Author Topic: SPAM 2 - High stat abilities  (Read 1041 times)

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Offline JimiSue

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SPAM 2 - High stat abilities
« on: November 20, 2011, 04:50:24 PM »
In one of the RMCs (I think it's number 3) there is an optional rule by which characters with extraordinarily high statistics (102 is the low threshold) are permitted to select related special abilities. The problem I have when applying this to Space Master is that a good many of them are really only much use in a fantasy setting (when you have two fire phases coming in advance of the melee phase, those making use of melee quickly train up guns if they still have hands to operate them with).

Many years ago I sat down with my then GM and came up with quite a few options for more futuristic applications (e.g. steady hand for sniping, skillpit pilot, and suchlike), but the list has some holes in it and I'd quite like to plug them (in my game I allow certain *rare and very expensive* drugs to temporarily push statistics to superhuman levels, allowing the PCs to temporarily become super-statted).

Does anyone have any ideas or know of anywhere online that I could raid for ideas?

Cheers,

JimiSue