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gomiville

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About gomiville

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    Cyber-Icarus
  • Birthday 02/11/1977

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  1. Georges Hebert, the great-grandfather of parkour (and military-style obstacle courses and ideas of "primitive" exercise patterns), was known to have studied both savate and French methods of the cane. So, you could bump kick up a touch (+2), add a strike (+1) and drop a point somewhere else (+1 Throw?), without changing the difficulty of Combat Parkour (by the MA Unlimited rules). Personally, I like the "primarily evasive" style of combat parkour. It's more about getting away then getting bogged down in fighting. The punches and kicks are just backups, but it's mostly about sweeps and thr
  2. Using the Martial Arts Unlimited rules, you could reduce its version of Jattenhand to create Parkour. (Don't remember if the version of Jattenhand exactly matches the version created here.) Maybe Parkour (2): +1 Sweep, +3 Dodge, +3 Escape. And allow it as a bonus to Athletics as well (REF+Athletics+Parkour). Essentially a lot of evasive techniques, plus a sweep as the sole offensive technique. Describe it as any kind of knock-down, whether a kick, a body check, dodging through their legs and knocking them down, or anything else, in the process of evading and running. Maybe even creat
  3. The other thing to remember is that social cohesion and unrest is often a factor of relative local satisfaction. So, sure, fewer people than ever are living on less than $1.90 a day, but when your neighbors, or the people in that gated enclave over there, are living on two, three or twenty times what you are, it starts to look pretty bad. The next green revolution may guarantee that no one will starve because of vat-grown textured vegetable protein, SCOP and getting insects into our diet, but when the people in the gleaming towers are dining on steak, that's a recipe for social unrest. An
  4. "Is this way because of legitimately tragic backstory." Excellent and creative adventure.
  5. Been meaning to make some comments on this, but something just struck me. This might be too much of a system redesign, but... Maybe for some of these, like the Streetdeal one, we could present the player (and their GM) with a choice of skill or contact. For example, you hung out with a local fixer, as look-out, messenger, etc. You could either leverage that experience into learning how to be a fixer (Streetdeal +2) or, if you're heading in a different direction (maybe as a tech or something), you could retain that fixer as a contact for later in life. Especially for entries like t
  6. I don't think you should cover every skill, but hitting the highlights and covering the "class" bases would be good. Obviously we should tread carefully around the risk of min/max munchkinism, but I like the idea that an adult solo probably showed signs as a kid. Some time in a dojo, or running with a gang, or idolizing the military, etc. So, having some life events that, taken together, give that developing solo all the relevant skills would be kind of cool. Because then, if you play classless, you could use the narrative structure of the youth lifepath to create the framework of
  7. We could add "Financial Windfall" back in, as an inheritance or something. Maybe something held in trust that the character won't be able to access until adulthood. Regardless, breaking things down by attribute grouping: INT (Ace School, Video Games, some Scouting, Foreign Experience) REF (Ace Sports, some Scouting) COOL TECH (Ace Arts, Up to No Good) ATTR MA BOD (some Ace Sports) EMP (In Your Care) So, maybe something for COOL skills, or ATTR, or the "engineering" side of TECH skills (Basic tech, electronics, cybertech, etc)? ?. Get Your Hands Dirty Maybe yo
  8. My father-in-law was 100% Chicago Polish (think his parents were 1st generation, grandparents immigrants, but I'd have to ask my wife). When he was born, they lived in a heavily Polish neighborhood, but as he grew up, it slowly morphed into Hispanic. He knew some excellent Spanish swears, as a result. Although, these days, there's less such movement, but who knows what the dark future holds.
  9. Maybe History: Art? If you really get into painting, you've probably spent some time studying other paintings. Love playing the guitar, probably listen to a lot of music. Some kind of "cultural backgrounder" kind of skill in your art of choice. Or, maybe a technical skill related to the art, where applicable (Chemistry +1 for photography, if you develop your own film, or Electronics +1 if you tweak your own electronic instrument, etc). Maybe come up with some background and technical skills for each art, and let the player choose one, based on their character concept. Very nice.
  10. Maybe, for childhood friends, enemies and contacts, there should be a "level" associated? For example, "level 1" contacts are lost when you grow up, but might impact other youth rolls (and might be strengthened to "levels 2 or 3" through a crafted narrative. "Level 2" contacts will persist until adulthood, but might be lost through moving. "Level 3" contacts will persist all the way, even if you move. So, really close friends or particularly vengeful enemies might persist, even as you grow older and move across the country. And for some fairly tight friends or enemies with
  11. I could see this as having a juvenile record sealed. Not new shoes, but locking away the record so it doesn't follow you as an adult. I think this is a definite possibility. Most places seem to have a minimum driving age of 18, but some go as young as 14. But, this doesn't have to just be a motor vehicle, or a larger motor vehicle at least. Tweak the vehicle options for a cool bike, or a little moto-scooter. Something that extends the range of the little tyke, makes them cooler in the eyes of their compatriots, and maybe give them an employment opportunity as a runner or deliver
  12. But you could, conceivably, use your "young lifepath" as an extension on the existing lifepath to create an emergent family status. Instead of a single dice roll saying "congrats, mum and da died and yer an orphan," you could roll up the bones of a whole narrative for why you were warped into donning a cybernetic bat suit to fight crime. With in game effects as well. It adds more dice rolling, sure, but in this day and age, with spreadsheets and dice rolling apps, that's less a concern, I think. Given the tables, someone could easily make their own "character creator" that rolls up eve
  13. Instead of "going in" and "coming out," maybe you mean "to penetrate armor" and "after penetration, if it penetrates?" So, 1d6AP against an SP10 concealed vest. Then, if a round rolls a 6, it gets 1pt through the armor, with additional 2d6 done directly to the body. Good chance of during 8pts per round, easily adding up to a fatal wound. Personally, I'm not a fan of the usual uses of needle or flechette weapons. They should have much better penetration, and much worse standard body damage. Not just standard bullet AP. More like 1/4 armor penetration and 1/4 damage. So, a 1d6 ha
  14. I like all the extra tables you've described. I've seen classic generation systems that's mostly Who, What, Where and Against Whom. All those extra tables give a lot of detail. It'd create a very elaborate skeleton that the GM can flesh out and articulate.
  15. I like your idea, and I'll need to think on it and find ways to obliterate it... er, I mean comment. But, in the meantime, I think a name generator is too location specific. We ran into that with the city kit. NPC names will differ depending on what ethnic or national groups are common in your gaming location. Too varied and huge, and better left to the 'net.
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