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About olskool

  • Rank
    Senior Member


  • 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!

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  1. Allow each suit of armor a "Coverage Rating" that is represented by a PERCENTAGE that you roll under for the protection to apply. An "off the rack" suit of armor would provide 90% coverage and a custom-fitted suit would protect on a roll of 95% or less. Coverage Ratings can vary by armor type at the GM's discretion. For example, you could have things like gauntlets and gloves provide from 25% to up to 50% coverage of a location. Each time the armor is PENETRATED (ie damage exceeds AP) you subtract 1% from the armor's Coverage Rating. Slashes/Impales/Crushes reduce the Coverage Rating by 5%. The DEFENDER rolls the Coverage Dice during an attack. The Coverage Dice can be rolled in conjunction with an Parry Dice (for a Parry skill check) to save time. Once the Coverage Rating reaches 0%, the armor is destroyed. I have the SUNDER ARMOR special effect reduce coverage by 10% on a hit with that SE.
  2. Armor will also be "regulated" in most civilized societies. For example, in the Commonwealth of Pennsylvania where I live and worked, it is NOT illegal to possess or even wear body armor. HOWEVER, IF the wearer were to commit a crime like Robbery or Assault, their wearing body armor while doing so can trigger another charge called "Possession of an Implement of Crime." The "Possession of an Implement of Crime" is used to charge the user of legal objects in criminal activity. Some other examples of this statute include someone caught committing Burglary in possession of a crowbar and screwdrivers, Someone stealing cars in possession of a locksmith's kit, or someone accused of Hacking having "hacking programs" on their laptop. While all the tools in question have a "legitimate use" in our world, the specific situation in which they are encountered above would lead a "reasonable man" to suspect that they were used to "help perpetrate a crime." Similarly, possession of such objects without a reasonable need to be carrying said items COULD trigger what is known by LEOs as an "investigative stop." This is when a "reasonable man" might be suspicious of the motives of someone visibly in possession of an item or implement who otherwise wouldn't be required to have that item for work or general activity. Walking down the street in the US with a rifle slung on your shoulder will usually trigger an investigative stop. So would hard body armor (which is usually worn over clothing). There are exceptions to this. In most rural towns in PA during Deer Season, no LEO would stop a man wearing an orange vest, hat, and carrying a slung rifle because the majority of PA residents hunt and people walking with long arms is a common sight here. Do the same thing in LATE WINTER (when there are no hunting seasons) and you will attract the attention of any LEO who passes by. YOU MUST DETERMINE JUST HOW MUCH "LAW" (AND MORE IMPORTANTLY... ENFORCEMENT) THERE IS IN YOUR SETTING. Armor can be concealed under clothing and current NIJ (the National Institute of Justice) Level 3A armors can easily be worn under a uniform shirt and will stop the majority of handgun rounds. Most rifle-grade armors (NIJ Level 3 & Level 4 as well as Level 3+) are hard armors that MUST be worn over clothing. The Marine Corps new DYNEEMA vests are actual soft Level 3 (rifle) armor but it is BULKY (at about 1" thick). Thus, wearing armor today will often be fairly obvious with a simple Perception check. Carry out armor development a single generation though, (think SHADOWRUN) and rifle level armors would now be concealable. Go out two+ generations (think of THE EXPANSE) and soft body armor that stops handgun rounds could be woven into clothing while hard armor could stop significant damage while still being concealable. Once you get to STAR TREK levels of tech, armor loses its potency because hand-held weapons can disintegrate significant material structures. YOU MUST SET A TECH LEVEL YOU ARE COMFORTABLE WITH.
  3. As a former (now retired) LE, I would say you'd be advised to keep it concealed. This is why the PISTOL (not the Assault Rifle) is the number ONE weapon used in the majority of crimes in the US. Pistols are easy to conceal under normal clothing and just as easy to carry (for weight/ENC reasons) in most "social environments." Knives rank second worldwide and restrictions on carry could encourage such weapons being used. Even in the US "Old West," most gunfighters concealed their "Hog Legs" and "smoke Wagons" in order to avoid "public scrutiny" by the local authorities. You could carry a short-barreled rifle (or a bullpup) or an SMG with a retractable stock under a long winter coat or duster but it may still "flash" when the wearer moves. You should also bear in mind that in most civilized locations, you will need a permit or license to carry a weapon in public.
  4. Today, the modern sniper must contend with modern ARMOR. The following armor levels actually exist as I type this. National Institute for Justice is a US testing agency and is designated by the initials NIJ. They test ALL body armor in the US. European and Russian armor levels are comparable to US levels. NIJ Level I soft body armor = This armor will stop pistol rounds up to .380 acp (velocity 1025ft/sec) and is EASILY worn under normal clothing. NIJ Level IIa soft body armor = This armor will stop most pistol rounds and is proof against medium-velocity 9mm (velocity 1090ft/sec) and is also concealable. NIJ Level II soft body armor = This armor will stop .357 magnum ammo (velocity 1395ft/sec) and is concealable. NIJ Level IIIa soft body armor = This armor will stop .44 magnum ammo (velocity 1400ft/sec) and CAN be worn under a duty shirt (I did it for 20 years). NIJ Level III (rifle) body armor = sold in soft or hard plates, this armor will stop 7.62mm RIFLE ammo (2750ft/sec) cold. US Army SAPI plates are very close to this spec. NIJ Level IV (rifle) body armor = generally only found in hard plate form, this armor will stop up to 30-06 ARMOR PIERCING ammo (2800ft/sec) cold. US Army ESAPI plates are comparable to NIJ Level IV rifle plates. There are many types of armor that will stop various pistol and rifle rounds WITHOUT major injury to the wearer.
  5. In a real-life encounter in the city of Fallujah Iraq , US marines trapped in a location known as the "candy store" (a small corner store) dug a 3-foot hole in a concrete wall in just a couple of hours with a TACTICAL TOMAHAWK in order to escape an encirclement! If you're scared enough and fit enough, a warhammer could make short work of such a wall.
  6. My player would roll a Parry because... In order to keep players invested in the combat, ALL the dice are rolled together. The Attacker would roll the To Hit dice, the Location die, and the Damage die as one. I have them roll like this because I use the dice results to "narrate" what happened. On a miss, I will use the Damage die to describe the miss as a feeble jab or a mighty swing and the Location die as the area where the "near miss" took place. I need the Parry die rolled in order to narrate whether the Defender was successful in parrying the attack or not. Thus, EVERYONE rolls TOGETHER. This also speeds up combat and injects a sense of "urgency" into the player's decision-making during that combat.
  7. olskool

    Allied spirits

    I had only two Allied Spirits in my campaign. Ernie the Ferret and Barney the High Llama. In my eyes, they were not "servants" to their Runelords! They were there to guide, advise, and assist their Lords and to keep them "on the right path." As full-fledged NPCs, they could regenerate POW and had significant "free will." Ernie (a Trickster spirit) liked "shinies" and talked like a New York cabby. Since he didn't have pockets, he would "store his shinies" in Dedrie's (my player's RL character) pack. This led to a few uncomfortable encounters for Dedrie. He really ruffled the party mage (sorcerer) who had a standing threat to "make a pair of gloves out of [Ernie]." Barney (an Orlanthi Rex spirit) was very polite and spoke with a British accent. He was known for trying to talk sense into his somewhat reckless Runelord. I always wanted a Humakti Runelord with an Allied Spirit in his sword. I'd use a Boston "Southy" accent and think it would be funny to see a warrior in a shouting match with his sword. "Here I am in the worst place in the World and I have YOU to depend on. What was The Almighty THINKING!" I kind of like Marc from Zebra Corner on YouTube's attitude. https://youtu.be/S0jTcGBxh6w
  8. This happened to Kato13's Twilight2000 Forum too. Something about new GOOGLE rules and not automatically renewing the security certificate. Kato got it fixed but it was something stupid that GOOGLE just started.
  9. While I understood that it was a "ritual" in RQ2, I also used it to determine if a hide was successfully "skinned" without damaging it (for use in making stuff) and to determine just how much "meat" (for food) and how much fat (for lard and Alchemy) was rendered from a kill. I also used this as a skill check to harvest intact organs (for Alchemy) or body fluids (like the poison from a Manticore stinger). I guess this was just the hunter and farmer in me (I grew up on a farm).
  10. Or you had to "corner them" at a gaming convention... I'm NOT saying that I did that... but I DO "know a guy who knows a guy who did that." 😎
  11. We used the old RQ3 Knockback rules but modified them (of course). Knockback was a product of a "big damage hit." We actually had a "Knockback" Statistic created by averaging STR, SIZ, and DEX (rounding down) that we compared to the attacker's rolled damage. If Knockdown was exceeded, you were knocked prone UNLESS you rolled Knockdown - Excess Damage [over KDN stat] received X 5 or less. IF the damage exceeded TWICE Knockdown , you were automatically rendered prone and had to roll the formula above (with excess damage over 2 X KDN) to avoid being moved back 1 meter and taking an additional 1D4 damage (we reduced this from the RAW 1D6). Parrying or *Dodging would reduce the damage received and often prevented Knockback from occurring. If an attacker tried a deliberate Knockback attack, we compared the combatant's Knockbacks in a resistance test to see who won. The loser ended up prone 1m away. *We used a special version of the Dodge Skill where rolling under your skill would net a damage reduction equal to 1/10 Skill +1.
  12. Now all we need is that 16" X 24" large print edition in leatherette!
  13. Great minds think alike. Reach the HP threshold and the limb is TEMPORARILY disabled. 2 X HP and the limb is possibly permanently disabled (if a CON roll is failed). 3 X HP and the limb IS maimed or amputated. In RQ2, we also used a sort of "threshold system" for the total HP but we liked our Runequest "gritty." 1/4 HP in damage = Lightly Wounded with no effect. 1/4 HP to 1/2 HP = Moderately Wounded. +1 to SR. Move reduced to 75%. -1 to Characteristics when using the resistance chart or doing rolls. 1/2 HP to 3/4 HP = Seriously Wounded. +2 to SR. Move reduced to 50%. -2 to Characteristics when using them. *Skills reduced one Level to 3/4 (X0.75). 3/4 HP to 0 HP = Critically Wounded. +4 to SR. Move reduced to 25%. -4 to Characteristics when using them. *Skills reduced two Levels to 1/2 (x0.5). Negative HP = Unconscious and dying. CON roll to regain consciousness. Move 10% (crawling). -5 to characteristic tests. *Skills reduced tree Levels to 1/4 (X0.25). Negative HP over CON = DEATH. * We recorded our Skills on the sheet with the following "Difficulty Levels" and just "shifted difficulty" up or down as modifications to a skill during play as it was much faster than doing math. Those Levels were: Easy (2 X Skill) Routine (1.5 X Skill) Average (Skill) Fairly Difficult (0.75 X Skill) Difficult (0.5 X Skill) Formidable (0.25 X Skill) Impossible (0.1 X Skill)
  14. I substitute POW with WILL for mental strength. POW then becomes a "derived value" (based on WILL) like HP.
  15. I am reminded of Fred Ward's Shinanju instructor in the movie Remo Williams, The Adventure Begins. Even now I can see him telling Fred "You move like a pregnant Yak!"
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