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RosenMcStern last won the day on October 20 2016

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About RosenMcStern

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  • Birthday 08/25/1964

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    Somewhere in the EU


  • RPG Biography
    BRP, RQ, HQ, what else?
  • Current games
    BRP, RQ, HQ, what else?
  • Location
    Somewhere in the EU
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    Now roll for 1d6 SAN loss for seeing my actual picture....
  1. In other words: include a POW economy in your games only if you are convinced that it is a good idea and it fits the narrative. Do not do it just because it is traditional. There are other alternatives which have been developed during the last 10 years or so from which you can take your inspiration (Pact, Allegiance, Vows, etc.) and that might be a better match for your world. If you are asking others about how to justify it in the story, then this is a signal that a POW economy might be a poor choice for the story you want to tell. That said, once you are sure about which mechanics you wish to use in the game, we are still here and available to give you advice about how to better use the system of your choice.
  2. First of all, the sorcerer spends TWO Concentration Actions to cast the spell (Might + Range manipulations) so it goes off at INT-5, And the attacker CAN accumulate bonuses if he spends 5SR for the bonus and then 5 SR to roll for effect. In Parallel conflicts, you are not limited to one action per round, as long as you spend the Concentration Action(s).
  3. This would certainly be doable. In fact, this is exactly what you do when you play online, using the Initiative Tracker that Fantasy Grounds, MapTools or Roll20 provide to track the SR losses. I will try to upload a short video done with Fantasy Grounds to show everyone how to run combat - this will make things clearer. The only problem I see is that this would require lots of number/letter tokens to put on the track, as each token should identify a single combatant. This approach is absolutely perfect online, but on tabletop the dice solution is still more manageable, believe me.
  4. 1. Yes, but only if it has the Reverse power active. It is specified on page 112 in the sidebar, and in the Reverse power description. 2. Yes, but this requires the expenditure of a Concentration action and an appropriate description of what you are doing. You might for instance use Endurance to improve Willpower against Confusion by stating you bite your tongue to overcome dizzyness. In a few words, everything works as in a normal conflict (Support Bonuses need a justification, preferrably backed by a Trait) with the addition that you spend 5 SR for each action or support except when you roll defensively.
  5. Exactly You go back to full SR (minus negative Life Points) at the start of each round. Strike Rank loss represents temporary loss of momentum for that round - if your opponent does not take advantage of it in that split second, you will recover at the end of the six-second cycle. Unless you have started fatiguing...
  6. OI course. Once you are down to zero SR, you cannot initiate any proactive action. And reactions are made at a Penalty, and cost Life Points, which might further erode Strike Rank on the following round. A typical round of melee combat sees one side gain a tactical advantage by "wearing up" the other side's SR, and then placing the finishing blow when the enemy suffers from a Penalty. In Revolution Advanced Combat, you don't usually wait for the dice to decree that your opponent missed a defence, you cause his failure with a cunning use of effects and tactics. You know, it's Precursor Technology. Modern day androids use cheap Terran components that tend to break up every other shot.
  7. And there is more. The "coverage roll" mechanic allows you to differentiate between different kinds of armours made of the same materials. For instance, if you look at the armour worn by the "Conquistadores" in the sample scenario, you will see that it is as tough as a full plate (8 points), but it works at full effectiveness only against missile fire, that suffers a +2 to the unit die when determining if you hit the "weak spot" (the unarmoured back or side of the soldier, in this case). In other words, that armour is as good as a full gothic plate against bullets - it is actually designed with bullets in mind - and only shows its potential weakness in melee, when your opponent can aim at the unarmoured spots that missile fire cannot target.
  8. This example is a bit peculiar, as the two creatures which suffer wounds are cybernetic, and thus do not suffer from LP loss when wounded. Moreover, when your Toughness is exceeded, you must roll Endurance or be disabled. Only if you pass your Endurance check (or if you are hit in a non-vital part when using localised damage) do you start losing Life Points as a representation of bleeding and pain slowly wearing you off. If you fail your Endurance check, you are out instantly. In this case, the Narrator ruling is simply that these two cybernetic creatures, being unable to acquire the Endurance Trait and not suffering from LP loss, do not roll at all: they go down as soon as their Toughness is matched or overcome by damage. A living opponent would have rolled, dropping to zero or less LP in case of success. But a living opponent without that huge amount of steel skin, if hit by twenty-four points of Radium damage, would have rather been vaporised by damage in excess of double Toughness. Localised damage is not used in this example. The reference to "the weakest spot" means that the roll of 0 for the unit die intercepts the weakest part of armour, if any. Unfortunately, the droid armour in this example is a flat 16/0+, which means there is no "armour gap" that can be hit by chance. The only way of hitting through the exoskeleton is through the Stun and Coup de Grace effects, as explained in the example.
  9. As promised, here is an Advanced Combat example, starring the same Martian heroes we encounter in most of the non-combat examples in the book. ---- While infiltrating the slaver base in an abandoned Radium mine, our Martian heroes are attacked by two robotic guards just seconds after passing beyond a bottomless shaft that blocked their way. The agile nomad Vorgin has won the DEX-based conflict to pass the shaft and helped his city-dwelling comrades Fuyoba and Prof. Rathas across it, while suffering no Consequences, so the Narrator cannot impose the disadvantages of surprise on the party. The heroes have just their weapons unready while the two androids appear at the far end of an underground corridor. Yet the three have their retreat path blocked by the shaft, and must stand their ground and fight. The opposition is at Close distance and advancing. Prof. Rathas will fire his Radium Pistol after drawing it (Opening Move Ranged Attack, SR DEX+20, that is 36). Fuyoba will fire his own pistol (Opening Move Ranged Attack, SR DEX+20, that is 38) and then draw his sabre and wait for the androids to charge. Vorgin, expecting his hand crossbow to have no effect on the cybernetic assailants, will draw his axe and wait for the androids to charge in (Opening Move Close Combat, SR Melee+Axe reach of 4, that is 18), shielding Rathas as he fires. The androids surprise everyone by declaring a ranged attack against the two heroes who have hand to hand weapons (Opening Move Ranged Attack, SR 32). Strike Ranks are now counted down. SR 38: Fuyoba draws his pistol (result: Fuyoba SR 33) SR 36: Prof. Rathas draws, too (result: Rathas SR 31). SR 32: The androids reveal an energy projector hidden in their chest and fire a deadly electric discharge (4d6 damage – ouch!). The one aiming at Fuyoba misses and the only consequence is a loss of 5 SR in a failed Dodge attempt, while the lightning aimed at Rathas strikes home with a roll of 47. Rathas rolls Take Cover, at his raw Agility skill as he lacks the Trait, but nevertheless succeeds with 13, hiding in a lateral corridor. The android rolled higher and so can use a Glancing Blow effect to inflict a single d6 of damage on him, rolling a 4 which does not equal the Professor’s Toughness and thus cannot have permanent effects. Between the 5 SR for dodging and the 4 points of pain, the Professor loses 9 SR (result: Fuyoba SR 28, Rathas SR 22, androids SR 12). SR 28: Fuyoba fires and misses but the android does not bother to dodge as it is not in its programming (result: Fuyoba SR 8, android SR 12). SR 22: Rathas fires from cover and hits with a 52 that grants him an Advantage and thus two Combat Effects. He goes for Maximise Damage and Impale, which grant him a total of 4d8 damage, with one die rolling an automatic 8. The total damage is 24 points, and even with the 16 points of armour granted by its exoskeleton the android receives damage in excess its Toughness and goes down, its chest exploding in a stream of sparkles (result: Rathas SR 2 and one android down). SR 18: Vorgin draws his axe (result: Vorgin SR 14). SR 14: Still Vorgin’s turn and since no opponent is in range he opts to Wait and converts the 8 SR needed for an attack with his weapon into a Free Action (result: Vorgin SR 6 with a Free Action to spend). SR 12: The android spends 5 SR to change mode to Movement/Non-combat (result: android SR 7) SR 8: Fuyoba could fire again, but prefers to draw his sabre (4 SR) to prepare for the android charge. As he has the Sword&Pistol stunt, he can freely use melee weapons after a ranged Opening Move without losing SR for switching modes, like the android did (result: Fuyoba SR 4 ). SR 7: the android charges with the vicious chainsaw that replaces its hand, choosing Fuyoba as the target. The fighter uses his last 4 SR to parry, opposing a 54 to the android’s successful 25. Fuyoba has the Fencing stunt and can automatically use the Keep Distance Effect on any sword parry, thus forcing his opponent to pay all its remaining 7 SR instead of the normal 5 for a charge. He also won an Advantage Combat Effect and chooses Daze to impose a Penalty on its next roll (result: both Fuyoba and the android SR 0, the latter is Dazed). SR 6: Vorgin can now act and, as the fight takes place in a narrow corridor, while not yet engaged in melee he is within his Move in metres from an opponent, which allows him to perform a Close Combat attack without moving or charging. He uses his Free Action to swing his axe. Scoring an Advantage with 50 versus the android’s failed Parry (the creature is out of SR and Dazed, so it parries with a Double Penalty), he wins two Advantage Combat Actions, choosing Mighty Blow and Maximise Damage to inflict maximum possible damage on the enemy. Unfortunately, the 10 points of damage so scored simply bounce off the creature’s armour, even after hitting the weakest part of it with a unit die roll of 0 (result: Vorgin SR 6). SR 6: Vorgin again as the Free Attack cost him no SR, but another axe slash would cost 8 SR, more than he actually has to spend, and he does not want to risk striking with a Penalty against such an invulnerable opponent. The round ends with Vorgin and Rathas forfeiting their remaining SR. The turmoil of the first round when combatants fire ranged weapons and move to strike range is over. The new round begins with Fuyoba, Vorgin and the android locked in melee from the beginning and having to choose Close Combat as their Opening Move, acting on SR 24, 18 and 13 respectively. Professor Rathas is virtually out of the fight as he is no physical fighter and firing Radium bullets which could hit your allies is not a good idea. SR 24: Fuyoba spends 7 SR and strikes first, rolling 42 for his sabre slash against the creature’s 56. The fighter’s Advantage wins the exchange, although the android’s higher roll downgrades his victory to a normal success, and Fuyoba chooses a Take Initiative Combat Effect to increase his enemy’s SR expenditure to 7 instead of the normal 2 for a limb parry (End result: Fuyoba SR 17, android SR 6). SR 18: Vorgin strikes next, spends 8 SR for an axe slash and misses with a 92 while the android spends 2 SR and succeeds in parrying with a 38, dropping Vorgin’s SR by another 3 points with a Take Initiative Combat Effect (end result: Vorgin SR 7, android SR 4). SR 17: Fuyoba uses 7 SR to roll a 75 versus a failed parry that costs the android 2 more SR. As his opponent is down to just 2 SR and preparing to fire electricity again on the following round, Fuyoba goes for a daring tactics to finish it off quickly and uses Stun and Mighty Blow as his two Combat Effects. Hitting with the hilt of the sabre, Fuyoba ensures that 2 points of impact damage pass through the android’s impenetrable armour. Even though the blow has no lasting consequences, the impact takes away the android’s remaining two SR as its circuitry resets for a fraction of a second, leaving it open to a finishing blow (End result: Fuyoba SR 10, android SR 0 and temporarily stunned). SR 10: Fuyoba hits with a 24 versus a failed parry, and chooses a Coup de Grace effect against the stunned android, doing 2d8 impaling damage directly against the android Toughness and totally bypassing the creature powerful armour. With a damage roll of 10, the Martian’s sabre strikes deep through a joint in the android neck and the second cybernetic creature stops moving, too.
  10. Dagger doing 9 points of damage might sound problematic to someone. Even I would find it problematic, if the mechanics is not carefully grounded in cases that occur in real combat. The big problem is that we would be adapting the damage to a fixed interval (0 to 9 or 1 to 10), rather than trying to study the various weapons and describe how much damage they deal, and of what kind. This sounds artificial to me. A multiplier could be better, but it decreases granularity and is annoying for people who are in bad terms with maths.
  11. I do this with the unit die and armour, instead But the idea is the same. That said, all these mechanics are interesting and well worth a try, but they have a big problem: they do not scale. You always have the same range of variation (0-9) for any kind of weapon, and it becomes problematic: a dagger and a troll maul are difficult to describe in terms of "0-9 damage plus appropriate modifier".
  12. Strange... the following links should work, instead.
  13. Yep, what styopa said. Except that it is enough to have the same SR as the two hand weapon user, not necessarily lower. A two handed OTOH often has a 1 SR advantage for longer weapon, so the tactics is not always applicable.
  14. Not much. Simon and I are currently working on the text to finalise it. The problem is that the last time I triumphally announced "WE RELEASE ON THAT DATE"... we missed the date So no announcements this time. You will find the books available at a given moment in timespace, but it will take Dr. Who to guess which moment. Speaking of which, I really loved the characters that Loz wrote for his Luther Arkwright convention game, and I must find a way to play that John Steed at some moment, but he (Loz, not Steed) is right in saying that diffusing that kind of stuff is dangerous and potentially negative for the interest of the customers themselves. You can find six Marvel/Disney characters I have done on these boards, and it would be a great fun for me to make more, but I have already done too much. Have a look at what we have done with our favourite TV, movie and comic book heroes and proceed similarly to create your own. This is the only legitimate way of proceeding.
  15. The card bundle option was suppposed to be available on RPG Meeting as soon as I have a batch of cards available this side of the Big Pond. It takes one month or more for DTRPG to deliver them to us (and other card makers are less convenient), so if we make the book+cards available now delivery of the book might be severely delayed. That said... I have just noticed that the economy option I used to order the sample for 2 euro shipping price is no longer there! Drivethru is no longer a good option for non-US customers. Thank you for pointing this out, Jakob. Keep an eye on RPG Meeting for the cards, I will probably add the bundle within the week if not within the day - with a big caveat: "1 month delay if you order also the cards". But believe me, they are worth waiting, they are even more beautiful than Mirko and I expected. PS anyone who ordered after Dec 31 or has not yet received a "product shipped" confirmation email may contact RPG Meeting customer service for an order upgrade - with the above caveat: shipment in February if you order the cards.