For armchair historians World War II represents an epic point in history. Hindsight provides clarity on numerous what-if scenarios that can result in hours of debate concerning just how the domino-elements create alternate histories.
Sprinkle in a bit of the supernatural and your characters can join the fight in the ultimate battle of Good vs. Evil.
Two games have already explored this in great detail. The first is Savage Worlds Weird Wars from Pinnacle. The other is GURPS Weird War II. Additionally, GURPS World War II (and all the books in the series) is by far the best resource for facts and history that are most useful in the game session. However, while each of these games are outstanding neither of these games provide the balance of detail and cinematic action that comes easily to Hero, nor do they allow for cinematic scalability as easily.
Character Design Guidelines (6E1 34-35)Starting Points: 150Matching Complications: 50 Maximum Complications Points Per Complication: 25 Maximum Active Points: 40 Maximum Active Points per Defense: 12 Characteristic Maxima: No Starting LimitsSTR, CON, DEX, INT, EGO, PRE: 20*SPD: 4**** OCV, DCV: 8** OMCV, DMCV: 5** Common Defenses (Physical, Energy, Mental): 12*** Uncommon Defenses (Resistant Defense, Power Defense): 6** Damage Classes (DC): 8** Skill Level: 14-** Suggested approach is to build a 100 point character and then grant the character 50 points of Heroic Talents (PH 264), Super-Skills (DC 106), Martial Abilities (HSM 112), or other powers.
Rate of Increase* +1 per 10 CP of Experience PowersIn general, anything goes although you have to justify it within the context of Pulp. Vulgar powers such as Flight or Teleportation will be harder to justify than Clairvoyance.
Character TemplatesAlthough written for Fifth Edition, PH 225 has some excellent templates. DC 34 is also a good source for detailed military templates.
EquipmentBasic equipment is simple. While the list below is not exhaustive, it gives you the idea of how limited basic equipment is. Anything beyond this list must be purchased as a power.WeaponsFrom HSEG 60 (Pulp Era Firearms) and HSEG 203 (Explosives)
Revolver: 1d6, 6 Shots
Luger: 1d6+1, +1 OCV, 8 Shots; only recoverable from Nazis
US Rifle: 1 1/2d6, +2 vs. Range, 8 Shots
Nazi Mauser: 1 1/2d6, +2 vs. Range, 5 Shots
Nazi Submachine Gun: 1d6+1, Autofire 5; only recoverable from Nazis
Sturmgewehr 44: 2d6-1, Autofire 5; only recoverable from Nazis
US Frag Grenade: 1d6+1X, +1 STUNx, AE 5m
Nazi Potatomasher Grenade: 1d6+1X, +1 STUNx, AE 5m, -2 vs. Range
TNT Blast 12d6X (0.45kg) +1d6 per 0.45kg
GearHSEG has a number of items that can be paid for with points.
Flashlight: +4 Sight Group PER in darkness, LR (20m), AE 1m Radius
Binoculars: +6 versus Range Modifier for Sight Group
VehiclesDramatic WoundsHealing Powers are not allowed.
When wounded, a character can choose to trade BODY damage for other Characteristic damage. This trade must occur after a combat concludes.
1 BODY can be traded for the following:
Otherwise, BODY recovers at the rate a REC per Month.
Impairing/Disabling is only applied during the combat. Once traded off, it is no longer relevant.
EnemiesBasic Bad Guys |
