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 Post subject: Shattered Imperium - Pre-Flight Discussions
PostPosted: Fri Oct 10, 2008 11:58 pm 
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Proposed Character Classes - see attached file.


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File comment: I've re-saved this as a .doc file for those who don't have Office 2007 or the file converter for .docx files installed.
Shattered Imperium.zip [12.37 KiB]
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 Post subject: Re: Shattered Imperium - Pre-Flight Discussions
PostPosted: Sat Oct 11, 2008 8:59 am 
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Ah yes, thats me failing my tech roll again..


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 Post subject: Re: Shattered Imperium - Pre-Flight Discussions
PostPosted: Sat Oct 11, 2008 10:52 am 
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yeah, must be hard on tech with all those science degrees :D


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 Post subject: Re: Shattered Imperium - Pre-Flight Discussions
PostPosted: Tue Oct 14, 2008 5:21 pm 
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Ranalf wrote:

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Ok guys, heres the first pass at the sci-fi RPG, now in .doc format so you can read it.

The rules are essentially the same as D+D, with a few exceptions regarding gun combat.
One new concept is 'action dice' which can be used to generate lucky breaks for you. You have to spend an action dice to confirm a crit (unless you have a special feat)
Hit points are much the same but when you run out you take CON damage, and its this which will kill you.
Critical hits go straight to CON regardless of hit points.
This allows two cases that are good for the story - (a) someone with lots of HP can take being shot at so its not too lethal and you can be a hero. (b) Its still possible to take someone out with one shot so you cant stroll around like Arnold Shwartzenegger.
Youll get a lot more feats than D+D to make up for lack of spells and other weird shit. Equipment feats may appear as training (i.e. Wear vacc suit)
Im not going to make an exhaustive set of feats, and to some extent we can design them by agreement. we all know roughly how good a feat is in D+D so we can modify them as we go along.
Ive not designed all the special abilities either, apart from your first one. These are character defining things that are better than feats, equivalent to say, bardic music, sneak attack or smite evil. These will hopefully evolve in play as your character progresses, bearing in mind the type of shtick/idiom that your class has.

I'll write some of the main gun combat rules down for your perusal soon.
I'm totally open to suggestions so any would be welcome.

I'd like a brief character description from each player as a provisional starting point, you can start stat-ing them if you want. Keep character background within the basic concepts given, but feel free to expand some of the ideas ive started with. Essentially you are all part of creating the story too. Also some ideas of feats you might want if you are keen.

If you are not playing feel free to offer input, suggestions for abilities/classes/background etc. (or plot/adventure stuff to me please). If we get on well with it there will be chance do join in or guest appearance later.


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Shattered Imperium Background 1.zip [608.82 KiB]
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 Post subject: Re: Shattered Imperium - Pre-Flight Discussions
PostPosted: Tue Oct 14, 2008 10:37 pm 
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Ranalf Said:

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Some provisional rules for gun combat.

They should work so that morale and tactics are an important part of combat. Two by two cover formation should work in this.

Other actions may be possible through feats. Soldiers will have at least 3 feats like 'assault movement' (move and maintain cover), 'cool under fire' (bonus to will checks) or 'nerves of steel' (half penalty for suppression or cover fire).

Pretty much any rule or modifier can be altered by judicious application of feats.


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