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Hi Hero Gang!


I am currently using Hero to run a campaign similar to the TV show Supernatural but maybe a bit more serious...


Can folks recommend some products from ANY system that I could buy that I could lovingly convert to Hero?


Yeah...not MHI specific but I thought it best fit this forum...  ;)


*GAME ON!*  :D


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Well, I can suggest a few adventures that already are in Hero System. ;)  They're all PDFs purchasable from the Hero website store for very reasonable prices. If you've already seen these, John, feel free to ignore them with my apologies. I'll put their descriptions in Spoiler tags in case your players read these pages.


Our own Jason Walters published a couple of adventures that I think fit your needs.

The Crossroads Blues involves a mystical villain who wants to summon the Devil to grant him the talent to become a famous musician. To do this without selling his soul, the villain creates zombies to steal four items of power associated with great blues musicians. The adventure was written for Champions Sixth Edition, but all the combat foes in it are zombies, so just controlling the number and power level of the zombies will scale it for heroic-level characters.



Jason's other adventure is in Digital Hero #15, for Fifth Edition.

"Dreadwood, Missouri" takes your PCs to to an American frontier ghost town haunted by spirits who hunger for revenge on the living, under demonic domination. The PCs basically have to survive and escape, although destroying the demon removes the greatest threat. It's an adventure for the Western Hero heroic sub-genre, but would not be hard to adapt to modern day. However, it would reinforce the flavor of the scenario if your PCs are already running from something they'd be willing to brave a ghost town to avoid.



The last adventure is also in DH, issue #4.

"Totem Hunters" is an adventure and mini-setting by Dale Robbins, part of his Meriquai Falls mystical city setting for Champions. However, this adventure is for heroic characters, and is set in the fictional town of Revolution which can be placed most anywhere in the US, so no further knowledge of Meriquai Falls is needed. It's largely a mystery-solving scenario, a series of mysterious supernatural events leading to a couple of restless spirits which must move on. But "physical" confrontations with the ghosts are also accommodated.



Note that the default antagonists in all three adventures refer to write-ups in the Hero System Bestiary.

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I am a fan of Bureau 13: Stalking the Night Fantastic and its attendant supplements.


"Protecting America from everything!" 


Another, less tongue-in-cheek, option is anything in the Delta Green line.


And, let us not forget Urban Fantasy Hero from Hero Games!


Other hero books I found useful for this kind of game are the Grimoire, Demon, and The Mystic World.


The write ups for vodoo, black magic, and witchcraft in the former were time savers.


The latter two, however, were more useful as inspiration. All the stats have to be downscaled for heroic play.

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A little off the wall but potentially good for inspiration is the Secrets of the Kargatane website. It has many PDF files full of information. Most of it was for the Ravenloft setting but some was for Masque of the Red Death, which is more historical Earth horror. All of it can serve as a springboard for your imagination. The best part is that all of it is free.


Link: http://www.kargatane.com/

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15 minutes ago, John Desmarais said:

I tend to automatically look over at Pelgrane Press - particularly the Essoterrorists and Night's Black Agents lines - for these types of adventures.


Beat me to it.  Also add in Fear Itself


They all use the GUMSHOE as the core system. 


Fear Itself games started as one-shot horror sessions revolving around ordinary people dropping into weird/horror. Everything from your Saturday night monster flick to aliens in Arizona. Second edition is out and adds in advice on longer games and even campaigns.


Nights Black Agents is basically super-spies (think Jason Bourne) versus Vampires, where the Vampire can be any kind from traditional to mutation to alien virus.  The GM's part of the book walks you through creating a unique horror to be the primary threat.   NBA also has the grittiest combat and action rules/options for GUMSHOE. 


Esoterrorists is about a secret society that protects the world from evil/magic/sorcery/etc.  It falls between FI and NBA in the GUMSHOE rules crunch. 


The original flagship game was Trail of Cthulhu, which is Call of Cthulhu using GUMSHOE.  There are a lot of ToC and CoC scenarios that are not Mythos related or can be easily tweaked to non-Mythos.


The Fall of Delta Green is due for release soon.  It is the GUMSHOE version of Delta Green.  Think special forces versus horror/aliens in the 70's. 


All in all they are all great sources for building conspiracies and such.  Especially NBA, which has great material for designing and multi-plot conspiracy. 


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On 10/3/2017 at 9:36 AM, JohnTaber said:

Hi Hero Gang!


I am currently using Hero to run a campaign similar to the TV show Supernatural but maybe a bit more serious...





US based, globe trotting or other?


Official team or "saving the world on our own"?

Sanctioned by the law or keeping their heads down?

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I have all the Fear Itself stuff but a great recommendation.


Centered in New Orleans.  Exactly like the Supernatural TV show.  Independent group of monster hunters who keep everything under wraps because...you know...regular people can't handle it.  Globetrotting will definitely NOT work!  Nearly anything where the adventure is set in a focused environment...city or outdoors...will work great.  The PC are a mix of redneck hunter to corporate security expert...  ;)

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