Sunday, November 19, 2017

Heores Unlimited: World's Strongest 12

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

And now...

Moving on from the Mr. Shade, we move into some of the odder areas of hero creation. We will be dealing with Physical Training heroes. I sounds like your Batman type hero, but in reality it is a hero who specializes in a custom martial art they designed themselves. I guess closer to Bruce Lee? Mostly this is a straight up combat character, though it won't be as strong as some of the super powered beings out there. I do think the hero has some cool abilities, so lets dig in.

Step 1: The Usual
In this section they make mention that you should keep track of your attributes and your HP and SDC as you go as it will all change. As usual we will be starting with elevens across the board.

Step 2: Education and Skill Modification
You get your skills as normal, except for a couple of differences. First you lose one skill program. Second you cannot choose any physical skills at all. So using the standard skill choice I get one skill program and eight secondary skills. I think something simple would work here. I think a business program. Maybe she wants to start her own dojo and so spent her time learning how to manage money and business.

Business Program
Basic Mathematics
Business & Finance
Computer Operation
law (general)
Research
Secondary Skills
First Aid
Basic Mechanics
Wilderness Survival
Motorcycle
Computer Programming
Language: Chinese
Language: Japanese
Language: Russian

Step 3: Determining Abilities - Physical Area of Expertise
Now you have some choices to make, do you want to be strong or fast? You also get to choose the style of martial art you use and some physical skills and the like. This character will be focused on Strength and power as well as an aggressive fighting style. She will be able to punch through steel. One of the interesting things about this category, you have a choice between speed and strength, and then you can choose between defense martial art and aggressive martial arts. However if you choose strength as a focus and defense arts or speed and aggressive martial arts, you lose some of your powers. This means that, in practice, there are only two options here, not four. As I cannot ever see a reason to pick cross specialization and take the power loss. Its bits like this that lead me to believe that despite the rumor game balance was an important idea in the design of these games.

Physical Skills
Gymnastics+2 roll w/punch, +2 PS, +1 PP, +2 PE, +7 SDC
Wrestling+1 Roll w/punch, +2 PS, +1 PE, +13 SDC
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
Acrobatics+2 roll w/punch, +1 PS, +1 PP, +1 PE, +3 SDC

Focus on Endurance and Strength
PS Equal to superhuman(including all bonuses from the power) +25 PS
+5 PE
+3 Spd
+2 PB
+21 HP
+70 SDC
+1 Attack
+1 Pull Punch
+1 Initiative

Step 4: Special Hand to Hand Combat
As I said earlier I will be going with Aggressive combat style as opposed to the defensive style. It grants a bunch of special strikes and hits hard. This hero is based around taking down the bad guys as hard and as quick as possible. She channels her chi into her fists to increase her strength and deal more damage. Another couple of cool things this power category gets is a three special abilities. Power Punch, Power Kick, and Force of Will. The power attacks are pretty spiffy as they let you damage invulnerable characters and that sort of thing. Force of will lets you keep going after you should be dead, its not so useful in combat, but it can help you get to a healer or doctor and stay alive.

Aggressive and Deadly Combat
+2 attacks
Paired Weapons
Punch 2D4 dmg
Kick 2D6 dmg
All three special abilities

Step 5: Finishing Touches
Now we do some calculation to figure out the final attribute scores, HP, and SDC. What is interesting is that the base SDC is not listed anywhere in this category as far as I can tell. If anyone knows what the base SDC for the Physical Training Category, please let me know.  I will also use this to start to piece together a picture of the character as a whole. I see her as a street fighter who teaches self defense to young girls, help them protect themselves in the mean back streets of Coast City. Maybe she was/is involved with the underground street fighting ring we established back with Megaton. She could be one of the champs, and uses the money she wins to pay for her dojo. Also as she is a champ, she can stop the fights from going too far. It could also be a source of underground information to help her help people in need.

Name: Sloane Kelly
Super Identity: Wrath
Alignment: Unprincipled

IQ: 11
ME: 11
MA: 11
PS: 44 Superhuman
PP: 13
PE: 21
PB: 13
Spd: 27

HP: 45
SDC: a minimum of 111, plus whatever the base SDC is

Skills
Basic Mathematics; Business & Finance; Computer Operation; Law (general); Research; First Aid; Basic Mechanics; Wilderness Survival; Motorcycle; Computer Programming; Language: Chinese; Language: Japanese; Language: Russian; Gymnastics; Wrestling; Running; Athletics; Body Building; Acrobatics

Initiative: +1
Attacks: 5
Strike:
Damage: +29
Parry: +1
Dodge: +1
Roll w/punch: +6
Pull Punch: +1

When she was a child Sloane saw her first Bruce Lee movie. It changed her life. Every chance she got she would listen to interviews, read his books, and watch his movies. She became obsessed with his methods and began developing her own style early on. She could never stick with a martial art, but she always stuck with the discipline. A few years ago she had a major breakthrough, she began seeing true growth in ability. Now she stands as a powerhouse in the hidden world of martial arts masters. People believe that the Jianghu societies are long gone, forgotten to history. Here in Coast City, martial artists abound. New dojos go up every month, and new styles are seen every week. Above it all stands the Shadow Masters, the seven true masters of martial arts who organize their styles into schools and maintain order in the hidden community. Among these hidden martial societies Sloane moves like a wrecking ball. Anyone gets out of line and she strikes them down. They call her Wrath, as she strikes with the fury of heaven. The Shadow Masters have not yet decided how to deal with this loose cannon, but they know they will need to do something soon. She has built a school and soon her disciples will be trained enough to pose a political threat to the Masters.

Physical Training characters are cool, but they are very simple. You don't get much but you can match up with a mid-level hero. Our next hero will be a little different. Not as powerful as most heroes, and not as flexible as a magic user. Next we will be delving to the world of Psionics. It should be pretty quick.

Also you should check out my Kickstarter...

A Far Off Land

In this Fate RPG you take the roll of the Fated, Shapeshifting Demigods who seek to bring about or prevent the destruction of two worlds. It contains new magic systems and Factions Dynamics in play.

Saturday, November 18, 2017

Heroes Unlimited: World's Strongest 11

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

Continuing onward we will be delving into the next type of mutant hero, mutant animals. The rules for them are different from just about every type of character in any Palladium game. The rules were designed for Teenage Mutant Ninja Turtles & Other Strangeness.

Step 1: Attributes
These start at eleven as normal. They will change a great deal as we move forward with this, mutant animals have a lot of changes that happen as character creation, but for now we are at eleven. I kind of wish that the attributes worked the same way that they worked in TMNT&OS, where your speed attribute added to your dodge modifier. With the right martial art you could get stupid broken in combat. I remember making a Mutant Mouse for a Rifts game and cheating like crazy. I had an amazing auto dodge(like a +16 automatic dodge, or something) and my character trained in a sword school and had a sword set from an ancient samurai family. This is pretty easy to get in TMNT. In Rifts that sword set automatically become lesser rune weapons and my character could dodge laser fire without using an action. Good times.

Step 2: HP and SDC
Again this is listed here. It should be listed at the end, because all the numbers here are going to change as we go forward.

Step 3: Animal Type
I will be using the expanded animal listing from After the Bomb for this. Heroes Unlimited has a few animals, but I like having more options and the animal I want to use is in After the bomb. Normally you roll for what kind of animal you get, but for this I will choose. Our hero will be a Ferret. And a ninja. A ferret Ninja. He will be awesome.

Step 4: Cause of Mutation and Education
The cause of mutation for this character will be deliberate experimentation. In this world coming out of these characters I think this is the type of mutant that would need a mutant underground. Constructed beings who legally belong to the companies that build them. So I think we could have a major gene research company building mutant animal super soldiers. Maybe they even have a theme park where you can go see live cloned dinosaurs. So this company is leading in the field of genetic research, cures for cancer, Parkinson's and all that kind of stuff. However it gets these breakthrough by illegal genetic manipulation. Our hero is one of those illegal genetic experiments.  He was raised in a cage as if he was a wild animal. When he escaped he was found by a wise ninja master. He gains one skill skill program of choice(Physical, for this character) plus 2 espionage skills, 2 rogue skills, plus 6 secondary skills and Ninjitsu(from Ninjas and Super Spies).

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
Wrestling+1 Roll w/punch, +2 PS, +1 PE, +13 SDC
Running +1 PE; +10 spd; +3 SDC
Espionage/Rogue Skills
Escape Artist
Tracking
Pick Locks
Safecracking
Secondary Skills
Athletics: +1 Parry/Dodge; +1 roll with punch/fall; +1 PS; +3 Speed; +5 SDC
Body Building: +2 PS; +10 SDC
Wilderness Survival
Literacy
Research
Photography
Ninjitsu
Acrobatics+2 roll w/punch, +1 PS, +1 PP, +1 PE, +3 SDCClimbing,
Swimming,
W.P. Shuriken,
W.P. Fukiya (Blow Gun),
W.P. Fukimi-Bari (Mouth Darts),
W.P. Kawanga (Rope/Grapple).
W.P. Knife,
W.P. Kusari-Gama,
W.P. Kyoketsu-Shoge,
W.P. Manriki-Gusari,
W.P. Nekode (Cat Claws),
W.P. Shikomi-Zue (Hidden Blade Staff)
+2 MA, +1 PS, +1 PE, +1 PP, +4 Spd
+3 roll w/punch, +1 strike, critical strike from behind

Arts of Invisibility
Art of Stealth
Art of Mystic Invisibility

Body Hardening Techniques
Stone Ox +2 PE, +25 SDC

Martial Arts Techniques
Zanshin +6 initiative, +2 parry, +4 dodge

Step 5: Bio-E and Special Abilities
Alright, now I get to make my sweet mutant ferret ninja. Mutant animals are made through the expenditure of Biological Energy Points(Bio-E) to gain human characteristics and animal powers. These points are spent to increase the size of a creature as well as grant the bipedal stance, full hands and human speech. This is one of the few point buy systems in all Palladium games and so it is interesting to see how that works. Also each animal type has a set of bonuses that come just with the choice of picking that animal. A ferret has 80 Bio-E available. I really wish there was a little more Bio-E. Often you cannot make the hero you want to make. I kind of like the feeling of being trapped between two options I want. I think maybe if you had more Bio-E gained per level, rather than a flat amount at the start it might work...I don't know. But anyway, this is the fun part. Lets get to it then, yeah?

Ferret
+4 MA, +2 PS, +3 PP, +5 spd
Size Level: 10(-35) +4 PS, +2 PE
Hands: Full(-10)
Biped: Full(-10)
Speech: Full(-10)
Looks: None(looks like a ferret, but human sized)
Powers
Increased Metabolic Rate(-20) +2 initiative, +2 dodge, +1 attack
Night-vision(-5)
Advanced Smell(-5)
Leaping: Rodent(-15) 15' up, 30' down
Drawbacks
Reptile Brain: Predator(+10)
Nocturnal(+10)
Diet: Carnivore(+10)

Step 6: Finishing Touches
Now we have our hero a mutant ferret ninja, escaped from a massive genetics firm and trained by a secret ninja master. This implies a bunch about the setting, like that ninja clans still exist, so that is fun. So lets say that the Iga and Koga ninjas still exist and are in a secret war with each other through catspaws and rival street gangs. Our hero was trained by a renegade ninja master from one of the clans and has been given the goal of wiping out these clans. Also he has set himself the goal of ending the cruel treatment of mutant test subjects by the genetics company. SO he is fighting against two types of ninjas and corporate mercenaries and rogue scientists. So we mix TMNT and Blade runner.

Name: Horatio
Super Identity: Mr. Shade
Alignment: Unprincipled
Height: 7'6"
Weight: 191 lbs

IQ: 11
ME: 11
MA: 17
PS: 30
PP: 17
PE: 21
PB: 11
Spd: 34

HP: 24
SDC: 111
Chi: 21

Skills
Boxing; Gymnastics; Wrestling; Running; Escape Artist; Tracking; Pick Locks; Safecracking; Athletics; Body Building; Wilderness Survival; Literacy; Research; Photography; Ninjitsu; Acrobatics; Climbing; Swimming; W.P. Shuriken; W.P. Fukiya (Blow Gun); W.P. Fukimi-Bari (Mouth Darts); W.P. Kawanga (Rope/Grapple); W.P. Knife; W.P. Kusari-Gama; W.P. Kyoketsu-Shoge; W.P. Manriki-Gusari;  W.P. Nekode (Cat Claws), ; W.P. Shikomi-Zue (Hidden Blade Staff)

Powers
Increased Metabolic Rate; Night-vision; Advanced Smell; Leaping: Rodent; Art of Stealth; Art of Mystic Invisibility; Stone Ox; Zanshin

Initiative: +8
Attacks: 4
Strike: +1
Parry: +5
Dodge: +9
Roll w/punch: +10

On the streets of Coast City there is a rumor, an urban legend. A monster that walks like a man, who can walk through walls, appear and disappear at will, and the criminal syndicates that run the streets fear him beyond all others. They call him Mr. Shade. He was born in pain and fear, a base creature built up by science to be the equal of humanity. He escaped and was trained by  Fujibayashi Nagato an ancient rogue ninja master, older than he looks. He claims to remember when the first building in Coast City went up. It was he who found Horatio, alone and starving in the city, trained him, and unleashed him on the criminal class and the secret over lords. Now all organized crime knows the name of Mr. Shade. The know fear of the dark.

While I think that Mutant animals are a bit underpowered in Heroes Unlimited, they are a blast to make and they are pretty fun to play. I would recommend Using Ninjas and Superspies with mutant animals, it grants whole new kinds of powers and that can grant a pretty nice edge in the game. Also mutant animals have access to animal psionics which work different than regular psionics, so you may want to check those out as well.

The next post will not be a mega hero. The reason for this is that Mega heroes are not a full class of hero, but a template you place on top of the regular hero category. Also the ones in the book suck. I would recommend using the expanded mega hero rules from Rifter #37, as that really makes the template work better and has options for a bunch of different ways to do it. So the next post will be Physical Training. It should be fun. Also I noticed something, almost every hero has a martial art of some sort or another. Maybe that is where a lot of these super teams met up for the first time, at the dojo!

Also you should check out my Kickstarter...

A Far Off Land

In this Fate RPG you take the roll of the Fated, Shapeshifting Demigods who seek to bring about or prevent the destruction of two worlds. It contains new magic systems and Factions Dynamics in play.


Friday, November 17, 2017

Heroes Unlimited: World's Strongest 10

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

And now...

We will now be digging into one of the most powerful character builds you can get, The Mutant. It won't start out as over powered, but as the character grows it will really grow, and whoo-boy, is it going to get broken. So lets start digging into the character then. A mutant with all the trimmings.

Step 1: The Usual
Start out with all elevens, as normal. There actually is a bunch of nifty advice on the nature of attribute for Mutants and how they grew up and what that means so that is kind of nice. I think that would be an interesting bit for each of the different categories. A bit on what the attributes mean in the category and maybe even explain what the best attributes for a category might be.

Step 2: Cause of Mutation
This is a weird section for me. I thought the appeal of mutation was that it was a simple answer for why your hero had power. It was their so that you did not have to come up with a crazy unique explanation . However in this section you need to choose the cause of your mutation. So in the heroes unlimited universe mutations are caused by external factors, anything from chemicals to radiation, to experimentation, and even an unknown factor. I will be going with Unknown cause. He will have always been a Mutant.

Step 3: Unusual Characteristics
You get to roll for unusual physical characteristics, anything from strange eye, hair, or skin color, up to really odd stuff like bird talons for feet, or scaly skin. Some good ones are scaly skin(grants some good SDC), Stocky(extra strength and SDC, and Double jointed. However The best one is Ambidexterity because it grants an extra action per melee. So I will be going with that.

Ambidexterity
+1 Attack
+1 Parry

Step 4: Super Abilities
There are a bunch of options for super powers in this category. However the best one is really hard to get if you are actually rolling. You need roll unstable powers, and then on the unstable powers table and get grows with powers and age. This means you start with one major power and two minor powers. Then at levels 3, 6, 10, and 15 you can get either a minor power or a major power. You can theoretically have five major powers and two minor powers at the end of the character advancement race. So lets go with that. We now have to choose one major power and two minor.

Alter Metabolism
No Sleep
No food or Water
Calm Self
Adrenal Rush
Hyper Metabolism
Accelerated Healing
+2 PE
+3 Spd
+15 SDC
Flight Wingless
+1 attack
+2 strike
+2 parry
+4 dodge when flying less than 80 mph
+6 dodge when flying over 80 mph
+40 SDC
Extraordinary Physical Endurance
+8 PE
+100 SDC
+10 HP

Step 5: Other Stuff
I guess here is where the skills and such goes, as it is not part of any of the other steps. So I am going to go with a Physical Program and The Espionage program. So I think I will go with a member of the mutant underground who helps get people out from bad situations, so there must be a bad organization or even a couple of organizations that seek to capture mutants, and the mutant underground fights against these organizations and helps mutants learn about their powers and protects them. I like to think of them like some sort of LSD tinged spy show from the sixties and seventies, but with mutants.

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
Espionage Program
H2H: Martial Arts +2 attacks/melee; +3 roll with punch/fall;+2 initiative; +3 pull punch
Detect Ambush
Intelligence
Wilderness Survival
Escape Artist
Forgery
Secondary
Athletics: +1 Parry/Dodge; +1 roll with punch/fall; +1 PS; +3 Speed; +5 SDC
Body Building: +2 PS; +10 SDC
Running +1 PE; +10 spd; +3 SDC
WP Automatic Pistol
WP Knife
WP Blunt
Language: Spanish
Language: French

Name: Anthony DeNardo
Super Identity: Breakthrough
Alignment: Principled

IQ: 11
ME: 11
MA: 11
PS: 21
PP: 13
PE: 26
PB: 11
Spd: 27(200 mph flying)

HP: 39
SDC: 236

Skills
Boxing; Gymnastics; Acrobatics; Wrestling; H2H: Martial Arts; Detect Ambush; Intelligence; Wilderness Survival; Escape Artist; Forgery; Athletics; Body Building:; Running; WP Automatic Pistol; WP Knife; WP Blunt; Language: Spanish; Language: French

Powers
Alter Metabolism
Extraordinary PE
Wingless Flight

In combat breakthrough will always be hovering at the very least.

Initiative: +2
Attacks: 7(can gain extra action through Alter Metabolism, depending on power)
Strike: +2
Parry: +5
Dodge: +4(increases by flight speed and Alter Metabolism specific powers)
Roll w/punch: +6

When Anthony's powers began to develop it was tumultuous time. He was in high school, working a part time job, and trying to have a social life. Add to that super powers and a secret organization trying to kidnap him, and it could be understood why a kid would freak out. He was rescued by a powerful mutant from the Underground, Mod King. He was the coolest man Anthony had ever seen, and he protected him when the villains came for him. When he graduated Anthony decided he was going to do what Mod King did, he would help kids, protect them, and train them. And since that day he has done that very thing. And Anthony is very good at it.

So there is the mutant. He is pretty tough, but as time moves forward he will get stupid powerful. Alter metabolism is also pretty scary, as it can let you do some crazy things, like gaining a bunch of extra actions and bonuses. I think the next power would be supernatural strength, followed by invulnerability and maybe super energy blast. A lot of fun can be had with this. Next time we will be digging into the second mutant type, Mutant Animal. Also I will be using After the bomb for the Animal types and Ninjas and Super Spies for ninjitsu. Its gonna be a good time. Stay tuned.

Also you should check out my Kickstarter...

A Far Off Land
In this Fate RPG you take the roll of the Fated, Shapeshifting Demigods who seek to bring about or prevent the destruction of two worlds. It contains new magic systems and Factions Dynamics in play.






Thursday, November 16, 2017

Heroes Unlimited: World's Strongest 9


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

And now...

As we move into the last of the mystic power category we get to the most directly powerful of the types. This character is very much based around the large mythos of a super setting. In this character you have access to the higher powers of the magical worlds, gods, demons, and ancient sorcerer kings, and fairy lords can grant power to a mortal to serve as their champion in the world. So for this hero I will get to delve into the gods and the like and maybe have some fun with the bigger meta world building. And so without further ado lets begin with...

Mystically Bestowed Abilities

Step 1: Attributes
Attributes for this type of hero are a little different as there s a table you can roll on for how your character's baseline form is hindered. You can be old, or young, or dying, or crippled. So for this hero I will go with a kid. Her baseline form is only 14 years old. This means that she can only get 2 physical skills and her physical attributes max out at 14 in her baseline.

Step 2: Mystic Hero Type
The Mystically Bestowed hero has a number of choices available for powers. You can get  a bunch of spells or some super powers, or even a few spells and a few powers. For this I will be going with 1 Major Ability and two Minor plus Hand to Hand: Expert. I need to come up with a patron for her power. I think I will go with Babylonian/Mesopotamian deities for the god that empowers her. I think I will go with Anzu, the storm bird. I think for this one I will go with Alter Physical Structure: Lightning and a couple of minor abilities to add to her ability to dish out the pain. Maybe Anzu chose her because the servants of Nergal are on the move again, seeking to unleash the dark god once more. Maybe gods are too powerful to operate on the earthly plane without causing severe damage to the universe, so they must use servants and cats paws to get their will done.

Transformation Attribute Adjustments
+7 MA Minimum18
+7 PS Minimum 20
+3 PP Minimum 18
Spd x5(minimum 24)
+100 SDC

Powers
Alter Physical Structure: Electricity
Fire Electrical Ray Dmg: 1d6x10 Rng: 100 ft
Mini Lightning Bolt Dmg: 1d6 Rng: 100 ft
Lightning Bolt Dmg: 5d6 Rng: 300 ft
Electric Flight 1 mile at 300 mph
Generate Electricity
Impervious to electricity
Fire and energy do half dmg
+40 SDC
Flight: Winged(feathered)
160 mph
+2 PB
+1 attack
+2 Strike
+2 Parry
+4 dodge wen hovering or less than 80 mph
+6 dodge when over 80 mph
+40 SDC
Power Channeling
Increased damage with hand to hand attacks as you level up

Step 3: Skills
As she is only 14 years old  I think Street Schooled is the best option. She hasn't even started out in high school yet, so she is not schooled or learned. She knows she should help people, but is still just a child, when in human form. This doesn't represent her endpoint in knowledge, in fact if you wanted to have some fun, you could use the Teen Hero rules from Rifter #16, which I think are interesting and I may do something with them when I get to the end of this series. But for now. I think I will go with this as a basic back story. She wants to be a stage magician, and practiced for that a lot. She was always a big hit at the talent shows at school. Then something and occurred...lets say that the Cult of Nergal was trying to complete a ritual to wake the Minions of Nergal, they planned to use the life force of all the children in the school. She wandered into the ritual and messed it up. During that she made contact with Anzu and gifted with the power to save everyone.

Street Schooled
Streetwise
WP Knife
Palming
Pickpockets
Ventriloquism
Dance
Sing
Literacy
Computer Operation
Secondary Skills
Athletics +1 Parry/Dodge; +1 roll with punch/fall; +1 PS; +3 Speed; +5 SDC
Prowl
Math: basic
Math: Advanced
Concealment
Art
Cook
First Aid
Card Sharp

Step 4: Finishing Touches
So we have the basics down. Our hero was going to school , She was getting ready for the talent show in eighth grade when she stumbled onto a vast evil cult seeking to bring back ancient gods of chaos. So it is all Mesopotamian and whatnot, which is something I have not seen explored much in comic books, so that will be fun.  Also a quick note, the SDC for this character makes no sense. So it says you get 1d6x10+30 when transformed and +10 in baseline. However it doesn't give you a baseline. And then at the beginning it says you get a bonus 3d6x10, is this on top of that initial 1d6x10+30? I have no idea how much SDC you start with, and by that reasoning, I have no idea how much SDC my character has. I can't find any errata on this. Does anyone know where it is?

Name: Rosana Najafi
Super Identity: Storm Eagle
Alignment: Principled

IQ: 11
ME: 11
MA: 11/18
PS: 12/20
PP: 11/18
PE: 11
PB: 11/13
Spd: 14/70(flying 160 mph)

HP: 14
SDC: at least 15 in baseline and at least 145 when transformed probably more than that, but I couldn't tell you what it is.

Skills
Streetwise; WP Knife; Palming; Pickpockets; Ventriloquism; Dance; Sing; Literacy; Computer Operation; Athletics; Prowl; Math: basic; Math: Advanced; Concealment; Art; Cook; First Aid; Card Sharp

Powers
Alter Physical Structure: Electricity
Winged Flight
Power Channeling

Rose was a pretty normal kid. Oh sure, she had her little idiosyncrasies-she loved stage magic and wants to be a magician when she grows up-but by and large she had a normal life. The talent show was coming up and she knew that this year was her year, the year she was going to blow them all away. While prepping for her act she saw a bunch of strange men and women heading into the basement. Her curiosity got the better of her. She followed them down. They were doing some strange chanting and drawing odd symbols on the walls and floor. And that's when everything went wrong. She slipped and fell into the middle of the room, and suddenly all the symbols flared up in bright light and time stopped. In the moment she met a god, and he explained about Nergal and the gods of chaos. He offered her a choice, to die here along with everyone she knew and loved, or to take the power he offered and save them all. She took the second choice and life has been a madcap adventure ever since.

And there is the Mystically Bestowed Power Category. She is not super powerful at first level, but as she levels up she will hit harder. Power channeling is pretty powerful over time. I like to picture it as a lightning aura around her fists and feet. It is pretty cool, but the SDC thing really bugs me. Also the errata is really missing a lot of useful stuff. It is a continuing annoyance. We are now through the Mystical heroes and I think it has been a fun ride. Next we will delve into the first of two Mutant heroes. I am looking forward to it.

Also you should check out my Kickstarter...

A Far Off Land

In this Fate RPG you take the roll of the Fated, Shapeshifting Demigods who seek to bring about or prevent the destruction of two worlds. It contains new magic systems and Factions Dynamics in play.







Wednesday, November 15, 2017

Heroes Unlimited: World's Strongest 8

Previously on Worlds 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

Today we will be digging into the only true spell casting type in Heroes Unlimited.A few other types can cast some spells, but this is the only one that exclusively uses spells. Spell casting in standard Palladium rules is kind of difficult to pull off. It takes several actions and even the slightest damage causes the spell to fail. So if you opponents get initiative it is pretty much over for a caster, unless they got friends who can draw aggro. For that reason I am fan of the Channeling rules in Rifter 21, or in the Best of the Rifter Compilation. It lets you start out casting low level stuff quick and higher level stuff slower, but as time moves on you can do more and more. It can make things too powerful for a grittier or more grounded game, but in a supers game it make sense that a wizard would be able to do really impressive stuff at higher levels. that little tangent aside lets dig into...

Mystic Study

Step 1: Attributes
Here is a funny thing about magic users in Palladium games. The most important attribute for them is Physical Endurance. The tougher you are the more magical power you have. I guess it could work on the ideas of Ki, where spiritual power is based on physical power. It is funny though, the idea that at wizard's school PE is one of the most important classes. Just a silly thought I had.

Step 2: Pick Mystic Hero Type
For this one we will be using the rules for Mystic Study, basically a fully trained Wizard. This is more scholastic than other magically gifted heroes. They are given powers by outside powers, but this type gains his magic abilities through study and practice. This is a very Harry Potter type hero. So lets have some fun. This type of hero has a bunch of abilities that all Mystic Study types get as well as a selection of spells. Lets get digging. I see this character a a bit of a magical prodigy who graduated from magic school early and is now travelling the world and seeing as much of it as he can.

Mystic Study Natural Abilities
Astral Projection
Familiar Link
Sense Enchantment
Sense Supernatural Evil
Sense Magic
Special Skills
Spell Translation, Demons and Monsters, Geomancy, Religion, Archeology, Chemistry, Holistic Medicine

Spells
Blinding Flash(1), Cloud of Smoke(2), Globe of Daylight(2), See Invisible(4), Befuddle(6), Darkness(6), Levitation(5), Mystic Alarm(5), Armor of Ithan(10), Breath Without Air(5), Negate Poison/Toxin(5), Paralysis: Lesser(5), Carpet of Adhesion(10), Energy Field(10), Multiple Image(7), Swim as Fish: Minor(6), Fly as the Eagle(25), Eyes of Toth(8), Call Lightning(15), Fire Fist(15), Tongues(12), Globe of Silence(20), Metamorphosis: Animal(25), Mystic Portal(60)

Step 3: Skills
As this character is supposed to be a trained magic user I think it would be cool to have a sort of magic college that potential wizards go to for training, a little bit like Brakebills from Lev Grossman's The Magicians. So I think he would have something like the magic equivalent of a Bachelor's Degree. As it is a magic school training endurance is important so the Physical Skill Program is key, also Journalist program would be useful for research and writing scholarly papers on magical theory. he does a lot of travelling so I think he should take the Language program. Finally wilderness survival would fit that mode as well.

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
Journalist Program
Computer Operation
Research
Photography
Writing
Language Program
Chinese
Spanish
Hindi
Elven
Wilderness Program
Wilderness Survival
Land Navigation
Carpentry
Hunting
Track Animals
Secondary Skills
Hand To Hand: Martial Arts +2 attacks/melee; +3 roll with punch/fall;+2 initiative; +3 pull punch
Running +1 PE; +10 spd; +3 SDC
Athletics +1 Parry/Dodge; +1 roll with punch/fall; +1 PS; +3 Speed; +5 SDC
Prowl
Climb
Swim
Language: Russian
Cooking

Step 4: Finishing Touches
Alrighty now we got all of that sorted, time to finish it up, calculate HP, SDC, and PPE. Also we have a bit of back story set up. Our hero was at a prestigious magic school and graduated early, now he travels the world seeking knowledge and new experiences. It has been one long party for the last year of travel. Sometimes he helps out the people he meets, or takes out a villain trying to do something bad. He is a bit of a hedonist, but basically a goodly sort.

Name: Marko Salazar
Super Identity: The Wanderer
Alignment: Anarchist

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

HP: 19
SDC: 71
PPE: 86

Skills
Boxing; Gymnastics; Acrobatics; Wrestling; Computer Operation; Research; Photography; Writing; Language: Chinese; Language: Spanish; Language: Hindi; Language: Elven; Wilderness Survival; Land Navigation; Carpentry; Hunting; Track Animals; Hand To Hand: Martial Art; Running; Athletics; Prowl; Climb; Swim; Language: Russian; Cooking

Spells
Blinding Flash(1), Cloud of Smoke(2), Globe of Daylight(2), See Invisible(4), Befuddle(6), Darkness(6), Levitation(5), Mystic Alarm(5), Armor of Ithan(10), Breath Without Air(5), Negate Poison/Toxin(5), Paralysis: Lesser(5), Carpet of Adhesion(10), Energy Field(10), Multiple Image(7), Swim as Fish: Minor(6), Fly as the Eagle(25), Eyes of Toth(8), Call Lightning(15), Fire Fist(15), Tongues(12), Globe of Silence(20), Metamorphosis: Animal(25), Mystic Portal(60)

Growing up strange things always followed Marko. Odd phenomena and bizarre coincidences occurred with startling regularity. On his fourteenth birthday his grandmother came to him and told him of his family history with magic, and of the special school he would need to enter to become a true sorcerer. Shadow Academy sits in a mountain valley far away from normal human eyes, protected by powerful enchantments. Marko immediately fell in love with magic and had many crazy adventures at the Shadow Academy with his friends and rivals. He mastered magic and graduated far earlier than anyone else of his entrance year, and immediately set off on a tour of the world. His goal is to have fun, find out new magics, explore, and be the hero he always felt he was. Things were going great until just recently. When he got to Coast City he discovered a great many powerful spirits had been causing all sorts of problems. In trying to deal with them he ran into a woman who also fought the demons. She was the daughter of one of the Seven Sages, and wielded a powerful artifact of legend. She is very much the opposite of him, where he is easy going she is stern, where he goes with the flow she is direct and goal oriented. Marko finds her annoying, but she is immune to magic and has a great many useful books of demonology available, so now he helps her on her mission to remove these evil spirits.

Magic users are kind of tricky in this system, because they have a fair number of overpowered abilities but they are slow and not very good in combat with the bigger stuff. Now we are almost through the Magic heroes. All we have left is the Mystically Bestowed hero. You know your Captain Marvel types, and it is a pretty powerful class of hero. I will have a bunch of choices to make on the next one, just you wait and see.

Also you should check out my Kickstarter...

A Far Off Land

In this Fate RPG you take the roll of the Fated, Shapeshifting Demigods who seek to bring about or prevent the destruction of two worlds. It contains new magic systems and Factions Dynamics in play.





Tuesday, November 14, 2017

Heroes Unlimited: World's Strongest 7



Previously on World's Strongest:
Impact, The Alien Renegade
Calamity, The Cybernetic Sniper
Megaton, Friendly Neighborhood Nuclear Warhead
The Whirlwind, a Fusillade of Fisticuffs
Car Mage, The Wizard of Wheels
Night Sheriff, The Sheriff of Shadows

And now...

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

Enchanted Object

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

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

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

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

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

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

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

Physical Program
Acrobatics +2 roll w/punch, +1 PS, +1 PP, +1 PE, +3 SDC
Gymnastics +2 roll w/punch, +2 PS, +1 PP, +2 PE, +7 SDC
Running +1 PE; +10 spd; +3 SDC
Wrestling+1 Roll w/punch, +2 PS, +1 PE, +13 SDC
Business Program
Basic Math
Business & Finance
Computer Operation
Law: General
Research
Secondary Skills
Athletics: +1 Parry/Dodge; +1 roll with punch/fall; +1 PS; +3 Speed; +5 SDC
Body Building: +2 PS; +10 SDC
H2H: Basic +2 attacks, +2 roll w/ punch, +2 Pull Punch
Astronomy
Play Guitar
Sing
Prowl
Advanced Math

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

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

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

HP: 9
SDC:  44

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

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

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

Also you should check out my Kickstarter...

A Far Off Land

In this Fate RPG you take the roll of the Fated, Shapeshifting Demigods who seek to bring about or prevent the destruction of two worlds. It contains new magic systems and Factions Dynamics in play.







Heroes Unlimited: World's Strongest 6


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

Today we will be starting out into the world of Mystic heroes, and it lets me do my favorite part of games, World Building. I love it so much. I can't stop I am always building worlds, and worlds within those worlds. So far in this series we have been dealing with rational and scientific based heroes. Lots of tech and the like. Now we can start delving into the magical nature of things. Should be pretty fun! There are going to be four different magical heroes and they all work a little differently. First we will deal with...

Mystic Hero, Part 1 Enchanted Weapon

Step 1: Attributes
Yup, still all 11s at the start of things. For mystic heroes this makes even more sense as the hero gains all kinds of cool attribute bonuses.

Step 2: Pick Mystic Hero Type
I will be going with an Enchanted Weapon. I was heavily inspired by the Trollhunters show on Netflix. With that in mind I think I will be going with a magic sword. I was also inspired by Harry Potter and other Wainscot Fantasies. So I see this hero being the one human chosen by the hidden magical community to protect it from the outside world and enforce its rules. He is the Night Sheriff, defender of the Shadow Pact. He wields the Peacebringer, the Blade of Endings.

As I was reading through this section I was struck with a thought, not just about this category, but every character in all Palladium systems. You basically get all your powers and special abilities at level one and get very little as time goes on. This is less true of spellcasters and psychics, but is more true for the other types of characters. I really think their should be more for advancing in level than merely gaining HP and a couple of combat bonuses. I think it could lead to disappointment with the character as the campaign wears on. I think it would be more interesting if it were done differently. For example if I  were doing this particular character type as a class, I would grant the powers of the weapon over a series of levels. So you would start with two abilities and gain another ability at each even numbered level.

Weapon of Order
Powers & Bonuses Granted to the Wielder whether wielding the blade or not
+30 SDC
Fire & Cold do half damage
+3 save vs magic
Can See Invisible
Creates Armor(plate and chain) out of thin air

Powers of the Sword
Totally Indestructible
+1 to strike and parry
6D6 dmg
Affects/damages all creatures of magic and creatures who are invulnerable
Supernatural Strength
Tongues: Speaks and understands all languages
Words of Truth: 10 times a day
Mystic Shield
Sense Magic
Returns to Wielder When Thrown
Night-vision

Step 3: Skills
I see this character as a teenager who stumbled onto the sword after its previous wielder died defending the Shadow Pact. He was found worthy and now serves as the youngest Night Sheriff in history. He is a High School student, so I am going to use the High School Graduate Option.

Physical Program
Acrobatics +2 roll w/punch, +1 PS, +1 PP, +1 PE, +3 SDC
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
Running +1 PE; +10 spd; +3 SDC
WP Ancient Program
WP Sword +1 strike and Parry
WP Archery +20ft to range, +1 parry, +1 strike, 2 arrows p/melee
WP Shield +1 Parry
WP Paired
Secondary Skills
H2H: Martial Arts +2 attacks/melee; +3 roll with punch/fall;+2 initiative; +3 pull punch
Language: Spanish
Research
Art
Computer Operation
Athletics +1 Parry/Dodge; +1 roll with punch/fall; +1 PS; +3 Speed; +5 SDC
Swimming
Climbing

Step 4: Finishing Touches
I think we have a pretty god idea on the character now, as well as the basics of the parts of the world he protects. SO lets play around a bit and see whats up with it. Alongside human society their lives many strange creatures, trolls, goblins, dwarves, elves, and all sorts of Elderkin. They fled from the Elder World to this one as they faced a great evil in that world, The Horde. They arrived in what would become Coast City four hundred years ago. As humans settled they hid themselves away in the corners and back alleys, using their magics to create spaces where humans could not go, and living along side them. To defend them and keep the peace between humans and Elderkin, they entrusted one human with the power and authority to deal with threats to the pact both externally and internally. Here are some basic ideas for the heroic powers of the champions of the Elderkin:

Dwarves
Wear fine cloths and rare metals, ride Earth Deer, and gain power from gemstones.
Treat as alien with superpowers: Odd skin color Metallic blues and reds, High G, Gem Powers, Longevity, and Night Stalking
Trolls
Large, strong, are true to their word. When a troll goes bad, they can become truly terrifying. 
Treat as Alien with superpowers: Humanoid Mineral, Abrasive Atmosphere, Giant, Heavy Weight, Longevity, Extraordinary PE, Superhuman Strength
Goblins
Each is unique looking and they have an innate desire for freedom. Goblins rarely form a society on their own, They break the Shadow Pact the most often of all Elderkin.
Treat as alien with superpowers: Random appearance roll, Twilight world, Invisibility, Darkness Control
Elves
Strange tall beings slight in build and graceful, very attuned to the natural world. They are why all the hidden places are filled with climbing Ivy and strange plants
Treat as alien with superpowers: Feline, Low Gravity, One Super Psionic Ability and Control Plants

These represent the super heroes of the hidden world of magic, their are obviously other types of hero among them. If you want to, go ahead and use the player races from Palladium Fantasy as the basis and then pick a power category from any of the mystic types, or if you have Rifts Sourcebook 1 their is an option their for playing a magically powered robot character. So that is an option.

Name: Benjamin James
Super Identity: The Night Sheriff
Alignment: Scrupulous

IQ: 11
ME: 11
MA: 11
PS: 17 Supernatural
PP: 13
PE: 14
PB: 11
Spd: 24

HP: 17
SDC: 72

Skills
Acrobatics; Boxing; Gymnastics; Running; WP Sword; WP Archery; WP Shield; WP Paired; H2H: Martial ArtsLanguage: Spanish; Research; Art; Computer Operation; Athletics; Swimming; Climbing

Initiative: +2
Attacks: 5
Strike: +1(additional +2 with sword)
Parry: +3(additional +2 with sword or +1 with shield)
Dodge: +3
Damage: 6D6+2 with sword, 2D6+2 with fists

Benjamin was just a normal student at Coast City Central High just trying to get through high school with the minimum amount of drama. Things were going fine until one day he turned down the wrong alley, an alley he should never had been able to see, much less enter. In the center of the alley their stood a Sword, buried to the hilt in the cobblestones on the street. Acting on instinct he reached for the sword. It came free in an instant and suddenly he was wearing armor and standing in the center of a maelstrom of light. The next day he was approached by a Dwarf who claimed he was chosen to be the Night Sheriff, defender of the Shadow Pact. Since that day Ben's life has been an increasing series bizarre ad dangerous situations. He has managed to do well at the job despite his inexperience, but there are problems on the horizon. There are rumors that new Erlking has been chosen and the Wild Hunt may soon ride forth again for the first time in five hundred years. Also Ben has has to decide whether to tell the girl he likes his secret. There is also a prophecy hinting at the possibility of the Horde invading this world.

And there you go, a new piece of world building and our first Mystic Hero. The next post will be the Enchanted Object. Should be fun.

Also you should check out my Kickstarter...

A Far Off Land
In this Fate RPG you take the roll of the Fated, Shapeshifting Demigods who seek to bring about or prevent the destruction of two worlds. It contains new magic systems and Factions Dynamics in play.





Monday, November 13, 2017

Mythic Jade: Tales Of Long Ago

Long ago, when mankind was new to the world, the world was filled with magic. The Godwar had ravaged the land. The blood and bones of dead gods infused the land with magic never seen before or since. The Godwar had terrible effects on the world, once verdant lands became deserts, volcanoes erupted, filling the sky with clouds of ash. The 7 Witch Queens Pulled their islands into the skies above the ash, while the Serpent Men hid away beneath the surface of the world, building crystal cities deep down where it was warm and safe. Those humans left became the wandering tribes. Even now, a thousand years later this is how it stood. One Hundred Twenty-Five years ago the four gods of Mu called out to the wandering peoples. They were called to the great central island in the middle of the inland sea. This became the Nation of Mu, held aloft by the heroic lineages and the four gods. Now this fledgling nation faces a threat beyond that of rival nations and gods. In the last couple of years individuals have been awakening to godlike power. Not many people, mind you, but all it takes is a few. Now the the Five Lineages must send out their strongest warriors to quell these Godseeds. Now these Buckriders, as they are known, travel the land hunting Godseeds, Moss People, Black Sorcerers, and other threats to the stability of the Kingdom Of Mu. You are one of these Godseeds, the soul of a dead god reborn in the flesh of man. Hunted unto death for the crime of existing you stand on the precipice. By your hand you could raise up a mighty nation, or condemn the world to damnation eternal. 

This is a campaign framework for Jadepunk. In it you play Godseeds, humans with the souls of dead gods in a stone/bronze age world of myth and magic. People in the world see you as either a useful tool in their own schemes, or a terrible threat to be destroyed. This is probably not going to be a complete setting or rules set, but it should serve as a fine jumping off point for your own games. This was heavily inspired by my love of Robert E. Howard, Edgar Rice Burroughs, and Otis Aldebirt Kline as well as awesome game settings like Exalted and Godbound. Let me know if you would like to see more from this or any of my other settings and hacks on this site.

Fine points of the setting
The earth is old, Mankind is new: While Mu and the Young Kingdoms may be the first civilizations of man, mankind has not always been. Long ago there were other peoples, other...beings. Remnants of these still exist in the lost places, ruins, and hidden realms. One such people are the Serpent Men who once ruled the land in the days of the old gods and the Cold Giants. They dwell within the Earth and are masters of Arcane Sciences and Powerful Magics. They are alien things who worship dead gods in the dark places of the world.

Without great care, civilization leads to decadence and corruption: The history of the world has shown the dangers of civilization, corruption and decadence. Heroes walk the line between the strength of barbarism and the hope of civilization. They stand witness to the changing times. They can build a better world, or through inaction watch it slide into ruin.

One person can make a difference: This connects with the last one. Mankind is new to the world, and even the old races who yet remain are limited in number. Any one person could be the linchpin in history. Every life matters, and those with the will can change everything.

Magic is rare, but natural: Magic is a part of the natural flow of things. It is created by life and death, the mass death of the old gods has filled the world with magic power. That said folks with magical giftings or even training in one or two spells are quite rare. Average folks have to get by with what they can make with their own hands. Magicians have access to great power, though not so much as The Sorcerers, Lineages, and Godseeds. Those with gifts are natural conduits for magical energy and are beyond mere mortals.

Technology is also rare, but powerful: Most technology is in the stone age. Mu has created bronze working, the Jackal Kings in the south raid the ruins of Zarhasthuum for Ghost Iron and other prehuman technologies, and the Serpent Men of Agharti sometimes trade in Ghost Iron weapons or armor. The dog, sheep, and bees have been domesticated, with individual tamings of other beasts happening occasionally. Agriculture in the lands outside of Mu is also quite primitive, though techniques are improving.

The gods are like us, powerful, ignorant, and afraid: Gods, spirits, and demons walk the primeval earth. They have their own agendas and their own desires. Sometimes they help people, sometimes they hurt them. They can be interacted with, and even defeated in battle or argument. Though they can be killed, that does not necessarily stop them. Among the god talkers and priests there are whispers. Whispers of beings from outside the world, beings even the gods fear. Those who speak to the Serpent Men sometimes tell the tales of the great blight that destroyed the land and wiped out the ancient peoples. Few give these stories much credence.

The Known Lands
The Island of Mu: The great homeland of Man’s civilization. They worship the four great gods(Ahti of the sea, Stribog of the sky, Pachama of the earth, and Anguta lord of death) who founded the island. Mu sits in the center of the world, across the shallow inland sea from all the surrounding lands. The only mystic university in the world is the centerpiece of the islands lone city. A great spire rises into the sky hundreds of stories above the rich earth. It is ruled by the Five Great Lineages, sometimes called the Five Houses. In the last century peace and prosperity have led to pride and corruption. Among the powerful politics and treachery are a way of life. Often the little people get crushed in the machinations of the great houses.

The Crystal City of Agharti and the Hollow Earth: The city in the deeps, capital and sole city within the hollow earth. Last vestige of the Eldest, a race of Serpent Men who have mastered many strange magics and sciences. They are a race in decline and as a group are hateful of the young and growing race of man. They seek to reclaim the surface lands a rule as of old. That said they do have a few outposts where they will trade Ghost Iron, spells, and other things humans cannot yet make for information and rare materials. They do not worship any god, Theirs having died long ago. Instead they hold to alien philosophies about the nature of the universe and their place in it. It all sounds like strange superstition to most men who hear it. They are masters of Mind Magics.

Hy-Brasil: A supposed homeland for the Moss People and it is only sometimes in the world, it exists in both the world and the otherworld. The Moss People are all unique creatures, each with powers and appearance separate from all others. They have a strange relationship with time and space and can do much to manipulate it. The Moss People are servants of chaos, and worship the destruction of all things. They rarely leave their home, but when they do most people wisely secure their doors and pray. Every few years they will sally forth from Hy-Brasil upon strange steeds of mobile vegetation and burn and kill all they run across. They then retreat back to their home and wait for the next excursion. They can be quite reasonable when encountered on their own, but one should always be wary, as the Moss People are known to be quite mad. Before the dawning of the Godseeds, Moss People were the only thing that the Buckriders hunted with any regularity.

The lands of the Animal Tribes: Nomadic tribes that live in the deep eastern jungles across the inland sea from Mu. These tribes have made a pact with one of the great animal gods. They are the only people with access to shape-shifting magics. There are rumors that some tribes are eaters of the dead. These people are the least civilized of all the nations of man. They have made pacts with the gods of beasts and this shapes them in every way that matters.

The lands of the north: The Karo people live in the far north and follow the great herds of reindeer and mammoths and worship the great god Pa’an, the uncaring lord cloaked in light. They have had the most dealings with the Moss People. They are culturally opposed to sorcery, and tend to exile or kill those who practice the arts. Every year, at the summer solstice the Karo have a grand gathering on the southern shores of the inland sea, traders from across the land come to trade for furs and meats of the north lands.

The Ruins of Zarhasthuum: The great western desert spreads from the mountains to the sea. Along the great canyon walls sit the remains of a lost civilization. Monuments and ruins dot the land. Together these are known as the Ruins of Zarhasthuum. One hundred years ago a group of mercenaries from Iss moved into the ruins and began to loot them for ancient magics and technology. Over the century they have begun to form a feudal society based around the exploitation of the ruins. They have become known as the Jackal Kings, fighting each other over the bones of the past. They often trade with the Serpent Men, as the serpents have an outpost nearby. No one knows what killed or drove off the previous inhabitants, and many fear that whatever it is might soon return.

The Floating Islands of the Witch Queens: They claim to be human, yet alien blood flows through their veins. They are the children of a prehuman race deal in magics far beyond what even most gods could accomplish. They will send their Witchkin children to raid the earthbound peoples for slaves and plunder. The Witchkin ride great Thunderbirds, creatures of spirit and flesh, the storm made manifest.

Character Creation
Your characters will be made as per standard Jadepunk Character creation. The Professions names have been changed rather than Aristocrat, Engineer, Explorer, Fighter, Scholar, and Scoundrel we will be using Highborn, Builder, Scout, Warrior, Sage, and Bandit. Godseeds can build assets much like a Mootare, a Jadecaster, or an Automatect from After Jade, a previous hack I did for Jadepunk. You may also build device assets, though in this jade is not the only mystic material. There is also Blood Bronze and Ghost Iron. If you are a Jadecaster, you may choose to make a spell a permanent part of your character by spending the appropriate amount of Fate points. These spells are more stable than spells cast on the fly, but they use up valuable points. 

Blood Bronze: Bronze that has been quenched in the blood of a dead god. It contains a frction of that god's power, and thus it can do many strange things. 
Ghost Iron: It is not iron, but the bone matter of the dead gods. It is very powerful and only the Serpent Men and Witch Queens know how to work it.

And that is what I have so far. Let me know what you think. 

Also you should check out my Kickstarter...

A Far Off Land

In this Fate RPG you take the roll of the Fated, Shapeshifting Demigods who seek to bring about or prevent the destruction of two worlds. It contains new magic systems and Factions Dynamics in play.