Showing posts with label fantasy quirks. Show all posts
Showing posts with label fantasy quirks. Show all posts

Tuesday, December 28, 2010

Target 10 System for chart-less Attribute Attack Resolution

Mutant Future contains a chart based resolution mechanic for Willpower attacks.  Many mutations call for a Willpower attack rather than a melee or ranged attack roll; the chance of success in a Willpower attack is determined by cross-indexing the attacker's and defender's attribute score on a chart to get a "to hit" number for a d20 roll.

I took this idea and ran with it, coming up with the general idea of attribute attacks.  Any attribute can be the basis of an attribute attack; just like Mutant Future's Willpower attack, there are Intelligence, Dexterity, Constitution, Strength and Charisma attacks.  I used this a lot while writing the "quirks" (mutations by another name) for my Fantasy Quirks character creation supplement for Mutant Future.  I created a version of the Willpower Attack Table found in Mutant Future for any attribute attack:



There are two things that I like about attribute attacks; they do not gain potency while leveling up unless the ability itself increases, so 1st level characters with high attribute scores can contribute meaningfully alongside high level characters in combat; and (more importantly to me) it makes each attribute a defense.  It makes the random attribute increase that is the result of leveling up 80% of the time in the Mutant Future a much more valuable thing.  In a similar fashion to how 3e and 4e took saves and made defenses out of them, this gives me as a DM an easy mechanic to use for all sorts of attacks against the PCs.  Demonic possession?  A Willpower attack with the demons WIL of 15.  A run of the mill pit trap?  Dexterity attack with an attacking DEX of 10.  I would write the previous example using the following shorthand: DEX10 ATT 3d6 (meaning if the Dexterity attack succeeds against the character, the character takes 3d6 damage).

A cloud of gas?  CON15 ATT, 5d6 dmg save for 1/2

Bribing an official?  Obviously a Charisma attack situation.  I don't always (or even most of the time) call for rolls when players attempt to do things, but it is nice to have an easy and unified mechanic to use when I do.  When I don't know the attribute of a creature or situation (in the case of a pit trap or other inanimate attacker or target), I generally use 5/10/15+ as a good guide:  If the creature is not known for that attribute, or if the challenge is easy, I use 5.  If the creature has no reputation for that attribute, good or bad, or if the challenge is moderately difficult I use 10 as the target attribute.  For a creature known for the attribute in question or a difficult challenge, I will use 15 or more.

Today, I looked at the chart a little closer and realized that I could express the attack resolution in very simple terms to allow attribute attacks on the fly without having to look up a target number on a chart.

I realize that many people love looking up numbers on charts.  In my case, it is often one of the only times I have to refer to a book at all while running my Mutant Future game, and I would just as soon not have to break my stride to look at the attribute attack chart one more time.

So here it is:


The “Target 10TM” system for chart-less attribute attack resolution .

(Target 10TM Carl Nash 2010)

d20 roll + (Attackers Attribute - Defenders Attribute) ≥ 10 = Success


In words:  Subtract the defender’s attribute from the attackers attribute.  The result (positive or negative) is the modifier to the d20 roll.  A modified result equal to or greater than 10 is a success.

Example:  

An attacker with CON 13 makes a CON attack on a defender with CON 15.

Attacker’s CON - Defender’s CON = -2

-2 is the modifier to the d20 roll

The attacker would have to roll a 12 or better (12-2=10)

Monday, November 8, 2010

The Surface of Celestia

This is a page from my notes with a nice cutaway view that shows the surface of Celestia.  I gave a brief overview of Celestia in this post.  Click to see a non-clipped version.

The party has been stumbling their way across, over and under the dark ruined surface of Celestia for six sessions now.  In that time they have come across quite a few oddities, a few of which I have scanned in from my campaign notes.

The last two sessions have largely focused on this room (including an epic battle last session [Mutagenic Substance Campaign Session #45!] against a liquid-metal robot centipede golem!):
(Top View, scale is at the bottom:  The circular thing in the center is an alien machine of some sort.  A dome on top of it opens into what appears to be a controlled singularity, the creation and distruction of a/the universe contained within it somehow for an as yet unknown purpose)

 Click to see a non-clipped version:

View of the circular thing in the center of the chamber:  This emits intense energy in every possible form that energy can be emitted, apparently broadcasting to numerous receptors around Celestia.  Everything in this chamber that is powered (the egg foam, the teleporter pods, the lift, and the "cars") runs on broadcast power emitted by this thing.


The party became aware of this strange chamber, totally incongruous amidst the lowest service levels of an ancient subway line, when Tilandriel (an elf made with my Fantasy Quirks character creation supplement for Mutant Future) gained access to the memories stored inside the Dr. Octopus-like tentacled liquid-metal-harness that had attached itself to him.  Intrigued by the alien contents of the chamber as revealed to Tilandriel in a 3-Dimensional scan of the subway line, and by some glowing tablets of energy they had previously found which appeared to be related, the party reversed their stolen subway train and headed back to look for the alien chamber.

The numbered circles in the room are matched pairs of teleporter pods.  They function similarly to the teleporter pods in the movie The Fly with Jeff Goldblum (one of my wife's all time hollywood crushes and on her top five to do list).


The door of the pod opens from the center at any touch of at least one pound pressure, and will not shut if anything at all is breaking the plane of the door.  If at least 1 oz of matter is inside a pod and nothing is breaking the plane of the door, the door shuts and the pods channel the singularity inside the big machine in the center of the room.  The contents of the two pods with the same alphanumerical designation trade places in spacetime, instantly, no matter the intervening distance, with no effect that can be observed by anything thus transported, and the door opens in the new location.  If the door on one matched pod is open, the door on its mate will not open until the first door is shut.  A glowing iris in the center of the door is an omni-directional camera that broadcasts its feed to a screen inside the pod's mate.  In this manner, the area in front of the destination pod can be viewed before teleporting.

The pods crossed out with an "X" and numbered 1-3 lead to the corresponding destinations labelled 1-3 at the bottom.  The pods that are all the way blacked out are the mated pairs to the pods labelled 1-3 and are consequently missing from the chamber.

Two pods (bottom left corner) are loaded onto a sort of "car" that is parked on top of a working lift that goes up to the subway line.  Three more cars, each capable of loading two more pods, are parked along the wall.

Two pits contain mounds of alien eggs, covered in a solidified foam that resembles a spit-bugs nest.  The foam is super-charged and delivers a 5d20 damage shock (save vs. Energy attacks for half damage) to anyone foolish enough to touch it.  The eggs contain dead embryos, similar in form to mammals in early development, but obviously of a slightly divergent alien evolutionary history.

Friday, September 17, 2010

Fantasy Quirks Beta Test Version 0.9.4

As mentioned in my last post, I recently have written a supplement for Mutant Future that allows random mutation style character generation in a fantasy vein.  Not necessarily your normal D&D fantasy vein, but a fantasy vein nonetheless.

I just updated this blog to include a permanent link to the Google Docs version of this supplement.  In many ways, this is already an outdated version but it will be couple of weeks before I release the .PDF version of the official public beta version playtest.

The official playtest will be hosted on the forums over at the Eye of the Vortex, so stay posted for news of that.

Any feedback, almost especially negative feedback, is encouraged.  Let me know what you think!

Monday, August 16, 2010

New Campaign World and New Rules

Man, last night's session was a doozy.  It might take too long to explain exactly how this all transpired, but the PCs now find themselves on the dark surface of a planet that is entirely surrounded by a metal ball.  The surface of the planet itself is really the crumbling upper level of layer after layer of ruined cities that stretch uninterrupted across the world.  Occasional light oases (an oasis of light) exist where radiation spills from the underside of the metal shell that covers the planet; this is usually heat exhaust, but in at least one place a malfunctioning fusion reactor in the metal shell is shedding light comparable to the setting sun over a good swath of the land.

The group has sort of fallen in with a passive resistance movement called the Upward Thinking Gentle Beings, who pride themselves on still being aware of the galaxy of interstellar intrigue that exists on the other side of the metal shell that covers the world.  The Upward Thinking Gentle Beings split away from the Old Republic of Celestia because they found the brutal methods of the old government to be distasteful.  The mutant race of telepathic computer hackers that had been enslaved by the government escaped with the Upward Thinking Gentle Beings, making tracking down the runaways the number one priority for the Republic, because without the Hackers the death machines used by the Republic to keep order are beginning to go haywire.

Last night's session, in addition to being somewhat of a campaign reboot in a new location (much more of the world of Celestia to come in future posts), marked the first official playtest session of a supplement I am working on for Mutant Future.

Basically, I have come up with an entire new set of physical and mental mutations that I call "quirks", that enable anyone to roll a random character with powers similar to and compatible with Mutant Future's mutations and mutants.  The difference is that instead of being post-apocalyptic flavor, these characters taste like the particular strange version of the fantasy genre that exists in my imagination.

Players who have characters die and new players in the campaign are now making characters using these rules, and playing them alongside the regular Mutant Future characters.  So far so good - the new characters and quirks meshed seamlessly with the old mutants and mutations.  As soon as I finish getting the Open Gaming License and the Mutant Future License filled in correctly, I will post a free public Beta version of these rules if anyone else wants to get in on the playtesting fun!

I also introduced a new houserule into play that proved to be terribly exciting and an instant winner.

"Let it Ride" or "Double or Nothing"

Whenever a successful melee or ranged attack is made, the attacker can choose to let it ride - this involves throwing a second attack roll.  If this is also successful, the attack does double normal damage, but if it fails, the attack does no damage at all. This can be attempted a third time if the second roll is successful, for quadruple damage with a success but again, no damage at all with a failure.

In play, this made combat WAY more exciting, fast and deadly.  A guy with a sword or bow and arrow can now do some serious damage in a single round; it is just much harder to get the hit in.  When Dis, a vampire character made using the new rules, was making his escape in the back of a purloined jeep, a Republic soldier drew careful bead and BAM, I rolled a 19.  Solid hit with the rifle.  So I let it ride... 15.  Hit.  So I let it ride again... the party hangs in suspense... 19!  Dis takes a quadruple damage rifle shot and ends up with 3 HP.  Ouch!

Of course, what is good for the goose is good for the gander, and the party got some awesome super high damage shots in using this rule - and also wasted several hits by pressing their luck. The most dramatic moment was when Gar the dark elf (another fantasy quirk character, I combined race into the random quirk package so that both race and powers are determined randomly during the char gen process) decided that he was going to go for broke and double up an attack twice.  He rolled all three d20's at once, and the first two stopped rolling before the last one... 20!  20!  Two 20's sitting on the table (a 20 is a double damage attack in my game, which stacks with the doubling and quadrupling from the Let it Ride rule, so we were looking at a possible 16 or even 32 times damage attack if the last die ended up a hit or a 20 as well) and the last one finally stops rolling on a 4.  Wiff!

The group erupted in howls of laughter as poor Rorey (Gar's player) had to pick up his dice, knowing he just wasted double 20's without even landing a hit!

I personally loved the feel of the rule, combining the excitement and risk taking of gambling with the rolling of the dice.  Even though an individual attack round might take a little longer using this rule, the whole group was very into each roll and soon began chanting "Double It!  Double It!" when a party member landed a successful hit.  The overall effect was to actually speed up combat, because a few quadruple damage hits landed that dramatically changed the balance of power on the battlefield.

It also neatly solves a longstanding problem I have had with the Mutant Future rules, which is that the equipment table was lifted straight from Labyrinth Lord with its d8 damage for a longsword intact.  With HP being based solely on Constitution, I have a hard time buying the usual "HP do not represent physical damage" jazz, so I want a sword to be able to do some serious damage.  Maybe not as easily as a laser cannon or a rifle, but a 1st level character shouldn't be able to just stand there laughing while someone hacks at them round after round with a measly d6 damage shortsword.  Just for shits and giggles, the next time I roll a nat 20 on an attack roll, I am going to calmly say to the group...   "Let it ride..."

Tuesday, September 29, 2009

Character Generation

I have it on good authority that yet another new player will be at the game this Friday.  While he will be shepherded through the character generation process by several of the other players well before the game begins, I thought this was a good time to post the few houserules I made to the standard Mutant Future character generation.

Ability Scores:

  • Roll 3d6 six times and write them down in order, but you can switch any one pair of ability scores.  I primarily did this because your starting constitution score determines your hit points, and in a game without magical healing and with a very slim chance that your HP will increase as you level up, I wanted to allow someone who rolled that 4 in constitution to switch it out for something else if they desired.  
  • Hopeless Characters:  If not a single score grants a bonus and several scores are very low, I will allow you to reroll all six abilities down the line again.  I leave this up to the player's discretion.  You do not have to take this option, and I realize that this may not be very old school, but I want everyone to have a good time.  

Mutations:

  • Roll mutations randomly, but if you end up with more drawbacks than beneficial mutations you have the option of re-rolling ALL of your mutations.  Again, you do not have to take this option.  
Other than that, I go by the book.  All races are fair game and starting gold and equipment should be figured as normal.

EDIT (12/22/10):

Starting players in my campaign can choose to roll up a character using my Fantasy Quirks character creation supplement for Mutant Future. 

Go get 'em!

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