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Switch to Forum Live View How would you stat Pure Strain Humans?
2 years ago  ::  Mar 22, 2011 - 6:25PM #1
bshugg
Date Joined: Sep 29, 2003
Posts: 107
I just noticed the new rules lack the rules for pure strain humans which was something I really liked in 1st and 2nd edition.  How would you stat them up?

in early editions other types rolled 3d6 for each stat and pure strain humans got 4d6 so I was planning on incorperating something like that.  maybe +2 to each stat or  getting an extra 16 stat.

Also I thought something like:

Starts with 0 alpha mutations and if they gain one then  it goes away at an extended rest
but
starts with 3 omega tech and if they ever have 0 readied they gain one at an extended rest.

I'm not sure what do do for the other abilities such as crit and novice trait though.
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2 years ago  ::  Mar 22, 2011 - 7:06PM #2
ScottyMet
Date Joined: Mar 31, 2009
Posts: 130
I would just use the Engineered Human stuff from pgs 56-57.

Make sure to including the "What is Human?" sidebar information, to justify using a second origin and Alpha mutations. A little application of imagination can turn any second origin or alpha mutation into something based on skills, technology, or natural talent. 
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2 years ago  ::  Mar 22, 2011 - 9:03PM #3
Cazra
Date Joined: Nov 21, 2009
Posts: 181
I had my PCs fight some Knights of Genetic Purity. I gave them resist 5 radiation, and a +2 bonus to all defenses against alpha mutation attacks.
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2 years ago  ::  Mar 23, 2011 - 5:35AM #4
KJordan
Date Joined: Sep 15, 2005
Posts: 173

Mar 22, 2011 -- 6:25PM, bshugg wrote:

I just noticed the new rules lack the rules for pure strain humans which was something I really liked in 1st and 2nd edition.  How would you stat them up?

in early editions other types rolled 3d6 for each stat and pure strain humans got 4d6 so I was planning on incorperating something like that.  maybe +2 to each stat or  getting an extra 16 stat.

Also I thought something like:

Starts with 0 alpha mutations and if they gain one then  it goes away at an extended rest
but
starts with 3 omega tech and if they ever have 0 readied they gain one at an extended rest.

I'm not sure what do do for the other abilities such as crit and novice trait though.


I've also considered creating a psh origin. The engineered human just doesn't sit quite right. I had hoped psh would be introduced in Legion of Gold, but it appears that the Barony is no longer somewhat prejudice against mutants.

I think you would have to give psh more in-built powers to compensate for the lack of Alpha mutations. Starting with more Omega Tech is a good idea. Maybe a psh can salvage as if he was a level higher? I'd probably do stats as 4d6, take 3 highest, with one chosen as an auto-18 or 20. (Supposedly, the 3d6 stat generation was intended as a replacement for mutation defects in previous editions so psh scores should be better.) Hmmm... what about an encounter power that lets a human "command" a robot/A.I. (either dominate or stun)? Radiation resistance seems to be a given.

Kerry

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2 years ago  ::  Mar 23, 2011 - 5:46AM #5
Seeker95
  • Reasonably Disagreeable
Date Joined: Oct 24, 2001
Posts: 9,933
Pure Strain Human suggestions:
  • As Engineered Human plus
    • Resist 2X Level Radiation
    • No alpha mutations ever
    • Alpha flux becomes an Omega flux: Gain one additional use of an Omega Tech in this encounter
    • When drawing an Omega Tech card, draw two and keep one.
Here are the PHB essentia, in my opinion:
  • Three Basic Rules (p 11)
  • Power Types and Usage (p 54)
  • Skills (p178-179)
  • Feats (p 192)
  • Rest and Recovery (p 263)
  • All of Chapter 9 [Combat] (p 264-295)

A player needs to read the sections for building his or her character -- race, class, powers, feats, equipment, etc. But those are PC-specific. The above list is for everyone, regardless of the race or class or build or concept they are playing.
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2 years ago  ::  Mar 23, 2011 - 10:03AM #6
Chandrak
  • Stampeding Hybrid
Date Joined: Aug 14, 2005
Posts: 862

Mar 22, 2011 -- 6:25PM, bshugg wrote:

How would you stat them up?




Check out the community origins compilation thread. We have a full Pure-Strain Origin with the full suite of powers that a nomral two-origin mutant would get, mostly focused around skills and weapons.

In addition, we have coming up an 'origins as classes' pdf, which you could use either 1 class + engineered human for a single-classed character, or two classes for a dual-classed. So if you have a hankering for Pure Strain characters, hop over and take a look

Here is the link. You can find PSH in the first compilation (the third one is still in progress, and PSH hasnt been added in yet to the full triple archive).

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2 years ago  ::  Mar 23, 2011 - 10:49AM #7
ScottyMet
Date Joined: Mar 31, 2009
Posts: 130
I think that Pure Strain Humans were excluded because there was likely no way to make them "balanced" with other characters.

If you take away all alpha mutations, that seriously impacts the character's effectiveness in an encounter. Not all alpha mutations are created equal, of course, but at least if you get a really wimpy one for one encounter, there is a chance at getting a really powerful one the next, which is how everything balances out.

PSHs would be severely limited by taking them all away, and I don't think that the "draw two omegas and choose" and "Omega Flux" options really solve that problem.

Maybe if you gave them one free Omega use for an encounter, as a default trait... and then the Omega Flux gave them another one if they rolled a 1.

A free Omega use would mean that you don't have to roll for that omega tech at the end of the encounter... which has some potential for abuse of course... I can see someone spamming the same Omega tech each encounter with just their free use, so that tech never goes away... "I use my free use with my plasma sword again!" It could be that it's a free re-use, to remove that potential abuse.

I might boost their level for salvaging, as KJordan mentions. Maybe a flat +2 to level for salvaging?

An encounter Dominate power vs robots and AIs would be cool. Perhaps that could be their Utility?
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2 years ago  ::  Mar 23, 2011 - 11:20AM #8
Chandrak
  • Stampeding Hybrid
Date Joined: Aug 14, 2005
Posts: 862

Mar 23, 2011 -- 10:49AM, ScottyMet wrote:


Maybe if you gave them one free Omega use for an encounter, as a default trait... and then the Omega Flux gave them another one if they rolled a 1.




The community origins version does this after a fashion. It works, I've seen it in action. You start the game with extra tech, and you get a number of bonuses as you level up to help you salvage and charge Omega Tech pieces, as well as retain ammo and deal more damage with crits. It actually balances out fairly well, barring a few of the massively overpowered rare cards.

Double Tap + Salvaged Laser Pistol = Win. Just sayin.

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2 years ago  ::  Mar 31, 2011 - 11:42AM #9
KJordan
Date Joined: Sep 15, 2005
Posts: 173

Mar 23, 2011 -- 5:35AM, KJordan wrote:

Hmmm... what about an encounter power that lets a human "command" a robot/A.I. (either dominate or stun)?


The more I think about this, the more I think it is  a good idea to allow PSH to dominate non-hostile robots and stun hostile by shouting commands. Jim Ward (the original creator of Gamma World) in a thread about robots in Metamorphosis Alpha (Gamma World's... uh, father?) suggests that PSH have a great impact on robots... even insane ones.

Kerry

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2 years ago  ::  Mar 31, 2011 - 3:25PM #10
Smoke_Jaguar
Date Joined: May 31, 2010
Posts: 31
Pure Strain is a concept from when the back story was based on radiation from nuclear war. There aren't any Pure Strain because there isn't a pure reality.
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