Showing posts with label White Star. Show all posts
Showing posts with label White Star. Show all posts

Saturday, 12 September 2015

Hacking the Surprise Mechanic.

I really like the surprise mechanic.  Though I’m not normally one to tinker with mechanics too much I’ve been thinking about tone appropriate mechanics for my Space Trash TM setting.

Uh-oh!  Someone rolled a '1' for surprise.
Normally each party in an encounter has a 1-2 in 6 chance of being surprised; easy. (I love it when both parties are surprised, it leads to some great comedy). It’s a really simple way for determining how encounters begin and is easy to modify to get a sense that one’s character is a perception ninja without having to get into skill systems as I will describe.

Things that significantly enhance your ability to detect foes before they detect you decrease your chances of being surprised by one step. Due to his experience and keen senses the ranger will notice opponents before they notice him therefore he has a smaller chance of being surprised than they do.

Things that make you harder to detect (but not undetectable) increase the chances of the other party being surprised by one step.  The Ranger is good at sneaking around unnoticed so is more likely to surprise foes.

How the f$%k did we not see them standing there?
These conditions stack, and cancel each other out as appropriate.  E.g. If you’re about as good at sneaking as a ranger*, but the other party is a warborg with amplified hearing, these cancel each other out, back to 1-2 in 6. 

In most cases the basic chance of surprise for both parties is 1-2 in 6.  The Ranger is well skilled at both noticing the tell tale signs that there are foes nearby which reduces his chance of being surprised to 1 in 6.  His skill at escaping detection by being stealthy increases foes chance of being surprised to 1-3.

Other conditions may modify this, which may be magic, tech or skill. For example a Chem Ranger wearing motion-detecting goggles further increase his chances of detecting foes first, which reduces his chances of being surprised one more step from 1 in 6 to 1 in 8.

The same Chem Ranger wearing a stealth cloak increases his chances of surprising his foes one more step to 1-4.  A ranger wearing both elven boots and an elven cloak has a 5 in six chance of surprising foes, whereas a normal dude wearing elven cloak (harder to see) and boots (quieter) would have a 4 in 6 chance of surprising foes.

This idea can be applied across all situations.  For example as a reskin of the ranger surprise skill a hotshot smuggler pilot may have the same modifications to surprise chances while piloting a spacecraft **.  If the craft also has active camouflage then the chances of sneaking up on another vessel increase so the other party’s chance of being surprised increases and if the vessel has advanced sensors then your chance of being surprised decreases.  The presence of gas on a battlefield might increase both parties chance of being surprised.

Other conditions may negate the need for a surprise roll.   If a thief was moving silently in total darkness, in a breezy room then there is no need to check for surprise IF the move silently check succeeds, otherwise do a surprise roll if it fails (you might want to pretend to roll for surprise anyway if the move silently succeeds). 

*I’m considering a new house rule that assassins get the same ability to surprise opponents as a ranger (this does not change he assassin’s chance of being surprised however).  Combined with the d6 hit points it may be time to step their xp up to the next bracket.


**This would potentially be an improvement on the WhiteStar Pilot, the abilities of which are too similar.

Sunday, 10 May 2015

GRIMMEST IMPERIUM a quick hack test for WHITE STAR

Just a little something I whipped up to hack test the new OSR Sci Fi game 'White Star'. The game is based on the Swords and Wizardry Whitebox, itself derived from the original three little brown books that were the 1974 OD&D.

Now to start playing with it, a quick hack (honestly finding pictures took longer) of a popular setting featuring a dark future of humanity somewhere between 30k and 50k years from now.


CLASSES


EMPEROR’S GUARDSMEN / OTHER WARRIOR: 


Requirements:  None.

As Mercenary. 

These guys are plentiful and represent all types of warriors from the vastness of the Dark Fated Imperium, including outlaws, pirates, mercenaries, backwater armies, monastic warrior priests, private security or enforcers as well as from the ranks of the Emperor's Guard (the general imperial army).

Many many many soldiers and warriors of all kinds fill this class.  You might die a lot, but the low level adversaries will wither before you.  


WARRANTED WITCH: 

Requirements: Int 12, Wis 13

As Star Knight but no Star Swords, gain use medium armour instead.

Found at Dakka Dakka.  I believe this is someone's Rogue Trader character.  Always nervous about letting these ones roam the ship.


ROYAL SEER OR NAVIGATOR: 

Requirements  Int 14, Wis 13

Class as Alien Mystic.

A Royal Seer.  He usually stays on Board, except for the really important big-shot receptions.  


WAYFARER / UNDERSIDER: 

Requirements:  Thief - no requirements.

Class as Thief or Pilot

I think this dude would be totally cool with being a Space Pilot. Blaster pistol on the hip, hi tech studded vest for trouble.


CLERIC OF TERRA or LETTERED PRIVATEER: 

Requirements:  Both Cha and Wis are desirable, but as these positions are as much circumstance as merit, there are no statistic requirements.

As Aristocrat.  

Add 'all armour' and also ‘flamers’ OR poisons at the cost of paying xp as fighter, i.e. 2000 vice 1500.  

Note wearing fully enclosed armour will interfere with many of the Aristocrat's abilities.  Many of those with access to power armour choose to wear it with the helmet off.

Lettered Privateer, ex Fleet, mono sword, bionic hand.
Cleric of Terra (Junya Watanabe)


TECHNO CULTIST: 

 As Robot of all types. Combat restrictions are as for Aristocrats unless Combots.



VOID BORN: 

 As Pilot.

By Selworks.


OPTIONAL CLASS:  EMPEROR’S ELITE (Sounds like ‘Place Machines’)

Requirements 14 Str, 12 Dex, 14 Con, 12 Int 
  • All weapons and armour, attack 1hd as Mercenary 'Combat Machine' ability.
  • +1 str bonus (to the bonus, not the attribute)
  • +1 all saves, advantage vs poison, disease death
  • +1hp per level
  • -1 damage reduction OR Regenerate 1hp per turn (10 minutes)
  • Natural weapon 1d4+str
  • Xp as ELF (is this enough?). The Emperor’s Elite only gain an xp bonus if Str, and Int are both 15 or more.
Note, these guys aren't usually just wandering around, and represent at least 100,000 to 'The Emperor' plus the power armour they are usually equipped with.

The Emperor's Elite represent the peak of bionic, genetic, and psychological conditioning, and are usually equipped with Rocket Guns and Emperor's Power Armour. Apparently this picture is Hulk's 'son'.  Yup.


DARK FUTURE GEAR:

Rocket Gun: Fires mini rocket propelled shaped charges. 2d6 (reroll 1s).Cost 15000. Some models have Burst Fire**.

Mindforce Sword. By expending a spell level, a Warranted Witch lucky enough to obtain one of these relics may increase damage by one dice per spell 'level' expended. Cost 50,000.

Emporer's Powered Armour, elites end specials only. 7 AC points, Damage reduction 1 (stacks), +1 str bonus (stacks), advantage on strength rolls and saves, invulnerable to airborne toxins, gasses etc. Cost 50,000

Volcano Gun, short range intense heat, ignores 4 point armour and 2 points damage reduction, 2d6 damage. Extremely Rare.

Plasma Gun, short range, ignores 2 points armour. All in beam with ac equal or worse than target hit are also hit. Very Rare

Energy Absorption Field: This device, often resembling ornate and heavy jewelry will absorb 2-40 points of damage each day. Extremely rare.



HOUSE RULE:  BURST FIRE

Usually Firearms and Rocket Guns. Burst fire laser weapons are rare. Burst fire uses 25% of a clip. Any damage left over after dropping a foe may be applied to a target adjacent to or behind the original target.