Page 1 of 1

Re: Nova Markets

Posted: Sun Sep 23, 2012 1:34 pm
by taalismn
Ah-ha! Welcome to the Interdimensional Military-Industrial Complex! :bandit: 8)

Re: Nova Markets

Posted: Sun Sep 23, 2012 2:01 pm
by Khord - Lizard Mage
My first question is how does a three round burst of a 4d6MD weapon magically change to 2d4x10MD? The max damage for the 3 round burst is 10x that of a single shot.

Re: Nova Markets

Posted: Mon Sep 24, 2012 11:06 pm
by abtex
Nice start, keep it coming.

Re: Nova Markets

Posted: Tue Sep 25, 2012 7:11 pm
by taalismn
Firebird....nice little adventurer ride.... 8)

Re: Nova Markets

Posted: Tue Sep 25, 2012 8:52 pm
by Veritas476
Just one question about the Kyropt, but other than that I like it a lot. What does it get for hit points? I saw the S.D.C. value.

Re: Nova Markets

Posted: Tue Sep 25, 2012 10:15 pm
by Veritas476
Thanks for the response. I look forward to seeing more of your work.

Re: Nova Markets

Posted: Thu Sep 27, 2012 6:31 pm
by taalismn
Yowzah....I see I'm going to have some reading to catch up on!

Re: Nova Markets

Posted: Thu Sep 27, 2012 6:37 pm
by taalismn
Johnnycat93 wrote:
taalismn wrote:Yowzah....I see I'm going to have some reading to catch up on!

:lol:
Yeah sorry...
I posted all of my backlogged stuff so I know what I still need to write up.



Ah, a man already looking ambitiously to the future!

Re: Nova Markets

Posted: Fri Sep 28, 2012 7:38 pm
by taalismn
Go for it, It can't ALL be about new toys and whiz-bangs. :)

Re: Nova Markets

Posted: Fri Sep 28, 2012 9:40 pm
by abtex
Johnnycat93 wrote:Kyropt Fire Salamander

******

If enough people ask I would be willing to also stat out the evil, genetically-manipulated kyropt. :-)

Ok so when is it.

Telling us about
Johnnycat93 wrote: ...wayward students of the Alithus World University
field trips would be nice.

Re: Nova Markets

Posted: Sun Sep 30, 2012 8:38 pm
by taalismn
Interesting. Blunt force trauma power armor. 8)

Re: Nova Markets

Posted: Tue Oct 02, 2012 6:53 pm
by taalismn
Johnnycat93 wrote:So I've been working on a setting for my next rifts game: Titans End! A frozen wasteland on the edge of the colonized galaxy. I've been working the entire setting: politics, monsters, equipment, environment, history, you name it.

Here I'm posting one of the many monsters I've written up for it. A violent, sociopathic hunter. The wasteland wanderer!

Wasteland Wanderer.



Ouch....all the more so because in the wastelands, you take what help you can get. But if you don't dare trust strangers....

Re: Nova Markets

Posted: Tue Oct 02, 2012 7:25 pm
by taalismn
Johnnycat93 wrote:[I am SO looking forwarding to messing with my players on Titans End. I think only one of them has any sort of experience with "survival horror" so it should be fun to watch the look on their faces as their situation becomes more and more dire.



THen you give them the choice: Draw lots to see who gets offed to extend supplies...

Or...

Dueling banjos soundtrack....oh dear...

Re: Nova Markets

Posted: Thu Oct 04, 2012 3:43 pm
by Godogma
Johnnycat93 wrote:Nova Markets Precision Laser Mod

New from Nova Markets, have you ever been in a situation where your next shot can make the difference between life and death? Forced to wonder if your final attack will hit hard enough to finish off your opponent? Now you don’t need to, because Nova Markets brand new precision laser modification kit promises to make sure know exactly how much damage each one of your attacks will do. Once applied, the upgrade normalizes the damage of any laser weapon beyond the standard factory settings. This comes at the cost of a slightly reduced overall damage capacity, but at the benefit of letting the user know just how much damage he has done. So if you’re tired of dealing with the uncertainty of normal laser weapons then pick up a precision laser mod today!
Mod Effect: The kit can only be applied to laser weapons (single or pulse), no other types of weapons are applicable. The weapons power becomes such that it deals the exact same amount of damage with every shot. The new damage is the average of the old dice pool. Thus, a weapon that deals 4D6 MD per shot deals 12 MD per shot once the modification has been applied.
Additionally, the damage caused by the weapon on a critical strike is reduced to only 1.5x that of the normal damage rather than the usual 2x. The increase in damage control also makes the weapon more accurate, giving the user a +2 to strike when using the modified weapon.
Cost: The kit costs 15,000 credits by itself. Installing the modification requires the equivalent knowledge of Field Armorer & Munitions Expert. Alternatively a Nova Markets technician can install the mod at a nominal fee of only 2,000 credits.


Hmmm, I really like this precision Laser Modification but the average for 1d6 is 3.5 which would make the damage from a 4d6 weapon 14 instead of 12.

Re: Nova Markets

Posted: Thu Oct 04, 2012 5:34 pm
by Godogma
Johnnycat93 wrote:
Godogma wrote:
Johnnycat93 wrote:Nova Markets Precision Laser Mod

New from Nova Markets, have you ever been in a situation where your next shot can make the difference between life and death? Forced to wonder if your final attack will hit hard enough to finish off your opponent? Now you don’t need to, because Nova Markets brand new precision laser modification kit promises to make sure know exactly how much damage each one of your attacks will do. Once applied, the upgrade normalizes the damage of any laser weapon beyond the standard factory settings. This comes at the cost of a slightly reduced overall damage capacity, but at the benefit of letting the user know just how much damage he has done. So if you’re tired of dealing with the uncertainty of normal laser weapons then pick up a precision laser mod today!
Mod Effect: The kit can only be applied to laser weapons (single or pulse), no other types of weapons are applicable. The weapons power becomes such that it deals the exact same amount of damage with every shot. The new damage is the average of the old dice pool. Thus, a weapon that deals 4D6 MD per shot deals 12 MD per shot once the modification has been applied.
Additionally, the damage caused by the weapon on a critical strike is reduced to only 1.5x that of the normal damage rather than the usual 2x. The increase in damage control also makes the weapon more accurate, giving the user a +2 to strike when using the modified weapon.
Cost: The kit costs 15,000 credits by itself. Installing the modification requires the equivalent knowledge of Field Armorer & Munitions Expert. Alternatively a Nova Markets technician can install the mod at a nominal fee of only 2,000 credits.


Hmmm, I really like this precision Laser Modification but the average for 1d6 is 3.5 which would make the damage from a 4d6 weapon 14 instead of 12.

I think thats the rolling average. I used the mathematical average of 1D6 which I think is 3.


Mathematical average of 1d6 is actually 3.5, I had to have a math guy explain it to me when we were doing GURPS constantly. There is one math based toolbox of a game with no flavor at all if you've never tried it. Math guys tend to like it though. *grumble*

But that's neither here nor there. :)

EDIT: And the mathematical average of 1d4 is actually 2.5 strangely enough.

Re: Nova Markets

Posted: Thu Oct 04, 2012 6:03 pm
by Godogma
Johnnycat93 wrote:
Godogma wrote:
Johnnycat93 wrote:
Godogma wrote:
Johnnycat93 wrote:Nova Markets Precision Laser Mod

New from Nova Markets, have you ever been in a situation where your next shot can make the difference between life and death? Forced to wonder if your final attack will hit hard enough to finish off your opponent? Now you don’t need to, because Nova Markets brand new precision laser modification kit promises to make sure know exactly how much damage each one of your attacks will do. Once applied, the upgrade normalizes the damage of any laser weapon beyond the standard factory settings. This comes at the cost of a slightly reduced overall damage capacity, but at the benefit of letting the user know just how much damage he has done. So if you’re tired of dealing with the uncertainty of normal laser weapons then pick up a precision laser mod today!
Mod Effect: The kit can only be applied to laser weapons (single or pulse), no other types of weapons are applicable. The weapons power becomes such that it deals the exact same amount of damage with every shot. The new damage is the average of the old dice pool. Thus, a weapon that deals 4D6 MD per shot deals 12 MD per shot once the modification has been applied.
Additionally, the damage caused by the weapon on a critical strike is reduced to only 1.5x that of the normal damage rather than the usual 2x. The increase in damage control also makes the weapon more accurate, giving the user a +2 to strike when using the modified weapon.
Cost: The kit costs 15,000 credits by itself. Installing the modification requires the equivalent knowledge of Field Armorer & Munitions Expert. Alternatively a Nova Markets technician can install the mod at a nominal fee of only 2,000 credits.


Hmmm, I really like this precision Laser Modification but the average for 1d6 is 3.5 which would make the damage from a 4d6 weapon 14 instead of 12.

I think thats the rolling average. I used the mathematical average of 1D6 which I think is 3.


Mathematical average of 1d6 is actually 3.5, I had to have a math guy explain it to me when we were doing GURPS constantly. There is one math based toolbox of a game with no flavor at all if you've never tried it. Math guys tend to like it though. *grumble*

But that's neither here nor there. :)

EDIT: And the mathematical average of 1d4 is actually 2.5 strangely enough.

I looked up the reason:
assuming each side has an equal probability it looks like this:
1+2+3+4+5+6 = 21
21/6 = 3.5

So you are right, but I'm gonna round down to 3 for the purpose of this mod.


In that case I'm not sure why someone would use it... A range of 4-24 damage with a chance for twice that on a crit drops to 12 flat and only 1.5 as a critical damage multiplier... You're losing a lot of potential damage for a much smaller amount of guaranteed damage.

Re: Nova Markets

Posted: Thu Oct 25, 2012 1:44 am
by Killer Cyborg
Godogma wrote:In that case I'm not sure why someone would use it... A range of 4-24 damage with a chance for twice that on a crit drops to 12 flat and only 1.5 as a critical damage multiplier... You're losing a lot of potential damage for a much smaller amount of guaranteed damage.


Consistent damage is usually more important than potential damage, at least in my book.
That low roll from time to time can really screw you over when it counts.

Re: Nova Markets

Posted: Thu Oct 25, 2012 2:56 pm
by taalismn
Johnnycat93 wrote:Dark Kyropt

The Dark Kyropt (or shadow hunter as it is sometimes referred) is a new breed of Splugorth monster designed to be a brutal super-hunter. In this the creature has performed frighteningly well. .



More target practice with plasma cannon, I see. :bandit:

Re: Nova Markets

Posted: Sat Oct 27, 2012 12:12 pm
by taalismn
Ah, another spur to our air defense division, I see! :wink: :bandit:

Re: Nova Markets

Posted: Sun Nov 11, 2012 11:03 pm
by taalismn
Ah! Another CS toy to drive the fires of competition hotter... 8)

Re: Nova Markets

Posted: Fri Nov 23, 2012 10:30 pm
by taalismn
Johnnycat93 wrote:Sorry about the lack of updates, I got a lot of stuff queuing up and not a lot of time to work on it. Plus I recently got into a D&D game so a good part of my creative energy has gone to that ( :lol: ).

Here's a list of what I hope to release in the next couple of months:
Sword-Slinger OCC
Nova Markets: Thermal Cutters
Titan's End: Enviroments and Monsters
"Carnage"; The first John Malise Special!
Bullet Witch OCC
Nova Markets: "Castle" Siege Walker
And possibly Zom-Burge (Dead Reign Material) with updated material for Flake's Warehouse and his two new "assistants"

Happy Trails!


Plus there's always the stuff that pops up spur of the moment and DEMANDS to be written while you're trying to keep on a schedule of other stuff. :D

Re: Nova Markets

Posted: Thu Dec 13, 2012 6:41 pm
by taalismn
On the first read-thru, the Sword-Slinger looks pretty slick. 8)

Re: Nova Markets

Posted: Sat Jan 12, 2013 8:55 pm
by taalismn
Doesn't matter if he can't die; if you can hammer in enough stakes through enough parts of his body, into a firm enough under-surface, he'll be spending his time trying to pry himself loose. :twisted:

Re: Nova Markets

Posted: Sat Jan 12, 2013 11:38 pm
by taalismn
Johnnycat93 wrote:
taalismn wrote:Doesn't matter if he can't die; if you can hammer in enough stakes through enough parts of his body, into a firm enough under-surface, he'll be spending his time trying to pry himself loose. :twisted:

Why not just shoot him into the sun?



Not everybody has surface to space launch capability, you know? But a good sledgehammer is a lot easier to come by. :D

Re: Nova Markets

Posted: Sun Mar 03, 2013 10:26 pm
by Aramanthus
I like your work. I am planning on using it in my campaign. Please keep them coming.

Re: Nova Markets

Posted: Tue Mar 05, 2013 8:05 pm
by taalismn
Ouch. Bet the Splugorth would LOVE to see arena fights between Bullet Witches, Combat Mages, and Smokers(Manhunter). Pure magic violence.... :bandit:

Re: Nova Markets

Posted: Thu Mar 07, 2013 7:46 pm
by taalismn
Aw Hell...more serious ouchiness! :bandit:

Re: Nova Markets

Posted: Thu Mar 07, 2013 9:01 pm
by taalismn
But I'm serious about putting a Bullet-Witch up against a Psi-Shooter or a Gun Master from China. :P ;)

Re: Nova Markets

Posted: Thu Mar 07, 2013 9:20 pm
by taalismn
Johnnycat93 wrote:
taalismn wrote:But I'm serious about putting a Bullet-Witch up against a Psi-Shooter or a Gun Master from China. :P ;)

Well, on average Bullet Magic is only half as powerful as a Gun Masters abilities. Although their access to magic gives them some sort of advantage. As for a psi-slinger, I'm pretty sure the Bullet Witch and the Gun Master would both beat it.



Especially if it's two on one.
"Hi, morons! I'm the fastest gun in the-"
"You mind not interrupting?"
"We're having a standoff here."
"Comparing the size of our guns."
"In a manner of speaking."
"Can't you hear the Ennio Morricone music playing?"
"So sod off, poser."
"Hey! Don't talk to me like that! I'll make you eat tho-"
*BLAM*BLAM*
"... :shock: ..."
#THUD#
"Now, where were we?"
"Chi versus magic."
"Right. Now -I- say..."

Re: Nova Markets

Posted: Sat Mar 09, 2013 5:38 am
by Aramanthus
Nice new material. I was planning on using the creatures. But I would like to have shops in my game offer the weapons and the brawler to my players.I have to read the OCC more carefully, but they look like a lot of fun.

Re: Nova Markets

Posted: Sat Mar 16, 2013 2:59 am
by Aramanthus
Cool. Since you are doing this colony. Does this mean well will get some vehicles for them?

Re: Nova Markets

Posted: Sun Mar 17, 2013 4:45 am
by Aramanthus
Oh ok. It is ok. Just please continue to detail the Titan's End material.

Re: Nova Markets

Posted: Fri Mar 22, 2013 12:48 pm
by Shadow Wyrm
Dig'n on the Blade-Slinger and the Bullet Witch.
Got a question about the Blade-Slinger, how would they handle Kittani plasma weapons,or magic weapons that also have a ranged attack.

Re: Nova Markets

Posted: Sat Jun 01, 2013 10:20 am
by abtex
Johnnycat93 wrote:*Update*

I was just informed that the original download link I gave for the World of Blades was dead. In light of this I have instead hosted the file through google docs and it should now be fully view-able.

What is the new link to 'World of Blades'? Please

Re: Nova Markets

Posted: Sun Jun 02, 2013 12:09 am
by abtex
Guess I was just too lazy too look.
Thank you.