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Thanks, yeah, I have a copy of the PDF. Never got around to more than glancing at it, though it seemed to be very old school (not a bad thing) and lacking a skill system (not so good). Still, for roll-up-a-character-and-go-kill-some-mutants gaming? Exactly what Mutant Future was intended to be, I think. If nothing else I'll mine it for ideas/stuff to steal for Gamma World.

Speaking of which, though I have yet to get a copy of the latest Gamma World, I did like some of the setting -with the Hadron Collider accident? A one time thing instead of constant change (especially the mutant powers changing -I hate that). I've got some notes down on the setting I'd like to use, so I could combine several universes/various earths. The characters would be part of a community run by the "Unity council" who are tryng to make a workable government/society out of the varous "pieces". An alternate 1950's where Tesla helped build a world based broadcast power (an electric 1955 T-bird for example), a 23rd century space faring earth (so there could be some Moon and Mars colonies and some aliens), a Middle Ages America where King Arthur and his knights relocated to await the time when they would be needed again, remnants of a 2025 earth where aliens invaded (maybe some cyberpunk elements) and whatever else sounds like fun* (dinosaurs?).

It would be good for the niece to experience a different game system -though I can imagine how that will go down at first:

Me: "Okay the mutant spider-goat leaps from the web and bites at you." *Rolls 1D20* "And it hits!"

Her: "What? Is this character that easy to hit? Firefly would have.... Nevermind. Okay, I'll dodge."

Me: "Yeah.... NO, no dodge in this game. Your armor and Dex bonus is already figured into the attack roll." *Rolls damage dice* "You take 12 pts."

Her: "Okay, and my armor absorbs how much of that?"

Me: "Uh, none. As I said, the 'To Hit" roll already counts your armor and Dex into your chance of being hit."

Her: "This game.... SUCKS!!"

:) Maybe not that bad, but another learning curve for sure.

*Full confession time. I have owned a 30 sided dice forever (bought on a whim), but never used it. Running a 20 sided based game means I can create an artifact like "Probability Gauntlet" and let them roll that 30 sided for attacks, etc. There will be some terrible side effect (minus the number over 20 from the other characters attacks?), and the things actually needs to be destroyed, but will they be Hobbits about it? Or seize the awesome power for themselves? :)

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Or you could borrow a page from the short-lived pulp adventure game DangerQuest: After a technological collapse (caused by terrorists) that prevented a high-tech Earth from blowing an approaching meteor out the sky, the 24rd century sees civilization worldwide about midway through recovery. But history is repeating itself. Isolationist Newmerica is battling gangsters and trying to rebuild its economy while a totalitarian regime threatens from Europe -- this time with actual, genetically modified super-soldiers. Robot gunslingers threaten settlers in the Central Plains. Swashbucklers, stage magicians with real powers and professional athletes battle villains in the East with flying cars and ray guns. Eldritch things are crawling out of the coastal ruins in the Northeast and the Gulf. Vice Vegas sits on the new West Coast, a lethal playground for gangsters and strong-jawed G-men. California is an island chain. And God only knows what's going on in South America, Asia, Africa, and the Mid-East. Mexico (controlled by neo-Aztec sorcerers) and Canada (controlled by loutish French-speaking terrorists) are both hostile powers, a closer threat than that Swiss tyrant.

The game system is wonky -- you'd want to use something better -- but the setting and illustrations are gold.

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My first thought was: "Where did the meteor land?" and then I wondered if that setting is even too crazy for my taste. :) Sounds pretty wild, but the last thing I need is another setting to try and convert over to a better game system. I could make you a list of all the possible games/settings I'd love to try out -and I'll need to be gaming in a nursing home 40 years from now to get through them all.

"You can have my dice when you pry them from my cold, arthritic hands!" ;D

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Finished up Assault on Precinct 31 this past Monday evening. I had revamped it to account for the extra hero (Collider) but then the player for Gunslinger got sick and didn't make it. We rolled with just the players for Firefly and Collider.

Now, this adventure was a change of pace, really a classic "railroad" type where things are set in motion well before the players get to do anything (no following a trail of clues/leads here -it was all about fighting for survival) and only one real course of action. The police at Precinct 31 had arrested a driver that night (Wesley Thomas) for DUI and probable Identity Theft, and the guy phoned someone who he claimed was his older brother -and the quasi-villain (depending on how you view things) Harvester. Confident his older brother would soon arrive Wesley was talking trash and giving warnings to all who would listen. Police Chief Douglas Savage called in a prison transport van to get Wesley taken to a supers containment facility in the Seattle area, and our heroes were asked to escort the van back.

While they are in the station trying to get information out of Wesley about what his brother is capable of (along with adding ankle restraints) a moving van pulls into the parking lot, they hear a faint humming noise, and then the lights go out. The emergency generator kicks in, the moving van screeches away back down the road, into the fog that suddenly appeared. It passes the arriving prison transport van and the heroes spend a couple minutes checking it out and noticing that the internet is down, land lines down, cell phones with no signal, etc.

Thinking this all must be something Harvester can do, they pile into the transport van with Wesley and start down the road. They quickly encounter a man running out of the fog, yelling for help. Calls himself Dr. Sam Tilson who was just kidnapped by Harvester who wanted to use his experimental Dark Matter Amplifier to boost his sonic powers. An 8m long slime-worm comes out of the fog and attacks the van. They drive it way with a few energy blasts and then stop at the gas station/mini-mart nearby. A swarm of huge insects is trying to get at a man trapped in his pickup and they rescue him. Going into the darkened mart, they get some snacks from the deli and free ice cream (no power, so why not? reasons Nigel White the assistant manager).

They were convinced that a part of some other world had been brought back here to earth, it took a bit for them to realize (like finding the road ending at a swampy lake with the moving van half submerged) that THEY had been the ones to get moved to an alternate earth. Dr. Tilson headed back to the station, while Collider went to rescue the doctor's equipment out of the van and Firefly was asked by Chief Savage (police radios still worked) to check on a nearby home that had also come through with them. Collider enjoyed taking out the creatures, while Firefly just wanted to get the equipment back and have the doctor get them back home. Collider found a cooperative Harvester who also wanted to get home, so they called a truce and brought back the van after he "downsized it" and pulled it out of the swamp.

I need to add that when they first got to the mini-mart they asked "Did any of you see a moving van go by?" With a straight face Nigel replied, "Do you mean a moving van? Or a van in motion? Or a moving van in motion?" You probably had to be there.

The niece went to check on the Chang house, actually hoping that, "Maybe they are already dead and I can get back to helping save Dr. Tilson's equipment." Instead, of course, she had to rescue the retired couple (and their yappy little dogs) from a couple of giant tentacled-frog creatures. Yes they tried to catch Firefly with sticky tongues. :) She beat them easily, and noted they were distracted by the scented candles around the Chang home.

Getting back to the station, she found some bipedal creature breaking into a car, searching for, and finding some batteries. The creature pulled out a Sony Walkman and tried to play a cassette -but it was too badly corroded to work. Firefly realized this was a human male in disguise -in fact it was George Walling a man who had disappeared over 20 years ago while hiking in a thunderstorm. His mind was nearly gone, and all he wanted was to hear "The greatest band in the world, Skid Row, one more time." The niece rolled her eyes and said, "What a loser!"

Chief Savage was amazed that the guy he helped look for as a rookie was finally found. "His family came up every year for the first decade or so, and we used to joke around the station 'Where's Walling?' when looking at maps." he said. Yes, I snuck in a "Where's Waldo" reference.

They beat a final wave of floating tentacled sphere creatures and one final "boss", and get zapped back to their earth. Chief Savage and the heroes look the other way as Harvester and Wesley take off. The station was badly damaged at that point, everyone was just glad to be back after fighting "Crabzilla". :)

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This week was rather iffy for gaming with various schedule conflicts that came up, so we were going to try for this Wednesday to play. I was surprised then, when my niece texted Monday afternoon wondering about doing a solo adventure for Firefly that evening. Why not, I was still writing up the "Drug Lords of the Sonoran" (which is very much a group adventure with all the villains) so I needed a quick solo adventure.

I dug around and found an old issue of White Wolf magazine (#12) with a short CoC adventure called, "The Knocking Box". It takes place on a train, and involves a mysterious crate in the cargo car. The plot being a man has a CoC creature captured and it will be escaping from the crate. I had run this scenario twice before -once "as is" for CoC, and years later, heavily modified for a pulp hero campaign. The pulp version was very close to a standard supers adventure, but I needed to update it (again) from the 1930's setting. The basic plot I turned it into is scientist bringing back mysterious meteorite with supposed powers (radiation) which was stolen by assistant from cult/warrior monks who are tracking it down.

*Eases into rocking chair* Okay, for all you young gamers out there, you have it SO VERY GOOD with all these internet resources! I never tire of pointing that out, especially compared to how it was "back in the day". :) I was able to jump online and soon had some excellent diagrams of Amtrak train cars of all types (passenger, dining, one with a theater, and so on). I cut them out and taped up the whole train, making a pretty cool map/prop.

Using her background as an entomologist, I decided Firefly was cruising on down to San Francisco with a friend/biologist for a conference on "Killer Bee Containment". She mingled with some other passengers in the Deluxe (First Class) car, especially a Professor Manfred Sigler who was just back from collecting meteorites in the Siberian/Eastern region. He had two assistants, a Russian woman named Roza Sternova and a Tibetan man named Choden Dharghey. Prof Sigler was deathly afraid of flying, hence the train. Plus Amtrak was running a nice promotion. Firefly is visited that evening by Choden, offering to sell some "extra samples" to her, since she seemed interested in being a collector. She said she'd think about it.

Meantime, a Tibetan beetle mutates (6' long) in the crate with the "Star of Kathmandu" (radioactive meteorite) and breaks out, spraying the compartment with an acidic cloud from its defensive glands. The Coach car is evacuated as the smell spreads and in Firefly costume she goes to investigate the commotion. I used the illustration of the Parn (or sword beetle) from Gamma World, fyi. I had it cutting through the locked cargo door as she arrived. They fight; it retreats into the cargo room and sprays away. She opens windows outside, then goes in to finish it off. She identifies it as a Tibetan beetle, mutated of course.

Prof Sigler and assistants arrive to gather up meteorite samples spilled all around. Firefly is distracted a bit by searching around for more insects that might get mutated. Afterwards, she goes to talk with Choden (thinking she can buy the radioactive one or at least get more info), who is being roughed up by a large muscular fellow (a Tiger-man type clone if you will). Choden seems to be blaming her (not speaking Tibetan herself) and she is attacked by said, Tiger-Man. She wins, figures Choden has run back to his room or to the Deluxe cabin of Prof Siglers and races there. She is stopped by a Warrior-Monk-Priestess (Sadhana) and they battle it out. Firefly was actually losing this battle (down to 7 hpts), when I had Prof Sigler show up and speak enough Tibetan to call a truce.

Realizing Choden was the real culprit, Sadhana and Firefly race to the deluxe cabin but the Star of Kathmandu is gone. Looking around, they hear some passengers talking about the man who jumped from the train, so they race back down the tracks and find Choden. Sadhana easily gets the meteorite from him and the three Tibetans head back home.

It was a fun, two hour solo adventure. Reminded me again how when you are alone and the dice rolls go south -well, things can turn ugly in a hurry. :) Other than the beetle, it was the classic comic book "misunderstanding battle" so Firefly was never in serious danger of falling into "enemy" hands.

We are looking at getting together again this week (all three players) and starting the "Wedding of Lanky and Gale" or "Drug Lords of the Sonoran Desert" as I call it. I seldom share the adventure titles with the players till afterwards BTW. :)

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Apologies if someone already posted this, but tell her not to be intimidated by more experienced gamers. I made that mistake and ended up being a quiet support player for most of my time in my previous group. My partner is going to play for the first time soon and I've told her not to be afraid to just do something as bad choices can lead to the best memories in gaming.

In my last group, I heard stories of accidentally throwing acid in another character's face, accidentally killing everyone with a fireball, accidentally shooting someone in the arse with a crossbow, using a dwarf as a missile weapon and accidentally killing a party member, the list goes on and on and all of them are funny. In-character banter is fun too

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Like most things, we tend to need experience before getting more comfortable. She is a "natural" gamer though, and has progressed quickly given she has played all of five adventures with one gaming system. She actually Googled "playing RPGs" before asking me about teaching her to game. I don't remember telling her or talking about "solo adventures" (though it could have been mentioned in passing) so she must have read about that online (which is why she was talking about using Skype to play when we first started). We did talk about "gaming styles" the other night, as she sees the contrast in how the Collider and Gunslinger players approach things, and felt like there should be more team planning/cooperation versus reacting to events.

Part of that might be the fact the Collider player knew rather quickly the "Precinct 31" adventure was a "survival mode" more than anything and reacted by blasting away early and often. Of course, he has not gamed in some time either so I think he was eager for an excuse to roll lots of dice. :)

If you have gamed for some time, you end up with hilarious (maybe funnier than at the time it was happening) stories of character death, total party kills, etc. Years ago I gamed with one player who had an almost uncanny ability to get his character killed off every 1-2 sessions, usually by doing stupid stuff and/or taking critical damage even in combat with weak opponents.

Anyone here actually do any online gaming? I would think we are getting close to having it as a viable option, but just like online videogame football, it is best when you are in the same room.

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Anyone here actually do any online gaming? I would think we are getting close to having it as a viable option, but just like online videogame football, it is best when you are in the same room.

Definitely! Seeing a person's expression when they fail a roll or when they try something tricky and succeed, it's great, the whole group gets in on it :D

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Anyone here actually do any online gaming? I would think we are getting close to having it as a viable option, but just like online videogame football, it is best when you are in the same room.

Yes. I GM a group of Pathfinder gamers on a weekly basis. We play using Fantasy Grounds 2 and Skype in conjunction. FG2 has all the tools for running a campaign ( mapping, tokens, story, die rolling, combat tracking etc) and Skype adds the voice element to help speed things up a little instead of having to type everything. I don't do any FtF gaming so I look forward to the weekly session on line.

Why Pathfinder ? The GM who got us into FG ran us through a BRP scenario then later admitted that he would rather play Savage Worlds. After he had to quit the SW campaign I decided to GM. Because I have been collecting the PF stuff, and have lots of resources to use, and because BRP gamers aren't as numerous I started a PF campaign about 1.5 years ago. I had been playing pbp online in a RQ2 game and GMing RQ2 pbp, but once we tried FG2 we couldn't go back to the slow pace of pbp.

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One of the other free alternatives for on-line gaming are the Google Plus Hangouts.

G+ Hangouts effectively combine a video and audio chat feature with the ability to restrict your meeting to named participants.

On top of that you can add any number of die rollers and Virtual Table Tops. The Google Docs feature offers the ability to have an on-line document store for the game for handouts. G+ has a screen share feature that allows you to bring up a picture on your PC and share it with all the participants.

Roll20 is the most used of the VTT add-ins as TableTop Forge has recently merged with the Roll20 platform to add in G+ Hangouts as an option to the existing roll20 server based (like FGII) hosting.

There is a D100 community already set up but it's easy to make your own circle for your own gaming group and post just to that.

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Yes, I would look to find a BRP group online if I was not able to game locally. The tools should be just get better and better in the next few years. I would not be surprised to see someone do an "Indie game/app" for Xbox Live that would let you roll dice with your controller, group chat, and so on.

After texting with the niece about online gaming, we might try it in the near future just to see how it goes. We could try for a mix of face-to-face and online.

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Yeah, falling behind in updating this thread. We gamed last Wednesday (and missed this week due to one player being sick and another dealing with a flooded kitchen/plumbing issues), starting the "Drug Lords of the Sonoran Desert" adventure.

First, once you do some research on the drug smuggling, human trafficking, illegal immigrants, and corruption on both sides of the border by various government agencies? Adding villains is just icing on the cake. This has turned into one of the biggest single adventures I've ever written, at least in terms of the sheer number of NPCs and villain groups. Two Mexican super villain groups, one American super villain group, a couple Mexican super heroes, several "neutral" super powered NPCs, a volunteer "Border Militia" roaming the desert in dune buggies, shady corporation testing of combat robots/virtual fences, and of course the wedding of Lanky and Gale. It almost writes itself.

This should end up taking about 5-6 game sessions to play through. I really think you could base a mini-campaign on just the issues with the Mexican-American border and a group of heroes trying to "clean things up".

The heroes were invited down to Yuma, Arizona for the wedding, arrive a few days early, and are attending a rehearsal when a DEA agent arrives to question Gale Tempest about her alleged past involvement with a Mexican gang. Agent Takemoto threatens to take Gale into custody for a few days, wedding or not, but relents when she asks the heroes to help investigate what is going on in Southwest Arizona. Agent Takemoto is worried about a war between the existing powers-that-be and a new gang lead by someone called, "Red Leader" and wants any and all intel he can get to figure out who the players are and what they are up to. Gale won't trust the DEA with anything she knows, but gives the heroes a lead on a coffee shop owner with criminal connections.

They end up at the "Cross The Border Coffee" shop, talking with a game named Rusty, who eventually clues them into a company working on building a virtual fence (needing more investors of course) along the border and Rusty implies that some in the corporation might be willing to look the other way while letting certain groups cross the border. In fact, word on the street was that something was being smuggled across the fence testing area tonight. They spent the rest of the evening investigating the local office of the corporation, following Gale Harris the Spokesperson to her home (where Firefly snuck in and grabbed her laptop) then heading out into the desert where the five mile section of virtual fence was installed (which btw was sensors buried in the ground to detect foot, vehicle and low flying plane vibrations). Once out there, they were surprised by two robots bursting out of containers buried in the sand. The Borderbots took down Collider, and damaged Firefly a bit before being taken out.

Rusty, as an investor in the company (which the players/characters thought would be a good investment too actually) knew they wanted to test out both the fence and the Borderbots who were designed to combat and capture drug smugglers. What better combat test than a group of super heroes? After this, Rusty will give the players a real lead on one of the local drug gangs.

If things go as planned, they will fight three different villain groups before getting to Red Leader and the truth about what is really going on. In short, the heroes will be manuvered by Red Leader to take out the other gangs and leave his group as the only smugglers left along that stretch of the border. I don't know yet how the players/characters will react to crossing into Mexico if necessary -and in the end it will be.

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  • 2 weeks later...

Continued the adventure this past Wednesday. Since we had skipped a week, I did a recap of what had gone on, who they had talked with, and now they were back at the Cross The Border Coffee shop to chat with Rusty again. Rusty pointed them to the IceWork factory, an ice factory and distributor. Owned and operated by a guy named Jack Frost ("Probably not his real name.") it was rumored to be part of a distribution network for one of the drug gangs.

"You send drivers out to deliver ice and they can drop off... other items along the route." noted Rusty. What is really going on? Jack Frost, aka Snowman, went straight years ago, turning his ice powers to business ventures. He was having his factory in Yuma built when he showed up on site and found the contruction company had started building a tunnel across the border to Mexico. Jack sealed up the tunnel with ice, fired the construction company and had the factory finished by an honest contractor. It was the Los Elementos gang that was behind it. This was about two years ago.

A couple weeks ago, Red Leader sent a couple goons to Iceworks, posing as Los Elementos gang members, to demand that Jack Frost work with them or face having his factory attacked. Alarmed Jack has hired back a half dozen of his old gang members ("Snowmen"), armed them with ice pistols and hired more muscle in Security-Snake (a mutant with the lower half body of a giant snake who works as a bodyguard/private security force). Of course, what Jack considered a show of defensive force looked really suspicious to the player's heroes. Just as I had hoped/planned. :)

After a 1/2 hour of plotting and planning, our heroes decided to ambush one of the delivery drivers and take his truck, using it to sneak back into the factory. Easy enough, as the guy was just a normal Joe, but then they had to take out a couple of the Snowmen, then Security-Snake found them trying to stuff yet another unconscious body into the back of the delivery truck. A surprisingly long battle ensued between the three heroes, Security-Snake and two more Snowmen. Poor rolling all around and both Gunslinger and Collider nearly ran out of energy.

I had Jack Frost step out, throw a snowball, and yell, "I told you people, NO WAY am I letting the Los Elementos gang use my business to distribute drugs!" That prompted a conversation that ended with Jack offering up two possible leads for them to follow.

One lead is Border Patrol agent who might be on the take. This will lead them to the Lowe Museum in Yuma, where the Los Elementos gang has a hidden underground base and tunnel across the border.

The second lead is that a local vet clinic has treated the centaur-like members of the Los Mulas De Drogas gang (according to the girlfriend of one Jack's delivery guys who works at the vet clinic anyway). This will lead them to the Los Mulas De Drogas cave complex/base out in the desert mountains, just north of the border.

You can usually count on the players to follow the trail of leads, so things proceed along a certain path, but I did want to give them some options -or at least the illusion of choice. :) Eventually, they will have to deal with both gangs, and then Red Leader, but it should be fun to hear them argue which lead to pursue first or would they dare to split up? =O

I should also note that the players were annoyed that Jack Frost was not exactly "the bad guy" they were after. They took some convincing and a long look around the ice plant before they accepted he was at least semi-legit. So, after two "wild goose chase" parts to this adventure, they are eager to battle the real villains -and then they can feel like they are getting closer to resolving this whole border/drug war mess.

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  • 1 month later...

Thanks to one work project ending, and going through two others before finally getting a stable schedule, it took us until this evening to play again. The niece is now back to work on a temp job too, so we finally decided Saturday was the day to play. Even then, the player of Gunslinger got to feeling ill and went home just before we got started. :(

On a side note, I think we will be playing on Saturday evenings now, it seems the best for everyone. I am going to try and recruit another player, one that might take the place of my brother-in-law if he is unable to play all that much going forward.

I did a five minute recap of the adventure so far, and then they (the players for Collider and Firefly) decided to follow up on the Sonoran Vet Clinic lead. Firefly snuck in to look around the clinic while the two vets (a husband and wife) drove off to meet a Dr Mia Tavares in the desert. They were setting up some kind of lab or something out in the desert it seemed. The players followed them and found three semi-trailers, converted into a mobile clinic, and treating several families of illegal immigrants who had been abandoned out in the desert while being snuck across the border. Found by Warhorse and Cimarron they had been taken to the mobile clinic for treatment.

The heroes waited for the Los Mulas De Drogas members to leave the moblie clinic area (they were in the middle of smuggling stuff into Yuma) and confronted the vets and Dr Tavares about helping/working with drug smugglers. It turned out that drug profits had helped pay for the mobile lab, and Los Mulas De Drogas often smuggled over medical drugs to treat cancer patients without medical coverage. A bit of a moral quandry for our heroes, who finally decided they still needed to stop Los Mulas De Drogas even if they were doing some good deeds.

Chasing after Warhorse and Cimarron, there was a running battle that left Collider with 7 hpts and Cimmaron knocked out. Warhorse carried her away while Firefly carried Collider and went after them. Collider meant to hit Warhorse with his "mass blast" to add weight to him and slow him down, but fumbled ("00") and instead hit Firefly and they both went down under the sudden weight increase (+16 SIZ versus her 16 levels of flight). By the time Firefly recovered, Warhorse and Cimarron had escaped into the desert night.

It was a solid three hours of gaming. Lots of talking and some hand wringing, followed by a classic fight that ended with some embarassment on the part of Collider. I should mention they had taken out a couple of the Los Mulas De Drogas human guards, who they questioned and now know that the Los Mulas De Drogas have a base established at the legendary (and mostly long-lost) Santiago mine.

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Perhaps this is the wave of the future... remote gamers playing virtually...

While a virtual group is way better than no group at all (and I do like the idea of having a global gaming group), I always enjoyed the face to face interaction of sitting round a table... that being said, I found and courted my wife on Facebook, so I can't criticise :) ...

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Ltfrostaa [Edit]

1 Hour Ago at 20:07

How is Fanning a gun works??? Its -1 to Dexia rank and -20% but what happens when u shoot multiple Time??? -20 each at difficult? Please help? Had trouble figuring out what s the utility to The skill Two firearms fighting style, what the différence about this and the 2 weapon fighting in BRP main book?

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Ltfrostaa [Edit]

1 Hour Ago at 20:07

How is Fanning a gun works??? Its -1 to Dexia rank and -20% but what happens when u shoot multiple Time??? -20 each at difficult? Please help? Had trouble figuring out what s the utility to The skill Two firearms fighting style, what the différence about this and the 2 weapon fighting in BRP main book?

I don't know if it will answer to your exact question, but you can find some precise rules about guns in the page 254 of the big golden book Basic RolePlaying System.

Here is what you can read about multiple shots:

Unaimed Shots

The attacks-per-round entry for ranged weapons assumes that your character is trying to hit a target directly, and is making an attempt to aim. If you wish for your character to spray an area with shots, such as if providing covering fire, and accuracy is not a concern, you can double the weapon’s attacks-per-round, but the chance to hit is reduced to ¼ your character’s skill. If there is more than one target the gamemaster should determine randomly who is struck. At the gamemaster’s discretion, if your character is prepared, equipped with a laser sight or equivalent targeting device, and has a weapon skill of over 60%, the chance to hit is not modified.

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Not sure why a laser sight would matter if you are just shooting without aiming? I would let the player roll an attack (at 1/4 chance) versus every target within the area being shot at and assume they have an empty clip or power cell when done "spraying and praying". At best I would allow the characters with skill level at 60% or better to have a 1/2 chance to hit when doing this.

In case some of this was in reference to Gunslinger and his Rapid-Fire power? He gets to fire a three shot burst at any single target (one attack roll with a 1D3 roll for number of hits) or split his attacks among two or three targets (seperate 'to hit' rolls for each target and a 1D2 for number of hits on one of them). All Rapid-Fire attacks are at -5% per attack over one (so -10% to Gunslinger's accuracy). Only the first shot can do "critical" damage. Gunslinger also pays the energy cost for each shot, so he burns through A LOT of energy very quickly. More than once he has ran out of power and had to resort to his old normal revolver or grabbed any weapon at hand.

As with many things in gaming, if it becomes something that every character wants? It is probably an exploit of the gaming system.

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Thanks Gollum! Sorry for the strange way to explain my question. English's not my first language :) just another question. In the monograph Aces high they put a new skill: two firearms fighting style. How did he works exactly? Isnt it basicly the same rules for 2 weapons fighting in BRP basic book? Thanks again

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Not sure why a laser sight would matter if you are just shooting without aiming?

I suppose that it is due to the fact that, with a laser sight, you directly see the red dot on the target. So, at short range, you never really have to aim, that is, to look through the aiming device of the gun.

Now, like you, I don't know why it gives no penalty at all and doesn't just reduce the penalty from one half to one quarter of the skill... And I also don't know why this penalty starts with a skill of 60% and not 51% (professional level) or 75% (expert level). What does mean 60%? It's not very clear.

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Thanks Gollum! Sorry for the strange way to explain my question. English's not my first language :)

It's neither mine as you can have noticed it with my grammatical mistakes...

just another question. In the monograph Aces high they put a new skill: two firearms fighting style. How did he works exactly? Isnt it basicly the same rules for 2 weapons fighting in BRP basic book? Thanks again

Oh, sorry; I don't own this monograph... So, I let others answer here.

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... In the monograph Aces high they put a new skill: two firearms fighting style. How did he works exactly? Isnt it basicly the same rules for 2 weapons fighting in BRP basic book? Thanks again

Not quite.

In BRP big gold book p. 233 the second attack occurs 5 DEX Ranks later than the first and is a Difficult roll.

In BRP it is assumed you have two seperate skills, a Right hand skill and a Left hand skill.

In Aces High p.17 both attacks can occur at the same time or alternately. If attacking at the same time both attacks are Difficult, but alternate shooting (left, followed by right, followed by left, etc.) is at your normal chance to hit. There is no penalty for using a weapon in your 'off' hand.

In Aces High you get a single skill that is applied to both Left and Right hands.

Edited by MrJealousy
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