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Post by Twilight Struggler on Jul 5, 2012 18:42:26 GMT -8
I've never played a game using the Ubiquity system, but it sounds interesting. Unfortunately, the fact that there is no "core book" containing the system without a setting really turns me off to it. I'm particularly interested in setting-independent systems. It can be a lot of work to strip system material that's based on the setting, or to replace it with other stuff. In other words, I can't figure out a reason to modify another system to remove the setting, when I could just play Savage Worlds instead. If and when a core Ubiquity book hits the market, I will probably pick it up, and then blame my destitution on you, hyvemynd. Another thing that surprised me about Leagues of Adventures is that 80%, IMO, of the book is a copy-n-paste of the rules from HEX. Most of the difference are from the skill set and/or ruling. That make sense. Some skills are genre/era dependent. I think you can easily remove the setting from any Ubiquity-based books and make one of them a core book. But, I'd say, use HEX as the core since it's half modern and half a-long-time-ago. And the expansion books have rules for the supernatural. As for making a superhero setting.... Well, I think it could do it, but it won't be to my liking. I never got into Savage World's attempt at supers, and I think I'd be getting the same result with a Ubiquity supers game.
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Post by Twilight Struggler on Jul 4, 2012 15:11:50 GMT -8
The Ubiquity system didn't impress me when I read thru HEX. Then I bought Leagues of Adventure by Triple Ace Games a few weeks ago. Now, I love the system. Weird, huh? I think it's because WWII settings do not hold any interest for me as an RPG. WWII should be played as a wargame, IMO. Anyway, League's setting is "Steampunk Victorian" which I'm particularly fond of playing in. I feel that the Victorian era has more adventure and style. The only thing missing in the book is a cowboy archetype.
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Post by Twilight Struggler on May 5, 2012 18:38:31 GMT -8
JiB, I've been play testing it all day today. I'm not a perfectionist, but certain things irk me like mistakes I've made. Anyway, I hope this is the final version. BTW, if you're wondering why I have one (1) class A power and no class B powers in the Power sheet, it's my house rule for the "anime-ratio" numbers. The class A power is powerful, but it's only triggered when a pre-defined anxiety occurs. -
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Post by Twilight Struggler on May 4, 2012 9:03:02 GMT -8
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Post by Twilight Struggler on Apr 26, 2012 15:11:33 GMT -8
Here's version 2, Microsoft version. I got rid of the Complications field and added the Nerf and Cap fields. The lower the Nerf number, the stronger the power BUT the less you can define. The higher the Nerf number, the more power you can define BUT they're watered down. I find that a Nerf number of 2 or 3 makes creating powers easy. -
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Post by Twilight Struggler on Apr 24, 2012 12:19:25 GMT -8
Here's a link of my utility. Under Ubuntu, I used LibreOffice Calc to compose it. I think it's self-explanatory, but just in case, I'll explain. ;D My intent is to somewhat simplify character creation. Within the gray box, there are several white boxes. Don't modify (unless you want to change the calculations) any fields that's in the gray. The white boxes are where you input your data. In the top box, you input your desired number of character points (CP) for a hero. The numbers under "# of Powers" represent how many powers are to be assigned to a given Power Class*. Once all the boxes contain a number, the utility calculates the minimum and maximum Active Points per power/characteristic. -- *Power Class A: 85% to 100% of CP B: 65% to 80% of CP C: 45% to 60% of CP D: 25% to 40% of CP E: 15% to 20% of CP See column A and B.
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Post by Twilight Struggler on Dec 7, 2011 13:37:34 GMT -8
I'd also add reading about Special Effects (6E1 120-126). GMs and players should have a discussion on "how it works, what it looks like, and any other incidental effects associated with it." A perceived misuse of power because of it's special effect will cost hours of arguing in the game session.
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