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hix

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  1. No, it does not break down. There are many options from Fate points to the powers themselves, to pulp HP rules, to fantastic items that raise the hardiness of characters. If you read the Powers section of the BGB this becomes clear, as many of them are geared to increased survivability.
  2. LibreOffice Writer allows you to create fillable PDF. I use them for my game all the time, works great, and it's free.
  3. Unknown Armies is a different beast. It's more like a sliding scale of 5-way mental conditions which affect skills and personality in neat ways. For instance, experiencing violence hardens you to it, making you more competent in a fight, but less empathetic, all reflected mechanically. You can also check out the Tenacity system from Luther Arkwright for a clean way to do it, using a Willpower roll to prevent gaining mental Conditions. The game Abandon All Hope (not d100 but a pretty cool indie game) uses a 3-pole sanity system , applying Despair and Guilt to determine effects from Insanity.
  4. The line in "Special v Success" specifies that a partial parry means the parrying object takes 2 pts of damage. You can break most of this down to "degrees of success", then specify what happens with various degrees. This is basically what the chart does, with a few wrinkles, and what some of the d100 family systems do.
  5. Is there a difference between "partially deflected" and "partially parried"? a parried attack applies the parry rules (damage, armor, effects) to the parrying device "deflected" is mechanically the same thing as dodged difference between "achieves a success" and "achieves a normal success"? no, it's the same thing
  6. @rsanford is too modest to toot his own horn here, so I'll do it. This is over 600 pages of incredibly well-done sci-fi content. Tons of great gear, psionics, vehicles, horrid otherworldly beasts and Forbidden Science. The amount of work that went into this to deliver a free product is insane, and everyone involved should be proud. Great job.
  7. A loose adaptation of ODnD realm rules for a scifi setting.
  8. what @rsanford said is the jist of it. if you already know how advantage works, just ignore the bonus. Luck and its associated metacurrency is also a new mechanic, but can be derived the same way. when 6e says a characteristic, it's the lowest number of the 7e set.
  9. This is what draws the line between a good game idea and a good story for me. The crux of the session should be player choice, and the consequences that come from it.
  10. It gets pretty hairy when you start thinnking about it. A game designer has to draw lines somewhere.
  11. The primary goal of suppressive fire is to allow move-and-fire actions like bounding overwatch or initial troop placement. Suppressive fire forces the enemy to take cover from the fire of group 1 while group 2 moves on the battlefield. How do you determine how much area a SF attack can cover? my rule of thumb for burst fire is that the targets must be within 3 hexes (~10m). SF doesn't require (much) aiming, and thus should be able to cover a larger area.
  12. How do you handle it? Autofire rules mention it, but it's not defined as such. We can assume a contemporary or future setting. Here's how my group is handling it: Mooks under suppressive fire (SF) must go prone/take cover or take damage. Uses a full clip, can cover a large area of map with no chance to hit unless mooks don't dive. Anybody who doesn't have a name dies if hit. Only usable by weapons capable of burst fire.
  13. Saucy, but he has a point. The Mythos as it was formed was a collaboration between the various writers of Weird Tales et al. Killing each other off in their stories, expanding and playing off of each other the same way a roleplaying group does. A genre is a set of conventions, mashing them up can be as much fun as playing them straight. The Cthulhu Invictus line should have some cool ideas for stuff to do in a Classical setting.
  14. hix

    Space Chases

    I was thinking of "facing" more than vector. A fighter, let's say, can reverse/adjust facing with very little thrust required and no resistance. Like in Babylon5/2000sBattlestar Galactica where they flip on a dime. As oppposed to naval combat where turning/facing is a big deal.
  15. hix

    Space Chases

    alright let's make some wild assumptions: Lasers do damage with heat, needing contact over duration to do significant burn. So you have to be close to keep contact. Railguns do instant kinetic damage, but because of their relatively slow speed have less range. Missiles/torpedoes do instant damage but have range limited by fuel. they can also be detected, so you can't shoot from too far away. what else ya got?
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