UltraRob
Aug 30th, '03, 11:16 PM
Here's a topic, since a lot of modern anime shows involve collecting things/animals/spirits/people/magic/etc what do you think is the best ways to simulate this in a HERO system campaign? It can be trickier than you might think, since you are supposed to pay points for most of this stuff in a HERO campaign, especially one where the PCs get some design or modification options to the collected items. (As the items "grow", "evolve" or otherwise advance/change.)
To start things off as an offshoot of the Magical Girls campaign, how about a campaign where you are collecting magical cards with spells embedded in them? The cards exist in "monster" forms until the players defeat them, then they shift to a "spell" form and become part of the player who defeats them's arsenal.
Thinking about it for a few minutes. I was thinking the best way to handle it would be to make the PCs competant normals (prob 100pt characters) who would have whatever backgrounds they felt were most appropriate. Each character would be required to buy a multipower with say 50 active points, and all slots would be fixed ones. (so, say 5pts each) The mulitpower comes with a "requires magic card skill roll" (-1/2), Gestures (-1/4) and Incantations (-1/4) which brings the real costs down to 25pts and 2.5pts for each slot. The characters would buy 1 (and only one) slot for their multipowers to begin with, each has a "trap card" (GM decides how to make this up, have to think about this one more, but it's used to "capture" other active cards and make them part of the player's "deck") or alternately they start with a "card" of the player's own making.
The players would be required to pay character/experience points for the cards as they capture them and wish to add them to their "deck". They could either set aside character points during creation for this, or they could use XPs to pay for the new cards at the end of most adventures. One of the nice things about fixed slots is that again, they are so cheap, so most PCs could easily earn enough XP in a single adventure to afford one card.
If they didn't earn enough, or captured more than one card, those cards sit in their deck, but they aren't "experienced enough" to use them normally. The GM might choose to let them use the cards, but at a severe magic roll penality, or with dire consequences or side effects if they fail the roll...(like the monster is loose again...which might happen to normal cards on critically failed rolls too...)
Hmm, could be fun...
Rob
To start things off as an offshoot of the Magical Girls campaign, how about a campaign where you are collecting magical cards with spells embedded in them? The cards exist in "monster" forms until the players defeat them, then they shift to a "spell" form and become part of the player who defeats them's arsenal.
Thinking about it for a few minutes. I was thinking the best way to handle it would be to make the PCs competant normals (prob 100pt characters) who would have whatever backgrounds they felt were most appropriate. Each character would be required to buy a multipower with say 50 active points, and all slots would be fixed ones. (so, say 5pts each) The mulitpower comes with a "requires magic card skill roll" (-1/2), Gestures (-1/4) and Incantations (-1/4) which brings the real costs down to 25pts and 2.5pts for each slot. The characters would buy 1 (and only one) slot for their multipowers to begin with, each has a "trap card" (GM decides how to make this up, have to think about this one more, but it's used to "capture" other active cards and make them part of the player's "deck") or alternately they start with a "card" of the player's own making.
The players would be required to pay character/experience points for the cards as they capture them and wish to add them to their "deck". They could either set aside character points during creation for this, or they could use XPs to pay for the new cards at the end of most adventures. One of the nice things about fixed slots is that again, they are so cheap, so most PCs could easily earn enough XP in a single adventure to afford one card.
If they didn't earn enough, or captured more than one card, those cards sit in their deck, but they aren't "experienced enough" to use them normally. The GM might choose to let them use the cards, but at a severe magic roll penality, or with dire consequences or side effects if they fail the roll...(like the monster is loose again...which might happen to normal cards on critically failed rolls too...)
Hmm, could be fun...
Rob