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Adventure! RPG - Game survival


Slagheap
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Actually I have to agree with Slag on that one. My group had a strong A! chronicle going for almost a year and a half and then out of the blue it just stopped and we jumped into a different world. (At least until my job tied me up on Friday nights...) But that is neither here nor there.

-Pax

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Pax is right. We went strong for a long time before moseying off in other directions. I suppose that part of it was availability, as new jobs were popping up to either delay our start time, or take them out entirely (in Pax's case).

I don't think that it's just Adventure, though. My old group would go strong on one game for a few months before changing course suddenly and playing somethng else. Some of it influenced by current media perhaps. (Movies, TV, video games, current events.)

-Joseph

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Adventure! has become the game I use the rules of it, but convert to other settings. Right now we are doing Star Wars with it & there are plans in the works to do cinematic fantasy too ( more like "Willow" then LotR). I have yet to play a game in the Continium with it. Although my group uses the background enhancements for Aberrant as house rules. Also we added Skill mastery for Psiads & the free dot in backing for tacking an allegiance.

Hmmm I wonder why we haven't done the settng yet, 'cause i love it. ::confused

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Sorry this took so long...... Firstly the conversion works really well.

This will have to be a brief overview. We got the idea from a RPGnet forum post & went from there; however, the gm put enough work of our own into to call the conversion our own. Attributes & abilities remain pretty much the same. The abilities just have different uses now. Pilot covers spacecraft, ride includes weird alien beasts, meele covers lightsabers, you get the idea. We also included the new abilities from the Aberrant Players' Guide to fill any holes. Two new backgrounds were added, droids & fleet. Droids is how many droids you character has & fleet is how cool of a ship you have. You can take the Gadget backgroud to augment a ship or a droid.

Races fall into two categories: standard & special. A special race has innate abilities that set them apart from standard races. We are sticking very close to the first 3 movies, so there aren't many special races. We right now have only three, wookies, twi'leks, & sullustians.

Inspiration represents how well you consciously or unconsciously control the Force. As to Inspired types, there are still 3 but they work differently. Basically there are daredevils ( think Han Solo ) , force users ( think Luke Skywalker), & special aliens ( thin Chewie). Any of the three may be heroic knacks, only force users may buy psychic knacks ( & certain appropiate dyanmic knacks) & special aliens are the only one who can buy dynamic knacks wholescale, but there limitation is that the dynamic knack must fit into the species profile of their race.

Force Users' Inspiration trait functions a lot like the Psi trait from Trintiy with Attunement & all that. The Dark Side is ran as a modified version of the taint rules from aberrant. Aberrations are marks of the dark side.

For tech, most of it is Trinity level, but on the high end of it. We are including aggrevated damage because a lightsaber does 5 agg damage. This demonstrates how nasty they are supose to be. If it hits you, it cut something off. We did use several knacks fron this site. Juggernaught fit better for wookies the Body of Bronze; Omen Sight & Force bending work well for Force users.

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Before I forget, there were some modifications to existing knacks.

Flame/frost conjuration can also throw lightning

Lightning Reflexes & Fist of Stone can be bought as a part of a racial package

Psychic Synergy allows the character to send, but not recieve telepathic messages over a distance.

Telluric Resonance is now a heroic feat & represents a non-force user who is a force sensitive. If you want to play someone who develops force powers during game play but does not start with them, then you must take this knack at character generation.

Also the destructive facet of inspiration was changed to represent how good the character is at alter what already exists, so lightside characters could use it.

Lastly, I want to give credit where credit is due. Funksaw over at RPGNet did a lot of intial work on this idea, we just ran with it. However if you look at the rules we are using they are different then what he finally came out with.

If anyone wants more detail, I will give it. Also could we get away with putting this on here as fan fiction & not get sued?

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We went with special vs standard races because when you really look at most of the races in Star Wars they don't do much. Really they are cosmetic races with different cultures.

As to gear really most of it you can pull straight out of Trinity. Blaster worked out as having the best stats for a laser of its kind in Trinty, basically, but some exceptions did come out. I would post the basic stats I came up with for weapons soon.

As to the Dark Side it work like this, characters had a permanent & temporary Dark Side trait. We just stuck with calling it Taint. 10 temporary taint equaled 1 permanent taint. You could gain taint one of four ways, initially ( to get additional transformation points), by doing evil acts, by botching force rolls, & by drawing on the Dark Side. You gain 1 extra transformation point for every point of permanent taint you took at character generation. If your character does an evil act then the character must make a Willpower roll with a difficulty based on the severity of the act of he gains a point of temporary taint. The difficluty is reduced by 1 for every 3 points of permanent taint the character has (ie the more evil I am the harder it is draw me deeper into the Dark Side by lesser evil acts). Also, if a character uses dramatic editing or a knack & botches a roll then the character gains a point of temporary taint.

As to drawing on the Dark Side, the character can do it at any time. They roll their permanent taint score & for each success they gain an additional die to roll for their next action.The character must use all of these dice. Also the character gains a point of temporary taint for each of the bonus dice.

When a character has 4 permanent taint they are oficially tainted by the dark side. The get the social penalty & aberrations from the Aberrant. A character who has 10 permanent taint is out of the game & is lost to the Dark Side. These rules really apply to force users by the way.

Oh before I forget, dramatic editing cost twice as much as normal because Star Wars doesn't have quite the level of pulp as the standard setting for ADventure!

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