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Checkmate

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Posts posted by Checkmate

  1. Re: Character for Review: American Icon

     

    I would also say that if the campaign takes place in the US a -1 1/4 is way too much of a limitation for your Detect (and MP slot), I'd make it more like a -1/4. You also have a skill that is extremely broad at a pretty low level (Everything about America 13-). That's not going to net you more than maybe a name. I'd seriously consider bumping that up to at least 18- if not higher.

     

    You're also throwing around huge amounts of damage. Two slightly above average rolls of 16d6 will take your character out (two average rolls would be 54 STUN).

  2. Re: Black Falcon 3.5

     

    when you are not in your hero ID

    you are much easier to sandbag and get captured

    I view that as cost enough

    and villains figure out secret Id's all the time

    Not really, if there's no way to stop your OIHID, the only way a villain can take you out is if they attack from surprise out of combat...which would take out most heroes too. As far as secret ID's that's that why you get points for the Secret ID complication. A character without the OIHID also has to worry about keeping his ID a Secret.

     

    Yes, it works without the multiform. A gag will prevent Black Falcon from appearing. So will someone putting there hand over her mouth, dunking her head in water, darkness to sound depending on how it is defined, knocking her unconscious before she has an time to change of putting her in a situation that she can't do the change without blowing her secret ID.

     

    I'm just enumerating ways that the transformation can be block, to point out that all these things are fair game for your GM and you should accept it gracefully when he does these things. Black Falcon doesn't have to accept it gracefully, and indeed should use every bit of her ingenuity to find some way to say her magic word while protecting her secret ID. It is just you the player that shouldn't argue when the GM says she falls into the water before she is get her magic word out of her mouth.

     

    Sorry to lecture but like most GMs I have had experiences.

    Exactly, remember you're taking this limitation, and you're saving TONS of points with it. This is (or should be) something that really defines the character. It should be something you think would be fun to play out her trying to say the magic word.

     

    Let me try to further explain the difference, let's take Billy a.k.a Captain Marvel, and compare him to Colossus of the X-Men.

     

    Quite a few times you see Billy unable to say SHAZAM for one reason or another, or people stopping the lightning from hitting him. Captain Marvel should absolutely take the OIHID limitation. There are stories about it, which would correlate to the player playing out that type of scenario.

     

    Compare that to Colossus. As far as I know, no one has been able to stop him from transforming into Colossus. There aren't any stories about him having to figure out creative ways to power up. Sure he's been taken out a couple of times in "civilian mode", but call that more of GM fiat.

     

    If you don't want to play out the SHAZAM thing, Colossus is the way to go. If you do like the idea of playing that out, OIHID is for you... Does that make more sense?

     

    Now to differentiate your civilian ID from your hero ID, this is how you write it up:

     

    8/15 STR -2

    10/21 DEX 0

    13/30 CON 3

     

    etcetera down all the stats. Then in the powers section you have:

     

    +7 STR OIHID -1/4

    +11 DEX OIHID -1/4

    +17 CON OIHID -1/4

     

    Like that. The number before the slash is non-powered state, the number after is powered state. The cost next to the characteristics is the cost of the non-powered state. The powered state cost will be in the powers section.

  3. Re: Black Falcon 3.5

     

    Hmmmm. This is the kind of advice I'm looking for.

    The CON and Body are High because Falcon is essentially a brick, an up close scrapper. The END and REC are high because This character is likely to be burning 12 END every Phase.

    I've been playing 5th for a long time, and haven't really gotten into 6th all that much, so I haven't really done the math, but in 5th it was typically cheaper to add Half END Advantage to your Multipower. You may want to think about that.

     

    I get that you want to make her a Brick, I've never had a character with over 20 REC, and that was a 70 STR brick with low defenses making the high REC a necessity. Think about this from the other side, let's say you're fighting a bad guy who has 50 STUN, you get him down to 2 STUN when phase 12 starts, he takes a Recovery, then gets his end of phase 12 Recovery. In one phase he completely recovers and it's like you haven't even touched him.

    The character transforms into the Black Falcon hero and has no powers otherwise. I was thinking of saying a magic word like "shazam" to transform so a simple gag could prevent a transformation. Do I need to make a Civilian character with an 80 point multiform?

     

    Let me play with this and see if I can't simplify things.

    You don't have to create a Multiform, that would be spending points on a limitation, but I would separate things more. What about the belt Where does that come in? Why does taking away the belt take away her wings?

  4. Re: Champions Villains for 6th - help me decide.

     

    Would you say there are a lot of new (non-5th ed) villains, a few, or none at all? I do like the new format of the books, but I'd like to see some new stuff. I'm also not a huge fan of the Champions setting. Steve Long is perfect for the "crunchy" stuff, the how's, the why's, and the how many's... Original, creative stories, not so much.

  5. Re: Black Falcon 3.5

     

    If I were the GM, here are the problems I would have with the character:

     

    Now I didn't read the other thread that may have her origin and an explanation of her powers, but, the first thing I noticed is that she's full of cheese. I immediately get suspicious whenever I see everything bought OIHID. When I GM there has to be a way to stop you from turning on your OIHID. For example, take away Tony's briefcase, no Iron Man. Stop Billy from saying SHAZAM or stop the lightning from hitting him, no Captain Marvel. In my view OIHID saves you TONS of points for not a whole lot of limitation. There has to be a way that I, as a GM, can make you "pay" for those point savings.

     

    On top of that you've added IIF, which is the next most non-limiting limitation. That would never fly if I were your GM. Do you really want to play out adventures where she's powerless? I try to encourage players to take limitations (and complications) that they actually want to play out. Your limitations make me think you just wanted more points.

     

    As far as the build, I don't see anything major. I would say your CON, END, REC, and BODY are way too high, but that's one of my issues with 6th ed. REC is WAY too cheap. You'd have to do the math, but it might be cheaper to half the END on your powers, although you'd lose the other benefit of REC, bringing back your STUN.

     

    Your skills brings up another pet peev I have with 6th ed in that you have maybe 5 points in skills that aren't directly used to find or fight bad guys. 6th encourages this attitude by giving the abilities that make a character a person for free. It essentially tells you to only buy skills used to interact with bad guys and we'll give you all your background skills for free, and I dislike that intensely.

     

    I agree with the JmOz the art is really cool.

  6. Re: Things I May Have Forgotten

     

    I've read every single one of your posts and disproved them. You have yet to disprove my arguments, all you've done is say "I disagree". That's not an argument. That's denial.

    I posit you are not reading all of my posts and actually considering the possibility that your stance is wrong.

    Really? And how exactly have you disproved that a contrasting target is easier to shoot at? How have you disproved that a glowing baseball is easier to hit than a non-glowing one? How exactly have you disproved that outlining a fighter makes it harder to fake out an opponent? You can't disprove those things, just like I can't prove them to you. Heck I can't even get you to believe trying slight of hand when the part you're trying to hide is glowing is harder. So instead of saying "you're wrong" (which you are), it is less argumentative to say "I disagree". You "proof" seems to be that since HERO Mechanics don't account for it, real-world examples can't be true.

     

    Even ghost-angel agrees with me on the main point you refuse to acknowledge:

    Let me tell ya, quoting the only person to successfully make it to my ignore list, isn't a convincing argument.

     

    Let’s try to put your basketball example into Hero terms. The “attacker” is using his OCV to try to get the ball. You are using your DCV to protect the ball. Then wouldn’t a “fake-out” be akin to a Defensive Maneuver of some sort? Then isn’t it possible that the fact that you are glowing is not lowering your natural DCV but simply negating the DCV bonus from the fake-out maneuver?

    The truck was meant to prove that even when there would be no penalties, things can still be easier to see in an effort to show where game mechanics fail to take everything into account.

     

    For the ball, that is one way to look at it. My contention is that the "Fake out" is inherent to the DCV. Game mechanics assume that you are bobbing and weaving and trying not to get hit. I think the game mechanics support that with the penalties you receive when your movement is hindered. Outlining an opponent reduces the effectiveness of that bobbing and weaving.

     

    And that really sums up my whole argument agree or disagree as you will. So with that, I'm out, good gaming all.

  7. A Defender has EGO 14 and 6 Mental Defense

    An Attacker has 2d6 Telepathy Cumulative

     

    For simplicity sake, the Attacker always hits, always rolls a 7, and uses the power on every phase.

     

    The Defender's Mental Defense would block 6 points of Telepathy every phase allowing 1 point in.

     

    Given that I have 2 questions:

    1. Do I have the above correct?

    2. In order for the Attacker to achieve EGO +10 Effect on the Defender, would it take 24 Phases (1 point/Phase EGO 14 + 10 Effect = 24 phases), or would the Mental Defense also apply to it meaning it would take 30 phases (EGO 14 + 6 Mental Defense + 10 Effect = 30 phases)

     

    My first thought was that it would be 30 phases, but then the argument was brought up that it is sort of double dipping on the Mental Defense as it defends against the "damage" and adds to EGO.

  8. Re: Things I May Have Forgotten

     

    Let's watch the snark level. It may have not been a good example' date=' but that doesn't negate all of his points, or justify a blanket statement like "you have no idea what a fight is all about." [/quote']

    I think it kinda does. He's stopped even reading my posts. I've specifically said that it is not that it makes the target easier to perceive, that it is more than that, and given examples. He's arguing with me, but he has no idea what I'm saying, as proven by the last post.

     

    I'm sure all your basket ball experience gives you great insight into how a glowing target would affect a gunfight. :doi: See, it goes both ways...

    No my gun shooting experience does that see example with contrasting targets, having shot at both, I can tell you black and white is MUCH easier to shoot at. Talk to people that play baseball and ask them if hitting a glowing ball would be easier.

  9. Re: Things I May Have Forgotten

     

    Does anyone actually believe that making the buttons glow BRIGHTER would make the game any freakin' easier??

    Because that's what Checkmate is essentially saying.

    Well I finally see why we're having so much problem with this. It's obvious that you have no idea what a fight is all about. You think memorizing a sequence of colors will allow you to win any fight... Or are they completely different things? Hmmm

  10. Re: Things I May Have Forgotten

     

    Let me start over one more time.

     

    A glowing target is only going to stand out if it is among other non-glowing targets. The glow is going to make it easier to track that specific target in the crowd (a type of camouflage commonly used by schooling fish). So the glow is countering a camouflage effect. A fake out move in basket ball is a type of stealth/concealment/slight-of-hand move, it is still focused against an opponents perception. If the opponent already has outstanding perception, the glow is NOT going increase the opponents ability to react any further. In a one-on-one fight with otherwise perfect lighting conditions, a glow emanating from a target is not going to make one flippin' difference on how hard it is to hit that target.

    And here's why we are at an impasse. I think you're wrong, it does matter. A basketball fake out, isn't a "stealth move". It's one on one in broad daylight. I do agree it is a slight-of-hand, and what is a slight-of-hand? Tricking you into looking where you shouldn't look. How many stage magicians would be effective if the thing they didn't want you to look at was glowing?

    Back to HERO mechanics...

    Building the effect as a straight bonus to OCV (or subtraction to DCV) is flawed for another reason.

    It assumes that everyone is using the same senses to perceive the target.

    What if one of the combatants is Daredevil? Why the heck should he get any benefit to his OCV if a target is 'glowing'? He's freaking BLIND!!!!

    So the OCV bonus/DCV drain now needs to be built with a limitation: only to helps targets using normal sight. That sounds a lot like bonus to PER within a specific sense group.

    I'm pretty sure "only sighted opponents" or "only for those targeting with sight" or somesuch was specifically listed as a Limitation in several of the sample builds...

     

    Yup, added the highlights:

    For the to hit advantage, I would use Negative Skill Levels Only works with targeting sight (probably a -0 disad, -1/4 for a generous GM)

  11. Re: Things I May Have Forgotten

     

    Just to clarify what I'm saying (Bigbywolfe has it correct), nothing in HERO gives you the bonus automatically. What I'm saying is that, by definition, the Faerie Fire spell SHOULD give a bonus to hit in almost all situations (but it has to be paid for)

     

    I disagree on the bonuses in real life too. People with 20/10 vision are not automatically better HTH fighters or snipers. Hand-eye coordination is a big part of the equation that seems to be getting ignored.

    Actually, everything else being equal, they would be better snipers, but that's neither here nor there. I'm not ignoring hand-eye coordination at all. What you are ignoring is that movement is a huge part of combat. All that is taken into account with OCV and DCV. Having your body outlined with light will reduce the positive effects of the way you bob and weave in combat. You will be at a disadvantage to someone that isn't outlined in light.

     

    Again, going back to basketball because that's what I'm very familiar with, if I can get you to look at the ball, I can trick you into thinking I'm going to go left, when I'm really going right. I can distract you with something and is basically irrelevant, because the ball can't go anywhere without me. If my body were highlighted, that would be less likely to happen.

     

    Outlining someone in light does much more than just make them easier to see. I've given you tons of examples, but you're still not going to believe me, I just don't think you've had the same experiences that I have to see what a huge difference it would make.

  12. Re: Things I May Have Forgotten

     

    Your whole argument hinges on easier to see = easier to hit which is just not true in HERO rules.

     

    If your interpretation was correct why do we have the Combat Archery Talent/Superskill in Fantasy Hero?

    (I don't have book handy at the moment but I believe it uses either PSL's or CSL's w/Limitation only to avoid hitting friends if attack misses target)

    Like BW said, I'm not saying they should get it for free, but I would absolutely approve the power if it included the bonuses to hit. I would go so far as to suggest it be included if they didn't have it.

  13. Re: Things I May Have Forgotten

     

    And I've already proved this wrong.

    Lit up just means easier to percieve, PERIOD.

    The ONLY time that being easier to percieve will help make targets easier to hit is when the fight is taking place in an environment where it is normally hard to see (like underground, at night, invisible targets, etc...). It is the same difference that exists between CSL's and PSL's. PSL's can never increase OCV, they just eliminate penalties.

     

    It wouldn't be difficult at all to provide an enormous list of comic book characters with glowing power effects. None are portrayed as being at a combat disadvantage as a result. Heck, I'm pretty sure there are several other friendly spells in D&D that also create a glowing effect on those targets getting the benificial effects.

    You haven't really proved anything because I don't think you are correct. Yes it does make it easier to perceive where I don't agree with you is that it doesn't apply in daylight. When I played basketball it would have been significantly harder to fake someone out if my body was outlined with light. Part of the reason that's possible is because you make your opponent look at your shoulders ignoring the rest of your body, they see your shoulders go one way and think you're headed that way. If my entire body were outlined it would call attention to the direction the rest of my body is going.

     

    Sure there are people with glowing sfx but the difference is it doesn't make a perfect outline of your body.

     

    Again if you were in a desert at say 11:00am what penalty would you give someone trying to see an 18 wheeler at 50 meters? I would venture to say there wouldn't be a penalty, it yet if it turns it's lights on, it's even easier to see.

  14. Re: Things I May Have Forgotten

     

    The "easier to perceive" = "easier to hit" I think applies to laser-guided missiles, because the missile is designed to lock onto the laser signature. It does not make the target easier to hit in melee or with other ranged weapons not designed to home in on the laser spot. This is of course different from a targeting laser on a gun, which just indicates to the shooter that the gun is pointing in the right direction and offers no bonus to anyone else.

     

    For a farie fire spell, its magic so you can have it do whatever the heck you want with minimal rationale. If you want the spell to give a bonus to PER and to attacker OCV and attract insect swarms and make the target float off the ground, etc, then build it that way, but they are all independent effects related only superficially by sfx.

    I disagree. I've already pointed out the ranged example with the contrasting targets, but I've also thought of a hand to hand example.

     

    Think about any contact sport, you move to make the other person miss. Highlighting the person would make him much easier to hit. Ask a baseball player if a ball would be easier to hit if it was glowing. In my experience anything lit up is easier to see and hit

  15. Re: Things I May Have Forgotten

     

    You are still making a perception argument. If we assume the shooter already has an extremely high perception (say a 20- base roll) then increasing that roll later should not affect the shooter's OCV (especially at 22 meters).

     

    Based on the OP everyone is assuming this build is for a fantasy setting but what if we put it in a standard supers one instead (which arguably includes all genres anyway).

     

    Why would an application of Faerie Fire make hitting The Human Torch (or a Fire Elemental for that matter) easier?

    Ah good point, I wasn't thinking in quite those terms. I can still see an argument for it (although an admittedly weaker one).

     

    To make people harder to see you want to break up the human shaped silhouette so it doesn't look human shaped. If you make it impossible to break up the silhouette, you are easier to see. In combat, where people are moving quickly and dodging around, it would be easier to see a lit object than an unlit one. As another example, have you ever driven through the desert on a sunny day? Nothing around for miles to obscure your view, and yet a car with it's headlights on is much easier to see than one without them on. If you illuminate something, it's typically easier to see, and therefore target, than something that isn't illuminated.

  16. Re: Things I May Have Forgotten

     

    Let me rephrase one more time...

     

    IF no part of the target's DCV is based on stealth or invisibility,

    WHY does making them easier to perceive also directly make them easier to hit?

     

    In other words...

     

    If OCV is directly affected by perception then why doesn't a high PER give a character bonuses to hit?

    (this is intended to be a rhetorical question btw)

    To answer in reverse order: It's a game, there are A LOT of things in the real world that would affect your chances to hit that aren't taken into account with OCV/DCV, to do so would be impossible.

     

    Second, making something easier to see, even in broad daylight, makes it easier to hit. Don't believe me? Try this, go to a shooting range put two targets at about the 25 yard mark (about 22 meters or 11"). Make one target dark gray background with a slightly lighter gray silhouette, and the other black background with a white silhouette and see which one is easier to shoot at.

  17. Re: Things I May Have Forgotten

     

    Even in broad daylight, giving the target a clearly defined outline is a huge help. I would be tempted to make the images UAA. This would ensure that it moved with the target and would actually negate invisibility because the image wouldn't change it would just be stuck to an invisible target.

     

    For the to hit advantage, I would use Negative Skill Levels Only works with targeting sight (probably a -0 disad, -1/4 for a generous GM)

  18. Re: Need help with New Campaign

     

    That sounds awesome, how did it work out? I don't think I'm smart enough to do that though. Create a prophecy, then break it up so each part feels like a whole prophecy, but makes more sense when together? Nope man has to know his limitations.

  19. Re: Need help with New Campaign

     

    Thanks for the ideas guys I really appreciate it, it's helping TONS to solidify this thing. There are a couple of things I've nailed down: The Prophecy says Heroes (plural) will face the evil. Everyone who knows the prophecies knows it's more than one...Although, an idea just came to me, maybe the prophecy was changed over the years. The Uber Mage School, in their arrogance, interrupted the Prophecy to mean that only the Uber Mage can save them. The Bakers believed only the Gingerbread Man could save them, and the Choir believed only the Warsingers could save them... Hmm that bares more thought.

     

    Here's an example of what I'm envisioning:

     

    Okay you have Rich and Rick. It was discovered that Rich had the potential to become a POWERFUL mage, so they whisk him off to mage school. While there he's AWFUL. Most of his spells tank, things don't work the way they should, he's horrible no matter how hard he tries.

     

    Meanwhile Rick is living a happy life in a small town, when Big Scary Guy (PC support character perhaps?), comes in and says "Come with me if you want to live", Rick, not wanting to die, goes with BSG. BSG tells Rick that he's pretty sure Rick is THE Gingerbread Man. Rick has to pull his Gumdrop eyes from the stone to prove it. Rick learns that if anyone who isn't destined to be the Gingerbread Man tries to pull the gumdrops out, nasty things happen, so he's got that to deal with.

     

    Meanwhile, Rich can't get this darn song out of his head. He starts singing while trying to wave the wand and Poof power happens. His teacher does a facepalm, "You're a Warsinger, no wonder you suck at magic, we're teaching you wrong"

     

    About the same time Rick pulls his eyes from the Stone (which happens to be in the Mage School) and low and behold Rick IS the Gingerbread Man.

     

    See what I mean? Both of the PC's got their "powers" in completely unrelated ways, does that make sense?

  20. Re: Need help with New Campaign

     

    What if it is being around the Uber mage that causes them to power up as Gingerbread Men or War Singers.

    The problem with this though, is that it depends on 1 player to always be around. I'm planning on this being an online game at Hero Central, and in my experience the person you base the game around inevitably is the first one to drop out.

     

    The other thing is I don't want a Hero and then Hero Support. I want them all to be equal... but different. Maybe one is more or less rare, but the same power level.

     

    maybe his magic is like bending in the last airbender hes studying say earth based magic bout his power works better on air spells crating a cyclone etc

    I'm not sure what you're getting at here, but I assume you're talking about the "Blossoming", if so then that is one option. One thing to keep in mind though is that right now I don't know what he players are going to want to be. Maybe none of them wants to be a Mage, maybe they all do. I'm not overly concerned about what they'll turn into, more of how will they do it. As much as I don't want to.

     

    Something I just thought of though, in the case of say the Uber Mage, it's doesn't have to be like someone walks up and says "Hey your an Uber Mage"... "Oh" *facepalm* "NOW it all makes sense" POOF Cosmic Power. Just because one of them finds out what they are doesn't mean they automatically outshine the other players.

  21. Re: Need help with New Campaign

     

    Stemming from this, I think it would be kind of nifty to have some sort of "link" between them all. Like a VPP they all pull powers from (as defined by the GM), but they are also linked in terms of life. So they all share a pool of BODY/STUN/END (possibly other stats too and skills). They always have the same CP total, but the distribution of specific CP can be pulled and shared in different ways (the party always has 20 pts to spend on STR, so if one character decides to take 20 pts of STR, everyone else is stuck at 10 STR). In a story sense, the group is the "uber-mage" Maybe they can even go captain planet (or voltron or power rangers) and "combine themselves" to form the uber-mage (with a combined total of all the members).

     

    I think this could be fun with the right players.

    I like the concept, and do think that would be fun, but not exactly what I'm looking for. Not everyone will be an Uber Mage, some will be Gingerbread Men or War Singers (where do I come up with these names?). I have actually ideas for certain concepts, but don't want to give too much away, in case I do actually run this in an online game.

    They aren't together because of happenstance. They're together because the Masters of their particular guild/tribe/college put them together so they could learn to work as a team and hone their skills with each other. The characters might not be aware of this fact (at least, not at first), but their "chance" meeting wasn't very "chance" at all -- it was pre-arranged by their teachers.

    Yeah, I can get behind the "it was the Prophecies" angle, thanks. That solves the why so many at one time.

     

    Any thoughts on the whole Blossoming thing? My idea was to give the players "Secret" powers that would come up during play, and each one would learn who or what they are at different times, and through different means. Now this may cause problems when you have the Buffy/Xander issue. It gets even more complicated when it's the Buffy/Buffy/Xander/Xander issue (assuming 4 players), how do I challenge the Buffy's without killing the Xander's or making them feel useless?

  22. I don't want to get anyone too excited, I don't know how far I'll take this idea. It depends on if I get everything worked out, and that's where I need help.

     

    I've been had time for a lot more reading lately, and come across a theme that shows up quite often, and I've been trying to translate that into a Fantasy Hero game. Here's what I mean:

     

    The hero of the story goes off on an adventure, let's say he's a Wizard. He's not a very good Wizard has problems with the simplest of spells, but all his teachers say he has incredible power, he must be holding himself back. Through the course of the adventure the hero learns that he's actually the first Uber Mage that's been born in the last 1,000 years and the reason he was having trouble is because Uber Mages do magic differently.

     

    Now I think this would make a cool campaign. Here's how I'm thinking it would work: The player would make say, a 50pt character. Give the GM an idea of where they want the character to go, a concept, like "I'd like to be a Mage" or "I'd like to be really fast" or "really good with a sword" etc. They player wouldn't really have any more control than that. Then during the course of the adventure the GM would give "hints" as in the character would develop strange abilities and either have to research the abilites or someone notices it and teaches them about it etc.

     

    The problems I see with this are:

    1. It's easy to do with 1 PC but what about a group of 4-6? I mean you either have some contrived reason that they all "Blossom" at the same time, or you have a bunch of 50 point character running around with a 150 point character.

    2. Lack of control by the player. I think part of the fun of this type of campaign is that the players wouldn't know what they were going to become. This could also be a problem if the GM turns the player into something the player doesn't want to play. I think this could be mitigated by talking to the players prior to the start of the game, but the potiential for disaster is still there.

    3. How unlikely would it be that the PC's, who just happen to be traveling together, ALL just happen to be the coolest thing to happen in the last 1,000 years?

    "Hey Frank, check me out, I just found out I'm an Uber Mage, the only one that's been born in the last 1,000 years, pretty cool huh?"

    "Yeah, uh..yeah that's great George, I just found out I'm the only War Singer born in the last 1,000 years, and Tom yeah he's a Gingerbread Man, haven't seen one of those in a few hundred years eh..."

     

    I could make the option that some could start out 150 point characters and get regular XP so with the 50 point characters "Blossomed" they'd all be 200pt characters together. I'm pretty sure I could vary the different Blossoms so they didn't all feel like they came from the same origin, and MAY even tell the story well enough not to feel contrived, but the "...and they all just HAPPENED to meet in a tavern?" thing would be tough to get around.

     

    So that's my idea, I'm now soliciting for comments, suggestions on how to improve the idea and/or get around the pitfalls I've laid out (or even warn me of more).

     

    I think I"ll cross post this on Hero Games forums too, I'll be checking both, so feel free to post here or there.

  23. Re: Storn's Art & Characters thread.

     

    Wow I'd say you got your monitor settings perfect just the way they are. Comparing the two "Into Hells" (the ones done on the same monitor) the first one even looks a little fuzzy. The new one though, the colors are deeper, and things look a lot more "in focus".

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