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	<title>Carnage Amongst the Web &#187; Variant</title>
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		<title>3:16 War Amongst the Stars Handbook</title>
		<link>http://316carnage.com/2010/03/18/316-war-amongst-the-stars-handbook/</link>
		<comments>http://316carnage.com/2010/03/18/316-war-amongst-the-stars-handbook/#comments</comments>
		<pubDate>Thu, 18 Mar 2010 08:47:50 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[New Rules]]></category>
		<category><![CDATA[Variant]]></category>
		<category><![CDATA[campaign rules]]></category>
		<category><![CDATA[jedi]]></category>
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		<description><![CDATA[3:16 &#8211; Carnage Amongst the Star Wars is a fan adaptation of 3:16 &#8211; Carnage Amongst the Stars and the supplement So Few by Gregor Hutton. All rights, trademarks etc are the property of their respective owners. This document assumes you have a copy of 3:16 &#8211; Carnage Amongst the Stars and have read it, [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://316carnage.com/wp-content/uploads/2010/03/star-wars-drawing1.jpg"><img class="alignright size-medium wp-image-292" title="star-wars-drawing1" src="http://316carnage.com/wp-content/uploads/2010/03/star-wars-drawing1-210x300.jpg" alt="" width="210" height="300" /></a>3:16  &#8211; Carnage Amongst the Star Wars is a fan adaptation of 3:16 &#8211; Carnage  Amongst the Stars and the supplement So Few by Gregor Hutton. All rights, trademarks etc are  the property of their respective  owners.</p>
<p>This document assumes you have a copy of  3:16 &#8211; Carnage Amongst the Stars and have read it, if you haven&#8217;t I  strongly suggest you buy a copy as it&#8217;s well worth the investment.</p>
<p><span id="more-271"></span><strong><br />
Difference</strong></p>
<p>The main difference  between 3:16 &#8211; Carnage Amongst the Stars and 3:16 &#8211; Carnage Amongst the  Star Wars is that in the original game you play an infantry soldier,  part of a large unit or an elite squad of commando&#8217;s. In this version  you start as a Cadet in the Rebellion and will learn to fly in the  various Rebel craft as you make a name for yourself in the Rebel Army.</p>
<p>Advanced  groups can chose to play the other side, The Imperial Navy.</p>
<p>Ultimately  the goal is the same: &#8220;Kill &#8216;m All&#8221;<strong></strong></p>
<p><strong><br />
Character Creation</strong></p>
<p>Each player  gets 11 (instead of 10) points to split between FA and NFA.</p>
<p>At  character creation the maximum in either FA and NFA is 8 and during the  course of the campaign the maximum is 9.</p>
<p>Special abilities,  bonuses etc can still raise this to 10, but neither FA nor NFA can ever  be increased to a natural 10.</p>
<p>The rest is the same as  normal character generation in the 3:16 manual, the only difference is  that the group needs to chose a squadron callsign: for example Red  Squadron or Gold Squadron.</p>
<p>The highest ranked player will be Red 1 and the second highest player  will be Red 2 and so forth.<strong></strong></p>
<p><strong><br />
Ranks</strong></p>
<ul>
<li>Rank 0 &#8211; Trooper    &#8211;  Cadet</li>
<li>Rank 1 &#8211; Corporal    &#8211; EnsignRank 2 &#8211; Sergeant    &#8211;  Lieutenant</li>
<li>Rank 3 &#8211; Lieutenant    &#8211; Lieutenant Commander</li>
<li>Rank  4 &#8211; Captain    &#8211; Commander</li>
<li>Rank 5 &#8211; Major        &#8211; Captain</li>
<li>Rank  6 &#8211; Lt. Colonel    &#8211; Commodore</li>
<li>Rank 7 &#8211; Colonel    &#8211; Admiral</li>
<li>Rank  8 &#8211; Brigadier    &#8211; Admiral of the Fleet</li>
</ul>
<p><em>I chose to let my players start at the rank  of Cadet and level 10 for a training mission in a simulator. This has  the advantage of the group getting a feel for the setting and the other  players without the risk of dying etc, it also gives your players a  chance to goof off <img src='http://316carnage.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </em></p>
<p><em>After  the training mission they are promoted to the rank of Ensign and (not a  must) the Wingleader to the rank of (Acting) Lieutenant.</em><strong></strong></p>
<p><strong><br />
FA &amp; NFA</strong></p>
<p>Anything (*) that  causes kills is FA and everything else is considered NFA.</p>
<p>A few  examples of NFA:</p>
<ul>
<li>Taking evasive action, Eject, Enter Hyperspace  or getting a Missile Lock.</li>
</ul>
<p>Players are encouraged to come up with  other NFA tricks and as long as the other players or the GM objects,  it&#8217;s allowed.</p>
<p><em>(*) As with everything in life there are always  exceptions.</em></p>
<p>Basicly it comes down to (trying) to do  kills/damage versus avoiding kills, fancy flying, getting to a better  position or trying to rescue someone/something.<strong></strong></p>
<p><strong><br />
NFA Specials</strong></p>
<p>There are several  special abilities which require an NFA roll in a combat situation, this  section describes their effect and their intended use.</p>
<ul>
<li>Taking  evasive action &#8211; On a successful NFA roll the player avoids getting hit  by the enemy even if that players success is lower then that of the  enemy (AA). This basicly works the same way as the Parry special  ability in 3:16</li>
</ul>
<ul>
<li>Enter Hyperspace &#8211; Entering Hyperspace takes two  rounds. The first round is required to plot an escape course that isn&#8217;t  blocked, nor doesn&#8217;t fly you into a planet. At the end of the second  round you successfully enter Hyperspace. You will need to make two  successful NFA rolls to make enter Hyperspace without getting shot to  pieces. If the first roll fails your attempt fails all together,  if the second fails then you still get away but you get a kill.</li>
</ul>
<ul>
<li>Getting a Missile Lock &#8211; To fire a missile, torpedo or a rocket you  first need to attain a missile lock before you can fire your  projectiles.<br />
To get the lock you need to make a successful NFA  roll and the next round you can, but don&#8217;t have to, fire the projectiles  (See the Weapon section for more information). Your missile lock  holds for as long as you don&#8217;t get hit, if you fire the missile you only  need a successful FA roll, you don&#8217;t have to be faster then the enemy.<br />
If  you dont fire that round, you will have to relock as the enemy broke  the lock, you also lose your lock when you perform evasive manouvers or  any other action that makes it improbable that you could&#8217;ve maintained  the missile lock.</li>
</ul>
<p><strong><br />
Specials</strong></p>
<p><em><strong>Mag  Pulse</strong></em> &#8211; Costs 1 Missile/Torpedo Token &#8211; The enemy can&#8217;t do any kills  this turn or if they acted already, next turn. One Use Only &#8211; The enemy  can still do other actions just no kills.<em><strong><br />
Tractor Beam</strong></em> &#8211; Same  round Missile lock (Combined FA/NFA roll) &#8211; Costs an Afterburner Token.<em><strong><br />
Request  for Reinforcements</strong></em> &#8211; Highest ranking only &#8211; Ambush (One Use Only)<br />
<em><strong>Hyperdrive </strong></em>- On two successful NFA rolls player or players can leave combat  without taking a kill. (Described in the NFA section)<em><strong><br />
Jammer </strong></em>-  Costs an Afterburner Token &#8211; You can&#8217;t be targetted by Missiles (Too  Weak)<em><strong><br />
R2 Unit -</strong></em> +1 Shield and +1 repair (Instead of the Kinetic  Shield)<em><strong><br />
SLAM system</strong></em> &#8211; A craft equiped with the SLAM system can  enter combat at a different range then the other players even when  ambushed. If you move 1 range then your next attack is at half kills  (rounded down, sorry) and if you moved 2 ranges then you can&#8217;t attack  that round.</p>
<p>(Note you can not go beyond far range.)<strong></strong></p>
<p><strong><br />
Weapons</strong></p>
<p>Missiles are fast and  can be used against any Craft, but generaly do less kills than Torpedos.</p>
<p>Torpedos  are slower and are meant for large and/or slower targets. They can be  used against Fighters but at a -1 penalty to lock on and to fire.</p>
<p>Rockets  are too slow to be used against anything other than Capital Ships, but  do a lot more kills.</p>
<p>Missiles and Torpedos always earn you a  token unless its a named npc or a capital ship.</p>
<p>Projectile  weapons can be linked together to fire two with one shot.</p>
<p>If it  is a capital ship capable of taking such damage you roll for each  torpedo and sum the results.</p>
<p>If it is a fighter then you get to  chose which result you want to use (hint: Highest).</p>
<p>Either way you  have used one token per projectile fired.<strong></strong></p>
<p><strong><br />
Shields</strong></p>
<p>Each craft is equiped  with shields and in most cases armour plating as to increase the chance  of survival when the going gets tough.</p>
<p><em>A Mess</em> &#8211;   Your ship has  seen better days.</p>
<p><em>Crippled </em>- It&#8217;s still flying, well kinda&#8230; (no  more fancy stuff)</p>
<p><em>Armor </em>- Armor (if the ship has any that is) &#8211;  Usable once only.</p>
<p><strong>Shield Tokens </strong>- Some ships have much stronger  shields and as such they get more shield tokens to use before they  become bloodied.</p>
<p><strong>Favor </strong>- Luck, the Force or anything else a  player wishes to call it. &#8211; Usable once only.</p>
<p><strong>Parry</strong>: Destroy  incoming missile, minor shield impact etc &#8211; whatever the Player  roleplays what they consider to have happened, the dice are merely a  Guideline. &#8211; Usable once only.<strong></strong></p>
<p><strong><br />
GM Tokens</strong></p>
<p>At the start of a  mission the GM gets 7 times the amount of players in tokens.</p>
<p>Per  encounter a gm assigns tokens, with a minimum of one (plot twist) and a  maximum of 2,5 times the amount of players.<strong></strong></p>
<p><strong><br />
Spotlight Scenes</strong></p>
<p>After any  encounter players get a Spotlight scene.</p>
<p>Any unused spotlights are  only lost when the mission ends or a new one becomes available.</p>
<p><em>Assault </em>- Unchanged (Medium)<em><br />
Leverage </em>- Unchanged (Long)<em><br />
Strategem </em>-  Unchanged (Medium)<em><br />
Treatment/Repair</em> &#8211; When docked and a  repaircrew is available you repair 1d3 (Long)Otherwise you repair  just 1 (Short).<em><br />
Repair and reload</em> &#8211; Only at a facility: You can  add 1 Missile/Torpedo and Repair 1 or just reload 2 without repairing.  (Short)</p>
<p>The Flight Leader decides how much time there is  between encounters, this can have repercussions on the next encounter.  What kind of repercussions is up to the GM and ought to be discussed  with the players through the Mission Briefing.<strong></strong></p>
<p><strong><br />
Chain of Command</strong></p>
<p>The Chain of  Command isn&#8217;t as strict as the Imperial Navy and much can be overlooked  (brawls, verbal fights etc) but neglecting ones duty, murder, loss of  Craft etc will be severly punished.<strong></strong></p>
<p><strong><br />
Campaign</strong></p>
<p>The Campaign consists  of about 10 to 20 missions.</p>
<p>The final battle is basicly when  everyone has reached level 18.</p>
<p><em>(Assuming you only have regular  players, if a player only attends every now and then they won&#8217;t be level  18, this shouldn&#8217;t be too much of a problem, but the playergroup can  resolve this any way they like.)</em></p>
<p><strong><br />
Gaining a Level</strong></p>
<ul>
<li>Performing  beyond the call of duty (most kills)</li>
<li>Superior Tactics (most  tokens)</li>
<li>Combat Expertise (lowest level)</li>
</ul>
<p>In case of 3  players 1 and 2 roll to see who gets the level.<strong></strong></p>
<p><strong><br />
Rank</strong></p>
<p>There are multiple ways to  gain or lose a rank.</p>
<p><em>Promotion</em></p>
<p>Promotion  isn&#8217;t automatic, but you do get a chance by rolling NFA.</p>
<ol>
<li> Using a strength</li>
<li>Your commanding officer or your team puts you  up for promotion.</li>
<li>The GM can promote you (don&#8217;t hold your  breath, but it can happen)</li>
<li>Temporary Field promotion when an  officer dies or becomes incapacitated during a mission.</li>
</ol>
<p><em>Demotion</em></p>
<p>Demotion isn&#8217;t  automatic either, instead the one putting you up for demotion makes a  NFA roll and if they are successful you get to make a NFA roll yourself  to avoid being demoted. If they fail or you succeed nothing happens.</p>
<ol>
<li>Using a weakness</li>
<li>Failing a mission (GMs &#8216;choice&#8217;)</li>
<li>Team puts you up for Demotion</li>
<li>Voluntarily</li>
</ol>
<p>Putting  someone up for a demotion isn&#8217;t without risk.</p>
<p>If you fail and the  other (assuming they are higher ranked) succeeds they can demote you.  Normal demotion rules apply, but you don&#8217;t get to demote them in case  they fail also.</p>
<p><em>Field  promotion</em></p>
<p>When an officer falls in battle or becomes unable  to perform their duty, its important they are replaced so the mission  can continue as planned.</p>
<p>The person taking over gets a field  promotion to the same rank.</p>
<p>When there are two of equal rank they  get to roll for it, unless the ranks already agreed on a successor.</p>
<p>If  at the end of the mission the officer has recovered and the mission is a  success, they get to make a promotion roll to attain their next rank,  if the officer doesn&#8217;t recover they get to make a roll to keep their  field promotion.</p>
<p>If the mission fails the roll is at -2, if you  succeed you keep the field promotion, if you fail but would&#8217;ve made it  without the penalty you gain a rank instead. (The GM can decrease the  penalty if it wasn&#8217;t a complete Failure)<strong></strong></p>
<p><strong><br />
Ships</strong></p>
<p><em>Interceptor Class</em></p>
<p><strong>V-Wing</strong> &#8211;  2 Cannons &#8211; 0 Ion Cannons &#8211; 1 Missile Launchers &#8211; 1 Shield &#8211; 6  Afterburner &#8211; 1 Person<strong><br />
T-Wing</strong> &#8211; 2 Cannons &#8211; 0 Ion  Cannons &#8211; 2 Torpedo Launchers &#8211; 1 Shield &#8211; 9 Afterburner &#8211; 1 Person<br />
<strong>A-Wing</strong> &#8211; 2 Blaster Cannons &#8211; 0 Ions &#8211; 2 Missile Launchers &#8211; 0 Shield &#8211; 2  Afterburner &#8211; 1 Person &#8211; Flanking &#8211; Rank 3</p>
<p><em>Assault Class</em></p>
<p><strong>R-41</strong> &#8211; 2  Laser Cannons &#8211; 2 Ions &#8211; 2 Missile Launchers &#8211; 2 Shield &#8211; 3 Afterburner  &#8211; 1 Person<strong><br />
Y-Wing</strong> &#8211; 2 Blaster Cannons &#8211; 2 Ion Cannons &#8211; 2  Torpedo Launchers &#8211; 2 Shield &#8211; 3 Afterburner &#8211; 1 Person &#8211; None &#8211; Rank 2<strong><br />
B-Wing</strong> &#8211; 3 Heavy Blaster Cannons &#8211; 3 Heavy Ion Cannons &#8211; 2 Torpedo Launchers &#8211;  1 Shield &#8211; 2 Afterburner &#8211; 2 Persons &#8211; S-Foils &#8211; Rank 5</p>
<p><em>General Purpose Class</em></p>
<p><strong>Z-95 </strong>- 3 Lasers &#8211; 0 Ions &#8211; 2 Missile  Launchers &#8211; 0 Shield &#8211; 4 Afterburner &#8211; 1 Person &#8211; None &#8211; Rank 0<strong><br />
X-Wing</strong> &#8211; 4 Blaster Cannons &#8211; 0 Ion Cannons &#8211; 2 Torpedo Launchers &#8211; 1 Shield &#8211; 3  Afterburner &#8211; 1 Person &#8211; S-Foils &#8211; Rank 4<strong></strong></p>
<p><strong><br />
Flanking</strong></p>
<p>Craft with this ability  can enter Flanking on their turn for free assuming they were successful  on their roll (either FA or NFA).</p>
<p><strong>S-Foils</strong></p>
<p>Craft with S-Foils can  close them to move a range for free.</p>
<p>Moving is a NFA roll (can be  combined with most other NFA actions), but you can&#8217;t fire with S-Foils  closed.You can reopen them with another NFA roll. (They open even if you  fail your roll or if someone forgos their success to end the round,  it&#8217;s only flipping a switch after all)<strong></strong></p>
<p><strong><br />
Weapons</strong></p>
<p><em>Weapon Damage  Chart</em></p>
<p>0 &#8211; 1 &#8211; 1D6 &#8211; 2D4/1D8 &#8211; 1D10 &#8211; 1D12/2D6</p>
<p><strong>Weapon &#8211;  Close &#8211; Near &#8211; Far</strong></p>
<p>Laser Cannons &#8211; 1d3 &#8211; 1d4 &#8211; x (Rank 0)</p>
<p>Blaster  Cannons &#8211; 1d3 &#8211; 1d6 &#8211; x (Rank 2)</p>
<p>Heavy Blaster Cannons &#8211; 1d4 &#8211;  1d10 &#8211; 1 (Rank 4)</p>
<p>Ion Cannons &#8211; 1d3 &#8211; 2d3 &#8211; 0 (Rank 2)</p>
<p>Heavy  Ion Cannons &#8211; 1d4 &#8211; 2d4 &#8211; 1 (Rank 5)</p>
<p>Missiles &#8211; 0(*) &#8211; 1d10 &#8211; 2d6  (Rank 0)</p>
<p>Advanced Missiles &#8211; 0(*) &#8211; 1d12 &#8211; 2d10 (Rank 4)</p>
<p>Torpedos  &#8211; 0(*) &#8211; 2d10 &#8211; 3d10 (Rank 2)</p>
<p>Advanced Torpedos &#8211; 0(*) &#8211; 2d12 &#8211;  3d12 (Rank 4)</p>
<p>Rockets &#8211; 1d100 &#8211; x &#8211; x (Rank 5)<strong></strong></p>
<p><strong><br />
Skills</strong></p>
<p><em>Eject (Rank 0)</em></p>
<p>On a succes the  player ejects from their craft and removes themselves from the combat.</p>
<p>On  a failure the player still ejects from the craft, but remains at their  range and is still considered in combat. Another NFA roll can be made  each round to escape from combat, but the player is unable to attack as  all they have left is Harsh Language and in this game that doesn&#8217;t score  you any kills.</p>
<p><em>Formation  Flying (Rank 2)</em></p>
<p>This allows you to change range if another  pilot with the Formation Flying skill does so. Note that you must have  enough Fuel to perform this task. You change range at the same time as  the other pilot (i.e. at the end of their turn).</p>
<p><em>Superior Tactics (Rank 3)</em></p>
<p>This  allows you to enter combat at one Range band nearer or further away if  you wish to do so. You cannot use Superior Tactics to start an encounter  beyond Far Range (as this is clearly cowardice!). It costs one Fuel  Token to use this skill. For no Fuel cost you can elect to start at the  same Range as the squadron, of course.</p>
<p><em>Abort (Rank 4)</em></p>
<p>This allows you  use the E-Vac from the main  3:16 rules. (Highest Ranked Only)</p>
<p><em>Break and Run (Rank 5)</em></p>
<p>This allows you use the E-Vac from the main rules but  without anyone taking a Kill in the process of ending the encounter.  (Highest Ranked Only)</p>
<p><em>Deflect  (Rank 6)</em></p>
<p>This allows you to direct a Kill on you to  someone else at the same Range Band.<strong></strong></p>
<p><strong><br />
Tokens/Chips</strong></p>
<ul>
<li>Black &#8211; Afterburner  Tokens</li>
<li>Blue &#8211; Torpedo Tokens</li>
<li>Green &#8211; Shield Tokens</li>
<li>Red  &#8211; Missile Tokens</li>
<li>White &#8211; Special Tokens</li>
</ul>
]]></content:encoded>
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		<title>GL: CORPS by yrcone</title>
		<link>http://316carnage.com/2010/01/29/gl-corps-by-yrcone/</link>
		<comments>http://316carnage.com/2010/01/29/gl-corps-by-yrcone/#comments</comments>
		<pubDate>Fri, 29 Jan 2010 08:37:56 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Variant]]></category>
		<category><![CDATA[superheroes]]></category>

		<guid isPermaLink="false">http://316carnage.com/?p=248</guid>
		<description><![CDATA[I would use 3:16 for a GL: CORPS RPG. Much like the starship troopers / space marines in the core 3:16 Carnage Amongst the Stars the weapons and effects for each character is not vastly different – and it’s up to the player to narrate what effect is going on. So here is my 15 [...]]]></description>
			<content:encoded><![CDATA[<div id="post_message_11602639"><a href="http://316carnage.com/wp-content/uploads/2010/01/GLCorps.jpg"><img class="alignright size-medium wp-image-249" title="GLCorps" src="http://316carnage.com/wp-content/uploads/2010/01/GLCorps-300x268.jpg" alt="" width="300" height="268" /></a>I would use 3:16 for a GL: CORPS RPG. Much like the starship troopers / space  marines in the core 3:16 Carnage Amongst the Stars the weapons and effects for  each character is not vastly different – and it’s up to the player to narrate  what effect is going on.</p>
<p>So here is my 15  minute hack of 3:16 for the CORPS:</p>
</div>
<div><span id="more-248"></span>Characters get <strong>Fighting </strong>and <strong>Non-fighting abilities</strong> like normal,  with 10 points to split between them.</p>
<p><em>Ex.  Guy is aggressive and chooses 7 Fighting, 3 Non-Fighting; Kyle is a dreamy  artist and chooses 3 Fighting and 7 Non-Fighting.</em></p>
<p><strong><br />
Strengths </strong>auto-win an encounter [scene] just like normal; they  represent either a flashback so you flesh your GL out or a positive story hook  the player wants the GM to follow up on. A strength can be used to overcome the yellow weakness.</p>
<p><strong>Weaknesses </strong>are auto-loss for the character  during the encounter [scene] like normal; they represent a character flaw or a  negative story hook that the GM should follow up on to make the character’s life  more difficult.<br />
Maybe because it is not  20 planets and Hate on Terra we should increase the # of Strengths and  Weaknesses from 5 to 6? 7? Or even 10? Powers pre-determine the first weakness,  leaving them open for the PC to use in the scene but lacking the personal  touch.</p>
<p><em>Ex. The first weakness is ___ Does  not work against yellow, so the PC ticks off the first time he uses a weakness  to auto-lose an encounter; either flashing back to a time when great fear  overcame them or when willpower wasn’t enough.</em><br />
For aliens, the additional powers are like additional weapons in  3:16; they do similar damages (K.O.’s instead of Kills). The PC can use either  his power ring (and describe his K.O.’s in terms of that design) or switch to  his alien (or other super power) and do that amount of K.O.’s with attached  trapping.</p>
<p><em>Ex. The Daxam GL has two  super-powers: Power Ring (d10/d6/d6) and Daxam Heritage (d10/d10/1).  Narratively, he can decide to create constructs for XYZ or use super-speed for  ABC. The result is the same.</em></p>
<p><strong><br />
COMBAT</strong><br />
Each [issue] has a number of threat tokens  the GM can use as he sees fit. A group of threat tokens could represent a  powerful individual or a few individuals or a blending of mooks and supers.  Named combat is another possibility, with the opposing super having the same  wound levels.</p>
<p>As a supers RPG, the  “armor” quality can be refreshed by using a NFA – not just 1/scene as in vanilla  3:16 – it could be refreshing the forcefield, or taking it on the chin for a  hard-body like a Daxamite, or dodging out of the way for a speedster. This  “armor” tick can be refreshed but uses an action to do so.</p>
<p>The damage levels are __ Armor, __ Bruised,  __ A Mess, __ Beat-Down, and __ K.O.’d [One more than standard 3:16].</p>
<p>This gives the PCs a lot of chances to  refresh themselves. In return, the # of tokens per player is increased  [THOUGHTS?]. Tokens can represent special powers just like they do in standard  3:16.</p>
<p>All damage is healed between  [issues].</p>
<p>Damage dealt out by PCs to  mooks can KO a large number (the dX behind the powers). Each fighting success  removes 1 threat token (as in normal 3:16). If the tokens represent a super  individual, it represents them weakening.<br />
Here is character creation for a beginning Kyle GL:</p>
<p><strong>Name</strong>: Kyle<br />
<strong>Reputation</strong>:  Artistic dreamer<br />
<strong>Fighting</strong>: 3<br />
<strong>Non-fighting</strong>:  7<br />
<strong>Powers</strong>: Power Ring (Solid Light Constructs, Blasts, Flight,  Environmental Protection, Shields) [d10/d10/d6]</p>
<p><strong>Strengths</strong>: ___ [Open]<br />
<strong>Weaknesses</strong>: ___ [Does  Not Work Against Yellow]</p>
<p>Or a Sodam Yat  beginning GL:<br />
<strong>Name</strong>: Sodam Yat<br />
<strong>Reputation</strong>:  Arrogant<br />
<strong>Fighting</strong>: 6<br />
<strong>Non-fighting</strong>: 4<br />
<strong>Powers</strong>: Power Ring (Solid Light Constructs, Blasts, Flight,  Environmental Protection, Shields) [d10/d6/d6]<br />
<strong>Daxamite  Heritage</strong> (Heat vision, Super Strength, Super Speed, Super Toughness)  [d10/d10/1)</p>
<p><strong>Strengths</strong>: ____ [Open]<br />
<strong>Weaknesses</strong>: ____ [Does Not Work Against Yellow]<br />
&#8212;&#8212;&#8211; [Lead Vulnerability]</p>
<p><strong><br />
QUESTIONS</strong><br />
<em>What should humans get (if anything) to make up for aliens  having other narrative powers? Maybe a bonus Strength slot?</em></p>
<p><em>Describing damage to a super opponent –  threat tokens decrease, penalty for being hit? Or should supers fight be like  between named and named, and mooks are handled by threat tokens?</em></p>
<p><em>What do you all think?</em></p>
</div>
<p><!-- / message --></p>
]]></content:encoded>
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		<title>Carnage in Hyboria</title>
		<link>http://316carnage.com/2010/01/27/hacking-316-into-an-universal-fantasy-game/</link>
		<comments>http://316carnage.com/2010/01/27/hacking-316-into-an-universal-fantasy-game/#comments</comments>
		<pubDate>Wed, 27 Jan 2010 16:32:32 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[New Rules]]></category>
		<category><![CDATA[Variant]]></category>
		<category><![CDATA[bosses]]></category>
		<category><![CDATA[fantasy]]></category>
		<category><![CDATA[rules]]></category>

		<guid isPermaLink="false">http://316carnage.com/?p=239</guid>
		<description><![CDATA[Can 3:16 be turned into a fun fantasy game? There is already a SF variant, so I will focus on a variant for the Swords &#38; Sorcery genre. Here are my thoughts so far: T0 change the military setting into a heroic Swords &#38; Sorcery setting the 9 ranks are: Rank &#8211; Gift 0. Worthy [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://316carnage.com/wp-content/uploads/2010/01/classic_conan_lores.jpg"><img class="alignright size-medium wp-image-290" title="classic_conan_lores" src="http://316carnage.com/wp-content/uploads/2010/01/classic_conan_lores-237x300.jpg" alt="" width="237" height="300" /></a>Can 3:16 be turned into a fun fantasy game? There is already a SF variant, so I will focus on a variant for the Swords &amp; Sorcery genre. Here are my thoughts so far:</p>
<p><span id="more-239"></span>T0 change the military setting into a heroic Swords &amp; Sorcery setting the <strong>9 ranks</strong> are:<br />
<strong> </strong></p>
<p><strong>Rank                                       &#8211; Gift</strong><br />
0. <strong>Worthy </strong>- <em>Force Weakness</em><br />
1. <strong>Respected </strong>- (highest FA)   &#8211; <em>Sneak</em> (based upon the <a href="http://316carnage.com/2010/04/09/specialists-or-giving-troopers-some-flavor/">Scout </a>rule)<br />
2. <strong>Honored </strong>- (Highest NFA) <em>Retreat</em> (based upon E-Vac)<br />
3. <strong>Famous </strong>- <em>Warhorse (free movement, NFA D4/D4/x) + an extra 4-point weapon</em> +  <em>Last Stand (based on Orbital Bombardement)</em><br />
4. <strong>Celebrated </strong>- <em>Barded Warhorse (horse + extra armour tick) + an extra 5-point weapon</em> + <em>Superior  Tactics (see So Few) </em><br />
5. <strong>Revered </strong>- <em>One 6-point weapon</em> <em>+ Invulnerable  (Kinetic Armour) + Warband (Drop Ship)</em><br />
6. <strong>Mighty </strong>- <em>One 7-point weapon (Holy Avenger)</em> + <em>War!  (Paradise Bomb)</em><br />
7. <strong>Renowned </strong>- as Mighty with <em>Massacre (Starkiller) </em><em>+ </em><em>Deflect! (see So Few)</em><br />
8. <strong>Legendary </strong>- <em>Campaign ending weapon (not sure yet) </em><em> </em></p>
<p><strong><br />
<img class="alignright" title="Sword" src="http://getasword.com/224-271-large/conan-the-barbarian-atlantean-sword-letter-opener-bronze.jpg" alt="Sword" width="300" height="300" />The 7 weapon ranks are:</strong><br />
<em>pts roll</em><br />
0 &#8211;    0<br />
1    &#8211; 1<br />
2 -    d4<br />
3    &#8211; d6<br />
4    &#8211; 2d4<br />
5 -    2d6<br />
6    &#8211; 3d6<br />
7    &#8211; 2D20</p>
<p><em>PCs start with one 5-point weapon and one 4-point weapon. For example, a PC can start with a 5-point weapon that does D6/D4/x or D4/D4/1. And one 4-point weapon, for example x/2d4/x.</em></p>
<p><strong>Double-handed weapons</strong>: In AD316 and Tribes players can choose to have a Shield and handweapon combination. If the player decides to skip the Shield and instead use a double-handed weapon he gets +1 bonus to the Kills roll.</p>
<p><em>For example: A 5-point one-handed sword does 1/2d4/x. While a double-handed sword does 1+1/2d4+1/x.</em><strong><br />
</strong></p>
<p><strong><br />
For Zero to Hero</strong></p>
<p>To simulate the &#8220;from zero to hero approach&#8221; the players can start of with a level lower than 10. Below is the number of Strengths and Weakness a PC starts with at each level.</p>
<p><strong><br />
Level (=FA+NFA) Strengths Weaknesses</strong><br />
19    &#8211; 0    1   <em>or  1   0</em><br />
18    &#8211; 1    1<br />
17    &#8211; 2    1<br />
16    &#8211; 2    2<br />
15    &#8211; 3    2<br />
14    &#8211; 3    3<br />
13    &#8211; 4    3<br />
12    &#8211; 4    4<br />
11    &#8211; 5    4<br />
10    &#8211; 5    5<br />
09    &#8211; 6    5<br />
08    &#8211; 6    6<br />
07    &#8211; 7    6<br />
06    &#8211; 7    7<br />
05    &#8211; 8    7<br />
04    &#8211; 8    8<br />
03    &#8211; 9    8<br />
02    &#8211; 9    9<br />
01   &#8211; 10   9</p>
<p><em>* The final Weakness for a PC is always “I&#8217;m no Hero”. This is the realisation that real heroes don&#8217;t exist and the PC certainly isn&#8217;t one – there is nothing left to achieve and thus the PC retires.<br />
* Alternatively, the final Strength is &#8220;Attain Godhood&#8221;. The martial prowess of the PC has opened up a position in the Pantheon of the Gods</em></p>
<p><strong><br />
KILL THEM!</strong><br />
Enemies come in three grades. Enemies take a number of successes to neutralize:<br />
<strong> </strong></p>
<p><strong>Henchmen </strong>- Single success necessary, removes one Threat Token and causes # “kills”,<br />
<strong> </strong></p>
<p><strong>Leaders/Named (N)PCs</strong> &#8211; Two successes necessary, removes one Threat Token and scores 1 kill<br />
<strong> </strong></p>
<p><strong>&#8216;Endboss&#8217; enemies </strong>- The number of PCs = the number of successes necessary, remove a Threat Token for each success, scores 1 kill<br />
<strong> </strong></p>
<p><strong>Epic Enemies </strong>- 2x the number of PCs = the number of successes necessary, remove a Threat Token for each success, score 1 kill. A Strength cannot instakill this threat, but removes 3 Threat Tokens from its pool.</p>
<p>Players can join up in killing Endbosses and Epic Enemies. The players that removes the last Threat Token earns the kill. Endbosses and Epic Enemies are always fought in seperate encounters. Endbosses and Epic Enemies can have Abilities.</p>
<p><strong><br />
AND TAKE THEIR STUFF</strong><br />
PCs earn money after succesfully completing quests and missions. Money can be looted from dead enemies or earned from employers.</p>
<p><strong> </strong>Loot/Treasure<em> </em>works as a free Leverage for the PC. After a succcesful Mission/Quest each PC earns 1 Treasure. The player decides if this Treasure is beneficial to FA or NFA. During the next Quest the player can &#8220;spend&#8221; his Treasure to gain a +1 bonus to an encounter. The player narrates how his acquired Treasure gives a benefit in the encounter. This Treasure bonus can be stacked on top of a +1 Leverage bonus.</p>
<p>If during the Development phase the player describes in a fun way how he spends the money on &#8220;earthly things&#8221; the +1 bonus is turned into one free re-roll (an extra Favour).<strong> </strong></p>
<p><strong><br />
<a href="http://316carnage.com/wp-content/uploads/2010/01/Rage_Of_Conan__Sketch_by_MgnZ.jpg"><img class="alignright size-full wp-image-332" title="Rage_Of_Conan__Sketch_by_MgnZ" src="http://316carnage.com/wp-content/uploads/2010/01/Rage_Of_Conan__Sketch_by_MgnZ.jpg" alt="" width="300" height="424" /></a>CAREERS</strong></p>
<p>If players use a Flashback &#8211; either a Strength or a Weakness &#8211; they can describe a previous career the PC has done. This career grants certain benefits. A PC can only have a maxium of 4 previous careers. <em>All careers give a +1 bonus to a stat when used in a situation were that specific career would be a benefit to the player character.</em><strong> </strong></p>
<p><strong>ASSASSIN/SLAYER </strong><br />
These covert killers are adept at sneak attacks, killing,  information gathering,  city  lore,  persuasion, poisons and lock picking.</p>
<p><strong>BARBARIAN/SAVAGE </strong><br />
These characters come from the Northlands, the  Deserts  or  other  wildernesses  of  the Hyborian world.  They  have  natural  skills  in  wilderness  lore,  living  rough,  berserk  rage,  riding, intimidation,  natural  instincts  and  so  on.</p>
<p><strong>BLACKSMITH/METALSMITH </strong><br />
Often  found  helping  alchemists build  their  inventions, these characters are skilled at weapon and  armour  making  and  repair,  metallurgy, and weapon  lore.</p>
<p><strong>GLADIATOR/CHAMPION </strong><br />
Often  forced  into  life  of  professional  arena fighters,  the  gladiator  is  skilled  in  one-on-one tactics, exotic weapons, weapon  lore,  initiative and weapon  training. They are especially good at  fighting  in a style  ‘to please  the crowd’.</p>
<p><strong>HUNTER/TRACKER </strong><br />
Rugged  outdoor  types  skilled  in  wilderness lore,  living  rough,  trapping,  tracking,  stealth and other similar pursuits. Agility  is  important to  a  hunter,  as  are  strength  and  mind  to  a slightly lesser degree.</p>
<p><strong>MAGICIAN/SORCERER </strong><br />
Often  a  little  strange,  these  characters  are knowledgeable  of  esoteric matters  to  do  with astrology,  astronomy  and  ancient  lore.  There  are magicians  in  just about every city of Hyboria. Sorcery  is a  fast  track  to power but  it also brings  its own price.</p>
<p><strong>MERCHANT/TRADER </strong><br />
These are not shopkeepers, these are wide travelled  adventurers, who  seek new  exotic goods to  sell  and  as  such  pick  up  a  range  of  useful skills  like  trading,  appraisal,  obtaining  rare  or unusual  goods,  persuasion,  city  lore,  knowledge  of  distant  places,  guild  membership.</p>
<p><strong>MERCENARY/WARRIOR </strong><br />
These  are warriors who work  for  anyone who will  pay  for  their  services. They  tend  to  have skill  in  living  rough,  horse riding,  intimidation,  carousing,  and  even weapon  and  armour upkeep  and  repair.</p>
<p><strong>NOBLE/COURTIER </strong><br />
Often holding homes  in  the city and estates or villas  outside  the  city,  these  characters  are  titled  and  have  some  authority  over  commoner people.  They  are  often  able  to  obtain  credit, have  high-ranking  contacts  and  are  skilled  in such  things  as  bribery,  dress  sense  and  etiquette.</p>
<p><strong>PHYSICIAN/HEALER </strong><br />
Physicians are dispensers of potions and medicines  and  have  practical  skills  in  bonesetting, surgery  and  childbirth.  They  are  knowledgeable of plant  lore,  first  aid  and diseases.</p>
<p><strong>PIRATE/BUCCANNEER </strong><br />
Rogues of  the sea, Pirates are skilled in climbing,  sea  lore,  navigation  by  stars,  and  boat handling  with  a  good  knowledge  of  far  ports and  islands. Pirates speak  their own language known as Sea-Tongue.</p>
<p><strong>THIEF/ROGUE </strong></p>
<p>Those  who  live  by  less-than-honest means  in the  streets  of  the  towns  and  cities.  They  will have skill  in such  things as city  lore, burglary, sneaking,  picking  pockets  and  are  likely  to have  guild  membership.</p>
<p><strong>Keep it simple</strong></p>
<p>There is a tendency when one starts to tinker with 3:16 to think up new  rules to do things (I know as I do it myself). But in 3:16 narration is  as important as rules.</p>
<p>In my campaign players get a bonus whenever they  narrate stuff. For example, if a player fails his attack roll but  narrates why his character failed then he gets a +1 bonus the next  round. The same for my new Treasure rule. When a player narrates in a  fun way how he has spend the treasure/loot he gained in the previous  adventure he gets one free re-roll in the next adventure.</p>
<p>You could do the same with Race and Class. If a player roleplays the  race and/or class of his character in a fun way then he gets one re-roll  or +1 bonus he can use later.</p>
<p>A simple and easy rule. And therefore not as much fun for the GM as  creating lots of specials and extra&#8217;s for all kinds of races and  classes.</p>
<p><strong><br />
ADVENTURE GENERATOR</strong></p>
<table border="1" cellspacing="5" cellpadding="5" width="95%">
<tbody>
<tr>
<td><strong>Locations</strong></td>
<td><strong>Threat</strong></td>
<td><strong>Keyword</strong> (pick three)</td>
</tr>
<tr valign="top">
<td>City</p>
<p>Jungle</p>
<p>Mountain</p>
<p>River</p>
<p>Lake</p>
<p>Swamp</p>
<p>Ruined temple</p>
<p>Ruined city</p>
<p>Castle</p>
<p>Village</p>
<p>Tomb</p>
<p>Cave</p>
<p>Temple</p>
<p>Tower</p>
<p>Desert</p>
<p>Oasis</p>
<p>Forest</p>
<p>Hills</p>
<p>Island</p>
<p>Hyborian kingdoms</p>
<p>The Eastern kingdoms</p>
<p>The Black Kingdoms</p>
<p>Stygia</p>
<p>The North</td>
<td>Demon</p>
<p>Raiders</p>
<p>Bandits</p>
<p>Picts</p>
<p>Hillmen</p>
<p>Merchant</p>
<p>Sorcerer</p>
<p>King</p>
<p>Noble</p>
<p>Winged Ape</p>
<p>Scholar</p>
<p>Group of Wizards</p>
<p>Priest</p>
<p>Army</p>
<p>Sea monster</p>
<p>Undead</p>
<p>Zombies</p>
<p>Vampire</p>
<p>Pirates</p>
<p>Elder race</p>
<p>Big Ape</p>
<p>Last of Ancient Race</p>
<p>Horror from Outer Dark</p>
<p>Insane Cultists</td>
<td>Trade Goods</p>
<p>Betrayal</p>
<p>Treachery</p>
<p>Message</p>
<p>Mistake</p>
<p>Hidden</p>
<p>Supernatural</p>
<p>Omen</p>
<p>Prophecy</p>
<p>Battle</p>
<p>Skirmish</p>
<p>War</p>
<p>Attack</p>
<p>Defend</p>
<p>Kidnapping</p>
<p>Slaves</p>
<p>Slave market</p>
<p>Weapon</p>
<p>Armour</p>
<p>Thievery</p>
<p>Escape</p>
<p>Captured</p>
<p>Scroll</p>
<p>Book</p>
<p>Civil war</p>
<p>Event</p>
<p>Monument</p>
<p>Magic item</p>
<p>Romantic</p>
<p>Story twist</p>
<p>Unforseen</p>
<p>Ambush</p>
<p>Jewel</p>
<p>Treasure</p>
<p>Wealth</p>
<p>Power</p>
<p>Shrine</p>
<p>Statue</p>
<p>Reputation</p>
<p>Honour</p>
<p>Allegiance</p>
<p>Child</td>
</tr>
</tbody>
</table>
<p><strong>Here is also a very useful chart by <a href="http://blog.fantasyheartbreaker.com/" target="_blank">Russell Bailey</a>:</strong></p>
<p><a href="http://316carnage.com/wp-content/uploads/2010/01/Wheel-of-Civilization-1d20.png"><img class="alignnone" title="Wheel-of-Civilization" src="http://blog.fantasyheartbreaker.com/wp-content/uploads/2010/04/Wheel-of-Civilization-1d20.png" alt="Wheel-of-Civilization" width="676" height="693" /><br />
</a></p>
<p><strong><br />
CHARACTER SHEET</strong></p>
<p><a href="http://dl.dropbox.com/u/2334622/Hyboria_sheet.jpg"><img class="aligncenter size-full wp-image-323" title="Hyboria_sheet500" src="http://316carnage.com/wp-content/uploads/2010/01/Hyboria_sheet500.jpg" alt="" width="500" height="652" /></a></p>
<p><strong>Relevant link:</strong></p>
<p><a href="http://forum.rpg.net/showthread.php?t=513139&amp;page=8" target="_blank"><strong>101 essential things in a sword and sorcery city </strong></a></p>
<p><a href="http://forum.rpg.net/showthread.php?t=513700" target="_blank"><strong>[Sword &amp; Sorcery] Alternate non-humans </strong></a></p>
<p><a href="http://forum.rpg.net/showthread.php?t=250940" target="_blank"><strong>Elements of Sword &amp; Sorcery? </strong></a></p>
<p><em> This is what I have so far. Input is greatly appreciated.</em></p>
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		<title>[Warhammer] The Book of Sigmar</title>
		<link>http://316carnage.com/2010/01/18/warhammer-the-book-of-sigmar/</link>
		<comments>http://316carnage.com/2010/01/18/warhammer-the-book-of-sigmar/#comments</comments>
		<pubDate>Mon, 18 Jan 2010 09:05:06 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[New Rules]]></category>
		<category><![CDATA[Psionics/Magic]]></category>
		<category><![CDATA[Variant]]></category>
		<category><![CDATA[warhammer fantasy]]></category>

		<guid isPermaLink="false">http://316carnage.com/?p=222</guid>
		<description><![CDATA[Sigmar is a Warrior God, and his clergy are Warrior priests. Sigmar, in his divine all-seeing wisdom, knows that there are many unseen and supernatural evils and horrors which beset mankind, and so channels His own divine power through his chosen priests. The soldiers of the Empire, trusting in their faith, can withstand and turn [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://316carnage.com/wp-content/uploads/2010/01/warrior-priest.jpg"><img class="alignright size-medium wp-image-223" title="warrior-priest" src="http://316carnage.com/wp-content/uploads/2010/01/warrior-priest-187x300.jpg" alt="" width="187" height="300" /></a><em>Sigmar is a Warrior God, and his clergy are Warrior priests. Sigmar, in his divine all-seeing wisdom, knows that there are many unseen and supernatural evils and horrors which beset mankind, and so channels His own divine power through his chosen priests. The soldiers of the Empire, trusting in their faith, can withstand and turn back the tide of enemies that assail them, needing only to hear the priests reciting the Deus Sigmar to inspire them to feats of heroism.</em></p>
<p><strong><span id="more-222"></span>Special Rules</strong><br />
[Sergeant or higher) <em>Righteous Fury</em>: Characters with this power hate all of the following enemies: all Chaos (Chaos Warriors, Beastmen, Daemons and Chaos Dwarfs), all Undead (Khemri and Vampire Counts), all Skaven. <em><br />
They get +1FA when fighting their hated enemies. If the Warrior-Priest has the highest rank he may not use Retreat (e-vac) when fighting a hated enemy.<br />
</em></p>
<p><strong>Warrior Priest of Sigmar</strong><br />
·<em>Preferred Weapons</em>: Warhammer (Hand Weapon) 1/D3/0, or double-handed Warhammer (0/D4/0)<br />
·<em>Armour</em>: Armour and may also carry a shield.<br />
·May ride a [<em>Lieutenant or higher</em>] Warhorse (kills D3/1/1) which can be [<em>Captain or higher</em>] barded (prevents one Kill but horse is Dead).</p>
<p><strong>Special Rules:</strong><br />
Righteous Fury, Prayers of Sigmar</p>
<p><strong>Prayers of Sigmar:</strong><br />
The Warrior-Priest starts with zero prayers. When he levels up or gets a promotion he can choose to spend his Development phase on learning a prayer, instead of upgrading another weapon (he gets the free upgrade) or requesting other items. If he succeeds in a NFA roll he can pick one of the prayers below.</p>
<p><em><strong><strong>(NFA, once per Encounter)</strong></strong></em><br />
·<em>Soulfire</em>: The power of the Priest&#8217;s faith blasts all evil creatures around him. Kills D12/D6/D3. This prayer can only damage Undead and Daemons.<br />
·<em>Hammer of Sigmar</em>: The priest, or any character in the same range band, can re-roll either a failed FA roll or a Kills roll.<br />
·<em>Armour of Righteousness</em>: The Priest, or a character in the same range band, gains a free Armour check for that encounter only.<br />
·<em>Healing Hand</em>: The priest, or any character in the same range band, is immediately healed of all the Kills it has suffered during the encounter up to that moment. A Priest can try to revive a dead character (only in the round immediately after the character has died) but it only restores the character to Crippled not fully healed.</p>
<p><a href="http://316carnage.com/wp-content/uploads/2010/01/Luthor_huss.jpg"><img class="aligncenter size-full wp-image-224" title="Luthor_huss" src="http://316carnage.com/wp-content/uploads/2010/01/Luthor_huss.jpg" alt="" width="350" height="213" /></a></p>
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		<title>Adding Extra Stat(s) by Skinner&#8217;s Pigeon</title>
		<link>http://316carnage.com/2010/01/03/adding-extra-stats-by-skinners-pigeon/</link>
		<comments>http://316carnage.com/2010/01/03/adding-extra-stats-by-skinners-pigeon/#comments</comments>
		<pubDate>Sun, 03 Jan 2010 10:22:58 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[New Rules]]></category>
		<category><![CDATA[Variant]]></category>
		<category><![CDATA[stats]]></category>

		<guid isPermaLink="false">http://316carnage.com/?p=205</guid>
		<description><![CDATA[Alternate title: Forgive Me, Gregor, for I have Sinned. Okay, so I love 3:16. I think it&#8217;s the bee&#8217;s knees, elbows, and spleen. But my players just aren&#8217;t getting into it with the same gusto. Fortunately, one of my players is also my wife, so I have plenty of opportunity to grill her for feedback. [...]]]></description>
			<content:encoded><![CDATA[<p><em><a href="http://316carnage.com/wp-content/uploads/2009/10/316sofew.jpg"><img class="alignright size-medium wp-image-90" title="316sofew" src="http://316carnage.com/wp-content/uploads/2009/10/316sofew-219x300.jpg" alt="" width="219" height="300" /></a>Alternate title: Forgive Me, Gregor, for I have Sinned.</em></p>
<p>Okay, so I love 3:16. I think it&#8217;s the bee&#8217;s knees, elbows, and spleen. But my players just aren&#8217;t getting into it with the same gusto. Fortunately, one of my players is also my wife, so I have plenty of opportunity to grill her for feedback.<br />
We have determined, after much analysis, that the players don&#8217;t really know what they&#8217;re able to do (as in non-combat and out-of-combat actions). A large part of that problem is that the game is, in fact, <em>too</em> simple and easy.</p>
<p><span id="more-205"></span>Yes, yes, I know, I should have killed them and taken their stuff when I had the chance. But now, by jove, I find myself&#8230; agreeing. It just seems that two stats, while quick and easy, just aren&#8217;t enough to feel like a fleshed-out RPG to us. Fortunately, I had a nog-fueled epiphany a couple nights ago as I was drifting off to sleep, and have decided upon a hideous solution.</p>
<ul>
<li>*FA is divided up into three sub-stats: Gunnery (for all firearms), Explosives (for grenades, TPKs, and Paradise Bombs), and Melee (for all hand weapons).</li>
<li>NFA is divided up into three sub-stats: Physical (changing range/weapon, any story event that requires lifting or climbing, etc.), Mental (the Dominance roll, any story event that requires spotting, thinking, fixing, etc.), and Social (the Development roll, any story event that requires shmoozing, ordering, bootlicking, etc.).</li>
<li>FA and NFA are kept around because they are still used for stuff, including determining Level and the Aliens&#8217; AA. Straight NFA is still used for special abilities (Force Weakness, Evac, Orbital Bombardment, etc.).</li>
</ul>
<p>Characters are generated as normal, with 10 points to split between FA/NFA. Sub-stats are determined from a point pool of 2X the relevant stat. Example: Biffy gives his Trooper an FA of 6 and an NFA of 4. He now has 12 points to divide among Gunnery/Explosives/Melee, and 8 points to divide among Physical/Mental/Social.</p>
<p>One side effect of this mod is that even a 20th-level character will not be maxed in every ability. I consider it a feature, not a bug.</p>
<p>I plan on playtesting this within the next weekend or two. I think it will provide a better handle on PC customization and encourage my players to do stuff outside of combat more often, but the proof is in the pudding.</p>
<p>Comment from Gregor Hutton:</p>
<blockquote><p>Hey, go for it. I&#8217;d be tempted to limit the derived stats to range +-3 from the main stat. Let me know how you get on, and try and see if the split of use between the 3 derived stats is even, or if one becomes a dump stat.</p></blockquote>
<p>Comment from reptile2k1:</p>
<blockquote><p>I would use the sub-stats as you suggested but handle initial point distribution differently:</p>
<ul>
<li>You start pith 10 points to distribute between FA and NFA.</li>
<li>Each sub-stat starts with the same rating as the parent stat.</li>
<li>You may lower any sub-stat by one point to increase another sub-stat of the same parent-stat by one point.</li>
<li>No sub-stat may differ by more than +-3 from its parent-stat.</li>
</ul>
<p>This makes character converison a little easier.</p></blockquote>
<p>I think I won&#8217;t put any restrictions on point distribution in sub-stats; if a player really wants to overspecialize, it creates an opportunity for other players (or the GM!) to screw him over by pushing him into situations where he sucks. <img title="Stick Out Tongue" src="http://forum.rpg.net/images/smilies/tongue.gif" border="0" alt="" /></p>
<p>One idea I&#8217;m mulling over is to give players an additional +1 to the sub-stat of their choice when they use a flashback. If a player put them all in the same set of sub-stats, it would allow them to max them out (thus making those sub-stats irrelevant), but it would only occur at max level, which isn&#8217;t too bad. Perhaps only a +1 for using a Strength, which would still leave them 5 points short of perfection&#8230;</p>
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		<title>Carnage on the Reik</title>
		<link>http://316carnage.com/2009/10/21/warhammer-fantasy-hack-by-carl-stanford/</link>
		<comments>http://316carnage.com/2009/10/21/warhammer-fantasy-hack-by-carl-stanford/#comments</comments>
		<pubDate>Wed, 21 Oct 2009 10:28:05 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Equipment]]></category>
		<category><![CDATA[Variant]]></category>
		<category><![CDATA[warhammer fantasy]]></category>

		<guid isPermaLink="false">http://74.53.20.230/316/?p=65</guid>
		<description><![CDATA[In this thread I post all the stuff I&#8217;ve done to hack 3:16 so that it is suitable for the Warhammer Fantasy setting. I hope some people will be interested in working with me on this hack. I have lowered the kills the various weapons do to keep in line with the grim and gritty [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-medium wp-image-70" title="Warhammer Logo" src="/wp-content/uploads/2009/10/Warhammer-Logo-300x252.png" alt="Warhammer Logo" width="300" height="252" />In this thread I post all the stuff I&#8217;ve done to hack 3:16 so that it is suitable for the Warhammer Fantasy setting. I hope some people will be interested in working with me on this hack.</p>
<p>I have lowered the kills the various weapons do to keep in line with the grim and gritty nature of the Warhammer setting.</p>
<p><strong><span id="more-65"></span>WEAPON STATS:</strong></p>
<p><strong>Weapon      Close/Near/Far</strong><br />
Dagger             D3/1/x<br />
Sword               1/D3/x<br />
Spear                x/1/D3<br />
Great Weapon 0/D4/0<br />
Bow                  x/1/D3<br />
Pistol 1/D4/D3<br />
Blunderbus       x/D6/D3<br />
Throwing Axe   1/D3/1<br />
Throwing stars x/1/1<br />
Fire Bomb*        D4/D3/1</p>
<p><em>* A PC starts with D3 fire bombs. In de development phase he can try to get an additional D3 fire bombs by rolling NFA.</em></p>
<p><strong>Ranks</strong><br />
1. Adventurer<br />
2. Warrior<br />
3. Hero<br />
4. Knight (warhorse)<br />
5. Paladin (barded warhorse)<br />
6. Chosen<br />
7. Champion<br />
8. Lord</p>
<p><strong>Location Type:</strong><br />
1. Plateau<br />
2. Borderlands<br />
3. Sprawling city of trades<br />
4. Outpost<br />
5. Mountaintop keep<br />
6. Forest shrine<br />
7. Mountain realm<br />
8. City of canals<br />
9. Underground temple<br />
10. Thick fog<br />
11. Underground city<br />
12. City in the trees<br />
13. Decadent city state<br />
14. City filled with plague<br />
15. Ancient ruins<br />
16. Graveyard<br />
17. Harbour<br />
18. Wizard’s tower<br />
19. Desolate keep<br />
20. River delta</p>
<p><em>or for a more general Fantasy setting:</em></p>
<p>1. A Desert oasis<br />
2. A great wall across a northern border<br />
3. A sprawling city of trades<br />
4. A border outpost<br />
5. A mountaintop keep<br />
6. A forest realm<br />
7. A mountain realm<br />
8. A city of canals<br />
9. A jungle realm<br />
10. An icy fastness<br />
11. An underground realm<br />
12. A city in the trees<br />
13. A decadent city state<br />
14. A kingdom filled with plague<br />
15. An island kingdom<br />
16. A city of ancient ruins<br />
17. A jungle state<br />
18. A port of pirate villainy<br />
19. A flying fortress<br />
20. A lone tower</p>
<p><strong>PC Name:</strong><br />
1. Wernherus<br />
2. Leitdorfer<br />
3. Koch<br />
4. Thuringmann<br />
5. Von Hals<br />
6. Ossmann<br />
7. Boselmann<br />
8. Flensburger<br />
9. Boehmann<br />
10. Wulfen<br />
11. Hausier<br />
12. Traschelmann<br />
13. Engel<br />
14. Kant<br />
15. Horstmann<br />
16. Dieterich<br />
17. Theodosius<br />
18. Draken<br />
19. Pritzstocker<br />
20. Peregrinus</p>
<p><strong>Location Name:</strong><br />
1. Averland<br />
2. Hochland<br />
3. Stirland<br />
4. Middenland<br />
5. Nordland<br />
6. Ostermark<br />
7. Ostland<br />
8. Reikland<br />
9. Helmgart<br />
10. Talabecland<br />
11. Wissenland<br />
12. Praag<br />
13. High Pass<br />
14. Troll Country<br />
15. Thunder Mountain<br />
16. Black Fire Pass<br />
17. Badlands<br />
18. Marshes of Madness<br />
19. Mt Bloodhorn<br />
20. Sylvania</p>
<p><strong>Mission/Threat Difficulty</strong>: stays the same</p>
<p><strong>Threat Abilities</strong>: stays the same</p>
<p><strong>Threat Types:</strong><br />
<em>Orcs, Beastmen and Skaven appear more than once as PC&#8217;s are likely to encounter them. All Threat have an inborn Ability. The GM rolls for a second Ability on the Threat Abilities table. If the GM rolls the same Ability then the Threat can use it for free without spending Tokens.</em><br />
1. Orcs (Enrage)<br />
2. Wood Elves (Leaping)<br />
3. Skaven (Swarm)<br />
4. Cultists (Flee)<br />
5. Orcs (Enrage)<br />
6. Beastmen (Isolate)<br />
7. Dark Elves (Reduce Visibility)<br />
8. Lizardmen (Armour)<br />
9. Goblins (Suicide)<br />
10. Mercenaries (Ambush)<br />
11. Thieves (End Encounter)<br />
12. Assassins (Rapid movement)<br />
13. Chaos warriors (Ignore Wounds)<br />
14. Witches (Stop)<br />
15. High Elves (Boost Ability)<br />
16. Skaven (Swarm)<br />
17. Dwarves (Impair)<br />
18. Beastmen (Isolate)<br />
19. Undead (Lasting Wounds)<br />
20. Daemons (Induce Weakness)</p>
<p>For <strong>Missions </strong>I use the <a href="https://docs.google.com/fileview?id=0B_WnDte4Q9clOWM5MDNkNjMtOTBmYy00YmZmLWFjMzgtYTRkNWU0YTk2MWVk&amp;hl=nl" target="_blank">Quest Generator</a> from the Advanced Heroquest supplement Terror in the Dark.</p>
<p><strong>Sub Missions</strong><br />
1. Administration<br />
2. Assault<br />
3. Retreat (e-vac)<br />
4. Investigation<br />
5. Kill Counting<br />
6. Latrine Duty<br />
7. Manoeuvres<br />
8. Meal Ticket<br />
9. Morale<br />
10. Propaganda<br />
11. Recon<br />
12. Recovery<br />
13. Recreation<br />
14. Relief<br />
15. Repair<br />
16. Seek &amp; Destroy<br />
17. Signalling<br />
18. Supply<br />
19. Support<br />
20. Training</p>
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		<title>Gears of War Conversion by Gavinwulf</title>
		<link>http://316carnage.com/2009/10/21/gears-of-war-conversion-by-gavinwulf/</link>
		<comments>http://316carnage.com/2009/10/21/gears-of-war-conversion-by-gavinwulf/#comments</comments>
		<pubDate>Wed, 21 Oct 2009 10:05:43 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Equipment]]></category>
		<category><![CDATA[Variant]]></category>
		<category><![CDATA[gears of war]]></category>

		<guid isPermaLink="false">http://74.53.20.230/316/?p=40</guid>
		<description><![CDATA[Greetings, I have been on somewhat of a Gears of War kick lately and have also just discovered the joy of 3:16 Carnage Amongst the Stars (of which I posted a play report recently). So I&#8217;ve made some notes to translate weapons and stuff from Gears of War into the 3:16 system. (my apologies if [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-full wp-image-75" title="gears-of-war-logo" src="http://316carnage.com/wp-content/uploads/2009/10/gears-of-war-logo.png" alt="gears-of-war-logo" width="256" height="256" />Greetings, I have been on somewhat of a Gears of War kick lately and have also just discovered the joy of 3:16 Carnage Amongst the Stars (of which I posted a play report recently). So I&#8217;ve made some notes to translate weapons and stuff from Gears of War into the 3:16 system. (my apologies if this has been done before, searching for a similar thread yeilded no results).</p>
<p><span id="more-40"></span>First off weapons:</p>
<p><strong>Lancer Assault Rifle</strong><br />
(w/Chainsaw Bayonet)<br />
d6     d10     0<br />
2d6   2d10   1</p>
<p><strong>Hammerburst Assault Rifle</strong><br />
1       d10    1<br />
1d10  2d10  1d10</p>
<p><strong>Snub Pistol (same as sidearm in 3:16)</strong></p>
<p><strong>Boltok Pistol</strong><br />
1        d6      1<br />
d6      2d6    d6</p>
<p><strong>Longshot Sniper Rifle</strong><br />
1         d6     d10<br />
d6       2d6   2d6</p>
<p><strong>Mulcher/Troika (same as Heavy MG)</strong><br />
<strong>Scorcher (same as Flame Gun)<br />
Gnasher Shotgun (same again)<br />
Mortar (same as Rocketpod)</strong></p>
<p><strong>Boomgun</strong><br />
1d6*    d10    0<br />
2d6*    2d10  d6<br />
*(same effect that grenades have to allies at close range)</p>
<p><strong>Torque Bow</strong><br />
1         d6      d6<br />
d10     2d6    2d6<br />
(melee damage configured into close range)</p>
<p><strong>Hammer of Dawn</strong><br />
0         d6      1<br />
d6       d10    d6<br />
(Always does damage; equivalent of &#8216;Ignore Armor&#8217; Special Ability)</p>
<p><strong>Ink or regular Grenades</strong> (same as in 3:16)<br />
<strong>Smoke Grenades</strong>- One way to describe cancelling your own success</p>
<p><strong>Boomshield</strong>- May sacrifice success on an FA roll to block kills if FA roll is equal to or less than the AA roll. (Only compatible with Pistols)</p>
<p><em>Other Notes:</em></p>
<p>The Sargeant gets &#8216;Jack&#8217;. This limited AI Bot will assist in &#8216;ripping&#8217; doors and many other extraneous tasks, hence the reference to &#8220;Jack-of-all-trades&#8221;. Although mostly used as just a setting device, The sargeant may command Jack to repair any one squad member&#8217;s armor between encounters. Optionally, Jack may also grant a +1 to certain NFA rolls (GM&#8217;s Discretion).</p>
<p>Note that although PCs may start out carrying just one rifle and one sidearm, if you are playing this like the video game they may end up carrying 2 rifles, one sidearm, grenades and possibly lugging a Heavy Weapon. GMs may want to penalize NFA rolls when hauling 5 weapons like this. Or perhaps keep them stuck at one range during the encounter based on the Dominance Test.</p>
<p>Because of the extra weapons and having Jack with the squad, Total Threat tokens per PC each mission should be increased.</p>
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		<title>16:3 Justice amongst the Heavens by Whiteknife</title>
		<link>http://316carnage.com/2009/10/21/163-justice-amongst-the-heavens-by-whiteknife/</link>
		<comments>http://316carnage.com/2009/10/21/163-justice-amongst-the-heavens-by-whiteknife/#comments</comments>
		<pubDate>Wed, 21 Oct 2009 10:02:00 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Variant]]></category>

		<guid isPermaLink="false">http://74.53.20.230/316/?p=37</guid>
		<description><![CDATA[In the serene brilliance of the far future there is only peace… For as long as the majority of the millions of sentients across the galaxy recall, the universe has been under the control of the Terran empire. For as long as the Terran empire has had control there has not been a single large [...]]]></description>
			<content:encoded><![CDATA[<p><strong></strong><a href="http://316carnage.com/wp-content/uploads/2009/10/warrior_angel.jpg"><img class="alignright size-medium wp-image-197" title="warrior_angel" src="http://316carnage.com/wp-content/uploads/2009/10/warrior_angel-221x300.jpg" alt="" width="221" height="300" /></a>In the serene brilliance of the far future there is only peace…</p>
<p>For as long as the majority of the millions of sentients across the galaxy recall, the universe has been under the control of the Terran empire.</p>
<p>For as long as the Terran empire has had control there has not been a single large scale war lasting more than a month anywhere in the millions of light years it controls.</p>
<p><span id="more-37"></span>But peace doesn&#8217;t keep itself, and it&#8217;s the job of the 16:3rd archangel division to &#8220;pacify&#8221; those who would bring war.</p>
<p>You&#8217;re one of these peacekeepers- the bringers of swift justice and swifter death to those who would upset the millennium of peace brought forth by the Terran empire. Given absolute authority over anyone deemed a &#8220;combat risk&#8221; by your higher ups, you&#8217;re confident in the superiority of the orders given by the Seraphim Brigadier- but are these people really deserving of their fate?</p>
<p>Advance your squad of kill happy troopers from lowly angels all the way to the rank of Seraphim himself!</p>
<p>Revel in the wrath of avenging angels and enjoy a campaign of justice amongst the heavens.</p>
<p><em>And in the morning, It will be foul weather to day: for the sky is red and lowering. O ye hypocrites, ye can discern the face of the sky; but can ye not discern the signs of the times?</em> -Matthew 16:3</p>
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		<title>13C: Hack and Crash by Mock</title>
		<link>http://316carnage.com/2009/10/21/13c-hack-and-crash-by-mock/</link>
		<comments>http://316carnage.com/2009/10/21/13c-hack-and-crash-by-mock/#comments</comments>
		<pubDate>Wed, 21 Oct 2009 10:00:19 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Variant]]></category>
		<category><![CDATA[cyberpunk]]></category>

		<guid isPermaLink="false">http://74.53.20.230/316/?p=35</guid>
		<description><![CDATA[The Classic &#8220;Elite Virtual Reality Hackers&#8221; idea from, say Shadowrun or Cyberpunk: -Hacking Ability and Non-Hacking Ability take the place of FA/NFA -The System takes the place of the Planet -Threat Tokens become Countermeasure Tokens -Kills become Exploits or Cracks or something like that -Flashbacks are largely the same, though I suppose a suitably hackerish [...]]]></description>
			<content:encoded><![CDATA[<p><strong></strong> <img class="alignright size-full wp-image-85" title="shadowrun" src="http://316carnage.com/wp-content/uploads/2009/10/shadowrun.jpg" alt="shadowrun" width="300" height="269" />The Classic &#8220;Elite Virtual Reality Hackers&#8221; idea from, say Shadowrun or Cyberpunk:</p>
<p>-Hacking Ability and Non-Hacking Ability take the place of FA/NFA<br />
-The System takes the place of the Planet<br />
-Threat Tokens become Countermeasure Tokens<br />
-Kills become Exploits or Cracks or something like that<br />
-Flashbacks are largely the same, though I suppose a suitably hackerish name could be thought of for them.<br />
-Development phase is upgrading your rig, learning new exploit techniques, etc.</p>
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		<title>Warhammer 40K variant by Gregor Hutton</title>
		<link>http://316carnage.com/2009/10/21/warhammer-40k-variant-by-gregor-hutton/</link>
		<comments>http://316carnage.com/2009/10/21/warhammer-40k-variant-by-gregor-hutton/#comments</comments>
		<pubDate>Wed, 21 Oct 2009 09:55:51 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Variant]]></category>
		<category><![CDATA[40K]]></category>

		<guid isPermaLink="false">http://74.53.20.230/316/?p=28</guid>
		<description><![CDATA[I&#8217;d change the pick list of Aliens to being a list of creatures/army types from 40K and I&#8217;d have each planet being a host/legion/army of the enemy. The Orks or Eldar aren&#8217;t going to be wiped out on one planet. I might even just make the enemies be predominantly from one race for 5 or [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-medium wp-image-88" title="40k_logo" src="/wp-content/uploads/2009/10/40k_logo-300x72.jpg" alt="40k_logo" width="300" height="72" />I&#8217;d change the pick list of Aliens to being a list of creatures/army types from 40K and I&#8217;d have each planet being a host/legion/army of the enemy. The Orks or Eldar aren&#8217;t going to be wiped out on one planet. I might even just make the enemies be predominantly from one race for 5 or 6 missions (remembering that something &#8220;outside the box&#8221; should pop up every 4 missions or so&#8230; Inquisitors, Ordo Malleus, a mysterious psyker that must be captured alive and so on).</p>
<p><span id="more-28"></span>I&#8217;d also be tempted to give the enemies something like two Special Abilities per session. F&#8217;rex, Tyranids and Genestealers using Isolate and Ambush, or Ambush and Lasting Wounds, or Lasting Wounds and Exploding Bodies.</p>
<p>Leaping would do for Swooping Hawks or Jet-packed Orks, it&#8217;s a nasty ability when used to keep some PCs in combat while booting others out.</p>
<p>Corruption? Every time you use a Weakness that&#8217;s a Corruption. When you hit your final Weakness then it&#8217;s &#8220;Betrayal of the Emperor&#8221;.</p>
<p>Guns map pretty well to 40K equivalents and won&#8217;t need much changing&#8230; Lascannons, Autocannons, Heavy Stubbers, Bolt Guns, Shuriken Catapults, Lasguns, Flamers and so on are easily matched up to their 3:16 versions. If someone improved their Flame-Gun a lot then make it a Heavy Flamer, etc.</p>
<p>I&#8217;d add a finger to 3:16&#8242;s 4-fingered PowerClaw&#8230; and make it a PowerGlove or LightningClaws. <img src='http://316carnage.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> </p>
<p>Different levels of enemy are really just described in the fiction. Have &#8220;Bosses&#8221; cause kills if you roll well, while lesser enemies fail to attack on poorer rolls.</p>
<p>Grenades&#8230; I&#8217;d keep them the same Kill-wise but in the fiction I&#8217;d want to know if they were Crack, Frag, Melta, Virus, Toxin, Vortex and so on. Maybe smoke would give you the ability of Reduce Visibility on a successful NFA check? But I&#8217;d want to know the fictional colour of Marine or Guardsman Volkhammer&#8217;s grenades when he&#8217;s throwing them.</p>
<p>And 40K has such awesome colour and background. I&#8217;d want to know when people flashback what shit-hole they were born on and what they did to end up in the Marines, Guard or Arbites. You can really go to town in Flashback on who the characters are and what traits define them.</p>
<p>I&#8217;d make it almost mandatory that a Weakness displays some heretical action or mental deficiency that allows for corruption or complicity with Horus, the Warp and the Emperor&#8217;s enemies.</p>
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