tag:blogger.com,1999:blog-16178156470344460442024-03-13T08:29:12.702-04:00Conrad EvanshireConrad Evanshirehttp://www.blogger.com/profile/00110544159630524796noreply@blogger.comBlogger16125tag:blogger.com,1999:blog-1617815647034446044.post-47021002070571421842021-04-05T16:54:00.002-04:002021-04-05T17:01:16.711-04:00<h2 style="text-align: left;"><b><i>Super Kids </i>Joins the Hero Kids Creator's Guild</b></h2><p>If you're interested in creating <i>Super Kids </i>products or translating existing <i><a href="https://www.drivethrurpg.com/product/212896/" target="_blank">Super Kids</a> </i>content, you can do that! <i>Super Kids </i>is part of the <a href="https://www.drivethrurpg.com/cc/24/Hero-Kids" target="_blank">Hero Kids Creator's Guild</a> at DriveThruRPG. Once you've created your content (new adventures, expansions, heroes, pets) or translated the material, you can sell it through the guild. Check out the full <a href="https://support.drivethrurpg.com/hc/en-us/articles/360027079072-Hero-Kids-Creator-s-Guild" target="_blank">content guidelines</a> if you'd like more information.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-JYFCvsDsuJA/YGt05tMHKEI/AAAAAAAAAhs/bQRXDAkHug07nFsdvT4KlEraExsjEctWQCLcBGAsYHQ/s1164/SK%2BHKCG.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1164" data-original-width="899" height="320" src="https://1.bp.blogspot.com/-JYFCvsDsuJA/YGt05tMHKEI/AAAAAAAAAhs/bQRXDAkHug07nFsdvT4KlEraExsjEctWQCLcBGAsYHQ/s320/SK%2BHKCG.png" /></a></div><p><b>Adventure Template. </b>This pack includes everything you need to design your own original <i>Super Kids</i> adventure.</p><p></p><ul></ul><p></p><ul style="text-align: left;"><li><a href="https://www.drivethrurpg.com/product/321882/" target="_blank">Super Kids - Adventure Template</a></li></ul><p></p><p><b>Translation Packs. </b>These packs include everything you need to translate <i>Super Kids </i>products into another language.</p><p></p><ul style="text-align: left;"><li><a href="https://www.drivethrurpg.com/product/321868/" target="_blank">Super Kids - Translation Pack: A Superhero Expansion for Hero Kids</a></li><li><a href="https://www.drivethrurpg.com/product/321871/" target="_blank">Super Kids - Translation Pack: New Recruits Adventure</a></li><li><a href="https://www.drivethrurpg.com/product/321876/" target="_blank">Super Kids - Translation Pack: Super Kids Cards II</a></li><li><a href="https://www.drivethrurpg.com/product/321881/" target="_blank">Super Kids - Translation Pack: Supervillains, Henchmen, and Minions Cards</a></li></ul><div><br /></div><p></p>Conrad Evanshirehttp://www.blogger.com/profile/00110544159630524796noreply@blogger.com0tag:blogger.com,1999:blog-1617815647034446044.post-28014814895493526112020-02-29T14:43:00.000-05:002020-03-17T17:34:03.174-04:00<br />
<h2>
<b><span lang="EN-US">Emulating DCC RPG’s Funky Dice on Fantasy
Grounds</span></b></h2>
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<span lang="EN-US"><b><br /></b></span><span lang="EN-US">In
<a href="https://mewe.com/group/5bbbacb79b97560bb83241d4" target="_blank">MeWe’s DCC RPG group</a> we were discussing <a href="http://www.fantasygrounds.com/home/home.php" target="_blank">Fantasy Ground’s</a> (FG) lack of 3D funky
dice support. Although FG only includes the standard set of 6 dice as 3D, it still allows you to roll the additional funky dice (just without the funky dice visuals). Here is a tutorial on how to use FG to emulate the additional dice used in DCC RPG.</span></div>
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<u><span lang="EN-US">Option 1.</span></u><span lang="EN-US"> Use the /die command. For example, typing /die d14 into the chat box will roll a d14.</span><br />
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<span lang="EN-US"><u>Option 2.</u> Use
the modifier (+1d, +2d, -1d, -2d) on the bottom left-hand side of the screen to
move up/down the dice chain. Then grab the appropriate die and roll it. For
example, if you want to roll a d24, click the +1d modifier and then roll the
d20 (see Figure 1).</span><br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/-r-ODOx9qhyo/XlrAQVzmqfI/AAAAAAAAAYc/zQpAsCz2o1kKBFEJ9KNbzTbRT8WpiVMkQCK4BGAYYCw/s1600/Figure%2B1.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="216" src="https://4.bp.blogspot.com/-r-ODOx9qhyo/XlrAQVzmqfI/AAAAAAAAAYc/zQpAsCz2o1kKBFEJ9KNbzTbRT8WpiVMkQCK4BGAYYCw/s400/Figure%2B1.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Figure 1. Using the dice modifier to emulate funky dice.</td></tr>
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<u><span lang="EN-US">Option 3.</span></u><span lang="EN-US"> Use
the custom dice feature associated with each die. To use each die's custom dice
feature, right click on the die, and select "Custom Dice." Custom dice
options are as follows: d20 = d16, d14; d12 = d24; d10 = d100, d5, d30; d8 =
d7; d6 = d2, d3. For example, if you want to roll a d16, right click on the d20,
select “Custom Dice,” click d16, then roll the die (see Figure 2).</span></div>
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<tr><td style="text-align: center;"><a href="http://1.bp.blogspot.com/-EojxolzTUD8/Xlq-QtJKhfI/AAAAAAAAAX4/snHdwnBOz-A6zE8sR4nGDlZ3Ahq6H0J-wCK4BGAYYCw/s1600/Figure%2B2.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="216" src="https://1.bp.blogspot.com/-EojxolzTUD8/Xlq-QtJKhfI/AAAAAAAAAX4/snHdwnBOz-A6zE8sR4nGDlZ3Ahq6H0J-wCK4BGAYYCw/s400/Figure%2B2.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Figure 2. Using the custom die option to emulate funky dice.</td></tr>
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<span lang="EN-US"><i><span lang="EN-US"><br /></span></i></span>
<span lang="EN-US"><i><span lang="EN-US">Need to include a positive or negative
modifier on your roll? </span></i><span lang="EN-US">Click the modifier box in
the bottom left-hand corner of the screen, then type in the appropriate modifier.
Then proceed with option 1 or 2 above.</span></span></div>
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<span lang="EN-US"><b>Automating Funky Dice Rolls. </b>The options above are useful for one-off rolls. However, if you know you will be making the same rolls on an ongoing basis, </span>you will likely want to automate your funky dice rolls. Here are a couple ways to do that:</div>
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<u><span lang="EN-US">Numbered Dice Slots.</span></u><span lang="EN-US"> Use option 1, 2, or 3 above, but instead of hitting enter on the die command (Option 1) or rolling the die (Options 2 & 3), drag the command or the die to
a numbered slot at the bottom of the screen. Then right click on the slot,
click “Edit Label,” then type in the correct die label (e.g., d30). Do this for
each of the funky dice (see Figure 3). <span style="mso-spacerun: yes;"> </span>When
you need to roll a particular die, click on the appropriate slot.<o:p></o:p></span></div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://2.bp.blogspot.com/-ojR3dA1CHZo/Xlq-cclYNxI/AAAAAAAAAYA/Lwh9hiXco-8dq7amD7FEvS4OkmPheMSRQCK4BGAYYCw/s1600/Figure%2B3.PNG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="30" src="https://2.bp.blogspot.com/-ojR3dA1CHZo/Xlq-cclYNxI/AAAAAAAAAYA/Lwh9hiXco-8dq7amD7FEvS4OkmPheMSRQCK4BGAYYCw/s400/Figure%2B3.PNG" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Figure 3. Using numbered dice slots to automate funky dice rolls.</td></tr>
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<u><span lang="EN-US">Characters’ Weapons.</span></u><span lang="EN-US"> Go to the Action tab of your character sheet. Click on the magnifying glass icon to open the Weapon sheet of the appropriate weapon. In the Weapon sheet, right click on the dice entry, then click "Clear Dice." To add the funky die, use option 2 or 3
above, but instead of rolling the die, drag and drop it on the dice slot - attack or damage as appropriate - for
the weapon. Now, when you double click your attack roll, FG will roll the funky die and add in
the relevant modifiers. You can also drag and drop your attack roll die onto an
opponent. In doing so, FG will automate the attack versus your opponent’s AC. If you hit, drag your damage die onto your opponent and FG will automatically deduct the damage you dealt from its hit points. See Figure 4 for an example of a 6th level cleric who would have a d14 for his second attack.</span></div>
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<tr><td style="text-align: center;"><a href="http://1.bp.blogspot.com/-vQs_hgHzfYA/Xlq-fda3zhI/AAAAAAAAAYI/q4RmqrIOPVokL58jo_f0xXfD3vcp214QACK4BGAYYCw/s1600/Figure%2B4.PNG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="216" src="https://1.bp.blogspot.com/-vQs_hgHzfYA/Xlq-fda3zhI/AAAAAAAAAYI/q4RmqrIOPVokL58jo_f0xXfD3vcp214QACK4BGAYYCw/s400/Figure%2B4.PNG" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Figure 4. Creating attack (and damage) rolls that use funky dice.</td></tr>
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Conrad Evanshirehttp://www.blogger.com/profile/00110544159630524796noreply@blogger.com0tag:blogger.com,1999:blog-1617815647034446044.post-11933772696668200232020-02-21T19:38:00.003-05:002020-02-26T20:31:11.871-05:00<h2>
<i>Dungeon Crawl Classics RPG</i> Level 1 Character Generator Using "Race as Race" House Rules</h2>
<div>
Having enjoyed creating an Excel <a href="https://cevanshire.blogspot.com/2019/01/race-as-race-house-rules-and-character.html">level 0 character generator</a>, and being a huge fan of DCC RPG, I've been plugging away at developing a level 1 generator for DCC RPG (<b><a href="https://drive.google.com/u/0/uc?id=1JZPnT-hWHd8cRayLx9jPFWzX8EGVy3Qz&export=download">download file</a> </b>v1.4.1, 02/23/20). The generator uses the <a href="https://drive.google.com/u/0/uc?id=1iW59T1u4Od1RXF43PB7YNGtId0mC7a5N&export=download" target="_blank">"Race as Race" house rules</a> I compiled and revised from different sources. These house rules separate out race from class. The generator allows the user to select a completely random character or choose character options (e.g., race, class, alignment). I've currently covered mostly traditional core fantasy classes. Classes include:</div>
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<ol>
<li><a href="https://www.knightsinthenorth.com/from-the-north/" target="_blank">Barbarian</a> (Knights in the North)</li>
<li><a href="https://www.drivethrurpg.com/product/241798/Sanctum-Secorum--Episode-35?affiliate_id=860479" target="_blank">Bard</a> - Sage, Minstrel, and Skald variants (Sanctum Secorum Ep. #35 Companion)</li>
<li><a href="https://www.drivethrurpg.com/product/101050/Dungeon-Crawl-Classics-RPG-DCC-RPG/" target="_blank">Cleric</a> (DCC RPG)</li>
<li><a href="https://www.drivethrurpg.com/product/243850/The-Phlogiston-Books-Vol-II-The-Stone-Heir--English" target="_blank">Defender</a> - José Luiz Cardoso's sword & sorcery conversion of the Dwarf (Phlogiston Books Vol. II)</li>
<li><a href="https://www.knightsinthenorth.com/2145/" target="_blank">Druid</a> (Knights in the North)</li>
<li><a href="https://www.knightsinthenorth.com/wp-content/uploads/2019/04/DCC_Class_Necromancer_AMP.pdf" target="_blank">Necromancer</a> (Knights in the North)</li>
<li><a href="https://www.knightsinthenorth.com/the-knight/" target="_blank">Paladin</a> - Templar, Guardian, and Dark Knight variants (Knights in the North)</li>
<li><a href="https://www.drivethrurpg.com/product_info.php?products_id=111033" target="_blank">Ranger</a> - Archer and Two-Weapon Fighter variants (Crawl! fanzine no. 6)</li>
<li><a href="https://www.drivethrurpg.com/product/243850/The-Phlogiston-Books-Vol-II-The-Stone-Heir--English" target="_blank">Rogue</a> - José Luiz Cardoso's sword & sorcery conversion of the Halfling (Phlogiston Books Vol. II)</li>
<li><a href="https://www.drivethrurpg.com/product/101050/Dungeon-Crawl-Classics-RPG-DCC-RPG/" target="_blank">Thief</a> (DCC RPG)</li>
<li><a href="https://www.drivethrurpg.com/product/243850/The-Phlogiston-Books-Vol-II-The-Stone-Heir--English" target="_blank">Warlock</a> - José Luiz Cardoso's sword & sorcery conversion of the Elf (Phlogiston Books Vol. II)</li>
<li><a href="https://www.drivethrurpg.com/product/101050/Dungeon-Crawl-Classics-RPG-DCC-RPG/" target="_blank">Warrior</a> (DCC RPG)</li>
<li><a href="https://www.drivethrurpg.com/product/101050/Dungeon-Crawl-Classics-RPG-DCC-RPG/" target="_blank">Wizard</a> (DCC RPG)</li>
</ol>
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I added in Ari-Matti Piippo and Joni Kesti's <a href="https://www.knightsinthenorth.com/spell-animal-form/" target="_blank">Animal Form</a> spell as a standard ability for the Druid and their <a href="https://www.knightsinthenorth.com/wp-content/uploads/2020/02/DCC_Rules_AnimalCompanions_AMPJK.pdf" target="_blank">Animal Companion</a> option for the Druid and Ranger. Occupations and equipment are based on the <a href="https://www.drivethrurpg.com/product/104218/Alternate-Occupations" target="_blank">Alternate Occupations</a> supplement for DCC RPG. Additional equipment is based on items created by members of the <a href="https://mewe.com/group/5bbbacb79b97560bb83241d4" target="_blank">MeWe DCC RPG group</a>.<br />
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<a href="https://1.bp.blogspot.com/-bN4Vd3GJElU/XlB92DTeBmI/AAAAAAAAAW8/CIPacl0UDwMeUElKjwsbnPtdzoZ3OtazQCEwYBhgL/s1600/Output.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="816" data-original-width="1172" height="222" src="https://1.bp.blogspot.com/-bN4Vd3GJElU/XlB92DTeBmI/AAAAAAAAAW8/CIPacl0UDwMeUElKjwsbnPtdzoZ3OtazQCEwYBhgL/s320/Output.PNG" width="320" /></a></div>
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<b>The Result: </b>The formula coding is atrocious (I don't know what I'm doing most of the time), it's messy in more than a few places, but it works... usually. Thus, I (and now you!) can quickly create a never-ending parade of race-as-race house ruled level 1 PCs for DCC RPG.<br />
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<b>Files:</b><br />
<br />
<ul>
<li><a href="https://drive.google.com/u/0/uc?id=1JZPnT-hWHd8cRayLx9jPFWzX8EGVy3Qz&export=download" style="font-weight: bold;">DCC RPG Level 1 Character Generator Using Race as Race House Rules</a> (v1.4.1, 02/23/20)</li>
<li><a href="https://drive.google.com/open?id=1XSsF0K4X3Tt8CI2QPs-PehezMOg2H6b7" target="_blank"><b>Sample output (PDF)</b></a> of all 13 current classes and their variants</li>
<li><a href="https://drive.google.com/u/0/uc?id=1iW59T1u4Od1RXF43PB7YNGtId0mC7a5N&export=download" target="_blank"><b>"Race as Race" House Rules for DCC RPG</b></a> (v5, 02/18/20)</li>
</ul>
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Conrad Evanshirehttp://www.blogger.com/profile/00110544159630524796noreply@blogger.com0tag:blogger.com,1999:blog-1617815647034446044.post-50988919326478697732019-01-15T16:47:00.000-05:002020-03-20T16:10:30.217-04:00<h2>
"Race as Race" House Rules and Character Generator for <i>Dungeon Crawl Classics RPG</i></h2>
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<br />
<b>"Race as Race" House Rules (<a href="https://drive.google.com/u/0/uc?id=1iW59T1u4Od1RXF43PB7YNGtId0mC7a5N&export=download" target="_blank">download file</a> v5 02/18/20).</b> From time to time people ask about separating out race from class and allowing characters of different races to level in classes typically reserved for humans. I've been working on some "Race as Race" house rules. I tidied them up, added an intro, and formatted things to be a bit more visually appealing than my original document. Races include: Human, Dwarf, Elf, Gnome, Half-Elf, Half-Orc, and Gnome.</div>
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<a href="https://1.bp.blogspot.com/-7HZ9SOMYapw/XnUjKf8LpAI/AAAAAAAAAZ0/_yI_DjeANiI3qr2q-hFUIcFLjBbO-82AwCLcBGAsYHQ/s1600/RasR.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="902" data-original-width="924" height="390" src="https://1.bp.blogspot.com/-7HZ9SOMYapw/XnUjKf8LpAI/AAAAAAAAAZ0/_yI_DjeANiI3qr2q-hFUIcFLjBbO-82AwCLcBGAsYHQ/s400/RasR.PNG" width="400" /></a></div>
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<b>"Race as Race" Level 0 Character Generator (<a href="https://drive.google.com/u/0/uc?id=1v7HTsKYt6vWBTbiXLBYQdKnL84PnnkxE&export=download" target="_blank">download file</a> v2 03/20/20).</b> I've always loved generating RPG characters and creating my own generators to do so. Taking inspiration from <a href="https://purplesorcerer.com/tools.php" target="_blank">Jon Marr's Purple Sorcerer generators</a>, after way too many hours, I hacked together an Excel formula and macro-based level 0 generator. It allows the user to generate 4 0-level characters using the aforementioned Race as Race house rules. I also used the <a href="https://www.drivethrurpg.com/product/104218/Alternate-Occupations" target="_blank">Alternate Occupations supplement for <i>DCC RPG</i></a>. I'm sure there are still some bugs, and I don't know if the generator will work for anyone else (I've tried it on 3 PCs - not sure if it'll work on anything but a PC), but I thought I'd share in case others can put it to use. <i>Be ye forewarned:</i> the formulas are ugly and the sheets are messy throughout. I'm no programmer, but delight in the tedium and frustration of mashing together formulas and trying to make things work. Do check out the READ ME sheet in the Excel spreadsheet before generating characters. The formulas are easily broken. Worst case scenario: you just download a new copy of the generator. Best case scenario: you improve on what I've done and re-share with the community.</div>
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Conrad Evanshirehttp://www.blogger.com/profile/00110544159630524796noreply@blogger.com1tag:blogger.com,1999:blog-1617815647034446044.post-69946298436496722522018-02-09T13:33:00.000-05:002018-02-09T13:42:45.187-05:00<h2>
<i>Super Kids </i>at the BAMFsies</h2>
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<blockquote class="tr_bq">
<i><a href="https://bamfsies.blogspot.ca/" target="_blank">The BAMFsies</a> are a cheeky and fun RPG awards focused solely on superhero RPGs. We’re not nearly as serious as the Ennies. We’re probably more serious than the Grammys.</i></blockquote>
Sean Patrick Fannon made <i>Super Kids </i>one of his picks for a Judge's Spotlight Award. He had this to say:<br />
<blockquote class="tr_bq">
Super Kids </blockquote>
<blockquote class="tr_bq">
<i>Arguably the most successful kid-friendly, family-oriented RPG in the world </i>[Hero Kids]<i> gets a superpowered upgrade with this one, and it doesn't disappoint. All those superhero movies are gonna have the youngsters wanting to power up, so here you go.</i></blockquote>
My family will be celebrating tonight with popcorn, root beer floats, and a "superhero" movie (<i>Diary of a Wimpy Kid: Dog Days</i> - Greg and Rowley being the superheroes).<br />
<br />
DriveThruRPG currently has a <a href="http://www.drivethrurpg.com/promo.php?&filters=0_0_0_0_0_45703" target="_blank"><b>BAMFsies sale</b></a> on. Many of this year's winners and nominees, as well as a tonne of other excellent superhero RPGs, are on sale at 25% off.Conrad Evanshirehttp://www.blogger.com/profile/00110544159630524796noreply@blogger.com0tag:blogger.com,1999:blog-1617815647034446044.post-64336041680935693722018-01-05T16:39:00.001-05:002018-01-05T17:37:16.600-05:00<h2>
<b><span style="font-family: inherit;">Powers Update for <i>Super Kids</i></span></b></h2>
<div>
<span style="font-family: inherit;">Since releasing </span><i style="font-family: inherit;">Super Kids</i><span style="font-family: inherit;"> I've been developing different powers (i.e., Special Actions and </span><span style="font-family: inherit;">Bonus Abilities). These powers are detailed in Version 1.5 of <a href="http://www.drivethrurpg.com/product/207853/" target="_blank"><i style="font-weight: bold;">Super Kids </i><b>- A Superhero Expansion for </b><i style="font-weight: bold;">Hero Kids</i></a>.</span></div>
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<span style="font-family: inherit;"><span style="font-family: inherit;"><b style="font-family: inherit;">New in Version 1.5.</b><span style="font-family: inherit;"> From Teleporters, Speedsters, Blasters, and
Flyers, to Shapeshifters, Tanks, Healers, and Time Manipulators, you can find
every type of super kid, superhero, and supervillain in Capital City. Better
yet, you and your players can create any type of super kid, superhero, and
supervillain. Version 1.5 introduces 182 Powers (i.e., Special Actions and
Bonus Abilities) you can use to bring your supers to life. These include:</span></span></span><br />
<br />
<ul type="disc">
<li class="MsoNormal" style="line-height: normal;"><span style="font-family: inherit;">17 Special Actions useable by all super kids (e.g., Camouflage, Invisibility, Mimic, Set Trap,
Shapeshift, Teleport, Time Stop).<o:p></o:p></span></li>
<li class="MsoNormal" style="line-height: normal;"><span style="font-family: inherit;">31 Melee Special Actions (e.g., Bulldozer, Entangle, Frenzy,
Hunter, Reach Attack, Weapon Throw).<o:p></o:p></span></li>
<li class="MsoNormal" style="line-height: normal;"><span style="font-family: inherit;">27 Ranged Special Actions (e.g., Copy Power, Explosive Ammunition,
Grease Bomb, Make it Rain, Missile Barrage, Skipper).<o:p></o:p></span></li>
<li class="MsoNormal" style="line-height: normal;"><span style="font-family: inherit;">38 Magic Special Actions (e.g., Cyclone, Fireball, Holographic
Environment, Mind Control, Polymorph, Sentinel, Telekinesis).<o:p></o:p></span></li>
<li class="MsoNormal" style="line-height: normal;"><span style="font-family: inherit;">17 Offensive Bonus Abilities (e.g., Ambush, Extra Arms, Not On My
Watch!, On A Roll, Payback, Riposte).<o:p></o:p></span></li>
<li class="MsoNormal" style="line-height: normal;"><span style="font-family: inherit;">18 Defensive Bonus Abilities (e.g., Bulletproof, EMP, Energy
Absorption, Force Field, Perplexing Presence, Psionic Pulse).<o:p></o:p></span></li>
<li class="MsoNormal" style="line-height: normal;"><span style="font-family: inherit;">34 Utility Bonus Abilities (e.g., Burrower, Giant Leap, Jelly Body,
Mini, Regeneration, Rubber Body, Super Smart, Wall Crawler, X-Ray Vision).</span><span style="font-family: "verdana" , sans-serif; font-size: 7.5pt;"><o:p></o:p></span></li>
</ul>
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Conrad Evanshirehttp://www.blogger.com/profile/00110544159630524796noreply@blogger.com0tag:blogger.com,1999:blog-1617815647034446044.post-35914297652110325002017-05-29T21:59:00.003-04:002017-05-29T22:02:21.595-04:00<h2>
<i>Super Kids'</i> Bundles</h2>
With the release of the fourth <i>Super Kids' </i>product (<a href="http://drivethrurpg.com/product/212943/Super-Kids--Super-Kids-Cards-II" target="_blank"><i>Super Kids - Super Kids </i>Cards II</a>), I have created two <i>Super Kids' </i>bundles:<br />
<ul>
<li><b><a href="http://drivethrurpg.com/product/212945/Super-Kids--Starter-Bundle-BUNDLE" target="_blank"><i>Super Kids</i> - Starter Bundle [25% discount]</a></b></li>
<ul>
<li><i>Super Kids</i> - A Superhero Expansion for <i>Hero Kids</i></li>
<li>New Recruits - A <i>Super Kids</i> Adventure</li>
</ul>
</ul>
<ul>
<li><b><a href="http://drivethrurpg.com/product/212896/Super-Kids--Complete-Bundle-BUNDLE" target="_blank"><i>Super Kids</i> - Complete Bundle [35% discount]</a></b></li>
<ul>
<li><i>Super Kids</i> - A Superhero Expansion for <i>Hero Kids</i></li>
<li>New Recruits - A <i>Super Kids</i> Adventure</li>
<li><i>Super Kids - </i>Supervillains, Henchmen, and Minions</li>
<li><i>Super Kids - Super Kids </i>Cards II</li>
</ul>
</ul>
<div>
If you're looking to give <i>Super Kids </i>a try, or you want to round out your collection, these bundles are a great way to do so. New <i>Super Kids </i>products will be added to the Complete Bundle as they are released.</div>
<div>
<br /></div>
<div>
Many thanks to all who have given <i>Super Kids</i> a try. I hope you and your kids are enjoying it as much I'm enjoying making it and playing it with my kids.</div>
Conrad Evanshirehttp://www.blogger.com/profile/00110544159630524796noreply@blogger.com0tag:blogger.com,1999:blog-1617815647034446044.post-84422209172868408842017-05-29T15:12:00.000-04:002017-05-29T21:45:05.872-04:00<h2>
<i>Super Kids</i> Reinforcements Incoming</h2>
<div>
<i><br /></i>
<i><b><a href="http://drivethrurpg.com/product/212943/Super-Kids--Super-Kids-Cards-II" target="_blank">NOW AVAILABLE at DriveThruRPG!</a></b></i><br />
<br />
Hot on the heels of the <a href="http://cevanshire.blogspot.com/2017/05/supervillains-henchmen-and-minions.html" target="_blank">recent supervillain incursion</a>, are a new group of super kids prepared to help defend Capital City. These 10 super kid reinforcements include:</div>
<div>
<ul>
<li><b>Phenom.</b> Protected by an electromagnetic force-field, Phenom can refocus his power to lash out at enemies with an energy strike and EMP.</li>
<li><b>Aegis.</b> Aegis - a respected super kids guardian - rushes in to protect injured allies, and can launch her wicked shield at enemies.</li>
<li><b>Wiz Kid.</b> Known as "Wiz Kid" to his companions, this young master can telekinetically relocate people and objects, and confuse his enemies.</li>
<li><b>Charmazing.</b> With the overwhelming power of happiness, butterflies, and rainbows, Charmazing can win enemies over to her side.</li>
<li><b>K-Rush.</b> K-Rush uses his blazing fast speed to take down targets before they ever know what hit them.</li>
<li><b>Kenali Swift.</b> Phenomenally fast, Kenali Swift can leap over barriers to target foes deep in enemy territory.</li>
<li><b>Twilight.</b> Twilight can command her own shadow to do her bidding, and if hurt, she can instantly transport herself through the shadow dimension to a safe location.</li>
<li><b>Ghost.</b> With his cloaking device, Ghost can go unseen and use his laser rifle to great effect.</li>
<li><b>Mirage.</b> Mirage has the ability to turn invisible and then steady her bow for a precise shot.</li>
<li><b>Cael.</b> Cael is an angelic super-being with the ability to heal his allies while flying over the battlefield.</li>
</ul>
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Conrad Evanshirehttp://www.blogger.com/profile/00110544159630524796noreply@blogger.com0tag:blogger.com,1999:blog-1617815647034446044.post-22735776775670810032017-05-16T11:55:00.002-04:002017-07-30T10:37:52.968-04:00<h2>
Supervillains, Henchmen, and Minions</h2>
<div>
<br /></div>
<div>
<b><i><a href="http://www.drivethrurpg.com/product/212515/Super-Kids--Supervillains-Henchmen-and-Minions-Cards" target="_blank">NOW AVAILABLE at DriveThruRPG!</a></i></b><br />
<br />
<i><a href="http://www.drivethrurpg.com/product/207853/Super-Kids--A-Superhero-Expansion-for-Hero-Kids" target="_blank">Super Kids'</a></i> fans prepare yourselves for a boatload of "Muhahahaha!", a pinch of "Bow to your new master!" and a smattering of "All your base are belong to us!" Supervillains, with the aid of their henchmen and minions, are ready to bring Capital City to its knees... or at least become more than minor annoyances.<br />
<br />
Our super kids need foils. Let it be so! In the upcoming <i>Supervillains, Henchmen, and Minions</i> card pack, GMs will find:</div>
<div>
<ul>
<li><b>Necrolose. </b>The necromancer, Necrolose (not to be confused with the undead sweetener of the same name), is capable of zombifying the KO'd to create an army of minions.</li>
<li><b>Zombie Thrall. </b>Mostly unthinking minions, zombie thralls latch on to their targets and will take it up a notch to protect their maaasterrrrrr.</li>
<li><b>Voodoo. </b>Where people flee and voodoo dolls be, the vile Voodoo you can expect to spot. </li>
<li><b>Voodoo's Doll.</b> Voodoo's animated dolls try to "pin" adversaries in place, and they bestow a final blessing on their master when KO'd.</li>
<li><b>Behemoth.</b> An over-sized Sasquatch, Behemoth is at his meanest when the odds are stacked against him.</li>
<li><b>Gremlin.</b> Behemoth's sidekick, Gremlin, is lightning fast, mucho sneaky, and carries a bag full of trickery.</li>
<li><b>Retroman.</b> Retroman - a supervillain blast from the past - is bent on downgrading all of Capital City, sending it back to his comfort zone: the 1980s. </li>
<li><b>8-Bit 2D-Zero:</b> Retroman's droid sidekick, 8-Bit 2D-Zero, uses his tractor beam to bring targets in close so he can short their circuits.</li>
<li><b>Double Trouble: </b>Trouble can replicate himself and make Double. The result? Double Trouble.</li>
<li><b>Hallucia: </b>Hallucia, The Mistress of Illusion, creates illusory clones to battle and confuse her enemies.</li>
</ul>
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Conrad Evanshirehttp://www.blogger.com/profile/00110544159630524796noreply@blogger.com3tag:blogger.com,1999:blog-1617815647034446044.post-12397033512569968982017-05-11T23:13:00.001-04:002017-05-11T23:31:15.073-04:00<h2>
Upgrade to Version 2 of the Character Advancement Rules</h2>
<div>
Today I released version 2 of <a href="http://www.drivethrurpg.com/product/196871/Character-Advancement--A-Hero-Kids-Compatible-Supplement-for-Levelling-Characters" target="_blank"><i>Character Advancement - A </i>Hero Kids</a><i><a href="http://www.drivethrurpg.com/product/196871/Character-Advancement--A-Hero-Kids-Compatible-Supplement-for-Levelling-Characters" target="_blank"> Compatible Supplement for Levelling Characters</a>.</i> This update introduces advanced character development rules. I say "advanced" because:</div>
<div>
<ol>
<li>The new levels - 11 thru 20 - introduce some permanent health and dice pool increases which make the characters much stronger compared to the talents acquired on levels 2 thru 10 in the original rules;</li>
<li>GMs need to be aware of the level of complexity introduced through the new levels both for them in terms of adventure planning and for their young players in terms of the depth of character management they are capable of; and,</li>
<li>This new tier of character development opens up possibilities for running more intricate combat scenarios and <i>potentially</i> extending the age range of <i>Hero Kids.</i></li>
</ol>
<div>
The ideas for version 2 were spurred by wanting to create some high level super kids, adult superheroes, and supervillains for <i><a href="http://www.drivethrurpg.com/product/207853/Super-Kids--A-Superhero-Expansion-for-Hero-Kids" target="_blank">Super Kids</a>. </i>I haven't decided on how higher level NPCs - good and evil - will be introduced to the world of <i>Super Kids </i>yet, but I have some ideas. I've been working on creating a high level Dr. Crandall Hailey - the Principal in the <a href="http://www.drivethrurpg.com/product/207854/New-Recruits--A-Super-Kids-Adventure" target="_blank"><i>New Recruits </i>adventure</a>.</div>
</div>
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<div>
See what you think of a Level 20 Legendary super kid named Blaze. The file showcases the advanced character sheet in version 2 of the advancement rules, Blaze (who appears in the <a href="http://www.drivethrurpg.com/product/207853/Super-Kids--A-Superhero-Expansion-for-Hero-Kids" target="_blank">Super Kids expansion</a>), and some prototype powers I'm working on.<br />
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Conrad Evanshirehttp://www.blogger.com/profile/00110544159630524796noreply@blogger.com0tag:blogger.com,1999:blog-1617815647034446044.post-34338887250901432472017-05-10T22:22:00.001-04:002017-05-12T00:05:37.438-04:00<h2>
World-Building Fun: Capital City</h2>
<div>
I'm juggling multiple <i>Super Kids' </i>projects at the moment. These include 3 adventures, a new set of character cards, supervillains and minions character cards, and setting information for Capital City - the main location of <i>Super Kids' </i>adventures. <i>Super Kids </i>is set in a not-too-distant future version of our own world. In breathing life into Capital City, my goals are fourfold:</div>
<div>
<ol>
<li>Plant adventure seeds;</li>
<li>Offer a physical, social, geopolitical, and historical backdrop for adventures;</li>
<li>Give GMs something fun to think about and work with; and,</li>
<li>Provide players with a cool backdrop against which to imagine doing extraordinary things.</li>
</ol>
<div>
To pull this off, I'm developing the geography of Capital City, noteworthy historical events, key NPCs, and important locations.<br />
<br />
I've elected to use a mature writing style. The intention is to make the writing engaging for those who will be reading it - adults - while presenting core ideas that will resonate with players. Here's a sample of the writing, describing how Capital City acquired its name:</div>
</div>
<blockquote class="tr_bq">
<i>In 1950, the first annual World Peace Congress was held in Salvatore – a coastal, cosmopolitan metropolis. Two agenda items were discussed and voted on. The international delegation first concluded that a worldwide governing body was necessary to deal with the planet’s growing challenges. This body was to be named INTERGOV. Second, delegates decided the new government’s headquarters was to be located in Salvatore. A year later, INTERGOV opened its headquarters. To mark the occasion, Salvatore was renamed Capital City – the first formally identified capital of the world. For the citizens of Capital City, trouble has followed ever since. Those bent on world domination have focused much of their effort on the capital. As a result, the proud citizens of Capital City have lived under strenuous conditions, while the rest of the world watches in awe at the city’s accomplishments.</i> </blockquote>
Conrad Evanshirehttp://www.blogger.com/profile/00110544159630524796noreply@blogger.com0tag:blogger.com,1999:blog-1617815647034446044.post-14228834561416639172017-05-03T23:21:00.002-04:002017-05-03T23:49:51.017-04:00<h2>
<i>Super Kids' </i>Bonus Ability: Invisibility</h2>
<div>
Role-playing games allow players to suspend disbelief and consider what it would be like to have extraordinary powers. Most people have likely thought about what it would be like to have the power of invisibility. Two upcoming super kids - Ghost and Mirage - will have this power. Through them, players will imaginatively explore what it's like to go unseen.</div>
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<div>
Invisibility is a tricky power to conceptualize using the <i>Hero Kids'</i> system. If anyone's ever played a character with invisibility before - consider <a href="http://www.5esrd.com/spellcasting/all-spells/g/greater-invisibility/" target="_blank">D&D 5e's greater invisibility</a> - you know what a game changer it can be. In developing the ability, I wanted to retain the benefits of going unseen, while not making it too overpowered for combat and skill tests. </div>
<div>
<br /></div>
<div>
For <i>Super Kids</i>, invisibility is a bonus ability that is active at most times, with the exception being after the character attacks. Upon attacking, the character becomes visible. If they do not attack on their next turn, their invisibility is reactivated. </div>
<div>
<br /></div>
<div>
Invisibility could also be used to easily overcome Dexterity (Stealth) tests. As I've conceptualized invisibility, though, the invisible character will have a "shimmer" outlining them - picture the <a href="http://www.scified.com/media/I%20see%20you.jpg" target="_blank">cloaked alien in the movie <i>Predator</i></a>. Overcoming an Intelligence (Perception) test at difficulty 5, means that others are able to determine the location of the invisible character. Determining location, though, does not mean being able to see the character. Therefore, should someone try to attack an invisible character after determining their location, they will need to roll their attack twice and hit both times to do damage. <br />
<br />
There are, of course, other ways to overcome invisibility, or at least help pinpoint an invisible character's location. Creative solutions include widely dispersing a substance like water, paint, or flour to outline the invisible character. Using other sensory powers and normal senses like scent, thermal vision, echo location, hearing, touch, and tremor sense can also work.</div>
<div>
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<div>
In spite of having its "weaknesses," invisibility remains quite powerful. I'm certain it will be a much sought after <i>Super Kids'</i> bonus ability.</div>
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Conrad Evanshirehttp://www.blogger.com/profile/00110544159630524796noreply@blogger.com0tag:blogger.com,1999:blog-1617815647034446044.post-69275695287440113252017-04-28T12:37:00.004-04:002017-05-01T17:08:05.512-04:00<h2>
New Recruits: Paying Homage to Friendship (and Nostalgia)</h2>
<div>
<div>
I've been on a nostalgia kick as of late. Perhaps that's why Ernest Cline's book, <i><a href="http://www.audible.com/pd/Sci-Fi-Fantasy/Ready-Player-One-Audiobook/B005FRGT44" target="_blank">Ready Player One</a> </i>(I'm an Audible junkie, thus the link), instantly became one of my favourites. Inspired by this book, and classic superhero and high fantasy plot lines emphasizing camaraderie, I set out to write the <a href="http://www.drivethrurpg.com/product/207854/New-Recruits--A-Super-Kids-Adventure" target="_blank">New Recruits adventure for <i>Super Kids</i></a>.</div>
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The adventure pays homage to one of the great aspects of role-playing games: <a href="http://www.gnomestew.com/game-mastering/gming-advice/10-reasons-why-roleplaying-games-are-a-positive-force-for-kids-and-adults-alike/" target="_blank">establishing life-long friendships</a>. It begins with the kids walking into a classroom of what could be their new school: the Linwood Academy for Extraordinary Children. Linwood is a training ground for young supers. The kids meet the Principal, Dr. Crandall Hailey, and his assistant, Deathspell the magic duck (aka Coach Quackers).<br />
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Your players will have fun introducing themselves, their powers, and their origin stories here. When I play-tested the introduction process, I was surprised how quickly the players came up with their backgrounds and how excited they were to talk about their characters - characters they had just decided on 10 minutes earlier. (My kids' favourite characters are Shadow, Accalia, and Drakor).<br />
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Solving the Principal's Riddle</h3>
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Dr. Hailey provides the super kids with a challenge: overcome 5 groups of adversaries in different rooms and solve a riddle. If they are successful, they will be admitted into the Academy. The riddle is a palindromic-type sentence: "Prosper you that teaches it forwards then back."<br />
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A few side notes here:<br />
<ol>
<li>The riddle is not a true palindrome, but it's the best description I can give. The sentence means something different when read forwards than when it's read backwards; </li>
<li>GMs will have to assist younger players with reading in this adventure; and, </li>
<li>Some of the meaning in this adventure will go over players' heads, and that's okay, as the GMs will still appreciate it.</li>
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The riddle is solved by moving room to room, defeating adversaries, and deciphering clues. The principal gives the characters a "Wheel of Decryption." (Note: GM assembly required; instructions included.) The players are presented numeric clues in each room, which they convert to letters, and then words, using the code wheel. They record the words on their code sheet.</div>
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<b>Five Themed Rooms, Five Encounters</b></h3>
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The theme of each room and challenge is based on an influential piece of literature or TV series that emphasizes friendship, fellowship, and camaraderie. I won't disclose the themes here, but given what I'll tell you next, you might well guess them before reading through the adventure. Most of the themes will likely only be recognizable to the GMs. This is one of my trips down pop culture memory lane à la <i>Ready Player One.</i></div>
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<b>Challenge #1. Ghostborg Chess. </b>Coach Quackers leads the kids through the adventure via teleports to the different challenge rooms. In room 1, characters find themselves at one end of a chessboard, pitted against Ghostborgs - part ectoplasmic ghost, part robot. This is a straight combat scenario: beat the Ghostborgs, win the challenge, get the clue.</div>
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<b>Challenge #2. Everybody Floats. </b>When Coach Quackers brings the kids to the second room, they are confronted by a clown, Mr. Clappy, and his balloon dog minions. Problem 1: the adversaries are floating out of reach. Problem 2: Mr. Clappy likes being out of reach and creating new balloon dogs to set loose on intruders. Some super kids have the innate ability to fly, while others will need to use some ingenuity to figure out how to thwart the clown and win the challenge.</div>
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<b>Challenge #3. The Lovely. </b>In room number three, a Golem and Orcs are searching for the Golem's lost artefact, "The Lovely." The players are presented with a moral dilemma: help the pathetic Golem find his lost treasure, or take it for themselves. Will they battle the Orcs and the Golem, or will they use their perception and investigation skills to find "The Lovely?"</div>
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<b>Challenge #4. One-Eyed Jilly.</b> For challenge number four, the super kids need to retrieve the undead pirate captain's - i.e., One-Eyed Jilly's - prized dagger. The room, which is the dining area of a ship, is full of pirate booty and skeletal pirates. The crew and Jilly are "asleep" when the characters enter the room, and stay that way until someone rouses them. The super kids have a couple options here. They can try to sneak past Jilly and her crew, or they can battle for possession of the dagger. Stealth is a viable option for retrieving the dagger. The problem is that the ship lurches side-to-side, and any characters that can't find their sea legs, will likely find themselves crashing into the pirates or their treasure. Add to that a pressure trap under Jilly's dagger, and the temptation of all that treasure, and there's a good chance the super kids aren't getting out without a fight.<br />
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<b>Challenge #5. Alternate Dimension. </b>This is my favourite challenge. Right at the beginning of it the kids need to decide if they're going to assist a girl - another super kid, named Kay - who has just been bullied by two older boys. If the super kids show kindness, they gain a powerful ally. They need to rescue Kay's brother, Jay, from a Fuzzby and some Spludges. The super kids will have to climb, or fly, up a steep cliff to get to Jay. They might also learn that one of the trees at the base of the cliff has the power to teleport them to another area - the clifftop. The toffee-flavoured Spludges can be a nuisance, but beware the Fuzzby! Its <i>Chow Down </i>special action could prove to be particularly troublesome for the super kids.</div>
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Concluding the Adventure</h3>
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Having overcome the five challenges, and collected and deciphered each room's clue, the super kids need to put the clues together to solve the riddle. This involves them reading the word clues forwards, then backwards. GMs will need to assist younger players, and maybe even drop some hints for the older ones. After the super kids solve the riddle, they are teleported back to meet with Dr. Hailey and Coach Quackers for a debrief and welcome into Linwood.</div>
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As hinted at in my capitalization of the word "Adventure" (instead of adventure) in the product preface, I've embedded an Easter Egg in the adventure for the GM. Just a little something fun and nostalgic for us old guys and gals - at least those of us who have played D&D for some time.</div>
Conrad Evanshirehttp://www.blogger.com/profile/00110544159630524796noreply@blogger.com0tag:blogger.com,1999:blog-1617815647034446044.post-13733356654364656312017-04-27T21:51:00.000-04:002017-04-28T15:49:59.325-04:00<h2>
New Recruits: A <i>Super Kids</i> Adventure</h2>
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Encounters: 5</div>
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Difficulty: Normal</div>
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Duration: 90+ Minutes</div>
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<i>Capital City needs superheroes. The police are kept busy dealing with all sorts of problems. Criminals, monsters, aliens, and super villains pose constant threats. This is a city that can use all the help it can get. That’s where super kids come in!</i></div>
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This adventure (<a href="http://www.drivethrurpg.com/product/207854/New-Recruits--A-Super-Kids-Adventure" target="_blank">available at DriveThruRPG</a>) takes place at the Linwood Academy for Extraordinary Children. The characters are at Linwood being tested for admission into this prestigious school. The school serves as a training ground for super kids. The principal has devised a series of combat challenges and a riddle to assess whether the kids are worthy of further training and missions.</div>
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<b>Compatibility and Conversion. </b>While designed for <i>Super Kids</i>—a superhero expansion for <i>Hero Kids</i>—this adventure is fully compatible with all <i>Hero Kids’</i> products. <i>Hero Kids’</i> characters, including those from the space expansion, can be used. Game Masters might want to make minor changes to the adventure text to capture a medieval or space setting.</div>
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This Adventure was written as a tribute to one of life's greatest treasures. I hope it will help your kids find theirs.</div>
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Conrad Evanshirehttp://www.blogger.com/profile/00110544159630524796noreply@blogger.com0tag:blogger.com,1999:blog-1617815647034446044.post-85847490518183246202017-04-25T17:38:00.000-04:002017-05-04T11:12:45.105-04:00<h2>
<i>Super Kids</i>: A Superhero Expansion for <i>Hero Kids</i></h2>
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Having grown up reading superhero comics and watching Superman<i> </i>(1978, 1980) and Batman<i> </i>(1989, etc.) take to the big screen during my early childhood and youth, I've been a fan of supers for quite some time. Admittedly, I didn't get to see the <i>Superman </i>movies until they were released on VHS. I had a blast playing <i>Champions </i>(4th edition) as a teenager, with my favourite <i>Champions </i>character creation being Blizzardo! Like so many others, I've enjoyed watching my favourite superheroes and their powers given awesome special effects life in more recent hits like the <i>Avengers </i>and <i>X-Men</i> series. I'm currently listening to <a href="http://www.audible.com/series/ref=a_pd_Sci-Fi_c2__1_sa?asin=B01G2IUMTM" target="_blank">Drew Hayes' <i>Super Powereds</i> books via Audible</a>. </div>
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As a dad, it has now come time for me to pay it forward. I have three little ones - 4, 8, and 10 - so all are in the sweet spot for <i>Hero Kids</i> gaming. And, boy do they love playing (Thank you, Justin!). Plus, their favourite show right now is <i>Teen Titans Go!</i> (If you pushed me on it, I'd admit to being a bit of a fan myself.) Take these things and add in my love of role-playing, creating, using my imagination, and watching my kids have fun. Result = <i>Super Kids</i>.</div>
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I enjoyed creating the <i>Super Kids </i>expansion material. Kat Glidewell did a bang-up job on the artwork. As I mentioned in the Discussions on the <a href="http://www.drivethrurpg.com/product/207853/Super-Kids--A-Superhero-Expansion-for-Hero-Kids?sorttest=true&filters=0_0_45487_0_0" target="_blank"><i>Super Kids'</i> product page at DriveThruRPG</a>, my aim was to do something similar to what Justin did in creating the Space Expansion for <i>Hero Kids</i>. The focus was on introducing the supers genre to the <i>Hero Kids </i>system by way of 14 new superhero characters. The setting information has been kept light (for now), and a few new skills and descriptions were included. One (unpublished) version of the product included details on character creation. I didn't include it for two reasons: (1) I figured the core <i>Hero Kids </i>materials did a good job explaining the creation process; and, (2) I didn't have a long enough list of balanced powers (i.e., special actions and bonus abilities) for players to choose from. Given the feedback I've received, I'm working on some options to bring character creation in. This, along with what I've published so far, is being carried out mindful of balancing. <i>Warning! Supers can quickly break the game if not contained.</i> In an upcoming post, I will discuss where I'm at in creating new material.</div>
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Conrad Evanshirehttp://www.blogger.com/profile/00110544159630524796noreply@blogger.com0tag:blogger.com,1999:blog-1617815647034446044.post-9596952993312734102017-04-24T22:07:00.000-04:002017-04-25T17:40:33.838-04:00<h2>
<span style="font-size: large;"><b>A Character Advancement System for <i>Hero Kids</i></b></span></h2>
In the fall of 2016, I became increasingly curious about what a character advancement system for <i>Hero Kids </i>might look like. This became a slight obsession as I developed version after version. The <a href="http://www.drivethrurpg.com/product/196871/Character-Advancement--A-Hero-Kids-Compatible-Supplement-for-Levelling-Characters" target="_blank">current iteration at DriveThruRPG</a> was what I settled on.<br />
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It presents a complete character advancement system with the following new game concepts:<br />
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<li>10 levels of advancement, with characters starting on level 1</li>
<li>Awarding experience</li>
<li>Level progression rate options</li>
<li>Character ranks (novice to master)</li>
<li>Character classes (fighter, archer, wizard)</li>
<li>Talents (e.g., skill versatility, battle prowess, multi-classing)</li>
<li>Feats (e.g., accuracy, critical hit, dodge, disarm, speedy, tumble)</li>
<li>Character sheet for tracking level advancement</li>
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My goals in creating the system were three-fold: (1) present players with new character options as they complete adventures and advance in levels; (2) keep the ideas accessible and kid-friendly; and, (3) make the system compatible with - i.e., not break - current game mechanics and adventures.<br />
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As I write this post, and play catch up in writing about the products I've released, I'm nearly ready to update the advancement system to version 2. Expect more details in an upcoming post.Conrad Evanshirehttp://www.blogger.com/profile/00110544159630524796noreply@blogger.com0