A wide pool of players will help get this rule-set tested and available sooner for use.
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The FG Con VII game went pretty well. We hit on a few issues, some of which are already fixed. I'd appreciate everyone who played in the game sending me some notes on what issues they ran into while playing... and ideas for ways to improve things.
Tonight we are taking a hiatus from our 4 or 5 year long Pathfinder game to enter the world of Champions. Set in Millenium City this band of 6 superheroes will embark on a campaign against a serious threat against the security of the city.
Looking forward to getting back into Champions. One of my all time favourite rpgs ( along with Runequest and The Fantasy Trip ). Not sure how easy it will be to remember the rules after many years of PF indoctrination.
I was happy to discover that my copy of HD ver 3 still works and that the old HD character packs for 5th ed are still for sale on rpgnow.com ( $3.50 for over 100 bad guys ). With the HD to FG character converter, no manual input for this GM.
Blackfoot gets to try his ruleset as a Player.
I'll keep you posted on our progress.
It's like riding a bike.
FIXED - Character Names not displaying properly in Character Selection Window
FIXED - Languages do not display correctly in the Party Sheet.
FIXED - GMOnly value incorrect - Script Error: [string "scripts/manager_effect.lua"]:505: bad argument #4 to 'setValue' (number expected, got boolean)
FIXED - Not displaying Effect when Mental Attacks were applied
FIXED - The Chat Entry Box was not displaying in the correct position in the Champions 'Theme'
ADDED - Toggle for 'Recovering' - this will set the character to HalfDCV and is removed if Damaged before the end of the segment, 'Recovering' Effect is then added until the character's next Phase.
Changed Release structure so that it uses actual decimals instead of artificial numbers (this displays better in FG)
ADDED - Behind to list of Effects
ADDED - Option to eliminate NPC Recoveries (and recoveries in general) when they are below a certain total.
ADDED - Recoveries do NOT occur on Post 12 if STUN is below -20
FIXED - Abort SHOULD remove 'Recovering' Effect.
FIXED - Names STILL not displaying in IMPORT CHARACTERS
FIXED - The hotkey boxes get an extra separator when you spread them across two screens
FIXED - Adjust Default BODY and STUN Current Values to match MAX values
FIXED - If more than one Character is ON HOLD then advancing the tracker on Phase 12 starts an infinite loop.
FIXED - On Phase 12 ONLY - Characters who are ON HOLD do not advance to the correct Next Actor
Looks as if it is coming along. Glad to see it.