, then buying
STR 20 up to STR 21 would cost 2 Character Points, not 1 like usual. This isn’t a Complication characters can select; it’s simply a campaign “ground rule” that affects everyone in the setting equally.
The following table contains the maximum value of characteristics before the cost is doubled:
|Offensive Combat Value (OCV)||8|
|Defensive Combat Value (DCV)||8|
|Offensive Mental Combat Value (OMCV)||8|
|Defensive Mental Combat Value (DMCV)||8|
|Physical Defense (PD)||8|
|Energy Defense (ED)||8|
There are a few additional Maximum Values in addition to the Characteristic Maxima above. The difference with the values in this section is that they cannot be exceeded at character creation, but may be increased later with earned experience points at double the normal cost.
|Damage Classes (DC)||9|
|Active Points (AP)||60|
|Resistance Defense (rDef)||5|
|Skill Levels||Not Available|
|Penalty Skill Levels (PSL)||2|
Special Effect Power Limitation
Characters must pick a special effect (Fire, Psychokinesis, Healing, etc.) for their Psionics. This special effect is how your powers manifests. For example, if your special effect is speeding up molecules to create heat or fire and you want to purchase telekinesis, you’ll have to explain the way that your heat/fire special effect manifests as telekinesis. Note, you can only pick one special effect for your psionics.
PALADIN Soldier Package
In Extinction Event, characters work for PALADIN an organization that reports to the Naval Special Warfare Command. PALADIN is a sister organization with the Navy SEALS and go through the same intense training program in addition to the Psionics training received in the Stargate Project. As such, all characters start out with a pre-set number of Skills, Perks, Talents, and Complications from being PALADIN soldiers who’ve undergone training and are part of the organization.
Note that skills with a cost of zero (0) are considered Everyman Skills. You may increase your proficiency with these skills by purchasing it during character generation.
|0||Area Knowledge (AK)||8-||Acting||8-|
|0||Language, Native (Completly Fluent)||Not Applicable|
|0||PS: PALADIN Special Operations Soldier||11-|
Navy SEAL/PALADIN Training
|1||Marksmanship (PSL)||+1 to OCV to offset Range Mod for a single attack|
|3||KS: U.S> Navy and Special Warfare Command||12-|
|5||Navigation (Land, Marine)||12-|
|16||Survival (All Climates)||12-|
|9||TF: Common Motorized Ground Vehicles, Large Motorized Boats, Parachuting, Advanced, Rafts, SCUBA, Skiing (Snow), Small Motorized Boats, Small Row Boats||Not Applicable|
|4||WF: Small Arms, Blades, Vehicle Weapons||8-|
Martial Arts Training Skills
|1||WF: Polearms (Bayonet)||Not Applicable|
|18||Fringe Benefit—PALADIN—Licensed Psionic, Member of PALADIN (Level 3), Security Clearance (Level 3), Military Rank (at least Sergeant Rank)|
|4||Martial Block||1/2 Phase, +2 OCV, +2 DCV, Block, Abort|
|4||Choke Hold||1/2 Phase, -2 OCV, +0 DCV, Grab One Limb, 2d6 NND|
|4||Martial Disarm||1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm|
|4||Martial Escape||1/2 Phase, +0 OCV, +0 DCV, +15 STR STR vs Grabs|
|4||Martial Strike||1/2 Phase, +0 OCV, +2 DCV, STR + 2d6|
|4||Hold||1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on|
|15||Hunted: PALADIN Frequently (Mo Pow; NCI; Watching|
|15||Social Complication: Subject to Orders Frequently, Major|