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Messages - Spwack

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121
blood & guts / Re: How much damage does a proton beam do?
« on: October 17, 2015, 12:34:30 PM »
A small craft (scout, anti-personal etc.) counts as a small gang, a medium sized ship (say, larger than an X-wing, but smaller than the millennium falcon) counts as a medium gang, and a large ship (millennium falcon or larger) probably doesn't even have to roll against most targets. They just die. But against multiple other ships, it counts as a large gang.

122
blood & guts / Re: How much damage does a proton beam do?
« on: October 17, 2015, 04:07:07 AM »
Ok, it looks like I can just use the walking suit for small spacecraf, the larger weapons for midsize and the building harm rules for the larger ones. Thanks vincent!

While I've got you, what's your opinion on spacecraft (or other really large and high-spec vehicles) counting as gangs?

123
brainstorming & development / Re: Snuffed - A Morbid Hack
« on: October 16, 2015, 12:51:19 AM »
AW has 5, which I feel is a good balance. I made a Gloom into a trickster-haunter, working behind the scenes to manipulate silly mortals into screwing themselves over. Is that the kind of thing the Loci/Poltergeist does, or is that solely the purview of the Gloom?

The physical armor to arcane armor was exactly what I was thinking. Is there a way to get armor apart from moves? Can it be purchased with Creep?

124
blood & guts / Re: How much damage does a proton beam do?
« on: October 15, 2015, 10:28:09 PM »
Space Marine... Mammal?

o.O

All right, this I have to see.

125
brainstorming & development / Re: Snuffed - A Morbid Hack
« on: October 15, 2015, 09:11:02 AM »
Every single basic advancement? But what if I never have use for Sly, already have +3 Wrath, or don't really want to go for moves from different playbooks?

But ignoring all of that:


Signature.

Moves.

Are awesome.

I really like how it's not possible for other playbooks to take Sig Moves from other playbooks, really works well with the capstone idea you've got going.

(My one criticism of the Sig Moves, is WHY WON'T YOU DIE makes Needs More Gun obsolete. I like both moves, I just wished they synergised somehow)

If you don't mind me asking, what other playbooks do you have in the works?

126
brainstorming & development / Re: Snuffed - A Morbid Hack
« on: October 14, 2015, 08:51:34 PM »
I love the Ripper. I have a penchant for violent characters with simple solutions to difficult problems i.e. HIT THEM IN THE FACE. Is there any way a Ripper could get more weaponry?

EDIT: Just spotted the ability to spend Creep for stuff, sounds good. It looks like the Ripper playbook has an error, it says "Vessel Signature Moves" in the appropriate space. Additionally, at what point can signature moves be selected?

127
blood & guts / Re: How much damage does a proton beam do?
« on: October 13, 2015, 10:56:24 PM »
Of course. The ship would be a highly strung piece of equipment, never to be relied upon and extremely dangerous (both for the pilot and whoever it is being pointed at). I'm planning on having them be forced to rely on a hardholders goodwill for fuel, manpower and equipment. Any other limitations that I could use?

128
blood & guts / Re: How much damage does a proton beam do?
« on: October 12, 2015, 06:25:14 AM »
Ok, straight up, I had no idea about all that. The blowtorch imagery really sticks with me. But while this:


Firing a firearm at or inside of a non-fortified vehicle that will be exposed to intense heat or pressure is potentially enough to cause complete disaster if you're unlucky.


Is totally true, even in AW, one would hope that a savvyhead smart enough to build this stuff would be smart enough to attach some chassis armor. When I say spacecraft (especially small spacecraft), I think more of a space-worthy jet. With, like, magic doohickey engines that work equally well in a vacuum as in an atmosphere, and (much slower) thrusters that allow them to hover.

One interesting consideration is the whole "intense heat and pressure" thing. Is that just reentry, or take-off as well. Either way, compared to movie-type spacecraft, our reentries are crash landings. Straight up. The whole idea of a slow take-off and reentry is to avoid the whole "smacking directly into the atmosphere and almost burning up". A single shot (while in the atmosphere) wouldn't do much if you didn't have to deal with reentry. Right? Now, in a vacuum... but yeah, I agree, 3-armor is probably the max, maybe even 2. What do you think about having them count as gangs depending on size?

129
blood & guts / Re: How much damage does a proton beam do?
« on: October 12, 2015, 03:40:51 AM »
Ok, maybe not a small ship coming under concentrated, direct fire from multiple sources. When I say small arms fire, I mean one guy, one handgun. Not sure if that was the correct terminology, but hey.

One thing regarding real life vs. movies, Battlebabes can get Impossible Reflexes. They get the same amount of protection from a bikini as a flak jacket. So... yeah. I do see your point though.

130
blood & guts / How much damage does a proton beam do?
« on: October 11, 2015, 07:36:09 PM »
...among other questions. Basically, the savvyhead met with a whole lot of other NPC savvyheads, and I have a sneaking suspicion they want to build a spaceship. For reasons unknown. It's a nice long term goal, so I need to start thinking about it. Here's what I've got so far:

A small ship (scout, personal etc.) won't give a flying f*** about small arms fire, so it would have to have at least 3-armor, maybe more. It's armaments would probably be slightly stronger than it's armor, so either 4- or 5-harm. However, I feel that against ground forces (especially dumb ground forces) a ship would have a distinct advantage. To represent this, I'd say a small ship (1 or 2 seater) would count as a small gang for the purpose of fighting against other groups, or ships, but take harm the same as other vehicles.

However (and this is the part I'm not sure about) highly mobile ships in movies nearly always rely on the pilots fast reflexes and dodging shots rather than shields and armor. For this reason, I've put together this:

When controlled by a highly skilled pilot and accelerating faster than it's opponent, this ship counts as one size larger than normal.

It's actually quite efficient, deal +1 harm, recieve -1 harm, and the damage reduction from dodging and weaving is ignored by area weapons. I have some ideas for larger ships as well, I may add those later. What do people think?

EDIT: Forgot to mention, any unusual flight maneuvers requires Acting Under Fire, the fire being you crash and burn. Pilots are cool. Your co-pilot might be using the onboard sensors to Read a Sitch, or Going Aggro with those proton torpedoes, but pilots are always cool.

So, with medium to large ships (think Millennium Falcon), once again, they count as a gang for combat once again, and probably have large amounts of armor and firepower. AP is probably the only type that will go through their shields. For these massive ships, the vehicle rules probably won't cut it, and they can take 8 or more harm before exploding. Would they need anything more? Perhaps room for more equipment and firepower, but that should do it.

With truly massive ships, the normal rules break down, they are moving terrain types. Each turret is a vehicle in its own right. You either drop one tiny explosive into the air vent that obliterates it entirely, or you leave it alone. I vaguely recall rules for damage to buildings, where nothing less than 9-harm would have any structural effect. Perhaps that might work?

131
Apocalypse World / Re: Apocalypse World sans MC
« on: October 09, 2015, 03:35:39 AM »
Ok, so I've looked at Dreams Askew, and I like what they do with fronts/situations. Could that work with AW? Have everyone discuss something they are interested in, then have someone removed from the situation write and run the front?

132
Apocalypse World / Re: Apocalypse World sans MC
« on: October 08, 2015, 10:47:02 PM »
Thanks for the advice everyone, seems that running it "MCless" would in fact result in everyone taking part of the job, and everything falling to pieces.  Can you describe Dream Askew to me? The front page reads like an AW hack, but what makes it different?

133
Apocalypse World / Apocalypse World sans MC
« on: October 07, 2015, 10:02:14 PM »
I'll be frank with you: I'm a simple man, with simple tastes, and I want to shoot some things. Unfortunately, I am the DM/MC/whatever in my group. Flat. We tried doing round robin DMing in a 5e game, and that went... Ok? I guess? But now we are back to the status quo. My question was, has anybody tried AW completely without an MC. So far, I've wholeheartedly embraced the idea of declaiming responsibility for scenic elements, names, locations and some NPC equipment, leaving almost half of it to the players. Does anybody know what would happen if the other half was dropped as well. Obviously PVP would need an impartial mediator, but those situations can be dealt with on a case by case basis. Whenever someone rolls a 6-, or takes a 7-9 with an unnamed downside, the MC moves list are there. All the other moves have their mechanics laid out in quite exact detail. Of course, I know I've missed some serious drawbacks to an MCless game, but I'm not quite sure of their specifics. Can anyone see any serious issues to this, and maybe solutions? Everyone would have to be at least proficient at the mechanics and barfing forth apocalyptica, but that is kind of a given.

134
Apocalypse World / Re: Twisted: A Disturbed AW Hack
« on: October 07, 2015, 02:08:06 AM »
Idea working off of the above: when you go beyond six "mutilation", you are out of action for some time, and gain 1 'broken'. When (if) you wake up, roll+broken. On a 10+, you heal all mutilation, become an NPC and go on a murderous, useless rampage. Make another character, unless the things that you know care enough to try and fix you. On a 7-9 you wake up at 6 harm, and can only ever be fixed to a minimum of how broken you are. On a 6-, you can choose to maintain your current level of broken, or take the penalty and +1 to a stat (chosen by MC depending on the cause of death). Basically, each time you are serious damaged theirs a cumulative chance that you snap (or rather, become mindlessly insane), you are a little less structurally sound, but you might become more bloody, nasty, filthy, or twisted then before.

Finally, an improvement after the fifth is "a peaceful death". This replaces "retire to safety".

135
Apocalypse World / Re: Brainer gear usage
« on: October 05, 2015, 05:59:19 AM »
Ah, so if an NPC is well equipped to make brainer gear from scratch, they probably are more interested in mind screwing you than selling you stuff. Also, l think brainwashing scrubs into giving the savvyhead their shiny things would be a great way to get new toys. Cheers guys!

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