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Stock #: DOJHERO600
ISBN: 1-58366-036-4
256 pages, Trade Paperback, Perfect Bound
Retail: $31.99
Author: Steven S. Long
Artists: Storn Cook (cover), various (interior)
Available Now! |
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Dark Champions for the HERO System
5th Edition is an excellent genre book with
detailed and comprehensive coverage of many
aspects of game play that are of incalculable
value to a GM and playgroup interested in
playing a MetaCyber campaign, and it is
assumed that this setting would be implemented
using the rules and content provided therein,
adapted as necessary. |
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Though it has some influence from the superhero
and science fiction genres, MetaCyber is
principally a gritty action adventure game,
and is most ably expressed as a Dark Champions
campaign. This document simply describes
how the information contained in Dark Champions
can be used in the context of a MetaCyber
campaign chapter by chapter. |
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CHAPTER 1: GENRE |
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Though excellent material, this section
is high level genre concepts and is of minimal
direct use to a MetaCyber campaign, though
the Elements section starting on page 23
is handy for GM's as useful things to keep
in mind. |
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CHAPTER 2: CHARACTER DESIGN INFORMATION |
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The basic information in Chapter 2 is very
relevant to a MetaCyber campaign, though
some adjustment might be necessary to suit
the setting. Any section not noted below
is assumed to be used completely unchanged. |
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CHARACTER BACKGROUNDS |
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All of the character backgrounds listed
in Dark Champions can provide good fodder
for MetaCyber character backgrounds. |
- Intelligence: Most Security
Forces (Sec Forces), almost all government
military organizations, security consultants,
and industry thinktanks employ and in some
cases train people for Intelligence roles
in the MetaCyber setting.
- Law Enforcement: In the PacFed
region Law Enforcement is privatized in
the form of security companies and Sec Forces,
while other nations such as the New Confederacy,
still have state funded Law Enforcement.
Many military and paramilitary organizations
also have some equivalent to Law Enforcement
roles.
- Martial Arts: Fighting arts
of all sorts are commonly practiced, particularly
in the Pacific rim.
- Military: As noted previously
there are a multitude of military, paramilitary,
Sec Forces, privatized armies, and merc
groups that could produce characters with
some form of Military background.
- Criminal: Reformed or not,
there is a good deal of organized crime,
particularly Asian themed groups such as
the Yakuza and the Triads.
- Self Trained: There is a good
deal of latitude for characters that are
either self-trained or fell into a line
of work by circumstances and fate.
- Student: Education is not
as automatic of an assumption as it once
was and it is quite expensive; most people
get their advanced educations via a binding
contract with a sponsoring corporation.
However failed students are fairly common,
and at least some fall into exciting lives
filled with danger and adventure.
- Survivor: This background
is as feasible as it ever is and can work
especially well for characters that start
play with a lot of Cybernetics; they survived
some ordeal at the cost of their humanity.
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PACKAGE DEALS |
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The Package Deals in Dark Champions are
largely usable with some logical adjustments
in a MetaCyber campaign. Packages requiring
special consideration are mentioned below: |
- Cat Burglar: Electronics and
general computing knowledge would prove
useful.
- Hacker: Almost always will
have some variation on the "What a
Cool Laptop" ability, which will often
represent some kind of NET terminal. Many
Hackers also have some cerebral Cybernetics,
particularly a data link.
- Terrorist: change name to
Corporate Saboteur; modify Knowledge Skills
to suit.
- Police Officer: change name
to Sec Force Grunt; modify Knowledge Skills
to suit.
- BATF Agent: change name to
Gunrunner; modify Knowledge Skills to suit,
drop Law Enforcement Perk.
- DEA Agent: change name to
Drug runner; modify Knowledge Skills to
suit, drop Law Enforcement Perk
- FBI Agent: change name to
Senior Security Consultant; modify Knowledge
Skills to suit.
- Secret Services Agent: change
name to Corporate Financial Security Consultant;
modify Knowledge Skills to suit, replace
Law Enforcement Perk with Corporate Stature
and replace Professional Skills with PS:
Accountant and PS: Collections Agent.
- Various Special Forces Packages:
Usable for a broad variety of character
backgrounds; simply rename as appropriate
to the role they are being used in.
- Vigilante: rename to Street
Talent, modify or drop Psychological Limitation.
This Package does a good job of simulating
a Runner that got their start on the streets
without some more formal background training
to call on.
- Any Package not specifically noted is basically
usable as is or with minor tweaking which
should be obvious.
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SKILLS |
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Dark Champions gives good coverage to various
skills that are of particular use to MetaCyber
characters. The Expert Skill Enhancer
is allowed, with GM approval. Specific information
regarding Skills that are given special
handling in the MetaCyber setting are available
in the Character Creation document.
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PERKS |
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Perks play a major roll in MetaCyber campaigns.
Of particular note is the Business Rank
table under Fringe Benefits for use
by corporate NPC's. Of special note, Reputation
is a very important ability to Runners. |
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TALENTS |
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All of the information given in this section
is directly applicable in a MetaCyber campaign.
Further, it is expected that Rapid Healing
will be very common. |
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DISADVANTAGES |
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All of the information given in this section
is directly applicable in a MetaCyber campaign.
Particularly notable it is assumed that
Floating Hunters, or Organization
Hunters are the norm and specifically named
Hunters are the exception. |
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SUPER SKILLS |
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Baring GM Veto, all of the abilities in
this section are usable in a MetaCyber campaign. |
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However, access to Super Skills is limited
by Origin. Only Adepts and Tubers are allowed
to have them, and there are caps based upon
total character points, which are described
in the
Adept and
Tuber documents. |
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RESOURCE POINTS |
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Resource Points work very well in a MetaCyber
campaign and are assumed to be in use. |
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CHAPTER 3: FORENSICS |
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This chapter is full of incredibly useful
information in generaly, but none of it
is particularly useful in most MetaCyber
campaigns. |
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CHAPTER 4: COMBAT & ADVENTURING |
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All of the general guidelines given in this
section apply to MetaCyber campaigns; some
notable options that are assumed to be in
effect follow. |
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MANEUVERS |
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All of the combat maneuvers specifically
noted in this section of Dark Champions
are assumed to be used in a MetaCyber campaign,
though individual GM's as always have complete
control over which Maneuvers are in use
in their campaign. |
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NOTE: the "TARGETING WEAPONS
AND GADGETS" table on page
181 is particularly useful to MetaCyber
campaigns. |
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DAMAGE |
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If there is one thing you can be sure of,
its that characters can be expected to take
damage in a MetaCyber campaign. There are
several ideas relevant to this that are
expanded upon in Dark Champions. |
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HIT LOCATIONS |
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Hit Locations are used, as is the
Additional Hit Location chart, and the Adjustable
Hit Locations optional rule. |
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NOTE: actually the Adjustable Hit
Locations rule has been my house rule since
about 1998; not sure if its just a case
of concurrent innovation or if one of my
ideas made it into the game. Either way,
glad to see it in. |
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I recommend that AoE damage simply use generalized
damage rather than rolling for a Hit Location
for logical reasons, but no harm is done
by using the official version. |
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WOUNDING |
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Wounding is a matter of personal
preference on the part of the GM; personally
I find that in small groups using the Wounding
rules stacks the deck versus the PC's since
if the group all take damage in close segments,
it can cripple their ability to react and
make a bad situation unrecoverable. In a
larger group this isn't as likely to happen
and in fact provides another good reason
to have teammates -- to cover you when you
get shot.
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A good middle ground I've found is to force
a Wounded EGO check when a character takes
BODY damage to the head, stomach, or vitals.
This makes a certain amount of logical sense
and keeps characters from cowering every
time their arm or leg is grazed. |
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DISABLING |
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Disabling is used rather than Impairing,
and in fact plays to a certain facet of
the setting; characters taking a lot of
damage that suffer a disabling wound get
pushed into using Cybernetics to offset
their injuries. However, this should be
used with some care by the GM unless they
want every character to end up as full conversion
borgs. |
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NOTE: if a GM does not want to play
up the Cybernetic aspects of the campaign
as much, or do not think their playgroup
would appreciate having their characters
getting permanently maimed, the Impairing
rules on page 416 of HERO System Fifth Edition
Revised (5ER) should be used instead of
Disabling. |
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KNOCKDOWN |
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Knockdown is used, but personally
I wouldn't allow the "Does Knockdown"
Advantage to do an automatic Knockdown as
suggested on page 186; the usual means of
determining if a character is knocked down
or not should be used in my opinion. |
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BLEEDING |
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Bleeding is not recommended for use
in MetaCyber games for the same reasons
noted on page 186; however characters will
still "bleed out" if below 0 BODY
as described on page 413 of 5ER. |
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CRITICAL HITS |
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Critical Hits can be used at the
GM's preference. Personally I have my own
"Critical Success" rules which
I use that I call the "Rule of Three".
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RULE OF THREE |
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if a character (PC or NPC) rolls a natural
three on a 3d6 roll under type of check
then they have the option of either taking
"max effect" or an "epiphany". |
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MAX EFFECT |
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If the three was made for an Attack Roll
max effect is the maximum possible damage
or effect with that attack (treat all effect
dice as having rolled 6's). |
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If the three was made for a non attack roll,
not only does the character win any opposed
roll (even if the opponent made their roll
by more) or succeed at their task, but they
do so in a stylish looked-cool-doing-it
fashion which is also justification for
gaining a "Display of Power" bonus
to a Presense Attack made sometime within
the next few actions against anyone that
observed them. |
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EPIPHANY |
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The character has a flash of insight regarding
the skill or ability that they rolled a
three for and their competency with that
ability is expanded. The character gain
+2 character points to allocate towards
a bonus with that skill or attack. For attacks
this translates into a +1 OCV Combat Skill
Level with that attack. If a skill this
translates into either a +1 or +2 with that
skill depending on whether the skill is
on the 3/2 or 2/1 costing model. If the
three was rolled for a familiarity, the
familiarity becomes a full skill instead. |
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This can not be used to upgrade existing
levels; for example a character could not
opt to bump an All Combat level to an Overall
Level with the 2 free points gained in this
fashion -- the 2 pts must be spent specifically
for the task they were gained from. |
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However, levels gained in this fashion can
themselves be upgraded later with experience.
For example a 2pt +1 OCV level with a specific
kind of pistol could be upgraded to a 3pt
"Pistols" tight group level later
on. |
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MINIONS |
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Due to the higher point levels and high
lethality of a typical MetaCyber campaign
minions (also known as mooks, agents, grunts,
chumpions, or similar terms), which is to
say nameless, generic opponents of substantially
less skill than the PC's, are not as prevalent
as they are in some campaigns simply because
they don't represent any form of threat
unless used in high numbers or are equipped
with gear that makes them more dangerous.
Personally I use this house rule to deal
with the KO'd vs. STUN issue that can occur
in the HERO System for MetaCyber and other
similar violent settings: |
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CHUMP DROP |
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Any minion reduced below 0 BODY or below
-30 STUN is assumed to be dead unless it
serves the story for them not to be. Any
minion reduced below half their BODY or
below 10 STUN take x2 Effect from Presense
Attacks related to making them stop fighting
or to run away. |
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HEALING AND RECOVERY |
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Healing and Recovery is a key element
in MetaCyber campaign. Characters should
keep track of not only their total BODY
loss, but also each wound
that they took. In general Paramedics
and skills related to being a surgeon or
doctor, and the normal process for recovering
BODY over time will be the most common means
of healing. Some high tech equipment listed
in the equipment section uses the Healing
Power, but that should be the exception.
The Enhanced Healing and Minor Wounds
options given on page 190 of Dark Champions
are both recommended as well.
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GUNFIGHTING |
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The Gunfighting section given in Dark Champions
is very relevant to MetaCyber campaigns,
but not all of the options are equally appropriate. |
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RANGE MODIFIER |
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Personally, I do not alter the Range Modifier;
I've found that it just causes confusion
with more experienced players that are used
to thinking in terms of the existing increments,
and it slows down combat for no real gain.
Characters wanting to be particularly good
at long range have a variety of options
for overcoming the penalties. Also, there
are already too many advantages to sniping
in a campaign like MetaCyber to further
encourage it by making range modifiers less
restrictive. |
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BLOWTHROUGH |
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I allow Blowthrough, but due to the
extra time of calculating the damage to
determine if it is successful, I would only
allow it when a character specifically declares
that they are attempting to do it.
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CLOSE QUARTERS COMBAT |
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This optional rule is highly recommended
for MetaCyber campaigns. Especially bulky
weapons not shown on the list such as miniguns
and rocket launchers should have even greater
initiative penalties. Some Cybernetics and
gear can make a character so bulky and heavy
that they have similar issues shifting their
bulk around in close quarters. A GM can
use the adjoining chart as an extension
of the Close Quarters Combat rules. |
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Cyberarms |
-1 |
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Cyberlegs |
-1
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Dermal Plating |
-1 |
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Heavy Dermal Plating |
-2 |
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Exo-skeleton |
-2 |
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Hard Points |
-1 each |
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* This penalty applies
only for purposes of determining when a
character's Phase occurs.
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GRACE UNDER FIRE |
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This optional rule is not recommended for
MetaCyber campaigns. |
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RECOIL |
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This optional rule is not recommended for
MetaCyber campaigns. |
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RELOADING |
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This optional rule is recommended for MetaCyber
campaigns. |
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SLOW FIREARMS |
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This optional rule is not recommended for
MetaCyber campaigns. |
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STORM OF LEAD |
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The optional rules detailed in this section
are generally not recommended for MetaCyber
campaigns. However, individual GM's could
certainly implement some or all of them
and find a balance that worked for them
if they wanted to. |
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CINEMATIC GUN FIGHTING TRICKS |
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All of the options listed in this section
except Unlimited Ammo
are in the spirit of the kind of feel and
action a MetaCyber campaign is all about. |
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CHAPTER 5: WEAPONS |
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MetaCyber campaigns use this chapter in
its entirety, though many of the actual
weapon names should be changed to terms
and manufactures appropriate to the setting.
Additionally, with the exception of a few
"futuristic" weapons, the new
weapons given in the Equipment section of
this site use the firearms and ammunition
charts detailed in Dark Champions. |
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MANUFACTURERS |
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The adjoining translator gives a manufacturer
equivalency from real world to the MetaCyber
setting for major brands.
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Simply proxy the MetaCyber company for the
one given in the weapons charts starting
on page 242 of Dark Champions. For added
style a GM might also want to modify any
obvious monikers.
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For example a Colt Anaconda would be a Gallo
Anaconda in the MetaCyber setting, or perhaps
tweaked to be a Gallo Puma; similarly a
Colt King Cobra might be a Gallo Roaring
Lion in the MetaCyber setting. |
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OPTIONAL WEAPONS |
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The content provided for "Other Weapons"
is all assumed to be in use in a MetaCyber
campaign. |
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CHAPTER 6: GEAR |
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The contents of this chapter are recommended
for use in a MetaCyber campaign. |
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CHAPTER 7: ADVERSARIES |
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Due to the nature of a MetaCyber campaign
being set in the future and having an altered
timeline from the real world, most of the
material in this chapter is not directly
relevant; though some is such as the information
on the Yakuza. However GM's can still
use the content provided as is and just
assume that all or most of the forms of
organized crime described exist in the MetaCyber
continuity too, or else as fodder for similar
organizations in the MetaCyber campaign.
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CHAPTER 8: GAME MASTERING DARK CHAMPIONS |
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With relatively little adjustment to suit
the idiom, this chapter provides a lot of
good material and ideas that are as usable
in a MetaCyber campaign as they would be
in any other Dark Champions campaign. |
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CHAPTER 9: LIBRA |
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This chapter contains numerous characters
which can all be translated into MetaCyber
versions. |
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LIBRA VIGILANTES |
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This group of Vigilantes could be used as
the basis of a Runner team without too much
effort; adding an extra 25 base points brings
them up to the campaign assumed starting
point of 125 + 100. The following changes
are recommended: |
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SARGE |
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Sarge is a
Tuber and fits in the
Facilitator archetype with some
secondary ability as a
Scrapper /
Shooter |
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Sarge is pretty well set up to be a sort
of all-purpose Runner; he's got skills to
make him useful on many sorts of missions.
However, to cement his role as general leader,
lets make Sarge a
Tuber (genetically enhanced test
tube baby) by applying randomly determined
Tuber Package Deal.. |
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We don't have many points to play with here,
so going with the minimum 30 point / 3 ability
buy in for a Tuber we get: |
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SARGE'S TUBER PACKAGE: |
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Durable |
+7 CON; No Figured Characteristics (-1/2)
+1 ED |
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Impressive |
+10 PRE |
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Immune to Disease |
Life Support (Immunity: All terrestrial
diseases and biowarfare agents) |
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TOTAL COST: 30 Points |
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Thats the funny things about Randomizers
-- sometimes they come up with garbage,
and other times they come up a perfect fit. |
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BLADE |
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Blade is an
Amper and fits well in
Scrapper archetype. |
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We'll say that the gang Blade used to be
part of was a Booster gang; punks that commit
crimes to get money for Cybernetics or other
enhancements. Before giving that life style
up Blade earned enough money to buy himself
a good set of Synthetic Muscles;
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BLADE'S BIOWARE: |
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Synthetic Muscles: +2 Speed;
Costs END (-1/2) (+13 points) |
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Synthetic Muscles: +5 STR;
0 END (+1/2), No Figured Characteristics
(-1/2); (+5 points) |
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Synthetic Muscles: +1"
Running and 1/2 END on 10" Running
(+1/4); (+7 points) |
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TOTAL COST: 25 Points |
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HAMMER |
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Hammer is a
Meta and fits well in the
Boomer and
Scrapper archetypes. |
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Hammer is fairly cool as is since he's well
suited to be the team "heavy".
But that's not quite enough in a MetaCyber
campaign; so lets make Hammer an actual
metahuman; we'll say his metahuman ability
takes the form of naturally dense flesh
which also explains his extra hand attack
damage. Add: |
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As an extra bit of flavor we'll say he weighs
375 lbs; not enough for a Physical Limitation,
but pretty heavy. |
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HAMMER'S METABILITY: |
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Hyper Dense: Remove the limitations
on his Physical Damage Reduction (+15 points)
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Hyper Dense: Energy Damage
Reduction 25% Resistant (+15 points) |
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TOTAL COST: 30 Points |
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KNOCKOUT |
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Knockout is an
Amper and fits well in the
Facilitator archetype. |
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Knockout is definitely the weak link of
the team physically, but she has some really
useful skills out of combat. We could go
either way with her; make her better at
combat or enhance her role as super useful
out of combat. I'm going to err on the side
of boosting her combat skills though to
keep her from being marginalized.
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I don't want to restructure the character,
so we'll just amp her up a bit by making
her partially Cybernetic. We'll pretend
her nervous system was damaged by trauma
from the beating that ruined her career
as a vid star and led to her becoming a
Runner, and her synapses had to be adjusted
Cybernetically to fix her; later she upgraded
to combat effective versions. Add: |
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KNOCKOUT'S CYBERNETICS: |
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Cybernetic Synaptic Boosters:
+1 SPD (10 Active Points); +10 points |
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Cybernetic Synaptic Boosters:
+8 DEX (24 Active Points ); No Figured Characteristics
(-1/2); +16 points |
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Cybernetic Pain Receptor Dampening:
+5 CON (10 Active Points); No Figured (-1/2),
Only to determine if Stunned (-1); +4 points |
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Distinctive Feature: Cybernetically
Enhanced; Detectable with Special Equipment;
Not Distinctive In Some Cultures, Not Concealable;
-5 points |
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TOTAL COST: 30 Points / -5 Disadvantages |
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SHADOW |
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Shadow is an
Adept and fits well in the
Shooter and
Breaker archetypes. |
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Shadow is pretty well set up to be a Runner
as is, but to make him really stand out
we'll enhance his role on the team as "the
one you didn't see coming" by making
him extra sneaky and fast. Since he's an
Adept, we'll include a few Super Skills
that play into this angle, and pad out his
baseline running and sneakiness too. As
an Adept he also gets 15 points to put into
Resource Pools for free, so we'll recoup
the 13 points spent on that in the official
write up. Add: |
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SHADOW'S ADEPT ABILITIES: |
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Fast: +3" Running (+6
points) |
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Fast: Combat Running Super
Skill (+9 points); Dark Champions page 130 |
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Sneaky: Disappearing Act Super
Skill (+6 points); Dark Champions page 130 |
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Sneaky: +2 Stealth (+4 points). |
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Where'd he go?:
Ultimate Stealth Super Skill (+15 points);
Dark Champions page 150 |
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TOTAL COST: 40 Points / 25 net Points |
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LIBRA VILLAINS |
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All of the provided sample villains are
easily adapted to be used in a MetaCyber
campaign. |
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ABADDON |
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This guy is pretty tough as is. Just switch
out some of the gear in his Equipment Pool
for higher tech versions and he works just
fine.
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CALIBER |
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Another perfect fit for MetaCyber as is.
Tweak his backg |