SDLeary

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SDLeary last won the day on October 21 2016

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About SDLeary

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  1. Yes! That fits much better. SDLeary
  2. I would say Spot more than Search. Search is much more looking in drawers, turning over furniture; much more an action than something sensory based. I would say Jump, Run, Wrestle, just because I'm a contrarian. Engineer should really be a different skill. Someone who knows how to set traps, repair a barrel, doesn't know how to build a tower, or design a siege engine. An Engineer is unlikely to know how to properly build a trap (I envision Trap as including the ability to camouflage or conceal the existence of a trap). Its like the difference between First Aid and Surgery in other games. Manipulation implies the use of hands, which Move Quietly probably doesn't do often, other than to gently move branches or impediments out of the way. I would shunt this into Physical, perhaps even combining it with Hide and simply calling the resulting skill Stealth (moving quietly often also includes hiding; and hiding often includes getting to your hiding point without being detected). I have issues with a universal "Medicine" skill to, but this has been around for a while, so I'd keep it. SDLeary
  3. I would keep Cultures and Professions. IMO lifepaths can be too fiddly. You could ways keep options around for a change of profession at some point, or even just a simple point buy. Point allocation, with die rolling as an option. Two different point totals; one for "normals" and one for "heroes". Same with die rolls, 3d6 for "normals" and 2d6+6 for "heroes". This gives a bit more variability for both characters and game type. I would be inclined to keep the modifiers, but I'm willing to take a look at what a new Aptitude system might look like. I would also keep MWs allotments, with Allocated points as an option. (Lots of sidebars in my version!) Swim and Climb do not belong in Athletics, though combining others would work. Being a good runner doesn't mean you know how to swim. Being a big and burly football player doesn't mean you can climb well. In fact, I would be inclined to allow this version to function as a Grapple/Wrestling replacement. Do not go overboard with skill renaming. Repair/Devise is much more focused; if you rename it Engineer, then you might have a hunter trying to build a ballista. Yes, agreed. SDLeary
  4. Last weeks score...
  5. Sorry, Eclipse Phase. SDLeary
  6. I like some of its ideas, but hate the needless complexity. How did you pare it? SDLeary
  7. And Ringworld if you can find a copy. SDLeary
  8. Eclipse Phase is % based, though it seems much more crunchy than any version of BRP. SDLeary
  9. Don't worry... the latter is just a division of HYDRA! What could go wrong? SDLeary
  10. I have toyed with this idea, though I naturally shy away from tables when possible. Basically, Soul (the combination Power Points and Sanity) has three triggers: Violence, Helplessness, and Unnatural. Each of these triggers is the character's tolerance for that type of horror. If confronted, you roll against the appropriate trigger: if you crit, then you are not phased; succeed, and you are not phased this time, but loose some points; fail, then the character is shaken, they loose their points and are at a penalty for all actions against their foe; fumbles react with a fight, flight, or unconsciousness response, players choice, and they loose max points. Higher triggers mean less subject to that form or horror; this can manifest in the character as a colder or more callous view towards that type of horror, in modern terms becoming more sociopathic. Triggers may be checked on Crits or Fumbles; successful check roll increases score by 1d3. Soul points return at the rate of 1/day, if alone and resting, faster if under the care of a Counselor (monk, psychologist, family member; 1d3/day). Triggers can be increased or decreased if the character has committed themselves, or been committed, to a facility and is under the care of a Psychiatrist or someone else in the game world that cares for troubled minds, or troubled souls. Factoring Magic or Psychic Abilites into the mix, this becomes something of a mental fatigue. The more magic or abilities you use, the more subject you become to "a troubled soul" or a mental break; that is to say that they factor into the maximum you can loose within a given period of time. A fumble when using powers is the same as a fumble of a trigger roll, as above. SDLeary
  11. No, it was for RQ2 stuff. I could create an RQIII PC in about 5 min, so wasn't really interested in that, but the NPC generator was a useful tool, even if the squads created were technically for RQ2. IIIRC, yes, it was written by someone on campus. SDLeary
  12. Its the UNIX program that I mentioned upthread. I played with it in the early 90s. Being unfamiliar with UNIX at the time, it was tons of fun trying to run it in DOS! SDLeary
  13. Huh, interesting. The output that someone gave me way back when was about a ream of 11x17 tractor feed from what appeared to be a 9-pin printer! I suppose they could have used an early version of Ghostscript. SDLeary
  14. That sounds like it was the NPC generator. IIRC, it printed out reams of opposition "squads"; NPCs in an old squad sheet format. Five or so mooks and a "captain". The source or the actual executable? SDLeary
  15. Yes, but considering that the new RQ will be based partially on RQ2, something like this could provide a good core starting point for someone who wanted to roll their own. SDLeary