Combat Actions (11/09/03)
The means to
transform the combat melee roundEby tracking all actions in half-secondsE
Includes rules for magic, psionics, chi combat, ranged combat, movement, melee
combat and skills.
Rules
and ideas for bringing a more complete (cinematic?) vision of robots, power
armor and hi-tech vehicles into the game; how are they used? What do the weapon
design specifications dictate?
A
few thoughts about magic items in general and how I think they should be
incoporated into a game. Also includes rules on how luckyEand legendaryEitems can actually become magical through pure belief.
Does
the MDC explanation seem lame to you too? Do you also wonder how they can jump
from a tank (AR 18) straight to MDC, without any middle ground? Well heres a
good way of incorporating armor rules to fit MDC in just nicely and with
consistency.
The
lethal effects of hard hits and firearms. Includes a humanoid hit location
table, effects of shock and a reworking of some other rules from Compendium of
Modern Weapons (which didnt fit right to me).
TEDvancement (05/26/03) and TEDvancement Character Sheet
The
levelless XP advancement system. Includes skill deterioration and allows for
customization of any character. Now anyone can learn magic or psionicsEat a huge XP cost and with the right training.
If
you ask me, theyve never been allowed for the myriad cultural variations. Now
you can customize your own vampire clan and make them as animalistic, as
supernatural or as human-like as you want. Uses a point system using the vampire
intelligence as a base.
Heres
a snapshot of the XP tracking sheet. Print one off and your reward system will
hopefully go a little smoother and faster.