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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>
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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>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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