| Post/Author/DateTime | Post |
|---|---|
| #1bigassgeekJan 05, 2011 13:27:52 | I love the mutant mayhem of GW, but I'd also like to play heroic non-mutants, ala Thundarr the Barbarian. Even without specialized origins for non-mutants, it's easy enough to take a cue from the Enhanced Human sidebar and reskin mutant powers as combat feats, etc. I think a Giant Speedster would make a keen Thundarr. Alpha mutations don't really fit with non-mutant barbarians (or tech-wizzes or martial artists or the like), but they're a super-fun part of the game. So, I was thinking that characters defined as non-mutants could substitute the new D&D Fortune Cards for Alpha Mutations. That way they'd have cool things they could do every encounter. I'm also brainstorming ways to give a non-mutant permanent "iconic Omega Tech", ala Thundarr's Sun Sword (and Ookla's awesome quasi-horse thing). While you could just rule that the character always has a certain piece of Omega Tech and doesn't accumulate new ones at the end of an encounter, that seems to be a pretty stiff penalty. Any thoughts on my Thundarrian musings? I'd love more ideas for making heroic human GW characters, and welcome any rule tweaks you can think of! (I'm aware that there are a few home-brewed human "class-type" origins out there, and they're certainly in the mix). Thanks! |
| #2KedrithJan 05, 2011 14:24:34 | Thundarr??? DEMON DOGS!!! ![]() |
| #3SerpineJan 05, 2011 14:49:41 | I'm also brainstorming ways to give a non-mutant permanent "iconic Omega Tech", ala Thundarr's Sun Sword (and Ookla's awesome quasi-horse thing) My rule for permanent tech would work as follows: * Any found Omega tech with a salvage entry is considered "pre-salvaged" it functions fully for any level character at its salvage entry values without breaking. Items without a salvage entry can only be used at full power (see next part). * A character can choose to use the item at full power, using its full standard non-salvage stats, but then has the risk of it becoming discharged (burned out / broken) per the usual rule. A discharged item can't be used, but can be repaired (see next part). Expendable items like grenades of course are just gone once used. * Rather then being salvaged, a discharged item must be repaired to become usefull again. Repair requires a check with Technology for Area 52, Science for Ishtar, or the average of the two for Xi. The difficulty level is the level listed to salvage the piece on the card, and should be easy, normal, or hard difficulty based on the card rarity. Rolling a 1 on this check ruins the item permanently. Naturally equipment drops would have to be kept under control under such a system (maybe one or two items per encounter) and there wouldn't be use of a player deck for generation. |
| #4Tony_VargasJan 05, 2011 17:41:33 | I'm also brainstorming ways to give a non-mutant permanent "iconic Omega Tech", ala Thundarr's Sun Sword (and Ookla's awesome quasi-horse thing). While you could just rule that the character always has a certain piece of Omega Tech and doesn't accumulate new ones at the end of an encounter, that seems to be a pretty stiff penalty. Maybe go the other way, and instead of having Alpha Mutations, you get to automatically make one of your charge checks at the end of each encounter. That way, you could always hang onto at least one Omega Tech card. When you would get a second Alpha Mutation, you could get a second automatic charge check success - or you could take a Fortune Card. Oh, and Ookla's mount could be a brutorz... |
| #5mvincentJan 06, 2011 16:38:58 | I'm also brainstorming ways to give a non-mutant permanent "iconic Omega Tech", ala Thundarr's Sun Sword (and Ookla's awesome quasi-horse thing). I just figured Thundarr had salvaged a Plasma sword: "A 6th-level character can salvage the plasma sword. It becomes a heavy 1-hand melee weapon: Str/Con; +2 accuracy; 2d10 electricity and fire damage." Mounts are easier (since they don't even need to be salvaged). Ookla's mount was canonically felinoid, but you could probably just use Podog stats. |