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Aramone

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Posts posted by Aramone

  1. I haven't had much problems with the expert skill rules. I could see how GM would want to consider carefully How narrowly you want the expert skills to be defined. I am not sure how well it would work in Ring World to create an older character. If you have any ideas I would love to hear them.

  2. Hello SD Leary. I found the article, Expert Skills by Bo Rosen, in the magazine, Uncounted Worlds, vol 2, to be very interesting. The expert skills rules kind of have the flavor of the Root/Branch skills system without being cumbersome. I replaced the Root/Branch skills system for Expert skills in my Sci-fi games.

  3. Atgxtg, here are some scribblings I made while testing your idea.

    Engine Module & Thrust rating example:

    I like that direction your moving with engine module and thrust rating. Just my two cents. I'm curious

    Thrust Rating: Cutting edge 100/Module, Standard 70/Module, Economy 40/Module

    Fighter (5 modules): 1 Engine Module. Thrust Rating 100. Speed 20 (100/5)

    Cheap Fighter (5 modules): 1 Engine Module. Thrust Rating 40. Speed 8 (40/5)

    Trader (30 modules): 1 Engine Module. Thrust Rating 100. Speed 3 (100/30)

    Trader (30 Modules): 5 Engine Modules. Thrust Rating 5x100. Speed 17 (500/30)

    Explorer (60 Modules): 1 Engine Module. Thrust Rating 100. Speed 2 (100/60)

    Explorer (60 Modules): 5 Engine Modules. Thrust Rating 5x100. Speed 8 (500/60)

    Interesting to see how a cheap/old/low tech ship can have a larger volume taken up by the engine.

    I like it so far! How do you feel about this nerdvana? Would this work in your campaign?

    I like the direction your going with engine modules and thrust rating.

  4. I was counting modules for streaming,shields, armor, hyperspace, speed, and handling. I guess it didn't make sense to count speed and handling modules for size characteristic. I guess you don't count streaming, shields, armor, and hyperspace. I really like the rules and plan on using them for BRP/ Star Frontiers/ Traveller game. I read the rule for buying hp after posting and thought that probably had something to do with hp in example.

  5. Does anyone have any suggestions for how one would make a super hero who is slippery, hard to get a hold of much in thr fashion of, say, a greased pig? I was looking at the Defense power but as written it would only apply to the difficulty of being hit--do you think there is an advantage that should be added to simulate the difficulty of being held as well, plus a disadvantage as it would only apply to hand-to-hand situations? Or do you think there's some better way to modify Insubstantiality for this purpose?

    I would use defensive power but say it can only be used when someone is grappling that character. You could give other situational mods as nessasary.

  6. On page 103 in Magic World book it states that "A staff may have protection and countermagic spells laid on it." I think those spells are from Rune Quest or from magic in BGB. Can spells SORCERER'S SHIELD and REFLECTION be used on staff instead?

  7. Will human power and intelligence characteristics have no max like the rule in Elric game or more like iike rule in BGB? I was wondering if magic world would have sorcerers with very high intelligence and power scores like the scores of sorcerers in the Unknown East? Will magic system in advanced sorcery book work identically to rules in The unknown East book?

  8. While there are indeed martial arts techniques which can disable or kill almost in-

    stantly, I would very much hesitate to introduce them into a roleplaying game.

    Many players would like to give their characters such abilities, but they tend to

    have second thoughts about it when non-player characters have the same abi-

    lities and use them against their characters.

    good point. I really appreciate the advice that experienced GM's give here.

  9. Charles I love Dragon Lines. I have question regarding styles and techniques. Each style has three beginning techniques does this mean that a GM can add techniques to that styles list of techniques or is that a max number each style can have? I was thinking about creating a jujitsu style and was thinking about creating a new skill called break fall. Break fall would be the skill of knowing how to fall to prevent damage from throws and maybe giving the target a chance to avoid the 5 dex rank penalty to get to their feet. I would like to thank you for this BRP supplement. I would like to use the martial arts part of dragon lines with your Fractured Hopes setting. Any advice would be appriciated.

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