Thursday, November 30, 2017

Far Marches: Travel

A while ago a built the beginnings of a Travel and Exploration system for Fate Core. It worked...OK, but it never quite hit the mark I was aiming for and so I kept working in it. It sat in the back of my mind for a couple years. Every now and again I would sit down and try to figure a better way to get the results I wanted.

I think the reason it was so muddled was that I was trying to do too much with too little. A subsystem, perhaps, needs a little more meat on the bones or else it just falls over. The other day while I was out on one of my walks an idea struck me. It was not that different from the existing system, but I think it adds a little more tactical depth to the system, making it closer to a mini-game, rather than a necessary part of a larger game. This pleased me, so I thought I would try and work out what that would look like here.

Before you start with this mini-game you need to decide if this will be exploration or travel. They each have different explanations and different goals. Travel is trying to get from point A to point Z by travelling through all, or some of the points between them. The goal is Point Z as quickly and safely as possible. You could add a ticking clock or some such to it, but at its base that is travel. Exploration also has a goal, you are out to find something, though that can be as nebulous as what is over the next hill. Exploration is a bit more leisurely in pace, but more dangerous in practice. I am still working on making this really work. I have been digging into the Louis And Clark Expedition a bit to try and nail down what this sort of thing would look like in reality, and what it looks like in narrative. The fiction is usually focused on Travel more than exploration. I mean take a look at The HobbitThe Lord of the Rings , The Prydain Chronicles, and numerous other fantasy works. People are always going somewhere, they rarely just set out to explore as an end to itself. Though I think Maybe Sword and Planet Novels would be closer to exploration, as a great deal of that genre is about explaining and understanding the worlds and cultures of a new world. Maybe exploration should be its own mini-game separate from travel. I will think on this.

First divide your map into zones that stand between the characters and their goal. I think a hex map would work great for this, but if you want the zones to be a little more nebulous and free wheeling by all means lets go with that. I actually have three different ways of visualizing this and I will try and show examples as we go, or at the end, or somewhere in here. Fingers crossed that this will make sense to someone other than me. OK you got your zones? Good.

Each Zone represents an area that would take about a day to cross on foot(somewhere between 15 and 30 miles depending on the terrain type). Each zone will also have a terrain type aspect: Arctic, Desert, Forest, Jungle, Mountain, Swamp, Water(Ocean, Sea, or Lake), and probably a couple others I have not thought of. Make sure to include the terrain type in the aspect for the zone. It could have more than one type, but for now lets just limit it to one type. So we have the edges of our Zones. The edge is either at the edge of a day's travel or the edge of a terrain type, whichever is nearer. I hope that makes sense.

Now each zone has three possible paths to the next adjacent zone. You have the Easy Path, the Hard Path, and the Hidden Path. Each path will have a given skill attached to it(Or Profession, or Attribute if you are using those options, This doesn't really work with Approaches). Each path will have a difficulty attached to it. The Easy Path starts at a difficulty of +2(Fair). However if you take the easy path the next Zone's exits will have its difficulties increased by +2, this is cumulative. If you take the Hard Path The difficulty is +4(Great), However wit will not increase the difficulty of future travel. The Hidden Path is hidden, The players need to find it before they can use it. You can only use a few skills to find it, things like Lore(for research done ahead of time), Investigate, or Notice will allow you to find it. This difficulty is very high +6(Fantastic), to find it(there is a reason no one uses this path, after all) and the difficulty for getting through it is also +6. However if you can pass through the Hidden Path it behaves like the Hard path, but if Succeed with style you may create an aspect on the next Zone and gain a free invoke of it.

Alrighty, we have the zones, the difficulties for travel between them and what success means for each path. Now we must determine what happens when you fail at the roll. If you fail you have a dangerous encounter. I would like to build a random table to deal with these encounters, as I think that would be a bit of fun. Also there is a lot of fun that can be had playing around with random tables in Fate. So what I would do it something along the lines of this, You have a table for each zone, full of random dangerous encounters, these would be based on the setting and the terrain, and would have all sorts of cool things. It would let the nature of the world be a little bit unpredictable, while still keeping it within the bounds of your setting(Also that reminds me, I need to work out a setting building system for this type of game, as it is fairly specific in tone and setting, but it still needs definition by each table). I think I will devote a whole post to the terrain random encounter tables and how to make them and use them, as that seems like it could take up a lot of idea space and I want to focus on the basics this travel mechanic first.

As each zone is a day's travel, that would imply that you would likely rest between zones. Maybe I should make the zones smaller to increase the amount of problems that accrue before you can rest. Also resting should matter and be interesting so here is an idea for how that would work. So you need to find a good place to rest. If you fail at that then you do not gain your stress back and you have a negative encounter the difficulty for finding a good spot to rest depends on whether you took the Hard Path or the Easy Path. On the Easy Path it is more difficult to find a secluded spot, as monsters and bandits also find this to be the easy path. The Hard Path is much easier to find a secure place to rest. You also need to have supplies, Usually this would be a survival or resources roll to ensure you find supplies or prepared them ahead of time. If you do not have supplies then the rest does not restore stress. Also someone must stand guard, and that person does not get rest. Also during a rest period you can initiate a backstory moment. I don't really know what that is yet, but I think it sounds like a good idea.

And that is my idea for travel mechanics in the Far Marches. I would appreciate any thoughts or comments on how to make it work better, or possible pitfalls here.  I think I am on the right track, but a lot of this is pretty far afield, so thoughts are welcome.

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.

Wednesday, November 29, 2017

Heroes Unlimited: World's Strongest 20

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

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

This world is getting complex and interesting. I am liking it more and more. It has been a rough day so I need something kind of fun, to get me through it. Now we are moving into the final character type in the main book of Heroes Unlimited. This one is a neat idea, but like many in the Special Training category it kind of blows in any straight up fights, and the rules for the game don't really allow for conflict or activity outside of combat. This leads to a lot of games being about combat, or the GMs for games having to-essentially-invent whole systems to allow non combat characters to matter. Now with that out of the way lets dig into the...

The Super Sleuth

Step 1: The Usual
This character is primarily based around his intellect so I will be increasing the IQ to 20, the rest of the attributes will be at 11, as normal. Also this class has some attribute increases that come with it.

+1 IQ
+3 ME
+2 MA
+40 SDC

Step 2: Education & Skills
Like the other classes in this category the Sleuth also has its own set of skills rather than the normal method of gaining skills. In this he is focused around detecting an the like. Also there is a choice to make here. You can get a free skill program of your choice at the end of the normal ones, or you can forgo that and take a bunch of psychic powers. I am going to go with the psychic powers on this one. The class does have some interesting special skills, it is here that you will find the rules for penalties and how much time it takes to hack a computer.

Common & General Skills
Pilot Automobile
Pilot: Motorcycle
Mathematics: Basic
Speak English
Read and Write English
Speaks Japanese
Detective/Law Enforcement
Hand To Hand: Expert +2 attacks per melee round. +2 to roll w/punch, +2 to pull punch
W.P. Pistol
Radio: Basic
Computer Operation
Criminal Science (doesn't include Forensic Medicine)
Law, General
Intelligence
Interrogation
Research
Surveillance Systems
T.V. & Video
Rogue Skill Program
Find Contraband
Streetwise
Pick Locks
Safe Cracking
Secondary Skills
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
Climb
Swimming
Speak Spanish

Special Skills
Computer Hacking
See Through Disguise and Forgery

Psionic Powers
Object read
Speed reading
Total recall
Sixth sense
1d4xl0 I.S.P. plus the M.E.

Step 3: Equipment
IN this you get a budget to buy supplies. However this class has no special gear that comes with it, so you can get anything with it. That in mind I think this character will have a Brownstone that he converted to an office and home. I think also a bunch of computers and the like, as Hacking is a big part of this character.  Also I think a cool secret garage, like in the Green Hornet would be spiffy.

$60,000

Other Stuff
And now we do the finishing touches on this character. I see him as a man who lives in interesting times. He has seen the conspiracies in the world, and because this is a superhero universe those conspiracies are very much real and omnipresent. Currently he is trying to take down Asgard Technologies.

Name: Douglas Agnar
Super Identity: Inquest
Alignment: Unprincipled

IQ: 21
ME: 14
MA: 13
PS: 14
PP: 11
PE: 12
PB: 11
Spd: 24

HP: 15
SDC: 58
ISP: 34

Skills
Pilot Automobile; Pilot: Motorcycle; Mathematics: Basic; Speak English; Read and Write English; Speaks Japanese; Hand To Hand: Expert; W.P. Pistol; Radio: Basic; Computer Operation; Criminal Science (doesn't include Forensic Medicine); Law, General; Intelligence; Interrogation; Research; Surveillance Systems; T.V. & Video; Find Contraband; Streetwise; Pick Locks; Safe Cracking; Running; Athletics; Body Building; Climb; Swimming; Speak Spanish; Computer Hacking; See Through Disguise and Forgery

Powers
Object read
Speed reading
Total recall
Sixth sense

Doug has always seen the patterns that others scoffed at. He could gather information on subjects others never even  As he grew up he used this innate connection to the truth to make a small fortune in the stock market. Using his money he set himself up as a Private Detective. When the police or heroes are at a loss they call in Inquest, Vigilante Detective. As he has gone along he has found many seemingly unrelated threads and in pulling them has seen that the Mega Conglomerate Asgard Technologies is up to many strange and illegal activities. Inquest has yet to figure out why, but he has begun to scrape away the layers and is starting to freak out a bit, they are in everything. They control congressmen and senators. They are heavily  involved in all sorts of civic projects. Even some of the police and heroes are in on it. He does not know who to trust. Now he seeks the heroes who are not connected to any official agency or even ones declared criminal. He knows that Asgard is up to something bad, and their time table is accelerating. He must do something.

And there you go. We are now through all the categories of hero in the main book of heroes unlimited. We have also built a pretty spiffy world for play. Next we will continue the series with the beginning of Powers Unlimited 2(anyone else notice the short version of the title is PU?). We will be digging into the Empowered Hero. Fun. Fun.

Tuesday, November 28, 2017

Heroes Unlimited: World's Strongest 19

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

And now...

We have quite the universe building up around these heroes. I am liking the look of things. We have two major cities, Coast City and Gatestone There are also a number of Power Brokers, Hidden Conspiracies, Criminal Organizations, and Secret Cabals. We even have one master villain in charge of a mega corporation. All in all this project has really shown some dividends(If i know what that means, and I will pretend I do). So onward we go. Last time I said that there was only one character type remaining in the main book. However it was pointed out to me that there was in fact two types left in the book. For some reason I forgot about the super sleuth. Not sure how, it is one of my favorite character types(despite its complete lack of power). Basically that is  The Question as a class, and I love me The Question. Anyway, sorry about accidentally lying to you all about the number of classes in the book. Onward to our next big hero...

The Stage Magician

Step 1: The Usual
like all the special training types, this one grants some minor bonuses to the characters attributes. I will be starting with elevens in all the attributes though, I would not recommend taking any of these classes without having much higher attributes. A high IQ is of particular importance as it will grant a bonus to all skills and these character types are very much based around their skills.

+3 MA
+3 PP
+2 PB
+30 SDC(this is the base SDC, I am pretty sure)

Step 2: Education & Skills
Stage magicians also have a different method of skill choice than the standard hero. They have a set of skills based around being a stage magician. Yep, in a world where real magicians can shoot lighting, summon demons, and travel between dimensions we have a guy who's sole unique power is juggling. On the plus side this section does have the rules for the penalties for trying to palm things, pick pockets, and wriggle free of chains, cuffs, and ropes. Why that is not listed in the skill section, I could not tell you, but it is here. I have said it often, "Palladium's system isn't terrible, they just need a proper editor." Another interesting fact is that some of these skills have odd modifiers attached, where is specifies why you have the skills you have. Does that mean that when you are not doing a trick or making things you can't use the skill, or is it to justify the skill use because the playtesters didn't believe that these skills shouldn't be part of this class? The deeper I get the more questions I have about the playtesters.

Common & General Skills
Pilot: Automobile
Pilot: Truck
Mathematics: Basic
Speak Native English
Read and Write English
Speaks Latin
Sleight of Hand Skill Program
Card Sharp
Concealment
Palming
Pick Locks
Pick Pockets
Prowl
Seduction
Illusion & Magic Skill Program
Dance
Disguise
Escape Artist
Imitate Voices/impersonation
T.V. & Video (for illusions & tricks)
Surveillance Systems (for illusions & tricks)
Chemistry (for making stuff)
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
Secondary skills
Running +1 PE; +10 spd; +3 SDC
Athletics: +1 Parry/Dodge; +1 roll with punch/fall; +1 PS; +3 Speed; +5 SDC
WP Targeting +1 strike with thrown weapons
WP Archery & Targeting
H2H: Martial Arts +2 attacks/melee; +3 roll with punch/fall;+2 initiative; +3 pull punchSpecial Skills
Sleight of Hand
Contortionist +2 Roll w/Punch
Juggling: Five attacks per melee with a thrown weapon. +1 to strike with any thrown/missile weapon. +1 to parry. Up to six objects/items juggled at level one.

Step 3: Gimmicks & Equipment
The magician does get some specialty items that are somewhat unique to them(though I don't see why the rest of the classes couldn't also get these items if they had the money or skill. This does grant some cool stuff though, and I think it is worth bringing up some of that stuff. Also you get a budget for it, and as normal I will assume we got the maximum amount of budget($60,000). 

Tailor Made Clothing: custom suit designed with many many hidden pockets for small flat tools and the like. so he always has room to hide a small thing. A lot of this item is justification for why you might be able to do something or have something with you.
Belt Buckle Compartment: Also cool, also a justification for having cool things on hand.
Belt with secret lining: OK so why does a belt need two separate types of hidden compartments? That seems needlessly fiddly.
Then there are a bunch of smoke bombs, itching powders, and flash bangs: that are really quite spiffy and useful in different ways. Like itching powder and flash bangs both effect your opponent's initiative, flash bangs have a larger effect but are instant, itching powder is less powerful but lasts for hours.

I also think it would be cool if used a bunch of boomerangs and steel throwing cards which would be cool. I just think he would be cool with all sorts of "silly" items are his weapons of choice.

The more I read through these character types the more I realize that the rules for gadgets and gizmos are about two or three iterations away from being really cool and interesting. Instead we get stuff that makes little sense, but seems to be cool. I guess I just wish there was more. Like in Century Station and Gramercy island they have a bunch of special training heroes who have really cool toys, but no explanation on how they are made or even how much they would cost. It is upsetting to me. 

Other Stuff
Again this goes through alignment and finishing touches for the character. Now I have to come up with a back story and and all that stuff. I think I want this hero to be part of a lineage of magician folk heroes. I think I will have him be the descendant of Black Herman, who is a pretty neat magician from back in the 20's. I would suggest reading up on him as he had an interesting life and had some fun political and religious views. 

Name: Benjamin Rucker III
Super Identity: Prince Herman
Alignment: Unprincipled

IQ: 11
ME: 11
MA: 14
PS: 19
PP: 16
PE: 16
PB: 13
Spd: 24

HP: 19
SDC: 72

Skills
Pilot: Automobile; Pilot: Truck; Mathematics: Basic; Speak Native English; Read and Write English; Speaks Latin; Card Sharp; Concealment; Palming; Pick Locks; Pick Pockets; Prowl; Seduction; Dance; Disguise; Escape Artist; Imitate Voices/impersonation; T.V. & Video; Surveillance Systems; Chemistry; Boxing; Gymnastics; Acrobatics; Wrestling; Running; Athletics; WP Targeting; WP Archery & Targeting; H2H: Martial Arts

Special Skills
Sleight of Hand
Contortionist +2 Roll w/Punch
Juggling: Five attacks per melee with a thrown weapon. +1 to strike with any thrown/missile weapon. +1 to parry. Up to six objects/items juggled at level one.

Special Gear
Custom outfit with secret pockets full of lock picks and various powders and smoke bombs.
Custom steel throwing Cards that work like throwing knives.
Bullet resistant lining(not listed in this book, but I have to assume he would find a way to get some)

Initiative: +2
Attacks: 5(or 5 if you are throwing things, which he does)
Strike: +1(+3 with thrown weapons)
Damage: +5
Parry: +4(+6 when using his throwing weapons to parry, not sure how that works, but there you are)
Dodge: +4
Roll w/punch: +9
Pull Punch: +2

The descendant of a contemporary of Houdini, Black Herman, Prince Herman is a rising star in the world of magic. Even at the age of twenty he has worked Madison Square Garden and several Vegas shows. He came to magic easily and naturally, coming from a long line of magicians. Things went well for him until the Mob came to him and tried to shake him down. Through clever tricks and outright mockery, Rucker drove off the thugs, and discovered a new joy. Now he spends his weekends doing shows and hi weeknights using his expertise to fight crime. He has made Coast City his home town as it has legalized gambling and its casinos are seeking talent to rival Vegas and Atlantic City. He has gone up against the Luen Group Triad who have made major inroads into the gambling underworld. He has also gone up against the Russian mafia. He thinks this is all a bit of a lark, and criminals have learned to be wary of the masked magician with the booming laugh, who seems incapable of dying.

And there we go, the second to last hero type in the main book. I think he turned out quite neat, even though on paper he doesn't have much combat power. Let me know what you think. Next post we will be delving into the last(for realsies this time) character type in the main book, The Super Sleuth.

Monday, November 27, 2017

Heroes Unlimited: World's Strongest 18



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

And Now...

I'ma come clean here. I didn't actually expect this series catch on all that much. I honestly expected I would get bored with it and it would fade off into the ether with all my other unfinished projects. However this is the series that just won't quit. I have gotten a lot of good responses from folks and now the thing is even spreading. +Cameron Corniuk is building his own supers city, that shares a universe with Coast City. It's pretty cool. You should check out Age of Astonishment to see what he is doing with a similar premise. So far he has Hunter, the Elven Weapon Master and Ms. Miracle. With Ms. Miracle we see the return of Project Longshot and some interesting hints at new powers and threats of the setting. I am really looking forward to seeing what he comes up with next. And hey if you are out there and doing something like this, or want to, send me a link I would love to see it. And I think everyone else would like to as well.  

Now moving on with this series I am now to the second to last hero type from the main book. Don't worry though, we have plenty of awesome hero types yet to go. We have all of Powers Unlimited 2 and Armageddon Unlimited to play with, so I am not going to have to stop any time soon. Also I then get to make villains and organizations, which should be a blast. On to our hero. She's going to be pretty cool, this is kind of an extension of the previous Hero, as she is the younger sister of Perdition, but we can have some fun and make a really spiffy character. It is kind of funny that I ended up with two sets of sisters so far in this series. Didn't really plan that, but it is kind of neat. I have, however been planning for these two characters for quite a while. Once I saw the two character types I knew this was where I was going with them. And now, without further ado I give you...

The Secret Operative

Step 1: The Usual
I will be starting with the standard elevens in all attributes, though that is almost immediately adjusted, as the Secret Operative gains small bonuses to quite a few attributes right off the bat. You also gain some bonus HP right off and I think you figure your base SDC here, but they call it a bonus so that is confusing. 

+3 PS
+2 PP
+3 PE
+3 MA
+7 HP
+70 SDC

Step 2: Education and Skills
In this class you do not roll for education as normal, instead you gain a series of special skill programs available only to this class. That is a fairly common thing in the special training category of hero, we saw it with the last class as well. 

Common & General Skills 
Pilot: Automobile 
Pilot: Race Car
Pilot: Helicopter  
Mathematics: Basic 
Speak English 
Read and Write English 
Speak Spanish
Speak German 
Military Program (special) 
Boxing (substituted for Hand to Hand: Basic) +1 Attack, +2 Parry and dodge, +1 roll w/punch, +2 PS, +10 SDC
Running +1 PE; +10 spd; +3 SDC
Climbing 
Military Etiquette
Radio: Basic
W.P. Pistol 
W.P. Semi- and Automatic Rifles 
W.P. Energy Pistols (special) 
WP. Rifles (special) 
W.P. Energy Rifles
Armorer (Field)
Espionage Program (Basic)
Hand to Hand: Martial Arts +2 attacks/melee; +3 roll with punch/fall;+2 initiative; +3 pull punch
Intelligence 
Wilderness Survival 
Detect Ambush
Sniper
Forgery 
Rogue Skill Program 
Find Contraband 
Pick Pockets
Seduction
Streetwise
Prowl
Gymnastics+2 roll w/punch, +2 PS, +1 PP, +2 PE, +7 SDC
Secondary Skills
Athletics: +1 Parry/Dodge; +1 roll with punch/fall; +1 PS; +3 Speed; +5 SDC
Body Building: +2 PS; +10 SDC
Cook
Play Guitar
Swimming
SCUBA
Basic Mechanics
Basic Electronics
Radio: Basic

Step 3: Determining Special Equipment
This character is highly focused around her gear as well as her training. She gets a spiffy car and a rocket pack, so that is pretty sweet. I mean seriously, I want a rocket pack, or gravity belt, or a jet pack, or something, because that just sounds awesome. Flying around, doing stuff. So much fun. As she will be helping her sister hunt rogue supers, genetically modified monsters, and Supernatural beings she will need to have some cool things to bring to the table. This is probably the second most powerful of the classes within the Special Training category. 

Souped Up Car(you get to choose 8 special features for your awesome car): The Charger
  • Lightly armored. A.R. 12, add 200 S.D.C.
  • Bulletproof windshields, A.R. 16. S.D.C. 200 each (front and back, 2 sides)
  • Souped-Up turbo engine: 280 mph (448 km) maximum speed
  • Concealed. front mounter laser. Damage: 506, Range: 3000 feet (914 m). 30 shots per hour; regenerates
  • Mini-Missile Launcher (front or rear mounted). Fires four missiles, one at a time Of in volleys of 2, 3, or 4. Damage: lD4x10 each. Range: One mile (1.6 km). Payload: 6
  • Mini-Radar: 5 mile (8 km) range
  • Knockout gas (fills the car)
  • Retractable, rear seat dividing wall. A bulletproof, transparent wall slides in place to separate passengers from the driver. A.R. 16, S.D.C. 150. Pilot controlled locks.
Selection of Special Weapons
Simple Ion Blaster (Pistol) 4D6 dmg 200 ft Rng
Particle Beam Rifle roll of 11-17 does 1D6x10, 18·20 does 106xl0+40 dmg 1200 ft rng
I also get 12 hand grenades of my choice and 4 modern weapons. I think I will leave those kind of vague and then just pull out what I need for the situation as needed. 

Special Gizmos
Rocket Pack Speed: 150 mph (240 km), Altitude: 2000 feet (610 m). Gasoline powered (4 gallon tank, take that physics, 4 gallons of gas are totally enough to fly with!)
Bionics: Targeting eye +1 strike; Motion Detector +1 to initiative. +1 to parry, and +2 to dodge

Step 4: Background Data
Once more we dig into the background of the world. And rather than a secret organization, or black book government agency, I think I will go with a billionaire who funds superheroes for his own reasons. Mostly he does it to help the world cope with the dangers that supers represent. He backs some super heroes and vigilantes with the explicit purpose of helping out the little guy. Perhaps no one even knows his name, he is just know as The Backer, a mysterious billionaire who helps out with the power of money. Our hero had all sorts of skills due to her mothers bizarre obsession with fighting evil supers and hunting her father's killer, so she became in her early twenties something of a freelance spy, she worked for The Backer and eventually built up enough gear and bankroll to rejoin her sister in the hunt for the thing that killed their father. 

Other Stuff
Again this is just the finishing up bits on the character. Putting it all together, adding up the bonuses and the like and writing it all down so it makes some kind of sense. 

Name: Samantha Remington
Super Identity: Nemesis
Alignment: Unscrupulous

IQ: 11
ME: 11
MA: 14
PS: 20
PP: 14
PE: 17
PB: 11
Spd: 24

HP: 27
SDC: 105

Skills
Pilot: Automobile; Pilot: Race Car; Pilot: Helicopter; Mathematics: Basic; Speak English; Read and Write English; Speak Spanish; Speak German; Boxing; Running; Climbing; Military Etiquette; Radio: Basic; W.P. Pistol; W.P. Semi- and Automatic Rifles; W.P. Energy Pistols (special); WP. Rifles (special); W.P. Energy Rifles;  Armorer (Field); Hand to Hand: Martial Arts; Intelligence; Wilderness Survival; Detect Ambush; Sniper; Forgery; Find Contraband; Pick Pockets; Seduction; Streetwise; Prowl; Gymnastics; Athletics; Body Building; Cook; Play Guitar; Swimming; SCUBA; Basic Mechanics; Basic Electronics; Radio: Basic

Initiative: +3 
Attacks: 5
Strike: +1
Damage: +5
Parry: +4
Dodge: +5
Roll w/Punch: +7
Pull Punch: +3

Samantha was never one for being reactionary. She was very little when her father died, and growing up she knew nothing but the hunt. When she was old enough Samantha left her family to make something of herself. She found out she had a knack for secrets and for combat. She became a spy for the highest bidder, working mostly corporate jobs. Eventually she began working for The Broker, a mysterious billionaire with the desire to see heroes triumph and villains fall. Her job was to gather intel on the heroes and villains to aid in this "vigilante philanthropy." Then her mother died. Her sister Deanna showed up, and they set out to hunt down those responsible. Now she and her sister are the premier Super Bounty hunters out there. There have been a lot of near misses and difficult scrapes they have gotten into(she still refuses to talk about the Lubbock Dinosaur Incursion...don't ask). They are on the trail of the super villain responsible for her parents deaths, but they always seem to arrive a day late and a dollar short. Still it could be worse. She has her health and she has her sister. 

And there we go. Our bounty hunter sisters are a go. They travel the land and hunt down dangerous strangeness and bring it in dead or alive. I think they turned out pretty good. Mind you they are pretty darn under-powered, but for what they are I think I did alright. What do you think? next post we will be digging into the last Hero type in the main book and also the weakest hero in the whole game(and yes, that does include minor heroes in that comparison). Next time we take a look at The Stage Magician. yay...

Edit: Apparently I forgot that the Super Sleuth exists, so the Magician is not the last class. 

Sunday, November 26, 2017

Heroes Unlimited: World's Strongest 17

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

And now...

Moving on toward the end of the book we get to heroes without much in the way of real power. We haven't got to the true dud of the book yet, but we are getting close. Oh, yes. We are getting close. We are digging into the super normal types. If I used these classes in a Palladium Fantasy game, or a Beyond the Supernatural game I thin they would be pretty powerful. However in the world of Heroes Unlimited you can learn martial arts so powerful that they grant super powers and you might have to fight a giant robot or an invulnerable alien. In such a world these classes are just...meh, you know? Lets get to then. 

Step 1: The usual
Attributes start at 11 as normal. However this class has special abilities that only exist if you have a high Physical Prowess, so I will set it at 20, otherwise some of the abilities of this class are just wasted. 

+2 PE
+5 Spd
+7 HP
+45 SDC

Step 2: Education & Skills
This class does not roll for education like other classes. Instead you get a very specific set of skills involving hunting and tracking. The skills are pretty neat, but the issue is that the character's specialty skills are just not that impressive. I think that if I were doing a class like this I think I would make this character very much about the hunt, and the more prep time you have the more you can shut down the powers of the being you are hunting. That's just how I see it. This class is still pretty fun though. 

Common & General Skills 
Pilot Automobile  
Pilot: Motor Boat  
Pilot: Motorcycle  
Mathematics: Basic  
Speak English  
Read and Write English  
Speak Spanish
Speak German  
Wilderness & Hunting Programs 
Camouflage  
Detect Ambush  
Detect Concealment  
Fishing  
Land Navigation  
Wilderness Survival 
Hunting
Track Animals
Skin & Prepare Animal Hides
Identify Plants & Fruits 
Weapon Proficiency Program 
W.P. Knife 
W.P. Automatic Pistol 
W.P. Bolt-Action Rifle 
W.P. Automatic & Semi-Automatic Rifles
Manhunter Program
Hand to Hand: Martial Arts +2 attacks/melee; +3 roll with punch/fall;+2 initiative; +3 pull punch
Tracking 
Disguise  
Find Contraband  
Intelligence  
Streetwise  
Sniper
Prowl
Surveillance Systems
Secondary Skills
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
Climb
Swim
Basic Electronics
Basic Mechanics
Auto Mechanics
Special Skills
Disguise Scent: 70%
Trap/Snare Animals: 70%
Modify Weapon Cartridges: 70'%
Quick-Draw Initiative: Handguns
W.P. Sharpshooter: Pistols

Step 3 Years of Experience
This is a bit of an oddity as it is really short and is just a quick roll on a table letting you know how long your character has been hunting. It does not add anything except a bit of a background detail. Not sure why it needs its own step. I will choose that she has been hunting since her childhood I think I will go with that she has been hunting for 10 years, starting when she was 11.

Step 4: Equipment
Here you roll for your funding and it gives a list of what you must spend it on. This is a very equipment based hero, you need guns to make this character work. Guns and sporting goods. I think here is a fine point to talk about the lethality of this system. This system is not really designed around subduing opponents. It is focused on killing. This isn't really an issue in the other Palladium games, but here knocking someone out should be easier in Heroes Unlimited, and there should be some rules that state when you reduce HP to zero you subdue your opponent rather than kill them. Just my two cents. 

Model 37M Ithaca Shotgun 5D6 slug damage
SR·25 (Stoner) 5D6+1 damage
McMillan M87R 1D4x10 dmg
Two(2) 1911A1s (Springfield Armory) 4D6 dmg
P88 (Walther) 3D6+3 dmg

Sweet Dodge Charger

Other Stuff
This is the standard stuff. Figure out total SDC, and your starting cash and all that. However this class does have an interesting thing here. You have a reputation and that gives you a bunch of contacts in law enforcement and the like on their side. What is also interesting is a bit in that same section that makes it clear that if you are playing this type of character you are a vigilante. You cannot be this class and be an official state actor, or whatever. Just found that odd.

Name: Deanna Remington
Super Identity: Perdition
Alignment: Anarchist

IQ: 11
ME: 11
MA: 11
PS: 14
PP: 20
PE: 14
PB: 11
Spd: 29

HP: 24
SDC: 63

Skills
Pilot Automobile; Pilot: Motor Boat; Pilot: Motorcycle; Mathematics: Basic; Speak English; Read and Write English; Speak Spanish; Speak German; Camouflage; Detect Ambush; Detect Concealment; Fishing; Land Navigation; Wilderness Survival; Hunting; Track Animals; Skin & Prepare Animal Hides; Identify Plants & Fruits; W.P. Knife; W.P. Automatic Pistol; W.P. Bolt-Action Rifle; W.P. Automatic & Semi-Automatic Rifles; Hand to Hand: Martial Arts; Tracking; Disguise; Find Contraband; Intelligence; Streetwise; Sniper; Prowl; Surveillance Systems; Running; Athletics; Body Building; Climb; Swim; Basic Electronics; Basic Mechanics; Auto Mechanics; Disguise Scent; Trap/Snare Animals; Modify Weapon Cartridges

Quick-Draw Initiative: Handguns(+1 initiative with handguns)
W.P. Sharpshooter: Pistols(can shoot in all sorts of crazy circumstances with pistols)

Deanna's father was killed by something unnatural when she was just a child. Her mother kind of went round the bend after the incident and began travelling the country picking up skills and training in the hunting and killing of supernatural. Deanna's mother also made sure her children learned to hunt as well. Deanna was the eldest sister and took up the hunt with elan and grace. She protected and trained her younger sister, and when her mother went against something too powerful Deanna got her sister to safety. She has been hunting solo for a while now and she has a real gift for it. Now when a super being, monster, or magical creature goes on a rampage she gets the call. She is a bounty hunter of the supers world. She is called Perdition, the inevitable and righteous punishment made manifest. Recently she teamed back up with her sister to hunt down the villain that killed their mother. Now they are on the road, tracking down clues, and whatever local bounties are posted by the Special Marshall's Service. Deanna Specializes in bringing them in alive, though she does not hesitate when the time comes. 

And there you go, the Hunter/Vigilante hero. She has a lot of cool skills and the like, but she is really weak compared to the beings out their with super powers or whatever. Next time we will dig into the sister of Deanna, the Secret Operative. I hope you like it. 

Heroes Unlimited: World's Strongest 16

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

And now...

So before We get started with this character I would like to point out that this series has inspired a friend of mine, +Cameron Corniuk to start a similar series on his site. I think I will try and consider his characters to be canon members of this universe I am creating. Check it out, Hunter, the Elf With Amnesia.

In this post we will be digging into the Special Training Category of hero. I am not sure why hardware and physical training heroes don't fall into this category. However this does have some of the oddities in the system, some very useless heroes can be found in this category. First lets start with...

The Ancient Master

Step 1: The Attributes & Other Character Features
This section is a bit different from normal. It has certain minimums that you must raise your attributes to if you do not have them high enough at this point.

PS set to 19
PP set to 19
PE set to 20
+5 MA

In this step you must also roll your characters age and the amount of time he has spent in the world outside the monastery or training ground he was raised in. Also in this section we find out that this is the only character that starts at a level higher than 1. In fact you start at a level between 4 and 9.  Now, I will be using the Ninjas & Superspies option for this character which will have an effect on the age and level of experience. It will half those, and it will mean that the character does not get the power listed here, but instead he will get the OCC Dedicated Martial Artist.

Age: 41/2=20 years old
Time in the modern world: six months
Experience: 9/2=Level 4
HP: Normal HP +1D6 per each level beyond the first +6D6 additional HP(21)
SDC: 121 +PE number and what is gained from physical Skills

Step 2: Skills & Education
Now as this is a worldly martial artist he doesn't get a lot of skills outside of his martial arts. So for this I get to choose two martial arts or one exclusive martial arts. Looking through the list I thought about choosing Muay Thai(Thai Kick Boxing), as it has a really OP ability where you can strike with all of your attacks in the first action if you have the initiative(there are some downsides, so make sure you can take your enemy down with this). This focuses in on dealing damage and being fast and tough. It is a brutal form. But it would mean that I only get the one martial art and I would get less cool powers. So instead I think I will be going with Tien-Hsueh Touch Mastery. I like this art because it actually comes with a cool back story. Basically there are only a couple of families that learn this art and you must be evil to learn it. You can still do it if your alignment changes, but then your family will sentence you to death. So a martial art that grants great power, but to be a good guy requires the world be turned against you. I like it. It is an exclusive Martial Art so it counts as both choices available to me. I mostly chose this for the cool death touch power and Chi abilities as this martial art grants some awesome abilities.

Tien-Hsueh Touch Mastery
x2 Normal Chi twice
+4 ME
+2 MA
Attacks Per Melee: 1
Special Attack: The Dim Mak
+1 roll w/punch
+1 strike
+1 parry/dodge
Powers
Blood Flow Atemi(1D8 straight to hit points)
Body Chi (Can spend 1 chi to gain 5 points to M.E., M.A., P.S., P.P., or Spd, may spend multiple points at a time)
Hardened Chi(Spend chi to absorb damage or deal extra damage)
Dragon Chi(can channel chi from the surroundings or from willing people)
Dim Mak(stops people regaining Chi)
Mind Walk(can travel outside his body with a invisible chi body)

Skills
Language: Chinese
Geomancy
Literacy
Running +1 PE; +10 spd; +3 SDC
Athletics: +1 Parry/Dodge; +1 roll with punch/fall; +1 PS; +3 Speed; +5 SDC
Basic Mathematics,
Read/Write English
Speak English

And there it is. I am not sure if this character is more powerful than the standard Ancient Master. Point of fact, I think that this character is far less powerful than the options available in the Heroes Unlimited Book. In a straight up hand to hand fight, he can be pretty impressive, increasing his PP to amp up his parry roll, then using chi for defense or damage to just pummel the opponent. However against ranged combatants he is kind of hosed. His one attack per melee sucks. Now I am not sure if that applies in HU, as in Heroes Unlimited everyone does get two attacks per melee even without martial arts, whereas in N&SS they do not. I am not sure how the rules would be applied here. So I will do what would work better for this character and assume that HU's two attacks just for being alive applies. This means that the hero has 3 attacks per melee.


Name: Li Wei
Super Identity: Devil Fist
Alignment: Anarchist
Level: 4

IQ: 11
ME: 15
MA: 18
PS: 20
PP: 19
PE: 21
PB: 11
Spd: 24

HP: 55
SDC: 150
Chi: 84

Skills
Language: Chinese; Geomancy; Literacy; Running; Athletics; Basic Mathematics; Read/Write English; Speak English

Powers
Blood Flow Atemi(1D8 straight to hit points)
Body Chi (Can spend 1 chi to gain 5 points to M.E., M.A., P.S., P.P., or Spd, may spend multiple points at a time)
Hardened Chi(Spend chi to absorb damage or deal extra damage)
Dragon Chi(can channel chi from the surroundings or from willing people)
Dim Mak(stops people regaining Chi)
Mind Walk(can travel outside his body with a invisible chi body)

Initiative: +0
Attacks Per Melee: 3
Strike: +3
Damage: +5
Parry: +4
Dodge: +4
Roll w/punch: +2

He was the chosen heir of an ancient assassin clan, a prodigy who mastered the killing arts faster and with more ruthlessness than any before him. He had killed his first an by the age of twelve, and by fifteen was already building a reputation in the underworld. Then he made a friend. His friend did not care about the death and killing. He did not fear or resent Wei. Instead they would have fun and just be teenagers. This had never happened before, sheltered and trained only to kill Wei had no frame of reference for this. Empathy and sympathy began to build in him. He could no longer complete assignments. He left the clan. This is not done. Currently they are in disarray on what to do about his defection. They have hired bounty hunters to bring him back, but should that fail a death order will be signed. Wei has been Named the Devil Fist by those who have faced him, capable of using his chi to strike like thunder and move lie the wind. He has managed to get a day job washing dishes at a local bar that caters to the hidden world of Coast City, Henry's Place. It is simple work, but it lets him meet many new and interesting people with fascinating stories.

And there is my ancient master. I am not sure I like this one, but come on. I had to go with the one class that gained the Dim Mak, it is just such a nasty power. Also the Chi abilities can make a hero do the impossible. Next post we will be digging into the Hunter/Vigilante hero. I have had an interesting idea for a background for him, so I am looking forward to this one a bit.




Friday, November 24, 2017

Heroes Unlimited: World's Strongest 15

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

And now....

The world we have created here is pretty spiffy. Their is a government agencies for the creation of mechanically augmented soldiers, and chemically augmented soldiers. There is a secret mastermind trying to build super powered beings for some mysterious purpose. There is also a genetics corporation that is dabbing in the darker side of the field. There is a secret magical society that lives within and alongside the mundane world as well as powerful mages that are separate from it. Demons stalk the streets, taking over the bodies of the corrupt and adding to the some total misery of the world. Secret martial arts masters run the underworld, and only a very few face them directly and yet live. In this post we will be digging back into that font of plot devices, Project Longshot. Lets build a sweet mecha pilot and his awesome robot.

Step 1: Determine Budget
For this I will also be going with the maximum budget, $13.5 million. That should let us have fun with a giant robo.

Step 2: Selecting a Robot Intelligence
As this will be a giant robot piloted by a person, it does not need a robot intelligence. It has a pilot for that. And she will have a pretty normal intelligence for a person.

Step 3: Selecting a Robot Body
For this we are going to go with a Type 1 robot vehicle. This means I have to come up with a pilot. She will get a few attribute bonuses and the like so lets look at that.

+2 PP
Computer Program
Basic Electronics
Computer Operations
Computer Programming
Computer Repairs
Pilot Program
Navigation (Air, land, Water)
Read Sensory Equipment
Weapon Systems
Pilot: Truck
Pilot: Motorcycle
Pilot: Fighter Jet
Pilot: Tank/APC
H2H: Martial Arts
Pilot: Robot Vehicles
Mechanical Program (General)
Mechanical Engineer
Basic Electronics
Locksmith
Secondary Skills
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
Swimming
SCUBA/Advanced Swimming
Climb
Prowl

Step 4: AI Programming
As this is a physical person in the cockpit of a bot, she does not need this step.

Step 5: Background Data
OK so this was another attempt by Project Longshot to create a super soldier. It competed directly against the programs that created Calamity and Maximum. This is the most successful and ethical of all the programs within Project Longshot. She is still a member of the project and pilots a robot for urban defense and aids the police in Coast City as a duly deputized Marshall. She had a very different experience withe the Project and so she sticks with it. I see her as a patriot and the poster child for government superheroes. She is a good person and wants to help. I kind of see her a bit like Big Guy, from Big Guy and Rusty the Boy Robot.

Step 6: Robot Construction
And now we get to build her suit robot suit. This should be fun!

Body Frame: Reinforced Large Humanoid(20 ft tall, 3000lbs) $1.5 million
Power Supply: Fusion Power Plant $3.2 million
Legs: Giant Size Humanoid(spd 70) $12,000
Arms & Hands: Human Arms and hands(4xbigger, Superhuman PS 40) $720,000
Audio, Optics, and Sensors: Advanced Audio System $390,000
Advanced Robot Optic System $425,000
Laser Targeting System +3 strike with distance weapon $300,000
Combat Computer +2 initiative, +1 strike, +1 parry/dodge +10 targets in radar $900,000
Maxi Radar +2 initiative Range 50 miles $600,000
Weapons: Chemical Spray(2, Tear Gas and CO2 Foam) $70,000
Large Missile Launcher Pod(6 short range and 18 mini missiles) $1.2 Million
AR:  12 $600,000
SDC: 550 $100,000
Pilot Systems: Telemental Helmet +2 initiative, +2 parry +1 dodge $900,000
Pressurized Cabin $200,000
Underwater Capabilities $300,000
Provision Storage $2000
Total 11.4 million. The rest of the money is spent on loads of short range and mini-missiles of varying types.

And there we go. We have a sweet giant robot body that is good for all kinds of fighting and saving people.

Name: Andrea Dawn
Super Identity: Metal Marshal
Alignment: Scrupulous

IQ: 11
ME: 11
MA: 11
PS: 14/40 supernatural in robot suit
PP: 13
PE: 12
PB: 11
Spd: 24/70 in robot suit

HP: 15
SDC: 53
Robot AR: 12
Robot SDC: 550

Skills
Basic Electronics; Computer Operations; Computer Programming; Computer Repairs; Navigation (Air, land, Water); Read Sensory Equipment; Weapon Systems; Pilot: Truck; Pilot: Motorcycle; Pilot: Fighter Jet; Pilot: Tank/APC; H2H: Martial Arts; Pilot: Robot Vehicles; Mechanical Engineer; Basic Electronics; Locksmith; Running; Athletics; Body Building; Swimming; SCUBA/Advanced Swimming; Climb; Prowl

And there it is Coast City's Chosen Guardian is a government agent in a Prototype robot suit. She was a test pilot in the Air Force, and was pulled for a special assignment. Of all the applicants she had the best mental link with the robot suit and so was chosen to work in Coast City with the police as a special marshal for dealing with super threats. The Special Marshals were created back in the sixties to help out local and federal agencies with super human crime. Coast City has not needed one until recently when super crime began to rise to prominence. While there had always been some super crime, but most of it was mystical or martial arts based and that works within rules that is easily understood. Of late aliens and other obvious super beings have begun to crop up with surprising regularity. Now when a powerful being goes on a rampage the police call in the Metal Marshal to handle the threat. The people love her, and she is often seen on the news stations doing interviews or announcing a new charity that needs help. She also does parades and school appearances, as she believes that hope and trust in the populous are just as a important as saving lives.

And now we are through the robot section and moving into the last section of the main book. We will be digging into a fun one next, and Ancient Master. Martial arts madness and a threat to the secret masters of the underworld. Should be a hoot.

Also it is the last day of 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 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.