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| For the sake of curtosey, I automatically place myself at 0 in every category, but to be honest, I didn't enter this contest seriously thinking I'd win it... it was mostly to see whether or not I could design a RPG without a trace of 'furriness' in it. That it's unfinished isn't that important, it's a success in my eyes. | | For the sake of curtosey, I automatically place myself at 0 in every category, but to be honest, I didn't enter this contest seriously thinking I'd win it... it was mostly to see whether or not I could design a RPG without a trace of 'furriness' in it. That it's unfinished isn't that important, it's a success in my eyes. |
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− | :<i>This page is still being written... [[User:Almafeta|Almafeta]] 14:20, 4 Aug 2005 (PDT)</i> | + | :<i>This page is still being written... [[User:Almafeta|Almafeta]] 02:52, 4 Aug 2005 (PDT)</i> |
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| ==Chargen== | | ==Chargen== |
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− | <b>Dreadful Tide:</b> Dreadful Tide is pointgen, on a reasonable budget of 100 points. The 'attributes' are Shadowrun-style dice pools that refresh every round: Combat, Social, Technical, Movement. (Shades of Instant Fuzion!) Skills are the Target Numbers you must roll equal to or less on from dice you spend from those pools. Pools range from 1 to 10, while Skills range from 1 to 9. A nice full list of special abilities follows, including Unkillable (15 points). A number of templates are included.
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− | <b>Extinction:</b> Chargen is point-build attributes (20 points among Prowess, Agility, Endurance, IQ, and Charm) and Palladium-style limited skill selection, as well as selecting a Code, Loyalty, and Quest. Curiously, you also build a 'stronghold'.
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− | <b>Guerilla Earth:</b> Chargen is point-buy, spending 200 points among four percentile attributes (the classic Body/Grace/Mind/Spirit split). Derived attributes include Anima (basically CoC-style sanity), Health (which, curiously, is based on Anima+Health/2), and Power (for espers). Skills are (Mind+Dexterity/10) skill points, with each skill point (up to 5) adding 10% to a base to get your level of skill. (Why not just have Mind+Dexterity skill points, up to +50%?) Specializations are worth 15% per skill point, not 10%. Cybernetics and psi are bought with points. A decent number of templates are included.
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− | <b>Mecha Wars:</b> Odd combination of triangle-number and percentile system (all stats start at 10, cost to improve by 1 is equal to new attribute's tens digit). With 800 (!) points to divide among 9 attributes, that's an average attribute of 47... but you can just roll d% instead, which I strongly suggest. You get INT*10 skill points, and 1 skill point buys +1 in a skill.
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− | *4 points: Guerilla Earth
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− | *3 points: Mecha Wars
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− | *2 points: Dreadful Tide
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− | *1 point: Extinction
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| ==Combat== | | ==Combat== |
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− | <b>Dreadful Tide:</b> Combat assumes a dot matrix over a map -- creative, I've never seen anything like this before. Humans and mecha take damage in a universal penalty chart; 10 hits destroys anything. Damage is in three scales: 'human' (x1), 'mecha' (x10), and 'starship' (x100).
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− | <b>Extinction:</b> Initiative is creative, with skill checks being used to change your order in battle. Energy points are spent, then it's hit-me-hit-you. Shields subtract damage, then it comes off of Armor, and then stats (lowering Juice makes is less speedy, lowering Payload destroys items on it). Human combat isn't fleshed out.
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− | <b>Guerilla Earth:</b> Standard I-hit-you, you-hit-me combat, with one notable exception: Critical hit rules. 10% of all rolls are criticals; critical successes take the target out of the fight; critical failures take the attacker out of the fight. Defense is rare, with dodges only being allowed if you haven't moved so far in a turn. Interestingly, while in a mecha, <i>Will</i> is used to dodge or defend -- a nice way to keep Dexterity from becoming too powerful.
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− | <b>Mecha Wars:</b> Interestingly, Movement is done in <i>reverse</i> initiative, and attacks are done in normal initiative -- a nice way of showing how important Initiative is. Mecha power up with EP; attacks are 'Weapon Effectiveness Rating' + 1d10 versus 'Armor Factor' + 1d10; essentially, a random armor effectiveness system, adding another roll between the attack roll and damage dealing.
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− | *4 points: Dreadful Tide
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− | *3 points: Mecha Wars
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− | *2 points: Extinction
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− | *1 point: Guerilla Earth
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| ==Completeness== | | ==Completeness== |
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| <b>Dreadful Tide:</b> Holy cow. Far and away the victor in this category, it's 95 dense pages of stuff -- they made a commercial RPG without telling anyone. | | <b>Dreadful Tide:</b> Holy cow. Far and away the victor in this category, it's 95 dense pages of stuff -- they made a commercial RPG without telling anyone. |
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− | <b>Extinction:</b> Extinction hits the 32-page goal exactly, which is worth a mention. However, it seems a little light on the content. | + | <b>Extinction:</b> Extinction hits the 32-page goal exactly. However, it seems a little light on the content. |
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| <b>Guerilla Earth:</b> 60 pages of content. Includes psi, sample mecha... | | <b>Guerilla Earth:</b> 60 pages of content. Includes psi, sample mecha... |
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| <b>Extinction:</b> Professional layout -- shouldn't this guy be working for White Wolf? | | <b>Extinction:</b> Professional layout -- shouldn't this guy be working for White Wolf? |
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− | <b>Guerilla Earth:</b> Page numbers in the table of contents have nothing to do with the page numbers the information is on. It's formatted in landscape format. | + | <b>Guerilla Earth:</b> Two words: Landscape format. |
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| <b>Mecha Wars:</b> Okay layout in the beginning, but the layout becomes more and more unwieldly towards the end. | | <b>Mecha Wars:</b> Okay layout in the beginning, but the layout becomes more and more unwieldly towards the end. |
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| ==Totals== | | ==Totals== |
− | 1st: Dreadful Tide (17 points)
| + | #Dreadful Tide: 11 points. |
− | 2nd: Guerilla Earth (15 points)
| + | #Extinction: 8 points. |
− | 3rd (tie): Extinction (10 points)
| + | #Guerilla Earth: 7 points. |
− | 3rd (tie): Mecha Wars (10 points)
| + | #Mecha Wars: 4 points. |