Saturday, June 1, 2013

Working On A New Game: GUTS & LASERS

This is just a start of an idea for a game I've been working on.
No details yet, just the basic concept of some abilities and how die rolls would work.
****************************************************************

GUTS & LASERS

0. INTRODUCTION
The goal is to create a pulp science fiction role playing game that presents a wide variety of adventure and character options while remaining fast and easy to play.

1. Ability Scores
There are ten ability scores that help define a character or creature within the game.

> Eight of the ability scores are grouped into four pairs:

Guard / Agility
Unflinching / Strength
Temper / Empathy
Senses / Reason

These ability scores have a range of 1 to 10  for normal humans.
> The first ability in each pair is mainly used in a passive, reflexive or defensive manner.
They are normally subtracted from action rolls made against the character, though in some instances  they are added to action rolls.
> The second ability in the pair is used actively or offensively.
They are added to action rolls.

> The remaining two abilities, Luck and Stamina, are variable ability scores, changing often during the game.
These two abilities have an initial range of about 1 to 10 for humans.

> This is how they would appear on a character sheet. The first letter in each ability make up the acronyms, G.U.T.S. and L.A.S.E.R.S.

….....................Luck
Guard.............Agility
Unflinching...Strength
Temper.........Empathy
Senses.........Reason
…..................Stamina


2. Skills
Skill scores range from 0 (No training) to 3 (Mastery).
The score is added to dice rolls when the character attempts an action roll.
It also indicates a potential level of effectiveness when a success is achieved.

Some skills, such as culture, science or tech, are broad ranging in their area of knowledge. Options during character creation may allow for more focus or specialization.

>Agility Skills
1. Climb
2. Drive
3. Pilot
4. Ride
5. Shoot
6. Throw

>Strength Skills
1. Fight
2. Jump
3. Lift
4. Run
5. Swim
6. Wrestle

>Empathy Skills
1. Culture
2. Disguise
3. Language
4. Medicine
5. Merchant
6. Persuade

>Reason Skills
1. Research
2. Science
3. Sleight of Hand
4. Sneak
5. Technology
6. Track

3. Action Rolls
Make an action roll when a character or NPC is attempting something that has a chance of failure.

> Roll 3d6 and add (Ability + Skill + Modifiers (for situation, equipment, assistance, etc))
> Before the action roll is made, the player may spend one Luck point to roll one extra d6.
> If the action is being taken against or is opposed by another character or creature, subtract their (Ability + Skill + Modifiers)
>If the action is not opposed, determine the Risk Factor, which modifies the die roll total.
 * THESE ARE PLAYTEST VALUES *

RISK FACTOR    MODIFIER
      Easy.......................+2
     Average....................0
     Risky.......................-2
     Tough..................... -3
     Heroic.....................-5

> If the die total including modifiers is greater than 13 the action succeeds.
> If triples (three of the same number) are rolled, the character gains one Luck point,
regardless of whether the action roll succeeded or failed. *UP TO MAX?*

4. Roll Results
The skill score is used to determine the level of effectiveness for a successful action roll.
This is done by reading a specific number of the dice that were rolled for the action.
In other words, when you roll the dice for an action roll do not pick them up immediately.

SKILL LEVEL        RESULT DICE READ
0  No Training...........Lowest Die
1  Novice...................1 Highest Die
2  Expert....................2 Highest Dice
3  Mastery.................3 Highest Dice

Other factors may modify the result total, such as weapon type, armor, situation or special abilities.
*****************************************************************************

Much more work to be done on character types, equipment, combat, adventure ideas. All that jazz.

Any comments or questions are most welcome.

Tuesday, May 28, 2013

Playing More Gamma Red Death World

So I haven't written anything in quite awhile.
I've been continuing my quest for the "Perfect Game".
The one that just jumps off the page into my brain. The one that inspires me to be the most creative mo'fo in the universe, dazzling the players with the sheer brilliance and excitement they experience while exploring this weird new setting.

Here's what I've found.

It doesn't exist. For me.
Maybe others have found this holy Rosetta grail in their quest.

But fun isn't found in a box or a book. You can't just turn on the fun machine.
I mean, I could just plop down a stack of Gamma World or Ravenloft modules, try to come up with some sort of big ol' map and be done with it.
But it couldn't work like that. For me.
I want to create something that will surprise even myself.

Over the years I've loaded up the ol' grey matter meat grinder with chunks and gristle. Stuffed my noggin with the kind of things that I want to see more of in the world. Bits of weird wonderment found in musty book stores and rescued from cheap comic book boxes.
It's been fermenting in my brain pan. Simmering so strangely.

Now I have to find the focus and fortitude to hold my nose and scoop out some heapin' helpin's for potential players.

And so I return once again to the inspiration of my blog, that little section in the Dungeon Master's Guide which provides guidelines for combining AD&D with Gamma World. Mutants and Magic.
I want to examine it closely, because even though I haven't actually played that much over the years, I keep returning to this idea of mashing different games together. Splicing them like some sort of cyborg chimera.

But I want to look at it from a totally active point of view. Before I would just get enjoyment from reading a game and imagining the potential fun I could have if only I could combine it with just the right parts and pieces from other games.
I know it's weird, having fun thinking about having fun. I think it stems from extreme shyness and social avoidance. It's hard to admit that I collect so many games and rarely play them.

Now I need to play. Open Pandora's books and let the dice determine what they may.
_________________________________________________

Gamma Red Death World. Here's the thing.  I tried to play this before.  I didn't plan things out very well or do much prep at all.
I want to give it another go and try to flesh things out a bit more before play.
Oh and I was totally kidding about the Gamma World and Ravenloft modules.
I'm gonna rip that shit off big time.

For reasons I may explain at a later date, I've decided that Gamma Red Death World is not our historical Earth. But there still will be mutants, magic and martians.
Oh, fine. Call it steampunk.

Also, I have decided to use Swords & Wizardry as the core rules with Mutant Future and the Pathfinder Advanced Race Guide thrown into the mix. Among other things what grabs my attention.

 
____________________________________________________________________

               

Wednesday, April 17, 2013

Swords & Wizardry Apreciation Day: Five Weird Monsters

Here is my meager contribution to Swords & Wizardry appreciation day.
I hope you all like weird stuff. Enjoy!


Brain Coral
Hit Dice: 3
Armor Class: 3 [16]
Attacks: 2 claws (1d3)
Saving Throw: 14
Special: Confusion
Move: 18
Alignment:  Neutrality
Challenge Level/XP: 6 / 400

    Brain coral are small amphibious predators that hunt tropical and subtropical tide pools and beaches.
Swirling patterns on their heads act as a 4th level Confusion spell, although it only effects 1d4 creatures.


Centicorn
Hit Dice: 4
Armor Class: 1[18]
Attacks: 2 hoofs (1d8), Gore (3d4)
Saving Throw: 13
Special: Magic resistance (25%), Volley of horns
Move: 24
Alignment: Chaos
Challenge Level/XP: 5 / 240

    Centicorns are unicorns that have been corrupted by the powers of Chaos.  Their coats turn blood red and their manes turn ebony black.  Dozens of horns cover the head, body and legs.
Three times per day the centicorn can launch a deadly volley of horns from it's body in a cone pattern, with a range of 60' and a 30' base. Targets who fail a save versus dragon breath take 2d10 damage.


Cyborgrilla
Hit Dice: 3+1
Armor Class: 5 [14]
Attacks: Bite (2d4)
Saving Throw: 14
Special: Cyborg parts (see below)
Move: 9
Alignment: Chaos
Challenge Level/XP: 6 / 400

    Cyborgrillas are great apes that have been cruelly transformed into shock troops by some strange techno-magic process.
Each cyborgrilla or group of cyborgrillas is modified with different cybernetic implants. Roll three times on the table below. Reroll duplicates or double effects (optional).
1. Armor plating: AC is improved by 2 points.
2. Laser eye: Beam from eye does 2d4 damage.
3. Grav-attack field: All within 10 feet save versus spell or fall down. Usable 3 times per day.
4. Chain fist: Cyborgrilla's fist may be thrown up to 20 feet doing 1d8 damage. Returns automatically.
5. Spring heel: Jump up to 30 feet for a slam attack. A hit does 2d8 damage.
6. Radar sense: Can see invisible and no chance of surprise.
7. Intruder alarm: Loud siren sound attracts more cyborgrillas or other creatures in the area.
8. Stun grasp: Roll versus paralyze or stunned for 1d6 rounds.
9. Auto repair module: Regenerate 3 points per round, except from acid or fire damage.
10. Self destruct: at zero hit points cyborgrilla explodes doing 3d10 damage in 90 foot diameter.


Giant Bat-rat Crab Spider
Hit Dice: 14
Armor Class: 2 [17]
Attacks: 2 claws (1d8), bite (2d10)
Saving Throw: 3
Special: Unknown
Move: 12
Alignment: Neutrality
Challenge Level/XP: 14 / 2600


Rocket Shark
Hit Dice: 3+1
Armor Class:
Attacks: 1 bite (1d10), 1 nose slash (1d6)
Saving Throw:
Special: Ramming attack
Move: 3 / 48 (flying)
Alignment: Neutrality
Challenge Level/XP: 5 / 240

    The rocket shark is another weird science abomination let loose on the world. It is basically shaped like a hammerhead shark with a bony blade on the front of it's nose and two jets on it's back that allow it to fly at incredible speeds.
It's most fearsome attack is a rocket ram. The rocket shark fly's at a target at top speed attempting to strike head on. If this attack hit's, the target must save versus death or take 3d10 points of damage. If the save versus death is successful, the victim only takes the normal 1d10 bite damage. The rocket shark can attempt this attack every three rounds, as it needs to build up speed.

Saturday, March 30, 2013

Some Drarrings

Blentry, for Petty Gods


Skaal, for Petty Gods

A Necromentor

A lock pick spider
A few things I've worked on recently. I'm happy to say I am having fun drawing again.
Brushing out the cobwebs from the old brain and getting back into the habit of drawing everyday is very satisfying.

Wednesday, March 6, 2013

Marvel FASERIP + Cthulhu D20 = B.P.R.D. RPG

B.P.R.D. RPG
REQUIRED TEXTS
Call of Cthulhu d20 (Wizards of the Coast, 2002)
Marvel Superheroes (TSR, 1984, 1986, and/or 1991)

OPTIONAL MATERIALS
Any Hellboy or B.P.R.D. comic books
Hellboy: The Companion
GURPS: Hellboy

FIRST THING I WOULD DO
Get rid of the three color Universal Table FEAT chart thing.
This is optional. Some people may like it. Me, not so much.
If you do decide to use the original table, just keep in mind that each -/+1 in the d20 system is approximately -/+1 column shift in Marvel Superheroes.
And anything that changes a rank or shifts a column by one will add or subtract 5% in this conversion.

So here is how to replace it and convert from the original rank scores to a percentage score.
Use the rules from Marvel Superheroes to play the game unless otherwise noted.
All will be explained.

Original Rank = New % Score
Feeble (2)       40
Poor (4)         45
Typical (6)      50
Good (10)        55
Excellent (20)   60
Remarkable (30)  65
Incredible (40)  70
Amazing (50)     75
Monstrous (75)   80
Unearthly (100)  85
Shift X (150)    90
Shift Y (200)    95
Shift Z (500)    97

CHARACTER CREATION
1. Roll or Pick an Origin.
01-10 Altered Human. (Abe Sapien, Johann Kraus)
11-20 Mutant. (Elizabeth Sherman)
21-80 High Tech. (Lobster Johnson(While alive), "Normal")
81-90 Robot. (Roger the Homunculous)
91-00 Alien. (Hellboy)

"Normal" people and agents will be High Tech origins with access to unusual equipment or weapons and expert training.
Any of the origins can be based on magic, genetics, or technology.

2. Generating Primary Abilities
After rolling abilities, convert the Rank into the percentage score listed on the table above.
This is the roll needed to get a Green result in the Marvel Superheroes game.
That percentage score minus 30 is the roll you need for a Yellow result.
The "tens" digit of the percentage score is the roll you need for a Red result.

All three of these numbers can be written on the character sheet like this, "Green#/Yellow#/Red#".

For example, I rolled an Excellent(20) rank for Fighting.
This is converted to a score of 60%.
I can write it down like this, "Fighting:60/30/6"
Or, I roll Monstrous(75) Agility. I write it like this on my sheet, "Agility:80/50/8"

3. Generating Secondary Abilities
Health and Karma are based on adding up the second, or "Yellow", scores of the Primary Abilities.
Example: Adding up the Health score.
Fighting:50/20/5
Agility:65/35/6
Strength:50/20/5
Endurance:75/45/7
Health = 20+35+20+45 = 120

Rules for Resources will vary depending on which edition you are playing. Generate the score as normal, then convert it to a percentage score on the table above.
Remember, a change of one rank equals five percent, up or down.

Popularity also varies with edition. Determine the rank and convert it.

4. Generating Special Abilities
In Marvel Superheroes, roll for the number of powers, talents and contacts.

Powers should probably be picked by the player. Weird abilities in the comics are usually based around a theme. Rolling powers randomly can make it difficult to describe a logical origin, but not impossible.

Instead of talents, characters get feats from the d20 system. Not all rules from the d20 game will translate to Marvel Superheroes. The basic intent and spirit of the feat can be used to give the characters some bonus in these situations as adjudicated by the GM.

As stated earlier, the High Tech origin represents "normal" humans. Their powers are in the form of either high tech gadgets or magic items. They may also exchange any number of their powers for two feats or skills apiece, to represent superior training.

Rules for contacts are unchanged.

5. Skills
Skills can either be chosen based on occupation, as per Call of Cthulhu d20, or a more free form approach can be taken.
Characters normally start with twelve skills.
Below is a list of suggested skills. Those marked with a "*" require specialization to define what they focus on.

Animal Empathy
Appraise
Balance
Bluff
Climb
Computer Use
Concentration
Craft*
Demolitions
Diplomacy
Disguise
Drive
Escape Artist
Forgery
Gather Information
Handle Animal
Heal
Hide
Innuendo

Intuit Direction
Intimidate
Jump
Knowledge*
Listen
Move Silently

Mythos
Open Lock
Operate Heavy Machinery
Performance*
Pilot
Psychic Focus
Psychoanalysis
Read Lips
Repair
Research
Ride
Search
Sense Motive
Sleight of Hand
Spellcraft
Spot
Swim
Tumble
Use Rope
Wilderness Lore


Everything Else is Cake
Using the FEAT and combat rules from Marvel Superheroes, remember that the ability's first number is the Green roll. The second number is the Yellow roll. The third number is the Red roll.

To measure the damage, effectiveness or power level of something, use the Yellow number.

Any questions? Send 'em my way.

Now lock and load and go get 'em, cupcake!

Tuesday, February 5, 2013

The Shadow of Yggdrasil Campaign: Introduction

An ash I know there stands,
Yggdrasill is its name,
a tall tree, showered
with shining loam.
From there come the dews
that drop in the valleys.
It stands forever green over
Urðr's well
-- Poetic Edda, Völuspá, Stanza 19



The Children of Odin
Long ages ago, the sons of Odin Star-Father sailed the skies, bearing His light and life throughout the nine worlds.
Among them were also the daughters of Odin, whom we  call the Norn.  Their's is the gift to sense the flow of fate, to peer into the abyss between the stars and to hear the Star-Father's voice from his throne in Asgarth.

When they arrived in this world, they found it rich with many beasts and metals to claim in the name of the Star-Father.  But the air and the waters were filled with poison and the lands and seas were rife with giants and demons that were an abomination in the eye of Odin.

And so they planted the roots of Yggdrasil, the tree of life, deep into the stone.  For many centuries and lifetimes it has grown and purified the airs and waters of this world.

Eventually the sons of Odin departed and left a generation of pilgrims to defend the world tree Yggdrasil.
They sometimes return to Yggdrasil to collect the holy tithe of Odin or to call the pilgrims to war.

Some few Norns remained behind. It is their task to guide the pilgrims in their good works and ensure the tithe is worthy of its divine purpose.
And they alone possess the knowledge to preserve the world tree and to listen for the voice of Odin Star-Father.


Yggdrasil
The tree of life towers above the mountains and the clouds. By day it commands the Sun and at night it chases the Moon.
So colossal is Yggdrasil millions of pilgrims make their homes inside its trunk, some never realizing their is an outside world.

Hvergelmir
The source of one dozen rivers, each one as large as the Amazon or the Nile. The Well, as it is called, is technically older than Yggdralsmir.  It was constructed to start the process of purifying the air and waters so the tree could grow strong and true.
It provides life giving water to thousands of square miles of jungles and swamps to the south.

Urdarbunnr
This heavily fortified enclave is the ascendancy of the Norns. Their main concerns are ensuring the tithe by any means and maintaining the world tree.  They are skilled in the arcane arts of science and technology.
The forges of Urdarbunnr are capable of creating a wide variety of tools for maintenance and defense.
The typical pilgrim would never suspect the extent of this technological advancement.
It's veiled in layers of ignorance and superstition.

Elivagar
This is a lawless land of jungles and swamps. Mutants and criminals run wild, confident that they are safe from the watchful eyes of the Norns. 

Mimsbrunnr
This fortress city provides many resources from the sea and also serves as a base for further exporation of the islands to the south.

Tuesday, January 29, 2013

Weirdhammer Science Fantasy Roleplay

BOOKS USED
Mutant Future
Warhammer Fantasy 1st edition

OPTIONAL BUT COOL
Necromunda
Realms of Chaos
WH 40K: Rogue Trader

CREATING A CHARACTER

~ The Mutant Future stuff ~
1. Roll 3d6 for each ability, in order. ( MF page 10 )

2. Choose race. ( MF page 11 )
--> Human (+3 to CHA, INT and CON)
--> Mutant / Psyker
--> Beastigor ( Mutant Animal )

3. Roll 2d4 for number of mutations. ( MF page 21 )
--> Psyker Mutants may choose two mental mutations to represent the focus of their wyrd powers.
--> Bestigors may choose two physical mutations to represent what kind of animal breed they are.
--> Roll remaining mutations randomly. Choose to roll each on either physical or mental mutation tables.

~ The Warhammer stuff ~
Each of the Mutant Future races will count as specific Warhammer races for rolling on the skill and career tables, thusly:

--> Humans always count as humans.

--> Mutants may count as humans, elves, dwarves or halflings.

--> Beastigors will be described as predator, herbivore or scavenger.
----> Predators count as elves.
----> Herbivores count as halflings.
----> Scavengers count as dwarves.

1. Choose a career class. Ignore ability restrictions. ( WH page 16 )
--> Warrior
--> Ranger
--> Rogue
--> Academic

2. Roll 1d4 starting skills. Ignore age modifier and mandatory skills.
 ( WH page 17 )

3. Roll or pick basic career. ( WH page 18 )

4. Determine hit points as per Mutant Future.

5. Record trappings and roll 3d8x10 for gold. ( WH page 18 )


A Note on Magic
Magic is weird.

Option A: Use the Warhammer magic rules with saving throws or ability rolls from Mutant Future.

Option B: Do not use magic. Instead, give the magic user types some bonuses to use weird technology.

Option C: Treat magic similar to spells in Call of Cthulhu. The characters may know the theories behind magic, but it is dangerous and unpredictable. You could even say it's chaotic.



So what do skills do, then?
When a character tries to do something involving a skill or special talent they have, they won't completely suck at it.


Character Advancement

Use the career advancement system from Warhammer.
--> Each attribute bonus from Warhammer converts into a +1 attribute bonus to the Mutant Future attribute listed below.
--> New skills, talents and new careers are handled in Warhammer.
---> Optional: Find a way to use special talents from Necromunda.

Warhammer Ability  =  Mutant Future Ability
Move = Speed
Weapon Skill = Melee Bonus
Ballistic Skill = Ranged Bonus
Strength = STR
Toughness = CON
Wounds = Hit Dice
Initiative = Initiative
Attacks = Attacks
Dexterity = DEX
Leadership = CHA
Intelligence = INT
Cool = WIL
Willpower = WIL
Fellowship = CHA


Weapons. Combat. Critical Hits.
Use rules from Mutant Future for weapons, equipment, combat.
When a character reaches zero hit points,  make sure you use the Warhammer critical hit charts so things get all grim and gory.
There shall be mud and blood and skulls shall be shattered.


JOHN BLANCHE
Thank you.