Jump to content

olskool

Members
  • Content Count

    145
  • Joined

  • Last visited

Community Reputation

107 Excellent

About olskool

  • Rank
    Senior Member

Converted

  • RPG Biography
    40 years of gaming. A real world Military and Law Enforcement backround as well as a competitive shooter (IDPA, 3-gun).
  • Current games
    GDW Merc2000 campaign
    RuneQuest (I own EVERY version)
    I own AD&D, ALL GDW's Games, Every version of Runequest, CoC, Boot Hill, Top Secret, Gamma World, Conan (V1), GangBusters, Fantasy Hero, GURPS, Car Wars, FASA's Star Trek, BattleTech, Shadowrun, and many others packed in the back of my closet.

    My first loves are Twilight2000 and Runequest and I have hundreds of hours playing them.
  • Location
    Northwestern PA
  • Blurb
    If you did it and lived, you probably did it right. - SSGT Smiley, the best Gun Section Chief EVER!

Recent Profile Visitors

592 profile views
  1. DARPA has a working cannon that does just this. They are using it to direct charged particles (Particle Beam Cannon?).
  2. Some ACTUAL weapons to look at for inspiration. The LRAD: A device that laser-focuses SOUND into a clear beam weapon. The "warble" is around 194 Decibels (just short of a pressure wave) and is intensely painful to those in its beam. This beam is a 10 to 1 ratio (ie at 100m it is 10m across). This device is commonly used for crowd control. The ACTIVE DENIAL SYSTEM: A device that beams an energy wave similar to microwave energy that heats up the surface of anything in the beam. People who are hit by the beam experience an intense "burning sensation" on their skin and are forced to flee the beam. I have been in the crosshairs of both systems during my LE career and they work quite well. You should look them up. PLASMA CUTTERS (and PLASMA WEAPONS): Modern Plasma Cutters swirl a very high pressure stream of air (up to 250 PSI) and then IGNITES it with a high-voltage current. The swirling gas super-heats to 2000F and can cut steel like butter. It is the combination of air pressure and a swirling motion that allows the plasma jet to form when the electricity ignites it. Since plasma is the fourth state of matter (between a gas and a solid) it will have BOTH a "kinetic effect" and a "heat effect" on the target. GDW's Traveller2300 had a good system where you could go with a gun that fires a blast of super-heated [nuclear] material enclosed in a laser beam to direct it by creating a vortex of super-heated air. The device was called a PLASER (plasma-laser) and caused MAJOR damage but was short-ranged by virtue of the energy needed to contain the plasma. The second method would be like Star trek's Romulan Plasma Torpedo. This weapon would have nuclear material brought to near fusion but restrained by a magnetic field to prevent decay and release of the plasma. This would be fired at the enemy and then release a huge wave of heat energy, concussive wave energy and hard radiation. The magnetic field is not as much science fiction as some believe. NASA's new compact fusion reactor designs use magnetic fields to hold the plasma in them in check too. LASERS: For every Watt of power used over one Second of Time, a Joule of Energy is created. Modern lasers are rated in OUTPUT energy but in today's systems, the energy required to produce this output is around TEN TIMES the weapon's output. Thus, a 25KW Laser requires 250KW of power for a one second burst generating 25 Joules of energy. The US Navy is experimenting with lasers that have a ONE MEGAWATT energy outputs but these require not only huge amounts of power (10 Megawatts), but also significant cooling (usually Nitrogen). Still, such a laser would produce ONE MILLION Joules of energy for damage (a .50 Caliber round does just more than 13k Joules of damage). This is roughly the equivalent of a quarter of a stick of dynamite for damage. Traveller2300 once again solves the scaling problem in an interesting way. They give us practical PULSE LASERS. These Pulse Lasers have high-density batteries (think of the newer graphite batteries in development now) that "pump" a COMPACT high-energy "homopolar generator." This generator then dumps to a capacitor which, when charged, fires a VERY HIGH ENERGY Laser beam (think 5 Megawatts) for 1/100th of a second. To determine the Joules of Energy inflicted on the target, you simply divide the power output of the laser by 100. This generates damage equal to a large caliber modern-day rifle while still giving multiple shots. When attached to powered armor, Lasers really come into their own as portable heavy weapons. The downside is that they cannot fire faster than 1 shot every couple of seconds (due to the need to charge the capacitor). GAUSS GUNS (and coilguns): Magnetic accelerators are being built NOW. Just YouTube "Coilguns" and you will get hits on dozens of videos of magnetic accelerators. The Navy's railgun requires 25 MEGAWATTS of power to project a round to something like MACH 12. Most railguns are also using Capacitors just like Lasers in order to release the energy in a single fast "dump." If you get a chance, check out Traveller2300 at FAR FUTURE ENTERPRISES. While the game itself leaves a lot to be desired, the devs really looked into the hard science behind the equipment in the game.
  3. I base my Persuasion skill's base modifiers on CHA, WILL, and INT. I changed APP to CHA like I stated in my post above. Then I added WILLPOWER in place of POW and made POW a "derived attribute" BASED on that WILLPOWER score. This way, my PCs (and NPCs) can sacrifice POW WITHOUT changing all their skill bonuses in my modded RuneQuest.
  4. Consider this stolen! I can see how this initial test will "influence" any Persuasion Rolls the PCs must make later on. On a successful roll, NO MODIFICATIONS to Persuasion would be made. For my "outstanding success roll" (1/10th of the success chance ru), the PCs will gain a one shift Difficulty bonus (ie a Difficult test becomes Average). IF the PCs roll a Critical Success (Doubles under the chance of success with 00 being zero, zero), they gain two levels of Difficulty Shift (ie Average tasks become Easy tests). Likewise, a failure means they suffer a negative level of Difficulty Shift (ie Average rolls become Difficult ones) and a Fumble (doubles over the success chance) would result in two Difficulty Shifts (ie an Average task would become a Formidable one).
  5. Just change it back to Charisma. Charisma is a measure of one's ability to influence others [for good or bad] and doesn't rely solely on "looks." One would be hard-pressed to argue that Winston Churchill, Teddy Roosevelt, or Adolph Hitler were very good looking, BUT YET, they got people to do the things they wanted them to do. I always use Charisma for just this reason.
  6. Since we're onto hero quests now, I might recommend THE NEVER ENDING STORY about a real-world kid who "hero quests" through a magic book to save the mythical world of Fantasia.
  7. It's the only fantasy movie I can think of that is set in the right time period with the right range of cultural levels (primitive, barbarian, & civilized) interacting with each other that isn't also "high fantasy" from a magic use or character action level. If we go "high fantasy," then several options come into play. For some reason Clash of The Titans pops into my mind immediately. The Hero goes on an impossible quest aided by magic from the Gods to change the World. My preference is for the older film though. I've ALWAYS been a fan of Ray Harryhousen's claymation monsters.
  8. Conan is a VERY GOOD movie but I selected the two movies I did based on HOW they depicted the civilizations in them, NOT on their "cinematic value" or how entertaining they are. Sadly, Glorantha is so "unique" that I doubt there is any fantasy movie that can truly represent it. It is a place that would need a movie that was actually written so as to take place in Glorantha.
  9. I agree 100%. I'm just not sure where in Glorantha the Norsemen would represent. I'm not as familiar with areas outside of Dragon Pass, the Lunar Tarsh, and the Prax (Pavis area).
  10. 10,000 BC (the 2008 film) comes closest. Gods of Egypt has the right mix of Human and Divine interaction. One could claim it represents the Holy Country.
  11. I like this but I would count 0 as 10 not zero. So damage would be from 1 to 10 based on the 10's roll. I would also modify this by the weapon type. I would rate weapons (and you could do this with STR bonuses too) from 0 (for small knives and light clubs) to 4 (for the heaviest axes and hammers). This number would ADD to the 10's roll resulting in a potential damage of from 1 to 14. Since the Weapon's Damage Modifier is fixed, it would greatly simplify the attack roll while giving a "minimum floor" for heavier weapon types. You could also use the same system for determining how much damage was blocked by a Parry. The defender rolls the parry just like it was an attack and adds the weapon's Parry Modifier to the 10's roll. You then just subtract the parry total from the Damage Inflicted and if the number is 0 or negative, the parry was a total success. IF the total is still a positive number, the Attack penetrates the defender's Parry and inflicts the indicated Damage [remaining].
  12. olskool

    Divination

    In my game, I do NOT allow Divination to occur for more than giving a glimpse at a currently occurring situation or location or to see past events in order to find clues to a present mystery. Why? Because of the Great Compromise that created Time. By creating Time, the Gods insured that the future is NOT SET! Because the future can be changed by someone's actions, you CANNOT SEE IT as it has NOT happened yet! Divination CAN show you things occurring NOW or that have occurred in the past (when Time becomes "set" and is then "fixed" for posterity... another element of The Great Compromise to be used as as a record of PROOF of one's divine actions). A God can also only provide information about their own Sphere of Influence, their followers, and any friendly Cults who will allow the "intrusion" of a Divination Ritual.
  13. The skill that comes to mind immediately is ANIMAL HANDLING. It was a Knowledge skill in some article or module I read back in the days of RQ2, long before RQ3 introduced the LORES... Animal Lore, World Lore, Plant Lore, Mineral Lore, and Magic Lore. I'm not sure if it was ever cannon or just something somebody suggested in a magazine article though.
  14. I did this with my weapons. Every weapon has a STR, DEX, and SIZ requirement. I have weapons with the trait HEAVY doing +1 damage for every 5 surplus STR over the required STR. Weapons with the LIGHT trait do +1 damage for every 10 points of surplus STR over the required STR for that weapon. I allow an add of +1 to the character's base STR for every 10 points of SIZ over 10 that character has. Weapons with the FINESSE trait may also add any surplus DEX over the required DEX for that weapon.
  15. I like that as a Weapon Trait. You could have Piercing/Flanged 1 or Piercing/Flanged 2 as the amount of armor protection ignored by that weapon.
×
×
  • Create New...