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Grimace

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Everything posted by Grimace

  1. That's kind of difficult to ascertain. You would definitely be increasing the number of dice that need to be rolled, and your difficulties would be increasing possibly above 31, which kind of smells a bit of "inflated munchkinism". Honestly, if you're going to work with the concept of just one roll for activating Force powers, it would probably be better to just use the one primary Force power and then subtract a couple dice for each added Force activation that would normally be needed. So if it's a Two Force Power activation ability, you just figure out which is the best Force power, subtract a die or two from it, and roll vs. the regular difficulty. Success means the ability is active, and it's done in one roll. Failure means they couldn't concentrate enough to activate that Force ability.
  2. I'm not sure if adding a Wild Die roll for attrition would be a good thing. Like you said, might be too "swingy". And the only thing I could suggest when you write this up is to give some "examples", but with the stated exception that the stats are all "best guesses" and can fluctuate based on the setting.
  3. And yes, you would have a new factor to consider when you add ranged weapons and flying creatures. Or area weapons like breathe weapons.
  4. So if you do attrition only against the victor of the round, we could have something like this: 50 Spearmen (1) vs. 30 Heavy Foot (2) 5D vs. 3D. 11 vs 11 (yes, I am rolling the dice) No skill difference, so then it would go to attrition? Spearmen lose 3, Heavy Foot lose 2 (5/2= 2.5, round to 2) 47 Spearmen vs. 28 Heavy Foot 4D+2 vs. 2D +2 24 vs 11. Spearmen win, inflicting 13 difference divided by 2, or 6 losses against Heavy Foot. Heavy Foot get attrition hits of 2, killing 2 Spearmen. 45 Spearmen vs. 22 Heavy Foot 4D+2 vs. 2D+1 14 vs 6. Difference of 8 means 4 more Heavy Foot are killed. The Heavy Foot inflict 2 hits on the Spearmen 43 Spearmen vs. 18 Heavy Foot 4D+1 vs. 1D+2 10 vs 4. Difference of 6 means 3 more Heavy Foot are killed. They kill only 1 Spearmen in response. 42 Spearmen vs. 15 Heavy Foot. I think the concept of inflicting damage upon the victor seems like it might work, trying to keep a runaway from happening. At the same time, once it has happened 3 rolls in a row, it still pretty much turns into a runaway battle. Even if I end up taking into account the "offset" due to Heavy Foot vs. Spearmen, that would be another 5 losses to the Spearmen, but they would still have enough to effectively wipe out the heavy foot and likely lose less than half of their starting numbers.
  5. Yeah, that would work fine. If this is for the design of your own magic system, just use what works for THAT magic. Don't rely on something else that may not fit what you have in mind for the magic. If it's not for the magic system, you'll have to forgive me as I don't have any of my books around me that I can reference to give that info to you.
  6. Interesting. Yeah, I think something would have to be taken into consideration about troop quality. A rabble of goblins isn't likely to be as effective as a trained unit of dwarves, even though the goblins may have more bodies than the dwarves. Basically, a goblin at 3D combat vs. a Dwarf at 6D combat is about twice as good as the goblin. Goblins use numbers in an attempt to overwhelm a "better enemy". (consider it akin to the 1980's logic that said "Quantity is a quality all its own"). So 50 Goblins against 30 Dwarves gives the Goblins 5D and the Dwarves 3D. Yes, the Dwarves would probably be a 2 hit whereas the Goblins are a 1 hit. But just cracking the numbers for the attrition, the Goblins lose 3 and the Dwarves lose 2 and one more is wounded. Then the roll. Goblins get 21. Dwarves get 5. Difference is 16. Dwarves would lose 8 more! So the Goblins are down to 47, and the Dwarves are down to 20...with one of them wounded. Do you then adjust the values? So is it 4D+2 for the Goblins and 2D for the Dwarves? Or does it stay at the higher 5D and 3D? As you can see, the better trained, and likely better armored Dwarves are going to get butchered. So there should be something to better reflect skill level and perhaps armor difference of foes. After a second round, if I adjust the numbers, The Goblins lose 2 for attrition, the Dwarves lose 1. Then the roll. Dwarves get 11. Goblins get 20. Difference of 9. That's 4 more losses and another wound (or you could say the one wounded dwarf dies, so it would be 5 losses) So the Dwarves lose 6 more, and the Goblins only lose 2. Remaining force is Goblins 45, Dwarves 14. If that adjusts again, the Goblins are at 4D+1(?) and the Dwarves at 1D+1. Goblins lose 1. Dwarves lose 2. Roll Dwarves 6, Goblins 15. Difference of 9, so 4 more Dwarves lost and one wounded. Total losses is Dwarves 6 and Goblins 1. Remaining forces is Goblins 44 and Dwarves 8. It'll just get worse from there. So I like the IDEA, but there needs to be something to better reflect the training of the groups, and possibly any armor differences in the groups.
  7. I "kind of" think I get what you are going for, but I'm still fuzzy on the math. So you're taking 100 spearmen and grouping them into 10 groups of 10 men. Each group generates 1D in attack? But you said that spearmen inflict 10 wounds. How? Just by having 10D in attack? Do they roll and compare to the attack of the heavy foot? And you said it went to 65 heavy foot and 93 spearmen. But if the heavy foot only suffered 5 losses, wouldn't they be at 70 heavy foot? What constitutes more or less durable units? I've give you an example of a mass combat grouping I had in a fantasy campaign I ran back in the early 2000s. I had 30 Hybsil, 48 Centaurs, and a group of player characters. They were going up against 80 Orcs. Now I could group the 80 Orcs into 10 groups of 8, or 8 groups of 10. The Hybsils I could do 3 groups of 10. But the Centaurs...what? 4 Groups of 10 and a Group of 8? 4 Groups of 12? 6 groups of 8 to reflect they are more robust for less bodies? And how would I determine the hits they could take? Do I just "wing it" to decide the Hybsils take 1 wound, the Orcs 2, and the Centaurs 3? Or is there some other way of determining the wounds a group could take?
  8. It depends on which system you are using. If you use a system kind of based on the "Force" from Star Wars, you will be limited based on your Force dice number. If you use other systems, they may have other methods. Sadly many do not easily list (so it can be found) what it takes to gain new spells. Often times it is the die level in the Magic or some such.
  9. Once you get the concept down, and settled on a type of mechanic for the magic system, the next thing you will need to do is determine the "power level" of the magic. Are there "low level" magic and "high level" magic, or is it all really powerful? If it IS really powerful, what is the limiting factor of the magic? Can only one really powerful spell be cast per day or before the caster has used up all of their components? Then you have to start putting Die codes in for the effects of spells. Low power magic is going to be 1D to 3D or so. Mid level power is 4D up to 6D or so. High level power is 7D or greater. Decide whether you want your magic to be something the targets can "resist" against. Basically, does a target get a chance to roll to "not suffer" any damage from the spell? Or does the spell automatically cause damage? Decide whether your magic is an "instant hit", with no die roll needed, or if they need to make a Spellcasting skill check or something in order to successfully hit the target. If you have an auto-hit spell (for example, a "magic missile" that automatically hits the target, but the target roll dice to resist the damage..potentially mitigating the damage a little) you can use the Die ranges I listed above. If you make it so the spell caster must roll to successfully hit with the magic missile, so that the target can be missed completely, and then also has a resistance roll, you may want to adjust the die ranges up 1 or 2D. So low level magic might be 2D to 5D and so on. Once you have the ranges to work within, write up a couple of spells you have in mind for the magic. What effect does the spell have. How much components, if any, does it use? What is its range? Is there a skill level or attribute level requirement in order to cast the spell? Make up a couple of spells. These spells will be your "base line" to build from. If you are wanting the magic to be powerful and strong, these first couple of spells will be a benchmark. If you envision that spell to be a "staple" of the spell caster, then all other spells will be built around it. Future spell Y is supposed to be more potent than the "staple" spell, so you bump up the Die codes a die or two. Future spell X is supposed to be less potent, so it's die codes may be only pips or 1D lower than your "staple" spell. After you get 5 or so spells written up with your mechanics, STOP! Make an NPC who is a spell caster and another NPC who is not a spell caster. Have them go toe-to-toe. Does the spell caster snuff out the regular NPC without any threat? Is that what you wanted? If so, mission accomplished. If not, then you know you set your die codes too high, or your component requirements too low. Did your mock combat take too long to resolve and your were shooting for a fast-moving magic system? Time to revamp! Did the regular NPC take out the spell caster without suffering much in the way of damage? Is that what you wanted for a starting character? If not, you need to rethink some things. Don't just assume you need to bump up the die codes for damage if the regular NPC won the battle. Perhaps you made the requirements for the spell caster too restrictive. Perhaps you found that your component requirement only allowed the spell caster to cast one or two spells, and that didn't take out the regular NPC, then the spell caster was helpless. If that is what you are going for with a starting spell caster, then you are on the right track. If you want your spell caster to need to rely on others some of the time, and not be the all-powerful uber character right off the bat, then perhaps you're going for a spell caster being able to cast only a couple of spells early, and then rely on other characters for protection. You should be able to get a good read on the power levels of the spells and the casting ability of the spell caster for your magic system. If you have success with the first NPC vs. NPC, then make a few more spells and give those a try as well. Then put your NPC spell caster up against a couple 3 or 4 NPCs and see how they fair. YOU should have in mind how you want this magic to work in your setting. These tests should be good at showing any obvious, glaring holes in your system.
  10. Okay, first bit of advice is to "non-mechanically", come up with a method of how your magic will work. Is it going to be component based? Prayer based? Mana based? Willpower based? Mind based? Whatever it is, you need to have that figured out. Then you need to decide whether those components will play a big part of small part in the "casting" of the magic. Do they need to have it to do it? If so, how do they get the components? Will the components go away when something is cast? Are the components reusable? Then decide how you want this magic to "feel" in terms of when people are playing/using it? Do you want it to be fast and quick? Slow and calculating? Will the caster be able to "flick their finger" and have it cast, or do they need to draw a design in the dirt or scribe a symbol on something to cast it? Once you have all that figured out, then you need to look at potential mechanics to FIT the aspects that you determined above. Will "points" work with what you decided above? If not, then what will? Will die codes and the requirement of a roll work with the above? Then compare with which potential mechanics you just chose to see if they fit with the the "feel" you decided on. If you want "fast and quick", but the mechanics you thought of require spending components and scrawling something in the dirt, then that doesn't really work together. Go back and rethink your potential mechanics to find something else that may work. Keep tweaking and adapting as you build the components/no components, and the "feel" of how things are cast, until you get something that is the "bones" of your magic. Then you begin to fine-tune your mechanics, determining power levels of spells cast and what kind of spells cast, and whether anyone will be able to resist the magic you just created. Also, go find the "D6 System" book and download it. Look through that. That is what I used when I started designing my fantasy rules more than two decades ago. You can also look on DrivethrRPG for the "Magic & Miracles" book that lists 2-3 magic systems and gives a brief overview of them. It's in D6. You may be able to use some ideas from that. Hope this helps a little.
  11. I've developed several magic systems for D6...before there was ever D6 Fantasy. I could offer lots of advice, but I kind of need to know what you general "know" about designing things in D6. Have you made things from "whole cloth" before using D6? Either vehicles or creatures or stats for things other than characters? Are you willing to think "outside" of the parameters of D6 Fantasy? To not be bound by what you've read in those pages and willing to think and develop things that may go beyond what you generally accept at D6 rules? Are the magic systems you're thinking of significantly different from the current magic to warrant a new design, or can you just rename the magic system in D6 Fantasy to match the "feel" of your magic? Or do you have a particular feel you're trying to accomplish with a particular magic system? If I can figure out where you fit in terms of development in the D6 system, I will know what sort of advice is going to be more helpful to give.
  12. Many years ago, back in the 90s, I melded Wound levels and Health Points together. I used it in my fantasy game long before D6 Fantasy ever came out. I got the idea from the "D6 System" cookbook. Worked like a charm for years of playing with multiple people! Basically the Health Points were calculated and kept track of. When a character was hit, they roll Constitution+armor to resist the damage. If any damage exceeded the resistance, the difference was subtracted from the Health Point total. If the character lost from 1 to 10% of their Health, they were considered "Scratched", meaning they suffered -1D penalty for the rest of the round and the next round, then back to normal results. From 11% to 25% of Health lost, the character was "Wounded". -1D to all but resistance rolls until healed. From 26% to 50% of Health lost was "Wounded Twice". -2D to all rolls but resistance until healed. From 51- 75% of Health lost was "Incapacitated". Person had to make a roll to avoid being knocked unconscious, was certainly knocked prone, and was at -3D to all rolls until healed From 76 to 100% of Health lost was "Mortally Wounded". Character was knocked unconscious for amount of time, and when regain consciousness, was at -4D to all rolls until healed and would lose 1 Health point each round until either they passed away or were healed enough to be out of "Mortally Wounded" category. More than 100% of Health lost and the character was Dead.
  13. Well, I designed my own magic systems, so my magic users have to "tap into" the energies around them in order to have the oomf to cast their spells. Armor inhibits that ability, roughly equivalent to the amount of the body the armor covers. So it doesn't flat out deny the magic users the ability to wear armor, but it does diminish how effective their magic is while they are wearing it. Usually the magic user wears minimal armor, so as to be protected, but not so covered as to make the ineffective with their spell casting.
  14. Grimace

    Chimera

    Giving the option when a critical failure occurs is neat, and a good idea. It's similar to a number of other games and offers up the opportunity to expand or change things on the fly. I'm curious about your skill of Dodge and proposed secondary attribute of Evasion. Is that not the same thing? What does one do that the other does not? Good to hear that your first playtest ran relatively smoothly!
  15. Masts have a bearing on speed based on the amount of sails on them. You can have a single masted ship with a lanteen sail on it and it can move along nicely. You can have a two-masted ship with square sails on it that can go faster, but handle worse when traveling close-reach or trying to go close-hauled. A ship with 3 masts can have a mix of square sails for speed and some lanteen sails for maneuverability. The problem with each is that the bigger ship you get to handle more masts, the heavier that ship becomes and the more sails are needed to make it move. So, depending on how you want to work movement, what distances you want to be traversed in however long a time span, I would give a boost to square sails over lanteen, but reduce maneuvering for square sails. Then you can get into "suping up" your sailing ship by adding spritsails, topsails, jib sails, top gallant sails, sky sails, and such. The main thing you have to consider is ALL speed is determined more on wind speed, but you get better movement from that wind based on sail type and total sail coverage. That's why square sails (with more fabric coverage to catch the wind) help ships go faster when the wind is right. Lanteen sails (the tri-point sails you see on modern sailboats) can catch the wind, but they don't have quite the coverage so they can't go as fast. But what they lack in speed they gain in maneuvering, as a the Lanteen sails can catch the wind at wider angles compared to a square sail. So while a ship with only square sails might only be able to turn to Close-Reach (about 90 degrees to the direction the wind is blowing), a lanteen sail can go all the way to Close-Hauled about 135 degrees to the direction of the wind and can still move (although not very fast). Typical directions for sailing are: Running Reach - typically facing the direction the wind is blowing TO, or within 15 degrees from that direction Broad Reach - typically out to about 45 degrees to either side in the direction the wind is blowing towards Beam Reach - typically up to 90 degrees to either side in the direction the wind is blowing towards Close Reach - is up to about 125 degrees to either side, basically heading back towards the direction the wind is blowing from, about the best square sails can hope to do. Close Hauled - is about 150 degrees or so in the direction the wind is blowing from. Many ships cannot do this, as it takes lanteen sails and good strong wind to make any movement In Irons - directly facing into the wind.... you ain't moving forward, and may even be moving backwards if you have square sails. Here's a link to an image of the wind directions: I'll also provide the stats I made up about 8 years back for a sailing ship: Sloop Masts: single mast - fore and aft rigged Scale: Large (2) Hull: 3D+1 Maneuver: 1D+2 Seaworthiness: -5 Crew: 6 men minimum, 75 men maximum Weapons: 6 guns (3 starboard, 3 port) - upgradable to 10 guns Cargo: Small capacity Speed: Running Reach = +2 Knots (maximum 12 Knots) Broad Reach = +1 Knot (maximum 12 Knots) Beam Reach = +1 Knot (maximum 10 Knots) Close Reach = no modifier (maximum 6 Knots) Close Hauled = -2 Knots (minimum 1 Knot) In Irons - no movement Starting weapons: 2 - "3 Pounder" cannons Scale: Large (2) Style: Ballistic Crew: 4 men Reload: 10 rounds Ammunition: iron shot, grape shot Range: 1-40 / 180 / 600 Damage: 4D - iron shot, 3D+2 over 3 meter area - grape shot Penetration: 1D 4 - "4 Pounder" cannons Scale: Large (2) Style: Ballistic Crew: 5 men Reload: 12 rounds Ammunition: iron shot, grape shot Range: 1-50 / 200 / 680 Damage: 4D+2 - iron shot, 4D over 3 meter area - grape shot Penetration: 1D
  16. Yep, unfortunate loss to the gaming community. 😢
  17. You intending to keep this very generic? If so, the 5 basic types you mention will work. If you want more emphasis on types, you have Sloops, Schooners, Corvettes, Snows, Frigates, and Ships of the Line. The Sloop Category has Sloops and (if you want to borrow from the old Pirates computer game) Pinnace. Typical of 6 to 10 guns, but could be up to 12 or 14 guns on a sloop-of-war Schooner Category can have Schooners and Xebecs. Typically 8 guns on up to 12-14. Corvettes Category is a bit of misnomer, as a Corvette is military. But there are Brigantines, Brigs and Barques. They run about 10-12 guns, but could be up to 14. Snow Category covers Snows and Merchantmen. They can have anywhere from 8 to 16 guns. Frigate Category is when you start getting into larger ships, warships. The initial Frigates were not the elegant, strong ships of the Americas, but slower and up-gunned. You would be looking at 24 up to 40 guns on a Frigate. These might be known at 5th or 6th Rate ships of the line. Ships of the Line Category is the big ships that belong to nations navies. You see Galleons, 4th Rates, 3rd Rates, 2nd Rates or Man-O-War 1st Rate ships. These are all three masted ships and mount 40-60 guns at the low end up to 100+ guns for the Man-O-Wars! For your stats, you have Crew, Cargo, Speed, Maneuverability, Cannons, Hull, & Scale. I use the following stats: Masts, Scale, Hull, Maneuver, Seaworthiness, Crew, Weapons, Cargo and Speed (which Masts have a direct bearing on) Just as a word of caution, don't mess with scale all that much. There's not much difference in the scale of wooden sailing ships. They're just larger and small versions of them, which Hull will account for. Scale would be more reflective as to the material they are made out of, or the building techniques used to make them. During the Age of Piracy, the format for ship building was fairly well standardized. But a Sloop of the 1700s would be a higher scale than the Clinker-built nature of Viking Longboats or boats that Columbus sailed over on (Carracks). And Pirate ships would have a smaller scale of ships in the 1800s, say American Civil War time period, because the methods of ship construction changed again and in addition to thicker woods, they added armor plating to make ironclads which basically ruled the day over all wood-only ships. So the Scale of ships in the Age of Piracy was nearly always the same.
  18. IG-11 Type: Holowan Mechanicals IG Series Assassin Droid Cost: Not for sale Size: 2 meters tall Move: 10 DEXTERITY 3D+2 Blaster 6D+2 Grenade 4D+2 Dodge 4D Vehicle Blasters 4D+1 KNOWLEDGE 2D Languages 4D+2 Planetary Systems 3D+1 Value 3D Intimidation 3D (Added programming: Culinary Arts 4D, Home Economics 4D+1) MECHANICAL 2D Repulsorlift Operation 4D Sensors 3D Swoop Operation 4D+1 PERCEPTION 4D Search 6D Search: Tracking 7D Investigation 4D+2 (Added programming: Household Appliance Operation 4D+2, Beast Handling 5D) STRENGTH 4D Brawling 5D Lifting 5D (Added programming: Cleaning 4D+2) TECHNICAL 2D+1 Demolitions 3D Armor Repair 3D+2 Blaster Repair 4D (Added programming: First Aid 4D, Security 4D+1) Description: Humanoid body (2 arms, 2 legs, head) Vocabulator system Movement Sensor/Targeting Array (allows simultaneous targeting of up to 6 targets out to 30m) 360 degree Visual Sensors (+1D to Search) Armored substrate (+2D to damage resistance) Plasma Torch (5D cutting ability) Built-in, non-removable Thermal Detonator Self Destruct Mechanism (10D damage 10m range) (Added hardware: Bacta Hypo Spray: +2D to First Aid) Equipment: Power pack bandoleer E-11 Blaster Rifle: 5D DLT-20A "Longblaster" Rifle: 5D+1 Capsule: IG-11 was initially created and programmed as a Security Droid, but when its owner wound up being terminated while aboard a luxury star yacht, it found itself without owner and on its own. It assessed its programming and decided to become a bounty hunter. Due to its reputation as an "assassin" droid, it was accepted into the Bounty Hunter's Guild. IG-11 took only jobs that did not require it to bring in the bounty alive. It relied on its programming to shoot its way to a target, and then terminate the target. However it often found itself contending with living bounty hunters that were vying for the same target. Often the humanoid bounty hunters beat it to its target and took the bounty. So IG-11 never really achieved the recognition of other IG Series bounty hunters. IG-11 was on another job, this one for a highly dangerous target, when it tracked the target to the planet Arvala-7. The target was in a compound with multiple armed combatants providing security for the target. As IG-11 approached, he assessed the targets and demanded the release of the asset, but the combatants resisted. IG-11 began to terminate all threats. During this time, IG-11 encountered another bounty hunter, a humanoid in Mandalorian armor. The other hunter negotiated a partnership for the bounty, which IG-11 accepted. The battle continued but the bounty hunters were successful at terminating all threats. The target was found and IG-11 was about to fulfill the contract with functions ceased.... IG-11 became aware and learned it was under the ownership and tutelage of a humanoid known as Kuiil. Systems were damaged and sub-routines were malfunctioning. IG-11 attempted system re-routes, but found that there were no backup systems to operate from. IG-11 was trained by its owner, and new systems were installed onto his operational network, along with some added hardware. IG-11 was re-designated as a Nurse droid, and its duties were to attend to its owner and to upkeep the homestead while the owner was away on work duties. It learned to prepare meals, tend to the home, and attend the beasts the owner kept. During this time, IG-11 found it had combat-related sub-routines embedded on its central wiring harness. Its owner told IG-11 that was once a combat droid, but now it was a nurse droid with primary programming of nursing duties and secondary programming of protective duties. IG-11 understood and accepted its duties. It would protect its owner and other charges as assigned. IG-11 carried out its duties to the best of its abilities. Then came the day when off-world visitors arrived. The visitors acted as though they were threatened by IG-11. It did not visually recognize the humanoids, but gave assurances it was not a threat to them. It offered drink to ease the situation. Shortly after the visit, IG-11 learned that it would be accompanying its owner while they went on a trip aboard a starship. Additionally, it learned it was being charged to nurse and protect a small humanoid child. Kuiil informed IG-11 to protect the child and the others who traveled with its owner. They all traveled to the planet Nevarro, where IG-11 was instructed to wait aboard the ship while the other set off on a mission while riding on the beasts. IG-11 waited aboard the ship with nothing to attend to, since all of the humanoids had left with its owner, and the child had been taken along with them. They had all ridden on the beasts that had accompanied them aboard ship. Instead, IG-11 probed its memory systems and discovered it could access its combat systems, but it would only use those systems for protection of its charges. Then it's sensors picked up blaster fire outside the ship and the sound of repulsorlift craft. IG-11 left the ship to investigate and found its owner had been terminated, along with one of the riding beasts. The child, however, was missing. IG-11 knew that it had to find the child, so it accessed its tracking systems and located the speeders. The child was in the custody of two armored humanoids on speeder bikes. They would not relinquish the child, so IG-11 forcefully took possession of the child by terminating the armored resistance. When the other humanoids contacted it, asking for its owner, IG-11 informed them of its owner's termination. It knew that even though its owner was terminated, it had been charged with the protection and care of the child and the other humanoids. It would utilize a commandeered speeder bike to reach them and protect them. IG-11 set off to perform his duties of protection....
  19. Kuiil is over 200 years old, per human standards, and has served many of those years in indentured servitude of various unpleasant groups. Earlier in his life, Kuiil was enslaved by the Empire, and served many years with them working as a machinist and equipment repairer at an Imperial Mining facility. He performed repairs on various machines and hauling equipment. He even had his hand in repairing and modifying some of the mining droids the Empire used in place of slave labor on planets too dangerous for most living beings. Then came the fateful day when he was transferred (given) to a shipbuilding Syndicate sympathetic to the Empire. The "owner" of the Syndicate was a mean human, but was at least fair in business dealings. There he learned to repair and construct starships. One year, during an Ugnaught work-stoppage, Kuiil was elected by the other Ugnaughts to act as their mediator with the Syndicate. Since he could speak the human language so easily, they figure he would be the best as negotiating. He did manage to reach an agreement with the Syndicate and the owner which was suitable to get the Ugnaughts back to work. The deal was for the Ugnaughts to be able to effectively "buy" their freedom upon completion of a requisite number of years of work and for building beneficial items for the Syndicate. It took Kuiil several more years, but he was able to eventually purchase his own freedom from the Syndicate. When he accomplished that feat, he told others he worked with that they could all earn their freedom, and he was proof of it. He had spoken, and others listened. Now, alone and free, Kuiil made his way across the galaxy to a remote world known as Arvala-7. It was a peaceful world, arid, sparsely populated, and quiet. He was at peace. Kuiil took to becoming a Blergg herder, and learned to ride the local beasts of the area. He used the beasts to help him around his moisture farm. With the excess water he produced (above what limited amount he needed), he sold to the few other residents in his area. He acquired money, which he in turn used to purchase necessary supplies. What supplies he couldn't purchase, he learned to trade and negotiate with the Jawa tribes that roamed the area. Then, for some reason, more aliens came to the planet. Most who arrived were not pleasant types. Trouble came with them. He mostly stayed well away from the newcomers, but that only helped for a while. Then the bounty hunters began to arrive. They came through his ranch and he would help them. Some took his help and barely offered anything. Others would offer payment, but he had no need, as he already had all the money he needed to acquire his supplies. He would decline payment, and if they persisted, he would tell them the same thing as he had told his kinsfolk when he left them those few years back: I do not require your payment. I will help you in hopes you will return this valley to the peaceful place it once was. I have spoken." It stopped most argument when he phrased it that way, so he kept that in use for each new bounty hunter that came through. Sadly, none of those bounty hunters had the ability to remedy the problems that had come to his planet and disrupted his peace. That is, until that Mandalorian arrived.... Type: Ugnaught Craftsman Dexterity: 1D+2 Dodge 2D Knowledge: 2D Languages 4D+1 Planetary Systems 3D Value 2D+2 Survival 4D Mechanical: 2D Beast Riding 4D+2 Willpower 5D Perception: 2D Bargain 3D Persuasion 3D Search 4D+1 STRENGTH: 1D+1 Technical: 3D Droid Programming 4D Droid Repair 4D+1 Space Transports Repair 6D Starship Repair 4D Repulsorlift Repair 5D Equipment Engineering (A) 4D Move: 10 Equipment: Backpack/Saddepack with tools, leather cap with welding goggles, comlink
  20. This is what I came up with for the armor and equipment for the Mandalorian from the Disney streaming service. Mandalorian Beskar Armor Not for sale +5D Physical, +4D Energy Protects: Head, Torso, Shoulders, forearms, upper legs No Dexterity penalties Helmet provides Thermal/IR viewing, giving +2D to Tracking Helmet also has Audio Amplification that links directly to the viewer on his Pulse Blaster Rifle. This gives +2D to Search up to a range of 50 meters. Helmet provides Targeting Heads-Up Display (HUD). This allows the wearer to locate targets within 50 meters and mark them as targets. It provides no added benefit for hitting the targets, but does make target identification quite easy in a muddled combat situation. Armor attachments: Flamethrower wrist mount Range: 1-3 / 5 / 8 Damage: 6D / 4D / 2D Ammunition: Offers up to 10 seconds of operation before needing to be refilled with typical starship fuel. Grappling Caster Range: 1-5 / 10 / 20 Effect: Attaches to the target by entangling the target and attaching to itself. Can be released by command from the armor wearer. Strength: 5D durability Whistling Birds Targetted Tracking Range: 1-10 Damage: 5D Special: Due to the missiles being made from Beskar, they have superior armor penetrating ability. Subtract 2D from any armor of the target. Does not provide additional damage to lightly armored or unarmored targets. Special: has limited ammunition, typically 12 missiles Special: Targets for the Whistling Birds are set by the armor wearer, using the targeting HUD in the helmet. Hi-Power Blast Pistol Range: 1-5 / 15 / 30 Damage: 4D+1 Ammunition: power pack allows up to 30 shots before needing to replaced. Pulse-Blast Rifle Range: 1-15 / 35 / 70 Ranged Damage: 8D* Special: * If the damage exceeds the resistance roll by 15 or more, target is Disintegrated Special: The firing charges need to be reloaded after every shot. Special: Rifle can be used as a melee weapon, with the front prongs becoming charged. Causes 6D damage if successfully strike a target by 5 or more points above difficulty. Less than 5 above causes a glancing blow, only inflicting 3D Stun damage. Vibro-Knife Melee weapon Damage: STR+3D+2 Special: Once activated, the blade is able to penetrate things that a normal blade may not be able to. M-1 Jump pack "Rising Phoenix" Controlled by armor wearer, requires minimum of 3D in Jet Pack Operation. Allows boost assisted jumping, up to 100 meters high or 70 meters distant. Uses 1 charge for each assisted jump which includes a short deceleration burn upon landing. Also allows controlled flight, capable of traveling of speeds up to 250 KPH, and an altitude of up to 500 meters. Uses 1 charge for every round spent in flight mode. Special: contains up to 50 charges before it must be recharged and refueled. Special: This jump pack is triggered by the thought of the armor wearer. No voice commands are needed to operate. As such, it requires the special training in its operation. It will not operate for any wearer with less than 3D in Jet Pack Operation.
  21. Yes, but this is not the area to be posting stats.
  22. I'll be interested to hear what you come up with for the mass combat. I've attempted, but never really came up with anything that I liked.
  23. I'll mention what I've done, not knowing for certain if you have something like that in your game, but perhaps you can use the idea in theory. Instead of having "life drain" in that it removes skills or attributes, I have done where it "adds Fatigue". I used the Fatigue aspect as a way to make it so people didn't just fight their way through everything all of the time, or sleep in their armor. Each point of Fatigue reduced from their die rolls for ALL skills and attributes (except resistance rolls to limit damage). So 1 Fatigue is a mild annoyance. They just minus 1 from the total each time they make a skill or attribute check. But once you start adding up the Fatigue to 2, 3, 4 or more, they start REALLY noticing the effect when it's on every die roll. So with that said, I would have an undead like a Wraith inflict something like 3 Fatigue each time they successfully hit a living being. Or if 3 is too much, make it an even 2. Why not make it based on quality of hit? Because of the effect of Fatigue and the slow rate of recovery from it. (Need extra sleep above 8 hours for 2 consecutive sleep cycles to recover 1 Fatigue. Each consecutive day after the 2nd with extra sleep will recover 1 more Fatigue. If a person doesn't get more than 8 hours sleep on consecutive sleep cycles, the requirement of 2 consecutive sleep cycles starts over. It won't take too long before a character's Fatigue makes them so completely worthless that they flee in terror. "What do you mean I have to minus 12 from my rolls?" But you can also vary the effect of certain undead. Something like a zombie or ghoul could just do claw/bite attacks, but with the added effect of the character needing a Stamina roll of Moderate (for a scratch) or Very Difficult (for a bite) to avoid being infected with a disease that provides an ever-increasing -1D to their Strength/Constitution (whatever you might use) every 30 minutes or 1 hour, and when the penalty exceeds their attribute, they pass out and may go into a coma until healed or dead. Or you could have, as you mentioned, a "cold touch of death" effect on the target, in addition to the damage inflicted in the attack. The "cold touch" pierces to their soul, so to speak, and counts as one point of "death" upon the character. When the points of "death"...an ever-increasing coldness in their body, even if it is sunny and warm out... reach 3 they lose 1D from EACH attribute. When they reach 6, they another 1D, and so on every 3 points of "death". When an attribute like Strength/Constitution or Intelligence reaches 0 or lower, the character dies. They can eliminate the "cold touch of death" on them by defeating the undead that inflicted it upon them, or by going to a holy site and resting there under the care of a priest. Each 6 hours of rest and care on a holy site will remove 1 "death" touch. And certain things could provide protection against these attacks. Perhaps a holy relic/charm may either increase their resistance against undead attacks, making it harder for the undead to actually inflict an attack that could spread disease/increase fatigue/deal the cold touch of death. Or perhaps a blessed item could cause additional harm to an undead, or maybe it could resist a certain amount of evil taint...say by negating the first 1 or 2 or 3 instances of the undead's special attack. Another thing you could do is make it so that things like Ghosts could attack by choking or squeezing a person, ignoring the character's armor and ability to "dodge", since it is a relatively unseen attack. Of course, if the character's could do something to make the ghost visible (smoke, dust, whatever) they could strike at it, but with an added difficulty to hit (say +3D for a mostly incorporeal ghost, or +1D for a mostly visible...without assistance...ghost that can be seen relatively easily by is still a less than corporeal being). I would suggest deciding upon each type of undead creature to see if certain things are more beneficial. Perhaps silver works particularly well on ghouls, but is just like any other weapon against zombies. And vampires might be more harmed by piercing WOOD weapons rather than anything made of steel. Perhaps steel only does 1/4 damage or 1/2 damage to a vampire, but a wood piercing weapon does triple damage. All other weapons would do normal damage. But you could also add enhanced regeneration for damage done by non-specialized attacks. I always use an old movie I saw called "Monster Squad" as a basis for this. They blew Wolfman up with dynamite. Litterally blew him to tiny pieces and bloody chunks. But the pieces magically merged back together over time and the wolfman came back to life after a while, because the attack wasn't done with silver. But the silver bullet later completely killed the wolfman when he was shot in the chest. The damage was enough it would kill a person anyway, but this time, wolfman stayed dead because it was with the item that made the damage "real" and not able to be magically resisted. Ghosts could be seriously injured by something as simple as holy water tosses in their direction. The tiny water particles would be like acid to a ghost. Or maybe smoke from a burning censer would cause ghosts to be kept away, and stop certain undead from coming into it (like a wraith) but mean absolutely nothing to a vampire or ghoul. Hopefully this gives you some ideas.
  24. Perhaps posting what rankles you with the undead, and what you have tried and why you think they don't have a "fair shake", then maybe some of us can offer suggestions you may not have considered.
  25. Happy New Year to you all!
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