Tuesday, October 03, 2006

Possibilites

I've got alot of ideas floating around my head:

1)WFRP 2E Adventure that is outlined

2)Thundarr using nWoD- Savagery (1per+1 die); Super Science (1per+1 success); Sorcery (1per+1 die, 9 again, Morality rolls don't get 10 again)

3)Grandville:
Mind
Body
Soul
Reflexes
Senses
Health
Profession

System: Attributes & Skills are rated 1 to 10. When attempting a skill, roll a D10 at or under your attribute & skill (if you have it). If you succeed at one, compare the number rolled for difficulty. If you succeed at both, compare the number rolled x2 to difficulty.

4)Serenity/Bravestarr--change the damage system to Skill + Weapon, keep highest. Wounding Weapons can take you out with one hit if they succeed by your Vitality Die by 2.

5)Thieves world via nWoD

6)BPRD via nWoD

7)SPirit of the Century--probably using FS die mechanice, in place of Fudge Dice

8)Feng Shui

9)WFRP 2E or MRQ/BRP using a D20 system where you have to roll 20+to succeed.

10)Rifts via C&C

11)True20 D&D

Out