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Killer Shrike

HERO Member
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Everything posted by Killer Shrike

  1. SFX Ditto the Special Effects orientation. Sections per common comic book SFX, each containing properly advantaged/limited and composite power constructs to mechanically handle that SFX in a straitforward way, with a flavor text blurb, a description of the SFX, and if necessary a blurb to cover any 'hand waving' used to simulate the effect. Each Section could also have 2 Power Framework (MPP, EC) examples combining a playable assortment selected from the powers list, just referencing the full write up. A single para at the very begining of the book could point out how to use a VPP in conjunction with the listed powers as a note for the newbies, with a Yield symbol and a page reference back to FRED.
  2. Heh...glad to see some people _do_ still remember the Ultimate Powers Book. I originally got the UPB in what, 1990 or so? Earlier? Whenever it came out. Somebody boosted my copy of it, and Ive been looking for a replacement ever since. I got a copy of the web version about a year ago or so, and it was a happy day. The web version also contains the errata & additions from 2 Dragon Magazine articles. MSHA with the UPB was a fun fun fun game, and was the gateway game that brought me into Champions/HERO System as a matter of fact. Something along those lines would be very solid for the Until product. It is a very cool resource and a neat thing to just read on occasion and, as I stated in my previous post on this subject, I personally think that HEROs could do far worse than to adapt some of the organizational precepts of the UPB. However, while Im sure Steve is aware of the book Im also fairly sure that he doesnt want to intimate any undue influence from any book or Intellectual Property published/owned by another game company. I've noticed that he seems to be fairly circumspect about not mentioning other companies products directly in general, which is probably a very intelligent move on his part for a variety of reasons. With that in mind, I find it unlikely that Steve would contact David E Martin and bring him in to work on a HEROs book out of the blue, but it would be a very cool turn of events if he did
  3. Super Powers Database Hidey ho. Glad to see the new boards up and running.... Ok, as to what I would like to see in the product in question: Does anyone remember the Ultimate Powers Book? The supplement for the old Marvel Superheroes Advanced game (the FASERIP version, not the SAGA version -- you kids and your damn card games )? Well, I do. The power write ups themselves were kind of arbitrary, but I always thought it took a decent tack as far as organization and breadth of scope. Perhaps something similar to that, grouping powers by special effect. As far as layout goes, in the interests of furthering the 'database' schtick, perhaps each individual power could be organized into a data-card format, including the name of a character exhibiting each particular power (ie, the superhuman who has that particular power whom UNTIL observed/analyzed). Also, anyone remember the old Street Samurai Catalog? For old 1st edition Shadowrun? Some of the 'merchandise' presented in that book had tagline comments by various 'street samurai' giving thier opinion of the usefulness/quality of the item, and occasionally anecdotal testimonials/razing. Perhaps something along those lines would be cool, with some super powers having 'field notes' entered by observing UNTIL agents, scientists, and what not commenting 'in character' on the power construct. I think the most important thing for this product however is, as others have mentioned above, to make sure it can serve as an abstraction layer for players/potential players that dont want to get into the crunchy bits of the system. In this vein, I think its important to ensure that advancement is covered as well, so that if a player picks "Hyper-speed Punch" at X pts for Y base effect, translated into English Hyper-speed Punch/Kick: You are able to launch a flurry of blows at high speed. Strike an opponent in close combat up to 5 times for STR + XD6 damage. Cost: Z points Effect: (HA xd6, Autofire x5) Advancement: Precision Timing As control improves you are able to strike with greater precision, hitting opponents in less protected areas and pressure points. Opponents only apply half of thier defenses vs your attacks unless their armor is unusually sturdy. Cost: Z+A points Effect: (HA xd6, Autofire x5, AP) Punishing Blows As control improves you are able to strike with greater force, using velocity as a weapon. You now strike opponents in close combat up to 5 times for STR + XXD6 damage. Cost: Z+A+B points Effect: (HA xxd6, Autofire x5, AP) etc etc etc In other words, give systems-lite types a nice little predefined progression path for thier preconstructed powers. Anyhoo, just some ideas.
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