The game that i conjured for april fools day was most appropiate for the day. The game board it that of a large house not dissimilar to clue. As they travel arround the house the try to set traps for the other players. The first person to play a practial joke on all the other players wins. Though out the game you’ll also collect cards to allow you to dodge or redirect the trap on to another player. Play testing was invaluble to show its flaws, such as my lack any way of preventing the other players form seeing what was trapped. Thus every room needed a large card to cover up a potential trap so that players would move into rooms unsuspecting. With some tweaks to the rules and better art work this could be a great game.
Pictionary Mod
Posted in Uncategorized on May 14, 2009 by warstrekFor this Challange a gropu of us consiting of Kyle , Sara , Chris, Andrew, and myself modified pictionary withthe fallowing rules.
On your team’s turn roll a d6. On a 1-2 draw normally, on 3-4 draw with an etch-a-sketch, on 5-6 due charades.
Other wise the game comences as normal. this adition added great veriaty to a classic game and added the dread of the etch-a-sketch. Playing it was great fun.
see my partners blogs.
http://makkarei.wordpress.com/
Soap Opera Game
Posted in Uncategorized on May 14, 2009 by warstrekThe soap opera game is a silly card game slightly inspired by the munchkins series. You progress thought the game by playing cards that define your character and cause events to happen to you or opponents. The game is over when ever you feel like, as soap operas never end. Chris Malec and I colaborated on this insanity his blog is Here.
http://makkarei.wordpress.com/
Notes after play test.
We forgot some of the cards, so death is a more permanent and debilitating then it was meant to be.
The players did find the game to be ridiculous and fun so it was successful.
Character cards
- Profession
- Doctor
- Actor
- Mistress
- Lawyer
- Private investigator
- Tycoon
- Physical traits
- Bad eye
- Scar
- Evil mustache
- Huge boobs
- Blonde
- Hook for hand
- Old
- Young
- Wheelchair
Action cards
- Coma
- Can be played as a counter to an action taken by another player. Results in the coma victim skipping turns until they can roll a 6 on a d-6. During coma, players cannot be affected by outside events until they awaken.
- Evil Twin
- When played, player can play another character card. However, each turn the player must flip a coin, if they receive 3 tails in a row, their evil twin kills them.
- Illegitimate Child
Chose another player to be your bastard child. Play rock, paper, scissors best 2 out of 3. Winner gets all the drama points.
- Legitimate Child
- You are the child of another player; you get half their drama.
- Plastic surgery swap
- Swap character and drama points with other player.
- Plane crash
- Play from the grave. Collect no drama. Must play Coma, Fake Death, or Evil Twin to come back in play.
- “En Espanol”
- Drama points are doubled for your round.
- Cliché
- Play two action cards for one turn.
- Actor OD
- All players roll a d-6 lowest roll must start over.
- Dramatic cord
- Player must sing a dramatic cord at the end of each turn. If they fail, their drama gets halved.
- Affair
- You and another player gain drama. If a player is married, that player receives double drama.
- Sex change
- Can play the cards of the opposite sex.
- Crippling addiction
- Roll d-6:
- 1-2 = sex (double drama if female)
- 3-4 = alcohol (double drama if male)
- 5-6 = sleeping pills (skip the next turn)
- The Clap
- Steal 20 dramas from another player.
- Become a monk
- Chose a player to become a monk, lose 20 dramas and lose their next turn.
- Drug deal
- Coin flip. Head, no problem no drama, Tails, get caught 20 drama, 50 if you’re a P.I. Or Doc.
- Horseback riding
- First player to get two tails in a row goes into a coma. You start, go clockwise.
- Wedding
- Pick a player. After this card is played any drama that either of you accumulate is put into a pot. Firsts to play Divorce card collects pot.
- Wardrobe change
- 5 drama
- Quiet dinner at home
- Select another player to be skipped and miss their next turn.
- Dramatic close-up
- +10 drama, if the player is under the effect of dramatic cord, +40 drama.
- Dramatic look
- +10 drama, if a mistress or missing an eye +20, if under the effect of dramatic cord + 20 additional drama.
- Argument
- Chose another person + 10 drama to each. If married, +20 drama for you and partner, if target is divorced from you +40 to each.
- Disease
- Roll dice d6 you have that many turns to play a coma of medicine card or you die.
-
Modifier
- Gay
- Double the value of an action card. Changes negative drama to positive.
- Flashback
- Can by played from the grave or in coma. Play any card from hand or discard pile.
- Plot hole
- Skip every other person for one round.
- Filler episode
- No drama change for this turn.
Business Card Game
Posted in Uncategorized on May 14, 2009 by warstrekTag with the business card simple.
I have a dream redux
Posted in Uncategorized on May 14, 2009 by warstrekI made some modifications to my I have a dream game by making a new tiles with better art on it and by adding obstacles to move around to get the end space. Also players can move along any connected path.

Boarding Action
Posted in Uncategorized on May 14, 2009 by warstrekGiven the challenge to built a game using a cardboard box I though about building ships and running pirates aboard the ship. What resulted was boarding action the game of ship top combat. You command a crew of pirates trying to capture the other ship.
Check out the rules on my partners blog.http://kroucis.wordpress.com/2009/02/11/playtest-1-for-boarding-action/
Global Economy Game
Posted in Uncategorized on May 14, 2009 by warstrekBusiness game 2.
Each person plays as their own country, with a specific number of resources that they can produce. Players draw 3 resource cards at the start of the game.(There should be more required recourses than the players can draw so that they must trade for required recourses to upkeep and improve their nations.)
Recourses:
Food
Energy
Metal
Knowledge
http://warstrek.files.wordpress.com/2009/05/recource-cards.jpg
Recourses can be improved with improved infrastructure, which would cost at first 1 of each.
Each nation has a population that must be feed and housed, each round you must pay food to feed your citizens 1 food for each population. And you must provide housing for them, each time your population increases you must metal equal to the increase in population to build houses. As well their homes need power and you must spend 1 energy each round for each point of population.
If you don’t have enough food, the unfed population dies. If you don’t have enough houses or energy you population is unproductive and you loose one recourse point that you would produce for each unproductive population
The goal of the game is to reach the level of super-power before the other players, this is done by buying Prestiges. They represent great achievements in you society.
They cost 2 of each resource plus 2 for each prestige already in play.
So for example you’re buying the third prestige of the game it costs 2 + 4(for the previous two in play) = 6 of each recourse to buy.
The first player to 10 prestiges becomes the super power and wins.
This game needs a combat system so that players can fight each other to take prestiges and resources. It also is better with more players should be played with at least four people.
Stock Market the Game
Posted in Uncategorized on May 13, 2009 by warstrekNYSE the game
The game seeks to emulate the stock market by buying and selling stocks the winner is the player that reaches a predetermined amount first or it the last solvent player.
| 1 | Depression x -5 |
| 2 | Recession x -2.5 |
| 3 | Slump x – 1 |
| 4 | Rally x +1 |
| 5 | Gain x +2.5 |
| 6 | Boom x +5 |
At the beginning of each round the stock market will shift to reflect it volatile nature. Each round a player will roll d% and a d6 (rotate players in turn order each round). The value on the d% is the amount that the market raises or falls the d6 is a modifier of that amount based on this table. The game starts with an Economy Value of 1000
Potential investments include Stocks, Bonds, and Mysterious Securities. Investments may be sold between players or to the market at the current value.
Stocks
Stocks from various companies provide returns biased on the stock market value though some are riskier, have better returns, or both. Stocks have, a purchase value equal to their purchase modifier, and return value that represents the amount of money they receive each turn.
Bonds
Bonds are a very safe investment that gains a preset value each turn. Some are better than others providing higher returns but over all the returns are small but constant and are not affected by the fluctuations of the market.
Mystery Securities
These represent the strange and incomprehensible of the financial instruments these carry with them potential for great reward but have great risks and unforeseen consequences. When bought they are played face down so other players will only know what you tell them about these instruments.
The play test for this game only used the stocks presented below. It was decided that this game was interesting but wasn’t fun per-say. There is still has some potential but I will not likely make any improvement.
Stock 1
- Value equals 1/10th of Economy Value
- Return equals 1/100 of Economy Value
- Stock fails on a roll of 5 or lower on d%
Stock 2
- Value equals 2/10th of Economy Value
- Return equals 2/100 of Economy Value
- Stock fails on a roll 10 or lower on d%
Stock 3
- Value equals 2/10th of Economy Value
- Return equals 3/100 of Economy Value
- Stock fails on a roll 10 or lower on d% 6 only
Stock 4
- Value equals 3/10th of Economy Value
- Return equals 3/100 of Economy Value
- Stock fails on a roll 10 or lower on d%
Stock 5
- Value equals 1/10th of Economy Value
- Return equals 2/100 of Economy Value
- Limited stock to 100 shares in play at once
- Stock fails on a roll 5 or lower on d%
Stock 7
- Value equals 2/10th of Economy Value
- Return equals 3/100 of Economy Value
- Stock fails on a roll 15 or lower on d%
Stock 8
- Value equals 1/10th of Economy Value
- Return equals 1/100 of Economy Value
- Stock fails on a roll 5 or lower on d% 6 only
Stock 9
- Value equals 2/10th of Economy Value
- Return equals 2/100 of Economy Value
- Stock fails on a roll 10 or lower on d%
Stock 10
- Value equals 2/10th of Economy Value
- Return equals 3/100 of Economy Value
- Stock fails on a roll 10 or lower on d%
Stock 11
- Value equals 4/10th of Economy Value
- Return equals 5/100 of Economy Value
- Stock fails on a roll 20 or lower on d%
Stock 12
- Value equals 2/10th of Economy Value
- Return equals 4/100 of Economy Value
- Limited stock to 150 shares in play at once
- Stock fails on a roll 10 or lower on d%
| Market | Capitol | Stocks | shares | purchase value |
| 1000
510 280 440 480 720 547.5 372.5 522.5 |
10000
4900 5320 4760 5552 6416 3536 5264 3104 4582.25 3487.85 3189.85 3921.35 |
1 | ||
| 2 | 25 | 2905 | ||
| 3 | 10 | 1094.4 | ||
| 4 | 20 | 2880 | ||
| 5 | ||||
| 6 | ||||
470.25
Mass Effect Table Top RPG
Posted in Uncategorized on April 27, 2009 by warstrekMass Effect Table top notes
The game Mass Effect by Bioware is an exhalant video game and RPG set in a rich fascinating universe. Desiring to continue to play with their world while I wait for the sequel inspired me to build a tabletop version of the game for this class. I being a huge fan of D&D biased much of this system of the 3.5 d20 system of Wizards of the Coast with a few mechanic ideas form 4 edition D&D. Though I made some drastic departures to use a much of Mass Effect’s character system as I could. I wanted most to make it have the same frantic, varied combat that made the game feel so unique.
Combat System
1 round equals 5 sec of time
1 map square equals 1 meter
The Game is a d20-based game, to make an attack roll a d20 and add the bonus form relevant talent and the weapon’s base accuracy. If the total is equal to or greater than the targets Armor Class you hit and deal damage.
Damage is reduced by you armor worn and absorbed by you personal shield. Shield absorption takes place before damage reduction from armor.
Ranged damage is equal to the weapons base damage, plus the weapons mods and your skill modifiers.
Melee damage equals 10 plus any talent mod plus any armor enhancement. Melee attacks bypass shields.
Tech and biotic abilities bypass shields; tech biotic resistance reduces damage from those abilities.
Armor = 10 plus + conditional + skill
Range Weapons have a heat score instead of ammunition each shot of the weapon generates a point heat. Each weapon has a overheat score, once the weapons heat equals the Overheat score the weapon can no longer be used. The heat reduces a rate of one per round once heat score equals 0 it’s useable again.
Heat also reduces at a rate of 1 per round that the weapon is not used.
It may come to be appropriate for balance for a synergy bonus from other related skills but that is yet to be seen.
Each character has a certain number of actions per round. Players start with two actions per round, improving the combat maneuvers skill increases that number.
Base speed is 6 m
Moving up to the characters speed score is one action.
Activating a tech or biotic ability is one action.
Throwing a grenade is one action.
Melee attacks are one action but can be made at the end of a move action if it’s you intent to charge.
It is possible to fire a weapon multiple times with a single action
Sniper Rifles – with their long range take more time to aim and can only be shot once in one action.
Shotguns – may be shot twice in one action.
Pistols – may be shot twice with one action. – The marksman power of the pistol skill will give extra shots per action.
Assault Rifles – may be fire three times with on action.
Note each shot taken in a round imposes a cumulative -2 penalty on the attack roll of each subsequent shot.
Cover on the battlefield give a +4 circumstance bonus to AC however if you choose to actively use cover, 1 action each round you get an additional +4 bonus.
Talking is free.
Hit points – players start with a 105 hit points and gain 6 hp each level
Players start with 4 talent points and gain two per level.
Krogan receive 40 extra hp at first level.
Test Weapons
Pistol:
Damage: 112
Overheat: 6
Accuracy: 3
Range: 10m
Assault Rifle:
Damage: 150
Overheat: 17
Accuracy: 0
Range: 5m
Shotgun:
Damage: 115
Overheat: 3
Accuracy: 5
Range: 5m
Sniper
Damage: 102
Overheat: 1
Accuracy: 2
Range: 10m min -2, 50m increments
Armor
DR: 5
Shields: 49
T/B R: 12 – reduces damage form tech biotic by that much.
Omni-tool
Shield Bonus: 5
Tech cooldown: 0
Med recharge: 0
Med gel heals 40 points base 12 round recharge
Carry: 5 at start
Grenades:
Damage: 200
Radius: 4m
5 grenades
Players start with 4 talent points and gain two per level.
Talent Tables
Biotics
Barrier
1: Barrier: Absorbs: 400 points Duration: 2 rounds Recharge Time: 12 rounds
2: Increases Barrier shielding to 420
3: Increases Barrier shielding to 440
4: Increases Barrier shielding to 460. Adept and Sentinel: Unlocks Stasis.
5: Increases Barrier shielding to 480
6: Increases Barrier shielding to 500
7: Advanced Barrier: Absorbs: 700 points Duration: 3 rounds Recharge Time: 10 rounds
8: Increases Barrier shielding to 720
9: Increases Barrier shielding to 740
10: Increases Barrier shielding to 760
11: Increases Barrier shielding to 780
12: Master Barrier: Absorbs: 1000 points Duration: 4 rounds Recharge Time: 8 rounds
Lift
1: Lift: Radius: 4 m. Duration: 1 round. Recharge Time: 12 rounds.
2:
3:
4: Reduces the recharge time on Lift to 11 rounds
5:
6:
7: Advanced Lift: Radius: 5 m. Duration: 2 rounds. Recharge Time: 10 rounds.
8:
9:
10: Reduces the recharge time on Lift to 11 rounds
11:
12: Master Lift: Radius: 6 m. Duration: 3 rounds. Recharge Time: 8 rounds
Singularity
Draws all characters to a single point and drops all or there actions to zero
1: Singularity – Radius 4m, Duration 1 round, Recharge Time 12 rounds
2:
3:
4:
5: Increases Singularity’s radius to 5m
6:
7:Advanced Singularity – Radius 6m, Duration 2 rounds, Recharge Time 10 rounds
8:
9:
10: Increases Singularity’s radius to 7m
11:
12: Master Singularity – Radius 8m, Duration 3 rounds, Recharge Time 8 rounds
Stasis
1: Stasis Duration: 2 rounds, Recharge Time: 12 rounds
2:
3:
4:
5:
6: Advanced Stasis Duration: 3 rounds, Recharge Time: 10 rounds
7:
8:
9:
10:
11:
12: Master Stasis Duration: 4 rounds, Recharge Time: 8 rounds
Throw
1: Throw – Throws enemies away 9m away from the caster. Radius: 4 meters. Recharge time: 12 rounds
2: Increases the distance of Throw to 10m.
3: Increases the distance of Throw to 11m.
4: Increases the distance of Throw to 12m.
5: Increases the distance of Throw to 13m.
6: Increases the distance of Throw to 14m. Unlocks Lift (Adept)
7: Increases the distance of Throw to 15m.
8: Advanced Throw – Increases the distance of Throw to 16m, Radius: 5 meters. Recharge time: 10 rounds
9: Increases the distance of Throw to 17m.
10: Increases the distance of Throw to 18m.
11: Increases the distance of Throw to 19m.
12: Master Throw – Increases the distance of Throw to 20m, Radius: 6 meters. Recharge time: 8 rounds
Warp
1: Warp: Inflicts 40 damage every round and lowers damage protection by 4. Radius: 4 m. Duration: 1 round. Recharge Time: 8 rounds
2: increase warp damage to 50
3: increase warp damage to 60
4: Increases Warp’s duration to 2 rounds
5: increase warp damage to 70
6: Advanced Warp: Inflicts 80 damage every round and lowers damage protection by 8. Radius: 5 m. Duration: 2 rounds. Recharge Time: 6 rounds
7: increase warp damage to 90: Unlocks Singularity (Adept)
8: Increases Warp’s duration to 3 rounds
9: increase warp damage to 100
10: increase warp damage to 10
11: increase warp damage to 120
12: Master Warp: Inflicts 130 damage every round and lowers damage protection by 12. Radius: 6 m. Duration: 4 rounds. Recharge Time: 4 rounds
Tech
Decryption
1: Sabotage: Does 50 damage in a 6m radius. Overheats enemy weapons. Burns them for 10 damage per round. Duration: 3 rounds, Recharge Time: 12 rounds.
2: Increases the tech mine explosion damage by 10
3: Increases the tech explosion damage by 14.
4: Increases the tech explosion damage by 18.
5: Advanced Sabotage: Does 100 damage in an 8m radius. Overheats enemy weapons. Burns them for 15 damage per round. Duration: 4 rounds, Recharge Time: 10 rounds.
Can use decryption skill on average objects. Unlock Hacking (Engineer).
6: Increases the tech explosion damage by 20.
7: Increases the tech explosion damage by 22; Unlock First Aid (Infiltrator). Unlock Hacking (Quarian Machinist).
8: Increases the tech explosion damage by 24.
9: Master Sabotage: Does 150 damage in a 10m radius. Overheats enemy weapons. Burns them for 20 damage per round. Duration: 5 rounds, Recharge Time: 8 rounds. Can use decryption skill on hard objects.
10: Increases the tech explosion damage by 26.
11: Increases the tech explosion damage by 28.
12: Increases the tech explosion damage by 30.
Electronics
1: Overload: Does 50 damage in a 6m radius. Does 200 damage to enemy shields. Reduces damage protection by 2. Duration: 2 rounds. Recharge Time: 12 rounds
Can use electronics skill on easy objects.
2: Increases shield capacity by 30.
3: Increases shield capacity by 60.
4: Increases shield capacity by 90.
Unlock Damping (Infiltrator, Quarian Machinist, Engineer).
5: Advanced Overload: Does 100 damage in an 8m radius. Does 400 damage to enemy shields. Reduces damage protection by 4. Duration: 2 rounds. Recharge Time: 10 rounds.
Can use electronics skill on average objects.
6: Increases shield capacity by 120.
7: Increases shield capacity by 150.
8: Increases shield capacity by 180.
9: Master Overload: Does 150 damage in a 6m radius. Does 600 damage to enemy shields. Reduces damage protection by 6. Duration: 2 rounds. Recharge Time: 8 rounds
Can use electronics skill on hard objects.
10: Increases shield capacity by 210.
11: Increases shield capacity by 240.
12: Increases shield capacity by 270.
Hacking
1: AI Hacking: Turncoat a Synthetic enemy. Duration: 4 rounds. Recharge Time: 12 rounds.
2:
3:
4: Lowers the recharge time of Sabotage, Overload and Damping by 1 round.
5:
6:
7: Advanced AI Hacking: Turncoat a Synthetic enemy. Duration: 5 rounds. Recharge Time: 10 rounds.
8: Lowers the recharge time of Sabotage, Overload and Damping by 2 rounds.
9:
10:
11: Lowers the recharge time of Sabotage, Overload and Damping by 3 rounds.
12: Master AI Hacking: Turncoat a Synthetic enemy. Duration: 6 rounds. Recharge Time: 8 rounds.
Damping
1: Damping: 50 damage in a 6m radius. Stuns basic enemies for 1 round. Enemy Cool down: adds 3 rounds to cool down time of enemy biotic and tech powers. Recharge Time: 12 rounds.
2: Increases the radius of Sabotage, Overload, and Damping by 1m.
3:
4:
5: Increases the radius of Sabotage, Overload, and Damping by 2m.
6: Advanced Damping: 100 damage in an 8m radius. Stuns basic enemies for 1 round. Enemy Cool down: adds 4 rounds to cool down time of enemy biotic and tech powers. Recharge Time: 10 rounds.
7:
8:
9:
10:
11: Increases the radius of Sabotage, Overload, and Damping by 3m.
12: Master Damping: 150 damage in a 10m radius. Stuns basic enemies for 1 round. Enemy Cool down: adds 6 rounds to cool down time of enemy biotic and tech powers. Recharge Time: 8 rounds.
Assault Training
1: Increases weapon damage by 1. Increases melee damage by 30%.
2: Increases weapon damage by 2. Increases melee damage by 35%.
3: Adrenaline Burst: Resets the cool down times on all your talents so they can be used immediately. Recharge Time: 24 rounds.
4: Increases weapon damage by 3. Increases melee damage by 40%.
5: Increases weapon damage by 4. Increases melee damage by 44%.
6: Increases weapon damage by 5. Increases melee damage by 48%.
7: Increases weapon damage by 6. Increases melee damage by 52%.
8: Advanced Adrenaline Burst: Resets the cool down times on all your talents so they can be used immediately. Recharge Time: 18 rounds.
9: Increases weapon damage by 7. Increases melee damage by 56%.
10: Increases weapon damage by 8. Increases melee damage by 60%.
11: Increases weapon damage by 9. Increases melee damage by 64%.
12: Master Adrenaline Burst: Resets the cool down times on all your talents so they can be used immediately. Recharge Time: 9 rounds.
Fitness
1: Increases health by 10%
2: Increases health by 14%
3: Increases health by 17%
4: Immunity: Increases damage protection by 50%. Duration: 2 rounds. Recharge Time: 12 rounds.
5: Increases health by 20%
6: Increases health by 22%
7: Increases health by 24%
8: Advanced Immunity: Increases damage protection by 60%. Duration: 3 rounds. Recharge Time: 9 rounds.
9: Increases health by 26%
10: Increases health by 28%
11: Increases health by 30%
12: Master Immunity: Increases damage protection by 80%. Duration: 4 rounds. Recharge Time: 6 rounds.
Armor
Basic Armor
1: Increases damage reduction and hardening by 5.
2: Increases damage reduction and hardening by 8.
3: Shield Boost: Recharges 30% of your shield. Recharge Time: 9 rounds.
4: Increases damage reduction and hardening by 10.
5: Increases damage reduction and hardening by 12.
6: Increases damage reduction and hardening by 14.
7: Increases damage reduction and hardening by 16.
8: Advanced Shield Boost: Recharges 40% of your shield. Recharge Time: 9 rounds.
9: Increases damage reduction and hardening by 18.
10: Increases damage reduction and hardening by 19.
11: Increases damage reduction and hardening by 20.
12: Master Shield Boost: Recharges 50% of your shield Recharge Time: 9 rounds.
Same for combat and tactical armor but 7th level of combat armor gives access to heavy armor and 7th level of tactical armor gives access to medium armor
Weapons
Assault Rifle
Level 1: Overkill: Rifle has 5 extra heat, costs only -1 accuracy pre shot. Duration: 2 rounds. Recharge Time: 9 rounds.
Level 2: Increases damage by 5. Increases accuracy by 1
Level 3: Increases damage by 8. Increases accuracy by 2
Level 4: Increases damage by 10. Increases accuracy by 3
Level 5: Increases damage by 12. Increases accuracy by 4
Level 6: Increases damage by 14. Increases accuracy by 5
Level 7: Increases damage by 16. Increases accuracy by 6
Level 8: Advanced Overkill: Firing rifles generates 50% less heat, costs 30% less accuracy. Duration: 3 rounds. Recharge Time: 45s.
Level 9: Increases damage by 18. Increases accuracy by 7
Level 10: Increases damage by 19. Increases accuracy by 8
Level 11: Increases damage by 20. Increases accuracy by 9
Level 12: Master Overkill: Firing rifles generates 60% less heat, costs 40% less accuracy. Duration: 4 rounds. Recharge Time: 45s
Pistols
Level 1: Increases damage by 5. Increases accuracy by 1.
Level 2: Increases damage by 8. Increases accuracy by 2.
Level 3: Marksman: Boosts accuracy by 6, increases rate of fire by 1 action per round, reduces heat 30% to compensate. Duration: 2 rounds. Recharge Time: 9 rounds
Level 4: Increases damage by 10. Increases accuracy by 3.
Level 5: Increases damage by 12. Increases accuracy by 4. Unlock Sniper Rifles (Infiltrator)
Level 6: Increases damage by 14. Increases accuracy by 5.
Level 7: Increases damage by 16. Increases accuracy by 6.
Level 8: Advanced Marksman: Boosts accuracy by 7, increases rate of fire 2 actions per round, reduces heat 40% to compensate. Duration: 3 rounds. Recharge Time: 9 rounds
Level 9: Increases damage by 18. Increases accuracy by 7.
Level 10: Increases damage by 19. Increases accuracy by 8.
Level 11: Increases damage by 20. Increases accuracy by 9.
Level 12: Master Marksman: Boosts accuracy by 8, increases rate of fire 3 actions per round, reduces heat 50% to compensate. Duration: 4 rounds. Recharge Time: 9 rounds
Shotguns
Level 1: Increases damage by 10. Increases accuracy by 1.
Level 2: Increases damage by 16. Increases accuracy by 2.
Level 3: Increases damage by 20. Increases accuracy by 3.
Level 4: Carnage: Fires blast of particles inflicting weapon damage +50 to any enemy within 2 m of its impact point. Recharge Time: 9 rounds.
Level 5: Increases damage by 24. Increases accuracy by 4.
Level 6: Increases damage by 28. Increases accuracy by 5.
Level 7: Increases damage by 32. Increases accuracy by 6.
Level 8: Advanced Carnage: Fires blast of particles inflicting weapon damage +100 to any enemy within 2 m of its impact point. Recharge Time: 9 rounds.
Level 9: Increases damage by 36. Increases accuracy by 7.
Level 10: Increases damage by 38. Increases accuracy by 8.
Level 11: Increases damage by 40. Increases accuracy by 9.
Level 12: Master Carnage: Fires blast of particles inflicting weapon damage +150 to any enemy within 3 m of its impact point. Recharge Time: 9 rounds.
Sniper Rifles
Level 1: Increases damage by 10. Increases accuracy by 1
Level 2: Increases damage by 16. Increases accuracy by 2
Level 3: Assassination: Next shot will inflict weapon damage +50. Recharge Time: 9 rounds
Level 4: Increases damage by 20. Increases accuracy by 3
Level 5: Increases damage by 24. Increases accuracy by 4
Level 6: Increases damage by 28. Increases accuracy by 5
Level 7: Increases damage by 32. Increases accuracy by 6
Level 8: Advanced Assassination: Next shot will inflict weapon damage +125. Recharge Time: 9 rounds
Level 9: Increases damage by 36. Increases accuracy by 7
Level 10: Increases damage by 38. Increases accuracy by 8
Level 11: Increases damage by 40. Increases accuracy by 9
Level 12: Master Assassination: Next shot will inflict weapon damage +225. Recharge Time: 9 rounds
First Aid
1. Increases health restored on Medi-gel by 40.
2. Increases health restored on Medi-gel by 50.
3. Increases health restored on Medi-gel by 60.
4. Increases health restored on Medi-gel by 70. Unlocks Electronics (Asari Scientist).
5. Increases health restored on Medi-gel by 80. Unlocks Medicine (Engineer, Sentinel).
6. Increases health restored on Medi-gel by 100.
7. Increases health restored on Medi-gel by 110. Unlocks Electronics (Turian Agent).
8. Increases health restored on Medi-gel by 120.
9. Increases health restored on Medi-gel by 130.
10. Increases health restored on Medi-gel by 140.
11. Increases health restored on Medi-gel by 150.
12. Increases health restored on Medi-gel by 180.
Medicine
1: Neural Shock: Does 40 toxic damage. Knocks out enemy for 1 round. Recharge Time: 9 rounds.
2: Reduces cool down time on Medi-gel by 1 round
3:
4: Reduces cool down time on Medi-gel by 2 rounds
5:
6: Reduces cool down time on Medi-gel by 3 rounds
7: Advanced Neural Shock: Does 80 toxic damage. Knocks out enemy for 2 round. Recharge Time: 9 rounds.
8:
9: Reduces cool down time on Medi-gel by 4 rounds
10:
11: Reduces cool down time on Medi-gel by 5 rounds
12: Master Neural Shock: Does 120 toxic damage. Knocks out enemy for 3 round. Recharge Time: 9 rounds.
Combat Maneuvers
1: Increase Armor Class by 1
2: Increase Armor Class by 2
3: Dodge: Negate a single Weapon or Melee attack. Recharge Time: 9 rounds.
4: Gain 1 extra action
5: Increase Armor Class by 3
6: Increase Armor Class by 4
7: Advanced Dodge: Negate a single Tech Effect, Weapon or Melee attack on you. Recharge Time: 9 rounds.
8: Gain 1 extra action
9: Increase Armor Class by 5
10: Increase Armor Class by 6
11: Gain 1 extra action
12: Master Dodge: Negate a single Biotic, Tech effect, Weapon or Melee effect on you. Recharge Time: 9 rounds.
Interpersonal
Charm
Intimidate
Additional
Heavy Weapons – this will eventually cover all manner of anti-vehicle and over sized anti-personal weapons will not be implemented for initial testing.
Play test notes
Lower Starting Damage by dividing by 3
Define effective range of tech/biotic powers
Throw needs damage.
Higher DR on Armor
Sheild overflow doesn’t pass to hp
Shield recharge mechanic
Add racial info
Slight increase in biotic damage or decrase cool down time
I Have a Dream Part Duce
Posted in Uncategorized on March 4, 2009 by warstrekAfter some tests and play with friends a fun game has appeared. it goes thus, place the start and end cards (note the end may shift slightly to acutely match up with the card when played. You’ll understand when you play.) and the players take turns, on their turn they may either draw and place a path card or roll the dice and move along the path. A path card may be placed on any space not occupied by an opponent. You only may travel in the direction of the arrows on the card. if you run out of cards in the deck start picking up cards from the map starting form the start space and advancing along the bath. If the space your on gets picked up in the course of picking up new cards your out of the game.