I love playing from the Muggles' POV so can you sign me up?
I'm not familiar with the Smallville RPG myself, but it sounds nice.
I've had an Alan Ripley type mature woman monster hunter character who I've been trying to make more colorful with some adolescent trauma, minus a few years and she should work for this?
edited 10th Nov '10 8:24:47 AM by Vree
I ask questions. You answer. It's that simple. Ah, what the heck, I'll try it with only two. If someone else shows up, I'll fit them in later.
Please give your character a name.
Step One: Infancy
1: Were you born a human being, or are you something else that only looks human? Kryptonians are unavailable in Normal (because Smallville and Metropolis got them all), but you could have come from some other plane of existence or some secret nonhuman society, making you fey, angelic, demonic, Lovecraftian, Atlantean, disguised reptile people from the Jurassic...whatever. Whatever it is, though, it has to be able to pass for normal on superficial examination.
2. Is your family rich?
3. Is your family strange? Were you orphaned and raised by nonhumans, or are your parents conspiracy theorists, mentally ill, dabblers in the occult, religious fanatics, weird scientists, spies or something otherwise out of the ordinary?
4. Were you born with any unusual traits or gifts for your species or did one develop very early in life? Are you a natural athlete, a mathematical prodigy or musician, did you have a superpower? (Yes, humans can have superpowers and still be human) Or did you have some less useful peculiarity that makes you stand out like androgyny, odd coloured eyes, albinism, or a nonhuman feature you conceal under clothes?
edited 13th Nov '10 3:02:25 PM by Nobodymuch
@ Lolipod Distortion
Among love, justice, truth, and glory, which is most important to your character and in what way?
Love can mean romance, friendship, or family, or fear of these things.
Justice can mean upholding the law, behaving fairly, distributing the fruits of society or rejecting those things.
Truth can mean satisfying your curiosity, telling lies, revealing facts to others, keeping secrets...
Glory can mean getting praise from others, becoming famous, achieving things nobody else can or fear of those things.
edited 13th Nov '10 3:12:57 PM by Nobodymuch
I'll join...
1.I'm Human
2.Lower middle class.
3.My father died before i was born and my mother died when i was born so I was raised by my grand-father, who is a witch-craft and wizardry fanatic.
4.I was born with terrible eyesight and have to wear glasses, I also have Clairvoyant abilities. The ability to see and perceive the world through other peoples psyche and thoughts
and Truth is most important to me.
HoNKhKkhnhOnNk@ Darcsthe Neurotic
1. Your Remote Viewing Ability. Do you have to concentrate on it, losing touch with your regular senses?
2. What's your relationship with your grandfather? Are you attached or remote, does he try to exploit your gift, or help teach you how to use it. Do you hide it from him? Do you trust, fear or resent him? Were you born with your power or trained into it by your grandfather?
3. What your relationship with the other character in the game so far? You may want to talk to each other about that.
4. What's an important location to you, a place that you go to, to strengthen your resolve, get away from your troubles, work in, or get resources and information from?
5. What's your attitude like growing up? Are you nosy, do you have a mean streak or a grudge against the world, are you helpful and kind (but misunderstood), are you afraid of violence?
6. As you grow up, do you work on learning magic in general, do you concentrate on practicing with your specific power, and do you have any mundane interests?
@ Lolipad Distortion
1. What's Whitney's approach to a fight?
2. Whitney's marathon running obviously says that he's a really fit guy. In his approach to crossing the finish line first, what does he emphasize, strategy, a stubborn refusal to recognize his limits, or is it just a matter of training for maximum fitness and the other competitors don't matter?
3. How does he feel about Nes? Did he know Nes from a early age (which would mean having been born in Normal)
4. What about Whitney's father? Mentor? Tyrant? Where's the mother in this? Divorced, dead, mysteriously disappeared?
edited 14th Nov '10 12:39:34 PM by Nobodymuch
1. Attack straight on. Focus on hitting the other guy, don't worry about blocking or strategy.
2. A refusal to recognize his limits.
3. He doesn't pay much attention to Nes. He sticks with a small group of friends, and doesn't take notice of people outside that group.
4. Whitney's father tried to raise Whitney "right" and serve as a mentor, but Whitney didn't pay much attention to him. His mother left Normal with another man.
Underneath the bridge The tarp has sprung a leak And the animals I've trapped have all become my pets1.It depends on who I use it on, it's a natural dual state if I have strong emotions for the person, but it does make me lose touch with my regular self and senses if I don't know the person.
2.Nes' grand-father serves as a good friend, equal and mentor to Nes. At first he thought that his grand-fathers obsession with this ability and constant training and use of it was because of his grand-father taking advantage of him, but it turns out after Nes used it on his grandfather it's just a genuine mentoring to help teach him how to use it, Nes is still ashamed of doubting him. And he couldn't hide it from his grand-father, because apparently he received a prophecy the day Nes was born telling him of this power.
3.He's seen him a couple of times, and knows Whitney's first name, that's about it.
4.A restaurant or mall or any place with food and people, constantly training his powers drains alot of his energy and over-eating usually fuels his tanks and allows him to focus on talking to other people and building a social life.
5.He has a natural happy outlook on life with a neutral disposition, he tries to be helpful but most of the time but sometimes he can purposely hint at something that may destroy a relation ship without letting his powers know... he is a little understood. He has no problem with violence and even wonders if his power could ascend to a level of usefulness in battle.
6.He dabbles in using magic but mostly trains his know power, he is a little interested in the application of Chemistry and Alchemy with his Grand-fathers research and his own power.
HoNKhKkhnhOnNk

They like to say that Normal lives up to its name. Off somewhere to the east they have cities like Metropolis and Gotham, cities where people make wild claims about seeing UF Os or red and blue blurs, and people dress up in Halloween costumes to exact vigilante justice. Weirdos. They don't have that kind of stuff in Normal, a quiet town of hard working salt of the earth types. Of course Normal did have what you might call a "bad spell" back before the turn of the millenium. There was that...questionable fire that killed thirteen people and a bit after that there was that maniac who seemed intent on killing Normal's children. But he was an out of towner of course. And since then Normal hasn't experienced any serious crime. Oh, they might have have experienced a few accidents with agricultural machinery, and possibly a few people have left town unexpectedly, there was that fatal animal attack, and a couple of people have had breakdowns and had to be committed...
They like to say Normal lives up to its name.
They lie.
If there's interest, then Perfectly Normal will be a game using the Smallville RPG rules. Actually owning the rules is unnecessary since the task resolution system is extremely simple. Character generation is more complicated, but I'll guide players through it. The game should be in the tradition of Smallville, Buffy, Roswell, Haven, Eureka, Picket Fences and Supernatural.
Characters should be inhabitants of Normal, a fictional town or small city of 13,000 or so inhabitants. Most of them human. Superpowers are available, but not mandatory. Investigation and interpersonal interaction should play a big part in what's going on. The Smallville RPG contains mechanics for social conflict that can make non "powered" characters very formidable. Someone who decides to play a normal at first can always develop them in play anyway. You know how it goes.