Wednesday, December 13, 2017

First Game of Christmas 2017

Once more this year I will continue with what might become a tradition on this site. This year I will be delving into another 12 Games of Christmas. I hope this one goes as well as the previous year's. For our first game this year I will be exploring is one which I have a long relationship. I have not played it a great deal, but it heavily influenced how I played other games. Two of the editions GM sections were well read by a younger me as a how to on GMing. Now I will admit that I think this may have been a mistake. I kind of wish I had had first edition, as it does not focus on advice so much as tools for building adventure. Now let us start with...

Number 1: Traveller

Pictured: True Awesomeness
There are numerous editions of this game, with variable amounts of rules and settings. For this review I will be digging into the first edition of Mongoose Traveller. The reason is that I feel like it does what I want from Traveller games without as much cruft as had built up over the years. I won't be reviewing second edition, as sadly I do not have that edition and have not had a chance to read through it. I may make mention of previous editions, but by and large we will be looking at Mongoose Traveller.


The Peritextual Elements
Nothing will ever beat the first three books for the original Taveller game. I am not joking, they are so stark, so minimalistic, and so simple that it just looks awesome to me every time. Mongoose managed to do a cover that looks the same and yet somehow fails to capture my imagination as well. I am not sure exactly why, but there you are. The internal art is all black and white line art with a sort of sketchy style that works well to convey tone. The margins are a bit wide and it is two column. It goes with a rather simple font and it is no problem at all to read. Each section has a page header at the top of the page that lets you know where you are in the rules, which is hand when you are flipping around as you do in gaming. I have no real complaints, but no real compliments. the formatting and art are serviceable and do not get in the way. There are worse things to have in a game.

Mechanical Elements
The basic mechanics of the game are pretty simple. Roll 2D6 add/subtract appropriate modifiers and compare to a target number. Higher numbers are better than low numbers. Character creation is probably my favorite part of any Traveller game. It is practically a game in and of itself. First you roll for your characteristics, 2D6 down the line for each(Strength, Dexterity, Endurance, Intelligence, Education, Social Standing). In this edition you choose a home world, which grants you some background skills. Then you choose a career, but it is not just a choice. You need to roll to see if you qualify to be in the Career. This is pretty great as it makes the character grow more organically. You also roll for advantages and gains in the career as well as if you have a mishap and must leave the career. If you do not leave the career you can roll for advancement. When you leave the career yo also get some mustering out benefits(also random). I dig it a lot. When everyone is doing this together at the table you can get some truly unique and funky crews. If you ever wondered where the crew of the Serenity came from it would be something like this. The rest of the game is closer to a series of mini games for dilating down to the action level you want. The GM is given loads of tolls for building adventures on the fly and building a sandbox setting quickly. It gives you enough stuff to build as quickly and surface level or slower and deeper world building. It is pretty great. I would recommend just diving in and playing right off the bat, and learning on the go. This game is super basic, with lots of bits you can bolt on when needed or wanted.

Setting
Pictured: Also Awesome looking
There is and is not a core setting within Traveller. I mean there is the Third Imperium with its decades of back story, alien cultures, and metaplot. However that was born out of mechanics and the implied setting therein. Within the first three books released back in the 70s there is no setting, however there are a number of setting assumptions within that. First is the assumption that there is a space nobility. Heck it is one of the characteristics you automatically get at character creation. Also there are some assumptions on how the FTL works as well as the assumption that you will be playing humans. SO we have a human-centric universe with a narrowly defined FTL and noble classes ruling over it all. Also there is a boat load of conflict, which we will learn about a bit during character creation and the mishap tables. Also the core of the setting is the idea of Travelling and the Traveller's Aid Society which is in the setting. Basically you will be going places in this game. The sedentary life is not for you. In fact the universe has a specific organization to facilitate you travel. There is more to it than that, of course, but that gives you an idea of how I first saw the setting. I also remember there being a part in Traveller the New Era that went on for like a page explaining how one comes up with a specific call signs for your pilots. I don't know why it needed so much focus, but it has been in my mind ever since, so it is a core part of my universe when I make a Traveller campaign.

There we Have the First Game of Christmas. Tomorrow...

Heavy Gear

Tuesday, December 12, 2017

Heroes Unlimited: World's Strongest 31


Previously on World's Strongest:
Impact, The Alien Renegade
Calamity, The Cybernetic Sniper
Megaton, Friendly Neighborhood Nuclear Warhead
The Whirlwind, a Fusillade of Fisticuffs
Car Mage, The Wizard of Wheels
Night Sheriff, The Sheriff of Shadows
Hammer of Heaven, The Daring Demon Hunter
The Wanderer, Precocious Practitioner of the Arcane Arts
Storm Eagle, Queen of the Skies
Breakthrough, Multi-powered Mutant Powerhouse
Mr. Shade, The Ninja Vigilante
Wrath, Mistress of Mayhem
The Physician, Psychic Surgeon
Maximum, The Machine Man
Metal Marshal, The People's Powerhouse
Devil Fist, the Fist of the Morning Star
Perdition, Implacable Justice
Nemesis, Sister Spy
Prince Herman, Magician Mischief Maker
Inquest, The Vigilante Detective
Seraph, Paragon of Protection
Le Tarasque, King of Undertown
The Rat Queen, Dark Goddess of Undertown
The Never Ending Cheery Death Machine
Henry, Immortal Barkeep
Reciprocitor, The Karmic Kid
Enki, Queen of Mischief
Geostorm, King of Quakes
Nemain, Goddess Of War
Cavalier Rouge, the Red Rider

Also on Age of Astonishment:
Hunter, the Elven Weapon Master
Ms. Miracle
The Iron King of Asgard
The Crimson Commando
And Now...

We have reached the end of this part of the series. I do have plans for furthering this project and showcasing the capabilities of the various characters and how they sack up in the various aspects of the super hero occupation. Anyway this post we will be delving into one of the more powerful categories in the series. It has a boat load of powers and diverse options. Lets dig into...

The Heroic Hellion

Step 1: The Choice
This character starts out with a choice between either a specific demon type from the various types of demon presented in the book, or other palladium book I guess. If you don't want to do that option, than you use the tables in this section to design your demon type. I will be going with that second option, as I feel like it grants more potential power. I could be wrong, but I do get to have exactly the character I want. I see this character as a master of darkness and flame, with magic and psionic abilities. He is going to be something of a powerhouse of versatility. Lets get to it.

Entirely New Demonic Heroic Hellion

Alignment
Scrupulous
Power Level
Greater Supernatural Being
AR: 13
Attacks Per Melee: 7
+1 Perception
+1 vs Magic and Mind Control
Eight Attributes: IQ 20 ME 20 MA 18 PS 36(Supernatural) PP 20 PE 23 PB 16 Spd 27
Hit Points & SDC: PEx10 HP PEx6 SDC
Inhuman Appearance: Humanlike Brute +24 SDC +3 PS -2 MA
PPE: PEx10
Skills of the Heroic Hellion: 4 skills from each: Espionage, Physical, Rogue, WP
Detect Ambush
Detect Concealment
Disguise
Impersonation
Acrobatics +2 roll w/punch, +1 PS, +1 PP, +1 PE, +3 SDC
Gymnastics +2 roll w/punch, +2 PS, +1 PP, +2 PE, +7 SDC
Boxing +1 Attack, +2 Parry and dodge, +1 roll w/punch, +2 PS, +10 SDC
H2H: Martial Arts +3 Attacks +3 Roll w/Punch +2 Initiative +3 Pull Punch +3 Parry/Dodge +2 Strike/disarm
Prowl
Seduction
Streetwise
Pick locks
Supernatural Abilities:  magically understands and speaks all languages; aura appears to be that of a supernatural being similar to those of demons and infernals;  heals three times faster than a human, once per 24 hours can bio-regenerate 1D6x10+20 Hit Points or S.D.C.;  lives 100 years for every P.E. attribute point; Humanoid Metamorphosis – the ability to transform into one mortal alter-ego,  Enlightened Demon is only half as powerful as he is in demon form; reduce all physical attributes, bonuses, attacks per melee round, I.S.P, P.P.E., Spell Strength, etc. all by half
Special Super Abilities
Darkness Control
1. Create Darkness
2. Shadow Meld
3. Night Vision
Psionics Super
ISP: MEx20
Invisible Haze(30)
Mental Illusion(20)
Mind Bolt(6 per 1D6 dmg)
Psi Sword(30)
Telekinesis: Super(10 per 100 lbs)
Magic 
Sense Enchantment
Sense Supernatural Evil
Sense Magic
PPE: x2
Invulnerability: Limited(25)
Exorcism(30)
Negate Magic(30)
Locate(30)
Globe of Silence(20)
Circle of Concealment(15/100)
Invisibility: Superior(20)
Metamorphosis: Animal(25)
Fly as an Eagle(25)
Tongues(12)
Words of Truth(15)
Mystic Shield(10)
Call Lightning(15)
Horrific Illusion(10)
Eyes of Thoth(8)
Charm(12)
Magic Net(7)
Blind(8)
Multiple Image(7)
Armor of Ithan(10)

Step 2: Source of Enlightenment
In this step we must decide on the reason this demon chose the path of goodness. I think I will link it up with The Hammer of Heaven and the Book of All Souls. I think he was trapped in the book for a thousand years, and the purpose of the book was to reform demons. Maybe he was easier to convince, or maybe he was merely the first to be affected. Whatever the reason, he was the only demon to leave the book with the desire to do good.

Captured And Reformed

Step 3: Additional Demonic Features
If you thought that you stopped getting cool new powers back in the demon creation section, were you ever wrong. Here you get 2 more options, some of which grant you awesome powers. Some just make you look silly. I will be going with more power, obviously. So I will be increasing the character's physical attributes and his demonic form is made of fire and can fly. Very cool. So I see him as a shifting form of shadows and flame, like a human sized Balrog, when in demon form. 

Alter Physical Structure: Fire
1) Continuous Bolt of Flame: 2D6 dmg 12 ft rng
2) Fire Ball: 3D6 dmg 300 ft rng
3) Create a Wall or Circle of Flame: 4D6 per melee to anyone in the flame 100 ft rng
4) Radiate Heat
5) Breathe Fire: 1D6 6 Ft rng can be used in any form
6) Super Nova: 10,000 dmg in 100 ft radius could kill hero
7) Other Abilities and Bonuses: AR 14 vs physical attacks; Impervious to fire, plasma and heat; hover and propel himself at a speed of 60 mph (96.5 km/h) +2 dodge in flight; Horror Factor: 14
Enhanced Attributes
All Physical Attributes +3

Step 4: Vulnerabilities
Now here we get to some interesting background and tactical choices. I must pick a side between Hades and Dyval. I guess these are the cannon two hells of the Palladium Multiverse.  I must also choose a vulnerability at this juncture. I was always fond of the Hawthorne weakness from some folktales, so I will be going with that.

Demon From Hades
Vulnerable to Hawthorne Wood(does double damage)

Step 5: Bonuses and Saving throws
Also you get to choose between a bunch of different saves or additional bonuses. I will be going with a bonus to magic, at first level it does not do all that much, but it will add a bunch to my magic saves and magic power as time goes forward.

Magic: Can use magic weapons and Techno Wizard Devices(I guess that means no other class can use them?)

Step 6: Equipment and Money
We get to the final step. This hero has a bunch of money and a secret lair as well as a couple of weapons. And that is it. I can work with that.

$70,000
2 Weapons of Choice
Hidden loft sanctuary

Name: Enepsigos(goes by Karim Tir in his human identity)
Super Identity: Shedim
Alignment: Scrupulous

IQ: 20
ME: 20
MA: 16
PS: 47 Supernatural(23 in human form)
PP: 25(12 in human form)
PE: 29(14 in human form)
PB: 19(10 in human form)
Spd: 30(15 in human form)

Natural AR: 13(14 vs physical objects)
HP: 290
SDC: 218
ISP: 400
PPE: 580

Skills
Detect Ambush; Detect Concealment; Disguise; Impersonation; Acrobatics; Gymnastics; Boxing; H2H: Martial Arts; Prowl; Seduction; Streetwise; Pick locks

Psionic Powers
Invisible Haze(30); Mental Illusion(20); Mind Bolt(6 per 1D6 dmg); Psi Sword(30); Telekinesis: Super(10 per 100 lbs)

Magic Abilities
Sense Enchantment; Sense Supernatural Evil; Sense Magic

Magic Spells
Invulnerability: Limited(25); Exorcism(30); Negate Magic(30); Locate(30); Globe of Silence(20); Circle of Concealment(15/100); Invisibility: Superior(20); Metamorphosis: Animal(25); Fly as an Eagle(25); Tongues(12); Words of Truth(15); Mystic Shield(10); Call Lightning(15); Horrific Illusion(10); Eyes of Thoth(8); Charm(12); Magic Net(7); Blind(8); Multiple Image(7); Armor of Ithan(10)

Super Abilities
Alter Physical Structure: Fire
Darkness Control

In the dark hours of night the elders of the various tribes spoke his name in harsh whispers and only when the fire was low and the drink was flowing. In those ancient days he walked the earth as a godlike being of capricious evil. Heroes and demigods faced his kind and drove them back, though none could harm Enepsigos. When Humababa fell, he merely laughed at the folly of his brothers. Then came Solomon, who bound all demons to his will. When he finally escaped, Enepsigos swore to never e bound again. He began to work behind the scenes through catspaws and intermediaries. Then came the Archmage. There have been many to whom the title has been passed, but this was the first. He chased down Enepsigos, harried him across the earth and bound him and 36 other demonic princes in the Book of All Souls. For a thousand years he sat in the book, with nothing but his own memories for comfort. As time wore on Enepsigos began to feel bad for the actions he had taken. It was as if the book were causing him to grow a conscience. Recently he and the other demons were released from the book, and Enepsigos has come to believe that life should be preserved. He seeks to trap the other demon princes back in the book, or destroy them some other way. In the last few weeks he has become aware that a demon hunter has moved into the city and he seeks to help her in her task. The problem is, he seems to be falling for her. This has never happened before, and it has caused him to make some missteps on the way.

And there we go. We are through all of the character categories from Heroes Unlimited. Next I will be playing around with these characters I and others have made. I have a rough idea of how to do it, so in the coming weeks I will be doing a series about the annual Contest of Champions. Where heroes from all over may try their strength, skill, and luck to see who will take the title as the Champion. I see it working like this...

Back in 1984 a godlike being came to earth and gathered all the heroes together to have them fight it out and see who was the best. Basically he was a godlike super nerd who saw superheroes as his toys. Anyway, the heroes managed to get out of it pretty much fine, and drove of the being to boot. However they had had some fun fighting it out, and the people of earth had all gotten to see it as the being had projected the fights into every TV on earth. And so the tradition started that a bunch of heroes would come together every year afterward to have a contest. This year there has been a massive uptick in new heroes across the world and in Coast City specifically. So a lot of hero watchers and conspiracy theorists think this must mean something, but everyone is looking forward to seeing these new heroes compete in the Contest once more. Should be fun. Stay tuned.

Also +Megan Bennett-Burks and I just finished a Kickstarter for A Far Off Land, A Fate RPG in Two Worlds. It is a game about special people chosen by Eldritch beings to travel between the worlds and protect or destroy both. They are shape shifting masters of primordial magics, and they hold the fate of two worlds in their hands. If you missed the kickstarter and would like to check out the game, you can still get it. Check out the Beta Document.

Heroes Unlimited: World's Strongest 30

Previously on World's Strongest:
Impact, The Alien Renegade
Calamity, The Cybernetic Sniper
Megaton, Friendly Neighborhood Nuclear Warhead
The Whirlwind, a Fusillade of Fisticuffs
Car Mage, The Wizard of Wheels
Night Sheriff, The Sheriff of Shadows
Hammer of Heaven, The Daring Demon Hunter
The Wanderer, Precocious Practitioner of the Arcane Arts
Storm Eagle, Queen of the Skies
Breakthrough, Multi-powered Mutant Powerhouse
Mr. Shade, The Ninja Vigilante
Wrath, Mistress of Mayhem
The Physician, Psychic Surgeon
Maximum, The Machine Man
Metal Marshal, The People's Powerhouse
Devil Fist, the Fist of the Morning Star
Perdition, Implacable Justice
Nemesis, Sister Spy
Prince Herman, Magician Mischief Maker
Inquest, The Vigilante Detective
Seraph, Paragon of Protection
Le Tarasque, King of Undertown
The Rat Queen, Dark Goddess of Undertown
The Never Ending Cheery Death Machine
Henry, Immortal Barkeep
Reciprocitor, The Karmic Kid
Enki, Queen of Mischief
Geostorm, King of Quakes
Nemain, Goddess Of War

Also on Age of Astonishment:
Hunter, the Elven Weapon Master
Ms. Miracle
The Iron King of Asgard
The Crimson Commando

And now...

Today we dig into one of the newest categories in the game. Armageddon Unlimited is the newest book in the HU series and it is a book that ties into the metaplot of the whole Palladium Megaverse. You see over in the Rifts line there is this thing where Demons and Deevals(I think this is just a more trademarkable form of devil) are invading the Rifts world and the Three Galaxies(Phase World) and all sorts of other places. So this book ties into that. It describes the planes of Hades and Dyval and there endless war. It also puts in some cool new powers relating to demons and the like. It also has some specialized versions of the Mystic heroes that are more closely connected to these planes. So now we get to dig into the...

Demon Hunter

Step 1: The Usual
We start with elevens across the board like normal. However this class gets a lot of little bonuses to many attributes. I like this it fits the idea and makes it feel a little more special right off the bat.

+3 PS and Spd
+2 ME and PE
+10 HP
Base SDC 50
Base PPE 20+PE

Step 2: Education & Skills
This class gets a bunch of skills. It also gets a few very specialized skills. I like this as it fits well with the idea of a Hunter who is highly trained to hunt and fight demons. there are not that many choice points here. So here are the skills.

Common and General Skills
Computer Operation (+20%)
Singing (+10%).
Mathematics Basic (+20%)
Pilot Automobile (+10%)
Speak and Read Native Language at 98%.
Speaks and Reads French and German (+20%).
Pilot Motorcycle (+10%).
Weapon Proficiency Program
WP Sword
WP Blunt
WP Automatic Pistol
WP Automatic & Semi Automatic Rifles
Demon Hunter Program
Basic Electronics (+5%)
Detect Ambush (+15%)
Detect Concealment (+10%)
Gymnastics +2 PS, +1 PP, +2 PE, +7 SDC
Boxing +1 Attack, +2 Parry and dodge, +1 roll w/punch, +2 PS, +10 SDC
Hand to Hand: Martial Arts +3 Attacks +3 Roll w/Punch +2 Initiative +3 Pull Punch +3 Parry/Dodge +2 Strike/disarm
Prowl (+10%)
Surveillance Systems (+15%, +25% to tail supernatural beings).
Tracking (+10%, +15% when it’s the Supernatural).
Safecracking
Pick Locks
Acrobatics +2 roll w/punch, +1 PS, +1 PP, +1 PE, +3 SDC
Demolitions
Lore: Demons and Monsters
Demon Hunter Lore: Magic
Modern and Ancient Weapons Armorer
Circles of Trapping and Protection
Secondary Skills
Athletics: +1 Parry/Dodge; +1 roll with punch/fall; +1 PS; +3 Speed; +5 SDC
Body Building: +2 PS; +10 SDC
Running +1 PE; +10 spd; +3 SDC
Swimming
Climbing
Research
Step 3: Circle Magic
This is cool, your hero has special magic circles that give you abilities to mess with demons and the like. Really cool. I am a little confused though. You don't get all that much PPE with this class, so little that it is likely you may not be able to actually cast those circles. Its a little weird. Also can you get more circles? Can the Mystic Training class get them? I wish there was a little more here. I like it and I want more, is what I am saying.

Circles
Protection Circle of Supernatural Concealment(20)
Protection Circle, Simple(5)
Protection from Demons(30)
Protection from Deevils(30)
Circle to Banish Demons(60)
Circle to Banish Deevils(60)
Circle of Empowerment(40)

Step 4: Years of Training and Contacts
I really love this section. This is where you find out how many contacts you have and how long you have been hunting, and you could have been hunting since your early teens. I went with ten years as that is a decent amount of time, I see her as starting as an apprentice hunter at the age of 13, so she is now 23, and a veteran hunter. Also I think maybe some of her contacts are family members.  I think that will work.

Years of Training
10 years
Contacts
Ordinary People: 25
Family Business Contact: 6
Fellow Demons Hunters: 4
Super Friends: 3

Step 5: Saving Throws and Other Bonuses
The Demon Hunter gets a lot of bonuses to saving throws and their save grow pretty heavily over time. I actually like this a lot. Saving throws are a subtle set of powers but it effects a great deal of the game, especially any game that involves a lot of magic and psionics usage.

+1 vs HF
+2 vs Mind Control and Psionics(+4 when it is an evil supernatural being)
+1 vs Magic
+1 Perception
+1 Initiative vs Supernatural Evil
+1 attack per melee against supernatural evil or on the side of supernatural good
half damage from the attacks of demons, Deevils and similar evil or Anarchist supernatural beings
Impervious to the bite and mind control of vampires.
Impervious to supernatural possession
See ghosts and supernatural spirits and entities
Destroy supernatural evil: counts as two attacks, does double damage to supernatural evil, even if the creature is normally immune to damage.

Step 6: Equipment and Finances
I am going to be playing around with the concept of a Demon Hunter here. Often the Demon Hunter in fiction is a sort of loner, or working with a very small group. I was thinking of playing around with the idea of a family of hunters who are a fairly large organization, and also it is a big extended family. They have been hunting for a long time, so while they started out as a small family in a tiny region, they eventually grew to have family all over the world and a huge amount of information and resources. Though I think they still send out the Hunters in the family alone, as most of the family is focused on support and training. So She has a car, a limousine that takes her to her hunting gigs. We also have to roll for her starting finances, but I will look at that not as her only money, but the amount of money she has been given by the Family to deal with the current situation. I think that would work, pretty well. She stays in a Family safehouse and is hunting demons in the city.

Budget: $60,000

Other Stuff
And now we do some finishing touches, and take this framework of a hero and build it into a complete hero with a backstory.


Name: Monique Perrault
Super Identity: Cavalier Rouge
Alignment: Unprincipled

IQ: 11
ME: 13
MA: 11
PS: 22
PP: 13
PE: 17
PB: 11
Spd: 27

HP: 30
SDC: 88
PPE: 37

Skills
Computer Operation; Singing; Mathematics Basic; Pilot Automobile; Speak and Read English; Speaks and Reads French and German; Pilot Motorcycle; WP Sword; WP Blunt; WP Automatic Pistol; WP Automatic & Semi Automatic Rifles; Basic Electronics; Detect Ambush; Detect Concealment; Gymnastics; Boxing; Hand to Hand: Martial Arts; Prowl; Surveillance Systems; Tracking; Safecracking; Pick Locks; Acrobatics; Demolitions; Lore: Demons and Monsters; Demon Hunter Lore: Magic; Modern and Ancient Weapons Armorer; Circles of Trapping and Protection; Athletics; Body Building; Running; Swimming; Climbing; Research

Magic Circles
Protection Circle of Supernatural Concealment(20); Protection Circle, Simple(5); Protection from Demons(30); Protection from Deevils(30); Circle to Banish Demons(60); Circle to Banish Deevils(60); Circle of Empowerment(40)


Monique comes from a long line of hunters. Her most renowned ancestor had invented the Fairy Tail as a method for letting the normal people of the world know how to protect themselves from the things that go bump in the knight. To this day her family has gathered a vast library of hunter's journals and stories going back three hundred years. Oddly enough everything prior to that was lost in a great fire. Monique grew up fighting evil spirits, Vampires, Demons, and other supernatural evils. Recently she has come to Coast City as there was a massive spike in demonic possessions and the like. She also has encountered a Demon claiming to be reformed. He seems kind and helpful, and has even saved her life a couple of times. She doesn't yet know how she feels about this development, but she cannot yet shake the feeling that he is telling the truth. It has awakened a lot of Emotions in her she never thought she would feel toward a demonic being. But whatever she feels, she has a job to do and nothing will get in the way of her doing it.

And with demon hunter we are one category away from the final hero of Heroes Unlimited. I hope you like her, I think she is pretty neat and sort of unique. She is the only class in the books that has magic circles. Which strikes me as odd, I mean, there are circle mages in other Palladium books, but in this one the only one who can do them is one that does not have enough PPE to actually use about half the circles she knows. I guess, those are for higher levels? In doing this series I have often felt that the majority of play testers must have been cheating a little. I mean, I always saw the most cheating when I GMed Palladium games, even if it was just subtle stuff(like having loads of really high attributes). I am not sure how I feel about this. Next time we dig into the last and-arguably-the strongest hero in the series. Next time we will look at the Heroic Hellion. We need a good demon to woo our awesome Demon Hunter. It should be fun.

Also +Megan Bennett-Burks and I just finished a Kickstarter for A Far Off Land, A Fate RPG in Two Worlds. It is a game about special people chosen by Eldritch beings to travel between the worlds and protect or destroy both. They are shape shifting masters of primordial magics, and they hold the fate of two worlds in their hands. If you missed the kickstarter and would like to check out the game, you can still get it. Check out the Beta Document.

Monday, December 11, 2017

Heroes Unlimited: World's Strongest 29

Previously on World's Strongest:
Impact, The Alien Renegade
Calamity, The Cybernetic Sniper
Megaton, Friendly Neighborhood Nuclear Warhead
The Whirlwind, a Fusillade of Fisticuffs
Car Mage, The Wizard of Wheels
Night Sheriff, The Sheriff of Shadows
Hammer of Heaven, The Daring Demon Hunter
The Wanderer, Precocious Practitioner of the Arcane Arts
Storm Eagle, Queen of the Skies
Breakthrough, Multi-powered Mutant Powerhouse
Mr. Shade, The Ninja Vigilante
Wrath, Mistress of Mayhem
The Physician, Psychic Surgeon
Maximum, The Machine Man
Metal Marshal, The People's Powerhouse
Devil Fist, the Fist of the Morning Star
Perdition, Implacable Justice
Nemesis, Sister Spy
Prince Herman, Magician Mischief Maker
Inquest, The Vigilante Detective
Seraph, Paragon of Protection
Le Tarasque, King of Undertown
The Rat Queen, Dark Goddess of Undertown
The Never Ending Cheery Death Machine
Henry, Immortal Barkeep
Reciprocitor, The Karmic Kid
Enki, Queen of Mischief
Geostorm, King of Quakes

Also on Age of Astonishment:
Hunter, the Elven Weapon Master
Ms. Miracle
The Iron King of Asgard
The Crimson Commando
And now...

We have reached the end of the Powers Unlimited 2 book. We are nearing the end of all the categories available for Heroes Unlimited. I guess I could also do a few of the types from Skraypers, but lets be honest, those are far closer to Rifts characters than HU character. As this is the last one in PU 2, I feel like I should make her a bit special and cool. This class is based around characters like the Green Arrow, Hawkeye, Black Knight, and any other weapon oriented heroes. So lets dig into the...

Ancient Weapons Master

Step 1: The Eight Attributes
I am going to cheat a little with this one. The physical attributes are crucial for this character and so I need to have a higher than normal set of physical attributes. So I will start all my physical attributes at 16, and we will go from there. I know it is cheating but this character will be a lot more fun if I go this route, and it is not that impossible(If my previous gaming groups are normal, then it is likely).

+3 PS
+2 PP
+2 PE

Step 2: Hit Points & SDC
HP and SDC as step 2 is still silly. Base SDC follows.

Base SDC 40

Step 3: Special Abilities Education and Skills
As you can have any level of education to be in this category I will be going with PHD level for this hero. She has no super powers so she will need a lot of skills to make up for a lot. Also I would like to get the best combat stats available so I need to give up Half my scholastic skills and all my secondary skills to get both types of weapon specialization, which should be pretty fun. It may end up coming back to bite me in the butt, but I think it would be fun to try this out.

Physical Program
Acrobatics +2 roll w/punch, +1 PS, +1 PP, +1 PE, +3 SDC
Gymnastics +2 roll w/punch, +2 PS, +1 PP, +2 PE, +7 SDC
Boxing +1 Attack, +2 Parry and dodge, +1 roll w/punch, +2 PS, +10 SDC
Wrestling+1 Roll w/punch, +2 PS, +1 PE, +13 SDC
Professional Thief Program
Locksmith 
Prowl 
Climbing 
Surveillance Systems
Special Weapon Master Skills
Expert in Recognizing Weapon Quality
Craft Weapons
Hand to Hand: Assassin +1 attack +1 initiative +2 strike +2 pull punch

Weapons Expertise(Both Melee and Missile Weapons)
Melee Weapon Expertise
A) Weapon Master: +3 Pull Punch/Weapon Strike +2 Attacks when using melee weapons+1 strike/parry
B) Paired Weapons: +3 parry +1 Disarm when using two weapons
C) Resist Disarm Attack
D) Parry Projectile Bonus: -2 vs arrows -6 vs bullets/energy attacks
E) Disarm Bonus: +3
F) Disabling Strike
Missile Weapon Expertise
A) Bow Mastery: +50 ft to bow range Rate of Fire 3 per melee +1 strike
B) Trick Shooting: Targeting small targets(a gun, a finger, needs an 8 or higher has a +4 to strike); Multiple Shot(Shoot Two arrows at once at half strike bonus); Ricochet Shot
C) Dodge Projectile Bonus: -1 vs arrows -4 vs bullets/energy blasts
D) Strength Bonus: Gain strength bonus to damage with bows
E) Throwing Mastery: +2 attacks per melee when all attacks are thrown +1 initiative +1 strike Can throw anything and do damage with it

Step 4: Equipment Budget
And here you get to roll for your budget for getting specialized gear. It already assumes that the hero has a workshop/lab that she builds her stuff in. I kind of see it as a old forgotten subway station decked out in ancient weapons of all sorts and a forge that links its chimney to the chimney of a big paper mill above. SO it is in the industrial section of town. I will be going with the maximum amount as is the norm...not just in my characters, but in all games ever.

$21,000

Enhanced Bow: 3D6 1400 ft $2000

Explosive Arrows: 6D6 dmg $30 each
I also want to have taser and smoke arrows, but I cannot find rules for tasers or the like

Twin Fighting Batons: Short Staves 1D6+6 $1800

Explosive Throwing Knives: 2d4 Dmg $80 bucks apiece
I also want to have taser versions, but I can't find rules for it

Concealed Body Armor: Enhanced Chain Mail AR 15 SDC 44

Step 5: Alignment
I see her as Unprincipled. She does the right thing...mostly, but she is not nailed down by her alignment.

Step 6: Rounding Out
Now we get to the finishing touches and calculating final totals. Should be fun Lets get to it. As I was making this character I had the though that the equivalent of a PHD in fighting would be some sort of Court of Owls or League of Shadows. Basically the secret masters of the City/world need enforcers. So she was trained from childhood as the enforcer for this hidden organization. Maybe her parents searched her out, never giving up, and died trying to get her out. That led to her questioning orders and the like, so she escaped and is now living in the city her parents loved and seeks to save it. So I guess her family is old money in Coast City.

Name: Shannon Ross
Super Identity: Nemain
Alignment: Unprincipled

IQ: 11
ME: 11
MA: 11
PS: 26 +11
PP: 20 +3
PE: 22
PB: 16
Spd: 16

HP: 25
SDC: 73

Skills
Acrobatics; Gymnastics; Boxing; Wrestling; Locksmith; Prowl; Climbing; Surveillance Systems; Expert in Recognizing Weapon Quality; Craft Weapons; Hand to Hand: Assassin

Initiative: +1
Attacks: 4(6 w/Melee, 3 with arrows, 6 with thrown)
Strike: +5(+7 with melee or thrown)
Damage: +11
Parry: +5(+6 with weapon, +9 with paired weapons)
Dodge: +5
Roll w/Punch: +6
Pull Punch: +5
Disarm: +1 with weapons

Shannon does not remember much of her early childhood. She has some vague memories of her parents, but mostly she just remembers the pain and the training. Always she trained, in combat and in stealth. She only encountered other girls like her when she was pitted against them in near mortal combat. Always Shannon excelled. She did not always win, but she never lost easy, and she never lost to the same tactic twice. On her fifteenth year she was granted the name Nemain and told the meaning of her existence She would serve as an enforcer for Broken Circle, the hidden masters that ran much of the western world. Her training was interrupted one year later when her parents arrived. She did not know them, and the guardians of their hidden valley killed her parents. She eventually found their gear, and in it their journals. They awakened in her a desire to know who she was and where she came from. These journals led her to question everything about the Broken Circle. She recently escaped from their hidden fortress in the Alps and headed to the city of her birth. Her parents were rich and powerful industrialists and cared deeply for their city. Now She fights to save the city her parents loved, fighting crime and villainy from her lair beneath one of her parents holdings, the Farthing Street Paper Mill.

We are now done with Powers Unlimited 2. I think that means we have only two more power categories left, those found in Armageddon Unlimited. We have already established that a bunch of demons have been set loose in the city, so I think they should fit pretty well in the setting. Next time we will dig into the Demon Hunter. Should be fun.


Also +Megan Bennett-Burks and I just finished a Kickstarter for A Far Off Land, A Fate RPG in Two Worlds. It is a game about special people chosen by Eldritch beings to travel between the worlds and protect or destroy both. They are shape shifting masters of primordial magics, and they hold the fate of two worlds in their hands. If you missed the kickstarter and would like to check out the game, you can still get it. Check out the Beta Document.

Sunday, December 10, 2017

Heroes Unlimited: World's Strongest 28

Previously on World's Strongest:
Impact, The Alien Renegade
Calamity, The Cybernetic Sniper
Megaton, Friendly Neighborhood Nuclear Warhead
The Whirlwind, a Fusillade of Fisticuffs
Car Mage, The Wizard of Wheels
Night Sheriff, The Sheriff of Shadows
Hammer of Heaven, The Daring Demon Hunter
The Wanderer, Precocious Practitioner of the Arcane Arts
Storm Eagle, Queen of the Skies
Breakthrough, Multi-powered Mutant Powerhouse
Mr. Shade, The Ninja Vigilante
Wrath, Mistress of Mayhem
The Physician, Psychic Surgeon
Maximum, The Machine Man
Metal Marshal, The People's Powerhouse
Devil Fist, the Fist of the Morning Star
Perdition, Implacable Justice
Nemesis, Sister Spy
Prince Herman, Magician Mischief Maker
Inquest, The Vigilante Detective
Seraph, Paragon of Protection
Le Tarasque, King of Undertown
The Rat Queen, Dark Goddess of Undertown
The Never Ending Cheery Death Machine
Henry, Immortal Barkeep
Reciprocitor, The Karmic Kid
Enki, Queen of Mischief

Also on Age of Astonishment:
Hunter, the Elven Weapon Master
Ms. Miracle
The Iron King of Asgard
The Crimson Commando

And now...


Next up we will be hopping into another odd hero type. To be honest here, I am not sure I know what heroes from comic books this one is trying to emulate. I mean, the only symbiotic hero I can think of is Venom, but you can't really make him in this system. In fact it just makes you look really weird. It s an odd one, that is for sure. Anyway lets dig into the...

Symbiotic Hero

Step 1: The Eight Attributes
Elevens? Yep, elevens. Good times? Yep, good times.

Step 2: Hit Points & SDC
HP and SDC are still step two...that still makes no sense.

Base SDC 30

Step 3: Background and Abilities
There are a lot of different random tables here for your Symbiotic Hero. Some of them are really interesting and some less so. I am going to go with symbiote that came through a rift in space and time. And that it does not look like anything as it is within the bloodstream of the host. Bow, there are a number of options for how smart the symbiote is and how long it survives. However I will be going with a mineral based Symbiote, mostly due to the powers I see him having. As to what the symbiote eats to survive? I will go with electromagnetic energy, as that does not harm the host, and a lot of the other options harm the host. Now you get a random number of special abilities(not super abilities mind you) from being a Symbiotic Hero. I will be fudging the dice a little and assuming I rolled a four on a D4, mostly so I can have the most of these abilities. They are quite cool. Then I must roll for Super Abilities. I will be going with two major and one minor relating to elemental control or shaping. I am leaning toward some sort of earth control, and there are some pretty darn powerful options for that throughout the various books.

Where did the Sybiote Come From?
Symbiote appeared through a rift in space and time
Symbiote's Appearance
Tiny creatures in the blood
Symbiote's Intelligence
Mineral
Symbiote's Food Source
Electromagnetic Energy
Benefits gained by the Host
Superhuman Strength +7 PS +3 SDC
Increase SDC +50 SDC
Increase HP +20 HP +2 vs disease
Increase Speed and Stamina +21 spd fatigues at 10% normal
Determining Super Abilities
Two Major Abilities and One Minor relating to controlling the elements
Geothermal Energy
Power of the Earth: AR 12 and superhuman strength when touching the earth
Create Mini Volcanoes: 1D6x10 per melee to everyone in 20 ft radius
Create Volcanic Pools or Streams: 2D6x10 per melee to anyone that falls in
Hot Sulfur Blast: 2D6
Lava Bolts: 1D6
Create Tremors: 1D6 to everyone in the path of tremor
Create Mini Earthquakes and Chasms
Create Geysers
Stop Geological Forces
Sensitive to Earth Vibrations
Impervious to heat, Smoke, Lava, Steam, And sulfur
Fire Resistant(1/2 dmg)
+17 SDC
Earth Possession
Limbs of Earth: Enhance arms with rock for Supernatural Strength
+1 Initiative
+2 Strike and Disarm
Possess Earth:
A) Stone Attack: Up To 2D6 Per Stone(One Stone at level one)
B) Earth Fist: 2D6
C) Earth Ripple: Knock people down, make the lose some initiative
D) Earth Roar: Opponent roll vs HF 14 failure means lose initiative bonus and one attack
E) Earth Shield: Summon a small wall of earth for protection
F) Earth Meld: meld with earth cannot be hurt or struck
G) Firm Footing: does not fall down while walking on the earth or anything attached to the earth
Sense Surroundings: By holding some loose earth or pebbles can see through the earth
Create Earth Golem: Either a separate golem or a golem suit that acts as a super armor, variable stats depending what it is made of
Other Bonuses: +2 vs Possession +4 vs Elemental Magic +6 vs Earth Elemental Magic Can Hold Breath for 6 minutes +10 SDC
Alter Physical Structure of Limb: Crystal
+2D6 dmg with punch
Shoot laser: 1D6 dmg 100 ft rng

Step 4: Education and Skills
This is treated as normal so I need to come up with a cool idea for our hero. Maybe he was a test pilot/super spy who walked through to another dimension and accidentally gained a symbiote. I can work with that.

Espionage Program (Basic)
H2H: Martial Arts +3 Attacks +3 Roll w/Punch +2 Initiative +3 Pull Punch +3 Parry/Dodge +2 Strike/disarm
Detect Ambush
Intelligence
Wilderness Survival
Tracking
Escape Artist
Pilot: Advanced Program
Navigation (Air, land, Water)
Read Sensory Equipment
Weapon Systems
Pilot: Motorcycle
Pilot: Truck
Pilot: Jet Fighter
Pilot: Helicopter
Secondary Skills
Athletics: +1 Parry/Dodge; +1 roll with punch/fall; +1 PS; +3 Speed; +5 SDC
Body Building: +2 PS; +10 SDC
Running +1 PE; +10 spd; +3 SDC
WP Automatic Pistol
WP Automatic & Semiautomatic Rifles
Climbing
Swimming
Basic Mechanics

Step 5: Alignment
I see this guy as a somewhat noble and upright citizen, so I am leaning toward Scrupulous.

Step 6: Rounding Out & Other Stuff
This is all the normal stuff we go through here. Rounding out the backstory and all that. I think we have a pretty interesting character seed already though so lets get to finishing this one up.

Name: Scott Savage
Super Identity: Geostorm
Alignment: Scrupulous

IQ: 11
ME: 11
MA: 11
PS: 21 Superhuman(42 in exoskeleton)
PP: 11(14 in exoskeleton)
PE: 12(14 in exoskeleton)
PB: 11(14 in exoskeleton)
Spd: 24(36 in exoskeleton)

Natural AR: 12 when touching earth(can increase with the right exoskeleton)
HP: 35
SDC: 128(will increase with exoskeleton)

Skills
H2H: Martial Arts; Detect Ambush; Intelligence; Wilderness Survival; Tracking; Escape Artist; Navigation (Air, land, Water); Read Sensory Equipment; Weapon Systems; Pilot: Motorcycle; Pilot: Truck; Pilot: Jet Fighter; Pilot: Helicopter; Athletics; Body Building; Running; WP Automatic Pistol; WP Automatic & Semiautomatic Rifles; Climbing; Swimming; Basic Mechanics


Powers
Geothermal Energy
Earth Possession
Alter Physical Structure Limb: Crystal

Scott was always a thrill seeker, from bungee jumping, to running with the bulls he did it all. eventually he ended up working for the government as sort of a freelance trouble shooter. They would have a situation and he would head in to see what was what. That was how he ended up spending a half an hour in another universe. Someone had found or opened a rift to another universe where the laws of physics did not work the same and they needed someone to head in and take some readings. Enter Scott. While there he encountered microscopic silicon life. It was not intelligent and granted him amazing powers. After spending nearly a year in quarantine it was decided he was not a threat to all life on earth and he was set loose, though not completely. Now he serves as second in command of the special marshals service, directly under the Metal Marshal. As Geostorm Scott has saved a lot of lives, and finally found a career as exciting as he always dreamt.

We are getting close tp the end of the series now. I have a few ideas for what to do once I am done with creating characters, so don't worry about that. I am thinking the Contest Of Champions, a series where we test the strength, speed, durability, and flexibility of all these characters and see who come out on top. Very exciting. Next time, we will be delving into the last of the categories in Powers Unlimited 2, the Ancient Weapons Master. Should be fun. Stay Tuned.

Also +Megan Bennett-Burks and I just finished a Kickstarter for A Far Off Land, A Fate RPG in Two Worlds. It is a game about special people chosen by Eldritch beings to travel between the worlds and protect or destroy both. They are shape shifting masters of primordial magics, and they hold the fate of two worlds in their hands. If you missed the kickstarter and would like to check out the game, you can still get it. Check out the Beta Document.

Friday, December 8, 2017

Heroes Unlimited: World's Strongest 27

Previously on World's Strongest:
Impact, The Alien Renegade
Calamity, The Cybernetic Sniper
Megaton, Friendly Neighborhood Nuclear Warhead
The Whirlwind, a Fusillade of Fisticuffs
Car Mage, The Wizard of Wheels
Night Sheriff, The Sheriff of Shadows
Hammer of Heaven, The Daring Demon Hunter
The Wanderer, Precocious Practitioner of the Arcane Arts
Storm Eagle, Queen of the Skies
Breakthrough, Multi-powered Mutant Powerhouse
Mr. Shade, The Ninja Vigilante
Wrath, Mistress of Mayhem
The Physician, Psychic Surgeon
Maximum, The Machine Man
Metal Marshal, The People's Powerhouse
Devil Fist, the Fist of the Morning Star
Perdition, Implacable Justice
Nemesis, Sister Spy
Prince Herman, Magician Mischief Maker
Inquest, The Vigilante Detective
Seraph, Paragon of Protection
Le Tarasque, King of Undertown
The Rat Queen, Dark Goddess of Undertown
The Never Ending Cheery Death Machine
Henry, Immortal Barkeep
Reciprocitor, The Karmic Kid

Also on Age of Astonishment:
Hunter, the Elven Weapon Master
Ms. Miracle
The Iron King of Asgard
The Crimson Commando

And now...

In this post we will be digging into one of the more interesting and unique hero categories. It has its own set of powers that work a little different than the other powers this game puts forth. This is kind of what I really though a super smart hero should have. Also I think that if you combined this with Hardware and Special Training, you could get some really fun heroes that match up with heroes with powers, psionics, magic, or other superhuman abilities. I think there is something there. Anyway lets dig into the...

Natural Genius

Step 1: The Eight Attributes
We go with elevens across the board. THis character is one of the smartest in terms of raw attributes. It gains a boat load of IQ points right off, and I don't think anything other than the Super Sleuth, which gains a bonus of one...ONE! In this case we can leave the attributes alone, compared to other "Smart" heroes. There you go.

+9 IQ
+3 ME
+2 MA

Step 2: HP & SDC
Normal HP and SDC basics here. Pretty exciting. Seriously though, why is this a step, shouldn't this just be part of the final step? I don't get this stuff sometimes.

Base SDC 20

Step 3: The Power of Intelligence
And here we get to the unique powers of this category. My only regret for this area is that there are not more interesting powers. All the powers are based around the application of the mind to a given problem. You start with four powers though you can exchange some of your skills for more powers at the outset. As you do get an awful lot of skills this might be something I consider as I move forward. Actually, yeah I think I will spend some of my skills to get another ability at the start. I will drop three of my secondary skills to gain an additional special ability. Very exciting

Analytical Mind
+2 Initiative +1 ME
Healing Trance
+1 PE +7 SDC
Mind Over Matter: Combat Trance
For 2 melee rounds
+2 attacks +1 Initiative +6 Strike/Parry +3 Dodge +3 disarm/entangle +3 pull punch
Mind Over Matter: Pain Tolerance
+1 ME +2 PE +7 HP +3 SDC
Odds Assessment
If odds are good +1 Initiative +1 Strike, Parry, And Dodge +2 Disarm, Pull Punch, and Roll w/Punch
If odds are bad invert those numbers

Step 4: Education and Skills
Our hero gets a bunch of skills. Its kind of ridiculous. You start off with five skill programs and 12 Secondary skills(though we have reduced that by three, so it is now 9 Secondary skills). Yeah that gets a bit crazy. This is probably the only character in the game that gets close to having almost half of the skills in the game. Make of that what you will.

Computer Program
Basic Electronics
Computer Operations
Computer Programming
Computer Repairs
Language Program
Hebrew
German
Russian
Arabic
Mechanical Program (General)
Mechanical Engineer
Basic Electronics
locksmith
Science Program
Computer Operation
Advanced Mathematics
Chemistry
Anthropology
Biology
Astrophysics
Technical Program
Art
Business & Finance
Research
law (General)
Professional Thief Program
Locksmith
Prowl
Climbing
Surveillance Systems
Medical Doctor Program
Biology
Chemistry
Pathology
Medical Doctor
Electrical Program
Electrical Engineer
Basic Mechanics
Computer Operation
Robot Electronics
Espionage Program (Basic)
H2H: Martial Arts +3 Attacks +3 Roll w/Punch +2 Initiative +3 Pull Punch +3 Parry/Dodge +2 Strike/disarm
Detect Ambush
Intelligence
Wilderness Survival
Disguise
Impersonation
Physical Program
Acrobatics +2 roll w/punch, +1 PS, +1 PP, +1 PE, +3 SDC
Gymnastics +2 roll w/punch, +2 PS, +1 PP, +2 PE, +7 SDC
Boxing +1 Attack, +2 Parry and dodge, +1 roll w/punch, +2 PS, +10 SDC
Wrestling+1 Roll w/punch, +2 PS, +1 PE, +13 SDC
Secondary Skills
Athletics: +1 Parry/Dodge; +1 roll with punch/fall; +1 PS; +3 Speed; +5 SDC
Body Building: +2 PS; +10 SDC
Running +1 PE; +10 spd; +3 SDC
Seduction
WP Blunt
WP Automatic Pistol
WP Automatic & Semiautomatic Rifles
WP Revolvers
WP Bolt Action Rifles

Step 5: Alignment
I kind of see this hero as a sort of wild card in the hero community. She does what she like and generally helps people, but she does it in her own way and tends to take from villains whatever she thinks she needs. She is sort of a one woman Leverage crew. I will be going with Anarchist.

Step 6: Rounding Out & Other Stuff
This is the finishing up process. There is one bit here that is a bit unique. YOu get a fair bit of cash and it helps describe your recent past, or at least if you have been active as a super genius recently. I will be going with the richest option naturally and so we have our hero living off a big score. She maybe recently took down a gang, or a part of a gang and is living off that big score she took from said gang. Now she has $70,000 burning a hole in her pocket. She could probably be a millionaire a thousand times over if she applied herself to making money, but she is kind of a thrill chaser and needs that danger more than she needs money. She lives the high life, sure, but she has no real savings...she doesn't need it.

Name: Rebecca Mizrah
Super Identity: Enki
Alignment: Anarchist

IQ: 20
ME: 16
MA: 13
PS: 21
PP: 13
PE: 19
PB: 11
Spd: 24

HP: 29
SDC: 81

Skills
Basic Electronics; Computer Operations; Computer Programming; Computer Repairs; Hebrew; German; Russian; Arabic; Mechanical Engineer; Basic Electronics; Locksmith; Computer Operation; Advanced Mathematics; Chemistry; Anthropology; Biology; Astrophysics; Art; Business & Finance; Research; law (General); Locksmith; Prowl; Climbing; Surveillance Systems; Biology; Chemistry; Pathology; Medical Doctor; Electrical Engineer; Basic Mechanics; Computer Operation; Robot Electronics; H2H: Martial Arts; Strike/disarm; Detect Ambush; Intelligence; Wilderness Survival; Disguise; Impersonation; Acrobatics; Gymnastics; Boxing; Wrestling; Athletics; Body Building; Running; WP Blunt; WP Automatic Pistol; WP Automatic & Semiautomatic Rifles; WP Revolvers; WP Bolt Action Rifles

Powers
Analytical Mind
Healing Trance
Mind Over Matter: Combat Trance
For 2 melee rounds
+2 attacks +1 Initiative +6 Strike/Parry +3 Dodge +3 disarm/entangle +3 pull punch
Mind Over Matter: Pain Tolerance
Odds Assessment
If odds are good +1 Initiative +1 Strike, Parry, And Dodge +2 Disarm, Pull Punch, and Roll w/Punch
If odds are bad invert those numbers

The world was just so boring for Rebecca. Everything was predictable, everything was slow, everything was just so stupid. From a very early age she understood far more than anyone her age. Heck by the time she was ten she understood more than the vast majority of adults. She ended up dropping out of high school, though that did not stop her learning, she dropped out as the school was teaching her far too slowly. As she grew to adulthood she became obsessed with super heroes. Among them were a few people who were smart enough to keep up with her, and it turned out she was pretty good at dealing with superhuman dangers. In fact she began to see herself as a bit of freelance super hero. She even chose a name, Enki the Mesopotamian deity of mischief. When criminals draw her attention she watches them and learns all she needs to ruin them. She recently brought down a major crew of the Polish Mafia.

As I said the Natural Genius is an interesting and different type of hero within the paradigm of Heroes Unlimited. I hope you liked this hero. Let me know what you think. Next up we will be digging into another odd one, the Symbiote. Should be a hoot.

Also +Megan Bennett-Burks and I just finished a Kickstarter for A Far Off Land, A Fate RPG in Two Worlds. It is a game about special people chosen by Eldritch beings to travel between the worlds and protect or destroy both. They are shape shifting masters of primordial magics, and they hold the fate of two worlds in their hands. If you missed the kickstarter and would like to check out the game, you can still get it. Check out the Beta Document.


Thursday, December 7, 2017

Heroes Unlimited: World's Strongest 26


Previously on World's Strongest:
Impact, The Alien Renegade
Calamity, The Cybernetic Sniper
Megaton, Friendly Neighborhood Nuclear Warhead
The Whirlwind, a Fusillade of Fisticuffs
Car Mage, The Wizard of Wheels
Night Sheriff, The Sheriff of Shadows
Hammer of Heaven, The Daring Demon Hunter
The Wanderer, Precocious Practitioner of the Arcane Arts
Storm Eagle, Queen of the Skies
Breakthrough, Multi-powered Mutant Powerhouse
Mr. Shade, The Ninja Vigilante
Wrath, Mistress of Mayhem
The Physician, Psychic Surgeon
Maximum, The Machine Man
Metal Marshal, The People's Powerhouse
Devil Fist, the Fist of the Morning Star
Perdition, Implacable Justice
Nemesis, Sister Spy
Prince Herman, Magician Mischief Maker
Inquest, The Vigilante Detective
Seraph, Paragon of Protection
Le Tarasque, King of Undertown
The Rat Queen, Dark Goddess of Undertown
The Never Ending Cheery Death Machine
Henry, Immortal Barkeep

Also on Age of Astonishment:
Hunter, the Elven Weapon Master
Ms. Miracle
The Iron King of Asgard
The Crimson Commando
And now...

It has been brought to my attention that many of these heroes I have been making have been of the super abilities type. Now, there are a few reasons for this. Firstly Supernatural strength is really powerful when at a pretty high level, but you need to have your punches connect to do that damage. Secondly the fighting system really favors hand to hand over ranged combat, so often it is best to go the simple route and just get the bigger numbers and focus on hand to hand fighting. Of course that might not be true, as the rules for ranged combat are contradictory and all over the place. Can you use your Physical Prowess bonus to strike with a gun? Does your WP with a gun add anything beyond the basic +3/+1 aimed/burst rules? Some rules say yes, some...say no. Then comes dodging ranged weapons, how does that work, is it just a -10 from your total dodge bonus, or is it a flat roll with the -10, or is it a flat roll? hand to hand is much simpler and better explained. Finally I just kind of like heroes who run fast and hit hard. Not sure why, I think it stems from my love of Heracles and Superman. Anyhow, In this post I am going to try and step out of the rut I inadvertently stepped into and make a hero of great power with odd powers and unique abilities. I hope. Here we go. Let dig into the...

Super Invention Hero

Step 1: The Eight Attributes
For this hero I really wanted to make her special, and I want her to be the inventor of the device. For that reason I will be maxing out her intelligence. She will be the smartest you can be. We will set her IQ at 30 for this. Elevens across the board with the rest. I know it is kind of cheating, but it will be fun and doesn't really alter her combat abilities.

Step 2: HP and SDC
The base SDC for this category is 20. If you make some other choices later it could affect this base, but we won't worry about that here.

Step 3: The Super Gizmo & Powers
She has a powerful device, one that steps beyond the laws of physics as they are known and taps into powers beyond the minds of mortal men. There are a bunch of questions that get answered through the rolling of percentile dice. There is a shocking amount of options available here. I would love to be able to use this as the basis for the pilot background data for the robot hero of a type. Anyway, I see this device as working through the vagaries of the linkage between matter and energy, ideas even more fundamental and vague than the four fundamental forces. Of course that is all just words put together to sound somewhat convincing in a cursory glance by the layman(which I mostly am). Anyway it basically makes her invulnerable to most types of damage and allows her to redirect that damage back at her opponents. If they are not hitting her with a big enough force she can wind up and use the stored energy through her fists and feet to strike with tremendous force. I think she also uses that energy to form disks of pseudo-matter that lets her fly about and have her zany adventure.

Sponsoring Organization: Independent the character invented the item
Who is the Character: The Inventor
Motive for Inventing the Device: To be a super hero and help people
Physical appearance and SDC of the Gizmo: Arm Bands 250 SDC AR 15 each
Power Level of the Super abilities: Equal to Eighth Level
Super Abilities The Gizmo Instill: 2 Major Super Abilities and 2 Minor
Repairing the Super Invention: Can be repaired at minimal cost
Re-Channel Kinetic Energy
+2 to strike with all re-channeled energy
Impervious to all Kinetic energy and Physical attacks
Re-Channel and Expel Energy
Impervious to pure energy(Lasers, Energy Expulsion, Particle beams, Ion Weapons, Plasma, Fire, and Electricity)
Half damage from energy based magic and psionics
Power Channeling
Body Tackle: 1D6+7D4
Head Butt: 4D6
Punch: 8D6
Power Punch: 6D6x2 uses 4 actions
Kick: 9D6
Jump Kick: 9D6x2 Uses all actions
Flying Force Disk
Small as a Frisbee or up to 40 ft diameter
Speed: 400 mph
400+(30xME) lbs
Max height: 1600 ft
SDC of Disk: PEx10
+2 dodge while in flight
Damage as a weapon: 1D6+4 rng: 950 ft

Step 4: Education and Skills
As the inventor of the device she counts as a Hardware: Electrical Genius. Basically I need to jump over to the main book once more and get skills from the Electrical Genius type. I do not get the budget or the gadgets at the start, as all of that money was spent on building the device. I also see her as a child prodigy who gained a PHD at a very young age. I think it might be fun to have almost no physical skills and being kind of a kid genius type who doesn't really know what she is getting into.

Electrical Genius Skills
Electrical Engineer
Read Sensory Instruments
Surveillance Systems
Optic Systems
Computer Operation
Computer Programming
Radio: Basic
Basic Mechanics
Mathematics: Advanced
Mechanical Program (General)
Mechanical Engineer
Basic Electronics
locksmith
Science Program
Computer Operation
Advanced Mathematics
Chemistry
Astrophysics
Astronomy
Chemistry: Analytical
Journalist/investigation Program
Computer Operation
Research
Surveillance Systems
Writing (Journalistic Style)
Secondary
H2H: Basic +2 attacks +2 to roll with punch +2 to pull punch
Radio: Basic
TV/Video
Auto Mechanics
First Aid
Recognize Weapon Quality
Streetwise
Sing
Swimming
Climb
Special Electrical Skills
Hot Wiring
Computer Hacking
Electronics Construction

Step 5: Alignment
I see her as being very ethical and sincere. She is like a lot of teenagers, full of certainty and hope. She shines brightly. Maybe, she works with Inquest. Learning the superhero ropes while serving as his muscle on the off chance he gets into more trouble than he can handle.

Step 6: Rounding out & Other Stuff
You don't get much money or anything as most of that was spent getting the device working and the like. Finishing up the character should be a cinch at this point. Fun fun.

Name: Gabriela Młynarz
Super Identity: Reciprocitor
Alignment: Scrupulous

IQ: 30
ME: 11
MA: 11
PS: 11
PP: 11
PE: 11
PB: 11
Spd: 11

HP: 14
SDC: 20

Skills
Electrical Engineer; Read Sensory Instruments; Surveillance Systems; Optic Systems; Computer Programming; Radio: Basic; Basic Mechanics; Mathematics: Advanced; Mechanical Engineer; locksmith; Computer Operation; Advanced Mathematics; Chemistry; Astrophysics; Astronomy; Chemistry: Analytical; Research; Writing (Journalistic Style); H2H: Basic; Radio: Basic; TV/Video; Auto Mechanics; First Aid; Recognize Weapon Quality; Streetwise; Sing; Swimming; Climb; Hot Wiring; Computer Hacking; Electronics Construction

Gabriela was beyond gifted. Graduated high-school by age 8, first PHD by age 12. She delved deeply into both the practical and theoretical sciences. She became obsessed with the nature of energy. It vexed her. She could measure it, shape it, transform it, yet she could not define it. No one could. The nature of matter and energy and their connection eluded them all. Finally on her 16th birthday she made a breakthrough, she found the connection-at least partially. With her breakthrough Gabby found many unique new phenomena to play with. She could have made a fortune with her discoveries. She could have been beyond Einstein and Newton, in fame and honors. But Gabby was something no other luminary had been. She was a 16 year old girl, and she loved super heroes. She spent her time and resources on building a gadget that would take advantage of her understanding of mass and energy. After her first few forays into super heroics she almost died. She was Saved by Inquest, who has taken her under his wing and is training her in the ways of the detective. Now she stands as a powerful and renowned superhero who consults with the Special Marshals office, serving as a technical expert and a humanoid wrecking ball. She is Reciprocitor, the Karmic Kid. When her powers are activated a shimmering field of bizarre energy in unnatural purple and green energies flows continually around her. Many the criminal has learned to fear the ominous hum of her flying energy disk.

There you go. A character with strange and terrible powers that bend the fabric of reality around her. When she fires it up evil beware. I hope this one was interesting and unique. I really to hat thinking that I could be stale. I won't be going with the minor hero, for much the same reason I did not go with the mega hero. It is not a category in and of itself, but merely an adjustment of the other categories.  Next up we will be digging into the Natural Genius. It is one of the more unique and interesting categories.

Also +Megan Bennett-Burks and I just finished a Kickstarter for A Far Off Land, A Fate RPG in Two Worlds. It is a game about special people chosen by Eldritch beings to travel between the worlds and protect or destroy both. They are shape shifting masters of primordial magics, and they hold the fate of two worlds in their hands. If you missed the kickstarter and would like to check out the game, you can still get it. Check out the Beta Document.