Monday, July 29, 2019

Random Supers Thoughts

1. I am mulling over what to do with The Stalwart Age #3. The draft of it is done, but I ran into a problem with it in terms of alignment with the core rules; I have something happening about 10-15 years earlier than it is suggested in the core rules; I suppose it could take a decade for the effects of an event to reach the masses, but I don't know... I don't want to give anything away, but I'm not sure if I want to go ahead as it is, make some major edits, or just rework the story completely. I'm at a bit of a crossroads with it.

2. Someone left a 3-star review on Echo City Sentinel #1... since it is free, and one page, and doesn't promise to be more than it is, I'm not sure why it gets a 3-star rating; but it's all good. I do wonder about 3-star ratings sometimes; many of the 3-star ratings have been with no review. I would welcome the feedback to know why people thought a product was lacking. Oh well.

3. I've been toying with some alternate character generation rules, and I really like where they are going. In thinking about how battlesuits work, I was thinking of a modified set of rules for character templates; if you want to roll up a character who is a bruiser, I could easily create a simple set of rules that makes sure you will get a bruiser, but also leaves the opportunity open for random things as well. It would allocate dice in different ways, and change the odds of getting certain abilities. For example, here's the brick archetype I'm thinking of:

Brick:

Origin: Roll normally. You could theoretically be a prodigy with a biomech suit that makes you a brick...

Traits: You have 1d6 random traits. Roll 1d10 below for your traits. You automatically receive either invulnerability or imperviousness, in addition to the 1d6 other traits.

1. Body Armor
2. Weapon, Melee
3. Pummel
4. Shockwave
5. Large
6. Alter Ego
7. Leaping
8. Tolerance
9. Energy Body
10. Roll randomly using the tables in the core rules

Attributes: When rolling for attributes, roll the following dice (either re-roll 1s or roll 1 additional die and keep the best dice allocated):

STR - 4d6
INT - 2d6
PWR - 3d6
DEX - 3d6
CON - 4d6
CHA - 2d6

So you want to roll up a character 'like' the Thing? Good news: use this quick guide and you'll get something like what you want... with probably a surprise or two you didn't expect.

So, to play test this:

I roll for origin and get 3. My character is a construct. I'm already thinking golem... and those +1d6 hit points are going to be useful.
Roll 1d6 for imperv (1-3) or invuln (4-6), and get 3; imperviousness it is. I roll and get 5; 1d8 imperviousness is going to be nice.
I roll 1d6 for total traits and get 6! Wow. That's a lot of traits; I roll and get:
4 shockwave
5 large
6 alter ego
8 tolerance
9 energy body
10 random trait (11 channel, 5 matter conversion)

He's a brick... and so much more. This is a lot to process, but it's still pretty unified feeling. As for traits:

STR - 4d6 and get 20 (!)
INT - 2d6 and get 7
PWR - 3d6 and get 13
DEX - 3d6 and get 13
CON - 4d6 and get 13
CHA - 2d6 and get 8

Dang. This boy is going to be pretty tough. No pummel, so he's going to be using found weapons. I'm going to min/max the CHA 8 to 6 to bump CON up to 14.

Okay, I've got my theme; he's basically an ice elemental. His matter conversion allows him to turn anything inorganic he touches into ice. This allows him to create a lot of found weapons, and to use these in combat (since his pummel is lame at the default 1d4).

He has tolerance to cold; it's not complete immunity, but it's close with his imperviousness stacked on top.
He is a big boy, roll d8 for hit points.
His energy body is going to be an ice body. His shockwave is actually a roar.

Ymir's Fist, Hero 2
AC 15; HD 4d8+1d6+8 (hp 35); Feat +8; Melee attack (+9/1d4+7)
STR 20 (+7); INT 7 (-); PWR 13 (+3)
DEX 13 (+3); CON 14 (+4); CHA 6 (-)
Traits: Alter Ego; Energy Body (deals 3 cold damage vs. melee); Large; Matter Conversion (inorganic to ice); Shockwave (1d6+7 to 30'; Feat for half); Tolerance (cold)
Talents: Focused (+10% xp); Second Wind (recover 1d6+2 hp once per turn, 2x per day) 
Drawback: Fear of fire (complex)

He's a magical creation generated by an ancient Norse ritual that bound a northern spirit into the body of a random dude who was part of an archaeological expedition, trying to get undergrad credit. He got a little more than he bargained for... the spirit comes out when it wants to, against the will of the student.

So, I get to play a character kind of like the Thing... but in a lot of ways, not really :)


Tuesday, July 23, 2019

Echo City Update

Believe it or not, I've got several irons in the fire for Sentinels of Echo City!

First up, I've released the first issue of a brief newsletter that I plan to have as an ongoing thing (yeah, I know... but I can try). It's one page. It's free. It's got some game stuff. It has a villain I've had on the back burner for over a year. Go get it.

Second of all, I've been working diligently on the next few issues of Doc Stalwart's adventures. I have had a rough outline of where I wanted the story to go, but I didn't really know how to get there... and then suddenly the thread to bring it all together emerged. Right now, I have a first draft done of issues 3, 4, and 5! I expect those will be out monthly for the next three months to get back on track with that. I've got an issue with the Norse gods, one on the moon, and one that ends up in the desert. I'm excited about this story arc, and where it's going.