WEG released an Indiana Jones RPG around the same time as their Star Wars release if I remember correctly....so..it's out there
Fedora and Whip
Sorry I hadn't responded lately, some great posts here. Glad to see there is some interest in FFG's SW dice system being used for pulp (if not specifically Indiana Jones)! I'm very tempted to take a stab at it myself but I'm not thoroughly familiar with the system yet.
@yugwen18, yep, have the entirety of WEG's "World of Indiana Jones" RPG material. But, like with their SW line, I'd love to see FFG's take on it. =)
WW had a pulp game, and it was pretty awesome. It was called Adventure! ...Snip.
I have both versions of Adventure (d10 and d20) as well as Aberrant and Aeon (Trinity), and that whole line is pretty solid. Aberrant is easy to break, though, if you powergame.
That said, Adventure! was easily the most refined, revised, and solid of the three, and it pains me that they didn't make any splatbooks for it when Aberrant got something like 12.
TORG. Get all of the flavor from their cosm books.
Edited by Exhausted TokenTORG. Get all of the flavor from their cosm books.
Wow - that's a blast from the past. But yes, Torg was an excellent game - lots of fun.
Edited by knasserIIWould anybody be interested in seeing some homebrewed material for this premise? Because I have some thoughts. I just can't decide if it would be better to do a straight adaption of Indiana Jones or go for a broader pulp style game.
Edited by dxandersWould anybody be interested in seeing some homebrewed material for this premise? Because I have some thoughts. I just can't decide if it would be better to do a straight adaption of Indiana Jones or go for a broader pulp style game.
I would certainly be interested to see it. As to Pulp vs. Indiana Jones maybe start with Indiana Jines as it's your main interest and then add more Pulp stuff later. So if you were doing Specializations your first one could be Archaeologist and then you can add things like Detective and Scientist or whatever later. Or if you're starting with setting material or talents or antagonists, then there's enough overlap that it doesn't matter much anyway.
Edited by knasserIII would certainly be interested to see it. As to Pulp vs. Indiana Jones maybe start with Indiana Jines as it's your main interest and then add more Pulp stuff later. So if you were doing Specializations your first one could be Archaeologist and then you can add things like Detective and Scientist or whatever later. Or if you're starting with setting material or talents or antagonists, then there's enough overlap that it doesn't matter much anyway.Would anybody be interested in seeing some homebrewed material for this premise? Because I have some thoughts. I just can't decide if it would be better to do a straight adaption of Indiana Jones or go for a broader pulp style game.
Haha. Actually, Indy is my least interest. That said, I'm probably going to start with careers. There won't be an "archaeologist" per se. Most of the big pulp names will be better acclimated to a dual spec, and I'll reduce the cost of the second career to reflect that. The distinction to me is the difference between a world of big **** heroes where zeppelins abound and quasi-mystical vigilantes roam the streets and the relatively more grounded setting of Indy, where there's strangeness at the fringes of the world but only Indy and the Nazis are grasping for it.
Edited by dxandersI'll probably go with the bigger setting since it's easier to scale down than to scale up.
Spirit of the Century is a great pulp RPG that uses the Fate system. It's set post-WW1 and includes lots of weird Science! (not to be confused with science). Great game, the SRD is available for free online.
This thread makes me wonder how you'd stat up a Lightwhip. (See: Lumiya)
Yeah, it's EU only, but...
Here's what I came up with:
Lightwhip
Skill: Lightwhip
Damage: 6
Crit: 2
Range: Engaged
Encumbrance: 1
Hard Points: 4
Price: ® 9,600
Rarity: 10
Special: Breach 1, Deflection, Sunder, Unwieldy 3
The Lightwhip hilt, gets Damage 0, and loses Breach 1, and Sunder (just like the rest of the hilts), and costs 600 credits.
Basically, I took a look at the lightsaber pike, and double-bladed lightsaber, and came up with what I thought was a good mix.
The Lumiya-style lightwhip isn't the only one mentioned in the EU (Obi-Wan uses one in some book or another, that I can't remember the name of ATM), but it's distinctly different from the 'normal' light whips. That could be handled with a custom Attachment & mod set, though I haven't thought about precisely what that would entail.
I think the book you're thinking of is The Cestus Deception, and Kit Fisto was the one who used it IIRC.
...god that may have been the nerdiest thing I ever wrote. Correcting someone about an obscure piece of SW:Legends trivia
.
Anyway... cool write-up! Although I think i'd be more inclined to give it Defensive than Deflection, don't you think? I don't see it protecting more against ranged attacks than melee.
I think the book you're thinking of is The Cestus Deception, and Kit Fisto was the one who used it IIRC.
...god that may have been the nerdiest thing I ever wrote. Correcting someone about an obscure piece of SW:Legends trivia
.
Anyway... cool write-up! Although I think i'd be more inclined to give it Defensive than Deflection, don't you think? I don't see it protecting more against ranged attacks than melee.
Yes, that was the book I was thinking of, he's working with Obi-Wan in that, but posing as something other than a Jedi, IIRC. I liked the story in that one, even if the solution to the 'Jedi-killer droid' problem was incredibly anti-climactic.
Actually, I went with Deflection instead of Defensive for two reasons.
1) We already have a lightsaber sub-type with the Defensive trait (the lightsaber pike).
2) It seems that it would be easier (at least for your typical, force-sensitive lightsaber wielder) to put some part of the long whip in the path of blaster bolts and the like, than to actually knock another lightsaber out of the way with it. (I know a guy proficient enough with whips that he can knock Nerf darts out of the air with a bullwhip, but there's no real way he could actually stop a boffer sword swing with one.)
Edited by Voice