| Getting Married |
[09 Jul 2009|11:22pm] |
So my fiancee and I have a tentative date for getting married. It won't be a big affair, just us, some friends and a JP. I need to get some of it rolling this next week, after that the plan is for October.
Wish me luck.
|
|
| Miniatures are aggravating... |
[16 Jun 2009|12:23am] |
I'm not a miniature gamer. The little lead-nee-pewter figures have always been an odd thing--I used them when asked to in tabletop rpg games, and often picked ones up that looked like my characters (as best as they could anyway.) Yet the things themselves, never caught on with me--painting is easy enough, but not assembling. Now, I decided in my infinite lack of wisdom to try a game and play with them so I could do something "lighter" and less serious and long term than rpg's when I could just play a game and not think too much about it. In my search I sought a fun looking game with neat figures, and rules that seemed alright that had a variaty of features--notably I wanted something SFish and psychic and or lasers had to exist.
I picked Rezolution. I've spent the better part of several months putting these damn things together. Why is it that two otherwise identical figures on a team come together--one is one pewter figure, and the other needs his arms, legs and head attached? Now its not ALL of them, just a few, but its aggravating. I don't mind some assembly but this is RIDICULOUS. It was however cheaper than WH40K, which having seen the sets, KNOW they'd be just as bad to assemble. I'm not even to painting stage. But AAARGH. I'm ready to throw in the towel. I just wanted an aspect of my hobbies I could do offline, primarily when I was alone and couldn't hang out with friends. So I chose this.
What was I thinking? Maybe when assembled and painted, I'll be happy, I'm not giving up. Yet. I'm just very meh about them at the moment. Prepainted figures may be awesome, but they lack the customizability I kind of wanted--but there is it seems a cost for this feature.
|
|
| [A-kon 20] Gaming Report |
[31 May 2009|10:17pm] |
attended A-kon 20, the anime convention. I discovered they had a few gaming panels and writing panels. Despite horribly planning them (two Friday, back to back, one Sunday at almost con's end.) I had a great deal of fun. The gaming rooms consisted of RPGA (five-seven tables), Battletech had two mostly empty rooms, a Naruto CCG room, A Palladium Room (Heroes Unlimited and Rifts at least.) There were also a number of people playing Apples to Apples, and Magic the Gathering. The guests consisted of Keith Baker (Eberron), Anthony Gallella--Theatrix creator, Jonathon M.Thompson, and S.John Ross. They attended the two Friday Panels which were Worldbuilding in RPG's, and the State of Tabletop Gaming. Attending the State of Tabletop Gaming only was a gent who talked about his companies game "Witch Girls Adventures" which also has a licensed comic book. The number of people who were interested in Eberron, and I think D&D world producing was high based on the world creation panel, little of it focused on tips and tricks, but I think this had to do with the number of attendees. (S.John had mentioned wanting to do a map making class which I'd have loved, his maps are great.) I was unable to attend the "Writing RPG's" panel as it was late Sunday and we left very early in the morning. I was able to play a game of Uresia powered by Risus with S.John Ross and it was quite interesting and fun. We had me, a chap named Guy, if I caught it right and a couple whose names vanished with the morning sun, I'm afraid. The young lady of the couple seemed a bit new at role-playing but I hope she enjoyed it. Our GM was S.John Ross himself and it was enjoyable little romp. It gave me some clear concepts on how RISUS is played. I mean I understood it in principle but the ease of use really blew me away. The Witchgirls Adventure crew ran games as well, but they were deeply embroiled in one when I stopped by and I didn't interrupt. I was glad to see them promoting their game which is very visually appealing and seems thematically appropriate for younger teen girls, as opposed to say the very boys heavy games like D&D (I think I saw one maybe two girls in the RPGA room the entire con.) That of course segue into the State of Tabletop gaming conversation where one young woman brought up the "selling RPG's to her girlfriends" (who she stated are very ahem "girly.") Another young woman (a bit older and a parent) who brought up getting her and her friends young sons into gaming. I actually appreciated their questions to the panel (even if I was not behind the table) because it does point out that there may be a barrier to some TYPES of rpg's because certain themes just aren't encouraged towards girls as much as boys. This creates a bit of a riff, between those who game now, and those who MIGHT game if they had some form of game thematic to their desires for imaginary fun. Witchgirls adventures seems to be aimed at this market and I really am not selling it--I don't know if its good or not, but I do know they are trying hard to bridge a gap that some people DO perceive as exiting. The number of men to women in the various con-panel rooms was significant, but it did seem there were more interested women in the "State of.." over the larger number of attendees in the Worldbuilding Room, of course this may have to do with my perception and the lack of women asking questions. (I had a girl on either side, one a friends wife, one a young lady who came late. Whoever you may be thanks for offering me pocky. Its nice to meet people who are friendly in their own ways.) In general I had fun at the con--it was my first con. (Sort of, but that's a long story.)
|
|
| Into the black.. |
[26 May 2009|07:07am] |
Derelict Delvers progresses a little at a time. I realize I do most of the development for games when I'm actually running them in play. I'm working on adapting "Keep on the Borderlands" as a playtest for the the game. Since it is "D&D in space", I've got to make some changes, but I think its doable in a space opera sort of way. Of course I'm not doing it as an except rip-off, and some of the more nonsensical encounters (for space/asteroid base) will be cut for brevity.
In addition to this thanks to the new movie I've got friends with Star Trek on the brain. I'm not a huge fan. (I liked Original ST, and DS9 some, but am a much larger Babylon 5 fan.) I must say the movie was worth watching, and it made mee realise that I might have fun if i jettison most of the cannon Trek, for my own ship series based in the same universe at a pre-Next Gen era. (Mostly the need to make bigger/badder ships all the time.) I'm going to be doing Star Trek: The Anime Series, or maybe Ultimate Trek.
I've got to find a game system that I feel is suitable for this. A big hurdle is non-handwavy phasers. (I don't mind hand wavey, but I don't want to just arbitraily risk PC's lives, and still make them a potential threat.) Derelict Delvers has Trek as a conceptual exlanation for Engineers and Medic's (especially the latters "powers" and running it may help me trim the fat and improve upon those concept from DD. Of course I could use DD, but I really would like to use something I'm not building and or working on, simply to have some "I'm just running this.." not "I'm writing/hacking on this.."
In other news, I'm going to A-kon this weekend. If I survive it, I may have a chance to get some other things done in my life that I'm interested in. I'm not going as a game writer, just another "fan", although I'm going to hit any panels I can. Maybe this will pave the way for Gencon next year.
|
|
| of Wolves and men... |
[14 Apr 2009|08:51pm] |
I really need ideas on a simple but robust way to modify monsters (on the fly) for Derelict Delvers.
Here are a few more snippets of Derelict Delvers (as it stands)
Ancient Weapons
Antimatter Slug Gun These weapons usually have an internal re-loadable magazine of ammunition, they may be found with 1d10 shots. When a slug strikes a solid object the object must make a Save vs its Con. (Spaceships have an average Con of +3) A success means the object takes half-damage, otherwise it takes full damage. Damage: 6d10+5
Black Beam Pistol Black Beam Rifle
A Black Beam weapon simply snuffs the natural bioenergy of living beings and the power cells of robots, drones, and small vehicles. Neither style of weapon is able to stop a nuclear reaction like those used in starships. Any being struck must make a save or lose all their HP (DC20) A second hit will kill any target with no surviving HP's. The weapons can be halted by a physical barrier (Shields count but not spacesuits), or force fields. Medics can restart a lifeform or an Engineer a robot with a a simple skill check DC10 for both. Black Beam weapons should be extremely rare. Even the barest touch of a black beam gun will sniff lifeforce's or energy cells out.
Blazeblades A blaze blade appears as simple weapon haft similar to a beamblade. Only when activated the cannister style hilt emits a rapid jet of crystalline nanites that solidify into a razor sharp solid sword blade. These are effective for parrying Beamblades. Turning them off causes the cannister to absorb the blade again. These blades may be of exceptional quality. (Having bonuses like other ancient technology.) Damage: 1d8+1
Combustion Grenades These grenades when activated explode into a fiery ball that can take up a sphere up to 10m/30' in diameter doing damage and igniting any material in that sphere. A Delver can save vs Dex (DC20) for half damage. Damage: 3d10 plus ignite.
Exotic Matter Mace +1 Exotic Matter Maul +1 Advanced variation of the Mass Mace and Maul respectively, These weapon rely on emitting a darkmatter sphere at the end of a cylindrical handle. Damage: 1d8 Mace, 1d10 maul. The Knockdown Save is 15 for the mace or 20 for the maul. They have These appear in a number of improved variants like other Ancient weapons
Forcefield Jewel: A few of these have been found on ancient starships they appear a small gems or jewels that can be activated to generate a spherical force field 5m/15' in diameter. DR: +10 to everyone inside the sphere. These jewels only have 1d6 charges before burning out. Espers can recharge them by expending one slot and focusing that psychic energy into an object, this gives them a single charge per slot used.
Phasegem Pistols: These are small gems about the size of an average d10, upon activation they shapechange into glowing beam pistols,they have 1d10 shots when discovered and can be easily recharged aboard any ARCHIVE era spacecraft. Damage: 1d8+1
Spiderdrone Mine: These are simple programmable mines with a set of spider like legs for mobility. They are not intelligent but will pursue any movement that does not have a FOF tag programmed into them. Move: 20' Damage: 2d10 in 5m radius
Beamblade +1 Beamblade +2 Simple yet very efficient beamblades, often found in Ancient caches. Rarely more powerful blades are discovered.
Disruptor Beamblade +1, +2 vs Shapeshifters A rare beamblade that generates and oscillating blade which disrupts the molecular structure of shapeshifting enemies.
Psychic Static Blade +1, +2 vs Espers A specific crystalline design allows the beam of this blade to disrupt the psychic energy of Espers and other psychic enemies
Electrosword +1, +3 against robots A powerful electrical charge flows through ionic gases of this beam blade, allowing it to strike and damage robots more readily.
Flareblade +1 The flare blade is a powerful beam blade which lights up the area around the blade wielder. In addition to that it can shoot off a contained pulse that will flash out and light the area like a flare and remain lit for up 1 hour.
MedicMate Blade +1 The true intent of a beam blade that can heal its wielder is unknown, but it is an often copied device in the Ancients and later era arsenals. The blade can emit healing energy twice a day that restores a hero 1d4+1 heroism points.
Hypervelocity Autogun +1 to hit +3 to damage. A powerful weapon that fires its ammunition at nearly twice a normal autoguns speed by magnetic acceleration. The slugs strike powerfully but are a bit harder to control despite the weapons design being optimized for its use.
Gyrochucks +1 These weapons are unusual pieces of ancient gear, two matching hilts linked by metal cable. They are stabilized gyroscopically to make them more easily use able by those untrained in their use. These weapons ignore hand held shields.
Sunstabber +3 Beamblade This is a powerful beam blade that is charged with intensive plasma. Those struck with the weapon must save or suffer the ignite effect. A sunstabber also casts light that will harm creatures hurt by sunlight (of any frequency.)
Ultracharge (+1 for 10 Beamgun shots) This is a special energy cell that adds additional power to beamguns when used. They only hold 10 shots, and usually appear fully charged when found.
Ultraflechette Pack (+1 for 20 Needler shots) These are special high density needler shots in special magazines. They usually appear fully loaded when discovered.
Drugs:
Drugs require they be ingested or injected in order to facillitate their effects. Most Archive era drugs come in pill form while the ancients had perfected aerosol injections and other instant trigger methods of delivery. For Pills the drug takes effect in 2 rounds after ingestion. If another method of delivery is used the effects may begin instantly. All drugs last 2+2d6 rounds unless otherwise noted.
Cellular Compression Drug How this drug achieves its effects is entirely unknown, it is believed to use seed cells with nanites that make use of exotic dark matter, but that is just supposition so far. When used it shrinks the person who is effected to 1" tall. Their Strength is reduced to -3 and they cannot manipulate normal sized equipment without a Hard (DC20) Dexterity test. They still take damage as normal. (Note: All worn gear is also reduced in size, but weapons and carried gear are not.)
Esp Booster Drug Psychic boosters are rare, this one is known to allow even non Espers to read the thoughts of those around them. The effect is the same as if a 5 slot version of the power "Telepathic Scan" were in effect. (All effects for testing the power are +5)
Molecular Dispersal Drug
Once metabolized this drug transforms the utilizor into a fog-like mist. In this form they cannot be effected by normal weapons, only Ancient technology will still wound them. They can move at normal walk speed unless they face powerful fan or strong natural wind which negates their movement. They can also slide through crevasses float over holes, or move through the smalles openings with ease. They are not resistant to Esper attack powers or other abilities.
Cellular Magnification Drug
Similar to the Cellular compression drug, when utilized this drugs expands the size and mass of the user, it achieves this effect by converting nearby energy sources to matter within the users body. (This drug when used will cause a showy effect of flickering lights and static sparks around the person effected.) The user grows to 12' tall and all their worn gear does as well. (Though this does not impact hand wielded or carried gear) The user recieves a +6 Strength while under the effects of the drug. They also have a DR of 2
Vitadrine
Vitadrine is a large capsule filled with cellular regenerators and surgical nanotech. They are often found in derelict ships and ARCHIVE has begun producing their own Vitadrine, though in injection form. Both types of Vitadrine rejuvenate and recharge the recipient of 1d8 damage.
Levitational Drug
When imbibed or injected this Psychic booster gives the user a temporary boost to their latent psychic talents and grantsthem the ability to levitate for the duration of the drug.
Psychic Mimic Devices:
Animal Empathy Gem A small gemstone that adhesives to the tissue on the forhead of the user. When attached it grants the user the ability to sense the emotional stat of animals. They can influence animals to calm them with a Charisma check.
Encounters and Enemies
Ancients
Ancients are seemingly godlike beings who evolved when the galaxy was younger, Ancients are usually not encountered, and then it is most likely a terrifying and awe inspiring event. Ancients appear as the GM choose as they no longer need bodies--instead are living energy forms that can assume a seemingly mortal form or shape to interact with Delvers. Ancients act in often strange and ineffable ways, one minute helpful the next capricious and vain. Stats will be at the GM's discretion.
Augs:
Augs are augmented humanoids, created by some previous civilization, they appear very much like common humanoid lifeforms only somewhat more bestial. They have snouts, tusks, have no hair and a sickly grey skin hue. Aug's modifications make them so they are dangerously violent although shows of strength and force may frighten them off. They are opportunistic scavengers and warriors and will kill with little reasoning.
Population Appearing: 3-18 Morale: 8 Defense: 15 DR: 3 (Spacesuit) Attacks: 1 by weapon Strike Chance: +4 HP: 2d6 (8) Sapience: Low (-2 Int) Experience: 10 each
A massive version of the Aug's exist these Proto-Augs are larger and more intelligent than their degenerate brethren. Proto-Augs appear like 10' tall humanoids.
Population Appearing: 1-6 Morale: 17 Defense: 17 DR: 4 (Natural) Attacks: 2 (Weapon or Power) Strike Chance: +6 HP: 3d6 (12) Sapience: Average (0) Experience: 50
A Proto-Aug can strike with weapons, of a quality equal to those found in Archive space, but built for their size. They also have access to 3 Slots of Esper powers (GM decide on these in advance)
Bearbats Bearbats are an eyeless, mammal-like, and monstrously sized creature that has the features of a bat and a bear, these features seem to blend well. Their enhanced sonar allows them to track down their prey. They then tear them to shreds with their claws and teeth.
Population: 1-4 Morale: 18 Defense: 20 DR: 5 (Natural) Attacks: 3 (Claws 2d8, Teeth 2d10) Strike Chance: +9 HP: 4d6 (16) Sapience: Animal (-4) Experience: 130
A bear bat can hold prey that it strikes with both claw attacks, and then bite without chance of missing. (Strength vs DC15 to break free, or Dex vs DC10) Extremely loud noises can drive bearbats off (Small Explosions), while lesser sounds can irritate and annoy them to rage (+2 to Strike, Morale goes to 20)
Biomorphs Biomorphs are alien protoplasmic lifeforms that can assume the shape of any organic creature from the 15cm/5" to 300cm/10' They assume the natural attacks (claws, teeth, acid sprayers) of the shape or creature they assume. However they retain their armor and damage from their natural form.
Population Appearing: 1-2 Morale: 10 Defense: 25 DR: 5 (Natural) Attacks: 2 (By form, 1d8+1) Strike Chance: +10 HP: 5d6 (20) Sapience: Average (0) Experience: 200
CyberWolves. Cyberwolves usually appear as normal members of their prospective races, until a signal hidden on some hyperspace channel activates where their biosynthetic flesh tears away and they become monstrous rampaging beasts who have no mercy or remorse. It is unknown how these creatures are manufactured. It is believed to have been some black science developed by rogue Ancients, now utilized by the hateful robot armies that wish to spread terror amongs organic life forms. Cyberwolves are not easy to detect, as their components are biomimetic, and resembled unusual, but organic biology to most sensors. Cyberwolves do not know they are cyberwolves until activated and interviews with dying and psychically controlled wolves reveal their reluctance to do harm, but an uncontrolled urge to kill and slaughter is programmed into them that so far has been found to be un-resistable. Despite the holos, cyberwolves do no resemble actual wolves so much bionic simulcra that looks half humanoid and half bipedal predator.
Population Appearing: 1-4 Morale: 11 Defense: 22 DR: 7 (Natural) Attacks: 3 (2 Claws 1d8, Bite 1d12) Strike Chance: +8 HP: 5d6 (20) Sapience: Low (-2) to High (+3) Experience: 300 Cyberwolves transform when signaled too but the programming is complex, it can send them to cover its crimes and revert to its humanoid form and not remember any of its depredations. The signal varies for each Cyberwolf but is likely to trigger on some standard time interval. (Always at 2100 standard, Once a week at 0200, and so on.)
Robots:
Androids
Rare and terrible, androids can pass for organic lifeforms without an advanced scan of their brain and central nervous system. They are created to have synthetic but organic seeming organs. So well designed they even bleed, feel pain, and can fake emotion. Androids however, serve the sinister purposes of the robots, and answer only to their own desires and perhaps to distant AI Masters. Often Androids will manipulate organic life to aid them in their insidious plans.
Population: 1 Morale: 18 Defense: 22 DR: 6 (Natural) Attacks: 3 (By weapon) Strike Chance: +6 HP: 10d6 (40) Sapience: Very High (+5) Experience: 400
Androids have wide access to standard Archive or Archive comparable gear, they also have a 10% chance of having 1d6 Ancient artifacts of variable utility. Androids may command other robot units with imperative, and may summon forth 1d6 Dreadbots, and 1 nanowraith, or 2 warbots (of any type) from a built in warp transmitter. If reduced to less than 10 HP, they will attempt to activate their warp transmitter and flee. This take an entire round where they can take no other action other than wait for the warp to open. If they are interrupted the warp transit fails. Warp Transmitters of this type fail on a roll of 1-5 on 1d20 anyway.
Dreadbots A commonly found robot type, they look very much like a humanoid skeleton made of metal. Though it is hypothesized that this is to spread fear, the machines are most likely simply mimicking their original creators in order to make use of technology designed for humanoid use. Dreadbots are usually armed with a Beam Rifle that is wired into their power source and a wired in Beamblade (These devices require a Repair check DC15 to remove.)
Population Appearing: 2-24 Morale: None. Fight until destroyed. Defense: 12 DR: 5 (Natural) Attacks: 1 Strike Chance: +3 HP: 2d6 (8) Sapience: Low (-2) Experience: 10
Variations:
Dreadbeasts Dreadbeasts appear as skeletal robotic animals, they vary significantly. The most common form is a feline frame but canine, ursine, and even equine models exist.
Feline Dreadbeast
Population Appearing: 3-18 MOrale: None. Fight until destroyed. Defense: 14 DR: 3 Attacks: 2 (Claws and Teeth, 1d6) Strike CHance: +3 HP: 1d6+3 (7) Sapience: Low (-2) Experience: 10
Feline Dreadbeasts have a better chance of avoiding attacks (Dex: +2) that impact the area around them.
Megadread Bots (Megabots) Megabots are a giant-sized variations of the dreadbot they have re-enforced frames three times the size of a normal dreadbots, they have significantly increased stats:
Population Appearing: 1-5 Morale: None. Fight until destroyed. Defense: 15 DR: 8 (Natural) Attacks: 2 (By weapon) Strike Chance: +5 HP: 5d6 (20) Sapience: Low (-2) Experience: 100
Megabots are equipped with a Heavy Beamgun (Vehicle class), these weapons require two men to transport them, or a vehicle. They do 3d8 damage and require a large powercell that provides 30 shots. Even the Megabot must rely on such a cell, though they can recharge the cell 1 charge an hour. The Megabot also has a Mass Maul rather than a beamblade. This does normal damage for its design 1d10 but has a slightly increased Knockdown chance (DC18) thanks to the size of the robot.
Plasma Dreadbot
A rare form of Dread bot that is armed with a plasma shell emitter. This emitter causes 1d10 damage on contact, and defends better than normal for the Dreadbot (Defense: 14 DR: 6; otherwise use the nominal dreadbot stats)
Nanowraiths Nanowraiths are advanced robots that are made up of thousands of microscopic machines that hover in a gas like form. Their exact purpose is unknown, but seems to have been one of maintance or cleaning. They are usually found aboard Ancients ships, but are sometimes subverted by other artifical life and turned to a dangerous synthetic lifeform.
Population Appearing: 1-6 Morale: None. Fight until Destroyed. Defense: 15 DR: 5 (Natural) Attacks: 2 (1d10) Strike Chance: +5 HP: 5d6 (20) Sapience: Below Average (-1) Experience: 280
Nanowraiths attack by engulfing a foe in a tendril of mistlike material and tearing them down on a molecular level. This attack does 1d10 damage and is treated as if it had the Ignite attribute.
Nanowraiths are immune to physical and most energy attacks. They can't be harmed by bullets, beams, missiles or the like. They take half damage from explosions. They simply warp their structure around such attacks. They can be hurt by Flamers and plasma weapons,and of course effected by Ancient weapons of +2 or greater due to undetermined features of such devices.
Warbots:
Warbots come in a variety of shapes and forms each designed to inflict damage on the warbots enemies. They may be found throughout formerly occupied Ancient sectors and are a terrible hazard for explorers
Population: 1-3 Morale: None fight until destroyed. Defense: 18 DR: 8 (Natural) Attacks: 3 (See Below) Strike Chance: +8 HP: 11d6 (44) Sapience: Below Average (-1) Experience: 800
Special: Warbots can have modified Defenses, DR, and attacks chosen from innumerable variations. The stats here are for a typical warbot found amongst the ruins. To change this simply raise the Defense, DR, Strike, or HP by 1d6, for each increase add 100 XP to its award, for any similar decrease reduce the XP awarded by 100 (minimum of 200)
Also choose a weapons package:
Assault Warbot 2 Autofire Beam Guns 1d10+1 damage (Cannot be removed), 1 Medium Missile Launcher: 4d6 damage in 21'/7m radius
Containment Warbot 2 Heavy Flamers, 1 Light Missile Launcher: Tranguilizer Gas Missiles 21'/7m Radius
Infiltrator Warbot 3 Beam Rifles, Invisability Field: +18 to Hide checks, Sabotage/Control systems as a 4th level Engineer.
Scout Warbot 2 Beam Rifles, 1 Needler (Tranquilizer Darts) Save vs DC 12 , Invisability Field: +8 to hide checks.
Support Warbot 3 Beam pistols, Repair other units (1d6 HP per round)
Vermips A species of widespread vermin Vermips combine the worst traits of a piranha, crocodile and cat, they are reptilian humanoids of small stature with a wide maw filled with razor sharp teeth, an endless appetite, and the ability to digest nearly anything they can bite off and swallow. More uniquely Vermips are a lifeform based silicon, although they resemble traditional carbon based lifeforms. They still breath oxygen, but can survive in a vacuum for up to a standard year. They are resistant to heat and cold, and their blood is highly corrosive. No known predator exists that can digest a Vermip. Fortunately Vermips are cowardly, and can be driven away from a give location with force. Attempts to communicate with vermips results in taunting, snickering, and undecipherable responses from the vermips.
Population Appearing: 5d6 (5-30) Defense: 12 DR: 2 Morale: 6 Attacks: 1 (Bite: 1d8 ) Strike Chance: +1 HP: 1d6-2 (Average 2, Min. 1) Sapience: Very Low (-3) Experience: 5
|
|
| [Derelict Delvers] The Archive Threat Reference |
[20 Mar 2009|08:12pm] |
|
High Valor is almost finished--editing (and corrections) are moving along. In the mean time I've been working on Derelict Delvers, here are some of the ATR entries: I need some more ideas on common dungeon dwelling denizens who need to be Sci-fi modded for this game. Augs: Augs are augmented humanoids, created by some previous civilization, they appear very much like common humanoid lifeforms only somewhat more bestial. They have snouts, tusks, have no hair and a sickly gray skin hue. Aug's modifications make them so they are dangerously violent although shows of strength and force may frighten them off. They are opportunistic scavengers and warriors and will kill with little reasoning. Population Appearing: 3-18 Morale: 8 Defense: 15 DR: 3 (Spacesuit) Attacks: 1 by weapon Strike Chance: +4 HP: 2d6 (8) Experience: 10 each Biomorphs Biomorphs are alien protoplasmic lifeforms that can assume the shape of any organic creature from the 15cm/5" to 300cm/10' They assume the natural attacks (claws, teeth, acid sprayers) of the shape or creature they assume. However they retain their armor and damage from their natural form. Population Appearing: 1-2 Morale: 10 Defense: 25 DR: 5 Attacks: 2 (By form, 1d8+1) Strike Chance: +10 HP: 5d6 (20) Experience: 200 CyberWolves. Cyberwolves usual appear as normal members of their prospective races, until a signal hidden on some hyperspace channel activates where their biosynthetic flesh tears away and they become monstrous rampaging beasts who have no mercy or remorse. It is unknown how these creatures are manufactured. It is believed to have been some black science developed by rogue Ancients, now utilized by the hateful robot armies that wish to spread terror amongst organic life forms. Cyberwolves are not easy to detect, as their components are biomimetic, and resembled unusual, but organic biology to most sensors. Cyberwolves do not know they are cyberwolves until activated and interviews with dying and psychically controlled wolves reveal their reluctance to do harm, but an uncontrolled urge to kill and slaughter is programmed into them that so far has been found to be nigh impossible to alter. Despite the holos, cyberwolves do no resemble actual wolves so much bionic simulcra that looks half humanoid and half bipedal predator. Population Appearing: 1-4 Morale: 11 Defense: 22 DR: 7 Attacks: 3 (2 Claws 1d8, Bite 1d12) Strike Chance: +8 Experience: 300 Cyberwolves transform when signaled too but the programming is complex, it can send them to cover its crimes and revert to its humanoid form and not remember any of its depredations. The signal varies for each Cyberwolf but is likely to trigger on some standard time interval. (Always at 2100 standard, Once a week at 0200, and so on.) Robots: Dreadbots A commonly found robot type, they look very much like a humanoid skeleton made of metal. Though it is hypothesized that this is to spread fear, the machines are most likely simply mimicking their original creators in order to make use of technology designed for humanoid use. Dreadbots are usually armed with a Beam Rifle that is wired into their power source and a wired in Beam blade (These devices require a Repair check DC15 to remove.) Population Appearing: 2-24 Morale: None. Fight until destroyed. Defense: 12 DR: 5 Attacks: 1 Strike Chance: +3 HP: 2d6 (10) Experience: 10 Nanowraiths Nanowraiths are advanced robots that are made up of thousands of microscopic machines that hover in a gas like form. Their exact purpose is unknown, but seems to have been one of maintenance or cleaning. They are usually found aboard Ancients ships, but are sometimes subverted by other artificial life and turned to a dangerous synthetic lifeform Population Appearing: 1-6 Morale: None. Fight until Destroyed. Defense: 15 DR: 5 Attacks: 2 Strike Chance: +5 HP: 5d6 (30) Experience: 280 Nanowraiths attack by engulfing a foe in a tendril of mist like material and tearing them down on a molecular level. This attack does 1d10 damage and is treated as if it had the Ignite attribute Nanowraiths are immune to physical and most energy attacks. They can't be harmed by bullets, beams, missiles or the like. They take half damage from explosions. They simply warp their structure around such attacks. They can be hurt by Flamers and plasma weapons, and of course effected by Ancient weapons of +2 or greater due to undetermined features of such devices. Warbots: Warbots come in a variety of shapes and forms each designed to inflict damage on the warbots enemies. They may be found throughout formerly occupied Ancient sectors and are a terrible hazard for explorers Population: 1-3 Morale: None fight until destroyed. Defense: 18 DR: 8 Attacks: 3 Strike Chance: +8 HP: 11d6 (55) Experience: 800 Special: Warbots can have modified Defenses, DR, and attacks chosen from innumerable variations. The stats here are for a typical warbot found among the ruins. To change this simply raise the Defense, DR, Strike, or HP by 1d6, for each increase add 100 XP to its award, for any similar decrease reduce the XP awarded by 100 (minimum of 200) Also choose a weapons package: Assault Warbot 2 Autofire Beam Guns 1d10+1 damage (Cannot be removed), 1 Medium Missile Launcher: 4d6 damage in 21'/7m radius Containment Warbot 2 Heavy Flamers, 1 Light Missile Launcher: Tranguilizer Gas Missiles 21'/7m Radius Infiltrator Warbot 3 Beam Rifles, Inviability Field: +18 to Hide checks, Sabotage/Control systems as a 4th level Engineer. Scout Warbot 2 Beam Rifles, 1 Needler (Tranquilizer Darts) Save vs DC 12 , Inviability Field: +8 to hide checks. Support Warbot 3 Beam pistols, Repair other units (1d6 HP per round) Androids Rare and terrible, androids can pass for organic lifeforms without an advanced scan of their brain and central nervous system. They are created to have synthetic but organic seeming organs. So well designed they even bleed, feel pain, and can fake emotion. Androids however, serve the sinister purposes of the robots, and answer only to their own desires and perhaps to distant AI Masters. Often Androids will manipulate organic life to aid them in their insidious plans. Population: 1 Morale: 18 Defense: 15 DR: 5 Attacks: 3 Strike Chance: +6 HP: 10d6 (50) Vermips A species of widespread vermin Vermips combine the worst traits of a piranha, crocodile and cat, they are reptilian humanoids of small stature with a wide maw filled with razor sharp teeth, an endless appetite, and the ability to digest nearly anything they can bite off and swallow. More uniquely Vermips are a lifeform based silicon, although they resemble traditional carbon based lifeforms. They still breath oxygen, but can survive in a vacuum for up to a standard year, are resistant to heat and cold, and their blood is highly corrosive. No known predator exists that can digest a Vermip. Fortunately Vermips are cowardly, and can be driven away from a give location with force. Attempts to communicate with vermips results in taunting and snickering whichdespite all attempts have been undecipherable. Population Appearing: 5d6 (5-30) Morale: 6 Defense: 12 DR: 2 Attacks: 1 (Bite: 1d6) HP: 4 (1d6-2 min 1)
|
|
| [High Valor] Finished...almost... |
[08 Dec 2008|05:09pm] |
High Valor is done. Except for a chapter by someone else, editing, and layout. From my perspective that's as close to finished as I alone can make it. For those who aren't aware High Valor is my fantasy "Dark Ages" RPG, meant to cover the ground where a lot of folklore, myth, and legends are born. Possible Themes and Goals of High Valor Anyone can become a hero. Heroes may be asked to hunt down and slaying evil, dangerous monsters. Heroes may be avenging kin who have been slain or wronged. Fulfilling inherited blood-feuds. They may owe allegiance to a great lord (or lady) and do his or her bidding. High Valor heroes may raid enemy lands, or raid enemy lands while facing greater trials of faith and will. They may hire out as mercenaries. They may join or beget expeditions of exploration and trade, or seek to conquer new lands. They may be arranging plans to marry one’s sons & daughters well. (Either following heritage demands of dowry, oaths, or following their individualistic drive to do right by their children.) Demonstrating their verbal prowess through oration at official functions through storytelling, through singing or through games (riddles, word play, boasting) Hunting great mythic or legendary beasts (Magical Stags, Manticores, Dragons, Trolls). Pilgrimages to places renowned for the passing or acts of various Saints Carrying treasure to one’s lord or distributing it to one’s followers. Spreading one’s fame and bringing glory to one’s name, ones lord, or ones people. Achieve respect and patronage of famed noblemen, learned sages, or ranking priests. Improving one’s status (thrall--churl--thane--earl--king). Gaining followers and clients as ones status dictates. Gain allies by making friends with valorous men and women Showing up ones rivals. Showing ones faith, valor or will through actions. Fashioning a safe homestead, complete with a great hall free of the dark things which haunt Aeia. Bring renown to one’s lineage, tribe, clan, or band. Make a showing against fell evils. Die well. EXAMPLE PC
Thiundael, the Thunder of the Shining Host Luminal Sidda Will 3 Faith 2 Valor 3 Luminal (Lesser) Finder (Greater) Redeemer (Lesser) Mace wielder (Lesser) Uncorruptable (Lesser) Strong as a Bear (Lesser) Skysplitter (Lesser) Adept-Sorcery (Lesser)
|
|
|
[10 Sep 2008|11:12pm] |
My writing was complimented on the latest draft of my FRPG. A friend of mine read it and he usually is honest about where he feels my writing stands. He's also a huge fan of the Forge and its style of games. I'm not sure if I should be afraid or pleased. I've finally got the FRPG I wanted--doing all the things I want and doing them, not only interestingly, but well.
Plus, one of the oldes design goals I had was to make it possible for a dagger wielding warrior, to be a real threat. Over the years that has reamined true, not always my forefront goal, but one of the ones I wanted. I realized that I didn't just want to make a given character concept kickass, but to allow people to create whatever heroic character they wanted to play; and make that bad ass.
It's taken a lot of work. Inspirations from wide fields came together and work well. I just hope it will be better received than Hearts & Souls. (It's not like I'm upset about how well H&S did, but I really had hope that you didn't need a glossy book with shiny color pages to sell. ) Apparently for superhero games, that's not the case. Ah well, I'm not unhappy I just the love I have for great fantasy stories will make others AS proud of High Valor as I am.
|
|
| Final Playtest.. |
[29 Aug 2008|09:04am] |
Final playtest of my FRPG begins.
I need to write on the setting more. I've got huge tracts of it down in a hundred places, but need to coalesce them lke I just did the rules.
My brain is tired.
I wish there were two or three of me.
|
|
| Moving Forward |
[23 Jul 2008|04:48pm] |
Slowly, I creep forward on one of the longest most complicated magnum opus ever. That is to say my FRPG.
The game itself? Not complex, but the love affair with fantasy and folklore and "doing them right", has long held my interest. I've seen some wonderful games in my years of a gamer--for fantasy gaming. I've seen some atrocious ones. I plodded onward despite seeing both success and failure amongst numerous games. Not one of them, truly fitting "What I wanted from fantasy gaming..."
So now its coming together, and I fall apart trying to get it finished, Trying to plug holes in the setting, make sure it makes sense (to others not just me) and make sure I explain everything that needs explaining. All at the same time intentionally leaving big huge gaps for other people to drive into, park and set up shop with their own ideas.
I've no idea if I'll succeed or utterly bomb. Yet forward I must go!
Edit: I had a strange dream whose details I cannot recall except for two works split by a slash..
Indwell/Huntsman.
This is odd, I don't normally have clear words in my dreams in written forms--ideas, images, but words?
|
|
| What makes a good GMing chapter? |
[24 Jun 2008|11:26am] |
I'm working on High Valor's GMing chapter, and I'm pondering how to make it really good. So far I give the usual advice (Talk to your players, work with your playgroup etc), as well as my "Quatrain" advice. Stolen in part from S.john Ross' Troika/Trinity lists and not really verse, but I like the word Quatrain, though I don't actually use it in the book.
What else should go in the Gming advice? Specific ways of making "Epics" (Campaigns for High Valor), Specific tools? General wisdom and common sense?
|
|
| Why oh why..? |
[07 Jun 2008|11:17am] |
Why does the imagery and visual bits I sketch out for Derelict Delvers, look like pulp magazine SF covers? (Alright nowhere near as GOOD, but the general visual feel.)
I've got a picture of what amounts to a goblin in a ruined space jumper (spacesuit with different colored piping), and a pulp looking ray gun. Sure its not a "goblin" in the setting, that's just what my drawing looks like. It's prototype genetically augment human that degenerated, i.e a Degen. The full Aug's hate them and try and kill them out of common fear, plus they are just mean.
I've spindly limbed robot sketches, and a man in a space suit (more modern) with a finned rocket ship behind him too... (not great art) but I draw a lot of things to fill in the details for myself of any game I write. From mecha, supers, monsters, space ships, I draw a LOT. None of it professional grade or anything, just silly sketches. I work hard to improve my art. I wish it were as easy to see the flaws in my writing and improve on that.
Starting next week, I'm setting a normal bed time, and wake up time, so I can get caught up in my writing week after that. I've got to finish High Valor, especially since in three months, the fallout from D&D4E will be slowing down.
Strangely enough I've friends who are very "indie" who intend to pick up D&D4E, and one who is very old school, and who HATED 3/3.5, who thinks he likes 4E. Which amuses me greatly. I really hope it works for people who play and enjoy D&D. I suspect there will be people like me, sort of left out (again) with how the design has turned out.
More and more I'm realizing with my own designs that I like games:
A) That support their genre from within the characters perspective not the players, as well as B) Are mechanically powerful while being fundamentally simple.
SOTC is surprisingly one of these games "almost", all you have to do is make sure that Tagging of aspects is done in character--since pulp heroes are often melodramatic that's easy. Sort of like H&S monologues, you just have the pc "tag" and say "If not for these shadows I might be caught by the minions of the Hidden Dragon!" or "I growl low in my throat and shift in the chains sending a menacing glare at the guards.." (activate Subtle Menace ability) now of course it requires a GM to pick up on that, and may require discussion before hand. I'm just one who prefers not stepping out of the characters head too much to say "tag this, tag that...."
Of course, I think most aspects should be (subtly) described--the one time I sat down to actually play SOTC (rather than make characters), the GM wanted us to "guess" at aspects. Which I'm not sure works, without some clues given in the description.
High Valor works completely differently of course, it focuses more on how the CHARACTER utilizes his traits and FEAT pools, rather than narrative over the environment. (The PC is the fulcrum for the lever of the rules, the player is the effort behind it--together all three do heavy lifting, fulcrum, lever, applied force.)
Er, but I'm rambling again.
|
|
| Sisyphus and I |
[02 Jun 2008|05:03pm] |
|
Sometimes it feels like a never ending rock roll up the mountain to get writing done. I'll admit I'm probably one of the slowest game writers out there. Not all of it is my "health" which interrupts me and slows me down. Part of it is just the Sisyphusian task of getting it all done only to start back over again at another point. If I were one of those game designers who used the same system for everything, perhaps it be easier. Unfortunatly while I think some systems are able to stretch and bend well to do many things--none do any given genre they aim for well. Somewhere along the line their base assumptions get in the way. The good news is I've obtained a laptop (cheap, low end, one but still suitable) and I can now do some work while bouncing idea off my friends. What I need is a focus group for various genres. Mecha (Giant Robot/Powersuit) gaming. Western/Horror gaming Dungeon crawl in Space (with pulpy ray guns) gaming. At least to start. So I guess that will have to be my friends. It is nice that they are broad ranging gamers with a lot of different tastes.
|
|
| [High Valor] |
[23 May 2008|06:05am] |
|
High Valor is one of the games I've spent the most time working on. Mostly because unlike some people I didn't get it "right" at first, I spent a lot of time trying to create a FRPG that did what I wanted, worked for the world I'd envisioned, and yet still kept things simple. I didn't get it write the first few times in writing it, testing it, and rewriting it. It isn't at all the same game I started working on years ago, and it is far better for it than if I'd kept hammering on the same mechanics I'd first envisioned all this time. Here is an example character: Thiundael, the Thunder of the Shining Host Luminal Sidda
Will 3 Faith 2 Valor 3
Luminal (Lesser) Finder (Greater) Redeemer (Lesser) Mace wielder (Lesser) Uncorruptable (Lesser) Strong as a Bear (Lesser) Skysplitter (Lesser) Adept-Sorcery (Lesser) Mythic Countenance (Greater) Challenges: Dreaming Enigma Distant The numeric ratings are actually dice pools that get rolled whenever a situation would call on one of those three measures. While the traits are ranked numerically to match the words used. (Each rank is +2, so Lesser is +2, Greater is +4, if Thiundaael had been made to have fewer traits he might have had a Heroic +6 or even a Legendary +8) The system used is quite workable. Decide what measure is being tested (Will, Faith or Valor), come up with an in character use for that measure and roll. Keep the highest die of the dice rolled and add the two most relevant traits a character has to determine success. Oh there are of course a few more twists to the system. For example saying a prayer in character will let you borrow a die of Faith for a scene, gritting ones teeth and having your character say "they can do this" might let them borrow a die of Will temporarily in similar fashion. A few tests disallow this (calling on magic or miracles--Faith can't be used for magic, and Will can't be used for miracles of faith, simply because self will and faithfulness to the High Lord are somewhat at odds.) After all if you TRULY had that kind of faith, you'd accept the outcome as the High Lords will. If you had so much self will, you probably are not going to let go and let things fall as they must in accordance with that greater, eventual, plan--whatever it may be, this is a conflict of the setting as much as system one. Now the game has a lot to it. Explaining how to create characters like the one above. Providing a decent sized list of sample traits,although a player can work up their own as well. Plus all the usual "how to handle magic, miracles, epic fantasy..e.tc.." that you'd expect to find. One thing it won't have is pictures of your traditional fantasy or dark age weapons. Do you need another set of those? I certainly don't. It also will not have a huge number of NPC personalities. There will be a bestiary, descriptions of the various peoples of the Free Kingdoms and the Fallen Empire, as well as advice on running memorable games. The aim of course is to make the game about YOUR characters and stories--not mine. Sure mine are great for me and my group. Your group will be different, and that is not only a GOOD thing it is a GREAT thing. Will it work? I don't know. I know it makes me happy, and I hope a few other people will pick it up and enjoy it.
|
|
| Derelict Delvers |
[15 May 2008|05:30pm] |
|
Derelict Delvers, is a new project of mine I've been scratching out the old fashioned way. It's basically "dungeoncrawls in space"--a game set up around the party in a limited environment seeking out monsters, killing them, and taking their stuff. It's setting is an "Old Universe" where the spread of Empires across the stars comes and goes, and right now its the Dominion of Man, the current up and coming empire. However, this empire is a thing of corporations, of getting the leg up on everyone else. So ARCHIVE (Artifact Retrieval Control and Historical Investigations Venture Enterprise), licenses people to go to ancient ruins and claim their wonders (tech, data, etc) from the various vermin species, ancient warbots, and pirate bands operating within them. Now on its surface it is a silly premise, but it can be a quite fun and useful game for humor, excursion play and exploration, as well as player cunningly using their brains to disable traps, face down monsters, and otherwise just let the players have a ball. At the moment, I've decided to stick with the simple model early AD&D/Basic D&D--modified for the modern age. The basic stats are the same (Str, Dex, etc.) but I'm using 0 as average with the stats being the base modifiers for rolls. Currently I've got the following "subspecies" Heavies (High G Humans) Lifts (Low G Humans) Augs (Genetically Augmented Humans) Terts (Normal Terrestrial Humans) These map pretty closely to Elves, Dwarves, and Half Orcs, though it was only later in writing this up that I realized the similarities. The classes will be Pilots, Soldiers, Medics, Espers, Hackers, and Scouts each of these have basic skill expertise based on their training, as well as "special" abilities. For example the Pilot has Good Proficiency level with vehicles of all sorts, and at a certian level the Pilot will get his own ship as one of his "specials." That's about it so far. I've got notes for how proficiency levels advance (Good, Fair, None) as well as how the specials work (gained so far at 1st, 5th and 9th levels but I may fill in some more as game development goes on.) I've also got an idea on Esper powers (and how they take so long to recharge..much like D&D's spells. ) There are solid reasons for the design to encourage a similar "think outside the box" solutions to the limited resources of being delvers.
|
|
| Behind in writing again. |
[09 May 2008|02:55am] |
I'm behind in getting my writing done for this season. It's not a good thing, but I'll deal. A close friend of mine has been in the hospital for a bit now and is likely to see another month of hospital stay. As a good friend I can't leave him up there to sit alone all day with nothing but television (oh he might be able to use their internet and surf, but he's not the most prolific netizen anyway.)
So I'll be working on other projects other than my FRPG. It will be coming soon enough. Just need time to sit down and write from notes, and my head. At the moment instead I'm building more clear rules for ACE (Vast Frontiers setting), and started a weird side project that may even be released free- Derelict Delvers, basically D&D in space.
I don't mean "fantasy" in space ala Spelljammer or Dawning star. But the ideas of going into ancient ruins, killing things, and taking their stuff. With the right concept behind it, it makes a lot of sense for a pulpy space action game with old empire ruins. Admittedly I have to resist the urge to make things to "D&D"---that is fantasy aspects in space, but a stripped down system that is class and level should work nicely.
It will need a lot of playtesting--a lot of SF gear that "buffs" (since I'm aiming for the trope of upgrading your stuff when you can.) Even stolen artifacts (alien relics--our version of "magic items") earn you experience! Of course the logic is you turn them into the A.R.C.H.I.V.E who is the organization running these ruin explorations and they pay for the expensive training and classes to make you better. It's silly. It's mad. But *shrugs* it is a fairly focused game, easy to create adventures for and creating conflicts ala "Lifeboat" if you want more interesting play.
|
|
| Rpgbomb and ACE |
[22 Apr 2008|06:49am] |
I have another blog--this one attached to my profile over on www.rpgbomb.com which is a sort of myspace for gamers. I kinda like the place, but then I'm strange that way. I posted about my "alpha" playtest for ACE over there and I'm sharing the same information here, just to keep those few who read this "in the loop."
Despite the (semi) failure of my Zombie game, I as usual keep gaming; recognizing that not everything goes the way I planned, My other group of regular players met after a birthday party for the other GM's youngest son. We spent most of the time hanging out and watching videos due to waiting for players to gather, get food, and so on. We finally began gaming in the late evening. This time I wanted to run something I was working on system wise and settled on my "Action Card Engine" (ACE); the basic idea is that I wanted a fast moving card powered game reminiscint of Marvel and Dragonlance SAGA that TSR published shortly before before WOTC bought them out. (Or somewhere near that point.)
The Action Card Engine, is the result of that desire to create a card driven game engine, one that is flexible and fast--used specifically in this case for a mecha (giant robot) RPG. While I've only got a handful of notes on the rules, and maybe a dozen sketches for the primary setting, I still sat down and ran the game. It was a smash hit, it seems when I do my own interests things tend to flow better and more freely. The Vast Frontier setting is a bit unique for the giant robot genre, because rather than spaceplanes and samurai aspects, it is very much a gritty, dirty, and bloody "Old West" style setting. It shares many tropes with westerns--frontier exploration, law upheld at the end of the gun, dusty environments, trains (actually hyperspace cargo carryiing vehicle called "The Line"), and so on. One of the things I've tried to establish in the setting is the buracratic and distant, often unconnected nature of the "law" presented through Corporations (giving a back east, they don't know what's going on out here, feel.) as well as the juxtaposition of technology versus the primative and rough nature of the worlds the game takes place on. In our first playtest session as a group, our "cast", arrived off the shuttle from the nearest Line station, on the dusty and unnamed as of yet planet whose spaceport and primary town is New Jericho. They'd traveled here to seek out jobs bringing along their 'Slingers (Gunslinger, the mecha of the setting) since that is how they plan to do their job. Arriving they find the first person who applies for a job is made sherriff--just like that as random as can be, by the corporate edict sent down to the "Accounts, Recieving, and Dispensary" clerk in his walled up, bullet proof little office. They ignore the woman he sends off crying. After each getting sorted into their sudden shock of new duties, they find themselves needing to intervene in the life of a young boy and his sister. The sister is due to be married to "a man with the bad end of a horse for a face..", as a way of settling her down. This was arranged by her uncle, the man who raised both the girl and her brother. One player (nicknamed Preacher, for a good reason) and two new deputies go to see about this girl and see if they can work things out. Meanwhile the sherriff offers libations to the local Digitial reporter, who has a story to tell about the sherrif's predeccessor (in a wooden box, along with his 6 or so former deputies) The reporters story comes with a few shots of Jack Daniels, about how the former sherrif took a scattergun to the back at point blank range, outside his 'slinger. They found him in two peices out on the ridge. Elsewhere the preacher, and two deputies face down the girl, who is busily flinging the heaviest objects she can find at her uncle. While getting the story from the uncle, she flees to her room and slams the door behind her. The two deputies then proceed to get more involved--one runs off to find the sherriff, the other deputy along with the preacher goto the door to talk to the fiery spirited 16 year old. Who has appearently picked up a hand cannon, as they hear the hammer pulled back--the preacher pipes up "I'm on the left" (when he was on the right) hoping he doesn't get shot. She splits the difference and misses both of them but blows a fist sized whole through the door. The preacher and deputy draw their own weapons and try and talk her down. Eventually the preacher's silver tongue wags long enough to convince her that she won't have to marry the man that her uncle arranged for her, and instead will be sent to school with the Preacher's sister. ( despite his "baptist" style playing of the preacher, his sister went off to a nunnery "She went to a nunnery and turned it into a warzone.." says he.) Appearently sending the girl off to his sister is his idea of revenge--on the girl or his sister, I don't know yet. Things proceeded along at a pace. The girl is sent off, things are going smooth, when 'slinger fire gets their attention. It seems a squad of farm 'slinger with handmade weapons were threatening the accounts office. The cast suit up in their 'slinger, then ask over the radio (staticky, and bad reception) for the farmers to lay down their weapons and surrender. They get shot at for their trouble. Returning fire they blow a huge hole in one slinger and set it ablaze forcing the farm-boy to eject. Then another one (the eldest brother Jed) takes a lethal hit that blows through the mecha, the pilot and out the back side of the slinger. Due to a high card played by one of the deputies. More talking ensues and the other boys (without their eldest, Jed) surrender. One deputy goes of to find their "mama", who is indirectly why the boys were trying to "rob" the accounts office. The crying woman from before? That's her. She was trying to get back benefits for her now dead husband owed for going on three years to stave off losing their farm. Now her eldest son is dead. Angry, frustrated tears were why she was crying earlier. When she arrives it is revealed the boys were more afraid of HER, than of the sherriff and his deputies. She will be a re-occuring characte, I imagine...:D That's a short debrief on the game. Was fun, and I know what I need to work on for the system. General Notes: Gunslingers and Farm slingers all come from the same slang root--"Lineslingers" the smallish mecha units used to maintain the Line, in transit. Most suits in general use are decommissioned from the Line, and sold in secondary markets where a little retrofitting and they make good tools for farmers, miners, outlaws and so on. In the setting a slinger is part horse and part gun in terms of "use", The typical slinger is 4 meters tall, and weighs a couple of tons. They're small by mecha standards. Most of them use weapons modified from tools of the trades they're employed in--riveters turned to guns for example. The 'slingers also "dress" up, as well--wearing hats, scarves, vests, longcoats. Part of the reasoning behind this is it looks cool to have giant robots in western wear style attire. The other part is its cheaper to buy a 100 buck hat than to spent days retuning the optics of the mecha to deal with glare of a new planet. It's cheaper to buy a long coat than maintaining a exorbantly expensive cooling system for the entire unit, or to seal it against dust in its works. Yet, it does look cool..(Pardon the bad art...its just a concept peice.)
|
|
| High Valor: System |
[22 Mar 2008|04:44pm] |
Here is the unfinished system chapter for my upcoming FRPG: High Valor (forgive my horrible typing, it is unedited at this point)
The FEAT System
The basic mechanic of High Valor is fairly simple. The Teller establishes a situation for a scene. The player decides how they wish to approach resolving that situation.
The player then takes the two most appropriate traits, and add their ranks together.
Each trait is rated from Lesser ( 2) rank to Mythic ( 8) Rank, in steps of 2. This should be noted on the character sheet for simplicity.
Lesser 2 Greater 4 Heroic 6 Legendary 8 Mythic 10
Now once that done, they should roll the most appropriate die pool for how they are choosing to solve the situation before them. Once the pool is selected they roll that many d10's, and then take the highest die showing and add it to the two traits. However do not discard the other dice if the highest die shows a 10 they take it, and the next highest die result as well.
Larry is playing the character of Simon a priest with some skill with a sword. He is in a battle against a fearsome foe.
Since Valor covers armed conflict it will be the die pool Larry rolls.
Larry rolls and gets a 1, 6, 7, 4
This means he takes the 7 result and adds the traits of Inherited Sword 'Lesser' 2, and Swordsman 'Lesser' 2 this gives him a total of 11, which means he beats the target number for a 'Lesser' ranked foe.
Larry is fighting another foe who is a bit more difficult this one is a 'Greater' threat according to the Teller so he rolls again. This time Larry gets a 5, 6, 3, and 10 for his hero, Simon. So Simon's total is 20!
Check the math: He rolled a 10, which lets him add the 6. Then he adds in his traits, both of which are Lesser So he adds 10 plus 6 plus 2 plus 2 for a grand total of 20, an impressive display of his prowess (with a touch of luck)
The total they get needs to surpass the Feat target number chosen by the Teller, and ranked similarly to traits.
Feat Target Numbers
Lesser 8 Greater 12 Heroic 16 Legendary 22 Mythic 26
Yes you must roll HIGHER than the Feat number. A tie merely results in a stalemate.
Attacks and Defenses
Ordinarily a roll is performed to influence the scene. That is you only roll when you can make a difference to the outcome--slay a foe, route an army etc. A player rolls her dice to both apply her heroes influence (and succeed at her action), and avoid any retaliatory actions from a foe. If she succeed she inflicts her chosen setback on a foe, if she fails she suffers a setback instead. This can be altered by the Teller (allowing attacks and defenses to be rolled separately) based on the current scale of interaction. (See "Epic Conflict" chapter)
Stalemates
In the case of a roll that ties the target number for a Feat action then there are two options. One is to simply accept the tie, and try again with a new action, strike or attempt. The other option is to accept a minor setback of some sort. A scratch on the arm from clamber up a dangerous slope, a sword stuck in a foe, or similar minor things which can occur in the scene that fits the action attempted. This minor setback, allows you to claim victory and just barely succeed at your Feat.
Teller's however if the situation involves a non-player characters they're representing, may take a minor setback for that character. This will let them win control over the conflict, unless the hero also took a setback. If both sides take a setback, they are both again at stalemate, and must up the stakes. Pushing from a minor ('Lesser') setback, up to more significant and long term issues. If they don't however, their foe may win the day!
Types of Rolls
Now there are three dice pools that may be drawn upon in play, each covers a certain range of feats that may be attempted.
For example Valor is important in combat and other conflict centered around battle. It is not so useful for tracking a foe through the forest, or asking the High Lord to intervene on your behalf.
What does Valor cover?
Conflict that falls under the Valor pool covers armed and unarmed battle, ability to face down a terrifying foe and stay on the battlefield, avoiding injury through risky actions. (Such as leaping across a chasm, or running across a rain slicked ledge) Anytime courage or physical ability is necessary.
Use Valor Dice Pool for:
Armed Combat Unarmed Combat Arm Wrestling Maneuvering around a battlefield Chasing a foe Staring down an enemy Intimidation Physical actions that risk life and limb
While Valor covers certain areas when you win, it also sets the tone for any setback that occurs when one fails. More on types of setbacks is covered in the Challenges and Setbacks chapter.
What does Will cover?
Although there might seem some overlap with Valor, Will covers a bit broader area of mental concentration and stubborn behavior. It is used most often for Magic because magic demands one be strong enough of self to shape it. Will covers concentration--this comes up most often in scenes where a skill type trait needs to be used to fashion an item, or focus on a task for some length of time. Tracking a foe after they have a significant lead, observing details about an enemy encampment, clinging to a rope in frigid water that is rising--these are all tasks of will. Will is primarily covering ground where there is only the self that can fail--no actual opponent or ongoing conflict except for the internal one.
Use Will for:
Magic Spells success Staring Contests Resisting Magic Concentrating on a task Utilizing a skill over time Tracking Scavenging Observation Memory
Just like Valor, Will also determines the nature of a setback when you fail at tasks associated with it. Often these setbacks are temporary, and immediate--you simply fail at the given Feat you were attempting and cannot retry it unless something significant changes.
What does Faith cover?
Faith covers just what it suggests, the belief in the greater forces in life--in the High Lord and his servents. Faith is most often invoked when a task seems too great for one person, or too extreme, adding a bit of hope that the High Lords hand will move in either tasks of Will or Valor. (See Borrowing Dice below) Faith covers the surety in the divine and helps to deflect dark magics and corruption from the faithful, it also will allow them to hold back temptation against evil or selfish acts. It can also be used to influence events or people due to the strength of faith alone. A priest standing on a battlefield may manage to stand down an army by walking unarmed and giving a moving speech in the name of the High Lord.
Faith covers:
Blessings Miracles Smiting/Deterring Evil Sacrifice of self for Good Turning back Dark magic Aiding someone else Desperate actions
Faith's failures often come up in the breaking of faith itself, of rejection of the High Lord, or his will. In most circumstances it brings forth some measure of doubt as to the rightness of the heroes cause.
Challenges and Setbacks
Challenges are on going limitations that a hero may face, they simply up the difficulty of any Feat attempted when the challenge is involved.
For example a hero with the challenge "Drunkard" is trying to overhear a bandit drinking around a campfire. The temptation of ale is so strong as he listens that he cannot concentrate as well making the entire scene an issue of his drunkenness versus his task.
Most challenges will be pre-existing situations that have occurred sometimes in the past and are included in character generation. However some challenges will occur in play as the result of a Legendary or greater setback. These things include permanent injuries such as losing a limb, or an eye, or being cursed by a dark fate.
Ordinarily setbacks will be temporary, impacting the character for several scenes, though the length of time a setback is impairs should be based on the Feat rating they are aiming for when they fail.
Setbacks should be themed based on the die pool drawn upon to perform the feat. Always remember the Feat level they are aiming for, instant death should only be likely at Heroic and greater feats, and should be made known as a possible outcome before dice are rolled.
Setbacks
Valor Physical Injury Breaking of Courage Death Fleeing from Battle Being captured or overcome Being disarmed Being Delayed Knocked out or Stunned and so on.
Will Magical setback (See Magic) Loss of concentration Failure to perform action Flaw in the outcome Breaking of will Blinded or Deafened Looking away at critical moment Being Surprised Losing a trail Convinced/Seduced
Faith Doubt No influence on action Failure of Blessing or Miracle Broken Faith Rejection of belief Magic Setback (See Magic)
There are thousands of possible variations of setbacks and challenges. Just remember the guidelines that permanant and lasting effects should most likely come from Heroic and greater feats failing for a hero. Below that wounds, setbacks, and the like should be temporary. This also occurs when someone is stalemated and takes a setback to win the conflict, most effects should be temporary---lasting several scenes, or even several weeks of game time at the most.
Any feat which performs incredibly well, or fails spectacularly, should be noted on the Doom's and Triumph sheet for a hero. These events shape future play and possible changes to the character as time passes.
Borrowing Dice
While one can choose a dice pool to perform an action, it is not possible to use Faith to entirely fight a physical battle, nor use Valor to cast a magical spell. However there are times when desperate measure may ask the heroes to strain themselves to the limit of their abilities. When this happens a hero may choose to borrow a die from another die pool. In order to borrow a single die from one of their other dice pools the hero must in character evoke an action that fits the theme of utilizing that pool. A hero wishing to get the High Lords aid to land a blow against a dragon may say a little prayer (aloud for the Teller and other heroes.) A Priest may draw upon his own courage to enact a Miracle. "I'll step up to the myrk pack raise my staff among them as I pray." A single die may then be temporarily transfered to the other dice pool. Allowing the hero to roll one more die for his action. However the die is unusable for acts governed by the original dice pool for an entire scene.
There is a limitation here--not a mechanical or balance aiming one but a in game setting limitation. Faith cannot be used for Magic, and Will may not be used for Miracles or Blessings. This is because Faith and Will are fundamentally opposites when involving magic--Magic demands that you have enough confidence in your abilities to conquer and shape it, Faith is giving up self will to some extent to let the High Lord handle things. This these two are in conflict. This does not mean a Faithful person lacks stubbornness or will, or that a Magic wielder will lack Faith---just that for resolving such situations they do not possess what is needed for enacting the powerful forces that each pool governs.
When the scene ends the dice all reset to their proper pools and can be used again.
Foes When in conflict with foes, the Teller need to only set the Feat necessary to remove that threat or enemy from action. It is suggested he use only one rating to represent the forces challenge both offensively and defensively. This single Feat rank is then the target for a heroes actions against that foe--and what he will suffer if he fails is Feat.
Lesser Stakes
Sometimes a hero will engage a foe who is too tough to kill in a single blow (or rather the target number is so high, they're more likely to take a lethal setback.) In cases where a foe seems tough, or too numerous a hero can attempt to whittle down a foe, perform less risky, less decisive actions and perform a feat at a lower target number. This allows them to slowly bring down groups, or powerful enemies by inflicting lesser setbacks on their foe. (In this case you'd slowly lower the target Feat for landing a lethal blow as they got minor setbacks against it.) It is up to the Teller how many setbacks it will take to drop the overall Feat rank the heroes are aiming at to succeed. (More on this concept in the chapter Epic Conflicts)
|
|
| Gary Gygax |
[05 Mar 2008|12:10am] |
Boundless adventure brought to our door madness or genius but always new places to explore dragons and their lairs vast and deep, dungeons where foul orcs and goblins did creep. Temples of evil to delve, loot, and retreat, and for decades of delight and countless imaginations which your game did ignite for all this foundation you fashioned long past and carried on in your heart, until the very last. We thank you. Fan and grognard. The dice will roll on, May you game in Heaven forever. Amen.
|
|
| navigation |
| [ |
viewing |
| |
most recent entries |
] |
| [ |
go |
| |
earlier |
] |
|
|
|
|