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Thia Halmades

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Everything posted by Thia Halmades

  1. Re: Creature: Big Head I remember hearing about it from my friends back in the ... I guess early/mid 90s, and they cursed it to the heavens as not only being unnecessarily complex but unfairly biased against the players in terms of combat options. "The goblin hits you... take two points... and, oh, critical wound..." "It's only two points of damage!" "Critical... to your foot... yeah, it's useless. You're at half speed and can't use any moves that require power because you can't torque." Player: "YEARGH! TWO POINTS! IT WAS TWO POINTS! *gurgle*" So I avoided Rolemaster. By the way; my yogurt & chocolate pretzles are a far superior lunch option to the turkey I spilled all over my desk. And my sweat shirt. And my jeans. And the floor...
  2. Re: Fixin' what's broken - switching from d20 to HERO Ach-HA. That may be a change from Hero 4, because my version (source = possible defense) that the GM referred to when he explained it to me is how I gave it to you; your version is the one I posited as making more sense. Onwards. Upwards. And for those following, I have now emailed RPGnow and am waiting trepidaciously for a response.
  3. Re: Attention GMs... Well, thank you for the compliment, it's appreciated. I can contort my brain to answer the question you're asking, but I guess I'd more build it as a 90 minute movie with abusrdly long fight sequences. You'd achieve the same general effect with the same generic characterization. The problem I generally have with film is they have something I don't; visuals, and the ability to resolve things in visual time. In the time it takes me describe a gunshot, they can simply fire and show someone falling down. They don't have the rolling and the calculations that go in prior to that occurring. Similarly, at the finale of a lot of films, the heroes obtain token Ub3r W34p0nnnnzzzz!!! The one thing I can't seem to adequately replicate is finding a mini-gun and the joy of then unloading it; that's all math, and while I can express the SFX very well, it takes so long to resolve that it's difficult for me to imagine a PC getting into it. I've been told some of the grander mosh battles my players have been in have been listed under "best sessions ever" but that doesn't make me any less critical of my own work.
  4. Re: Fantasy Cliches keithcurtis, that certainly explains why I wasn't enjoying it - because it wasn't all that good! Fair enough. I thought the premise was great, but I just couldn't get into any of it. Death will always be generally amusing though, but while I appreciate the endorsement, I don't see myself going back to it. But if I do, I will most assuredly take your advice!
  5. Re: Fantasy Adventures Or Why are we always underground...again Which is peculiar, because seeing as how this was originally CHAMPIONS and a super hero system, I never considered getting that book because... well, because I didn't need to create sidekicks for people. No, seriously. I assumed (as with most book titles for RPGs) that it contained all sorts of key information about creating, running campaigns involving, and playing sidekicks. Who knew? It is totally available, but I'm too thick headed, and generally an all-or-nothing propositionist. I'd rather hew my way through 5th and post questions as they come to me. I just learn better that way; it sticks better in my head when I've done it with my own two hands.
  6. Re: Fantasy Cliches Which is pretty much my point; Mark is saying in simpler terms what I meant. You can toy around with Archetypes all day long; it's when your archetypes become unoriginal charicatures that you end up with cliches. Bleh.
  7. Re: Fantasy Cliches Agreed. And agreed. And oh yeah - that too. The only Pratchett I ever read was Good Omens, possibly one of my favorite books ever. I couldn't get into Discworld. I know, I know. Blasphemery. I'm aware. Wasn't my thing. I just generally prefer my imagination to someone else's.
  8. Re: Creature: Big Head Isn't Rolemaster also considered the world's single most convoluted system evarz?
  9. Re: Attention GMs... I'm simply saying that what I look for in what I do is to tell a story well; there are things that I can add or deduct from that framework to custom fit whatever I want, whenever I want. I'm not a player messer. I occassionally like giving the public what they ask for. They want kaboom, I give 'em kaboom. That's why I warned you, I'm not the best at this sort of question because it isn't how my brain's wired. Doesn't mean my opinion isn't valid, just means I confuse folk when they ask weird questions like "What's your combat ratio?" Me: "My... my what?" Them: "Combat ratio." and at this point they're staring at me, like I'm the crazy one. "You know - how often we get into a fight, expressed as a percentage." Me: "Er... okay, well, as often as the plot dictates." And the blank stares commence.
  10. Re: Fixin' what's broken - switching from d20 to HERO So this is roughly analagous to what else is going on under the hood. We resolve the primary effect first, then apply all modifiers based on the effect proper. As you say, 20 BODY & 80 STUN are both resolved using the exact same mechanics. Ah, this brings a separate question. Since we're dealing with an HKA, I've been informed that the source of the damage is persistent; i.e., your natural PD doesn't factor in because the source of the damage was Killing, ergo, your Normal resistance be useless. Yes, no?
  11. Re: Fixin' what's broken - switching from d20 to HERO Good monring, Mark!: Two ways to say effectively the same thing. For me, and how my brain works, it's easier to do it the 'new math' way, calculate everything on straight CP, then assign final modifiers after the fact. I do grep what you're saying though, and it was helpful in that it solidified my thinking. So I'm firm on the inside/outside math of the thing. The next bit I'm going to have fun with is Combat, but I have to read through the book (again) before I grasp both the build options (what you buy) against the style options (what you bought does) and its execution abilities (how what you bought does what it does against people who don't want it done to them). Query: I swing and hit, and deal 8 HKA. You're wearing resistant armor (or you're in worse trouble than we thought). Your Res. Armor rating is 6. I deal two body. Your natural PD doesn't work because you aren't naturally Resistant (remind me to toss that into a Monk build). Do I know roll ((d6-1)*2) and call it good, do I roll ((1d6-1 * 8) for STUN and deduct 6? Are both wrong?
  12. Re: Fixin' what's broken - switching from d20 to HERO CURSES. Another thread destroyed by random deletion. Sec.
  13. Re: Fixin' what's broken - switching from d20 to HERO Would it make more sense to assign that STR mod as a Power, or is the cost the same? I know there's a great deal of internal consistency in the rules, I'm just trying to guage the general value of the thing. In theory your costs should roughly balance out, but we know that isn't a guarantee by any stretch. Good morning, mayapuppies! Glad you could chime in. Thanks for aiming me at KS's site, BTW, I'm already engaged in brief conversations with him and he put a Babau package together for me (or aimed me to one he'd already created, nub sure which). Either way, muchos gracias! Now as to what you're saying, I do have a distinct response: Cr*p. I know I can build a gabillion combat abilities (style, vs. Good characters, resistances, etc.) into nearly whatever I want... I suppose one of the reasons I'm excited in general about HERO is because of the flexibility of the system as a whole. I can spread that to 'average fighter' with 125 CP, and I can do 'Brawn over Brains' as easily as 'Brains over Brawn' with the same CP. There's gonna be some dead PCs during my initial test runs, I can feel it...
  14. Re: Fantasy Cliches Good literature doesn't avoid cliches... it... well, in part it sets them up. Who'd heard of a Light Saber prior to Star Wars? No one. But you'd heard of Excalibur, a magical blade pulled from a rock by a child who was destined to be King. Oh wait. It was really a glowing stick inhereted by a kid who's father had betrayed the throne... er, Empire... and... wait, now I'm confused... My point is that deep down - deep down in places we don't talk about at parties - you want that cliche. You need that cliche. Not because it's a cliche, because it's part of the fundamental story arc. You can't write without it, even if it's unintentional. C'mon; you really think trips to the Underworld were started by the Greeks? The first example is the Descent of Innana, from ... 3,000 BC? Where she (the busty, uber-powered Heroine who happens to be a Goddess) travels down to face off with her Evil Sister who's Somewhat Better Looking to retrieve her husband. Cliches, by their nature, are a fall-back option for people when they get stuck, then they spin them into something knew. Example: In my homebrew campaign, the Empire is actually where the heroes are from. There ARE forces within the Empire which wear Imperial Blazon but are not on the side of the PCs. Just because I call it an Empire, instead of a Kingdom, did I avoid the cliche? Course not. Anymore than calling it Capitol Hill makes it any different from any fantasy cliche we could come up with. They're all on the same Hill, but represent diffrent agendas and positions. That's part of my model. The Imperial Family is oblivious, high ranked people in the Senate are in on it, others are fighting back, meanwhile the PCs are in the employ of a SpecOps unit and have no idea half of that is happening in the background. Sure, 90% of that might be cliche. Maybe all of it. Doesn't mean the story isn't well told or interesting, and nothing was intentionally or directly borrowed from existing lit. Except for a googleplex of Fae myth.
  15. Re: Fixin' what's broken - switching from d20 to HERO Killer Shrike: I'd have to do a dare to compare against the base, but IIRC this is pretty freaking close, and it looks great. Even pointed out close to my estimate. If you had this already, thanks for pointing me at it. If you didn't have it yet, then my extreme gratitude for doing it! Which, while we're on the subject, chains into the next question. A little ditty I like to call: "How do I roughly scale the power of my NPCs through the goal posts of life." In d20, as I mentioned earlier, you have Cockatrice who have a Challenge Rating of 3. We know, since they have a Save or Die attack, that it's totally unfair. So what's a good point spread from total points arrayed against a PC vs. total points the PCs have invested? If a group of PCs have a net of 1200 total points (5 @ 240e, so they're pretty tough at this point) and I throw a 480 point MOB at them, are they challenged? If I use two of those, are they moderately challenged, or are they greatly endangered? I know that we can assign those 480 points in more ways than Creasus, I'm just asking, knowing some folk will hem and haw a bit, what's a general ball park figure to match my MOBs up to my PCs?
  16. Re: Creature: Big Head Yes and no; in d20, initiative determines a few things that are absent from HERO. They are, in no particular order: - Rolling a die. You have to roll d20 to determine your position in initiative, which stacks with your DEX bonus & any Feats you might have. - When you go, or using an inverse system, when you declare, THEN go. For example, most people (myself included) simply allow you to act on your initiative. The "correct" system is to declare in reverse order (slowest declares first, acts last) and then respond based on what other people are doing (fastest declares last (I'm shooting that caster) and acts first). - d20 uses the concept of being Flat Footed, which is losing your DEX modifier to your Armor Class (AC). When Flat Footed you're susceptible to Sneak Attack, or 'Precision' damage. You also have a much lower AC, and are easier to hit. Almost all rogues take high DEX and the Feat Improved Initiative to get the drop and deal Sneak Attack damage. - Then, from there, you can choose to count down your clock, etc. The other thing is that once it goes down, it stays there; it doesn't recycle back to the original position. I didn't know Monte worked on HERO. That's whack. I have really mixed feelings about his work. Huh. So anyway, that's why initiative is different in D&D.
  17. Re: Attention GMs... Yeargh... I always have difficulty boiling this sort of thing down because it's the mental equivlant of sticking my head through the bannister struts that hold up the railing. Sure, I can get it there, but I tend to get stuck and my dad has to bring some oil to push it back out. Curse you, physics! What were talking about? Oh yeah. One shot design. You know what, there's only one way I know how to answer this. Similar to what Amadan was saying, but the larger scope (I warned you...) version, simply construct a five step story arc and roll with it. Go go gadget Campbellian archetype! Today we're going to do... er... The Matrix. Which is the exact same thing as Star Wars, except the Pricess kicks @$$ in scene one instead of getting captured. And she hooks up with the Hero, instead of the Hero's best friend. But I'm getting ahead of myself. All good stories have the same 5 guiding moments, and so long as they all exist in one form or another, you have a pretty good story. I like to open all of my one-shots in media res, or "And then you noticed you'd been shot." Players: "HEY, WAIT, WHAT?" Me: "You're right, I'm getting ahead of myself. Earlier that evening, the three of you were drinking rum & coke in front of your fireplace, reminiscing about the waitress who'd waited your table earlier that day..." I've now somewhat shoe-horned the PCs into the "Call to Adventure" bit. They're hooked. It's a moderately cheap trick, but it's never once failed. My personal favorite is glass roof defenstration of a PC. ANYWAY. Once you've set up your hook, or your 'call to adventure' you're free to push your players out the door and on the road. This is 'Crossing the Departure Threshold.' The point of no return. Sometimes symbolic (a final wave goodbye, stepping into the dungeon) and sometimes literal (Taking the Red Pill, booking passage to Alderaan). I generally find the villain should either be the person who gave them the hook in the first place, or (for a one shot) a pleasantly obvious foe who has an Unrevealed Talent. Psychokinesis, a Lightsaber all his own... the ability to choke a b1tch, whichever. Liches & Dark Jedi are both good examples of this. Emperor Palpatine & Agent Smith (we knew he was bad, but most people don't) are good examples of set-up villains. Smith actually combines the two; he gave the hook and he's painfully obvious. Now the adventure. The actual going through to the objective and mauling / defeating / out thinking everything in sight. The chance of a PC dying here should be below-average. I'll explain why in a second. Curufea is correct; death should be an option. But not yet (not in this model). During the adventure portion of your one-shot, you probably want to give the PCs a chance to rest, explain the bulk of the plot, have them collect a couple of items, and maybe earn a small splash of build. This ties into the concept of "the gift," not to be confused with "the boon." The Gift is granted by a guide figure in order to help the PCs defeat the BBEG. Discovering you're The One, being given a Light Saber, finding the Magic Sword are all variations on The Gift. With The Gift in hand, and your plot unfolded and the enemy revealed, we can begin our Death Star run. This blends with the Epiphany; our realization of what has happened and what now must happen (destroy the Death Star, send Darth spinning into nothingness to breath heavily in the next film, the entire 45 minute finale of The Matrix) and your major fight sequences take place here. Ramp up your character death to 'average to slightly above average' chances. When the PCs finally reach the BBEG, they should be good & tired from the resources they consumed in the fights prior. Lastly, the Grand Finale (the final melee, the Trench Run, etc.). Here your BBEG (unless he's Dr. Evil & coming back in a sequel) takes on the PCs one on 5, and should be able to do serious harm. You can use a trick to kill your BBEG (see: any videogame boss, a Vampire, Lich, or Werewolf) or just fire a pair of torpedos into him (The Death Star). Defeating the BBEG grants the Boon, the gift/reward, usually knowledge, that is brought back from the adventure and we return from Chaos (the land of adventure) to Normal (the land as we know it). Everything else is window dressing.
  18. Re: Fixin' what's broken - switching from d20 to HERO Good morning. *yawn, smack* First, thanks for the warm welcome, and Steve, thanks for the rep. Even before I thought I would gain rep, I've been repping people out of sheer gratitude and sincere thanks for helping me answer some of these initial questions. I stand by what I said, y'all rule. And I am seriously enjoying the posting I'm doing & reading, which has been a major element in easing me psychologically through the transition of one system to another. Rarely is da n00bas treated so well, and it's nice to see that the idea we're all tied under a common banner isn't dead. I'm not a flame guy, but what ghost_angel said is absolutely true: you start talking D&D with people, and you're going to get your feet put to the fire. I've tried to put some of those fires out, but I'm always shocked when my post is somehow "skipped over" because it offered conflict resolution. Proof positive that if you take enough people with disparate points of view and give all of them a voice, you may as well put dice and character sheets in their hands and tell them to settle it nice & proper like. With a combat. But it is Friday, and my books still haven't shipped. Does anyone have a personal friend at RPGShop.com they can call and harrass? This here be tickin' me off, yeah? And their hours don't begin 'til... ELEVEN? Get my rebel yell on. If I find them this weekend I'm totally cancelling my order. Roar. Amadan-Na-Briona: I mostly get it; I get what we're doing, and it makes perfect mechanical sense to me. The package is part of the CP spent, in a way similar to a perk, talent, skill or power; no matter what the power affects (say, STR +4) the CP doesn't change, just the final number. But you (I think it was, may have been KS) said that RAW does it differently from the obvious way. Let's assume I'm going to do it the smart way, and not the crazy way, but could you (or anyone, for that matter) explain the difference? Second, on the issue of DR (Damage Reduction). I grasp both concepts easily enough; the Desolid which pops as an auto-effect when the MOB (or the PC, if they have Fire Resistant Armor) is exposed to the element in question. Fire is easy, we'll stick with that in this example. By 'horrible kludge' I assume y'all are saying that we've strapped a plank board to a wounded man and told him to walk; that generally speaking, the system just doesn't handle absolute concepts. I'm with that, and that's actually okay. A lot of what Amadan was talking about before was getting really really close to those power levels while still having the option of getting hit, and I'll get back to that in a minute. But we're on the concept of Energy Damage Reduction, near as I can tell. What I have to ask is this: I may be about to sound utterly retarded, but: Is there a 100% variation on this for E-based forces? Fire? Lightning? Baby vomit? (those who don't think baby vomit isn't a penetrating energy attack haven't been around many babies.) Also, what happens to the other half a body? Does it get consumed into the great mathematical ether? Or, since rounding is done in favor of the PC, does it take 5 Body, and roughly 15 STUN? And! Pursuant to that question, does the defense prevent STUN damage? I still have more questions, but I'll shut up long enough to let someone respond to this particular mess. Good morning!
  19. Re: Suikoden Effect: Giving Players a base through contacts/followers. Apriori Premise: I'm currently playing the first of four Suikoden's on my PS One (yeah, the little revised one, got the hot LCD screen and e'y'thing.) I also have 3 & 4 ready to go on my PS2. They released Suikoden 4.5 as Suikoden Tactics, but it's getting mixed reviews. Just an FYI. On the campaign front: I'm doing this exact thing in my Ravenloft campaign, except the design is in part the massive ancestral (haunted) mansion which is located conviently next to the Badly Infested Woods of Pain and Death . Which is on the road which leads to the Town Where the Plot Is Being Forwarded. So far, everyone loves the design, and they're very early on. This is the first campaign I hope to completely flip into HERO, in fact, so this is a great thread for me to hold me nose on. The concept is that the mansion is amorphous; it's as big as it needs to be and holds as many people as it needs to hold. The PCs own about a hundred acres around themselves and can move in and out of the area fairly freely. Until I let a BBEG opt to get involved, but that's half the point. Beneath the mansion is a massive dungeon, because it seemed like a good idea at the time. At the bottom of the dungeon is THE TRUTH about the nature of the overplot. By the way; the dungeon hates you. Just a fair warning. So I'm going to grant them land (which is haunted) for "free" and then as they wish to burn CP allow them to add followers, etc., and (as Mark said) off they go adventuring to make the money they need to do the repairs to get the people into the house to forward the plot. And oh yes. The house hates you. And your dead uncle is in the study. And there's Ghouls in your basement, a locked door and a ritual stone altar with a blood caked Athame on it. No pressure.
  20. Re: Attention GMs... Well, my specific cup of tea is coffee. But that's beside the point. My structures dictate a series of modules within the frame work of the larger over-arc, so I'm pretty familiar with this ground as I've treaded it many a time. What I look for is, generally, pretty irrelevant. I work with the players so they get a story they want to be involved in, so let me preface this by saying that it isn't so much what I look for when I do one of these, but what I write. And what I write varies heavily. So let me ask a clarifying question: - Are you asking what I would put into a module, i.e., what I would write? - Or what I'm looking for from a module, i.e., what I would purchase?
  21. Re: Fixin' what's broken - switching from d20 to HERO *nod* Yes, sensei. I will try again. - Bob has a 20 STR prior to application of powers, which, using NCM, cost him 10 points (1:1). - Bitter Bob then looks in the mirror and realizes he lost 3' in all the wrong places, and took a -5 hit to his STR score. He now has a net STR of 15, even though his CP says 20. - Bob starts working out (that plucky little fellow! Why are short people always 'plucky?' You never hear an Offensive Lineman be referred to as 'plucky.') and begins burning CP at a 2:1 ratio in order to get his STR to a net 25, which means consuming another 20 points. - At a CP value of 20 (1:1) to an improved value of 30 (2:1, or another 20 points) for a net of 25 once his racial package is applied. Yes?
  22. Re: Fixin' what's broken - switching from d20 to HERO Curse you over occupied brain. Don't make me shake my fist at you. Okay, power structure I'm good with. Vulnerabilities work very differently in HERO than in d20. d20 allows for two base forms of damage resistance: 1. DR (Damage Reduction, Value/Form). In other words, if you don't take damage from anything that isn't Cold Iron, that's worked in there. So you could have DR 10/Cold Iron, and you can ignore the first ten points of damage from any source except Cold Iron. I need to replicate this. 2. Vulnerabilities. These are exactly as you said, Amadan. You take *X damage from the listed source (Fire, Poison, Sharp Pencils, Spit Balls, etc.) You covered this one just fine; I'm assuming the other one is an expensive form of P-Shield? Telepathy = Mind Link with anything in the zone, specifically demons. It's how you can get a bunch of Chaotic Evil creatures to coordinate their attacks over the sounds of rending flesh and the screams of the fallen. It's also the primary mode of information extraction as various spies in the heart of the Empire are using this exact method to extract information and pass it on. I plan on running that group as a side-story to the main campaign during my initial HERO test runs. I don't grasp SPD or DEX yet, you'll have to give me some time with that. Query: can I buy up derivitive stats? Is it expensive? I figured that the clean way (and this being HERO, a house rule seems more born of convenience than of necessity) is the way I describe above, good! That explains something and I can keep that ace in my pocket. Points be points, and stats be stats. Purchases are modifiers outside of that reflect active vs. invested build. My thanks for that one. Now here's where you lost me, and my pants: Here's where I'm confused. I get that 20 STR grants 4d6 Normal/1d6 HK with one die leftover. With that, that's straight. I'm up to 2d6 HKA with natural weaponry. We've now given it Deadly Blow for 2d6, and it stacks. We won't buy it up any further specifically because it stacks, and 2d6 is plenty deadly. When I add 2d6 + 2d6 as I understand what we're doing here, I get 4d6, so your 6d6 confused me. What am I missing from the equation? I'll read more on the whole STR requirement to swing a weapon, but can I infer from what you're saying that you 'spend' part of your STR score to swing the weapon, and it deducts from total damage you're dealing? Thoughts?
  23. Re: Fixin' what's broken - switching from d20 to HERO Okay, because this is how I learn, pardon me whilst I reiterate what I think you said. 1. Bob the Hairfoot buys hissef a nice STR 20. Costs Bob 10cp at a 1:1 ratio. 2. Bob now applies his Hairfoot modifier, which smacks him down to 15. 3. Bob is bitter, and decides to improve his STR back to 20. However, the modifier is always counted and totaled outside of the CP Bob spends. Ergo, Bob (or Jim, or Harry, or Buffy) can ever cheat the system outside of what their template dictates. 3a. Thus, if Bob wants a STR 25, he'll have to buy up to a 30 at normal price, and take the hit. The same rule applies if he wants his DEX to improve further; he's always buying at his CP spent rate, never at his modded rate. Yea? Nay? Oh, and I sent you an email. And I meant to ask you something else, but I already forgot. Whee!
  24. Re: Fantasy Adventures Or Why are we always underground...again You know, it's odd. Were I just sitting there with a rule book I'd go bannanas, because the book I have (CHAMPIONS 4th, ordered HERO 5th Rev... still waiting... *sob*) is so barking opaque that it does make D&D look like ... well, like an entry level system. That is a massive discussion on the ENWorld boards at the moment. You've got the hard-core who, I think, are defending D&D by saying it ain't entry level, and you've got the lit-freak/math junky (moi) saying, in short: "Er... yeah, it is. Doi." HERO, with a good DM and a decent grasp of the rules, flows extremely well from concept to concept without the intermediate hassle of "What do I want to do within this limited framework." That's a huge sticking point for me, and one of the reasons I'm switching systems. It's come up with players, and amusingly, it's the reason people are constantly chucking around house rules on the boards. Not because they don't think what they're doing is right. It's because they literally don't know.
  25. Re: Fixin' what's broken - switching from d20 to HERO CRAP, that's why I recognized the SN. Amadan-na-Briona is Gaelic for Oberon, Lord of the Twilight & Shadow, King of the Unseelie Court, Master of the Fae, forever sundered from one half of his soul, Titania. New it rang a bell, couldn't for the life of me place it. You'd think, since my entire campaign revolves around a love triangle built on the Faerie mythos, that I'd've known that. That, and I've read thousands of pages of myth, legend, and I swear by Feist's The Faerie Queen, which is one of my fave modern fantasy books. But NOOOO. Stupid here has to actually read through the whole quote & double-check the shield to do the mental arithmetic. Curse you over occupied brain! I knew I should've eaten those Mentality Mints when that crazy old man offered them for the price of a few beans... where was I? Oh, yes. First, thanks for the rep. I hope to improve it greatly over time, I don't plan on going anywhere. Second, thanks for the initial insight and advice, I hope the conversation keeps you entertained. Third, I'm not half as snobbish as most DMs seem to have a rep for; I'm a story teller. Not only am I aware that mechanics are my weakness, I'm aware and always willing to ask for help. I pelted Steve Long with email, but finally got the time to get to the boards. He was right, you guys rule. That being said. Mechanics: I still don't grep total weight of numbers. For example; we'll assume I'm laying the Character Maxima smack down on my PCs (true). I plan on some builds having higher options than others; for example, pure Sea Orks are flat-out stronger than normals; they're maxima for STR would be 25 before double hits were incurred. They'd also get a straight +4. I'm not certain as of yet if I need to keep both, if the +4 applies before or after points are spent. I know I read about this on one of the links from the main board, but can't for the life of me remember which way the pendulum swung. The demon in question is a Babau; the entire concept is that it's a self-teleporting assassin. I need it to be quick without being lightning quick. It's primary form of mobility is its ability to gate in and out of combat at will, constantly striking people from behind with its Deadly Blow (with Backstab/off guard modifiers). Generally, it'll use natural weapons (d6 HKA) plus STR (max double, so 2d6 HKA) plus Deadly Blow (+2d6 stack?) for a total of 4d6 HKA. I know a number of things that have to go into demon templates, but I'll save that for a separate thread. DEX is stupid expensive (forgive me n00bity... I'll go put some pants on) and I'd forgotten that. So we'll bring that out of the stratosphere of 'horrifying' to 'somewhat scary.' DEX 22 or so. I want the following to be SOP for this MOB: - Teleport at will, short distances, max 20". That's enough for it to post up, gate in, smack, gate out. I need a mechanic that will represent its ability to pop into place next to you (preferably with a roll for accuracy; so it isn't guaranteed to land next to you, but could) and fire off an attack. I envision this as a standard Phase (half phase gate, half phase strike). - TP is its normal mode of transport, I'll want to make sure it can do it with no END cost to itself (basically, automatic). - Communication: Telepathy, other demons, 100" - Resistance: Lightning, Poison - Vulnerability: Good/Holy weapons, Cold Iron From that basic foundation, suggestions?
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