Sunday, June 19, 2011
GAMING IN THE DIGITAL AGE, PART II
Continuing my previous post...
We sat down to actually game, this time using a laptop instead of my beleaguered smartphone, which apparently was just not fast enough to keep up with the demands of roleplayers. Again, part of the idea was to test out my retro-clone, Sorcery & Steel, so it was important to factor in just how much time was spent in confusion, as well as how much time was spent actually roleplaying.
Truly, it wasn't the smoothest experience. Probably because of the following:
1) My ill-preparation as Dungeon Master. I need to be on the ball and ready to go at a moment's notice. I have not run a game in several years.
2) I kept having to flip through the PDF to refer to the maps. And the maps have too much black on them to print without blowing an ink cartridge -- I'm looking at you Goodman Games! Fail.
3) My 7-year-old son did not feel like he was involved enough, and so kept running off and doing his own thing. While tangentially related, that was off-putting, and distracted everyone else.
4) The pauses in the scenario while I figured out where they were in the module vs. where they were on the map.
I thought it went pretty fast, but we have someone in the group who is quick to whine, therefore I try to eliminate bitching for my own piece of mind. So, I resolved to fix these things for next time. Especially involve my son more, as an absolute newbie it is essential he enjoy himself fully, so that he becomes a gamer and enjoys gaming on its own merits. Actively give him choices, so that he has a louder voice within the group.
I would like to unveil more complexities to combat, such as the combat maneuvers. Having more things to do than just endlessly trading blows with monsters in a war of H.P. attrition should help. Being able to disarm a nasty foe, or knock him down, ad infinitum is part of what makes Sorcery & Steel great, IMHO, and should be extensively used.
What did go right is that the players seemed to understand what was required of them, and didn't raise a fuss about this or that rule. Which is a good thing. If a rule doesn't make sense, new players can jump on that immediately and it makes the game less fun.
And another thing that went right is that, barring my son toward the end, everyone had fun.
So, with that in mind, and the adventure not yet finished, we must say: To Be Continued!
Labels:
computers,
DND,
homebrew,
pdf,
Sorcery N Steel
Thursday, June 9, 2011
Gaming in the Digital Age - Part 1
This is the first of a series of posts about running roleplaying games with current technology. I'm not talking about computer programs that organize every aspect of your game, from initiative to combat to how many spells have been cast, etc. That's was old when my Apple IIe was around. I'm referring to referencing PDF rulebooks, using pencils, paper, and real dice.
The game I am running is Basic D&D, heavily house-ruled (my retro-clone). I wanted to test the efficacy of the system and how easy it was to make characters. The speed of character creation was diluted somewhat by having to explain things orally to relative newbies, including a complete newbie: my 7 year old son.
I was using my Motorola Cliq, an Android phone (cuz I haven't been able to stand Apple proprietary devices since they introduced the iPod).
In retrospect, a laptop would have been better. The PDF reader I was using was the best there was for free, but I had to wait for pages to refresh which only increased the amount of time character creation took.
Still, we got 3 characters up and running, and we need to set a time for the game. Something that meshes with everyone's schedules. That will be harder than actually sitting down and bench-testing both the digital era plus my homebrew D&D.
Part II coming soon!
The game I am running is Basic D&D, heavily house-ruled (my retro-clone). I wanted to test the efficacy of the system and how easy it was to make characters. The speed of character creation was diluted somewhat by having to explain things orally to relative newbies, including a complete newbie: my 7 year old son.
I was using my Motorola Cliq, an Android phone (cuz I haven't been able to stand Apple proprietary devices since they introduced the iPod).
In retrospect, a laptop would have been better. The PDF reader I was using was the best there was for free, but I had to wait for pages to refresh which only increased the amount of time character creation took.
Still, we got 3 characters up and running, and we need to set a time for the game. Something that meshes with everyone's schedules. That will be harder than actually sitting down and bench-testing both the digital era plus my homebrew D&D.
Part II coming soon!
Monday, June 6, 2011
Summertime!
Summer is not officially here until Jun 21st, but here's a photo of my environs. It is not my photo, but only because I do not have a telephoto lens to make the background stand out. On my digital camera, Mt. Rainier washes out, and seems to be indistinguishable from the skyline. We've got beaches, forests, lakes, mountains and cities. No place on earth like it!
Mt Rainier from Commencement Bay; The City of Tacoma is in the foreground. |
Sunday, June 5, 2011
Goblins & Orcs & Things Oh My!
I don't know what it is about them, but goblins and orcs seem to be fastened firmly in the D&D psyche. Judging by the fact that a lot of my fellow old school bloggers seem to have re-designed goblins and orcs, and I have my own take on them as well.
Orcs in my world go by a different name, Ugruk, and they are considered to be one of the "goblinoid races." I have read that Gygax didn't really care fpr the pig-faced orcs, so I don't use them. Ugruk have brown, gray or greenish skin, glowing red eyes and are able to see in darkness. They are typically strong and hardy, possess a keen sense of smell, and are able to catch the scent of other hostile beings at a distance of 20 miles, even if they cannot tell what type of creature they are smelling. They are excellent warriors, driven by animal instincts and an aggressive nature. When two Ugruk disagree, they meet in the pit. The survivor is the one who is "right."
Some Ugruk have adapted to the cities, and live among humans. They are brown-skinned, and much more civilized than their greenskin cousins. It would not be uncommon to see a brown-skinned Ugruk as a blacksmith, bartender, or builder. There are no "half-ugruk" (or half-orcs) as humans and Ugruk are completely different breeds.
The typical Ugruk is taller and broader than a human, with short legs and long arms much like an ape. They have massive heads which come directly forward on their necks, and their heads are batlike, with protruding ears from which hair sprouts. On their faces are small snouts and a wattle of a chin that descends into a powerful chest. They have tough, thick skin which is highly resistant to pain. They can sustain grievous injuries yet still stay in the fight.
Orcs in my world go by a different name, Ugruk, and they are considered to be one of the "goblinoid races." I have read that Gygax didn't really care fpr the pig-faced orcs, so I don't use them. Ugruk have brown, gray or greenish skin, glowing red eyes and are able to see in darkness. They are typically strong and hardy, possess a keen sense of smell, and are able to catch the scent of other hostile beings at a distance of 20 miles, even if they cannot tell what type of creature they are smelling. They are excellent warriors, driven by animal instincts and an aggressive nature. When two Ugruk disagree, they meet in the pit. The survivor is the one who is "right."
Some Ugruk have adapted to the cities, and live among humans. They are brown-skinned, and much more civilized than their greenskin cousins. It would not be uncommon to see a brown-skinned Ugruk as a blacksmith, bartender, or builder. There are no "half-ugruk" (or half-orcs) as humans and Ugruk are completely different breeds.
The typical Ugruk is taller and broader than a human, with short legs and long arms much like an ape. They have massive heads which come directly forward on their necks, and their heads are batlike, with protruding ears from which hair sprouts. On their faces are small snouts and a wattle of a chin that descends into a powerful chest. They have tough, thick skin which is highly resistant to pain. They can sustain grievous injuries yet still stay in the fight.
Goblins themselves are much smaller and weaker than Ugruk. The two species detest each other, and wars between them are as common as alliances. In general, when the two races do team up, the Ugruk act as leader, Goblins are treated litle better than slaves.
Goblins are very spindly and cowardly. They are quite short and nearly emaciated. Goblins, however, are very fast, and can rapidly attack from a different angle than they did a moment ago. They have an annoying ability to be elsewhere by the time you're ready to strike. They also throw small "bombs," gourds that break apart when they hit you, causing d4 damage. If the bomb doesn't hit, then it churns out choking and blinding dust (Save vs. Dragon's Breath) or be blinded for d3 rounds. A successful save means you're not happy, but still ready for action.
Goblins have also developed a penchant for ambush, as they know they would lose in a stand-up fight. They hang out in trees and bushes, or hide in holes in the ground, and try to pick off the slowpoke in the back of the party.
Both Goblins and Ugruk organize themselves into clans. These clans often have distinctive names like the Bone Gnawers or Bloody Hand. Here's a handy table to generate a clan name quickly. To use it, roll 4d10 twice, once for a first name, and once for a last name, and rearrange or mangle to suit. The parts in parentheses are alternate forms of the name, Mud(dy) could mean either Mud or Muddy. Here's the table:
- 4d10
Element
4Army
5Attack(er)
6Axe
7Biter
8Bitter
9Black
10Blood(y)
11Break(er)
12Burn/Fire/Flame
13Chain
14Dagger/Knife
15Danger
16Dark
17Deep
18Destroy(er)
19Die/Dead/death
20Doom
21Dust(y)/Dirt(y)/Grim(y)/Mud(dy)
22Eat(er)/Gnaw(er)/Bite(r)/Drink(er)
23Evil
24Guard
25Hammer
26Hand
27Hard
28Hate
29Hunt(er)
30Pain/Hurt(er)
31Rock
32Sharp
33Skull
34Spear
35Stone
36Strong
37Sword
38Tooth/Nail/Claw
39War/Battle
40Wolf
Have fun with this!
Thursday, May 5, 2011
Story-based Experience Points
The main Experience Point (X.P.) awards discussions seem to be based around two things: Either you get X.P.for finding treasure or you do not. I tend not to give X.P. for treasure, but I also tend to award experience a little differently that what it tells you in the rules.
The TSR days (and various editions) of Dungeons & Dragons all awarded X.P. for two things: finding treasure (especially magical treasure), and slaying monsters. Now, while not bad in and of itself, this led to some players doing very bad things (like slaying townsfolk or other PCs) to get experience. The sad thing is, there were some Dungeon Masters who let them get away with it. It says normal men are worth a certain amount of X.P. in the Monster Manual, so those who went by the book just awarded the experience, threw up their hands, and wondered what went wrong.
Well, aside from the fact that those Dungeon Masters needed to put their collective feet down, and the "angry mob rule" from Original D&D never made it into the later rulebooks, it seems as if some campaigns degenerated into "kill the monster, take its stuff." As if one single part of the rules had become the whole point of the game.
Certainly many computer RPGs pretty well took that route. There were several articles and letters in Dragon Magazine (in its early days, at least) that dealt with the hack and slash aspect, and whether it had a place in D&D.
But interestingly enough, around the time of Dungeons & Dragons 2nd Edition (2e), 1989, there was a computer game called Baldur's Gate, loosely based on the 2e ruleset. In this game you had various tasks to perform, and the rewards included XP. I had never seen that before, but it made sense to me. Torment did the same, as well as Icewind Dale, which is why those games appealed to me despite my dislike of AD&D. At that time, I was playing Call of Cthulhu, Cyberpunk, Warhammer, RoleMaster, etc.
Time passed, and 3E was released. Even its experience system, with its Challenge Ratings, was skewed in much the same direction as its TSR predecessors. According to designer George Strayton, WotC stuck to the "kill 'em all, take their stuff" philosophy when designing 3rd Edition D&D. They did add one thing, you received experience for disarming traps, but still their X.P. system felt woefully incomplete.
Looking at Rolemaster and Palladium, the way you gain X.P. is far different than in other similar games. in RoleMaster you can gain experience for adventures, and some of the equations to calculate experience are overblown. Likewise, Palladium gives out experience for planning, and you get more if your plan worked, and less if it failed, etc. Both of these are germs of a good idea. What if, like Baldur's Gate (and the much more recent Gothic series), you got experience for doing things? Bring a nobleman back his amulet from the brothel he left it at: 50 xp in Baldur's Gate, for example. In the PC game Gothic 2, the reward could be 3 times that. Reward players for actually doing things in the adventure, instead of just mindlessly killing.
This is not as radical as it may seem at first. Tournament adventures are scored in a similar manner. Why not transplant that into an actual game?
So, I propose this system, scaled to D&D:
EXPERIENCE
You get experience from two broad categories. The first is a larger experience award, the major objective. The major objective is the whole point of the adventure. You might get 1,000 points for it.
- Exploring the Unknown
- Investigating an Evil Outpost
- Removing the effects of an evil curse
- Recovering Ruins
- Eradicating a force of raiding goblins
- Destroying an Ancient Evil
- Fulfilling a Quest
- Escaping From Enemies
- Rescuing Prisoners
- Finding a Lost Race
The minor objectives are things that you did during the adventure. They're worth anywhere from 100-500 points, though not more than 300 points should be given unless the objectives took more than one session to complete.
- Following a trail of clues to the next part of the adventure
- Searching around a town's taverns to find a guide
- Bribing a guard (or quietly rendering him unconscious) to gain entry
- Killing or overcoming a monster that is preventing the Heroes from progressing further.
- Using a Magic Portal to go someplace (or come back, or both)
- Travel to a shrine that has been lost for ages, in order to remove the curse.
These are base Experience Awards, and they increase as the Heroes rise in level. A good rule of thumb is to multiply the awards by the Heroes' level. So if the Heroes are 3rd level, they might net 600 X.P. for the last group of monsters they killed. Or, after exploring the ruins to find the foozle they might get 3,000 X.P.
Obviously, you can increase or decrease the base experience award as you see fit. A slower progression might see 500 for a major objective, or even 250! You might even flatten the rate, so even at 5th level the PCs are getting the same amount of X.P. as they did at 1st level. Part of the advantage of this system is the sheer control. You can tailor it to the exact number of adventures you want your players to go through before they level. Also, set up this way, hack and slash actions are not rewarded unless you want them to be.
The TSR days (and various editions) of Dungeons & Dragons all awarded X.P. for two things: finding treasure (especially magical treasure), and slaying monsters. Now, while not bad in and of itself, this led to some players doing very bad things (like slaying townsfolk or other PCs) to get experience. The sad thing is, there were some Dungeon Masters who let them get away with it. It says normal men are worth a certain amount of X.P. in the Monster Manual, so those who went by the book just awarded the experience, threw up their hands, and wondered what went wrong.
Well, aside from the fact that those Dungeon Masters needed to put their collective feet down, and the "angry mob rule" from Original D&D never made it into the later rulebooks, it seems as if some campaigns degenerated into "kill the monster, take its stuff." As if one single part of the rules had become the whole point of the game.
Certainly many computer RPGs pretty well took that route. There were several articles and letters in Dragon Magazine (in its early days, at least) that dealt with the hack and slash aspect, and whether it had a place in D&D.
But interestingly enough, around the time of Dungeons & Dragons 2nd Edition (2e), 1989, there was a computer game called Baldur's Gate, loosely based on the 2e ruleset. In this game you had various tasks to perform, and the rewards included XP. I had never seen that before, but it made sense to me. Torment did the same, as well as Icewind Dale, which is why those games appealed to me despite my dislike of AD&D. At that time, I was playing Call of Cthulhu, Cyberpunk, Warhammer, RoleMaster, etc.
Time passed, and 3E was released. Even its experience system, with its Challenge Ratings, was skewed in much the same direction as its TSR predecessors. According to designer George Strayton, WotC stuck to the "kill 'em all, take their stuff" philosophy when designing 3rd Edition D&D. They did add one thing, you received experience for disarming traps, but still their X.P. system felt woefully incomplete.
Looking at Rolemaster and Palladium, the way you gain X.P. is far different than in other similar games. in RoleMaster you can gain experience for adventures, and some of the equations to calculate experience are overblown. Likewise, Palladium gives out experience for planning, and you get more if your plan worked, and less if it failed, etc. Both of these are germs of a good idea. What if, like Baldur's Gate (and the much more recent Gothic series), you got experience for doing things? Bring a nobleman back his amulet from the brothel he left it at: 50 xp in Baldur's Gate, for example. In the PC game Gothic 2, the reward could be 3 times that. Reward players for actually doing things in the adventure, instead of just mindlessly killing.
This is not as radical as it may seem at first. Tournament adventures are scored in a similar manner. Why not transplant that into an actual game?
So, I propose this system, scaled to D&D:
EXPERIENCE
You get experience from two broad categories. The first is a larger experience award, the major objective. The major objective is the whole point of the adventure. You might get 1,000 points for it.
- Exploring the Unknown
- Investigating an Evil Outpost
- Removing the effects of an evil curse
- Recovering Ruins
- Eradicating a force of raiding goblins
- Destroying an Ancient Evil
- Fulfilling a Quest
- Escaping From Enemies
- Rescuing Prisoners
- Finding a Lost Race
The minor objectives are things that you did during the adventure. They're worth anywhere from 100-500 points, though not more than 300 points should be given unless the objectives took more than one session to complete.
- Following a trail of clues to the next part of the adventure
- Searching around a town's taverns to find a guide
- Bribing a guard (or quietly rendering him unconscious) to gain entry
- Killing or overcoming a monster that is preventing the Heroes from progressing further.
- Using a Magic Portal to go someplace (or come back, or both)
- Travel to a shrine that has been lost for ages, in order to remove the curse.
These are base Experience Awards, and they increase as the Heroes rise in level. A good rule of thumb is to multiply the awards by the Heroes' level. So if the Heroes are 3rd level, they might net 600 X.P. for the last group of monsters they killed. Or, after exploring the ruins to find the foozle they might get 3,000 X.P.
Obviously, you can increase or decrease the base experience award as you see fit. A slower progression might see 500 for a major objective, or even 250! You might even flatten the rate, so even at 5th level the PCs are getting the same amount of X.P. as they did at 1st level. Part of the advantage of this system is the sheer control. You can tailor it to the exact number of adventures you want your players to go through before they level. Also, set up this way, hack and slash actions are not rewarded unless you want them to be.
Saturday, April 2, 2011
Mutant Future setting: Sorcerers & Cyborgs
WHAT HAS GONE BEFORE
The Time of the Ancients was a magical time, an era where metal birds carrying many flew across the skies, one hundred times a day. The continents were crisscrossed with hard roads on which wheeled horses traveled, carrying men from one end of the land to the other in a matter of days. Science had progressed to a point where nearly anything was possible -- robot servants aided the Ancients in various tasks, various inventions (such as nano-reassembly-units) had practically eradicated poverty. The world had long since run out of fossil fuels, necessitating a focus on renewable sources of energy. The Earth practically ran on solar power, but this wasn't enough for some.
Scientists, pushed ever onward by new discoveries in string theory and quantum universes, breached the barriers between dimensions. They pushed harder, spurred on by scanners that detected vast amounts of an unknown type of energy. When they ran further tests, the barriers between dimensions broke, gateways were opened to a host of monsters not native to our Earth, and magic began to change the face of the world. Coastlines were flooded, fissures in the earth swallowed cities, entire chunks of continents were ripped away to fuel more tsunamis, and when it was all over, everything had changed.
Centuries passed. People clawed their way out of the rubble of their cities, and a few were quick to seize armories and march across the land, adding to their armies. They called themselves the Combine, ruled by a mad emperor who believed the only good mutant was a dead one. His government is set up dictator-style, with secret police and a certain cabal of officials call the shots. There is no democracy, and his is the only rule. They immediately siezed all scientific installations from the time of the Ancients, and began to rebuild, with a monopoly on technology and super-science.
NOW
Monsters prowl the globe. Dragons can be seen in the skies. Demons and vampires and worse have made this place their home. Many have found they had a talent for magic or psychic powers. Still others make their way with guns, or machine parts grafted to their bodies, or simply by their wits. Most of these are not under the rule of the Combine.
The Combine doesn't want them existing, and feels that all should be under their heel. Anyone not under their rules should be crushed. The Brains search the truth, and some teach that truth to others. The Golden Death Armor pilots should work for them. Wanderers should be tamed, and brought into the fold to work for the good of the Combine. Anyone with military skill should be added to their armies. And psychics and users of magic should be dead.
This is the world that folly has made, and it will take a hard man to tame it.
Welcome to my "mod" for Mutant Future entitled "Sorcerers & Cyborgs!"
This setting was somewhat of a challenge for Mutant Future, as there is no magic, and super-science is what a typical character in Mutant Future would be lucky to encounter. So I had to work with the setting and tweak it some. It also has some of my rules hacks to make combat and characters more dynamic. If there's one criticism I have of old-school games, it's the tendency to make rather cookie-cutter character types -- one fighter looks exactly like another fighter at the same level -- which is a bit boring. And I like my combat to be less abstract -- think Conan, rather than Squad Leader.
Obviously, there are a few revisions and clarifications to be made, but this is the first draft:
RULES CHANGES
Radiation is a bit rare. Now mainly found among areas that the Combine has abandoned after something went wrong...ABILITIES
Roll 4d6, take the best 3.
or
Divvy up 6 points between the abilities. Abilities range from +1 to +4. This eliminates the Ability Bonus, and just uses the Ability itself as a bonus.
ARMOR CLASS
Subtract the armor's AC from 11, and add 5, no DEX mod.
Ex: If you have AC 1, subtracting it from 11 would be 10. Adding 5 would give a new AC of 15.
If AC is increased by anything (like, say, Increased DEX, simply increase his Defense Roll.
If AC is increased by anything (like, say, Increased DEX, simply increase his Defense Roll.
HIT POINTS
Hit Points are rolled a bit differently:- If you're using a standard character type, roll hp as normal.
- Magic-Users, Psychics, Brains, Chop-Docs, Docs, Fixers, Speed Tribers, and Wanderers roll 1d6 x CON
- Armsmen, Borg, Curs, Deathwing Armor, Golden Death Armor, Nature Boy, Pharmboy, Ronin, and Super Soldiers roll 1d8 x CON
If ranges from +1 to +4 are used for Abilities, then total (10 + 2x the ability) x the die type for the character type.
If ranges from +1 to +4 are used for Abilities, then total (10 + 2x the ability) x the die type for the character type.
COMBAT
● For combat, roll a d10 for Initiative and subtract your DEX mod.
● Attacker rolls d20 plus level plus STR adj. (melee) or DEX adj (ranged)
● Defender rolls d20 plus level plus DEX adj, declares whether he's parrying (with
weapon), dodging (getting out of the way), or blocking (with shield)
● Attacker roll > Defender roll and AC = damage done
● Defender roll > Attacker roll = no damage done, attack parried, dodged, or blocked.
● Attacker roll < AC = Attack bounced off armor
ABILITY CHECKS
Used in place of Skills. Just make a check on the relevant ability.
Used in place of Skills. Just make a check on the relevant ability.
● Use Abilities such as STR, DEX, CON, etc.
● Roll 11 or less, plus Ability Adj. (so, 13 STR has a +1 adj, meaning the STR roll would be 12-).
● Choose one of these abilities as Primary, to get a +2 (so the STR roll above would be 14-)
● Primary Ability Checks go up by +1 at levels 3, 5, 7, 9, 11, etc
● Other Ability Checks gain +1 at levels 4, 7, 10, 13, etc
● Rolling exactly the check (rolling a 14 on a 14- Check, frex) means the check critically succeeds.
THE CHARACTER TYPES:
ARMSMAN (Includes Combine Grunt, Combine Military Specialist, Combine Technical Officer, Scout)
The main difference between all these is that the GRUNT believes his government to be good, despite being oppressive and racist. More specialized Grunts include the SPECIALIST (espionage and recon), and TECHNICAL OFFICER (trained in either Communications, Electrical or Mechanical Engineering, Technician, Weapons). SCOUTS are trackers who love the thrill of combat.
- Pure Strain Human
BORG
Men and women who have replaced a large portion of their bodies with machine parts. Some of these unfortunates were too poor and too unskilled to be of service, so the Combine put them to good use in their armies.
- Basic Android
BRAIN
Suffer from an unquenchable thirst for knowledge, and this thirst drives them into trackless wilderness in order to uncover the planet's mysteries, and the unknown past of humankind. The ruins of once mighty cities of the Ancients and the monstrous life forms that now stalk the Earth are their bread and butter. Brains usually have some survival skills, and know how to use two weapons. In many cases, they are more like your average Merc than a scientist. Some Brains are hunted by mobs, who believe that the secrets of the Ancients are best left buried.
-Pure Strain Human
CHOP-DOC
A chop-doc is a doctor, surgeon, or scientist who is proficient with the implantation of bionics or cybernetics. "Chop-doc" is the slang term for the most notorious and disreputable among them. They can make minor repairs to Androids and Borgs, as well.
- Pure Strain Human
CURS
Mutant dogs engineered and empowered by the Combine to kick in doors and take names, arresting not only psychics and mages but those who harbor them. They can track by psychic or mundane scent.
- Mutant Animals
- Natural Weapons (teeth, claws)
- Increased Sense (Smell)
DEATHWING ARMOR
Developed by the Combine in response to the Golden Death Armor (q.v.), the Deathwing armor is inferior in most respects. It is essentially Scout Encasing Military Armor with some superhuman capabilities. Weapon systems include a standard, military-grade Rail Gun, and a Mini-Missile Launcher capable of firing Plasma rockets as well as ordinary artillery. Perhaps the most significant difference is that the Deathwing Armor can fly or hover, giving it a signficant battlefield advantage. The wings have metal blades on them, allowing the pilot to inflict damage if forced into a hand-to-hand conflict. Deathwing Armor will only work for Pure Strain Humans.
- Pure Strain Human with Scout Encasing Military Armor (AC 2)
- Military Grade Rail Gun (1d4/1d4x10 burst)
- Mini-Missile Launcher (1d4x10/1d6x10 (PLASMA))
- One additional handgun or rifle
- Can hover stationary or fly
- Full optical systems, including laser targeting, telescopic, passive nightvision (light amplification), thermo-imaging, infrared, ultraviolet, and polarization.
DOC
A medical doctor (M.D.); a person who can fix or heal the human body. Most are, by now, versed in Xenobiology. It was usually knowledge gleaned in the field. They can heal Mutants as well as humans.
- Pure Strain Human
FIXER
Mercenary repairman who can fix just about anything.
- Pure Strain Human
GOLDEN DEATH ARMOR
The energy-resistant paint of this power armor unit has a strange side-effect -- it glitters a bright gold color. Thus the name of the armor. 10-feet high, it is not only powered armor, but an environmental suit, filtering impurities from air and water. Standard issue is the "BFG", a huge railgun mounted on the shoulder armor plate. The BFG is an entirely electric gun, that accelerates a few hundred metal projectiles along a set of magnetic rails faster than Mach Two. The net effect is mass destruction.
The pilots inside Golden Death Armor have either been issued them by the military (and then gone rogue), or been lucky enough to find one and have it fixed up. They love combat, and often fight just to experience the thrill of combat, and to hear the fantastic sonic booms that accompany the use of the BFG.
- Pure Strain Human with Heavy Encasing Military Armor (AC 1)
- BFG-2000 -- Hyper Accelerated Rail Gun (3d6x10)
- Full optical systems, including laser targeting, telescopic, passive nightvision (light amplification), thermo-imaging, infrared, ultraviolet, and polarization.
MAGIC-USERS
- Mutants
- Use Magic-User & Elf spells from Labyrinth Lord
- Most will be structured around a theme. Some samples:
WIZARD - Some like to concentrate on summoning spells, others have attack & defense spells, spells that aid in stealth, and so forth.
TECHNO-MAGE - Combine magic with technology. Use Elf and Magic-User Spells from Labyrinth Lord, but instead of spells they are items, with the same limitations on uses per day.
NATURE BOY
Nature Boys are those who have learned to live off the land. They know about all the benefits and dangers of various plants, know how to recognize and avoid dangerous animals, how to tell the weather from the clouds, how to build shelters, how to find food and water, how to navigate in the wilderness, signalling techniques, and how to build an effective fire. Generally how to survive in any wilderness. He can also pass through any wilderness area without leaving any trace. Some look like Davey Crockett, others look more primitive. To protect against the cold, most Nature Boys apply a coating of bear grease to their bodies. Keeps them warm, but smells quite bad...
- Pure Strain Human
PHARMBOY
The Pharmboy is another casualty in the quest for the super-soldier. Drugs are injected into his system by sophisticated nanodevices, which regulate his mood. These drugs enhance his combat alertness and physical capabilities. These nanodevices also monitor his physical condition, and mobilize to heal injuries 4 times faster than ordinarly healing. The Pharmboy has one code: live fast, die hard, which is oddly prophetic. The maximum lifespan for a Pharmboy is 5 years, after which the drugs they take to enhance their abilities will burn them out and kill them, as their bodies cannot take the strain.
- Mutant
- Increased STR, DEX, CON
- Acute Hyper Healing
- Body Adjustment
- Combat Empathy
- Limited Lifespan: 5 years
PSYCHICS
- Mutants
Most will be structured around a theme. Some samples:
MIND MANGLER - Force Screen (Greater), Mental Barrier, Metaconcert, Mind Reflection, Mind Thrust, Neural Telepathy, Empathy, Possession, Precognition, Psi-Blade,
MYSTIC - Ability Boost, Body Adjustment, Sense magic/psychic powers, Empathy, Psionic Flight (when in Lotus position only)
ENERGY MASTER (choose between fire, electricity, magnetic, sound, light, radiation, force)- Reflective Epidermis (for his energy type) Energy Ray, Energy Retaining Cell Structure, sense energy type, extinguish or increase energy type.
RONIN
They are the wanderers of the post-apocalyptic world, righting wrongs wherever they are found, whether it's the oppressive Combine or a supernatural monster that entered through one of the magical gateways scattered across the globe.
- Mutant
- Can create a psi-blade, a scintillating weapon of psychic energy, and may look like a staff, axe, mace, sword, or any other weapon. (Acts like Energy Ray, no range)
- One Random Mental Mutation
SPEED TRIBERS
Members of criminal gangs in cities, mostly have a hard way of life. These are not the suit-wearing Yakuza, these are the gangbangers, drug-dealers, and thieves, providing "protection" for shopkeepers on their turf. They know how to survive in the shady underbelly of the city, choked with garbage and vermin.
- Pure Strain Human
SUPER-SOLDER
Special Forces troopers skilled in the arts of combat and athletics who have tiny electrical devices wired to their brain. This has the unfortunate side-effect of making them crazy.
- Mutant
- Increased STR, DEX, CON
- Heightened reflexes, agility for bonuses to combat (+1 to hit)
- Increased senses (Vision, Smell)
- Intellectual Affinity (Martial)
- Acute Hyper Healing
- Suffers from delusions and insanity.
WANDERERS
The best of these are curious minds and happy with their lot. The worst are aimless drifters, with no sense of life, purpose, or hope. They are the ones who slipped through the cracks. They have no education to speak of, and tend to live by their wits.
- Pure Strain Human
The main difference between all these is that the GRUNT believes his government to be good, despite being oppressive and racist. More specialized Grunts include the SPECIALIST (espionage and recon), and TECHNICAL OFFICER (trained in either Communications, Electrical or Mechanical Engineering, Technician, Weapons). SCOUTS are trackers who love the thrill of combat.
- Pure Strain Human
BORG
Men and women who have replaced a large portion of their bodies with machine parts. Some of these unfortunates were too poor and too unskilled to be of service, so the Combine put them to good use in their armies.
- Basic Android
BRAIN
Suffer from an unquenchable thirst for knowledge, and this thirst drives them into trackless wilderness in order to uncover the planet's mysteries, and the unknown past of humankind. The ruins of once mighty cities of the Ancients and the monstrous life forms that now stalk the Earth are their bread and butter. Brains usually have some survival skills, and know how to use two weapons. In many cases, they are more like your average Merc than a scientist. Some Brains are hunted by mobs, who believe that the secrets of the Ancients are best left buried.
-Pure Strain Human
CHOP-DOC
A chop-doc is a doctor, surgeon, or scientist who is proficient with the implantation of bionics or cybernetics. "Chop-doc" is the slang term for the most notorious and disreputable among them. They can make minor repairs to Androids and Borgs, as well.
- Pure Strain Human
CURS
Mutant dogs engineered and empowered by the Combine to kick in doors and take names, arresting not only psychics and mages but those who harbor them. They can track by psychic or mundane scent.
- Mutant Animals
- Natural Weapons (teeth, claws)
- Increased Sense (Smell)
DEATHWING ARMOR
Developed by the Combine in response to the Golden Death Armor (q.v.), the Deathwing armor is inferior in most respects. It is essentially Scout Encasing Military Armor with some superhuman capabilities. Weapon systems include a standard, military-grade Rail Gun, and a Mini-Missile Launcher capable of firing Plasma rockets as well as ordinary artillery. Perhaps the most significant difference is that the Deathwing Armor can fly or hover, giving it a signficant battlefield advantage. The wings have metal blades on them, allowing the pilot to inflict damage if forced into a hand-to-hand conflict. Deathwing Armor will only work for Pure Strain Humans.
- Pure Strain Human with Scout Encasing Military Armor (AC 2)
- Military Grade Rail Gun (1d4/1d4x10 burst)
- Mini-Missile Launcher (1d4x10/1d6x10 (PLASMA))
- One additional handgun or rifle
- Can hover stationary or fly
- Full optical systems, including laser targeting, telescopic, passive nightvision (light amplification), thermo-imaging, infrared, ultraviolet, and polarization.
DOC
A medical doctor (M.D.); a person who can fix or heal the human body. Most are, by now, versed in Xenobiology. It was usually knowledge gleaned in the field. They can heal Mutants as well as humans.
- Pure Strain Human
FIXER
Mercenary repairman who can fix just about anything.
- Pure Strain Human
GOLDEN DEATH ARMOR
The energy-resistant paint of this power armor unit has a strange side-effect -- it glitters a bright gold color. Thus the name of the armor. 10-feet high, it is not only powered armor, but an environmental suit, filtering impurities from air and water. Standard issue is the "BFG", a huge railgun mounted on the shoulder armor plate. The BFG is an entirely electric gun, that accelerates a few hundred metal projectiles along a set of magnetic rails faster than Mach Two. The net effect is mass destruction.
The pilots inside Golden Death Armor have either been issued them by the military (and then gone rogue), or been lucky enough to find one and have it fixed up. They love combat, and often fight just to experience the thrill of combat, and to hear the fantastic sonic booms that accompany the use of the BFG.
- Pure Strain Human with Heavy Encasing Military Armor (AC 1)
- BFG-2000 -- Hyper Accelerated Rail Gun (3d6x10)
- Full optical systems, including laser targeting, telescopic, passive nightvision (light amplification), thermo-imaging, infrared, ultraviolet, and polarization.
MAGIC-USERS
- Mutants
- Use Magic-User & Elf spells from Labyrinth Lord
- Most will be structured around a theme. Some samples:
WIZARD - Some like to concentrate on summoning spells, others have attack & defense spells, spells that aid in stealth, and so forth.
TECHNO-MAGE - Combine magic with technology. Use Elf and Magic-User Spells from Labyrinth Lord, but instead of spells they are items, with the same limitations on uses per day.
NATURE BOY
Nature Boys are those who have learned to live off the land. They know about all the benefits and dangers of various plants, know how to recognize and avoid dangerous animals, how to tell the weather from the clouds, how to build shelters, how to find food and water, how to navigate in the wilderness, signalling techniques, and how to build an effective fire. Generally how to survive in any wilderness. He can also pass through any wilderness area without leaving any trace. Some look like Davey Crockett, others look more primitive. To protect against the cold, most Nature Boys apply a coating of bear grease to their bodies. Keeps them warm, but smells quite bad...
- Pure Strain Human
PHARMBOY
The Pharmboy is another casualty in the quest for the super-soldier. Drugs are injected into his system by sophisticated nanodevices, which regulate his mood. These drugs enhance his combat alertness and physical capabilities. These nanodevices also monitor his physical condition, and mobilize to heal injuries 4 times faster than ordinarly healing. The Pharmboy has one code: live fast, die hard, which is oddly prophetic. The maximum lifespan for a Pharmboy is 5 years, after which the drugs they take to enhance their abilities will burn them out and kill them, as their bodies cannot take the strain.
- Mutant
- Increased STR, DEX, CON
- Acute Hyper Healing
- Body Adjustment
- Combat Empathy
- Limited Lifespan: 5 years
PSYCHICS
- Mutants
Most will be structured around a theme. Some samples:
MIND MANGLER - Force Screen (Greater), Mental Barrier, Metaconcert, Mind Reflection, Mind Thrust, Neural Telepathy, Empathy, Possession, Precognition, Psi-Blade,
MYSTIC - Ability Boost, Body Adjustment, Sense magic/psychic powers, Empathy, Psionic Flight (when in Lotus position only)
ENERGY MASTER (choose between fire, electricity, magnetic, sound, light, radiation, force)- Reflective Epidermis (for his energy type) Energy Ray, Energy Retaining Cell Structure, sense energy type, extinguish or increase energy type.
RONIN
They are the wanderers of the post-apocalyptic world, righting wrongs wherever they are found, whether it's the oppressive Combine or a supernatural monster that entered through one of the magical gateways scattered across the globe.
- Mutant
- Can create a psi-blade, a scintillating weapon of psychic energy, and may look like a staff, axe, mace, sword, or any other weapon. (Acts like Energy Ray, no range)
- One Random Mental Mutation
SPEED TRIBERS
Members of criminal gangs in cities, mostly have a hard way of life. These are not the suit-wearing Yakuza, these are the gangbangers, drug-dealers, and thieves, providing "protection" for shopkeepers on their turf. They know how to survive in the shady underbelly of the city, choked with garbage and vermin.
- Pure Strain Human
SUPER-SOLDER
Special Forces troopers skilled in the arts of combat and athletics who have tiny electrical devices wired to their brain. This has the unfortunate side-effect of making them crazy.
- Mutant
- Increased STR, DEX, CON
- Heightened reflexes, agility for bonuses to combat (+1 to hit)
- Increased senses (Vision, Smell)
- Intellectual Affinity (Martial)
- Acute Hyper Healing
- Suffers from delusions and insanity.
WANDERERS
The best of these are curious minds and happy with their lot. The worst are aimless drifters, with no sense of life, purpose, or hope. They are the ones who slipped through the cracks. They have no education to speak of, and tend to live by their wits.
- Pure Strain Human
STANDARD EQUIPMENT
A suit of body armor, including military-issue. A set of caste-appropriate clothing (surgical gowns for doctors, leather and denim for Speed Tribers, robes for wizards, sturdy travel clothes for adventurers, combat fatigues for soldiers, etc), personal effects (such as music/vid players, wallets, combs, goggles) and camping equipment. Most characters will also have 1d3 Energy weapons (pistol and rifle if more than one), and 1d6 E-Clips. You get a +1 to those previous amount rolls if you are a military type.
- A thief will have lock picking tools, pry bars, and glass cutter, as well as a set of conventional tools.
- An assassin will have a bolt-action rifle and an energy rifle with four extra E-clips.
- A hacker will have a portable, hand-held computer and a full size computer and printer.
- A Doc will have a kit full of surgical gloves, bandages, painkiller, antibiotics, scalpels, automedical kits, and a portable lab.
- An Operator would have a portable tool kit with an electric screwdriver and additional interchangeable heads, wrenches, etc, large tool kit, soldering iron, laser torch (for welding), a roll of duct tape, 1d3 rolls of electrical tape, pen flashlight, and a large flashlight.
- Brains may possess any or all of: specimen cases, specimen dishes, 1d6 test tubes, 1D4 jars, microscope slides, portable microscope, scalpel, pins, and tweezers, magnifying glass, telescope, and books on various subjects.
- A Chop-Doc would have a combination of a Doc's equipment and an Operator's equipment.
- A Speed Triber gets a wheeled motorcycle and drugs (at GM's option)
- A Speed Triber gets a wheeled motorcycle and drugs (at GM's option)
ARMOR:
ARMOR | AC | PROT |
Heavy Infantry Armor Military Issue Environmental Armor | AC 2/9 | 25 |
Myrmidon Full Environmental Armor | AC 2/9 | 20 |
Guerilla Composite High-Impact Environmental Armor | AC 3/8 | 20 |
The Champion Full Fibre Environmental Body Armor | AC 3/8 | 15 |
Light Pilot/Police Armor Military Issue Environmental Armor | AC 4/7 | 15 |
Vindicator Full Padded Environmental Body Armor | AC 4/7 | 15 |
Pharmboy Assassin's Plate Armor | AC 4/7 | 10 |
Hunter Plate and Padded Armor | AC 5/6 | 10 |
Plastic Warrior Full Plastic Environmental Body Armor | AC 5/6 | 5 |
Prot = Pts of damage the armor protects you from each hit.
AC is given in descending (before the slash) and ascending (after the slash) values.
Friday, March 25, 2011
My Son's Birthday
It was my son's birthday Thursday the 24th, and on Saturday the 26th we're going to have his party -- at our place. So I've spent the past few days cleaning the heck out of the townhome, and should be resuming normal posting in a few days, after I recover.
Regrettably, unlike Paladin, I probably won't be doing any gaming for my son's birthday party. His cousins are usually invited, and my sister is a hardcore Christian who believes that D&D, Pokemon, Harry Potter, and other assorted things are Satanic.
It truly saddens me.
Regrettably, unlike Paladin, I probably won't be doing any gaming for my son's birthday party. His cousins are usually invited, and my sister is a hardcore Christian who believes that D&D, Pokemon, Harry Potter, and other assorted things are Satanic.
It truly saddens me.
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