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Mailing List Logs for ShadowRN

Message no. 1
From: The Powerhouse <P.C.Steele@*********.AC.UK>
Subject: Bits n pieces
Date: Sat, 11 Jun 1994 11:49:30 +0100
On combat pools, someone asked about the nonsensical position that the combat
pool can take when resisting against the power of weapons. Well you may like
to use my method, in this the combat pool has three uses 'combat dodge/damage
resistance/assisting firearms.

Damage resistance uses the combat pool in the exact same way as it is currently
used in the rules, you use the extra dice as body dice and roll against a TN
or weapon power - armour, should the combat pool give you more successes than
your opponent then the shot misses.

Assisting firearms again is as standard in the rules.

The third method is combat dodge what this entails is a very quick movement
by the player to literally try and dodge the bullet, the result is simple
either you succeed or you don't. The target number for dodging is 12 - the
target number of the person firing. To dodge you must generate more succeses
from the combat pool than your attacker. If you fail to succeed then you
are still hit and you may use any remaining combat pool in a normal damage
resistance test along with body dice.

Here's an example.

Joe has combat pool 8 and firearms 7. Sam who is attacking Joe has cp 6 and
firearms 4.

Sam attacks decides to use 2 dice from the cp. Ie attack test of 6 dice, assume
the target number is 4. He makes 3 successes.

Joe now get's to decide <note Joe shouldn't know how many successes Sam got
or what Sam's TN was> dodge or damage resistance. He decides a full combat
dodge so uses all 8 dice and has a target number to dodge of (12 - 4), now
if Joe can pull off more than 3 successes with his cp then the shot has
missed completly. If not then as he has no cp left he's down to his body
to resist the shot.

We've play tested this rule for some time now and it seems to work well,
originally we used the rule as 10 - opponents TN but found that made dodging
bullets too easy, but the figure can be adjusted as to what type of campaign
you like to play.

The main thing is that it makes players think about actually getting out of the
way quickly as they have to determine wether that sniper has a clear shot and
a SGL or wether it's a rookie and they might be better trusting to their
body armour and luck.


On other things, aura masking : The worms that people have been talking
about have their own aura hence an astrally perceiving mage would notice two
distinct auras and would know immediately that the person was infected with
something. They would still be able to identify the aura underneath. Check
out the section on aura info, it also mentions stuff like spirit possession
and the mage being able to tell, if that doesn't bugger your aura up then I'm
not sure what will. But even with the spirit infesting the body the mage can
still determine the underlying aura.


Large karma pools. Not quite sure why people are harping on about this, if the
players and the GM are happy with that level of play then who's to complain ?


Ammo : Arrggghhhh !!!!!!!! Not again !

Phill.
--
Phillip Steele - Email address P.C.Steele@***.ac.uk | Fighting against
Department Of Electrical & Electronic Engineering | Political Correctness !
University Of Newcastle Upon Tyne, England |
Land of the mad Geordies | The Powerhouse

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