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Written by Wil
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Thursday, 11 May 2006 |
1.0 Introduction
Most game systems track the order that characters take actions based
off of the speed that the characters react. SilCore is a little different,
in that it uses Combat Sense (normally a Perception-based skill) to determine
initiative order.
While not actually in the rules, it is strongly implied that the timing
of a character's action actually has more of an influence than the order
that the actions occur in. This set of house rules extrapolate on that
to abstract out the order of events based on the timing of those events.
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Last Updated ( Friday, 02 November 2007 )
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Written by Wil
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Thursday, 11 May 2006 |
1.0 Introduction
Complexity as presented in SilCore is a contentious rule. While the
concept appears to be a sound one - adding another axis to task resolution
that represents the breadth of knowledge the character possesses in
a skill or how complex the task is beyond the standard difficulty -
it actually suffers from too much ambiguity and is not actually another
axis as it is another kind of modifier to the die rolls.
These house rules are meant to rectify this and actually place Complexity
where it should be - as an optional mechanic that actually introduces
another axis rather just piling on another type of modifier to the final
results.
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Last Updated ( Sunday, 04 November 2007 )
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When Nothing is Something |
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Written by Stuart Elle
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Friday, 05 May 2006 |
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Nothing can compare to this.
That was always the first thought in Michael's mind whenever he
entered the observation bubble of the ISS Roaming Spirit. The long,
narrow rows of cargo containers (called CC's for short) attached around
the 400 meter spine of the Roaming Spirit spread out behind the command
section of the ship. At the far end lay the cluster of four plasma
engines, silent until the time of departure. But this sight was not
what Michael came here for. It lay beneath them not caring what they
did . . . Jupiter.
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Last Updated ( Thursday, 11 May 2006 )
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Guidebook to Installations of the Jovian Confederation |
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Written by Jason M. Robertson
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Friday, 05 May 2006 |
- Chapter 1: The Clusters
- 1.1 Olympus
- 1.2 Vanguard Mountain
- 1.3 Newhome
- Chapter 2: General Principles
- 2.1 The Need for Acceleration
- 2.2 Centripetal Force
- 2.3 The Sunline
- 2.4 The Ecosystem
- 2.5 Politics
- Chapter 3: Alexandria II: A First Generation Vivarium
- 3.1 Basic Layout
- 3.2 History of Alexandria II
- 3.3 Major NPCs
- 3.4 Location: Commuter Monorail
- Chapter 4 Cologne: An Industrial Cylinder
- 4.1 Basic Layout
- 4.2 History of Cologne
- 4.3 Major NPCs
- 4.4 Location: Microgravity Lab
- Chapter 5 Nairobi: An Agricultural Cylinder
- 5.1 Basic Layout
- 5.2 History of Nairobi
- 5.3 Major NPCs
- 5.4 Location: Civic Center
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Last Updated ( Sunday, 04 November 2007 )
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