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Add support for Clement Sector from Independence Games #459

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xdy opened this issue Apr 5, 2021 · 3 comments
Open

Add support for Clement Sector from Independence Games #459

xdy opened this issue Apr 5, 2021 · 3 comments

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@xdy
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xdy commented Apr 5, 2021

Is your feature request related to a problem? Please describe.
Why do I want to support Clement Sector? Well, to quote something George Mallory may or may not have said: "Because it's there!"

Describe the solution you'd like
I want to be able to make Clement Sector characters, equip them and play with them!
Ships too I guess. But mainly characters.

Describe alternatives you've considered
Staying on Earth, forever cut off from Clement Sector.

Additional context
John Watts from Independence Games just gave us permission to add support for Clement Sector in Twodsix (https://discord.com/channels/739941799820394606/750107317604712458/828658755993337897)
See https://independencerpgs.com/ and https://www.drivethrurpg.com/browse/pub/3565/Independence-Games/subcategory/6213_31067/Clement-Sector

@RealDeuce
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I'm in the process of setting up a game for Clement Sector, and the main issues I've bumped into so far...

  • Robots are a cross between Travellers and Vehicles... they basically act like travellers, but take damage like vehicles.
  • Exceptional success (Effect +6 or natural 12) gives a "success point" that can be used for character advancement. Not in the rules, but an option some people use is to do the same on snake eyes. These are tracked per (specialized) skill.
  • There's four encumbrance levels, "Light Load" with no penalty to 2xSTR, "Medium Load" with DM-1 to all physical based checks (including skill checks using a physical characteristic) and 75% speed to 4xSTR, "Heavy Load" with DM-2 and 75% speed to 6xSTR, and "Maximum Load" no actions and 1.5m max movement up to 12xSTR. Finally, there's Push/Drag to 30xSTR at half speed (doubled or halved for terrain/etc.).
  • CS has no Psionics, and there doesn't seem to be a way to hide it in twodsix
  • SOC is renamed CHA, and there doesn't seem to be a way to handle this globally, it appears that every actor needs to be manually modified... copy/paste helps here, but is a bit of a pain

@RealDeuce
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Oh, and J-Drive is renamed Z-Drive.

@marvin9257
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marvin9257 commented Jan 14, 2024

I'm in the process of setting up a game for Clement Sector, and the main issues I've bumped into so far...

  • Robots are a cross between Travellers and Vehicles... they basically act like travellers, but take damage like vehicles.
  • Exceptional success (Effect +6 or natural 12) gives a "success point" that can be used for character advancement. Not in the rules, but an option some people use is to do the same on snake eyes. These are tracked per (specialized) skill.
  • There's four encumbrance levels, "Light Load" with no penalty to 2xSTR, "Medium Load" with DM-1 to all physical based checks (including skill checks using a physical characteristic) and 75% speed to 4xSTR, "Heavy Load" with DM-2 and 75% speed to 6xSTR, and "Maximum Load" no actions and 1.5m max movement up to 12xSTR. Finally, there's Push/Drag to 30xSTR at half speed (doubled or halved for terrain/etc.).
  • CS has no Psionics, and there doesn't seem to be a way to hide it in twodsix
  • SOC is renamed CHA, and there doesn't seem to be a way to handle this globally, it appears that every actor needs to be manually modified... copy/paste helps here, but is a bit of a pain

Thanks for the helpful feedback. There are a few settings for Twodsix that might help you get closer:

  • For Robots, got to Advanced Rules settings -> Animals and Robots -> Robots use hits for damage. This will keep a single damage stat- independent of characteristics. I'm not certain how armor works for robots, so you may need to customize that.
Screenshot 2024-01-14 at 9 19 34 AM
  • There isn't a way to automatically do this. I don't think it is something that we would automate as it is so specific. But there is a training notes field for each skill. You could track this improvement there.

  • For movement while encumbered - Use the "CE" ruleset settings. The defaults should be what you want. These only apply if using Drag Ruler Module. Yes, we need to update the encumbrance formulas to include the penalties as you described. It follows the CE rules.

  • You can hide PSI by just showing the core skills.

Screenshot 2024-01-14 at 9 16 01 AM
  • You can rename SOC to CHA with this characteristic setting, but it only applies to newly created actors. To reset an existing actor, change the default name in settings, then open the actor in question. Edit the characteristic label and delete the label you want reset. Close edit mode and the label should reset to default.
Screenshot 2024-01-14 at 9 17 28 AM

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