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Godlike Hero Campaign Choice


JohnTaber

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Hi Heroes: I tried to post on anything related to ArcDream and ran out of luck.  They do not allow posting on their Facebook, Google+, or site in any fashion that I can find.  Their loss, Hero's win.  ;)

 

I'm going to be running Godlike using the Hero System.  If you have not heard of Godlike it is pretty neat.  Low-powered WWII superheroes.  I plan to run for around 6 to 8 sessions.

 

Now my questions...

 

  1. Does someone who has experience with Godlike recommend one of the campaigns?  I have several but I am not sure which one to choose.
  2. I already have several Hero books that would be useful.  I won't name the ones I have.  What Hero books do you think would be useful for the setting?
  3. How many points would you go assuming Champions Complete is the system?

 

Thanks gang!   :D

 

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For point totals, I think 200 Character Points (maybe something like 150 Base Points + 50 points from Complications) would be a good starting point (no pun intended). Godlike characters are intended to be superpowered, but not to a high level. In 4th edition Champions, 200 CP would be the very upper end of the range you're looking for, but in 6th edition, 200 is a good starting level.

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For point totals, I think 200 Character Points (maybe something like 150 Base Points + 50 points from Complications) would be a good starting point (no pun intended). Godlike characters are intended to be superpowered, but not to a high level. In 4th edition Champions, 200 CP would be the very upper end of the range you're looking for, but in 6th edition, 200 is a good starting level.

I was going to go 225.  175+50.  That is right in line with your take.  I may adjust down after I make up a couple of PC.  ;)

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Golden Age Champions, Pulp Hero, and Pulp Hero Sourcebooks. 

The 4th edition Golden Age has a good general set of Templates (aka Package Deals) so that should help.  Looks like it has the main weapons too.  I briefly looked at the Pulp stuff...I'll check it again based on this recommendation.  ;)  I plan on using a HAP system that is pretty interesting.  I'll post it here when I get it completed to get takes from the Hero crowd.

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Here is what I have now...look ok?

Godlike Hero Settings
Summary

This section covers that Hero System campaign settings and character creation settings that will be in effect.

Campaign Settings

Here is a brief list of the campaign settings that will be used.

  • Champions Complete will be rule system. It is based on a streamlining of the Hero System 6th Edition.
  • All combat moves will be used.
  • Critical hits will not be used.
  • Hit Locations will be used.
  • Bleeding will be used.
  • Wounding will NOT be used.
  • Knockback will be used.
  • END will be used.
  • Limited Pushing – EGO roll to get 5 + amount make EGO roll.
  • Concept and Hero Action Points (HAPs) will be used. (This is the same as Hunter’s Resolve in Dark Waters Rising.) Will be presented in another post.
  • A Team Action Point Pool (TAPP) will be used. This is being lovingly adopted from Masks. Think of it like temporary HAPs that can be spent when the team is acting together. Will be presented in another post.
Character Creation Settings

Details on creating characters.

  • 225 points Total Cost with 50 points of Complications (aka Disadvantages). (In 5th Edition speak this is 175 Base Points plus 50 points in Disadvantages.)
  • Max starting DEX is 20.
  • Max starting Speed is 4. Characters should focus on Speed 3 unless they plan to be really fast.
  • Everyman Skills include the following:
    • Acting
    • AK: Home Area
    • Climbing
    • Concealment
    • Conversation
    • Deduction
    • Native Language with Literacy
    • Paramedics
    • Persuasion
    • PS: Job or Hobby 11-
    • Shadowing
    • Stealth
    • TF: Small Motorized Ground Vehicle
  • No Overall Level.
  • No Penalty Skill Levels.
  • No Computer Programming.
  • Adding Parachuting.
  • No Teamwork skill. We will instead use the TAPP.
  • Every character should buy one level of Combat Luck.
  • Martial arts will be used.
  • Normal Characteristic Max for 0 points. Must be taken.
  • Maximum starting CV for a PC is 8.
  • PC must take a Template (Package Deal) based on their branch. These will be presented in another post.
Superpower Creation Guidelines

Specific rules for creating the superpower.

  • The superpower can break the max starting values shown above. For example, a PC could have some power that increases his CV over an 8.
  • The superpower can break the Normal Characteristic Max WITHOUT having to pay double. For example, you could have a power that increases your STR. You would not have to pay double after 20.
  • The maximum Active Points for a superpower is 50. This can be exceeded with GM approval.
  • All superpowers must be approved by the GM.

 

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Does a 50 STR count as a "superpower" in that it does not cost double? Normally the answer would be yes.

 

If so, then does this extend to all Characteristics? If so, then would it be allowed to have a "superpower" defined as "I am a Paragon" (ala Doc Savage) which is represented as all the Characteristics being higher than Normal Characteristic Maxima? If so, then charging double for NCM becomes tricky to impose since any Characteristic above the NCM could just be explained as "It's part of my superpowers."

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One thing that I would recommend, which became GM's option after 5th Edition Revised, and was previously an additional -1/4 Limitation, is the option for powers with Requires a Skill Roll to be subject to Skill vs. Skill contests. 

That could simulate the contest of wills when Talents use their powers.

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Does a 50 STR count as a "superpower" in that it does not cost double? Normally the answer would be yes.

 

If so, then does this extend to all Characteristics? If so, then would it be allowed to have a "superpower" defined as "I am a Paragon" (ala Doc Savage) which is represented as all the Characteristics being higher than Normal Characteristic Maxima? If so, then charging double for NCM becomes tricky to impose since any Characteristic above the NCM could just be explained as "It's part of my superpowers."

Hum.  Good thought except powers are MUCH more focused than "paragon".  I'll clarify that a lot.  Thanks.  :)

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One thing that I would recommend, which became GM's option after 5th Edition Revised, and was previously an additional -1/4 Limitation, is the option for powers with Requires a Skill Roll to be subject to Skill vs. Skill contests. 

That could simulate the contest of wills when Talents use their powers.

Interesting!  :D  I have to noodle this a bit but that is kinda cool.

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When I ran a Golden Age campaign I had a lot of success in telling players they would have one 'power', that noone else would have. They would all be unique.

 

Obviously some 'powers' need more than one game power to model it. For example to be invulnerable you might need a range of defences. Or for The Valet, he was able to anywhere unmolested as long as he was delivering a service to someone. The Hawk had flight and talons but nothing else.

 

One defining power means you dont get the same levelling out that often happens with point build systems, the characters are unbalanced by design and so each character has its own lace to be special and stand out.

 

Doc

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When I ran a Golden Age campaign I had a lot of success in telling players they would have one 'power', that noone else would have. They would all be unique.

 

Obviously some 'powers' need more than one game power to model it. For example to be invulnerable you might need a range of defences. Or for The Valet, he was able to anywhere unmolested as long as he was delivering a service to someone. The Hawk had flight and talons but nothing else.

 

One defining power means you dont get the same levelling out that often happens with point build systems, the characters are unbalanced by design and so each character has its own lace to be special and stand out.

 

Doc

Our group does this naturally because we have character building sessions where we talk only about the character ideas before putting pen to paper.  My players are really great and will alter their ideas so as not to step on toes.

  ;)

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Personally I don't recommend using NCM at all if you are going to allow exceptions based on special effect... Admittedly, I'm somewhat biased against NCM in general.

 

It seems odd that you are banning Overall and Penalty levels. The former is so expensive they almost never see much use in my campaigns, and the latter necessary for building snipers or for overcoming environmental penalties... I doubt the decision will break your game, but it does make some concepts far less viable, and it seems like an odd thing to swing the ban-hammer at.

 

As an additional note, your guidelines should state how your campaign is handling equipment, what kinds of things are free, and what should they pay for.

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Personally I don't recommend using NCM at all if you are going to allow exceptions based on special effect... Admittedly, I'm somewhat biased against NCM in general.

 

It seems odd that you are banning Overall and Penalty levels. The former is so expensive they almost never see much use in my campaigns, and the latter necessary for building snipers or for overcoming environmental penalties... I doubt the decision will break your game, but it does make some concepts far less viable, and it seems like an odd thing to swing the ban-hammer at.

 

As an additional note, your guidelines should state how your campaign is handling equipment, what kinds of things are free, and what should they pay for.

 

I could pull back on Overall Levels and Penalty Levels I guess...I have had some bad experiences in the past but that was another group.  Must noodle.  :)

 

Since equipment is so important and will be assigned to the team I am covering it in a different post...now saying that...I should at least add a note that it will be covered in another thread.  ;)

 

Great reply.  Thanks.  :)

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I could pull back on Overall Levels and Penalty Levels I guess...I have had some bad experiences in the past but that was another group.  Must noodle.  :)

 

Players buying 8 targeting PSLs for free shots to the head (and ergo double their damage or avoid armored areas) is a valid concern... But Range Modifier PSLs; not so much of an issue. It might be fairer to simply limit PSLs by a Rule of X like you have for CVs in general. For example, you could limit targeting PSLs to no more than 4 applicable to a given kind of attack, and limit range PSLs to no more than 8 applicable to a given kind of attack.

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