Thursday, 3 July 2014

THE SLIGHTLY ABOVE AVERAGE GUYS AND GALS IN RED WHO FIX TROUBLE.

(Or Orange, Yellow, Green, ... you get it.)

A NEW CHARACTER CLASS FOR THE GAME. 

Those lucky guys and gals in red who have clawed their way up from the black-clad masses are a plucky bunch, and very good at hunting down commie mutant traitors.  Your best friend the computer wants you and all your above average fellow citizens to root out threats to the community and eliminate them. Problem is you are a commie, a mutant, and a traitor, and this has recently gotten you deeper into the poo than a transhyperdiabetic in a fresh vat of pink-fun.  Oh Dear.  Time to ditch friend computer’s ‘protection’ and take your chances on the unknown surface...

The PCs picked up an orange troublefixer very early in the game as a henchman.  One Jon-O-Tan.  Table needs a couple of entries but here you go.


PRIME REQUISITES:   None.
HIT POINTS:                  As Thieves (1D6 per level)
ATTACK:                        Thieves
ARMOUR:                       Light
WEAPONS:                     Any
EXPERIENCE POINTS: As Dwarf (we’ll see how this goes)

CLASS ABILITIES:

THIEF SKILLS: Move Silently, Slight of Hand, Hear Noise. (All at same chance as ‘Hear Noise’ for a thief of the same level)

MUTANT POWER: One Power at first level, and at every fourth level, i.e. two at fourth, three powers at level eight.  I am thinking these will be once per day for the sake of simplicity.  

Roll D2X on the Mutant Power Table below. It is compulsory to roll, you may not choose.  A player may wish to describe physical changes that relate to their powers but this is optional.

I have used the mutant power tables I found at Save Vs Total Party Kill and added a few categories myself. My additions in italics from ‘21’ onward.

SERVICE GROUP TRAINING:  Which branch of the communities infrastructure were you drafted to and what did you do?  Roll D8  on the Service Group Table below. (it is compulsory to roll, you do not get to choose, are you saying friend computer is wrong?)

SECRET SOCIETY.  I am largely glossing over this one as it is unlikely to affect play.  Sierra Club perhaps?

MANDATORY BONUS DUTY: It’s your lucky day citizen, friend computer has chosen you..blah blah blah, that means nothing now, but they did issue you with this neat... Roll D6 on the Mandatory Bonus Duty Table below. (it is compulsory to roll, you do not get to choose, are you saying friend computer is wrong?)

STARTING EQUIPMENT:  Red/Orange Coveralls (as leather)Laser Pistol.  D6 damage.  6 shots per screw on disposable barrel. 1D4-1 barrels. 50% Red/Orange rubber truncheon 1D4 non-lethal. Today’s happy pill, and a foil wrapped, ‘Protien Satisifier TM’, Treasonous Surface-Party 1-pager.

QUIRK/HINDRANCE: These guys aren't entirely comfortable in wide open spaces with no roof.  No need to screw the player but good for a few roleplaying giggles.


TROUBLESHOOTER TABLES

SERVICE GROUP TRAINING TABLE:  Roll D8  (it is compulsory to roll, you do not get to choose, are you saying friend computer is wrong?)

Roll D8
SERVICE GROUP
RELATED BENEFIT
1
Armed Forces
Able to wear medium armour
2
CPU
Use Computers or Repair/Program Robot
3
Housing and Mind Control
+1 reaction adjustment (if reasonable)
4
Internal Security
Pick any group’s benefit or Pick Locks
5
Power Services
Understand Electricity (sort of)
6
Production, Logistics & Commissariat
Count as carrying one less item
7
Research & Development
Choose one item – don’t be a dick
8
Technical Services
Understand Technology (as Scientist)

MANDATORY BONUS DUTY TABLE: Roll D6 (it is compulsory to roll, you do not get to choose, are you saying friend computer is wrong?)

Roll D6
MANDATORY BONUS DUTY
BENEFIT
1
Team Leader
Nothing, if you’re as good as your last clone you have everything you need. (awesome enough already)
2
Loyalty Officer
Stun Laser Barrel Sv Vs Paralyze 2-5rounds
3
Hygiene Officer
Wet wipes, Spray, 2x each +2 sv vs poison or disease
4
Comms and Recording
Two way radio set or Video Recorder (tape)
5
Happiness Officer
Book of Jokes and vial of ‘perky pills’ (sic, it’s Valium)
6
Equipment Guy
Mechanical, Electrical, or Electronic Tool Kit

MUTANT POWER TABLE (it is compulsory to roll, you do not get to choose, are you saying friend computer is wrong?)

D2X
PSYCHIC ABILITY
MIMICS SPELL
1
Ego Impression
Allure:MU1
2
Mind Control
Charm Person:MU1
3
Mind Link
Message:MU1
4
Mind Wipe
Amnesia:MU2
5
Project Sound
Auditory Illusion:ILL2
6
ESP
ESP:MU2
7
Project Anxiety
Scare:MU2
8
Clairaudience
Clairaudience:MU3
9
Clairvoyance
Clairvoyance:MU3
10
Thought Insinuation
Suggestion:MU3
11
Remote Viewing
Arcane Eye:MU4
12
Monstrous Mind Control
Charm Monster:MU4
13
Manipulate Emotions
Confusion:MU4
14
Mind Blast
Feeblemind:MU5
15
Telekinesis
Telekinesis:MU5
16
Pyrokinesis
Pyrotechnics:MU2
17
Hypnotism
Hypnotism:ILL1
18
Hypnotic Pattern
Hypnotic Pattern:ILL2
19
Project Fear
Fear:MU4
20
Project Nightmare
Phantasmal Killer:ILL4
21
Bio Roid-Rage
Strenth:MU2
22
Teleport
Dimension Door:MU4
23
Machine Empathy*
Charm Machines (as Charm Monster):MU4
24
Playin’ Opossum
Feign Death:MU3
25
The Poly-Phasic Shuffle
Blink:MU3
26
Shape of the Beast
Polymorph Self:MU4
27
Natural Weapon
Lvl 1-3 D6, lvl 4-7 D8, lvl 8+ D10
28
Extra Limb
Smaller a bit atrophied from being hidden for so long, +1 AC, can hold a small weapon
29
Vampirism
Cause & Cure Light Wounds: CL1
30




Credits.  The picture was found here:    http://dmchristopher.com/Reviews/KOBOLD%20RPGs/review_paranoia.htm         All references to the Paranoia RPG, and the product-identity material associated therewith in the post above are not my property.  I own the Paranoia RPG and wanted to bring my two favourite games together.  This is a fan homage only and is not meant to infringe any rights or imply any ownership, and I will remove this if the owners of the IP wish, however, I believe leaving it up will be more fun.

Thursday, 5 June 2014

ASSUMPTIONS AND HOUSE-RULES II

ASE Labyrinth Lord House Rules

The game has come a long way since I put up something like this, and with new players set to join the group what better time to refresh the house-rules.  Somewhat inspired by Jack Shear's house rules.

Making a Character

Ah player characters.  Furry barbarian guy, check.   Mage type with silly staff, check.  Dodgy guy in black, check.  Moody wilderness type, check.  Hey dodgy guy in black, Cleric or Thief?*

ABILITY SCORES – OPTIONS – YOU ARE EITHER:

·       Hardcore, Know the Score:  3d6 in order, OR

·       Softco..**  “ahem”   ...Bet Hedger:  Roll 4d6/drop lowest.  Two ability scores may be swapped.

Quit complaining already, that is choice right there, and anyway at least we’re not using the OD&D ability scores.  And don’t go all ‘Bet Hedger’ and swap out Charisma for a quick bonus because charisma (HENCHMEN) is really important in this game.

CLASS ABILITY SCORE REQUIREMENTS

You bet that these are in force.  Class ability score requirements are as per Labyrinth Lord and Advanced Edition Companion (AEC)

LEVEL LIMITS

As per LL and AEC, however the most powerful characters and NPCs in the setting are in the 7-9 level range.

EXPERIENCE POINTS: EARNING XP

XP is mostly earned for treasure.  Some game-time and achievement awards will also be given.  XP for monsters is as per the book.  If DM is feeling lazy, XP will be value of treasure, 50xp per hd, and a fudge factor.

EXPERIENCE POINTS:  NEW CHARACTERS

If you are new to the game, your character begins at level 1 and has 0 XP.  You may opt to start with two characters and have one as a primary and one as a secondary/henchman.  One of them (at least) will probably die.

If you are replacing a fallen character, you get half of the XP your previous character had.  If your new character dies in the first session then you do not have to divide in two again. 

HIT POINTS

Thieves and Assassins get 1d6 per level.

All classes receive a minimum of ½ Hit Die at first and second level.  Reroll 1s at 3rd and 4th.

CHANGES TO CLASSES

Magic Users: Magic Users can use light-crossbows and pistols.

Thieves and Assassins: All thief skill tests use the ‘Hear Noise’ chance for the appropriate level. Obviously racial and ability bonuses will no longer apply.

Fighters:  Straight class fighters use the Monster attack tables (+1 hit per level).  Sub-class fighters use the fighter table.  A straight class fighter also gets 3/2 attacks at 4th level.  2/1 attacks at 8th level.  A sub-class fighter gets these abilities at 6th and 10th level respectively.

SNEAKING AND THIEFY STUFF

Every class can do the things that a thief can.  Non-thieves get a flat 1 in 6 chance.
Thieves and Assassins must be wearing light or no armour to use their abilities.  Light armour is defined as that which gives AC8, or AC7 (mostly because I think studded leather is the most metal of all).

ALIGNMENT

3 way alignment will be used as a guide to character/NPC behaviour and does not represent some sort of spiritual commitment.  Alignment based abilities or spells will still be useful but not as black and white.  E.g.  Protection from Evil will hold the trans-dimensional wraith at bay.


Gear and Stuff


ENCUMBRANCE

We will be using the Lamentations Of The Flame Princess (LOTFP) encumbrance rules.  Strength adjustments apply.  E.g.  If your STR is 7 (-1) then your encumbrance/movement is calculated as if you were carrying one extra item.  If your STR is 16 (+2) then your encumbrance/movement is calculated as if you are carrying two less items.

EQUIPMENT

If you are bringing in a new character at ½ XP of the old one just pick your gear.  It’s quicker.  Roll starting money x ‘X’ to determine how much cash you have where X= (D6) 1=x150%, 2=100%, 3=50%, 4=10%, 5=0%, and 6=you owe 50%.

If you have a new 1st level PC then roll for cash (3d8x10) and buy equipment.

FIREARMS

As per the Anomalous Subsurface Environment (ASE) for now.


Combat etc


ZERO HIT POINTS

At zero hp you make a saving throw verses death.  If you succeed you live, but are helpless and at 0hp until you get medical attention.  If you fail, then start reaching for the D6s.

If you go to -6 or lower, you get a permanent reminder of your brush with death.  Effect to be negotiated based on the nature of the damage.

At -10 your PC is dead, no saving throw.

INITIATIVE - FORMAL RULE

·         Go round the table and get statements of intent.

·         Roll group initiative on 1d6

·         Go around the table in the same order for actions.

INITIATIVE - INFORMAL RULE

Individual initiative bonuses will be applied on a ad-hoc basis, e.g. one on one, and situational contingencies will also be applied.  E.g.  Moving to attack a guy with a loaded crossbow, the guy with the crossbow goes first (unless surprised).  E.g. Guy with dagger needs to close the gap on a guy with a two handed sword, guy with two handed sword attacks first (unless surprised).

CRITICAL HITS

A natural 20 will result in maximum damage

SPELL CASTING

If you take damage in the round prior to casting, you are not able to cast that round.  (Currently we are not playing that you lose the spell, but that is mostly me going soft because of the low level)

COUNTER-SPELLS

We use the Dungeon of Signs counter-spell rules.  To employ ‘counter-spell’ you may use it as a reaction, but it takes your action for the round, you cannot have acted yet, and you must know the spell to be countered. 

Roll D20 plus level and INT bonus against AC10 less caster’s level and INT bonus. This saved the party's ass in session 8 (which is where we introduced it).


 *   Image found here:  http://thewertzone.blogspot.com.au/2013_05_01_archive.html

**  That was going to say ‘Softcore’, not what you pervs were thinking, honest.

Monday, 2 June 2014

THE PCs DID WHAT? A HOUSERULE FOR (BAD) THINGS HAPPENING TO NPC GROUPS

I was faced with the unexpected situation last game where the characters gave one of the  yellow cylinders they found in the ASE Gatehouse to the Cult of Scientists in Denethix for them to determine the contents.

A Scientist does a Diagnostogram in the Laboramentarium.  A picture which does a fine job, but is also someone else's property*.

I know what is in the cylinders, and there is the potential for bad things to happen when they extract some of the contents for an exam.  Highlight blank section below to find out what it is.  My players, just don't.

These cylinders contain samples of The Black.  This has been referred to in the game by a travelling veterinarian the characters met who told them of animals which were becoming blighted by the black, and what they have here is something similar to the black oil from the X-Files, though they don't know it.  After the events which occurred in the Scientists'  main temple, 
the PCs have decided it is something akin to the stuff in Prometheus (which is close).

End highlight.

So the potential exists for some sort of outbreak and I came up with this on the spot.  


WHEN BAD THINGS HAPPEN TO NPC ORGANISATIONS - HOUSERULE



Have the organisation make four saving throws of the appropriate type, and see what happens. For this I chose save verses polymorph as a first level Scientist.  Results can be interpreted as follows:

No failed saves:       Event completely contained at no cost to organisation.
One failed save:       Event contained at some cost to organisation.
Two failed saves:     Event contained at significant cost to organisation
Three failed saves:  Event contained, just, organisation almost completely destroyed.
Four failed saves:    Organisation completely destroyed, event not contained.


Stand by to read all about this in session twenty when I get that far. I must say, I was getting very nervous for the fate of Denethix with those saving throws having the potential to mean there would be no one left to input the sacred code into the sacred hydrogen bomb, I think we know what happens.



*if you own this and want me to, I will take it down. (But that isn't as much fun a leaving it up.)