Showing posts with label into the odd. Show all posts
Showing posts with label into the odd. Show all posts

Monday, July 15, 2019

One Click Bounty Hunter and Starship Generators

I've been watching a lot of Star Wars clips recently - I don't know why Youtube started recommending them to me, but I've clicked on enough to clog my recommended feed full of them - and it's made me want to write more scifi stuff. One of the reasons I think Star Wars works is because it always paints a picture larger than what is actually being shown. While all those name drops of things can feel forced at times, it helps give a sense that the galaxy's size is larger than you can appreciate from a single movie.

Contrast this with something like Warhammer 40K, a setting with simply insane scales and many fleshed out factions, but with very few mysteries that don't have answers. It's hard to come up with something new for 40K without having to make sure it doesn't step on the toes of the setting's canon. Not that that's a bad thing, mind you, but it creates a different sort of setting.

But how can you make an RPG have that same sense of scale? Easy answer: tables. Lots of tables. By writing interesting things in advance and combining several different rolls into one, you can effectively multiply your preparation. If you write six interesting entries with two major details, you've made six encounters. But if you write three versions of each major detail and roll for them, you haven't made six encounters - you've made nine.

I was going to (and did) write a starship generator, but all those Star Wars clips reminded me of an obvious example: bounty hunters. Remember that scene in The Empire Strikes Back where they hire all the bounty hunters? They're on screen for maybe half a minute, but almost all wound up getting extensive backstories as the setting was expanded. So I wound up writing two generators. You can click the buttons below (thanks to Angus) to instantly generate a result, but I encourage you to read the tables and mine them for ideas.





BOUNTY HUNTERS
The scene in question.

Bounty hunters. They work well for RPGs, especially scifi ones. There's an obvious way to bring them into conflict with the party, and it's easy to have them simply give up and leave to fight another day. They also give you an easy excuse to play dirty - random guards aren't going to tailor their strategies to the party's weaknesses, but a bounty hunter is more or less expected to prepare in advance and know what they're doing. Plus, they can come from more or less anywhere, and are a perfect chance to show off a cool species or culture concept without forcing the party to interact with it on a large scale.

To use these tables for Into The Odd, give them 12 HP, either a base 10 in every stat or 3D6 in order, and any gear you see fit. If you don't normally have NPCs be injured when they fail a STR save, simply dying, I would recommend you have bounty hunters be an exception - if only so the party can interrogate them for information. Dying bounty hunters are notoriously talkative.

D4 Who are they hunting?
This is pretty self-explanatory, but I would recommend you let the party know who's being hunted and why - just not who by or when they'll strike.

1 A member of the party.
2 A close ally of the party.
3 Someone temporarily critical to the party's goals.
4 An enemy of the party. They'll fight anyone who tries to kill them instead.

D6 What is their demeanour?
This comes up most when the bounty hunter is monologuing to seemingly defeated prey, but can also say something about how they fight. Mostly it's just for flavour.

1 All business, no nonsense.
2 Extreme aggression, easily provoked.
3 Boring and plain.
4 Cheerful, bordering on saccharine.
5 Melancholic and fatalist.
6 Showy and narcissistic.

D8 What's their modus operandi?
Again, pretty self-explanatory. They're broad descriptions, however, so you have plenty of room to determine exactly what kind of explosive, vehicle, etc they're using.

1 Explosives and heavy weapons.
2 Long range weapons, sniping.
3 Automated drones.
4 Stealth and melee weapons.
5 Hired help.
6 Heavy armour and close range weapons.
7 Combat vehicles.
8 All-rounder weapons and gear.

D10 What specialist gear do they own?
It can be daunting to combine two seemingly incompatible methods and specialist gears, but think on how they could work together. A sniper in power armour, for example, could wield much larger weapons, or stand straight out in the open without fear of easy retaliation.

1 A jetpack, reliable but easily damaged.
2 Ancient weaponry that ignores armour.
3 A heavily upgraded, combat-specialized starship.
4 Power armour and energy shields.
5 Combat drugs.
6 High tech tracking and scanning devices.
7 A cloaking field.
8 A bioengineered combat/tracking pet.
9 Nanotech weapons, easily concealed.
10 Multiple cybernetic augmentations.

D10 What do they look like?
Another flavour roll, but think about how their appearance combines with their tactics and gimmick - for example, someone wearing corporate-branded punk gear tells a story.
1 Nondescript, easily blending into crowds.
2 Military surplus everything, trying a little too hard.
3 Elegant and elaborate clothes and gear, like a fashionista.
4 Practical equipment, worn by years of use.
5 Punk fashion with tons of accessories.
6 One colour all over, lots of fabric and plastic.
7 Robes and masks, mystical in nature.
8 Revealing clothes, covered in tattoos and cosmetic implants.
9 Stylish clothes, suits and ties, dark and sleek.
10 Brand new everything, most of it never used before.

D12 What species are they?
In some cases, species is little more than another flavour roll, but a clever bounty hunter (IE all of them) will know how to use their biology to their advantage. Vatborn, Mentats, and Spacers are all "panhumans", human but somewhat different from the baseline.

1 Human, +2 to their lowest stat.
2 Vatborn, +2 STR.
3 Mentat, +2 CHA.
4 Spacer, +2 DEX.
5 Lizard, +1 DEX and immune to heat.
6 Feline, always acts before enemies/traps.
7 Hound, preternatural sense of smell.
8 Mantis, D8 unarmed damage.
9 Rabbit, outrun anyone, even some vehicles.
10 Yeti, +1 STR and immune to cold.
11 Assassin Robot, closely resembles an organic.
12 Combat Robot, +1 Armour at all times.

D20 What's their gimmick?
Every self-respecting bounty hunter has something that sets them apart from the crowd, either as a marketing technique or a quirk picked after years of stressful work.

1 They warn all their targets in advance.
2 There's two of them: twins, friends, lovers, clones, etc.
3 They're actually several people working in turns. Kill one and another comes back.
4 They take great care to avoid any collateral damage.
5 They try to make each kill slow and painful.
6 They have branded corporate gear and try to show it off.
7 They're exceptionally young or old, but no less effective for it.
8 They offer to fake the party's deaths in return for a bribe.
9 They carry incendiary grenades and are a pyromaniac.
10 They have limited psychic ability. One power, always the CHA drawback.
11 They are followed by a documentary crew.
12 Their will places a large bounty on whoever kills them, larger than any existing ones.
13 They are being hunted by another bounty hunter themselves.
14 They dual wield their weapons. It looks cool but provides no benefit.
15 They use only sidearms, daggers, and other "light" weapons and gear.
16 They revel in causing unnecessary collateral damage.
17 They are exceptionally skilled: +2 HP and +1 damage.
18 They are particularly inept: -2 HP and -1 damage.
19 They throw sonic devices which emit loud, piercing screeches they are immune to.
20 They talk to their quarry constantly throughout the fight.

STARSHIPS
Lord of the Rift by Jean Paul Ficition

There are plenty of tables out there that will tell you when you encounter starships and what statblocks they use. I would be occupying existing design space and mimicking things I've seen done much better than I can do by making one like that. Instead, I wanted to write a table that tells you what it looks like, what it's doing, and why and how it still exists. You can roll on these tables to generate a ship another table says exists, or roll on all of them at once to create everything you need for a stellar encounter.

All these ships are assumed to be roughly the same size as the standard light scifi ship most RPGs (and scifi stories in general) have the characters fly, with the "normal" size mentioned below being roughly the same as the PC's ship, if they have one. To use them for Into The Odd, give them a base 12 HP, 10 in every stat, D6 damage, and no armour. When it tells you to add or subtract +1/-1 damage, increase or lower the damage die by one size. You should take a look at my ship rules if you want more detailed rules.

D4 How large is it?
As mentioned before, all ships are relatively small. Think the Millenium Falcon or Serenity.

1 Smaller than normal. (-2 HUL, fast)
2 As large as normal.
3 Larger than normal. (+4 HP, +2 HUL, slow)
4 Much larger than normal. (+8 HP, +4 HUL, very slow)

D6 What kind of ship is it?
Note that this is only its intended design, not necessarily what it is currently being used for.

1 Military: For combat or troop/starfighter transport. (+1 Armour/+1 damage)
2 Research: For exploration, survey, and analysis. (laboratory, medbay)
3 Industrial: For mining, construction, salvaging, etc. (various tools)
4 Merchant: For transporting goods and resources. (huge cargo bay)
5 Liner: For transporting many individuals at once. (many cryopods)
6 Personal: For transporting a few individuals in luxury. (many staterooms)

D8 Who owns and operates the ship?
This determines what sorts of jobs it performs, who crews it, and what sort of legal recourse attacking (or helping) it incurs.

1 A major interstellar power.
2 Rebels, rogues, and dissidents.
3 A private individual living aboard the ship.
4 Independent workers who own their own ship.
5 A megacorporation.
6 Friendly or neutral aliens.
7 Hostile or enigmatic aliens.
8 Robots, independent or for their owners.

D10 What is its main strength?
Most of these are combat related, but can also say something about what it is used for, either beyond its initial design or what specific role within that design.

1 Reinforced hull. +3 HUL.
2 Large engines. +3 ENG.
3 Overclocked systems. +3 SYS.
4 Armour plating. +1 Armour.
5 Targeting computers. +1 damage.
6 Strong shields. +4 HP.
7 Exceptional maneuverability.
8 Long range, high accuracy sensors.
9 Difficult to detect and scan.
10 Has the benefits of another ship type.

D10 What is its main weakness?
As above, but in reverse, saying what it isn't used for. Can also be useful to determine what went wrong on a damaged or derelict ship.

1 Cracked hull. -3 HUL.
2 Small engines. -3 ENG.
3 Buggy systems. -3 SYS.
4 Obvious weak points. HUL damage always causes critical damage.
5 Undersized weapons. -1 damage.
6 Weak shields. -4 HP.
7 Slow turns and acceleration/deceleration.
8 Inaccurate, obvious sensors.
9 Adware constantly broadcasts its position.
10 Lacks the benefits of its ship type.

D12 What is it doing?
Vague, but keeping in mind the previous rolls can help narrow down exactly what it's doing.

1 It's a pirate ship, and pursues the party. +1 damage if not a Military ship.
2 It's a pirate ship, and is pursuing/boarding a ship. +1 damage if not a Military ship.
3 It's being hunted by, or is hunting, a pirate ship.
4 It's drifting in space, somehow damaged or disabled and in need of aid.
5 It's following the party, purely by coincidence.
6 It's defending something, and threatens the party against approaching it.
7 It's doing whatever it is it was built to do, but is obviously about to fail.
8 It's offering the party a trade, but rarely one as simple as credits for fuel.
9 It's doing whatever it is it was built to do, but in a way dangerous to the party.
10 It's resupplying from a cache of valuable materials, and is clearly vulnerable.
11 It's requesting the party's aid in return for a reward.
12 It's offering the party something its crew has no use of, but they would appreciate.

D20 What does it look like?
Again this is mostly for flavour, but again it can also be a good base for coming up with ideas. A corporate ship that's blocky and grey will be run by a very different corporation, ro at least for very different purposes, than one that looks sleek and elegant.

1 Blocky and grey, totally devoid of intentional aesthetic.
2 Sleek and elegant, pure white with black glass.
3 Black and angular, as if a stealth ship.
4 Green and organic-looking – possibly a living ship.
5 Red and curved, like a retrofuturist rocket ship.
6 A mechanical cube, sphere, pyramid, or other polyhedron.
7 Spindly and elegant, golden and shimmering with large glass planes.
8 A Frankenstein of several other ships welded together.
9 Dark blue, long and with rounded edges and bright yellow windows.
10 Ostentatious and religious, like a cathedral turned into a ship.
11 Bright white plastic with blue and orange extremeties.
12 A series of bright green spheres connected by pipes.
13 Insectoid in appearance, with bright, clashing colours.
14 Cartoonish, covered in stars, constantly shifting between several vibrant colours.
15 Narrow and angular, like an upsized starfighter.
16 Round, smooth edges, dull yellow, orange, or brown.
17 Imposing, blocky, and long, red as blood.
18 White, sleek exterior half-conceals a pitch black, biomechanical interior.
19 An asteroid, space station, or even space lifeform's corpse turned into a ship.
20 Deep purple, with shiny metallic trimming.

Saturday, March 23, 2019

Psychics and Cybernetics for Sci-Fi Into The Odd

There are no classes in Into The Odd. With some newer versions of the rules, there aren't any levels either. Characters get more interesting through experiences, becoming weirder or getting their hands on magic items and wealth they use to fund crazy ideas.

The most obvious way to upgrade a classless and levelless character is to give them better gear. Another is to tie character upgrades to actions they make. That way, a character who's new is in theory the same as one someone's played for dozens of sessions, but the older character will have more and more powerful ways of dealing with things. As it happens, sci-fi has two tropes that fit each of these approaches neatly: psychics and cybernetics.

CYBERNETICS
Robot parts people install to replace or enhance parts of their bodies. As it happens, we already have working ones. In a sci-fi future, however, they're cheaper and more versatile - enough that it's both cost effective and possible at all to upgrade and not just replace.

The main barrier to entry to cybernetics is price. I'm okay with this for two reasons: one, I like the idea of a Warhammer 40K-style setting where the rich and powerful are loaded to the brim with custom cybernetics, and two, wealthy characters are going to be more powerful than poor ones by definition. If the players ever get lost in what they want to do, having them be rewarded for making money ensures they always have that as a goal they can fall back on.

Most cybernetics should cost 5G. This puts them at about the same price range as ship upgrades, so the party has to choose between one upgrade for their ship or two for two members of the crew. Since part of the cost is paying for installation I would let cybernetically-inclined characters make a friend out of a cyberdoctor or install a cybernetic installation room on their ship for a discount of 1G per cybernetic, making them cost 4G. I'd say that's how much it costs for just the cybernetic, if that becomes relevant.

The main drawback for cybernetics is that they cause a character to become more and more distant from reality. This isn't entirely realistic, but more machine = less human is a fairly common sci-fi trope. For each cybernetic a character installs, they lower their CHA by 1, permanently. Uninstalling a cybernetic is costly and leaves the character worse off than before they installed it (I'd say 10G and some injury or stat loss from the removal), but does increase their CHA by 1 to heal the previous loss of humanity.

CYBERNETICS LIST

Airtank: Provides internal air for an hour. You can survive 5 minutes with air in vacuum.

Atmosfilter: Filters toxic air, including inhaled poisons, smoke, and tainted air.

Autodoc: Instantly stabilizes Critical Damage, once. Requires a Medical Kit to recharge.

Cyberears: Greatly enhances hearing sensitivity, clarity, and range.

Cybereyes: Magnifies and clarifies vision and provides fuzzy nightvision.

Cyberlimb: No stronger than an organic limb, but far more durable and free of pain.

Cyberarm - Vladislav Ociacia

Cybervoice: Perfect voice control, near-perfect mimicry, and higher decibel limit.

Headjack: Direct neural interface with computers, required to use most heavy vehicles.

Holdout Cavity: Hides a pistol-size object from almost all inspections and scanners.

Hyperadrenal Gland: Make an instant, free action when you take STR damage while at full STR.

Immunofilter: Filters almost all poisons and diseases, regardless of their source.

Internal Comms: In-brain radio that allows silent transmission/reception of information.

Melee Implant: Retractable melee weapon, from claws to knives to whips. (D6).

Plating: Subdermal armour placed over crucial organs, granting +1 Armour.

Psi-Boost: Enhances psionic ability, granting an extra use per day.

Psi-Crown: Subdermal shield blocks all but the strongest direct psionic effects.

Ranged Implant: Retractable ranged weapon, typically a pistol. (D6).

Synthnerves: Improve reflexes, granting first action whenever order is in question.

Mechadendrite: A single metal limb, of impressive strength and reach and flexibility.

Tech-Priest - by Mike Smith

PSYCHICS
While psychic powers are distinct from magic, psychics do largely serve the role of a "caster" in sci-fi settings. The plus side about Into The Odd is that any psychic rules are going to be placed on top of the core rules, and not made an inherent part of the game - so it's very, very easy to just say "there are no psychics in my game" and leave it at that.

Balancing magic has always been hard in classless RPGs. You don't want everyone to be a caster (not always, at least), but the balancing act nearly every class-based game does is to simply give the magic-user nothing extra except for their magic, or even penalize them. (I.E. B/X D&D giving them the smallest hit die size.)

But that gives me an idea - why not make learning new powers penalize the character? They don't get strictly better, just weirder, and not every player and character will find the costs worth the rewards.

There are ways to learn psychic powers on your own but they are long, arduous, risky, and unlikely to work. Once someone has learned a power on their own, almost all who come after them will be taught it by them or someone they taught. Learning a power requires a teacher who knows it and a few months of education. Not everyone can learn powers and not everyone who can learns them at the same rate, but for simplicity's sake all PCs can. (They are protagonists, after all.) Getting such an education is easier said than done, requiring either costly tuition fees or convincing a master you're worth teaching.

If the time spent is relevant, have the training PC make a CHA save at the end of each month. Once they pass two saves, they've learned the power they were being taught. Otherwise, assume it takes about three months.

Each time you learn a power you must roll a D6 on the Psychic Drawback Table. If you roll a drawback you already have, gain the next one down the list instead, wrapping back to number 1 if you already have number 6. PCs can never learn more than 6 psychic powers - any NPCs who do are either savants or masters with decades of training. If you roll number 6 as your first drawback, take number 1 instead.

Psychic Drawback Table
1 You can no longer gain Armour points from any source.
2 Your ranged attacks are all Impaired.
3 You no longer enjoy luxuries and only recover CHA damage after a Long Rest.
4 Your STR score is cut in half, permanently.
5 You require an open hand and subtle motions with it to use any of your powers.
6 You gain an extra use of your powers/day, but can never use the power you were taught.

You can use your powers as many times per day as you have powers. "Per day" means between restful sleeps. You can use any combination of them. If you know four powers you could use one of them four times, or each of them one time.

Psychic powers should always work unless the player is really pushing the limit with how they're using them. Some characters are immune to direct psychic effects, such as those wearing Psi-Crowns - if a psychic wears a Psi-Crown, they can't use any of their powers.

PSYCHIC POWERS
The powers below don't have to be the only psychic powers out there, but they're more than enough for a full campaign. Most psychics willing to teach powers will know three or four.

1 Telekinesis
You can move things with your mind, usually up to the weight of a human. You can move many lighter things, or weakly move a heavier thing. You don't have complex control.

2 Telepathy
You can read the emotions of others and probe their thoughts with extended contact. You can also sense the presence of creatures near you.

Reading emotions is subtle. Probing minds is anything but.

3 Empathy
You can alter the emotions of others and even force them to obey brief commands. You cannot use this to make a creature do or feel something they would never do or feel.

4 Clairvoyance
You can sense the presence and locations of things and creatures known to you. This allows you to track nearly anything, nearly anywhere, as it has no known range limit.

5 Biokinesis
You can perform a single feat of superhuman skill, like jumping great distances, lifting heavy objects, or deflecting incoming ranged attacks.

6 Healing
You can transfer your health to another creature, giving them your HP or STR one for one to heal them. You can also cure someone of an illness, injury, or poison by suffering it yourself.

7 Teleportation
You can transport yourself or a willing companion to a location you can see. This travel is instantaneous and without range limit.

8 Pyrokinesis
You can start a fire on an object or creature you can see. You can also control existing fires, putting them out or moving them around.

9 Precognition
You can see glimpses of the future before you make a choice. If opening a door would lead to combat, you would see glimpses of combat, but not of what with.

10 Psychometry
You can touch an object to see glimpses of its past. The most important events in its history – such as murders committed with it – are shown to you in murky visions.

11 Synaesthesia
You can create false images that creatures perceive as real, but don't fool machines. Such illusions can also be used to hide things so long as they remain still and silent.

12 Harming
You can deal D8 AP damage to a creature you can see, ignoring armour and without a range limit. This damage causes heads to explode if it kills.

IN SUMMATION
Cybernetics
  • Cost 5G, 4 if you get them installed for free.
  • Reduce your CHA by 1 each time they're installed.
  • Easy to install, hard to remove.

Psychics
  • Learn up to six psychic powers from teachers.
  • Suffer a drawback for each power learned.
  • Can use them as many times per day as you have powers.

BONUS: SCI-FI BACKGROUNDS
I'm working on a sci-fi supplement for Into The Odd. I've never been great at getting work done, but as slow as it's going I've been working on it far longer than most other projects I try to commit to. Aside from the stuff above, I'm currently writing a table of perks/drawbacks to randomly generate alien PCs, and a big table of Bastionland-style backgrounds.

Here are three, two based on the Cybernetics and Psychic rules from above and another based on the marines from Aliens. You roll a D6 for your starting HP and credits, and depending on what you roll you get different items/quirks.



CYBERNETICS ENTHUSIAST
Enthusiast is an understatement.
You won't be satisfied until you're more metal than flesh.

SPECIAL: You gain D6 HP the first two times you install cybernetics, not from taking damage.
You Get: Smartgun (D4, D8 if linked to your brain with a Headjack), -1 CHA
Names: Chip, Ronaldo, Tsumi, Chromeboy

HP  WHAT IS YOUR FIRST (AND SO FAR ONLY) CYBERNETIC?
1hp Hyperadrenal Gland: When you take STR damage while at full STR, you immediately take         an action for free.
2hp Internal Psi-Crown: You cannot be directly targeted by psychic powers.
3hp Cybereyes: You can see much further and clearer, and with fuzzy vision in the dark.
4hp Holdout Cavity: You have a hollow box in your stomach that can hide an object no larger             than a pistol. Only the most invasive scans and investigations find it.
5hp Headjack: Lets you link with computers. Necessary to pilot many forms of heavy machinery         and strictly necessary for piloting mechs.
6hp Cyberarm: No stronger than a "real" arm, but very durable and tireless.

CR WHY ARE YOU SO OBSESSED WITH CYBERNETICS?
1c  You want full control over what your body is like.
2c  You think of it as the best way to improve yourself and in turn your life.
3c  You always wanted to be a cyborg instead of an organic creature.
4c  You belong to a religion that commands its followers to "upgrade" themselves.
5c  You have minor but constant pain all across your body. Only cybernetics stop it.
6c  You have a single goal you religiously pursue, and cybernetics are part of the plan.


PSYCHIC MONK
You were taught the ancient and mystic arts of psionicism.
With your master(s) dead, you walk your own path.

SPECIAL: You start with one psychic power and one psychic drawback.
You Get: Staff (D6, Bulky), Psychedelic Drugs
Name: Wei, Durran, Angie, Teth

HP  WHAT POWER HAVE YOU LEARNED?
1hp Precognition: Start with a Deck of Cards.
2hp Telepathy: Start with Rope.
3hp Teleportation: Start with a Gravchute.
4hp Pyrokinesis: Start with a Fire Extinguisher.
5hp Telekinesis: Start with Juggling Clubs.
6hp Healing: Start with a Medical Kit.

CR WHAT DRAWBACK DO YOU SUFFER?
1c  You can no longer gain Armour points from any source.
2c  You ranged attacks are all Impaired.
3c  You no longer enjoy luxuries and only recover CHA after a Long Rest.
4c  Your STR score is cut in half, permanently.
5c  You require an open hand and subtle motions with it to use any of your powers.
6c  You can no longer gain Armour points from any source.


COLONIAL MARINE
You were sent to distant colonies to put down alien infestations and plucky rebels alike.
Now that you're discharged, you have trouble staying frosty.

You Get: Assault Rifle (D8, Bulky), Military Armour (1 Armour)
Sample Names: Anderson, Banerjee, Wong, Silva

HP  WHAT WAS YOUR ROLE IN YOUR SQUAD?
1hp Flamer: Start with a Flamethrower (D6, Bulky, Blast).
2hp Gunner: Start with an LMG (D10, Bulky, must be set up before use).
3hp Sniper: Start with Binoculars and a Sniper Rifle (D6, Bulky, very long range).
4hp Grunt: Start with a Grenade (D8, Blast).
5hp Medic: Start with a Medical Kit.
6hp Officer: Start with a Cool Hat and a Sabre (D6).

CR WHAT BATTLE HAUNTS YOUR DREAMS?
1c  Bertram's Rest: Uneventful and relatively bloodless. You're not sure why it haunts you.
2c  Thalidae Drop: Your pod got hit on the way down. It's a miracle you survived.
3c  Covan-2a: The enemy was violent, unrelenting, and looked exactly like children.
4c  Alesia-4: It wasn't until after you landed that the civilian presence became known.
5c  Solo Nobre: The Company owns your homeworld now. They paid you well for your aid.
6c  Tannhauser Gate: You were in your lifepod for weeks. You thought they forgot you.