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Post by Adminenkainen on Jan 22, 2021 22:33:52 GMT
It's a little weird though-I had sort of hoped that
Eh, it's been 12 years now since H&H first came out. A lot of the people who used to be into it have long since moved on to other games. Heck, if I could write faster maybe I'd be on different projects by now too! But, for now, it's just 3-4 of us left on the site; those of us who think H&H has lasting value. And that's still something.
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Post by maxwellchris on Jan 24, 2021 23:48:21 GMT
Weird War Tales? The Creature Commandos? The Haunted Tank? G.I Robot and Dinosaur Island? NOTIFY me as soon as you release it, I am IN! Hey there! Long time no post for me, I know! As far as the podcast goes, Rich and I are recording Episode 7 (the 8th, counting Episode Zero, natch) this week, and THEN...launch prep officially begins! That should take a while, and once we launch, episodes will come out once every other week. So....you have plenty of time to prepare! Honestly, getting this show ready has been one of the reasons that I haven't posted or visited here as often as I'd like! Good to see people are still chatting it up!
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Post by order99 on Jan 26, 2021 7:23:51 GMT
Hmm...how about a Class for those Races that pick 'Alter Ego' as an actual weakness? Sort of a 'D&D Commoner' Class? Or even an 'action-light' Stand-alone? The EverymanHit Dice-as M-U Attack Bonus-as M-U Saves-as Mysterymen Weapon Restriction-as M-U Armor Restriction-as Mysteryman Skills-as Fighter, 1D6 at Lvl 1 Saves-+0 vs most things, +3 vs Plot Description-The Everyman has no special fighting spirit, no special powers, no magic wands and no spaceships, but as a PC the Class is still a cut above the average SCM: Grounded-The Everyman starts off with training in a Career. This means that 1) A Skill check as never needed for a standard use of the Career(treat Disease or Injury, routine surgery etc for a Doctor) and in extreme uses of the Profession (brain surgery in the jungle with a penknife and a soldering iron)the check is still at +1 to the roll. Educated-Whenever a Level is gained, the Everyman may forgo an Ability Increase Roll to instead gain an extra Language (no more Save vs. Plot for any language you know needed to speak or read) or a Hobby Skill (narrow field, +1 to check). [Note: Doctor is a Career, First Aid (+1 on Effect Roll for First Aid Kit) is a Hobby. Pilot is a Career,Balloonist is a Hobby(and a Pilot won't need to make any checks for standard use). Burglar is a Career, Sneak around or Pick Pocket is a Hobby. Stage Magician is a Career, Card Tricks is a Hobby. And yes, if the Everyman wants to stack Athlete (career) with Baseball (hobby) it won't break the game-let the Everyman be an League Draft Favorite if the Player wants]
[Also Note: if using my Optional Backgrounds for all Classes, then the Everyman gets two extra Hobbies /or Languages at Lvl 1]
Desperate Luck-upon reaching Level 4, the Everyman is eligible for Stunts...1 at Level 4, 1 at Lvl 6. XP Level Title Stunts0 1 Hostage 800 2 Target 1600 3 Bystander 3200 4 Accomplished 1 6400 5 Professional 1 13000 6 Old Hand 2 In Summation-Dr Bruce Banner, minus the curse of The Hulk, would be an Everyman. If Snapper Carr or Rick Jones were PCs they would be Everymen. Jimmy Olsen in his own Solo book might have been a Lvl 2 Fighter with a high HP average, but he might also have been better modeled as a Lvl 5+ Everyman. If Johnny Thunder were not modeled as a M-U with a SCM as a Focus, he would be an Everyman with a Djinni Ring. The Everyman has a little luck and/or a bit more Genre Awareness (see Saves above) some decent mundane utility and may, on a very rare occasion, save the day...
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Post by order99 on Jan 27, 2021 23:06:06 GMT
Welp, I opened my big mouth and talked myself into this one... The Superspy (quick-n-dirty conversion) Hit Dice-as Fighter Attack Bonus-as Mysteryman Saves-as Fighter, but with +2 to vs missles, +2 vs poison, +1 vs magic and science, +2 vs Plot Weapon Restriction-none, and can use guns without Save vs Plot Armor Restriction-as Mysteryman Skills-as Fighter, 1D6 at Lvl 1 Advancement Chart and XP requirements-as Fighter Disguise-when the Superspy dons a disguise or cover identity, they make a Skill check. On a 6 or better, the deception is Perfect-a Save vs Plot will not reveal it unless something catastrophic occurs (revealing documents, damage to mask, the 'real' target shows up etc.) The Superspy gets +1 on all Disguise Skill checks at Levels 1-2, +2 at Level 3+ Forgery-when a Superspy needs realistic documents, passports etc they make a Skill Check, and on a 6 or better only another forger (with a higher Skill check) can tell they are fake- a Save vs Plot will not reveal it under normal circumstances. The Superspy gets a +1 on Forgery Skill rolls at Levels 1-3, +2 at Level 4+. If the Superspy has access to the right tools (lithography kit, printing press, art studio etc) They can make counterfeit money or artworks as well. Counterspy Training-unless the Enemy(or Allied) Agent is disguised, the Superspy gets an automatic Save vs Plot to recognize a fellow player of the Great Game when first encountering them due to extensive training and exhaustive research. Resources-between the Superspy's own network of cultivated or blackmailed contacts, extensive travels and the power of the Home Office, the Superspy has a decent amount of Resources per Adventure (not per day unless it's a short comic!). A Resource may be spent for any one of the following: 1) Local Lingo-never mind the Save vs Plot, the Superspy speaks/reads the language like a native this adventure, though it may 'get rusty' later on... 2) I Know A Guy-need a temporary SCM? There they are with what you need. As per the Reaction Chart the SCM may be reluctant, enthusiastic or even downright mutinous, but even a furious SCM will do at least one thing for the Superspy before perhaps turning on them... 3) Gear Drop-the Superspy can 'make arrangements' to pick up an item of up to $50 X Level at any point of the Adventure that it would seem reasonable to the Editor... [Editor's Note-Resourses can (and sometimes even should) be subject to Player Abuse. If the Superspy arranges Medical Attention at one too many underground clinics some of the other patients might start gossiping, if the Superspy stops mid-flight from pursuers to fumble inside a convenient tree and grab Gear it might be weather-damaged, include a sleeping snake or even be some other Superspy's cache ("I ordered a flamethrower-what's with this bottle of pills and chainmail?" ) And if a Superspy waits until they're in the middle of Deathtrap City to point to some Random Minion and declare "See that guy? we offered him Immunity and a College education to turn Mole!", well, the Editor can just chuckle evilly and pull out the dice...]
Level Resources1 3 2 4 3 5 4 6 5 7 6 8
Level Titles-Those are CLASSIFIED-why would we make that information available?
Whew-i'm going to take a breather and put on some music-anything to drive Johnny Rivers' "secret Agent Man" out of my head....maybe some Nightwish, yeah that's the ticket...
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Post by Adminenkainen on Jan 28, 2021 0:11:04 GMT
I love the level titles for the everyman class. Level 1 is hostage. Perfection!
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Post by Adminenkainen on Jan 28, 2021 0:11:31 GMT
I'll modify my stats for Bart and Doris accordingly!
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Post by order99 on Jan 28, 2021 2:47:54 GMT
I'll modify my stats for Bart and Doris accordingly! Yay, free Playtesting!
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Post by order99 on Mar 21, 2021 4:58:21 GMT
Well, Scott's Trickster Class from Trophy Case #1-4 got into an argument with Carnaki the Ghost Hunter and John Constantine, went outside to settle things-I have no friggen' idea what happened next, but when I opened the door around sunrise there was a bouncing baby Character Class on my doorstep, sooooooo..... The ConduitHit Dice-as M-U Attack Bonus- as Mysteryman Saves- as M-U, including specific Bonuses Weapon Restrictions- as M-U Armor Restrictions- as Superhero Skills- as M-U, 1D6 at Level 1 Experience and advancement-as Mysteryman Level Titles- Same as M-U if they want to use them. The Conduit is a subclass of M-U with an...odd background. Perhaps they found an old book in a haunted house, learned a different form of sorcery from a Spirit Guide, was flooded with strange energies from a magical Apocalypse...whatever the reason, the Conduit has little formal training in the Magic Arts-but is instead a natural magnet for lesser and/or Folk magics. Unlike the standard M-U, any Race can be a Conduit-if the PC started out Human they might not be by the end of the Origin Issue... Nothing Up My Sleeve!-The Conduit does not use a Focus to perform magic, instead relying on internal reserves of power. Said power renews at a given time (sunrise, sunset, midnight etc) as per Player preference and can then not be changed. The Conduit may use the same magic Items (scrolls, defeated M-U's Focus etc) just as a normal M-U. Power In the Blood-The Conduit does not have Spell Slots, instead they have a Mana Rating equal to 1+Lvl+Wis Bonus. These fuel their various abilities. They can enter into a Contest of Wills just like a M-U, but as they have no Focus, defeat means that they lose access to their powers for 1D6 Turns instead. Occult Dabbler-The Conduit starts with 1 Spell plus 1-3 per Level based on Int Bonus: 3-6= 1, 7-14= 2, 15-18= 3. The Conduit is limited to 1st Level Spells at Level 1-3, 2nd Level Spells at Levels 4-5 and 3rd Level Spells at Level 6+. Since the Conduit does not memorize spells, they can be used at will as long as the Mana holds out-with the Spell Level being the Mana Cost of the Spell (Levitation, a Level 2 Spell, costs 2 Mana). While the Conduit could use a defeated M-U's Focus to cast those Spells they cannot study the Spells therein to increase their own, nor recharge the Focus. Like most M-Us, the Conduit does need hands and voice to activate Spells. Knacks- In addition to the regular Skills system in play, the Conduit may declare two things they are "Good At" at Level 1, another Knack at Level 3 and another at Level 5. These Knacks may be any narrow Skill that the Editor approves of-Hiding, Climbing, Cooking, Hypnosis, Escapes, Music, Disarms etc. If the Skill is designated a Knack, the Conduit may spend 1 Mana and treat the Skill as a Mysteryman Stunt for that Turn. A Conduit with a Gardening Knack could grow bananas in Alaska, a Chef could make a Gumbo as addictive as Morphine, etc. In Touch with the Universe-The Conduit may spend 1 Mana to force a Save vs Plot, allowing clues,conveniences or astounding coincidences to appear out of nowhere. The Saving Throw may be boosted with-Material Components(+1,+2 if really expensive) Ritual lasting two or more Turns(+1) Helpers (+1 per assistant, maximum of +5- Seance anyone?). Using this Ability more than once per day is dangerous-for every use after the first, roll for Backlash,with each 'Overcharge' counting as a +1 to the 1D6 roll: 1-3 "Whew!" nothing happened-this time... 4-5 "Owww!" This Ability cannot be invoked again today, and the Trickster is Exhausted until a short rest is taken. 6-7 "Mah MOJO!" As above, plus the Conduit is Powerless for 1D6 Turns as if they had lost a Contest of Wills. 8-9 "Did I Update my Will?" As above, plus the Conduit receives an Editor-generated Curse lasting one full day. 10+ "This is the End Times..." As above, plus 1D6 nearby targets (friend or foe) roll Save vs Plot to avoid sharing the Conduit's fate. Mana Fountain- M-Us love having an allied Conduit around, because they are capable of lending power to other Spellcasters. If the Conduit is within touching range of a M-U (while the M-U is casting a Spell) and forgoes any other actions this turn, they can Boost the Effective Caster Level of the M-U by the amount of spent Mana. Example: Mr Mysterioso (Lvl 5 Warlock) and Mr Bojangles (Lvl 3 Conduit) are fighting an Ice Demon-at the ragged edge of defeat, Mysterioso leans heavily on his blackthorn cane and wrings out his last, greatest spell-Fireball! Mr Bojangles gives his partner a comforting hand on the shoulder and spends his last 2 Mana, eyes closed in concentration...the Fireball does 7D6 damage to the Ice Demon and banishes it back to Jotunheim.... Sample PC:Maman Weaver-Abigail Weber, Half-Human Conduit, Lvl 4Str 11 Dex 16 Con 10 Int 13 Wis 12 Cha 14 Attack: +1, +2 Missle with Dex Bonus AC: 7/12 (Thick padded silk coat plus Dex Bonus) Hit Points:13 Move: 12 Save: 15, +3 to Poison and Spells, +1 to Missles and Plot Alignment: Neutral Skills: 2D6 K1 Background: Businesswoman, +1 to bargaining, trades, investments and bookkeeping. Speaks and reads English, Creole French and the secret language of Arachnids (Save vs Plot for anything useful though). Racial Abilities- Jumping Spider (72 foot Leap) Sneaky Spider(+1 to Hide Checks, 1st Edition Human Ability) Power In the Blood, Mana Fountain,Nothing Up My Sleeve!-Mana of 5 per day, refreshes one minute after Midnight (The 'Witching Hour') No Focus. Occult Dabbler-Spells at Lvl 1: Spider Climb, Detect Magic, Cure Light Wounds, Read Languages and Magic, Pass Without Trace, Disguise Self. Lvl 2:Phantasmal Image, Summon Mobster I. Knacks- Gossip, Cooking, Hypnosis. Maman Weaver uses her Knacks to weave an information-catching web around New Orleans, Rumors are her stock and trade. She can make a seafood Calabash that will cure suicidal depression. A visit with her can cure a desperate man of smoking or drinking within a few short hours. In Touch with the Universe-Maman Weaver usually spends a few hours cooking Spirit Food (spending a Mana Point for a combined Expensive Focus and Ritual Bonus of +3) to make the Orisha more compliant to her wishes. She doesn't usually allow assistance unless her companions are 'in the Trade' and willing to risk the Backlash...
Hangups- Port of Call (the French Quarter is the hub of Occult and Criminal Weirdness for the Deep South-the Editor can complicate any standard Encounter with High Weirdness every Adventure, giving her a Karma Point every time it complicates her life). Social Disaster (the Spider's Chaos tromps all over her social life-the Editor may roll a Random Encounter any time Abigail is on a date, meeting friends, etc and award Karma when it complicates her life). Limited to no more than 3 times per Adventure please.
Important Equipment-Maman Weaver outfit (AC 8/11) Brass Knuckles (1D6-1) brace of 6 Throwing Darts (1D3+1, 30 foot range) Two 50-foot spools of Silk Cord , pocketknife( not normally a weapon) Spider Ring ( no longer the source of her Powers, but Abigail's faith in Anansi makes this a Holy Symbol). Description: Abigail Weber is a Creole woman of Carribean descent, average build, deeply tanned clear complexion and eyes so brown that they appear almost solid black at times, with short, ink-black hair in a modest bun. She is in her early Fifties but minus her 'retirement age' makeup she only appears to be in her mid-twenties. As Maman Weaver, she wears ebony boots, sensible black slacks, a red silk blouse, wrapped in a padded grey silk thigh-length jacket with a web of silver filigree over the heart. Thin grey gloves hide her hands, and metal plates protect her knuckles but leave her fingers free. A simple hood of black silk covers her entire face and a fashionable grey Fedora adds a rakish flair. A Silver Spider Ring with eight tiny Emerald eyes adorns her left hand. Origin: Abigail Weber had made a decent living for herself as a silent partner in several male-owned businesses (a fish market, a tailor's and a local pharmacy) as well as lending herself out as an accountant and inventory specialist. She would have been quite wealthy if the Lord had made her a White Man, but He didn't and she was happy with that. With a decent nest egg in the bank and frost touching her temples and her bones, Abigail began considering a modest retirement... But then a package arrived from Ghana of all places, from some distant relative she had never heard of-and within was the Spider Ring. As Abigail placed it on her finger the Spider clamped down and bit deep. Poison coursed through Abigail's veins, she vomited up layer upon layer of silk strands and began choking on them, wondering vaguely why something like this would happen on the first day of the only Vacation she'd taken in a decade... On the third night of her poisoning, on the Witching Hour, Maman Weaver tore through the cocoon and arose from beneath her own bed, young again, powerful, fast, an avatar of Anansi...Anansi the Trickster, Anansi the Storyteller, the protector of her people... Abigail is a reluctant hero, unlikely to crack down on small-town corruption or victimless crimes-but she knows all of the goings-on in the French Quarter, and if she feels something dangerous tugging at her Web, something that will hurt her neighborhood, she will spare the criminals no pity...although Maman Weaver is mostly a local heroine, she does have contacts in the Occult grapevine and is a Reservist in the Gulf Coast Crusaders.
So-the Conduit is essentially a lower-powered but more versatile M-U/Mysteryman crossbreed...anybody want to Playtest?
[Note: Edited Class for a little less raw Spell power and higher XP cost-Also, Edited Sample Character to include a few Ability Improvement for her Level gains.]
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Post by Adminenkainen on Mar 29, 2021 23:21:23 GMT
Not a fan of spell points.
I do like the "overcharge" mechanic; I wish I could come up with a use for that outside the conduit class.
There is one instance, in the Occult Dabbler paragraph, where you still refer to this class as the trickster class.
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Post by order99 on Mar 30, 2021 6:22:18 GMT
Not a fan of spell points. I do like the "overcharge" mechanic; I wish I could come up with a use for that outside the conduit class. There is one instance, in the Occult Dabbler paragraph, where you still refer to this class as the trickster class. Yep, I was going to call it the Trickster as an homage, then remembered that the 2nd Level M-U is called that. oops! And the truth is i'm not all that happy about 'Conduit' either...maybe 'Dabbler' or 'Familiar' or 'Hedge Mage'? Maybe 'Wild Talent'? Any suggestions?
The more I think about it the more I think I may have made it too versatile-I'll either cut down the variety of actual Spells or tack on a higher XP requirements, maybe both...
The reason that I used Spell Points was:
A) I wanted a mechanic that allowed for the Conduit either 'spamming' low-powered magics or emptying themselves in one big exhaustive blast, while the real M-Us just facepalm and look embarrassed
B) A way to show 'minor' magical talents, plus John Constantine's 'Synchronicity Highway' (which he always abuses and then bad things happen) and an excuse for Seances and Covens
C) The 'Overcharge' mechanic
-and sadly I can't yet figure out a way to do that with Spell Slots in an elegant manner-
(The Great Editor in the Sky rolls a '6' on the Random Encounters Table and Order99 encounters a Brainstorm)
Oh, HEY! SHOO! I GAVE AT THE OFFICE! Oh wait what's this?
Master Ambrose's Enhancing Investiture (I, II, III)
Range: Touch
Duration: up to 12+Level of Caster hours.
Description-Master Ambrose, wanting the massive raw surges of power that a Conduit was capable of generating without some of the accompanying lack of discipline, created an Apprentice, Journeyman and Master version of this spell to enhance the power of his Spellwork.
Effect:The M-U loads and casts an Investiture into their Focus like any other Spell of comparable power. Once the spell is cast, a target must be designated-an article of clothing, jewelry, even a willing SCM-until the Duration has passed or the Investiture is used, the target Detects as Magic. The M-U may even cast this Investiture back into their Focus. Until the Duration of the Spell has expired, the M-U may draw upon the Investiture while casting any other spell (the caster must be touching the object) and may boost their effective Caster Level for that spell by 1, 2 or 3 respectively.
The Ring of Master Ambrose
Description: This plain silver band with gold-inlay of 8 outward arrows was once the Focus of Master Ambrose's Archenemy the Golden Monk, who sought to raise the Black Library of Lost Carcosa and usher in an age of Ruin. The depleted and partially-damaged ring was re-forged and enchanted to the victorious Wizard's purposes. Usable by M-Us, Summoners and Conduits only. The item was last reported in the hands of the Red Llamas, who use it with caution and otherwise keep it locked away...
Effect: The caster may mentally call upon the Ring whenever they wish to add power to a spell they are currently casting. Roll 1D6(1=+1 to Caster Level, 2-4=+2 and 6=+3).
The Ring is still under the partial influence of Lost Carcosa however-it may be 'safely' called upon 1D6 times per fortnight. After that, the Ring will engage the caster in a Contest of Wills (Level is 6+1D6) and if the caster loses or abandons the Contest then the Ring [Roll 1D6.(1= the Ring shuts down until re-set 2=the Ring casts one of the caster's Spells at a random target 3=the caster loses access to their magic for 1D6 Turns 4-5=the caster loses their magic for 1D6 Turns and suffers a Head Blow 6=the Caster loses access to magic until a Remove Curse is applied.)] The Ring 're-sets' (both Will Effect and number of 'Safe' charges) every Dark of the Moon.
Whoa, headrush...Goldang Wandering Brainstorms...
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Post by order99 on May 17, 2021 8:40:59 GMT
The ShapeshifterAllowed Races-usually Human, Alien or Half-alien, but the Editor might allow more(an amorphous Ghost, anyone? Shapeshifting Android with Car Mode? ) Hit Dice-as Superhero Attack Bonus-as Superhero Saves-as Superhero, including specific Bonuses Weapon Restrictions-as Superhero Armor Restrictions-as Magic User, usually (more below) Experience-as Superhero The Shapeshifter is a very, very specialized Sub-class of Superhero, geared towards self-transformation and adaptability. Their abilities are as follows: A) Not so mighty-the Shapeshifter Wrecks as a non-powered Class (normally). Also, if Superheroes are using True Strength or the like the Shapeshifter won't have it. B) Clothing Optional-due to all the changes Shapeshifters goes through, is is impossible for them to utilize their powers and wear armor. If not using any of their powers, a Shapeshifter may wear up to Bulletproof vests and or Magic/Scientific protective garb such as Rings,Bracers etc-but at the first use of their abilities shapeshifters usually wind up wearing 'Comics Code Approved' brand tatters. If the Editor allows for a Genre-appropriate uniform that changes with the wearer(or reappears when unpowered) it may carry the same AC benefits as a Costume (+/-1). C) Mastery of Form-The Shapeshifter is highly resistant to outside attempts to change their form, whether by Infernal Machine, Dread Sorcery or Perfidious Potion. A Save vs. Plot allows the Shapeshifter full use of the new form, or the ability to return to one of their 'normal' forms. Even if the Save fails, the Shapeshifter has the option to spend any unspent Shifts(more below) to assume a 'normal' form. D) Incredibly Hardy-a Shapeshifter heals at the rate of 1 extra HP per 4 hours. In addition, they can 'spend' an unused Shift(more below)and get the benefits of having used a First Aid kit. E) Multiple Forms-The Shapeshifter may 'Shift' as many times per day as Lvl+1. The Shapeshifter may 'know' one Alternate Form per Level, and the Shifts last up to one Hour+ one Turn per Level. Sample types of form might include: Human-the Shapeshifter can attempt to look like anyone. Treat as Change Self. Specialized Form-the Player notes two Special Abilities the form might have in this form (a flowing Blob Monster for example might be lightly armored and slower than normal[treat as wearing a Flack Jacket] and have an Entangling Attack). Any Special Forms must have Editor Approval. Mobster Form-the Shapeshifter picks a non-human Mobster and assumes their physical Abilities(but not the Internal or Magical ones, nor the Hit Points). A Shapeshifter in Ghoul Form for example, would possess the AC, Movement and Attacks of a Ghoul but not the Paralysis Ability-though at Editor's whim they might have Spook Bad Guy as a 'Fake Undead'...A Shapeshifter cannot 'know' a Mobster form greater than their Lvl+1 (so a Lvl 3 Shapeshifter could 'know' a form of Mobster Level 4 or less). Sample PC:The Hollywood Freakshow-Isaac Benjamin Einmann (formerly Isaac Ollermann), Half-man Shapeshifter, Lvl 3STR 12 DEX 13 CON 15 INT 13 WIS 11 CHA 12 Attack Bonus:+1 AC:7/12(freakish anatomy) Hit Points:18 Save:15(+3 poison/missles, +1 science/spells Alignment: Lawful(usually) Skills/Background: Isaac is a master of stage and film effects(stop-motion photography, staging and blocking, wirework, mirrors, double-exposure of filmstock, filters, trick cabinets etc). He is fluent and literate in both English and German but has forgotten the Yiddish he once knew as a child. Half-Man Powers- Nightvision, 30 feet, No Vital Organs (AC 7/12, Helmeted) [Editor Approval for one Animal Power and one Android Power] Animal Features-Eyes glow in reflected light like a rat's, unnatural scent(Reaction Roll penalty vs animals), bleeds whitish, waxy sap when injured regardless of form. Shapeshifter Powers- Not so Mighty, Clothing Optional,Mastery of Form, Incredibly Hardy, Multiple Forms (4 Shifts per day lasting up to 1 Hour+4 Turns at a time) Known Forms: -Issac/Feakshow. Has identical Powers in either form, cosmetic differences only, counts as Secret ID-both are considered Natural Form. -The Skinwing. A bizarre humanoid with claws, fangs and flaps of skin like a terrible fur-less flying squirrel. Treat as PTERODACTYL (Giant). Mobster 3. -The Kraken. A slimy tentacled creature with an oddly humanlike face. Treat as OCTOPUS (Giant). Mobster 4. -The Devourer. A pale, blurred humanoid form full of rapidly appearing and disappearing fanged mouths. Possesses an Unarmed Attack of 1D6+1 that can Wreck as a Superhero, counts as Different Physical Structure (+4 vs Science, gas). Hangups -I Escaped Auschwitz!(as a traumatized Jewish Refugee,Isaac has a murderous hatred of Nazis or Clansmen, and his Alignment turns Chaotic regarding them or their Dupes) IT... HUNGERS!(if near Death and still possessing a Shift, the Devourer appears and will attempt to Feed(and spent any Unused Shifts to Heal) until Isaac regains consciousness in 1D6 Combat Turns). Important Equipment-a Cushman Scooter with a Duffel Bag full of clothes inside the seat, a cheap apartment full of books and a well-stocked fridge. Description: Isaac Einmann is a young, clean-shaven man in his early 20's with a head of curly brown hair, warm brown eyes and a winning smile. He keeps his left wrist covered at all times, usually with an unfashionably wide watch band. His alter ego the Hollywood Freakshow ("Call me Mr. F if you like") is pale as a ghost, hairless as a boiled egg, tall and starved-looking , covered head to toe in tattooed numbers that seem to move when you aren't looking, cold dead black eyes like a shark's and a smile like a razor. Origin:Isaac Benjamin Einmann had no childhood that he could recollect-it was as if he had sprung full born into the world at the age of thirteen-his adopted parents had always attributed that to the near-fatal fever he had suffered before his adoption. What of it? His adopted parents were Caterers to the Stars, wealthy and well-liked by most of the Hollywood studios-and the legendary effects wizard Willis O'Brien himself had taken Isaac under his wing! He was already assisting Second and Third Units, helping to frame shots, building breakaway furniture and candy-glass windows. Young Isaac was having the time of his life and making a Name for himself in the World's Biggest Playground... Until he began makeup and costuming duties on the set of that propaganda film...the ones with the Swastikas and the leather coats and boots and the screaming crowds baying for blood and the bowed figures being loaded into the railway cars. He didn't remember the concerned looks from his colleagues or the whispers and the stares behind his back. And when he awoke wrapped in cold wet sheets in a sterile room he most certainly did not remember tearing the skin from his wrists with his teeth-why would he ever do such as thing? But later, when his nightmares achieved greater clarity, Isaac knew why he would do such a thing-it would have been an escape from the Angel of Death, the polite smiling man who had done such horrible, horrible things to him, and to Benjamin, his twin. The Doctors, operating from an old hotel many years before the Camps,would do the exact same thing to each of them at the exact same time, timing the pain and the chemicals and the knives with expensive Swiss watches. They even shared the same hallucinations, flesh melting like wax, organs failing, gripping each other so hard that they had almost appeared to merge together, tasting light and smelling music and hearing the Zyclon gas with their eyes... Isaac's eyes had been green. It was the only difference between them. When had he been given Benjamin's eyes? Their name had been Ollermann...why were his Aunt and Uncle pretending to be his adopted Parents, and why the name change? Where was Benjamin? Why there he was, in the mirror. They had escaped together somehow...no. No, they had not escaped, either one of them. And in the fading twilight, in his room with nothing breakable and in front of a steel mirror-the Memento Mori to Isaac and Benjamin closed its eyes-and when it opened them the mirror at last showed it a face it could live with. Isaac Benjamin Einmann ("New Man"? Really? Could they have been more obvious when they changed their names?") has returned to work again, though his employers make sure that he isn't pushing himself too hard or too long, not yet. And this suits him just fine-for Hollywood has proven fertile soil for Black Marketeers, Mobsters who dream of owning movie studious, unscrupulous men and women who cater to a performer's need to stay awake and alert, then to ease the Crash, then to ease the memories-smiling men who promised young men and women careers only to make them vanish... Yes, Hollywood has a Darkness in it-and lately, night-time predators who expose the corrupt, free the prisoners and punish the monsters. The papers are calling these strange creatures the Hollywood Freakshow, and wondering how many of them there are...and Mr. F smiles his glittering smile as he discovers more and more of himself by the month... In the end, it's what Isaac and Benjamin would have wanted.
{Edit: Limited the Duration of the Shifts a little-even with the various Drawbacks the Shapeshifter seemed a bit much next to the standard Superhero.}
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Post by order99 on Jun 20, 2021 20:45:43 GMT
Black Alice is considering using an Alter Ego from Trophy Case(V2 #4 Page 17) for one of her Victorian Superpulp characters. Upon reading though she considered it A) slightly subject to abuse and B) keyed to 1st Edition Rules. So she made a few tweaks, e-mailed it back to me, and I thought i'd share and see if I could get a critique or two on it: The Alter Ego (experimental V2)
The Alter Ego allows a PC to transform from one form into an alternate one. This form may be of a different Race and/ or Class...though on rare occasions you might have different Race and the same Class, same Race and different Class or even Same Race and Same Class (the rare example of Rose Psychic/Doctor Occult, a modestly Leveled Human female M-U who could change places with a Higher-Leveled Human male M-U). The Alter Ego has the following benefits and limitations-
Different Ability Scores-The PC generates Ability scores as normal. However, under Ability Score Adjustment (H&H 2nd ed Page 9) the Player has the option to alter scores differently for each one. A kindly occult scholar may well buy down STR and DEX in order to gain INT for more Spells per Level-while the sadistic Man-Brute that he is cursed to transform into would likely reduce INT and WIS in order to improve STR and DEX. If the Editor approves and doesn't mind the extra hassle, the PC and the Alter might make separate Advancement Checks as well as each Levels.
Different Alignments-The PC has the option to assign a different Alignment to an Alter Ego (but doesn't have to) if it is determined that the Alter Ego has a different personality. This may effect both Editor-allowed activities and XP rewards. The Occultist in the previous example could be Lawful, unable to kill enemies without a Save vs Plot and would reap bonus XP for Rewards, while the Man-Brute would well be able to throw Mobsters off tall buildings and gain bonus XP for confiscating those 'bitter fruits of crime' (page 19).
Backgrounds/Skills-if using this optional Rule, the PC and the Alter Ego may or may not have different Backgrounds, Skills or Languages from the other-again, depending on whether the Alter Ego is actually a different person. The Editor is free to disallow this if the Player seems to be abusing the option.
Experience-any XP earned by either the PC or the Alter Ego go into a shared pool. At the end of the session, the Player assigns XP to either as they wish, though after that the XP may not be shifted around later. Having the Alter Ego be much more powerful than the PC is a common trope (Billy Batson/Captain Marvel, Rick Jones/the other Captain Marvel, Bruce Banner/The Hulk, Jack Russel/The Werewolf by Night, Laslo Pevely/The Terror etc ad nauseum) but the PC doesn't have to stick to it.
Transformation-The PC can transform into the Alter Ego only once per Turn at most (and may be subject to other limitations, see below). Upon Transformation, both the PC and the Alter Ego recover as if treated by a First Aid kit, and the 'dormant' one is considered to be Resting while the other is active or not as they choose.
Example: Our kindly Occult Detective is brutally beaten down to 1HP until the stress, anger and the smell of blood conspire to bring forth the Curse. The Man-Brute, down to 6 HP from 7, arrives newly rested(7HP) and ready for mayhem! The Occultist(elsewhere) immediately heals to 2HP. Finishing off his enemies with gusto while ignoring a knife slash (down to 5HP now) The twisted Cad steals their money and finery and takes a long, lazy dinner and a show. At the end of his revels, the Beastly One is fully healed (2HP for the first recovery period) and the Saintly One is at 4HP(same reason). The Brute spends the rest of the evening and night tracking down his attacker's associates while the Professor is still resting elsewhere...by morning, the Fiend is down to 4HP from a lucky crowbar to the face , and the Scholar is at 5HP out of 5(normal healing rate for resting).
Limitations-The Player and the Editor should work together to pick out two limitations on the Transformation. Some examples include-
Uncontrolled-the Editor rolls 1D6 every Turn (Full, Exploration or Combat as per the circumstance)and the Change occurs on a 6.
Talisman-the PC needs an object to transform, and if the object is lost, the PC is stuck in current form. Lost Talismans may be re-created or rediscovered after 1D6 days.
Environment-a certain condition/status must be met in order to transform. Examples include- Full Moon/no Moon, Day/Night, Rage and Pain, being set on fire (looking at you, Terror!) exposure to meteor rays etc.
Magic Words-a word or phrase that must be spoken and heard by the PC.
Act of Will-a normal Skill Check (5+). May or may not be affected by certain factors.
Daily Limit-the PC cannot transform more than (Lvl+1) times per day.
-and others as the Player and Editor create.
Sample Character(s): Eli Worth aka The Rakshasa (Starting Ability Scores STR 12 DEX 12 CON 11 INT 13 WIS 11 CHA 8)
Eli Worth- Eli is several inches shorter than average, lean to the point of emaciation and disappears into the background. He sports dull brown hair in a non-descript short cut, unremarkable blue-grey eyes, and wears clean and well-tailored but unremarkable outfits.
Class: Superspy Race: Half-pint (but will never age out) Alter Ego (STR 10, DEX 10, CON 10, INT 13 WIS 9 CHA 8) AC 9/10 or 7/12 (reinforced Stab Vest and heavy coat) HD 1D6-1 (4HP) Attacks as per Class/weapon (Strike Bonus +0) Move 12, Alignment Neutral, Save as Fighter 1( but +2 to vs missles, +2 vs poison, +1 vs magic and science, +2 vs Plot ) Skill 1D6. Level:1
Sickly-Eli has lessened Ability scores and -1 per Hit Die as shown above. Unobtrusive-Eli gets a +1 to Hide. The Mark of Cain-Mobsters must make a Save vs Plot to attack Eli, especially if he isn't harming them. The Change-Eli can turn into The Rakshasa and back again. An Act of Will is needed-the scent of raw meat and blood, immediate danger or rage give a +1 to the check to become his Beast(+1 maximum, no stacking) and a penalty to return, while quiet meditation has the opposite effect. The Change is exhausting and can only be done twice per day.
Rising Star of the Great Game-Disguise+1, Forgery+1, Counterspy Training, Resources 3.
Background and Skills-Eli is an accomplished Burglar (casing the joint, moving quietly, hiding, surprise, picking latches and locks, climbing). He is fluent and literate in both English and Hindi, and is a rather fantastic cook. Standard Equipment-Stab Vest/coat, one or more good revolvers, at least two knives, a lockpicking kit-more as needed via Resources ability.
The Rakshasa- Eli's Beast is as short as he, but muscled like an Olympic gymnast. He is covered in short, dark brown fur, eyes a gleaming grey-black, pointed ears like an Elf, sharp incisors like Max Schrek in Vampire Mode and flat, broad hands and feet tipped with razor-sharp talons. He is either wearing loose, grey linen shirt and trousers sans shoes, or the tattered remains of poor Eli's latest outfit depending on circumstances.He is nearly superhuman in power and speed, but often overwhelmed by his enhanced senses and instincts-which also turn him impulsive, willful and a touch savage. He says what he means with no sense of diplomacy.
Class:Superhero Race: Half-man (STR 15, CON 11, DEX 12(19), INT 9, WIS 11 CHA 8) AC 8/11(agile)or 7/12 (reinforced linen uniform or tatters and a Stab Vest) HD 2D6 (9HP) Attacks as per Weapon (+1 Missle, +1 melee) or Claws (1D6+1, +1 Strike) Move 12 ,Alignment Chaotic ,Save as Superhero (+3 poison/missles, +1 plot /science) Skill 1D6, Level:1
Half-man Abilities-Claws/fangs(1D6) Animal senses (Surprise 4+ on 1D6, 3+ with Background) Animal Features(fur, fangs, paws, eyes, ears).
Superhero Abilities- Truly Fast (add WIS to DEX) Demon Slasher (Wreck as Superhero 2/day-darn that low WIS!) Powers per day-1 (likely to use Get Tough, Multi-Attack, Spook Bad Guy or Wall-crawling). Transformation-as Eli above.
Background and Skills-Rakshasa has the same Background as Eli(but his Claws will not let him pick locks) Eli's Cooking skill is useless in this form-his hands are too clumsy and everything tastes and smells different as a Beast. Rakshasa can still read and speak both Hindi and English- and unlike Eli's human form Rakshasa can communicate with rodents through mystic kinship, possibly recruiting some temporary SCMs or getting rat's-eye gossip. Standard Equipment-will try to keep Eli's stuff at hand, but seldom uses firearms (preferring his uncanny Ambush abilities and Claws)) and can't use the lockpicks or any of Eli's Spy contacts, Abilities or resources.
Hang-ups-A Beast am I (Eli has let his Curse consume him, and tends to cut ties and avoid social responsibilities) King and Country (Eli owes everything to the Crown, and will remain loyal even when he strongly disagrees with their policy or practices) I Smell...Blood (Can be distracted in Beast form by overwhelming scents even a Human could smell)
Origin: A foundling with no prospects, underfed and frequently ill as a small child, desperate, hungry and naive-turning to Crime was likely Eli Worth's only recourse to survive. A former Mudlark, Eli's scrawny yet wiry form was perfect for second-story jobs. By the time he reached manhood, the small man was known as the go-to guy for burglary...in fact he was too good, and a jealous colleague grassed him to the Peelers sure enough. Try as he could, the exhausted lad could not evade an even dozen of London's Finest-but the helping hand of a stranger pulled him through a pipe and into a culvert-and Eli was safe.
Eli was also well and truly nicked-for his rescuer was a long-time member of the Diogenes Club, and Eli's skills...could be quite useful to the Crown. So would Mr. Worth enjoy prison food, or would he participate in the Pastime of Nations? Well, Mr Worth would have taken that chance in both hands and wrung it dry even without the threat of gaol, and so a handshake sealed the deal.
Eli's apprenticeship under Sir R_M_ was everything he had ever hoped for-he got to learn a new language, see new cultures, learn Tradecraft and found an unexpected talent within himself, of purchasing foodstuffs he could never afford before and making amazing things from them. His crowning achievement though, was his single, unsupported entry into one of the biggest temples of the Thuggee Cult-and stealing their Goddess. With the cult thoroughly demoralized Her Majesty's Royal Rifles could sweep in and arrest the lot with few losses...
The cult was not demoralized in the least. When the soldiers found the entire cult dead by their own hands, bodies ritually mutilated by their own knives and a Death Curse against thieves written in blood on the floor, the soldiers hearts failed them and they fled-and in his office Eli felt a horrible burning and the smell of singed hair just behind his left ear, and it...didn't...stop. And that night while waiting for dawn and a physician, a Thug tracked down Agent Worth and put a Kris through his heart. The last thing Eli Worth saw as he died was a grinning face above him, lips stained with berry juice-
The first thing Eli saw when he opened his eyes again was that same Thug, disemboweled on the tile. And he wasn't Eli any more. "Rakshasa" whispered the dying man, naming him...
Eli Worth has mostly come to terms with his Curse. He has not come to terms with the Crown's treatment of their colonies. He sees oppression and brutality everywhere he turns in this vast land-but he took the Queen's Shilling, and he will do what he must...
Wow, just read my own Post for Spelling Errors...why the heck did I just write a Graphic novel to illustrate what should have been a four-paragraph entry? An Editor of Scott's caliber I am most certainly not...
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Post by Adminenkainen on Jun 21, 2021 0:26:18 GMT
Black Alice is considering using an Alter Ego from Trophy Case(V2 #4 Page 17) for one of her Victorian Superpulp characters. Upon reading though she considered it A) slightly subject to abuse and B) keyed to 1st Edition Rules. So she made a few tweaks, e-mailed it back to me, and I thought i'd share and see if I could get a critique or two on it: ...Maybe it's just been too long since I wrote the alter ego, and to be honest it was never playtested, but I'm not seeing the flaws that this fixes. Can anyone spell them out for me?
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Post by order99 on Jun 21, 2021 4:52:01 GMT
Black Alice is considering using an Alter Ego from Trophy Case(V2 #4 Page 17) for one of her Victorian Superpulp characters. Upon reading though she considered it A) slightly subject to abuse and B) keyed to 1st Edition Rules. So she made a few tweaks, e-mailed it back to me, and I thought i'd share and see if I could get a critique or two on it: ...Maybe it's just been too long since I wrote the alter ego, and to be honest it was never playtested, but I'm not seeing the flaws that this fixes. Can anyone spell them out for me? Well, Black Alice noticed that each change could take place up to once per turn, and either Persona healing 1D6 with each Transformation-and suddenly pictured Billy Batson behind a dumpster yelling "SHAZAM! (BOOM!) SHAZAM! (CRACK!) SHAZAM! (BOOM!) " over and over again so he wouldn't have any bruises at Work and got the giggles. "Rulings not Rules" I chided gently, but... Admittedly, when 1st Edition First Aid kits were 1D4 Healing Potions, the Transformation Recovery made perfect sense IMHO, and her version makes sense with the 2nd Edition tweaks that were made.
Then she pointed out that in most Comics, the Alter Ego is nearly always more powerful than the other Persona, while in H&H Johnny Blaze should be Ghost Rider's equal, Billy Batson should be taking out 6 or 7 Thugs by himself, and Jack Russel shares as much Panel Time as his Werewolf by Night and should be just as capable-in other words, the 'Each Class earning separate XP' was throwing the numbers off compared to the Comics ("Rulings not Rules" I repeated, but...). Then she inhaled a mug of coffee at a gulp and started scribbling, and I know better than to interrupt...
Aside from those two changes though, I think the rest of what she wrote was just getting down details the Editor usually handwaves (well of course they can have different Alignments if you want, Duh! Sure, you can make the Trigger whatever we both agree upon..." Rulings not Rules etc" he kept repeating to no avail...) Although it hadn't yet occurred to me personally that you could use Ability Adjustment to give both Alter Egos different Ability scores, I feel kind of silly missing that!
At any rate I was intrigued enough to write up a Test PC to see if any obvious flaws popped out...personally I think your version works as written just fine(the fewer details the easier to customize) but i'm also deeply gratified that she's ripping the game out of its frame and running with it like this-shows that she is as desperately hungry enough to play as I am. And I myself have already Houseruled your poor game to death so some of my Players can use Light City PCs if they want (sigh).
Alas, BA has yet to understand that Hawkman can be a Half-Alien Superhero or a Fighter with a Trophy,that Plastic Man can be an Alien Super(your version) an Android Fighter( Per Negaton's attempt) or a Human Shapeshifter-as long as the effects are handwaved and the results work , that's all that matters. She will learn.
Sadly, neither version has been Playtested at our table as of yet. Soon, let it be soon....and if not, let Gamers everywhere Steal Our Stuff so they all our Chracters can be properly field-tested...
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Post by Adminenkainen on Jun 21, 2021 13:49:26 GMT
Ohh...yes, paragraph 2 makes perfect sense, for emulating comic books. I guess I was too focused on reskinning the OD&D elf race...
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