Monsters of the Midway

HERO System Campaign

About the Campaign

This is a quick description of the type of things you should expect.

What Should I Expect?

As a group you will be traveling by ground vehicle from town to backwater town, putting on a carnival.  At the same time, you will be looking for other anomalies like yourselves, objects of power that may not be recognized as such by the common citizen, and keeping an eye out for those who would endanger mankind.

EGO combat is nearly as likely as regular combat.  The mystical exists, but it is often overlooked by the average man, who would rather not realize the truth of things and who adheres to a sort of willful blindness.  It is still dangerous to you to bring the existence of magic to the attention of the public, so tread lightly.

Experience and Growth

A typical scenario's experience is 1-5 xp, depending on how long a scenario runs and how intricate it is.

You can freely spend your experience points on stats and skills.  Use some logic with new skills (If you didn't have "driving" before then you've had to have the opportunity to learn it from someone; If you want KS: Heraldry, you'll need to learn it from somewhere).

Many new Knowledge skills can be studied from books or people that are encountered on the road.

Magical objects, if you want to continue using them beyond the adventure in which you found them, will have to be purchased with experience points.

Talents are not generally purchased after the start of play.  If you suddenly develop a talent in play, it's through something that happens in-game rather than through spending xp.

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