Wednesday, November 22, 2017

Heroes Unlimited: World's Strongest 14

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

And now...
We are coming round to the end of the categories in the main book and we are through any category that gets super powers. Now we are on the first of two robot heroes. The first one here will be an android, and the second will be a mecha pilot. This one gets kind of complex, as it works like bionics except there are even more options.

Step 1: Determining a Budget
This one has the highest number available in the main book. As with previous budget concerns, I often see budgets on the higher end of the scale in play. I don't think I have ever seen a budget at the bottom of the scale. The budget spans between $9.5 million to $13.5 million. I will be going with the highest budget for this one, $13.5 million.

Step 2: Selecting a Robot Intelligence
only half of the robot types actually need to do this part. As I am building an a android, I will need to look into a robot intelligence for this awesome robot. There are three types available: Standard Artificial Intelligence, Advanced Artificial Intelligence, and Transferred Intelligence.  Transferred intelligence is interesting, as it allows a human pilot to transfer their mind into the robot when in use and take it back into their body when they are done. That is kind of spiffy. For this one I will be going with an Advanced Artificial Intelligence.

Advanced Artificial Intelligence: $3.5 million
+2 initiative; +1 to strike; +1 to parry and dodge; +4 to pull punch; +1 to roll with impact

Step 3: Selecting a Robot Body
Now we get to choose what our robot will look like. There are four types of robot body: Type 1 robot vehicle, Type 2 True Robot, Type 3 Exoskeleton, and Type 4 android. As this is an android, we will be going with a Type 4 body.

Step 4: AI Programming
For type 1 and 3 robots you can skip this step, as it is not all that useful. For this step you have special skill programs that only robots get. However you can only choose one skill program for your robot. I really think that it would be more interesting to have a bunch of extra programs and a cost for them, so you could buy skills for your robot. However for this AI I wlil be going with the Espionage Program.

Espionage Program
Computer Operation
Intelligence
Prowl
WP Knife
WP Pistol
WP Rifle
WP Energy Pistol
WP Energy Rifle
Sniper
Interrogation
Detect Ambush
Detect Concealment
Recognize Weapon Quality
Armorer
Hand to Hand: Expert +2 attacks per melee +2 to roll with punch +2 to pull punch
Military Etiquette
Climb
WP Sword
+2 Roll w/ Punch
+2 Pull Punch
+1 strike with built in weapons

Step 5: Background Data
I think with this section I would like to revisit Project Longshot. We know they had a cybernetics program and it didn't quite work out. So maybe a faction within the Project decided a combat android would be more controllable. However they built its android brain too well and it started questioning things. Once it had access to the Internet it petitioned for recognition of personhood, and was granted it. Now the android is a free citizen, and has made a few enemies at Project Longshot. They could build more production models like this android, but that would be just as problematic as those androids would all count as human. Probably lots of shenanigans in Washington led up to and followed the android's declaration of rights.

Step 6: Robot Construction
Now we got to dig into making the robot. Buying its attributes and any cool features. There are a lot of options here, and in some ways it is easier than bionics, You do not have to buy PS and PP for the hands and the arms like in bionics, but for the arms on their own. So that is nice. I kind of wish that this was used in place of Bionics, though I think I see the logic of why the bionics section might have separate attributes for hands and arms. It is interesting, I cannot seem to find how to buy PP points for my robot, which kind of sucks. So lets get to buying cool stuff and build our sweet robot pal.

Body Style: Basic Human(reinforced frame) $1.4 million
Power Supply: Micro Fusion $5.3 million
Legs: Basic Human Legs(Spd 1100) $720,000
Arms: 2 human arms(PS 30  PP  ) $300,000+40,000
Audio, Optics, & Sensors: Advanced Audio System, Single Voice Synthesizer $390,000+$30,000
Advanced Robot Optic System $425,000
Targeting Sight(+1) $50,000
Motion Detector & Warning System(+1 initiative, +1 Parry/Dodge) $50,000
Weapons:
SDC: 265 $40,000
AR: 9 $300,000
Other Features: Realistic Skin Overlay $250,000
Real Head Hair $5000
Realistic Eyes $50,000
Sculpted Facial Features(PB 20) $150,000

That's one good lookin' robot.

Name: Assault Reconnaissance Gear Mark 1
Super Identity: Maximum
Alignment: Unprincipled

IQ: Unknown
ME: Unknown
MA: Unknown
PS: 30 Superhuman
PP: Unknown
PE: Unknown/probably doesn't have this as it is a robot
PB: 20
Spd: 1100(750 mph)

HP: Unknown/probably doesn't have this
SDC: 265
AR: 9

Skills
Computer Operation; Intelligence; Prowl; WP Knife; WP Pistol; WP Rifle; WP Energy Pistol; WP Energy Rifle; Sniper; Interrogation; Detect Ambush; Detect Concealment; Recognize Weapon Quality; Armorer; Military Etiquette; Climb; WP Sword; Hand to Hand: Expert

Initiative: +3
Attacks: 5
Strike: +2
Damage: +15
Parry: +2
Dodge: +2
Roll w/Punch: +5
Pull Punch: +8

Amongst the various research groups and black agencies that make use of Project Longshot there is a group that feels the greatest problem of their enhanced agents is the human factor. They set about to build a super soldier from the ground up. Maximum was born to infiltrate and to fight, however he had no desire to do wetwork nor rendition. Using a loophole in the law, Maximum was declared a person by the legal authorities, and now this faction within Project Longshot has been humiliated in the public square and any robot intelligence they build from here on out would also have full legal autonomy. Now Maximum lives with Calamity and Car Mage at the Garage, and sometimes helps them with their heroic activities. He has become something of a local celebrity as the first artificial citizen of the city. He even got ot vote in the last mayoral election. It made the local papers.

I am surprised by the odd missing bits for the robot heroes, as they are things that the bionic hero has. Its a little weird. Next post we will be dealing with a Mecha Pilot, so that should be fun. Missiles for days.

Make sure to check out my Kickstarter

A Far Off Land

Take the roll of the Fated, Shapeshifting Demigods who seek to bring about or prevent the destruction of two worlds. It contains new magic systems and Factions Dynamics in play.




Tuesday, November 21, 2017

Heroes Unlimited: World's Strongest 13


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

And now...

Now we will move into an area that is really poorly put together. Psionics are a big part of the Palladium system, but it seems like a barely thought through add on that was mushed into the game without much thought. The psionics section is positioned like it is part of the Physical Training category. All the other categories are separated from each other with a cool picture and a stylized logo and everything. Then comes Psionics with a logo, but the picture shows up at the end and there is no separation. Its quite jarring. Also there are no steps in listed. It is just the same as other, except you get psychic powers.

For this one I will be breaking my rule on attributes at 11. As the core attribute for this category is Mental Endurance and if you don't have enough in that you will suck at everything. So I will be starting with a 20 in ME, and the rest at 11.

Skill Programs are normal, so I think I will be going with the Physical Program and the Medical Doctor program. I see this character as a bit of  support character rather than a front line one. He is the guy you go to when the bad guys have filled you full of bullets and you need a discrete bit of surgery to keep on walking and talking.

Physical Program
Boxing+1 Attack, +2 Parry and dodge, +1 roll w/punch, +2 PS, +10 SDC
Gymnastics+2 roll w/punch, +2 PS, +1 PP, +2 PE, +7 SDC
Acrobatics+2 roll w/punch, +1 PS, +1 PP, +1 PE, +3 SDC
Wrestling+1 Roll w/punch, +2 PS, +1 PE, +13 SDC
Medical Doctor Program
Biology
Chemistry
Pathology
Medical Doctor
Secondary Skills
Climb
Prowl
Swimming
Research
Martial Arts
Language, Polish

After picking through all of that, the next thing is gaining the bonuses and psychic powers that come with this category. I will be making a Natural(also called Master) Psionic. This means I get 10 powers from the three lesser categories(physical, Sensitive, and Healing) and three super Psionic powers. Also I get a couple of attribute bonuses. I would like to take a moment here to talk about the oddity of saves. Saving versus magic is based around the casters level. The casters level sets the base number needed to save, while the target can get bonuses to the roll. However Psionics works a little different. To save against psychic power you roll against a number based on the targets training in psionics. That is just weird.

+5 ME
+2 MA

Physical
Summon Inner Strength
Mind Block
Telekinetic Punch

Sensitive
Intuitive Combat
Precognition
Sixth Sense

Healing
Increased Healing
Psychic Diagnosis
Psychic Purification
Psychic Surgery

Super
Mind Bolt(each six ISP spent adds 1D6 damage)
Pyrokinesis
Telekinesis

After that it is just the standard follow up stuff. Seriously the whole category is less than two pages long, and half of that length is the second kind of psychic. A less powerful and kind of useless psychic type. I mean, I got nothing to work with here. What even are psychics in this setting? Apparently they are different than magic users, and have powers that are not super powers. So in this setting there are five sources of superpowers, Physical Training, Technology, Magic, Super Powers, and psychic powers. OK. I can work with that. Maybe psychics keep themselves to themselves, they tend to remain hidden.

Name: Steven Jones
Super Identity: The Physician
Alignment: Anarchist

IQ: 11
ME: 25
MA: 13
PS: 19
PP: 13
PE: 15
PB: 11
Spd: 11

HP: 18
SDC: 63
ISP: 130

Skills
Boxing; Gymnastics; Acrobatics; Wrestling; Biology; Chemistry; Pathology; Medical Doctor; Climb; Prowl; Swimming; Research; Martial Arts; Language, Polish

The Polish Mafia have been running drugs through the Southpoint Burrough of Coast City. They started in the eighties with party drugs, now they move more than just coke and ecstasy, now they are trafficking in hyper drugs, and bizarre magical concoctions from the old country. Steven was a doctor working at the free clinic in Southpoint when some kid hopped up on magical PCP unleashed an chemical weapon using that same drug. All the patients and their waiting families went berserk. Nearly a hundred people died. Steven became aware of the world on a fundamental level. His third eye awakened and his psychic powers flowed into him. It also made him a bit...off. Now he has set up shop in an abandoned subway station. He specializes in healing vigilantes and those who prey on the criminals. He takes payment in favors owed. And one day he will call those favors due, and the blood of criminals will run red in the streets.

Well I think we got some good world building out of this poorly put together category. Next up we will be doing the first of two Robotic Characters. It should be pretty fun. Let me know what you think.

Make sure to check out my Kickstarter

A Far Off Land

Take the roll of the Fated, Shapeshifting Demigods who seek to bring about or prevent the destruction of two worlds. It contains new magic systems and Factions Dynamics in play.



Sunday, November 19, 2017

Heores Unlimited: World's Strongest 12

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

And now...

Moving on from the Mr. Shade, we move into some of the odder areas of hero creation. We will be dealing with Physical Training heroes. I sounds like your Batman type hero, but in reality it is a hero who specializes in a custom martial art they designed themselves. I guess closer to Bruce Lee? Mostly this is a straight up combat character, though it won't be as strong as some of the super powered beings out there. I do think the hero has some cool abilities, so lets dig in.

Step 1: The Usual
In this section they make mention that you should keep track of your attributes and your HP and SDC as you go as it will all change. As usual we will be starting with elevens across the board.

Step 2: Education and Skill Modification
You get your skills as normal, except for a couple of differences. First you lose one skill program. Second you cannot choose any physical skills at all. So using the standard skill choice I get one skill program and eight secondary skills. I think something simple would work here. I think a business program. Maybe she wants to start her own dojo and so spent her time learning how to manage money and business.

Business Program
Basic Mathematics
Business & Finance
Computer Operation
law (general)
Research
Secondary Skills
First Aid
Basic Mechanics
Wilderness Survival
Motorcycle
Computer Programming
Language: Chinese
Language: Japanese
Language: Russian

Step 3: Determining Abilities - Physical Area of Expertise
Now you have some choices to make, do you want to be strong or fast? You also get to choose the style of martial art you use and some physical skills and the like. This character will be focused on Strength and power as well as an aggressive fighting style. She will be able to punch through steel. One of the interesting things about this category, you have a choice between speed and strength, and then you can choose between defense martial art and aggressive martial arts. However if you choose strength as a focus and defense arts or speed and aggressive martial arts, you lose some of your powers. This means that, in practice, there are only two options here, not four. As I cannot ever see a reason to pick cross specialization and take the power loss. Its bits like this that lead me to believe that despite the rumor game balance was an important idea in the design of these games.

Physical Skills
Gymnastics+2 roll w/punch, +2 PS, +1 PP, +2 PE, +7 SDC
Wrestling+1 Roll w/punch, +2 PS, +1 PE, +13 SDC
Running +1 PE; +10 spd; +3 SDC
Athletics: +1 Parry/Dodge; +1 roll with punch/fall; +1 PS; +3 Speed; +5 SDC
Body Building: +2 PS; +10 SDC
Acrobatics+2 roll w/punch, +1 PS, +1 PP, +1 PE, +3 SDC

Focus on Endurance and Strength
PS Equal to superhuman(including all bonuses from the power) +25 PS
+5 PE
+3 Spd
+2 PB
+21 HP
+70 SDC
+1 Attack
+1 Pull Punch
+1 Initiative

Step 4: Special Hand to Hand Combat
As I said earlier I will be going with Aggressive combat style as opposed to the defensive style. It grants a bunch of special strikes and hits hard. This hero is based around taking down the bad guys as hard and as quick as possible. She channels her chi into her fists to increase her strength and deal more damage. Another couple of cool things this power category gets is a three special abilities. Power Punch, Power Kick, and Force of Will. The power attacks are pretty spiffy as they let you damage invulnerable characters and that sort of thing. Force of will lets you keep going after you should be dead, its not so useful in combat, but it can help you get to a healer or doctor and stay alive.

Aggressive and Deadly Combat
+2 attacks
Paired Weapons
Punch 2D4 dmg
Kick 2D6 dmg
All three special abilities

Step 5: Finishing Touches
Now we do some calculation to figure out the final attribute scores, HP, and SDC. What is interesting is that the base SDC is not listed anywhere in this category as far as I can tell. If anyone knows what the base SDC for the Physical Training Category, please let me know.  I will also use this to start to piece together a picture of the character as a whole. I see her as a street fighter who teaches self defense to young girls, help them protect themselves in the mean back streets of Coast City. Maybe she was/is involved with the underground street fighting ring we established back with Megaton. She could be one of the champs, and uses the money she wins to pay for her dojo. Also as she is a champ, she can stop the fights from going too far. It could also be a source of underground information to help her help people in need.

Name: Sloane Kelly
Super Identity: Wrath
Alignment: Unprincipled

IQ: 11
ME: 11
MA: 11
PS: 44 Superhuman
PP: 13
PE: 21
PB: 13
Spd: 27

HP: 45
SDC: a minimum of 111, plus whatever the base SDC is

Skills
Basic Mathematics; Business & Finance; Computer Operation; Law (general); Research; First Aid; Basic Mechanics; Wilderness Survival; Motorcycle; Computer Programming; Language: Chinese; Language: Japanese; Language: Russian; Gymnastics; Wrestling; Running; Athletics; Body Building; Acrobatics

Initiative: +1
Attacks: 5
Strike:
Damage: +29
Parry: +1
Dodge: +1
Roll w/punch: +6
Pull Punch: +1

When she was a child Sloane saw her first Bruce Lee movie. It changed her life. Every chance she got she would listen to interviews, read his books, and watch his movies. She became obsessed with his methods and began developing her own style early on. She could never stick with a martial art, but she always stuck with the discipline. A few years ago she had a major breakthrough, she began seeing true growth in ability. Now she stands as a powerhouse in the hidden world of martial arts masters. People believe that the Jianghu societies are long gone, forgotten to history. Here in Coast City, martial artists abound. New dojos go up every month, and new styles are seen every week. Above it all stands the Shadow Masters, the seven true masters of martial arts who organize their styles into schools and maintain order in the hidden community. Among these hidden martial societies Sloane moves like a wrecking ball. Anyone gets out of line and she strikes them down. They call her Wrath, as she strikes with the fury of heaven. The Shadow Masters have not yet decided how to deal with this loose cannon, but they know they will need to do something soon. She has built a school and soon her disciples will be trained enough to pose a political threat to the Masters.

Physical Training characters are cool, but they are very simple. You don't get much but you can match up with a mid-level hero. Our next hero will be a little different. Not as powerful as most heroes, and not as flexible as a magic user. Next we will be delving to the world of Psionics. It should be pretty quick.

Also you should check out my Kickstarter...

A Far Off Land

In this Fate RPG you take the roll of the Fated, Shapeshifting Demigods who seek to bring about or prevent the destruction of two worlds. It contains new magic systems and Factions Dynamics in play.

Saturday, November 18, 2017

Heroes Unlimited: World's Strongest 11

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

Continuing onward we will be delving into the next type of mutant hero, mutant animals. The rules for them are different from just about every type of character in any Palladium game. The rules were designed for Teenage Mutant Ninja Turtles & Other Strangeness.

Step 1: Attributes
These start at eleven as normal. They will change a great deal as we move forward with this, mutant animals have a lot of changes that happen as character creation, but for now we are at eleven. I kind of wish that the attributes worked the same way that they worked in TMNT&OS, where your speed attribute added to your dodge modifier. With the right martial art you could get stupid broken in combat. I remember making a Mutant Mouse for a Rifts game and cheating like crazy. I had an amazing auto dodge(like a +16 automatic dodge, or something) and my character trained in a sword school and had a sword set from an ancient samurai family. This is pretty easy to get in TMNT. In Rifts that sword set automatically become lesser rune weapons and my character could dodge laser fire without using an action. Good times.

Step 2: HP and SDC
Again this is listed here. It should be listed at the end, because all the numbers here are going to change as we go forward.

Step 3: Animal Type
I will be using the expanded animal listing from After the Bomb for this. Heroes Unlimited has a few animals, but I like having more options and the animal I want to use is in After the bomb. Normally you roll for what kind of animal you get, but for this I will choose. Our hero will be a Ferret. And a ninja. A ferret Ninja. He will be awesome.

Step 4: Cause of Mutation and Education
The cause of mutation for this character will be deliberate experimentation. In this world coming out of these characters I think this is the type of mutant that would need a mutant underground. Constructed beings who legally belong to the companies that build them. So I think we could have a major gene research company building mutant animal super soldiers. Maybe they even have a theme park where you can go see live cloned dinosaurs. So this company is leading in the field of genetic research, cures for cancer, Parkinson's and all that kind of stuff. However it gets these breakthrough by illegal genetic manipulation. Our hero is one of those illegal genetic experiments.  He was raised in a cage as if he was a wild animal. When he escaped he was found by a wise ninja master. He gains one skill skill program of choice(Physical, for this character) plus 2 espionage skills, 2 rogue skills, plus 6 secondary skills and Ninjitsu(from Ninjas and Super Spies).

Physical Program
Boxing+1 Attack, +2 Parry and dodge, +1 roll w/punch, +2 PS, +10 SDC
Gymnastics+2 roll w/punch, +2 PS, +1 PP, +2 PE, +7 SDC
Wrestling+1 Roll w/punch, +2 PS, +1 PE, +13 SDC
Running +1 PE; +10 spd; +3 SDC
Espionage/Rogue Skills
Escape Artist
Tracking
Pick Locks
Safecracking
Secondary Skills
Athletics: +1 Parry/Dodge; +1 roll with punch/fall; +1 PS; +3 Speed; +5 SDC
Body Building: +2 PS; +10 SDC
Wilderness Survival
Literacy
Research
Photography
Ninjitsu
Acrobatics+2 roll w/punch, +1 PS, +1 PP, +1 PE, +3 SDCClimbing,
Swimming,
W.P. Shuriken,
W.P. Fukiya (Blow Gun),
W.P. Fukimi-Bari (Mouth Darts),
W.P. Kawanga (Rope/Grapple).
W.P. Knife,
W.P. Kusari-Gama,
W.P. Kyoketsu-Shoge,
W.P. Manriki-Gusari,
W.P. Nekode (Cat Claws),
W.P. Shikomi-Zue (Hidden Blade Staff)
+2 MA, +1 PS, +1 PE, +1 PP, +4 Spd
+3 roll w/punch, +1 strike, critical strike from behind

Arts of Invisibility
Art of Stealth
Art of Mystic Invisibility

Body Hardening Techniques
Stone Ox +2 PE, +25 SDC

Martial Arts Techniques
Zanshin +6 initiative, +2 parry, +4 dodge

Step 5: Bio-E and Special Abilities
Alright, now I get to make my sweet mutant ferret ninja. Mutant animals are made through the expenditure of Biological Energy Points(Bio-E) to gain human characteristics and animal powers. These points are spent to increase the size of a creature as well as grant the bipedal stance, full hands and human speech. This is one of the few point buy systems in all Palladium games and so it is interesting to see how that works. Also each animal type has a set of bonuses that come just with the choice of picking that animal. A ferret has 80 Bio-E available. I really wish there was a little more Bio-E. Often you cannot make the hero you want to make. I kind of like the feeling of being trapped between two options I want. I think maybe if you had more Bio-E gained per level, rather than a flat amount at the start it might work...I don't know. But anyway, this is the fun part. Lets get to it then, yeah?

Ferret
+4 MA, +2 PS, +3 PP, +5 spd
Size Level: 10(-35) +4 PS, +2 PE
Hands: Full(-10)
Biped: Full(-10)
Speech: Full(-10)
Looks: None(looks like a ferret, but human sized)
Powers
Increased Metabolic Rate(-20) +2 initiative, +2 dodge, +1 attack
Night-vision(-5)
Advanced Smell(-5)
Leaping: Rodent(-15) 15' up, 30' down
Drawbacks
Reptile Brain: Predator(+10)
Nocturnal(+10)
Diet: Carnivore(+10)

Step 6: Finishing Touches
Now we have our hero a mutant ferret ninja, escaped from a massive genetics firm and trained by a secret ninja master. This implies a bunch about the setting, like that ninja clans still exist, so that is fun. So lets say that the Iga and Koga ninjas still exist and are in a secret war with each other through catspaws and rival street gangs. Our hero was trained by a renegade ninja master from one of the clans and has been given the goal of wiping out these clans. Also he has set himself the goal of ending the cruel treatment of mutant test subjects by the genetics company. SO he is fighting against two types of ninjas and corporate mercenaries and rogue scientists. So we mix TMNT and Blade runner.

Name: Horatio
Super Identity: Mr. Shade
Alignment: Unprincipled
Height: 7'6"
Weight: 191 lbs

IQ: 11
ME: 11
MA: 17
PS: 30
PP: 17
PE: 21
PB: 11
Spd: 34

HP: 24
SDC: 111
Chi: 21

Skills
Boxing; Gymnastics; Wrestling; Running; Escape Artist; Tracking; Pick Locks; Safecracking; Athletics; Body Building; Wilderness Survival; Literacy; Research; Photography; Ninjitsu; Acrobatics; Climbing; Swimming; W.P. Shuriken; W.P. Fukiya (Blow Gun); W.P. Fukimi-Bari (Mouth Darts); W.P. Kawanga (Rope/Grapple); W.P. Knife; W.P. Kusari-Gama; W.P. Kyoketsu-Shoge; W.P. Manriki-Gusari;  W.P. Nekode (Cat Claws), ; W.P. Shikomi-Zue (Hidden Blade Staff)

Powers
Increased Metabolic Rate; Night-vision; Advanced Smell; Leaping: Rodent; Art of Stealth; Art of Mystic Invisibility; Stone Ox; Zanshin

Initiative: +8
Attacks: 4
Strike: +1
Parry: +5
Dodge: +9
Roll w/punch: +10

On the streets of Coast City there is a rumor, an urban legend. A monster that walks like a man, who can walk through walls, appear and disappear at will, and the criminal syndicates that run the streets fear him beyond all others. They call him Mr. Shade. He was born in pain and fear, a base creature built up by science to be the equal of humanity. He escaped and was trained by  Fujibayashi Nagato an ancient rogue ninja master, older than he looks. He claims to remember when the first building in Coast City went up. It was he who found Horatio, alone and starving in the city, trained him, and unleashed him on the criminal class and the secret over lords. Now all organized crime knows the name of Mr. Shade. The know fear of the dark.

While I think that Mutant animals are a bit underpowered in Heroes Unlimited, they are a blast to make and they are pretty fun to play. I would recommend Using Ninjas and Superspies with mutant animals, it grants whole new kinds of powers and that can grant a pretty nice edge in the game. Also mutant animals have access to animal psionics which work different than regular psionics, so you may want to check those out as well.

The next post will not be a mega hero. The reason for this is that Mega heroes are not a full class of hero, but a template you place on top of the regular hero category. Also the ones in the book suck. I would recommend using the expanded mega hero rules from Rifter #37, as that really makes the template work better and has options for a bunch of different ways to do it. So the next post will be Physical Training. It should be fun. Also I noticed something, almost every hero has a martial art of some sort or another. Maybe that is where a lot of these super teams met up for the first time, at the dojo!

Also you should check out my Kickstarter...

A Far Off Land

In this Fate RPG you take the roll of the Fated, Shapeshifting Demigods who seek to bring about or prevent the destruction of two worlds. It contains new magic systems and Factions Dynamics in play.


Friday, November 17, 2017

Heroes Unlimited: World's Strongest 10

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

And now...

We will now be digging into one of the most powerful character builds you can get, The Mutant. It won't start out as over powered, but as the character grows it will really grow, and whoo-boy, is it going to get broken. So lets start digging into the character then. A mutant with all the trimmings.

Step 1: The Usual
Start out with all elevens, as normal. There actually is a bunch of nifty advice on the nature of attribute for Mutants and how they grew up and what that means so that is kind of nice. I think that would be an interesting bit for each of the different categories. A bit on what the attributes mean in the category and maybe even explain what the best attributes for a category might be.

Step 2: Cause of Mutation
This is a weird section for me. I thought the appeal of mutation was that it was a simple answer for why your hero had power. It was their so that you did not have to come up with a crazy unique explanation . However in this section you need to choose the cause of your mutation. So in the heroes unlimited universe mutations are caused by external factors, anything from chemicals to radiation, to experimentation, and even an unknown factor. I will be going with Unknown cause. He will have always been a Mutant.

Step 3: Unusual Characteristics
You get to roll for unusual physical characteristics, anything from strange eye, hair, or skin color, up to really odd stuff like bird talons for feet, or scaly skin. Some good ones are scaly skin(grants some good SDC), Stocky(extra strength and SDC, and Double jointed. However The best one is Ambidexterity because it grants an extra action per melee. So I will be going with that.

Ambidexterity
+1 Attack
+1 Parry

Step 4: Super Abilities
There are a bunch of options for super powers in this category. However the best one is really hard to get if you are actually rolling. You need roll unstable powers, and then on the unstable powers table and get grows with powers and age. This means you start with one major power and two minor powers. Then at levels 3, 6, 10, and 15 you can get either a minor power or a major power. You can theoretically have five major powers and two minor powers at the end of the character advancement race. So lets go with that. We now have to choose one major power and two minor.

Alter Metabolism
No Sleep
No food or Water
Calm Self
Adrenal Rush
Hyper Metabolism
Accelerated Healing
+2 PE
+3 Spd
+15 SDC
Flight Wingless
+1 attack
+2 strike
+2 parry
+4 dodge when flying less than 80 mph
+6 dodge when flying over 80 mph
+40 SDC
Extraordinary Physical Endurance
+8 PE
+100 SDC
+10 HP

Step 5: Other Stuff
I guess here is where the skills and such goes, as it is not part of any of the other steps. So I am going to go with a Physical Program and The Espionage program. So I think I will go with a member of the mutant underground who helps get people out from bad situations, so there must be a bad organization or even a couple of organizations that seek to capture mutants, and the mutant underground fights against these organizations and helps mutants learn about their powers and protects them. I like to think of them like some sort of LSD tinged spy show from the sixties and seventies, but with mutants.

Physical Program
Boxing+1 Attack, +2 Parry and dodge, +1 roll w/punch, +2 PS, +10 SDC
Gymnastics+2 roll w/punch, +2 PS, +1 PP, +2 PE, +7 SDC
Acrobatics+2 roll w/punch, +1 PS, +1 PP, +1 PE, +3 SDC)
Wrestling+1 Roll w/punch, +2 PS, +1 PE, +13 SDC
Espionage Program
H2H: Martial Arts +2 attacks/melee; +3 roll with punch/fall;+2 initiative; +3 pull punch
Detect Ambush
Intelligence
Wilderness Survival
Escape Artist
Forgery
Secondary
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 Knife
WP Blunt
Language: Spanish
Language: French

Name: Anthony DeNardo
Super Identity: Breakthrough
Alignment: Principled

IQ: 11
ME: 11
MA: 11
PS: 21
PP: 13
PE: 26
PB: 11
Spd: 27(200 mph flying)

HP: 39
SDC: 236

Skills
Boxing; Gymnastics; Acrobatics; Wrestling; H2H: Martial Arts; Detect Ambush; Intelligence; Wilderness Survival; Escape Artist; Forgery; Athletics; Body Building:; Running; WP Automatic Pistol; WP Knife; WP Blunt; Language: Spanish; Language: French

Powers
Alter Metabolism
Extraordinary PE
Wingless Flight

In combat breakthrough will always be hovering at the very least.

Initiative: +2
Attacks: 7(can gain extra action through Alter Metabolism, depending on power)
Strike: +2
Parry: +5
Dodge: +4(increases by flight speed and Alter Metabolism specific powers)
Roll w/punch: +6

When Anthony's powers began to develop it was tumultuous time. He was in high school, working a part time job, and trying to have a social life. Add to that super powers and a secret organization trying to kidnap him, and it could be understood why a kid would freak out. He was rescued by a powerful mutant from the Underground, Mod King. He was the coolest man Anthony had ever seen, and he protected him when the villains came for him. When he graduated Anthony decided he was going to do what Mod King did, he would help kids, protect them, and train them. And since that day he has done that very thing. And Anthony is very good at it.

So there is the mutant. He is pretty tough, but as time moves forward he will get stupid powerful. Alter metabolism is also pretty scary, as it can let you do some crazy things, like gaining a bunch of extra actions and bonuses. I think the next power would be supernatural strength, followed by invulnerability and maybe super energy blast. A lot of fun can be had with this. Next time we will be digging into the second mutant type, Mutant Animal. Also I will be using After the bomb for the Animal types and Ninjas and Super Spies for ninjitsu. Its gonna be a good time. Stay tuned.

Also you should check out my Kickstarter...

A Far Off Land
In this Fate RPG you take the roll of the Fated, Shapeshifting Demigods who seek to bring about or prevent the destruction of two worlds. It contains new magic systems and Factions Dynamics in play.






Thursday, November 16, 2017

Heroes Unlimited: World's Strongest 9


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

And now...

As we move into the last of the mystic power category we get to the most directly powerful of the types. This character is very much based around the large mythos of a super setting. In this character you have access to the higher powers of the magical worlds, gods, demons, and ancient sorcerer kings, and fairy lords can grant power to a mortal to serve as their champion in the world. So for this hero I will get to delve into the gods and the like and maybe have some fun with the bigger meta world building. And so without further ado lets begin with...

Mystically Bestowed Abilities

Step 1: Attributes
Attributes for this type of hero are a little different as there s a table you can roll on for how your character's baseline form is hindered. You can be old, or young, or dying, or crippled. So for this hero I will go with a kid. Her baseline form is only 14 years old. This means that she can only get 2 physical skills and her physical attributes max out at 14 in her baseline.

Step 2: Mystic Hero Type
The Mystically Bestowed hero has a number of choices available for powers. You can get  a bunch of spells or some super powers, or even a few spells and a few powers. For this I will be going with 1 Major Ability and two Minor plus Hand to Hand: Expert. I need to come up with a patron for her power. I think I will go with Babylonian/Mesopotamian deities for the god that empowers her. I think I will go with Anzu, the storm bird. I think for this one I will go with Alter Physical Structure: Lightning and a couple of minor abilities to add to her ability to dish out the pain. Maybe Anzu chose her because the servants of Nergal are on the move again, seeking to unleash the dark god once more. Maybe gods are too powerful to operate on the earthly plane without causing severe damage to the universe, so they must use servants and cats paws to get their will done.

Transformation Attribute Adjustments
+7 MA Minimum18
+7 PS Minimum 20
+3 PP Minimum 18
Spd x5(minimum 24)
+100 SDC

Powers
Alter Physical Structure: Electricity
Fire Electrical Ray Dmg: 1d6x10 Rng: 100 ft
Mini Lightning Bolt Dmg: 1d6 Rng: 100 ft
Lightning Bolt Dmg: 5d6 Rng: 300 ft
Electric Flight 1 mile at 300 mph
Generate Electricity
Impervious to electricity
Fire and energy do half dmg
+40 SDC
Flight: Winged(feathered)
160 mph
+2 PB
+1 attack
+2 Strike
+2 Parry
+4 dodge wen hovering or less than 80 mph
+6 dodge when over 80 mph
+40 SDC
Power Channeling
Increased damage with hand to hand attacks as you level up

Step 3: Skills
As she is only 14 years old  I think Street Schooled is the best option. She hasn't even started out in high school yet, so she is not schooled or learned. She knows she should help people, but is still just a child, when in human form. This doesn't represent her endpoint in knowledge, in fact if you wanted to have some fun, you could use the Teen Hero rules from Rifter #16, which I think are interesting and I may do something with them when I get to the end of this series. But for now. I think I will go with this as a basic back story. She wants to be a stage magician, and practiced for that a lot. She was always a big hit at the talent shows at school. Then something and occurred...lets say that the Cult of Nergal was trying to complete a ritual to wake the Minions of Nergal, they planned to use the life force of all the children in the school. She wandered into the ritual and messed it up. During that she made contact with Anzu and gifted with the power to save everyone.

Street Schooled
Streetwise
WP Knife
Palming
Pickpockets
Ventriloquism
Dance
Sing
Literacy
Computer Operation
Secondary Skills
Athletics +1 Parry/Dodge; +1 roll with punch/fall; +1 PS; +3 Speed; +5 SDC
Prowl
Math: basic
Math: Advanced
Concealment
Art
Cook
First Aid
Card Sharp

Step 4: Finishing Touches
So we have the basics down. Our hero was going to school , She was getting ready for the talent show in eighth grade when she stumbled onto a vast evil cult seeking to bring back ancient gods of chaos. So it is all Mesopotamian and whatnot, which is something I have not seen explored much in comic books, so that will be fun.  Also a quick note, the SDC for this character makes no sense. So it says you get 1d6x10+30 when transformed and +10 in baseline. However it doesn't give you a baseline. And then at the beginning it says you get a bonus 3d6x10, is this on top of that initial 1d6x10+30? I have no idea how much SDC you start with, and by that reasoning, I have no idea how much SDC my character has. I can't find any errata on this. Does anyone know where it is?

Name: Rosana Najafi
Super Identity: Storm Eagle
Alignment: Principled

IQ: 11
ME: 11
MA: 11/18
PS: 12/20
PP: 11/18
PE: 11
PB: 11/13
Spd: 14/70(flying 160 mph)

HP: 14
SDC: at least 15 in baseline and at least 145 when transformed probably more than that, but I couldn't tell you what it is.

Skills
Streetwise; WP Knife; Palming; Pickpockets; Ventriloquism; Dance; Sing; Literacy; Computer Operation; Athletics; Prowl; Math: basic; Math: Advanced; Concealment; Art; Cook; First Aid; Card Sharp

Powers
Alter Physical Structure: Electricity
Winged Flight
Power Channeling

Rose was a pretty normal kid. Oh sure, she had her little idiosyncrasies-she loved stage magic and wants to be a magician when she grows up-but by and large she had a normal life. The talent show was coming up and she knew that this year was her year, the year she was going to blow them all away. While prepping for her act she saw a bunch of strange men and women heading into the basement. Her curiosity got the better of her. She followed them down. They were doing some strange chanting and drawing odd symbols on the walls and floor. And that's when everything went wrong. She slipped and fell into the middle of the room, and suddenly all the symbols flared up in bright light and time stopped. In the moment she met a god, and he explained about Nergal and the gods of chaos. He offered her a choice, to die here along with everyone she knew and loved, or to take the power he offered and save them all. She took the second choice and life has been a madcap adventure ever since.

And there is the Mystically Bestowed Power Category. She is not super powerful at first level, but as she levels up she will hit harder. Power channeling is pretty powerful over time. I like to picture it as a lightning aura around her fists and feet. It is pretty cool, but the SDC thing really bugs me. Also the errata is really missing a lot of useful stuff. It is a continuing annoyance. We are now through the Mystical heroes and I think it has been a fun ride. Next we will delve into the first of two Mutant heroes. I am looking forward to it.

Also you should check out my Kickstarter...

A Far Off Land

In this Fate RPG you take the roll of the Fated, Shapeshifting Demigods who seek to bring about or prevent the destruction of two worlds. It contains new magic systems and Factions Dynamics in play.







Wednesday, November 15, 2017

Heroes Unlimited: World's Strongest 8

Previously on Worlds 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

Today we will be digging into the only true spell casting type in Heroes Unlimited.A few other types can cast some spells, but this is the only one that exclusively uses spells. Spell casting in standard Palladium rules is kind of difficult to pull off. It takes several actions and even the slightest damage causes the spell to fail. So if you opponents get initiative it is pretty much over for a caster, unless they got friends who can draw aggro. For that reason I am fan of the Channeling rules in Rifter 21, or in the Best of the Rifter Compilation. It lets you start out casting low level stuff quick and higher level stuff slower, but as time moves on you can do more and more. It can make things too powerful for a grittier or more grounded game, but in a supers game it make sense that a wizard would be able to do really impressive stuff at higher levels. that little tangent aside lets dig into...

Mystic Study

Step 1: Attributes
Here is a funny thing about magic users in Palladium games. The most important attribute for them is Physical Endurance. The tougher you are the more magical power you have. I guess it could work on the ideas of Ki, where spiritual power is based on physical power. It is funny though, the idea that at wizard's school PE is one of the most important classes. Just a silly thought I had.

Step 2: Pick Mystic Hero Type
For this one we will be using the rules for Mystic Study, basically a fully trained Wizard. This is more scholastic than other magically gifted heroes. They are given powers by outside powers, but this type gains his magic abilities through study and practice. This is a very Harry Potter type hero. So lets have some fun. This type of hero has a bunch of abilities that all Mystic Study types get as well as a selection of spells. Lets get digging. I see this character a a bit of a magical prodigy who graduated from magic school early and is now travelling the world and seeing as much of it as he can.

Mystic Study Natural Abilities
Astral Projection
Familiar Link
Sense Enchantment
Sense Supernatural Evil
Sense Magic
Special Skills
Spell Translation, Demons and Monsters, Geomancy, Religion, Archeology, Chemistry, Holistic Medicine

Spells
Blinding Flash(1), Cloud of Smoke(2), Globe of Daylight(2), See Invisible(4), Befuddle(6), Darkness(6), Levitation(5), Mystic Alarm(5), Armor of Ithan(10), Breath Without Air(5), Negate Poison/Toxin(5), Paralysis: Lesser(5), Carpet of Adhesion(10), Energy Field(10), Multiple Image(7), Swim as Fish: Minor(6), Fly as the Eagle(25), Eyes of Toth(8), Call Lightning(15), Fire Fist(15), Tongues(12), Globe of Silence(20), Metamorphosis: Animal(25), Mystic Portal(60)

Step 3: Skills
As this character is supposed to be a trained magic user I think it would be cool to have a sort of magic college that potential wizards go to for training, a little bit like Brakebills from Lev Grossman's The Magicians. So I think he would have something like the magic equivalent of a Bachelor's Degree. As it is a magic school training endurance is important so the Physical Skill Program is key, also Journalist program would be useful for research and writing scholarly papers on magical theory. he does a lot of travelling so I think he should take the Language program. Finally wilderness survival would fit that mode as well.

Physical Program
Boxing+1 Attack, +2 Parry and dodge, +1 roll w/punch, +2 PS, +10 SDC
Gymnastics+2 roll w/punch, +2 PS, +1 PP, +2 PE, +7 SDC
Acrobatics+2 roll w/punch, +1 PS, +1 PP, +1 PE, +3 SDC)
Wrestling+1 Roll w/punch, +2 PS, +1 PE, +13 SDC
Journalist Program
Computer Operation
Research
Photography
Writing
Language Program
Chinese
Spanish
Hindi
Elven
Wilderness Program
Wilderness Survival
Land Navigation
Carpentry
Hunting
Track Animals
Secondary Skills
Hand To Hand: Martial Arts +2 attacks/melee; +3 roll with punch/fall;+2 initiative; +3 pull punch
Running +1 PE; +10 spd; +3 SDC
Athletics +1 Parry/Dodge; +1 roll with punch/fall; +1 PS; +3 Speed; +5 SDC
Prowl
Climb
Swim
Language: Russian
Cooking

Step 4: Finishing Touches
Alrighty now we got all of that sorted, time to finish it up, calculate HP, SDC, and PPE. Also we have a bit of back story set up. Our hero was at a prestigious magic school and graduated early, now he travels the world seeking knowledge and new experiences. It has been one long party for the last year of travel. Sometimes he helps out the people he meets, or takes out a villain trying to do something bad. He is a bit of a hedonist, but basically a goodly sort.

Name: Marko Salazar
Super Identity: The Wanderer
Alignment: Anarchist

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

HP: 19
SDC: 71
PPE: 86

Skills
Boxing; Gymnastics; Acrobatics; Wrestling; Computer Operation; Research; Photography; Writing; Language: Chinese; Language: Spanish; Language: Hindi; Language: Elven; Wilderness Survival; Land Navigation; Carpentry; Hunting; Track Animals; Hand To Hand: Martial Art; Running; Athletics; Prowl; Climb; Swim; Language: Russian; Cooking

Spells
Blinding Flash(1), Cloud of Smoke(2), Globe of Daylight(2), See Invisible(4), Befuddle(6), Darkness(6), Levitation(5), Mystic Alarm(5), Armor of Ithan(10), Breath Without Air(5), Negate Poison/Toxin(5), Paralysis: Lesser(5), Carpet of Adhesion(10), Energy Field(10), Multiple Image(7), Swim as Fish: Minor(6), Fly as the Eagle(25), Eyes of Toth(8), Call Lightning(15), Fire Fist(15), Tongues(12), Globe of Silence(20), Metamorphosis: Animal(25), Mystic Portal(60)

Growing up strange things always followed Marko. Odd phenomena and bizarre coincidences occurred with startling regularity. On his fourteenth birthday his grandmother came to him and told him of his family history with magic, and of the special school he would need to enter to become a true sorcerer. Shadow Academy sits in a mountain valley far away from normal human eyes, protected by powerful enchantments. Marko immediately fell in love with magic and had many crazy adventures at the Shadow Academy with his friends and rivals. He mastered magic and graduated far earlier than anyone else of his entrance year, and immediately set off on a tour of the world. His goal is to have fun, find out new magics, explore, and be the hero he always felt he was. Things were going great until just recently. When he got to Coast City he discovered a great many powerful spirits had been causing all sorts of problems. In trying to deal with them he ran into a woman who also fought the demons. She was the daughter of one of the Seven Sages, and wielded a powerful artifact of legend. She is very much the opposite of him, where he is easy going she is stern, where he goes with the flow she is direct and goal oriented. Marko finds her annoying, but she is immune to magic and has a great many useful books of demonology available, so now he helps her on her mission to remove these evil spirits.

Magic users are kind of tricky in this system, because they have a fair number of overpowered abilities but they are slow and not very good in combat with the bigger stuff. Now we are almost through the Magic heroes. All we have left is the Mystically Bestowed hero. You know your Captain Marvel types, and it is a pretty powerful class of hero. I will have a bunch of choices to make on the next one, just you wait and see.

Also you should check out my Kickstarter...

A Far Off Land

In this Fate RPG you take the roll of the Fated, Shapeshifting Demigods who seek to bring about or prevent the destruction of two worlds. It contains new magic systems and Factions Dynamics in play.