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Zac

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  1. Re: Starfall - A Gamma HERO campaign
  2. Re: Starfall - A Gamma HERO campaign I am going to chime in my "pre" approval of the character. The inter party conflict may arrise, but it is nothing extreme. Salem Dislikes Bigots (or species-ists), it does not matter where they come from or what they are. Job (the previously un-named Pure) had it locked down in his background too, "He has no prejudices against any group... and sees no difference between pures, beasts, muts or weeds. They are all just trying to live." I find it odd that the two of the three Pures spout racial equality. Maybe the trend is carried over into the game world too? Maybe the Pures feel they have been left out of genetic lottery and want their shot at the DNA Jackpot just like everyone else
  3. Re: Starfall - A Gamma HERO campaign
  4. Re: Starfall - A Gamma HERO campaign I am going to state the obvious here You can take the Concealable for being a Beast to Not Concealable. You are 7'3" 250+ lbs fur covered nightmare The term Garu finds a home in your new form I would take the 5 points and drop your DNPC down a peg... make her more skilled. I like that you stuck to your guns on the outcast, being your size and with your background it makes sense. Considering your immense size do you think the 15 STR is still ok? I could easily see a 7'3" tall werewolf walking around with a 20 STR. If I were to shave points I would just drop your Skill Master +3 to +2. Also, you can change the LS: Immunity to Bad Water to one point by picking a 1 post LS and just typing over the name OR just reduce it through the added and delete the characters. That will drop your 2 xp over issue. Make your final decision to the build and repost. I pretty much consider Dances to be in. Send a message to Fed asking for permission to enter the game. You have a thumbs up from this half of the team.
  5. Re: Starfall - A Gamma HERO campaign Can you post the newest version? I can look it over tonight and see if we can ADD a new player to HeroCentral
  6. Re: Starfall - A Gamma HERO campaign
  7. Re: Starfall - A Gamma HERO campaign Stats look fine. Power look fine too. Again, fine. 1. You have come city knowledge but not the area knowledge of the land between them. Considering you spent a lot of time travelling, I would drop the CK: Lo and replace it with AK: Lo Road. Lo Road + the Waste Plains + Mountains gets you just about the entire region. 2. Replace "Common" with Amrikana. It is the common tounge. It should also be the language you spoke, since Trade Sign is not actually a spoken tounge. 6 ft 2 would have a Large Size disad for a Ggaru who lived in the Ggaru culture, but you dont live with them anymore. Here are some "Large Size" Disads for the usual world (source: The Master List of Disadvantages). I dont agree with the Master list 100% for costs, as sometimes there are just wonky Also, their costs are to a general campaign, points dont reflect some campaigns accurately. Tall Infrequently, Slightly 5pts. This character is taller than is normal, and is significantly taller than is average. Because of this, the character is uncomfortable is tight spaces (such as elevators, buildings with low-ceilings, compact cars, etc.) He has difficulty finding clothing that fits, and even when he does usually must pay higher prices for it. Shower heads are usually positioned so that, when running, the water spray strikes him right in the belly. In addition, the character is intimidating to those around him, whether he wants to be or not. Any Persuasion roll gains a +1 bonus, but all other Interaction Skills dealing with people suffer a -1 penalty. If the character is taller than 6' 6", try Giant instead. I don't agree with the Persuasion bonus for being tall. If you want a higher intimidation roll, buy up the skill. I do agree with the negative to interaction rolls ("How are the clouds up there Dances"). In addition I would also impose a -1 to all stealth related rolls. The race does not wear clothing, so the extra price is not paid. However, if you do want to wear something like armor, etc the fitting cost will increase the price. So, for 5 points you could get the Tall disadvantage. However, you need to bump your height up another inch or so. Giant Frequently, Greatly 15pts. A character with this Disadvantage is dramatically taller than a normal person without actually having the Growth power. The character is at least 6'6" tall. In addition, the character probably weighs in excess of 250 pounds, even if not massively built or obese. Though most people who qualify as giants are physically imposing and capable of incredible feats of strength, they also have low stamina and often suffer incredible health problems. The most common problems are arthritis and heart disease, even when they try to keep themselves in shape. This translates as a limit of 15 on their Constitution scores. In addition, he suffers all the same penalties of being Tall, and cannot also take that Disadvantage. Also, a true Giant usually eats more than a normal person, even if he is not overweight; food costs go up proportionally. For a superheroic-level character this Disadvantage might not be appropriate. In that case, try the Physical Limitation Heavy instead. I would let Giant float as 15 pointer. This disad would mean your CON max is 15 and you eat twice the amount of food. I would add you can't purchase your END up past what your CON gives you. You would also be prone to needing additional rest for the long trips on the road. For game play you would suffer from issues regarding being tired 25% earlier than others. So, if a full days movement is 8 hours, yours would be 6 hours. Outcast is fine, but it will probably impact you whenever you run into other Ggaru (besides your DNPC). Tries to keep the fact that he can speak Tradespeak needs to change to "Hides the Fact he can speak non-ggaru". This would mean he tries to keep the fact hidden from everyone, not just other ggaru. However, he has become an Outcast among the Ggaru. If they know why he is an outcast, then its not much of a secret. Let me explain, a freakishly large Ggaru walks up to a Ggaru war party. They are going to point and bark out "Its the Dark Cloud of Chu'pik. Keep your forked tounge and bad medicine away from us and we will leave you in peace." The Trading Carvan master who employed you as a guard asks another party member "What did that Ggaru say?" (because he can't ask you, Ggaru don't speak Amrikana). Catch 22. Is this the delimia you envision? The background is tied together very well. It shows why you are an outcast, how you came to Fedrex and your need for Cargo. As a side note, you have tracking with your nose and tracking as a skill. Which do you see as your primary use for tracking? Keeping the skill is fine as you have two sources to track from but I need to talk with Fed about complementary roles. Also, you could get additional PER for the same cost as the track skill (3 points) with Smell so your Smell PER rolls would be improved. +1 with Smell/Taste PER is 2 points and +1 Range Mod for Smell is 1 point. You already have the Keen Nose for Disease, I dont have problem with a better roll. You really only have 9 points in Powers beyond the racial norm (a Mutie Beast if you will, or is that a Beast Mutie?)
  8. Re: Starfall - A Gamma HERO campaign 1. ok 2. I dont think you took away from the Ggaru "powers" you just removed their disad for speach (which is ok). I was refering to the few abilities that you have: armor, mind link, smell disease 3. PS: Cartography - sounds fine, I just did not see any logic or char history for the power. I dont mind weaponsmith, I just did not see it in the background. You had "Shaman" and then weaponsmith... seemed like a streatch. However, if you wanted Weaponsmith: Primitive Weapons then that would make a lot of sense in context. I was just trying to envision a native american type tribe forging swords and poleaxes AK and whatnot, as new info comes in it is understood (and welcomed) that characters are refined. 4. Disads - ok. Put up when when you can and we will move things along to the next level. I really see a lot of strengths with the character and some real differences from the standard Wastelander type (which is a good thing).
  9. Re: Starfall - A Gamma HERO campaign Ok, I will run down some of the numbers BUT I am in a time crunch. I want to be more through BUT I want to give a starting point. A few points I see. 1. Just buy up your basic stats, no need to define them as a mutation. If you want to break the normal char max, then a power would be the way to go. I don't want to split hairs (its kinda anal on my part really ), it just makes things easier to group for little ole me 2. The true mutations I see are Protective Hide, Smell Disease and Mystic Bond. You also did not get the Ggaru "standard" mutation and put something its place (which is fine -- the Ggaru are a starting point not a destination for char design). Nothing really untoward here but resistant PD/ED seems a tad high for a hide. I also don't see your pet? 3. As a player you have to pay for everything outside the game Everyman Skills, so you have to buy the Ggaru skills and language if you want them. Also, you have some skills that seem weird. PS: Cartography? If you grew up in a tribal culture, PS would be more along the lines of hunter, tanner, etc. You also have weaponsmith, but there is no explination in the background. If you were being trained as a Weaponsmith in your tribe, then PS: Smith or some such seem to make more sense. You have AK: Fedrex, but what about the Waste Plains (where you grew up)? After all you just appeared in Fedrex. The default may be Fedrex, but considering your background you can change it. 4. Disads - You are trying to keep a secret you can talk, but from who? If you are trying to keep a secret from other Ggaru then its going to drop to Uncommon. If you want to keep the secret from everyone, then Very Common is fine. Also, you want to Find out the Fate of Parents, but its an uncommon,moderate. So if it comes up at all, the character can blow it off over a hot coffee with no ill effects. I like the overall background but tightening it up in line with disads and skill set would be helpful. Not being rude, just typing fast as I head out the door
  10. Re: Starfall - A Gamma HERO campaign Fed is handling all the dirt on Fedrex and Cassock (or what is left of Cassock), while I am handling the remainder of the towns. So, I will have to defer to him.
  11. Re: Starfall - A Gamma HERO campaign Here is a map of the "known" lands in the campaign. There is no scale to speak of, everything is measured in days BUT a day on an Ancient Highway on flat ground is a sight bit different than a day in the mountains on a modern road. In some places that modern road may be little more than an improved goat trail!!! [ATTACH=CONFIG]34641[/ATTACH] Area Knowledge, Specific AK: City – Cassock AK: City – Fedrex AK: City – Lo AK: City – Seven Wells AK: City – Undertown AK: City – Unirad (Sulfur Springs is an off limits area at the beginning of the game.) Area Knowledge, General AK: The Burning Lands (you need a good explanation for this one!) AK: The Great Var (everything north of Cassock and East of the mountains) AK: Lo Road (everything south of Cassock and East of the mountains) AK: Mountains AK: Waste Plains Area Knowledge, Overview AK: Region – HiWest
  12. Re: Starfall - A Gamma HERO campaign Here is the list of Languages "Common" to the campaign area. This is subject to change as we tighten up new species or other groups in the area. At the minimum these are on the list: Literacy - 1 point. If you take this, any language that has a written component the player can use at the level purchased for the original language. Ancient - most a character can purchase at the start of the game is Basic Conversion (1 point). Most knowledge is going to come out of the Book of Gideon, what little is left on ancient signs, etc. This language has a written component. Amrikana - this is a polyglot language bastardized from some version of Ancient spoken today in the HiWest the players hale from. It has been so marred by oral tradition and no written word it is unique. Mexikana - another polyglot language. You hear it more in Lo but understand it is very common in the SowWest. It also lacks a written word. Trade Sign - a language that has no spoken component involved. No one knows where it came from, but it is used by everyone who is serious about bartering and trade. Using your hands, traditionally under a table or beneath a cloth, people use their fingers to tap, swipe, shake, etc the other persons hands. Usually two people sit down at a table over a glass of Good Water or a Roll, pleasantly discussing the goings on of the day. Under the covering they are haggling the price, count, quality, etc of the goods in question. No one else would know the deal, what the deal entailed, etc. The catch is the person would have to use no more than two limbs, with no more than two fingers per limb, due to the deformities of muts and the nonhuman form of many beasts. 1 point allows simple transactions (X for Y), 2 points allows for most transactions, more points gives speed and the ability to be subtle. If a character has Literacy they can make the necessary symbols to conduct transactions in writing. Ggaru - used by the Ggaru, no "written" component but includes markings and, ahem, signs at the 4 point level. Aiogs - pulling their language (just have them adding an occasional gnash, short barks, trills, etc that Prarie Dogs use now in their speech patterns) Most Pures, Mutes and Beasts have no clue how to read. Almost all interactions are oral with rituals and storytelling passing lore down from generation to generation. Elders usual have at least a partial copy of the Book of Gideon and give out The Word from time to time. Most business use large signs to denote purpose of the establishment. Box text to follow...
  13. Re: Starfall - A Gamma HERO campaign Sounds fine. A few questions: 1. Do you still have the bird? If so, do you want to make it a pet? If so, is it for looks or does it have some usable abilities? 2. How old do you want to be? Ggaru are considered adults by the time they are around 10, past their prime in their 30s and very old would be around 45 or so. And to clarify, we are using the standard 75/75 Heroic norm for characters with Normal Char Maxima in play.
  14. Re: Starfall - A Gamma HERO campaign
  15. Re: Starfall - A Gamma HERO campaign I am going to defer to Fed on a lot of this. We both came up with a modified Rite of Passage and melded it into its current form. However.... Yes. The end result is the goods benefit the community. As long as the cargo continue to provide benefit then the community benefits. Lets say the character brought back a working solar array. The town decided to hook the solar array up to a watchtower equiped with a set for four fixed lights on a turret chasse (they took the front end off an 2059 Impala). As long as the solar array provided power to the lights the town would grant citizenship. However, the player is now responsible for its upkeep. The player decides to sell the rights to a local farmer (for whatever they agree upon). For all intensive purposes the farmer brought in the goods and has to maintain the tech. I would say the agreements must be made before the goods are "turned in" or the council would have to vote on the equity of the deal. Another example, the player brings back four cases of Ancient Food from a rediscovered military cache. A case of food provides enough food for a single pure to live off for a month (or a Mute two months). Considering the goods will last forever, the town decides each case will be worth a season. The player decides to give the time to a impoverished group of six refugees in the fall. The town council grudging agrees to the time, but uses the able for manual labor re-enforcing defenses and keeping the worst watches during the night. As above, yes. Really the Rule of Cargo is used so someone has to benefit the community to stay. Farmers give a portion of their crops to the community, skilled craftsmen do the same, etc. So, if a player wanted to sell/give/whatever to someone else they could. The only exemption I would see is if someone was banished from Fedrex. Banished people don't return on pain of death. This is a society with no penal system. The local sheriff is resonsible for keeping the peace and criminals are brought before a "jury of their peers" for trial. Most punishments are met out at the end of a rope. They symbol of the Sheriff is a badge emblazoned with a red cross. An old metal sign nailed above the Fedrex gate reads "Bring those you love inside; Protect People, Pets and Plants." However, in the book of law it clearly stats that undesirable "pets should be spayed and neutered"!! People who steal from Fedrex take away the survival of the community. Stealing from a vendor may result in a swift beating and being banished from town. Stealing water from the storehouse would be stealing directly from the mouths of the town. Jail just means where you sit until the trial is over. If a youngester steals from a vendor would probably be whipped in the town square and have to repay the vendor. This could easily result in a person becoming a servant of another until the debt was fairly repaid (repayment would be determined by the sheriff in small offenses, if it was large enough to bother the council then a trial is in order). The locals don't tolerate fights within town limits or within sight of a watch tower. Fights can easily cause property damage and the good people of Fedrex did not scrape by this far to see some sodbuster destroy the infrastructure. I could easily see major offenses result in confiscation of property followed by death or banishment (and banishment without gear would equal death for most). I don't think anyone would agree to a thief getting caught, the thieif returning the good and then the thief saying "Well take X and we will call it even." A vendor might do that before he reported it to the sheriff, but once the law is involved the community would demand some sort of accounting. Otherwise justice for those who have would be different than justice for those with little. Now, that may be realistic but in a frontier type of world but repeated disturbances could invariably result in a mob taking matters into their own hands.
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