Tuesday, November 14, 2017
Heroes Unlimited: World's Strongest 6
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
Today we will be starting out into the world of Mystic heroes, and it lets me do my favorite part of games, World Building. I love it so much. I can't stop I am always building worlds, and worlds within those worlds. So far in this series we have been dealing with rational and scientific based heroes. Lots of tech and the like. Now we can start delving into the magical nature of things. Should be pretty fun! There are going to be four different magical heroes and they all work a little differently. First we will deal with...
Mystic Hero, Part 1 Enchanted Weapon
Step 1: Attributes
Yup, still all 11s at the start of things. For mystic heroes this makes even more sense as the hero gains all kinds of cool attribute bonuses.
Step 2: Pick Mystic Hero Type
I will be going with an Enchanted Weapon. I was heavily inspired by the Trollhunters show on Netflix. With that in mind I think I will be going with a magic sword. I was also inspired by Harry Potter and other Wainscot Fantasies. So I see this hero being the one human chosen by the hidden magical community to protect it from the outside world and enforce its rules. He is the Night Sheriff, defender of the Shadow Pact. He wields the Peacebringer, the Blade of Endings.
As I was reading through this section I was struck with a thought, not just about this category, but every character in all Palladium systems. You basically get all your powers and special abilities at level one and get very little as time goes on. This is less true of spellcasters and psychics, but is more true for the other types of characters. I really think their should be more for advancing in level than merely gaining HP and a couple of combat bonuses. I think it could lead to disappointment with the character as the campaign wears on. I think it would be more interesting if it were done differently. For example if I were doing this particular character type as a class, I would grant the powers of the weapon over a series of levels. So you would start with two abilities and gain another ability at each even numbered level.
Weapon of Order
Powers & Bonuses Granted to the Wielder whether wielding the blade or not
Fire & Cold do half damage
+3 save vs magic
Can See Invisible
Creates Armor(plate and chain) out of thin air
Powers of the Sword
+1 to strike and parry
Affects/damages all creatures of magic and creatures who are invulnerable
Tongues: Speaks and understands all languages
Words of Truth: 10 times a day
Returns to Wielder When Thrown
Step 3: Skills
I see this character as a teenager who stumbled onto the sword after its previous wielder died defending the Shadow Pact. He was found worthy and now serves as the youngest Night Sheriff in history. He is a High School student, so I am going to use the High School Graduate Option.
Acrobatics +2 roll w/punch, +1 PS, +1 PP, +1 PE, +3 SDC
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
Running +1 PE; +10 spd; +3 SDC
WP Ancient Program
WP Sword +1 strike and Parry
WP Archery +20ft to range, +1 parry, +1 strike, 2 arrows p/melee
WP Shield +1 Parry
H2H: Martial Arts +2 attacks/melee; +3 roll with punch/fall;+2 initiative; +3 pull punch
Athletics +1 Parry/Dodge; +1 roll with punch/fall; +1 PS; +3 Speed; +5 SDC
Step 4: Finishing Touches
I think we have a pretty god idea on the character now, as well as the basics of the parts of the world he protects. SO lets play around a bit and see whats up with it. Alongside human society their lives many strange creatures, trolls, goblins, dwarves, elves, and all sorts of Elderkin. They fled from the Elder World to this one as they faced a great evil in that world, The Horde. They arrived in what would become Coast City four hundred years ago. As humans settled they hid themselves away in the corners and back alleys, using their magics to create spaces where humans could not go, and living along side them. To defend them and keep the peace between humans and Elderkin, they entrusted one human with the power and authority to deal with threats to the pact both externally and internally. Here are some basic ideas for the heroic powers of the champions of the Elderkin:
Wear fine cloths and rare metals, ride Earth Deer, and gain power from gemstones.
Treat as alien with superpowers: Odd skin color Metallic blues and reds, High G, Gem Powers, Longevity, and Night Stalking
Large, strong, are true to their word. When a troll goes bad, they can become truly terrifying.
Treat as Alien with superpowers: Humanoid Mineral, Abrasive Atmosphere, Giant, Heavy Weight, Longevity, Extraordinary PE, Superhuman Strength
Each is unique looking and they have an innate desire for freedom. Goblins rarely form a society on their own, They break the Shadow Pact the most often of all Elderkin.
Treat as alien with superpowers: Random appearance roll, Twilight world, Invisibility, Darkness Control
Strange tall beings slight in build and graceful, very attuned to the natural world. They are why all the hidden places are filled with climbing Ivy and strange plants
Treat as alien with superpowers: Feline, Low Gravity, One Super Psionic Ability and Control Plants
These represent the super heroes of the hidden world of magic, their are obviously other types of hero among them. If you want to, go ahead and use the player races from Palladium Fantasy as the basis and then pick a power category from any of the mystic types, or if you have Rifts Sourcebook 1 their is an option their for playing a magically powered robot character. So that is an option.
Name: Benjamin James
Super Identity: The Night Sheriff
PS: 17 Supernatural
Acrobatics; Boxing; Gymnastics; Running; WP Sword; WP Archery; WP Shield; WP Paired; H2H: Martial Arts; Language: Spanish; Research; Art; Computer Operation; Athletics; Swimming; Climbing
Strike: +1(additional +2 with sword)
Parry: +3(additional +2 with sword or +1 with shield)
Damage: 6D6+2 with sword, 2D6+2 with fists
Benjamin was just a normal student at Coast City Central High just trying to get through high school with the minimum amount of drama. Things were going fine until one day he turned down the wrong alley, an alley he should never had been able to see, much less enter. In the center of the alley their stood a Sword, buried to the hilt in the cobblestones on the street. Acting on instinct he reached for the sword. It came free in an instant and suddenly he was wearing armor and standing in the center of a maelstrom of light. The next day he was approached by a Dwarf who claimed he was chosen to be the Night Sheriff, defender of the Shadow Pact. Since that day Ben's life has been an increasing series bizarre ad dangerous situations. He has managed to do well at the job despite his inexperience, but there are problems on the horizon. There are rumors that new Erlking has been chosen and the Wild Hunt may soon ride forth again for the first time in five hundred years. Also Ben has has to decide whether to tell the girl he likes his secret. There is also a prophecy hinting at the possibility of the Horde invading this world.
And there you go, a new piece of world building and our first Mystic Hero. The next post will be the Enchanted Object. Should be fun.
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.