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Heroes Unlimited (modded) interest thread

RalakanRalakan Registered User regular
edited February 2007 in Critical Failures
I'm looking to develop/run a game of Heroes Unlimited 2nd edition, modded to fit into the universe that I've created for some stories I'm writing. What this thead is for, is to find out if anyone would be interested in either helping flesh out a few of the modded rules, or playing via D&D Chat or another similar text-based chat program.

Some basic info:

Ruleset: Heroes Unlimited 2nd Ed (revised)

General Scenario: Players will be a newly formed mercenary team (similar to runners in Shadowrun) that have been hired to investigate a break-in and subsequent explosion at a high security research facility buried in the wilderness of Montana. Players will get an "HQ" and fixed amount of money which to supply themselves with whatever they feel appropriate. Power sets are going to be limited at the start to fit better into the universe. The starting date will be around 2098, so there will be an emphasis on hardware, weapons, tech, etc. Magic will not be allowed at all, however Psy and mutant/experiment powers may be available later depending on how the players proceed.

Style: Players will start at level 6, and it will be mixed bits of role playing, investigation, problem solving, combat, etc.

Modifications: several power origins will not be availible, this is still in process though.

Players do not have to have any familiarity with the Heros Unlimited rules, but it helps. I can streamline the creation process, and help with gameplay, which is pretty strait-forward overall.

I'm on the west coast, so weekends/nights pacific times work best for me play-wise.

Anyone who is interested in more information, either post here or PM me and I'll try to tell you as much as I can.

Ralakan on

Posts

  • ThanatosThanatos Registered User regular
    edited January 2007
    I remember the problem we always ran into in Heroes Unlimited: 90mm Recoilless Rifles were better than any power. :P

    Thanatos on
  • RalakanRalakan Registered User regular
    edited January 2007
    A few of the people I used to play RPG's with would tend to find stuff like that and exploit it... if I'm running a game, I would seriously consider balance to make sure things are more or less in line.

    Ralakan on
  • ReynoldsReynolds Gone Fishin'Registered User regular
    edited January 2007
    I think I actually have this book.

    But, no superheroes in a superhero system?

    Reynolds on
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  • RalakanRalakan Registered User regular
    edited January 2007
    Reynolds wrote:
    I think I actually have this book.

    But, no superheroes in a superhero system?

    Yes and no... it's a bit hard to explain without giving away the story. Essentially, all of the PC would start out using any of the power categories except mutation, science and magic (psyonics would be limited use also. This leaves Alien, hardware, special training, robotics, cybernetics, super-soldier and many others (I don't have the book with me here at work so I can't provide a full list right now.) Mutation and science power WILL be available later in the storyline, or at least will appear on NPC's. Magic will not be used in this campaign.

    Ralakan on
  • cytorakcytorak Registered User regular
    edited February 2007
    I just found my HU book the other day, and I had forgotten how many different archetypes you could make with the system.

    Color me interested.

    cytorak on
  • FierceDeity666FierceDeity666 Registered User regular
    edited February 2007
    i might be interested.

    need to take a gander at what exactly one can do with the chargen system.

    FierceDeity666 on
  • RalakanRalakan Registered User regular
    edited February 2007
    i might be interested.

    need to take a gander at what exactly one can do with the chargen system.

    Do you mean what specifically would be allowed? Or what the HU system in general has to offer?

    Ralakan on
  • FierceDeity666FierceDeity666 Registered User regular
    edited February 2007
    Ralakan wrote: »
    Do you mean what specifically would be allowed? Or what the HU system in general has to offer?

    both, honestly.

    FierceDeity666 on
  • cytorakcytorak Registered User regular
    edited February 2007
    How would Alien work? IIRC, most of the power categories for being an Alien fall under the restricted power origins.

    cytorak on
  • RalakanRalakan Registered User regular
    edited February 2007
    both, honestly.

    As far as char creation goes, HU can get pretty in-depth. here's a brief overview of a typical char creation (or, as brief as I can make it):


    1) Roll attributes:

    Mental Endurance (ME) - psyonic /fear/ other mental saves
    Mental Affinity (MA) - psyonic attack / trust / intimidate rolls
    Physical Str (PS) - melee damage / carry wieght, etc
    Physical Prowess (PP) - agility, effects dodge / parry / strike rolls
    Physical Endurance (PE) - resistance, HP, etc
    Physical Beauty (PB) - charisma, bonus to charm and impress
    Speed

    Bonuses apply on higher rolls to become superhuman in some areas

    2) Determine HP ( based on PE)

    3) Choose origin:

    Experiment (restricted) may use "Super soldier" experiment type

    Robotics
    - Robot vehicle
    - True robot - Standard AI, Advanced AI, or transfered intelligence
    - Exoskeleton
    - Android - also Standard AI, Advanced AI, or transfered intelligence

    Bionics /Implants - Very similar to Shadowrun, maybe fewer options however.

    Special Training
    - Ancient Master
    - Hunter/ Vigilante
    - Secret Operative
    - Stage Magician
    - Super Sleuth

    Mutants (restricted)

    Psionics

    Physical Training - may "focus" on different aspects of themselves for bonuses to just about anything.

    Magic (will not be used this campaign)

    Hardware
    - Electrical Genius - hacker / lock pick / hot wire / gadgets etc
    - Mechanical Genius - mostly vehicle creation/repair/mod
    - Analytical Genius - analyze/operate devices, build/mod armor and equipment
    - Weapons Expert - GUNS GUNS GUNS! can build/mod almost any weaponry and use it

    Aliens (special use)

    NOTE: Each origin has their own creation process, some are fairly quick, other can be incredibly customized (such as building a mech suit in Robotics or kitting yourself out with Implants.) How much money you start with, HP and other stat bonuses, equipment, and everything else is determined by what origin. If you choose one I'll do a quick rundown on that origin's process.

    4) Determine education and skills
    - You may roll or choose an education level, then apply it to different skills. These effect bonuses and abilities. i.e.- taking a martial arts skill will improve hand-to-hand and melee abilities. Taking espionage skills will help you in that area, etc.

    5) Pick an alignment (more or less the D&D equivalents)

    6) Finalizing
    - basic starter equipment, place to live, job, possessions, etc can be chosen or rolled for.


    The team is supposed to be mercenary in nature so I'd expect a wide range of skills to be present. I will attempt to use as many as possible without getting ridiculous.

    Ralakan on
  • RalakanRalakan Registered User regular
    edited February 2007
    cytorak wrote: »
    How would Alien work? IIRC, most of the power categories for being an Alien fall under the restricted power origins.

    Sorry if this is a little "work in progress." I will try to get things to make a little more sense.

    I believe it might be easier/more fun to start the game out a little farther into the story line. This would open up a few more options and you could get super-powers such as in the restricted sets.

    I'll post a little write-up shortly

    Ralakan on
  • cytorakcytorak Registered User regular
    edited February 2007
    Ralakan wrote: »
    Sorry if this is a little "work in progress." I will try to get things to make a little more sense.

    I believe it might be easier/more fun to start the game out a little farther into the story line. This would open up a few more options and you could get super-powers such as in the restricted sets.

    I'll post a little write-up shortly

    It's all good. I was just under the impression that "Alien" just made your dude just a bit more interesting/badass than a normal "mutant" or "experiment" or "wizard", not as if it was its own category.

    Dibs on Stage Magician.
    Not really, someone else can have it. For reals.

    cytorak on
  • RalakanRalakan Registered User regular
    edited February 2007
    cytorak wrote: »
    Dibs on Stage Magician.
    Not really, someone else can have it. For reals.

    Yeah I thought that was a pretty weird class... upon further examination it appears to be sort of a "trickster" type, combined with lots of slight of hand, lock picking and escape artistry, disguises and such. They probably should have called it "Illusionist" for a more... cool name I guess.

    Ralakan on
  • cytorakcytorak Registered User regular
    edited February 2007
    So...any more word on this?

    cytorak on
  • RalakanRalakan Registered User regular
    edited February 2007
    My apologies, I'll put a little story bit and more information today (sunday)

    Ralakan on
  • RalakanRalakan Registered User regular
    edited February 2007
    Going over the stuff I'm really not sure I'm going to have the time to run something like this. While I'd love to get in on a HU game (played however) I just don't think I'll be able to DM something like this without first observing how it's supposed to be done. I'd hate to put a ton of work into it and get sidelined on the first try because I made a newbie mistake.

    Ralakan on
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