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Author Topic: [Pulp Alley] Sci fi/ Cyber Alley rules and AAR discussio  (Read 6464 times)

Offline salcor

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[Pulp Alley] Sci fi/ Cyber Alley rules and AAR discussio
« on: February 25, 2015, 07:00:45 PM »
I kind of took over Malebolgia's excellent thread on Cyber Alley.  So I will break off a separate thread to discuss rules and AARs.  Enjoy.

Malebolgia,

I have a question about the cyberalley rules for creating Hackers.  For the AT-43 game I am playing with a friend we each created a follower level hackers, which leads to a leader level avatar.  So would I use the leader character creation rules for the Hacker's avatar?  Also how do you assign programs?  Can a Hacker just create any programs that they want, or is there a limit?  Are they acquired during the scenario resource phase?


Thanks,
Salcor

Offline salcor

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Re: [Pulp Alley] Sci fi/ Cyber Alley rules and AAR discussio
« Reply #1 on: February 25, 2015, 07:03:05 PM »
Malebolgia,

Thanks for the info.  So I just finished my cyber alley game with a friend.  It was AT-43 UNA vs Red Block in the lost keys scenaio.  Background was intelligence services have discovered reports that Oni corp had uncovered alien data system node in the antartic region.  Both forces goal was to access the alien node for its secrets.  The minr plot points were a team of researchers who were working directly on the node, a work computer with research notes on the artifact, some crates that had small artifacts associated with the site, and a pair of medtechs who provided mental assessments on a site worker who accessede the data node.

I will post the league sheets in the next post.  Basically the two cyber alley rules we were testing were powered armor (with fields) and cyberspace.  Also we added on extra ability as recommended by Dave and Pulp Girl.  The scenario rules included extra perilous terrain, oni corp built two bobwire rows, also an artic storm rolled in limiting visibility.  The game progressed well, with both battlesuits going down in the first round.  Through the third round the two sides exchanged fire and closed on two minor plot points each.  In the forth round we ran into a potential issue with the cyberspace rules.  Both hackers were followers to ensure maximum avatar capability.  Well I sniped his hacker with my sidekick sniper...follower out!  And then he did the same next round...so neither of us could complete the major plot point which was in cyberspace.  Has that been an issue in anyone elses game?

Salcor

Offline salcor

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Re: [Pulp Alley] Sci fi/ Cyber Alley rules and AAR discussio
« Reply #2 on: February 25, 2015, 07:11:28 PM »
So this week at Gryphon Games and Comics in Cheyenne WY, the store owner and I tried another game of Sci Fi alley, using the Pulp Alley rules with some modifications inspired by Malebolgia's cyber alley house rules (http://leadadventureforum.com/index.php?topic=63144.0). For this scenario we used some of his perks and talents.  I also crewed a modified set of rules for powered armor that we tried out and I will post in the next post.

Scenario:  It is 5 Years Before Trauma on the Planet of Ava's.  Oni Corporation, one of the largest companies in human space has been overseeing a archeological dig near the Southern Pole of Ava, and they have found something amazing.  The UNA Central Command intelligence operative within the ONI dig site have indicated that the find is extraterrestrial in origin.  Unfortunately, the Red Blok Intelligence Bureau has intercepted this information as well.  It is race to see which faction gains access to this find that could tip the scales in the war between the UNA and Red Blok [History note: We were wrong, we should have left it allow.  This single event directly contributed to the Therian's arrival and the Trauma]
Since it was a sci fi game we used the recommendations of one extra ability per character.
Red Blok Dragnovo Squad
League Name:   Red Block Dragonov Kommandos   Player:   
                     
Leader   Health   Brawl   Shoot   Dodge   Might   Finesse   Cunning
Cpt. Pavel   d10   3d10   3d10   3d10   3d10   2d8   2d8
Abilities   Summary
Commander [4]   Add +4 slots to your league roster to use for Allies and Followers only.
Crackshot [3]   An enemy shot by this character receives no benefit from being in cover.
Sharp [2]   Once per turn, this character may re-roll one shoot or finesse roll
Quick-Shot [3]   Once per turn, this character may shift their shooting dice-type down to gain a +2d bouns - only against targets in close range.
                     
Sidekick   Health   Brawl   Shoot   Dodge   Might   Finesse   Cunning
Lt. Vassili [sniper]   d8   2d6   4d8   3d8   2d6   3d8   2d6
Abilities   Summary
Eagle-Eyed [2]   This character's close range is 12", and their long range is 48" - instead of 6" and 24".
Marksman [1]   This character’s Shoot is increased by +1 die.
Deadeye   This character is not limited to shooting the closest enemy.
                     
Ally   Health   Brawl   Firepower   Dodge   Might   Finesse   Cunning
MSgt Paulus [Kolossus]   D8   3d6   5d6   ***   2d8   ***   d6
Abilities   Summary
Brute [2]   Once per turn, this character may re-roll one Brawl or Might die.
Fierce [1]   This character’s Brawl is increased by +1 die.
Armored Battlesuit   Character is treated as always in cover, cannot control plot points
BS Sensor (Quick Strike)   Once per turn, this character may shift their Brawling dice-type down to gain a +2d bouns
BS Structure (Big)   This character's Health and Might are shifted up one dice-type, but Finess and Dodge are shifted down on dice-type.
BS Weapon (Light Gun)   Battlesuit carries an advanced stablized light gun. (1 crew member, 1 action to attack, 5D6 firepower or burst template)
                     
Ally   Health   Brawl   Shoot   Dodge   Might   Finesse   Cunning
Sgt Anton   d6   3d6   2d6   d6   d6   d6   d6
Abilities   Summary
Short Range [1]   This character ignores the –1d penalty for running and shooting, but may not shoot over 12”.
Fierce [1]   This character's brawl is increased by +1 die.
                     
Follower   Health   Brawl   Shoot   Dodge   Might   Finesse   Cunning
Trp. Koulikov   d6*   2d6   d6   d6   d6   d6   d6
Abilities   Summary
Marksman [1]   This character’s Shoot is increased by +1 die.
Fierce [1]   This character's brawl is increased by +1 die.

                  
Ally   Health   Brawl   Shoot   Dodge   Might   Finesse   Cunning
Trp. Danilov   d6   d6   d6   d6   d6   d6   d6
Abilities   Summary
Burst Fire [2]   As an action, this character may place a 3” burst within 12”.
Trick   Once per turn, you may discard a card from your hand to give this character a +1d bonus to a Shoot or Finesse roll.
                     
Gang   Health   Brawl   Shoot   Dodge   Might   Finesse   Cunning
Soldaty Squad   n/a   3d6   3d6   d6   3d6   d6   d6
Abilities   Summary
Armed [G]   Ignores the Multiple Combats penalty when shooting.
                     
   
League Perks:   Nefarious [2]   Kevlar (all in cover)      

UNA Steel Trooper Squad
League Name:   UNA Steel Trooper Squad   Player:   
                     
Leader   Health   Brawl   Shoot   Dodge   Might   Finesse   Cunning
Cpt. Baker   d10   3d10   3d10   3d10   3d10   2d8   2d8
Abilities   Summary
Commander [4]   Add +4 slots to your league roster to use for Allies and Followers only.
Crackshot [3]   An enemy shot by this character receives no benefit from being in cover.
Sharp [2]   Once per turn, this character may re-roll one shoot or finesse roll
Quick-Shot [3]   Once per turn, this character may shift their shooting dice-type down to gain a +2d bouns - only against targets in close range.
                     
Sidekick   Health   Brawl   Shoot   Dodge   Might   Finesse   Cunning
Lt. Valdivia [sniper]   d8   2d6   4d8   3d8   2d6   3d8   2d6
Abilities   Summary
Eagle-Eyed [2]   This character's close range is 12", and their long range is 48" - instead of 6" and 24".
Marksman [1]   This character’s Shoot is increased by +1 die.
Deadeye   This character is not limited to shooting the closest enemy.

                  
Ally   Health   Brawl   Firepower   Dodge   Might   Finesse   Cunning
TacArm MSgt Caves   D8   3d6   5d6   ***   2d8   ***   d6
Abilities   Summary
Brute [2]   Once per turn, this character may re-roll one Brawl or Might die.
Fierce [1]   This character’s Brawl is increased by +1 die.
Armored Battlesuit   Character is treated as always in cover, cannot control plot points
BS Sensor (Quick Strike)   Once per turn, this character may shift their Brawling dice-type down to gain a +2d bouns
BS Structure (Big)   This character's Health and Might are shifted up one dice-type, but Finess and Dodge are shifted down on dice-type.
BS Weapon (Light Gun)   Battlesuit carries an advanced stablized light gun. (1 crew member, 1 action to attack, 5D6 firepower or burst template)
                     
Ally   Health   Brawl   Shoot   Dodge   Might   Finesse   Cunning
Sgt Knox   d6   3d6   2d6   d6   d6   d6   d6
Abilities   Summary
Short Range [1]   This character ignores the –1d penalty for running and shooting, but may not shoot over 12”.
Fierce [1]   This character's brawl is increased by +1 die.
                     
Follower   Health   Brawl   Shoot   Dodge   Might   Finesse   Cunning
Trp. Pipkin   d6*   2d6   d6   d6   d6   d6   d6
Abilities   Summary
Marksman [1]   This character’s Shoot is increased by +1 die.
Fierce [1]   This character's brawl is increased by +1 die.
                     
Ally   Health   Brawl   Shoot   Dodge   Might   Finesse   Cunning
Trp. Eddy   d6   d6   d6   d6   d6   d6   d6
Abilities   Summary
Burst Fire [2]   As an action, this character may place a 3” burst within 12”.
Trick   Once per turn, you may discard a card from your hand to give this character a +1d bonus to a Shoot or Finesse roll.
                     
Gang   Health   Brawl   Shoot   Dodge   Might   Finesse   Cunning
Star Trooper Squad   n/a   3d6   3d6   d6   3d6   d6   d6
Abilities   Summary
Armed [G]   Ignores the Multiple Combats penalty when shooting.
                     
   
League Perks:   Well Armed [1]   Kevlar (all in cover)      

The forces faced off in a Smash and Grab scenario.  The event that unfolded fit well and lead to the end result.  Red Blok rolled Well Prepared and the UNA rolled Danger! Danger! (which all terrain was considered a peril prior to the roll).  Due to their well prepared nature the revolutionaries naturally won the initiative.

Plot Point Markers
 Naturally, Red Blok intelligence has a nurse as their agent corrupting the corp members.  And the UNA had an operative among the higher paid engineers
The local computer network has been working night and day decrypting the alien data
Additionally, there were some smaller alien artifacts that were stored in a secure container
Finally the Alien artifact itself, what is its purpose (Major Plot Point)

Both sides deployed and began advancing to the nearest plot points.  The Red Blok quickly intercepted their operative and put her fellow medic to the question to ensure their loyalty and to see that the information they got was correct.  Their Captain, Sniper, and close combat specialists oversaw the interrogation. While on the right flank the Soldaty squad and the Kolossus advanced to collect the critical data that was decrypting on the camps primary server.
The UNA advanced as well with their Captain sprint to contact the CENTCOM operative before it was too late.  The Sniper and the Star Trooper Squadon secured the area around the secure container in the center while the Death Dealer TacArm advance on the right, and 2 Shock Troopers and the Steel Trooper Machine gunner secured the left flank.  
The second round began with a hail of heavy weapons fire leaving numerous areas on the board unpassible due to the hail of fire (about 4 blast templates were placed on the board per turn from here on out.)  The UNA captain was able to escort their operatives to safety, but injured by some rabid wildlife.
The following rounds devolved into a raging fire fight around the alien artifact that ultimately lead to the defeat of the UNA forces.  While traditionally the UNA is superior in training and technology to the Red Blok, the revolutionaries were able to send a combat hardened force deep within UNA territory and steal the prize.
 The final positioning of the forces
 Death dealer TacArm not in position to put fire down on the Alien Artifact before the UNA had to retreat.

The Red Blok fortifying their control of the Alien Technology for the Revolution!
It was a great game, and we really enjoyed using the Pulp Alley rules.  So having body armor for everyone actually made the game last quite a bit longer, since we usually were averaging about 33% failure rate that the armor usually overcame.  Unfortunately the UNA did not have fate on their side (my rolls were pretty bad, but it was still a fun game.)  The changes that we made for the powered armor (which are posted in the next post) make them seem as powerful as they should be.  In balance, however, the light guns are pretty interesting since they can only use burst fire against infantry and direct firepower or burst against vehicles (or other powered armor).  So it was really interesting because the powered armor could not counter infantry fire with their fire nor could they dodge because of their size.  So they were forced to make a number of health and armor saves (which they both make).  Unfortunately we did not have time to do the Robo-Scots duel.
Next time we are looking to play using vehicles and a modification of Malebolgia's cyberspace rules.

Images are posted on the Pulp Alley Facebook page.
Salcor

Offline salcor

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Re: [Pulp Alley] Sci fi/ Cyber Alley rules and AAR discussio
« Reply #3 on: February 25, 2015, 07:14:24 PM »
Sorry to take control of the air waves again.  Below is a new version of the powered armor rules.  It takes some updates to Dave's Fields concept into account.

Powered Armor: Powered Armor is a unique weapon system on the future battlefield.  It occupies a position between infantry and an armored fighting vehicle.  It is capable of most operations that an infantry can accomplish, but carries heavier weapon systems like an Infantry Fighting Vehicle.
Powered armor in Cyber Alley is a unique gear item.  First create the character that the will be using the gear, then apply the gear modifications.  Note: abilities cannot be taken twice (like marksman with the character then marksmen with the powered armor).  In the case of the heavier suits, they require gear points and also use one associate slot.  This associate represents the maintenance support staff not involved in the combat.  
When creating a suit of powered armor, choose the appropriate systems from the list of system for each suit.  During combat, if the character suffers a wound (after re-rolling the armor check) the player may choose to destroy one system to ignore the wound results.  The player then erases the positive benefits for that system. (example, in the case of Big, the bonus to melee and might are deleted, but not the negatives to dodge and finess.)
Exo Armor: (2 gear points) Exo-armor is a heavy set of armor with a powered exo-skeleton.
Character is always treated as in cover vs shooting.
Systems:
Sensors (choose 1)
Sharp, Eagle Eyed,  short ranged
Movement or Structural Systems (choose 1)
Shadowy, infiltrate stealthy, intrepid, crafty, speedy, shrewd
Battlesuit  (2 gear points and 1 associate slot)  In the future cybernetics have allowed soldiers to fight in big battlesuits. The wearer sits inside the suit or jacks in from a distance. In both instances they fight from the suit, giving them extra armor and combat prowess. They are not easy to come by, but add a lot of punch to any league.

The character isn’t used in the game as it pilots the Battlesuit.

Armored:Character is always treated as in cover vs shooting. Character cannot control plot points.
Sensors (choose 1)
Sharp, eagle-eyed, deadeye, crackshot, specialist, quick shot, quick strike, trick.

Movement or structural (choose 1)
Big, dashing, muscles of steel, brute, speedy, slam , relentless , winged , Tank Buster

Weapon system (choose 1)
Stabilized light gun, stabilized flamethrower, Stabilized Grenade Launcher, shock, two-guns, burst fire, blast, savage, unstoppable .

Combat Powered Armor (3 Gear Points and 2 associate slots)  Combat Powered Armor is one step removed from full scale combat robots.  These suits are capable of employing multiple weapon systems as well as taking a significant amount of damage.
Armored:Character is always treated as in cover vs shooting. Character cannot control plot points.
Sensors (choose 1)
Sharp, eagle-eyed, deadeye, crackshot, specialist, quick shot, quick strike, trick.

Movement or structural (choose 1)
Big, dashing, muscles of steel, brute, speedy, slam , relentless , winged , Tank Buster

Weapon system (choose 2)
Stablized Medium gun, Stabilized light gun, stabilized flamethrower, Stabilized Grenade Launcher, shock, two-guns, burst fire, blast, savage, unstoppable


Example:
Ally                        Health   Brawl   Firepower   Dodge   Might   Finesse   Cunning
TacArm MSgt Caves   D8   3d6   5d6             ***            2d8   ***      d6
Abilities   Summary                  
Brute [2]   Once per turn, this character may re-roll one Brawl or Might die.                  
Fierce [1]   This character’s Brawl is increased by +1 die.                  
Armored Battlesuit   Character is treated as always in cover, cannot control plot points                  
BS Sensor (Quick Strike)   Once per turn, this character may shift their Brawling dice-type down to gain a +2d bouns                  
BS Structure (Big)   This character's Health and Might are shifted up one dice-type, but Finess and Dodge are shifted down on dice-type.                  
BS Weapon (Light Gun)   Battlesuit carries an advanced stablized light gun. (1 crew member, 1 action to attack, 5D6 firepower or burst template)      

salcor            

Offline salcor

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Re: [Pulp Alley] Sci fi/ Cyber Alley rules and AAR discussio
« Reply #4 on: February 26, 2015, 01:25:21 AM »
 For my cyberalley test I am working on a few things for the game.  I am wondering if their league perk makes sense or if it is too powerful.

Tactical Communication Network - League cybernetic system
Slots: 3
If any member of the league (to include drones) are short range from a target, all members of the league who have line of sight to the target are considered short range as well regardless of the distance to the target.  However, if the leader of the league is Knocked-out this perk can no longer be used.  This perk cannot be combined with the Mastermind Perk.


Thanks for the feedback.

Offline Malebolgia

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Re: [Pulp Alley] Sci fi/ Cyber Alley rules and AAR discussio
« Reply #5 on: February 26, 2015, 09:29:01 AM »
   Hey Salcor,

Excellent input and great idea to start this separate topic. Let’s see…

In the forth round we ran into a potential issue with the cyberspace rules.  Both hackers were followers to ensure maximum avatar capability.  Well I sniped his hacker with my sidekick sniper...follower out!  And then he did the same next round...so neither of us could complete the major plot point which was in cyberspace.  Has that been an issue in anyone elses game?

Yes, taking Followers as Hackers is risky though. They die to a stiff breeze and need some good protection. But hacking from the backfield works well as opponents must shoot the closest models and you can often stay out of sight. But this requires some hardpoints in protected spots. Should be okay IMO, as Cyberspace is a key element to Cyber Alley.

Battlesuits
I have rewritten the rules with your input…so a bit of yours and a bit of mine :)
To have them blend in with the Pulp Alley rules, I went for regular vehicles (from Gadgets, Guns & Vehicles), but with some added twists. They follow these rules:

Walkers
Highly complicated to operate and expensive to build, walkers nonetheless see limited use by the military, large companies, and mad scientists. Walkers do not Cruise or Maneuver. Instead, they may walk up to 6” and run up to 12”. Otherwise, walkers observe all the other rules relating to vehicles, including having a specific facing and field-of–fire.

Exo Suit | Size 1 | 1 Passenger | d6 Reliability | Light Gun, Kevlar, d6 Field | 2 Points
Battlesuit | Size 2 | 1 Passenger | d8 Reliability | Medium Gun, Kevlar, d8 Field | 3 Points & 1 Contact

So they are similar to the Walkers from GG&V, but with some added sci-fi elements with the Kevlar and Fields.

I also altered the Programs a bit to give them more oomph and staying power.

I have changed the rules in the Cyber Alley document with these additions. See the following link:

https://drive.google.com/file/d/0ByCrITgtXxoqcWRDb2hfbjJrRW8/view?usp=sharing
“What use was time to those who'd soon achieve Digital Immortality?”

Offline d phipps

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Re: [Pulp Alley] Sci fi/ Cyber Alley rules and AAR discussio
« Reply #6 on: February 27, 2015, 09:53:25 PM »
Great ideas, guys! THANKS for sharing. This looks like lots of fun.  :D

Offline salcor

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Re: [Pulp Alley] Sci fi/ Cyber Alley rules and AAR discussio
« Reply #7 on: February 28, 2015, 12:35:50 PM »
Dave,

Thanks for dropping by to take a look.  What is your opinion on the last set of powered armor?  My group thought they captured the essence of powered armor between infantry and vehicles well, but I am starting to think they might be too complicated.  Perhaps as they are written they might be better as a character type.

Salcor

Offline Mr_Pumblechook

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Re: [Pulp Alley] Sci fi/ Cyber Alley rules and AAR discussio
« Reply #8 on: January 21, 2021, 06:39:01 AM »
Where would be a good place to find the 'basic' rules for Cyber Alley?  It's a theme my group would like to try.

Offline Malebolgia

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Re: [Pulp Alley] Sci fi/ Cyber Alley rules and AAR discussio
« Reply #9 on: January 21, 2021, 08:57:32 AM »
Where would be a good place to find the 'basic' rules for Cyber Alley?  It's a theme my group would like to try.

You mean this one I wrote 5 years ago?
http://paintoholic.nl/cyberalley/cyberalley.pdf

And here are the Cyberspace tiles:
http://paintoholic.nl/cyberalley/cyberspace4.pdf (man, I'd TOTALLY do them different nowadays...lol)

Honestly, I dropped it all and just went back to Pulp Alley as it is. For me the charm was mostly how generic the system is. By tacking on a lot of rules it just becomes clunky for me. Only thing I added was Hacking as a skill to make for cyberpunk scenarios.

Offline salcor

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Re: [Pulp Alley] Sci fi/ Cyber Alley rules and AAR discussio
« Reply #10 on: January 22, 2021, 06:00:54 PM »
Where would be a good place to find the 'basic' rules for Cyber Alley?  It's a theme my group would like to try.

I will admit that I haven' looked at this in a little while.  I still love the Pulp Alley ruleset, but with the release of dedicated cyberpunk games like Realities edge, combined with a move I haven't pick it back up.

As I played around with it, I can up with a different rule concept for cyberspace, more of a hyper reality concept. 

Hyper reality rules.

Hyper Reality programs are place the miniatures on the existing play area and all "cyberspace" items have the unearthly ability. When an enemy fights you, they must substitute their Brawl and Shooting dice with their Cunning or Finesse dice (their choice). Otherwise, the fight is resolved as normal. You can not shoot over 12”. You can not run except to rush an enemy.

Add an ability for programs.  "Black ICE:  This character's attack dice may be matched/cancelled by an enemy's Willpower dice only.  An enemy may not match/cancel this character's attack dice with any brawl/shoot dice.

Hyper-objects: Hyper-objects are plot points placed on the battlefield that can only be access through hyper-reality.  So a hacker must interact with it.  Hyper-objects have an associated security level: High   Place a large burst template under the hyper-object, it is considered extremely perilous, Medium   Place a large burst template under the hyper-object, it is considered perilous
Low   Place a small burst template under the hyper-object, it is considered perilous.

Everything else in basic Pulp Alley works pretty well.  The mount rules works pretty well for powered armor as well as motorcycles.  Undead works well for drones.  I think the Vice Alley Campaign is almost made to be converted to a Cyberpunk concept.

Salcor


Offline Mr_Pumblechook

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Re: [Pulp Alley] Sci fi/ Cyber Alley rules and AAR discussio
« Reply #11 on: January 26, 2021, 07:09:33 AM »
Sorry that it's taken a few days to replay, but Salcor and Malabogia : Thanks!  What you've worked out has given me a lot of food for thought and evil (EVIL, I tell you, EVIL!) ideas.

If I can work out a useful image hosting service/method I hope to post some game reports (outside Facebook)

All the best

Barry

Offline salcor

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Re: [Pulp Alley] Sci fi/ Cyber Alley rules and AAR discussio
« Reply #12 on: January 27, 2021, 03:24:35 PM »
 Mr Pumblechook,

Glad to hear that we are inspiring you.  Malabogia's ideas and painting skills also did the same for me.  Look forward to seeing what you come up with.

Salcor

Offline The Rock

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Re: [Pulp Alley] Sci fi/ Cyber Alley rules and AAR discussio
« Reply #13 on: June 15, 2021, 10:06:31 AM »
Please, are there pre-made characters' profiles for cyber alley?
Which ones do you use for your games?

Offline salcor

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Re: [Pulp Alley] Sci fi/ Cyber Alley rules and AAR discussio
« Reply #14 on: October 10, 2021, 02:50:22 AM »
Hey sorry I haven't been on the Lead Adventure Forum for a while.  So the profiles I post higher in the thread were a group I used for a playtest game for some of the hyperalley rules mods I was working on.  I will admit that I still love Pulp Alley, but I haven't gotten it onto the table in a while.


Salcor

 

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