| Stingray-class fighter | Spaceman_Spiff | 11-10-2009 | any | 7 | 93 |
95% (AdmiralCorbin) i love the missile armed version... i'm putting them (with the updated tech rules) on my star mech flag ship .. good job |
| StarDrive: 2504 | Oneagle | 18-10-2002 | Star*Drive | 7 | 95 |
100% (AdmiralCorbin) I also am considering this cannonical and am basing 2506 missions off of it. Basically this will be the basis of the SMS Wyatt James missions. |
| ABS Intermediate Scenario | Savoy | 21-01-2001 | Star*Drive | 7 | / |
- (AdmiralCorbin) i read it.. it looks ok but seeing as how i haven't actually seen the MBS rules yet i'm not sure how it'll actually work out. |
| Sleeperstriker | Spaceman_Spiff | 23-02-2003 | Star*Drive | 7 | 85 |
85% (AdmiralCorbin) Not to bad.. the only thing that I would have thought a military hull would have better armour. However if it was that destroyed I guess the pirates would have used whatever was handy. good job. |
| Scopes and Aiming Equipment | apoc527 | 22-02-2008 | Star*Drive | 7 | 95 |
90% (DominusExMachina) Really should include rules for creating IFF sights. |
| Star*Drive Warships Design Sheet | apoc527 | 15-03-2010 | Star*Drive | 7 | 97 |
95% (AdmiralCorbin) The last couple versions the crew resources didn't seem to work properly. The Automation and Heavy Automation didn't seem to kick into the equation of how many crew the ship actually needs to run. |
| Star Frontiers to Alternity Conversion | seawolf | 24-01-2001 | Star*Drive | any | 94 |
- (sbroadwe) Hey tsroroc...
How did your full-fledged Star Frontiers/Alternity game go? Can you post your updated conversion rules? I have a bunch of players who are eager to play some of those old SF adventures using the Alternity mechanic. |
| Powered Armor Creation Rules | Kwyndig | 13-11-2003 | any | any | 98 |
- (DominusExMachina) Great ruleset for powered armor creation! That said, however:
1.) 3d4 (LI)/3d4 (HI)/3d4+1 (En) as starting values for Heavy Neutronite armor plate seem a little unbalanced. How about 3d4 (LI)/3d4 (HI)/2d4+2 (En)?
2.) For communications systems and sensors, you really should include information on whatever benefits (penalty reductions, bonuses, etc.) they may provide.
3.) For the extra of a lower action penalty, please clarify with the rules.
4.) Please include rules for incorporating trauma packs (both type I and type II) when designing powered armor. |
| SMS Wyatt James | AdmiralCorbin | 08-03-2010 | Star*Drive | 7 | 90 |
- (AdmiralCorbin) The purpose of this ship is to basically do reconnaisence of enemy territory. This ship is designed to be able to work alone if need be and still not be detected. One of the things that wasn't said in any of the External's documents was the usage of drive space detectors by their military forces. I am assuming that since they have such a strangle hold on their territory that drivespace detectors aren't in large supply as they are in Old space and are becoming in important verge systems still held by Vergians :)
One of the big things that I thought was important was the back engineering of enemy systems and the advancement of technology by various countries in a normal setting. This ship was ordered by Concord to be a ship that can patrol contested borders without being detected by enemy forces. As such it has new state of the art systems, that aren't yet available to other ships that haven't been retrofitted yet. In my campaign all new concord ships will be having access to this techology increases. Part of the Concord treaty states that all new technology increases will be automatically shared with Concord and that Concord is not required to recriprocate. This helps Concord maintain peace by having ships that are better than any other nation. Unfortunately in my campaign, Thuldian and Void Corp aren't sharing their technology as required. We'll see what happens in 2505 and 2506. |
| SMS Wyatt James | AdmiralCorbin | 08-03-2010 | Star*Drive | 7 | 90 |
- (time) I definitely agree with having multiply redundant vital systems, especially on a warship. I didn't view this as a warship so much as a civilian science vessel with a little bit more protection. It does make more sense to have the extra power output then, especially since a cruiser has more room to absorb the extra size. |
| SMS Wyatt James | AdmiralCorbin | 08-03-2010 | Star*Drive | 7 | 90 |
- (uncle_jimbo) Good point. I was just thinking, in another context, that a typical capital ship optimally (depending on its design and systems) should have about 4 reactors, ensuring it still has 75% of its power output if it loses one reactor, while controlling the extra expense due to paying the base cost multiple times. |
| SMS Wyatt James | AdmiralCorbin | 08-03-2010 | Star*Drive | 7 | 90 |
- (AdmiralCorbin) I wanted to make sure that even if there is damage there is enough power to make sure critical systems are still able to be powered. that is a common issue with cruisers.. Any hit to power systems results in a very bad power hit. This way even if they get damaged there is a possibility that they can activate the cloaking device and sneak away to attempt repairs. |
| SMS Wyatt James | AdmiralCorbin | 08-03-2010 | Star*Drive | 7 | 90 |
90% (time) The ship has a surplus of 87 power points. It seems to me that those could be traded in for some hull points and extra systems installed. If the intent is to keep those power points, then they certainly would be useful when attempting to extend the range of the ship's starfalls. |
| Space 1889 Skills Sheet | Sokolov | 01-12-2009 | Homemade | 4 | 94 |
94% (time) Good work! |
| Ship Design PDF Record Sheet | MorituriMax | 08-11-2002 | any | any | 85 |
90% (time) Extra points for keeping track of the heads on board the ship. Those are vital systems that are often over looked. Nothing ruins a deployment quicker than running out of toilet paper right at the halfway point. |
| Gauss Weapons by Catharsis | catharsis | 09-08-2004 | Star*Drive | 7 | 93 |
95% (time) Excellent resource. Provides a variety of capabilities in a compact form (e.g., there is about a page worth of details but a wealth of possibilities). I like that any modern ranged weapon skill can take advantage of the ammunition types through the use of the pistol, smg, or rifle. This way your character can specialize in one area instead of depth of knowledge for breath of knowledge. |
| Condo Floorplans | Kzinwarrior | 16-03-2007 | any | 5 | 85 |
- (Kzinwarrior) I've recently been thinking about transforming these floor plans into texture tiles for use with Paint, Photoshop or "dungeon builder" software. If you craft each room as a square or rectangular tile (4x4, 4x8, etc.) it could work.
Maybe...
K.
|
| The Infected | z-axis | 01-02-2010 | any | any | 83 |
- (z-axis) * Please re-read what I wrote: "Localise this genus... across space..."
This does not mean confining Infected creatures on one world, but the opposite: they shouldn't feel like they exist only on Earth, but can pop up on Mars, or in the Taurus Concord, etc.
"I didn't write rules for this because, as I said, i figured people could put them where they wanted them. The only affected strain would be breeders, and they would just die."
* Still-human survivors: you sound like everyone is automatically converted to Infected, no saving rolls; quick end to story adventure, then?
"I designed this as a story hook for a combat based game. I never really intended for people (other then supporting characters) to get exposed at all, but I will update."
What about natural genetic resistances? Prepped anti-viral implants?
"A GM can add that stuff if he wants."
A fight of the last few standing seems predictably good, and not just against zombies.
* Adventures beyond Earth: good that you think in my same direction, because I feel you need to portray more of that to readers.
Plane, airport, security guard -- these are general & common in the real world today.
"Plane could be space ship, airport=starport, and security gaurds are in every PL."
Would you take one step further and suggest how to use them in a moon colony? |
| Magic | d_leonard | 09-01-2001 | any | any | 76 |
90% (someone_else) very very interesting, these mechanics allow magic to be extremely more flexible than the standard FX rules that require insane expenditures of skill points to get a pityful mage.
(pityful if you played D&D or similar games where mages can deploy an incredible array of different spells)
I appreciate a lot the simple mechanics to create potions and scrolls. Critical for the "mage feel".
The magical object creation system is still very simplistic and requires some work, but most magic objects can be eyeballed easily.
This kind of mechanics is a lot close to how I think magic should have been portrayed in Alternity.
This system is also highly adaptable to psionics, another situation that I feel a major skill-point drainer.
The only thing that is severely needed now is a spell list, maybe directly converted from D&D.
Its layout is a little rubbish though. But with a bit of work in MSWord it becomes readable again.
|
| Born in Secrets By Monte Cook | TerroX | 16-06-2004 | Dark Matter | 5 | / |
- (z-axis) where's the ending? |
| The Infected | z-axis | 01-02-2010 | any | any | 83 |
- (fynyx) z-axis:
* Please re-read what I wrote: "Localise this genus... across space..."
This does not mean confining Infected creatures on one world, but the opposite: they shouldn't feel like they exist only on Earth, but can pop up on Mars, or in the Taurus Concord, etc.
* Still-human survivors: you sound like everyone is automatically converted to Infected, no saving rolls; quick end to story adventure, then?
What about natural genetic resistances? Prepped anti-viral implants?
A fight of the last few standing seems predictably good, and not just against zombies.
* Adventures beyond Earth: good that you think in my same direction, because I feel you need to portray more of that to readers.
Plane, airport, security guard -- these are general & common in the real world today.
Would you take one step further and suggest how to use them in a moon colony? |
| The Infected | z-axis | 01-02-2010 | any | any | 83 |
- (Kromthulhu) Well, if the breeder spores are transmittable by contact, would the general policy be extermination of all life within a certain radius of the infection? Though the best part about GMing is altering resources to fit your own campaign. |
| Vehicle Design - Book 4, Part 3 | Red_Dragon | 22-12-2003 | any | any | 90 |
90% (someone_else) Used it to design a couple things and works pretty well.
It can be easily modified to work in a more modern setting as well. (but I never tried to) |
| The Infected | z-axis | 01-02-2010 | any | any | 83 |
- (z-axis) what do you mean by localizing the genus?
I wanted to make the character sheets and the concept able to survive in any campaign, so I didn't put them in a specific area. I figured people could put them where they wanted them.
as for the hooks, they were more of an afterthought, but I'll expand on them.
And what do you mean by "what happens to still human survivors"? They're either attacked, or are infected by breeder spores. They can come into contact with the infected without being infected automatically. There has to be a fluid exchange, usually (hopefully) blood or a bite.
I'm not sure what you mean by off world adventuring possibilities, but as I said above, this recourse was intended to be integrated into any campaign, including ones just on earth. I didn't want to set down rules that were specific to one PL or location. |
| The Infected | z-axis | 01-02-2010 | any | any | 83 |
- (fynyx) These are just 2 of various possibilities:
* Localise this genus of creatures across space (e.g. within Star*Drive's Galactic Concord), to expand possibilities beyond just only a crashlanding on an Earth-like world.
* Expand 1 story hook into a network that could build up into (at least) a (mini-)campaign:
- What happens to still-human survivors after a concentration of Infested is finally founded nearby?
- Off-world adventuring possibilities, especially when Infested are established to have alien (at least to this 'indigenous' world) origins?
Just a few thoughts above... |
| The Infected | z-axis | 01-02-2010 | any | any | 83 |
- (z-axis) could you be a little more specific? aside from spelling, how can I boost this up a little in points? |
| The Infected | z-axis | 01-02-2010 | any | any | 83 |
75% (fynyx) Hi z-axis,
I like the detail you have already put into this work, specifically the wide variety of distinct-strain Infested, and the brief but vivid story-hook at the end.
With more polishing, this should get even better! |
| The Infected | z-axis | 01-02-2010 | any | any | 83 |
90% (Kromthulhu) Awesome work guy. Some minor spelling issues, as well as a little bit of perceived (possibly only to me) balance things, But overall great! |
| Cybernetics I | d_leonard | 16-09-2000 | Star*Drive | 6 | 77 |
85% (z-axis) Great job. I liked the tone, and all of the equipment. However, did you have to write it in green? It hurts my eyes. |
| Starcraft Tangent Weapon List 2 | Claudius | 03-04-2006 | any | 7 | 85 |
85% (Spaceman_Spiff) Nice work! Quite extensive and thought-through collection, here. |
| Warships-like Missile creation Rules | someone_else | 16-02-2010 | any | any | 86 |
90% (Kromthulhu) Much better, it is a very useful, well thought-out resource. |
| Warships-like Missile creation Rules | someone_else | 16-02-2010 | any | any | 86 |
- (someone_else) it has now been updated, you can redownload it. |
| Warships-like Missile creation Rules | someone_else | 16-02-2010 | any | any | 86 |
- (someone_else) Eek! sorry for that. Uploaded wrong version.
Anyways, have you found other strange things Kromthulu? Or you got scared by that "Step 3"? :) |
| Warships-like Missile creation Rules | someone_else | 16-02-2010 | any | any | 86 |
81% (uncle_jimbo) Power Plant is listed as Step 3 in "Warships". It might be good to put the Ordnance Point and Ordnance Power text before this.
Glad to see you're still working on this, though I don't have anything to add to the forum discussions as yet. |
| Warships-like Missile creation Rules | someone_else | 16-02-2010 | any | any | 86 |
- (Kromthulhu) It starts at Step 3, not sure if that is intended or not. |
| A Study of the Knife | uncle_jimbo | 18-01-2010 | any | 5 | 77 |
- (z-axis) out of curiosity, where did you get the date for the weight balance of knives?
I don't think it happened nearly as early as that. |
| Alternity - Predator | Anime_Kidd | 22-07-2007 | any | any | 95 |
100% (guyver) hello there love it but would like the aliens if thats ok |
| Planetary Map Sheet | Starbrat | 30-08-2004 | any | any | 75 |
100% (Kromthulhu) This map is exactly what it claims to be, it doesnt need to be some hi-res monster in isze, its meant to give a rough outline of the planet. |
| Inhuman Philosophies | Kngdavid01 | 27-11-2005 | Homemade | 7 | 96 |
95% (time) Very good story. Well written and very few places that need editting. It seemed to serve as a good introduction to a Campaign Setting. I have seen the write ups for many of the Post-humans described in the short story. |
| A Study of the Knife | uncle_jimbo | 18-01-2010 | any | 5 | 77 |
- (z-axis) as for knife throwing, the required strength to make a killing blow is not as difficult to achieve as the accuracy that goes with it. You can throw a knife as hard as you want, but accuracy at range is necessary to do any real damage. Maybe the best way to do it would to have strength resistance mod increase damage of the knife, but have it be a dex check. I mean, how can you justify how a called shot to the head would apply a penalty to the strength check? That doesn't make sense.
Also, my original, most important point is that knives, by default, aren't balanced and would be worthless for throwing and knives that are balanced would be worthless in a melee fight. |
| A Study of the Knife | uncle_jimbo | 18-01-2010 | any | 5 | 77 |
- (Lorgryt) I have hunted with knives, and the big problem with most game systems is that there are two major factors in thrown knives: Dex to hit and Str to hurt. I have known some great knife throwers that could hit a dime at 40 feet every time, but the knife only wounded a squirrel. And I have know people that almost never hit at that range, but would sink a knife over an inch into a log when they did hit.
Balancing a system is one of the hardest things to do ever. This is made even harder by the fact that personal experiences are so different. In the end, I would go with Str for Knife Throwing in Alternity. It isn't intuitive, but the Dex aspect is easier to get as a skill than the Str aspect would be. |
| A Study of the Knife | uncle_jimbo | 18-01-2010 | any | 5 | 77 |
- (z-axis) i was not aware of the strength resistance mod increase. (which also doesn't make sense). Neither does the throw for the knife. I have personally thrown knives and it is not a strength action, more of a dexterity one.
My concerns with the PL was that the knives were not created at those exact eras. Also you miss titled one (civic iron age).
Maybe we have different editions? |
| A Study of the Knife | uncle_jimbo | 18-01-2010 | any | 5 | 77 |
- (uncle_jimbo) In order:
In the PHB, knife throwing uses Athletics-throw, which is exclusively a Strength skill. My treatment is an improvement. In any case I'm not convinced that the Alternity definition of Strength excludes a knife-throwing motion.
The short sword as listed uses MW-blade.
Strength resistance modifier (difficulty of being struck in melee) increases for all melee weapons and unarmed attack forms.
What are your concerns about PL? I described revised assumptions for PL - do those address, increase, or have no relevance to your concerns?
I don't agree that the resource could or should list every historical variant. Having said that, I didn't describe switchblades separately because there is nothing distinctive about them, with the possible exception of unusually flimsy construction. I'm not particularly interested in butterfly knives either, except that they're a legal anomaly.
I mentioned the trench spike under the stiletto entry (it would include a knuckle guard). |
| A Study of the Knife | uncle_jimbo | 18-01-2010 | any | 5 | 77 |
- (z-axis) I revise my statement about the butterfly knife. Upon further examination, I found mention of it.
But this reveals another error- to be a balanced blade (which they did not have in PL 2) the blade either needs to be just as thick as the handle, or has to be made out of significantly heavier alloys then the handle to allocate for the thickness of the handle.
Also, if you include punch daggers, you need to include the trench spike. |
| A Study of the Knife | uncle_jimbo | 18-01-2010 | any | 5 | 77 |
60% (z-axis) To be painfully honest, i think this entire recourse is superfluous.... And knife throwing has absolutely nothing to do with strength.
And short swords should be under blade, since they are swords...
Also, strength resistance modifier increases because you can use knives better makes absolutely no sense.
As for the actual knife equipment entries, I think you had you PL's wrong. Also, you missed quite a few knife entries, as well as special knives like switch blade knives or butterfly knives.
One overall, overbearing point: Knives are almost completely useless at throwing unless they are specially made throwing knives. Otherwise, they are so unbalanced that the chance of them landing tip to target, as well as hitting at all, are negligible. On the flip side, a knife made for throwing usually has a handle as thin as the blade, creating almost no grip for a melee fight. They would be useless at these applications.
Another one: Knives are, sad to say, extremely ineffective at anything aside from stabbing, and are usually only killing with a stealth stroke.
This resource, while creative, does not take into account the reality and mechanics of a real knife, or the nature that knives should be treated in alternity. Although the author succeeds in creating a more logical historical development, it still leaves one wanting, and other incorrect facts firmly devalue this source. |
| Repulse-class battlecruiser | Spaceman_Spiff | 21-11-2009 | any | 7 | 94 |
- (time) I think the lack of battery fire for the Super Tach Rifle is a misprint. The Tach Rifle has that ability and battery fire is meant for heavy weapons so it only makes sense that the Super Tach Rifle would be able to do battery fire also. |
| Repulse-class battlecruiser | Spaceman_Spiff | 21-11-2009 | any | 7 | 94 |
- (Spaceman_Spiff) Thanks for pointing that out Apoc--it makes sense that the damage is dealt separately. I'll correct that next week. I don't think the weapons would fire as battery fire, in this case, though.
Warships says that all weapons in a multi-weapon turret have to fire in the same mode and at the same target, and if the super tach rifle could fire in battery mode, that's definitely how I would fire them, but Warships lists them as only being able to fire in single-shot mode.
So, I think you might just make one normal attack role for each triple turret and then apply damage seperately for the three weapons if the role is good. ...Maybe? |
| Dataware Robot Creation Process | uncle_jimbo | 14-12-2009 | Star*Drive | 7 | 87 |
88% (z-axis) pretty good, but adding the tables you indicate in several paragraphs (e.g., PL level and corresponding ability requirements) would make it much easier for the poor amongst us who don't have the dataware sourcebook. (like me). aside from that, it all looks good. |
| Robots & AIs Summery | Savoy | 30-03-2002 | any | any | 77 |
79% (uncle_jimbo) It's useful to have a summary. This includes some house rules (not identified) but other points that are vague and undefined in 'Dataware' haven't been addressed here either. |
| Terran M-2255 Standard Navigation Beacon | uncle_jimbo | 23-10-2009 | Star*Drive | 7 | 97 |
97% (time) This a great adventure seed complete with statistics for a new piece of equipment and a suggested way to use the equipment in an adventure or campaign. |