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Zac

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Posts posted by Zac

  1. Re: Starfall - A Gamma HERO campaign

     

    I still need to fill in the appearance and background sections, but I figured I would post what I have to at least get the ball rolling. The sooner I get it to you two, the sooner I can make any necessary revisions.

     

    Genma

     

    Stats are fine.

     

    Rifle: I am going to say drop the STR min on the weapon. You did pay points for it and it is an RKA. I will let fed weigh in for the final rule, but I was firing a bolt action rifle at 7 years old. The requires two hands, beam and increased reload time are fine. Charges are going to work differently depending on the nature of the charge. The usual rule is it recharges at the end of the adventure, but adventures can be long. Salem's Blaster Rifle has a solar recharge, so for every two full hours in the sun he gets back a charge. For your rifle it could be assumed you need a place to restock (you have real ammo). Every day you spend in a "town" you get a clip back for free. If you want to get all your clips back quick, you may have to barter for the ammo. However, you could also come across an ancient cache and get more clips :)

     

    Skills: you are a talented person :) I recommend taking the +1 with Rifles to +1 Ranged. If you are an experienced shooter, chance are you know when to seek cover. With the rush of PS and KS I would look at focusing. Having Knowledge of a thing and professional training at a thing are different. Being proficient at 7 crafts is pretty darn huge. I am not saying you can't have them, its just a wide field of trained knowledge.

     

    Disads: We are using the standard heroic tier for disads, so no more than 25 points in a catagory. I would think about changing the floating hunted to a definite group BUT how it is IS fine. You can always tick a group off in a town as easy as anyone else :)

     

    Background: Light but good. You don't mention where the character hails from or if he has even been out and about. Family? Friends? Etc.

     

    All and all, I really like what the character could bring to the game. I hope to see you "on the other boards" soon :)

     

    Zac

  2. Re: Starfall - A Gamma HERO campaign

     

    I have a character concept that I'm eager to explore within this context, but I think I should run it by the GMs before bothering to flesh it out further. This occurred to me when I noticed that the party did not have any Pures (though this has changed with the addition of Shori).

     

    The basic idea is a man who has been brought up to believe that Pures are superior. He isn't overtly racist (speciest?); rather his prejudice takes the somewhat more subtle route that Pures are natural leaders. He tends to believe that Muts are either slightly less intelligent or suffer from corrupting influences that bias their decisions, depending on which argument better suits the situation. In the latter case, think of a woman who claims that all men think with their penis.

     

    "It's not your fault you were born impure! But perhaps someone thinking clearly should take the lead here..."

     

    The irony is that though he possesses some leadership qualities and a broad array of skills, the same racism that causes him to assume he should be the leader also makes him particularly ill-suited to lead--particularly in the wastelands where groups of Impure roam.

     

    In terms of abilities and equipment, I envision him owning a well maintained bolt-action rifle and some light armor. He is trained in the use of the rifle (+1 OCV and perhaps +2 PSLs vs Range), but has only a shoddy knife for melee combat and isn't particularly skilled at it. Leaders should stay back where they're safe because they are the most valuable asset, right? He possesses a wide variety of technical and repair skills--at least, the variety is broad by post-apocalyptic standards--and carries a couple small kits for these purposes. Finally, I would want to set aside a chunk of points for cyberware, bioware, or . The idea is, something should happen to him that severely upsets his idea of what it is to be Pure.

     

    It should be obvious why I want to run the concept before statting him out. He is a walking bundle of inter-party conflict. While this conflict should be non-violent and interesting, it is still conflict. I know that some GMs would prefer to avoid any conflict of this sort and have even felt that way myself depending on the type of campaign I'm running.

     

    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

     

    One final question. What is our starting equipment' date=' if any? I figure Dances would have basic weapons, club and atatl.[/quote']

     

    Fed and I have not finalized the "starting" equipment exactly, a case by case basis based on skills and background was going to be the determining factor. Considering Dances can create primitive weapons, they are all fair game to have but the materials are going to be wood, stone and scavanged metal. If you think an "indian" would have it, then I am up for it: Atatl, club, axe, knives, etc. You might even be able to sell a some goods to the locals for a little extra food; I mean an axe handle is an axe handle.

     

    At the time of the prequel the players have enough food for the day. Do you think you are going to pack more than a atatl (and darts), a club and a knife? It is HOGS DAY after all :)

  4. Re: Starfall - A Gamma HERO campaign

     

    MAKA

     

    Val Char Cost Roll Notes

    15 STR 5 12- Lift 200.0kg; 3d6 [3]

    14 DEX 12 12- OCV: 5/DCV: 5

    15 CON 10 12-

    10 BODY 0 11-

    8 INT -2 11- PER Roll 11-/13-

    11 EGO 2 11- ECV: 4

    13 PRE 3 12- PRE Attack: 2 ½d6

    10 COM 0 11-

     

    8 PD 5 Total: 8 PD (4 rPD)

    3 ED 0 Total: 3 ED (2 rED)

    3 SPD 6 Phases: 4, 8, 12

    6 REC 0

    30 END 0

    26 STUN 0 Total Characteristic Cost: 41

     

    Movement: Running: 9"/18"

    Leaping: 3"/6"

    Swimming: 2"/4"

     

    Cost Powers END

    Ggaru Mutations

    22 1) Canine Nose: (Total: 22 Active Cost, 22 Real Cost) +2 PER with Smell/Taste Group (Real Cost: 4) plus +6 versus Range Modifier for Normal Smell (Real Cost: 3) plus Tracking with Normal Smell (Real Cost: 5) plus Discriminatory with Smell/Taste Group (Real Cost: 10)

    3 2) Effective Liver: Life Support (Immunity: Bad Water)

    3 3) Low Light Vision: Nightvision (5 Active Points); Black and White Only (-¼), Requires Some Light (-¼)

    6 4) Running on All Fours: Running +3" (9" total) 1

    Other Mutations

    3 1) Protective Hide: Damage Resistance (4 PD/2 ED)

    6 2) Smell the Disease: Detect Disease 11-/13- (Smell/Taste Group), Analyze (10 Active Points); Costs Endurance (-½), Concentration (½ DCV; -¼) 1

    5 3) Long Arms: Stretching 1", Reduced Endurance (0 END; +½) (7 Active Points); no Noncombat Stretching (-¼), No Velocity Damage (-¼)

     

    Talents

    3 Lightsleep

    5 Eidetic Memory

    3 Bump Of Direction

    15 Skill Master (+3 with all Skills based on INT)

     

    Skills

    3 Traveler

    1 1) AK: Lo Road (2 Active Points) 11-

    1 2) AK: Mountains (2 Active Points) 11-

    2 3) AK: Waste Plains (3 Active Points) 12-

    1 4) CK: Seven Wells (2 Active Points) 11-

    1 5) CK: Undertown (2 Active Points) 11-

    Skills of a Nomad's Life

    1 1) Language: Ancient (basic conversation)

    3 2) Language: Amrikana (completely fluent)

    1 3) Language: Trade Sign (basic conversation)

    1 4) Trading 8-

    2 5) Navigation (Land) 11-

    4 6) Survival (Mountain, Temperate/Subtropical Forests, Temperate/Subtropical Plains) 11-

    4 7) WF: Common Melee Weapons, Atatl, Javelins and Thrown Spears, Thrown Rocks

    2 8) Weaponsmith (Primitive Weapons) 11-

    Shamanic Training

    3 1) Forensic Medicine (Embalming) 11-

    2 2) KS: Flora And Fauna 11-

    2 3) KS: Herbalism And Healing-Lore 11-

    3 4) Paramedics (Healing) 11-

    Starfall Everyman Skills

    0 1) AK: Fedrex 8-

    0 2) Acting 8-

    0 3) Climbing 8-

    0 4) Concealment 8-

    0 5) KS: Legends and Lore 11-

    0 6) Language: Ggaru (idiomatic) (4 Active Points)

    0 7) PS: Cartography 11-

    0 8) Paramedics (Healing) 8-

    0 9) Shadowing 8-

    0 10) Stealth 8-

    0 11) Survival (Mountain) 8-

    0 12) TF: Wasteland Riding Animals

     

    Total Powers & Skill Cost: 111

    Total Cost: 152

     

    75+ Disadvantages

    0 Normal Characteristic Maxima

    10 Distinctive Features: Beast (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

    10 Distinctive Features: Mutated Animal - Genetic Marker (Not Concealable; Noticed and Recognizable; Detectable By Large Group)

    10 Physical Limitation: Semi Upright (Frequently; Slightly Impairing)

    Notes: This character can walk on two legs, but must run on all fours. His pelvis is slightly elongated from the typical butterfly shaped human pelvis. Apes and monkeys are good examples of this Disadvantage. When running on all fours, this character may not hold any objects in his hands. All such objects must be holstered, stored, or otherwise put away.

    15 Physical Limitation: Giant (Frequently; Greatly Impairing)

    Notes: -1 to all Interaction skills-1 to stealth rollsMust eat twice as muchCON is limited to 15 and END is limited to CON x2Prone to tire 25% earlier than others

    5 Social Limitation: Outcast (Occasionally; Minor)

    15 Psychological Limitation: Must Defend the Weak and Innocent (Common; Strong)

    10 Dependent NPC: Magena (his twin sister) 8- (Normal)

    2 Experience Points

     

    Total Disadvantage Points: 152

     

    Background/History: When Ehawee and Nahimana first discovered Ehawee was pregnant, they were overjoyed. Then when they realized it was twins, their excitement grew even more. Nahimana was the shaman for the Chu’pik tribe. He went on a spirit journey in the traditional sweat lodge to see what lay ahead for his children. He emerged a changed man for he had foreseen the death of his wife and the conflicts that would arise because of his unborn children. Ehawee knew something was different as well.

     

    Maka and Magena were born during a new moon. Maka came out and was a lot larger than the average Ggaru. Ehawee was almost too exhausted to deliver Magena. Magena was much smaller than the average Ggaru. The twins were like polar opposites. Maka had a much thicker hide but Magena had a frailer hide. True to Nahimana’s vision, Ehawee did not survive the childbirth.

    Nahimana raised the twins by himself. The other females in the tribe helped some but they still were leery of Maka and Magena. Some aura surrounded them that scared the others. Nahimana would read to the twins every night from the ancient scroll. He taught them about herbs and how to use them for medicinal purposes. Another shock came when Maka and Magena spoke Tradespeak. Many in the tribe could understand it but none could actually speak it. This was a secret that Nahimana had to keep from the rest of the already frightened tribe. Both children showed an extreme aptitude to learning. They were learning as fast as he could teach them. While other Ggaru pups were just getting the handle of the basics of many skills, Maka and Magena had already mastered them.

     

    During their fourth year, a famine spread across the plains. The Uff herds were greatly diminished. As if the tension was not bad enough between tribes competing for the remaining Uff, the Chu’pik began turning on itself. Ehawee had always been the maintainer of peace. Without her there, the tribe began tearing itself apart. Many blamed the twins as bringers of bad luck. During a visit from a trader, Maka accidently spoke to him. The news of Maka’s ability quickly spread and like fuel to the fire, the tribe took that as further proof that Maka and Magena were the reason for the famine. Their family was driven out of the tribe and became outcast of the plains.

     

    The family wandered the plains and mountains. Nahimana began trading with many of the vendors in the cities to get whatever supplies they needed to survive. Without Altsoba there to repair and maintain their weapons, they were forced to learn that themselves. As they traveled, Maka began to display an innate talent to draw maps of any place they had been. He drew the maps as though he had an overhead view of the landscape. This ability came in handy when they could trade the maps to others in the cities heading out for Cargo.

     

    Maka’s healer training led him to discover another talent he had, he could smell disease. It started one day when he noticed some of the humans smelled different than others. Upon investigation, he found out that they suffered from different diseases. This was another service he could trade for supplies. Tragedy struck when one day in his eleventh year, he smelled that scent on his father even before signs of the disease began to show. He searched the ancient scrolls and his knowledge of herbs and came across a possible cure. Unfortunately, some the herbs he needed were in the Great Var.

     

    With great reluctance, he left Magena to tend to Nahimana while he journeyed to get the herbs. They had befriended a water vendor in Seven Wells and he had agreed to let them stay with him while Maka went. Maka made it to the Great Var and began his search for the ingredients. There he discovered species of plant he had never known. Unaware of the danger, he was attacked and gravely wounded. As he fought to stay alive, his last memory was of an angelic figure over him and he felt peace. When he awoke, he found himself in a temple in Fedrex. His wounds had healed and his health had returned. Nobody there knew how he had gotten there. Maka just turned up on the steps on morning badly wounded. He discovered that many months had pasted since he fell in Great Var and the time he awoke. Maka quickly went back to Seven Wells to see his father but unfortunately, Nahimana had already passed. Saddened that he was unable to save him, Maka took Magena and returned to Fedrex.

     

    Maka figured that since they had tended his wounds without knowing who he was, they must be good folks. Now according to the rules, he must find Cargo in order the stay. But now, he must find enough for himself and Magena.

     

    Personality/Motivation: Maka is driven by his family ties. Magena is all that remains and as his little sister, it is his responsibility to protect and provide for her. He blames his ability to speak other tongues as the reason for the family's hardships.

     

    Quote:

     

    Powers/Tactics:

     

    Campaign Use:

     

    Appearance: Maka is a lumbering hulk compared to the average Ggaru. He dwarfs most ggaru standing at 7'3" when upright and weighing nearly twice as much as the average ggaru.

     

    I am going to state the obvious here :cool: You can take the Concealable for being a Beast to Not Concealable. You are 7'3" 250+ lbs fur covered nightmare :sneaky: The term Garu finds a home in your new form :ugly: 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

     

    Here's the changes made:

    Dropped Tracking skill. I wasn't thinking right. Survival would be used for tracking and hunting prey and the Tracking on smell would be used for tracking anything else, at least by smell. I moved those points to +1 with Smell/Taste PER for 2pts and +2 vs Range mods for 1pt.

    Dropped COM down to 10. See disads

    Bumped Size up to giant for 15 pts. Dropped the Psych to hide speaking non Ggaru. Figure most people do not find a 7'3", 330 lb ggaru particular attractive.

    Dropped Trading down to familiarity. Figure as huge beast, he did not do most of the talking it was either dad or sis but he understands basics.

    For some reason, LS: immunity against bad water was at 3pts instead of the 1pt you had in the monster entry.

    Used those points to buy Stretching (0 END, no noncombat stretching, no velocity damage) to represent long arms of a giant.

    And changed CK: Lo for AK: Lo Road.

     

    So unless there are any other changes or suggestions, I think I am set.

     

    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

     

    Looking at the characters that have been proposed I had a few questions. Do you think we need a Pure character also' date=' someone with bartering, merchant skills seems like it would be important.[/quote']

     

    We are looking just acceptable players/characters right now. Fed and I are hoping some Pure's come on board BUT if the group size does not pan out we will both take an NPC. So, if Fed is GMing I will play a NPC and vise versa. We both know the overall plot of the game, but we are making stand alone adventures and plot adders. So, we get to play too (if just a little bit) :) We will also be putting some "red" shirts in on the first adventure but their survivability is questionable ;)

     

    Fed and I really don't want to NPCs to be Pure, considering the strength of the genotype. However, the great thing about this kinda of genera is playing the muties. We will just have to play it by ear and see what happens. As it stands right now my "main" NPC is going to be scavanger who saw Cassrock take the hit. His is not as skilled as Dances in Area Knowledges, but he is a good trader. I know Feds main is a priest type, so he is going to be a people person. We would honestly start the game with 4 solid players as picking up others in the Wasteland should be an easy add.

  7. Re: Starfall - A Gamma HERO campaign

     

    Made changes. Second draft. I have dropped the bird pet. It was a nice idea but logistically, I don't think it will work for me. Instead, I changed it so he has a twin sister (DNPC) that he brought to Fedrex so now he must find enough Cargo for both of them. Let me know thoughts.

     

    MAKA

     

    Val Char Cost Roll Notes

    15 STR 5 12- Lift 200.0kg; 3d6 [3]

    14 DEX 12 12- OCV: 5/DCV: 5

    15 CON 10 12-

    10 BODY 0 11-

    8 INT -2 11- PER Roll 11-/12-

    11 EGO 2 11- ECV: 4

    13 PRE 3 12- PRE Attack: 2 ½d6

    12 COM 1 11-

     

    8 PD 5 Total: 8 PD (4 rPD)

    3 ED 0 Total: 3 ED (2 rED)

    3 SPD 6 Phases: 4, 8, 12

    6 REC 0

    30 END 0

    26 STUN 0 Total Characteristic Cost: 42

     

    Movement: Running: 9"/18"

    Leaping: 3"/6"

    Swimming: 2"/4"

     

    Stats look fine.

     

    Cost Powers END

    Ggaru Mutations

    19 1) Canine Nose: (Total: 19 Active Cost, 19 Real Cost) +1 PER with Smell/Taste Group (Real Cost: 2) plus +4 versus Range Modifier for Normal Smell (Real Cost: 2) plus Tracking with Normal Smell (Real Cost: 5) plus Discriminatory with Smell/Taste Group (Real Cost: 10)

    3 2) Effective Liver: Life Support (Immunity: Bad Water)

    3 3) Low Light Vision: Nightvision (5 Active Points); Black and White Only (-¼), Requires Some Light (-¼)

    6 4) Running on All Fours: Running +3" (9" total) 1

    Other Mutations

    3 1) Protective Hide: Damage Resistance (4 PD/2 ED)

    6 2) Smell the Disease: Detect A Class Of Things 11-/12- (Smell/Taste Group), Analyze (10 Active Points); Costs Endurance (-½), Concentration (½ DCV; -¼) 1

    Power look fine too.

     

    Talents

    3 Lightsleep

    5 Eidetic Memory

    3 Bump Of Direction

    15 Skill Master (+3 with all Skills based on INT)

    Again, fine.

     

    Skills

    3 Traveler

    1 1) AK: Mountains (2 Active Points) 11-

    2 2) AK: Waste Plains (3 Active Points) 12-

    1 3) CK: Lo (2 Active Points) 11-

    1 4) CK: Seven Wells (2 Active Points) 11-

    1 5) CK: Undertown (2 Active Points) 11-

    Skills of a Nomad's Life

    1 1) Language: Ancient (basic conversation)

    3 2) Language: Common (completely fluent)

    1 3) Language: Trade Sign (basic conversation)

    3 4) Trading 12-

    2 5) Navigation (Land) 11-

    3 6) Tracking 11-

    4 7) Survival (Mountain, Temperate/Subtropical Forests, Temperate/Subtropical Plains) 11-

    4 8) WF: Common Melee Weapons, Atatl, Javelins and Thrown Spears, Thrown Rocks

    2 9) Weaponsmith (Primitive Weapons) 11-

    Shamanic Training

    3 1) Forensic Medicine (Embalming) 11-

    2 2) KS: Flora And Fauna 11-

    2 3) KS: Herbalism And Healing-Lore 11-

    3 4) Paramedics (Healing) 11-

    Starfall Everyman Skills

    0 1) AK: Fedrex 8-

    0 2) Acting 8-

    0 3) Climbing 8-

    0 4) Concealment 8-

    0 5) KS: Legends and Lore 11-

    0 6) Language: Ggaru (idiomatic) (4 Active Points)

    0 7) PS: Cartography 11-

    0 8) Paramedics (Healing) 8-

    0 9) Shadowing 8-

    0 10) Stealth 8-

    0 11) Survival (Mountain) 8-

    0 12) TF: Wasteland Riding Animals

     

    Total Powers & Skill Cost: 108

    Total Cost: 150

    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.

     

    75+ Disadvantages

    0 Normal Characteristic Maxima

    10 Distinctive Features: Beast (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

    10 Distinctive Features: Mutated Animal - Genetic Marker (Not Concealable; Noticed and Recognizable; Detectable By Large Group)

    10 Physical Limitation: Semi Upright (Frequently; Slightly Impairing)

    Notes: This character can walk on two legs, but must run on all fours. His pelvis is slightly elongated from the typical butterfly shaped human pelvis. Apes and monkeys are good examples of this Disadvantage. When running on all fours, this character may not hold any objects in his hands. All such objects must be holstered, stored, or otherwise put away.

    5 Physical Limitation: Large size (Infrequently; Slightly Impairing)

    5 Social Limitation: Outcast (Occasionally; Minor)

    10 Psychological Limitation: Tries to Keep Secret Fact That he can Speak Tradespeak (Uncommon; Strong)

    15 Psychological Limitation: Must Defend the Weak and Innocent (Common; Strong)

    10 Dependent NPC: Magena (his twin sister) 8- (Normal)

     

    Total Disadvantage Points: 150

    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?

     

     

     

    Background/History: When Ehawee and Nahimana first discovered Ehawee was pregnant, they were overjoyed. Then when they realized it was twins, their excitement grew even more. Nahimana was the shaman for the Chu’pik tribe. He went on a spirit journey in the traditional sweat lodge to see what lay ahead for his children. He emerged a changed man for he had foreseen the death of his wife and the conflicts that would arise because of his unborn children. Ehawee knew something was different as well.

     

    Maka and Magena were born during a new moon. Maka came out and was a lot larger than the average Ggaru. Ehawee was almost too exhausted to deliver Magena. Magena was much smaller than the average Ggaru. The twins were like polar opposites. Maka had a much thicker hide but Magena had a frailer hide. True to Nahimana’s vision, Ehawee did not survive the childbirth.

    Nahimana raised the twins by himself. The other females in the tribe helped some but they still were leery of Maka and Magena. Some aura surrounded them that scared the others. Nahimana would read to the twins every night from the ancient scroll. He taught them about herbs and how to use them for medicinal purposes. Another shock came when Maka and Magena spoke Tradespeak. Many in the tribe could understand it but none could actually speak it. This was a secret that Nahimana had to keep from the rest of the already frightened tribe. Both children showed an extreme aptitude to learning. They were learning as fast as he could teach them. While other Ggaru pups were just getting the handle of the basics of many skills, Maka and Magena had already mastered them.

     

    During their fourth year, a famine spread across the plains. The Uff herds were greatly diminished. As if the tension was not bad enough between tribes competing for the remaining Uff, the Chu’pik began turning on itself. Ehawee had always been the maintainer of peace. Without her there, the tribe began tearing itself apart. Many blamed the twins as bringers of bad luck. During a visit from a trader, Maka accidently spoke to him. The news of Maka’s ability quickly spread and like fuel to the fire, the tribe took that as further proof that Maka and Magena were the reason for the famine. Their family was driven out of the tribe and became outcast of the plains.

     

    The family wandered the plains and mountains. Nahimana began trading with many of the vendors in the cities to get whatever supplies they needed to survive. Without Altsoba there to repair and maintain their weapons, they were forced to learn that themselves. As they traveled, Maka began to display an innate talent to draw maps of any place they had been. He drew the maps as though he had an overhead view of the landscape. This ability came in handy when they could trade the maps to others in the cities heading out for Cargo.

     

    Maka’s healer training led him to discover another talent he had, he could smell disease. It started one day when he noticed some of the humans smelled different than others. Upon investigation, he found out that they suffered from different diseases. This was another service he could trade for supplies. Tragedy struck when one day in his eleventh year, he smelled that scent on his father even before signs of the disease began to show. He searched the ancient scrolls and his knowledge of herbs and came across a possible cure. Unfortunately, some the herbs he needed were in the Great Var.

     

    With great reluctance, he left Magena to tend to Nahimana while he journeyed to get the herbs. They had befriended a water vendor in Seven Wells and he had agreed to let them stay with him while Maka went. Maka made it to the Great Var and began his search for the ingredients. There he discovered species of plant he had never known. Unaware of the danger, he was attacked and gravely wounded. As he fought to stay alive, his last memory was of an angelic figure over him and he felt peace. When he awoke, he found himself in a temple in Fedrex. His wounds had healed and his health had returned. Nobody there knew how he had gotten there. Maka just turned up on the steps on morning badly wounded. He discovered that many months had pasted since he fell in Great Var and the time he awoke. Maka quickly went back to Seven Wells to see his father but unfortunately, Nahimana had already passed. Saddened that he was unable to save him, Maka took Magena and returned to Fedrex.

     

    Maka figured that since they had tended his wounds without knowing who he was, they must be good folks. Now according to the rules, he must find Cargo in order the stay. But now, he must find enough for himself and Magena.

     

    Personality/Motivation: Maka is driven by his family ties. Magena is all that remains and as his little sister, it is his responsibility to protect and provide for her. He blames his ability to speak other tongues as the reason for the family's hardships.

     

    Appearance: Maka is a lumbering hulk compared to the average Ggaru. When standing upright, he is 6'2" and weighs 175 lbs.

     

    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

     

    Good feedback. I've made changes and updates.

    1) I moved the characteristics from powers back to characteristics section. Personal preference so no biggie. I pulled those from PAH.

    2) What is the standard Ggaru mutation that I missed? As for pet, I was going to post it separately. I will post it next.

    3) Changed so Ggaru is native and paid points for common. PS: Cartography was for his innate ability draw maps of any place he's been. I was using the skill, and eidetic memory to represent that. I was thinking of putting a limitation on the eiditic memory but didn't know what or how much it was worth or allowed. Weaponsmithing is ability to repair and maintain weapons. I figured most nomads would have ability to maintain and repair weapons. Not major repairs like reforging a tip on spear but more like reattaching a loose spear tip. I have dropped them. Do you have a better suggestion for this or is that something most anybody could do? I have added AKs. Those were postd after I had already worked up the first draft.

    4) I have reworked some of the disads.

     

    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

     

    Not sure what happened when I posted and tried to use the spoiler tag so let's try again without that. Lemme know your feedback. I am still 20 pts short of disads. I did not know what hunteds or such might be appropriate.

     

    DANCES WITH SPIRITS

    Val Char Cost Roll Notes

    15 STR 0 12- Lift 200.0kg; 3d6;

    14 DEX 12 12- OCV 5 DCV 5

    15 CON 0 12-

    10 BODY 0 11-

    13 INT -2 12- PER Roll 12-/13-

    13 EGO 0 12- ECV: 4

    13 PRE 0 12- PRE Attack: 2 1/2d6

    10 COM 0 11-

     

    8 PD 3 Total: 8 PD (5 rPD)

    3 ED 0 Total: 3 ED (3 rED)

    3 SPD 6 Phases: 4, 8, 12

    6 REC 0

    30 END 0

    26 STUN 0 Total Characteristic Cost: 19

     

     

    Movement: Running: 8" / 16"

    Swimming: 2" / 4"

    Leaping: 3" / 6"

     

    Cost Powers END

    Brainy Mutation

    6 1) Increased Ego: +3 EGO

    5 2) Higher Brain Functions: +5 INT

    3 3) Self-Confidence: +3 PRE

    Brawny Mutation

    10 1) Improved Constitution: +5 CON

    2 2) Tougher Hide: +2 PD

    5 3) Increased Muscle Mass: +5 STR 1

    19 Canine Nose: (Total: 19 Active Cost, 19 Real Cost) +1 PER with Smell/Taste Group (Real Cost: 2) plus +4 versus Range Modifier for Normal Smell (Real Cost: 2) plus Tracking with Normal Smell (Real Cost: 5) plus Discriminatory with Smell/Taste Group (Real Cost: 10) 0

    4 Protective Hide: Damage Resistance (5 PD/3 ED) 0

    6 Smell the Disease: Detect A Class Of Things 13-/14- (Smell/Taste Group), Analyze (11 Active Points); Costs Endurance (-1/2), Concentration (1/2 DCV; -1/4) 1

    3 Effective Liver: Life Support (Immunity: Bad Water) 0

    3 Mystic Bond: Mind Link , One Specific Mind, Psychic Bond (10 Active Points); Feedback STUN and BODY (-2), Does Not Provide Mental Awareness (-1/4) 0

    3 Low Light Vision: Nightvision (5 Active Points); Black and White Only (-1/4), Requires Some Light (-1/4) 0

    4 Running on All Fours: Running +2" (8" total) 1

     

     

    Talents

    3 Lightsleep

    5 Eidetic Memory

    3 Bump Of Direction

    15 Skill Master (+3 with all Skills based on INT)

     

     

    Skills

    2 Language: Trade Sign (fluent conversation)

    1 Language: Ancient (basic conversation)

    Ggaru Skills

    0 1) Language: Ggaru (idiomatic) (4 Active Points)

    2 2) Survival (Temperate/Subtropical Forests, Temperate/Subtropical Plains) 12-

    4 3) WF: Common Melee Weapons, Atatl, Javelins and Thrown Spears, Thrown Rocks

    Nomad Package

    3 1) Animal Handler 12-

    2 2) Navigation (Land) 12-

    3 3) Tracking 12-

    3 4) Weaponsmith (Muscle-Powered HTH, Muscle-Powered Ranged) 12-

    Shaman Skills

    3 1) Forensic Medicine (Embalming) 12-

    2 2) KS: Flora And Fauna 11-

    2 3) KS: Herbalism And Healing-Lore 11-

    3 4) Paramedics (Healing) 12-

    Starfall Everyman Skills

    0 1) AK: Fedrex 8-

    0 2) Acting 8-

    0 3) Climbing 8-

    0 4) Concealment 8-

    0 5) KS: Legends and Lore 11-

    0 6) Language: Tradespeak (idiomatic) (4 Active Points)

    0 7) PS: Cartography 11-

    0 8) Paramedics (Healing) 8-

    0 9) Shadowing 8-

    0 10) Stealth 8-

    0 11) Survival (Mountain) 8-

    0 12) TF: Wasteland Riding Animals

     

     

    Total Powers & Skill Cost: 129

    Total Cost: 148

     

    75+ Disadvantages

    0 Normal Characteristic Maxima

    10 Distinctive Features: Beast (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

    10 Distinctive Features: Mutated Animal - Genetic Marker (Not Concealable; Noticed and Recognizable; Detectable By Large Group)

    10 Physical Limitation: Semi Upright (Frequently; Slightly Impairing) Note: This character can walk on two legs, but must run on all fours. His pelvis is slightly elongated from the typical butterfly shaped human pelvis. Apes and monkeys are good examples of this Disadvantage. When running on all fours, this character may not hold any objects in his hands. All such objects must be holstered, stored, or otherwise put away.

    5 Social Limitation: Outcast (Occasionally; Minor)

    15 Psychological Limitation: Tries to Keep Secret Fact That he can Speak Tradespeak (Very Common; Moderate)

    5 Psychological Limitation: Seeks to Find Out Fate of Parents (Uncommon; Moderate)

    18 Experience Points

     

    Total Disadvantage Points: 148

     

    Background/History: From the time Dances was born, his parents knew he was different. His mother during died in childbirth due to his larger than normal size. Stargazer had claimed that Dances was destined for a life beyond the tribe.

    childhood was eventful as his birth. During the winter of his fourth year, a famine drove a wedge in his pack. A disease had killed or made useless most of the Uff in their region. The famine was merely the final straw that brought forth the fear and hatred that had been brewing since his birth. He was always bigger than other pcakmates his age. Dances showed an increased learning curve as well. He was always able to pick up skills and tricks faster than others. He also had a secret that his parents kept and always told him to keep. Dances could not only understand Tradespeak, he could speak it as well. So when the famine happened, his family was cast out as misfits.

    continued to wander in the plains. Dances found squatters that had captured a (insert rare bird species here) and were using it as a play thing. As if the squatting was not bad enough, they were abusing nature. Dances could not allow that so he attacked. It was a close battle and he suffered several battle scars as a result but in the end, he defeated the group and freed the bird. Even free, the bird continued to stay with Dances. That battle had somehow mystically linked the two. Dances felt as if the bird was the physical form of his spiritual guide.

    fortune struck again when both his parents became ill with a disease. Dances knew they were sick before they did. He could smell the disease setting in. He thought he knew of some herbs that could cure them but those herbs was located near Great Var. It was a risky solution but one he felt he had to try. As he neared the city, he was beset by untold horrors and was struck down. His last memory was that of an angelic form over him as he passed into unconsciousness. When he awoke, he was in a church in Fedrex. Nobody knew how he had gotten there, he was just found on the doorstep one morning. Nearly a year had passed between the time he fell and when he awoke.

    quickly left go back and find his parents fearing the disease had already taken them. He searched the area where they had last been but never found them or any signs of where they had gone. Saddened, he returned to Fedrex. He used his skills to help others in Fedrex. Now is the Cargo season, so he prepares to go find Cargo to earn his place in Fedrex.

     

    Appearance: Patches is about 5'11" when he stands upright. His frame is larger and more stocky than that of nromal Ggaru.

     

    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 :P), it just makes things easier to group for little ole me :rolleyes:

     

    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

     

    Does Fedrex have a standing defense force? or is it all militia?

     

    What is training like and what weapons would be used for this defense/militia?

     

    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... :)

     

    Overheard by a passerby when someone asked Old Karl why the black bird was painted on his sign.

     

    The Keg had been in Seven Well for as long as anyone can call. Ground Uff's simmered with onyons on fresh bread with a side of Potes would waft down the street round Nuon. The keg swinging above the door let customers know that Wells Finest did not have to come out of a hole. When the Wells ran near dry generations ago, death filled the air. Crows came to roost about the town, feeding off the dead faster than they could be put under. The Gods finally gave up their anger upon the good folk of Wells and returned the water with a Great Shake. Years past and the crows left, all but one. My great, great grandmother use to feed the lonely ole squawker the left over Potes at the end of the day. In time the Crow was put under and people would always asked about the fate of the black bird. So a black bird was painted on the old keg and the two have swung as one every since. The Keg and Crow remains standing, a welcome sight to them here about. Selling ground Uff round Nuon to the hungry and tapping a fresh 'rew, cold from the cellar.

  13. Re: Starfall - A Gamma HERO campaign

     

    Ok, I have been busy and got a more complete background. I also have the character entered into Hero Designer (mostly). I was going on the assumption standard heroic character for points.

     

    From the time Dances was born, his parents knew he was different. His mother during died in childbirth due to his larger than normal size. Stargazer had claimed that Dances was destined for a life beyond the tribe.

     

    His childhood was eventful as his birth. During the winter of his fourth year, a famine drove a wedge in his pack. A disease had killed or made useless most of the Uff in their region. The famine was merely the final straw that brought forth the fear and hatred that had been brewing since his birth. He was always bigger than other pcakmates his age. Dances showed an increased learning curve as well. He was always able to pick up skills and tricks faster than others. He also had a secret that his parents kept and always told him to keep. Dances could not only understand Tradespeak, he could speak it as well. So when the famine happened, his family was cast out as misfits.

     

    They continued to wander in the plains. Dances found squatters that had captured a (insert rare bird species here) and were using it as a play thing. As if the squatting was not bad enough, they were abusing nature. Dances could not allow that so he attacked. It was a close battle and he suffered several battle scars as a result but in the end, he defeated the group and freed the bird. Even free, the bird continued to stay with Dances. That battle had somehow mystically linked the two. Dances felt as if the bird was the physical form of his spiritual guide.

     

    Bad fortune struck again when both his parents became ill with a disease. Dances knew they were sick before they did. He could smell the disease setting in. He thought he knew of some herbs that could cure them but those herbs was located near Great Var. It was a risky solution but one he felt he had to try. As he neared the city, he was beset by untold horrors and was struck down. His last memory was that of an angelic form over him as he passed into unconsciousness. When he awoke, he was in a church in Fedrex. Nobody knew how he had gotten there, he was just found on the doorstep one morning. Nearly a year had passed between the time he fell and when he awoke.

     

    He quickly left go back and find his parents fearing the disease had already taken them. He searched the area where they had last been but never found them or any signs of where they had gone. Saddened, he returned to Fedrex. He used his skills to help others in Fedrex. Now is the Cargo season, so he prepares to go find Cargo to earn his place in Fedrex.

     

    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

     

    I do not need to go with modifiers. One game I was in' date=' a couple of people were debating back and forth about those. I was really just trying to start putting this into HeroDesigner. If you just want a power that is 3 pts and called Low Light, I can do that with custom power no biggie. I was just asking if there was so other way I needed to do it.[/quote']

     

    In Hero Designer I just put it in as Night Vision, did an ADD MODIFIER of -2 and changed the name to Low Light. However, if you had Nightvision and put in a -1/2 limitation: Requires Background Light you would get the same thing :) I think RPing it is the way to go, debating modifiers just muddies the waters.

  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....

     

    Questions on Cargo

    Could you sell the time from Cargo?

     

    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.

     

    Could you transfer it to any one, citizen or not?

    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.

     

    Are there crimes that have punishment of reducing time bought with Cargo?

    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.

  16. Re: Starfall - A Gamma HERO campaign

     

    How are you buying Low Light? Nightvision is normally 5 pts. which is +4 to counter nighttime mods. Are you just buying +2 to counter nighttime mods?

     

    Fed and I have not made a "go to ground" rule on this but as I see it...

     

    Nightvision is defined as being able to see in total darkness just like it was daylight. Low Light would be the close same, but some ambient light is still necessary. Also, low light tends to be shades of monochrome (black and white for biological, black and green for tech -- like NVGs). Most of the time I will not be hitting players with the "modifiers" unless it is serious, my mantra will just be to Role Play though it. If you have standard vision and decide to keep on treking, well... chance are something is going to get the jump on you (other senses not withstanding).

     

    If we really NEED to go to modifiers then it will be the +4 to counter but background light is still necessary. The less ambient light that exists the more the modifier is reduced. Dark clouds at night (obscuring the stars), no moon (or the clouds are so thick it is obscured) would be almost the same as sitting in a dark hole underground. Take that same scenario and put for lights in the distance, improves to +1. Clouds begin to break and a few stars peek though, +2. And so on.

     

    If Fed comes back and dashes this ruling to the wind, then I will defer to his vision on vision :rolleyes: Having actually worn NVGs, trained with them, fired down range with them, etc they are not ACTUALLY as great as "just like daylight". However, we are playing a game of a future where Muts and Beasts asks for Fries just like everyone else at the drive thru, so I can throw some realism out the door :P

  17. Re: Starfall - A Gamma HERO campaign

     

    Depending on you but if you wanted to tie in backgrounds' date=' possibly my ggaru had journed with her into the city. He was injuried early, see his background but she went on. It would depend on how much time pased between her death and current game date. With both their memory loss, they would not know each other but have some sort of sense of familiarity. Just a thought[/quote']

     

    I am in no way against characters having "linked" backgrounds. In fact it is encouraged. It is our hope that players get together on the boards and synch up bios, backgrounds, etc. Siblings, adopted siblings, cousins (or even an older parent with a teen child) could easily move out to collect Cargo together. After all, who would you rather trust that stanger you met in town a few weeks ago or a cousin you have known for years?

     

    We have tried to make it easy, giving everyone a central home base to start from, but that was never intended as the only place you spent you life. Makes it easy to say a 16 year old Pure will be given the boot and decides to make a Cargo run instead of facing the heat of the summer alone. There are easily double the amount of people not inside the town walls protection that still call Fedrex their home. Some farmers, trademen, laborers, etc live within the region but never brought back enough Cargo to be citizens or are "shoe string citizens" who produce just enough to get in but hold no property within the town and have little say in political affairs. A local farmer would be a good example of a of someone who lived on the outside but traded with the townsfolk. A blacksmith might hold a place on the town council, even though he may not have any new Cargo his extra labor for the town more than makes up for his lack of wanderlust.

     

    The road to the better life in Fedrex is up to you to create. Fed and I are just here to throw down speed bumps on your way to glory ;)

  18. Re: Starfall - A Gamma HERO campaign

     

    All excellant, colorful, descriptive, disturbing, and maddeningly tasty answers. Thanks.

     

    I finished the game map today, Fed and I will be going over scale tonight. Right now the trip from Unirad at the top of the map to Lo at the bottom would take around two to three weeks.

     

    We are also finalizing the barter system with our central currency (ha ha!)

     

    Gun Powder, or Powder, is measured in Horns. One Horn of powder is enough to make 20 shots. This is produced in Lo though with the destruction of Cassock it has become hard to get a hold of lately. Most people don't have the black powder weapons or can't afford the shot. Lo has the corner on the Sulfur market and has the best mills for mixing the ingredients.

     

    Hemp is measured in Pouches. One pouch is enough to make 6 to 8 rolls. Unirad produces Golden Hemp (the true gold color of the plant), a top grade product that only seems to grow in Unirad. Others have tried to grow it, but it does not take on the golden hue or have the namesakes more powerful effect.

     

    Good Water is measured in Cans. Seven Wells produces Good Water but its more than that. Somehow

    the "fizzy" Good Water from Seven Wells is able to clean up other Bad Water, so a little Seven Wells water can really go a long way (1 can of Wells can purify at least 10 cans of Bad Water).

     

    Now, other people can produce Hemp, make Gun Powder or sell Good Water but you get what you pay for. A Can of Standard Good Water may only be worth 1/10th the market value of Wells Finest. Powder not made at Lo has a higher misfire rate.

     

    Vendor: "This is Powder from Lo, not that cheap chaff produced in Undertown. Sure, Aiogs can mine... but do you really want all that dirt fouling your shot when it counts?!?"

    Buyer: "Let me see you burn a shot?"

    The vendor burns a charge with a satifying flash. The buyer is impressed.

    Buyer: "I will trade you a horn of Powder for a can of Good Water"

    The vendor knows his shot is worth way more then a can of water. He open the can and smells the familiar fizz of Seven Wells finest.

    Buyer: "Its a Can of Wells of course."

    The vendor knows the price is thin, even in this heat he smells a short sell. He retorts, "We seal the deal by sharing that roll you got there?!"

    The buyer agrees. They exchange goods and the buyer passes the roll to the vendor. Lighting the roll the vendor takes a toke and coughs, "What kind of crap is this? This ani-no goldie."

    The buyer smiles and takes a hit with a grimace, "Who said anything about goldies."

  19. Re: Starfall - A Gamma HERO campaign

     

    I was thinking of going with the being different. Normal speech would make a good mutation/ability. For one' date=' it provides a good reason for the packmates turning on him. Two, it would make interactions easier. I see him keeping that still kind of a secret, out of fear of reprisal and shame. And we can work through any other details. I will start on fleshing out a more complete background.[/quote']

     

    Easy enough to ditch a physical limitation in character creation. However, you may want to think long and hard about having any sort of "racial" or tribal hunteds (I would recommend you keep it as cast out). The Ggaru are a large enough group to actually be considered a species in the region. Players will invariably be traveling though their lands and/or interacting with them on the plains East of the Eights (the Eights is the name given to the Ancient path that travels North/South through the area, while the 70 is the main East/West path).

     

    As an outcast your particular tribe may not "like" you, but that would not necessarily cross over to any others outside of your tribe. Your Cheiftan may have not liked your ability, but who is to say another tribe will feel the same way.

  20. Re: Starfall - A Gamma HERO campaign

     

    Will this work for a character concept?

     

    A girl goes out looking for Cargo hoping to prove herself dies in a radioactive forest. There a predictor fungus overtakes her body but somehow the thoughts and memories of the child linger changing the fungus. Overtime it grows large enough, building a body of plant mater in the likeness of the girl. She does not remember everything and no longer identifies as the original child but she knows that if she is ever going to find peace she must complete the girl's last trial. A decade or more later this new Weed-child wanders into Fedrex ready to seek Cargo for them.

     

    The Great Var is an Ancient City decimated during the Final War. It is now overgrown with all manner of flora climbing though and amid the buildings. Very few people who trek into the Var looking for Cargo ever come out again. Those who survive tell tales of ground to hot to walk on, carnivorous flying plants and horrific wild beasts. Most believe these tales are just nonsense talk from people who have drank to much Bad Water and yet, no one you know has even entered into the Var and returned.

     

    From a character creation point the Great Var is the closest place you would consider HOT from radiation. The Burning Lands may be another but even the air there is a poisonous fume. It is like the sky became ill disposed to the very earth's fetid breath and push the ground down in on itself. Only the Aiogs seems interesed in the Burning Lands with their countless underground expeditions. People call the Aiogs crazy, but they do turn up with more Ancient Artifacts than anyone would seem to have the right to aquire. They are also beset upon by Cinders, so it would seem digging to deep after the Ancients does have its own counterweight in death and misery.

  21. Re: Starfall - A Gamma HERO campaign

     

    Are there any mutes with either shape shifting abilities or 'were' creatures (i.e. animal-man from Post Apocaplypse Handbook).

     

    I am working up a couple of character concepts, especially as you guys post more info about the world.

     

    And will the Ggaru and the Aiogs be playable as characters? If so what type would they be considered: pure, mutts, or beasties?

     

    I have not "created" any true shape shifter at this point. I have a few plants that have the ability to mimic, but a 'were' critter is currently an unknown.

     

    Ggaru, Aiogs and Cinders are all Beasts. Ggaru are Coyote/Dog crossbreeds that mutated, where the Aiogs are mutated Prairie Dogs. Cinders are basically very large ants, with the soldier varity being able to vomit forth a gout of chemical flame. Players can play Ggaru and Aiogs but the Cinders are currently just a monster.

     

    I am still working on the Aiogs but here is the "Monster Manual" entry for the Ggaru:

     

    Ggaru Val Char Cost Roll Notes

    10 STR 0 11- Lift 100.0kg; 2d6 [2]

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

    10 CON 0 11-

    10 BODY 0 11-

    8 INT -2 11- PER Roll 11-

    10 EGO 0 11- ECV: 3

    10 PRE 0 11- PRE Attack: 2d6

    10 COM 0 11-

     

    5 PD 3 Total: 5 PD (0 rPD)

    2 ED 0 Total: 2 ED (0 rED)

    2 SPD 0 Phases: 6, 12

    4 REC 0

    20 END 0

    20 STUN 0 Total Characteristic Cost: 4

     

    Movement: Running: 8"/16"

    Leaping: 2"/4"

    Swimming: 2"/4"

     

    Cost Powers END

    3 Low Light Vision

    19 Canine Nose: (Total: 19 Active Cost, 19 Real Cost) +1 PER with Smell/Taste Group (Real Cost: 2) plus +4 versus Range Modifier for Normal Smell (Real Cost: 2) plus Tracking with Normal Smell (Real Cost: 5) plus Discriminatory with Smell/Taste Group (Real Cost: 10)

    4 Running +2" (8" total) 1

    1 Life Support (Immunity: Bad Water)

     

    Talents

    3 Lightsleep

     

    Skills

    0 Language: Ggaru (idiomatic) (4 Active Points)

    4 WF: Common Melee Weapons, Atatl, Javelins and Thrown Spears

    2 Survival (Temperate/Subtropical Forests, Temperate/Subtropical Plains) 11-

     

    Total Powers & Skill Cost: 36

    Total Cost: 40

     

    0+ Disadvantages

    10 Distinctive Features: Beast (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

    10 Distinctive Features: Mutated Animal - Genetic Marker (Not Concealable; Noticed and Recognizable; Detectable By Large Group)

    10 Physical Limitation: Semi Upright (Frequently, Slightly Impairing)

    Notes: This character can walk on two legs, but must run on all fours. His pelvis is slightly elongated from the typical butterfly shaped human pelvis. Apes and monkeys are good examples of this Disadvantage. When running on all fours, this character may not hold any objects in his hands. All such objects must be holstered, stored, or otherwise put away.

    10 Physical Limitation: Animal Mouth (Infrequently, Greatly Impairing)

    Notes: The character can't speak most languages. This is not to say they are incapable of speaking, their mouth/lips/tongue/vocal cords are unable to form most complex sounds. Characters will instantly fail a Mimicry roles to impersonate most languages, but may be quite adept as ones that exist in the natural world. Species that have this trait usual have their own language (hence the Infrequent) and are quite capable of understanding other languages.

     

    Total Disadvantage Points: 40

     

    Background/History: The Ggaru (the Gg is pronounced like a growl and the U at the end is long like a howl) are a tribal hunter/gather culture that exists on the plains to east of the ruins of Var. They follow the large roaming herds of Uff as their primary source of food and materials. Their main weapon is an Uff horn Atatl tipped with bone, obsidian or metal head that they use in volley fire attacks. As a matriarchal society the Chief is a woman and makes all decisions that involve the pack, however the War Leader is always a male. Women bear litters of two to six pups a season but only the Chief decides who may have a litter.

     

    Personality/Motivation: Ggaru are very similar the American plains Indians that took advantage of the Buffalo herds. Where the plains Indians supplemented their diet on Buffalo, the Ggaru hunt the Uff almost exclusively. While they are not xenophobes and will allow others to move through their lands, they will not tolerate squatters. As a people they lead a harsh but relatively simple life. They only wear the bear minimum of clothing, focusing more on harness for tools than modesty.

     

    Powers/Tactics: The Ggaru are pack hunters adept at surviving on the plains for as long as anyone can remember. A hunting party usual consists of six to eight males that will harass an opponent with Atatl javelins in waves. Uff are hunted using a traditional tactic common in carnivores where one beast is separated from the herd and eventually killed. The remaining tribe will proceed to uproot the camp from the current location and move to the spot of the kill to establish a new camp.

     

    War Parties consist of males and females making up between twelve to twenty members. They understand the concept of capturing an enemy, but rarely do it. Those that are considered a threat are dealt with harshly. It is not unheard of for a Ggaru Chief to broker a deal with another pack or even outlying tribe (like a human village) for trade. This trade is usual sealed with the trading off offspring for a season or so.

     

    Appearance: Ggaru are semi upright bipeds averaging about in the mid 5' range and weighing about 120 lbs. They have mottled dark fur over their entire body, with pointed ears and a canine snout. Their hands and feet are very pawish but they are capable of using tools. Their dialect is compromised of barks, wines, howls and yips; supplemented with body posture. Their society has an oral culture and no written language, though they do use marking (both visible and scent based) in their travels. Packs usual have thirty to forty adults, half as many juveniles and a litter or two. If a Ggaru is unable to benefit the pack it is usual cast out by the Chief or forced into a hunt (where they are usual killed).

     

    Everyone in the region knows about the Ggaru; like settlers would know about local indians as they proceeded westward. There are many Ggaru tribes but it is unknown if they fall under great tribe, shogun, etc. They are not known to worship any particular gods but they do revere spirits and their ancestors. The characters should not have any first hand knowledge of the Ggaru unless it makes sense for their background. Ggaru's within a Ggaru community have PS that would be found in a tribal culture, with a rare few having more mercantile like trade skills. One tribe of Ggaru allows the Aiogs in Undertown to come onto their lands to collect Uff dung. In return the Ggaru get items they need in trade.

  22. Re: Starfall - A Gamma HERO campaign

     

    So some characters may elect to be form other places and having travelled to Fedrex and wanting to be part of th e commmunity participate in the Rule of Cargo.

     

    Yes, players can have characters that have come from other area. I am working on the "known lands" now and hope to have PDF up in the next few days. I will also be posting some info on some of the other species common to the area, as well as additional languages.

     

    Currently Fed and I are discussing a form of currency, but the barter/trade system is going to be a huge part of the game.

     

    Are Cryptic Alliances known to most without specific KS?

     

    There are no such thing as Cryptic Alliances. You must be paranoid :P

     

    Are the Knights of Genetic Purity known to be? How hidden is Fedrex from all of te surrounding Communities?

     

    There is a group known as the Purists, but how much you know is about them is still being determined. Hidden alliances and secret societies are "obscured" from the players view at this time. However, knowing how a GW influenced game would run, it would not be illogical to think there is some group out there who seeks their own rise in power born on the necks of another. Considering this is a "city-state" world, vying for power and power sharing are all part of the process.

     

    The "known lands" are as follows, if the area was a watch Cassrock would be the joining of the hands. To the 12 oclock position would be the Great Var, to the 3 oclock are the open plains, to the 4:30 position would sit the expanse of "Undertown". To the 6 oclock lies the Burning Lands. To the 8 oclock would sit Fedrex. Now, distance is not exact but it takes over a week to get out of the mountains and down into the foothills where Cassrock once stood. The Great Var rests maybe two days north from Cassrock. The Burning Lands start about three days south and go on for at least a weeks travel south. Undertown is about three days travel from Cassrock. A few days south of the Burning Lands lies the Village of Lo and the Gateway to the Oracle (who resides a full two week trek up into the mountains). The Fort of Seven Wells escaped the Ancients wrenching blow that created the Burning Lands and lies about a week travel from Fedrex or Cassrock, depending if you travel through the mountains or out into the foothills and then back into the mountains. It is one of the few sources of pure water and one of the largests bastions for trade in the region. Cassrock and Undertown use to share the glory as which was the better, but that debate has been silenced of late.

     

    The plains are home to the immense herds of Uff (large, eight legged hairy beasts with great horns standing about 3 meters at the shoulders) wander, feeding on Willow Grass and Tanglevines. The plains are also home to the beastly Ggaru, a tribal people who don't mind people crossing their ancestral lands but don't tollerate squatters (think of indians that lived in the american plains, bingo). The Ggaru stand on two legs but run on all fours, hunting in large packs and using a Uff Horn Atatla as their main weapon.

     

    Undertown is home to the Aiogs, a short race of beasts who trade almost as avidly as they tunnel. Undertown seems to grow by the day and is home to over a thousand Aiogs. If Cinders did not eat so darn many Aiogs, the Aiogs would be more prevelant than grass. Aiogs trade with the Ggaru for Uff Dung (for farming) and Uff Hides (for leather working). Ggaru in return get metal and stone tools. Aiogs trade medicines and food with Cassrock who use to act as a middle point between Seven Falls. Seven Falls sells pure water and is a trading post for prospectors, skinner and trappers.

     

    At present Ggaru and the Aiogs speak their own language. Ggaru dont have the ability to speak any other languages due to their canine like snout. Aiogs can "get by" speaking Ggaru and the Trade Tounge common in the Wasteland. The players get the Trade Tounge (or Common, or Wasteland-ese) as the default language. The Language of the Ancients is seldom heard but by priests speaking from the Scrolls of the Gideons (translated at the intro to the game), or from Ancient Tech. Other languages may/will exist but we (Fed and I) don't really want to turn the game into some European Rennisance for Art and Culture :P

     

    Is Fedrex a Vault or does Fedrex have a Vault in its genesis?

     

    No vaults for Fedrex.

     

    Are th echaracters of sufficent age to have had contact with or be members of a Cryptic Alliance?

     

    That may be possible, but these Alliances you keep speaking of are delusions of a paranoid mind ;) When we finalize all the societies Fed and I will let you know which ones you have heard rumors of, which ones you really know about, which ones you can drop points on, etc. This is not a "Gamma World" game but one flavored by the Post Apoly genra. GW and Fallout are notable influences, but we are borrowing from all over to be honest. Movies like the Postman, Mad Max and Cyborg (I know, ole Leftie is hardly a credible source but... it was a Wasteland) are easy to see, but stealing a little bit from a load of other sci fi into "our" little corner is what we are after. We really don't want to go down the same ole roads of Mad AI's or Secret Societies gone amuck for Starfall.... at least that is what we are saying at the onset :winkgrin:

  23. Re: Starfall - A Gamma HERO campaign

     

    Fed and I have discussed a number of these regarding cybernetics, wetware, chemical enhancers (like a Sandevistian speed boost via inhaler), etc... most of this is going to be a NO at the start of the game with a big HOWEVER.

     

    However, if you wanted to set some points aside at character creation with a cavet :eg: A Pure sets aside 25 points of disads asking for cybernetics (so he is a 75/50 character at the start of the game). After discussion it is determined the players wants a blaster stuck into his arm (just like the cover of the ole Gamma World Red Boxed set) and some enhanced senses. The GM decides a Endurance Reserve is in order with a low recovery and a increased recovery with the limiter for additional power source (like -1 requires Broadcast power). The player then gets his blaster, an Enhanced Sense for Detecting Power Sources, IR Vision in his right eye and some added armor (covering his head and right arm). The player then takes the Physical Limitation: Intrusive Cybernetics, Physical Limitation: Missing Right Hand and maybe a Distinctive Feature: Cybernetic Enhancements. A Mute and a Beast also asks for some enhancements after seeing what the Pure has planned.

     

    During the course of play the characters encounter a group of Skinjobs (androids that look human, though the skin part maybe lacking) who accost the players as patients who escaped from a Mental Asylum. The players are put in confinement (the Altered Humans are sent to the infirmary for "treatment", the mutated animals are sent to the kennels and the mutated plant is left alone as the Skinjobs don't even comprehend it). The Pure player gets his cybernetics. Unfortunately all did not go as well for the Mute. He was treated with retro virals and a large dosage of nanites to cure him of his diseased condition. He is then changed from a Mute to a Pure :sneaky: His Mute disads are replaced by Cybernetics and yada yada yada. It goes completely south for the Beast. The Medbot in charge of this whole outift decides the Beast is diseased with an incurable condition and marked to be put down (that would be the most Humane thing to do). The players then make good on an escape by disabling the broadcast power station, hauling off with a small amount of Cargo and saving their friend from the gas chamber.

     

    As the game wears on the player sets some xp aside and asks the GM for an upgrade. The upgrade could be arranged through experimentation, accident, helpful npc, etc. Again, this might be a complete subplot of an adventure or just something role played out on the side between adventurers.

     

    I think the main point is the player is "probably" not going to get to pick and choose his exact enhancements. I would not discourage a player from submitting his idea in points, especially the disadvantages. After all, you are going to be RPing the final product :ugly: Who knows, what you dream up may be completely ok, but just like Mutes all powers will be looked over.

  24. Re: Not "Secret", not "Public", just "Identity"

     

    I did not know you were present. I don’t know who you are. I didn’t even know “Zac” was someone on this forum and not just the name of his GM who may or may not have anything to do with the online community. I see you did post something in this thread almost 2 weeks ago. Sorry I didn’t remember that by the time I responded to the OPs last post. Looking back at your posts it seems as if we pretty much agree, so I’m not sure why your getting bent out of shape, since most of my arguments would not apply to you. If you and I disagreed strongly and if I had known you were the GM in question and that you were in fact present, I would have told you to read those passages.

     

     

     

    Maybe he never asked you, but he said: “I'm going to press Zac to play along with the middle ground I've chosen, which is effectively secret identity, yet taking no pains to maintain it, and not expecting it to come up much in the game.”

    The need to “press” the GM to “play along” with not having any ID related Disads implies that the GM is leaning one way or has already made a decision (or that he assumes you will feel that way). Further more, you are posting in the thread where he asked the question. Why don’t you just answer him? I mean he asked the community at large, but he is obviously concerned about it because of the game he is going to be playing in, your game, and you know that.

     

    Also, no one asked you to or expects you to waste time on “non-productive pondering”.

     

     

     

    That’s my view too. See, we agree. Yay!

     

     

     

    Um, wow. Actually, my entire post to jwpacker was aimed at jwpacker. As I said before, I didn’t even realize who you were or that you were here. I was, in fact, trying to answer the OP, by pointing out the fact that question he asked is answered in the book.

     

    As far as snarky innuendo I don’t believe I aimed any at you, especially not intentionally. You seem to have been personally offended by things I said to two different people, not to you. Sorry I accidentally offended you by answering a question and wading into an argument with somewhat entrenched viewpoints.

     

    I took your midwording and wish to redact my "snarky" statements. No offense taken and I hope none were in kind. If so, my sincerest appologies.

  25. Re: Not "Secret", not "Public", just "Identity"

     

    You might want to have Zac actually read the Champions book. Particularly page 48 and page 68.

     

    Please, don't make assumptions about my knowledge. I don't assume to know anything about your knowledge or your manners. Asking anyone to ask someone else about something when that someone else is present is childish to the nth degree. My 5 year old daughter does that when she is upset with one of her friends. "Dad, tell Tina that I am not her friend." Tina looks at my daughter and then me, "Well, you tell her...", I throw up my hands and tell them to settle it amongst themselves. I really don't want to liken anyone on this board to getting upset that a friend pushed them down the slide, sat in their place at the lunch table or dropped their doll in the mud on the playground. If you want to tell me something, tell me.

     

    I think jwpacker's original question to the board was pretty straight forward. He wanted to get other peoples opinions. However, jwpacker has not asked me about this yet. To be honest, I don't think alot about disads a player did not take. I don't have a loads of free time and spending it on non-productive ponderings does little good. He may never ask. If he did ask, then I would tell him....

     

    For "my" game, not taking a disad means its not a disad. It does not matter what it is.

     

    [The following may come across as lippy, not my intent. Just an example.]

    We can play what if with this all day long: Secret ID, DNPC, Psych Lims, Hunteds, etc. What if I have a player who has a very large family, owns a business, has hundreds of employees and wants to take a DNPC of a childhood friend. Fine, one DNPC. They can roleplay their interaction with their co-workers, relatives and internet dating club BUT the only DNPC is the childhood friend. Want to see how this passes the test: insert another disad in its place. Player did not take a Psych Lim: Fear of Heights, I am not going to put the screws to him when he is fighting on top of the Empire State Building. Player did not take a susceptibility salt water, then the only thing he has to worry about when fighting Aquaguy on the beach is getting sand kicked in his face.

     

    I think the Secret ID, Public ID, No ID, Obscured ID has become overly clouded (but interesting reading). Individual GMs have the final say in their campaign. If they want players to pick, then players pick. If GMs don't care one way or the other, cool. If a GM does not specify and then they put the screws to the player, that may make them a bad GM. However, it could just as likely be they are an inexperienced GM. It is really a shame that so many posters wade in with the Bad GM Hammer, evidently having completely forgotten what is was like to be a New or Inexperienced GM. It is one thing to read boxed text from a prepared adventure and another to make an adventure (or campaign) from scratch. There is a learning curve there that only comes from doing (just like role playing). I guess so many have been railroaded by GMs who think it they are actually competing against the players or GMs think that role playing just means large rewards (Monty Haul), those players have forgotten the excitement of the game. These kinds of players usual become sycophantic point mongers and rules lawyers unless they get a steady diet of good GMs and a true gaming community. Endlessly arguing about the best possible builds or holding a game up for hours and hours while they stroke the point of a particular nuiance of the rules. Alas, don't dispair. There is hope for such lost gamers. They just need to seek out a good community and, with therapy, they can come around to becoming productive Players/GMs once again. [Ok, that last bit was lippy. I admit it!]

     

    The rest of the post to jwpacker I "assume" was directed to me. But, since I don't feel like trading snarky innunedos, I am dropping the ball here.

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