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Very Hot Topic (More than 25 Replies) 1st Edition Material (Read 13064 times)
dsumner
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Re: 1st Edition Material
Reply #35 - May 23rd, 2010 at 3:20am
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Lord Inar wrote on Mar 25th, 2010 at 5:09pm:
Good point, although I just decided to remove the decision and just gave them Hgt Cha A. If they don't want them to have any more powers, they can take a latent power and have it almost never manifest.


Sort of like Rick Jones. And just out of curiosity, did you ever finish working out your 2nd edition conversions?
  

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Lord Inar
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Re: 1st Edition Material
Reply #36 - May 25th, 2010 at 4:20pm
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I edited the list above, but I didn't do anything more on it.

Maybe I should combine with the original descriptions and and make a PDF if anyone's interested.
  
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Mike
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Re: 1st Edition Material
Reply #37 - May 25th, 2010 at 6:21pm
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dsumner wrote on May 23rd, 2009 at 4:28pm:
Mutant: 1-6 powers from list F
Designed: 1-4 powers from list A
Sponsored: 1-4 powers from list A
Homemade: 1-4 powers from list B
Accidental Scientific: 1-4 powers from list C
Supernatural: 1-4 powers from list D
Accidental Supernatural: 1-4 powers from list E
Charismatic Involvement: 5% chance of 1 power from list F
Nonpowered Adventurer: 2-5 powers from list G
Extraterrestrial: 1-4 powers from list F

My version of the rules give Accidental Scientific characters only 1-3 powers, and Extraterrestrials 1-6.
  
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Re: 1st Edition Material
Reply #38 - May 25th, 2010 at 10:23pm
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I never had a first edition but now I am going to have to find one. I don't see why you couldn't use some of these things in 2nd edition
  

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dsumner
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Re: 1st Edition Material
Reply #39 - Feb 19th, 2011 at 12:12pm
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With  the announcement that MHG is working on a 3rd edition, I figured I'd bump this back up, as I think there are several items I'd like to see make a return. Namely an updated version of the Origin Types and Characteristic Benchmarks
« Last Edit: Feb 19th, 2011 at 12:13pm by dsumner »  

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dsumner
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Re: 1st Edition Material
Reply #40 - Nov 14th, 2013 at 4:26am
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Bumping this up.
  

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Ironnerd
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Re: 1st Edition Material
Reply #41 - Nov 14th, 2013 at 7:26am
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dsumner wrote on Feb 19th, 2011 at 12:12pm:
With  the announcement that MHG is working on a 3rd edition, I figured I'd bump this back up, as I think there are several items I'd like to see make a return. Namely an updated version of the Origin Types and Characteristic Benchmarks



Two words: "Life Path". It was the best part of R. Talsorian's Mekton series.
  

John "Ironnerd" Adams
"The GM is the balancing mechanic" - Klystron
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Ranger
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Re: 1st Edition Material
Reply #42 - Nov 14th, 2013 at 1:33pm
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I'm note familiar with this Life Path you speak of but Tom and I split my very first active RP character in 20 years using two origin techniques. An Annapolis graduate and low level mutant who worked for a black tech special ops team when he was bombarded with a strange radiation while working on a spy satellite in space.

I think that might cover three of the origin possibilities in one Smiley I do wish I still had my first edition of the rules. Great flavor stuff in there. Cheesy
  

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Ironnerd
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Re: 1st Edition Material
Reply #43 - Nov 14th, 2013 at 3:10pm
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LIFE PATH, at least in Mekton Zeta+, was a series of tables. You roll a die, consult the table, go to the next table and so on until you reach the end.

You start with what kind of family you were born into (rich/poor/royalty/military/merchant), then how many siblings you have (and what sex they are), the social status of your parents, whether or not they are even around (and if not, what may have happened to them). Do you have a "significant other", what are your personal values, what is your most valued possession, what color are your hair and eyes?

Basically, you create a character with a back story (kind of) out of nothing but a few die rolls. Makes it pretty easy to come up with an NPC.

<off topic comments>
Mekton Z+ has excellent art, wonderful character creation, amazing (I mean AMAZING) mecha creation, and crap combat rules. They did a lot better with AT:Votoms (uses semi-compatible FUZION system), but about eight people actually played it...

Now I just use Battletech rules and have Yad draw pretty robots...

</off topic comments>
« Last Edit: Nov 14th, 2013 at 4:53pm by Ironnerd »  

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Lord Inar
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Re: 1st Edition Material
Reply #44 - Nov 14th, 2013 at 5:15pm
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dsumner wrote on Nov 14th, 2013 at 4:26am:
Bumping this up.

Here's what I use in my games to match the 2nd ed powers roll with some of the "flavor" of the 1st ed Origins (although I always let players reroll #8!):

The number and type of super powers a character gets is based on his origin (categories taken from 1st ed. V&V). Depending on the GM, the players may either roll, select, or be assigned their origin. All other super power selection rules are followed, including dealing with weaknesses.
1.      Mutant: 3-8 [1d6+2] from Powers
2.      Designed: 2-3 [1d2+1] from Skills and 1-5 [1d10/2] Powers OR Devices
3.      Sponsored: 1-3 [1d6/2] from Skills and 2-5 [1d4+1] Powers OR Devices
4.      Homemade: 2-4 [1d6/2 +1] from skills and 1-4 [1d4] from Devices
5.      Accidental Scientific: 2-4  [1d6/2 +1] from Powers and 1-4 [1d4] from Powers OR Devices
6.      Supernatural: 1 from skills and 2-5 [1d4+1] from Magic/Psionics and 0-3 [1d4-1]from Magic/Psionic Items
7.      Accidental Supernatural: 2 from skills and 1-6 [1d6] from Magic/Psionics OR Magic/Psionic Items
8.      Charismatic Involvement: Heightened Charisma A, 1 from skills OR 1 (latent) from Powers OR Magic/Psionics, no Weakness
9.      Non-powered Adventurer: 3-6 [1d4+2] from Skills and 0-2 [1d6/2-1] from Devices
10.      Extraterrestrial: 2 from skills, 2 from powers, and 0-4 [1d10/2 -1]from any except skills

Players may mix and match from either group when it says OR.

After rolling the number of super powers, players may swap one and only one super power for another, including those already in the list. The player may choose which super power to swap.

Examples
•      A Homemade rolls three Skills and two Devices. He replaces one Skill with another Device.
•      A Mutant rolls six powers and replaces one Power with a Magic/Psionic Device.

Swapping Limitations
•      Charismatic Involvement can’t swap out powers. The latent power of the Charismatic is under control of the GM who can choose where and when the power is manifested.
•      Non-powered adventurers can only swap for Skills, Devices or Magic/Psionic Devices.
•      In addition to the normal swap, Supernaturals may take Heightened Charisma A instead of any one super power.
« Last Edit: Nov 14th, 2013 at 5:28pm by Lord Inar »  

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dsumner
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Re: 1st Edition Material
Reply #45 - Jul 27th, 2014 at 1:54pm
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Bumping this up, as I added a bit more info on the various 1st edition powers. Plus I thing some of the new guys might find this interesting.
  

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dsumner
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Re: 1st Edition Material
Reply #46 - May 22nd, 2020 at 1:42am
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Bumping this, as I plan on using a bit of this material.
  

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Lord Inar
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Re: 1st Edition Material
Reply #47 - Aug 31st, 2020 at 1:18pm
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dsumner wrote on May 22nd, 2020 at 1:42am:
Bumping this, as I plan on using a bit of this material.

Thank you!

I use this all the time making 2nd ed characters and almost everyone seems to really get into it.
  
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dsumner
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Re: 1st Edition Material
Reply #48 - Sep 1st, 2020 at 12:24am
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Glad to be of service. Wink
  

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dsumner
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Re: 1st Edition Material
Reply #49 - Feb 17th, 2023 at 4:32am
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Bumping this up, as I'm working on something.
  

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