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Skeletons

The official forum for , a free Sci Fi RPG by Rob Lang.
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Re: Skeletons

Postby DOC_Agren » Sat Apr 02, 2011 9:02 pm

skeletons would be nice, Rob!!
:lol:
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Re: Skeletons

Postby DOC_Agren » Sun Apr 24, 2011 8:15 am

Rob,
A bump for updates
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Re: Skeletons

Postby Rob Lang » Sun Apr 24, 2011 2:41 pm

Thanks for the bump! Sorry for the wait. Here are the new skeletons: http://www.icar.co.uk/files/icarscavskeletons.pdf

The Scav Security has one of my "XXXXXXXXXXXXX" markers next to its Environment Suit. This marker denotes that I have a bit to finish off here. It will need to be replaced with the actual name of the environment suit, so you can get Stats for it.
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Re: Skeletons

Postby DOC_Agren » Thu May 05, 2011 1:02 pm

Rob, just 2 question.
Why base all the skills a starting PC gets base off Wit? :roll:
A suggestion, maybe u be interested in. Where all Skills have default starting levels unless otherwise stated, why not make the skills that are advanced, like Light Firing [(Wit+Shift+Shift)/3]x5+ 2d10.

and do hope the fact Scav Security has one of my "XXXXXXXXXXXXX" markers next to its Environment Suit, means they are starting off with an Armored Suit? :D
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Re: Skeletons

Postby Onix » Thu May 05, 2011 6:44 pm

When playing the Scav setting, is it the idea to have one of each character type or can several players be Scav Security? I'd have to imagine that there are a lot of groups that can't fill all these slots.

I wonder how many players would pick the HR character? I think I might, I like the charmer type of character.
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Re: Skeletons

Postby Rob Lang » Fri May 06, 2011 5:04 am

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Re: Skeletons

Postby Rob Lang » Fri May 06, 2011 5:12 am

Onix, you raise an interesting point and the answer is a rather disappointing 'depends'. :D

It depends on how the group wants to play it and the style of the GM. You don't need one of each, the GM has plenty of scope to tailor activities to the talents of the team.

You can have an entire group of security that's armed to the teeth. The GM still needs to keep them all busy and interested. With characters using different skeletons, they fill different roles and it is easier for them to have a unique place in the team and have something to do - even HR! I'd try and put one technical person in the team, all the others can be doubled up as much as you like!

Smaller groups might benefit from an NPC to fill the role no-one else is interested in, which I mention in the GM section.
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Re: Skeletons

Postby DOC_Agren » Fri May 06, 2011 1:28 pm

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Re: Skeletons

Postby DOC_Agren » Fri May 06, 2011 1:55 pm

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Re: Skeletons

Postby Rob Lang » Sat May 07, 2011 5:48 am

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