Joined: Jan 2009 Gender: Male Posts: 11 Location: Must be Thetan Level 5 to know Karma: 0
Re: Esgalia's work board « Reply #15 on Apr 24, 2009, 2:14pm »
Well, that's why I have the little cult on the moon for, and I also have a minor plot point (potential campaign) involving the salvage/recovery of the deep sea dam/power generators. You can stand on the Earth no problem, but you'd need a hell of a lot of equipment to stay there for long.
Not so sure about the whole asteroid thing, as to me it sounds like a recipe for diaster, especially considering the current tech levels. Mining operations in the asteroid belt on the other hand, that's plausible.
Re: Esgalia's work board « Reply #16 on May 28, 2009, 10:58pm »
These are the first books races and classes Races: Humans Terians Siege Infected Terians (these will probably be in the monster manual only Kitsune Shifters Nexu Saiberian Clawdite Geo-sain Mutalisk Archon monster manual only (probably)
Joined: Jan 2009 Gender: Male Posts: 11 Location: Must be Thetan Level 5 to know Karma: 0
Re: Esgalia's work board « Reply #18 on Jun 12, 2009, 5:43pm »
Was going over the outline from Monday today and had a few thoughts. Some may be repeats from Monday, so sorry in advance if I'm repeating.
For damage types, is there going to be piercing type, or is considered to be blunt? Also, is it safe to assume that burn damage goes to vigor?
For the whole issue with unconscious range attacks, how about +5 to melee and long range modifiers don't apply?
For the Crippled section, I was thinking since the Siege rely on mechanics to improve their health, it should be a special concern for them, like increased risk of being crippled in battle due to mechanical failure and/or being destroyed.
About Distracted and Unaware Opponents, unless this is going to be like Gurps, it seems a bit redundant. Attacker gets +2 to an unaware opponent, and defender gets -2 to defense, which means the attacker really gets +4 to the surprise attack.
For Reeling, I like it, but as an idea, how about -1 to attack and defense at 50% health and -3 for 25% health. That way, there could be a skill (i.e. Adrenaline) or a class skill for the Brute or Gun Bunny class (whatever soldier is) that negates the penalty of the 50% yet still has the effect of low health.
Finally about Aiming, this is mostly for snipers, but I remember watching a special about how after two shots the barrel become hot and actually effects accuracy. So I was thinking that after two consecutive turns attacking with a firearm based weapon accumulate a -1 per turn after the limit, which decreases by 1 for each turn not firing. And as an add on, weapon fails when it reaches, say, 10.
That's all for now. BTW if Sunday is still on I'm free only in the early afternoon.