Showing posts with label Rules. Show all posts
Showing posts with label Rules. Show all posts

Wednesday, January 18, 2017

Grimmer Hack: A slight refining of the core rules.


GRIMMER HACK

Attributes:

Attributes act much the same as they do in Grim Hack and WFRP, but there are some differences as they have two distinct roles.

1.        Being the target number for a successful use of the attribute.

2.        The first digit of the attribute being the resistance (used as Toughness is in GH and WFRP) against the attacks from opponents using the same attribute.



Trying to keep the number of attributes low and only ‘active’ abilities rather than passive/reactive ones, it’s why I’m having trouble with having a Defensive Skill despite the cool armor skills I’m writing up. I may also change the Stealth skills to Agility skills adding movement and initiative as integral to it along with the sneaky stealthy stuff, but it may force me to add the locks/traps stuff to Mental specialties. It may come down to do I want a pure (say fighter-type) character, to only focus on one attribute (CS) or 2 (CS and DS).



CS - Close Combat Skill: Combat with melee weapons or martial arts. Specialties so far: two-handed weapons, two-weapons, dueling, unarmed).



RS - Ranged Skill: Using ranged weapons in combat. Use of a particular weapon may be limited to the genre it belongs to, but with training may become usable in the future. Specialties so far: Firearms, missile weapons, thrown weapons).



MS - Mental Skill: Magical, mental, manufacturing, mechanical. Ex: specialties: Healing (combat heal, regeneration, curing, etc.), damage, defense (force fields, summoning, etc. Note: Magical effects in one genre may be equivalent to Technological effects of another. Requires research of some sort, i.e.: magical: learning the spell, technological: developing the tool/device. This will be an ‘effects’ list rather than a ‘spell’ list. -1st digit = magic/Tech points for casting spells, creating nanite attacks?



SS - Stealth Skill: Sneaking, trapping, Lockpicking, assassinations, traps, etc.



DS - Defense Skill/Wounds: -1st digit = Wounds? Parry/Dodge skills? Acts as a ‘Saving Throw’ skill? Still deciding on this one. Specialties will include armor use (unarmored/agility, light, med, heavy, power armor, shields, etc.)



PS - Personality Skill: negotiation, bartering, interrogation, seduction



Movement tied to turn order/initiative?



Number of attacks start at 1 and additional attacks gained by specialties.



Attribute gain: (as in Grim Hack)

While adventuring, make note of any meaningful successes (i.e. rolls that actually have negative repercussions if they are failed) made from rolls off of characteristics, only a single success counts for any particular statistic. Multiple successes only count for one advancement attempt. At the end of the session or adventure, roll d100 for each of these noted characteristics. If the roll is higher than the characteristic’s current value, add d6 points to it, up to the max value allowed.



Combat:

Combat: Appropriate skill needed to hit. Weapon/magic damage rating + d6, - attribute resistance (its 1st digit), - armor, subtract remainder from WOUNDS?

Melee weapons: Light 2dmg, Medium 3dmg, Large 4dmg

Magical damage = spell level +1

Armor=full sets Light:1-2, Med:2-3, Heavy: 3-4, Shield:1 (Different types of armor may have special attributes)




Crits=general, not location specific.



Specialties:

List for each attribute.

Pick either 2 or 3 at creation (haven’t decided yet).

Each will have 6 levels of progression.



Gaining specialty points:

At the end of any event/adventure wherein an attribute gain roll could be attempted for an attribute, 1 specialty point may be taken instead, but it must be used for a specialty that is related to that attribute.

Wednesday, January 4, 2017

Grimmer Hack, or: the Mess that is my Brain






So, as my quest for modification and streamlining continues to spin around in my twisted little brain and, despite being quite happy with how the Grim Hack was turning out, I just couldn’t let shit go. Here I present my seminal ramblings on my Grimmer Hack. It started out by just trying to shrink the amount of attributes needed, but I got some bug in my brain for specialty skills for more interest and varying character build possibilities.



The following is very brief, and I have conflicting ideas on Strength, Toughness, and Initiative which you will see scattered below.



I am currently working on the specialty lists. These will have the added bonus of being able to be used in Grim Hack, or even WFRP, also, as chances of me taking Grimmer Hack any farther is probably slim unless I get some feedback...



GRIMMER HACK

Attributes:

CS - Close Combat Skill: Sword and board, 2 weapons, large weapons (all usually adding to damage, speed)



RS - Ranged Skill: bows, x-bows, pistols, rifles, SMGs, thrown (usu:  damage, speed, effects)



MS - Mental Skill: Magical, mental, manufacturing, mechanical. Ex: specialties: Healing (combat heal, regeneration, curing, etc), damage, defense (force fields, , summoning, etc. Note: Magical effects in one genre may be equivalent to Technological effects of another. Requires research of some sort, ie: magical: learning the spell, technological: developing the tool/device. This will be an ‘effects’ list rather than a ‘spell’ list. -1st digit = magic/Tech points



SS - Stealth Skill: Sneaking, trapping, Lockpicking, assassinations, traps, initiative?



DS - Defense Skill/Wounds: -1st digit = Wounds? Would act as a ‘Saving Throw’ skill.



PS - Personality Skill: negotiation, bartering, interrogation, seduction



Strength, Toughness, Movement, Attacks, all a base of 2, 2, 4, 1 respectively? Or see combat below for 2 different options completely ignoring Strength and Toughness as separate attributes.



Attribute gain: (as in Grim Hack)

While adventuring, make note of any meaningful successes (i.e. rolls that actually have negative repercussions if they are failed) made from rolls off of characteristics, only a single success counts for any particular statistic. Multiple successes only count for one advancement attempt. At the end of the session or adventure, roll d100 for each of these noted characteristics. If the roll is higher than the characteristic’s current value, add d6 points to it, up to the max value allowed.







Specialties:

List for each attribute.

Pick either 2 or 3 at creation.

Each will have 6 levels of progression.



Gaining specialty points:

At the end of any event/adventure wherein an attribute gain roll is attempted, 1 specialty point is given.

~or~

At the end of any event/adventure wherein an attribute gain roll could be attempted, 1 specialty point may be taken instead.



Specialty example:



Firearms:

1.        +10% to hit with firearms

2.        +10% faster with firearms, -50% reload time

3.        Increased chance of crit

4.        1 round of Aiming = +2 Dmg on next shot

5.        Wield 2 pistols with no penalty.

6.        +1 Dmg. Opponent save or die on crit.

Combat:
Option 1:
Combat: Appropriate skill needed to hit. Weapon/magic damage rating + d6 – armor, subtract remainder from WOUNDS?

Melee weapons: Light 2dmg, Medium 3dmg, Large 4dmg

Armor=full sets Light:3-4, Med:5-6, Heavy: 7-8, Shield:1 (Different types of armor may have special attributes)

Option 2:
CS-1st digit = Melee damage?
DS-1st digit = Dmg reduction?

Crits=general, not location specific


Saturday, September 17, 2016

Thoughts and changes on the Grim Hack from the play reports.

Am I intelligent or just cunning? Dexterous or agile? I ponder such in my garden of death...

Thoughts and changes on the Grim Hack from the play reports.

New rule on skills: Knowledge, artistic, and crafting skills: When skill is first attained, it gives a 10% bonus to the attribute check when rolling for success. A big difference with other d100/BRP style games and WFRP is that WFRP characters start out much weaker. It’s common for key starting skills that a BRP-type character has at creation to be in the area of 70-80% (however, these rules also allow a character to advance skills beyond 100%).

Possible changes I’m considering: As my whole idea for the Grim Hack was a rules lite version of WFRP, there are a few things I’m considering.
·       Forsaking hit locations: Reduces some of the ‘fiddliness’ from both combat and purchasing/looting gear. Armor values would remain the same (Plate + chain=2AP, Plate or chain=1 AP, Leather 1AP vs. light damage, Shield good for 1AP). Would require a complete rewrite of crit tables, however.
·       Reducing the number of Attributes: Basically combining Agility and Dexterity, and Cunning and Intelligence. It’s only been two adventures, but I remain unconvinced on the need for two differing aspects of a particular attribute.

On a side note, Bob is thinking of running Against the Giants with my Grim Hack rules! Made me all warm and fuzzy to hear that!

Thursday, September 15, 2016

Deep Space 13 map and legend.

Deep Space 13 map and legend

Here’s an example I used for one of my one-shot adventures to test my Grim Hack rules. It can be used with any ruleset, however, if anyone wants the stats, I’ll post ‘em. Brief descriptions of the opponents follows later in the post. If anyone runs this, please let me know how it went.

For the brief introduction I used (and character archetypes) see here.

Sorry about the odd numbering, but when I start writing rooms/encounters, I do it as they come to me, then add them to the map. I pretty much am just transcribing pretty much exactly what I had wrote in my notebook.

State of Station and existing Runabout: Pipes, wires, and structures of human flesh that certainly don’t belong cover the ceilings and walls, all dripping pus and gore onto the decks. See Aliens. You may describe the Borg found on this station similarly, see picture here.

Various locations have Control Panels for various systems. As these have been corrupted by the Borg Hypergeometric Virus, it takes a skill check to get anything from them. See Panel section below.

1.        Airlock: desiccated corpses in Federation uniform. No equipment. 1 Cyber-Vermin patrols gangway to Station proper.
2.        Reactor Room: Power-core dark with a massive creature, the Borgoth, covered in tentacles, pustules, and power cables wrapped around it. See picture in this post.
3.        Command Center/Bridge: Borg Commander and two Borg. Corrupted Science, Communications, Engineering, and Security Panels. These are the most corrupted on the Station. A fumble on these skill checks destroys the panel. Clue 1 can be found here in the Science Panel.
4.        Brig: 2 Cyber-Vermin. 3 Starfleet prisoners in rags, obviously tortured, in separate cells. “They tortured us, they laughed while they did it! Borg have never done that!” “There’s no one left in Starfleet. It started somewhere in the Alpha quadrant. We thought we were the last uncorrupted Station left.”
5.        Armory: One Phaser rifle, corrupted (on use, failed Willpower check causes user to surrender self to Borg when encountered).
6.        Holodeck: Recurring nightmare imagery of the Borg invasion of Earth.
7.        Mess Hall: 3 Cyber-Vermin. 1 naked, bruised, and insane Starfleet member. Don’t ask what they’ve been eating…
8.        Barracks: Various bodies in perverted poses and dismemberment. No mission-critical equipment.
9.        Officer’s Quarters: throughout the ring. One holds Clue 2. No mission-critical equipment.
10.     Observation Deck: Peaceful, uncorrupted.
11.     Science Lab: Borg Scientist reading Necronomicon on Science Panel (this is what was uploaded to the Collective to start this whole thing). A discarded datapad holds Clue 1. Body parts melded with tentacles and bio-mechanical will turn into another Borgoth if the scientist isn’t killed in the first round of combat.
12.     Med-Bay: Borg conversion center. One victim almost ready.
13.     Borgified Runabout: Power core mysteriously drained. No working panels, equipment, etc.
14.     Engineering: Borg at Engineering Panel. Datapad holds Clue 2.
15.     Security Sub-Station: Security Panel, 3 Phasers.

Panels:
Science Panel: Successful skill check finds the Anti-Virus after Clue 1 is found.
Engineering Panel: Successful skill check reduces hit points of location 2 Borgoth by half.
Security Panel: Succesful skill check after power is restored, gives number and location of opponents and allows the locking down of any particular room. Critical success activates invader countermeasures, stunning all Borg and Cyber-Vermin for 1d10 minutes.
Communications Panel: Successful skill check once power is restored at location 2, Clue 2 found, and Anti-Virus found, broadcasts the Anti-Virus throughout the Alpha quadrant.

The Borg: Fairly self-explanatory other than the fact they are physically corrupted even more than they already are, just add tentacle arms and boils and such to their description. Both the Commander and the Scientist are quite a bit tougher, feel free to have the Scientist throw some Lovecraftian spells once he animates his Borgoth. The Borg prefer to use the ‘Stun’ feature on their Phasers so as to add to their collection of play-things.

The Borgoths: Bio-mechanical Shoggoths.

Cyber-Vermin: A bio-mechanical cross between dogs and spiders. They shoot to kill, but use lasers which are a tad weaker than Phasers.

Clue 1: “Jeffries Tubes becoming dangerous as Borg virus spreads…”
…am making progress on Anti-Virus. Must read more of that book!”
“Patched into Borg systems. Found complete book. Spells converted to Hypergeometric equations!?!”
“Anti-Virus almost done. As long as they don’t find me first.”
“Anti-Virus is completed, but I am deleting it. I was such a fool. Gods do, indeed, exist. Biologic life is meaningless. I am turning myself in for assimilation. Yog-Sothoth is the Gate and the Key.”



Clue 2: “If that thing would only die, I’d be able to get the Security System back up and running. Not good enough an Engineer to work on a starship my ass! I’d even have enough power to broadcast Broderick’s Anti-Virus. That’s is if Mr. Science Officer can get his crap together.”

Note: I’m not claiming any ownership of these properties. This was purely a humorous exercise.

Thursday, August 25, 2016

Grim Hack Expanded One-Shot #2: Deep Space 13



‘Thank you all for coming at such a short notice. But, as you are all aware, we’re a mere 13 months into our five year reconnaissance mission into the Gamma Quadrant, and we’ve already had our fair share of problems. After the attack by the Jem’Hadar which left us damaged but functional, we were unable to contact Starfleet for almost a hundred days.

‘No, that’s the problem. Despite the assistance we were given from our new “allies” and the complete refit of our communications system, we still have no contact with Starfleet.

‘Yes. Fully functional. All diagnostics show the new systems are working correctly. Still, no Starfleet.

‘I’m asking you all to undertake a mission to our closest station and report to Starfleet Command, giving them a thorough report on our activities and receive orders, if any. You’ll be using our warp capable runabout, so please return to us as soon as possible. We cannot afford to be without all of our assets for too long.

‘Quite right, lieutenant. Your destination is Deep Space 13.’    

Here is the background table and archetypes that will be available for this particular Sci-Fi genre for the new Grim Hack rules. Feel free to let me know if there's something you think should be added as another archetype, or key skill missing for this particular type of adventure world. Since in this particular idealistic society, no one needs to work, I’ve used pass-times, hobbies, and jobs people may do for leisure for backgrounds.

Note for players carrying over their characters from the first one-shot: Ignore this particular Background table, continuing with your previously rolled Background is fine. Wipe out all the skills and equipment from the previous Archetype and use the skills and equipment from the new ones. Any skills or trappings you believe your archetype should have, let me know.

Roll
Career
+1d10
Skill
1
Academic
Int
History (any)
2
Artist
Fel
Art, Musicianship, or Sing
3
Athlete
Agi
Acrobatics
4
Auto Mechanic
Cn
Repair mechanisms
5
Carpenter
Dex
Carpentry
6
Chef
Cn
Cook
7
Gardener
Int
Agriculture
8
Preacher
WP
Public Speaking
9
Rancher
WP
Animal Handling
10
Outdoorsman
T
Orientation
11
Traveler
Fel
Additional language
12
Diverse interests

Roll twice, ignore any duplicates including this result.


New Bold-Going Sci-Fi Archetypes:

Common equipment: Starfleet uniform, Badge Communicator, Hand Phaser.

Suggested party make-up: one of each Archetype.

Starfleet Engineering Officer
Free Raise: Dexterity, Cunning, or Intelligence.
Skills: Consume Alcohol, Engineering, Knowledge – Starfleet Technology, Pilot-Runabout, Repair, Specialty weapon – Phasers.
Equipment: Engineering belt kit, including scanner and tools.

Starfleet Medical Officer
Free Raise: Intelligence, Will Power, or Fellowship.
Skills: Chemistry, Heal Wounds, Knowledge – Starfleet Technology, Specialty weapon – Phasers, Surgery.
Equipment: Medical belt kit including scanner and full multi-injector with 5 administrations (Cure Disease, Cure Poison, or Heal).

Starfleet Science Officer
Free Raise: Cunning, Intelligence, or Will Power.
Skills: Astronomy, Knowledge – Starfleet Technology, Security Systems, Specialty weapon – Phasers, Super Numerate.
Equipment: Tricorder

Starfleet Security Officer
Free Raise: Ranged Skill, Strength, or Agility.
Skills: Disarm, Dodge Blow, Knowledge – Starfleet Technology, Specialty weapon – Phasers, Street Fighter.
Equipment: Phaser Rifle, Security Handcuffs


Weapons in brief:
Hand Phaser             S5              RoF: 1         Rounds 10                  Range: Short              
Phaser Rifle              S5              RoF: 1d3     Rounds 30                  Range: Long

Special for Phasers: May set to Stun (On successful hit, target must make successful Toughness test or be stunned for d6 rounds).  

Tuesday, August 2, 2016

Zweihander now on Kickstarter!

Been watching these guys work on this project for a long time. Zweihander is an updated version of Warhammer Fantasy Roleplay. The rules are fun and ingenious, the artwork gorgeous. If you don't believe me, check it out. Definitely worth your time even if you're not a regular WFRP player (you just may become one). Trust me, it's Grim and Perilous as hell!

Monday, August 1, 2016

Mission Briefing (1st one-shot:1947)

‘Alright, men. Smoke ‘em if you got ‘em. Charlie, fire up the slide show.

‘As you know, the war’s taken a disastrous turn. D-day two years ago, there were too many surprises. Too many we in the intelligence community failed to uncover. Fish-men, fucking fish-men!, sabotaging our ships, walking Panzers, SS in jet-packs, and the abomination of their so-called “Resuscitated Soldier Program.” Ah Christ-

‘Now half of England is in enemy hands.

‘We think we know where they’re getting this new fuel from. Underwater sub-base in Antarctica in a place they call “New Schwabenland.”

‘You’re going to be inserted by one of our brand new Nautilus Subs equipped with an experimental sonic weapon that really screws with the fish-men. It doesn’t kill ‘em, but it sure knocks them on their ass for a while. The lab boys estimates you’ll have a couple hours, three at the most. That’ll give you time to get in, blow up the facility, and get back out. Preferably alive. Any intelligence you can get would be invaluable, but your priority is to Destroy. That. Base.

‘God bless you and the United States of America. Dismissed.’



Here is the background table and archetypes that will be available for the new Grim Hack rules. Feel free to let me know if there's something you think should be added as another archetype, or key skill missing for a Weird War II/Delta Green type mission.

Roll
Career
+d10
Skill
1
Academic
Int
History
2
Artist
Cn
Art, Musicianship, or Sing
3
Athlete
S
Acrobatics
4
Carpenter
Dex
Carpentry
5
Chef
Cn
Cook
6
Construction Worker
T
Engineering
7
Electrician
Int
Repair Electronics
8
Farmer
T
Agriculture
9
Geologist
Int
Metallurgy
10
Jeweler
Dex
Gem cutting
11
Line Worker
T
Consume Alcohol
12
Mechanic
Cn
Repair mechanisms
13
Merchant
Fel
Haggle
14
Miner
S
Mining
15
Preacher
WP
Public Speaking
16
Rancher
WP
Animal Handling
17
Sportsman
Agi

18
Tailor
Dex
Tailor
19
Traveler
Fel
Additional language
20
Diverse background

Roll twice, ignore any duplicates including this result.


Common equipment: Black combat fatigues, Duffel bag, Flak jacket, Harness, Insulated wetsuit, Thick soft-soled combat boots (+10% Silent move urban), White winter Parka.

Suggested party make-up, at least 1 Intelligence officer, and 2 commandos.

Soldier: Commando Specialist
Skills: Demolitions, Concealment rural, First aid, SCUBA, Silent move rural, Specialty weapon – SMG, Specialty weapon – firearms.
Equipment: Commando Knife, Silenced .45 1947 Thompson SMG w/ 90 rounds (3 magazines) silencer only good for first magazine, C4 charge and detonator, 3 frag grenades

Soldier: Heavy Weapons Specialist
Skills: First aid, Mechanics, SCUBA, Specialty weapon - Flamethrower, Specialty weapon – firearms,
Equipment: Compact Flamethrower w/15 ‘fwooshes” (3 canisters), .45 1911A1 w/ 21 rounds (3 mags)

Soldier: Sniper Specialist
Skills: Concealment rural, First aid, Marksmanship, SCUBA, Silent move rural, Silent move urban, Specialty weapon – firearms
Equipment: 1946 Winchester model 70-S sniper rifle w/ scope and 15 rounds (3 clips), .45 1911A1 w/ 21 rounds

Intelligence Officer
Skills: Communications, Concealment urban, Cryptography, Occult lore, Other language: German, SCUBA, Silent move urban, Specialty weapon – firearms
Equipment: Commando Knife, Silenced .45 1911AS w/ 21 rounds (3 mags) silencer only good for first magazine, code book


Weapons in brief:
.45 Silenced Thompsons S:4 Rate of Fire:1 or d3. Only the first 30 rounds are considered noise suppressed.
.45 Silenced 1911 Pistol S:4 Rate of Fire:1. First 10 rounds considered noise suppressed.
Winchester Bolt-action w/ Scope S:5 Rate of Fire:1 +10% to RS when using the scope.
Mk7 Compact Flamethrower. Area of Effect Weapon.