Showing posts with label equipment. Show all posts
Showing posts with label equipment. Show all posts

Monday, March 14, 2022

Through the Black Amnesias of Heaven (GLOG Class: Space Witch)

I've mostly been writing short fiction recently rather than working on RPGs. I was trying (and failing) to write a story about a space witch when I realized that it would make an awesome GLOG class, so here we are. The implied setting is some sort of science fantasy thing with technology more advanced than ours in some ways, but not by that much, with the shortcomings being made up for with magic. I don't think there's any computers or any long-distance communications more advanced than radios either. Maybe I'll try to extrapolate this out into a full hack, but honestly I'm not sure what other classes would fit and not get totally overshadowed by this one. Without further ado!

Starting Equipment: An antiquated spacesuit, an aluminum staff (1d4), a snub-nosed revolver (1d8, -1 to-hit per 3 meters past the initial 6 meters) with 12 rounds, 3 sticks of incense, a stick of chalk, a lighter, and a random piece of space gear (at the end of the class).

Skills: Orbital Mechanics and 1d3: 1. 0g Movement, 2. Nuclear Physics, 3. Xenobiology
 
For every template you have in this class, gain +1 to Navigation rolls.
 
A: Magic, Rite of Propulsion
B: Augury, +1 MD
C: Transceiver, +1 MD
D: Void's Embrace, +1 MD

Magic: You know how MD work, probably. Deplete on 4-6, Mishap on doubles and Doom on triples, all the usual stuff. You know 2 spells from your list, rolled on a d6. Roll again with a d8 at B template, a d10 at C template, and a d12 at D template.

Rite of Propulsion: You can see the eldritch winds that flow from the sun and dance amidst the moons and rings. Given a lit stick of incense, an intricate chalk diagram, and a spaceship equipped with arcane sails and a well-maintained shrine to the Nameless Lady of the Void, you can cause the ship to accelerate at up to [templates] gs. This is subject to the vagaries of eldritch weather. The direction of the thrust is at your will, but it doesn't provide a great deal of maneuverability - Piloting checks for fancy flying roll with disadvantage while under this thrust.
 
Augury: You can cast bones, read tarot cards, or perform some other minor divination ritual about a course of action you plan to take soon. The DM will tell you their opinion of the plan with one word: good, bad, or unsure. There's a 1-in-6 chance the DM will instead answer randomly, and this chance increases by one each time you use this ability this day, resetting at the end of the day.
 
Transceiver: When touching a piece of metal suitable for use as an antenna (such as the staff in your starting equipment), you can transmit and receive audio transmissions as if you were a radio.

Void's Embrace: You can breathe in a vacuum and will suffer no deleterious effects from the pressure or temperature. In the absence of food and drink, spending at least 18 hours in every 24 in direct sunlight will sustain you. At any time, you can apply acceleration of up to 1g to yourself in a direction of your choice. This requires total concentration, and if used for flight in significant gravity (or an approximation of such with rotational acceleration), also requires an Int check to avoid losing control.

Spells:

  1. Find Familiar
    Casting Time: 8 hours
    Duration: Indefinite
    Range: -
    Summon a spirit in the form of an animal with no more than [dice] HD. It is intelligent, speaks the languages you do, and will do your bidding, but may have its own agenda as well. It can survive in vacuum and ambulate in 0g without any obvious means. Casting this spell requires [dice] bottles of alcohol and [dice] kg of enriched uranium, which are consumed.
  2. Arcane Spacesuit
    Casting Time: 1 action
    Duration: [dice]*2 hours
    Range: Touch
    The target of this spell is encased in a transparent and fully functional spacesuit for the duration. The suit cannot be depressurized by punctures, but will be destroyed when you take a total of 5 damage. 
  3. Catapult
    Casting Time: 1 action
    Duration: -
    Range: 100 m
    Fling an object of [dice] slots at a target within range. The target must Save or take [sum] damage. If in a 0g environment, you can instead move [sum] slots or [dice] creatures at a speed too low to cause any damage.
  4. Magic Missile
    Casting Time: 1 action
    Duration: [dice] hours
    Range: 30 m
    You create [dice] arrows of magical energy, which float around you for the duration. As an action, you may fire as many of these arrows as you wish at one or more targets in range, which take 1d4 damage per arrow with no Save or attack roll.
  5. Overheat
    Casting Time: 1 action
    Duration: [sum] rounds
    Range: 30 m
    You may target a metal object, mechanical device, or electrical system within range. This target overheats for the duration. Anyone touching it must Save or take [sum] damage every round they remain in contact. If it's a mechanical or electrical system, it shuts down for the duration, and there's a [dice]-in-6 chance it is permanently damaged or even destroyed. Large, complicated, or hardened systems may be less affected at the DM's discretion.
  6. Resist Gees
    Casting Time: 1 action
    Duration: [dice] hours
    Range: 10 m
    For the duration, [sum] targets within range have the effective g-force on them reduced by [sum] gs (to no less than 0g) for the purposes of deleterious effects stemming from that acceleration.
  7. Empower
    Casting Time: 1 action
    Duration: [dice]*10 minutes.
    Range: Touch
    The target is charged by a powerful electrical current. At 1 MD, this is equivalent to a car battery. At 2 MD, a 120V outlet. At 3 MD, a spaceship's power grid (aka a small nuclear reactor). At 4 MD, a space station's power grid. If the target isn't equipped to handle this sort of power (this includes all creatures), it takes [sum]+[dice] damage (Save for half, this just fries electrical systems and probably blows them up sometimes).
  8. Recycle
    Casting Time: 10 minutes
    Duration: -
    Range: Touch
    Transform [sum] slots of manufactured objects back into their constituent raw materials. Alternatively, purify [dice] cubic meters of fluid (turn the carbon dioxide in the air into oxygen gas and a tiny bit of carbon dust, remove the urea from urine to make fresh water, etc.)
  9. Speak With Machine Spirit
    Casting Time: 1 minute
    Duration: [dice] minutes
    Range: Touch
    You may speak with the resident spirit inside anything reasonably construed as a machine for the duration. At 1 MD, this machine may be no larger than a refrigerator. 2 MD, a nuclear reactor. 3 MD, a spacecraft. 4 MD, a space station.
  10. Commune With Void
    Casting Time: 10 minutes
    Duration: -
    Range: 10,000 km/100,000 km/1 AU/solar system
    Speak with the Nameless Lady herself and learn one of the following things about the area within range: 1. The orbits and local names of all of the celestial bodies, 2. The orbit and identity of the nearest spacecraft or artificial satellite, 3. The orbit and identity of the largest spacecraft or artificial satellite, 4. The orbit/location of a specific (by name) location, vessel, satellite, or person, 5. The orbit/location of the most powerful spellcaster, 6. The orbit/location of the most politically and socially influential creature, 7. The orbit/location of the largest concentration of sentient creatures.
  11. Translocate
    Casting Time: 1 action
    Duration: -
    Range: 10^[dice] m
    Move [sum] creatures (may Save to negate if unwilling) or 100^[dice] kg of matter that you can see to a location within range (you don't need to be able to see the destination, and if you're transporting a spacecraft or the like, this can contain the occupants). The transported objects maintain their velocity. You cannot purposefully translocate to a destination that is within solid matter, but if there's a chance you might do so accidentally, you must Save vs shit getting really messy.
  12. Fission/Fusion
    Casting Time: 1 action
    Duration: -
    Range: [dice]*100 m
    Induce fission in a concentration of fissile material no more than [sum] + [dice] kg in mass. If this mass is critical, it causes a criticality incident, and unless this is contained you just set off a nuke. Alternatively, induce fusion in a mass of fusable elemental matter within range. What counts as fusable matter varies depending on [dice]: 1. Hydrogen or helium, 2. Hydrogen through neon, 3. Hydrogen through argon, 4. Hydrogen through iron. Unless this reaction is contained, you just set off a fusion bomb.
Mishaps (d6):
  1. Take 1d6 damage.
  2. Take +1 damage from all sources for the next hour.
  3. Glow so brightly for the next hour that you become temporarily blind and anyone who looks at you must Save vs blindness for 1d6 rounds.
  4. Accelerate all loose objects in the vicinity in random directions - if it's not flung off into the void, anything breakable is broken, and everyone must Save vs [dice] damage.
  5. ~0g becomes 1g in the most sensible direction; if there is gravity, it becomes 0g. Fills the room or 50 m radius, lasts 2d6 rounds.
  6. A random nearby non-critical mechanical or electrical system malfunctions.
Dooms:
  1. Your left hand burns with glowing heat and your right with biting cold. Touching anything with them deals 1d6 damage.
  2. Whenever you cast a spell, you gain a local gravity field with a radius of 3 m and a magnitude of [dice]*0.25g. It lasts 1d6 rounds.
  3. Become a random celestial body (d10):
    1. Comet, 1d10 km radius, elliptical orbit of local star occasionally bringing you close to a planet of your choice.
    2. Asteroid, 1d100 km radius, orbit of your choice.
    3. Ring system around the planet of your choice.
    4. Moon, orbiting the planet of your choice.
    5. Dwarf planet, your choice of orbit radius around local star.
    6. Rocky planet, your choice of orbit radius around local star.
    7. Gas giant, your choice of orbit radius around local star.
    8. Dwarf star, your choice of location between 10 AU and 50 ly away (yes, 10 AU is very close).
    9. Main sequence star, your choice of location between 50 AU and 100 ly away (50 AU could totally destroy all life in your solar system, so make sure everyone is ok with this).
    10. Something weird (d4):
      1. A neutron star, 50 AU - 100 ly away.
      2. A quasar, 50 AU - 100 ly away.
      3. Star-mass black hole, 50 AU - 100 ly away.
      4. Supergiant star, 1-500 ly away.

Space Gear (d20) (thanks to Archon and Squig):

  1. Space Pen: Writes in 0g!
  2. Space Ice Cream: Ice cream in 0g! Tastes terrible, 3 rations, 1 slot.
  3. Space Sword: Just a sword. 1d6 damage, 1 slot. 
  4. Space Recoilless Rifle: More of a rocket launcher than a rifle, really. 2d8 damage, disadvantage to hit anything smaller or more agile than a fridge, 3 slots. 1 round of ammo, 1 slot.
  5. Space FM Radio: You can strap it to your forearm and get all the freshest space beats. 1/3 slots. (Don't worry, your spacesuit already has short-range radio comms.)
  6. Space Battery: Useful for extra power. 1 slot.
  7. Space Jetpack: Allows you to maneuver in 0g, but requires a Dex check to control. 2 slots.
  8. Space Grappling Gun: 100 m of extruded carbon nanofiber cable, interchangeable magnetic and adhesive heads. 1d6 damage, -1 to-hit per 3 m past 9 m. 1 slot.
  9. Space Boots: Toggle-on magnets keep you rooted. 1 slot.
  10. Space Patch Kit: Seals leaks smaller than 1 m by 1 m. 10 patches, 1 slot.
  11. Space Tracking Device: Tiny and adhesive. Range of 100,000 km, transmits on FM frequencies.
  12. Space Absinthe: Weird alcohol. In space. 10 doses, 1/3 slots.
  13. Space Medkit: Bandages, painkillers, etc. 10 uses, 1 slot.
  14. Space Chalkboard: Has a static charge so that chalk dust doesn't get everywhere. 1 slot.
  15. Space Aloe: Alien plant that just so happens to be exactly like Aloe vera in every way. 10 doses of healing goop (1 hp each), which regrow at the rate of 1/day so long as there's at least one left. 2 slots, fragile.
  16. Space Wand: Laser pointer, also a laser gun. 3 charges in the capacitor, takes an hour to recharge (1d4 damage, -1 to-hit per 3 m past 20 m). 1 slot.
  17. Space Health Potion: A hypodermic needle full of morphine and magic (cocaine). Heals 1d6 hp, gets you really high and also probably addicted. 1/3 slots.
  18.  Space Love Potion: A ton of stimulants, hallucinogens, and barbiturates that really shouldn't be mixed; gets you incredibly fucked up. 3 doses, 1/3 slots.
  19. Space Cat: A horrible tentacley beaked thing with too many eyes, vaguely cat-sized. Loves you, hates everyone else.
  20. Space Oddities (d6):
    1.  Resilient Sphere: Crush this little glass capsule and a transparent bubble filled with breathable air springs up around you, but you can't break it with your own strength, even with tools.
    2. Ioun Asteroid: Fist-sized, orbits your head.
    3. Space Cauldron: Spins around to keep the contents under gravity. Terrible idea, works surprisingly well. 2 slots.
    4. Universal Wrench: Handle with a liquid metal head that shifts form to whatever shape you want it to be in. 1 slot.
    5. Heat Gradient Stick: About a foot long, one end is liquid nitrogen cold (~ -200°C), the other is about the melting point of copper (~1000°C). The middle is nice to hold. 1/3 slots.
    6. Brightburn Wand: If you tap yourself with it, you gain +3 MD and +2d6 max HP, but you die in 24 hours. Nothing can prevent your death. 1/3 slots.

Thursday, July 8, 2021

Magic Weapons as Poems

THREE WORD NAMES for swords have become quite the fashion (the original post, although there have been quite a few since). As people have been experimenting with similar topics, I thought that it might be interesting to try magic weapons as short verses in meter, rather than with pithy names. As the poems aren't the most informative beyond the broad strokes, I've also included prose descriptions. However, in-game, identifying the weapons might only yield the poem, not the full description.
 
Three scores and more
Her long blade cuts;
Of forgéd ore
With gem at butt.
 
A sword-staff with a diamond set at the butt of the haft. She may cut out to a range of 60' or may attack three times, each dealing one half of regular damage on a hit.
 
Revolving barrels spin,
and forth jet bullets bold,
his sights a precise fin,
each shot a bite of cold. 
 
An ebony-handled revolver chambered in .44-40. His precise sights grant a +1 to hit at ranges greater than 50', and the bullets freeze and shatter objects and armor they hit.

Flourishing flashing and whirling bright,
Their cuts will set your wounds all aright.
Confident thrusts are another matter,
They will your foes' chests break and shatter.
 
A gold-chased late medieval arming sword. Their cuts heal 1d8 damage in addition to dealing their regular damage (assuming 1d6 for a one-handed sword), while their thrusts shatter the target on a modified attack roll of 20 or above for an additional 1d8 damage.

NONE SHALL PASS,
So her THREE WORD NAME titles her;
END OF DAYS,
Such doom will her baring confer.
 
Drawing this bronze estoc from her scabbard will begin an apocalypse that destroys the world (1d6):
  1. By fire
  2. By water
  3. By disease
  4. By earthquake
  5. By cold
  6. By jaguars
A broad dao flashes below the cold moon,
His silvery sheen should not shine so soon.
For when his blade cleaves foes asunder
They need not be buried six feet under.
 
A plain, undecorated dadao that glows faintly in the moonlight. When he slays a foe, there is a 50% chance the body is finely splattered across all nearby surfaces and a 50% chance they rise as a zombie or other undead (hostile to everyone, including the wielder).

Mothers scream to hear their cursed name,
Fathers wail at the whirring blade.
What causes such dismay? A fame
So dire, their weight in the fray.
The cause is this: there's no reason.
Magic lends a fear sans treason.
 
A butterfly knife of gold with ivory and copper handle scales. Despite being completely useless as an actual weapon, when opened and whirled around, every nearby creature (including the wielder) must Save vs Fear or flee screaming.

Monday, May 24, 2021

Light Modern Firearms and Combat Rules

Some rules for modern firearms, loosely stolen from Boot Hill. I'd probably make it a d20 system, but I'm writing it for kahva to possibly maybe use in an upcoming cyberpunk game so it's going to be d100. The math shouldn't be hard to convert either way.

Wounds

When someone takes a wound, they roll 1d6 (with any relevant modifiers). If the roll is 0 or below, it's a superficial scratch. If the roll is 6 or higher, the afflicted dies instantly. Otherwise, their Strength score is reduced by the value of the d6 multiplied by 10. If their Strength is reduced to 0, they are unconscious and bleeding out. If a specific location is hit (from a critical success on a Firearms roll, for example), it may have other effects.

Shooting

Every round of combat (about 5 seconds), you can shoot - this is much slower than you can actually fire most guns, of course, but it's handy for the sake of simplicity, and you can assume you're just firing more than one bullet if it bothers you. It also takes a round to reload. To determine whether or not you hit, roll 1d100 under your Firearms skill. The target is hit and takes a wound on a success. If the target is behind less than 100% cover or at long range for your gun, reduce your skill for that roll by half. If you roll a critical success (a success with a 0 as the second digit of your roll), you get to pick exactly where the shot hits. Headshots kill instantly, arm or leg shots generally incapacitate the limb in addition to causing a wound as normal. Normally, all shooting is simultaneous, but in situations where speed really matters - a quickdraw shootout, breaching a room - the GM may allow both sides to roll to see who shoots first.

Armor

There are four classes of armor: light, medium, heavy, and vehicle. Vehicle represents light armored vehicles, not tanks. A regular unarmored vehicle's body generally counts as light armor. Each gun also has an armor penetration value, which is reduced by one at long range. Guns with a penetration value equal to the target's armor penetrate automatically. Light armor can take three hits from guns that don't penetrate it before it breaks, while medium armor can take four, heavy armor five, and vehicle armor unlimited. Heavy armor also can prevent one headshot caused by a critical success from being an instant kill (it still causes a wound as normal).

Full-Auto

Fully automatic weapons have a die, 1dX (a SMG is 1d6, for example). You can choose to fire X bullets instead of just one. If you succeed your roll, 1dX of those bullets hit the target.
 

Shotguns

Shotguns, when fired at a target within close range, cause 1d4 wounds instead of just one.

WeaponWound Mod 
RangePenetration 
Ammo 
Other
Stun Gun-5/20None1no wound, roll vs stun
Pistol030/100None20-
Heavy Pistol040/120Light10-
PCC050/150None20-
SMG050/150None30full-auto 1d6
PDW040/120Light
30full-auto 1d6
Light Rifle0100/300Medium10-
Assault Rifle0100/300Medium30full-auto 1d4
LMG0100/300Medium100full-auto 1d4, heavy*
Rifle+1150/450Heavy5-
Battle Rifle+1150/450 
Heavy20
full-auto 1d3
Sniper Rifle+1200/600Vehicle5heavy*
Shotgun030/100None8-
Combat Shotgun025/75None10full-auto 1d2
*heavy weapons are cumbersome and awkward to carry, especially during arduous physical activity

Explosives

To throw explosives, roll under your Explosives skill - this takes a round just like shooting a gun. Grenade launchers and RPGs use your Firearm skill instead. If you succeed, the explosive goes exactly where you intend it to. Otherwise, roll 1d3: 1. it hits some of the intended targets, 2. it hits nothing, 3. it hits an unintended target (all determined by the GM and common sense). If you roll a critical success, thrown explosives are perfectly timed and can't be evaded or thrown back. Otherwise, the targets of a thrown explosive can roll to a) throw the explosive back (it has a 50% chance of exploding in their face), b) kick the explosive away harmlessly, c) jump on the explosive, taking twice the normal wounds but preventing anyone else from getting injured, or d) get behind any available cover. Explosives deal 2d4 wounds within the close area and 1 wound within the far area. Thrown explosives ignore all armor less than vehicle, launched explosives ignore all armor.

ExplosiveAreaOther
Stun20 radiusno wounds, roll vs stun
Improvised5/10 radius10% chance of dud
Grenade20/40 radius-
Grenade Launcher 
10/20 radiusstandalone has 6 ammo, rifle attachment has 1 ammo
RPG30 cone/20 radiusinaccurate*, penetrating** 
*firearms skill reduced by 1/2 vs any target smaller than a car
**cone of high damage goes through walls or heavy vehicle armor
 

Melee

If people are engaged in melee combat, they can do nothing else that round. All participants roll their Melee skill, and on a success they can a) hit and causing a wound, b) flee from that melee, or c) prevent one opponent from hitting. On a critical success, one can choose the location of their wound as with a gun (although headshots are not always instant kills with all melee weapons) or prevent all opponents from hitting. Armor functions exactly the same for melee weapons as it does for guns.


WeaponWound Mod 
Penetration 
Other
Taser-Noneno wound, roll vs stun
Unarmed-2None-
Rifle Butt/Pistol Pommel 
-1None-
Brass Knuckles-1None-
Club-1Light-
Knife0Light-
Hatchet0Medium-
Sword+1Medium-
Battleaxe+1Heavyheavy

Saturday, April 17, 2021

d30 Equipment for Explorers of Derelict Spacecraft

Archon's Court is making a GLOG hack about looting derelict spacecraft, so I figured I'd write a big ol' equipment list for it. As such, it doesn't include stuff already in the game. And yes, before you ask, I did steal a significant amount of this stuff from Rainbow 6 Siege.
  1. Plasma Cutter: Cuts most metals and the vast majority of other substances. Can cut open a 10'x10' panel of steel in 10 minutes. 
  2. Foam Gun: Sprays an expanding sealant that can form airtight seals. Contains a total of 5'x5'x5' of foam, with a minimum thickness of 6".
  3. Impact Driver: A powerful hand drill. Comes with a full set of bits, both for screw heads and making holes.
  4. Spool of Wire: 50' of insulated copper wire. Useful for all sorts of things.
  5. Blasting Cord: 20' of thin flexible explosives, very good for precision destruction. 15 second fuse. 
  6. Shaped Charge: A powerful explosive that can be mounted to a wall, blasting a hole through and dealing 2d6 damage to anything on the other side while not affecting the side it was mounted on.  If the wall is armored, it only deals 1d6 damage. 15 second fuse.
  7. Arc Welder: Twice as fast and twice as efficient as a regular welding torch, but only works in atmosphere.
  8. Expanding Rod: A strong rod of tungsten, variable from 5' to 10' in length. Can take 5000 lbs of force when fully compacted or 2500 lbs when fully extended.
  9. Nail Gun: Puts 6" long steel nails into things. Deals 1d3 damage as a weapon.
  10. Flashbulb: Any creature in a 30' cone is blinded for one round.
  11. Thermal Scope: Reveals the thermal signatures of creatures in a 60' cone, but is blocked by two thin walls or one thick one, and can be obscured by other hot objects, such as warm coolant pipes, reactors, or heat sinks. Can be mounted to a gun or handheld.
  12. Electronics Scanner: Reveals any active electrical components within a 30' cone. Can be mounted to a gun or handheld.
  13. Master Keycard: Has a 50% chance of opening any lock opened by a keycard.
  14. Biometrics Duplicator: Has a 50% chance of being able to open any biometric lock, unless it requires an actual tissue or fluid sample.
  15. Rifle: Fires frangible bullets which deal 1d8 damage or armor-piercing bullets which deal 1d6 damage and go through one thin wall.
  16. Railgun: Fires armor-piercing bullets which deal 1d10 damage and will go through any number of walls that aren't specifically armored. Be sure you know what's behind your target.
  17. Tranquilizer Rifle: Fires darts which force the target to make a Strength save or fall asleep for an hour (depending on body size).
  18. EMP Grenade: Fries all unshielded electronics within 20'. 5 second fuse.
  19. Actual Grenade: Deals 2d4 damage within a 30' radius. The fragments will go through one thin wall.
  20. Maneuvering Pack: Allows complete freedom of movement in null gravity.
  21. Magnetic Boots: Let you walk along any magnetic surface in null or low gravity.
  22. Magsled: Can carry any object smaller than 10'x5'x5' in full or low gravity, or while sticking to surfaces in null gravity. Can fit through hallways 5' wide or larger.
  23. Powered Jack: Can exert 3000 lbs of force and extend 2'.
  24. Powered Winch: Comes with 50' of cable, can exert 2000 lbs of force if both ends are properly anchored.
  25. Overload Stick: When inserted into a dataport or power outlet, will totally overload the affected computer or other system.
  26. Data Cloner: Copies the data off of any computer's storage system. Requires the storage system to be physically accessible.
  27. Self-Sealing Membrane: A 20'x20'x20' adhesive membrane. Provides no obstacle to penetration, but automatically seals any holes smaller than 6" across put in it.
  28. Portable Armor Membrane: A 20'x20'x20' adhesive membrane, made of a carbon fiber composite. Will stop any projectile short of a railgun.
  29. Laser Gate: Can be attached to any opening 10'x10'x10' or smaller. In non-lethal mode, the lasers are invisible and alert you when anything passes through. In lethal mode, the lasers are visible and deal 1d6 damage to anything which passes through. Lasts for 1 hour.
  30. Cable: 400' of thin, ultra-strong carbon fiber cable. You never know when you'll need it.

Saturday, August 29, 2020

Hard Sci-Fi Gunfighting Rules

 I'm thinking of making a fairly hard sci-fi RPG. No FTL, no aliens, no uplifted organisms, just spaceships and railguns. Since I have a bunch of ideas bouncing around my head right now about how the shooting people will work, I'm going to put it all to paper even though I have no plans to really start work on this until I actually finish my GLOG hack to some degree (if that ever happens). These rules are borrowed in part from Boot Hill 3rd Ed, a TSR Wild West RPG.

Guns (and others)

WeaponWound Modifier
Cost
Slots
Properties
Light Pistol
0
$300
1
Ammo 15, Range 30', Semi-auto, Recoil 1
Heavy Pistol
+1
$400
1
Ammo 12, Range 35', Semi-auto, Recoil 2
Revolver
+2
$350
1
Ammo 6, Range 40', Semi-auto, Recoil 3
SMG
+1
$500
2
Ammo 30, Range 35', Select-fire, Recoil 1
PDW
+2
$500
2
Ammo 30, Range 30', Select-fire, Recoil 1
Carbine
+2
$600
3
Ammo 30, Range 50', Select-fire, Recoil 2
Assault Rifle
+2
$700
4
Ammo 30, Range 55', Select-fire, Recoil 3
Battle Rifle
+3
$1000
5
Ammo 30, Range 60', Select-fire, Recoil 4
DMR
+3
$1200
5
Ammo 15, Range 70', Semi-auto, Recoil 4
Sniper Rifle
+4
$2000
6
Ammo 10, Range 80', Manual, Recoil 5
AMR
+5
$3000
7
Ammo 5, Range 80', Manual, Recoil 8
LMG
+2
$2500
7
Ammo 240, Range 50', Full-auto, Recoil 5
MMG
+3
$3000
8
Ammo 240, Range 50', Full-auto, Recoil 6
Shotgun
+3
$500
4
Ammo 6, Range 25', Manual, Recoil 3
Combat Shotgun
+4
$700
5
Ammo 10, Range 25', Semi-auto, Recoil 4
Grenade
0
$300
1
Thrown, Range 20', AoE 10'
Grenade Launcher
0
$2500
5
Ammo 6, Range 30', Manual, AoE 10
RPG
+7
$2000
5
Ammo 1, Range 50', Reload 2, Inaccurate

Properties
  • Ammo: How many shots a gun can fire before it needs to reload.
  • Range: A shot has no penalties within the range of the gun, and takes a -1 penalty for each range increment it is outside of that initial range.
  • Recoil: This will be explained more fully later, but generally how hard the gun is to control.
  • Semi-auto: The gun can fire single shots or burst fire (by squeezing the trigger rapidly).
  • Select-fire: The gun can fire single shots, burst fire, or full automatic.
  • Manual: The gun can fire single shots only.
  • Full-auto: The gun can fire burst fire or full automatic.
  • Thrown: This weapon can go over cover. Only one thrown weapon can be used per round. Instead of an attack roll, roll a DC 15 Ranged Weapons check. If you fail, the weapon rolls by the amount you failed by time 5' in a random direction.
  • AoE: All targets in range must make a DC 15 Reflex Save, moving to avoid the effect on a success and being affected on a failure.
  • Reload: You must spend two actions reloading before you can fire this weapon again.
  • Inaccurate: All attack rolls with this weapon are made at a -3 penalty.
Weapon Modifications
Granular weapon modifications like sights, foregrips, and the like aren't considered (assume they are included in the cost of the weapons), but there are some which are relevant. The costs may vary depending on which gun they are for, and some may not be able to accept certain modifications.
  • Silencer*: A silencer reduces the sound of firing a gun (not a shotgun or a grenade launcher) in-atmosphere significantly. $50-1000.
  • Flashlight: Self-explanatory. $20.
  • Bayonet: A melee weapon (no stats because I don't know how these will work yet) for the barrel of a carbine or rifle smaller than an AMR. $50.
  • Underbarrel Shotgun: A shotgun that mounts on a carbine or rifle smaller than a DMR. As a combat shotgun but ammo 3, 1 slot. $800.
  • Underbarrel Grenade Launcher: A grenade launcher that mounts on a carbine or rifle smaller than a DMR. As a grenade launcher but 1 ammo, 1 slot. $1200.
  • EM Assist: Can be added to any gun (not a grenade launcher). When used, adds +2 Wound Modifier and +1 Recoil. Has the property Capacitor 5 (can be used to fire 5 rounds before it must be reloaded), or Capacitor 15 for three times the price. 1 slot, $300-3000.
  • Recoilless: Recoilless guns do not in fact make the gun easier to control - the Recoil property of the gun remains the same. However, when fired in a 0 g environment, the weapon does not move the user.  Recoilless guns cost twice the price of a regular gun, require special ammunition (which costs twice as much as the standard), and are 1 slot larger. EM Assist can still be used, but it causes the user to move in 0 g as a 1 Recoil gun. RPGs are already recoilless.

How to Use Your Gun

As an action (you get 30' of movement and an action per 5 second round), you can choose one of the following options, provided your gun can fire in that fashion. Any gun can Hold an Angle or Aim.
  • Single Shot: No penalties, no bonuses, just a to-hit roll and a wound roll if you hit. The target must be visible.
  • Burst: Fire 3 rounds at the target for a +2 Wound Modifier but a -Recoil to-hit.
  • Full-Auto: Fire 15 rounds in a cone (15' wide at 30' away from you). You can roll to hit at a -Recoil against anyone who is exposed in that area at any point before the start of your next turn. You can do this from behind cover without being exposed (blind firing) for a -5 to-hit instead.
  • Holding an Angle: Pick a direct line of sight from yourself. If anyone becomes exposed along this line before the start of your next turn, you may fire a Single Shot or a Burst at them.
  • Aim: You aim at an exposed target. Next round, you have +3 to hit with a Single Shot or a Burst against them.
Cover
When you are behind an object, attacks that would hit a part of your body that isn't exposed instead hit whatever you are taking cover behind. 
  • Full Cover: Full cover is either a corner you can peek around, an aperture you can peek through, or a solid object high enough that you can crouch behind it and be fully concealed. If you are firing around full cover, your head, arms, and shoulders are exposed. Otherwise, none of you is exposed.
  • Partial Cover: Partial cover conceals some parts of your body but does not hide you fully even if you are entirely behind it, such as a very thick and solid fence. Attacks that would hit a part of you which is behind the cover hit you on a 3-in-6. Going prone counts as partial cover against enemies farther than 50' away and reduces Recoil by 2 (by 3 for guns which might fit a bipod).
  • Soft Cover: Any piece of cover which conceals you and would slow down but not stop a bullet is soft cover. The attacker against a target behind soft cover can choose to treat it as partial cover if it is full cover or as no cover if it is partial cover at the expense of a -2 Wound Modifier as they fire through the cover.
Combat in 0 G Environments
As this is a sci-fi thing that involves flying around in space, you're probably going to fight in an environment with no gravity or microgravity at some point. You can consider this as much or as little as you want, but the 3d environments that result can be extremely hard to keep in mind. I do not have a good solution for this yet. Some base rules: if you fire a weapon with recoil while not anchored in some way, you move Recoil * 5' away from the direction you fire; weapons have twice the normal range; you cannot throw grenades over cover (but you can bounce them off walls); and unless you have a maneuvering pack, the only way to move when not in contact with a surface is to shoot or throw things.
 

Armor

 
Armor is all pretty straightforward - it's just a flat reduction to all wound rolls. However, I want techies to be relevant in combat, so hacking and/or EWAR will be possible against the more sophisticated armors.

ArmorWound Modifier |
Slots |
Airtight? |
Cost
Armored Vest
-32No$500
Spacesuit
-23Yes$500
Armored Spacesuit-44Yes$1200
Light Armor-43No$800
Medium Armor-54No$1500
Heavy Armor-65No$3000
Light Exoskeleton-5-2No$7000
Heavy Exoskeleton-7-4Yes$15000 

Ammunition


WeaponsQuantity |
Slots |
Cost
Light Pistol/SMG151/10$10
Heavy Pistol121/10$12
Revolver61/10$12
PDW301/3$20
Carbine/Assault Rifle/LMG301/3$25
Battle Rifle/DMR/MMG301/2$30
Sniper Rifle101/3$30
AMR51/3$50
Shotgun101/3$15
Grenade Launcher61/2$100
RPG11$50

Wounds

When someone gets hit, the first thing you do is roll wound location:
 
d20LocationWound Modifier
1-4Arms-1
5-8Legs0
9-10Shoulders0
11-18Torso+1
19-20Head+1

The attacker can choose to change the wound location by no more than their Ranged Weapon skill (you cannot wrap around from 1 to 20 or vice versa). Next, you roll Wound Severity. Add up all the Wound Modifiers, including those from armor, then add that to a d8. At this point, NPCs simply take that value as damage to their hitpoints.     continue on. 0 or less is no wound, 1-4 is a light wound, 5-7 is a severe wound, and 8 or above is a mortal wound. 

Each light wound you have gives a -1 to all rolls on a d20, each severe wound gives a -3. If the total penalty exceeds 5, you must make a DC 10 Con save vs unconsciousness each round. When you take a mortal wound, you must make a DC 15 Con save vs death. On a failure, you die instantly. On a success, you will die in 1d12 rounds unless you receive medical attention. 

After combat ends, roll on a Death and Dismemberment table (I'll make one someday, probably) for any light wounds, severe wounds, and stabilized mortal wounds to determine further effects and healing time.


Thursday, July 16, 2020

GLOG: Character Creation for Carolingia

The Base Adventurer

LevelXPHPTemplatesSkillsSave
106 + Con1114
2200+22-12
3400+23+110
4800+24-8
51200+14+18
62000+14-7
73000+14+17
84000+14-6
95000+14+16
+1+1000+14-5

Skills

You start with three skills at proficient - two from your class, one you pick (as shown on the Base Adventurer table). There isn't a skill list. A skill is any word or short phrase of similar scope to the ones provided in the classes. When you gain a skill either from your class or simply as shown on the Base Adventurer, you can either advance a skill to expert or pick a new skill. If you have a skill at proficient, you can do anything someone quite capable in that field can do, and gain +3 to all relevant rolls. If you are expert in a skill, you can do extraordinary things with it, and gain +5 to all relevant rolls.

Ability Scores

Ability scores are 3d6 down the line swap two. Your abilities are, in order, Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Modifiers are per the typical old-school distribution:
Ability Score |Modifier
3-3
4-5-2
6-8-1
9-12+0
13-15+1
16-17+2
18+3

You add your Strength modifier to melee to-hit rolls and encumbrance limit, Dexterity to AC and ranged to-hit rolls, Constitution to HP, Intelligence to known languages (2 + Int) and as a penalty to Saves against Mage spells, Wisdom to initiative rolls and as a penalty to Saves against Witch spells, and Charisma to hireling morale checks and as a penalty to Saves against Chanter spells.

Equipment and Encumbrance

If you have a backpack and a belt or baldric, you can carry 12 + Str slots worth of items without getting encumbered. Each 5 slots you're carrying after that halves your combat movement speed, reduces your overland movement speed by 25%, and incurs a -2 penalty to all physical rolls. Any item 3 slots or larger that isn't wearable must be carried in your hands.

You start with the following: a backpack, a bedroll (1 slot), warm clothing (0 slots), 3 days preserved rations (1/3 slot each), a waterskin (1 slot when full), 3d6 shillings/sous (silver pieces in games not set in Carolingia) and the equipment your class gives you.

Wednesday, July 15, 2020

GLOG: Weapon and Armor Lists for More Generic Fantasy

I have a post about weapons and armor, but it's very much oriented for my Carolingia setting - Northern European early medieval technology and fashions, specifically circa 800-840 CE. I want to run some stuff with my GLOG hack that are set in a more generic fantasy milieu with high medieval or late medieval levels of technology (currently, Deep Carbon Observatory). Here's an equipment list for that sort of setting (somewhat generic, but that's the point).

Weapons

WeaponTo-HitCostSlotsProperties
Unarmed-2--Grapple, 1 damage
Dagger-15 sp1/3Grapple, thrown -2 10/25
Arming sword010 sp1Close, horseback
Mace05 sp1Close
Warhammer05 sp1Close
Javelin02 sp1/3Close, thrown +1 45/90
Longsword+120 sp1Close, two-handed
Spear+17 sp3Reach, horseback, thrown 0 20/40
Horseman's axe+115 sp2Close, horseback
Horseman's pick+115 sp2Close, horseback
Greatsword+240 sp2Reach, two-handed
Various polearms+210 sp4Reach, two-handed
Lance*+27 sp3Reach, horseback only, shatter
Hunting Bow020 sp2Two-handed, ranged 100/300
Sling+11 sp1/3Ranged 100/1000
Longbow+140 sp2Two-handed, ranged 200/600
Crossbow+250 sp2Two-handed, ranged 100/400, reload 1
Heavy crossbow+3100 sp4Two-handed, ranged 200/500, reload 6

* A lance is just a spear used from horseback

All the properties are the same as in the main post about combat, save for the addition of the reload property. Weapons with reload must spend the number of actions indicated after attacking before they can attack again.

Armor and Shields

Unarmored AC is 10. In addition to your armor's AC bonus, AC is also modified by your Dexterity modifier. You cannot cast spells while wearing armor other than a helmet. Your base AC, including shields, helmets, and armor but not Dex bonus or any other bonuses, cannot exceed 18.

ArmorACCostSlotsStealth
Leather Helmet +1 10 sp 1 -
Helmet +2 20 sp 1 -
Full Helmet* +3 30 sp 1 -1
Textile 12 20 sp 3 -
Mail Hauberk 13 60 sp 4 -2
Brigandine1470 sp4-2
Full plate15400 sp5-2

* A full helmet is exactly like a regular helmet with the visor up, but with the visor down it has the properties above. At DM discretion, you will also have trouble seeing and hearing things with visor down.

Shields increase your AC by their AC modifier while you're wielding them. You can't use that arm for anything else or cast Witch or Mage spells while wielding a shield. If you take damage from an enemy's attack while wielding a shield, you can choose to sunder the shield, breaking it irreparably, to negate the damage.


ShieldACCostSlots
Small Shield +1 1 sp 1
Shield +2 1 sp 3

Changed Starting Equipment

If your class would start with a mail shirt, you instead start with textile armor.

Friday, June 19, 2020

GLOG: Weapons, Armor, and Combat

In this post I'm going to set out the rules for combat in my Carolingia GLOGhack. It's probably overcomplicated and is certainly unplaytested.

Edit: This post has been significantly edited as of 9/1/20

Weapons

Classes have specified damage dice. All weapon attacks a character of that class makes use their damage die (multiclass characters just take the highest, and this is why I'm aiming to make class capstones really good - so people don't just dip Fighter to get that sweet sweet d10). Primary fighters get a d10 damage die (Fighters, Cavaliers), spellcasters get a d6 damage die (Chanters, Mages, Witches), and anything in between gets a d8 (Scout, Wanderer).

Because classes determine damage, weapons have certain to-hit bonuses and other properties to distinguish them.

WeaponTo-HitCostSlotsProperties
Unarmed-2--Grapple, 1 damage
Dagger-12 d.1/3Grapple, thrown -2 10/25
Handaxe02 d.1Close, thrown 0 10/25
Club07 p.1Close
Shortsword04 d.1/3Close
Javelin03 d.1/3Close, thrown +1 45/90
Sword+17 d.1Close, horseback
Spear+12 d.3Reach, horseback, thrown 0 20/40
Battleaxe+12 d.2Close, horseback
War Club+11 d.2.Close, horseback
Greataxe*+210 d.4Close, two-handed, +1 vs shields
Hewing Spear**+210 d.4Reach, two-handed
Lance***+22 d.3Reach, horseback only, shatter
Hunting Bow03 d.2Two-handed, ranged 100/300
Sling+11 d.1/3Ranged 100/1000
Bow+17 d.2Two-handed, ranged 200/600

* The greataxe, often known as the Dane axe, only came into use around 900 CE, and only became widespread outside of Scandinavia around 1050 CE, towards the end of the Early Medieval Period.
** There is dispute over the actual existence of the hewing spear, also known as the
atgeir or the "Viking halberd". No archaeological evidence has been uncovered.
*** A lance, in this context, is just a spear when used from horseback.

Properties:
What does all of the stuff in properties mean? Every melee weapon has a range: grapple, close, or reach. Grapple weapons are usable in a grapple or at 5 foot range. Close weapons are usable at 5 foot range, and reach weapons are usable from 5 feet to 10 feet. Next, some melee weapons are throwable. The modifier next to the thrown property is that weapon's to-hit modifier when thrown, and the numbers after that are the close and maximum range in feet. Horseback weapons are usable from horseback, and no others are. Two-handed weapons, as is probably self-evident, may only be wielded with two hands. Ranged-only weapons have the ranged property, and the two numbers following are the close and maximum range in feet. Unarmed attacks, the greataxe and lance have unique properties as well - unarmed attacks deal 1 damage regardless of your class damage die, the greataxe has +1 to hit vs. enemies with shields, and the lance may only be used as a practical weapon from horseback. The lance also has a 3-in-10 chance of breaking when hitting an enemy, and must be dropped on a hit even if it doesn't shatter.

Armor and Shields

Base AC is 10. In addition to your armor's AC bonus, AC is also modified by your Dexterity modifier. You cannot cast spells while wearing armor other than a helmet.

ArmorACCostSlotsStealth
Leather Helmet +1 5 d. 1 -
Helmet +2 15 d. 1 -
Lamellar Leather* 11 200 d. 3 -
Mail Shirt 12 30 d. 4 -2
Scale/Lamellar* 13 400 d. 4 -2
Mail Hauberk14100 d.5-2

* These types of armor are as expensive as they are because they're from Far Away and aren't common in the slightest in the usual areas of play in my setting.

Shields increase your AC by their AC modifier while you're wielding them. You can't use that arm for anything else or cast Witch or Mage spells while wielding a shield. If you take damage from an enemy's attack while wielding a shield, you can choose to sunder the shield, breaking it irreparably, to negate the damage.

ShieldACCostSlots
Small Shield +1 1 d. 1
Shield +2 1 d. 3


How To Use It All

Combat is pretty standard (add Str to melee and Dex to ranged, one attack per round, etc), other than a couple of things. Death & dismemberment is standard GLOG.

Critical Hits and Misses

On a critical hit (natural 20 on the attack roll), you automatically hit and deal double damage. On a critical miss (natural 1) you automatically miss and mark a notch on your weapon. If you reach 3 notches the weapon breaks. If an enemy gets a critical hit against you, in addition to the double damage, you mark a notch on your armor - helmet if you have one. If you reach 3 notches the armor breaks.

Fighting From Horseback

Fighting from horseback generally works like combat on foot. However, you cannot use a non-thrown ranged weapon from the back of a horse unless you're stationary. If you charge an enemy (move at least 20 feet before making a melee attack against them), you get +1 damage if you hit. You can only fight from a trained horse.

Initiative

First, each side rolls 1d20 + the Wis of the combatant with the highest modifier (NPCs generally have +0 Wis). Second, each side declares their intended actions. The side who won initiative declares their actions after the side who lost. Third, you go through the following order and resolve:
  1. Check morale for monsters and hirelings if appropriate.
  2. Movement (30 ft base)
  3. Ranged weapon attacks
  4. Melee attacks with reach weapons
  5. Melee attacks with close weapons
  6. Melee attacks with grapple weapons
  7. Any other actions
  8. Spellcasting
 Every action within each segment takes place simultaneously. Repeat to taste.

Attacks of Opportunity

You may make a free attack against an opponent who leaves the reach of your melee weapon if they are not wielding either a melee weapon or a shield.

Melee

Melee combat works straightforwardly. You can attack an opponent in range once per round (unless you've got the Fighter D template), dealing damage on a hit. Grappling works somewhat differently - you can use your reaction to initiate grappling. Your opponent makes a free melee attack against you. Now neither combatant cannot attack each the other or move. Instead, during the other melee phase of initiative, both combatants roll 1d20 + Str + wrestling skill, if any. The winner of this contest (ties are a loss for both sides) can leave grappling or can inflict damage with a weapon of grappling range, if they're wielding one and if their grappling roll beats the loser's unshielded AC. If you win three grappling contests in a row, your opponent is pinned and is at your mercy.

Thursday, February 27, 2020

Early Medieval Weaponry and Armor

My pet campaign setting (not one that I've had the chance to actually play in) is very much influenced by Early Medieval Europe, mostly Northern and Western Europe. It's a fascinating period in history - there's not a great deal of concrete information on a lot of things, but what there is really interesting, and it provides a lot of opportunities for RPGs. (How do you deal with the myriad problems to do with adventuring in plate armor? Well, that's easy if plate armor hasn't been invented yet.)

The system I'm making to go along with this setting, which I promise is totally actually a thing and not just a disorganized jumble of thoughts in my head and across several disparate notebooks, uses class damage dice, rather than weapon damage dice, and weapons instead have various attack bonuses. This attack bonus represents a combination of how easy it is to hit someone with that weapon and how good that weapon is at getting through armor.

Weapon Attack Cost Weight Properties
Knife -2 10 p. 1/4 lb. Dex, grapple
Dagger -1 2 d. 1/2 lb. Dex, grapple, thrown -2 10/20/25
Handaxe 0 2 d. 1 lb. Close, thrown -1 10/20/25
Club 0 7 p. 2 lb. Close
Javelin +1 3 d. 4 lb. Close, thrown +2 45/60/90
Sword +1 7 d. 3 lb. Dex, close, horseback
Spear +1 2 d. 7 lb. Close/reach, horseback, versatile +2, thrown +1 20/40/60
Battleaxe +2 2 d. 4 lb. Close, horseback
War Club +2 1 d. 6 lb. Close, horseback
Greataxe* +3 10 d. 6 lb. Close, two-handed, +1 vs shields
Hewing Spear** +3 10 d. 10 lb. Close/reach, two-handed
Lance +3 3 d. 10 lb. Charge, reach, horseback only, shatter
Hunting Bow 0 3 d. 3 lb. Two-handed, ranged 100/200/300
Sling +1 1 d. 1/4 lb. Ranged 100/200/1000
Bow +2 7 d. 5 lb. Two-handed, ranged 200/400/600

*The greataxe, often known as the Dane axe, only came into use around 900 CE, and only became widespread outside of Scandinavia around 1050 CE, towards the end of the Early Medieval Period.
**There is dispute over the actual existence of the hewing spear, also known as the atgeir or the "Viking halberd". No archaeological evidence has been uncovered.

Properties:
- Dex: You can use your Dexterity modifier rather than your Strength modifier for the attack roll.
- Grapple: Only usable at grappling/fistfighting range.
- Thrown: You can throw the weapon, with either Strength or Dexterity, with the noted attack bonus, at the noted normal/medium/long ranges.
- Close: Usable at 5 foot range.
- Horseback: Possible to use from horseback.
- Reach: Usable at 10 foot range.
- Versatile: Has the noted attack bonus rather than the regular attack bonus when used with two hands.
- Two-handed: Only usable with two hands.
- Charge: The wielder must have moved at least 10 feet towards the target before attacking with this weapon.
- Shatter: On a hit, this weapon has a 50% chance of shattering. If it doesn't shatter, it must be dropped.
-Ranged: This weapon is only usable from range, uses only Dexterity for the attack roll, and has the noted normal/medium/long ranges.


Armor AC Cost Weight Other
Leather 12 10 d. 5 lb. -
Cloth 12 9 d. 7 lb. -
Lamellar Leather* 13 200 d. 5 lb. -
Mail Shirt 14 30 d. 10 lb. Stealth problems**
Scale/Lamellar* 15 400 d. 15 lb. Stealth problems**
Full Mail 16 100 d. 20 lb. Stealth problems**

*Both lamellar and scale armor are, with a couple of exceptions, not used in the areas I'm focusing on, so they're extremely expensive if they can be obtained at all.
**I don't know what sort of skill system I've used yet, so mechanics will be made at some point in the future.

A couple of notes on this whole thing: I haven't figured out how I'm doing encumbrance, but I'll probably replace the (speculative) weights with some sort of encumbrance values (and two-handed weapons which are very annoying to carry around will certainly be penalized more). Finally, for coins, 12 pence/denier (p.) = 1 shilling/sous (d.) = 1/20 pound/livre (s.), all of which are silver. To digress, the abbreviations are from the Roman silver denarius (d.) and gold solidus (s.), but confusingly the Frankish penny equivalent, the denier, is also named after denarii. I should write a post about this at some point. Anyways, even the 7 d. that a regular, unadorned sword costs is a very significant amount. The 100 d. for a full suit of mail is prohibitively expensive for all but the wealthiest nobles.