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Thread: UNTIL Superpowers Database -- What Do *You* Want To See?

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    Steve Long's Avatar
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    UNTIL Superpowers Database -- What Do *You* Want To See?

    OK, now that the boards are back up, time to start a couple more consumer opinion threads.

    Right now I'm working on The UNTIL Superpowers Database, a Champions product scheduled for later this spring. It's a book of pre-generated superpowers for use by GMs who need to whip up a character in a hurry, gamers who want to build a character without having to learn the nuts and bolts of the system right away or become "master carpenters," and so on.

    The book covers a list of about four dozen common special effects (such as Air/Wind Powers, Density Alteration Powers, Light Powers, and Telekinetic Powers), listing offensive, defensive, movement, sensory, and miscellaneous powers for each. The vast majority of the powers have one or more options listed so you can customize 'em. If I have time/space, I might try to put some random generation tables and lists in the back, but that's a big "if." Mostly the book's just a big ol' list o' powers.

    So, my question to you: what sort of things would you like to see in a book like this?
    Steve Long
    Young Curmudgeon

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    I could always use more super speedster powers, I never was able to come up with good powers for that type of character

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    Really, really detailed attempt at (something similar to) Captain America's shield and (something similar to) Spidey's web-shooters.

    No shield-lite or web-shooter lite, but dig deep into everything they can do and somehow make it inexpensive too.

    More later.

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    I'd like to see predesigned gadgets to target specific types of characters (anti-brick weapons, anti-speedster tools, anti-psyker equipment, ect...)

    Mightybec

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    Steve:

    Two large changes were made between 4th and 5th that impacted several of my characters. (I know there were more than 2 changes, but I mean these two in particular).

    I would like to see more examples of acceptable EC's as there are more restrictions here than prior.

    I would like to see more enhanced sense powers prebuilt as these also changed dramatically. (For The Good!)

    Thanks in advance.

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    Detail examples of that use of Mulipowers, EC and VPPs.

    Also would like to see lots of oddball powers examples.


    S.A. Veira

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    Book contents

    I'd like to see several things:
    * Ways to make up a wide variety of powers, including things that have been traditionally hard to simulate in HERO.
    * Characteristic sets for character types - for example, a brick might have 60 STR, 20 DEX, 33 CON, 15 BODY, 8 INT, 11 EGO, 20 PRE, 10 COM, 20 PD, 20 ED, 4 SPD, 66 END, 60 STUN.
    * A detailed discussion of how to balance characters (the Rule of X), with multiple ways of determining X for game balance. The discussion in the Champions book was too brief.
    * I don't know if it fits with the general theme of the book, but I really want a comprehensive list of Psych Lims. It's often a pain to figure out how to word a specific psych lim, or figure out how many points it's worth.

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    Steve Long's Avatar
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    Two things I forgot to add that I clearly should have:

    1. There are no gadgets in this book. Gadgets make a book in and of themselves. This is a book of sample superpowers. Thus, no Captain America's shield or Spidey's webshooters. (But you can find my take on both on the FAQs page, in the "About the HERO System" FAQ.) However, you could easily take any of the powers in the book, slap the Focus Limitation on there, and voila, instant gadget.

    2. There are no mystic powers in this book. Again, that's a subject worthy of a tome of its own. However, you could easily take pretty much any power in the book, change the SFX to "magic," and voila, instant mystic power.
    Steve Long
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    Hardcover for one thing...

    Yes... Hardcover... black... with a nice piece of artwork on the front that does NOT wrap around the back... so the spine is clean black, with just the title and Hero # visible.

    As for content... I'll start with some reasoning.

    I'm trying M&M right now... not because it is a better system, but because they made the game so appealing and user friendly. I think the same thing can be done by Hero. See, M&M starts with the basic "super power" concept... say "Ice Power" with real word descriptions of what all it can do... and only then can you, if you want, look deeply into the power and see that it is built by a combination of effects, just like Hero.

    Hero does it the other way around. It gives a bunch of generic effects, with very little flavor to them, from which an EXPERIENCED player can build all kinds of "super powers." This is fine... except that it lacks the "Zap" "Pow" "Bing" for new players of simply going... "I want Ice Power... oh, here they are on Pg. such and such..." scribble down simple cost on character sheet... done.

    It can work in Hero this way. You should have simple, half page, real language description of powers labled things like "Ice Powers" "Time Powers" "Speed Powers" etc. Give flat costs like 57 pts for "Basic Ice Powers" with simple description, so people can plug and play. THEN, in the back, linked by a footnote, have the actual points and powers in Champions terms... since Ice Powers would likely be a Multi-power, with five or six slots... the total of which comes to 57 pts. or whatever.

    There you have clear plug-n-play powers to introduce new players, but all the detailed rules are there... in back... for them to explore as they increase their knowledge.

    Show those M&M types that Hero can be just as user friendly by doing some work for them. Make their first glance at a Hero Product a flavorful, interesting and engaging one, so they WANT to play Hero. The rules are in place... now I'd suggest moving away from text heavy, rules laden, minutia crunching... and write for new Hero players who want to jump in and just go.
    Last edited by RDU Neil; Feb 11th, '03 at 06:20 PM.
    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.

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    Enhanced Senses

    I'd really like some well-built Detects... especially, I'd like to see what is essentially the same Detect built at several levels of "discrimination".

    For instance:

    This Detect allows the PC to sense an metal.

    This Detect allows the PC to sense an metal through walls.

    This Detect allows the PC to sense an metal through walls, and tell what type of metal it is.

    This Detect allows the PC to sense metal through walls, tell what type of metal it is, and the materials used in its manufacture.

    This Detect allows the PC to sense metal through walls, tell what type of metal it is, the materials used in its manufacture, and the precise amounts of those materials.

    I'd also like to see some descrip. of the special effects. I mean if a Detect is "attached" to a Sense Group or else has a Focus: Monitor, it's obvious enough. But if not, things get kind of vague for me. For instance, with the Detect Metal -- if it's defined as "not a Sense Group", then how precisely does it "look" to the character, or how does he "perceive" it exactly. The description of Tesseract's hyperperception in CKC is a good example of what I'm asking for.

    I don't know, maybe it's some weird gap in my HERO system understanding, but Enhanced Senses make me tear my hair out...
    allen
    aka A.T.A.L.D.

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    I'd like to see:

    * What a quiver of super-arrows or a bandolier of super-bullets is likely to be like. And no, no arrows with boxing gloves at their heads!

    * A phaser. Don't call it a phaser, of course, but I'd really like to see something that'll let me build a Starfleet officer trapped in an alternative 20th century where superpowers are real and he has to rely on his Starfleet-issue equipment. Basically a hand weapon with three settings -- stun, kill and disintegrate.

    * Disintegration as a superpower. THAT would be nasty.

    * A versatile laser vision/laser type power that can be used not only as an attack but also for welding metal, melting ice entangles, boiling water, etc.

    * A cartomancy VPP in which the powers you can use are controlled by a deck of Tarot cards or something similar. If you don't have the cards handy, you can;t use the power.

    * A good example of an Exorcism power. You can drive demons and ghosts out of their unwilling victims or send them back to their home planes.

    * The ability to implant subliminal messages in things like songs and films that aren't triggered until days later, but which either subtly alter the victims' perceptions or force them to do things they wouldn;t otherwise do.

    * Timelord-style regeneration. When you are on the brink of death this brings you back almost instantly, but with a new face, a new body and some unexpected changes in personality. You could even (if you rolled badly) pick up some unwanted Psych Lims in the process.

    * The power to make people fall asleep -- useful for disposing of mooks and guards, but probably not strong enough to make a major villain zonk out.

    * The power to be rooted to one spot and be immovable, or alternatively the power to meet and barrier concievable and plow through it unhindered. (Imagine one character having both these powers!)

    * The ability to store an incredible amount of air in your lungs and, when you blow it out, simultaneously chill and knock down your adversaries.

    * The ability to absorb all the toxins in a room so that nobody else is affect by them. Hopefully you are immune yourself....

    * The ability to know EXACTLY where you are at all times.
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    I think it would be useful for newer players to have a bunch of more standard powers like the Torch's Nova Flame or Sandman's "sandy body" that aren't the plain ol' "Flame Blast: 10d6 EB" and "desolid" but work-ups of good ways to simulate things with the modifiers. The energy build up to a big blast and the tk/grab damage shield thing might not be too obvious to many people. Sort of a showcase of how those modifiers can be applied to straight powers to make something totally new.

    I also think it should include a decent number of "odd" powers. For example: Tendril has the ability to project whip-like limbs from his wrists. A lot more can be done with that than just stretching - like various grab bonuses due to leverage or being able to wrap up more limbs along the lines of extra strength for grab maneuvers (like grab & control), NND choke holds or Flashes (covers up the eyes) etc. Another example might be the "goo body" guys who can be splatted and then pull themselves together over time without really suffering ill effects from being in pieces... or who can send puddles of themselves limping away to reform and fight another day.

    The hard part, of course, is thinking up these more unusual abilities. I think that would make it more useful to the experienced player, too. I'll be honest here and say I don't see a whole lot of personal usefulness in this particular book, but I think if there is a balance of simple and advanced concepts it will be attractive to the widest possible audience.

    While "web shooters" might best fit a gadgets book, the web powers idea could still fit here (eg: movie version of Spider Man). Of course, you have to save some stuff for a gadgets book, I guess (handcuffs to lightsabers to Judge Dredd lawgivers).

    It might be a good place to discuss older themes like "mystery powers" and provide more examples of/expand on SFX alterations to mechanics due to environment (like lightning bolts or ice blasts in the water) as there was a lot of call for such a thing before.

    The Powerpoint/Haymaker articles might be a good example of expanding on concepts like growth and such, too. I know I found those articles to be lots of fun once upon a time.
    What you're feeling there is the effect of high energy electromagnetic particles obliterating the nuclei of your cellular structure. Sucks to be you, huh?

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    Hmmm, would it be possible to put in some write ups for frequently debated powers in these boards?
    Two Examples:
    I notice "Time powers" (Freezing folks in time, etc) come up a lot.
    The "Jericho effect" where one physically enters another body to borrow it.


    The "common special effects" is definitely the way to go, but some of the tricky ones could sure make a begining GM's workload easier and spare him or her some headaches.

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    Details

    As long as it has more details to particular powers I'd get it.

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    I would like to see the shape change power fleshed out. The changes seemed to be fairly controversial (going by the debate in one of the topics on the old boards).
    /fw

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