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Monday, July 13, 2015

T21 battle suit "Brute" (cypher system)

This is the "brute" suit, Designed to take a tremendous amount of punishment and keep upright. The outer shell is comprised of layers. I2 steel under frame with a plasteel layer over it. Final coat is ceramic plating. The armor degrades over many hits.

Armor 8, any hit roll of 17+ damages the armor. Even if the round didn't make it through the armor. Damage to the armor lower the armor by a value of 1. Armor will not drop below 2.

Armor is powered and adds as an asset for lifting and pushing actions. Armor equipt with night vision and is a sealed environmental suit.

T11 Rifleman armor (Cypher system)

This elite armor is dedicated loadout for hired mercs and security forces alike. Designed to enhance the wearers ability to reach out and touch their targets.

Armor:2 plasteel plating 0 encombrance. Belt fed ammo system (1000rds)

Enhanced targeting AI interface.
Interface acts as an asset for shooting attacks made with a linked battle rifle. Npc attack as 1 level higher.
Enhanced night and telescopic vision.

Neco Corp security forces (Cypher system)

Private security forces of the corporations are well trained and well armed. Limited enforcement power, corporation property only. Security teams operate in 3, 5, 8, & 10 man units.

Level: 5
Wounds: 12
Armor: 3, sealed suit.
Damage: 3 combat knife, 6 battle rifle.
Night vision, thermal vision.

3 level 4 flash grenades, 2 level 4 freg grenades, & 2 level 3 air burst krak grenades.

Skilled in intimate, battle rifle, and combat knife.

Sunday, July 12, 2015

SP-300 Elite armor (Cypher system)

Sp-300 is issued to only the most elite troops. On some occasions ranking officers will be issued this armor to lead their units into battle. Sp-300 has a power shield that can regenerate on its own. At the start of the wearers turn if the shield is below full strength roll a d6 and add the roll to the shields. All physical damage goes to the shield first.

Sp-300 Heavy armor (3), shield 8, no encumberance. Cost:prceless (military).

Using Numenera as Fantasy

I'm building up to a basic fantasy campaign using Numenera reskinned.

While most things will be just renamed and reskinned. I am planning a few house rules.

Every role gets a small boost at first tier. Glaives get two more phisical skills to be trained in (total of three). All Nano start with Hedge magic, doesn't count towards their two chosen esoteries for first tier. Jacks get 3 tricks of the trade of their choice at first tier rather than two.

Friday, July 10, 2015

Tanner's hammer (Amazing Adventure)

This pistol was forged and assembled by the pirate turn monster hunter Angus Jackson "jack" Tanner. Blessed by his first mate, Reverend Robbert "Rob" miller. It's said that after every kill Tanner would soak silver coins coins in blood of his prey. The coins would then be melted to make bullets. When fired from Tanners gun these bullets become bane to the creature whos blood it soaked in. (+3, x3 on crit, counts as magic).

69 cal., 9" bbl. Pistol with checkered wood grips & snobble forend, wedge bbl. fastener, engraved back action locks.

Monday, July 6, 2015

Bennies vs XP (Savage Worlds)

I've been putting a lot of thought into the use of bennies. Especially with regards to my "other uses" I've written about in the past.

The two additional used I've been trying out is using them as rewards much like Fate points for compels and GM intrusions.

The problem is I don't feel bennies are enough of a reward. If bennies are flowing and the game is moving along nicely a compel or intrusion are both complications to the story. Complications that must be delt with and overcome.

As an example; if one of the players is on a stakeout watching for a suspect to leave his home. If I offer a benny to compel the player to give in to his addiction by abandon his post for a minute to step over to a newspaper stand to get a pack of smokes, so the suspect can get away. A bennie just doesn't seem like a proper reward. Though my players are really good sports and almost always accepts the bennies its really out of interest in keeping the game interesting and not because the reward is well worth the complications.

My idea is from now on only giving 1xp to every player for just showing up. 1xp each player if a story milestone is reached during the session. All other xp will come from ones being offered from compels and intrusions.

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...