Characters should be 180 pts. 120 base, 65 disads.
All characters must be able to pass as human to actual humans
All characters must spend 25% of points on non-combat skills and/or powers
Characters will fill a role in the party with only one character being “Best” while the others can be “good”, or “better”.
For example, if the average damage is 1-½ killing, better would be 2, and best would be 3 for the physical combat specialist
Characters will have some initial connections with each other
The team will be investigators/troubleshooters
From Hero System Fifth Edition Rule Book:
1. The rules are designed to help you have fun: If a particular rule makes the game less fun for you, that rule isn't working well for you. Change it. Similarly, ignore "letter of the rules" arguments in favor of interpretations that make the game more enjoyable.
2. Any and all rules are subject to change: The GM can change any rule to improve the game. The written rules are just guidelines and suggestions; change them to suit your-self, to make your games more exciting, dramatic, and fun.
3. Just because something isn't explicitly forbidden doesn't mean it’s allowed: No game designer could think of every possible permutation, combination, interpretation, or use of the HERO System rules, so situations may arise in your game that the creators of these rules didn't foresee. While it’s usually safe to assume that something which isn't forbidden is allowed, the final decision is always up to the GM. If he doesn't want to interpret or use the rules the way you to, want his decision governs.
4. Just because something is explicitly forbidden doesn't mean you can't do it (with the GM's permission): Conversely, even though the rules say you can't do something, the GM can relax that restriction if he feels it would be justified to do so. For example, the rules say you can't apply the No Normal Defense Advantage to the Entangle Power. But if a player came up with an idea for an NND Entangle the GM felt was a good one that didn't unbalance the game, he could allow the player to buy that power for his character.
5. Consider the special effects involved: One of the bedrock principles of the HERO System is that the special effects of a Power or action are crucial when determining how to build an ability and how that ability works. They influence the Powers and Power Modifiers used to create weapons, superpowers, spells, high technology, and the like, and the effects those abilities and equipment have in the game. Rather than looking just to the letter of the rules to determine how a Power works, or how two Powers interact, examine the special effects as well. In most situations you shouldn't allow special effects to provide as many benefits or restrictions as full-fledged Advantages and Limitations, but they should have some effect on the situation.
6. Don't waste time worrying about the "exact right way" to build an ability: Rather than fretting over whether you’ve built a particular ability, spell, power, or the like "correctly;" do your best job to figure out how to build what you want with the HERO System rules (or, if necessary, have the GM build it for you). Then let it work the way you want it to; don't worry about whether you’re "right." It’s your game, so however you want to do it is "right."
7. Use your dramatic sense: Don't let the rules get in the way of creating a fun, exciting story. If the rules as written diminish the drama of the game, ignore or change them (either permanently, or on a case-by-case basis). For example, if it would be more dramatic for Professor Barnes to wake up right before the burglars escape with his new invention, let him -- even if the rules say he wouldn't get to take any Recoveries yet.
8. Use your common sense: Above all else, when you interpret the HERO System rules, use your common sense. Nothing ruins a game faster than applying the rules "by the book" regardless of what common sense says. If your common sense tells you that a character can commit suicide by shooting himself in the head with a small pistol, then let him, even if the rules say he can’t possibly do enough damage that way to kill himself with a single shot.