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Agamemnon

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Posts posted by Agamemnon

  1. All right. I've revised the ruleset/copyright offence that I've been working on. The file has doubled in size and includes a new way of determining the character's size, as well as dozens of fixes.

     

    Go and check it out at http://personal.inet.fi/koti/rassi/cyber/cp2025.html

     

    How d'ya like it?

     

    Note: there are several portions of the article that are not complete, like the combat system and the Trait list. Work still continues.

  2. A 25mm grenade is the same approximate size than a 10-gauge shotgun shell, and a 25mm frag grenade does 5d6 damage. The guidance systems on a micromissile probably take a lot of space as well. So a missile could be quite a lot bigger than a shotgun shell.

     

    BTW, where does it say that micromissiles can be fired through a shotgun?

  3. Bottom line: There is really no point in getting over-specific.

     

    Perhaps it's best to let the skills be as they are and deal with exceptions on a case-by-case basis.

  4. Question: If one implants an AI into a meat body, what would happen to it, personality-wise? Never mind the practical considerations of the operation, but how would it affect the AI?

     

    The reason that I'm asking is that one of my recurring characters is such a being.

  5. Quote (Darthmurph @ May 06 2002,16:52)
    But again, I really don't go into that much detail in my games. Just making a useless geek knowledge point.

    You seem to have a lot of useless geek knowledge about the military...

  6. Quote (psychophipps @ May 06 2002,18:15)
    The CIA's LSD experiments were done in the 50s, btw.  It's pretty scary when "you just saw it yesterday" and you were STILL off by 20 years... :p

    For the record, I can look at the TV programme for an hour and not remember any of it the next time I open the Idiot Box. No feat of absent-mindedness is impossible for me.

     

    I suck at numbers and names, but not with any consistency. I can't recall the last name of a classmate, but I can tell you who the reformators of Switzerland were or who founded the Jesuits (Calvin, Zwingli and Loyola, respectively).

  7. Quote (Dark Kindness @ May 06 2002,04:54)
    As for the government requiring drugs for personality control, I've been afraid of that one for a long time.  Who's to say that we'd even know about it?

    Tell me about it. I saw this doc on Discovery yesterday about mind control. It was scary, the stuff that the CIA pulled in the 70's with LSD and other ####.

     

    It was also estimated that the mind is the battleground of the 21st century.

  8. I've noticed that when making up new NPCs for the Lineup, I tend to avoid giving them too much cyberware. Many have none, in fact.

     

    On the other hand, my characters tend to be pretty well chromed up. My latest solo has a pair of optics with IR and some random bioware.

  9. Mine always start out as people, and then become something else. My pirate character began life with a leather jacket and a Winchester M70 and ended up controlling a fleet.

     

    The point is that the chracters, assuming they stay alive, always become something more than what they started out as. I wouldn't call them heroes. They're more like villains, actually...

     

    "Evolution, Morpheus. Evolution."

  10. Well, if i have to choose, I'll go for the cumbersome specialization myself. DragoonCav's suggestion is just the sort of thing I want to avoid. It brings Fallout to mind, and not in a good way.

     

    I think I'll stick with my idea as the "canon" for cp2025. (What the canon for cp2025 actually means is another thing altogether, as the system is made for me and me alone. I actually can't distribute the later editions, even if I wanted to.)

     

    Weapons beyond light artillery are rare enough to be dealt with Expert skills on a case-by-case basis. It's not like you can get a "Crazy Harry" from a hardware store...

  11. I think that chips could be specific, but not skills. Maybe the character should have a negative penalty for a while to reflect his inexperience with that type, but going for weapon-specific skills is a bit much.

     

    I'm currently thinking about:

     

    Pistol

    Autoweapons

    Rifle

    Gunnery [iNT] (indirect heavy weapons like mortars and cannons)

    Heavy Weapons (most crew-aimed heavy weapons)

     

    Mines are set with the Demolitions skill.

     

    Question: with Rifle you can use your M16 on single shot and (possibly) 3-round burst, but can you use it single-shot with Autoweapons? The skill limits become blurry if you can but it sound dumb if you can't.

  12. Is there anyone out there who could help me decide what is the most realistic way to figure out the different weapon skills and the types they cover?

     

    I mean, some SMGs don't differ all that much from rifles and some pistols can be fired on full auto.

     

    Should it be Handgun, SMG and Rifle or Handgun, Autoweapon and Sniper? Single-shot and Automatic? Only one Marksmanship skill (as in basic Fuzion)?

     

    Heavy Weapons is another vague category, ranging from oversized rifles all the way to tank cannons, but I see no pressing need to fiddle with them at the moment. After all, they rarely find their way into the paws of the players.

  13. Actually the first thing I checked out was the "homeboy sights". By the time I got to the 300-round Uzi clip, I got a bit suspicious.

     

    I find it equally scary that someone thinks it's a particularly funny joke, or that the idiots have spent time making the site. It's a sick ol' world, that's for sure.

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