Lenny for the Defense!
My buddy Lenard is playing a lawyer in our Kult RPG, and as someone who may benefit from this knowledge... here's an outline from an rpg.net article that may help with faking being a lawyer.

I'm Not a Lawyer, but I Play One in a Game
Number One: The Admissibility of Evidence
Evidence is not admissible if it's more prejudicial than relevant.

Number Two: Rights of the Defendant
A prosecutor or plaintiff who breaks the law can't convict a defendant of doing so.

Number Three: In my Chambers, Gentlemen
Sidebars and chambers meetings are intended to keep jurors from hearing what they shouldn't.

Number Four: Take Turns
Once the prosecution starts, each side gets to answer the other until both are done.

Number Five: Know the Elements
The prosecution or plaintiff must prove each part of the case, or they lose.

Number Six: How Much Proof Do You Want?
Tie goes to the defender, and in criminal cases only a shut-out beats him.

Number Seven: Exhibiting the Evidence
Testimony is what matters; physical evidence is for show.

Number Eight: Instructing the Jury
Eventually you have to explain what the law actually is.

Number Nine: Cite Authority
For game play, everyone should make up cases and say why they matter.

Number Ten: Law is More than Trials
Know something about the legal system outside the courtroom, too.


RPGs and Combat Resolution
It's been mentioned that there are 3 main steps to resolving physical combat:
1) determine a successful hit.
2) determine penetration of armor or skin.
3) determine extent of internal damage.

There are various ways of resolving this.

D&D has always used an abstract armor class system. In it, steps 1 and 2 are combined. You roll the dice to hit the armor class. If you failed, it means that either you missed completely, or your attack bounced off the armor. If you succeed, then you get to roll damage. TOTAL Resolution Rolls: 2.

White Wolf stuff requires a roll to determine a successful hit and a roll for damage. The defender can opt to roll a dodge. If it fails, the defender also has to also roll the damage that armor would absorb, plus the amount of damage he can soak if any. TOTAL Resolution Rolls: 3 to 5.

Kult resolves everything in one roll - success in hitting, armor penetration, and effect of damage. The only other roll might be if the defender decides to block or dodge. TOTAL Resolution Rolls: 1 to 2.

HERO combines steps 2 and 3 instead. After a successful to-hit roll, the damage is rolled and applied to armor and to the target. Only defensive manuevers I know requiring rolls would be Dive for Cover and Block. TOTAL Resolution Rolls: 2 to 3.

Why am I counting? I'm working on Hinirang RPG again, and I've been trying to see the cleanest way to handle a one-roll resolution of combat.
HERO Updates
Apparently, HERO's been racking up awards in InQuest Magazine!

CHAMPIONS: THE SUPER ROLEPLAYING GAME was inducted into the InQuest Gamer Hall of Fame, and Champions Universe won the Best Non-Fantasy RPG Supplement... both for 2002.

Also, according to their website, they ran a total of 89 games at GenCon using the HERO system "more (I'm told) than any other system except for the ubiquitous D&D." It seems to have helped them clean up most of the inventory they brought to sell at the convention.
It was the dawn of the 3rd Age of Mankind... AGAIN?

Picked up my copy of the NEW Babylon 5 RPG from Comic Quest Megamall.

It's by Mongoose Publishing and it's a beaut. Full color on all pages, hard bound book.

RULES: It does require the PHB 3rd Ed for the core rules, however. It supplants the classes in the book with its own (Officer, Soldier, Diplomat, Scientist, etc.), and has an intriguing approach to hit points: you don't get many. The most a starting character gets is 1d6+6, I believe... and you get no CON bonuses for that. No Armor Class... it uses a Defensive Value instead based on your full Reflex Save and your Size Modifier.

Simple and consistent vehicle rules (which use the same Size Mods when fighting one another) which were lifted and modified from Dragonstar.

SOURCE MATERIAL: The book takes an interesting approach evident from the cover. It's subtitle is SIGNS & PORTENTS, which is the overall title of Season One of the series. All the source material is as of the beginning of the Season... and it's a lot. Poltical situations, major and minor players, a great tour of the B5 station and characters the players might interact with.

Then it gives an episode-by-episode synopsis for the entire season, complete with the dates the events that each episode's events took place in during the year 2258. Each synopsis ends with short discussions about major developments, characters, and organizations introduced in the course of the episode and suggests 5 to 7 plot hooks for the GM to base campaigns or 'episodes' around.

Future releases will tackle developments in future seasons.

OTHER STUFF: Character sheet looks OK, but I'd rather have a B&W character sheet instead of trying to photocopy a full-color one with nice images in the background. Index is OK, a bit sparse. Interesting recommendations on how to create an epic storyline and guidelines on how not to lose the flavor of the series... but not as concise or informative as the prior B5 RPG.

Good resource for a fan - dunno how it plays... yet.