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Modern/Futuristic ROS

Started by Sir Mathodius Black, July 14, 2003, 08:09:20 PM

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Sir Mathodius Black

What do you all think about the idea of either a modern or futuristic ROS?  THe conversions would be pretty simple, and my gaming group and i have done it before a few times.  Converting the skill packets to things like Military, Smuggler, Electronics, Automobiles ect. A few new gifts and flaws, and new weapons and youd be ready to go.  What do you all think?  The only difficult part will be determining damage for weapons, which would make the game even deadlier (getting hit by a bazooka with a damage rating of 20 ro something like that...)

Thanks,
SMB
"God helps those who helps themselves."

Lebo77

You think TROS needs to be MORE deadly?!?!?

Sir Mathodius Black

lol no but by default it would be unless were still using swords and bows in the future...of course to counter that deadliness there would be all sorts of futuristic armo, force fields/shields ect.
"God helps those who helps themselves."

Ashren Va'Hale

I would love to do a Fallout RPG based on TROS combat with guns, lasers, power armor etc. That would kick ass
Philosophy: Take whatever is not nailed down, for the rest, well thats what movement is for!

Sir Mathodius Black

Well why not get some stuff down now?  Some skill packets ive come up with are as follows.  please add on if you have any more.

Automobiles/Driving
Computers
Bassistics/Weapons technichian
Military
Politics
Smuggler

im currently working on the stats for some weapons such as the M16, AK47, 45. pistol, shotguns, sub-machine guns/carbines, grenades, heavy ballistics(grenade launchers/missile launchers).

Some races im considering making stats for are Mutants (from possible bio/chemical or nuclear fallout and cyborgs (either complete robots or humand with cyborg implants and additions).

Any ideas are welcome!
"God helps those who helps themselves."

Caz

I've messed around with it a bit.  Converting a futuristic game, I don't know, but it's an excellent and user friendly system for building it from the ground up.  
   For instance, a modern combat hand gun or medieval matchlock should be able to create a lethal wound through a medieval breastplate.  A modern ballistic vests AV should be able to stop said modern handgun.
   All the same wound tables, and missile combat rules still apply.
It's all a matter of judging a weapons damage, armour values, ATN, etc.  A scope can reduce range penalties, a laser sight can add an extra die to your MP, etc. etc.  
   Most of the skills have modern equivalents, minimizing ones you have to make up.  I'm pretty much using tros for every game I do now.

Sir Mathodius Black

what we really need is damage for modern weapons.  i know quite a bit about modern guns, whichn ones can be stopped and not stopped by certain body armors, their range ect...converting it to ROS, though, i will need some help with ATN's and stuff.  Im almost finished a writeup of some modern weapons.
"God helps those who helps themselves."

deltadave

I was thinking of adding a d6 of damage as a randomizer, to reflect the random wierdness that happens with firearms wounds.
Deltadave
Whatever hits the fan
will not be equally distributed.

Caz

Instead of adding a d6, just add successes, as usual.

Caz

Here's generic modern rifle and pistol stats I just thought up.  Could probably use some tweaking, but it's a start.  Using standard, average hardball ammo.  Lemme know what you think

Pistol- DR=10 + successes (able to cause lvl 5 wound thru medieval armour, w/leeway for successes + toughness)
 ATN=6, + 1 ATN per 10 meters.

Rifle- DR=20 + successes, +1 ATN per 25 meters, ATN=5.

Prep time varies for ammo capacity, weapon type, all that stuff.
1/2 ??? MP for reflex/hip firing, refresh begins w/aim.  

Hollow pt. ammunition-AV x 2, +1 pain, shock, BL.  ?
Armour piercing ammunition- AV x 1/2, wound lvl x 1/2.  ?

Sir Mathodius Black

yea adding successes would still make sense because of the accuracy of the hit or whatever missile successes represent... also, im trying to think how melee weapons could be incorporated into this, because melee combat is, after all, a huge part of ROS.  in thiking future melle weapons such as in warhammer40k (power fists, chain swords, ect...)  it would be pretty cool to be able to slice someone in half with a light saber or ocmpletely maul someone with a power fist.  Anyway, any suggestions on melle combat?
"God helps those who helps themselves."

Caz

Some futuristic melee weapons ideas.....

Lightsaberish weapon-unless you wanted to balance it with contemporary armours or something, could be an automatic lvl. 5 ish wounder. (- the BL)

Neural mace (or warhammer or whatever)- Take the stats for the unmodified weapon, and when activated, jack up the shock value to whatever you deem appropriate (perhaps it's adjustable), maybe even make automatic knockout rolls when struck.

Vibro blades- Take the unmodified weapon stats, and when activated, add a certain amount of damage to it, whatever works for your setting or is balanced with your armours.

Monofilament/monowire blades- Just stack on an appropriate # to the damage, or a divisor to the opposing armour.

Jasper the Mimbo

Anyone want to see a really impressive example of Melee combat and firearms, watch the movie "Equilibrium". The end fight in that movie blew my mind. That's how I invision TROS with guns.

BTW a 10 DR differance between a pistol and a rifle is a bit extreem. What caliber weapons are you comparing. Unless its an assault rifle Vs. a .22 or .38 revolver, your numbers should be closer togeather. Say maybe 15 DR instead of 20. The damage should be based off type and size of the round being fired regardless of if it's coming out of a pistol or rifle. Range, reliability, recoil and magazine size are based of the weapon itself.
List of people to kill. (So far.)

1. Andy Kitowski
2. Vincent Baker
3. Ben Lehman
4. Ron Edwards
5. Ron Edwards (once isn't enough)

If you're on the list, you know why.

svenlein

The same caliber round will be affected by what weapon it comes out of due to muzzel velocity being different coming out of a long barrel weapon vs a short one.  Being hit by a higher velocity round will do more damage due to increased penetration (at the very least).  I am working on a unified damage system for TROS and the basic rules for Phoenix Command.

Lebo77

Honestly, does 15 dmg or 20 dmg realy make a lot of diffrence?  Even if someone has a toughness of 10 they still take a lvl 5 wound.  (limb blown off, head exblodes, heart distroyed, ect.) even with just 1 next success.  By this thinking accuracy is almost irrelivent.  Hit the target just barely, even once and it dies.  period.  Now, add armor to the equasion and things change, maye you are wearing a AR 10 Flack jacket, but realy you have to judge the effects of a firearm against an unarmored target as the vast majority of real life shootings are against unarmored targets.  

Perhaps a lower dmg. lvl, say 6 for pistols and 10 for rifles?  Even then a rifle shot is almost 100% fatal against an unarmored human.  A realy tough person (TO7) would, if the attacker had only 1 net success, suffer a lvl-4 wound. Not instantly fatal, but it's close.

It might make more sense to just say "Get shot in te head or chest and you die. Get shot in a limb, it get's blown off."  Saves haveing to do the math.