Page 1 of 1

Non-Human RCCs in a Heroes Game

Posted: Wed Apr 21, 2004 8:44 pm
by Sentinel
In my current HUII game, I have a small but thriving population of Wolfen, Elves, Dwarves, and Ogres living among humans, and ofr the most part incorporated into society, not unlike in Shadowrun. The combination of fantasy and hero characters has worked very well for some time now. I was curious as to how many other GMs did this, and what races they used? What sorts of challenges did you encounter with the blending?

Re: Non-Human RCCs in a Heroes Game

Posted: Wed Apr 21, 2004 11:47 pm
by Tinker Dragoon
I have been planning a campaign for some time now that would combine HU and PF, but it's more fantasy with supers. I have yet to try a modern setting with fantasy races...

On a technical note, I must point out that the races you mentioned are just "races," not Racial Character Classes. Those characters are able to select OCCs in their native settings, and would similarly have Power Categories in Heroes Unlimited.

Re: Non-Human RCCs in a Heroes Game

Posted: Wed Apr 21, 2004 11:51 pm
by Sentinel
Tinker Dragoon wrote:I have been planning a campaign for some time now that would combine HU and PF, but it's more fantasy with supers. I have yet to try a modern setting with fantasy races...

On a technical note, I must point out that the races you mentioned are just "races," not Racial Character Classes. Those characters are able to select OCCs in their native settings, and would similarly have Power Categories in Heroes Unlimited.



Duly noted:correction cheerfully accepted.
I generally do not allow these races to select power catagories with the exceptions of special training and hardware, or in one special case, physical training. They just didn't seem to need it, or am I just being too restrictive?

Re: Non-Human RCCs in a Heroes Game

Posted: Thu Apr 22, 2004 1:50 am
by Tinker Dragoon
Depends on the natural powers of the race (nightvision, supernatural strength, etc.), but generally if the character could select an OCC in its original setting it should be able to take a similar power category in HU. Hardware, Enchanted Weapon, Enchanted Object, Mystic Study, Physical Training, Robot Pilot, and Special Training would be the most appropriate.

Keeping nonhuman races like Elves and Dwarves to only natural powers and skills by education makes for very low-powered characters, compared to other HU characters (other than Mutant Animals). Bonafide superpowered RCCs like Dragons and Godlings on the other hand are plenty powerful already and need no changes, other than possible skill selections.

Re: Non-Human RCCs in a Heroes Game

Posted: Thu Apr 22, 2004 12:52 pm
by Uncle Servo
Well, I don't think I'd be too restrictive on categories within reason. An elf, dwarf, or wolfen should be able to take just about anything a regular human could do (how about a dwarf with Growth and Supernatural Strength?).

If the race has more than just a handful of natural abilities that could be replicated with super powers, however, then I would definitely restrict the category. You'd get too many munchkins out of that otherwise.

Re: Non-Human RCCs in a Heroes Game

Posted: Sat Apr 24, 2004 10:35 am
by Sentinel
Part of the reason for being restrictive towards demihuman races in regards to powers, was my campaign related element which noted that such races were more genetically homogenous and did not develop into the sorts of benevolent single-generation mutations seen in their human cousins.
I suppose if a player came up with a good character background and rationale, as well as a set of powers that made sense, I would allow such mutations on a very limited scale.