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Scavenger setting skeleton tweaks

The official forum for , a free Sci Fi RPG by Rob Lang.
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Scavenger setting skeleton tweaks

Postby Meson » Thu Nov 11, 2010 1:43 pm

Hi,

I have been poking around ICAR a bit lately, and have used it for a few sessions. Recently, my old group has decided to play it for a one/two-shot game over the holidays (when we will be in the same place for a bit). Because of the limited number of sessions for this game, I was thinking of upping the character power levels a bit. My question is how do I tweak the scav skeletons for a bit more powerful characters? The most obvious solution is to add RP points, but I am not sure what is appropriate. I am trying to aim for about firefly/late season farscape-level characters if that helps.

Thanks for everyone's time and thanks to Rob for the creation of the system.
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Re: Scavenger setting skeleton tweaks

Postby maledictus » Thu Nov 11, 2010 10:01 pm

Rob, this reainforce my beliefs about the only part I think is weak in ICAR: we need more skeleton rules.

Sorry for that, needed to express myself :roll:
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Re: Scavenger setting skeleton tweaks

Postby Rob Lang » Fri Nov 12, 2010 3:27 am

(maledictus - point taken! I can only bend to the weight of popular opinion and well reasoned argument :))

Hi Meson and welcome to 1KM1KT! I am thrilled you like Icar. Funnily enough, I was just looking into this problem for the next campaign I'm running with my player group, who are all a bit medium-level. Allowing them to spend RP is by far the best way. I give (on average) 3RP a session in my big campaigns. The big campaign runs for about 50 (up to about 100) sessions. Therefore, I'd take a stab at giving out 100 RP to spend to make the middling.

The other thing that makes characters medium powered is bionics or armour. To starting characters, guns are lethal. I have some stats for medium armours, I'll post them up if you're interested. That way your players won't die if up against the more interesting weapons.
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Re: Scavenger setting skeleton tweaks

Postby Meson » Fri Nov 12, 2010 10:02 am

Meson
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Re: Scavenger setting skeleton tweaks

Postby viziel » Wed Nov 17, 2010 12:07 pm

See?!? I'm not just some crack pot who reads at a 4th grade level!

"GLaDOS: Did you know you can donate one or all of your vital organs to the Aperture Science Self Esteem Fund for Girls? It's true!"
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Re: Scavenger setting skeleton tweaks

Postby Meson » Fri Nov 19, 2010 12:53 pm

BTW, are there any examples of powered armor/armour floating around? I see references in the main book, but nothing in the equipment index.
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Re: Scavenger setting skeleton tweaks

Postby Rob Lang » Tue Nov 23, 2010 3:21 am

Hey meson, the only examples I have are for the next version of the rules - which aren't compatible with 3.5. All the BFs and damages have been tweaked and balanced for the new equipment index but I am working on that now.
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Re: Scavenger setting skeleton tweaks

Postby Meson » Tue Nov 23, 2010 9:43 am

Darn. I figured that would be the case. Oh well, if there is anything I can do to help, let me know.
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