Archive for the ‘ RPG ’ Category

Skill Checks in SWN

Stars Without Number has a nice little skill system. A character gets skills based on background package (related to the PC’s background) and training background (related to the PC’s class). Additional skills, or higher levels with previous skills, are acquired during level advancement via skill points. The number of points required to purchase the next level in a skill increases with skill level, and the maximum skill level is capped by PC level.

Skill checks are made by rolling 2d6, adding the relevant skill’s level and appropriate attribute modifier. Skills aren’t explicitly tied to a specific attribute. An untrained skill check suffers a -1 penalty. The easiest skill checks are usually difficulty 6, and challenging skill checks face difficulties of 10 or higher.

Now, all of that said, there are two things about SWN’s skill system I don’t like:

1. The use of skill points to purchase skills.

2. PCs having a specific list of skills with associated ranks.

Explaining the first point is easy: It’s more bookkeeping, and I dislike bookkeeping. That’s pretty much it. I don’t think skill points are bad or wrong or inferior. I just don’t like there being yet another group of points that have to be accounted for.

The second point requires more explanation; so, here goes.

In my experience (emphasis: my experience), when a player sees a list of skills on a character sheet, two things pop up:

1. That list of skills are the only skills the character can use.

2. Therefore, the player limits his PC’s actions to the skill list on the character sheet.

When these two things pop up with too many players, a sort of critical mass is reached that can result in party paralysis. “Gosh! None of us have that skill. How are we supposed to succeed? This adventure sucks!” Not only does this break immersion in the game, it’s also just plain irritating. I like for the PCs in my games to be the heroes, and heroes don’t whine about how the adventure sucks. Heroes grit their teeth, suck it up, and drive on.

Here’s what I want to do with SWN instead of the core-rules way of doing things. First, I want to use the “You Lack Skills” rules presented in the Skill Checks section of the core rules. This means each PC has a skill check bonus equal to +1, +1 more for every three levels of experience, whenever attempting any activity that the player can reasonably explain as part of the PC’s background and training packages.

I’m thinking this approach gets rid of both of the things I dislike about SWN’s skill system.

I’ve also been struck by an idea Erik Tenkar mentioned in this blogpost. Erik wrote, “I’ve got some tweaking to work on with this, such as the first time a Natural 20 is rolled in a certain circumstance (picking a lock, finding tracks or swimming a turbulent river and the like) I’m going to give the PC a + 1 to that particular circumstance as a permanent bonus.” This idea has some sweetness. Modified for 2d6, the bonus could come up on an 11-12 (assuming success, for about an 8% chance of getting the bonus) or only on a 12 (for about a 3% chance of getting the bonus).

That make sense?

March 18th, 2013  in RPG No Comments »

Meet the Syrlōps

Matt Jackson over at Lapsus Calumni is running a monster-making contest focusing on the fellow in the picture to the right. The best entry receives a March to June subscription to Monsters By Email. Since I love contests and monsters, how could I pass this one up?

Syrlōps
Hit Dice: 6+6
Armor Class: 3 [16]
Attacks: 2 fists (1d6), 1 tail (1d8+2)
Saving Throw: 11
Special: Half-damage from blunt and piercing weapons, magical chords
Move: 12
Alignment: Neutrality
Challenge Level/XP: 8/800

A syrlōps (plural syrlōpes) is a bizarre mixture of humanoid and plant. It stands taller and broader than even the largest human, although it tends to lurch about in a near crouch, moving sometimes on all fours. Its body is covered with a conglomeration of bark, knotted roots, leaves, hair-like moss, and corded muscles. This tough composite of tissues is particularly resistant to weapons that pierce or crush (such as arrows and maces). In combat, a syrlōps fights with punishing blows from its powerful fists and tail.

The most outstanding feature of a syrlōps’s body are the twin rows of tube-like structures that grow from its hunched shoulders down its back. After a prodigious inhalation, a syrlōps can force air through these structures to create musical tones over a range of three octaves and in an impressive array of combinations, producing harmonies to rival those a woodwind virtuoso. What’s more, once per round at will, a syrlōps can pipe magical chords to produce any of the following effects: charm monster, fear, sleep, or speak with plants.

Syrlōpes dwell only in the most primeval of forests and jungles. They are private, territorial creatures who resent intruders, except for non-evil fey creatures, whom the syrlōpes count as allies. Syrlōpes live in well-camouflaged villages in areas that provide exposure to sunlight and access to fresh water. Nixies, pixies, and sprites often dwell in or near these villages, helping protect the dwellings from marauders and trespassers. Syrlōpes have male and female genders, and they marry and raise offspring, which are hatched from large, nut-like pods. Both male and female syrlōpes nurse the young with a sap exuded by their root-like fingers. Weaned syrlōpes feed on sunlight, water, and a variety of roots, tubers, and flowers. Syrlōpes live for centuries, and they speak the language of the fey. They may also communicate with each other over great distances by means of songs loudly played.

March 11th, 2013  in RPG No Comments »

The Grand Original Map Contest Link List!

Well, The Grand Original Map Contest is over, and the winners have been announced. Congrats to everyone who participated, and a huge thanks to the folks who ran the contest.

I’ve put together a link list of the entries that I was able to find links for. If there’s something I’ve missed or messed up, shoot me an email or whatever, and I’ll edit as needed.

* The Bone Blade by David Przybyla
* Torvek’s Tower at Forrest for the Trees
* A Matter of Justice by Dave Gerard
* Rarefied Blood, Dreaming in Darkness, Philosopher Ogres, and The Kingmaker Stone by Andrew Shields
* Beneath the Windowless Tower by John
* The Guard of the Heart of the Romance of the Dead
* The Prison of the Magic Square
* The Quarrymen by Duncan McPhedran
* The Mellified Men by Ian Coakley
* Escape from Groncho

Here are my two entries:

* River’s Bend Poets Inn
* The Mountain Fastness of the Vermillion Coenobites

And here are would-have-been entries if the deadline hadn’t been missed:

* The Hobgoblin Queen’s Birthday: Part One and Part Two
* New Dawn Combine’s Last & Present Days

Enjoy!

March 5th, 2013  in RPG No Comments »

Tower & Sea Caves

Well, here’s my first attempt at a map for posting. I think I did an okay job. I mean, it’s nothing to jump and down about, but I think the lines are clear enough, it’s easy enough to read, and what not.

The tower and sea caves have things that I like in a map: variable environments (ruins, caves, aquatic), more than one entrance, and distinct zones. For me, the map is also sufficiently generic that it looks as if it would lend itself to a variety of histories. Who built the tower? Why is it ruined? Why is there a shaft dropping into the caverns? What lives in the water? Et cetera.

Regarding the map itself, I drew it on the back of a school letterhead note. I used a mechanical pencil I found on my classroom floor for the drawing, and the eraser of another pencil for the erasing (because the mechanical pencil was missing its eraser). I inked the map with a Bic felt tip pen I had in my shirt pocket. After I scanned the image, I erased a few mistakes, some stray spots, and places where the school’s letterhead could be seen in reverse through the paper. If you click on the map, it’ll take you to a larger JPG image.

Fancy, huh?

February 20th, 2013  in RPG 1 Comment »

New Dawn Combine’s Last & Present Days

I had intended this for The Grand Original Map Contest, but I didn’t get it done in time. Ah well. Just because I missed a deadline doesn’t mean all of these electrons have to go to waste.

What Happened to the New Dawn Combine?

Two generations ago, the New Dawn Combine on Cygnus III thrived as a center for innovation in sector heavy weapons technologies. Lynley, the company town built around NDC labs and offices, provided workers, executives, researchers, and their families with every modern convenience. Life was good.

But nothing lasts forever.

A massive solar storm overwhelmed Cygnus’s magnetic field, disrupting electronics throughout Lynley. This was the time the Freedom Fellowship struck a blow for the proletariat. Mobs well armed but ill organized rampaged through the streets while the Fellowship’s elite assaulted key arsenals. The revolutionary violence climaxed when someone — to this day, historians debate whom to blame — launched a multiple independently targetable reentry vehicle armed with payload of chemical weaponry. Thousands died within minutes, and even more sickened and expired over the next few days. Much of Lynley burned as fires raged out of control as first responders were overwhelmed by the number of emergencies.

Planetary government moved in much too late. By the time military personnel and disaster management teams arrived, Lynley was a city fit only for the dead. Sporadic violence near the city limits lasted for a few more days, and then the government declared Lynley and the surrounding area in a 50-mile radius to be a quarantine zone (or QZ for short). No one and nothing is allowed in or out of the zone.

But life finds a way.

A handful of Freedom Fellowship radicals survived and declared the revolution a success. They consolidated control over limited food and potable water resources, and then put out the call to other survivors to enjoy the Fellowship’s largesse. Little by little, a semblance of normalcy returned to Lynley. A handful of buildings were reclaimed and turned into the communal areas with the Fellowship’s leaders determining individuals’ needs and commensurate allowances of living space, food, and water.

Little could be done, however, about the toxic effects of the chemical weaponry that had decimated Lynley. The ground was poisoned, and the water cycle became a means which toxins entered plants and animals. Fellowship workers documented the first evidence of mutations in water plants, fish, and amphibians. The high incidence of miscarriages and birth defects in the human population added a new level of dread to life in Lynley.

Today, the QZ is a wild area of twisted vegetation, mutated animals, and ruined buildings. Most of the vegetation is at least slightly toxic, and most of the mutated animals are merely grotesque. Some, however, are dangerous, especially the predatory chemical worms. The QZ’s easiest access points are protected by sensors, automated guns, and platoons of soldiers. Armed drones patrol more difficult areas. Entering the QZ without proper authorization is difficult. Getting back out after entering illegally is even harder, and failing exist undetected is likely to end in a violent death.

These risks don’t stop adventurous black marketeers from violating the QZ in hopes of finding hidden caches of weapons and other military-grade tech. The New Dawn Combine had numerous facilities prior to the revolution, and this included arsenals protected by underground bunkers. Illegal military tech isn’t easy to come by, and the profits can be substantial.

Of course, once in the QZ, there are more problems facing looters than the return trip. Trespassers must also contend with the Fellows, as the residents of the QZ now call themselves.

Society of Fellows

The new social order forged by the Freedom Fellowship has produced a conformist, deranged community. The Fellows have ritualized protocols put into place to ensure survival in a toxic environment. Chief among these protocols are the use of protective masks and the inviolability of New Dawn Combine bunkers.

Protective Masks

Use of protective masks is not necessary in most areas of the QZ. Certain underground areas may still contain toxic levels of airborne chemicals, but, overall, air quality in the QZ is adequate, if not better than in many urban areas. Nevertheless, no Fellow will permit himself to be seen in public without his protective mask. The taboo against this is analogous to a combination of prohibitions against public lewdness and spitting in people’s faces. Many Fellows refuse to go maskless in private much of the time. Forcibly unmasking a Fellow is akin to assault, and Fellows react negatively to those who go maskless in public.

Bunkers

Fellows believe that sealed bunkers must remain sealed. If the contents of these bunkers were vital, the founders of Fellow society would have unsealed them. Since they did not, it stands to reason that the contents must be such that it is in society’s best interest for them to remain undisturbed. The bunkers have acquired an almost mystical quality in Fellow society. They are taboo territory, and would-be trespassers must be dealt with in the most pointed manner possible.

The Bunker Tower

A militarized clan of Fellows live on and around this pre-revolution military bunker in a collection of sturdy buildings organized in an efficient grid pattern. The Fellows build most of these structures from the ruins of other buildings, carting brick, concrete, wood, et cetera from other locations. The clan maintains a high degree of alertness not only due to the bunker’s sacred proximity, but also because of the large number of predatory chemical worms in the area.

1. Superstructure: While the exterior of the superstructure shows signs of damage from the elements and battle, it remains solid and sealed tight. Inside the single-storey building are offices for administrative and security personnel, all long abandoned in haste. A cargo elevator leads down to the caves beneath the superstructure.

2. Munitions: This section of the caves was converted for munitions storage. Duraflex walls and ceilings form storage units in four rows. This particular facility stores mag pistols, mag rifles, ammunition, repair kits, and other firearms accessories. It also has a cache of grenades of various types.

3. Flooded Cave: The chemical pond’s high acid content eroded a narrow but passable tunnel through surfrace strata into the caves, flooding the lowest lying areas in the process. Chemical reactions have turned the air through the cave system into a toxic haze. The water itself is highly corrosive, and predatory chemical worms thrive in this environment.

4. Chemical Pond: A bomb crater to the rear of the superstructure has long since filled with water, and deadly toxins and acids in the soil have turned the resulting pond into a highly corrosive pool ideal for predatory chemical worms. During infrequent dry spells, much of the pond evaporates, leaving a thick, poisonous sludge.

Chemical Worm (for Stars Without Number):

Armor Class: 7
Hit Dice: 1
Attack Bonus: +2
Damage: 1d4 bite
No. Appearing: 10-40
Saving Throw: 15+
Movement: 15 ft., swim 15 ft.
Morale: 8

Chemical worms grow to about the length of a man, reaching a thickness approximate to a man’s thigh. They are sandy brown in color with bloodred heads and a quadripartite jaw sporting vicious fangs. They are invulnerable to almost all poisons and acids, and they can survive in anerobic environments for long periods of time. In addition to its bite, a chemical worm can spray a scalding fluid at its prey. The spray is produced by a reaction between two chemical compounds, hydroquinone and hydrogen peroxide, stored in separate reservoirs in the worm’s throat, and then mixed when needed in a third chamber with water and catalytic enzymes. Heat from the reaction brings the mixture to near the boiling point of water and produces gas that drives the ejection. The chemical worm’s spray inflicts 1d8 points of damage in a 15-foot wide fan.

February 17th, 2013  in RPG No Comments »