By Your Powers Combined: The Superteam Attack
A Superteam Attack is one of the coolest things a team can do. It’s a classic trope–two or more heroes using their powers in tandem to take down the baddie. These are impressive moves that combine the powers of multiple heroes in new and exciting ways. This is Colossus and Wolverine’s “Fastball Special.”
Mechanics Feature: Public Panic
One of my of my favorite little features in We Can Be Heroes is Public Panic AKA the “Panic Mechanic.” This part of the game came from a desire to make encounters more dynamic and not solely focused on combat.
We had reached a good point in playtesting where combat mechanics seemed to be more streamlined. We were finding less broken powers and beginning to think more about how an encounter actually felt to the player. It seemed like something was still missing, but we couldn’t quite put our finger on it.
Hero Feature: Stella Stretch
Stella Stretch is one of my favorite heroes from our pre-built demo characters. I built out her character after Max had already completed the art. I had to ask myself, “Who exactly is this dorky looking girl that Max created?”
Stella has the ability to stretch across long distances. She’s a goofy dork who is full of corny jokes and puns. She’s also got a bit of an anger problem. She can harness her anger with her superpower, “Big Mad,” dealing massive damage and sending her into a state of rage.
Cover Art, Upcoming Events, and More
We’ve got a busy calendar over the next two months! The February 20th Kickstarter launch is rapidly approaching! We’ve got several events taking place, including demos, podcasts, and more leading up to and during the campaign.
But first! We have our cover art!!! We’re so incredibly ecstatic about how this turned out and so grateful we’ve got Max Bare doing all of the illustrations for this game.
Every Hero Has A Story
I’ve always dreaded creating a backstory for my RPG characters. I’m not good at it. I end up feeling like whatever I come up with is lame and usually just rip off some anime character instead.
One of the last D&D characters I created was right after I had rewatched Crouching Tiger Hidden Dragon. That whole movie is filled with people’s mentors getting killed. So of course, I made that a key part of my character’s backstory. When we met for our first session it turned out that three of the four players had the same backstory of their mentors being killed. Nice. Real original, Jesse.
Today I want to shine light on three elements of character building in We Can Be Heroes that I believe help guide the player in getting those creative juices flowing and coming up with a backstory as they build out their hero. They certainly help me.
Mechanics Feature: Action Points
In our last mechanics feature we talked about zoned combat, the hex grid, and getting away from the time spent calculating movement during combat. Today we’re going to further that concept and talk about the game’s combat economy – Action Points.
Unmasking the We Can Be Heroes Logo
It’s time to pull back the mask and unveil the We Can Be Heroes logo!
Mechanics Feature: Zoned Combat AKA What the Hex?!
There are no limits to your heroic deeds, and zoned combat ensures that your every move is as fluid and interactive as your imagination.