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New to ICAR

The official forum for , a free Sci Fi RPG by Rob Lang.
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New to ICAR

Postby DOC_Agren » Wed Mar 24, 2010 11:39 am

My buddy found this system, and we've played a few simple games and I have questions now

1. What skill should I use for Thrown Weapon - Grenade, Thrown Knives, etc..

2. What or where is the Music Skill explained?

3. Under Tech Skills, are the Knowledge like Weapon: Know self taught or require instructor
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Re: New to ICAR

Postby Rob Lang » Wed Mar 24, 2010 4:39 pm

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Re: New to ICAR

Postby DOC_Agren » Thu Mar 25, 2010 9:32 pm

Thanks for fast responce..

Music yep it was from the Scav Setting book. We did find use for "songs" given the "boring nature of the ship life and rated it Wit and Soul self Taught.

I like that the we can use Shift to hit with Thrown Weapons, but doesn't give any way to improve it. :( In the new edition could it be a skill, Shift, Shift - Self Taught.

And could U explain what a Brick Shift House is more then just the blurb in the element book. I get they should be a large powerful person with more carrying ability, and does that +2 Battle stack on to Battle even if it goes above 10.. I ask because some say clearly +2 can't go above 10 and other that it not in there. But should a BSH have the ability to more physical damage then average "human" or gain a bonus to stun damage after all they are "special toughness"?

and if you save up 10RP points and Exchange a chosen pyschotheatric for a randomly rolled one. Do u loose the benefits of the old one - example if you had Experienced, and U pay the 10 points do U loose that 20RP bonus Or a Brick Shit House who gains Meat of 10, +2 battle.. do u go back to orginal status?

You asked for more questions
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Re: New to ICAR

Postby Rob Lang » Fri Mar 26, 2010 9:01 am

Hey Doc, thanks for the extra questions. As always, the feedback gets built back into the next version of the rules. Thanks for helping make it strong. Right, enough waffle, on with some answers.

Sorry about the Scav book being a bit out of date. In Version 4, it's getting a overhaul and built into the main book. I like the idea of 'boring nature of ship life'. It's a good point. I imagine people spending a lot of time on Gaia during journeys.

As for skills, feel free to make a new one! A thrown skill would be a good idea but I wonder how much chucking something actually comes into the games I play. Most of the time my players use grenades, they're either secreted into the pockets of enemies or fired at range. Grenades, like everything else in Icar, are lethal.

'Brick Shit House' is a UK colloquialism for a very large, strong person. In this special case, their Battle can go over 10. This is the same for Meat. Psychothetrics can go above and beyond the normal rules because they are rolled randomly. There is also a roleplaying element to this. A BSH is a very large human, imposing and perhaps a bit terrifying to other humans. It's perhaps more impressive to someone that they can be big and strong without Bionics.

The descriptions in the Elements are poor at the moment. In Version 4, I've broken the Psychotheatrics out of the table and have wordy text descriptions too.

Keep the questions coming! :)
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Re: New to ICAR

Postby DOC_Agren » Fri Mar 26, 2010 12:52 pm

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Re: New to ICAR

Postby Rob Lang » Sun Mar 28, 2010 5:33 am

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Re: New to ICAR

Postby DOC_Agren » Mon Mar 29, 2010 9:45 pm

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Re: New to ICAR

Postby Rob Lang » Tue Mar 30, 2010 4:09 am

Please please do! :) Anything at all, big small. If the GM is short on ideas, I (and the other chaps who have played) have lots and lots. :)
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Re: New to ICAR

Postby DOC_Agren » Tue Jan 04, 2011 9:28 pm

Well talk about revisiting an old message

On 'Brick Shit House' pyschotheatric perhaps they should gain the skill - Intimidation at At (Battle x2) just based on SIZE of the Freak!!
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Re: New to ICAR

Postby Rob Lang » Wed Jan 05, 2011 4:03 am

Good idea! Perhaps its starting value should be a bit more interesting like 4x Meat? It is Meat that makes them intimidating after all.
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