Tinkering with some Jump Points.

Tinkering with some Jump Points.

Tinkering with some Jump Points. I’m not happy with this one. The core idea – staring at a room full of guns – is good, and you can just imagine how it would work in Firefly for example. But the last two questions don’t add much. Any suggestions on how to fix it?

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Hello. I have a question about Experience Points. In the rules it states: “When a character has earned experience equal to their current number of skills…” Does this mean “current number of skills total, including a character’s origin and both careers” or “total number of skills in the career that character is advancing”? I suspect it is the former but I figured I may as well ask.

I’m not a huge fan of adding Armor to the Brace for impact move, as I feel dexterous/enduring characters with…

I’m not a huge fan of adding Armor to the Brace for impact move, as I feel dexterous/enduring characters with…

I’m not a huge fan of adding Armor to the Brace for impact move, as I feel dexterous/enduring characters with weak/no armor should be able to evade/parry/absorb some of the damage.

How viable is it to replace Roll + Armor with Roll + Physique?

How can armor helps if I got with this? Would it give an extra injury “slot”? How would you do it?

Just bought UW during drive-thru apocalypse world special week.

Just bought UW during drive-thru apocalypse world special week.

Just bought UW during drive-thru apocalypse world special week.

Man it is good! I think it’s my favorite take on the powered by the apocalypse engine game, rule wise.

I’ve heard the community is great also so here I am! 

What would be a catchy archetype name for a zero-g construction worker?

What would be a catchy archetype name for a zero-g construction worker?

What would be a catchy archetype name for a zero-g construction worker? (I was thinking about “Star Rigger” but that appears to have been snatched as a term for pilots in a popular SF novel series.)

Started running a campaign last week and everything has been running really well. The first lesson learned

Started running a campaign last week and everything has been running really well. The first lesson learned

Started running a campaign last week and everything has been running really well. The first lesson learned,

– all weapons are Keyed to their owners, so scavenging is kept to a minimum.

I’m preparing to run a Rogue Trader adventure/campaign with Uncharted Worlds rules.

I’m preparing to run a Rogue Trader adventure/campaign with Uncharted Worlds rules.

I’m preparing to run a Rogue Trader adventure/campaign with Uncharted Worlds rules.

As RT is over the top in scope and power how would you handle the equipment rules and followers?

I’m trying very hard not to crunch the game up with extra content and fight my years of experience from non apocalypse RPG:s

And I’m trying to wrap my mind around the equipment rules (Which I really love btw).

And I’m trying to wrap my mind around the equipment rules (Which I really love btw).

And I’m trying to wrap my mind around the equipment rules (Which I really love btw).

How would you make a suitable high tier weapon better than an inappropriate weapon in the fiction?

Like if the opponent is heavily armoured and your weapon lacks the penetrating property what should a successful Open fire look like?

Would you even allow the Open fire move?

Would you allow it but make a success a temporary solution? (“your lasgun seems to do little to stop him but you eventually make a once in a life time shot into his helmets sensors and blind him, for now…”).

What if you are fighting a bunch of enemies (several threats) and one character have a Burst weapon, do you allow him to defeat many threats with one success? (what about a character with a semi auto pistol that describes his action like an over the top action hero style bulletstorm?)

Sorry for rambling like this btw