|
Post by honestiago on Apr 21, 2015 18:55:47 GMT -5
That looks correct. Just checking, mainly because my home group got this wrong when we built a character, but do you know you can leave any of your abilities at standard d4 and use the points somewhere else? You're likely smarter than we are, but I had players spending points on everything, when they could've used it for something else. Finally, the dude playing the brick pointed out to me that his character really should only have a d4 Ego, because he's, well, a brick in many ways. This allowed him to take higher Super Strength. Again, I'm just checking on that, because the book can be nebulous.
Just FYI, you can fold your Agility in with certain actions, roll a pair of dice, and take the highest. For example, if you're dodging using Reflexes, you can also roll the d6 and the d4 for the power. This also makes checks much easier, since the roll you need to succeed on skill checks (outside combat) is so much less using a power.
|
|
|
Post by roxolid on Apr 22, 2015 12:30:41 GMT -5
Haven't read all the rules, but yeah, the D4 starting resistances are for 'normal' types and every step moves em up. I did want D8 Reflexes but couldn't stretch to that and be reasonably skilled and I guess that's what the game is about (skill and low power as opposed to mountain shattering). One thing I did want was Immortality. Basically to give him a reason to be about in the 40s. Instead I just put him at mid forties (I'm nearly there myself and can attest that aches/pains take a lot longer to go away!) and he's grey at the sides, somewhat bemused by the pace of life in the forties. His Truly Heroic and Jammy should (hopefully) mean he gets a 4 leaf clover at the start of an adventure and maybe a top up mid adventure.
I took Super Agility as well as Athleticism because while it's only D4, the difficulty numbers are much lower for a power.
|
|
|
Post by honestiago on Apr 24, 2015 15:43:28 GMT -5
Checks really ARE different. Typical stuff is a given using a power (which is, I guess, the point). We've been running the system for about 2 months here (though only 6 sessions in those two months). So far, it seems to run pretty well. Since it's single value on a die, there's some trepidation every time we roll. We had one minion who constantly rolled 3's on d4 defenses, and the heroes couldn't hit the dude! It got ridiculous after awhile.
|
|
|
Post by comicfan on Apr 24, 2015 20:10:00 GMT -5
Don't have a biography...I was thinking maybe after his mind wipe from the Great War, he ended up working for the OSS, or MI6.
Super ID: Eagle Eye Mundane ID: Martin Jarvis Archetype: Targeteer Power Level: Local Hero Priority Die: 4 Triumph Dice: d8
Conditions Ego: d8 Health: d6 Reflexes: d8
Skills Animal Handling d6 (d8 Wolves) Athleticism d6 Fighting d6 Intrusion d6 (d8 Sneaking) Shooting d6 (d8 Bow and Arrow, d8 Crossbow) Survival d6
Powers Accuracy d8
Benefits Quick Reactions
Drawbacks Poor sense (Hearing)
|
|
|
Post by honestiago on May 5, 2015 18:44:04 GMT -5
I'm guessin' we won't get more than two players, so perhaps best to shelve this due to lack of interest?
|
|
|
Post by roxolid on May 7, 2015 12:05:47 GMT -5
Well I'd suggest not giving up on it but this place generally gets quiet over the summer months anyway, so maybe you are right. If you decide to go with two, I'm game.
Cheers, Paul
|
|
|
Post by honestiago on May 7, 2015 18:21:08 GMT -5
Let me mull it a bit. I'm in no hurry or anything, and a dynamic duo might be fun.
|
|
|
Post by honestiago on May 10, 2015 9:19:07 GMT -5
I imagine we can run with 2 and see where it goes. I'll need to get the thread up, and post some background and such there. Any questions about the general idea? Does the scenario sit well with our dynamic duo?
|
|
|
Post by roxolid on May 10, 2015 9:27:16 GMT -5
Just a question with regards Jammy. I was going to use it to ensure he could grow/pluck several 4 leaf clovers over the course of an adventure, even if he needs to press them and save them for a while. I assume that clover doesn't last long once plucked anyway so for the majority (non adventure) time his powers wouldn't work, and he'd go out of his way to make sure he had some on hand (at home in a window box or knew where they grew in the park) so in other words maybe... I don't know, a random number of 4 leaf clovers to take with him (1-6 or 1-4) and enough at home so that when he knows he needs them he can bob home and pluck them. If you're ok with that I got no other questions
|
|
|
Post by honestiago on May 10, 2015 15:18:25 GMT -5
I'm okay with that. Would that be a d6 roll prior to mission start? Then regenerate where it made sense, or between issues?
|
|
|
Post by roxolid on May 11, 2015 9:43:48 GMT -5
However you want to do it. With a 4 leaf clover he gets four luck uses. Heck, maybe you roll in secret to see if he has a spare 4 leaf clover. Your call
|
|
|
Post by honestiago on May 11, 2015 11:56:31 GMT -5
I'd say the power resets each time you go through a sequence of 4 (must use all 4 leaves before a reset). The odds of finding natural 4LC's are pretty danged remote. So I assume Shamrock has a way of growing them somewhere secretly, perhaps a patch that produces more than normal, but isn't 100% made of them. So let's assume that, in each story arc (issue) that he always has 1 primary and a spare, plus d4 additional clovers in reserve. So, he'll know how many he's got before starting an "issue." I don't think the issues will be so Will this work?
*By the way it's a really interesting character concept--I think the two characters will play well off each other.**
|
|
|
Post by honestiago on May 11, 2015 11:57:29 GMT -5
By the way, whom do I contact about setting up the adventure threads? (it's been years since I've posted here).
|
|
|
Post by honestiago on May 11, 2015 11:58:47 GMT -5
Q5nPBVszd6[/roll]
|
|
|
Post by honestiago on May 11, 2015 12:00:21 GMT -5
YxVHZ4_Qd6
Just testing the system:-)d6
|
|