Magick's, etc.
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Magick's, etc.
Does anyone still use 2001 rules for supernatural abilities and/or magic?
Does anyone have any more useful rules for magic/wizards beside use "feat" like special abilities?
Rev
Does anyone have any more useful rules for magic/wizards beside use "feat" like special abilities?
Rev
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Yeah, that's what I felt, Olothontor.
Anyway, thanks stubhawk. I'll look around.
@ Telcon...I was looking for something more useful that treating it like a made-up feat. Better luck next time.
Anyway, thanks stubhawk. I'll look around.
@ Telcon...I was looking for something more useful that treating it like a made-up feat. Better luck next time.
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Why thank you Telcon
Unless stubhawk's posts are found, I'm probably going to go through other table-top wargame rulebooks (Mordheim, WFB, etc) and port spell options over until the 2010 Rulebook is complete. Something like that.
Unless stubhawk's posts are found, I'm probably going to go through other table-top wargame rulebooks (Mordheim, WFB, etc) and port spell options over until the 2010 Rulebook is complete. Something like that.
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Read through this thread.Quantumsurfer wrote:Were stubby's rules ever found? I took a quick look around but didn't spot them. They'd be nice to look at while I wait.
http://www.brikwars.com/forums/viewtopic.php?t=5381
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The supernatural rules are as follows:
Resurrection, retroactive, and lasting effects are no longer possible in the updated system, although dead bodies can be animated on a turn-by-turn basis. There's no "loaning" SN dice to other SN units anymore either. I kind of want to put in some kind of quick-build power, but I think it's better left to the Mechanix rather than trying to duplicate it in SN.
- 6. You buy supernatural dice for a character (or object or vehicle or weapon or whatever) at the cost of 3CP per d4, 4CP per d6, 5CP per d8, 6CP per d10, and 7CP per d12.
7. These dice may be combined for specific effects according to the character's Supernatural Cliche (e.g., superhero, wizard, etc). Dice are assigned one at a time to add to or subtract from Range, Damage, Skill, Armor, or Move. At half effectiveness (rounded down) they can add to or subtract from Radius, Arc, and alternate Move (e.g., giving Flying Move to a normally ground-based creature).
8. When used for Damage, a d4 always causes one of the d4-based Damage types (Fire/Acid/Poison/etc.), while d10s always do Explosion Damage; everything else causes normal Damage.
9. Supernatural effects have a Use rating of +1 for every die used. If the effect is added on top of an Action that already has a Use rating (swinging a sword and adding Fire Damage to the attack, for instance) then the +1s are added on top of the Action's existing Use.
10. Any crit fail on a Supernatural Die turns it into a Supernatural Die that one of your opponents can re-roll, re-assign, and use to sabotage the effect (subtracting Range or Damage from your attack, for instance), although he must still keep the overall effect within your Supernatural Cliche.
Resurrection, retroactive, and lasting effects are no longer possible in the updated system, although dead bodies can be animated on a turn-by-turn basis. There's no "loaning" SN dice to other SN units anymore either. I kind of want to put in some kind of quick-build power, but I think it's better left to the Mechanix rather than trying to duplicate it in SN.
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Maybe I misunderstood.
Stubby said he posted them around a year ago. So I assume they're complete and he is no longer, in fact, working on them. I wouldn't mind seeing what they looked like, of course. The intermediary step between the "advanced rules" and the 2010 book two rules. It's just interesting, that's all. Naturally, if they aren't easily available I'm not too worried about them as I anticipate the (what I'm sure will be) totally kickass 2010 rules.
For clarification, I have seen the part of the 2010 rules that are finished. They were easy to find, even without that painful roadmap you linked me to. I like them a lot. Though much of it is highly similar or the same, the format is nicer. There are some minor clarifications which make the game a little more streamlined, I think. And the bits of fiction really round it out. The division between books one and two is sure to be full of win (from what I can see it already is, really).
Stubby said he posted them around a year ago. So I assume they're complete and he is no longer, in fact, working on them. I wouldn't mind seeing what they looked like, of course. The intermediary step between the "advanced rules" and the 2010 book two rules. It's just interesting, that's all. Naturally, if they aren't easily available I'm not too worried about them as I anticipate the (what I'm sure will be) totally kickass 2010 rules.
For clarification, I have seen the part of the 2010 rules that are finished. They were easy to find, even without that painful roadmap you linked me to. I like them a lot. Though much of it is highly similar or the same, the format is nicer. There are some minor clarifications which make the game a little more streamlined, I think. And the bits of fiction really round it out. The division between books one and two is sure to be full of win (from what I can see it already is, really).
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