Showing posts with label homebrew. Show all posts
Showing posts with label homebrew. Show all posts

Sunday, November 26, 2017

Heroes Unlimited: Age of Astonishment & Ms. Miracle

Yesterday, I followed in the footsteps of +Jacob Possin an dove headfirst into rekindling my love of Palladium RPGs, particularly Heroes Unlimited. I wrote up one of my favorite characters from that old game, Hunter, an elven weapons master. I dove right back in this morning before getting called away by real life obligations. But, now I am back and can't stop coming up with ideas and wanting to hurry up and get them down.

Jake went ahead and have his Heroes Unlimited setting a name, World's Strongest. I figured--as usually--he's right and I should probably do the same. So, now we have Heroes Unlimited: Age of Astonishment.

He's considering my characters and ideas canon--his main setting in Coast City and mine in Gatestone. I'll be doing the same.

Next, I'm going to create a character I had an idea for a long time ago. In fact, when I started this project yesterday, the character came to mind. But, I never had the Powers Unlimited books back when I used to play. The reason that matters is that I didn't think creating this character was possible in a RAW sort of way. Powers Unlimited 2, however, definitely made it possible. I still did a bit of tweaking to the rules to get things just how I wanted them, though.

For the most part, I used the Empowered Power Category. I combined it with the Imbued Power Category, though. There is a reason for this.

I came up with the idea when I was spending a lot of the time in the children's wing of a hospital. The character is, in short, someone who is partially paralyzed due to a debilitating disease, but an experimental medicine worked a lot better than was expected. The alterations I made should make sense once it's all put together.

Now, let me introduce you to. . .

Ms. Miracle



Real Name: Shelia Rhoades
Race: Human
Gender: Female
Age: 23
Height: 5'7"
Weight: 105 lbs. (170 lbs. in Ms. Miracle form)
Hair: Blonde
Eyes: Green (Gold in Ms. Miracle form)
Education Level:
O.C.C.: Empowered Hero
Level: 1

I.Q. 17 (+3% to skills)
M.E. 24 (+5 save vs. psionic attack; +7 save vs. insanity)
M.A. 18 (21) (+65% trust/intimidation)
P.S. 2 (57 - Supernatural) (+42 melee damage)
P.P. 4 (27) (+6 strike, parry, dodge)
P.E. 4 (35) (+8 save vs. magic/poison; +35% save vs. coma/death)
P.B. 19 (31) (+94% charm/impress)
Spd. 10 (56) (run 1,120 yards/min.; 280 yards per combat round)

H.P. 69
S.D.C.230
P.P.E. 21

Scholastic Skills:

Pilot Automobile ( 63% )
Mathematics: Basic ( 78% )
Speak, Read, Write English ( 98% )
Speak, Read, Write Spanish ( 73% )
Speak, Read, Write German ( 73% )
Speak, Read, Write Farsi ( 73% )
Speak, Read, Write Russian ( 73% )
Computer Operation ( 73% )
Research ( 83% )
Photography ( 58% )
Writing - Journalistic Style ( 48% )
Business & Finance ( 58% )
Law - General (48% )
Gymnastics

  • Sense of Balance ( 82% )
  • Work Parallel Bars & Rings ( 92% )
  • Climb Rope ( 92% )
  • Backflip ( 98% )

Acrobatics

  • Sense of Balance ( 93% )
  • Walk Tight Rope/High Wire ( 93% )
  • Climb Rope ( 98% )
  • Backflip ( 83% )

Dance ( 63% )
Swimming ( 73% )

Secondary Skills:

Athletics
First Aid ( 48% )
HTH: Martial Arts
Climbing / Rappelling ( 73% / 63% )
Prowl ( 48% )
Art ( 38% )
Writing - Poetry ( 28% )
Cook ( 38% )

Powers:

All powers are only in Ms. Miracle form
Natural A.R. 10
Extraordinary Physical Prowess
Extraordinary Physical Strength (Carry 100 x P.S., Lift 200 x P.S.)
Physical Perfection
Extraordinary Physical Endurance (+1d4 H.P per level)
Enhanced Leaping Leap 15 feet x P.S horizontal, half as much vertically, if able to land on feet able to fall twice as far as horizontal leap distance without damage

Combat:
HTH: Martial Arts
+6 attacks per melee
+2 intiative
+3 strike
+4 parry
+3 dodge
+2 disarm
+7 pull punch
+8 roll with punch/fall/impact
+2 save vs Horror Factor
+2 save vs. mind control
+2 save vs. possession
+1d6 kick attack damage
+3 automatic dodge
+5% save vs. coma/death

Gear, Weapons, & Equipment:
Read the description that follows. he's rich. But, for her crime fighting, she doesn't need anything more than her medicine and her costume. She could admittedly do it without the costume, but this is a family friendly program.

Background:

Sheila Rhoades was an up and coming star in the gymnastics circuit. She always had a natural athletic  ability and even made it to the Olympics when she was younger. She won a silver and travelled the world pursuing her passion. She also went to school on a full scholarship for her gymnastics, not that she needed the scholarship. Sheila comes from a rich and powerful family (note: private backers of Project Longshot).

She kept with her athletic studies while in school, but also studied international business in hopes of having a career in the family business--a worldwide financial firm known as Veritas, Inc. During one competition--one that was, by all accounts, going to be easy for her--Sheila fell. She couldn't move. At first, they feared the worst, that she had fallen and hurt her spine. The reality was actually much worse. Her spine is what caused her to fall. A rare degenerative disease was attacking her body.

She became wheelchair bound, all hopes of her furthering her gymnastics career squashed. Her family spent a lot of money looking for a cure. Nothing was working. There was no cure. The paralysis would only continue to grow until it caused her early death. That was all there was to it.

Then, one day, her father ushered her off to a lab somewhere in the mountains. They injected her with a experimental serum. Nothing happened. What little hope was left was lost. Driving home in the back of the limo with her father, though, something did happen. Sheila began to spasm uncontrollably. Her father rushed to her side, trying to help her. In a flash, she changed.

Her arms and legs struck out, but she had no control of them. They busted bulletproof windows and sent glass shattering toward the driver who lost control of the vehicle. The car plunged off a bridge into the icy waters below. Instinctively, Sheila's body twisted and contorted and leapt to safety.

The official story would be that her father had pushed her out the door saving his life just before he and the driver lost their own. Her brother took over the company, but she was able to find her father's information and contact the lab that had made the serum. She got more from Dr. Baki Damji. Their secret would be their own and she would take on criminals throughout Gatestone City under the guise of Ms. Miracle.

Note: The drug has killed anyone else it has been given to. It lasts for approximately 8 hours. Sheila has not developed any chemical dependency/addiction...yet.

Sunday, March 23, 2014

Adding on to SFX Zounds!



I am preparing to run a fantasy RPG using +Joshua Macy's excellent SFX! System Zounds! Now, if you haven’t heard of it before, you can download it for free from DriveThruRPG. He has created a handful of fine games based on different genres: Kapow! For superhero games, Zap! For SciFi games, ARGH! For modern horror games, and Zounds! For fantasy games. These are great fun, easily available for one shots and ongoing campaigns.
I plan on running an ongoing campaign through Google Hangouts. I may need to adjust the timeslot to get more people in the game, but that’s besides the point. I am lucky enough to have Joshua in my circles, so he’ll probably join in, which is always great to have a developer there if you’re looking at changing how things work. They can give you reasons why they did something the way they did or suggestions on how to make your change better. Also, if you have missed something already covered, they can point it out. Already, here I am looking at things that I want to be able to do in my game that isn’t necessarily covered in the book.

Influence and Reputation

To be fair, Reputation is listed as a suggested Asset within the Zounds! Framework on page 28. However, there is no follow up for it. I look at it as allowing characters to use in order to gain favorable outcomes from certain groups. Those groups might be a ruling council of elves or members of the secretive Thieves’ Guild. It might be used in combing powers to carouse, negotiate, or investigate. One thing I consider alongside this is granting XP specifically to be used toward increasing reputation or influence. Influence is pretty much written like rank, although for my own campaign, I’ll define the areas of influence and ranks in more definitive terms. The same can be said for reputation. I’m also considering looking at a way to “damage” either one of these assets. You overextend your influence or you lose face in front of a group that respects you.

Legendary Magic Weapons

What about weapons that level up with the character? Now, SFX! And Zounds! Already make room for doing this easily, permitting characters to spend XP in the form of Boosts on whatever they want really. However, once again, how about specifying XP toward improving special pieces of gear. It would work a lot like Magical Research, but wouldn’t necessarily be that. It might be a warrior meditating with their blade, or a rogue training with their lockpick tools. These are just ideas, but I think they are worth bouncing around.  The concept is not too different from D&D 3.5’s Weapons of Legacy.

Specialized Powers, Gear, and Boosts

SXC.hu
This one is a bit odd. Because Zounds! Is already designed to be quite freeform both in character creation and advancement, it is near impossible to limit a character’s abilities. However, if a character has unlimited options, is it possible to have options that are limited to specific groups. Again, similar to D&D’s 3rd edition Prestige Classes, is there a way to allow characters to perhaps purchase packages that give some sort of discounted benefits or benefits that are unique to those who have met the proper requirements. It probably all falls under flavor and the Primary Rule of what makes sense and what fits the setting. For example, the Dread Knight package might have a Darkened Blade 6 power that allows them to attack Will instead of Toughness. Anyone else might have a Power that does the same exact thing, but is called something different and should also look different, but it has the same exact effect.

Changing Scopes

In most of the SFX! games, it is recommended that we use different scopes to indicate the overall power level of the game. I think, as with traditional fantasy RPGs, we need to be able to transcend scope a little bit easier. This gives the feel of leveling up like old school RPGs where you go from the peasant to the local hero to the brave knight to the cosmic champion.


These are some basic things I’m eyeballing right now. For those of you who have read or even played in a Zounds! Game so far, what do you think?

Sunday, March 9, 2014

Fate Core RPG Weapons



Many have heard me drone on before about how I hate the fact that, in many games, a gun is a gun is a gun.If you’re into combat and martial arts and action movies and paramilitary/espionage RPGs like I am, that just doesn’t work. There is a reason someone picks what weapon they want for their characters and it’s not just based on because it looks cooler. That is to say, when you look at it like I do. Yes, surely sometimes, it’s just flavor. But to limit it to only flavor is a bit…meh, in my mind. So, what can I do with weapons in Fate Core? It turns out a lot, really. I thank the Fate Core G+ Community and especially +Robert Hanz  and +Jacob Poss for their guidance with this. And, admittedly, this would be better done if I collaborated more with the likes of them and +Jonathan Henry , +Robert Brumbelow , +Gerardo Tasistro , and +Douglas Cole if not for their familiarity with Fate, their familiarity and understanding of combat and a variety of modern weapons.

Diamond Edged Sword
Because the diamond edged sword is so sharp, it grants +2 to forcefully cut through objects.
The diamond edged sword is dangerous in the wrong hands.

Sniper Rifle
Because the sniper rifle is scoped, it grants a +2 to carefully create advantage when aiming.
Made for long range, not close quarters.

Multi-scope
With various view options the multi-scope provides +2 to carefully overcome obstacles when aiming.
Delicate and expensive.

Full Auto Machinegun
Because it is capable of full automatic gunfire, the weapon provides a +2 bonus when trying to forcefully create obstacles with suppressive fire.
Great weapon, when it doesn’t jam.


Friday, August 9, 2013

Homebrew Descriptors for the Numenera RPG

I've really been digging the Numenera role playing game so far. With only 12 descriptors, it almost begs to have new ones written. I talked about this in one of my earlier blog posts, about how--even with guidelines and examples--I wasn't quite sure how close or how far off I was. So, I decided to write some up tonight and share them with the fine folks of Internetlandia and get some feedback

Descriptor: Calculating

You are a methodical, linear thinker. You often find the easiest, most direct method, but you still consider all of the variables. You may take time to act, but you usually end up with better results than others. You might be heralded as a wise man, a problem solver, or an engineer.
Exacting: +2 to Intellect Pool.
Skill: Trained in problem solving, crafts, and one knowledge of choice.
Skill: Trained in skills requiring incredible focus or concentration.
Inability: Initiative tasks are one difficulty higher for you.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
  1. You were recruited to help solve a puzzle or mystery.
  2. You saved another PC previously by disarming or outsmarting a trap.
  3. You have been assigned by a local authority to travel with the party to help keep them out of trouble.
  4. One of the PCs bested you in solving a puzzle or riddle previously. You have been working together sense, although you are always trying to prove that your intellect is superior to theirs.


Descriptor: Feral

You have lived apart from others for most of your life. Whether you were a child raised in the wild or a little bit older when you struck out away from society, the outside world is your home now. You may be a brilliant tracker or hunter, but most of all, you are a survivor. Others might seek you out for your familiarity with the untamed lands or you may be seeking a way to reintegrate with civilized peoples.
Inured: +2 to Might Pool.
Skill: You are trained in skills such as survival, hunting, and tracking.
Skill: You are trained in skills with preparing food and working with natural plants.
Inability: Your ability to operate or understand numenera is always one step higher.
Inability: You have been away from society for a long time. The difficulty of any task involving charm, negotiation, persuasion, or deception is increased by one step.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
  1. One of the PCs found you in the wild. You became fast friends and you travel together ever since they saved you from near certain death.
  2. You saved one of the PC’s lives when they were traveling in the wild. You have traveled together since.
  3. One of the PCs has promised to lead you to a home you can only remember bits and pieces of.
  4. You left society due to a grave injustice and one of the PCs has agreed to help you right that wrong.


Descriptor: Vicious

You are a harsh individual. You exact the most critical strikes both on the field of battle and off. Those who would dare stand in your way should surely think twice. Most likely you are a warrior, a brigand, maybe a politically motivated individual. You may have an end goal in site or you simply may value others so little that you almost enjoy inflicting pain.
Cruel: You add +1 to damage rolls.
Skill: You have become adept ad reading people in order to find out the most efficient way to inflict harm, granting you trained ability with reading people, motives, and finding weaknesses.
Inability: Your nature often shows through making tasks involving pleasant social interaction and charm one step more difficult.
Additional Equipment: You have an additional Light Weapon.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
  1. You have left town to avoid trouble over someone you have harmed in one way or another and found yourself in the company of the party.
  2. You are seeking vengeance on someone and find it wiser to travel with the PCs than alone.
  3. In a challenge, one of the PCs showed you mercy. You have been intrigued by this and indebted to them ever since.
  4. You need money to fund some fiendish endeavor.
So, this is an attempt, I'm interested to hear what others have to say about these descriptors.

Thursday, August 8, 2013

Homebrewing the Numenera RPG


Descriptor
Stats
Skills
Special
Charming
+2 Intellect
       Pleasant/Positive Social Interaction
           Mind Influencing esoteries
           Important Contact
           Inability Lore, Knowledge, Understanding
           Inability Resist Mental Attack
           10 extra shins
Clever
+2 Intellect
           Trickery
           Mental attack defense
           Assessing danger, lies, importance, quality, function, or power
          Inability Lore, Knowledge, & Understanding
           10 extra shins
Graceful
+2 Speed
           Balance and careful movement
           Physical performing arts
           Speed defense
           None
Intelligent
+2 Intellect
           Knowledge of Choice
           Memorizing direct experiences
            
Learned
+2 Intellect
           3 Knowledge of Choice
           Inability charm, etiquette, persuasion
           2 additional books on topic of choice
Mystical/Mechanical
+2 Intellect
           Identifying & understanding Numenera
           Sense active numenera
           Hedge magic estotery
           Inability charm, etiquette, persuasion
Rugged
N/A
           Climbing, jumping, running, swimming
           Training, riding or placating natural animals
           Identifying or using natural plants
           Inability charm, etiquette, persuasion, deception
           Explorer’s pack or extra if already have one
Stealthy
+2 Speed
           Stealth
           Trickery
           Esoteries or special abilities involving illusion or trickery
           Inability movement
Strong
+4 Might
           Breaking inanimate objects
           Jumping
           Extra medium or heavy weapon
Strong-Willed
+4 Intellect
           Resist mental effects
           Focus/Concentration
           Inability Puzzles, problems, memorization, lore
Swift
+4 Speed
           Initiative
           Running
           Inability Balance
Tough
N/A
           +1 Armor
           +1 Recovery rolls
           Might Defense
           Extra light weapon


According to the optional rules in the Numenera RPG Core Book, some descriptors offer a +4 to a stat Pool and either two narrow and one broad skill while others have a +2 to stat Pool and either 3 narrow skills or one narrow skill and one broad skill. Additional skills can be added by adding an inability. Add 10 to 15 shins of additional equipment. As we can see, this is a very loose guideline. For example, the Tough character gets an extra light weapon. While I am not sure how the two relate thematically, it is interesting that the guideline recommends that 10 to 15 shins of extra equipment be given out to even things up, but the light weapon typically costs only 3 shins. I believe this is even further thrown out of whack when you consider a descriptor can be replaced with a different race or variable mutant ability.


This can make a bit difficult when trying to come up with new descriptors, which the Numenera RPG almost dares you today, but it can also make it easier. It really depends on your viewpoints. There is a lot of eyeballing here, which is one of the things I didn’t really like about the creation rules for Cortex’s Marvel Super Heroic RPG. Part of that, I have realized is my old school role playing experiences. Without a firmly defined schematic for defining descriptors, it frees those of us who want to homebrew new additions to the game from some more traditional practices of balancing, although it opens up more relying on others’ opinions and playtesting. I plan on creating some of my own descriptors here in the very near future—maybe even tonight. I’m curious how that exercise will work out, but I am also curious to hear others’ thoughts on the whole thing.