Hideouts & Hoodlums: Justice Society of America

Game Master Scottenkainen

Join the Justice Society of America in May 1941 as they campaign against the mysterious Mr. X, the criminal underworld, and the supernatural!


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Male English/Swedish Publisher/1, Writer/4

The new campaign board is up and ready for OOC posts here - http://odd74.proboards.com/index.cgi?board=hhclassic

~Scott/Editor


Male English/Swedish Publisher/1, Writer/4

Sandman, Doctor Fate...

Just throwing out this question to you -- rather than boosting the other campaign's Heroes up to your level range, would you be willing to be adjusted down by two levels to fit in with their level range?

~Scott/Editor


Male English/Swedish Publisher/1, Writer/4

Elemental hits the pits? 2d2 ⇒ (1, 1) = 2
Flash's save vs. science to climb out: 1d20 ⇒ 18


male human Magic user 10

What is their level range and who are they?


Male English/Swedish Publisher/1, Writer/4

You'll be meeting/teaming up with: The Mountain Man, a 6th-level Superhero; Dice Morgan, a 5th-level Fighter; Silver Scorpion, a 5th-level alien fighter; Marshal Crawford, a 5th-level Fighter; Captain Liberty, a 4th-level Superhero; and Shift, a 3rd-level Superhero.

As you can see, the inclusion of Doctor Fate and Sandman will work perfectly for covering the two major classes this other group is currently missing -- Magic-User and Mysteryman.

~Scott/Editor


Male Human Mysteryman 8

I'm fine with getting weaker. The Sandman is willing to pull his punches so the local heroes get some shine.


Male English/Swedish Publisher/1, Writer/4

Sandman's invisible roll: 1d4 ⇒ 1
Further rolls: 2d4 ⇒ (2, 3) = 5


male human Magic user 10

I don't think Fate could work as lower powered. Minion to the lords of law and all. Perhaps a lower powered mystic. The green Lama? Though he appears to be a Mystery Man/Magic user or even a f/mu.


Male English/Swedish Publisher/1, Writer/4

Interesting. I could read some Green Lama stories and work on some stats with you.

There actually is a published precedent for the de-powering of Doctor Fate, though we'd be introducing it a little early. In October 1941, an editorial change in the content of Doctor Fate's stories led to him being just a super-strong guy who could fly and fought mundane hoodlums. Granted, those stories were far less interesting than the preceding ones.

~Scott/Editor


male human Magic user 10

That sounds like they changed him to a Superhero not a lesser powered M-u. But then a read of the Green Lama's Wikipedia page makes him sound more like a super as well. Sigh.


Male English/Swedish Publisher/1, Writer/4

And what the campaign really needs is a Magic-User, so I'm willing to overlook some things to keep one.

I plan on statting Green Lama as a Fighter/Magic-User. From my reading of Green Lama in Prize Comics, given his preference for illusion magic, I wonder if he wouldn't be better served by the Trickster class (read as Illusionist) that I released in The Trophy Case, but what we really need is someone who can memorize Cure Light Wounds.

I almost wonder if I should just play a Supporting Cast Magic-User, so you don't have to be shoe-horned into the class for the sake of the party.

~Scott/Editor


Male English/Swedish Publisher/1, Writer/4

For your consideration:

Hero Name: Green Lama
Alignment: Neutral
Real Name: Jethro Dumont
Armor Class: 8 [11]

Class: Fighter/Trickster
Level/Title: 3 Sergeant/3 Trickster
Race: Human
Move: 60

Strength: 15 (+1 to hit in melee, +5% xp)
Intelligence: 15
Wisdom: 16 (+5% xp)
Constitution: 15 (+1 hp/HD)
Dexterity: 15 (+1 to hit with missiles, -1 to be hit)
Charisma: 15 (5 SCM, +1 loyalty, +5% xp)

Experience Points: 6,000/6,000
Hit Points: 16

Class Abilities: Combat machine, use any arms or armor, trickster spells (3 1st level, 1 2nd level per day), counterspelling, +1 to SCM recruit rolls, hold a séance 1/week
Race Abilities: Notice things (2 in 6), -2 to be hit in dim light

Saves: vs. missiles – 12, vs. poison – 12, vs. plot – 13, vs. science – 13, vs. magic – 13

Items: Green hooded robe (with white fur trim), nice suits


Male English/Swedish Publisher/1, Writer/4

Sandman's save vs. plot: 1d20 ⇒ 18


male human Magic user 10

The Jade Lama looks good but you still have the CLW issue.

Perhaps remove the Seance ability to add the Cure spells to the list along with the Fighting man options in the same Trophy case? I think "Lucky" and "Martial arts" fit the Lama but I am cautious to request that the rules be altered for my benefit.


Male English/Swedish Publisher/1, Writer/4

I'm not personally keen on the Fighting Man options, but I'll reconsider.

As for Cure Light Wounds, I'm strongly favoring playing a Supporting Cast Magic-User who can hang back and cast that as needed.

~Scott/Editor


male human Magic user 10

To be honest the FM options just sounded nifty. They can be forgotten.

I did notice what may be a small error in the Lamas stats. In order to change class the Lama needs a 16 in either Str or Int. Unless I am missing something. Perhaps that 16 in wisdom belongs somewhere else?

Did you consider giving the group a lesser or even a greater Wand with the needed cure spells? A lesser wand with Cure 1 would do the job at least with out of combat healing as Jade could memorize the cure spell as needed. Mind you I am not sure that tricksters can use wands. They do not have access to read magic but I suppose they could rely on trial and error to find what in in the wand.

Also. What class did the Lama leave? Was he a Fighter who became a Trickster, which would fit the explorer gets mystic training story-line or a Trickster who adapted to the rough and tumble world by becoming a fighter? If I have a vote I am for the Fighter being the first class assuming I am not missing the multiclassing rules somewhere.

And finally Ouch! Were tricksters meant to have no save bonuses?

I am really Liking the Green Lama


Male English/Swedish Publisher/1, Writer/4

I made the Green Lama using the more lenient "Playing More Than One Class" rules from pages 8-9 of Supplement I. These rules assume that Green Lama was "multi-classed" from the start instead of switching classes later. Unless, of course, you'd prefer to advance in only one class...

The lack of save bonuses, to be honest, was an unintentional omission...but I'm fine with that. Treating mistakes as intended rules is all part of the charm this game is based on.

A curing wand for Green Lama? I'll ponder that one overnight.

~Scott/Editor


Male English/Swedish Publisher/1, Writer/4

And that's a wrap! Thanks for playing, gang!

My plan is to post the first In-Character post of the merged campaign tomorrow, Saturday, on the other board (http://odd74.proboards.com/index.cgi?board=hhclassic).

And yes, I'm giving you a curing wand, Green Lama. Tricksters can use any wand a Magic-User can use (because I'm more lenient than Gygax was with the Illusionist class!).

~Scott/Editor


Male English/Swedish Publisher/1, Writer/4

I was a day late, but the first post is up here - http://odd74.proboards.com/index.cgi?board=hhclassic&action=display& ;thread=8325


male human Magic user 10

Just waiting to get approved for membership on the boards. Account Name GreenLama if you have a pipeline to the powers that be.

~PWO


Male English/Swedish Publisher/1, Writer/4

I hope Finarvyn is not on a long vacation! If you've read the board, you can post your intentions for me here and I will post them for you until you are approved.

~Scott/Editor

The Exchange

M

Just popping in for a moment, as I'm reading your posts here. I'm not sure of the era at all for these two, nor their publishers, but you might consider for low powered mages: Zatara, father of current DC character Zatanna, or possibly Dr Occult. Really anyone in the Shadowpact might be usable if they're published in the right era. Just a thought!


It's a real pity that this roleplay is over. I'm a huge fan of the JSA and would love to participate in a roleplay based around the team.

The Exchange

M

it certainly had its intrigue and flavor. I'm actually running a Palladium Heroes Unlimited game set on the eve of WW2. Granted it's not pulp, but it's reminiscent of this game.

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