High Noon OSR-style Gritty Western RPG- Third Class- The Cult of Personality

The first big piece of news is that the Hubris Kickstarter will be going live soon!  I’m very excited about this!  I look forward to finally seeing this book in print with tons of kickass art by some really talented people!

Anyways- that full announcement will be coming soon!  On to new projects.

A few weeks ago I was watching the newest season of Hell on Wheels to hit Netflix Streaming (season 4) and was really enjoying it (especially the first half- the second half kinda goes heavy-handed in how they resolved many of the characters story arcs).

Anyways every time I watch a season of Hell on Wheels, I get the urge to run a western (or weird west) game.  Thus far it hasn’t happened.  However I decided that I wanted to write my own.  The mechanics are inspired by White Star, Swords and Wizardry, Beyond the Wall, along with some stuff inspired by games like Savage Worlds, etc.

I figured I’d post a couple of the classes over the next few days.  I’ll be posting the Gunslinger, the Scout, the Cult of Personality, the Pugilist, and the Doctor.

Full class list when the book will be released will also have: Rifleman, Maverick, and Monk

High Noon will also have a chapter called “But I Want it Weird” with rules on Weird West.  This chapter will have Knight of Faith, Sorcerer, Shaman, Weird Scientist, and The Showman.  I’ll post Knight of Faith and Sorcerer as well!

The book is bout 50-75% done for first draft already- so I’m hoping it’ll release in the next couple of months!

Posted thus far: Gunslinger and Scout

Enjoy the Cult of Personality

Cult of Personality

Cult of Personality 1

Whether a preacher, opportunistic businessman, a tribal leader, or a snake oil salesman, cult of personalitys survive on their wits, ability to read people, and then manipulate them into doing what they want.  Some cult of personalitys use their gift for oration to achieve power, using their influence to get what they want and flout it.  Others generally care about those that are devoted to them and use their influence to help those in need.

 

The cult of personality is educated, personable (at least on the surface), and charismatic.  They know how quickly people’s opinions can turn from happy to murderous and are cautious to avoid becoming the target of a lynching mob.

 

Weapons Restrictions: Cult of personalitys is proficient with clubs, pistols, knives, swords, and staves.

Loyal Retainer: Even at level 1 the cult of personality has a loyal retainer that follows them around like a lapdog.  This could be a sibling (or other family member), someone enamored with the PC, a body guard, etc.  This retainer is a NPC of a trained skill level.  The player can choose what type of vocation, etc.  Should this character die, a new person will be attracted to the charisma of the cult of personality and glom onto the PC within one month.

Cult of Personality 2

Inspire: The cult of personality uses their silver-tongue to inspire those around them, spurning them to greater heights.  This speech takes one turn to accomplish.  At the end of it all allies receive +1 to attack, skill checks, or saving throws for 1 turn.  The cult of personality can do this once per day at 1st level, twice per day at 5th level, and three times per day at 10th level.

Terrify: Whether it is using the word of god, war-chanting, or veiled threats, a cult of personality can cause unsettling fear in their enemies through the power of their words.  All enemies within 60’ of a cult of personality must succeed a saving throw or suffer -1d6 to their attack roll, skill checks, or saving throws.  This effect lasts as long as the cult of personality keeps speaking (they still receive a movement action), and for 1 round after.  A target that successfully makes their saving throw cannot be affected by this for 24 hours.

Silver-tongued: When a cult of personality is making a charisma-based roll, they roll 2d20 and take the higher of the two.

Well-Read: Once per session a cult of personality is able to recall some historical fact, rumor, or remember something from a book they once read.  They can automatically succeed on an information or history fact or can make a skill roll even if they do not possess the skill.

Saving Throws:  Cult of personality’s receive +2 to resist attempts to influence them or cloud their minds.

Literate: A cult of personality can read and write their native language.

Congregation (4th):  The cult of personality gains a following of loyal (or devout) individuals.  At 4th level this starts as a small congregation of 5 people, but each level increases by 1d6 people.

Mayor (9th):  The cult of personality has become so influential that they become the leader (officially or unofficially) of a town or city.  The cult of personality will need help to run the town and there must be finances and trade coming in or the town will go bust.

Skills: A cult of personality begins play with three skills.

Starting Currency: 3d6 x 10 dollars.

Cult of Personality 3

Cult of Personality Level Progression
Level HP BAB ST
1 HP Option +0 15
2 +1 HP +0 14
3 +1 HP +1 13
4 +1 HP +1 12
5 +1 HP +2 11
6 +1 HP +2 10
7 +1 HP +3 9
8 +1 HP +3 8
9 +1 HP +4 7
10 +1 HP +4 6

 

Other Information

Hit Point Option 1- The Gritty: At level 1 each characters starts with 10 HP + their Constitution Modifier + 1 HP.  Each additional level the characters only gain 1 HP (+ their Constitution Modifer).  A couple blows from a club or a shotgun blast (even at higher levels) will put a character out of action.

Hit Point Option 2- The Not as Gritty: At level 1 each character starts with their Constitution score + their Constitution Modifier +1d6 HP (or +2d4 for fighting-type classes- see below) +1 HP.  Each additional level the characters only gain 1 HP (+ their Constitution Modifer).  This keeps combat deadly, but the heroes are more robust.

Gunslinger: +2d4 HP

Scout: +1d6 HP

Cult of Personality: +1d6 HP

Pugilist: +2d6 HP

Doctor: +1d6

Hit Point Option 3- The Traditional: This follows the more traditional route that many RPGers are accustomed to.  At level 1 each character starts with 6 HP + their Constitution Modifier.  Each additional level the character rolls 1d6 for their HP and adds their Constitution Modifier.

Skills: Each class, unless stated in their description starts with two skills of their choice.  Rather than creating an extensive list of skills, let the player come up with their own skills.  These can be things like riding, survival, security, blacksmithing, history, trade, persuasion, intimidation, etc.

By-and-large a player character is able to attempt anything (however a GM is free to decided that certain things do require a skill, especially highly specialized things like hacking locks, etc.).  To do this the GM decides which attribute is appropriate and the player rolls a d20 and must roll equal to or under their attribute.  If they roll over, the attempt fails.  When a player character has a skill, they receive a +2 bonus.  A player may take a skill twice, giving them a +4 bonus.

Example: Big Eye James is attempting to pull a card from out of his cuff in a game of poker.  The GM asks if he has an appropriate skill.  James has sleight of hand, which the GM feels is more than appropriate for this situation.  Big Eye James has a Dexterity of 13- adding +2 to that for the Sleight of Hand skill.  Big Eye James rolls a 11 on his d20, thus succeeding on placing a card in his hand.


High Noon OSR-style Gritty Western RPG- Second Class- The Scout

The first big piece of news is that the Hubris Kickstarter will be going live soon!  I’m very excited about this!  I look forward to finally seeing this book in print with tons of kickass art by some really talented people!

Anyways- that full announcement will be coming soon!  On to new projects.

A few weeks ago I was watching the newest season of Hell on Wheels to hit Netflix Streaming (season 4) and was really enjoying it (especially the first half- the second half kinda goes heavy-handed in how they resolved many of the characters story arcs).

Anyways every time I watch a season of Hell on Wheels, I get the urge to run a western (or weird west) game.  Thus far it hasn’t happened.  However I decided that I wanted to write my own.  The mechanics are inspired by White Star, Swords and Wizardry, Beyond the Wall, along with some stuff inspired by games like Savage Worlds, etc.

I figured I’d post a couple of the classes over the next few days.  I’ll be posting the Gunslinger, the Scout, the Cult of Personality, the Pugilist, and the Doctor.

Full class list when the book will be released will also have: Rifleman, Maverick, and Monk

High Noon will also have a chapter called “But I Want it Weird” with rules on Weird West.  This chapter will have Knight of Faith, Sorcerer, Shaman, Weird Scientist, and The Showman.  I’ll post Knight of Faith and Sorcerer as well!

The book is bout 50-75% done for first draft already- so I’m hoping it’ll release in the next couple of months!

Posted thus far: Gunslinger

Anyways enjoy the Scout!

Scout

Scout 1

Scouts know the wilds and how to survive in the harshest conditions.  Many scouts prefer the lonesome prairie to the hustle and bustle of the cities.  Often times these men and women offer their knowledge and skills for money, supplies, or trade.

 

Scouts have a keen eye and know how to spot people or animals that may be sneakin’ up on them.  Scouts are said to have been “born in the saddle,” as a horse is one of their most important “tool” in their arsenal, and can fire from horseback with ease.

 

Weapon Restrictions: A scout is proficient with knives, bow and arrows, lassos, clubs, spears, axes, pistols, and rifles.

 

I Gots Me a Horse: Scouts start play with a horse.

Scout 2 

Rugged Survivalist: A scout knows how to survive and fight in nature. Any type of task that is nature related falls into the realm of the Scout. This can be from climbing impossible looking cliffs, building, finding, or disabling simple natural traps, camouflaging and hiding in the brush, moving silently, being able to survive and find food and shelter, and knowledge of herbs and fauna to use to treat poisons and toxins. Depending on what activity the scout is attempting will determine which Attribute is being rolled.  The scout may still take a skill for one of the above mentioned activities (IE. Climbing, disable traps, etc.) to gain the +2 bonus to their rolls, but any of these activities, even if they require a high level of education (IE. knowing how to counteract the deadly poison of a rattlesnake) are doable for the scout.

 

Keen Observer: When an enemy or beast attempts to surprise a scout their threat range is reduced by half (IE. A cougar that surprises foes on a 1-4 normally can only can surprise a scout if they roll a 1-2).

 

Unhindered Movement: Scouts have learned how to maneuver in natural obstructions like craggy hills, thick underbrush, etc.  A scout’s movement is unimpeded when moving in any of these terrain types.

 

Fire From the Saddle: A scout does not incur the normal -4 penalty to attack rolls when firing a ranged weapon from the saddle of a moving horse.

 

Saving Throw: A scout receives +2 to saves against poisons and environmental hazards.

 

Prairie Fort (9th): The scout has assembled a following of loyal people who tromp through the wilds with you.  During your travels you have set up a fort somewhere as a base of operations.  This fort is self-sufficient, but will run into troubles like disease, famine, attacks, etc.

 

Skills: A scout begins play with five skills.

 

Starting Currency: 2d6 x 10 dollars.

Scout 3

Scout Level Progression
Level HP BAB ST
1 HP Option +0 15
2 +1 HP +1 14
3 +1 HP +2 13
4 +1 HP +3 12
5 +1 HP +4 11
6 +1 HP +5 10
7 +1 HP +5 9
8 +1 HP +6 8
9 +1 HP +7 7
10 +1 HP +8 6

 

Other Information

Hit Point Option 1- The Gritty: At level 1 each characters starts with 10 HP + their Constitution Modifier + 1 HP.  Each additional level the characters only gain 1 HP (+ their Constitution Modifer).  A couple blows from a club or a shotgun blast (even at higher levels) will put a character out of action.

Hit Point Option 2- The Not as Gritty: At level 1 each character starts with their Constitution score + their Constitution Modifier +1d6 HP (or +2d4 for fighting-type classes- see below) +1 HP.  Each additional level the characters only gain 1 HP (+ their Constitution Modifer).  This keeps combat deadly, but the heroes are more robust.

Gunslinger: +2d4 HP

Scout: +1d6 HP

Cult of Personality: +1d6 HP

Pugilist: +2d6 HP

Doctor: +1d6

Hit Point Option 3- The Traditional: This follows the more traditional route that many RPGers are accustomed to.  At level 1 each character starts with 6 HP + their Constitution Modifier.  Each additional level the character rolls 1d6 for their HP and adds their Constitution Modifier.

Skills: Each class, unless stated in their description starts with two skills of their choice.  Rather than creating an extensive list of skills, let the player come up with their own skills.  These can be things like riding, survival, security, blacksmithing, history, trade, persuasion, intimidation, etc.

By-and-large a player character is able to attempt anything (however a GM is free to decided that certain things do require a skill, especially highly specialized things like hacking locks, etc.).  To do this the GM decides which attribute is appropriate and the player rolls a d20 and must roll equal to or under their attribute.  If they roll over, the attempt fails.  When a player character has a skill, they receive a +2 bonus.  A player may take a skill twice, giving them a +4 bonus.

Example: Big Eye James is attempting to pull a card from out of his cuff in a game of poker.  The GM asks if he has an appropriate skill.  James has sleight of hand, which the GM feels is more than appropriate for this situation.  Big Eye James has a Dexterity of 13- adding +2 to that for the Sleight of Hand skill.  Big Eye James rolls a 11 on his d20, thus succeeding on placing a card in his hand.


High Noon OSR-style Gritty Western Game- Coming Soon- First Class- The Gunslinger

The first big piece of news is that the Hubris Kickstarter will be going live soon!  I’m very excited about this!  I look forward to finally seeing this book in print with tons of kickass art by some really talented people!

Anyways- that full announcement will be coming soon!  On to new projects.

A few weeks ago I was watching the newest season of Hell on Wheels to hit Netflix Streaming (season 4) and was really enjoying it (especially the first half- the second half kinda goes heavy-handed in how they resolved many of the characters story arcs).

Anyways every time I watch a season of Hell on Wheels, I get the urge to run a western (or weird west) game.  Thus far it hasn’t happened.  However I decided that I wanted to write my own.  The mechanics are inspired by White Star, Swords and Wizardry, Beyond the Wall, along with some stuff inspired by games like Savage Worlds, etc.

I figured I’d post a couple of the classes over the next few days.  I’ll be posting the Gunslinger, the Scout, the Cult of Personality, the Pugilist, and the Doctor.

Full class list when the book will be released will also have: Rifleman, Maverick, and Monk

High Noon will also have a chapter called “But I Want it Weird” with rules on Weird West.  This chapter will have Knight of Faith, Sorcerer, Shaman, Weird Scientist, and The Showman.  I’ll post Knight of Faith and Sorcerer as well!

The book is bout 50-75% done for first draft already- so I’m hoping it’ll release in the next couple of months!

Anyways enjoy the Gunslinger!

 

Gunslinger

Billy_the_Kid_corrected

Gunslingers are lightning-quick with their pistols, deadly accurate, and eager (most are) to make a name for themselves across the old plains.  Gunslingers come from all walks of life, but the temptation of glory, money, or just the thrill of getting the drop on their opponent (or the thrill of killing) has caused these people to become a pistoleer and strike out into the plains.  There is only one thing certain for a gunslinger, you have to be quick and accurate, or you’re gonna end up pushing daisies.

 

Weapon Restrictions: A gunslinger is proficient with pistols, rifles, shotguns, and knives.

 

Quick Draw: Pulling out a pistol is a free action for gunslingers.

 

Quick Shootin’: When using pistols, a gunslinger receives free extra attacks per round, up to their level, against foes with 1 HD or less.

 

Fan the Hammer: By holding down on the trigger and using their other hand to strike the hammer, a gunslinger is able to send hot lead flying from their six-shooter.  A gunslinger must unload four or more bullets at a time.  The gunslinger can fire the bullets at any targets that are within 5’ of one another.  Each attack is made at a -3.

 

Duels: Gunslingers live to get he draw on the opponent.  When dueling, a gunslinger adds +2 to their duel roll (see Duels, pg XX).

 

Extra Attack (5th): A gunslinger knows how to get off a quick second shot, gaining an extra attack per round.

 

Saving Throw: Gunslingers receive +2 to saves against explosions and death.

 

Establish a Gang (9th): The gunslinger becomes the leader of a band.  This could be a band of thuggish outlaws, brave lawmen, or opportunistic bounty hunters.

 

Skills: A gunslinger begins play with two skills.

 

Starting Currency: 2d6 x 10 dollars.

 

Gunslinger Level Progression
Level HP BAB ST
1 HP Option +1 14
2 +1 HP +2 13
3 +1 HP +3 12
4 +1 HP +4 11
5 +1 HP +5 10
6 +1 HP +6 9
7 +1 HP +7 8
8 +1 HP +8 7
9 +1 HP +9 6
10 +1 HP +10 6

Other Information

Hit Point Option 1- The Gritty: At level 1 each characters starts with 10 HP + their Constitution Modifier + 1 HP.  Each additional level the characters only gain 1 HP (+ their Constitution Modifer).  A couple blows from a club or a shotgun blast (even at higher levels) will put a character out of action.

 

Hit Point Option 2- The Not as Gritty: At level 1 each character starts with their Constitution score + their Constitution Modifier +1d6 HP (or +2d4 for fighting-type classes- see below) +1 HP.  Each additional level the characters only gain 1 HP (+ their Constitution Modifer).  This keeps combat deadly, but the heroes are more robust.

 

Gunslinger: +2d4 HP

Scout: +1d6 HP

Cult of Personality: +1d6 HP

Pugilist: +2d6 HP

Doctor: +1d6

 

Hit Point Option 3- The Traditional: This follows the more traditional route that many RPGers are accustomed to.  At level 1 each character starts with 6 HP + their Constitution Modifier.  Each additional level the character rolls 1d6 for their HP and adds their Constitution Modifier.

Skills: Each class, unless stated in their description starts with two skills of their choice.  Rather than creating an extensive list of skills, let the player come up with their own skills.  These can be things like riding, survival, security, blacksmithing, history, trade, persuasion, intimidation, etc.

 

By-and-large a player character is able to attempt anything (however a GM is free to decided that certain things do require a skill, especially highly specialized things like hacking locks, etc.).  To do this the GM decides which attribute is appropriate and the player rolls a d20 and must roll equal to or under their attribute.  If they roll over, the attempt fails.  When a player character has a skill, they receive a +2 bonus.  A player may take a skill twice, giving them a +4 bonus.

 

Example: Big Eye James is attempting to pull a card from out of his cuff in a game of poker.  The GM asks if he has an appropriate skill.  James has sleight of hand, which the GM feels is more than appropriate for this situation.  Big Eye James has a Dexterity of 13- adding +2 to that for the Sleight of Hand skill.  Big Eye James rolls a 11 on his d20, thus succeeding on placing a card in his hand.


Instaplanet Sci-Fi Generator

Instaplanet

Coming up with a planet on the fly can be hard… coming with a few locations on that planet on the fly can be even HARDER.  Instaplanet is so you can generate the interesting things in the surrounding area on the fly.  You can use this in conjunction with the Die Drop Planet Generator (pg XX).  Simply take a piece of paper and various dice (see below) and drop them on the paper.  Consult the chart below and mark down the locations (see pictures below in example).

 

As far as the number of the dice you drop, that is your call.  If you want the planet to be densely populated with Landmarks and Population Centers, then drop numerous d6’s and d8s.  If you only want one or two Interesting Features drop a d4 or a d10 (or both) and one Point of Conflict, just drop 1d10 (%).

If you feel a roll on any of these tables is unique, once it has been rolled simply cross it off and create a new one.

 

Once you have your map, you can quickly link them to what you have created with the Die Drop Planet Generator and just fill in some quick gaps.  The distance between each location is your call.  You can do something like each 1″ on apart is 10, 15, 30 miles, etc.  Or roll 2d6 and that’s the number of hours or days the locations are from one another.  Then just fill in the blanks with random encounters, etc.

I have an example below.

d4- Interesting Feature

  1. Ancient Temple
  2. Recently Unearthed Crashed Ship
  3. Blighted Lands
  4. Massive Sink Hole

 

d6- Landmark 1

  1. Lake/River
  2. Badlands
  3. Swamp
  4. Mud Flats
  5. Forest
  6. Canyon

 

d6- Landmark 2

  1. Mountain
  2. Forest
  3. Hills
  4. River
  5. Rocky Outcropping
  6. Desert

 

d8- Population Center

  1. Industrial
  2. Agricultural
  3. Science
  4. Education
  5. Scrap
  6. Settlement
  7. Religious
  8. Mixed (choose two)

 

d10 (%)- Point of Conflict

  1. Two Groups are in Dispute Over Precious Material
  2. Mining Facility Has Collapsed
  3. Robots at Construction Facility Have Gone AWOL
  4. Hover Bike Race
  5. Smuggler Deal Going Down
  6. Smuggler Deal Getting Busted by Authorities
  7. Land Owners Being Bullied to Sell Their Land
  8. Facility That Uses Slave Labor
  9. Strike at Facility That has Erupted into Riots
  10. Military Combat Exercise

 

d10- Interesting Feature 2

  1. Formation of Large Crystals
  2. Massive Power Source
  3. Lone Arcology
  4. Isolated Religious Temple
  5. Isolated Research Facility
  6. Large Cliff With Expertly Carved Faces into the Rock Wall
  7. Hive of Recently Discovered Insects (or Animals)
  8. Colony of Exiled Aliens
  9. Abandoned Penal Colony
  10. Abandoned Research Facility

 

PLANETARY EXAMPLE

First part was generated off of Die Drop Planet Generator

Name– Rockbalt

Tech level– high

Population Density– Sparse- There are a few colonies on the planet.  Roughly tens of thousands of inhabitants.

Events/Obstacles– An unrecognized configuration of starship has crashed on the planet

Events/Obstacles– Celebration turns into riots when a beloved public figure is assassinated during the ceremonies

Fascinating Structure– An ancient, large black obelisk that rests just outside of the city.

Structures– Prefabricated structures created from metal and fiber-plastic

Planet Type– Lush jungle planet.

Then I dropped some dice on a piece of paper and marked their location.

Instaplanet 1

Then I traced over it all with pen so the picture didn’t look so crappy.

Instaplanet 2

 

Then flushed out these locations with stuff I rolled from the Die Drop chart and what popped into my head.  I left out the assassination and obelisk stuff- figuring those would be good ideas for the jungle area- should the adventures every go there.

Instaplanet Labeled

 

 

All-in-all the process between the two maps took me roughly 20 minutes and I have a baseline for a planet that my players may adventure on, or they may just stop off and kill shit before heading to the stars again.  In the end I have a planet that can be used later- or not- and it only took 30 minutes of my time.


Die Drop Planet Generator for Sci-fi Games

I am currently working on a book for the awesome White Star system that I’ll be using to aid in my Strange Stars game.   I love die drop charts so I figured I’d create one for this.

 

Simply roll a d4, d6, d8, d10, d10 (%), d12, and a d20.  Then roll a d20 and consult the name chart.  Boom.  Done.  I have also provided two examples that are “flushed out” after I consulted the results.

Planet Two

 

d4- Tech Level

  1. Low
  2. Medium
  3. High
  4. Futuristic

 

d6- Population

  1. Abandoned– The society is gone- abandoned for whatever reason. There may be a few survivors here and there.
  2. Sparse– There are a few colonies throughout the planet. Most likely small outposts.  Probably no more than several tens of thousands inhabitants on the planet.
  3. Decent– A few colonies throughout the world, or a few cities, or one large city. Roughly a population of several million inhabitants.
  4. Busy– The planet is teeming with inhabitants. There are several large cities on the planet.   The planet has roughly a population of several hundred million to billions.
  5. Packed– The planet is bustling with inhabitants. There are several massive cities on the planet.  The population has roughly a population of several billion people.
  6. Metropolis– The planet is over-populated and may even be one giant city (GM’s call). The planet has a population of tens of billions of people.

 Planet Three

d8- Events/Obstacles

  1. A sickness ran rampant through the population, killing roughly 20% of the inhabitants.
  2. A long running conflict has just come to an end and the world (or part of it) is celebrating.
  3. An unrecognized configuration of starship has crashed into the planet.
  4. The leader of the government has been assassinated. The world is in morning.
  5. The Mining Consortium desires to land on the planet and begin an invasive drilling process.
  6. A fleet of ships has arrived and formed a blockade around the planet for some unknown reason.
  7. The sun has been eclipsed for 1d6 days- a completely unnatural occurrence and the local populace does not know the cause behind this strange phenomenon.
  8. Tensions are running high amongst two rival factions. Tension and open hostility are high.

 

d10- Events/Obstacles

  1. Electric storms are raging through the area causing electronics to short out and shut down.
  2. A large group of pirates have congregated around the planet and are charging a tax to anyone wishing to set down.
  3. A strange fungus has wiped out many of the planet’s crops. The planet is in a state of famine.
  4. Several grizzly murders have occurred in the main city. People are wary of one another and look at everyone with suspicion.
  5. A group of ferocious aliens has set down on the planet and is engaged in a ritualistic hunting event. They don’t care if they hurt others in the process.
  6. Earthquakes rattle the area, destroying many buildings and damaging shuttleports.
  7. A strange breed of fuzzy rat is breeding at an alarming rate. In a few days the cities will be overrun with these cute, but annoying, rodents.
  8. Celebrations turn into riots when a beloved public figure is assassinated during the ceremonies.
  9. An old enemy of one of the PC’s shows up on the planet, and is looking for revenge.
  10. The planet is currently in a state of martial law- making traveling and gathering information extremely difficult.

Planet Four

d10 (%)- Fascinating Structures

  1. A crashed ship that has been turned into a tavern/inn.
  2. An ancient, large black obelisk that rests just outside of the city.
  3. A government building that is built on massive floating lily pads.
  4. An inverted pyramid built into the ground by ancient hands.
  5. A building made from faintly glowing crystal.
  6. An ancient religious temple intricately carved from limestone.
  7. The penal colony is built on a massive crab walker and moves around the planet.
  8. Building is a spaceship that hovers in the sky.
  9. Structure is sculpted from a comet that crashed on the planet thousands of years ago.
  10. Building of soft angles and several stories is constructed completely out of gold.

 

d12- Structures

  1. Prefabricated structures created of metal and fiber-plastic.
  2. Structures are made of stone and mud.
  3. Many of the structures are created from storage/shipping containers.
  4. The structures are created from non-functioning/redesigned starships.
  5. Structures are created from living plant matter.
  6. All structures have a conch shell-like construction.
  7. Buildings are huge arcologies.
  8. Structures are made of a bronze metal that is warm to the touch.
  9. Structures are round glass buildings.
  10. The inside of the buildings are labyrinthine.
  11. The buildings are covered in solar panels.
  12. The buildings are all built on large metal or stone stilts.

 

d20- Environment

  1. Desert planet.
  2. Ice planet.
  3. Lush jungle.
  4. Planet is covered in massive mushrooms.
  5. Patches of the planet are barren rock.
  6. Toxic and covered in a miasma. All cities are built in protective domes.
  7. Giant crystals grow out of the ground and hum when lifeforms are near.
  8. Planet is a gas cloud. All buildings are on floating rocks.
  9. Entire planet is an ocean. All buildings are in protective domes or built above the sea on floating barges.
  10. Swamp planet.
  11. Volcanic planet.
  12. Planet is toxic and barren. All life lives under the planet crust.
  13. Planet is covered in massive sand storms.
  14. Planet is swampy. It rains 90% of its cycle.
  15. Arid planet.
  16. Tundra planet.
  17. Planet of lush vegetation. The vegetation forms a conscious hive mind.
  18. Artificially built planet. No one knows who constructed this wonder.
  19. Planet is a living being and is covered in fleshy membranes.
  20. Roll twice and combine.

 

 

Planet name (roll 1d20)

  1. Tryklar
  2. Abtoss One
  3. Z-7665H
  4. Hyphron
  5. Haven
  6. Yzrak
  7. Port Myth
  8. Nazpar
  9. D-5517
  10. Poplar
  11. Ghystar
  12. Byztine
  13. Klaxon
  14. Beta
  15. P-4832Z
  16. Rockbalt
  17. Carcass
  18. Victory
  19. Whendon
  20. Lythblat

 

Planet One

Example One: Carcass is a failed colony world that was abandoned after the tensions that ran high between two rival factions exploded into a small but fierce civil war. Many argue that the colony didn’t survive due to the low tech that was provided for settlement.  Carcass is an ocean world where all the structures are built upon floating barges.  The architecture of all the buildings resembles large round glass buildings.  Earthquakes are shaking the ocean floor and causing massive waves to rattle the area, destroying many buildings and damaging the abandoned shuttleports.

 

Example Two: D-5517 is planet covered in massive mushrooms that stand 20’-40’ in height, and is renowned for its advanced technology and its highly dense population of tens of billions of inhabitants.  The capital building of D-5517 is a spaceship that hovers in the sky.  Most of the buildings are constructed of a bronze metal that is warm to the touch.  Recently D-5517 has had its share of troubles: a strange breed of fuzzy rat is breeding at an alarming rate.  In a few days the cities will be overrun with these cute, but annoying, rodents.  Also an unrecognized configuration of starship has crash landed in the capital city.


Strange Stars (White Star) Session 1 Recap, Part 2

Strange Stars Cover

 

Last post I gave the back drop of our campaign using the awesome Strange Stars setting and the kick ass White Star rules.  Today we blast off into ADVENTURE!

Players

Liam- A djagga Assassin

Fletch- A kosminok Tech Specialist

Nate- A “Cold Egg” Ksaa Scoundrel

*Race information here.

Adventure doesn’t always go… according… to plan…

So the three of them are traveling on a medium transport by the name of “Within Arm’s Reach” captained by Reeves “Trick Shot” Hammond.  Trick Shot was a renowned scoundrel in his earlier age, but had taken ill with a rare wasting disease.  He lost his left eye, his right arm, and both his legs before a cure was found.  Trick Shot had a cybernetic eye and arm to replace what he lost, but refused to get his legs replaced, and instead uses a hover chair to cart himself around.

The group had landed on the dying planet of Deshret in the Zuran Expanse after receiving a tip from a friend that they had discovered an energy signature that was most likely a derelict ship that had crashed down in one of the few remaining patches of jungle left on the world.

The adventure starts with them roaring out of Within Arm’s Reach on their “Fingers” (hover bikes) along with two NPCs (a djagga named Fix and a human named Smelly) and Trick Shot and two NPC gunners riding in the Palm (a cargo loader).  See picture below.

Ships
The group roared out of the cargo bay on their “Fingers” and headed into the thick jungle.  Starting on the first round and then every two rounds thereafter I rolled a d6 for each player.  If the die came up a 1 or 2 that meant the player came across a situation on their Finger (IE. thick vines, fallen or live tree, etc.)  The player then had to make a Saving Throw to pull off a cool maneuver to avoid this obstacle.  If they failed the ST, then they hit the obstacle and their Finger takes 1d6 damage.  Nate was the first to get a 1 on his test and failed, resulting in 2 damage to his ride.  The second was Fix (a djagga NPC on a Finger).  He rolled a 1 on his ST.  I gave him a second save to avoid death- NOPE.  CRASH…  BOOM…  DEAD.

So sad- I actually had some cool thoughts for ‘ol Fix.

The group continued whizzing through the jungle when suddenly a whooping and loud roar echoed through the jungle.  Coming out of the jungle towards them was a group of 5 hover bikes that were painted with gold and yellow triangles.  “Oh great!  It’s Zen’s goons!” Yelled Trick Shot over the comlink.  One of the goons took a potshot at one of the players and missed.  “Ok boys!  Open up on them!”

The combat was fast, deadly, and fun!  One of the enemy goons went the same way as poor ‘ol Fix and collided with a tree.  I allowed the players to either fire a one-handed ranged weapon at a -4 (none of them were Swoop Racers, so they got modifiers) or they could make a Dex check (roll under the attribute- or use Piloting skill) to do a fancy move and get behind an enemy and fire their front arc lasers.

Nate stopped his Finger and took two shots at a goon, destroying the vehicle and sending the goon flying off to his death, and then took off again to catch up to the action.  Fletch tried several maneuvers (failing the first) and then finally destroying the goon’s ride.  Liam stopped his Finger and attempted to snipe a goon, but missed, eventually getting back into the fray and zapping a goon with his Finger’s front arc lasers.

When there was only one goon left he made a rude gesture and whizzed off back into the jungle.  The group let him go and continued towards where the energy signature was located.

Eventually they came across a large derelict ship.

Crashed Ship

The group looked at the ship (I’ll post the map once the session is complete) and realized that this was only the back half of the ship (the drive/engineering section).  What happened to the front will probably never be discovered.

The group found a massive hole in the front where the ship had been ripped apart.  Fletch indicated they should go in through there.  As the group made to enter a loud voice echoed through the clearing.  “Why have you come to our sacred area!  Why are you disturbing the God From Above!?  Why is your unworthiness here?”  Everyone looked up to see a strange figure standing atop the crashed ship.  They were wearing armor and a helmet.  In one hand was a wicked-looking pike and in the other a laser pistol.

dead-space

 

The group tried to offer some banter, but failed.  “You hear that my pretties?!  They come here to upset our God!  Kill them!”  Small arrows and spears suddenly erupted from the jungle.  Emerging from the underbrush were small little fuzz balls.  The figure with the helmet swung down a rope and disappeared into the bowels of the ship.

Critter

When I showed this picture to my players they were elated that they got to kill Critters.  15 of the little bastards surged out of the woods.  The fight was a hard one.  Smelly and both NPC’s with Trick Shot fell in combat and Liam and Fletch nearly did as well.

Fletch hooked his Finger up to a small energy port on the outside of the ship and hacked it to turn on any light that would still be working.  He then projected his voice on the system speakers “You have all angered the God From Above!  You will all die!”  The remaining little creatures screeched and fled into the jungle.  Fletch also heard screeching echoing from within the ship.

After the group licked their wounds and recovered they entered the ship.  Fletch stepped in and was immediately attacked by a hidden laser turret.  The group took some pot shots at the turret- destroying it quickly.  The group continued to the large door in front of them and found a large container which housed a deactivated Scout Robot.  Fletch started rubbing his hands together.

The group could hear a humming through the far door on the other side of the room and decided to go through it.

We ended here because Liam had to leave- and the group was already sporting many laser burns and puncture marks from the previous battles.  I gave out XP and we said good night.

Next session is on the 21st of June and hopefully they will finish exploring the crashed ship.


White Star Session 1 Recap- Part 1

Strange Stars Cover

Blast off to ADVENTURE!!!

Sunday saw the kickoff of my Strange Stars campaign using the awesome White Star rules.  This is the first game I’ve run with my group since my burnout nearly 4 months ago.  My original group (peeps I’ve been playing with for about 10-15 years) had sent me text messages (or emails) asking when we were gonna game again- so I decided to keep it small and more manageable and play with just four people.  See if my diminishing burnout could handle that.

So my group looked at the classes from the book and what I created and we ended up with and the races that I stated up from Strange Stars and made their decisions.

Aside: I’m also using the skill rules I ported over from Beyond the Wall:

Skills: Each class, unless stated in their description starts with two skills of their choice.  Rather than creating an extensive list of skills, let the player come up with their own skills.  These can be things like piloting, hacking, security, technology, alien cultures, trade, persuasion, intimidation, etc.

By-and-large a player character is able to attempt anything (however a GM is free to decided that certain things do require a skill, especially highly specialized things like hacking locks, etc.).  To do this the GM decides which attribute is appropriate and the player rolls a d20 and must roll equal to or under their attribute.  If they roll over, the attempt fails.  When a player character has a skill, they receive a +2 bonus.  A player may take a skill twice, giving them a +4 bonus.

Example: Big Eye James is attempting to pull a card from out of his cuff in a game of poker.  The GM asks if he has an appropriate skill.  James has sleight of hand, which the GM feels is more than appropriate for this situation.  Big Eye James has a Dexterity of 13- adding +2 to that for the Sleight of Hand skill.  Big Eye James rolls a 11 on his d20, thus succeeding on placing a card in his hand. 

Here’s what we ended up with:

Liam– An Assassin Djagga

Strange Stars pic

Liam choose his two skills of stealth and escape artist.  His race also gave him notice as a skill.

Fletch– A Tech Specialist Kosmonik


Kosmoniks

Fletch choose BLANK as his four skills

Nate- A scoundrel “Cold Egg” Ksaa (he’s an archaeologist, really).

 

Ksaa

 

Nate choose computers, stealth, archaeology, alien history, and xeno-biology as his five skills.

 

The Set Up

When we originally discussed what the group wanted to be, the vote was treasure hunters.  None of them wanted to captain a ship.  They wanted an NPC to “captain” and they would go where adventure led them or through discussion- steer the ship…  That’s Jake with me.

So the three of them are traveling on a medium transport by the name of “Within Arm’s Reach” captained by Reeves “Trick Shot” Hammond.  Trick Shot was a renowned scoundrel in his earlier age, but had taken ill with a rare wasting disease.  He lost his left eye, his right arm, and both his legs before a cure was found.  Trick Shot had a cybernetic eye and arm to replace what he lost, but refused to get his legs replaced, and instead uses a hover chair to cart himself around.

The group had landed on the dying planet of Deshret in the Zuran Expanse after receiving a tip from a friend that they had discovered an energy signature that was most likely a derelict ship that had crashed down in one of the few remaining patches of jungle left on the world.

The adventure starts with them roaring out of Within Arm’s Reach on their “Fingers” (hover bikes) along with two NPCs (a djagga named Fix and a human named Smelly) and Trick Shot and two NPC gunners riding in the Palm (a cargo loader).  See picture below.

 

To be continued- Riding through the jungle!  Ambush! Crashing!  And Death!

Ships


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