Archive for the ‘ RPG ’ Category

Story Dice for Non-Story Games

At the start of every adventure (or game session, whichever you prefer), each player gets six Story Dice, which are d4s set aside in some sort of suitable receptacle or space so as to not confused with regular d4s. (Did you notice the alliteration?) Whenever a PC performs an action, the player can choose to roll between one to three Story Dice instead of whatever he’d normally roll for action resolution. (If you’re using statements or something similar, consider permitting a bonus die for actions tied to a PC’s statements.)

After the Story Dice are rolled, select the single Story Die with the highest result. Compare that result to the following:

4: You are completely successful. Describe the result of your action.
3: You are mostly successful. Describe the result, but include one negative consequence.
2: You are mostly unsuccessful. Describe the failure, but include one positive consequence.
1: You blew it. The GM describes the result.

Let see some examples.

Example the First

The PCs have to get past well-armed, alert security guards blocking the door to the VIP suite in a neo-disco aboard Station Antares so that they can have a face-to-face with a crime lord who probably has vital information about a missing shipment of vaccines. Fighting their way in isn’t an option. Terry decides his PC, Alexandra Mason, is going to try to talk the guards into letting them in. Terry decides to spend three Story Dice on the attempt, and rolls 3d4. His highest result is a four. Terry gets to describe the results.

“I take a moment to make sure my make-up looks good, put on my best smile, and slink up to the two guards, holding a drink in each hand. As I get closer, I recognize one of the guards as a spacepox survivor by the distinctive scarring on his face. I hand them the drinks, and explain that we’re trying to track down the missing spacepox vaccine, and that hundreds of children could go untreated. The spacepox survivor is outraged that anyone would steal such vital medicine, and he not only let’s us in, but introduces us to his boss.”

Example the Second

The PCs are heading to Daley, a backwater planet whose main settlement, New Chicago, is a dome-covered hive of scum and villainy. Violent electromagnetic storms make traveling on the surface dangerous, and one of the storms hits suddenly as the Thaddeus Knight guides the PCs’ spaceship in for a landing. Christopher decides to roll two Story Dice rather than run the risk of a skill check. His highest result is a three.

“The electromagnetic storm wreaks havoc with the ship’s systems, and we go into a dive. I manage to reroute power to increase shielding against the storm in time to bring the ship in for a landing, but it’s a rough one. The landing gear is damaged and will need to be repaired.”

Example the Third

While being pursued by vaccine thief enforcers, Jack Owen gets separated from the rest of the group and finds himself facing a dead end in one direction and a juiced-up thug in the other. Gary figures Jack can’t win the fight, and so his only hope is to escape over the wall. Unfortunately, Gary only has one Story Die left, but it’s better than nothing. He rolls and gets a two.

“Uh, bummer. How about this? Jack runs at the wall and jumps, just grabbing the top edge and pulling himself up and over. Unfortunately, he loses his balance and falls down the other side, suffering whatever damage is appropriate.”

Example the Fourth

Naiyah Ferobo has just grabbed the satchel of stolen vaccines when she hears the guards coming. Thinking quickly, Naiyah exits through the window and out onto the ledge running around the seventeenth story of the building. Fortunately, Naiyah has a relevant statement: “Agile as a mountain goat.” Naiyah attempts to climb down to the next floor to re-enter the building below the guards. Wes decides to use two Story Dice and gets a bonus Story Die for Naiyah’s statement. Wes rolls and gets nothing but ones. The GM takes over.

“Naiyah loses her footing and falls from the ledge. She drops three stories before she manages to hook a projecting decoration with the strap on the satchel. Naiyah is now dangling a 100-plus feet above the street with a precarious grip on a synthide bag. She’s not sure how much longer she can hold on, especially with that freshly wrenched shoulder.”

June 12th, 2013  in RPG No Comments »

Shenzi Chaser

The Shenzi chaser hunts the veldt of the Shenz Highland. These carnivorous flightless birds stand taller than a man, and a full grown adult male can weigh more than 350 pounds. What makes these predators dangerous isn’t their size, speed, and powerful kicks. Rather, it is the Shenzi chaser’s piercing screech, a sonic attack that the bird uses to disable fleeing prey. This screech has a range of 60 feet and requires an attack roll with a +2 bonus to hit. A living creature struck by the screech takes 2d4+2 points of damage and must make a saving throw or be stunned helpless for 1d6 rounds. If the screech misses by 4 or less, the sonic waves strike the ground near the target, causing an explosion in a 5-foot radius that inflicts 1d6+1 points of damage. Those caught in the blast must make a Dexterity check or be knocked prone.

Swords & Wizardry Stats

Hit Dice: 2+2
Armor Class: 7 [12]
Attacks: 2 kicks (1d4+1)
Saving Throw: 16
Special: screech
Move: 15
Alignment: Neutrality
Challenge Level/XP: 3/60

Stars Without Number Stats

Armor Class: 7
Hit Dice: 2+2
Attack Bonus: +3/+3
Damage: 1d4+1/1d4+1 kicks
No. Appearing: 2d4
Saving Throw: 14
Movement: 45 ft.
Morale: 8

June 10th, 2013  in RPG No Comments »

Arcasparv’s Doomful Gullet

Arcasparv’s Doomful Gullet
Spell Level: Magic-User, 4th Level
Range: 180 feet
Duration: 4 rounds

Arcasparv’s doomful gullet rips open a passage between the spell’s target point and the gullet of a transdimensional demon. The caster selects 2d4 victims within 20 feet of spell’s center. Victims that fail their saving throws are sucked into the gullet, where they are effectively immobilized by the crushing and tearing horror of the infernal esophagus. Victims take 2d6 points of damage per round for the duration of the spell. When the spell ends, victims are disgorged near their original locations.

May 5th, 2013  in RPG 3 Comments »

Amazing Future Tales

Man Day Adventures kicked off our new campaign yesterday. You can read the growing amount of campaign information here. We’re using Stars Without Number with some story-telling roleplaying game tweaks. (Check out my house rules to find examples.)

You may notice that Amazing Future Tales doesn’t have anything to do with my under-development Tiamat’s Throne. My players vetoed science fantasy as a genre, preferring more straightfoward science fiction. That’s cool. It’s not like I can’t use a lot of what’ll get developed for the new campaign in Tiamat’s Throne.

Anyway, the first session was a short one. We were missing two players, and another had to leave early. Even still, we got characters created. Specifically, each player created four 0-level characters. Our first adventure is “The Jungle That Hates”, a character-funnel scenario.

Gary ended up with one of his characters, Jack Owen, being the supervisor at Camp Goodall. I handed him the personnel roster and told him to conduct the morning agenda. Gary got a bit flummoxed by the sudden responsibility of spinning out story elements, so Jack Owen passed the buck to Vanessa Amaro (played by Terry).

Vanessa assigned jobs for the day, dividing up the 16 characters into four teams (except for Wes’s Dave Thomas, who stayed in camp). We then jumped to the first group investigating Mandolarian shag ferns so that we could see how the skill check mechanic works. Wes wanted to see how the combat mechanic works, so we shifted to the second team at the henhouse habitat to have Terry’s A.J. Johnson get jumped by a haggard lunatic.

After that, we had to break for the day. Next session is 18 May. If our missing players make it that day, we’ll add eight more 0-level characters to the character roster, and then unleash the ravening hellbeasts.

Characters that survive the funnel get to advance to first level, and then become the core crew of the campaign’s official focus.

May 5th, 2013  in Man-Day Adventures, RPG No Comments »

Z Is for Zowie!

And here we are, my last post for the 2013 A to Z Challenge. I finish up with some last rules-tweaks for my upcoming Stars Without Number campaign (which you can check out here).

The Natural 20

Any roll on a d20 that ends up showing 20 on the die face is a natural 20, and a natural 20 lets the rolling player bring the zowie.

The Natural 12

Any roll on 2d6 that ends up showing 6 on both dice is a natural 12, and a natural 12 lets the rolling player bring the zowie.

The Zowie

Many games have critical hits and/or critical success rules. Often, these rules magnify the success in some predetermined way. For example, a critical hit may do double damage or permit a roll on some table of grisly results. The ordinary sorts of critical success rules are fine, but they aren’t zowie. I want zowie. Preferably with an exclamation point. Zowie!

On a natural 20 or natural 12, the player gets almost total narrative control over the effects of his zowie success.

For example, Terry’s character Ebenezer is in a desperate fight with a Sarxian howling tiger. This isn’t a beast any sane person wants to face armed with only a synthalloy knife. Terry rolls a d20 for hack and slash, and he rolls a natural 20. Terry narrates the result: “I fall back as the Sarxian howling tiger leaps, its claws and fangs slashing the air, and I bring the synthalloy knife up in a desperate strike. The blade slips between the xenobeast’s ribs and punctures its heart, killing it almost instantly!”

For another example, Wes’s character Rob is piloting a lightly armed spaceskiff while being pursued by four pirate fighter crafts. He veers into a dense asteroid field, and must make a Vehicle/Space check. He rolls 2d6 and gets two sixes. Wes narrates the result: “I swoop into the asteroid field, putting more distance between me and the pirates. Then, I dive at a large asteroid, flying mere yards above its tumbling, unyielding surface, luring the four pirate fighter crafts into dangerous territory just as I rocket away from the asteroid’s crushing weight. Not all of the pirates manage to do likewise.”

April 29th, 2013  in RPG 1 Comment »