[RPGO] Blood & Circuits: So how is it?

I just want to drop in and make sure to tell people if they downloaded the book before Tuesday 11 pm CST (sept 28th) that they should make sure to grab a fresh one as I fubar’ed the feats section. :(
 
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Pol-Detson said:
On a related note, will the Blood and Circuits rules have any bearing on Blood and Space II?

When I do the starship construction rules (slated as installment 3 of the Blood and Space II targeted PDFs) the system will likely use Invention Points and other elements from BNC.

Chuck
 

I'm afraid I have overlooked these until now and paying the price of severe confusion since I don't see any sort of "release date" on the rpgnow pages.

If I'm starting from scratch do I start at Blood and Space 2, then blood and circuits, and (in the future) the (updated) starship construction rules?

I guess what I'm asking is in blood and space 2, with the emphasis on "new" and "expanded", is the original (albeit updated) still also present in that work or only the updates so I still need the original(s)?
 

Blood and Space II will use some mechanics from Blood and Circuits but the two books will be independant.

The three smaller B&S II PDFs we're doing will also be independant of each other.

The idea is 3 PDFs with a focused set of rules depending on the campaign you want to run.

The first one (out right now) has rules for fighter pilots and marines, along with expanded crew rules.

Book II will have information on trade, smuggling and piracy.

Then book III will have expanded ship construction information.

Chuck
 

Well, I've got Blood and Circuits ... I bought it the moment I woke up that day, actually, as I'd had to fudge, snip, cut, rework, pound on, and otherwise jurry-rig up some rules for my Wife's gadgeteer character just the night before.

Damn your release date.

Anyway, I'll say that BnC wasn't quite what I expected, and didn't have quite what I had decided I'd like from the supers rules. The Unique Item power ... not sure if I'm reading it wrong, but it seems totally useless. If you get 10 Invention Points for each PP you put in it ... and a Desert Eagle clone is 190 IP, then you'd have to be 16th level before you could power the equivalence of a pretty normal handgun. Maybe I'm reading that wrong ... just seemed very weak in comparison with things like "Blast" which is a ranged weapon without any problems associated with being a device.

A handgun was just the first thing I thought of comparing it with.

My wife is looking the book over now, and I think she likes what she sees. This is a really great way to do what was so hard for us to do with her character earlier.

Between Smart levels and Super Intelligence and Feats, her character has some rather SICK bonuses to Craft skills. She comes up with a half-dozen crazy inventions she'd like to make every game and I'm usually left flipping through the book, trying to find the closest existing item and modify the DC to craft it ... and even with insane DCs, she regularly rolls well above 30 and meets them. This might be a better system.

The night before, though, I'd gone through and statted up a "Gadgets" power for BnV based loosely off of the Gadgets power in M&M. This seemed like an elegant way of doing her "I can make anything!" power, by letting her spend an action-point and creating some super-science thingie that mimicked another (relatively weak) power at a fraction of her total power ranks. -I- liked it, but she wants to invent things and roll up invention points. :)

--fje
 

Well, I got a copy last night. I'll have to digest the construction rules and take them for a spin. I do like the feel of the classes... they appeal to the Iron Man fan in me.

So, Chuck/Chris, is there going to be a "fluff revision"? ;) I was talking to Chuck last night and noted that the book wastes no time at jumping right into the classes... at which point Chuck (or was it Hildulf) noticed some flavor text was missing.
 


I've only managed to cover the computer and programs crafting sections in detail. This is a much needed improvement over the "laptop and cellular modem" that pervades even in to d20 Future!

In a nutshell, computers are giving Intelligence scores which provide modifiers to programs they can run. Some programs grant access to Skills. "Skill Programs" can then be crafted/invented to allow the computer to run attempts at useful things like Pilot, Comp Use, Research, etc. It's a perfect superhero computer concept. But it also translates very well to "hacker/cracker" characters. There are purchase DC for all the catagories and mechanics for creating programs. However, the system is still very simple. Examples are give up to a current Supercomputer. However, mechanics are given up to PL 9 (self aware AI).

I also like the "Prototype Modifier". This helps create a fun balance to all this super devices by allowing them to fail in unpredictable ways (rolling a 1 on a give check).
 

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