The Champions of Lemuria meet here.

You are not logged in. Would you like to login or register?

General rules (Mythic) » Career & Combat Specializations » 6/25/2015 6:55 am

Great point on the compatibility. Thank you for sharing your thoughts.

General rules (Mythic) » Yes But, No But » 6/25/2015 6:12 am

I use something similar to what the GIT proposed. I just look at the double directly instead of rolling an extra D6

- Rolling even pairs is an advantage, no matter if the check succeeded or failed.
- Rolling odd pairs is a disadvantage, no matter if the check succeeded or failed.

I like the quick flow of it and saves me a roll.
 

General rules (Mythic) » The Damage » 6/25/2015 6:07 am

Hi all,

I am looking for experiences with the new damage system. It looks nice and simple but I feel it is a bit bland. I like my weapons to have pros and cons and the current damage system does not seem to allow that. How is it in play?

General rules (Mythic) » Career & Combat Specializations » 6/25/2015 6:03 am

As usual very late to this, but why do you not use boons for this? If someone wants to be good in a specific weapon type have it available as a boon. That way someone is awarded for choosing a specific weapon while others are not penalized. What is the advantage of doing it your way from your perspective? I am curious :-)

General rules (Mythic) » 2d10 House Rule » 6/25/2015 6:00 am

Chaosmeister
Replies: 29

Go to post

I used this rule from H+H because I prefer 2d10 to 2d6. I looked into d8 and d12 as well, but the propabilities do not compare well to 2d6, 2d10 is closest as far as I can tell.

Weird lands and forgotten islands » Barbarians of the Void » 6/25/2015 2:26 am

Chaosmeister
Replies: 253

Go to post

Hey Jasales, great to hear. Is there a recent version of your Sci Fi Setting Book?

I am digging through my Sci Fi Hack again and review some things. One of them are my Mental Energy and Cybernetic Capacity derived stats. They are currently as follows:
Mental Energy
All characters in Desolation have Mental Energy (ME). Starting ME is equal to Strength+ Mind+ Rank in PsiCorps/Mutant career. You use it to power Psionic abilities as described in the PSI Chapter.  Activating certain Cyberware also drains ME. Certain PSI powers or hazards of space travel can drain your ME pool as well.
Whenever ME goes negative the character incurs a modifier to all his rolls equivalent to the negative ME score. Example: at -3 ME all actions suffer a -3 modifier. At -10 a character falls unconscious, but does not die. You recover ME at a rate of 1 per hour of rest. Sleeping, reading a book, watching a movie, eating a good dinner etc. all help regain ME

Cybernetic Capacity
This represents the readiness of your body to accept cyberware as well as the mental capacity to take control of them.
Your starting Cybernetic Capacity (CC) is calculated by adding Strength + Mind. CC does not change when either of these attributes increases after character creation. It can only improve with a boon. The CC value is the number of cybernetic implants you can receive without any negative impact. For any piece of cyberware you are installing above your CC you need to take an additional Flaw, as it takes it´s toll on your mental and bodily health.


I am worrying that with the addition of these two derived stats Strength and Mind get too much of an importance. I am pondering changing Appeal to Presence and having everything relating to willpower under Presence and not Mind. That way I could switch CC to Strength + Appeal and had Intelligence only for one derived statistic. However Strength is still used twiece, in addition to be the base for Lifeblood and adding

Weird lands and forgotten islands » Barbarians of the Void » 6/24/2015 2:52 am

Chaosmeister
Replies: 253

Go to post

Long time no read. As is often the case I got sidetracked by life and did not continue my work. Also got distracted by Microlite20, Crazy8 and other light systems. But in the end, whatever I hack together sooner or later looks an awful lot like BoV. That says something I guess. Reading through a lot of pages since December and like a lot what I read. Still did not have a chance to look at BoV 2.01 or whatever the version is, but will remedy this soon. Jasales, are you still playing?
 

Weird lands and forgotten islands » Barbarians of the Void » 10/20/2014 12:12 pm

Chaosmeister
Replies: 253

Go to post

Hello GIT, thank you for your comments, here some more information:

Some cyberware replicates Boons (Like Keen Eyes or similar), where you can only take the Boons at character creation and not later. I call these background boons. You can Purchase Cyberware at any time, but CC limits how many pieces you can install before you experience drawbacks. Cyberware is normal equipment now, not boons.  

ME is not actually a roll,  it is alternate Arcane Power. Activating any piece of Cyberware ro receive an effect (like night vision for example) is automatic, but you have to pay for it from your ME pool. I did it so that if you are a PSI user and have cyberware you must decide what to do. And even a normal person
can´t just become superhuman without paying something. I will also make that pool be attackable by Psionics and some Hazards. I think ultimately I use ME to simulate Power points as well as Fatigue.

It adds a bit of managing to everyone but I believe it will add another layer of interesting decisionmaking.

I went with Career and Presence because I believe a Snyth should be exceptionally good at the single main thing it does. Raising attributes seems to make them better at a lot of different things that have nothing to do with their primary function. And that a Synth would not be as "Personable" as a human being just makes sense to me.

I think that Mind+Career would represent the knowledge on how stuff works and how to do it, but Coordination+Career the actual doing. For example a doctor would also diagnose with mind but operate with coordination. But I guess that is a case of personal preference.

For further detail here are the descriptions of ME and CC, raw and as of yet unedited:

Mental Energy
All characters have Mental Energy (ME). Starting ME is equal to Brawn + Intellect + PsiCorps/Mutant career. This is used to power Psionic abilities as described in the PSI Chapter as well as Cyberware.ME can also be attacked by PSI powers or hazards of space trave

Weird lands and forgotten islands » Barbarians of the Void » 10/20/2014 2:45 am

Chaosmeister
Replies: 253

Go to post

Interesting discussion. After reviewing what you all have said and thinking a bit more about my setting I decided a TL would not really add much to the game but only complicate the game. I implemented a linear progression fro weapons based on the fork Jim did on his equipment.

Just finished rewriting the Androids to be more in line with what I imagine them to be, thoughts? Some quick Terms: CC is Cybernetic Capacity based on Strength and Mind (Brawn and Intellect in my conversion), donates the maximum number of implants you can have. ME is Mental Energy, my variant of PsiPower that is used for Psi and for activating cyberware.

Synthetic

You are a Synthetic, or short Synth, an artificial being created to fill some specific role and utilize programs with the skill sets necessary to accomplish your designated tasks (careers). Choose one of your careers. You gain +1 level and its maximum is now 6, not 5.

By default Synth are manufactured with plastic looking skin in various colours and without artificial hair. Many have a code on their body designating their owner and function. You lose 1 level of Presence and its maximum is now 4 not 5.

All Synthetics start the game with pre-installed Strengthened Skin and Computer Interface cyberware. These do not count against their CC limit. Because Synthetics are no human beings they do not have access to PSI. They still use  ME to activate Cyberware and gain a +2 to their ME score for that purpose.

When damaged they leak a milky white substance. Because Synthetics are extremely complex mechanical constructs and not living beings, normal healing rules do not apply. You do not heal automatically, nor can you be healed by a medic. You require repairs to be conducted by someone with an appropriate career (engineer/mechanic) and access to specialized equipment and parts. They can make a Coordination + Career check and repair 1 Lifeblood per career rank once per day. This can be repeated every 24 hours.

Synthetics do not

Weird lands and forgotten islands » Barbarians of the Void » 10/19/2014 2:11 am

Chaosmeister
Replies: 253

Go to post

While writing up my own setting I have come to a small hitch. I would like to introduce some form of tech levels, but I am not quiet sure how to handle that. I was thinking someone using items from a higher or lower tech level has a difficulty modifier to using them, depending on the difference in Tech level (Ranging from TL 1-5). So someone from a TL 2 World using a TL 3 item would need to do a Tricky check. Damage would also be modified when it comes to weapons. TL 5 Weapons would do normal damage agaisnt TL5 equipped Characters,but +4 Damage against someone wearing TL1 Armor.That is he thing I ma most worried about, what to do if someone is unarmored? And what about beasts?
Similarly it would modify any aquisition roll. If you want to buy a TL 4 weapon on a TL2 World that would be two steps removed and a Hard Check. The other way around, buying a TL 2 Item on a TL 4 World would be an easy task.

I do like the simplicity of the "Primitive flaw" though. Maybe I am overthinking and overcomplicating it.

Board footera

 

Powered by Boardhost. Create a Free Forum