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gomiville

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Everything posted by gomiville

  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.
  16. Let's say three or four sizes of crowd, each with their own table. The entries could themselves be rolls, or could just have hard coded entries. I would guess each crowd size table is either a 1d10 with sub-tables, or a 1d100 table with hard coded values. Then it's just looking up the NPCs in the menagerie. So, either one roll (on a 1d100 table) or four/five (nested 1d10 tables). EDIT: Or, alternatively, roll for the size of the crowd. For example, under "Crowd 5-10" it might be 5+1d10/2 (actual crowd size from 6 to 10). Then, have a 2D cross-reference table of dice rol
  17. Maybe add a table or two in the back for crowd generation. Call it "Who's in the Crowd?" The GM picks a crowd size (5-10, 10-25, 25+, etc) and rolls on a table ("A Corporate," "A Cop/Security, maybe off-duty" or for larger crowds, "1d6 Corporates," "2d6 Techies", etc). So, the players walk into a store and fire their guns in the air, who's there. GM figures there are 3 or 4 employees in the shop ("Retail" stock NPCs plus maybe a low-level "Manager"), plus 5-10 shoppers. Rolling on the crowd table, they determine there are 4 Corporates, an off-duty Security Officer, 2 Fixer types and a
  18. I think there are two useful parts to a book like this. First, a generator to quickly generate "unique" NPCs, like you've described above. Second, a "menagerie" of stock NPCs that can be used straight off, without rolling dice. In the second section, you could use the classes as topic headings. So, under "Corporate" we might have "Secretary," "Number Cruncher/Back Office," "Customer Service/Retail" and "Manager." We use the generator system, but pick skills instead of roll them randomly. Something pre-rolled for the GM to grab from. Maybe add a scaling part to each pre-rolled NP
  19. Another book idea would be something like the Sprawl books for Shadowrun (considering I've cannibalized/adapted them for my CP2020-derived games before). Call it a "Building Collection," or something. It could actually link very easily to both the city kit and the NPC generator/collection. Include some basic floorplans, some basic environmental stats (SP/SDP in CP2020 terms, etc) and some NPCs, along with a little fluff, maybe some game hooks, etc. Basically, the GM rolls up "bank" in the city kit, and they want to know what a bank branch might look like (in case the players suddenly d
  20. Looks good. I'll give it a test run at some point, but the layout and finish look amazing.
  21. The problem with that is that each entry has both odd and even numbers! Hence gender being the GM's choice. That's the point though. That means every entry can be both male or female. Roll a 7, that's Goggles & Tech, but also female. Roll an 8, that's also Goggles & Tech, but male. Base gender on the even or odd, for a 50/50 gender distribution, and equal chance of appearance for each gender.
  22. Honestly, gun control doesn't mean anything when it's violence over drug territory. It doesn't restrict the shooters, and it doesn't hurt the victims. Chance only the gun laws in Chicago, and there would be the same violence and deaths. It wouldn't matter. This is a poverty and drug issue, not a gun(rights) issue. But I agree that ghettos like South Chicago (where I used to live, btw) are maybe the closest we have to combat zones right now, if you just merged in old-school red light district vice culture.
  23. Uh, yea... I did that on purpose. Y'know, for reasons... Good point. Considering a "cashless" society is pretty typical in cyberpunk, and how current cash machines are often hacked or rigged for scammers, I'm not sure how common they'd be for this kind of thing. But a "banking" machine isn't a bad idea. Maybe combine in a couple of other features, like e-cash conversion, or fund transfers. It's not part of a random roll table, but I could see a machine set up in an open market (farmer's market, flea market, etc) that allows you to transfer funds to local vendors.
  24. 4. Cover for illegal business (some black market good is available for sale in the back room) 5. Legitimate business, but being heavily leaned on by the local organized crime 6. Having a "Going out of Business" sale 7. Still cleaning up after getting trashed by a flash mob/bunch of hooligans/rampaging 'borg/etc 8...
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