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Everything posted by Skye Prower
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"Isn't it worth.... taking some risks... to save more lives?" asked Skye.
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"We were worried about you!" said Zoe. ---------- "You are Ally?" Skye looked impressed. "What are they?" ----------- "You certainly are flexible Vipey!" winked Ziona.
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Sonic tactical tabletop game, played online. Anyone interested?
Skye Prower replied to Skye Prower's topic in Sonic Fan Works
Heh, I doubt that'll ever happen Thire! We hardly see anything of one of them Geffy, so it's hard to judge. -
"Why are you leaving?" asked Skye.
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"Here we are," said Zoe as they reached the kitchen. "MAX? Are you in there?" --------- "It's not wrong. In fact, it's a good sign," said Skye. --------- "Yes we do!" agreed Ziona.
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Sonic tactical tabletop game, played online. Anyone interested?
Skye Prower replied to Skye Prower's topic in Sonic Fan Works
Given we only see one in continuity, it's hard to say. I would say either Cunning or Strong Willed might apply. Yes, I know the existing skunk is accurate with a crossbow, but I think that is more personal choice, not a species one. -
Sonic tactical tabletop game, played online. Anyone interested?
Skye Prower replied to Skye Prower's topic in Sonic Fan Works
Okay, I think everyone who's shown interest has a full set of the rules now. So I think I'll post the 'house rules' I've come up with so far, for people to take a look at and see how they fit and if they like them. But just before we come to that, Kat did bring up a possible organization I missed. GUN. And she pointed out you could easily have a bunch of Generals in charge who are more interesting in their power bases than working together, hence creating a gang structure. So I guess there are two ways to incorporate them. 1) GUN counts as one of the basic six gangs, which basically means one of the original gangs is pulling double duty. 2) I wasn't really that happy with making Enforcer Squads just be Enclave Security, so insted, GUN squads could follow Enforcer Squad rules, with the idea that rather than seizing territory, they are enforcing GUN's will from an outpost or somesuch. What do people think, and other than that, how do people like the setting? Tweaks, changes, suggestions, all are welcome! And now, on to the House Rules: Optional Special Rules A short series of special rules to make the six basic gangs feel a bit more unique. These haven’t been play tested, so might be unbalanced. Only the basic gangs get these rules, as the other three are unique enough already. Feral Packs Hometown: Feral Packs start with an extra territory, which is always a Settlement, representing their home. They can never lose this territory unless it is the only one left, and if it is lost then the Feral Park loses the campaign. In addition, roll two dice to see if a free Juve can be recruited. Note that only one free Juve can be recruited even if both roll a six. Freedom Fighters Against the odds: Freedom fighters are used to unfair odds and succeeding. If they have a lower Gang Rating than their opponent, they gain double the Experience from the Underdog bonus, and should they win, double the Credit reward from the Giant Slayer Bonus. Guardians Treasure Hunters: Used to hunting for hidden Treasures, Guardians have a knack for finding things others miss. In any game EXCEPT where the Guardians are defending, their opponent MUST place d3 Relic Counters on the table. Each must be 8 inches away from table edges and each other, but placed before any models are. Relic Counters follow the same rules as Loot Counters in the Scavenger scenario, except that the other team (unless they are also Guardians) cannot pick them up as it seems like useless trash to them. At the end of the game, each Loot Counter in the possession of a Guardian model, or on the ground if they are victorious, grants the Gang 1d6x5 credits, representing usual salvage, OR adds +1 to rolls to see how many Rare Items are offered, where they have found an old relic, but the cost is for repairing it to working condition. Dragon Warriors Training Regime: Even out in the Wastes, Dragon Warriors have the discipline to focus their training, focusing on their strengths rather than relying on blind luck. Whenever a Dragon Warrior gains a characteristic increase (5 to 9 on the advancement table) they may choose which of the two to take, rather than roll. Also, ONE gang member per post-game who gains a skill advancement may re-roll the dice on the skill table, but must accept the result of the second roll. Legionaries Cyborg Forces: Legionaries often have cybernetic implants and replacements, many of which enhance their abilities. They can purchase any Bionics as if they were Common items, but not on their equipment list. I.e. they can use one of their rare item offers to select a Bionic Arm, Leg or Eye, but before the rare item is rolled for. They also do not pay the addiction variable cost on Bionics, and should they roll the Bionic result on the Rare Item chart, they may choose to re-roll. Mercenaries Bounty Hunters: There’s always someone willing to pay. In any game the Mercenaries take part in, for any member of another gang who is killed, regardless of how, even if not caused by the Mercenaries gang, they receive 1d6x5 credits for a bounty. If there are multiple Mercenary gangs taking part, each rolls a dice, the highest receives the bounty for the first kill, the next highest the second and so on. Also, if they wish, the may re-roll the dice when calculating the reward for bounties, either from kills, from handing over captured gang members, or from the bounty hunter’s special rules. The second roll must be used, even if it is worse than the first. After all, some people don’t like forceful haggling. Further Mobius Rules Races Each Gang Member can choose one of the following traits to represent their species. Bot Examples: Badniks Bots are immune to gases and similar hazards and attacks, and cannot use Bio-boosters or Blindsnake Pouches. They do not show up on Bio-scanners. Needle weapons affect them normally, as it is assumed the weapon will be loaded with an acid round, EM charge or similar. They also have a 5+ armour save. Note: If these rules are being used, all member of Reactivated gangs are bots. Camouflage Examples: Chameleons The Camouflage trait allows a unit to start with a skill from the Stealth tree. Roll two dice and pick one result. Cunning Examples: Foxes, Coyotes, Spiders Once per game, a Cunning unit can re-roll, or force the opponent to re-roll, one dice roll that affects them. I.e. To hit rolls, wounds, armour saves etc. Flyer Examples: Bats, Bees, Flying Squirrels Flyers are able to fly. See the flying rules below. Quick Reflexes Examples: Hedgehogs, Small Cats Units with the Quick Reflexes trait start with +1 I. In addition, they avoid any attack from a template weapon on a 4+, as if they were only partially covered by the template. Sharpshooter Examples: Weasels, Humans Units with the Sharpshooter trait have +1 BS, and their maximum BS is also risen by 1. Strong Examples: Echidnas, Crocodiles Units with the Strong trait have +1 S, and their maximum S is also risen by 1. Strong Willed Examples: Squirrels, Rabbits Units with the Strong Willed trait have +1 Ld, and their maximum Ld is also risen by 1. Also, any unit within 2” can use this units Ld in place of it’s own, as long as this unit is not pinned, Down, or similar. Tough Examples: Walruses, Big Cats, Armadillo Units with the Sharpshooter trait have +1 T, and their maximum T is also risen by 1. Warrior Examples: Wolves, Dragon Kingdom Lynxes Units with the Warrior trait have +1 WS, and their maximum WS is also risen by 1. ------------- Flying A unit with Flying may choose to fly during its movement, allowing it to bypass terrain and obstacles. A flying unit is assumed to always be at least 1” off the ground, any less and it lands. It takes 1” of movement to rise or drop 1” while in flight. However, landing from 1” up is ‘free’. While in flight, you can be shot at by any units that can see you, even if you are not the closest target, as you are the most obvious one! Unless the closest targets are within 4”, and cannot be ignored normally, in which case there are a much more immediate threat. Flying units automatically pass jumping tests, unless the jump would be impossible via a roll. A unit can spend up to two turns flying. If it hasn’t landed at the end of the second turn airborne, it falls, with no chance to ‘Catch itself’ (see below). A flying unit can also carry another unit, but in this case can only spend one turn airborne. If a flying unit is Over-encumbered, i.e. carrying a heavy weapon, it also can only fly for one turn, and cannot carry another unit. A Flying unit can ‘Catch Itself’ if it falls. Roll a d6, if it is equal to or lower than the Units Initiative, it takes flight before it hits the ground, and can either land safely or stay airborne. If it fails, it hits the ground as usual. -
"Interesting. You're already willing to go by a different designation," commented Skye. --------- "Yeah! Lets!" grinned Stacey. -------- "They won;t!" winked Ziona.
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Skye let out a sign of relief when Amy didn't follow up her question. 'Maybe, if I'm lucky, she'll just think Eggman is holding my parents hostage or something... oh, wait... that would cause more problems...' Skye thought to himself. A word entered Skye's mind which he knew his parents would give him a row for.
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"The kitchen is just upstairs!" said Stacey. ---------- "Really? You want to be called Ally?" asked Skye.
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"Hurry, hurry!" called Zoe as she ran.
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Skye was quiet for almost a minute, slowly weighing up his options. It might have been a minute to the others, but for Skye, it was closer to hours. "I... I have to try and change it...." Skye said at last, though his voice quivered as if on the edge of tears. "Saving lives.... it's worth the risk... right... it could make things better...." He took the digital equivalent of a deep breath, then spoke urgently. "Amy, Mrya, you have to evacuate the orphanage. Eggman is going to be launching another attack any moment. I don't know why, but he has some fixation with this village, and the orphanage is about to become caught in the cross-fire." "Mum... dad...everyone... I'm sorry..." he added quietly.
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"Yeah! Let's!" said Zoe taking off and flying out. "Thanks Ally!" called Stacey as he ran after "Don't be too hard on them Zangoose, they're just kids trying to help," said Skye. --------- Ziona laughed happily as the pair danced.
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"Alright, once we find your friend I'll give him a call," said Skye.
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"But I'm sure he can back to visit," said Skye. "Hurry! Hurry!" said Zoe bouncing up and down. ---------- Ziona winked and started dancing.
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"I think he's with Zamy and my sister at GUN," said Skye. "She can? Great!" grinned Zoe. ---------- "Ready?" grinned Ziona.
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"He knows a lot about magic... maybe more than me..." Skye admitted.
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Sonic tactical tabletop game, played online. Anyone interested?
Skye Prower replied to Skye Prower's topic in Sonic Fan Works
Sure thing. GW pulled it from their website years ago, probibly because the idea of giving something away for free became HERESY to them! -
"Miles is... uh... my best friend..." said Skye. "Though it's a little... complicated..."
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"By learning... maybe Miles could teach you?" suggested Skye.
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"Maybe if you learned to stop magic they'd let you use it again," said Skye.
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"It's not fair!" said Stacey sulkily.
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"Because funny things keep happening cause you don't know how to stop magic properly yet," said Skye.
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"That's because you haven't studied it enough," said Skye.
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"Yeah, this labby-place would sorta be his room.." said Zoe. "Maybe somewhere he likes to be?"