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Search found 2426 matches |
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ZzaphodD Replies: 6 Views: 7207 |
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Oh, chainsaws in SW....this reminds me of games long past..
Stats are on a character sheet somewhere. My character was a bit of a mix of 'rippoff' from Zaphod Beeblebrox and a Tech tinkerer. So wi ... |
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ZzaphodD Replies: 21 Views: 13517 |
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Wheels on Meals
or Trucks in Slugs |
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ZzaphodD Replies: 47 Views: 102689 |
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Space is the absence of pressure, water is high pressure. A spacecraft is built to keep pressure in, not out. Except for normal atmospheric flight.. | |
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ZzaphodD Replies: 12 Views: 10737 |
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Seems highly overpowered for just 5,000 credits.
Something that can defeat force fields, security cameras, magnetic locks and open any door as well as jam comlinks on everything out to 25 meters ... |
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ZzaphodD Replies: 17 Views: 16784 |
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There is also the problem of in game ships having next to no concistency.
Over the years I've owned a few sci fi rpg:s with starship design rules, from original Traveller to Spacemaster. And some la ... |
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ZzaphodD Replies: 80 Views: 49569 |
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Do you guys allow players to roll a reactive dodge if they've used Concentration in the round? As per the power, they can't do anything else in the round, Including dodging.. But, also per WEG's ... |
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ZzaphodD Replies: 46 Views: 42081 |
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I remember someone posted a 'random quirks' table years ago, to use with old tramp freighters to compensate for the price as well for fun.
As far as I remember it was quite good, but can't find it w ... |
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ZzaphodD Replies: 14 Views: 16747 |
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"If you want to beat the Red Baron, don't get into a plane"
I also from time to time had problems with overly specialized PC:s The simple solution is to have random stuff direct them, jus ... |
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ZzaphodD Replies: 3 Views: 5416 |
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A long time ago I was working on a system where Force Skills and Force Powers worked similar to normal Attributes and Skills. Force Skills equals Force Attributes and Force Powers are now Force Skills ... | |
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ZzaphodD Replies: 137 Views: 128009 |
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I prefer a system in which parts have a specific cost, not a percentage, and a specific stat for example an engine with Space 6. Then if you put that part in a larger ship you'll end up with a lower e ... | |
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ZzaphodD Replies: 21 Views: 21138 |
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well based on the information provided here, this is what the ranges would look like
Defensive Missile-1-131,250/262,500/525,000SU; 1-262,500/525,000/1,050,000km Offensive Missile-1-178,125/356,25 ... |
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ZzaphodD Replies: 137 Views: 128009 |
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I prefer a system in which parts have a specific cost, not a percentage, and a specific stat for example an engine with Space 6. Then if you put that part in a larger ship you'll end up with a lower e ... | |
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ZzaphodD Replies: 33 Views: 33484 |
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What kind of ship failing story moments would you recommend?
I like the idea of using a timer! ![]() The timer is a great idea, but I'd save that one until the players discover the self destru ... |
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ZzaphodD Replies: 33 Views: 33484 |
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As pointed out above, keep them on their toes with things happening reminding them being on a sinking ship.
Also, keep a time track, real or just for show, to enhance the feeling of a count down to d ... |
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ZzaphodD Replies: 49 Views: 180511 |
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Years ago I made up rules that separated the two weapon groups. It's on a comp somewhere.
IIRC Missiles were direct fire weapons using skill + FC to hit as per the rules. They accelerated to their ma ... |
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