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Topics - Mr_Pleasington

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31
Role-Playing Games / Savage Warmachine
« on: August 18, 2005, 04:09:25 AM »
I've been working on a Savaging Warmachine. It's quite possibly the best miniatures game I've ever played and I thought it deserved a place to be savaged. The following rules are appropriate for both regular Savage Worlds and Showdown (though I didn't even try to calculate point costs). I tried to stay true to the spirit of the game.

This first part is just the basic rules. I'll post the converted
Warjacks from Prime in the next day or two.

Savage Warmachine

New Edges:

Arcane Background - Journeyman Warcaster
Reqs: Veteran
A journeyman warcaster only has the slightest control over his
warjacks. He is but learning how to harness his them with his focus.
A journeyman warcaster has 1 Focus Point to use. Also, the
journeyman warcasters's leadership edges can be used on warjacks.

Arcane Background – Warcaster
Reqs: Heroic, Journeyman Warcaster
A warcaster is someone who has truly mastered the fine art of
controlling Warjacks. A Warcaster's Focus Points increase to 5.

Greater Focus
Reqs: Legendary, Warcaster
The Warcaster's Focus Points increase to 8.

New Rule: Focus Points

Every Warcaster has a Focus Points he can use to impose his will upon
the warjacks under his command. Focus Points are allocated at the
start of each combat turn. Each Warjack with an active cortex may
receive as many as three Focus Points. Focus Points replenish at the
start of each turn.

Focus points can only be allocated to wajacks within 3 x (spirit die
type) inches of the Warcaster.

When a warjack that has been allocated Focus Points is active, the
Focus Points can be spent according to the table below. Note, Focus
Points that affect rolls must be spent before the roll. A warjacks
with a destroyed cortex cannot use or be allocated Focus Points.

Spend 1 Focus to make an additional attack with any weapon that isn't
destroyed. Ranged weapons are limited by ROF
Spend 1 Focus to Run or Charge
Spend 1 Focus to use a Power Attack
Spend 1 Focus to add the warcaster's wild die to an attack roll
Spend 1 Focus to add 1d6 to a damage roll.

New Action: Power Attacks

Power attacks are special and focused attacks that can cause some
serious damage. A Power Attack can only be used once a turn and is
the only action a warjack can take (this limit includes Focus Point
expenditure). Power Attacks cannot be modified by Focus Points.

New Monsterous Ability

Warjack: Warjacks are heavily armored constructs capable of dishing
out and taking a lot of damage. Since they are unloving warjacks gain
+2 to Vigor rolls to overcome being shaken but do not gain the
construct bonus against attacks as they are composed of some sensitive
equipment..

Warjacks are not particularly smart and thus will not run or charge
without the use of Focus Points. Warjacks never use combat maneuvers
unless it is listed in their description. Spells or effects that heal
wounds do not affect warjacks.

Warjacks are extras and are treated accordingly. The major difference
is that warjacks do not have wounds, they have a damage chart like
vehicles. For every wound that a warjack takes, roll on the following
chart to determine what happens:

System Damage Table - Roll 2d6
2 – Chips and scratches only. No appreciable damage
3 – Crippling Hit. Parry –1
4 – Leg Shot. Pace -2
5 – Cortex. This can take 2 hits before being destroyed
6-8 – Body Blow. –1 to all attack rolls. If the penalty reaches –5
the warjack is deactivated by body trauma
9-10 – Weapon Hit. Destroy one weapon (defender's choice)
11 – Arc Node Destroyed
12 – Critical Hit! Warjack is scrapped and deactivates.

Penalties incurred from multiple hits at the same location are
cumulative. If a roll results in a wound with a system that has
already been destroyed, re-roll the dice.

Arc Nodes: Arc Nodes are special receivers that some Warjacks are
equipped with. If a warjack with an arc node is within 3 x (spirit
die type) inches of the warcaster, he may choose to cast a spell using
the arc node as the source. This ability is lost if the arc node is
destroyed.

32
Video Games / Dragonshard
« on: August 12, 2005, 02:18:29 PM »
I downloaded the demo for Dragonshard, the Eberron RTS yesterday. I've only played the first level, but it's pretty well done. From what I played, they certainly nailed the visual feel of Eberron. It was pretty fun. The only big downside was it, like Warcraft III, involves a lot of unit micromanagement. Now it's not as bad as WCIII in that way, but there's still a lot of clicking.

Playing a Warforged Juggernaut = The Hotness.

33
Role-Playing Games / Iron Heroes
« on: August 11, 2005, 02:54:17 PM »
Anyone else picked up the PDF for Iron Heroes yet?

This product may bring me back to running d20.  I like the inferred setting and the options are just mindblowing.  

Check it out:  http://www.montecook.com/cgi-bin/page.cgi?mpress_IL

Dangit!  I have too many good games!

34
Endless Stars / Race Design
« on: August 11, 2005, 02:08:58 AM »
I want races to be completely customizable and I figure I might take a page out of Civ III to do it.

Each race gets to pick from 2 qualities.  

Here are some examples of what I mean.  The rules aren't set in stone.

Religious:  Upkeep from Religious Sanctuary is reduced by 25%

Dedicated Scientists: Bonus to tech rolls?

Biomass Assimilating (ie Zerg): Begin with Organic Industry Tech

Telepathic Link: +1 Max Morale to each colony.

Unscrupulous: Bonus to Intel


Please add suggestions...

35
Endless Stars / Technology
« on: August 09, 2005, 06:35:08 PM »
I'm not sure how I'm doing research yet.  I was thinking that each system would generate a certain amount of tech.  When you want to you can roll d100 to try to gain new technology.  If you roll under the amount of Tech you have accumulated then you get to pick a new tech.  Whether you  succeed or fail you lose all accumulated Tech (that's a bit harsh)

Military
To be designed once we have a combat system

Science
Terraforming
A.I. - allows for Robotics Facility
Total Autonomation
Organic Industry
Virtualily Matrix - Increases research in systems with HR Station
Gene Splicing
Superconductor
Bioengineering

Social
Cloning Tech - allows for cloning facility
Neural Grafting - Current Morale can never be lower than 3
Propoganda - Less Morale Loss from losing battles
Instestellar Communication - can build HR Station
Applied Theology - MAy build religious sanctuary.

36
Endless Stars / Assets
« on: August 09, 2005, 06:25:12 PM »
These are the current things I have thought of that can be invested in for each system.  Note, these don't include any military assets except bases.  Stuff like Ground-to-Orbit weaponry will be covered in Military.

Assets cost a certain amount to build and many have an upkeep that must be paid each turn.  Many Assets require some Technology to be reseached before they can be built.

Industrial Complex: Increase Production by 1 per level. No Upkeep.

Cloning Facility:  Requires Cloning Tech.  Cost to increase Population is decreased by 25%

Research Faciltiy: Provides 1 Tech per level

Religious Santuary: Each level increases Max Morale by 1

Military Base

Orbital Base

Shipyards

Orbital Shipyareds: Increased dockspace for construction

Suppy Depot: Each level increases Supply Rating by 1

University

Trade Center

Terrformers: Required Terraforming Tech.  Each level increases capacity by 1.

Robotic Facility

System Capital - Decrease Base Morale Modifier from distance to homeworld by 10%.  Directly adjacent system enjoy a decrease of modifier by 5%. Limit 1 per Empire.

Automated Factory: Rquires A.I. and Total Autonomation Techs.  Add the level of this facility to Pop when determining Production Capacity.  Each level also inflicts -5% Base Morale

Hyper-Relay Station: Requires Interstellar Communication Tech.  Halves Base Morale Penalty for being distant from homeworld.

Suggest more, please.

37
Endless Stars / Planets and Systems
« on: August 09, 2005, 06:13:48 PM »
Colonizing systems are how you grow your empire and generate income.  Planets are a bit too fine detail for this game engine, so we rely on system stats for our highest level of control.  If you need to justify this, just assume there is only one inhabitable planet per system.

Systems are connected by jump routes (Class 1, 2, or 3) and contain a variety of resources.  Unless you're relying on source material, you can randomly generate each system as it is discovered.

Stats

Population - number of inhabitants in the system
Production - amount of industry in the system
Capacity - the amount of population a system can support
Lode - amount of raw resources in the system
Morale - the current morale of the system
Maximum Morale - the maximum morale allowed by the system
Base Morale - a percent that can be modified by certain conditions.  This is multiplied by maximum morale to determine current morale.

For shorthand purposes, the morale of a system is listed in a line called Morale Status.  It is written as Current Morale (Max Morale) Base Morale.  For example, if a sytem had a Current Morale of 4, a Max Morale of 8, and Base Morale of 50%, it would be written like this:   4 (8) 50%

Capacity a number between 1 and 12.  Lode is anywhere from 1 to 6.

Some systems have special qualities that can modify the base numbers.  Examples include:
Rich in Minerals (Lode +1)
Good Climate (Max Morale +1)
etc.

Income
Income is generated by multiplying the Lode by the Production Capacity.  Production Capacity is the amount of industry used by the population.  Basically, the amount of industry that is used is limited by the population of a system.

For example, if a system had a Pop of 3 and a Production of 5, only 3 Production would be utilized.  

Morale
The Current Morale of a system limits the amount of population that can be utilized for production.  It is wise to keep your morale high, though some technologies remove this limit.  For example, if the Morale Status of a system is 4 (8) 50% the Population that could be used for determining Producation Capacity would be capped at 4.  This would make no difference if the Population was under 4.

Modifiers to Base Morale - some of these are long-term, others would only last a turn.  Examples:
- System distance from homeworld, -10% per jump
- Outbreaks and Raids (Random Events, variable)
- losing a battle within X systems, -X%
- Winning a battle within X systems, +X%
- Presence of enemy fleet withing system, -20%
- Presence of friendly fleet within system, +10%
- Orbital Bombardment, -X%
- Sabotage and Terrorism, -X%
- form of govn't, -/+X%
etc.

Max Morale can also be modified.  This is usually done by building assets.  For example, each level invested in a Religious Sanctuary on the system increases Max Morale by 1.  


38
Endless Stars / About Endless Stars
« on: August 09, 2005, 05:51:15 PM »
Endless Stars is a game of grand strategy in the vast void of space.  Players take control of a single civilization which has the potential to grow into a vast empire. Though exploration, research, negotiation, and war, the most insignificant of cultures can expand into a powerhouse.  The game is meant for play be email or message board with the help of a campaign director.  Face to face play is also possible, but since games can last indefinitely it would require a vast time commitment.

Endless Stars will give the players vast strategic options without bogging play down with a difficult system.


System Goals -

- Race creation allows for custom races and cultures which create unique play perspectives
- Modular tactical system.  And easy tactical combat system for both ground combat and fleet combat that still maintains high levels of strategy.  These should also be able to be pulled from the game to be replaced by established tactical systems like Warhammer 40K and Starmada if the player wants to fight battles face to face.
- A vast array of research options to upgrade the technology of your race.
- Flexibility...whether you're commanding the Zerg or the Ewoks, Endless Stars will have rules to back up your source material

39
Endless Stars / Sci-Fi Tech Brainstorm
« on: August 09, 2005, 03:16:31 AM »
I've lately been inspired to return to designing my own strategic play by face/email/message board  4X sci-fi game.

I need some help.  It's not necessary to know anything about the game to help me.  Basically, I need Sciences and research goals that are typical to sci-fi.  I know I could just look up research trees for several video games, but I thought I'd see  what we could come up with.

Some guidelines:
-no weapons. Those will be dealt with later
-keep it fairly broad
-FTL travel has been discovered.

Research is divided into three areas, Military, Science, and Social.   Again, skip military for now.

Here are examples of what I have so far-

Science:
Terraforming
Artificial Intelligence
Total Autonomation (requires A.I.)
Organic Industry

Social:
Cloning Tech
Neural Grafting
Propaganda

40
Rants and Stuff / Sci-Fi Tech Brainstorm
« on: August 09, 2005, 03:16:31 AM »
This topic has been moved to [link=http://www.timewastersguide.com/boards/yabb/YaBB.cgi?board=hmmmmm;action=display;num=1123619255;start=0]Endless Stars[/link] by e.

41
Role-Playing Games / Rippers
« on: August 02, 2005, 03:39:29 PM »
Hey Jeffe, Ripper is finally released on PDF.  You going to pick it up or wait for the paper copy?

If you pick it up, you'll have to let me know how it is.  There are some pretty bold claims out there about how good it is.

42
Everything Else / Business Plan Help
« on: August 02, 2005, 02:55:03 AM »
So I've just spent the last week hiding in doors and writing my first business plan for the practice I'm going to purchase.  I think, overall, it's pretty solid...especially for a guy who has nothing but practical training in business and finances.

So I'm hoping to have it in final form by the end of the week.  Trouble is, there is a number that seems completely out of whack and I can't figure out how.  I'm also trying to get as many eyes on it as I can in order to make it as good as possible.  

Do any TWGers have any business/finance/banking expertise that could help me out here?

43
Table-Top Games / MJ12 - Tower of Cheapness!
« on: July 29, 2005, 03:38:10 AM »
You guys know I'm always looking for deals, being the game whor...enthusiast that I am.  Recently, I've been hanging out at Majestic 12 games site.  They're a little known company that makes fun, fast-playing, strategic mini games.  Virtually every game is designed to be entirely customizable so you can use it with any mini you want.

Link:  http://www.mj12games.com/

They just announced a random sale and you can get the print copies of 2 of their best works for $1.00 each.  Quick reviews:

ARES:  This is the first game I bought from them.  I've seen it run everything from Warhammer to Lord of the Rings.  If you go to cons you may have seen the big Fischer-Price battle they wage with this.  Seeing big toys battle it out sold me on the game.  You get the game and the bestiary in the expanded edition.  That package cost me $20 when I got it at a con a few years ago.

Starmada: Compendium - Their flagship game.  Again, you may have seen them run this at con games as they usually do the ever-popular Star Wars vs. Star Trek.  The basic game is solid and fun and there are countless optional rules you can apply to fine tune the experience.  The compendium includes the basic rules and the setting...including fleet lists.  The setting is nothing special.  
For a buck, you can't beat this.

One note - The above Compendium is not the latest version of the rules.  The latest version, Starmada X, came out about a year ago and just fine-tuned things.  There's not a terrible amount of difference between versions and there's even a free update document available to bring Compendium up to speed with X.  

It's not on sale, but I also highly recommend For the Masses.  Great stuff.  And Jeffe, you'd like Iron Stars, I'm certain.

44
Suggestions Box / Merging Forums
« on: June 30, 2005, 03:52:15 PM »
Here's a thought I've had since I joined the site way back when...why do we basically have 2 general discussion forums?

I really can't see any difference between the two and both often have similar threads from people starting topics about the same thing at the same time in different forums.

Is there a reason Everthing Else and Rants and Such are seperate?

45
Rants and Stuff / A Challenger Has Arrived! (Whither the Nightcrew?)
« on: June 29, 2005, 01:35:53 AM »
Where are you nightcrew?

I take a brief respite and you disappear?

You fear my villanous wrath.  Your tights are made of wool.  You will be chaffed.  

MUWAHAHHAHA.


Seriously, anyone else up?

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