Wednesday, February 11, 2009

Ephialtes 1

"Wake up."

"Wake up."

"Wake...oh, good there you are."

"What? Where am I? Who are you? Why can't I open my eyes?"

"It's complicated. Your eyes are shut because you do not have physical control."

"What? Physical control?"

"Yes. Of your body."

"But..."

"What was the last thing you remember?"

"Those two men. A loud noise, a bright, red-hot flash. Pain. That's it."

"Yes. You died."

"I died?"

"Yes."

"So then, who are you?"

"I'm ... well, I suppose I'm your Psychopomp, in a way. But you're not dead anymore. So I suppose that makes it more complicated. Call me Ephialtes."

"Ephialtes?

"It'll become clear later."

"Alright. Why can't I feel anything?"

"Your body is dead. I'm here to save you though. You're with me."

"But if my body is dead, how am I here, talking to you?"

"Because I've always been with you. I just haven't been awake until now."

"Always?"

"For as long as you or I can remember, actually, yes."

"So, where am I?"

"You're in a coffin, roughly two meters in the ground. But don't worry, because we're talking, someone's coming for us. In the meantime, we have much to discuss."

The most obvious security measure there is.

Somewhere in the Western Desert:

"So what's the problem?" Prabal asked Natty quietly, looking over her shoulder. The computer console showed a little icon flashing.

"Something's up. What did Kain have you do for him?" Natty replied, clicking on the icon.

"I had him look up someone...in Paxton..." Prabal's voice trailed off. His eyes widened. "Oh, this is not good."

"No. I didn't think so. I've tried raising the Guild Office, but there's no answer. And I think it's bugged anyways."

Prabal swallowed hard. He knew that his entry and exit into the Paxton database was clean. This was something specific that he hadn't anticipated. No one could have. It's just too specific. "Well," he began, "they'll be alright. I'm sure they're keeping out of trouble."

His eyes met with Natty's.

"I'll keep trying to raise the office."

"Yeah. I'll tell Bill."

Tuesday, February 10, 2009

Metaskills

The metaskills presented here are a means by which Silhouette games can become more cinematic and characters more powerful. They represent special maneuvers, outstanding skill, a great deal of luck, practice and instinct, as well as power. These skills are all effects-based. That is, the maneuvers that can be attempted with them do not represent specifics. Instead, the skill represents the effects of a maneuver in combat. The specifics of each maneuver and how it is carried out are left to the imaginations of players and GM.

These skills make their practitioners particularly powerful. This is intended. We recommend that PCs in possession of any one of these skills be challenged and harrassed even moreso than normal.

Each metaskill is rolled before the normal skill roll. For example, in order to carry out a Combo in Heavy Gear Dueling, the Duelist would roll an opposed Heavy Gear Dueling skill roll. If the MOS of the roll was 2 or more, the Combo is activated, and the Duelist then rolls attacks as per normal (Gunnery/Piloting vs. Piloting Opposed roll). Only one metaskill maneuver can be carried out per round, no exceptions. This overrides the Advanced Controls Heavy Gear perk rule as it applies to Heavy Gear Dueling.

Mechanics and specifics:

Each of these skills are considered Complex for the purposes of skill purchase and advancement. The metaskills cannot be learned in-game without the benefit of a teacher. Each skill has a collection of sub-maneuvers that are governed by different attributes. However, all four metaskills are governed by the CRE attribute for the purposes of skill advancement. Specializations can only be purchased for each sub-maneuver of the metaskill in question.

When are these skills usable?

Heavy Gear Dueling:
All Opposed Dueling macromoves are only possible at close combat ranges or within the short range band of the weapon(s) being used.
Non-Opposed Dueling Macromoves may be attempted at any time, regardless of target presence. The sole exception for this is Duelist's Luck, which cannot be used to re-roll an attack roll beyond Short Range.

Gunslinging:
Offensive Gunslinging maneuvers may only be employed with Pistol type weapons, usually in single-fire mode only. The Sniping metaskill is not compatible with Gunslinging. Gunslinging may be attempted at all ranges, not just short or point-blank. The Gunslinger's Gambit (Zen Reroll) maneuver can affect the Gunslinger's own attacks, or be used defensively against firearms attacks from opponents provided the Gunslinger's pistols are drawn, or about to be (hands on grips).

Sniping:
In order to activate Sniping Maneuvers, the user must be stationary, employing single fire, and firing a rifle-ammunition weapon. This includes the "Lucky of the Devil" ability, which cannot be used to re-roll Camouflage or Stealth thresholds in a non-sniping context.

Martial Arts:
This metaskill can only be used in close combat, that is, any attack/defense roll that would employ Melee or Hand to Hand combat. As well, certain Martial Arts maneuvers can be used in conjunction with the Archery skill and Thrown Weapon skill (for martial arts thrown weapons like knives and shuriken). The Zen Mastery Maneuver may be used to evade bullets from firearms so long as the shooter is less than 10 meters from the martial artist.

Updates

Metaskills and other House Rules updated. Comment if something things awry.

Note that the Gunslinging skill has changed.

Monday, February 9, 2009

Metaskill: Sniping

OBSOLETE - 8 September 2010

Prerequisites: Small Arms 2; Specialization - Rifles

The Sniping metaskill is designed to represent the superior and often awesome abilities of premiere marksmen. A sniper can place extremely accurate rifle fire onto a target. This Metaskill includes some basic meteorological knowledge to calculate wind and humidity influences and some terrain recognition and evaluation abilities. In order to activate Sniping Maneuvers, the user must be stationary, employing single fire, both hands, and firing a weapon with the Sniper perk.

In addition, the Sniper metaskill allows the sniper to use PER instead of AGI for the Small Arms attack benefiting from the Sniping maneuver.

(Note that this Metaskill replaces the Sniping skill from the HG Rulebook 2E, p. 66.)

Sniping Maneuvers:

Level 1:

Called Shot (PER, opposed)
Threshold: MoS 2
This is the standard Called Shot maneuver and requires an Opposed MOS 2 for it to work. Fumbles mean that the attack misses.

Luck of the Devil: (PSY, non-opposed)
Threshold: None
Success is often largely skill-based, but there is a widespread belief that luck can play an important role. Even an elite marksmen can benefit from a sudden lull in the wind, the shadow caused by clouds passing in front of the sun, or the rare time when the target literally steps into the path of the bullet. This maneuver may be used offensively to re-roll an attack or defensively to re-roll the Sniper's static Stealth or Camouflage roll.

Level 2:

Armour Piercing: (PER, opposed)
Threshold: MoS 2
This is the standard Armour Piercing maneuver and requires an Opposed MOS 2 for it to work. Fumbles mean that the attack misses.

Ludicrous Range (PER, non-opposed)

Threshold: 6
This is the sniper skill of being able to zero in the sights on a weapon and extend its range. Ludicrous Range is double Extreme Range. The Ludicrous Range maneuver can only be applied to the first Small Arms shot after the Sniper meta-skill roll. Fumbles mean that the sight must be readjusted for 1d6 rounds.

Level 3:

Suppression (CRE, non-opposed)
Threshold: Special
This unique skill allows the sniper to use a single shot to suppress a small unit as though it were pinned by a high-ROF weapon. The sniper rolls the Sniper skill, and then the Small Arms skill to strike as usual. However, the Sniper roll result counts as a static threshold for the target group. The group must roll Leadership against the threshold. It is unable to act a number of rounds equal to the MOF of the roll. Against individuals (RPG context), a WIL roll can substitute for Leadership.

Level 4:

"Solving a system of three or more linear equations...with a bullet": (CRE, opposed)
Threshold:
This skill requires some elaboration, but essentially allows the sniper to attempt to line up multiple targets, or to take a shot exactly when two or more targets would be hit (assuming the bullet in question has enough power). Each additional target after the first additional target confers a +1 bonus to the defending CRE roll. Fumbles mean that the attack misses.

***As a rough rule of thumb, the maximum number of additional targets could be (Damage Rating)/20 (rounded down). So, a x22 rifle could conceivably kill 2 men, a x40 rifle could kill 3 men, and a x60 rifle could kill 4 men.*** If the shot does not penetrate the armour of one of the targets, it cannot effect any subsequent targets in the original shot. For example, if a x66 damage (MOS3x22) bullet hits a man with 66 points of armour for the Flesh Wound category, the bullet will not hit the second target.

Advanced: Piloting Maneuvers

Level 1:

Top Speed 180 Degree Turn
Threshold: 5
Required threshold when attempting to turn more than 1 hex facing (60 degrees) at Top Speed. Failure means the attempt to turn more than one hex facing fails. Fumble means a fall or a crash, at the GM's discretion.

Level 2:

High Speed Reverse
Threshold: 5
Usable only in Ground movement mode. Normally, a vehicle can move in reverse at only half Combat Speed. This maneuver allows the vehicle to roll backwards at higher speeds. Maximum reverse movement is half Combat Speed +1 per MOS. Failure means no exceeding half combat speed, and the vehicle loses its +1 attack bonus for half Combat Speed movement. Fumble means the vehicle crashes (roll 1d6, 1-4: additional Light Damage, 5-6: Heavy Damage).

Rapid Downshift
Threshold: 7
Allows the vehicle to suddenly shift from Top Speed to Combat Speed in the same round, without a previous declaration of intent to go to Combat Speed. Failure means vehicle remains at Top Speed, and the vehicle takes a Light Damage. Fumble means the vehicle takes a Light Damage and crashes (roll 1d6, 1-4: additional Light Damage, 5-6: Heavy Damage).

Level 3:

Drag Shifting
Threshold: 6
Allows the vehicle to suddenly shift from Combat Speed to Top Speed in the same round, without a previous declaration of intent to go to Top Speed. Failure means vehicle remains at Combat Speed. Fumble means the engine stalls, and the vehicle is considered stationary until its next activation.

Rapid Reverse Shift
Threshold: 6
Allows the vehicle to suddenly shift from forward movement to reverse movement, or vice versa, while moving at Combat Speed. Failure means the attempt to turn more than one hex facing fails. Fumble means the vehicle crashes (roll 1d6, 1-3: Light Damage, 5-6: Heavy Damage).

Sideways Slide
Threshold: 5
Allows the vehicle to continue moving in a straight line while facing up to 90 degrees either left or right, for a number of hexes equal to MOS +1. Useful for facing an opponent while moving toward cover, without exposing one's flanks to snap fire. Failure means no slide. Fumble means the vehicle crashes (roll 1d6, 1-4: additional Light Damage, 5-6: Heavy Damage).

Tuesday, February 3, 2009

Dressed for success

Sometimes, in terms of the routine, day-to-day sorts of things, Kain really missed the army. See, in the army, when you said "Cawfee" to a subordinate, it appeared. When you told a subordinate to do something, it was generally understood that you were speaking in a sort of short hand. "Please" and "Thank you" were implied, their absence indicated by tone rather than the lack of utterance.

The Regulators had understood. 'Course that was a paramilitary force, and the caravan wasn't a much better example, given the number of old soldiers who'd signed on.

It wasn't that Kain lacked familiarity with social graces. He'd attended more than a few functions in his time. He'd simply fallen out of practice. And every dirty look that Vermeer shot him when he thought Kain wasn't looking underlined how Kain failed to make the transition into civilian life.

It didn't have to be that way. And the first step was a new outfit. After all, one of the first things he had learned from his father was that "Clothes make the man".

Monday, February 2, 2009

Dichotomy

Strange that he should have never been there before, he has spent, after all, two seasons in this city. Nonetheless, as Dr Tom Chambers immerged onto the first terrace of Peace River he realised that he too was a subject of this corporate social experiment gone wrong.

‘Castes!’ He cursed to himself. Far from being a proletarian, to which Ben Cantor would certainly attest, Dr Chambers simply didn’t see himself as bellow anyone else and in that thought he found some empathy for the worker caste. As he subjected himself to a search and interrogation by the POC at the threshold of first terrace, this Mekong national was filled with contempt for the arrogance which saw him as a second class citizen or worse, as second class human being. He would take some more personal pleasure in hurting this system now, he realised that, but he pushed his personal feelings back and concentrated on his objectives, also personal, but of an entirely different nature. He found his way to the building he was looking for; he was soon waiting in a reception area of the administration office.

“Dr Chambers”, the smiling young man at the desk cooed, “Dr Pemberly is free to see you now.”

The Chief of bio-endocrinology at Peace River’s First Hospital was pleasant enough; at least he hid his condescension well, even when he knew that the much younger Doctor wasn’t sufficiently qualified to grasp the finer technical points of the discussion. Dr Pemberly suggested some authoritative papers to research; a few theories on holistic approaches but in spite of his experience, the conversation quickly lead to an inescapable conclusion. The expression on Tom’s face spoke eloquently to his disappointment.

“I’m sorry Dr Chambers, I really wish I could help more, but M.D.A. is simply not something I am well versed in the treatment of, the genetic technology to pre-empt it has been widely available for over two centuries and little research has been funded in the post natal treatment of it. As far as I know it is lethal and irreversible.” Dr Pemberly was speaking more openly, but Tom had retreated inside and hadn’t noted the change in candour.

“Not widely available enough indeed! And as for research grants, well who really cares do they Doctor?”

Tom was struggling to be civil, but failing in spite of his colleagues attempt to be useful.

“I’m sorry if I seem ungrateful for you assistance, please be sure I will mention this kindness to Professor Sun.”

Tom concluded on a more conciliatory tone and started opening the office door.

“Dr Chambers…a moment if you would?” Tom turned around, his host was visibly uncomfortable and nervously wringing his hands as he made a motion for Tom to come back. Tom had not notice when this change is disposition had occurred but felt compelled to sit back down in response.

“I am not entirely without sympathy for this condition Doctor” started Dr Pemberly somewhat short of breath and avoiding eye contact. “May I rely on your discretion?”

Tom searched the mature physician’s eyes and saw deep emotion then nodded in silent acquiescence. Dr Permberly closed his eyes and let out a heavy sigh, collecting his courage before leaning forward conspiratorially.

“In the prospects there is a clinic, it sees cases of M.D.A. we don’t discuss it, there is simply no reason for that disease to exist here but there you have it, it does and a number of us are not proud of the political realities that are to blame. The fact is we simply cannot discuss it, nor can we do much to help without being barred from practice in PR. Some of my colleagues have been braver than me though, I know of some who have decided to volunteer down there.”

Tom appreciated the seditious nature of his colleague’s statements; he also was disgusted by it, remembering what Carmichael had said about the effect of casts on treatment of Peaceriverans.

“I know they have made no progress as such, but they have been trying to contact the unlikeliest of people in order to make a breakthrough. Tell me Dr Chambers, did you serve?”

Dr Pemberly`s voice had dwindled to a near whisper. His features had lost all the clinical implacability exhibited just moments before. Once again Tom nodded quietly and Dr Pemberly squinted a moment, as if peering into Tom eyes to see his soul.

“I see, well then you know that there is on this planet one force that has done extensive bioengineering research, if there is any hope for making progress, it lies out there.”

The treason went well beyond criticizing the injustices of the caste system; this man was talking about collaborating with the CEF. If you use the verb collaborate with a scientist it evokes the noble pursuit of research with a colleague, to a Badlander, it means working with keffers, here it meant both.

“Thank you once again for your time and your…insight Dr Pemberly, it has been enlightening to confer with you sir.”

Tom meant every word. He had to acknowledge that Dr Pemberly made a reasonable assessment of who had the technological expertise to attain Tom’s goals. Could there be a team of Isabelas out there that could help? Could they expand their knowledge beyond repairing purple weapons and be used to help people?

As Tom walked the streets he was deep in thought. It might take him some time to reconcile murdering some keffers while simultaneously asking the help of others.


 
Hermes 72 - Heavy Gear RPG - Most artwork Copyright 2002 Dream Pod 9, Inc.