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Wednesday, December 13, 2017

Shadowrun races for Ubiquity (Quantum black)

I'm toying with the idea of running a Shadowrun inspired game using quantum black with elements from Desolation, especially the magic system.
First up is my notes for races.

Elf:
*Agile: +1 to Dexterity.
*Darkvision: ignore penalties for low light or darkness.
*Nimble: one extra dice when spending style points for dexterity based rolls.
*Fragile: -1 to stun.

Dwarf:
*Stout: +1 to body.
*Hardy: +2 to rolls to resist poisons and disease.
* Resilient: one extra dice when spending style points for body based rolls.
* Slow: reduce move by 1.

Orc:
* Stubborn: +1 to willpower.
* Thick hide: +1 Defense.
* Single minded: one extra dice when spending style points for willpower based rolls.
* Ugly: -2 to rolls when appearance is a factor.

Troll:
* Strong: +1 to strength.
* Natural weapons: +1 to lethal damage when attacking with horns, spikes, or fangs.
* Mighty: one extra dice when spending style points for strength based rolls.
* Hulking: -2 to Athletics or Acrobatics skill rolls.

Human:
* Adaptable: +5 skill points to spend at character creation.
* Focused: specializations cost 2 rather than 3 when spending experience points.
* Burn reduction: ignore one damage when calculating burn from spell casting.
* Only human: Choose one flaw.

Light swords for Ubiquity



Light swords are a sci-fi staple. I'm going to try  my best to do them justice in Ubiquity. I'm going to try to balance their deadlines, the danger of using one, yet keep it all simple and elegant like the rest of Ubiquity's rules.

Light sword
Damage: 5L
Str: 0
Diff: 5-6
Wt. 2lbs

Light swords ignore armor ratings when calculating defense. Natural defense only.
Only select materials can block a light sword, ignore weapon rating when blocking or parrying. Any material not able to stop a light sword used to block or parry is destroyed if used.

When using a light sword to attack if more failures are rolled than successes the attack may still succeed, but the attacker takes damage equal to the number of misses. If an attack with a light sword ever rolls all failures the full damage of the weapon effects the attacker.
I know this is a lot for a "simple" conversion. But I think at the table it should still play out fairly quickly.

Tuesday, December 12, 2017

Cybernetics (Ubiquity) Quantum black

I've really come to like the Ubiquity system. I picked up Hollow earth Expedition, Desolation, League of Adventure, League of Gothic horror, and Quantum black. I feel like it's a quick and fun system.

I've been looking over the system to use it in other settings. With Cyberpunk being near and dear to my heart, I've been looking over Quantum black for use with Cyberpunk.

The more I read over talents the more I feel like they would work for cybernetic enhancements.

Tactical targeting system: Accuracy
Tactical targeting system 2: Long shot
Reflex enhancement: Agile
Tactical perception system: Alertness
Perception enhancement: Blind fighting.
Climbing Spikes: Climb
Neuro enhancement: Intelligent
Shock prevention resistor: iron jaw
Sense enhancement (any): keen sense
Blades,claws, reinforced: lethal blow
Move by wire limited: kip up, Quick draw
Move by wire: mobile attack
Move by wire 2: Quick reflexes
Medtech Nanites: Quick healer

And of course there are a few Cyberpunk classics that don't fit directly even though talents might have the same effect. Here are a few others.

Bonelace: natural Defense +2
Bonelace 2: natural Defense +3
Bone lace and plate: Defense +4
Neuro-interface "jack" for direct system interface.

The major advantages to cybernetics is they ignore prerequisites and restrictions of talents.

Power 10 for 5E D&D.

As I play more and more fantasy role-playing games, especially D20 variants, I find that some of my favorites are the ones that boil the ent...