Lead Adventure Forum
Miniatures Adventure => Pulp => Topic started by: FramFramson on 11 October 2013, 11:15:38 PM
-
1) I have both the main book and the Perilous Alley book. I've noticed quite a few abilities mentioned here in AARs and the like that aren't in either book. Do you have a list of all abilities you can select for characters anywhere?
2) Is there any way to represent a lesser character - An ally or follower - who can summon a small, weak follower OR create a weak piece of gear (such as the utility belt) of their own. This is for a gadgeteer character who is not the leader and who is poor in combat, but who has small robots and tools of his own. If not with lesser abilities, is there even any way to represent such a character as a sidekick? If not, it's okay, I have a simpler way to make the character work. But I was a curious if there was a way to portray that.
-
1) Once in awhile we'll include some of the abilities we're playtesting for an upcoming book, but other than that it all comes from Pulp Alley or Perilous Island.
Sometimes folks will change the name of an ability so it better fits a specific character, but the ability 'rules' are still found in a published books. For example I recently gave a couple German soldiers and ability called SMG, but this is simply the Burst Fire ability.
2) I think the easiest way would be to take the Bastion of Science perk, then make a Ally or Follower with Clever, Crafty, or Specialist - and call him an Inventor. So whatever you roll/select from the Gear bonuses before each game (Utility Belt, Gadget X, Smoke Grenades, etc) can be assumed to be one of the Inventor's devices and may be used directly by the Inventor.
A utility belt only requires 1 Gear point, so with Bastion of Science you are almost guaranteed to contrive one of those out in every scenario -- if you wanted to do so.
Our Gadget rules might be an even better fit for what you're wanting. And we're expecting to have those rules and a new Gadgeteer ability in the Pulp Vehicles book, so if you'd like to playtest the Gadget rules for us, then please send me a PM.
For robots, I think there are several good abilities that can turn Allies and Followers into walking men-of-metal -- Mindless, Reanimated, and maybe even Noblesse or Unearthly, are some that spring to mind.
HAVE FUN
Dave
-
Sadly, I'm still trying to get some folks interested in playing so I don't think I'll make a very good playtester!
Renaming abilities is fun though. I made one follower into a fools-rush-in brawling type and gave him "reanimated" as his level one ability. :D
-
i'm planning on renaming the 'animal' ability as 'pacifist' for those so inclined to not carry guns.
-
i'm planning on renaming the 'animal' ability as 'pacifist' for those so inclined to not carry guns.
Oooh, that's a good idea too.
-
i'm planning on renaming the 'animal' ability as 'pacifist' for those so inclined to not carry guns.
Ayup, I think Animal ranks #1 on the list of most renamed abilities. It also gets called Unarmed and Martial Artist fairly often. ;)
HAVE FUN
-
Ayup, I think Animal ranks #1 on the list of most renamed abilities. It also gets called Unarmed and Martial Artist fairly often. ;)
I renamed it "Strangler" to accommodate my Thuggee Cultists.
Speaking of which, I must rebuild that League now that Perilous Island is out and "Animal" can be taken as a League Perk...
-
I think it depends on where you're using the dice. Pacifist works well if you're using them for finesse & cunning. Martial artist works well if you're using it for brawl & dodge, etc.