Tuesday, November 14, 2017

Heroes Unlimited: World's Strongest 7



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

And now...

The fun thing about mystical heroes is tat you can have a whole bunch of different mythologies, hidden worlds, and mythos's(is that right? what is the plural of Mythos?). You can have a bunch of different chosen ones, and those can serve different purposes in your world. Then you can have fun mixing and matching and watching the chaos ensue. Last post I went over the secret world that exists within and alongside the mundane world of Coast City. Now We will dig into a different magical society, dating back to antiquity.

Enchanted Object

Step One: Attributes
Yeah! more elevens, all across the board. Fun fun.

Step 2: Pick Mystic Hero Type
We will be making a hero with an enchanted object for this one. These heroes are pretty weak compared to nearly every other hero out there, and I couldn't tell you why. The number of powers you get are minuscule and they never improve in power or ability as you gain levels. I don't think I have ever seen anyone play one of these characters, not even once in all my years of playing and GMing. Seriously underpowered. So lets get started, yeah?

I think the hero of this one will be something like the sorcerers apprentice. She did something and now magic is going out of control and she must do all she can to bring things back to normal. So maybe she pulled a Pandora. She was in the wrong place at the wrong time and accidentally unleashed a bunch of evil spirits on the world and now she must use the power of her magic item to destroy those evil spirits. I think the enchanted object should be the Seal of Solomon, a ring that grants her magic powers to speak to and control spirits and such. The options available go from a few minor powers to a single major powers to spell knowledge to various degrees. I will be choosing the best spell option in this as that will grant the hero 16 spells and spells of the highest level available to this type.

Also at this point I have to roll for the level of the spells and the special gift of the object. For this I will go with the highest level of spell available, equal to seventh level caster. This will never increase or decrease all spells are cast as if they were cast by a seventh level caster. You also gain one special ability that you roll for. These special abilities are kind of all over the place, ranging from a +3 vs psionic powers, to turning invisible at will, to being completely impervious to magic. I think she will be going with immunity to magic as she does fight spirits and they use magic. This does have  pretty negative downside though. She cannot gain extra HP or SDC after character Creation, so I have to do as much as I can at level one.

Also a bit of an aside as this is the first character I have made with spell magic I go over an special rules for magic I will be using for this setting. I will be using the PPE Channeling Rules from The Best of The Rifter. The reason for this is that it is the only way for magic spells to be useful at all. It is too slow and easily disrupted in the normal rules. I cannot stress enough how weak magic is in the normal Palladium rules. PPE Channeling is a vast improvement on the system and works quite well in the high action world of Heroes Unlimited. OK then, minor aside is over.

The Seal Of Solomon
PPE: 160
Spell Caster Level equal to 7, does not increase
Spells
Sense Magic(4), Sense Evil(2), Armor of Ithan(10), Carpet of Adhesion(10), Magic Net(7), Mystic Shield(10), Call Lightening(15), Constrain Being(20), Exorcism(30), Negate Magic(30), Banishment(65), Remove Curse(140), Commune With Spirits(25), Control/Enslave Entity(80), Protection Circle: Simple(45)
Special Power
Impervious To Magic: Half SDC and HP and gain no more after first level.

Step 3: Skills
Looking to physical skills I think that anything that will increase her PE, HP and SDC must be taken. She is going to be a bit of a glass cannon and as time goes on this will become more and more apparent. Other than that I think I should get her a bunch of lore skills and the like, so lets take a look at the programs and secondary skills that would best suit this character.

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
Running +1 PE; +10 spd; +3 SDC
Wrestling+1 Roll w/punch, +2 PS, +1 PE, +13 SDC
Business Program
Basic Math
Business & Finance
Computer Operation
Law: General
Research
Secondary Skills
Athletics: +1 Parry/Dodge; +1 roll with punch/fall; +1 PS; +3 Speed; +5 SDC
Body Building: +2 PS; +10 SDC
H2H: Basic +2 attacks, +2 roll w/ punch, +2 Pull Punch
Astronomy
Play Guitar
Sing
Prowl
Advanced Math

Step 4: The Final details
So we have established that our Heroine is fixing a mistake and hunting evil spirits using a powerful artifact. She was an only child and lets say her father is a great wizard, but she lacked the talent for wizardry and he was always a bit disappointed with that. So she went into business, maybe she is a CPA or something. Anyway in a fit of peak she awakens one of her father's artifacts and accidentally unleashes a bunch of evil spirits. Rather than to hide from responsibility she gathers up a powerful artifact and heads off to stop the evil she unleashed in the world.

Name: Sarah Gorion
Super Identity: Hammer of Heaven
Alignment: Unprincipled

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

HP: 9
SDC:  44

Skills
Acrobatics; Gymnastics; Running; Wrestling; Basic Math; Business & Finance; Computer Operation; Law: General; Research; Athletics; Body Building; H2H: Basic; Astronomy; Play Guitar; Sing; Prowl; Advanced Math

Everyone thinks that the world revolves around them, even if only occasionally. We all like to think we are special and important. Sarah has known that since she was a child. Her father was one of the Seven Sages of Magic who rule over mortal magic users and train up the future generations of the wise. On her 13th birthday Sarah entered the trials of magic and failed. On the day she was supposed to finally come into her mystical inheritance she instead found out that she had no magical talent at all. Her father became more distant after that. He said he supported her, but she could feel his judgment. Eventually she got a degree in accounting and became a CPA. She was successful, but she never felt like a success. Then one day her father called her home, as he was going on a long journey and wished to see her again before he left. The made small talk and awkward conversation until it was time. After he left in a fit of pique she began rummaging through her fathers things. In doing so she opened the Book Of All Souls and unleashed the 37 demons into the world. Her father would be gone for a long time and she knew that any damage the demons did would be her fault. She gathered up what books of demonic lore she could as well as the Seal of Solomon a ring of great power her father had studied for decades. Upon placing the ring on her finger she felt it drain away some of her life energy, but she also felt the knowledge of ancient and forgotten magics fill into her mind. Now she hunts the 37 demons and helps those who have harmed by the evil she unleashed. Among those in the know she has become something of a figure of urban legend. They call her The Hammer of Heaven.

And there you go, she is not that powerful in a straight up fight, but she is immune to magic and can do lots of spooky stuff with magic. Also Lighting is super powerful, it never misses, and she can lay down Armor of Ithan to buff her tiny SDC/HP. I hope you like this character, let me know what you think. The next post will be delving into the Spellcasting Wizard of the setting, should be pretty 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.