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Collector Campaigns


UltraRob

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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

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For this one, Modern Day.

 

I was even thinking of using my home city as the setting, since the players know it, and unleashing the mysterious monsters into the population.

 

Hmm, this is going to take some thought, since I was going to use the beastiary from Fantasy Hero to represent the monster forms of the cards, which the players then have to defeat to gain the cards in question. Of course, people are kinda gonna freak if they have all these monsters running around, unless of course they only take physical form rarely, as they do in Card Captor Sakura....

 

Maybe I'll have the monsters possess things and people, which is where they "hide", and then they have to be flushed out and defeated to gain their cards. That should add some roleplaying challenge and thought to the game. ^_^ Anything which requires the players to deal with other people is good.

 

Another idea is that each card has taken a person such as a PC as a "host" in an effort to stablize itself. The players gain cards by defeating their owners, or being defeated and lose their own cards. The players are up against all the other people of the city who gained these cards, and are either hunting for more or must be forced to give up their cards...

 

Rob

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