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Messages - nisshan

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The Regiment / Re: The Regiment // Space Marines
« on: September 21, 2014, 01:25:14 PM »
Are those playbooks available somewhere? Sounds cool. I've wanted to run some 40k but was intimedatid by the rulebooks.

The Regiment / Run me through a typical fight
« on: September 15, 2014, 02:49:59 PM »
I'm gonna run The Regiment Colonial marines as soon as I get the chance. possible next week.
Pretty sure I can do decent job of it.

So how does a typical fight go?

How much harm will a xenomorph do? how many wounds will you normally give a xenomorph?
And how hard is it to take one down?

The magic and magic item part is what I'm having the hardest part. can all players take moves from the "Mage" playbook or should I restrict to some players and how?

I'm also trying to do a Scientist playbook and giving them the Research move.
could also be cool to have military chaplain basically make him a trooper with a couple of moves that boosts the other soldiers or harms monters

When you scrounge in the Dungeon you can find cool, magical or weird items.
To find out what they can do and how to use them you need to identify them.

This I'm thinking can only be done between session. With identify move or research move.

Research. roll +Tactics or +Lucky
10+ chose 2 7-9 chose 1 6- something bad happens
- find out what the item is/can do
- find out how to use it
- The brass is interested, gain 3-6 gear or smokes
- Learn something, mark xp.

Is that way to powerful a move?

using magic should be like using weapons but if a magic weapon malfunction or jams it is way worse than a normal weapon malfunction.

Long title well I'm basically trying to run this
modern day soldiers during old school DnD style dungeon crawls.
It can work pretty much exactly like colonial marines with a lot more monsters than Xenomorphs. But I've run into a few problems.

Magic, items, Melee weapons, Traps and going native.

first of traps this what I'm thinking

Traps. The Asses move can be used to asses a room. on a hit you get to know something. 10+ the gm answers truthfully to the best of his ability and a few follow up questions.
like "is there a trap in this room?" "yes, there is actually 2" "will I be able to disarm them?" "how dangerous are they?" and so on.
7-9 you get a straightforward answer.
6- Gm will tell you something true but incomplete. If there is a trap the gm can not tell you but will tell you something else.

When you asses a room you can also ask about the architecture and things like that to gain intel (which could help you when using Petition) or get an idea of where the good stuff is hidden. (which could help you when Scrounge)

A new move called Disarm Trap is needed
on 10+ choose 2 on a 7-9 on 6- you fail, the trap can do whatever it is supposed to.

- You disarm the trap
- you learn something about the workings of the trap
- you do it quickly
- you do it quietly

next items

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