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Miriquidi

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Posts posted by Miriquidi

  1. In our group the ATT stat was generally used as a statpoint pool for more "useful" stats. This went on until I ruled some severe In-game consequences for PC with an ATT of 2 or 3.

    From then on everyone put their ATT on 4-5 because statting it to 8 or 9 was still sensed like a "waste" of statpoints since ATT-rolls are Extremely Rarely called for.

     

    That's why I scrapped ATT and "relocated" the existing ATT skills to plausible STATS.

     

    Now, being ugly doesn't "yield" as well as when it was a stat. Making your PC at loss in social situation for just a few skillpoints instead of statpoints doesn't really "pay off" and accordingly, being beatyfull isn't such a "sacrifice" :)

     

    But I had to keep the skills though to reflect "making-yourself-look-good-even-if-you're-not-that-beatifull" (P/G) and "looking-cool-in-any-style-you-want-to-wear" (W/S)

  2. In my homerules I scrapped the ATT stat. Every PC starts looking like a "Normal bland everyday person". By taking the Personal Grooming skill they start developping a sense of good-looking as described in the skill definition. Note that cosmetic surgery also can raise your P/G skill (instead of the eliminated ATT stat)

    If a player wants his PC to be ugly or plain repulsive, he just fills in a negative skill level (and gains the points for use elsewhere). Of course this negative level will be used as a negative modifier in every applicable interaction skill roll (persuasion, seduction, interview, perform, ...)

    I put P/G under the EMP-stat, but I really just use it as a "modifier-skill" for other skill rolls.

     

    As for W/S, the description says is all. How are new trends started? People looking cool wearing somethin daring or unconventional. How do they get away with it? By looking cool. By "enforcing" your fashion choices. That's why I make W/S COOL-based.

     

     

    Quotes from the rulebook:

     

    Personal Grooming

     

    This is the skill of knowing proper grooming, hair styling, etc., to maximize your physical attractiveness. Use of this skill allows players to increase their Attractiveness, and thus their chances of successful Relationships or Persuasion. A basically good looking person would be at +2. A fashion model might have a Personal Grooming of +5 or +6. At +8 or better, you could be major fashion model, film star, or trendsetter. You are always "together". And know it.

     

    Wardrobe & Style

     

    The skill of knowing the right clothes to wear, when to wear them, and how to look cool even in a spacesuit. With Wardrobe +2 or better, you are good at choosing clothes off the rack. At +6, your friends ask you for wardrobe tips, and you never buy anything off the rack. At +8 or better, you are one of those rare people whose personal style influences major fashion trends.

  3. - Type O Negative, Life of Agony, Helmet, Primus,...

    - Fear Factory, Ministry, KMFDM,...

    - Hocico, Wumpscut, Suicide Commando,...

    - Helium Vola / Qntal, Corvus Corax / Tanzwut, Saltatio Mortis, Rosa Crux,...

    - Experimental and old-school Jazz (Aka Moon) (great for CoC)

    - Quiet stuff like Wolfsheim, Hybrids, Dust of Basement,...

     

    First CD ever: Sepultura - Chaos A.D. (Biotech is Godzilla!!!)

    Most Recent CD: Praga Kahn - Best Of (Breakfast in Vegas)

  4. Well, I recently played a game where a PC had his forearm chopped off by a slasher shell. He also had some small injuries in the torso area and totalling all things up, he was in mortal 3 state. He broke his TTI-card, he died (twice dry.gif ) and was "saved" with a permanentl loss of one LUCK point and one TECH point.

     

    But I can see now, that these rules are maybe a little obsolete. I wanted to leave sorts of battle scars to PC's & NPC's. I allways found it weird that characters could nearly die, and one month later act like nothing ever happened. Shouldn't there stay some bodily sequels when suffering such wounds? A stupid car accident can leave one a lifetime with a nasty whiplash...

     

    But you're right. Maybe it's better to leave the killed ones dead. But, on the other hand rule some permanent STAT-loss when a death save was failed and the (N)PC revived the conventional way afterwards, or even to impose such permanent STAT reduction when the character suffers a Mortal wound (single wounds doing 13+ damage).

     

    I know this homerule seems pretty cheesy/ merciful but it really was aimed at adding flavour and "real" scars to battle-hardened characters...

     

    (How) Do you handle such situations / injury consequences?

  5. OK, then why is pickpocket a TECH-based skill altough in a dynamic environment?

    Maybe because you need more than one round (3 sec) to perform it correctly?

    In that case, can you say all REF-based skills are meant to be performed under the 3 seconds and TECH-based skills generally require more time?

    Brings it the nifty question about Sniping... REF or TECH? But let's not go over thin ice...

    My view on the thing is that REF- and TECH-skills both need some dexterity, but REF-based actions are quickly performed (like Sleight of Hand) and TECH-based ones aren't (like Pickpocket).

  6. Of course, you're totally right. And this rule doesn't make any stabilisation roll easier, so if you get mashed by a full clip of FF (inflicting a massive amount of, let's say, 80 damage (Mortal State 17 blink.gif )) you WILL die. Even if you survive long enough for a medic to arrive, how the he!! is he going to succeed his Medtech roll vs 80?!

    This rule was actually meant for PC's failing a mortal save while in Mortal State 0 or 1 and not for saving the asses of people throwing themselves on grenades to protect the crowd dry.gif .

  7. I was reading in the GMing thread about cripling PC's but not killing them (unless it's really really REALLY spectacular). Unfortunately, I don't feel like a lifesaver-GM and don't like to use senteces like "Owkay, roll that again, it's just not fair..." So I pondered on how to inflict PC's with prolonged life as cripples.

     

    The ill-Fate -rule

    When characters die (fail a death save) allow them to live for just a little longer in exchange of 1 permanent LUCK point AND 1 permanent STAT point (depending on the location of the mortal wound) e.g. If mortally wounded to the legs or torso BODY, MA or REF could be a good choice, to the arms: REF, TECH (or BODY if blown off), to the head could be anything like ATT, INT, REF, TECH, EMP,... (GM's call)

    This keeps PC's alive a little longer, but leaving them cripled with battle scars and a realistic caution after this near death experience.

    Let the player choose to which stat he lowers, but don't let him lower the same stat twice in a row. Of course some of these stats can be raised again by cybernetics and surgery, but when all the Luck has run out...

     

    Example: John was having an argument with his girlfriend when, in blind rage, she hurls her almost-full beercan at his face. Falling down his head hits the cupboard, and there he is, in Mortal 0-state.  Oops, failed the death save... well no, he just permanently gives up 1 LUCK and, say, 1 INT point, and his failed save is turned into a succes.  If he's really lucky, his girlfriend will try and call an ambulance, if not, brain damage will continue until his luck runs out.

     

    Anyone other ideas?

  8. I recently created a NPC with artificial shoulder mounts.  Gave him a fairly high BOD, a fairly low EMP and four Uzi mini-autos with extended magazines.  I used him in a back-alley ambush on my unsuspecting players.  I was not expecting him to seriously hit something but the sheer amount of bullets that he fired in 3 sec. was amazing.  all this without having to buy him gatling thingies.

    So for super-scoundrels it may be OK, but I don't see PC's go making any social encounter with that type of 'ware.

    "We didn't shake hands..." :p

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