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Post by Adminenkainen on Aug 4, 2018 17:48:51 GMT
I hope so too, but between the current skill system and the Mysteryman's redefinition of how stunts work, I haven't figured out how to keep the Aviator class viable.
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Post by order99 on Aug 9, 2018 1:38:48 GMT
I hope so too, but between the current skill system and the Mysteryman's redefinition of how stunts work, I haven't figured out how to keep the Aviator class viable. Hmmmm...possible Quick Fix: Mysteryman-Specialist Option...by taking this option, the Mysteryman reduces his chances to perform Skills to that of a Non-mysteryman. However, the PC chooses a field of expertise in which he or she excels beyond all normal boundaries at-that Specialty not only advances at the Mysteryman rate, but also gets a Bonus Die (roll twice and keep the best). Stunts work as normal. Examples: Aviator (piloting, repair plane, navigation, buy/sell plane, etc.) Cowboy (Ridin' Ropin' Trackin', Outdoor Survivin', Trick Shootin' to impress [not in combat], Forgettin' yer Spellin' etc... Doctor ( drug manufacture and usage, medical treatment, surgery, improvised clinic [setting up sterile conditions in a tent!] foraging for natural herbs etc.) Scientist (figuring out potions, pills, alien tech, Mad Science devices,modifying equipment or vehicles, playing with Radium etc.) Spy (Hide/sneak, Disguise and Impersonation,Codes and Code-breaking, knowledge of The Great Game and Allied/enemy spies etc.) Athlete ( Climb, Swim, Run, Tumble, Tightrope,Sports, Refereeing, Statistics and Rosters etc.)
Thief (Disguise, Sneak, Ambush, Climb, Slight of Hand, Pick Pocket, Convincing Lie etc.)
If anybody tries the option out let me know, I don't have a steady Player group at the moment...
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Post by archersix on Aug 9, 2018 2:34:27 GMT
That's a good idea Order. I've been trying to think of something, and along you come with this simple answer!
Although I have trouble thinking of Blackhawk as a Mysteryman.
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Post by Adminenkainen on Aug 9, 2018 13:17:27 GMT
I think you've nailed it, Order. It does remind me of the 2nd edition AD&D specialty mages...which introduces game mechanics I hadn't wanted to touch on yet...but it might be the only way to go.
I think I understand you, Archer; Blackhawk seems like he should be a Fighter, but for fancy aerial stunts a Mysteryman is, mechanically-speaking, the better choice for him.
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Post by archersix on Aug 10, 2018 2:20:54 GMT
Methinks you'll have to come up with an Aerial Combat section for the Editor's Guide.
This whole fighter/mysteryman thing is going to bug me. Maybe think of adding some other bits to the Aviator. Maybe d8 hit dice? Or a slightly nerfed combat machine ability?
Being a long time Blackhawk fan and new but ardent Airboy nut, I think they need to be more fighty. You could limit their stunts to only flying ones. And I'd give them the fighter's lack of restrictions on firearms.
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Post by Adminenkainen on Aug 11, 2018 2:19:43 GMT
I have another, not-yet announced product in early production that is touching on some aerial combat rules. The problem is, TSR's classic Dawn Patrol covers that subject so comprehensively that it's hard to come up with a different way of handling it.
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Post by Adminenkainen on Dec 8, 2018 2:48:11 GMT
(Re-posted from the Facebook group) The Mobster Manual is still a long way from being done, but...I have five pages of the AH&H Heroes Handbook written on the side now, with more coming..and I was wondering if it wasn't too early to see if anyone wanted to call dibs on writing a foreword for this book.
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Post by Adminenkainen on Jan 3, 2019 4:03:04 GMT
AVENGER
Also known as dark mysterymen or twilight paladins, avengers are Heroes who have taken revenge as their path. Revenge is going to make them do some things that are not pretty, so they can never be Lawful. They have the advantage of being extra good at fighting certain types of mobsters, while having nemeses that may be terrified into heart attacks when first encountering the avenger.
...That's my introduction to the avenger expert class. Next I was going to list some examples...but I can't think of any. I think I goofed, filling a niche in the rules that doesn't emulate anyone in particular. Unless I'm wrong and there are some...?
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Post by archersix on Jan 3, 2019 4:12:17 GMT
Archie Comic's Hangman??
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Post by Adminenkainen on Jan 3, 2019 14:10:50 GMT
That's a good one. Also, later last night I realized that the Spectre is an avenger/magic-user.
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Post by order99 on Jan 13, 2019 4:22:04 GMT
You know what? I think that in envisioning a Specialist Mysteryman I may have complicated what could have been an even simpler idea...remember the old AD&D Backgrounds table?
Every PC could have a background (Chemist, Pilot, Cowboy etc) and just get a Bonus die for it. A Fighter with a Pilot skill would make a great Blackhawk type, wheras a Mysteryman would be one of those legendary Enemy Ace types who make other Pilots quake at the sound of their name and make their planes do things that the designers of said plane swear can't be done...and watch the Editor pull out his hair when the Magic-User Pilot decides his PLANE is his wand ("Hey, where's Impossible Joe?" "Oh you know Joe, still out back tinkering with his ride"...).
Oh, and "Generic Airman" as a 1-3 HD Mobster with Pilot skill-pretty much all you need to write down for an Aerial Combat scenario...
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Post by order99 on Jan 13, 2019 4:29:32 GMT
Also, Scott's idea of a Twilight Avenger type? Love the idea! It wouldn't take much tinkering to turn the regular Mysteryman Bonus (situational) into Mysteryman Bonus (Mobster type). In fact, Spy Smasher comes immediately to mind-did you decide to betray your Nation? that's an instant Glass Jaw Disad vs. Spy Smasher, are you Suuuuure you want to commit Treason?
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