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Post by dyingfetus on May 2, 2008 16:24:53 GMT -5
no problem, ive always been fascinated by that kind of stuff.
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Post by malkcntent on May 2, 2008 19:00:17 GMT -5
no problem, ive always been fascinated by that kind of stuff. You're really going to enjoy our Occult expansion then. -Matthew
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Post by dyingfetus on May 2, 2008 21:52:58 GMT -5
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Post by pappamidnight on May 4, 2008 19:13:57 GMT -5
I quite like the idea of the US using Native Americans in the form of Shamans to take on the Axis powers, possibly aided by Totem spirits. Depending on the creatures involved ( Vamps, Werewolves etc) the "Normal" range of occult weapons would be good ( with a WW2 twist) like Silver Nitrite Grenades, Vehicle mounted UV lamps etc.
Regards AL
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Post by donrocco on May 7, 2008 12:33:08 GMT -5
I was thinking about this US occult and native american stuff too, but since the us army is pretty sci-tech, the thing that would really fit them are some kind of steampunk, technomancer (or how are they called guys. In my head, the native americans and spirits would really fit into the marine corps (Windtalkers). They were pretty different from the others, and the japs already called them demons, so why can't they use real demons/native spirits? ;D They could be a real occult specific faction!
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Post by dragonlady on May 7, 2008 13:11:21 GMT -5
I was thinking about this US occult and native american stuff too, but since the us army is pretty sci-tech, the thing that would really fit them are some kind of steampunk, technomancer (or how are they called guys. In my head, the native americans and spirits would really fit into the marine corps (Windtalkers). They were pretty different from the others, and the japs already called them demons, so why can't they use real demons/native spirits? ;D They could be a real occult specific faction! Windtalkers - the ability to communicate over distances (ESP) An an extension of this is the ability to predict a future action (Ghost walking), therefore giving the unit a bonus in initiative or response to opponent actions.
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Post by dragonlady on May 7, 2008 13:12:49 GMT -5
Oh, also forgot, the ability to see distance, voids a subjects cover bonus.
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Post by xeoran on May 7, 2008 13:13:45 GMT -5
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Post by malkcntent on May 7, 2008 15:41:06 GMT -5
They could be a real occult specific faction! Yeah...could be... Have you been reading my notes? Man, those things keep getting out! -Matthew
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Post by donrocco on May 9, 2008 11:26:18 GMT -5
They could be a real occult specific faction! Yeah...could be... Have you been reading my notes? Man, those things keep getting out! -Matthew Sorry! It seems I can see into others thoughts! I swear it wasn't on purpose! And I found this on wiki: en.wikipedia.org/wiki/Technocracy_Incorporatedwith some secret occult technomancer-stuff added this could sound pretty good... I think...
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cheif
Corporal
Posts: 115
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Post by cheif on May 9, 2008 13:05:35 GMT -5
Ha, I never thought I'd see the day Technocrats would be suggest as an occult sect in a pulp war game!!!! ;D
Actually, it's not a bad idea; I mean a cornerstone of Technocracy is that it is established in a region with suitable resources to sustain it's population without dealing with outside sources (So far they reckon North America could just about do it)
Maybe. . . They could be seeking to turn post-war Europe into a functioning technocracy, subverting the war commitees into granting them power until BOOM, they take over completely!
Problem is, Technocracy is more about resource management then worshipping tech (I know, deceptive title ain't it!) but who cares about reality? This is AE! Have 'em be bionic loving Tesla-fanatics!! With radio disruption.
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Post by gimp on May 17, 2008 17:54:58 GMT -5
It's a bit harder to incorporate items with limited options for costs of the item. Using trades for Special Orders would work for more limited powers (ex: one use powers), while stronger abilities could work within the normal Options format. Utilizing both options would allow multiple categories of item power. Adding another category for Detachment Types would be easier in some ways (ex: Cavalry Detachments get one special item), but have negative ramifications for players who worry about power creep. Whether equipment is of a mystical or scientific nature, the core mechanic would need to be followed. Multiple changes in a model's stats are likely best kept as additional upgrade Options. Occult constructs could be added like the additional free units for hero types. All the hero options have multiple increases for a character, while unit upgrades impact multiple model's available AP's. Special Orders have a more limited power impact. That leaves a level of variance in power level for item increases. The Archaeologist hero gets both +1 DR and Impervious (4+) as their upgrade. Perhaps Impervious (5+) alone could be due to an mystical amulet/protecting elemental/energy shield/special armor, and be purchased through a trade in of a Special Order, while a larger or more powerful item could match the Archaeologist improvements as a normal Option.
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