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UltraRob

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  1. 1st Season Magical Girl Template Having actually run Magical Girl campaigns, very successfuly I might add, I thought I might add in my own 2 cents. While I didn't use HERO for my campaigns, I have given it a little thought and this is what I came up with: A normal Magical Girl as of the first episode of her series is actually an extremely simple character, she has a single magical power and instant change and that is pretty much it. Occasionally she might have some boosted stats and is usually pretty good at dodging, and she often knows instinctively a few martial arts maneuvers. Part of the reason for this, which people often tend to forget over here is that Magical Girls are meant to function in teams, not alone. They are not powerful enough to usually handle an enemy alone (to start) and need the whole team to wear the usually single foe down enough to actually face them. (Which, I might add, is a nice change of flavor from most very individualistic Western gaming styles of play.) Teamwork is the rule of the day, and single magical girls are not really meant to be able to handle more than thugs or low-powered villians on their own. This is part of the Japanese cultural ethos, and it also traces it's origins back to the Sentai (Power Rangers) Genre from which the Sailor Moon type magical girl derived. (As an additional note, the following can be used to make male Sentai-type heros too if you wish...Giant Robots can be added to taste...) In any case, here's my take on what happen when a middle school girl meets a cutie fuzzy piece of marketing from Dimension X! 1st Episode Magical Girl Package 75 base points, 75 pts in Disads. Powers: 1) Instant Change. Required: Full Phase Activation, Suggested: Incantations and Gestures. (Should total out to 2 or 3 pts.) 2) 30 MAX Active Points of ONE Power of the player's choice, usually Energy Blast, Flash, Darkness, Force Wall. (required) Minimum -1 worth of limitations, usually Gestures, Incantations, requires EGO Roll (to represent insecurity or fear), extra time, Extra END, or OAF. Also requires "Only in Hero ID". (Should end up being 10-15 read points.) 3) Three 8-pt Combat Levels, Required: Only in Hero ID. (End up being around 6pts each, for total of 18pts) 4) Mind Link with teammates, only to sense when teammates are in Danger (-1). (Never Only in HERO ID (Should be 5pts.) 5) 3 Martial Arts Maneuvers, Only in Hero ID. (Assuming they're 4pts each, then they become 3 each for 9pt total.) Total: 44-50pts (which leaves at least 100 pts to play with) Suggested Disads: Normal Characteristic Maxima (20pts, optional), Secret ID (15pts), Hunted by Villian Gang (More powerful, 11<: 20pts). So the Disads alone pay for the Package. We end up with a Magical Girl (or Boy) who can put up a good fight, knows when their teammates are in trouble, and can dodge like heck while whipping off their special attack on occasion. This is in addition to being a competant 100pt Normal character with reasonable stats and skills. Looks about right to me. As they progress, they can turn the 30pt single power into a multipower and add extra slots, which seems appropriate as they tend to only use 1 power at a time at full level. Another suggested idea is to let them buy powers as a group, with each paying a fraction of the cost, and everyone being required to make use of that power. (Usually while holding hands.) This encourages the team effect, and can occasionally produce cool mega-attack powers, or be used for a movement power like Teleport, or a kind of Healing or Defensive power. A nice 75pt power with -2 worth of Disads and split 5 ways is just 5pts a piece! UltraRob
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