Task Force H.A.T. (Heroes Against Tyranny) is an Action RPG in which characters are a team of action heroes brought together by the government to take down the "Big-Bads" in the world. Each of these heroes have their own fighting styles, weapons and tactics at their disposal to deliver justice at the speed of a bullet/knife/rocket/jeep with a spear welded to the hood.
Task Force H.A.T. (Heroes Against Tyranny) was formed by the United Nations to combat dangers to the global community. Recruits are action heroes, like we might see in the movies. Task Force H.A.T. agents are deployed against dictators, drug lords, and the like, when diplomacy and attempts to bring suspects in quietly have failed. Agents are authorized to neutralize the threat by any means necessary. Some may surrender, others will refuse to.
Task Force H.A.T. is a Dice Pool system with ten-sided dice (D10.) Each Hero has five Attributes that relate to their pertinent skills. The value of each attribute determines how many dice are rolled when using that skill:
- Accuracy- When you try to shoot at things, how often do you hit your target?
- Strength- When you hit something, how often does it break?
- Finesse- When you throw something at someone, how often does it hit them? When you are driving, how often does the car do what you want it to do?
- Engineering- When you put something together, how often does it stay together? When you take something apart, how often does it not stay together?
- Stealth- When you try not to be noticed, how often does that work out for you?
Since the players are action-movie heroes, they are protected by the power of "the plot," the mysterious force that keeps all of our favorite action heroes from being shot and killed. "The Plot" however has certain demands on each hero, that they kick butt, take names, and do it in spectacular fashion. This is where Action Points come in.
Action Points can be gained in several ways. These will be revealed in updates. Most importantly, Action Points may be gained by making puns when taking down the Big Bads. Examples: Enemy has been crushed by a piano dropped on them. "Someone get a tuning fork, he seems a bit flat." Enemy is electrocuted by a dropped power line. "What a shocking development. You get the idea.
Once gained, the players may cash in their points to help guide the plot – by avoiding attacks and by healing their fellow heroes. The also enables the use of certain abilities that heroes can gain, such as:
- Rocket Jump- Allows a hero to propel themselves upward or forward with the force of an explosion which they caused, without taking damage.
- Dynamic Entry- When entering a structure in spectacular fashion, such as surfing on a tank that crashes through a wall or jumping through an ornate skylight, the hero may make a free attack action.
- Dive, dive, dive!- When airborne, and not in a vehicle, the hero may make a free attack action.
As you can see, heroes can use a combination of abilities to inflict maximum destruction upon the bad guys of the world. There are passive abilities as well, which will be expanded upon in the updates.
Besides basic attacks, Task Force H.A.T. includes mechanics for blind firing from cover, attacking while moving (on foot), attacking as a passenger in a moving vehicle, and attacking while driving.
There are various levels of cover built into the game system, some which bullets can pass through and some which explosives cannot destroy. Characters attacking from cover will be vulnerable to any attacks that may come from the next character in the turn order.
Scenarios & Experience
There are pre-generated scenarios included in the book (and instructions on how to make your own.) Each scenario has a set of objectives which can be completed by the heroes in any order. The importance of each objective determines the amount of experience the players gain by completing it. Experience is used to gain new abilities, access new equipment/vehicles and improve player attributes.
Some Examples of Equipment are:
- Scope- Can make a short range firearm medium range.
- Combat Bear- One character can ride it. Attacking while riding the combat bear counts as attacking from a vehicle but for all other purposes it does not act as a vehicle. It has a devastating melee attack and will go into a deep regenerative hibernation if it takes too much damage.
- Riot Shield- Can absorb damage from certain attacks. Can also be used to hit enemies in the face.
Sample Scenario- DEFCON 2
Intelligence- The mad scientist Anton Atrophy has a nuclear weapon in his South American facility and is threatening to target the lowest paying country. This kind of behavior cannot be tolerated. We’ve told our friends in the U.N. to hold off paying him for a few hours but if the nuke is not captured, we may have no choice but to give in to his demands. That’s where you come in. You are to raid Anton’s camp which is surrounded by chain link fence topped with barbed wire. There are several vehicles within the compound, including four trucks which may contain the device. There is also a small airstrip with a two-seater prop plane not capable of carrying such a bomb. As soon as you attack, they will likely scramble the trucks and have them drive away from the site. Do not use explosives on these trucks unless you are sure the device is not in it, as we do not know how stable the device is. There are an estimated 15 soldiers in the compound and it seems likely that there will be some nearby. We also believe that his cohort, the Nuclear Scientist “Mutant Mess Gal” to be on site. Be warned, she has experimented heavily with mutation from radioactivity. Approach with extreme caution.
- Neutralize Atrophy by any means necessary.
- Capture the device intact.
- Destroy Anton’s Prop plane before it takes off.
- There may be sensitive documents regarding some of Anton’s smaller racquets. This information will be crucial in bringing down the rest of his organization after the mission.
- Capture “Mutant Mess Gal” should you encounter her.
Targets of Opportunity
- Destroy or capture all of the vehicles in the compound.
BACKER STRETCH GOAL: Additional Secondary Weapon for each Hero- (100 Backers): Each Task Force H.A.T. agent will have an additional secondary weapon to choose from at the start of the game. This will give each hero some additional versatility in the field.
Super-Heavy Equipment- $1500: An additional equipment list added to the book for maximum destruction! This such as a Heavy Tank, Helicopter with missiles, the ability to call in air strikes, and other awesome and wholly overpowered equipment.
Additional Primary Weapon for each Hero- $2000: Each Hero will have an additional Primary Weapon available to them at the beginning of the game, adding a new play style for each character.
Unique Vehicle Available for each Hero- $2500: Each Task Force H.A.T. will have a unique vehicle which only they will be able to acquire. As of right now, all vehicles are available to all heroes. These unique vehicles will play to each characters strengths.
Two New Characters- $3000 Will be revealed when reached.
Additional Scenarios- $3500- Three additional pre-generated scenarios included in the book. More missions! Less work for the GM!
Drawings of heroes- $4000: Drawings of each of the Task Force H.A.T. agents. This includes the two revealed by the previous stretch goal and any backer rewards.
The inspiration for this game came from action movies with cheesy yet memorable one liners. I wanted to make a system where players could do ridiculous stunts and be encouraged and rewarded for making cheesy one-liners. Creativity is something I try to encourage in my games and this is a great way to do it.
The character sheet, in its most basic iteration. It will look prettier once funding is completed.
Risks and challenges
This is my second project, so I know the pitfalls and challenges of running a Kickstarter project and publishing a book.
My first project, The Hunted: A Game of Medieval Magic Mischief and Mayhem was successful in March 2014. I had hoped to get my books out by May but due to formatting issues and illustrations being included in the book, I was not able to do so until July. I plan to have the book fully laid out by the end of funding (barring stretch goals.)
Another hard lesson I learned last time was that shipping is expensive. I have found a way to reduce the cost of international shipping by making my publisher my distributor. International backers will still have to pay a bit extra but they will be able to be included.
If additional artwork is included, this may extend the amount of time needed to have the book ready but I will keep you guys posted as we go along.Learn about accountability on Kickstarter
- (30 days)