After reading through my previous tables for jobs for my upcoming Hero Hunters game, I was left somewhat unsatisfied with who the employers were, and information on the targets. So, I decided to go into a bit more detail with these groups. The tables below are meant to augment the previous ones—so, for example, if I already know that the person hiring the PC’s is a criminal group, I wouldn't roll for that.
City: Generally picked in advance, based on famous or iconic cities. Though “location” of the job can very this quite a bit.
Law Rating: what the city can throw at the players, from dealing with paperwork to cops coming after them
1
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Non-existent or barely there. This is either due to crime being almost unheard of (perhaps thanks to heroes) or the local authorities being utterly overwhelmed/underfunded
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2
|
Sufficient for most day-to-day situations
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3
|
Full police, capable of investigating and prosecuting even exceptional cases, if not necessarily stop them.
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4
|
Like 3, but the addition of SWAT or similar teams allow for active engagement with even meta-human crimes.
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5
|
Like 4, but with EITHER appointed “Super-Cops” (1-3) or a SCRET, or similar team (4-6).
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6
|
Like 4, but with both Super-Cops AND full SCRET.
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Factions: 1d3. Any city of significant size will attract some amount of meta-human attention.
Relationship to government: how the faction and the locals get along.
1
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Hunted—the local authorities assume the group to be criminals or terrorists and are actively hunting them. They are effectively at war with each other.
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2
|
Unknown—local authorities have had no reason to look at this group
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3
|
Faceless—just another typical group of its nature; while they’ve had dealings with the authorities, nothing unusual or untoward has happened.
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4
|
Working relationship—either through fame and good works or corruption and bribery, the local authorities and the faction have worked out a way to co-exist.
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5
|
Dominance—heroes are so trusted as to effectively “outrank” all but most senior or local authorities, while criminals have co-opted them.
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6
|
Rulership—it might not be public, but this faction effectively runs the town.
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Faction Alignment
2
|
Principled
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3
|
Scrupulous
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4
|
Unprincipled
|
5
|
Anarchist
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6
|
Aberrant
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7
|
Miscreant
|
8
|
Diabolic
|
Public face: what most people think they’re up to
1
|
Criminal
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2
|
Corporate
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3
|
Government
|
4
|
Charitable Organization
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5
|
Religious Organization
|
6
|
“Secret” Society
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7
|
Terrorists
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8
|
Crime-Fighters
|
Private Face: what they’re actually up to. If it matches the public face, then that’s what it is, or it’s more extreme. For example, the cops might think they’re dealing with “criminals” who are running “massage parlors” unaware that these are fronts for a major prostitutions/slavery ring.
1
|
Criminal-Mercenary
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2
|
Criminal-Super-Fence
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3
|
Same as Public
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4
|
Crimelord
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5
|
Criminal-Scientific
|
6
|
Criminal-Drug Syndicate
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7
|
Corporate
|
8
|
Heroes
|
9
|
Cult
|
10
|
World conquest
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11
|
Government--Intelligence
|
12
|
Government--Military
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Scope
2-3
|
Local
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4-5
|
National
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6-7
|
Regional
|
8
|
Global
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Type
1
|
Mundane
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2
|
Experiment
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3
|
Robotics
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4
|
Bionics & Implants
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5
|
Special Training
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6
|
Mutants
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7
|
Psionics
|
8
|
Physical Training
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9
|
Magic
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10
|
Hardware
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11
|
Aliens
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12
|
Roll twice & Combine OR Mega
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Generally speaking, most members of the organization won’t be full “PC” level Types. For example, if I get “Physical Training” (which, in Heroes Unlimited is reserved for Batmanesque heroes), then most members will be highly trained “Ninja’s”—well trained with HTH: Martial Arts, but only key leaders and champions being PC level. A Hardware or Bionics group will mainly consist or researchers, engineers, administrators and the like. Similarly, most members of a “Mutant” group will have a handful of Unusual Characteristics and maybe one or two minor super powers.
My general rule of thumb with NPC’s is to make them only as powerful as they NEED to be, but not to min/max them. A group of villainous super-scientists NEED a lot of science skills and maybe ray-guns. They don’t all need Power Armor.
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