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#1
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Ooo, you're in for a wild ride!
![]() One of my favourite shows, lifts you up giving some small hope of victory then knocks you down before kicking your arse so hard your teeth shatter! ![]()
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If it moves, shoot it, if not push it, if it still doesn't move, use explosives. Nothing happens in isolation - it's called "the butterfly effect" Mors ante pudorem |
#2
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ok...
I'm still only half way into the first season, but am enjoying it immensely. ![]() I've been looking at TNE & DC to figure out stats, and think I'm getting close but are still working things out, in the meantime I've come up with some fluff text to describe the setting in relation to Twilight: 2000 Since I don't want to just post here and potentially spoil anyone's enjoyment of Falling Skies (at least initially), is there anyway I can do spoiler text here, is anyone interested in seeing what I came up with? I'd really like feedback if anyone is interested. |
#3
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Sure. Just start your message with
** W A R N I N G : S P O I L E R__ A L E R T ** and a few blank lines so those who who do not want to be spoiled can avert their eyes. Oooooh, look, you can get Red color. Can we get blinking, too? Hmmm. Not so good on preserving spaces Uncle Ted |
#4
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We also do have a spoiler tag
http://forum.juhlin.com/misc.php?do=bbcode#spoiler Usage: [spoiler]The butler did it.[/spoiler] Will become -- SPOILER - highlight text to view -- The butler did it. -- END OF SPOILER -- |
#5
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#6
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Changed my mind, rather than post paragraph after paragraph here, I bundled it all in a PDF. So, if you don't want ANYTHING to be ruined for the first season of Falling Skies, don't download the PDF...
![]() The PDF includes rules for creating Falling Skies characters, as best as I could imagine them, written in the manner of the Merc: 2000 Rulebook in that those rules that are unchanged, you're referred back to the Twilight book, anything modified is called out in the PDF. The rules and character generation are not play tested, so if anyone takes the rules for a test drive I'd be very interested in thoughts. I also included stats for the three primary opponents for humanity in the game, since I have gotten further than the first season I haven't had a chance to review much else, but it gives a starting point, and again they are not yet playtested. I haven't figured out the rules for the harnesses yet, so right now that would be more of a house ruling on the part of the GM until I can figure something out. I would be very interested in hearing what everyone thinks! Twilight: 2000 - Falling Skies Setting T.C. |
#7
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You might want to make it a bit clearer about the Skitters armour.
Also the mechs don't appear to have any decently heavy weapons - how did they deal with the human AFVs? Surely not just air power? Perhaps the mechs could be equipped (when required) with AT weapon pods (missiles, rockets, heavier guns, etc). That doesn't show up in the show, but it's a logical extrapolation I think. The EMP/radio interference effects aren't as great as you see in season one either - effectively neutralised soon after the humans implement it. I'd also add combat engineer skill of 1 to the militia career. You see Tom (and others) using C4, etc on several occasions in the show without having to think very hard about it. Actually, much of what you know from the 1st season will be challenged, if not proven otherwise as the show goes on. Might want to hold off until you've watched it all? ![]() It is interesting to see that the aliens appear to be primarily scavengers as Pope mentions in episode 8 when the ammo is discussed, not to mention what's been used to construct the tower in the city and how it's collected.
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If it moves, shoot it, if not push it, if it still doesn't move, use explosives. Nothing happens in isolation - it's called "the butterfly effect" Mors ante pudorem |
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