All of my homebrew

Supplement ideas, house rules, homemade stat cards, homebrew weapon types, and other cool variations

Moderators: Rev. Sylvanus, warman45

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samuelzz10
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Re: All of my homebrew

Post by samuelzz10 » Sat Jan 19, 2013 4:35 pm

don't ever remember hearing that. I'll probably just fudge it out, too many of my stats use more than one die.
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Whiteagle
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Re: All of my homebrew

Post by Whiteagle » Sat Jan 19, 2013 4:38 pm

Rev. Sylvanus wrote:Actually, this topic of singe-die skill ratings has been prominent in several other threads if I'm not mistaken, Whiteagle.
Really?

...I haven't seen it much...

Still, it's less the single die skill then the lack of modifiers, for instance I gave every Briktoid Space Skeleton "Marksmanship", which modifies skill depending on the weapon.

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stubby
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Re: All of my homebrew

Post by stubby » Sat Jan 19, 2013 6:54 pm

That rule is just for the base Skill rating. You can have modifiers for specific situations, and other stats can have multiple dice.
Natalya wrote:Wtf is going on in this thread?

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IVhorseman
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Re: All of my homebrew

Post by IVhorseman » Sat Jan 19, 2013 10:16 pm

samuelzz10 wrote:too many of my stats use more than one die.
Nobody needs to roll that high for skill. For any reason.

Give em a d12 if you're gonna be so paranoid about failing your rolls.

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samuelzz10
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Re: All of my homebrew

Post by samuelzz10 » Sat Jan 19, 2013 10:20 pm

IVhorseman wrote:
samuelzz10 wrote:too many of my stats use more than one die.
Nobody needs to roll that high for skill. For any reason.

Give em a d12 if you're gonna be so paranoid about failing your rolls.
But what if I need to win the lottery?
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Re: All of my homebrew

Post by samuelzz10 » Mon Jan 21, 2013 12:53 pm

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Re: All of my homebrew

Post by samuelzz10 » Mon Feb 04, 2013 11:23 pm

SAMUS ARAN
Skill: 1d8
Armor: 2d6
Move: 10"
Special:
ARM CANNON: (3d6, 10" range)
the suit is biologically attached to Samus. Because of this, She never has to roll for UR. Anything can be attached to the base of the arm cannon and it can't be bigger than size 2. After a turn charging the arm cannon, add +1d6.
ENERGY RESISTANT:
Any energy weapons give her invincibility for the turn. (lazers, forcefields, etc) however, biological weapons make her lose half armor for the turn.
CHOZO:
same as spyder gymnastiks, but she can also go through gaps if it is at least the size of a 1x1 brick.
Heroic ego:
Bounty hunter.
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