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 1 
 on: January 06, 2017, 02:49:54 pm 
Started by Fiddler - Last post by Jakob
I just read on the Design Mechanism's forums that CoFE for Rq6/Mythras won't be happening ... I hope the setting will still see release for some other system (or as a standalone)?

 2 
 on: December 19, 2016, 11:56:10 pm 
Started by Colgrevance - Last post by Colgrevance
Hi Marmaduke,

thanks for chiming in! Looks like there is not a lot of traffic on these forums nowadays...

I only have an opinion about point 3.

First of all, it makes sense. An avatar is to a ship what a ship is to a pilot. An extension that they pilot. Ships are constructs and they do not know Athletics, which refer to humanoid-type mobility. Instead of needing to learn Athletics ("Manoeuvre" for people) in order to use an avatar, they use their Pilot skill, because that is what they do, they pilot it like they would pilot a vehicle.

I can see your point, but constructs usually do not have the Drive of Pilot skill, instead using their Manoeuvre skill to move (Drive and Pilot are character scale). So I could see the logic behind using Manoeuvre to "steer" an avatar as an extension, but this is not the way it is written in the rules.

I have absolutely no problem when an rpg system leaves some matters for the individual gm/group to decide, but IF you provide a rule for something, THEN this rule should better be plausible and consistent with other such rules. Sadly, there are several examples in the Mindjammer book where - to me at least - this design principle seems to be violated, which makes the game very hard to sell to my group. This is why I thought I'd ask here for an official clarification, as I might well be mistaken in my interpretations.

 3 
 on: December 18, 2016, 09:30:49 pm 
Started by Thoom - Last post by Thoom
Hello!

I'm preparing the Dominion adventure (Traveller version) and I have a question regarding the background for the adventure. This isn't really a spoiler since it's part of the background of the pre-gens.

In the background we learn that the sentient ship "Not from Here either" was apprehended by Sallastin on Chlom Baya and that as Sall was about to deliver the ship and Denya to CORESEC they were ordered to the frontier.

Now I'm asking myself how does one operative go about capturing a spaceship? And, once it is captured, how do you deliver it (him?) anywhere?

You have to be inside the ship during the trip. Assuming you captured it by some constraints, don't you have to let the ship free of constraints for it be able to pilot through 2-space?

I'm just trying to grasp how this all works, because I'm positive I'll have questions about that from my players! Smiley

Thanks,
Denis

 4 
 on: November 17, 2016, 02:38:19 pm 
Started by Colgrevance - Last post by Marmaduke
Hi!

I only have an opinion about point 3.

First of all, it makes sense. An avatar is to a ship what a ship is to a pilot. An extension that they pilot. Ships are constructs and they do not know Athletics, which refer to humanoid-type mobility. Instead of needing to learn Athletics ("Manoeuvre" for people) in order to use an avatar, they use their Pilot skill, because that is what they do, they pilot it like they would pilot a vehicle.

Plus, the skill system seems devised to prevent even powerful characters to know many different skills. Instead, stunts allow specialised characters to use skills that they know in order to perform actions that are, for a number of reasons, beyond their usual domain.

Hope that helps.

 5 
 on: November 16, 2016, 01:56:01 am 
Started by Colgrevance - Last post by Colgrevance
Hi, I'm reading through the core rules at the moment and finding it difficult to understand the logic behind some of the starship statistics:

1. On p. 207, the "Passenger Accomodation" Stunt states that by default, Huge (+2) starships have accomodations for 1 passenger per point of the Systems skill - additionally stating that "passengers" includes crew, troops etc. But most of the ships in chapter 13 do not have this stunt, although the initial description states crew numbers far exceeding the default limit (e.g. the Botany Bay-class explorer on p. 231). Even the iconic example ship, Skin-of-Out-Teeth, is lacking this stunt, although the flavor texts in the MJ rulebook clearly indicate that she routinely carries at least four other characters around, which would not be possible with a Systems skill of Fair (+2). What am I missing here?

2. I assume the default environment for a starship's Manoeuvre skill is "Space" (cf. table 12-2 on p. 204). There are several examples of ships having the "Extended Manoeuvrability (Atmospheric)" stunt, enabling them to enter planetary atmospheres (as is clearly stated on p. 223). But what about the "Orbital" zone? According to common sense and the environment descriptions on p. 370, you have to pass through orbit to enter a planet's atmosphere from space. So I am wondering why starships aren't required to take the "Extended Manoeuvrability (Orbital)" stunt, too, if they want to be adapted for planetary landings. And what kind of vehicle would be built only for orbital environments? I guess I just do not see why this zone warrants its own entry in the Manoeuvre Environment table, as its game use looks rather limited to me.

3. The description of the "Avatar" stunt (p. 140) states that one should use "your Drive or Pilot" skill instead of Athletics; what exactly is meant by that, and what about the "Manoeuvre" skill?

Any help would be greatly appreciated, as I have just started running my first Mindjammer game and one of the pcs is playing a sentient starship, so I'd like to get the rules straight!

 6 
 on: October 03, 2016, 07:21:32 pm 
Started by CraigB - Last post by Marmaduke
(deep, hollow voice) I am the Necrosynth. I am also new at FATE, but no question should be left unanswered.

My take: yes it is powerful, though not game-breaking; it is as a stunt should be. But the real question should be: is it worth 1 or 2 stunts? It's up to you!
Also, if you read that... In play, what happened? Was it too powerful for your taste?

I am trying to picture the stunt... Would you say it is Neo in bullet time in The Matrix, or The Flash in X-Men: Apocalypse? Again, amateur opinion, but the first one is worth 1 stunt, the second one is worth... at least 2 stunts, with a permission aspect from a culture with higher tech index than the Commonality? Your mileage may vary.

 7 
 on: October 03, 2016, 02:32:56 pm 
Started by Murgh Bpurn - Last post by Marmaduke
Did The Far Havens sourcebook all originate from this thread? Reading it atm by the way. Good things!

 8 
 on: October 03, 2016, 02:30:34 pm 
Started by Marmaduke - Last post by Marmaduke
Hello,

I think that some points in the rules are confusing and might use being revisited or re-explained.

Two examples that spring to my mind:
- The skill points from the extra budget have no direct connection with the Skills. It might be a simple matter to fix it, just rename the extra skill points into something else (skill points = Intellect Points, stunts = Power Points, or something).
- The significant and major milestones include lesser milestones. But if a significant includes a minor, and a major includes a significant and a minor, does it mean a major includes in fact a significant and two minor? Quick fix:
a significant = gain 1 skill point AND rename a severe consequence AND buy a new extras aspect AND (EITHER switch a skill or stunt OR rename an aspect OR buy a stunt)
a major = rename an extreme consequence AND gain 1 refresh AND rename your high concept AND gain 1 skill point AND rename a severe consequence AND buy a new extras aspect AND (EITHER switch a skill or stunt OR rename an aspect OR buy a stunt)

Regards

 9 
 on: September 30, 2016, 07:55:20 pm 
Started by Jacob - Last post by Jacob
Hi

I have read through most of the Mindjammer book and introductory adventure and I am really loving what you have done with Fate, which I already knew, as well as the setting! Smiley

One of the things that get me hooked on a new game is hearing an actual play. I have listened to the One Shot podcasts extensively (must have heard around a hundred 1h episodes by now), and I know they do sponsered plays, so I really think you should ask them to play a game of Mindjammer. I am sure it would bring people to the game, and for me personally, provide inspiration to myself and my players to be.

http://oneshotpodcast.com

 10 
 on: September 30, 2016, 10:12:56 am 
Started by IanRLiddle - Last post by Marmaduke
SAL1S: Is an artificial construct, with a body made up of a swarm of shapechanging robots controlled by the central A.I.
An extremely quick version of Variform? With capacities such as Flight and the ability to slither into tiny holes?

KES: A four-armed blue-skinned alien who uses pheremones to 'persuade' others to do her bidding. This is similar to the Kestarians from Shatterzone (if you're familiar with the game)
I don't know Shatterzone. But how does she know which pheromones to use? My understanding is that each species she encounters might potentially react differently to pheromones, from total absence of reaction to allergy. Maybe she hides a cybernetic lab inside her lungs which permanently analyzes everything in the air? A unique Stunt would allow her to use Science to process the information and Technique to produce the pheromones, maybe? With relevant malus when the lifeforms have different chemistry or scale, and bonus when she has had time to experiment with the local population. I would make that into an Aspect, because there are so many ways this could go wrong, so it needs to be compellable.

LOUIE: An intelligent Gorilla ex-mercenary with cybernetic enhancements and a massive automatic shotgun. Louie has appeared in nearly every game I've ran in one form or another.
No need to come up with new stunts here I guess: Pithecine xenomorph with extras from the list.

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