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Community / Off-Topic / Re: Video game news and reaction
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on: March 18, 2011, 06:01:29 PM
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Arrival DLC for ME2, March 29th"A deep cover agent is missing in Batarian space, after reporting evidence of an imminent Reaper invasion. Shepard must travel to the edge of the galaxy, rescue the agent, and discover the truth behind the Arrival. Uncover new research and 3 new achievements in this spectacular new adventure for Mass Effect 2."
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98
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Community / License to Improvise / Re: New Guns
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on: February 24, 2011, 03:47:06 AM
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As far as stats, it's basically a Neostead (MAG pp. 79 and 100) with Capacity 8/8.
- C.
Yes, the concept is nothing new. As the South Africans built the Neostead in the 90's. But this one is American! Thanks Tegyrius for finding out where the gun was. I was pretty sure I had seen it but couldn't remember where.
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100
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Community / Off-Topic / Re: War in Iraq... justified?
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on: February 22, 2011, 12:49:26 PM
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United States while not in a state of declared war it has enacted two laws that give the President powers equal to the state of war. - Authorization for Use of Military Force Against Terrorists - Public Law No: 107-243 (authorization for Iraq War)
These enable the President to use the Armed Forces of the United States "as he determines to be necessary and appropriate" to "defend the national security of the United States against the continuing threat posed by Iraq; and enforce all relevant United Nations Security Council Resolutions regarding Iraq."
The Authorization granted the President the authority to use all "necessary and appropriate force" against those whom he determined "planned, authorized, committed or aided" the September 11th attacks, or who harbored said persons or groups.
Executive Order 12333 states that "No person employed by or acting on behalf of the United States Government shall engage in, or conspire to engage in, assassination."
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102
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Products / Spycraft 2.0 / Re: Preview Classes: Where are they?
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on: February 10, 2011, 06:05:15 AM
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LAWMAN
Base Class Preview: Ten Thousand Bullets Lawmen are, by definition, the keepers of the peace, upholding the laws of society and protecting the innocent from the criminals and predators flooding the city streets. Though not all lawmen are straight arrows, most believe that they form a thin blue line between ordinary citizens and the dark underbelly of mankind. Most Lawmen are uniformed officers working the beat, though some are sheriffs, federal marshals, Secret Service operatives, or FBI agents.
Attributes: Wisdom is the Lawman’s key attribute, providing the foundation for many of his class skills. Dexterity and Charisma are also important, as they make the Lawman a more competent combatant and enable him to interact more effectively with others. Vitality: 1d10 + Con modifier per level. Starting Weapon Proficiencies: 5.
Class Skills The Lawman’s class skills are Analysis, Athletics, Bureaucracy, Drive, Intimidate, Investigation, Notice, Resolve, Search, Sense Motive, Streetwise and Tactics. Skill Points at Level 1: (6 + Int modifier) 4. Skill Points at Each Additional Level : 6 + Int Modifier.
Core Ability Protect and Serve: You’re a committed defender of others, excelling at teamwork. Once per round, you may spend 1 action die to make 1 final attack as a free action against an opponent who has attacked one of your teammates since the end of your Initiative Count during the previous round. Further, when you make a successful directed or cooperative skill check to assist a teammate, the synergy bonus you grant increases by an amount equal to your starting action dice.
Class Abilities Type A: You know how to get results, whether playing by the rules or breaking them. At Level 1, each time you fail a Bureaucracy or Intimidate check and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s check result) is equal to or less than your class level + 20. If more than 1 grade of success is possible, you achieve only the lowest possible positive result. If you gain this ability from two or more classes, add together your levels in all classes granting you this ability before you add 20 to determine the DC against which you automatically succeed. Request Assistance I (city): At Level 2, you may spend 1 minute to make a Request check by phone or radio for an emergency assistance Resource pick with a Caliber up to that of the current mission (for more about this pick, see New Gear Options later in this section). This Request check has no action die cost and your class level is added to the roll instead of your career level. This Request check takes place outside Faction channels and ignores all Faction restrictions, such as your organization's Tools Rating. You may use this ability a number of times per session equal to your starting action dice. The Badge I: At Level 3, you can use your law enforcement position to encourage the compliance of others. Once per scene as a free action, you may display your badge and identify yourself to 1 character. Until the end of the current scene, you gain a +1 gear bonus with Investigation checks targeting this character, as well as Athletics checks made during a grapple with him. You may not use this ability unless you possess your badge and identify yourself as an officer of the law. Further, once per scene when you make an Investigation/Canvass Area check in a confined area, the cost is reduced to $0 (see Table 2.32: Canvass Area checks on page 136 of the Spycraft 2.0 Rulebook). Bonus Feat: At Level 4, you gain 1 additional Ranged Combat or Chase feat. The Badge II: At Level 5, your bonus gained when targeting a character with your badge I ability increases to +2. Further, you may use the ability even if you don’t possess your badge or don’t identify yourself as an officer of the law, though in this case your bonus is only +1.
Table 3: The Lawman Level BAB Fort Ref Will Def Init Wealth Gear Abilities 1 +1 +1 +0 +1 +1 +2 0 1W Protect and serve, Type A 2 +2 +2 +0 +2 +1 +3 0 1W Request assistance I 3 +3 +2 +1 +2 +2 +4 1 1W, 1S The badge I 4 +4 +2 +1 +2 +2 +5 1 1W, 1S Bonus feat 5 +5 +3 +1 +3 +3 +5 1 2W, 1S The badge II
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