These tables are system agnostic enough to rip from the rulebook and plug into that dirty shit-hole you call a downport;
Useful tables from cyberpunk 2020 (for your Traveller game);
p.33 lifepaths,
p.30 fast and dirty expendables,
p.43 fumble table,
p.58 occupation table,
p.61 weapons list (damage and ammo stats work easily enough)
p.68-69 gear descriptions/gear list,
p.76 cyberware list,
p.83 chips & prices,
p.142 programs list,
p. 167 programming 101 (more for the setting info then a table),
p. 179 uniform civilian justice code,
p. 220 night city encounters.
Contact Information:
jay@vanishingtowerpress.com
Showing posts with label Sci-Fi. Show all posts
Showing posts with label Sci-Fi. Show all posts
Saturday, November 30
Friday, October 11
Classic Traveller Combat Revealed!
I don’t know if Traveller’s
combat system is considered “deadly”, but it has carried an air
of complexity around it by those who have never played. I’ve had
the pleasure of running six-seven sessions of Classic Traveller and I
find the combat system amazingly plain, but with oft overlooked
features which make it really sing!
Look at the combat turn order,
nothing there any regular rpg’er hasn’t seen. The surprise
mechanic is simple, and interesting. To hit is 8 or better on 2D6,
and wounds are applied to your Physical attributes; Strength,
Dexterity and Endurance. Range is simplified and the list of actions
a character can take is boiled down into 4 actual combat
actions. So where does this notion of an opaque, killer combat system
for Traveller come from?
The
reason Traveller combat is considered deadly and/or complex is
because of at least two rules never used by regular players and
referees. Rules so important it changes the whole relationship of the
PCs to the game universe. They are the rule on weapon skills and the
use of endurance attribute in melee.
The
weapons skill rules are the most significant. Ranged combat takes on
a completely different dimension when not used properly. The lack of
this rule makes PCs less
competent and easier to kill. On page 36 of the LBB’s is the entry
Untrained Weapon Usage.
“Any character using a weapon in which he or she has no training is
subject to a penalty of 5 when attacking and +3 when def[i]nding
(defending). While you let that sink in check out the next few
sentences; “All player-characters automatically have an expertise
of zero (0) in all weapons shown in this book.”
Not
only does the average NPC have a 5 to their ranged weapon attack, the
average PC suffers no disadvantage. A minus five swing in Traveller
is a BIG deal. It makes most NPC’s the players interact with are
“mooks”, adversaries which they can brush
aside quickly. Add in proper
use of cover and the surprise mechanics, any experienced combatants
run effectively will roll gangbangers, grumpy
miners, thugish dock workers, enraged bureaucrat; the PCs are
designed to be Bruce Willis in Die Hard.
A cut above the rest of the folks trapped in the tower. This is where
you get to swing from the cable with auto rifles blasting the poorly
paid and trained security guards! In a flat-footed straight out draw
a PC should be Clint Eastwood to every one of those “lucky” punks
out there.
My
test was a poll on the Mewe Classic Traveller group and it looked
like this:
Your
average Traveller player and referee doesn’t play with these rules
at all. This is what I mean about swinging the combat game against
the PCs. They are playing the game with one arm literally tied behind
their back. Unlike weapon speed in AD&D, the -5 for untrained
weapon usage is an essential mechanic for the Traveller game. Remove
it and the way players play Traveller significantly changes. Further,
this small sampling shows most referees and players have never
considered this rule and its effect on combat.
Myself,
I’m stingy with zero level weapon skills for NPCs. The weapon is
deadly enough. Anyone can squeeze a trigger. But who can keep their
heads about them when multiple people are firing guns, at short range
no less?! Pandemonium is what happens. A character trained to be cool
and deliberate during fire brings your game to movie-level action.
Like in Heat, and Den
of Thieves. The tattooed,
ipod-wearing street hood goes down in
a street fight with one spray from the trained PC.
In
conclusion, there are some assumptions placed on Classic Traveller
which change game play away from superior PCs, and therefore the game
is going to be played differently. If you implement RAW I believe you
will find players enjoying the game more.
Saturday, September 7
CT: Shattered Worlds, The Siamese Syndicate, One-Shot
Need a Traveller Encounter Fast? Here is one for the harried Referee; (made using the Augmented Reality city kit!)
A
New Plot
for the next group of Pcs:
The
PC's are confronted by mysterious deaths in their concourse and are
motivated to find the answer. A.C.M.W
screamsheets are on the story.
What’s
going on: Rob ‘Infidel’
Castro,
per orders from the Siamese
Syndicate,
a
fixer network, is
testing the “Acoustic
Weapon Sensor”
for
the Nordeast Corporation.
It
is being kept at a
Nordeast
Safehouse(???).
And
is triangulating a “field of death” around the Nelson Hale Block
off of Cruikshank
Concourse.
Nordeast
hopes to buy a minor nation state on the
restricted planet of Port
Prince Peace.
Angry
Citizens Media Web,
a
pro-labor propaganda outlet.
ACMW
is
trying to uncover the cause of these deaths. They have a lead on this
Siamese
Syndicate.
Local
Conflict: Castro
is experiencing TREACHERY. The Angry
Citizens Media Web
possibly infiltrated the
Siames Syndicate fixer network and are
trying to uncover the
Accoustic Weapon Sensor tests which
are killing their friends and neighbors.
Fixer
Network "Boss":
Shaven
head, wears grey suit, bulky, and sombre. He is obsessed with "zone"
dancing in public places. Secretly employed by the Huron corporation,
follows their instructions acting as a Siamese Syndicte diploment.
Area
Event: Development/Investment
leading to Rapidly
Escilating Fatalities
from
the McGuffin.
McGuffin:
Accoustic
Weapon Sensor is causing the fatalities.
Where
is this all located? Vanders
Colony Dome 1, Cruikshank
Concourse,
Nelson
Hale
Building,
as
well as the Bio-sculpt
sex studio
Aztechnology,
in
ARchLuxury
Apartments building
complex.
Nelson
Hale is mostly 2’s and 4’s (apartment
type),
pumped of course.
Current
Events;
Oil
spill on Cruikshank has caused an Agit-Pop Flash Demonstration led
by the Copy Catz.
Ad-Lib is
looking for
“Infidel” Castro. He thinks he might know something about what’s
going on.
NPC
Names: Bashar
Ad-Lib; ACMW
Reporter,
Boris
Yelpin’; Ad-Lib’s
camerman
Dilemmas
Dangers, Gang Leader of Copy Catz
Wes
Dekine, Siamese Syndicate Boss
Dot
Avi, Siamese Syndicate Boss
Salted
Hashbrowns, Nordeasat Corp. Scientist
Uetake
Kunio, Nordeast Corp. Agent
Greto
Giles; Nelson
Hale
Urchin
Tarzan
Lopez; Cruikshank
Concourse
scavanger
Opening
Sounds:
Police band radio, “Attention
mobile unit. Confidential informant advises possible facilitation.
Sending Threat-Let.
Suspect cover
is Wes Dekine, uploading profile dump,
no further information. Please respond.”
Gang
in the neighborhood: The
Copy Catz, composed
of 24d10
members led by an adult, . They fight with mixed weapons and their
tactics tend towards assault and flank. The gang's primary reason for
being is Political (Conservative); they love gambling and HATE
daylight! The gang's symbol is two
cat skulls facing each other. Gang memebers tend
to wear yellow/gold attire.
They usually
have music from the latest Agit-Band.
When first encountered, their initial reaction will be hostile, watch
and wait for attack of opportunity. You encounter 3 members hanging
out on a corner.
The
Gang:
Dilemmas Dangers (leader),
C8A6B7,
light auto, not skilled.
Gangmember
Stats; 777773,
Hot
Swap, Mad Dog, Booker Numbers, Bad Hayes, Gay Nava, Commodore 69,
Computer-1.
Then
there are 120 more soldiers
of the line which need calling up from Cruikshank neighborhood.
Random
Encounters:
Encounter 1 (Pest Control)
Blood-Matted
Fitz-Trap,
a dangerous predator found on the Skalvil wastes.
4HP, Bite (1d6).
What
the frak is it doing in the dome? A
Copy Catz foolishly brought one back after field trials of the A.W.S.
His body is nearby. What do the Copy Catz have to do with wild
animals?
Encounter 2 (Hot Cyber Goods)
Urchin
Greto
Giles14
DEX, 4HP, Knife (d6). She is leading a Scavenger Tarzan
Lopez
2HP, Taser
(d8
stun damage)
to
try and sell their cybermodem. Essential part to the AWS. Copy
Catz, on Infidel’s orders, are tracking them down. The pair look
nervous. As if they know what they have is hot, dangerous goods.
Encounter 3 (Residents pleading for help)
Body
Pit:
Copy
Catz members are disposing
of
jellied
bodies
in
the
Nelson Hale Block.
Encounter 4 (Hot and ready to rock)
Eviction
Squad:
Roll random reaction to see how it goes down. 1d10+SS+Int=stand
down #. They
are juiced and ready to pop!
Encounter 5 (Breaking & Entering) Exploitable for entry; Samuel Gompers Building.
Working
for Needful to dispense street hygene. Security techs to silence the
persistent alarm. These are possible angles to get access into the
building. Needful
Hygiene
Dispensers:
You will be deployed to a building
lobby or reception area, and sometimes you'll operate in the street,
where you will remain for the duration of the gig. You will be
supplied with a paper coverall, nitrile gloves and a 20L back-mounted
tank full of hand sanitiser, or other germicidal, dispensed by
trigger pump to hygiene conscious citizens. You may leave your patch
once you've run out of gel. Pay is docked per 500ml remaining at the
end of your shift. The tank must be returned in good condition, but
the gloves and coverall are yours to keep.
Angry
Citizens Media Web (ACMW link-95)reporter Bashar Ad-Lib and his
camera man is onto the story. He wants to try and find the source and
is looking for people handy with sensor equipment and electronic
counter-measures to do some triangulation.
What
is happening at ARchLuxury Apartments, 10 floors, malfunctioning
alarm, a crime scene, the building looks gothic, pristine. Remote
Assistants grant access. Eyeball recognition. The whole thing is
encased in plastic siding.
Wednesday, July 3
State of the Dome - CTU review and invitation
Aeolus
led Arachne, Aiako and Alcestis off into the dark, leaving Ariadne to
guide the settlement…
The
disparate adventures run in my Shattered
Worlds OTU (Original Traveller Universe) make for satisfying
world-building which has led to the delights of this seldom-run
campaign.
This
first adventure had the most continuous sessions. Shattered Worlds
Issue #1 engaged a seasoned crew of Traveller Players faced with
a strange anomaly on the surface of the planet Xxcarvis. The LotFP
adventure Monolith from Beyond Time and Space was used for the
Anomaly. They got spooked out and only one of the four-man crew
survived to return to Skalvil. These events unfolding on Xxcarvis are
the meta-event which will blow through the campaign universe. This
was all done through a G+ group which sadly is no more. Another
unknown campaign disappearing into the ether. The one surviving PC
from this adventure most likely will not play again, but their
actions are now canon!
The
next adventure Under
the Dome Issue #1 had a police strike against terrorists who
commandeered a corporate research facility. This lasted two sessions
with more questions than answers, but the PCs were free to go in
whatever direction they wished. And it lead to bloodshed and
frame-ups!
Under
the Dome Part Deux has the contract workers splitting up from
the cop PCs after the terrorist job. The hired hands PCs are going to
a Union bar to collect on a payout. The Union offers the party good
money for any heavy firepower they could swing the worker’s confab.
The PCs take a pass. Next Omni Cop HQ sends them to ask the Binary
Dogs a few questions. This is a set up to get the PCs in a deadly
gun-fight with this drug-running gang. The PCs come out on top and
hole up in a nondescript pumped hotel cube. And there this story
thread hangs hoping to be picked up again.
Under
the Dome #3 introduced a new
group of PCs, the third now, picking up work “under the dome”.
Pretty straight job. Omni-Sun employee owes gambling money. The
bookie is a “skin job” so it has a hard time getting respect from
its human customers. It wants
to step up pressure and become a bookie to be feared if you welsh.
The PCs chew up the low-life ladder right up to getting arrested. It
was an excellent place for this quirky escapade to come to a stop.
Unfortunately it will be unlikely this group, Player Group C, will
ever assemble again. No
session report or video
Under
the Dome #4 reintroduced a
regular PC with some newbies. Another noir-like,
uncover information, investigation type session as the PCs move
through NPCs and locations. It ends in off-road buggy chases and a
shoot out. Pretty cool.
What
will Under the Dome #5
turn up? Who knows. But with a fleshed out sub-sector and
big and little things happening all around; there is not much
adventure-thirsty PCs can’t get up in to. If
you want to know when these impromptu online sessions, these “Flash
Sessions”, join either the
MeWe or
Discord
(or both) groups.
Saturday, June 29
We have both types of Solo Role-Play; Fantasy & Science Fiction
ItItLoaGS
Random Solo Surface Patrol – Collect what you can, load it up on
the lander and return to orbit. I create a Science orientated PC
named Dr. Drazz. Red Shirt
#1 and Red Shirt #2 are
assigned to me. They will provide protection on the nightmare surface
of old Earth.
First
roll is to determine
my touchdown location. The
elctro-static atmosphere is home to violent ammonia storms. Your
landing is much determined by conditions than a planned route. It
comes up A1, up in the mountains in the far north west. How a landing
goes will
be left to a toss of the dice. 2D6
will be used. Much like a D&D Reaction Roll or a Traveller Saving
Throw, the spread of outcomes should be familiar. Target numbers 8 or
higher are what usually counts as success. The toss is a 3!
Catastrophic conditions! The lander is thrown against the stoney
peaks and comes to rest. Time to assess the damage. I pull out my
Space Opera rule book
and roll on the starship battle damage table. Since it is a
catastrophic failure I decide three tosses on the table are required;
all come up Armor Belt Penetration. The
lander can’t enter orbit unless the hull is patched first.
Relying
on our surface hex map my Party has a choice between exploring an
ancient idol surrounded by crumbling temples or a mysterious tower
occupied by an
Astro-Lich. The tower is
more likely to have the technology we need to fix the lander. Maybe
even something valuable to bring back. I order the team down the
steep slopes and we head west. We are quickly out of the difficult
mountains and cross a more
hilly land. No monstrous danger is to be found and I quickly find out
why. Hard radiation zone! I use an Arcanum Syndicate product; “Sci-Fi
Random Encounter Tables” written by Brandon Williams, to generate
this result. I resolved with standard ItLotGS’s 4+ for success to
determine if any of us are sickened.
The Red Shirts survive, their light and heavy armor making the
difference. Dr. Drazz is not
so lucky. Lost by 1. He is carrying a Cell-Patcher. I throw against a
Science attribute of d8 and succeed in rendering a radiation remedy
post-haste! I will not be able to use this device’s healing
abilities for twelve hours now as it recharges.
The
tower of the Astro-Lich turns out to be a sophisticated space ship
under construction. It must be close to completion. Engines can be
seen test-firing. A horrid screech and wail sounds from the top of
the ship where smokey
tendrils swirl about. Undaunted I order the Red Shirts forward,
blasters ready. Near the base we walk around building equipment,
pump-tubes reaching from ship to ground. Automated spider-borgs
scamper hither and tither. Going into stealth mode we begin
scavenging in the temporary warehouses and buildings. We strike pay
dirt quickly. A throw on a Mothership Dead Planet table
yields a functional life support system! We
get this back to the lander and no need to patch the hull. This high
tech equipment will keep my crew alive till rendezvous. Going to be
difficult to bring it back. We need some way to transport it. Two
security guards roll up on us and a gunfight ensues! Red Shirt #1
disintegrates the first mook with a Heavy Blaster while Red Shirt #2
lays down some “suppressing fire” with lighter weapon. The second
guard dives for cover and runs away.
We
load the land rover up and split. With the proper radiation antidote
we are safe from the waves of purple gamma streaking across
green-stained sky. Before the lander is reached another party of
scavengers is encountered. We all nervously finger our holsters and
ask how things are going. Long and short; they agree to help get the
life support system back to the lander if we would team up and
assault the tower/ship for more artifacts. Reaching the crippled
lander marked my stopping point for ItLotGS.
Sword
& Backpack was well matched with Nate Treme’s short sandbox
adventure The
Primeval Holt of the Elk Lord. I wish I
took notes on all the different ways I house-ruled success chances,
but NPC encounters really set the tone of play. I had no interest in
consorting with the rubes found in Grimholt
so Mendalzane the Wizard plunged into the shunned Sleeping
Forest in search of the Elk Lord.
Like
the sci-fi game described above, Sword & Backpack, Justa Guy With an Axe Edition, is
rules-lite with only a thin scaffolding of mechanics. I’m finding
it makes the idea of actually solo-rpg’ing appealing. Challenging
my DM skills of creativity on the fly is the point, not tactical,
crunchy resolution mechanics.
A
S&B character is defined by one of three jobs; the
fighter, the wizard, and the rogue. Pick your name and give yourself
a weapon, wallah! You are done. All adventures resolve
actions by rolling a d20. If it is something related to your “job”
then add a +5. The difficulty number you must meet or exceed
is set by the StoryTeller (the ST). While each of the three jobs has
their own specialties, there are no “class” restrictions. You
want your Wizard to swing a sword, then start swinging! Your
Mercenary Reaver wants to summon demons, get out your chalk and
candles! The point is, if you can fit the task within the scope of
your job the ST will give you a +5 on the roll.
Fighting
is abstracted by opponents throwing contested rolls for the attack
and defense. High roll wins. Hitting your opponent deals a wound.
Losing the roll is a miss. D20 for initiative of course and then make
shit up. The driving action here is; what random tables should I use
for this. This being whatever I’m up to at the moment.
Cross-country travel requires a Wisdom check to not get lost. S&B
does not have any attributes so a Difficulty number is set and the +5
argued for. Mendelzane succeeds in not getting lost and arrives at
The Pond. Mechin, an ancient, sentient, giant goldfish calls The Pond
home and Mendelzane wants to enhance his Elemental Magic. I forgot
what I did to instigate a Reaction Roll, but the Wizard succeeded and
was allowed to drink from the enchanted pool with a Blessing +1 on
any defensive roll being the result.
With
the blessing of the fish, Mendelzane decides it is time to seek
Ziphek the Elk Lord and petition for favor. The journey is uneventful
and my Elemental Wizard arrives at the petrified trunk which is the
throne room of Ziphek. Nate was clever enough to detail the Ziphek’s
with “Members of the Court”. We know the Elk Lord dislikes
humans, but I’m walking in with the fish-god’s blessing. Let us
see how this goes. Fimbault, a badger ends up being the gatekeeper to
Mendelzane. The Reaction Roll is inconclusive. The badger will not
allow entrance unless Mendelzane performs a service to the Elk Lord.
Melmoon, a crazed hermit, occupies the Ruined Fort on the other side
of the forest. Fimbault suggests that running this madman out of the
forest might sway the court to except an audience.
More
and more random tables were pulled willy-nilly as Mendelzane
navigated the forest, battled the hermit and acquired a traveling
companion; a Grimholt merchant with a kingly gift. Now he only needs
a king to present it to. Assuring the merchant that the Wizard could
easily introduce him to the Elk Lord, the two headed back through the
forest. And promptly got lost. Here is where, with random tables, I
derive the most pleasure of solo-rpg’ing (yes I am a seasoned pro
by now). Finding out what a new encounter actually is. Before the
dice are dropped, my party of two may have to confront any number of
problems which could overwhelm them. What will it be, what will it
be?
It
appeared we had traveled to an unknown and foreboding valley, sharply
defined, with a dark, silent lake laying placid before them. Further
along the shore where the hills crowded in a ruined temple perched.
“This is a place of death my friend,” Mendelzane spoke. “I
would know what evil once stirred here, perhaps those ruins may yield
a clue?” Surprisingly (or luckily, it is a dice roll) the Merchant
finds some steel and agrees to search the foreboding haunt. Nothing
is revealed, in treasure or knowledge, so we head out to find our way
back to the Elk Lord and his court. But it is not to be! A creature
from the black depths arises; a Shambling Mound!
“Flee
as fast you can friend!” I cried. “This demon is more than a
match for us!” I push the merchant up the hill, but his feet need
no assistance. Pulling the mule cart up the hill I could see the
Shambling Mound would overtake us if something wasn’t done.
Mendelzane throws all his magic at the beast. The wildly
unpredictable Fireball and the irresistible Waterfall spell. Scorched
and washed back into the lake we reach the valley’s ridge and
disappear into the forest.
Court
goes well, what with the merchant presenting a magnificent gift and I
detailing the successful rousting of the hermit, we were promptly
knighted as Grimholt Guards. This will provide us with a +3 on
reaction rolls with allies of the Elk Lord.
In
closing, I find a solo rpg session a pleasant late night activity
with the payoff coming from seeing stories unfold from a dynamic
environment. It may strip some of the wonder from the game,
seeing my particular method of creating laid bare before me, a
dispassionate view of the ugly sausage-making for immersion. I am
sure Dr. Drazz and the wizard Mendalzane will be face with more
random trials to come!
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