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Old 22nd October 2009, 01:54 AM   #1 (permalink)
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Best system for a modern/super thriller?

Okay, so I've been watching a lot of Heroes, Fringe, FastForward, and Darker than Black lately. In the wake of the economic crunch, everyone is kind of expecting something big to happen. The recent questions about the Mayan calendar ending in 2012 are in mind.

So, with that in mind...

The time: January, 2010.
The place: San Francisco.
Just last week, something happened.


What system should I use, and why?
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Old 22nd October 2009, 09:47 AM   #2 (permalink)
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IMHO, HERO and M&M are the 2 most flexible systems out there. If you can handle them, they will let you and your players design PCs that can do pretty much whatever they envision their PCs doing.
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Old 22nd October 2009, 10:33 AM   #3 (permalink)
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Hmm... given the theme, I would probably go with a system, that is fairly gritty (so M&M and anything d20-based is out). HERO can work, or GURPS. Both are quite complex, though. Savage Worlds, if you want it rules-light, is also an option. Maybe even BRP.

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Old 22nd October 2009, 10:44 AM   #4 (permalink)
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Quote:
Originally Posted by Thanee View Post
Hmm... given the theme, I would probably go with a system, that is fairly gritty (so M&M and anything d20-based is out).
Actually, M&M has their Iron Age sourcebook that is for grim/gritty settings, and there are a few campaign sourcebooks out there that are also on the rougher side, like Nocturnals.
Amazon.com: Mutants & Masterminds: Iron Age Sourcebook (Mutants & Masterminds Sourcebook) (9781932442892): Seth Johnson, Jon Leitheusser: Books
Amazon.com: Mutants & Masterminds: Nocturnals - A Midnight Companion (9781932442021): Dan Brereton: Books
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Old 22nd October 2009, 10:59 AM   #5 (permalink)
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I'm not familiar with Iron Age. Does that change the mechanics enough to actually make them more gritty? Because the regular M&M mechanics certainly are more fitting for standard superhero games, IMHO (which isn't meant to sound bad, they work really well ).

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Old 22nd October 2009, 11:05 AM   #6 (permalink)
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Sadly, while Iron Age sits on my shelf, I've not had the opportunity to use it. My current M&M campaign has absolutely no use for them, being set in 1912 and all...

IOW, I can't really answer your question.
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Old 22nd October 2009, 05:41 PM   #7 (permalink)
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I can answer that.

It doesn't change the mechanics of combat, at all.
However, changing the game to make lethal damage the norm vastly shifts the lethality and grittiness of combat. I've played in both types of campaigns, and there is a marked shift in the tone and danger of the game.
With a couple character-build guidelines (relatively low con-modifiers, low recovery bonuses, fortitude saves that allow characters to actually die) you start seeing a major jump in character (including player character) mortality.
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You are not your magic weapon and armor. You are not your spell buffs. You are not how much gold you have, or how many times you've been raised from the dead. When a Big Bad Demon snaps your sword in two, you do not cry because that was your holy avenger. You leap onto its back, climb up to its head, and punch it in the eye, then get a new damn sword off of the next humanoid you headbutt to death.
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"Home" is what you defend with your life ... from ninjas.
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Minions are a convenience, a way to allow a dm to run many guys with little effort, and a chance for players to really strut their stuff. They are not so that Bobo the clown can kill the legion of the damned.
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Victory should come like the dawn, not like a light switch.

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Old 22nd October 2009, 05:52 PM   #8 (permalink)
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Originally Posted by Dannyalcatraz View Post
Actually, M&M has their Iron Age sourcebook that is for grim/gritty settings, and there are a few campaign sourcebooks out there that are also on the rougher side, like Nocturnals.
Note that Nocturnals is for M&M 1e.

I thought Iron Age had a few suggestions on increasing grittiness. Anyways, if it does, it's basically what ValhallaGH said -- more lethal damage. You can also add disabled to the "nonlethal" damage track, maybe at failure by 20 or 25+.

I'd probably use M&M for Heroes, but I'd go with GURPS or SW or the like for the others.
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Old 22nd October 2009, 09:54 PM   #9 (permalink)
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I revise my previous, it does suggest the "Damage Roll" variant from the Masterminds Manual. Basically, roll a d20 + Damage vs DC 16+ toughness.
Fail by 15+ = No effect
Fail by 10-14 = Bruised / Injured
Fail by 5-9 = Plus Stun
Fail by 1-4 = Staggered / Disabled
Success = Unconscious / Dying
(Optional) Success by 5+ = Dead

This version vastly increases the chances of laying out a foe in one hit. It also allows you to spend Hero Points on damage, making things even more dangerous. Good for "getting hit freaking hurts" style campaigns. (Sort of like Wound / Vitality systems, without the vitality points....)

From a statistical analysis, this variant is wildly more dangerous. Average die results (assuming equal damage / toughness bonuses) will stun the target (plus Bruised / Injured) four times, then disable the target, then put the target to dying (about six hits). With a Hero Point, average results will knock the target out (dying / unconscious).
You only fail to damage the target on a roll of 1 (assuming equal damage / toughness bonuses), and a hero point guarantees at least Injured / Bruised plus Stun. A roll of 15+ on damage (or a roll of 10+ on a critical hit) is guaranteed to drop the target.

Good luck.
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Quote:
Originally Posted by keteryck, on Iron Heroes
You are not your magic weapon and armor. You are not your spell buffs. You are not how much gold you have, or how many times you've been raised from the dead. When a Big Bad Demon snaps your sword in two, you do not cry because that was your holy avenger. You leap onto its back, climb up to its head, and punch it in the eye, then get a new damn sword off of the next humanoid you headbutt to death.
Quote:
Originally Posted by HeapThaumaturgist
"Home" is what you defend with your life ... from ninjas.
Quote:
Originally Posted by Stalker0 View Post
Minions are a convenience, a way to allow a dm to run many guys with little effort, and a chance for players to really strut their stuff. They are not so that Bobo the clown can kill the legion of the damned.
Quote:
Originally Posted by Wulf Ratbane View Post
Victory should come like the dawn, not like a light switch.

Spoiler:
Hate skill ranks? Try Sadrik's Fix.
Interested in Blood Throne? Find out more.

Author: POSTMODERN: Skill Groups
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Old 23rd October 2009, 01:08 AM   #10 (permalink)
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Thanks, everyone, for the help!

At this point, I'm thinking of using HERO system. I've got a 4th edition book right now, but I've asked my FLGS for a 6th edition book when it comes out.

As for base character creation, I'm thinking of keeping it a little lower powered to start. Basically, the base character can be a Normal, Skilled Normal, or Competent Normal (0, 25, 50 base points, max 25, 25, 50 disadvantages) to start. When "something happens", the updated character becomes Heroic (75 base points, max 75 disadvantages). The Heroic character will be introduced in the first session.

How does this sound to you?
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Old 23rd October 2009, 09:50 AM   #11 (permalink)
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It sounds interesting, but when "something happens," are you just going to give the PCs a boost of free points or are you going to insist on some disads?
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Old 24th October 2009, 02:18 AM   #12 (permalink)
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It sounds interesting, but when "something happens," are you just going to give the PCs a boost of free points or are you going to insist on some disads?
I've played in some games like that, and handing out disads isn't needed at the time. The watched and hunted disads will follow soon enough. Probably some rivals and nemesisisiieie too.

Sounds like an awesome game. Good luck. ^^
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Old 24th October 2009, 03:32 AM   #13 (permalink)
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Yah, it's not necessary to take disads if the player doesn't want to...

Here's an example character. He will be an NPC for the game. I built him from a Competent Normal.

Clinton Newmark is the eccentric yet brilliant CEO of Peach Technologies, a big mobile technology and research software firm. His popular devices have made their way into the pockets of people worldwide, and everyone knows their slogan, Life's a Peach. He is well known for his secretive nature, and people have accused him and his firm of various nefarious search-based activities, even though none are apparent. Mr. Newmark, of course, does not confirm or deny any rumors, and is constantly defending against governments, hackers, and the like, trying to learn whatever he's up to, whether it's to uncover some dark scheme, or just to learn about the next generation of awesome product. It is rumored that he has a giant database that stores information from all around the web.

Earlier this week, Mr. Newmark awoke with a start. His mind filled with names, places, distances... and associated powers. The cacophony was so great, he stumbled about, no longer able to process what was in front of him. Assuming it to be some form of hysterical blindness brought on from the stress of his job, his doctors rushed him through MRI, and noted that his pineal gland was producing a large amount of sympathetic activity on its own. The hysterical blindness was brought under control with exceptionally high doses of melatonin, and a preparation of pineal tissue allowed him to regain control of his senses. That is when he realized the he now knew that some other people (he estimates the rate at 1 person per 100,000) are experiencing a sudden change in their physiology, resulting in new powers. He realized he knew where they are, and what powers they had.

He knows that people are going to be searching for these people. Companies, governments, organizations, religions... the future will depend on the actions of these people. And he aims to hold the monopoly on their services, given first mover advantage.

He has had to accept a drug pump that constantly pours pineal tissue preparation into his system, but he considers this a small price compared to his advantage.

Clinton Newmark

STR 10, DEX 10, CON 10, BODY 10, INT 20, EGO 18, PRE 20, COM 16: 39 pts.
PD 2, ED 2, SPD 2, REC 4, END 20, STUN 20, Run 6", Swim 2": 0 pts.

Skills:
Bureaucratics 13-, Computer Programming 13-, Oratory 14-, High Society 13-, Trading 13-, Persuasion 14-, Conversation 14-. Language (English) 4, Language (Mandarin) 4. (Numbers reflect Modern Everyman skills and Skill Level in Conversation, Oratory, Persuasion.) 25 pts.

Perks:
Well-Connected, 4 Favors, 5 Contacts 11-, Filthy Rich. 25 pts.

Talents:
Speed Reading, Cramming, Lightning Calculator. 11 pts.

Powers:
Enhanced Sense: Detect Powered individuals, +4 PER, Ranged, Discriminatory, Telescopic +18. 50pts.

Disadvantages:
Age (45). -5 pts.
Public Identity. -10 pts.
Hunted (Multiple sources want his secrets) 11-. -20 pts.
Psychological Limitation (Secretive to eccentricity, Common, Strong). -15 pts.
Dependence (Pineal tissue, 2d6 Flash attack on sight each Turn, uncommon substance) -25 pts.

Thoughts?
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Old 24th October 2009, 04:01 AM   #14 (permalink)
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While HERO is one of the quintessential "All you need is one book" RPGs, for a campaign like the one you describe, I'd recommend that you have Ultimate Martial Artist & Dark HERO on hand- with a low-level campaign, you're going to see more emphasis on martial arts & gear than powers, at least initially- and see if you can track down the supplements for magic or psi.

Fantasy HERO might come in handy as well.
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Old 24th October 2009, 09:22 AM   #15 (permalink)
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While HERO is one of the quintessential "All you need is one book" RPGs, ...
Was, actually. 6th Edition will go the two Core book route, like GURPS did.

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Old 24th October 2009, 09:39 AM   #16 (permalink)
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So I've heard, but until it hits shelves...
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Old 24th October 2009, 10:47 AM   #17 (permalink)
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The HERO System 6th Edition - HERO Games Discussion Boards

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Old 24th October 2009, 03:54 PM   #18 (permalink)
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Yeah, it still hasn't "hit the shelves" as far as I can tell.
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Old 24th October 2009, 03:55 PM   #19 (permalink)
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While HERO is one of the quintessential "All you need is one book" RPGs, for a campaign like the one you describe, I'd recommend that you have Ultimate Martial Artist & Dark HERO on hand- with a low-level campaign, you're going to see more emphasis on martial arts & gear than powers, at least initially- and see if you can track down the supplements for magic or psi.

Fantasy HERO might come in handy as well.
What do they have that the core book does not? Can't gear be approximated through powers/skills/etc?
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Old 24th October 2009, 11:43 PM   #20 (permalink)
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Can't gear be approximated through powers/skills/etc?
Actually, that's essentially how you build equipment.

The books, however, will give you a broad variety of equipment already statted out (powers chosen, disads/mods applied, math done), saving you a lot of work. And it will all be standardized- that way, except for unique add-ons (like someone's flame aura or anti-evil aura), everyone's 2 handed sword will be the same. Everyone's .50 cal Desert Eagle will be the same. Everyone's bulletproof vest will be the same.

Overall, what UMA (and to a lesser extent, Ninja HERO) has that the base book doesn't is a MUCH larger list of martial arts maneuvers, new ways of using some of the stuff in the base book, a large section of martial arts styles actually assembled with maneuvers and associated skills, and a bunch of new martial arts weapons, also statted out.

In addition, it has a section on translating the info in that book into other systems...handy if you play any of those systems. Also handy if you can grasp your concept better in one of those systems and wish to retro-engineer your concept.

Dark Champions also gives you more equipment and gadgets, as well as some different takes on certain rules to represent a grittier game.

Fantasy HERO does likewise, but its main use will be having ready-made monsters, spells and racial package deals.

None are necessary- though I rarely play a heroic-level game without UMA- but they are handy in that they do a lot of work for you.
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