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Thread: ICON rules for Doctor Who

  1. #121
    Join Date
    Dec 2000
    Location
    Fairbanks, Alaska, USA
    Posts
    137

    Arrow Game Conversion!

    THE DOCTOR WHO THREAD LIVES!!

    Okay

    Here are my GURPS / ICON / Dr. Who FASA conversion charts:

    ATTRIBUTES (and Edges) CHART
    DW-FASA / GURPS / ICON
    Unskilled I / 3 / 1
    Untrained II / 6 / 2
    Basic III / 9 / 3
    Average IV / 12 / 4
    Professional V / 15 / 5
    Expert VI / 18 / 6
    Mastery VII / 21 / 7
    God-Like VIII / 24 / 8

    SKILL CHART
    DW / GURPS / ICON
    Unskilled I / 3 / 0(1)
    Untrained II / 6 / 1(2)
    Basic III / 9 / 2(3)
    Average IV / 12 / 3(3)
    Professional V / 15 / 4(4)
    Expert VI / 18 / 5(5)
    Mastery VII / 21 / 6(6)


    DIFFICULTY CHART

    DW-FASA / GURPS / ICON
    Simple I / +9 / 2
    Easy II / +6 / 4
    Routine III / +3 / 6
    Average Diff IV / 0 / 9
    Professional Diff V / -3 / 11
    Hard VI / -6 / 13
    Very Hard VII / -9 / 15
    Nigh Impossible VIII / -12 / 17

    Standby - more coolness to come...
    Just remember, even though it’s a vacuum,
    In space no one can hear you Clean.
    -J.T.

    For the complete Star Trek equipment list see
    http://www.geocities.com/willbswift/startrek.html

  2. #122
    Join Date
    Dec 2000
    Location
    Fairbanks, Alaska, USA
    Posts
    137

    Sonic Devices!

    And here’s my GURPS/FASA rules for Sonic Screwdrivers (more to come!).

    SONIC DEVICES IN GENERAL
    These devices use Ultra-Sonic Impulses to perform their tasks. These pulses can be used to create kinetic energy in an object, which can throw switches, power small mechanical devices, and remove various types of fastening devices. All Sonic Devices at TL 11.

    SONIC DEVICE MODES (note not all modes are available for all Devices)

    Audio Mode:
    Range: 10 meters
    Game Effect: When used to de-hypnotize +I level (+3) for a victim to break out of hypnosis. When in trance mode the victim must make a MNT (willpower) roll at diff of V (-3). If he fails the victim falls into a trance and the user gets +I level (+3) to all Hypnosis rolls.
    Notes: Used to generator a wide range of audio signals. Including initiating/reversing trances and hypnosis.

    White-Sound Mode:
    Range: 3 meters
    Game Notes: Provides ___ points of armor (10 DR) against sonic weapons.
    It can emit sound-canceling waves that cancel any noise. If attached to an amplifier unit the range can be drastically increased.

    Screwdriver Mode
    Range: 20 cm
    Game Effect: Add II levels (+6) to appropriate skill for disassembling/reassembling devices.
    Notes: removes and inserts screws/bolts/nail, etc.

    Mixer Mode:
    Range: 30 cm
    Game Effect: Comic relief
    Notes: can be used to mix drinks, milkshakes, stew, etc.

    Light Kinetic Mode:
    Range: 20 cm
    FASA Game Effect: The operator gains Lockpicking at Level VI
    GURPS Game Effect: The operator receives +6 for picking mechanical locks.
    Notes: Allows the manipulation of small physical objects (110 grams), such as lock tumblers.

    Heavy Kinetic Mode:
    Range: 1 meter
    Game Effect: The operator gains a +II levels to Mechanical Engineering
    Notes: Allows the manipulation of large physical objects, such as pickup trucks.

    Sanatiser Mode:
    Range 20 cm
    Game Notes: N/A
    Notes: can be use ultrasonic signals to clean surfaces (including teeth and hair). Can also be used to provide a massage.

    Photonic Mode
    Range: N/A
    Game Notes: N/A
    Notes: Acts as a fairly bright flash light.

    Electro-Pulse Mode:
    Range: 20 cm (20 meters for full powered pulses)
    FASA Game Effect: The operator gains Lockpicking at Level VI
    GURPS Game Effect: The operator receives +3 for picking electronic locks.
    Notes: Allows the device to generate electrical potential in metal that can be used to trigger a circuit or prevent it from triggering. It can also erase magnetic data storage. On full power it can also overload some devices. It can also generate a Magnetic fields.

    Supressor Mode
    Range: 10 to 2,000 cm.
    Game Notes: all electrical devices cease to operate when the field is in operation.
    Notes: This tools specialty is the interfering with the flow of electrons and can stop the operation of all electrical devices within its range. It has a Safety Cutoff (must be held in hand to operate).

    SASER Lance Mode
    Range: 3 cm for cutter. Generate sparks up to 20 meters away.
    Game Effect: Damage is 2d (GURPS 4d). Adds I level (+3) for all Engineering and Technology skill checks.
    Notes: SASER stands for (Sound Amplified by the Stimulated Emission of Radiation). This device focuses two beams of ultrasonic radiation to act as very precise cutting and soldering device.

    Torch Mode:
    Range: 2 meters
    Game Effects: does Table A damage (20d impaling)
    Notes: Can burn through 60 cm of reinforced concrete in a few seconds. However Torch mode will completely exhaust the power cell.

    Field-Scanner Mode:
    Range: 20 cm
    Game Effect: see SASER Mode
    Notes: detects EM, radiation, and other energy fields

    Probe Mode:
    Range: 15 cm
    FASA: N/A
    Game effect: Electronics Sensors diff of –1 per 10 DR to penetrate.
    Notes: With the attachment of a screen this mode allows the viewing of the interior of an object.

    Sensor Mode:
    Range: 30 m
    Game Notes: diff of V (-3) to sneak past by moving slowly.
    Notes: It serves as sonar detector. With an attached screen the operator can get a sonar-based image of the surrounding area.

    Stunner Mode:
    Range: 10 m
    FASA Game Notes: does 1d6 temporary damage (3d6 for sensitive targets)
    GURPS Game Notes: Target makes HT-0 roll (HT-6 for sensitive races) or be stunned for 15-HT.
    Notes: With Electrical Engineering roll against a diff of V (-3) any sonic device can be converted into a low power sonic weapon. Races with sensitive hearing are more vulnerable to this mode.
    Last edited by J T; 01-09-2002 at 10:33 PM.
    Just remember, even though it’s a vacuum,
    In space no one can hear you Clean.
    -J.T.

    For the complete Star Trek equipment list see
    http://www.geocities.com/willbswift/startrek.html

  3. #123
    Join Date
    Dec 2000
    Location
    Fairbanks, Alaska, USA
    Posts
    137

    Mark I and II Sonic Screwdrivers!!

    SONIC SCREWDRIVER (Mark I)
    Type: Mark I Sonic Device
    Mass: 110 grams
    Cost: 1500 Pandaks
    Power cell duration: 6 hours of continual use. (weeks of normal use)
    Electronics Construction Diff: V (-3)
    Appearances: Used by the 1rd-2nd Doctors
    Available Modes: Audio Mode
    Screwdriver Mode
    Photonic Mode
    Electro-Pulse Mode
    SASER Lance Mode
    Torch Mode
    Stunner Conversion

    SONIC SCREWDRIVER (Mark II)
    Type: Mark II Sonic Device
    Mass: 230 grams
    Cost: 1500 Pandaks
    Power cell duration: 6 hours of continual use. (weeks of normal use)
    Electronics Construction Diff: V (-3)
    Appearances: Used by the 3rd-5th Doctors
    Available Modes: Audio Mode
    Screwdriver Mode
    Light Kinetic Mode
    Sanitizer Mode
    Photonic Mode
    Electro-Pulse Mode
    SASER Lance Mode
    Field-Scanner Mode
    Stunner Conversion

    I know its all a little ruff, and its not ICON, but I wanted to show that I haven’t abandoned the DW project. When I get time I’ll write up ICON rules (until then you can use the conversion chart or just make a good guess).
    Just remember, even though it’s a vacuum,
    In space no one can hear you Clean.
    -J.T.

    For the complete Star Trek equipment list see
    http://www.geocities.com/willbswift/startrek.html

  4. #124
    Join Date
    Sep 1999
    Location
    Dover NH, USA
    Posts
    531

    Difficulty numbers

    Glad to see you back JT. I am afraid I still disagree with the scaling of skills between the two systems. Juding from the description of the various levels in each game book, I think this is more correct:

    DW / ICON
    Unskilled I / 0(0)
    Untrained II / 0(1)
    Basic III / 1(2)
    Average IV / 2(3)
    Professional V / 3(4)
    Expert VI / 4(5)
    Mastery VII / 5(6)

    I think the reason for our disagreement is this: In Doctor Who, you get a small number of free points in each skill based on the relevant attribute. Thus, and extremely smart character can buy the Physics skill with fewer points than an unintelligent character. This is proportionally more significant at low skill levels. A person with a good attribute can get the unskilled level nearly free. Thus, my enterpretation is that the Doctor Who "Unskilled" is the same as Icon 0(0). He's rolling against attribute.

  5. #125
    Join Date
    Sep 1999
    Location
    Dover NH, USA
    Posts
    531

    Additional

    That's the conversion I used when creating the stats for the characters and aliens on my web page. Actually it was a little more complex than that... ICON skills are far more broad than Doctor Who skills, so the level indicated the level of the ICON specalization. If this led to many specalizations in the same skill, that indicated broad enough knowledge to bring up the main skill.

    Unfortunately, certain Doctor Who skills seemed to map directly to ICON skills instead of ICON specalizations. At those points it had to be a judgement call.

  6. #126
    Join Date
    Dec 2000
    Location
    Fairbanks, Alaska, USA
    Posts
    137

    Changed my mind

    Actually the more I think about it the more I agree with you skill list. I still like mine better for Attributes but your skill list does make more sense.

    So what did you think of the Sonic Screwdrivers?

    (I'll try to write them up with ICON states later)
    Just remember, even though it’s a vacuum,
    In space no one can hear you Clean.
    -J.T.

    For the complete Star Trek equipment list see
    http://www.geocities.com/willbswift/startrek.html

  7. #127
    Join Date
    Aug 2001
    Location
    Phila Pa USA
    Posts
    171

    Talking

    Sonic screw drivers rock!
    Best speed to Gallifrey!
    Commodore Horatio Richard Jaeger
    CO,USS Audacity,NCC-85901

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