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Messages - Dracain

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1
The Solar Frontier / Psychosis and willpower
« on: March 22, 2012, 10:52:47 am »
I was reading through the book, and I thought to myself "it's kind of weird that someone with willpower 1 has the same psychosis limit as someone with willpower 5, or even 10".  So with this in mind I thought up this alternate setup.  Someone psychosis maximum (the number they must stay under or go insane) is a multiple of their willpower, either WILLx3 or WILLx4.  Even with this setup, someone would still be able to go up to the second to last psychic skill in their list without going insane(if they had 5 WILL), but it they where willing to spend the XP to get willpower, they could avoid the insanity.  The WILLx4 option means they only need 6 WILL to keep from going insane, whereas the WILLx3 option means they need 7 WILL to keep the crazy down.  The WILLx3 option probably makes more sense, as the last skill can often be really REALLY strong, so it should be hard to get the skill without going insane.  Using this setup you can also just get the skill and get the therapy after the GM has some fun with your psycho psychic. 

If the therapy doesn't bring the psychosis to under the crazy limit of your character, there are two ways this can be handled.  The first is that the psychosis is brought down to 1 under the crazy limit.  The second (and my preferred choice as I think it makes more sense) is simply that the character must pay more XP (2XP per 4 psychosis points, as in the book). 

2
Official Rules Questions / Re: Pyrokinesis questions
« on: March 20, 2012, 02:52:27 pm »
Thanks again, that cleared up my questions.

3
The Solar Frontier / Card play
« on: March 19, 2012, 04:36:57 pm »
Just an idea I came up with, but I thought I would share it.  The idea is that instead of using cards, each player would use a deck of cards, and essentially play blackjack to reach the target number, being able to "hit" for another card, but risking going over.  X-rolls could be whatever the first card played is.  Jokers could be kept out, but if added in it could be either automatic crit, automatic botch or if the two jokers are different, one can be automatic crit, and one could be automatic botch.  Haven't tried this idea myself, but I thought I would throw it out there, as some people may enjoy that kind of thing.  

P.S.  I just realized that this should be in the solar frontier, sorry about that, is there any way this could get moved?  Or should I just copy past it over there? (Moved by Admin)

4
Official Rules Questions / Re: Pyrokinesis questions
« on: March 19, 2012, 04:31:09 pm »
Thanks for the quick answers.  I was just curious, so I figured I should ask here.  The main wonder was what purpose pyrokinesis really had, because while it had the most damage and combat powers, non of them did as much damage as fling.  Also, assuming someone did use fireball, wouldn't someone hit by it be standing in the fires left over?  Or would they have to be set ablaze to be taking more damage than 18? 

5
Official Rules Questions / Pyrokinesis questions
« on: March 19, 2012, 02:20:18 pm »
Hello, I am new to Bounty Head Bebop and while reading through it I was a little confused with pyrokinesis.  I just want to make sure I understand how the skills work.  I understand that ignite creates a standard fire (6SL) unless you use control fire on it to bring it up to 12SL, the damage goes through armor past the first turn.  The confusion comes in with radiate (the flames version) and fireball.  Please correct me if I am wrong, but a fireball would do 18L plus 6SL for the fire damage, and the 6SL could than be upgraded to 12SL with control flames.  the 12SL would than do that much damage each turn until put out.  Same thing goes for radiate.  If this is how it works than my question is, why would someone choose pyrokinesis, strictly from a mechanical standpoint.  I am just curious because I am usually quite a pyro, but telekinesis also sounds nice, and it seems so much better from a mechanical standpoint. 

I also have one more semi-related question.  If a character where to start with all the psychic powers (thus, 20 psychosis) how would they start out?  Would the character start out having undergone therapy?  Or is it up to the DM?  Thanks for any answers I get, I have been loving the system and find it fits the setting perfectly, but I have just had these small questions in the back of my head that I have been wondering about. 

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