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Messages - AlHazred

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31
The Regiment / Re: The Regiment // Space Marines
« on: May 20, 2013, 01:06:15 PM »
Psychic Powers and Librarians
Whenever psychic powers are used and you roll a match, cross one stress and a psychic phenomenon occurs (random table like in GHOST LINES? Steal EVEREYWHERE ;-) ).
Shamelessly steal the Visions of Death move from the AW Battlebabe.
“Picasso had a saying - 'good artists copy, great artists steal' - and we have always been shameless about stealing great ideas.” - Apple co-founder Steve Jobs

The Battlebabe visions of death move can be reskinned as the Augury psychic ability. Similarly, the Brainer deep brain scan move can be reskinned as the psychic Reading power with only a minor change in questions the Librarian can ask. Similarly:

Telepathy: When you assess the situation, roll+WARP instead of roll+TACTICS. You don’t have to interact with anyone to do the assessment.

Inspire: When your kill-team assaults the enemy, you can roll+WARP. On a 10+, hold 3. On a 7-9, hold 1. At any time during the engagement, you can spend hold 1-for-1 to:
o give another marine +1forward when they try to keep it together
o give another marine +1forward when they attempt a dangerous combat maneuver
o heal 1 stress-critical box

It looks to me like the Iron Arm ability should be maybe (2d tight quick) and maybe give 1-Tough, the Smite ability is basically something like (3d near ap terror - maybe have a psychic tag instead of ap), and the Avenger ability is probably something like (3d close burn [area OR messy] indirect).

Add one optional Librarian move that allows you to ignore or reduce or re-roll the psychic phenomenon.
I could see a move that allows the reroll at a cost: maybe -1ongoing or 1-stress or something.
Add one optional Librarian move that allows you to ignore or reduce (slash instead of cross) the stress received.
That's a good basic Librarian move. You can call it sanctioned psyker, which is more or less how that works.

32
The Regiment / Re: The Regiment // Space Marines
« on: May 16, 2013, 11:12:55 AM »
I was thinking about matched rolls as well, but I would say "any matched failure" triggers overheating.
I thought about the odds on the drive home from work yesterday and came to the same conclusion. This gives the right odds.

-reliable
This has to do with Jamming, yes? Since Jamming in The Regiment is more in the nature of a "bad outcome" of failing, I'm not sure I'd want to mess with that just using a weapon tag.
Hm… I think you are right, reliability and jamming would be too detailed for this approach, especially if you need the game quickly.
[/quote]I see this as a specific "spend 1-gear or don't use the weapon" exchange on a miss. I guess the reliable tag could eliminate that particular option for the GM, but that's not really a narrative thing.

Thinking about it in narrative terms, when the hero's gun jams in the movies, it's always at a dramatically appropriate moment. If he's firing a laser rifle, then instead of jamming it typically overheats in the sci-fi movies. They are basically just alternates in plotting the action scenes.

33
The Regiment / Re: The Regiment // Space Marines
« on: May 14, 2013, 11:58:19 PM »
-overheat
I could see a rule like this: "When using a weapon with this tag in an assault or attack move, if snake-eyes are rolled on the dice, the weapon overheats. The wielder takes 1d damage (ignoring Tough) and the weapon needs to cool down before it can be used again."

-reliable
This has to do with Jamming, yes? Since Jamming in The Regiment is more in the nature of a "bad outcome" of failing, I'm not sure I'd want to mess with that just using a weapon tag.


34
The Regiment / Re: The Regiment // Space Marines
« on: May 14, 2013, 09:37:33 AM »
That's a fantastic idea! Wish I'd thought of it...

35
The Regiment / Re: The Regiment // Space Marines
« on: May 13, 2013, 12:13:52 AM »
Yeah, it was thoughts along those lines (and the need for something simpler for the exhausted "Midnight Madness" gamers) that led me to the idea of the reskin. I don't have time (2 weeks) to do an actual hack, but a reskin should be doable.

36
The Regiment / Re: The Regiment // Space Marines
« on: May 12, 2013, 02:58:17 PM »
General

I will reskin "Grit" as "Faith: Zeal. Reduces stress taken from an attack, 1-for-1."

WEAPONS

Bolt Pistol (2d tight/close)

Bolter Reskin: Pulse Rifle

Hand Flamer (2d tight burn)

Flamer (3d tight/close messy autofire burn terror)

HEAVY WEAPONS

Heavy Bolter (4d near/far autofire suppress)

Missile Launcher Reskin: Rocket Launcher

37
The Regiment / Re: The Regiment // Space Marines
« on: May 12, 2013, 11:03:41 AM »
Playbooks

I'm thinking I can save time by reskinning playbooks from Colonial Marines:

Apothecary: healer. Reskin: Medic
Assault Marine: close-combat specialist. Reskin: schlaghund's Trooper
Devastator Marine: heavy-weapons specialist. Reskin: schlaghund's Gunner.
Librarian: psychic marine. Steal moves from the AW Brainer?
Tactical Marine: general-purpose marine. Reskin: Sergeant
Techmarine: augmented marine with cyberware. Steal things from the Synthetic and the AW Synthetic?

38
The Regiment / Re: The Regiment // Space Marines
« on: May 12, 2013, 10:59:22 AM »
Chapters

Black Templars: zealots who have carried out a 10,000 year religious crusade against the Enemies of Man.
Chapter Move: righteous zeal - 1-Faith
Playbooks: -Devastator, -Librarian
Organs: -sus-an membrane (allows suspended animation), -Betcher's gland (lets them spit acid)

Blood Angels: celebrated warriors suffering under the Red Thirst - battle-madness.
Chapter Move: blood frenzy - flight stress boxes are instead fight stress boxes.
Playbooks: all
Organs: all

Dark Angels: mysterious and proud warriors whose Chapter hides a dark secret.
Chapter Move: stoic defense - when you're holding your ground, you get 1-tough until you leave your position.
Playbooks: all
Organs: all

Space Wolves: fierce Viking-style Marines who seek glorious death in combat.
Chapter Move: wolf senses - when you assess the situation, take +1 forward. If you attempt a dangerous combat action using TACTICS, on a hit you also get +intel. (Maybe one or the other?)
Playbooks: -apothecary
Organs: all

Storm Wardens: clannish Highland Scots-style Marines from an isolated world.
Chapter Move: thunder's call - when you designate a single enemy and call them out to duel, you inflict +1d damage on them; if they attack anybody but you, they inflict -1d damage.
Playbooks: all
Organs: all

Ultramarines: virtuous exemplars of the Space Marine code.
Chapter Move: favored son - when the kill-team leader rolls to lead a new engagement, he takes +1 if you are in his kill-team.
Playbooks: all
Organs: all

39
The Regiment / The Regiment // Space Marines
« on: May 12, 2013, 10:59:03 AM »
So, my local hobby shop runs an event once a year called 40 Hours of 40K, which is a 40-hour marathon of Warhammer 40K themed events. They try to change it up so that it's not just miniatures wargaming - they have auctions, prize competitions, trivia, and a couple of RPG sessions.

I ran one of the latter last year, using FFG's Deathwatch game. The adventure was fine, but since I'm running an event halfway through a marathon, none of the players have the mental acuity necessary to play the complicated rules system; it's complex enough some people have trouble comprehending all the fiddly bits when wide awake.

So, I think The Regiment can be reskinned/hacked to do this quite well, and the system is simple enough that I think they players will be able to actually have fun.

Space Marines in the setting are genetically-modified supermen, religious zealots waging a war against the Enemies of Mankind. Each Chapter has it's own line of genetic material which it uses when a new Space Marine is chosen and the regimen begins. They receive implanted artificlal organs to give them superpowers and hypnotraining to develop abilities far beyond those of mortal men. Each chapter also has its own unique religious doctrine.

I'm thinking the chapters could each give the Marine one move, then they could select two moves from their playbook. I need to sit down with the rulebook and see what moves are appropriate for each type of Space Marine. "Grit" would be reskinned as "Faith." Smokes I'd get rid of entirely, since they're pretty monastic.

I haven't had a lot of time to play around with it yet, but I think it looks promising. Any thoughts?

40
Oooh! Shiny! Many thanks!

And by the way, the stuff you did for the Shooting Iron version of Talislanta was the best IMNSHO.

41
Apocalypse World / Re: On Charging for Character's Services
« on: May 08, 2013, 10:41:37 AM »
Ten of Swords' examples are pure gold.

42
Apocalypse World / Re: Mass Effect: Apocalypse
« on: May 08, 2013, 10:17:14 AM »
I noticed the link to the Infiltrator character sheet on the Obsidian Portal wiki 404s.

43
Apocalypse World / Re: Interesting Place Names
« on: May 08, 2013, 09:35:44 AM »
My game had "Dam Big" - the mostly-intact but gummed-up remnant of the Hoover Dam. They never did find out what kind of critters lived in the cloudy lake behind it, since they spent most of their time dealing with the scum of "Lost Vision," the remains of Las Vegas, not far away. In hindsight, I should have just called it "Lost Wages," since I don't think I ever hit the right note with the town.

44
Is there a template available somewhere for the cool-looking playbooks in the Alpha 2.5 playtest? I'd like to try to draw in some picky gamers at the FLGS, since this looks like the best RPG yet for Colonial Marines play!

45
Apocalypse World / Re: [The Afterborn] YA AW
« on: March 13, 2012, 04:19:03 PM »
The URL is malformed in your first post, there. Should probably be this link:
http://corvidsun.files.wordpress.com/2012/03/afterborn.pdf

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