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Found 7 results

  1. Conrad

    Tweaking RoH

    I don't know if this has been talked about before. I think it is worth a look. https://forum.rpg.net/showthread.php?746303-Tweaking-River-of-Heaven
  2. Hi all - quick rules question. Can the Aug Activation skill be improved through the regular improvement system, or is it always tied to POWx3? I'm assuming the skill goes up anyway if POW is increased. Sorry if I've missed it somewhere in the book. Thanks in advance!
  3. Conrad

    RoH character sheets?

    Does anyone have access to some RoH character sheets that aren't so ink consuming? I just want a plain stat sheet without all that black space as background, atmospheric or not.
  4. If you are going to Furnace, I'm running the following game on Saturday Evening. "Star Shine Chapter 1: Darius’ Seven Slot 3 Saturday Evening System: River of Heaven GM: Newt Number of Players: 4 You are on the run. If they catch you they will kill you. So you hid on the last planet that anyone in the whole Universe would want to find you – Earth. Burnt out Earth, Abandoned Earth, Lawless Earth. Where you hide in Kill City, beneath the Skyscrapers where the elites look down on the huddled masses of poor. Where the pollution is so bad, if you didn’t have a working mask you’d be drowning in it. Then a woman called Carla in a bar tells you that legendary Lord Darius, captain of the renegade Step Ship “Star Shine”, is looking for a crew. That he’s looking for people like you to offer a ticket off this hell planet to a life of freedom amongst the stars. All you need to do reach the orbital elevator on the other side of the city, while playing a deadly game of hide and seek with the Hunter-Killers of his rival Lord Algernon. River of Heaven is a D100 Science Fiction game set in the 28th Century. This adventure is the beginning of an epic series of con-adventures which will span the game’s setting. As well as the fiction of writers such as Alastair Reynolds, this adventure pulls heavily from TV series such as Firefly and Blakes 7." I'm very much running this as a 'Pilot' that if its successful will be an ongoing Convention Campaign, supported by myself and other D101 writers. Further details on that when it happens
  5. Hi, I'm creating a new thread in order to not jeopardize the previous one with multiple questions. Let me know if I'm not following the forums rules and accept my apologies in advance. So I have a question about time to produce formula page 71 (hum, you can noticed I’m not able to progress very fast in my reading ): Time to produce = Object SIZ x TL / Manufactory output/hr First, I’m finding strange that the more the technology level is high, the more it will take time to produce. I would have expected the exact opposite. Mor over, if you consider also the Max production output/hr formula: Max production output/hr = Manufactory SIZ x Tech Level Then the minimum time to produce is independent from the tech level: Time to produce = Object SIZ x TL / Manufactory SIZ x Tech Level = Object SIZ / Manufactory SIZ So basically, there was no productivity gain thanks to technology advances? Usually, the product cost reduction is performed by reducing the BOM, but also the reducing the time spent on the production and assembly lines, isn’t it? So did I miss something or is there a typo, and the right formula is indeed: Time to produce = Object SIZ / TL x Manufactory output/hr Thanks for your comments!
  6. Inspired by Tales of Terror published many years ago for CoC (and living a life of its own in some forum back then) I have written a handful of scenario seeds following the same concept but for sci-fi settings. Here is the first one. Feel free to contribute more seeds! I'm trying to stay under 800 words and after a short introduction three different developments are described. I'm also tagging them with a couple of descriptive terms for ease of use. The Theatre #terrorism #investigation The way the small theatre jokes vicsiously about the indigenous alien minority is not the worst - now they are suspects in a series of bombings. An old representative of the aliens', Socorro Nan Tali, makes contact with the characters. S/he, and many with her/him believes that law enforcement is not doing enough, and asks the characters to investigate both the theatre and the bombings. Something must be done before more people are hurt. 1. The connection between the theatre and the bombings are false. Visiting the theatre it is soon obvious the ensemble members are nothing but comedians, though not very good. Searching the last bomb site, an i'Dreeni sacred place for meditation, turns up both DNA and unusual ingredients not previously found, pointing in the direction of a small racist community on the outskirts of the city. Going after them with brute force will make them fight fiercely, with the characters probably needing help from the police, but infiltrating the community and spying out the masterminds of the attacks results in less bloodshed. 2. The Living Theatre of i'Dreeni is indeed a radical group, going from talking to action under the influence of a new member, Guerau Clara from a small racist community on the outskirts of the city. Sneaking around in the theatre will turn up both suspiscious behaviour and bomb-making ingredients. But catching the terrorists in action is not so easy... (see above). 3. A new member of the theatre, Guerau Clara, is actually an agent from neighboring planet Gerdr, trying to destabilize i'Dreeni by exploiting the suspicions between the two species. As a professional he leaves very few traces, but as he is quite bad on stage, he's been forced to bribe the leader of the theatre, Biel Leek, to not be kicked out. In a hidden compartment in his small flat a communications device can also be found. A simple but tedious tracking procedure will after a while give all the answers. The i'Dreeni: Amphibian humanoid (Strangeness 2) with fish-like scales and spindle-shaped head and limbs (limbs almost appearing to be segmented). Behaviour: Patient. Living in monogamous hermaphroditic pairs, taking turns giving birth, and at old age becoming a third middle sex. Appearance: Human-like in general body plan and size. Well camouflaged in i'Dreeni coastal landscape (light colors - beige, pale blues, light grays): -20% in Spot skill when trying to see an i'Dreeni. Large eyes with third semi-transparent eyelid mostly used underwater. Functional clothing. Communication: Sound. Two versions of language: One complex for use in air and a simplified version used underwater often over large distances. Skills: Swim 90%, Hide 75%, Stealth 75%. Natural weapon: Low-poisonous sting on wrists to stun prey when hunting. On humans the symptoms are dizziness for 30 minutes (all skills at -20%). The i'Dreeni are living off small water-dwelling lifeforms and algae, hunting and farming them in terraced systems of pools. Simple, open, rural buildings are scattered in small groups, often interconnected with the pool systems, with both wet and dry areas indoors. Have graciously shared their planet with various alien lifeforms for about 100 years, slowly becoming a minority. The i'Dreeni are mostly rural while the aliens (many humans among them) cluster together in small cities. They use high technology but mostly avoid it.
  7. I Have purchased RoH and I'm very impressed, but I have queries on the some of the combat rules: 1. Page 112 - Area attacks, does this work? Roll damage, say 3d6, total 14, compare with armour, say 8. 'If the damage overcomes the armour rating' - as it does in this case, (14>8), then damage inflicted is full, less half the armour rating (4) so actually total damage to HP = 14-4 = 10. Ok, 'if the armour succeeds', say damage rolled is 7 vs. armour 8, 'the armour protects fully with any penetrating damage deducted from HP'. However, if the armour 'protects fully' by presumably being rated higher than the total of the damage 9as in 8>7 above), unless the weapon has a PV value there IS no penetrating damage. On page 113 it states that area effect weapons with a PV value only apply to direct hits. So, presumably if damage does not exceed armour rating and PV doesn't count, the damage in that case will always be zero (making the 'with any penetrating damage deducted from HP' statement on page 112 redundant)? 2. Grenades - do these always have a 3m blast radius? What about larger 'artillery' - blast radii for missile etc. these aren't listed. 3. The good old discussion about movement options still isn't clear to me. Are the options listed on page 107 exclusive: i.e. you can either: Change Stance (and presumably react/ attack) OR Fighting Retreat (move from contact up to score plus one attack OR one reaction) OR Move (with one attack and one reaction) OR Sprint (Dodge only, double move) Is Charge also instead of one of these exclusive moves or can it be combined with one of the above?(given that you get an attack and a double move, but forsake your reaction) At the core of the question really is, what is the maximum distance someone can cover in one turn, is it two times their move rate (from Sprint or Charge) or are they allowed to do these AND get a free move? 4. Multifire - VERY confused by this. On page 111 under 'firing bursts' it refers to 'each additional shot fired in a burst'. Given that you can fire one shot OR burst for each ROF point for a weapon, I have taken it that if you have an FA weapon with a ROF of three you can make three attacks in the round, each of which could be a burst. Where does it say how many rounds (shots?) are fired in a burst to inform the calculation for 'each additional shot fired in a burst' increasing the shooting skill by 5%? Also, when it says 'if the attack succeeds, roll to see how many shots hit the target' - roll what? If the assumption is that you can effectively empty a mag in one round, say split between three bursts, you might be adding 20 rounds to each burst, pretty much guaranteeing a doubling of your chance to hit, and then what? Am I then just making a random die roll to see how many rounds hit - say on 1d20. If I roll a 20, am I then rolling the damage 20 times? I assume not else auto weapons would be instant killers every time. The rules must have intended something else, but what? I can house rule this stuff just fine but I'd like to know what the authors actually intended here. A worked example would help! 5. Pump action shotgun. Is pumping the weapon considered a 'load' action, or something you can do as part of your attack (effectively making it a Semi-Auto weapon in rules terms)? 6. Suppressing fire - I declare suppressing fire, my opponents run into it. As written, they are hit automatically - no roll required? I'm assuming this can't be right, else it's harder to hit a target that you are aiming at (normal ranged attack) than it is to hit them with suppressing fire? 7. Panic fire - this isn't very clear. Let's say I'm surprised by gunfire and I panic. Have I read it correctly that this means all my own ranged attacks back are halved in chance until I run out of ammo? What then? How long does it last? do I get a chance to re-assess the situation and get back under control. What if I'm armoured heavily and the incoming fire is so weak as to be almost meaningless other than by Critical. Can I figure this out and check my panic? 8. Critical Hits and ignoring armour. On page 108 it says I do max damage with a crit, and double any PV value, but don't ignore armour. If my opponent attempts to dodge however (page 109), and fails, now armour IS ignored. Are these two rules in conflict? Thanks for any time you can give to answering these queries, Regards, Guy
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