Chirp!!!!!!

Been Workin' today... :cry:
But I've read character generation and am very impressed, from mutattions through to choosing your survival roll to gain low or high pay offs. The writing is excellent, my only gripe is that this book isn't as glossy, colourful as Dredd, a shame as Ezquerra is one of my favourite artists and I would have paid the extra cost but thats just me. All in all very happy so far.
 
charliebananas said:
Thats cool I look forward to seeing them, will you be working on any spells, I'm rather liking the magic system!

Haven't given the spells a look-see yet, so not sure on that count.

One thing I'd love to see though is rules for time-displaced characters such as Wulf. A nice idea might be having a few optional term choices in things such as Ancient Hunter, Ancient Warrior, etc. for the few human Dogs.

Colin
 
I hadn't thought of that, now I want the option to create a time displaced character! When I think about it, that could fill a whole supplement. Maybe instead of looking at it from the context of careers, they could have terms based on the eras they came from... Human bronze age, dark age... industrial, that sort of thing.
 
I considered that but like you said, that'd be a hell of a thing to do if you factor in all the sorts of possible historical-cultural periods. That's why I went more generic; the trappings and selections then define the culture/period. So, the Ancient Warrior might be equally good for a Viking, Samurai, Roman Gladiator, or Crusader, for example, depending on what spin you put on it.

Given that I'm not entirely hopeful SD will see more support beyond B&W (as much as I love it, as ideal as it is for a rpg setup, it lacks the sheer name recognition and fanbase of JD), an article could cover time-displaced humans well enough in a handful of pages or so.
 
charliebananas said:
Thats cool I look forward to seeing them, will you be working on any spells, I'm rather liking the magic system!

I must admit I like the magic component better than the rest of SD, but it reall needs a "spell compendium" supplement
 
I've expanded my article a little so now it's 1,150 words covering 12 new Traits:

New Head Traits
* Dual-Headed - you've got two heads! Very useful until they start bickering...
* Headbanger - basically covers horns, head spikes, heavily-studded bone ridges, etc.
* Mimic - mimic any sound/voice as well as a lyrebird basically.

New Body Traits
* Amphibious - breathe underwater as well as on land.
* Bioelectric Shock - make the electric eel jealous.
* Chameleon - colour-changing skin, great for camouflage.
* Fast Metabolism - like the animal ability; great initiative but boy do you eat.
* Prehensile Appendage - elephantine trunk, prehensile tail, tentacle, or extra arm.
* Tail Lash - lashing tail with a spiked or bludgeoning tip.

New Arms and Legs Traits
* Beweaponed - covers claws, talons, pincers, bony studded fists.
* Handy Feet - feet every bit as capable of manipulation as your hands.
* Patagia - muties may not be made for flying, but you can glide as well as a flying squirrel or living wingsuit given enough altitude.
 
Well, it has been a fortnight since I offered the extra mutations article to Mongoose for use in S&P, and haven't had a response, so I'll be formatting the article for you chaps to download somewhere soon. :)

Colin
 
Radioactive Ape Colin said:
Ravelli said:
charliebananas said:
Mine has arrived, with a free book no less!
You lucky, lucky bastard! :) Care to elaborate?

What do you want to know?

Colin
Thanks for the expository offer, Colin, but I was lucky enough to have my copy turn up a few days after I posted that message. :) I've just not been able to post here since. :(

Anyway, I'm chuffed to see you lending your talent to the game and look forward to reading your material. There are a few more Traits you've not covered that I've a mind to write up as well. :wink:
 
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