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.
Posts
Be part of something big, even if you are small.
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.
Be part of something big, even if you are small.
Color me 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?
Be part of something big, even if you are small.
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.
Be part of something big, even if you are small.
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
Be part of something big, even if you are small.
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.
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.
Be part of something big, even if you are small.
Be part of something big, even if you are small.
Be part of something big, even if you are small.