Cyberpunk goes back to its roots: pulp novels from the earliest part of the 20th Century. Simple gameplay, excellent art and layout, easy character generation and a rich game environment makes Midway City well worth the price of admission.
Re: [RPG]: Midway City, reviewed by Sean Posey (4/5)
I didn't learn much from this review other than the reviewer liked it. :rolleyes:
"....use of what is known as Sugar, a concept I’ve not run across before in any other game."
Uh, just about every rpg out there has something similar, usually just allowing a reroll, but house ruled into something more substantial for those with a taste for the dramatic. "Sugar" is hardly an original concept, but it is a good one and I'm glad they included it.
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Re: [RPG]: Midway City, reviewed by Sean Posey (4/5)
It certainly sounds like the basic system's come a long way from the "bulletproof baby" phenomenon I discovered in Cartoon Action Hour.
Cynthia/Eddy: How does the system rate on the "Brutality Scale" as compared to the version of the system used in Tomorrow Knights?
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Re: [RPG]: Midway City, reviewed by Sean Posey (4/5)
Quote:
Originally Posted by Dan Davenport
It certainly sounds like the basic system's come a long way from the "bulletproof baby" phenomenon I discovered in Cartoon Action Hour.
"Bulletproof baby"?
Quote:
Cynthia/Eddy: How does the system rate on the "Brutality Scale" as compared to the version of the system used in Tomorrow Knights?
About the same. There's not as much access to armor and the like, which makes it a little more brutal, but Sugar is more robust in regards to clearing Wound gauges, so it balances out a bit (with the side-note that NPCs do fall a bit faster, but that's intentional).
__________________ Eddy Webb
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On a less esoteric note, characters can take a huge amount of damage -- so much so that even the weakest characters could only be killed -- or "OFF'd", rather -- in a single blow by an unusually powerful weapon.
For example, the jaguars had slightly above-average Hurt Points scores -- 35. The guestimated handguns the PCs used against them had DRs of 4. That means that the best possible damage the guns could do was 16 Hurt Points, not counting the PCs' Oomph scores. But even if the jaguars had had Body Traits of -4, they'd still have base Hurt Points of 17. In other words, if you want to take out an infant in one shot in this game, you'd better be packing some serious heat.
Quote:
Originally Posted by EddyFate
About the same. There's not as much access to armor and the like, which makes it a little more brutal, but Sugar is more robust in regards to clearing Wound gauges, so it balances out a bit (with the side-note that NPCs do fall a bit faster, but that's intentional).
Ah. Cool.
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Running: ---; Prepping: Earthdawn; Playing: Buffy; Reviewing: GODSEND Agenda; Reading: Earthdawn, Corporation The hat of me know no limit! "Did you know that your reviews take on an entirely new light, if you picture them as being read aloud by Frylock, as Meatwad listens intently?" - Cith, in #rpgnet "You're more the lovable sort of odd. Like a retarded bear" - an IRL friend
Oh, right. (Been a while since I've read it.) Yes, the only stat that impacts damage now is Toughness, which subtracts from the damage total. This means that the toughest guy shot by an average pistol with a basic success will still take a Wound, and there's only 20 Wounds. From my recollection of the playtest, successful attacks tended to do 3-4 Wounds per hit, so on average a character without Sugar will go to "dying" in 4-5 successful hits, and likely will fall to shock in 2-3.
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