The Immortals Handbook

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If a 'youth' ia ca 15 they'll likely be much more agile than when they're 30, though hand-eye coordination might be slightly lower - I'd give full DEX and -2 Wisdom. Human males are also less strong before they reach full growth about 21, so -2 STR would be reasonable - females don't show much difference AFAIK.
 

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S'mon said:
If a 'youth' ia ca 15 they'll likely be much more agile than when they're 30, though hand-eye coordination might be slightly lower - I'd give full DEX and -2 Wisdom. Human males are also less strong before they reach full growth about 21, so -2 STR would be reasonable - females don't show much difference AFAIK.

Presuming he's sticking to the 'party line' PH aging guidelines, human adulthood happens at 15 -- so youth would likely be 11-14 or so.
 

Do any of you have any experience running sci-"fi" campaigns?

I am making a new campaign now, starting at year 2594. The idea is that technology has made it possible to make manned flights outside our solar system, but this is extremely expensice, and the characters are the first true explorers to go outside the solar system. I will use the New World of Darkness character creation rules with some modifications as basis. Note that I will allow the characters to discover new technology as they explore further, but for starters I will include the relativistic effect on interstellar travel.
The two major technological achievments for the humans are the following:
- Fusion, so that energy shortage is avoided
- Nanotechnology, allowing for total design/redesign on atomic level.

If you have some experience, I would like some advice on new technology and such.

I hope you have no objections for me posting this here /-:
 

Hey S'mon! :)

S'mon said:
But I haven't even had a full deity appear in my 3e campaign yet, or settled on deity CRs or what books I'd use, and of course I don't have the IH, so there's no way you could come up with stats that would automatically be what I'd use

Well, not unless I pretty much had stats for any level of use. ;)

S'mon said:
- I'd need to consider them in line with (a) what sort of stats I wanted, and (b) any pre-existing deity stats I'd used. Currently if I used deity stats I'd use a conversion from 1e L&L & Manual of the Planes combined with elements from the Epic Level Handbook, I've decided to completely ignore the 3e D&DG ballsup.

Understandable.

S'mon said:
Since I use the Gygaxian quasi-hero-demi-lesser progression I don't even have exactly the same low-end progression as you.

For goodness sake you only have to swop the names hero and quasi around. :D

S'mon said:
So far I have quasi-deities (Baba Yaga) roughly CR 25-29, hero-deities (Vantor & Karzalin) CR 30-34, and demigods (Allase, Serven) probably starting at CR 35 to maybe 39; from my experience with 3e rules in play I'd probably stick with a similar progression from there, ie lesser gods CR 40-44, Greater "Intermediate" CR 45-49 and Greater "Pantheon Head" CR 50-54, which could mean potentially heavily reducing the 1e levels of many deities including Thrin.

Well when you say CR you are more specifically refering to Class Level obviously.

The two 'Greater' examples above are a bit thin on the levels but even they would not be out of place. I mean level is fairly flexible - 1st Ed. L&L has a massive spread of levels amongst the same tier deities. I mean Quetzalcoatl had about 30 Levels more than anyone else in the book and about 80 more than some of the other Pantheon heads. :D

A 25% or less Level difference isn't going to make that much of a power discrepancy since (as I show in the CR/EL doc) x2 CR = +4 EL. In that a character is the equivalent to 4 other characters of half their effective level. A 50% level difference amongst same tier deities will give the more powerful god a +2 EL advantage.

S'mon said:
Obviously if/when I get the IH I'll absorb it into my considerations but of course there's no guarantee I'll treat it as Holy Writ. ;)

BLASPHEMER! :D
 

Upper_Krust said:
Well that website has no ratings (as yet) for those characters, and since I have (at best) seen about 10% of the 478 episodes I'm probably not the best person to make a judgement.

Just so you know, there are actually 508 episodes altogether (Japanese episodes; several were ignored or folded into other episodes for the American release). Dragonball has 153 episodes, Dragonball Z has 291 episodes, and Dragonball GT has 64 episodes. Check here for more information.
 
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Upper_Krust said:
Well when you say CR you are more specifically refering to Class Level obviously.

I guess trying to stick with Level = CR, which as you've demonstrated makes increasingly less sense at higher levels. Really my gut preference would be for each deity stage to be about twice as powerful as the one before, ie Lesser twice Demi, Intermed twice Lesser, though of course a war god will lay the smackdown proportionally better than a love god would. In 3e terms that would mean each deity stage being just +2 CR to the one before though*, which seems incredibly narrow. I know that IH works to correct this problem, although your CR/EL system in Grim Tales was too intimidatingly technical for me to use.

Taking the lowest deity level (Quasi) as a baseline of CR 25, that'd make Hero CR 27, Demi CR 29, Lesser CR 31, Greater-Intermediate CR 33 and Greater-Pantheon Head CR 35. That seems reasonable for a Norse-type pantheon, but the Pantheon Head would almost certainly need to have more than 35 character levels to fulfil their functions, even without 'Outsider' levels.
 

Hi Eä mate! :)

-Eä- said:
Do any of you have any experience running sci-"fi" campaigns?

Well S'mon has run Star Wars; Traveller; Cyberpunk 2020; Paranoia and probably a few others that I can't recall at the moment.

-Eä- said:
I am making a new campaign now, starting at year 2594. The idea is that technology has made it possible to make manned flights outside our solar system, but this is extremely expensice, and the characters are the first true explorers to go outside the solar system. I will use the New World of Darkness character creation rules with some modifications as basis. Note that I will allow the characters to discover new technology as they explore further, but for starters I will include the relativistic effect on interstellar travel.
The two major technological achievments for the humans are the following:
- Fusion, so that energy shortage is avoided
- Nanotechnology, allowing for total design/redesign on atomic level.

If you have some experience, I would like some advice on new technology and such.

So is that sort of Progress Level 6-7 going by d20 Future? If you haven't already done so download the SRD for that book although just take the weapon damages with a pinch of salt. ;)

-Eä- said:
I hope you have no objections for me posting this here /-:

Of course not dude. Fire away. :)
 

Hey Alzrius mate! :)

Alzrius said:
Just so you know, there are actually 508 episodes altogether (Japanese episodes; several were ignored or folded into other episodes for the American release). Dragonball has 153 episodes, Dragonball Z has 291 episodes, and Dragonball GT has 64 episodes. Check here for more information.

Thanks for the link. I knew there were more episodes than I had mentioned but I was just trying to show that my overall knowledge on the subject was limited.
 

Hi Ea - not sure what your query is re technology? Your approach will vary depending on how realistic/hard-sf you want the setting to be; so far it sounds like a pretty hard-sf game.
 

Ea - if you're going for a hard-sf approach you might consider getting hold of GDW's old Fire Fusion & Steel supplement for Traveller The New Era - it's very technical but does a good job of discussing & statting realistic or at least plausible future technologies, and ways to design stuff from the ground up. Their Planet Tamer's Handbook I hear was very good for planet-related stuff, also. And the planet-generation system from any edition of Traveller (inc the d20 one) is easy to use and pretty nice for any moderately hard-sf game; at any rate the physical characteristics part, it doesn't really link physical characteristics to population size though so you can get a lot of implausible high-population vacuum worlds, but that's easily rectified.
 

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