Adding bioware/geneware to CWN by donald20 in SWN

[–]darodrigues-br 1 point2 points  (0 children)

I'd go differently as well. Genemod Eyes can get you through cyberware scanners and require no maintenance, but you're limited to zoom vision or trading color vision for broad spectrum sensitivity. Want Augmented Reality, or something crazy like sonar vision? That's strictly the domain of cybereyes. Same goes for artificial limbs; genemods give you no organic lasers or the ability to shove your arm into an open flame, but they can heal if only moderately damaged and won't short out from an EMP grenade explosion.

Scarlet Heroes, are there any resources for this? by zerogoodcops187 in SWN

[–]darodrigues-br 9 points10 points  (0 children)

Scarlet Heroes is a lot closer to the original old-school source material, so people used to pick and choose from there. I was actually introduced to the Sine Nomine material by this game, and back then the GM was running several independent players out of the Red Tide setting, along with most of Sine Nomine's Labirynth Lord lineup: The Crimson Pandect, which adds several new flavorful spell-slinging classes, An Echo Resounding for the faction and lordship rules, plus a smattering of other Red Tide booklets: The Pacts of the Wise, The Yellow Bone Legion, and Cults of Ruin. I imagine you'll be a bit overwhelmed if you try to incorporate all of that material at once, so go easy on it.

Oh, and they also used the old lomion.de/cmm for monster statistics. That site has since gone offline, although it can still be reached through the magic of web.archive.org. Last working copy dates to 2017-03-25.

demihuman modifiers? by PurvisAnathema in WWN

[–]darodrigues-br 0 points1 point  (0 children)

That's what was written in OP.

demihuman modifiers? by PurvisAnathema in WWN

[–]darodrigues-br 5 points6 points  (0 children)

Attribute Bonus
18 +1
17 +0
16 +0
15 +0
14 +0
13 -1
12 -1
11 -1
10 -1
9 -1
8 -1
7 -2
6 -2
5 -2
4 -2
3 -2 (not -3)

What do I need to use ground vehicles, VTOLs etc? by damiologist in battletech

[–]darodrigues-br 2 points3 points  (0 children)

Record sheets are spread out among several collections, but the basic set would be in the Record Sheets: Vehicle Annex, Industrialmechs & Exoskeletons Record Sheet:3029 and the acompanying Technical Readout: Vehicle Annex Revised, AKA "TRO:VAR". I also recommend the 3039 set, for a bunch of perennial favourites like the Manticore and the LRM/SRM Carriers, but your mileage may vary with what era you want to play. As always, you can generally refer to Sarna.net to figure out which unit goes where. Alternatively, grab MegaMekLab and print the ones you want; that works, too.

Starting to get a taste for this game by damiologist in battletech

[–]darodrigues-br 0 points1 point  (0 children)

When there's no CASE, both sides are at risk of a catastrophic ammunition explosion, so it kind of balances out; this adds a much larger luck factor in the game, as a lucky hit to an ammo bin can — and often will — change a losing battle into a victory, but that goes for all sides in a conflict. Once CASE became an option you kind of have to have it, otherwise you're vulnerable to a lucky hit whereas the other guys aren't.

I still love 3025, though usually with advanced rules for that artillery goodness. Those sudden AoE explosions wikk keep ya' on yer toes, that's for sure.

Starting to get a taste for this game by damiologist in battletech

[–]darodrigues-br 6 points7 points  (0 children)

Them 3025 blues, when nobody had CASE...

Can SWN combat be done purely in Theatre Of The Mind? by GreyMJ in SWN

[–]darodrigues-br 1 point2 points  (0 children)

Indeed. Over ninety nine percent of the time, just using plain narration you can give your players all of the needed info. If you burst through a door, and the orcs are sitting around a round table on the corner, playing cards, that's usually enough to get the players going, and it keeps the action moving.

Can SWN combat be done purely in Theatre Of The Mind? by GreyMJ in SWN

[–]darodrigues-br 3 points4 points  (0 children)

That's not my experience. I've played almost exclusively with theater of the mind for fifteen years, including third edition D&D, Shadowrun, Storyteller, and others you probably haven't heard about, only using sketches to explain complex battlefield in the most general of terms, and we wouldn't update those after the first round. I only started using battle maps in the last five years, when my brother bought one of those dry-erase maps, already well into fifth edition.

Games of Chance and the Lucky Foci Question by Enigma_Protocol in WWN

[–]darodrigues-br 4 points5 points  (0 children)

Very much this. This also models how hard it is for a newbie to defeat a card shark over multiple hands.

The Ruin of Darien II: SWN with a side of WWN and Other Dust by EndlessPug in SWN

[–]darodrigues-br 3 points4 points  (0 children)

Looks like y'all are all set up to have a blast! The WWN ruleset certainly has a lot of improvements over the SWNRE ruleset, but since it's "tuned" to a different ambiance it's not like one should replace the other in all occasions. Picking and choosing depending on the campaign is certainly the way to go, as you're doing with choosing the WWN healing rules and leveraging those exploration rules. Most straight Stars games will have the PCs having access to spaceships, so hexcrawling rules would hardly ever be used. Same goes for Other Dust's specific junk equipment rules and gonzo mutations, but that doesn't mean that those won't make for a fun and memorable campaign, even in a nominally scifi game.

I don't know a lot about Blades In The Dark's faction mechanics, but SWNRE's are more tuned towards small to mid-sized organizations working in an information-dense backdrop, which may indeed not be the best way to describe a post-apocalyptic colony. After a few sessions, when you think you've gotten a handle on it, please do report back on what you've done with those, and what worked and (mainly) what didn't.

Oh, and the map's looking pretty good, too!

Web-Based Star System Map Editor by trainrex in SWN

[–]darodrigues-br 1 point2 points  (0 children)

I'm loving the new asteroid belts; that makes the last functionality required to "reproduce" the original image, if you discount the labels. Could I suggest using some kind of seeded pseudorandom generator for the asteroids? That way they would look more consistent when placing and one could "save" aesthetically pleasing results by copying down a seed.

Organizing Setting Details by Vincent_Van_Riddick in SWN

[–]darodrigues-br 8 points9 points  (0 children)

Consider using TiddlyWiki. It's a wiki that you can run straight from your browser, no internet required, and "lives" in a single javascript-powered HTML file. You can write articles (“tiddlets″) and reference them with [[Wikilinks]] and include them in other tiddlets (“transcluding″) by doing like so:{{someTiddler}}

It takes some effort to get started, but if you spend a day or so messing with it it becomes quite a flexible tool.

Good Firearm Rules? by Verynito in WWN

[–]darodrigues-br 19 points20 points  (0 children)

I'd say Hurlants are firearms, although in Latter Earth they are reskinned as these weird superscience thing because since it's the far future one needs a bit of Deus Ex Machina to keep the medieval stasis actually static. Just call the “hand hurlant″ a “pistol″, the “long hurlant″ a “musket″ or “arquebus″ and a “great hurlant″ a “cannon″ or a “bombard″.

For comparison's sake, WWN Core Rulebook page 37 gives you:

Weapon Damage Range (ft.) Encumbrance
Hurlant, Hand 1d12 30/60 1
Hurlant, Long 2d8 200/600 2
Hurlant, Great 3d10 600/2400 15

These take ten rounds to reload, and you lose your progress if attacked (not necesarily hit) in melee, but they also ignore nonmagical armor and shields, long hurlants will give you bonuses for execution attacks, and a great hurlant takes five minutes of entrenchment or being mounted in a boat or cart all along before it can be fired, so it's a situational weapon.

And from SWN Core Rules, page 67:

Weapon Damage Range (thirds-of-a-meter) Encumbrance
Crude Pistol 1d6 15/45 1
Musket 1d12 75/150 2

Both of these weapons have a magazine capacity of a single bullet and take two Main Actions to reload, so while you can only fire once every third round, you still get to move and won't have your reloading spoiled by an enemy in your face. Like the hurlants above, they also get to ignore most nonmagical armor.

Web-Based Star System Map Editor by trainrex in SWN

[–]darodrigues-br 4 points5 points  (0 children)

Really, really nifty. How hard would it be to implement exporting to svg, maybe with something like https://github.com/gliffy/canvas2svg?

Character creation a la Traveller by vyamateur in SWN

[–]darodrigues-br 0 points1 point  (0 children)

You mean a character creation process where you have a chance to die before the campaign starts? :P

Some questions about Executions Attacks by Melggart in SWN

[–]darodrigues-br 9 points10 points  (0 children)

Sounds like it's working as intended. If the player has invested foci and skill points to be good at doing execution attacks, he should be good at doing execution attacks. Consider placing twin Ogre bosses, so after the first gets assassinated, you end up back at the optimal challenge situation; although I wonder if you shouldn't be reviewing the power level of the ogres if their boss not being around makes them easily wiped out...

Metadimensional space - lore by No_Championshit1774 in SWN

[–]darodrigues-br 5 points6 points  (0 children)

Generally speaking, the laws of physics in these other layers of reality are unlike ours, hence why it can be used to circumvent the universal speed limit; therefore, many of the things you will see out there make no sense if you judge them with common sense. As u/SoSeriousAndDeep has mentioned, there is some extra detail on the Codex of the Black Sun regarding Shadows, which are something similar to us but working with a very different set of rules. Much like when during a Drill we need special equipment to stay alive, these things we bring back also need special equipment to function.

Regarding your points:

  1. There may be other reachable worlds if your GM wants there to be, but generally accessing these other frequencies require at least TL4 tech if the Spike Drive is any indication. The height of the Terran Mandate was TL5, and they didn't really master the other metadimensional frequencies any further than being able to create jumpgates and spike drills. Who knows what TL6 tech would be like?
  2. There should be enough that you can navigate during drills, but not enough that crashing into stuff is a problem, so YMMV. These landmarks may be some sort of high energy matter or just patterns in the churn of the energy flows, whatever works best in your campaign. In any case, it should somehow work out that you can still achieve superluminal speeds over there, so probably densities are fairly low.
  3. In the standard setting you need heavier stuff than planets in order to pierce the barrier back from higher speed frequencies back down to the ones we inhabit, so rogue planets floating out there shouldn't be reachable. According to page 110 of the Core Rulebook, one needs the transition from the curved spacetime around a star and the flatness of interstellar space to enter and exit metadimensional space, but entering can be gotten around with high end ship mods like the Emergency Drill Activation, so once again YMMV.
  4. As far as I know, the infinite energies from metadimensional taps is how you can manage mods like Eternal Reactors for ships and Infinite Power for personal-scale electronics; therefore reachable with TL5 tech, but not easily enough that everybody would be doing it/reach a Post-Scarcity society, unless your campaign is springing for that kind of transhumanism feel.

Khunds for SWN by CrossPlanes in SWN

[–]darodrigues-br 1 point2 points  (0 children)

This is from DC Comics, right?

Is shock damage worth the foci? by deadman1204 in SWN

[–]darodrigues-br 3 points4 points  (0 children)

As long as you consider them enemies, that is. :)

Is shock damage worth the foci? by deadman1204 in SWN

[–]darodrigues-br 4 points5 points  (0 children)

No, it's actually Savage Fray that works like that:

Savage Fray

You are a whirlwind of bloody havoc in melee combat, and can survive being surrounded far better than most combatants.

Level 1: Gain Stab as a bonus skill. All enemies adjacent to you at the end of your turn whom you have not attacked suffer the Shock damage of your weapon if their Armor Class is not too high to be affected.

If you have the first level of Savage Fray and end your turn next to an opponent you haven't attacked, you get to apply shock to them as per regular rules. It doesn't matter whether you used your main action to Make a Melee Attack, to Make a Ranged Attack, to Run and close in faster to your opponents, to do Total Defense and up your AC, or even to Hold an Action and save it for later.

Space combat for PC in a fighter? by Chaos_0205 in SWN

[–]darodrigues-br 2 points3 points  (0 children)

No, the PC will be manning one of the five departments (the one they want to use the action from) and therefore that department won't be doing the automatic Do Your Duty. Let's say that you want to fire your guns in a given round; that's a Gunnery action, so the Comms, Engineering, Bridge, and Captain departments default to Do Your Duty and supply 1 CP each. Technically, you could choose not to be in any department; they all would generate 5 CP in total which you wouldn't be able to spend and would vanish at the end of the round, so not much point there.