MC: SIU rules 30 CP 20 SP Use Occult/Horror skill costs. PCs may be humans with supernatural powers, or supernatural creatures. Supernaturals must be able to maintain a human appearance, and must be of a race that can coexist with humans. (Examples: Kitsune = good. Vampire = bad.) -=Attribute Restrictions=- No more than 20 points in stats No Own Big Mecha No Dynamic Sorcery * Note that being in the first game does not guarentee you a position in this one, nor should you expect to be automatically included just because you're playing your former PC's child/student/arch-enemy/favorite local flowershop merchant. -=Story, background, yadda yadda yadda=- It's been twenty years since the MC: TNG. That puts the date at 2042. Technology has advanced sufficiently, compared to the first game, but not overly (no plasma rifles here!). The PCs are all members of Mystery Club, which was annexed into Interpol's SIU (Supernatural Investigations Unit) shortly after the first game ended. Except for a few higher-ups, most of Interpol doesn't even know the SIU exists. MC is also still located on the tenth floor of the clubroom at Fugahoka Technical University. And while it's technically a part of Interpol, MC is expected to rely primarily on its own devices. The PCs are officially listed as students of the university, and must be of a college age. They may take classes if they wish, but unlike the first game, it's not necessary. The school knows that the club exists and operates independantly, but it does not know what it does. *Note that while this is mostly finalized, it may be necessary to make some changes, dependant on what happens at the end of MC1.