Tuesday, May 7, 2013

Ultimate Star Trek: Uniforms & Departments


So since I wasn't sleepy I decided to get to work on the first and most important thing for me, deciding what the crew wears.

Much like ships, the uniform is a very important part of everyone's Star Trek experience.  Certainly the vast amount of fan designs, as well as the options on Star Trek Online shows that there is no one "universal" Starfleet uniform.

My all-time favourite uniform are what the fans call the "Monster Maroons" from Star Trek II - VI.  They certainly were a diversion from the old TOS tri-colours and a light year from the Motion Picture's tenis outfits and pajamas.  Still, as much as I love them, I find maroons to be a bit dated and a bit awkward as a regular duty uniform.

That said I will not abandon the look, but I will be using a variant of it.  More later.



So what uniform to use?  Well it is a simple choice for me, my second favourite of
all time in Star Trek history are the First Contact uniforms (also used on DS9).  These uniforms have a nice balance of classic Star Trek as well as a slight militaristic look without seeming too military.  They fit Ultimate Star Trek perfectly.

Now I want to take this moment to remind the purists out there that is this Ultimate Star Trek, the one that I most want to see, not a canon universe by any stretch of the imagination.  Just so we are all nice and clear.



Click for full size.
So remember earlier when I said I would use the maroons in this version, well here we go.  I found this image while searching Deviant Art.  I had, had this idea for a uniform years ago but lacked the artistic skills to create it.  I was so very happy to find this image and will use this design (with pants as an option of course) as the Class A uniform, which would be for me between Dress Uniform and the Class B duty uniform shown above.

The best of both worlds!




Admirals will use the lovely one that we saw in Insurrection and later as I think it is quite Admiralish, without being insane looking like the TNG Admiral's uniform was.

I am unsure if I want them to have department colours or go the Wrath of Khan way and give them the command white, showing that despite their assignments, they are the Admiralty and as such above departments.




Click for full size
Also I will be bringing back the concept of Commodores, I really loved having something between Captain and Admiral and that works perfectly.  They will remain with their department colours and wear a slight modified uniform as show to the left.

Now some of you will not like Commodores, but I like them just fine and I guess I should warn you now that I also like the idea of the rank Fleet Captain, who would wear the same uniform as a Commodore.



Remember, Ultimate Star Trek.

So now that we got the uniforms solved, everything should be just fine right?

Not by a long shot, cause now I am going to mess with the departments.  I hated it when TNG swapped Command Gold for Operations Red.  To my mind there was a pride in being a "Red Shirt" and they just got rid of it.  Made me sad.

But then something even better happened, they showed us the 29th Century Starfleet uniforms and Command was a lovely dark blue.  That made me very very happy.

Another issue is the ever changing Medical/Sciences colour.  At the start it is blue, then it becomes teal and at one point was even a sort of aquamarine.  Le sigh.

Here are how the departments and colours breaks down for me;


Click for full size
Command/Flight Control - Dark Blue 
I group these two together for the following reasons.  Firstly I think the lion's share of commanding officers would come up through the Flight Control division and secondly I liked in Wrath of Khan how Command had its own colour.  So that's what I am going to do here and with everything else, your mileage may vary.





Click for full size
Operations/Engineering - Gold
If the Command division is the brains, the Ops/Eng division are the organs and nervous system.  The most numerous division in all the fleet, Ops Gold is the most common uniform colour anyone will ever see.  Many go on to the Command division, but usually command space stations and starbases.






Click for full size
Science/Medical - Teal
Strange new worlds, new life and new civilizations. That's what this division is all about.  Whether they are serving on a ship or in the labs and hospitals of Starfleet, they are the ones that help push the boundaries of knowledge and life beyond the final frontier.  Sorry... it had to be said... Unless serving on a hospital ship or a science vessel, it is very rare for this division to produce command staff.





Click for full size
Tactical/SecurityRed
If Command are the brains, Ops the organs and Sciences the imagination, then Tac-Sec is the very blood of Starfleet.  They stand in the direct path of danger and have earned the nickname "Red Shirts" which they wear with pride.  Certainly they have the highest casualty rate of all the divisions (combined) but are also the bravest and boldest of all Starfleet.  It is not unheard of for one to break through to Command, especially during war times, but it isn't common.



Here they all are, side-by-side, for your viewing pleasure.

Click for full size
Now, since this ISN'T the Next Generation, I still think there are more clothes for Starfleeters to wear, and here are some of them for your pleasure.

Engineering Jumpsuit
Click for full size

Radiation Suit
Extreme Weather Coat

Medical Alternates
Click for full size

Medical Alternates 2
Click for full size

There are others I might add as I find them but for now that should cover the gamut of what I want for uniforms.  That said though, I am trying to find a good Enlisted duty uniform that fits with this style, so if you have any suggestions please feel free to share!

More to come...

P.S. All these images were found using Google image search and I take no credit for them other than maybe tweaking the colours here and there.

Monday, May 6, 2013

Ultimate Star Trek Tease

Just wanted to tease you all with this;

Click for full size.
Cheers!

Star Trek in the 25th Century

I have found myself inspired by this image I found on DeviantART that has gotten my mind fired up about doing a Star Trek campaign set in the year 2455.  50 years after the 2nd Dominion War shattered the Dominion completely and cemented the Federation as the singular superpower of the (known) Alpha and Beta Quadrants.

The image that started this all!
The Klingons, Romulans, Gorns, Cardassians and pretty much everyone other than the Tholians, Orions and Ferengi have joined the Federation and it has been a half century of peace, discovery and prosperity.  The Borg threat has never resurfaced since Voyager's destruction of their Transwarp network and war is now a thing of the past.

Many feel the Federation has grown soft and they may be right.

The campaign would centre on the crew of the new flagship Enterprise (1701 H), which is the first ship to bear the name in 20 years since the mysterious disappearance of the 1701 G (and the less said about 1701 F the better, yes this is a seed for a future plot point).  The best and the brightest have been chosen to be the crew and the ship is state-of-the-art, including a cloaking device, transwarp and slipstream drives and the first ever fully integrated AI ship's computer.

This is where the Abrams' Trek comes in handy, as his "Apple Store" set design works PERFECTLY as the 25th Century design aesthetic of Starfleet (though engineering would NOT be a fucking brewery!) and I think otherwise Starfleet would be feeling a certain nostalgia for the olden days and as such certain design aspects of the past would return.  For example the Enterprise H would be an Odyssey class starship that has an actual round primary hull, rather than the trend since the Intrepid class towards a more arrow shaped primary hull.

I know that I would change up the department colours, and since I think 3 departments is always limiting, they would divide Medical and Sciences into 2 separate departments, which I know many disagree with, but I am happy to.

Psiops would become a subdivision of Sciences, as Starfleet has learned the value of psionics, hence a division that specializes in it is necessary, but would be part of sciences.  It would be folded, much to the anger of Starfleet Medical, into the Ship's Counsellor program and placed under Sciences Command.

As such there are 5 Departments that run a ship;

• Command, which covers Flight Operations as well

• Tactical, which also covers Security Ops.

• Operations, which also covers Engineering

• Medical, which no longer is joined to Sciences

• Sciences, which has also taken Ship's Counsellor away from Medical

More to come as I figure it out.  Like for example I had decided the belt buckle on the uniform is a module that not only measures biometrics for the ship, also has an emergency transporter "rip chord" that activates the closest "safe" transporter to beam you out as well as providing a limited Class 1 environmental field which also acts as a personal shield (don't worry, it's only good for one hit from a Phaser type 2 before it goes down).

I found a ship that I like as the Ent H, but the design isn't done (seems the designer might have abandoned it a year or two back sadly) so it is only an inspiration for me now.

Anyone know how to 3D model and want to help? :)

Cheers!

Saturday, May 4, 2013

Ultimate Star Trek


As I had said in a previous post, my roleplaying began at the same time as my love of Star Trek via the FASA Star Trek RPG.  The two came hand-in-hand and even introduced me to one of my best friends who still plays in my regular campaign all these years later.

This has over the years given me a rather unique view of Star Trek, that does not necessarily conform to that of either the TOS Trekker, the Movie Era Trekker, the TNG+ Trekker or even the new JJ Abrams Trekkers.  For me, if I had to take a moniker it would be that of a FASA Trekker.

There is a feeling to the FASA Trek universe that I just feel happily connected to.  I love almost everything about it, though the game system is a bit dated, and can say that it truly, more than anything, created a Star Trek universe that I can honestly see happening.

To be more specific, I like the Movie Era period, set within the FASA Trek universe.  You know?  That thing on the front of the Enterprise is a sensor dish and NOT a magical do-it-all navigational deflector.  The Federation uses credits and the Klingons... oh the Klingons!  Well that will be a post for later, but let me just say Kai JM Ford!


So then, what is Ultimate Star Trek?

Basically it is my amalgamated Star Trek Universe designed for role-playing. Over the years of Star Trek, between various series, rpgs, fan books, et al, the idea of Star Trek has changed. Sometimes dramatically. I can't say that I enjoyed all of it either and of late I have noticed a rather steep decline in the enjoyment I have been getting from official Star Trek product.

One day I noticed that Marvel Comics had begun to revamp their universe with a side set of comics called Ultimate (Ultimate X-Men, Ultimate Spiderman, etc). In these comics each the basics remain identifiable, but the flavours, specifics and such have changed. It struck a chord in me.

What if I could do this with Star Trek? What if I could "cherry-pick" the stuff I liked and make it all into one cohesive"alternate" universe?

Thus Ultimate Star Trek was created.

Do I think my vision of Star Trek is better than anyone else's? Of course not. It is just more to my tastes and my desires. Most of it comes from other sources and not me. That means I respect and enjoy the creations of others and have co-opted them into this game. All respect and credit where due.

In the end I think Star Trek has become as much a part of literature and western mythology as Shakespeare's works or Lord of the Rings, but like Shakespeare's works, I believe it is open to interpretation, adaptation and change. Your mileage may vary. If you believe that the canon of Star Trek is absolute, then you will probably not like this page at all. It is so very far from canon and proudly so.

That said I will occasionally post here an Ultimate Star Trek article, or image, or something, as sort of an ongoing-series to explore what it is to me.  Some of the topics I will cover are, but not limited to, as follows;

• Races, specifically Klingons, Gorns, Romulans, etc...

• Star Fleet of the 23rd century.

• Ships and such.

• The timeline of the Ultimate Star Trek universe.

• Maps and such.

I hope you will enjoy the articles, and as always feel free to ask me questions about it as I go along.

The word is given...

Saturday, April 13, 2013

Creative Collaboration Causes Change

I'm alliterate.

Get it?

Okay shitty jokes aside, it's been one hell of a day so far.

As many if you know, I recently have teamed back-up with Alex Williamson for the art on HEROIC, my upcoming indie comic.

So this morning we had our regular creative conversation and as we discussed the script and the epilogue, we started to come to some interesting things.

I'll break them down by points.

1] The epilogue doesn't work, it would have worked better as the prologue for issue 2.

2] While Alex (or Jason, haven't finalized) is an interesting character, and his origin is interesting, he is not a strong character in my mind, which is why the plots for issues 2 - 6 tend to have things happening to him more so that him doing things.

3] A common feedback is that the prologue, the Lady America bit, is strong, engaging and going from that to Alex is jarring and leaves them hanging, wanting to know more about the first story and what "Activate number 23" means.

Now here's the thing.

I love Lady A.  I feel closer to that character than any I have ever created.  I know her like I know my own skin.  I know her heart, her mind and her soul.  I know why she is a bitch when she leads and I know why she never lets anyone see that part of her.

So Alex asked me, without preamble, why I wasn't writing a story about her?

Then I talked with my publishing partner Walt, and he said he found it odd that I hadn't focused on her either (also he wasn't a fan of the story until I added the prologue).

So this got me thinking.  How do I save what I have and make this about Lady A?  I mean, she dies in the prologue right?  Yeah, sure, you buy that don'cha?

There were always three characters that would eventually become the primary ones in this ongoing story.  I believe in the Star Trek holy trinity of characterization.  Body, Mind and Soul.

Kirk is the Body, he takes advice from the Mind and Soul, but he is the one who acts.

Spock is the Mind, he is the one who thinks things through without an over abundance of emotion.

McCoy is the Soul, he reacts from his guy and wears his heart on his sleeve.  He believes in right and wrong, and is the natural sparring partner of the Mind.

Originally Alex was to be the Body, a character named Isaiah the Mind and a third character called Molly the Soul.

Now without giving too much away, I ask this;

What if Alex becomes the Soul?  Isaiah remains the Mind and now, Molly, replaced by Lady A becomes the Body.

Complicated at a glance, I know.  That said, knowing what I know in my mind, it actually works and works well.

Plus I get to keep the Alex origin for a later issue when he tells his tale, so that saves me some pages of writing down the line.

The result of this was a brainstorming session between Alex and I that lead to expansion of the Zenith Universe, tightening of it as well and trimming some of the fat off.

All in all a very productive and creative process between an artist and a writer whose goals remain creating the best damn comics for your enjoyment.

Now I just have to write the damn thing.

Thursday, April 11, 2013

HEROIC: D6 Supers - Attributes Update 2

Hey all.

So I recently took a friend's advice and posted a thread about this project to rpg.net in an effort to get a bit more input.  I was hesitant at first, given my previous experiences with online forums and my projects/conversations in the past (I should blog about that someday), but I sucked up my hesitations and made the post and prepared myself for the onlsaught.

I was stunned at how positive the response has been.  Mind numbed actually, since my past adventures in the online rpger community have not been the most positive, but I am digressing and should REALLY do a post about this at some point.

Back on topic.

So while I do not share or agree a lot of the same ideas as others, and I am writing this for myself, it has been enlightening seeing how others perceive this little project of mine.

This has lead, through conversation there and here, to be cementing a decision that I was having trouble with earlier.

Instead of having individual Jump, Running, Climbing and Swimming skills, they get folded into one catch-all skill called Athletics and those previously mentioned skills become specializations for this skill.

Now you could continue this though process and start reducing all skills this way, but for me this is about as far as I go.  Yes I have reduced the world of sciences to Science skill, and all ranged attacks as Ranged Combat, etc...  But piloting and driving should remain separate skills to me.

As always your mileage may vary and you should totally do the way you think you would like to see it done.

Cheers!

Friday, April 5, 2013

HEROIC: D6 Supers - Part 5 - Powers

Hey I heard you missed me, I'm back!  Okay and with that I will officially stop paraphrasing  Van Halen.  But yes, here I am, back on track and back with colour and vibe!  And today I am tackling the question of what changes to make with SUPERS! to work with my D6 HEROIC.

First up you will need to buy a copy of SUPERS! which can be done easily through RPGNOW.  While there you might also want to check out the free Quick Start rules.  No pressure, just saying.

Okay here we go.

The thing you need to know is that there are no "tiers" or "level costs" for powers.  All powers cost the same, 1D for 1D.  Why?  Because they ALL have the same level of usefulness and the more creative you are, the more useful a power will be.  In the hands of a very creative thinker, Super Leaping would be more useful than say Gravity Control in the hands of a linear thinker who only flies and blasts people.

Essentially, aside from minor rules/caveats, what your power can do is up to you and your Narrator to decide... on the fly... in play.  No power stunt rules or limitations, only fast paced, exciting super-heroic comic book action!

I am only going to list the powers that I have had to redefine or tweak for D6, the remaining powers function exactly as per SUPERS!

Now let's get down to brass tacks.

Armour: Use as a first step Soak roll (unless attack is Armour Piercing, see Power Boosts later) and any damage not soaked in this way then goes against normal Soak.

Duplicate Self: For every D in this power, the can double the number of duplicates.  So at 1D he can make 1, and 2D make 2, 3D gives 4, 4D gives 8, 5D gives 16, etc...  The trick is, for each duplicate past the first, they others gain a cumulative -1D to EVERYTHING.  So if only one Duplicate is made, they have full stats, but if more than one is made, ALL are reduced by the OVERALL total at -1 per D spent after the first.  So if you have 5D in Duplicate Self you can generate 16 duplicates, but they suffer a -4D to everything.  The more you spread yourself out, the less useful the copies are.  Think of it like a photocopy of a photocopy of a photocopy, etc...  The penalty can be bought off as a Boost, at the cost of the PENALTY, so if you want to remove up to -3D of penalty, it is a +3D boost.

Flight: As per SUPERS! but speed doubles with each +D added.  To fly in space requires a Boost called "Space Flight".

Healing: With this power the character can heal others with a touch.  the D in this power is rolled vs. a target number based on the wound level;

Stunned = Easy (1)
Wounded = Moderate (2)
Severe Wound = Very Difficult (3)
Incapacitated = Heroic (4)
Mortal Wound = Legendary (5)

Any successes beyond the target number reduce the wound an extra level.  For example, Devil Dog has taken a Severe Wound.  Faerie is going to use her healing of 5D on him.  She needs to get 3 successes to reduce his Severe Wound to just Wounded. She rolls and get a whopping 5 successes!   Devil Dog heals 3 wounds levels (1 for the TN, and 2 more for the extra successes).

Note this power cannot be used to resurrect the dead.

Mental Blast: This is resisted by a Mental Soak (average of Reason + Intutition + Psyche round down), but otherwise as per SUPERS!

Mental Shield: Functions not only as Armour for the mind, but can be used to resist ALL mental powers.  As per SUPERS! it gets weakened with each successive use per round.

Mind Control: Resisted with Psyche (Willpower).  For each success beyond the initial, add +1 round until the next attempt to break free.  Mind Control must be focused for the duration of the control and if the controller is attacked, the controlled gets an immediate attempt to break the control.

Power Drain:  Resisted by Body (Resistance), for every success 1D is drained from the target and added to ANY Attribute or Power of the attacker.  The bonus lasts until that power/attribute is used, or a number of rounds equal to the D in Power Drain, which ever comes first.  Targets recover drained powers at a rate of 1D per round after the attack.

Paralysis: Resisted by Body (Resistance), otherwise as per SUPERS!

Regeneration: As per healing but only localized to self.  Also to regrow limbs or missing body parts the target number is Unearthly (8).

Shape Change: There are 2 versions of this power, one is the ability to take on the appearance of anything and the other is to take on the appearance of specific people.

When changing shape into other forms animal or not, you may gain powers inherent to that form, based on a distribution of your Shape Change dice into said powers.  For each power the new form has, the difficulty of the Shape Change task is raised by +1.

In the second type of shape changing is being used, then each success creates the target number for others to detect that their is not the person it appears to be.

If a character wishes to have both types (very powerful) they raise the final cost by +1D.

Referees should be very careful of this power, as it can be abused by players.

Size Change: As per SUPERS! but with the bonus for Growing added to Body and removed from Agility and vice-versa for Shrinking.

Super Brain: Is added to all Reason tasks, including skills checks.  It is possible to go above 10D with this power.

Super Strength: For each 2D you have in Super Strength, add +1D to all Body related calculations regarding Damage (dealing and taking) and for any Skill that relates directly to raw physical power.

Rank    Benchmark
1          1 Ton
2          10 Tons
3          100 Tons
4          1000 Tons
5          5000 Tons
6          10,000 Tons
7          50,000 Tons
8          100,000 Tons
9          500,000 Tons
10        1,000,000 Tons

Vampiric Powers: Same as Power Drain but it targets physical Attributes (Fighting, Agility and Body).  If all these Attributes are reduced to 0D, the character is considered dead.

Webs: Do not cause damage and target Agility.

Wizardy: Functions as per SUPERS! but the Target Number is the amount of D in the final power/spell.  For example, if the Wiccan wanted to cast a flight spell of 4D, she would need 4 successes on her Wizardy roll.  Any extra successes beyond the target number are discarded, as this power is already very versatile.

That's it for the powers, but there are many powers not covered in SUPERS!, for those I highly recommend just winging it, unless you need a specific effect or result.  The beauty of SUPERS! is the openness of the powers (for the most part) and the flexibility they allow without forcing an arbitrary Power Stunt mechanic.

Up next; Power Complications and Power Boosts

Monday, March 25, 2013

Hey There

Long time no speak, I know.

I've been not feeling it lately, between looking for work, dealing with getting my health in order and it being spring (or Sprinter as I am calling it).

Needless to say that I haven't been terribly inspired to rant and rav about gaming, comics or really anything in particular.

That said I feel the fog lifting, so you might see my return sooner than you think, with lots of opinions and comments, just like before.

Cheers!

Wednesday, March 13, 2013

Comics, Digital Revolutions and the Future


Hello again.

I would like to address the statement "Kinda long for a comic".  I have heard this from more than one person who has read the script.  It struck me as odd, like saying "Kinda long for a novel" or "kinda long for a movie".  Just because Marvel & DC feel that a comic should be 20 to 22 pages these days doesn't mean all comics have to be.  Do they?

I think not.

If nothing else, the digital comic self-publishing avenue allows us to tell comic stories as long as we want.  It isn't a TV show in the end, where we have to have X amount of minutes per half-hour set aside for commercial breaks and the show has to end on either the top or the bottom of the hour.

This is now a freer medium, due to the print impositions being lifted.  Much like in the roleplaying game world, the self-publishing revolution has lead to some brilliant pieces of work (and yes some turkeys) so to can that happen for digital comic books.

For that to happen though I think two very important things need to occur, first being that we need artists to start coming to sensible rates for their work (some do, but far too many do not).  While I understand that every artist is trying to make a living at this (note to too are writers), when the industry standard (IE: What you get paid walking in the door at Marvel or DC) is $100 - $125 per page of pencils, where is the logic in demanding $150 - $200 a page when you are an unknown artist and you are not working for Marvel or DC?  This, of course, is a discussion for another day, but one that needs to be had.

The second thing we need to do is to shake off the traps and limitations of the old ways.  Marvel and DC have worked out their formula of page counts from a mostly cost-to-profit basis.  Not because 22 pages is the best way to tell a story, or the audience will only read 22 pages and then get bored.  It is because based on art, writing, and production costs, vs. sales and advertising revenues, this hits a sweet spot for them.  Or it did for one of them and then like always the other played follow-the-leader.

I remember reading an article years ago, sometime after 2000 I think, where the writer took a critical analysis of the American comic book industry and compared it to the Japanese model.  His conclusion was that for the industry to survive another 20 to 30 years it would have to move away from monthly titles and start heading towards the idea of quarterly trade-paperbacks that told a complete story.  At the time most of the comments seemed to be geared towards telling him what an idiot he was and other less than savoury things, but here we are 13 years or so later and everyone is "writing for the trade" as they say.  Stories that come out monthly, but are being told with an eye towards collection sales, which are becoming the real bread and butter of the industry.

So make your comics as long or as short as you want them.  There is no one to tell you you are wrong, save yourself (or your publisher if you have one) and at the same time put as many or as few toppings on your pizza as you like.

Cause I'll tell you this, if you don't write something that makes you feel satisfied, how the hell can you expect a reader to be satisfied by it?

Cheers!

HEROIC: D6 Supers - Attributes Update

So as I sit down to make characters for this playtest, I realize something that I really wanted to change and forgot to, but am unsure if it would work.

The idea is to fold Strength and Endurance into one stat called Body.  This leaves us with Fighting, Agility and Body as our physical stats.

What this also means is that Super Strength as a power replaces Body for ALL Strength related tasks, including damage.  Now the only issue becomes this, well how much can one person lift if they don't have Super Strength?  Now I don't know about you, but I have never seen a Superhero comic where there was great drama for a hero lifting anything under a ton.  Maybe that comic exists, but I've never seen it.  So that leaves me thinking, we don't really need to know how much a hero can lift, except when they are either super strong (a power) or super weak (a hindrance), so is a "regular Joe" lifting chart really needed?

Now I can already see issues that could crop up like, needing to have more dice in Super Strength for it to be effective in combat, though you could simply rule that for damage purposes you add the two together (Super Strength + Body) or that if your Super Strength is less than your Body, use Body for hand-to-hand damage, or even for every 2D in Super Strength you have, you add +1D to Body Damage.

Actually that last one appeals to me the most.

Could also use that for resisting damage as well.

Not a perfect solution but easily one that can be used.

So, now we have our Body entry like this;

BODY

A measure of the raw physicality of the character, including his endurance, his ability to resist damage and his over all physical fitness.  It also determines the base amount of dice used in a hand-to-hand attack.

Rank    Benchmark
1          Reduced or impaired ability
2          Minimal ability or exercise
3          Occasional exercise
4          Moderate exercise
5          Regular exercise
6          Intensive exercise, limit of human ability
7          Enhanced ability
8          Enhanced and trained ability
9          Rarely tires, great fortitude
10        Never tires

SUPER STRENGTH


For each 2D you have in Super Strength, add +1D to all Body related calculations regarding Damage (dealing and taking) and for any Skill that relates directly to raw physical power.

Rank    Benchmark
1          1 Ton
2          10 Tons
3          100 Tons
4          1000 Tons
5          5000 Tons
6          10,000 Tons
7          50,000 Tons
8          100,000 Tons
9          500,000 Tons
10        1,000,000 Tons

SKILLS


BODY SKILLS

Climbing - The hero knows how to scale a vertical surface. She can move up the surface at her normal movement rate (barring environmental factors) with this skill; otherwise she moves at half her normal rate.  Specializations include rock climbing, indoor wall climbing, rope climbing, wall-crawling, etc…

Feat-of-Strength – When a hero has to push themselves or dig down deep and get that burning car off their teammate, or hold up the crumbling building, etc… this is the skill that is used.  Note it does not increase the amount the character can lift.  Specializations are things like carrying, dead-lifting and pressing.

Leaping – This skill governs leaping over pits, chasms, or other obstacle gaps, as well as jumping up and grabbing an outcropping. Specializations include things like long jump, high jump and such.

Resistance – Need to resist the effects of a poison?  Need to see if that power nullifying field is stronger than you?  Need to hold out against an alien plague?  This is the skill.  Specializations are toxins, diseases and energies.

Running – When you need to go a little faster or last a little longer in the race, this is the skill for you.  Specializations include sprinting, marathon and pacing.

Stamina – When all else fails and you have pushed yourself to your limits, this is when stamina is called into question.  Specializations are Pushing and Exhaustion.

Swimming – This skill helps the hero float as well as move quickly through water. For every round the hero wants to float or cover some distance, she must make a swimming roll.  Specializations include long distance, short distance, diving and treading.


Wrestling – The only hand-to-hand style that doesn’t use Fighting as its base.  Wrestling is used primarily for grappling attacks (see Combat for more details) and specializations include specific maneuvers.

The change to Body also means the need to change one of the Active Defenses, specifically Soak.

ACTIVE DEFENSE

Soak
(Fighting + Agility + Body)/3 round up

I am now very sleepy, so I will get back to this later, but I think I am on to something here.

More tomorrow, but right now sleep!

Cheers!

Tuesday, March 12, 2013

HEROIC: D6 Supers - Playtest Imminent

So this coming weekend I get to run a game for my old group, with two players making a one time appearance (both have kids and haven't been able to game regularly for about 2 years now), and I have decided to pick-up and run my DC LEGACY campaign.

In this game the DC Universe starts with Superman in 1938 and everyone ages normally and passes down their mantles to their progeny or strangers pick-up the mantles.  It was a LOT of fun when I ran the campaign back in 2009 and I am really looking forward to running it again and playing with these friends.

Last time I ran it we used FASERIP (Marvel Superheroes RPG from TSR) but I think this will be an excellent time to test out this little monster I am creating!

I will be back with a full report after the game.

Cheers!

Capitol City Irregulars

Would you like to know more? Be Heroic!