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Guns of Icarus: A Diesel Punk tale ( Rpg proposed rule system)

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Lord Dick Tim:
Keep them coming gents.
The min/max trade off and values has me thinking up ideas about the general size of the dice pools and extent of a characters possible skill.

Since points equal a persons relative skill, and that skill number is a direct correlation to dice amount I've been giving it some thought that a skill number can go as high as say a 4 normally, a 5 with achievements and perks that boost it up.

Soft cap 4, hard cap 5.

So a skilled gunner may have a 3 in awareness, 3 in firearms, 1 in a specialization for rifles and a Rifle with a dice score of 4=11 dice.  With a roughly 30% chance to score a success they may come up with a dice roll of 3 success.  Those success dice could then be further balanced by an enemies armor, which could reduce the amount of damage done.

Another example
Social engineering for somebody who is so so in social events
Impressing a person- poise 2, socializing 2, specialty high class parties 1, trait bonus "it's mostly for show" add 3 for pistol=8
With lower scores but good traits a character still has a reasonable chance at gettin a success in social situations that didn't put to many points into being social.
With the hard cap at 5 this could make it so characters couldn't do, say this...

Awareness 5, firearms 5, specialty rifle 5, rifle 4, trait Military trained +2 awareness +2 firearms, -2 int, -2 socializing. = 23
With a hard cap the player would only get a score of 19, the military training perk couldn't add to stats already capped at 5, this also makes it so players couldn't stack traits with similar bonuses.  A 19 is still pretty much, point your gun at it and it dies, but it does make it so special dice challenge rules can come into effect and actually be affective.

For example, lets say that previous dice score was a called shot, aiming for the head.  This comes at a -5 for difficulty, score is now 15, still likely going to be a kill shot if a success goes into the dome.  But the enemy is wearing a helmet, so make the damage non-lethal.  So the player Aims, +1, new roll is 16, but they want to make sure it's a kill shot, so they specify they are aiming for the face, uncovered area, another -5, dice score is now an 11 and still stands a good chance of braining the enemy, which is what we would expect from a maxed out score Gunner.

Mill Wilkinson:
I think combat should be kept simple, as this is currently a system that mostly gets played via interwebs and thus the DM's dice load is huge already.
Also, i think the nationality of a character should affect the reputation and reactions instead of stats, as the statting would mean penalties to people who would like to play, say, a Mercantile Mercenary.


More perks for your enjoyment. Remember, the perks should be balanced, I just throw these in.

All I Need Is Some Tin Cans: While some may need spare parts, you are an absolute genius in jury-rigging the mechanical. +1 Mechanical Engineering, +1 Ancient Technology

It Is Big, Thus Easy To Hit: You have a natural talent for determining range and conditions for deadly shots in the air. +2 to called shot dice pool against enemy airships.

I Guess It Works For Engines, Too: You are adept at boosting engine-effectiveness with less-than-orthodox methods. Bonuses to travel- and combat-speed, but at the risk of over-exerting the engines.

Lil' Freud: You are a trained psychologist, a skill you most certainly use to your own benefit. +1 Eloquence and Empathy.

Renown: You've done something remarkable in the past, or are from a remarkable parent. Wherever you go, you are possibly recognized, but be it in good or bad is in the hands of gods.

Ran With The Circus: Once during your life you spent your days as a member of a traveling circus. This has left you with some neat tricks. +1 Throwing, +1 Acrobatics.

Rode With The Jaegers: Due to your companion you kept in your earlier days, you have an exceptional fighting skill at your disposal. Weapon Fighting +1, Firearms +1.

Getaway: You've had the dubious pleasure of being a getaway-driver for some small-time criminal. +1 driving, +1 Flight Operation.

Underground Contacts: You are knowledgeable in the workings of the criminal world. If in a town and in need of information, roll your Eloquence minus difficulty to gain accurate information not available otherwise.

Piemanlives:
Verulian Admiral

Known for being a complete and total eccentric you have a tendency to use less then practical measures. You also happen to be pretty bad at parties, so avoid them best you can.

+5 Swords/Command
+3 Improvisation
+2 Revolver Handguns
-6 social
-2 Chosen Skill

Courier Pilot

You are able to navigate quite well on instinct alone, and while you are not built for combat you fire a gun decently enough to save your life.

+3 Navigation
+2 Firearms
-2 Durability

Desert Gatekeeper

More time then naught you spend defending the gate against people who think they are late for dessert.

-2 firearms
+3 Melee
+2 Durability

Shock Therapist

There really isn't that much to say about you other then profession

+2 Intimidation
-3 Social

Johny Cyanide:
the skill cap really seem like a good idea, and it really allows for traits that provide alternate tactics as opposed to pure skill pumps.

Local Drunk: I am the god of beer care to make a sacrifice to me. Being know as a drunk has few perks, but one of which is that by downing a bottle of alcohol you can negate any consequences from a failed social check. After all it's not your fault you were drunk.

Desperado: A mean chap like you would just take any offense. So when you catch someone in a lie you are give the choose to engage in a quick draw. Both side roll the same die then add their dexterity modifier. Highest number wins lowest number dies. If you win the kill will have no legal consequence, but if you lose you die.
(I like this one because its really hi-risk and almost completely unnecessary to do.

Honeybadger:
This looks cool. Can't wait for 1.0 to be complete

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