Thursday, 14 April 2011

The Big Bug Hunt

The Big Bug Hunt
A Big Action Heroes Scenario

Want to try out Big Action Heroes but running low on planning time? Just show up to the table with this and let random tables plan out a bug hunt for your space-victims!



The Group may be hardened marines, tough survivors or greedy mercenaries, but either way they're on an alien-infested ship and have an objective to fulfil. What objective you say? Roll.

Objective
1: Find and kill the Queen. She will be in the [3d6]th room the group enters and has the stats of a Hulk, but her Scream is upgraded to a 1d6+1 attack and she will be protected by 4 Clawbugs. When this is done return to your point of entry without getting killed.
2: Incinerate the Nest. The first batch of Alien Eggs you find will in fact be a huge nest. One of the players gets a Flamethrower for free (see the gear index) and must use it to torch the eggs. When this has happened return to the point of entry without dying, but any groups of aliens you meet on the way will have an extra 1d6 Clawbugs.
3: Survive. If the group can survive encounters with 2d6 groups of aliens help will arrive to rescue them.
4: Escape. Get to the exit. This will be in the [3d6]th room the group enter.
5: Clean Out. When the group has killed 6d6 Aliens the ship infestation has been cleared.
6: Self Destruct. When the group finds a Control Room they may trigger the ship's self-destruct sequence. As long as they can get back to their point of entry in time they will escape the ship, leaving the aliens to a fiery death.


Want to give the group a better chance? Give them some Mechanised Armour (see Gear Index) for an added level of power. To compensate for this have every alien encounter contain an extra 1d6 Clawbugs.

Every time the group passes through a door roll to see what the room is, its description and how many exits it has. When entering a room roll 1d6. If this is a 1 roll up a bug encounter, if it is a 6 roll up a non-hostile encounter.


Aliens are sneaky and won't be just waiting around for the group to find them. Roll a die occasionally when the group are exploring. On a 1 roll up a Bug encounter immediately to pounce upon them.


Room
1: Junction.
2: Vehicle Bay.
3: Lab.
4: Living Quarters.
5: Control Room.
6: Corridor.

Description
1: Pitch Black
2: Slimed
3: Functional
4: Ravaged
5: Smoking
6: Untouched

Exits
1: Dead End.
2: 1 Blocked.
3: 1 Free.
4: 1 Free, 1 Blocked.
5: 2 Free.
6: 2 Free, 1 Blocked.

Non-Hostiles
1: Crippled Survivor.
2: Sane and Armed Survivor.
3: Alien Eggs.
4: Corpse Pile.
5: Mad Survivor.
6: Dead Spitter.

Hostile
1: 6 Clawbugs
2: 1 Stalker
3: 3 Clawbugs, 1 Spitter
4: 3 Spitters
5: 1 Wounded Clawbug
6: 1 Hulk


Alien Clawbug
Stress Limit: 2
Feat Dice: Athletics 4, Other 2
Class Actions
Scurry: Move a short distance. You have 1 defence.
Pounce: Move a short distance and make a 1d6 melee attack.
Shred: Make three 1d6 melee attacks.
Bonus Powers
Death Splat: If you are killed in melee your killer takes 1 Stress.

Alien Spitter
Stress Limit: 5
Feat Dice: Athletics 3, Bulk 3, Other 1
Class Actions
Scurry: Move a short distance. You have 1 defence.
Spit: Make two 1d6 short ranged attacks against a single target. Alternatively, one of these attacks can be used to dissolve a piece of cover.
Spray: Make three 1d6 ranged attacks at one target within close range. Alternatively, one of these attacks can be used to dissolve a piece of cover.
Bonus Powers
Death Splat: If you are killed in melee your killer takes 2 Stress.

Alien Stalker
Stress Limit: 10
Feat Dice: Stealth 8, Athletics 6, Other 1
Class Actions
Stalk: Move a short distance. You have 3 defence.
Hunt: Move a short distance and make a 2d6 melee attack. Make this a 3d6 melee attack if you Stalked on your last round.
Bonus Powers
Death Splat: If you are killed in melee your killer takes 1 Stress.

Alien Hulk
Stress Limit: 20
Gear: Armour Plating
Feat Dice: Brawn 8, Athletics 4, Other 1
Class Actions
Slam: Move a short distance and make a 2d6 melee attack.
Scythe: Make three 2d6 melee attacks.
Scream: Make 1d6-1 Ranged attacks against all enemies in Short Range, ignoring Defence.
Bonus Powers
Death Splat: If you are killed in melee your killer takes 1d6 Stress.

Armour Plating (Armour)Add a bonus of 2 to your defence against all attacks and ignore any attacks that would cause less than 2 Stress.

Friday, 4 March 2011

Hexmapping...


...feels good.

Click for big.

Thursday, 24 February 2011

Playing Outside the Rules

The following is an excerpt from the GM's section of my work in progress, big-scale, spear-em-up RPG, Thousand Spears. Although it's part of this game I can see it applying to most systems.


Playing Outside the Rules

The most important thing to remember about Thousand Spears is that it is an RPG and not a wargame. You could play it as a wargame, but if you do you’ll be missing out on what makes RPGs so special. In an RPG the GM and players are able to step out of the rules of the game to do, quite literally, anything.

As the GM it's up to you to maintain a balance of playing within the rules and playing outside the rules. This doesn't mean breaking the rules, but is everything the players do that isn't directly linked to a rule. For example, using an individual's Ability to raise some attack dice is playing firmly within the rules, but describing how the archers are pouring arrows onto the enemy is playing outside the rules.

In the majority of games more time will be spent outside the rules than inside them. There are no rules for your Inheritor giving a rousing speech to his men, deciding how to persuade the dock-master to loan him a ship or deciding whether the mysterious Ysorn can be trusted to keep a promise. The temptation may be to play out these situations as Trials or Challenges, but it's important to remember you're not bound to using a rule for everything.

The rules are there for a reason, and there is great fun to be had using them to act out huge battles, dramatic one-on-one duels and life or death journeys across hostile landscapes. Just stop each time you're about to step back into the rules to consider whether you really need to.

Monday, 21 February 2011

Quick Update

Two more games have been added to my Games list.

Big Action Heroes is a class-based modern action game where archetypal heroes blow up their enemies in light tactical combat.


Thousand Spears is a scaled-up RPG that follows classical heroes around an original setting leaving a trail of dead followers in their wake.

Both are currently in massive need of playtesting, but take a look all the same.

Enjoy!

Monday, 2 August 2010

Want to be a Fringer?

You are a Fringer. You may not be a bad person but you've most likely seen bad things or done worse to survive. As is often the case you've banded together with a group of like-minded individuals. Perhaps you've worked together on jobs before or feel like you can trust each other after a friendship. You may have an area of expertise but on the Fringe there are few steady jobs, so you will have had something of a patchwork career history.

There is no Universal Empire or Omni-Planetary Federation here. Core Space is far away and they're happy about it. Here anyone can stake their claim, as long as they have the means to back it up. 

Your character's personal kingdom is the shared ownership of a banged up planetary shuttle. This will fly you between nearby planets and can be transported further distances by larger craft for a cost.

Between yourselves you will decide to pursue one of the job opportunities available on the local bulletin service in the hope of making enough credits to stay fed and keep the shuttle running.

I'm finally getting around to running a playtest of Xenofringe, my Sci Fi RPG. As a change of pace I'll be running it play by post on the Penny Arcade forums.

Want to sign up and try it out? Check out the game thread here and post to show your interest.

Wednesday, 30 June 2010

Monsters: The Big Three.

Following my post on Elves and Dwarfs in my Adventurer's Tale game. I figured I might as well look at the other side of the coin.  While I mostly wanted my monsters to be monsters rather than anything too fleshed out there are three monsters I see as particularly core to a game like this.


The three monster races I consider most analogous to Humans, Elves and Dwarfs are Orcs, Goblins and Trolls respectively and I wanted to present a mostly vanilla version of each while focusing in on what I really think makes each type of monster tick. I didn't want the three races to be opponents of varying toughness. I wanted each to have a unique feel. There are mechanics to back this up but mostly I focused on Goblins as otherworldly vermin, Orcs as an amoral mob and Trolls as stupid creatures with power in their very blood. 


Goblin

All varieties of goblin make their homes anywhere there is a safe hiding place, often in Otherworlds that they know are secret. Although they rarely attack their neighbours outright they are known to enjoy the thrill of stealing, playing cruel jokes and generally tormenting other species. They have an unusual affection for trolls, ogres and giants, though this attention is often an annoyance for the big, dumb creatures. Their love of big folk is equalled by their hatred for other small beings such as dwarfs, kobolds and even cats and dogs, all of which they try to harm as much as possible. They are notorious survivors and can be found in environments all across the world, and even in Otherworlds. Typically the lone goblin is much more concerned about itself than the good of its peers, so they make poor guards or soldiers. Visually they vary greatly but are generally up to three feet tall with grotesque features and skin that can be any sickly colour from orange to yellow or green, often with tufts of different coloured fur, some being completely covered in the stuff.

  

Orc

Rowdy mobs of orcs often raid unprotected villages with packs of warhounds. Sometimes they even form huge armies with archers and war machines but this is usually under the guidance of an evil human, devil or exceptional Orc chief. They are driven by a love of the simple pleasures of eating, stealing and fighting as well as a total lack of morals or care for other beings. Those that live underground sometimes use Goblins or Dwarfs as slaves. Some scholars claim Orcs were once good creatures, but their blood has been tainted with that of demons, or that they were bred into their current form for use as soldiers. Orcs are easily caught up in mob mentality, meaning an army of rowdy orcs are near unshakable in their confidence. Their appearance and colouration varies wildly, some groups having extended lower tusks, pig-like snouts or a more apish appearance. The only things they all have in common are their ugly appearance, amoral behaviour and love of an angry crowd of orcs beside them.

  

Troll

Strong but slow-minded, Trolls live solitary lives wandering their swamp or cave. They are often captured and used as dungeon guards because of their survivability, but they are never truly committed to such a cause. The blood of a troll can be sold to a wizard or alchemist for 10gp or turned into a Healing Potion by succeeding at both a DN10 Craft roll and DN10 Wisdom roll. Troll blood is commonly mixed with the stock of other species by Dark Wizards, usually Orcs or Humans, to create servants. These troll-blooded creatures combine the toughness of a troll with the more alert mind of another species, making much better soldiers. 

Monday, 21 June 2010

Elven and Dwarfish Adventurers

I've recently added a small section of player advice to The Adventurer's Tale for those who want to play as a Dwarf or Elf. I did this in preparation for my summer break from work, where I should have time to at least run a mini-campaign and would happily welcome a character or two from the nonhuman races.

I've already talked about the basics of the setting and its hidden depths so I think fleshing out the types of characters I expect to see is long overdue.

Even if you have no interest in The Adventurer's Tale I hope someone will draw some use from my take on Dwarfs and Elves.


Elves

From their monster entry:

The otherworldly Elves stand slightly shorter than humans on average and are much slighter, but deceptively strong. They have angular features, pointed ears and never die from old age, reproducing incredibly rarely. Outside of their hidden settlements they usually wander alone or in a small band (1d6), sometimes accompanied by Sprites. Some might even integrate into a human society, as part of their innate curiosity and desire for new experiences. They are fond of animals and often ride a horse or have a small pack of dogs.

Due to their potentially infinite lifespans Elves are always looking at the big picture, considering every action's effect on the future. Elves claim they feel emotions on a much stronger level than humans, and so must control their feelings through worship and meditative craft. Those that let their feelings control them are prone to fits of rage, extended periods of depression or total arrogance. The most selfish Elves are particularly cruel and see other races as little more than cattle and potential slaves.


Playing an Elf Adventurer:
* A potentially endless lifespan means elves are rarely in a rush. They spend great deals of time pondering decisions and are always looking at the long-term effects of their actions.
* Elves value their own lives and those of other elves much more highly than those of other species, so sometimes consider humans as expendable.
* As they have many years to experience life elves are eager to experience everything at least once. Most would rather learn something new than perfect an existing skill so specialists are rare.
* Coming from small communities, elves dislike crowds and are used to having their own privacy.
* Although they form families elves rarely stay together as a family for long. Because of this they share a much looser family bond than other races.


Dwarfs

From their monster entry:

These short humanoids can be found all over the world, living in family clans. While many are peaceful folk, focused on mastering their craft, there are some that turn to madness, usually linked to a particular obsession. If Elves are thought to always be thinking of the big picture, Dwarfs are always focusing on often petty details.

Physically they differ little from humans besides their squat build, hairiness and lifespans of around a hundred years, with many doubling this. Little is known by other races about their concepts of gender or reproduction, with all dwarfs looking male to non-dwarfs. In fact, dwarfs do not reproduce in pairs, but a single dwarf will spend years or even decades carving a child out of specially selected stone or clay. When the child has been carved with enough skill and dedication it will slowly soften to flesh and become a living, adolescent dwarf, complete with beard. The awoken dwarf already has basic knowledge of dwarfish history and language, which the dwarfs claim comes from inheriting part of the carver and their ancestors.


Playing a Dwarf Adventurer:
* Detail is everything to a dwarf, to the point where they nearly all have a specialist area of knowledge or craft that they refine every day.
* Despite not having traditional families dwarfs share very close bonds with those closest to them. They are quick to form similarly tight bonds with those that they trust.
* Dwarfs like to account for every eventuality and greatly enjoy plotting and planning, listing every piece of information they have on the matter, however trivial.
* Change generally goes against what a dwarf finds comfortable, so they usually react negatively to it. Instead they like to stick to routine and tradition, easing into new situations gradually.
* Perhaps due to the fact they do not form couples dwarfs love to indulge in the simple pleasures of food, drink, games and storytelling in the company of friends.