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Joe Walsh

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  1. Like
    Joe Walsh reacted to Duke Bushido in Tracking down the origins of some Perks and Talents   
    Reputation from it's earliest use as a disadvantage did not preclude that reputation from being positive.  There was nothing in it that requured the reputation itself to be negative.  
     
    We had many superheroes (and still do) that had Reputation: does not kill. Or reputation: honorable.  Or Reputation: protects innocents at all costs, and even reputation: pleasantly affable.
     
    They were disadvantageous because having that known may cause problems:
     
    When you are bluffing the bad guys, you dont want them to remember that you actually will not kill them, and arwnt very likely to harm them if you can avoid it.   You dont wamt them to know they can blast a support beam,and leave you stuck holding up the entire subway station while they make a get away, ir that taking a hostage will absolutely get you to stop whatever you are doing.
     
    Beyond that, though, it is troublesome when citizen fans remember that are a great and feiendly guy, thet are morw likelt to walk,right up and introduce themselves, snap a few selfies, and generally,get in the way.
     
    Here is the problem with reputation:
     
    It doesnt really fit entirely into the category of disadvantage.  Remember that there is the "how often does it become a problem /what is the typical reaction upon being recognized" toggles.
     
    You can take that at a zero value.
     
    What?  The reaction is always favorable?  
     
    What?  It is never a problem?
     
    Yeah.  You could always do that.  You could just take it at no value at all if you wanted, just the rolls to either be recognized or have a thing known about you but for it to never actually,impact anything other than role play.
     
    I have no idea why it was expanded into a separate thing when the more logical thing (to me) would have been to make Reputation its very own thing, with the roll values, etc, and price or bonus deoending on the positive benefits of the rolls (people welcome me and offer assistence because they know I only do nobke things!)  Or the rebated points foe a negative reputation (I cannot escape the hirrirs of my day as Kristoff, Bloody Butcher of Isleighton Bay!).
     
    It made enough sense to us that this is hiw we house ruled it the first time a player wanted a character"s reputation to "open doors" for him, and we have played it that way ever since.
     
     
    It makes a heck of a lot more sense than making a whole new thing such that there are two entirely different mechanics for the same exact meta thing.
     
  2. Thanks
    Joe Walsh reacted to rravenwood in Tracking down the origins of some Perks and Talents   
    I know it's not exactly what you're after, but the Reputation Disadvantage first appeared (according to my notes) in the original Fantasy Hero and was then also presented in Danger International.  My attempt to track the first appearance of game mechanics petered out after DI, so I can only otherwise say that neither Absolute Range Sense nor Combat Luck were a thing up to that point.
  3. Thanks
    Joe Walsh reacted to rravenwood in 4e Rulebook Variations   
    GM Joe found some additional things to add to the 4th edition errata compilation, so I've now released an updated version:
     
    https://www.herogames.com/files/file/379-hero-system-rules-4th-edition-errata
     
    Thanks again, GM Joe!
  4. Thanks
    Joe Walsh got a reaction from Khymeria in New Product Flow   
    I just want to say, it's so great to see new products coming out regularly again, thanks in large part to HERO Games' decision to start the Hall of Champions program and HEROphiles' willingness to step up to the challenge of becoming Champions.
     
  5. Like
    Joe Walsh got a reaction from mhd in New Product Flow   
    I just want to say, it's so great to see new products coming out regularly again, thanks in large part to HERO Games' decision to start the Hall of Champions program and HEROphiles' willingness to step up to the challenge of becoming Champions.
     
  6. Like
    Joe Walsh reacted to SDad63 in Defenders Saga Characters   
    The Protector of Harlem...
     
    Luke Cage
     
     
    Val      Char   Cost    Roll     Notes
     
    40        STR     30        17-       Lift 6400kg; 8d6 [8]
    20        DEX    30        13-       OCV: 7 / DCV: 7
    33        CON   46        16-
    23        BODY 26        14-
    18        INT     8          13-       PER Roll 13-
    17        EGO    14        12-       ECV: 6
    28        PRE     18        15-       PRE Attack: 5½d6
    10        COM   0          11-
    26        PD       18        Total: 26 PD (26 rPD)
    26        ED       19        Total: 26 ED (26 rED)
    4          SPD     10        Phases: 3, 6, 9, 12
    15        REC    0
    66        END    0
    60        STUN  0
     
     
     
    Movement
     
    Running:         9"/18"
    Leaping:          8"/16"
    Swimming:      2"/4"
     
     
     
     
                AGILITY SKILLS
     
    3          Breakfall 13-
    3          Climbing 13-
    0          Stealth 8-
    3          Defender: Teamwork 13-
                 
                BACKGROUND SKILLS
     
    2          Home Town: CK: Savannah, Georgia 11-
    2          My Town: CK: Harlem 11-
    2          A Black Man: KS: Civil Rights 11-
    2          Ex-Cop: KS: Police Procedures 11-
    2          Sports Fan: KS: Professional Sports 11-
    0          Language: English (completely fluent; literate)
    2          Luke's bar: PS: Bartending 11-
    2          Ex-Cop: PS: Police Officer 11-
    0          TF: Automobiles
                 
                COMBAT SKILLS
     
    4          +4 with Head Slap
    10        +2 with HTH Combat
    5          Rapid Attack (HTH)
                 
                INTELLECT SKILLS
     
    3          Concealment 13-
    3          Criminology 13-
    3          Deduction 13-
    3          Hoist 13-
    0          Paramedics 8-
    0          Shadowing 8-
    3          Strength Tricks: Power 13-
                 
                INTERACTION SKILLS
     
    0          Acting 8-
    3          Conversation 15-
    3          High Society 15-
    3          Oratory 15-
    3          Shadowing 13-
    3          Streetwise 15-
     
     
                Perks
    4          Harlem's Protector: Reputation: Will Protect Citizens of Harlem (Harlem) 11-, +2/+2d6
     
     
                Talents
    5          You Don't Frighten Me: Resistance (5 points)
     
     
     
     
    BOXING
     
     
     
                Maneuver                   OCV   DCV   Notes
    3          Jab                               +2        +1        9d6 Strike
    4          Cross                           +0        +2        11d6 Strike
    5          Hook                           -2         +1        13d6 Strike
    3          Martial Grab               -1         -1         Grab Two Limbs, 55 STR for holding on
    4          Head Slap                    -1         +1        2 1/2d6 NND
                            Notes: Automatically Targets head [Loc 3-5]; No Effect if Target as rPD there.
     
     
    4          +1 HTH Damage Class(es)
     
     
     
     
    POWERS
     
     
    32        Unbreakable Skin: Damage Resistance (26 PD/26 ED), Hardened (+1/4)
    10        Unbreakable Skin: Lack Of Weakness (-10) for Normal Defense
    10        I Saw That Coming: Knockback Resistance -5"
    6          Athletic: Running +3" (9" total)         1
    1          Iron Lungs: LS (Extended Breathing: 1 END per Turn)
     
     
    219      Characteristics
     
    163      Powers & Skills
     
    382      Total Points
     
     
     
    200+    Disadvantages
    20        Dependent NPC: Residents of Harlem 8- (Normal; Group DNPC: x4 DNPCs)
    10        Dependent NPC: Claire Temple 11- (Normal; Useful NC Position or Skills)
    5          Dependent NPC: Misty Knight 11- (Slightly Less Powerful; Useful NC Position or Skills)
    10        Hunted: Willis Striker 8- (Less Pow; PC has a Public ID; Harshly Punish)
    15        Hunted: Criminals of Harlem 11- (Less Pow; NCI; Limited Geographical Area; PC has a Public ID; Harshly Punish)
    20        Psychological Limitation: Protective of the people of Harlem (Very Common; Strong)
    20        Psychological Limitation: Overconfident (Very Common; Strong)
    10        Psychological Limitation: Running from the Past (Common; Moderate)
    10        Reputation: Harlem's Protector, 11-
    10        Social Limitation: Public ID (Frequently (11-), Minor
    10        Social Limitation: Black man in a white world (Frequently; Minor)
                 
                Experience
    42        Experience Points
     
     
    200      Base (Standard)
     
    140      Disadvantages
     
    42        Experience
     
    382      Total Cost
     
     
  7. Like
    Joe Walsh reacted to SDad63 in Defenders Saga Characters   
    Here is my version of
     
    Jessica Jones


     
    Val      Char   Cost    Roll     Notes

    40        STR     30        17-       Lift 6400kg; 8d6 [8]

    20        DEX    30        13-       OCV: 7/DCV: 7

    28        CON   36        15-

    18        BODY 16        13-

    18        INT     8          13-       PER Roll 13-

    18        EGO    16        13-       ECV: 6

    18        PRE     8          13-       PRE Attack: 3½d6

    10        COM   0          11-

    8/12     PD       0          Total: 8/12 PD (0/4 rPD)

    8/12     ED       2          Total: 8/12 ED (0/4 rED)

    4          SPD     10        Phases: 3, 6, 9, 12

    14        REC    0

    56        END    0

    52        STUN  0


     
    Movement

    Running:         7"/14"

    Leaping:          38"/76"

    Swimming:      2"/4"


     
                SKILL LEVELS

    15        Expert PI: +5 with with Criminology, Deduction, and Shadowing

               

                AGILITY SKILLS

    3          Breakfall 13-

    0          Climbing 8-

    0          Stealth 8-

    3          Defender: Teamwork 13-

               

                BACKGROUND SKILLS

    0          AK: New York 8-

    0          Language: English (completely fluent; literate)

    3          PS: Private Detective 13-

    0          TF: Automobile

               

                COMBAT SKILLS

    10        +2 with HTH Combat

    1          WF: Handguns

               

                INTELLECT SKILLS

    0          Concealment 8-

    3          Criminology 13-

    3          Deduction 13-

    3          Forensic Medicine 13-

    3          Hoist 13-

    3          Paramedics 13-

    3          Security Systems 13-

    3          Shadowing 13-

               

                INTERACTION SKILLS

    0          Acting 8-

    3          Conversation 13-

    3          Interrogation 13-

    0          Persuasion 8-


     
                Perks

    5          AKA Jeri: Contact: Jeri Hogarth (has significant Contacts, has useful resources, Good relationship) 11-

    4          AKA Patsy: Contact: Trish Walker (Very Good relationship) 11-

    2          AKA Private Eye: Fringe Benefit: Private Investigator License

    3          AKA Alias Investigations: Reputation: Enhanced Private Eye (A medium-sized group) 11-, +3/+3d6


     
                Talents

    6          Expert Combatant: Combat Luck (3 PD/3 ED)

    5          Healing Factor: Rapid Healing [Heal 1 BODY per hour of rest]


     
    Brawling


     
                Maneuver                   OCV   DCV   Notes

    4          Block                           +2        +2        Block, Abort

    4          Disarm                         -1         +1        Disarm; 60 STR to Disarm roll

    5          Hoist 'n' Heave            -2         -2         Grab Two Limbs, +20 STR to Throw

    4          Low Blow                   -1         +1        3d6 NND

    4          Punch                          +0        +2        12d6 Strike

    5          Roundhouse                -2         +1        14d6 Strike

    3          Tackle                          +0        +0        2d6 +v/5; You Fall, Target Falls

    3          Throw                          +0        +1        10d6 +v/5, Target Falls

    5          Knee Strike                 -2         +1        14d6 Strike


     
    8          +2 HTH Damage Class(es)


     
    POWERS


     
    30        Physical Damage Reduction, Resistant, 50%

    30        Energy Damage Reduction, Resistant, 50%


     
    35        Guided Falling: Leaping +30" (38" forward, 19" upward) (Accurate)          3

               

               

    10        Mental Defense (14 points total)

    2          Running +1" (7" total)            1

    1          Leather Jacket: Armor (1 PD/1 ED); Jacket (Locations 9-13; -1¼), OAF (-1), Real Armor (-¼)


     
    156      Characteristics

    240      Powers & SkillS

    396      Total Points


     
    200+    Disadvantages

    30        Dependent NPC: Jessica's Building Tenants 8- (Normal; Group DNPC: x16 DNPCs)

    10        Dependent NPC: Trish Walker 14- (Slightly Less Powerful; Useful Noncombat Position)

    10        Dependent NPC: Malcolm Ducasse 11- (Normal; Useful Noncombat Position or Skills)

    15        Hunted: The Hand 8- (Less Pow; NCI; PC is otherwise very easy to find; Harshly Punish)

    10        Hunted: NYPD 8- (Mo Pow; NCI; Watching)

    10        Physical Limitation: Alcoholic (Frequently; Slightly Impairing)

    20        Psychological Limitation: Protective of Others (Very Common; Strong)

    15        Psychological Limitation: Rude and Abrasive (Very Common; Moderate)

    15        Psychological Limitation: Does not Trust Others (Common; Strong)

    10        Public ID: Jessica Jones (Frequently (11-), Minor

    5          Reputation: Mean & Enhanced Private Eye, 8-


     
                Experience

    46        Experience Points


     
    200      Base (Standard)

    150      Disadvantages

    46        Experience

    396      Total Cost


     
  8. Like
    Joe Walsh reacted to SDad63 in Defenders Saga Characters   
    Kevin Thompson / Kilgrave was difficult to build - I broke all AP rules you might employ in a campaign... this is balanced out by the fact that without his virus he has only his wits to protect him.
     
    Kevin Thompson / Kilgrave
     
     
    Val      Char   Cost    Roll     Notes
     
    10        STR     0          11-       Lift 100kg; 2d6
    14        DEX    12        12-       OCV: 5/DCV: 5
    13        CON     6        13-
    11        BODY  2         12-
    23        INT     13        14-       PER Roll 14-
    23        EGO    26        14-       ECV: 8
    23        PRE     13        14-       PRE Attack: 4½d6
    10        COM   0          11-
    4          PD       2          Total: 4 PD (0 rPD)
    4          ED       1          Total: 4 ED (0 rED)
    5          SPD     26        Phases: 3, 5, 8, 10, 12
    6          REC    0
    36        END    0
    27        STUN  0
     
     
     
    Movement
     
    Running:         6"/12"
    Leaping:          2"/4"
    Swimming:      2"/4"
     
     
                SKILL LEVLES
    40        Minor Mind Control: +8 with Interaction Skills
    6          Master of Mind Control: +6 ECV with Mind Control
     
     
                AGILITY SKILLS
     
    0          Climbing 8-
    0          Stealth 8-
     
     
                BACKGROUND SKILLS
     
    0          AK: Manchester, England 8-
    0          Language: English (completely fluent; literate)
     
     
                INTELLECT SKILLS
     
    0          Concealment 8-
    3          Deduction 14-
    3          Lipreading 14-
    0          Paramedics 8-
    0          Shadowing 8-
    3          Tactics 14-
     
     
                INTERACTION SKILLS
     
    0          Acting 8-
    3          Bureaucratics 14-
    3          Conversation 14-
    3          High Society 14-
    3          Interrogation 14-
    3          Persuasion 14-
    3          Streetwise 14-
                 
                Perks
    3          Anonymity
    10        Money: Wealthy (Can ‘get’ as much as he wants, when he wants)
     
     
                Talents
    15        Lightning Reflexes: +15 DEX to act first with Mind Control
     
     
    POWERS
     
     
     
    [48]      Microparticle Virus [Original]: Mind Control 13d6 (standard effect: 39 points), Reduced END (0 END; +½), Area of Effect (10"; +1); Selective (+¼); No Range (-½), Blocked by Solids (-½), Only Operates at EGO+30 Level (-½), Wears off after 12 Hours (-½), Does Not Provide Mental Awareness (-¼), Target must Hear and Understand Commands (-½)
                 
    69        Advanced Microparticle Virus: Mind Control 17d6 (standard effect: 51 points), Reduced END (0 END; +½), Area of Effect (52"; +1½), Selective (+¼); No Range (-½), Blocked by Solids (-½), Only Operates at EGO+30 level (-½), Wears Off After 24 Hours (-¼), Does Not Provide Mental Awareness (-¼), Target must Hear and Understand Commands (-½)
     
     
    101      Characteristics
     
    183      Powers & Skills
     
    271      Total Points
     
     
     
    150+    Disadvantages
    35        Enraged: Does not get his way (Very Common), go 14-, recover 8-
    5          Hunted: Jessica Jones 8- (As Pow; Limited Geographical Area; Harshly Punish)
    20        Psychological Limitation: No Moral Compass or Conscious (Very Common; Strong)
    15        Psychological Limitation: No Qualms About Killing (Common; Strong)
    10        Psychological Limitation: Arrogant Prick (Uncommon; Strong)
    5          Psychological Limitation: In Love with Jessica Jones (Uncommon; Moderate)
    10        Social Limitation: Does Not Know How To Work With Others (Frequently; Minor)
     
     
                Experience
     
    21        Experience Points
     
     
    150      Base (Low Powered)
     
    100      Disadvantages
     
    21        Experience
     
    271      Total Cost
  9. Like
    Joe Walsh reacted to Duke Bushido in TSR Book Design   
    Give a shout if he does that for the Traveller LBBs or The Traveller Book.
     
    I need that information.
     
    For.....reasons.....
     
     

     
     
     
     
  10. Thanks
    Joe Walsh reacted to HeroGM in TSR Book Design   
    This is a free pdf on drivethrurpg. The author basically reversed engineered the books from the ODD (Little Brown Books), D&D B/X, BECMI and AD&D 1st. Margins, table strokes, layout, etc along with what fonts were originally used as well as alternatives. Included is the PDF of his findings as well as InDesign files setting up Master Pages for the different layouts.
     

  11. Like
    Joe Walsh reacted to unclevlad in Political Discussion Thread (With Rules)   
    Brings to mind, IIRC, Hemingway and the push to fight in the Spanish Civil War.  Glorifying fighting, when the reality is something entirely different.
  12. Like
  13. Like
    Joe Walsh reacted to SDad63 in Defenders Saga Characters   
    And the Big Bad of Daredevil... Wilson Fisk
     
    Wilson fisk / Kingpin
     
    Val      Char   Cost    Roll     Notes
    30        STR     20        15-       Lift 1600kg; 6d6 [6]
    18        DEX    24        13-       OCV: 6 / DCV: 6
    28        CON   36        15-
    23        BODY 26        14-
    18        INT     8          13-       PER Roll 13-
    20        EGO    20        13-       ECV: 7
    23        PRE     13        14-       PRE Attack: 4½d6
    10        COM   0          11-
    16/22   PD       10        Total: 16/22 PD (0/6 rPD)
    16/21   ED       10        Total: 16/21 ED (0/5 rED)
    5          SPD     22        Phases: 3, 5, 8, 10, 12
    12        REC    0
    56        END    0
    52        STUN  0
     
    Movement
    Running:         6"/12"
    Leaping:          6"/12"
    Swimming:      2"/4"
     
                AGILITY SKILLS
    3          Breakfall 13-
    0          Climbing 8-
    0          Stealth 8-
     
                BACKGROUND SKILLS
    0          AK: New York 8-
    2          KS: Criminal World 11-
    0          PS: Businessman 11-
    0          TF: Automobiles
     
                COMBAT SKILLS
    20        Skilled Combatant: +4 with HTH Combat
     
                INTELLECT SKILLS
    0          Concealment 8-
    3          Deduction 13-
    0          Paramedics 8-
    0          Shadowing 8-
     
                INTERACTION SKILLS
    0          Acting 8-
    3          Bribery 14-
    3          Bureaucratics 14-
    3          Conversation 14-
    3          High Society 14-
    3          Oratory 14-
    3          Persuasion 14-
    3          Streetwise 14-
     
    3          Linguist
    0          Language: English (completely fluent; literate)
    1          Language: ASL (basic conversation)
    1          Language: Japanese (fluent conversation)
    1          Language: Mandarin (fluent conversation)
    1          Language: Russian (fluent conversation)
     
                Perks
    60        Kingpin's Syndicate: 1024x Followers
    11        Money: Filthy Rich (over $17M available at any given time)
     
                Talents
    16        Vanessa!: Enraged Fury
                [Aid +11 STR [Standard] and 25% PD Damage Reduction (STUN Only); only while Enraged]
     
    WRESTLING / DIRTY FIGHTING
     
                Maneuver                   OCV   DCV   Notes
    4          Chin Block                  +2        +2        Block, Abort
    4          Backhand                    +0        +2        10d6 Strike
    3          Slam                            +0        +1        8d6 +v/5, Target Falls
    4          Escape                         +0        +0        55 STR vs. Grabs
    4          Disarm                         -1         +1        Disarm; 50 STR to Disarm roll
    3          Hold                            -1         -1         Grab Two Limbs, 50 STR for holding on
    5          Roundhouse                -2         +1        12d6 Strike
    4          Choke                          -2         +0        Grab One Limb; 3d6 NND
    4          Kidney Blow               -2         +0        HKA 2d6
    5          Hoist 'n' Heave            -2         -2         Grab Two Limbs, 30 STR to Throw
     
    8          +2 HTH Damage Class(es)
     
    POWERS
     
    10        Kevlar Suit: Armor (6 PD/5 ED); IAF (-1/2), Real Armor (-1/4)
    10        Heavy: Knockback Resistance -5"
     
    189      Characteristics
    211      Powers & Skills
    400      Total Points
     
    200+    Disadvantages
    15        Dependent NPC: Vanessa Marianna 11- (Normal)
    15        Enraged: Vanessa Threatened (Uncommon), go 14-, recover 14-
    15        Hunted: FBI 8- (Less Pow; NCI; PC has a Public ID; Arrest)
    15        Hunted: NYPD 8- (Less Pow; NCI; PC has a Public ID; Arrest)
    5          Hunted: Daredevil 8- (As Pow; Limited Geographical Area; Capture)
    5          Hunted: The Hand 8- (As Pow; NCI; Watching)
    20        Psych Limitation: Driven to Rule New York Criminal World (Very Common; Strong)
    20        Psych Limitation: No Qualms About Killing (Very Common; Strong)
    10        Psych Limitation: Arrogant (Common; Moderate)
    20        Reputation: Ruthless Crime Lord, 14-; +3/+3d6 (Extreme)
    10        Social Limitation: Public ID (Frequently; Minor)
     
                Experience
    50        Experience Points
     
    200      Base (Standard)
    150      Disadvantages
    50        Experience
    400      Total Cost
  14. Like
    Joe Walsh reacted to SDad63 in Defenders Saga Characters   
    Is a .pdf the best way to drop a character into a message?  I was using HDv2.42, then saw that there was a newer version (and purchased it), so I could also drop the .hdc files if anyone has interest.  I haven't been active on this board for so long (at least 9 years) that I forgot my old username.
     
    I should also probably have mentioned that all of these will be in 5th Edition...
  15. Like
    Joe Walsh reacted to SDad63 in Defenders Saga Characters   
    With the move from Netflix to Disney+, I started watching the Defenders shows again.  And started building out some of the more colorful characters.  I'll be posting them here as I complete them.
     
    Comments and suggestions are welcome!
     
    First up... one of my favorite secondary characters, and the only character to appear in every Defenders Saga series...  TURK BARRETT.
     
    Turk Barrett


     
    Val         Char      Cost        Roll        Notes

    11           STR        1              11-          Lift 115kg; 2d6 [2]

    11           DEX       3              11-          OCV: 4/DCV: 4

    13           CON       6              12-

    11           BODY    2              11-

    13           INT         3              12-          PER Roll 12-

    11           EGO       2              11-          ECV: 4

    13           PRE        3              12-          PRE Attack: 2½d6

    10           COM      0              11-

    2              PD           0              Total: 2 PD (0 rPD)

    3              ED          0              Total: 3 ED (0 rED)

    3              SPD        9              Phases: 4, 8, 12

    5              REC       0

    26           END       0

    24           STUN     0             


     
    Movement

    Running:               6"/12"

    Leaping: 2"/4"

    Swimming:            2"/4"


     

     
                    SKILL LEVELS

    5              Small Time Crook: +1 with Lockpicking, Security Systems, Streetwise, Persuasion and Trading

    3              Cool Under Fire: +1 OCV with handguns

                     

                    AGILITY SKILLS

    0              Climbing 8-

    3              Lockpicking 11- (12-)

    3              Stealth 11-

                     

                    BACKGROUND SKILLS

    0              AK: New York 8-

    2              AK: Hell's Kitchen 11-

    2              KS: New York Criminal World 11-

    0              Language: English (completely fluent; literate)

    0              PS: Small Time Crook 11-

    0              TF: Automobile

                     

                    COMBAT SKILLS

    1              WF: Handguns

    1              WF: Blades

                     

                    INTELLECT SKILLS

    0              Concealment 8-

    0              Deduction 8-

    0              Paramedics 8-

    3              Security Systems 12- (13-)

    0              Shadowing 8-

                     

                    INTERACTION SKILLS

    0              Acting 8-

    0              Conversation 8-

    3              Persuasion 12- (13-)

    3              Streetwise 12-

    3              Trading 12- (13-)


     
                    Perks

    3              Turk's Smoke Shop: Base (Malcolm X Blvd, New York)

    1              Independent Businessman: Money: Well Off (over $100K per year)


     
    29           Characteristics

    36           Powers & Skills

    65           Total Points


     

     
    25+         Disadvantages

    0              Normal Characteristic Maxima

    15           Psychological Limitation: Only Loyal to Turk Barrett (Common; Strong)

    10           Psychological Limitation: Greedy (Common; Moderate)

                     

                    Experience

    15           Experience Points


     
    25           Base (Skilled Normal)

    25           Disadvantage Points

    15           Experience

    65           Total Cost

     
  16. Like
    Joe Walsh reacted to Logan D. Hurricanes in Foods for those that just don't care anymore   
    Thread.
     
    Not for the faint of heart. 
     
     
  17. Like
    Joe Walsh reacted to Hugh Neilson in Coronavirus   
    On the plus side, the rapid antigen self-tests are really not difficult to self-administer.  On the minus side, my wife and I now know we have COVID.
     
    I have had worse symptoms from a cold. Given current Alberta guidance for those fully vaccinated is:
     
     - if you have symptoms and test positive, isolate for five days;
     - if you have no symptoms and test positive, isolate for five days; or
     - if you have symptoms and test negative, isolate for five days.
     
    After those 5 days, if symptoms have ended, you can go back out, but must mask up when around any other people for the following 5 days.
     
    As I'm neither high-risk nor work with high-risk, I don't qualify for PVR tests, so the test result was informative, I suppose, but changes little.
     
    Had I not tested, I would have retained the delusion that I had a cold - and the fact that I could maintain that delusion makes me even gladder to be fully vaccinated.
  18. Like
    Joe Walsh reacted to Scott Ruggels in What Have You Watched Recently?   
    Poking around on my Mom's HBO Max account, it's not that it is bereft of content, it's that the menus suck. I mean really suck, but there are a lot of classic movies on it, as well as a large amount of animated content (I am a sucker for cartoons). The selection is admittedly not as good as Amazon Prime, but it's a bit more varied that Netflix. 
  19. Like
    Joe Walsh reacted to Cygnia in Coronavirus   
    COVID and the Heart: It Spares No One
  20. Thanks
    Joe Walsh got a reaction from Steve in Building Campaign Power Ranges   
    Eh, what the heck. Here are some of the generic Archetypes (again, these would be modified to suit for a given campaign). Sorry for the silly formatting from copy/paste.
     
    Normal Archetypes                   Average Normal   Notable Normal Base Points: -24   Base Points: 0 Max Disadvantage Points: 25   Max Disadvantage Points: 25 Characteristics   Characteristics Val Char Base Cost   Val Char Base Cost 8 STR 10 -2   10 STR 10 0 8 DEX 10 -6   10 DEX 10 0 8 CON 10 -4   10 CON 10 0 8 BODY 10 -4   10 BODY 10 0 8 INT 10 -2   10 INT 10 0 8 EGO 10 -4   10 EGO 10 0 8 PRE 10 -2   10 PRE 10 0 10 COM 10 0   10 COM 10 0 2 PD 2 0   2 PD 2 0 2 ED 2 0   2 ED 2 0 2 SPD 1.8 2   2 SPD 2 0 4 REC 4 0   4 REC 4 0 16 END 16 0   20 END 20 0 16 STUN 16 0   20 STUN 20 0 5 Running 6 -2   6 Running 6 0   Characteristics Cost: -24     Characteristics Cost: 0                   Skilled Normal   Competent Normal Base Points: 25   Base Points: 50 Max Disadvantage Points: 25   Max Disadvantage Points: 25 Characteristics   Characteristics Val Char Base Cost   Val Char Base Cost 13 STR 10 3   13 STR 10 3 11 DEX 10 3   14 DEX 10 12 13 CON 10 6   13 CON 10 6 10 BODY 10 0   10 BODY 10 0 13 INT 10 3   13 INT 10 3 10 EGO 10 0   11 EGO 10 2 10 PRE 10 0   13 PRE 10 3 10 COM 10 0   10 COM 10 0 4 PD 3 1   5 PD 3 2 3 ED 3 0   4 ED 3 1 3 SPD 2.1 9   3 SPD 2.4 6 6 REC 6 0   6 REC 6 0 26 END 26 0   26 END 26 0 24 STUN 24 0   24 STUN 24 0 6 Running 6 0   7 Running 6 2   Characteristics Cost: 25     Characteristics Cost: 40                                                       Hero Archetypes                   Average Hero   Strong Hero Base Points: 100   Base Points: 100 Max Disadvantage Points: 50   Max Disadvantage Points: 50 Characteristics   Characteristics Val Char Base Cost   Val Char Base Cost 18 STR 10 8   23 STR 10 16 17 DEX 10 21   14 DEX 10 12 18 CON 10 16   18 CON 10 16 12 BODY 10 4   15 BODY 10 10 18 INT 10 8   10 INT 10 0 11 EGO 10 2   13 EGO 10 6 13 PRE 10 3   10 PRE 10 0 10 COM 10 0   10 COM 10 0 8 PD 4 4   10 PD 5 7 8 ED 4 4   10 ED 4 8 4 SPD 2.7 13   3 SPD 2.4 6 8 REC 8 0   9 REC 9 0 36 END 36 0   36 END 36 0 30 STUN 30 0   36 STUN 36 0 7 Running 6 2   6 Running 6 0   Characteristics Cost: 85     Characteristics Cost: 81                   Smart Hero   Dextrous Hero Base Points: 100   Base Points: 100 Max Disadvantage Points: 50   Max Disadvantage Points: 50 Characteristics   Characteristics Val Char Base Cost   Val Char Base Cost 13 STR 10 3   13 STR 10 3 14 DEX 10 12   21 DEX 10 36 13 CON 10 6   13 CON 10 6 11 BODY 10 2   10 BODY 10 0 23 INT 10 16   13 INT 10 3 13 EGO 10 6   10 EGO 10 0 13 PRE 10 3   13 PRE 10 3 10 COM 10 0   10 COM 10 0 6 PD 3 3   8 PD 3 5 6 ED 3 3   8 ED 3 5 3 SPD 2.4 6   5 SPD 3.1 29 6 REC 6 0   6 REC 6 0 26 END 26 0   26 END 26 0 25 STUN 25 0   24 STUN 24 0 6 Running 6 0   8 Running 6 4   Characteristics Cost: 60     Characteristics Cost: 94                                                       Superhero Archetypes                   Average Superhero   Brick Base Points: 175   Base Points: 175 Max Disadvantage Points: 75   Max Disadvantage Points: 75 Characteristics   Characteristics Val Char Base Cost   Val Char Base Cost 23 STR 10 13   50 STR 10 40 20 DEX 10 30   17 DEX 10 21 23 CON 10 26   28 CON 10 36 12 BODY 10 4   13 BODY 10 6 18 INT 10 8   13 INT 10 3 11 EGO 10 2   11 EGO 10 2 18 PRE 10 8   23 PRE 10 13 10 COM 10 0   10 COM 10 0 10 PD 5 5   24 PD 10 14 10 ED 5 5   24 ED 6 18 5 SPD 3 20   4 SPD 2.7 13 10 REC 10 0   16 REC 16 0 46 END 46 0   56 END 56 0 36 STUN 36 0   52 STUN 52 0 8 Running 6 4   8 Running 6 4   Characteristics Cost: 125     Characteristics Cost: 170                   Energy Projector   Martial Artist Base Points: 175   Base Points: 175 Max Disadvantage Points: 75   Max Disadvantage Points: 75 Characteristics   Characteristics Val Char Base Cost   Val Char Base Cost 13 STR 10 3   23 STR 10 13 20 DEX 10 30   26 DEX 10 48 23 CON 10 26   23 CON 10 26 10 BODY 10 0   11 BODY 10 2 18 INT 10 8   18 INT 10 8 11 EGO 10 2   11 EGO 10 2 18 PRE 10 8   18 PRE 10 8 10 COM 10 0   10 COM 10 0 8 PD 3 5   12 PD 5 7 12 ED 5 7   8 ED 5 3 5 SPD 3 20   6 SPD 3.6 24 10 REC 8 4   10 REC 10 0 50 END 46 2   46 END 46 0 29 STUN 29 0   35 STUN 35 0 6 Running 6 0   8 Running 6 4   Characteristics Cost: 115     Characteristics Cost: 145  
    Templates for my Everyman skill lists:
    Everyman Skills
              Most people in a given setting will have a common set of skills. Everyman Skills are meant to reflect that. Each character begins with all of the Everyman Skills for their setting at the Familiarity level (8-), at no cost in Character Points. Example lists of Everyman Skills are given below.           Medieval Fantasy   Modern Skill Roll   Skill Roll Acting 8-   Acting 8- Climbing 8-   Climbing 8- Concealment 8-   Concealment 8- Conversation 8-   Conversation 8- Deduction 8-   Deduction 8- Paramedic (Healing) 8-   Paramedic 8- Persuasion 8-   Persuasion 8- Shadowing 8-   Shadowing 8- Stealth 8-   Stealth 8- Transport Familiarity (Ox-Drawn Cart) 8-   Transport Familiarity (Automobiles) 8- 4 pts. With Local Language (no literacy) N/A   4 pts. With Local Language N/A AK (Area Knowledge): Home Region 8-   AK (Area Knowledge): Home Region 8- PS (Professional Skill): Own Profession 11-   PS (Professional Skill): Own Profession 11- KS (Knowledge Skill): Own Profession 11-   KS (Knowledge Skill): Own Profession 11-       KS (Knowledge Skill): Hobby 11-           Science Fiction   Post-Apocalyptic Skill Roll   Skill Roll Acting 8-   Acting 8- Climbing 8-   Climbing 8- Concealment 8-   Concealment 8- Conversation 8-   Conversation 8- Deduction 8-   Deduction 8- Paramedic 8-   Paramedic 8- Persuasion 8-   Persuasion 8- Shadowing 8-   Shadowing 8- Stealth 8-   Stealth 8- Transport Familiarity (Personal Hovercraft) 8-   Transport Familiarity (Beast-Drawn Cart) -8 4 pts. With Local Language N/A   4 pts. With Local Language (no literacy) N/A AK (Area Knowledge): Homeworld 8-   AK (Area Knowledge): Home Region 8- PS (Professional Skill): Own Profession 11-   PS (Professional Skill): Own Profession 11- KS (Knowledge Skill): Own Profession 11-   KS (Knowledge Skill): Own Profession 11- KS (Knowledge Skill): Hobby 11-                  
    A sampling of Careers that might be offered for various types of campaigns:
    Fantasy Careers I
              Adventuring Wizard   Swashbuckler Skills Cost   Skills Cost FAM w/ Single Weapon Group 1   FAM w/Common Melee Weapons 2 Magic Skill 3   High Society 3 KS: Specific Styles of Magic 12- 3   Seduction 3 KS: History of Magic 11- 4   Acrobatics 3 KS: Specific Magical Knowledge 1   +1 w/Weapon Group 3 Disadvantages     KS: Swashbuckling Code 11- 2 Package Bonus -2   KS: Other famous Swashbucklers 8- 1 Reputation 8- -5   Choose two from the following list: 6 Package Cost 5   Navigation, Persuasion, Riding, Oratory,         Acting, Climbing, Breakfall, Trading         Disadvantages         Package Bonus -3       Foolishly Showy -15       Package Cost 5           Burglar   Traveling Priest Skills Cost   Skills Cost FAM w/Common Melee Weapons 2   FAM w/ Common Melee Weapons 2 Climbing 3   Oratory 3 Lockpicking 3   Persuasion 3 Security Systems 3   Conversation 3 Stealth 3   Additional Language (fluent with accent) 3 KS: Valuable Items, 11- 2   KS: Religious Dogma, 11- 2 KS: City Guard, 11- 2   KS: Religious Procedures, 11- 2 Contact: Fense, 11- 2   Perk: Priest 3 Choose one from the following list: 3   Choose two from the following list: 6 Breakfall, Bugging (Eavesdropping),     Acting, Riding, High Society, Streetwise,   Contortionist, High Society, Lipreading,     Language (3 pts.), Paramedic, Trading   Shadowing, Streetwise, Trading     Disadvantages   Disadvantages     Package Bonus -3 Package Bonus -3   Promots the faith -20 Hunted by authorities (More powerful, NCI, -15   Package Cost 4 wants to punish), 8-         Package Cost 5                           Modern Careers I           Intelligence Agent   Detective Skills Cost   Skills Cost KS: College Degree Field of Study, 11- 2   FAM w/ Small Arms 2 FAM w/ Small Arms 2   FAM w/ Billyclub 1 FAM w/ Common Melee Weapons 2   KS: Criminal Law, 11- 2 Martial Arts (Choice) 10   KS: Wanted Felons, 11- 2 KS: Law and Agency Procedures, 11- 2   PS: Detective, 11- 2 KS: Other Intelligence Agencies, 11- 2   Perk: Local Police Powers 2 Criminology 3   AK: Precinct, Town, etc, 11- 2 Perk: Federal Law Enforcement Powers 3   Bureaucratics 3 Choose three from the following list: 9   Deduction 3 Acting, Breakfall, Bribery, Bugging,     Choose five from the following list: 15 Bureaucratics, Climbing, Combat Driving     Bugging, Combat Driving, Concealment,   Computer Programming, Concealment,     Conversation, Criminology, Forensics,   Conversation, Cryptography, Demolitions,     Persuasion, Shadowing, Streetwise   Disguise, Electronics, Interrogation,     Basic Self Defense Martial Art 15 Inventor, KS: Culture (Pick one) 12-,     Use Art w/ Billyclubs 1 KS: City (Pick one), 12-, Language (Any)     Disadvantages   Linguist, Lockpicking, Mechanic,     Package Bonus -3 Paramedic, Persuasion, Resistance +3,     Reputation (Good cop, bad cop, or another -5 Security Systems, Shadowing, Streetwise,     personality trait), 8-   Survival, Tracking, Weaponsmith, +1 w/     Watched by Superiors (Mo Pow, NCI), 14- -15 three maneuvers or tight group, +1 w/     Reputation (As per Police Officer, but can be -10 Perception, FAM w/ Rocket Launchers,     due to media coverage of a major arrest   Grenade Launchers, Man-Guided Missiles     or a widespread story about the   Disadvantages     detective), 11-   Package Bonus -3   Package Cost 17 Watched, “Organization of Membership” -12       (More powerful, NCI), 11-         Psychological Limitations (Choose) -15       Package Cost 5             Reporter Doctor   Skills Cost Skills Cost   PS: Reporter (INT based) 3 PS: Medical Doctor (INT based) 3   Perk: Press Pass 1 Paramedic 3   KS: Specialty (Sports, Sensational Crimes, 2 SC: Medicine (INT based) 3   Business, etc.), 11-   Perk: License to Practice Medicine 1   Choose two from the following list: 6 Choose two from the following list: 6   Acting, Bribery, Bureaucratics, Computer   Sciences: Biology, Biochemistry,     Programming, Concealment, Conversation,   Bacteriology, Pathology, Pharmacology;     High Society, Oratory, Persuasion,   Forensics, High Society     Resistance +3, Security Systems,   Disadvantages     Disadvantages   Package Bonus -3   Package Bonus -2 Psychological Limitations (Choose) -10   Reputation or Psych. Limit (Choose) -10 Package Cost 3   Package Cost 0  
     
    Some Species packages:
    Fantasy Species           Mountain Dwarf   Mountain Dwarf Racial Abilities Package   Cultural Abilities Package Skills Cost   Skills Cost Increased CHAR Maxima:     Concealment, 11- 3 STR 23 3   FAM w/ Common Melee Weapons 2 CON 23 6   +2 with Axes/Maces 6 BODY 23 6   Language: Dwarven (native) 4 EGO 21 2   AK: Caves and Underground, 12- 3 PD 10 2   KS: Dwarven History, 11- 2 ED 10 2   PS: Miner, 11- 2 END 60 5   PS: Artisan, 11- 2 Bump of Direction, only underground 2   PS: Current Occupation, 11- 2 Disadvantages     Disadvantages   Package Bonus 0   Package Bonus -3 Decreased CHAR maxima: INT 18 -1   Dislikes Orcs and other racial enemies -10 -1" Running (base running 5") -2   Package Cost 13 Distinctive Features (Dwarf) -10       (Concealable with major effort)         Package Cost 15                 Wood Elf   Wood Elf Racial Abilities Package   Cultural Abilities Package Skills Cost   Skills Cost Increased CHAR Maxima:     Survival, 11- 3 DEX 21 3   Tracking, 11- 3 INT 23 3   Stealth, 11- 3 EGO 21 2   Animal Handler, 8- 1 COM 22 1   FAM w/ bows 1 +2" Running (base running 8") 4   +1 with bows 3 UV Vision 5   Language: Elven (native) 4 Lightsleep 3   AK: Forests, 12- 3 Disadvantages     PS: Current Occupation, 11- 2 Package Bonus 0   Disadvantages   Decreased CHAR maxima:     Package Bonus -3 STR 16 -2   Dislikes Orcs and other racial enemies -10 BODY 16 -4   Package Cost 10 PD 6 -1       ED 6 -1       STUN 45 -3       Distinctive Features (Elf) -5       (Easily Concealable)         Package Cost 5                 Some example superheroes built using my system, for a newbie supers campaign:
     
    Example 1: Brick Base Points: 175   Max. Disadvantage Points: 75 Characteristics   Disadvantages Points Val Char Base Cost   Enraged by Harm to Children (Uncommon Circumstance, Go 11-, Recover 11-) 15 50 STR 10 40   17 DEX 10 21   Hunted by Ogre (As Powerful, 11-) 15 28 CON 10 36   13 BODY 10 6   Psychological Limitation: Must Protect Neighborhood (Common Situation, Strong) 15 13 INT 10 3   11 EGO 10 2   Physical Limitation: Normal Medical Instruments Cannot Penetrate Skin (Infrequently, Greatly) 10 23 PRE 10 13   18 COM 10 4   Reputation (8-) 5 24 PD 10 14   24 ED 6 18   Unluck (1d6) 5 4 SPD 2.7 13   16 REC 16 0   Vulnerable to Gamma Ray Attacks (Uncommon, 2X BODY) 10 56 END 56 0   52 STUN 52 0       8 Running 6 4     Characteristics Cost: 174   Disadvantage Total: 75 Pts. Skill/Talent/Perk/Power END/Roll -- Acting, Climbing, Concealment, Deduction, Paramedic, Shadowing, Stealth 8- -- TF:Automobiles, AK:Home Region 8- -- PS:Own Profession, KS: Own Profession, KS: Hobby 11- -- Language: Fluent & Literate in Native Language -- 3 Bribery 14- 3 Conversation 14- 3 High Society 14- 3 Interrogation 14- 3 Oratory 14- 3 Persuasion 14- 3 Seduction 14- 3 Streetwise 14- 3 Trading 14-       2 Contact at FBI 11-       12 Tough Skin: Damage Resistance: 12 rPD / 12 rED -- 5 Tough Eyes: 5 Points Flash Defense vs. Normal Sight -- 30 Superleap: +20” (30” total), 4x noncombat (120”) 4 (9)                                                       76 Total         Characteristics + Powers: 250               Base + Disadvantages: 250   Example 2: Energy Projector Base Points: 175   Max. Disadvantage Points: 75 Characteristics   Disadvantages Points Val Char Base Cost   Dependent NPC: Younger Sibling (Normal, 8-) 10 13 STR 10 3   20 DEX 10 30   Distinctive Features: Mutant, Shows up on Mutant Detectors (Easily Concealable, Incurs Prejudice) 10 23 CON 10 26   10 BODY 10 0   Watched by Government (More Powerful, Has Extensive Non-Combat Influence, 11-) 15 18 INT 10 8   11 EGO 10 2   Psychological Limitation: Reluctant to use Ice Storm power (Common Situation, Strong) 15 18 PRE 10 8   12 COM 10 1   Psychological Limitation: Code Against Killing (Common situation, Total Commitment) 20 8 PD 3 5   12 ED 5 7   Vulnerability: Fire Attacks (Uncommon, 1.5x BODY) 5 5 SPD 3 20   10 REC 8 4       54 END 46 4   29 STUN 29 0       6 Running 6 0     Characteristics Cost: 118   Disadvantage Total: 75 Pts. Skill/Talent/Perk/Power END/Roll -- Acting, Climbing, Conversation, Deduction, Persuasion, Shadowing, Stealth 8- -- TF:Automobiles, AK:Home Region 8- -- PS:Own Profession, KS: Own Profession, KS: Hobby 11- -- Language: Fluent & Literate in Native Language -- 3 Bugging 13- 3 Computer Programming 13- 3 Concealment 13- 3 Criminology 13- 3 Cryptography 13- 3 Paramedic 13- 3 Security Systems 13- 3 Systems Operation 13-       50 Multipower – 62 Character Point Reserve (-¼, won’t work in hot or dry conditions)   10 Slot 1 – Snow Storm: 10d6 Energy Blast (50 Points), ½ END (+¼) [62 Active Points], 2   [50 Real Points]   10 Slot 2 – Icy Second Skin: 25 rPD, 25 rED Force Field (50 Points), ½ END (+¼) 2   [62 Active Points], [50 Real Points]   10 Slot 3 – Ice Ramp: 25” Flight (50 Points), ½ END (+¼) [62 Active Points], [50 Real Points] 2 5 Slot 4u – Ice Storm: 8d6 Energy Blast (40 Points), Armor Piercing (+½) [60 Active Points], 5   [48 Real Points]   5 Slot 5u – Furious Snow Storm: 7d6 Energy Blast (35 Points), Double Knockback (+¾), 5   [61 Active Points], [49 Real Points]   10 Slot 6u – Ice Wall: 5 PD / 4 ED Force Wall, 9”, Opaque to Normal Sight (50 Points), 5   ½ END (+¼) [62 Real Points], [50 Real Points]   8 Slot 7u – Put ‘Em on Ice: 5d6, 5 PD/5 ED Entangle (50 Points), ½ End (+¼)[62 Active Points], 2   Takes 2X BODY from Heat or Fire Attacks (-¼) [41 Real Points]         132 Total         Chars + Powers: 250               Base + Disadvantages: 250   Example 3: Martial Artist Base Points: 175   Max. Disadvantage Points: 75 Characteristics   Disadvantages Points Val Char Base Cost   Hunted by Ninja Master (More Powerful, 8-) 15 23 STR 10 13   26 DEX 10 48   Watched by a Secret Society of Martial Artists (More Powerful, 11-) 10 23 CON 10 26   11 BODY 10 2   Psychological Limitation: Code Against Killing (Common situation, Total Commitment) 20 18 INT 10 8   11 EGO 10 2   Psychological Limitation: Honorable (Common situation, Total commitment) 20 18 PRE 10 8   10 COM 10 0   Reputation: Rigid Ethics (8-) 5 12 PD 5 7   8 ED 5 3   Rivalry with Heroic Martial Artist (Professional Rival) 5 6 SPD 3.6 24   10 REC 10 0       46 END 46 0   40 STUN 35 5       10 Running 6 8     Characteristics Cost: 154   Disadvantage Total: 75 Pts. Skill/Talent/Perk/Power END/Roll -- Acting, Concealment, Conversation, Deduction, Paramedic, Persuasion, Shadowing 8- -- TF:Automobiles, AK:Home Region 8- -- PS:Own Profession, KS: Own Profession, KS: Hobby 11- -- Language: Fluent & Literate in Native Language -- 3 Acrobatics 14- 3 Breakfall 14- 3 Climbing 14- 3 Combat Driving 14- 10 Combat Skill Levels: +2 Levels in Hand-to-Hand Combat -- 3 Contortionist 14- 3 Lockpicking 14- 3 Riding 14- 3 Sleight of Hand 14- 3 Stealth 14- 7 Weapon Familiarities: Common Melee Weapons, Uncommon Melee Weapons --   Common Missile Weapons, Pistols     Martial Arts (Black Belt):   8 +2 Damage Classes w/ Martial Arts -- 4 Punch: Martial Strike (+0 OCV / + 2 DCV / +2d6 Damage (9d6 Total w/ +2 DC’s)) (2) 5 Kick: Offensive Strike (-2 OCV / +1 DCV / +4d6 Damage (11d6 Total w/+2 DC’s)) (2) 4 Stun Touch: Nerve Strike (-1 OCV / +1 DCV / 2d6 NND (3d6 NND w/ +2 DC’s))* (2) 3 Throw: Martial Throw (+0 OCV / +1 DCV / 8d6+v/5) (2) 4 Block: Martial Block (+2 OCV / +2 DCV) (2) 4 Dodge: Martial Dodge (+0 OCV / +5 DCV / Dodge, All Attacks, Abort) (2)   * NND Defense is wearing solid armor or having Lack of Weakness   20 Flash-Bang Grenades: 2d6 Flash vs. Normal Sight (20 Points) & Normal Hearing (+5 Points) --   [25 Base Points]; 3” Radius (+1) [50 Active Points]; 2 Charges (-1½) [20 Real Points]   96 Total                           Chars + Powers: 250               Base + Disadvantages: 250  
  21. Thanks
    Joe Walsh reacted to archer in What Have You Watched Recently?   
    I watched the first five episodes of the Station Eleven miniseries.
     
    The first episode was great. After that...
     
    I probably would have stopped watching if it had been an ongoing series. But with it being a miniseries, I feel like I can go ahead and finish it out (as opposed to dedicating the next few years of my life watching a regular series that's stopped being engaging).
     
    The main flaw to me is the time jump forward to deal with several things a few years later. My favorite part of the series is the young actress. Taking screen time from her to deal with less interesting things.... 😕 
  22. Like
    Joe Walsh reacted to Michael Hopcroft in What Have You Watched Recently?   
    Just saw Turning Red with a couple from church (at my place, with a pizza that surprisingly wasn't touch much). Stylistically, it mixed standard Pixar with anime and CalArts styling. But the story it tells is about daughters and mothers and how often parents don't remember just what sort of teenagers they were. I was reminded of Brave, because while the setting and emphasis were different, it too was a story of the relationship and misunderstandings between mothers and daughters and the difficulties involved with them.
     
    Mom commented after she saw Turning Red (a few days before I did) that so few coming-of-sage stories are about young women, compared to young men, that a film that examines the issues of girls growing up the way it did was refreshing, if not necessary. If my mother and I had seen this in a theater, we would probably have had some interesting discussions afterward.
     
     
  23. Thanks
    Joe Walsh got a reaction from Grailknight in Building Campaign Power Ranges   
    Eh, what the heck. Here are some of the generic Archetypes (again, these would be modified to suit for a given campaign). Sorry for the silly formatting from copy/paste.
     
    Normal Archetypes                   Average Normal   Notable Normal Base Points: -24   Base Points: 0 Max Disadvantage Points: 25   Max Disadvantage Points: 25 Characteristics   Characteristics Val Char Base Cost   Val Char Base Cost 8 STR 10 -2   10 STR 10 0 8 DEX 10 -6   10 DEX 10 0 8 CON 10 -4   10 CON 10 0 8 BODY 10 -4   10 BODY 10 0 8 INT 10 -2   10 INT 10 0 8 EGO 10 -4   10 EGO 10 0 8 PRE 10 -2   10 PRE 10 0 10 COM 10 0   10 COM 10 0 2 PD 2 0   2 PD 2 0 2 ED 2 0   2 ED 2 0 2 SPD 1.8 2   2 SPD 2 0 4 REC 4 0   4 REC 4 0 16 END 16 0   20 END 20 0 16 STUN 16 0   20 STUN 20 0 5 Running 6 -2   6 Running 6 0   Characteristics Cost: -24     Characteristics Cost: 0                   Skilled Normal   Competent Normal Base Points: 25   Base Points: 50 Max Disadvantage Points: 25   Max Disadvantage Points: 25 Characteristics   Characteristics Val Char Base Cost   Val Char Base Cost 13 STR 10 3   13 STR 10 3 11 DEX 10 3   14 DEX 10 12 13 CON 10 6   13 CON 10 6 10 BODY 10 0   10 BODY 10 0 13 INT 10 3   13 INT 10 3 10 EGO 10 0   11 EGO 10 2 10 PRE 10 0   13 PRE 10 3 10 COM 10 0   10 COM 10 0 4 PD 3 1   5 PD 3 2 3 ED 3 0   4 ED 3 1 3 SPD 2.1 9   3 SPD 2.4 6 6 REC 6 0   6 REC 6 0 26 END 26 0   26 END 26 0 24 STUN 24 0   24 STUN 24 0 6 Running 6 0   7 Running 6 2   Characteristics Cost: 25     Characteristics Cost: 40                                                       Hero Archetypes                   Average Hero   Strong Hero Base Points: 100   Base Points: 100 Max Disadvantage Points: 50   Max Disadvantage Points: 50 Characteristics   Characteristics Val Char Base Cost   Val Char Base Cost 18 STR 10 8   23 STR 10 16 17 DEX 10 21   14 DEX 10 12 18 CON 10 16   18 CON 10 16 12 BODY 10 4   15 BODY 10 10 18 INT 10 8   10 INT 10 0 11 EGO 10 2   13 EGO 10 6 13 PRE 10 3   10 PRE 10 0 10 COM 10 0   10 COM 10 0 8 PD 4 4   10 PD 5 7 8 ED 4 4   10 ED 4 8 4 SPD 2.7 13   3 SPD 2.4 6 8 REC 8 0   9 REC 9 0 36 END 36 0   36 END 36 0 30 STUN 30 0   36 STUN 36 0 7 Running 6 2   6 Running 6 0   Characteristics Cost: 85     Characteristics Cost: 81                   Smart Hero   Dextrous Hero Base Points: 100   Base Points: 100 Max Disadvantage Points: 50   Max Disadvantage Points: 50 Characteristics   Characteristics Val Char Base Cost   Val Char Base Cost 13 STR 10 3   13 STR 10 3 14 DEX 10 12   21 DEX 10 36 13 CON 10 6   13 CON 10 6 11 BODY 10 2   10 BODY 10 0 23 INT 10 16   13 INT 10 3 13 EGO 10 6   10 EGO 10 0 13 PRE 10 3   13 PRE 10 3 10 COM 10 0   10 COM 10 0 6 PD 3 3   8 PD 3 5 6 ED 3 3   8 ED 3 5 3 SPD 2.4 6   5 SPD 3.1 29 6 REC 6 0   6 REC 6 0 26 END 26 0   26 END 26 0 25 STUN 25 0   24 STUN 24 0 6 Running 6 0   8 Running 6 4   Characteristics Cost: 60     Characteristics Cost: 94                                                       Superhero Archetypes                   Average Superhero   Brick Base Points: 175   Base Points: 175 Max Disadvantage Points: 75   Max Disadvantage Points: 75 Characteristics   Characteristics Val Char Base Cost   Val Char Base Cost 23 STR 10 13   50 STR 10 40 20 DEX 10 30   17 DEX 10 21 23 CON 10 26   28 CON 10 36 12 BODY 10 4   13 BODY 10 6 18 INT 10 8   13 INT 10 3 11 EGO 10 2   11 EGO 10 2 18 PRE 10 8   23 PRE 10 13 10 COM 10 0   10 COM 10 0 10 PD 5 5   24 PD 10 14 10 ED 5 5   24 ED 6 18 5 SPD 3 20   4 SPD 2.7 13 10 REC 10 0   16 REC 16 0 46 END 46 0   56 END 56 0 36 STUN 36 0   52 STUN 52 0 8 Running 6 4   8 Running 6 4   Characteristics Cost: 125     Characteristics Cost: 170                   Energy Projector   Martial Artist Base Points: 175   Base Points: 175 Max Disadvantage Points: 75   Max Disadvantage Points: 75 Characteristics   Characteristics Val Char Base Cost   Val Char Base Cost 13 STR 10 3   23 STR 10 13 20 DEX 10 30   26 DEX 10 48 23 CON 10 26   23 CON 10 26 10 BODY 10 0   11 BODY 10 2 18 INT 10 8   18 INT 10 8 11 EGO 10 2   11 EGO 10 2 18 PRE 10 8   18 PRE 10 8 10 COM 10 0   10 COM 10 0 8 PD 3 5   12 PD 5 7 12 ED 5 7   8 ED 5 3 5 SPD 3 20   6 SPD 3.6 24 10 REC 8 4   10 REC 10 0 50 END 46 2   46 END 46 0 29 STUN 29 0   35 STUN 35 0 6 Running 6 0   8 Running 6 4   Characteristics Cost: 115     Characteristics Cost: 145  
    Templates for my Everyman skill lists:
    Everyman Skills
              Most people in a given setting will have a common set of skills. Everyman Skills are meant to reflect that. Each character begins with all of the Everyman Skills for their setting at the Familiarity level (8-), at no cost in Character Points. Example lists of Everyman Skills are given below.           Medieval Fantasy   Modern Skill Roll   Skill Roll Acting 8-   Acting 8- Climbing 8-   Climbing 8- Concealment 8-   Concealment 8- Conversation 8-   Conversation 8- Deduction 8-   Deduction 8- Paramedic (Healing) 8-   Paramedic 8- Persuasion 8-   Persuasion 8- Shadowing 8-   Shadowing 8- Stealth 8-   Stealth 8- Transport Familiarity (Ox-Drawn Cart) 8-   Transport Familiarity (Automobiles) 8- 4 pts. With Local Language (no literacy) N/A   4 pts. With Local Language N/A AK (Area Knowledge): Home Region 8-   AK (Area Knowledge): Home Region 8- PS (Professional Skill): Own Profession 11-   PS (Professional Skill): Own Profession 11- KS (Knowledge Skill): Own Profession 11-   KS (Knowledge Skill): Own Profession 11-       KS (Knowledge Skill): Hobby 11-           Science Fiction   Post-Apocalyptic Skill Roll   Skill Roll Acting 8-   Acting 8- Climbing 8-   Climbing 8- Concealment 8-   Concealment 8- Conversation 8-   Conversation 8- Deduction 8-   Deduction 8- Paramedic 8-   Paramedic 8- Persuasion 8-   Persuasion 8- Shadowing 8-   Shadowing 8- Stealth 8-   Stealth 8- Transport Familiarity (Personal Hovercraft) 8-   Transport Familiarity (Beast-Drawn Cart) -8 4 pts. With Local Language N/A   4 pts. With Local Language (no literacy) N/A AK (Area Knowledge): Homeworld 8-   AK (Area Knowledge): Home Region 8- PS (Professional Skill): Own Profession 11-   PS (Professional Skill): Own Profession 11- KS (Knowledge Skill): Own Profession 11-   KS (Knowledge Skill): Own Profession 11- KS (Knowledge Skill): Hobby 11-                  
    A sampling of Careers that might be offered for various types of campaigns:
    Fantasy Careers I
              Adventuring Wizard   Swashbuckler Skills Cost   Skills Cost FAM w/ Single Weapon Group 1   FAM w/Common Melee Weapons 2 Magic Skill 3   High Society 3 KS: Specific Styles of Magic 12- 3   Seduction 3 KS: History of Magic 11- 4   Acrobatics 3 KS: Specific Magical Knowledge 1   +1 w/Weapon Group 3 Disadvantages     KS: Swashbuckling Code 11- 2 Package Bonus -2   KS: Other famous Swashbucklers 8- 1 Reputation 8- -5   Choose two from the following list: 6 Package Cost 5   Navigation, Persuasion, Riding, Oratory,         Acting, Climbing, Breakfall, Trading         Disadvantages         Package Bonus -3       Foolishly Showy -15       Package Cost 5           Burglar   Traveling Priest Skills Cost   Skills Cost FAM w/Common Melee Weapons 2   FAM w/ Common Melee Weapons 2 Climbing 3   Oratory 3 Lockpicking 3   Persuasion 3 Security Systems 3   Conversation 3 Stealth 3   Additional Language (fluent with accent) 3 KS: Valuable Items, 11- 2   KS: Religious Dogma, 11- 2 KS: City Guard, 11- 2   KS: Religious Procedures, 11- 2 Contact: Fense, 11- 2   Perk: Priest 3 Choose one from the following list: 3   Choose two from the following list: 6 Breakfall, Bugging (Eavesdropping),     Acting, Riding, High Society, Streetwise,   Contortionist, High Society, Lipreading,     Language (3 pts.), Paramedic, Trading   Shadowing, Streetwise, Trading     Disadvantages   Disadvantages     Package Bonus -3 Package Bonus -3   Promots the faith -20 Hunted by authorities (More powerful, NCI, -15   Package Cost 4 wants to punish), 8-         Package Cost 5                           Modern Careers I           Intelligence Agent   Detective Skills Cost   Skills Cost KS: College Degree Field of Study, 11- 2   FAM w/ Small Arms 2 FAM w/ Small Arms 2   FAM w/ Billyclub 1 FAM w/ Common Melee Weapons 2   KS: Criminal Law, 11- 2 Martial Arts (Choice) 10   KS: Wanted Felons, 11- 2 KS: Law and Agency Procedures, 11- 2   PS: Detective, 11- 2 KS: Other Intelligence Agencies, 11- 2   Perk: Local Police Powers 2 Criminology 3   AK: Precinct, Town, etc, 11- 2 Perk: Federal Law Enforcement Powers 3   Bureaucratics 3 Choose three from the following list: 9   Deduction 3 Acting, Breakfall, Bribery, Bugging,     Choose five from the following list: 15 Bureaucratics, Climbing, Combat Driving     Bugging, Combat Driving, Concealment,   Computer Programming, Concealment,     Conversation, Criminology, Forensics,   Conversation, Cryptography, Demolitions,     Persuasion, Shadowing, Streetwise   Disguise, Electronics, Interrogation,     Basic Self Defense Martial Art 15 Inventor, KS: Culture (Pick one) 12-,     Use Art w/ Billyclubs 1 KS: City (Pick one), 12-, Language (Any)     Disadvantages   Linguist, Lockpicking, Mechanic,     Package Bonus -3 Paramedic, Persuasion, Resistance +3,     Reputation (Good cop, bad cop, or another -5 Security Systems, Shadowing, Streetwise,     personality trait), 8-   Survival, Tracking, Weaponsmith, +1 w/     Watched by Superiors (Mo Pow, NCI), 14- -15 three maneuvers or tight group, +1 w/     Reputation (As per Police Officer, but can be -10 Perception, FAM w/ Rocket Launchers,     due to media coverage of a major arrest   Grenade Launchers, Man-Guided Missiles     or a widespread story about the   Disadvantages     detective), 11-   Package Bonus -3   Package Cost 17 Watched, “Organization of Membership” -12       (More powerful, NCI), 11-         Psychological Limitations (Choose) -15       Package Cost 5             Reporter Doctor   Skills Cost Skills Cost   PS: Reporter (INT based) 3 PS: Medical Doctor (INT based) 3   Perk: Press Pass 1 Paramedic 3   KS: Specialty (Sports, Sensational Crimes, 2 SC: Medicine (INT based) 3   Business, etc.), 11-   Perk: License to Practice Medicine 1   Choose two from the following list: 6 Choose two from the following list: 6   Acting, Bribery, Bureaucratics, Computer   Sciences: Biology, Biochemistry,     Programming, Concealment, Conversation,   Bacteriology, Pathology, Pharmacology;     High Society, Oratory, Persuasion,   Forensics, High Society     Resistance +3, Security Systems,   Disadvantages     Disadvantages   Package Bonus -3   Package Bonus -2 Psychological Limitations (Choose) -10   Reputation or Psych. Limit (Choose) -10 Package Cost 3   Package Cost 0  
     
    Some Species packages:
    Fantasy Species           Mountain Dwarf   Mountain Dwarf Racial Abilities Package   Cultural Abilities Package Skills Cost   Skills Cost Increased CHAR Maxima:     Concealment, 11- 3 STR 23 3   FAM w/ Common Melee Weapons 2 CON 23 6   +2 with Axes/Maces 6 BODY 23 6   Language: Dwarven (native) 4 EGO 21 2   AK: Caves and Underground, 12- 3 PD 10 2   KS: Dwarven History, 11- 2 ED 10 2   PS: Miner, 11- 2 END 60 5   PS: Artisan, 11- 2 Bump of Direction, only underground 2   PS: Current Occupation, 11- 2 Disadvantages     Disadvantages   Package Bonus 0   Package Bonus -3 Decreased CHAR maxima: INT 18 -1   Dislikes Orcs and other racial enemies -10 -1" Running (base running 5") -2   Package Cost 13 Distinctive Features (Dwarf) -10       (Concealable with major effort)         Package Cost 15                 Wood Elf   Wood Elf Racial Abilities Package   Cultural Abilities Package Skills Cost   Skills Cost Increased CHAR Maxima:     Survival, 11- 3 DEX 21 3   Tracking, 11- 3 INT 23 3   Stealth, 11- 3 EGO 21 2   Animal Handler, 8- 1 COM 22 1   FAM w/ bows 1 +2" Running (base running 8") 4   +1 with bows 3 UV Vision 5   Language: Elven (native) 4 Lightsleep 3   AK: Forests, 12- 3 Disadvantages     PS: Current Occupation, 11- 2 Package Bonus 0   Disadvantages   Decreased CHAR maxima:     Package Bonus -3 STR 16 -2   Dislikes Orcs and other racial enemies -10 BODY 16 -4   Package Cost 10 PD 6 -1       ED 6 -1       STUN 45 -3       Distinctive Features (Elf) -5       (Easily Concealable)         Package Cost 5                 Some example superheroes built using my system, for a newbie supers campaign:
     
    Example 1: Brick Base Points: 175   Max. Disadvantage Points: 75 Characteristics   Disadvantages Points Val Char Base Cost   Enraged by Harm to Children (Uncommon Circumstance, Go 11-, Recover 11-) 15 50 STR 10 40   17 DEX 10 21   Hunted by Ogre (As Powerful, 11-) 15 28 CON 10 36   13 BODY 10 6   Psychological Limitation: Must Protect Neighborhood (Common Situation, Strong) 15 13 INT 10 3   11 EGO 10 2   Physical Limitation: Normal Medical Instruments Cannot Penetrate Skin (Infrequently, Greatly) 10 23 PRE 10 13   18 COM 10 4   Reputation (8-) 5 24 PD 10 14   24 ED 6 18   Unluck (1d6) 5 4 SPD 2.7 13   16 REC 16 0   Vulnerable to Gamma Ray Attacks (Uncommon, 2X BODY) 10 56 END 56 0   52 STUN 52 0       8 Running 6 4     Characteristics Cost: 174   Disadvantage Total: 75 Pts. Skill/Talent/Perk/Power END/Roll -- Acting, Climbing, Concealment, Deduction, Paramedic, Shadowing, Stealth 8- -- TF:Automobiles, AK:Home Region 8- -- PS:Own Profession, KS: Own Profession, KS: Hobby 11- -- Language: Fluent & Literate in Native Language -- 3 Bribery 14- 3 Conversation 14- 3 High Society 14- 3 Interrogation 14- 3 Oratory 14- 3 Persuasion 14- 3 Seduction 14- 3 Streetwise 14- 3 Trading 14-       2 Contact at FBI 11-       12 Tough Skin: Damage Resistance: 12 rPD / 12 rED -- 5 Tough Eyes: 5 Points Flash Defense vs. Normal Sight -- 30 Superleap: +20” (30” total), 4x noncombat (120”) 4 (9)                                                       76 Total         Characteristics + Powers: 250               Base + Disadvantages: 250   Example 2: Energy Projector Base Points: 175   Max. Disadvantage Points: 75 Characteristics   Disadvantages Points Val Char Base Cost   Dependent NPC: Younger Sibling (Normal, 8-) 10 13 STR 10 3   20 DEX 10 30   Distinctive Features: Mutant, Shows up on Mutant Detectors (Easily Concealable, Incurs Prejudice) 10 23 CON 10 26   10 BODY 10 0   Watched by Government (More Powerful, Has Extensive Non-Combat Influence, 11-) 15 18 INT 10 8   11 EGO 10 2   Psychological Limitation: Reluctant to use Ice Storm power (Common Situation, Strong) 15 18 PRE 10 8   12 COM 10 1   Psychological Limitation: Code Against Killing (Common situation, Total Commitment) 20 8 PD 3 5   12 ED 5 7   Vulnerability: Fire Attacks (Uncommon, 1.5x BODY) 5 5 SPD 3 20   10 REC 8 4       54 END 46 4   29 STUN 29 0       6 Running 6 0     Characteristics Cost: 118   Disadvantage Total: 75 Pts. Skill/Talent/Perk/Power END/Roll -- Acting, Climbing, Conversation, Deduction, Persuasion, Shadowing, Stealth 8- -- TF:Automobiles, AK:Home Region 8- -- PS:Own Profession, KS: Own Profession, KS: Hobby 11- -- Language: Fluent & Literate in Native Language -- 3 Bugging 13- 3 Computer Programming 13- 3 Concealment 13- 3 Criminology 13- 3 Cryptography 13- 3 Paramedic 13- 3 Security Systems 13- 3 Systems Operation 13-       50 Multipower – 62 Character Point Reserve (-¼, won’t work in hot or dry conditions)   10 Slot 1 – Snow Storm: 10d6 Energy Blast (50 Points), ½ END (+¼) [62 Active Points], 2   [50 Real Points]   10 Slot 2 – Icy Second Skin: 25 rPD, 25 rED Force Field (50 Points), ½ END (+¼) 2   [62 Active Points], [50 Real Points]   10 Slot 3 – Ice Ramp: 25” Flight (50 Points), ½ END (+¼) [62 Active Points], [50 Real Points] 2 5 Slot 4u – Ice Storm: 8d6 Energy Blast (40 Points), Armor Piercing (+½) [60 Active Points], 5   [48 Real Points]   5 Slot 5u – Furious Snow Storm: 7d6 Energy Blast (35 Points), Double Knockback (+¾), 5   [61 Active Points], [49 Real Points]   10 Slot 6u – Ice Wall: 5 PD / 4 ED Force Wall, 9”, Opaque to Normal Sight (50 Points), 5   ½ END (+¼) [62 Real Points], [50 Real Points]   8 Slot 7u – Put ‘Em on Ice: 5d6, 5 PD/5 ED Entangle (50 Points), ½ End (+¼)[62 Active Points], 2   Takes 2X BODY from Heat or Fire Attacks (-¼) [41 Real Points]         132 Total         Chars + Powers: 250               Base + Disadvantages: 250   Example 3: Martial Artist Base Points: 175   Max. Disadvantage Points: 75 Characteristics   Disadvantages Points Val Char Base Cost   Hunted by Ninja Master (More Powerful, 8-) 15 23 STR 10 13   26 DEX 10 48   Watched by a Secret Society of Martial Artists (More Powerful, 11-) 10 23 CON 10 26   11 BODY 10 2   Psychological Limitation: Code Against Killing (Common situation, Total Commitment) 20 18 INT 10 8   11 EGO 10 2   Psychological Limitation: Honorable (Common situation, Total commitment) 20 18 PRE 10 8   10 COM 10 0   Reputation: Rigid Ethics (8-) 5 12 PD 5 7   8 ED 5 3   Rivalry with Heroic Martial Artist (Professional Rival) 5 6 SPD 3.6 24   10 REC 10 0       46 END 46 0   40 STUN 35 5       10 Running 6 8     Characteristics Cost: 154   Disadvantage Total: 75 Pts. Skill/Talent/Perk/Power END/Roll -- Acting, Concealment, Conversation, Deduction, Paramedic, Persuasion, Shadowing 8- -- TF:Automobiles, AK:Home Region 8- -- PS:Own Profession, KS: Own Profession, KS: Hobby 11- -- Language: Fluent & Literate in Native Language -- 3 Acrobatics 14- 3 Breakfall 14- 3 Climbing 14- 3 Combat Driving 14- 10 Combat Skill Levels: +2 Levels in Hand-to-Hand Combat -- 3 Contortionist 14- 3 Lockpicking 14- 3 Riding 14- 3 Sleight of Hand 14- 3 Stealth 14- 7 Weapon Familiarities: Common Melee Weapons, Uncommon Melee Weapons --   Common Missile Weapons, Pistols     Martial Arts (Black Belt):   8 +2 Damage Classes w/ Martial Arts -- 4 Punch: Martial Strike (+0 OCV / + 2 DCV / +2d6 Damage (9d6 Total w/ +2 DC’s)) (2) 5 Kick: Offensive Strike (-2 OCV / +1 DCV / +4d6 Damage (11d6 Total w/+2 DC’s)) (2) 4 Stun Touch: Nerve Strike (-1 OCV / +1 DCV / 2d6 NND (3d6 NND w/ +2 DC’s))* (2) 3 Throw: Martial Throw (+0 OCV / +1 DCV / 8d6+v/5) (2) 4 Block: Martial Block (+2 OCV / +2 DCV) (2) 4 Dodge: Martial Dodge (+0 OCV / +5 DCV / Dodge, All Attacks, Abort) (2)   * NND Defense is wearing solid armor or having Lack of Weakness   20 Flash-Bang Grenades: 2d6 Flash vs. Normal Sight (20 Points) & Normal Hearing (+5 Points) --   [25 Base Points]; 3” Radius (+1) [50 Active Points]; 2 Charges (-1½) [20 Real Points]   96 Total                           Chars + Powers: 250               Base + Disadvantages: 250  
  24. Like
    Joe Walsh got a reaction from fdw3773 in 5th Edition Renaissance?   
    That was the great thing about the 4e BBB: you could run the game with just that book. Some of us did that for many many sessions. The BBB had not only the rules, but how to run a superhero RPG, a multipart adventure, a goodly number of hero and villain pregens, and a good amount of info on Viper.
  25. Like
    Joe Walsh reacted to Christopher R Taylor in REC and END costs in 6e vs prior   
    Most of the stats we came to assume were used were based on figured characteristics.  Everyone wanted a good OCV and DCV, so 18 became the effective minimum for DEX on every character, no matter how unreasonable it was.  Everyone had a huge CON to stop being stunned, but also to pump up REC, ED, END, and STN.
     
    When I built characters I would deliberately focus on concepts rather than Goodman's tips on Super Efficiency.  Its not that its bad to do so, it just felt wrong for every character to have at least 11 Ego because that gave you 4 ECV.  All those breakpoints and cost crunching made the character builds really similar even when it made no sense.  Rebuilding every NPC to make more sense and have more variety would be a great project but I agree it would take a while and was just easier to copy over the previous editions.
     
    That said... I really like the idea of figured characteristics, as a concept.  I like the thought that having a higher CON made you have higher STN.  I liked the  idea that REC was based on something else.  It just creates all these mathematical patterns and minimum efficiencies that make character creation a bit too much a pattern.  And some of them just didn't make any sense.
     
    The two changes I did not like and still do not are deleting Comeliness and moving Body down to a secondary characteristic.  I regularly used Body rolls in heroic games for stuff like system shock from poisons and the like.  And all the arguments for getting rid of COM are the same for getting rid of any "replacement" like Striking Appearance.  What was needed was more ways to make COM work and be an interesting stat, not ditching it entirely.
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