I haven't checked out Kazei-5, but it sounds like I should.
Just a caution, if you are thinking about digging up the original Cyber Hero.
While it has some great ideas... and I used it to death a decade ago... it is horribly flawed in it's use of the Hero System to build cybernetics, guns, etc. It is kind of the poster child, IMO, of how the flexibility of Hero can go horibbly, horibbly, wrong.
I'm a KISS kind of guy (Keep It Simple Stupid) and Cyber Hero complicates things to a degree I found unneccesary.
Again... you can get some great ideas from the book... but I'd caution against using it as the "bible" for Hero System cybernetics, etc. I'd really stay away from their deck building and net running concepts, and find something more simple and straight forward.
(Example, what we did, was use a modified multi-form to exemplify your persona on the web. The points you spent on Multi-form were basically your deck, and then you built a skill/power character that existed only on the web, and functioned in that world, ala Snow Crash. Simple and intuitive, and allows the GM to create an entire fictional universe inside the "net", which can be a campaign all to itself.)
Good luck with your game, however you end up running it.
Levels of RPG Development
(With special thanks to Zornwil)
Axioms: The sacrosanct core assumptions of the game.
Mechanics: The basic functional building blocks derived from the axioms.
Game Rules: The specific and variable application of Mechanics that define the play of the game.
Play Experience: The resulting behaviors of play and shared imaginary event unique to each group.
Bookmarks