I have been posting almost
entirely setting related stuff for Lowell Was Right!, so a bit of system
info. I'm using - as always - a mutant form of my StarCluster 3 system.
SC3 uses drop in switchable resolution mechanics, and I'm including
only StarPool and Star Worm with the book, though any of the mechanics
available for SC3 would work fine, depending on how your preferences
lie. I have been particularly impressed with using the combination of
the two - StarPool for task resolution and StarWorm for conflict
resolution. They use the same dice and same TNs, so they play very well
together.
Character generation is like I used in Volant - a
series of templates you apply, stacking results - if Template One says
you get Skill A +1. Skill B +1 and Skill C +1, and Template Two says you
get Skill B +2
and Skill D +1, you have Skill A +1, Skill B +3,
Skill C +1, and Skill D +1. The templates are arranged in template
trees, with earlier templates being pre-reqs for later templates - you
must take Hunter before Expert Hunter, and Expert Hunter before Master
Hunter. The result is extremely fast life-path type chargen.
Skills
use for LWR! is different from my earlier games. There are 30 basic
skills, five tied to each attribute. They are very broad, but they only
go up to +2 in rank. If you have higher than +2 rating, you have to turn
that into an Expertise, which is much more focused - so Science +4
could turn into , say Science +2 with Biology +3 and Chemistry+3,
meaning for all general science, your skill checks are at +2, but for
Biology and Chemistry related checks, you would have a +3. Expertises
are free form, with three examples given for each skill, but not limited
to those. As always Skills are Center Defined and Overlapping. The
benefit of this is broad basic skills but with areas where characters
can map out their own place to shine.
Personality Traits and
Edges work as always, Traits give you bonuses when you burn them, as a
resource, so long as the trait matches the situation. Edges always work
so long as the situation matches the Edge.
PSI use is standard
skill check plus burning a PSI point - thus Telepathy is Language or
Communications skill plus 1 PSI point, for example. Effectiveness
depends on the skill. You can choose PSI abilities as Expertises of the
related skill, so you could have Language +2 and Telepathy +3. This
makes PSI use very simple - no special skills to use.
Hopefully that gives an overview! Questions welcome!
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