Hero High was one of the most popular and sought after books in the history of Mutants & Masterminds―and now it’s returned for the game’s Third Edition! The book examines the genre of teen heroes (and villains), provides players and GMs with all the information they need to create characters and run games featuring teenaged heroes, and includes pages and pages of plot ideas and story hooks. Finally, Hero High includes information on the Claremont Academy, a private school for the “gifted,” and introduces a team of eight playable heroes―and their evil counterparts from a rival school known as the Elysian Academy. This Revised Edition updates and expands the original, making Hero High a must for any Third Edition Mutants & Masterminds campaign.
I hate bios - it's the only time I have writer's block - but, in a nutshell, I was: 1) Born in Saudi Arabia 2) Lived there for 12 years 3) Went to school in Hell… er… Houston, Texas for 8 years. 4) Moved to Montreal, Quebec and in doing so, found the glove that fit my hand. 5) I wouldn't want to live anywhere else.
So instead of those dry boring tidbits, I present the Frequently Asked Questions concerning Lucien Soulban. You know you've been waiting for it! The following questions come from the patient folks who frequent my Live Journal as well as some of the questions I've heard in my lifetime.
Okay, I adored this. It's a kind of half-setting, half-campaign guide for Mutants & Masterminds along theme of, say, Young Justice. Super-teens, basically, and it's put together very cleverly, as well as being full of some great rules and frameworks to have your own super-teen campaign.
The cast of characters is well put together, the notion of the "Claremont Academy" as a framing reference for tossing a rag-tag bunch of proto-heroes together, and then some solid adventure seeds, villains to face-down (scaled as equal threats for the most part, but also some that would definitely leave the hero kids in over their heads). There's no included adventure—but, again, there's so much to work with given the character listings, example rival school, and the lens of "teen" throughout, I can't imagine that particular well running dry.
Less awesome was the chapter on using "crazy" as motivation/adventure seed/character development. I think it was intended to come off a bit lighter, in that sort of airy "teen" tone I mentioned, but I pretty much cringed my way through it, especially with the the introduction saying it was going to skip being "dragged down by the definitions and dryness and book stuff." Ouch. At least it's only a few pages.
Honestly, that one quibble aside, I'm quite tempted to set up a parallel campaign after reading this one—maybe with my players creating sidekicks or second-gen characters—as a way to sometimes palate-cleanse between episodes.