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Kaze9999

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Files posted by Kaze9999

  1. New World Order Academy

    New World Order Academy
     
    Up until 2012-10-22 the game world had no more real proof or experience with "real" supernatural or super powers than our own, Real World (possibly less depending on who you believe). The initial super powered (or supernatural) entities were from dimensional breaches into the game world, but after those breaches were (largely) closed in thwarted invasion 140 days later on 2014-3-11, it came to the attention of Homeland Defense that there seemed to be..."local contamination", that is to say, people native to the game world began to develop super powers as well. The phenomena is very rare, and seems to only happen in teenagers, typically younger teens, and these "native" powers are in general weaker and more erratic than the extra-dimensional ones, but after a few "incidents" it became the official mandate to identify and "contain" these people in a special place of their own.
     
    6e
    200 w 50 Complications
    PC's are all "mutants" age 12-16; most girls 12-13 and boys 13-14
    Starting characteristics of "8"; any characteristics over "12" must be bought as powers.
    All equipment (foci) must be bought as powers
    All Talents over 3 cp's must be bought as powers.
    All Martial Arts after the first 3 cp's must be bought as powers.
    All Skills after the first 3 cp's must be bought as powers.
    All languages are INT-based Skills.
    All perks over the first 3 cp's must be approved by the GM, and may be required to be bought as powers.
    All powers are x2 cost unless they are 8- Activation Roll.
    Max Offense AP 45 (after doubling)
    Max Defense AP 60 (after doubling)
    Max Martial Arts 45 (after doubling)
    More light hearted than NWO: No psych lims stronger than "Strong"; no Berserks; Enraged only on 8-; etc.
    Preferred Limitations: Activation, Increased END Cost, & Side Effects
    Preferred Complications: Accidental Change
     
    New World Order Academy Campaign Complications
    0 1) Distinctive Features: Minor/juvenile (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    0 2) Distinctive Features: Mutant (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
    0 3) Social Limitation: Minor/juvenile (Frequently; Minor)
    0 4) Watched: Watched by school/authorities/parents 11- (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)

    74 downloads

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  2. New World Order Agent

    Up until 2012-10-22 the game world had no more real proof or experience with "real" supernatural or super powers than our own, Real World (possibly less depending on who you believe). Homeland Defense has created a small sub agency with a minimal budget (and even less office space) to "investigate" some of the strange occurances since 2012-10-22, but all the agents assigned (no volunteers for a clear career stopper assignment) are not going to be specialist in wierd. Just know that officially, the agents assigned to this are not the cream of the crop, but rather the ones that their previous departments felt would be least missed.

    98 downloads

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  3. Psi World Character

    Psi World Character -- EDIT
    HERO System Fifth Edition
    Genre: Dark Champions
     
    A character template customized from the generic 'Mentalist Campaign' character template.
     
    It has the same optional characteristics (Mental Speed, Mental Defense) and Ego cost (x3) and also has prefabs (firearms, body armor) and Campaign Disadvantages (Hunteds, Social, Physical Disadvantages) for my 'Psi World' campaign.
     
    You need the export template to be able to see the new custom characteristics on the exported character sheet:
     
    http://www.herogames.com/forums/index.php?/files/download/42-mentalist-campaign/

    91 downloads

    0 comments

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  4. Psi World Dependent

    Psi World Dependent -- EDIT
    HERO System Fifth Edition
    Genre: Dark Champions
     
    This template is for 'normal' psionics in my Psi World game, wherein the vast majority of people born with psionics are less mentally and physically capable then normal humans. You need the export template to be able to see the new custom characteristics on the exported character sheet: http://www.herogames.com/forums/index.php?/files/download/42-mentalist-campaign/

    58 downloads

    0 comments

    Updated

  5. Shadowpunk

    HTML - Hero 3-Column Hero Shadowpunk -- EDIT
    HERO System Fifth Edition
    Type: Single Character
    File Extensions: HTML, HTM
    This is the classic 3-column style used in 4th Edition with custom characterisitics as described in 'Shadowpunk' -- a conversion for Wizkids' (formerly FASA) Shadowrun RPG, and one of the most comprehensive conversion write-ups ever. 151 pages! Created by Damon_Dusk over at the Hero forums, it is presented for you in chapters for easy download, or as one big optimized PDF file (plus the PDF charts). Download, enjoy, and make sure you pass on kudos to Damon_Dusk.' Orklord did a template for Damon_Dusk's conversion, and I modded Derik Hiemforth's export format to include the three custom characteristics. It has the Hero System logo, includes the Hit Location chart, and does not have a space for a character picture.
    The "hero5.jpg" file should be placed in the same location as the character is being exported to.
    This export template creates output in HTML format. This format -- although easy-to-use -- does not allow strict control over margins, fonts, etc. When you view the exported file, a great deal of how it looks will be controlled by how your browser's preferences are set. So for example, if you find that the entire sheet doesn't fit on a printed page, try changing the margins in your browser's print setup. If the text size appears too small or too large for you -- on screen or when printed -- try adjusting your font sizes in your browser preferences, and so on. The options set within this template itself are designed to try and provide good output on most systems, but -- since every configuration is a little different from every other -- you may need to tweak the settings on your end to get a result you're happy with.
    Written by Derek Hiemforth slightly tweaked by 'Hero' for learning experience

    159 downloads

    2 comments

    Updated

  6. StarKnight

    Character submission for a Silver Age Champions game: StarKnight is an amnesiac alien whose powers work by dancing moves. S/he is a martial artist with Teleport and Shapechange who has white hair and an unidentifiable accent no matter what form s/he is in and has no base form or gender.
    Height: 5' 6" Hair: White Weight: 140 lbs Eyes: Varies Appearance: A shapechanger, without fixed gender or physical characteristics except for consistently white hair. Always good looking, and sometimes absolutely stunning due to "Makeover" Sapeshift ability. Background: StarKnight is an alien who came find himself on Earth with no memory of how, but very strong convictions and an accented knowledge of the spoken English language. Starknight is sure that this is the place s/he should be...until it is not, and follows her/his code of wandering, helping, and living large.

    34 downloads

    0 comments

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  7. Support Your Local Geek Squad character template

    Character template for a little different kind of Monster Hunter International game on www.herocentral.net
    http://www.herocentr...paignId=1202992
    Face to face role-playing gamers become involved in events way beyond their experience and competency level when they encounter real-life monsters and learn they can get paid for killing them, which is the only way for them to survive the encounters anyway!
    Low powered, Hero System 6th edition as described in the licensed, "Monster Hunter International" rule and setting book.
    NOTE: CHARACTERS MAY DIE! "Low Powered" means teamwork will be essential, and just getting unlucky could result in a "party wipe out", so please don't play if having a character die would traumatize you irreparably.
    Character Creation: Starting characters to be built on fifteen character(15) points, total. All fifteen character points (15) must be matched by Complications.
    I. Things not allowed (or not included) in the MHI rulebook: Combat Luck, Missile Deflection, etc.
    II. Things imposed as Campaign "House Rules":
    Characteristics are Base 8 and Max 13 with x2 cost per point over 13; CV's base 3 with x2 cost over 4; Speed base 2 with x2 cost over 2; PD & ED base 2 w x2 cost over 3; Talents and Perks and Skills x2 cost after first 3 points.
    Characters are unemployed and geeks (pick an area of specialization: board games (includes strategy games), card games (includes deck based, i.e. "Magic" ™), comic books, computer games, movies (Action, Fantasy, Horror, SciFi, etc), Role Playing games, video games, etc).
    Player characters must be human with no magic spells or previous knowledge about the real world of monsters and magic
    Campaign disadvantages that all characters must take for no points:
    Wealth: poor
    Social Limitation: negative 3d6/-3 modifier to PRE-based rolls (special effect can vary from geek to geek)
    Distinctive Features: Geek Clique (Easily Concealed; Noticed and Recognizable)
    Hunted: Geek Clique character belongs to 11- (As Pow, NCI, Watching)
    Rivalry: Geek Clique character belongs to 11- (As Pow, NCI, Watching)
    Additionally, each character must have a Complication that keeps them from being on the actual, MHI team, something that either got them "washed out" of training or kept them from being invited at all, either Physical or Psychological or something else we collaborate on (it can be a "mystery complication" that the PC isn't aware of too).
    Each character needs to have an area of "Geek specialization" which represents a useless area of expertise. Examples: "Civil War Re-enactment", "Superheroes", "Star Wars", "Prime Numbers", etc.
    Characters will get six (6) free points of Knowledge Skills in this area of expertise, but they must be useless and impractical.

    64 downloads

    0 comments

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  8. Twister

    Travis is a Texas native who grew up in a wealthy private boarding school with an absent father. Shortly before he was ready to graduate, Travis developed his mutant powers, and subsequently discovered that his father was a supervillian. In reaction to this, Travis pursued a career in law enforcement (he had previously wanted to be a professional athelete). Instead of college, he enrolled in the Amarillo Rangers Academy and hopes to be the one to bring his father to justice and redeem the family name!
     
    Travis is determined to prove his own loyalty to law and order at every opportunity. He is disgusted by his father's law-breaking, and by assosciation, doesn't really like to use his powers and thus has been reluctant to learn to develop them beyond their most obvious applications.

    56 downloads

    0 comments

    Updated

  9. Valdorian Age

    6e Valdorian Age -- EDIT
    HERO System Sixth Edition
    Genre: Fantasy Hero
     
    Base 8 Characteristics w NCM 18 and Valdorian Age languages and Skill NCM 13 and Combat Stunts skill for different weapons.
     
    Meant for 6e campaigns based on the 5e product, "Valdorian Age" for Fantasy Hero.

    138 downloads

    0 comments

    Updated

  10. Valdorian Age Sorcerer 6e Package Deal

    Valdorian Age Sorcerer 6e -- EDIT
    HERO System Sixth Edition
    Genre: Fantasy Hero
     
    Based on 6e Valdorian Age template with Sorcerer elements added (Skill, End Battery, MP, Favor, Background, etc.)
     
    Meant for 6e campaigns based on the 5e product, "Valdorian Age" for Fantasy Hero.

    191 downloads

    0 comments

    Updated

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