- Joined
- Feb 20, 2017
I haven't had the pleasure lol
Hero System requires you to be really good with math and Old Traveller...Well you can die in character creation...Or shortly there after.
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I haven't had the pleasure lol
How is it possible to die in character creation?Hero System requires you to be really good with math and Old Traveller...Well you can die in character creation...Or shortly there after.
How is it possible to die in character creation?
What was the mutation?Usually it's because of an accident during your career or early education. Other times you'll die because you just got too old. Lifepaths in RPG's are a bitch.
I once died making a character in Deadlands thanks to a mutation I had.
What was the mutation?
I started off with a mutation that would keep me newborn in terms of body but not in mind. Given that, we figured due to such a deformity the chances to survive in the wastes as time progressed were slim.
If I was GM, I would've just strapped you to an exceptional individual so you could RP as that mutant from Total Recall.
Sounds more like a potential Master Blaster.If I was GM, I would've just strapped you to an exceptional individual so you could RP as that mutant from Total Recall.
There's a neat little tumblr article on how art has changed (and maybe not for the better) in D&D that I thought was interesting and how tabletop gaming is more inclusive than the SJWs think.
There's a neat little tumblr article on how art has changed (and maybe not for the better) in D&D that I thought was interesting and how tabletop gaming is more inclusive than the SJWs think.
So, I'm kind of loving Star Trek Adventures. It's an amusing treat.
Character creation is easy. Takes about 15 minutes or less. You have the magic six roles endemic to Star Trek: Command (Captain, First Officer), Conn, Security, Engineering, Science, and Medicine. You can point-buy or use the life path system that helps flesh out your background. Right now, though, the alien selections in the core rulebook are lacking, but as mentioned previously in this thread, there are plenty of interesting homebrews. I'm going to assume the Alpha Quadrant handbook coming out next year will have all the various races that Decipher had in their race sourcebooks.
Now, here's something that I get a giggle. Characters don't really advance in this system. So what you craft is what you are with little improvement. However, this is where things are different. The players are supposed to make various supporting characters. These characters then get pooled and each player can select one or two at the start of each campaign. In essence, you're making the drudges and red shirts to tag along. Going on an expedition? Well, call up Ensign Rutherford, the plucky geologist! Need some extra security detail to handle a riot? Well, Lieutenants Glirk and Johnson will help bring some muscle. It's a good way to make up for any deficiencies and acts as a pile of stats to add to your main character.
Combat still confuses me, but putting in more scenarios that involve it will probably help me grasp it quickly.
I've run one game so far. It was amusing and involved a lot of intrigue, something refreshing for my usual player troupe.
It kind of was funnier, still, when a random name generator came up with the USS Intervention.