Sunday, April 21, 2013

Mini-6 Marked & Eruption

I'm fluent in d20 rules. I can do that off the top of my head. D6 kinda depends on which version and I've never really got married to any version of D6 (except for Star Wars back in the day). If I run a game today I'd just use Mini-6. It's easy, the core rules are limited and free, and I can add to it on the fly fairly easily. There are few weak spots in the rules, but that is typical for any minimalist system.

BTW, Link here: Mini 6

So, how does marked and eruption work in Mini-6?

A baseline, normal, non-marked human will usually only get 8d for attributes and only 4d for skills. Marked get 12d for attributes and 7d for skills. Marked get access to perks, very few unmarked will ever have a perk and never an esoteric perk. Marked can use Hero Points, unmarked never do.

As you gain character points, you track the total the character has earned. Every time the character earns 10 character points, roll a percentile die (d100). The odds of eruption are equal to your total character points. Do the same thing with hero points, but separately.

If the roll indicates the character is about to erupt, the character can accept a -1d penalty to all future damage soak rolls. This allows the character to delay eruption until they earn another 10 character points or hero points.  You can only do this as many times as you have dice in Might.

If the character is about to erupt and cannot or will accept the penalty, they can delay eruption using character points or hero points. 1 character point delays eruption for 1 round. Hero points delay eruption for 10 rounds.

When a character erupts, everything within a radius in feet equal to the characters total character points takes damage equal to the characters total character points. Additionally, everything within a radius in feet equal to the characters hero point total takes damage equal to the characters hero point total.

Marked within the radius of the eruption who survive gain a hero point. These characters may roll 1d6 and gain that many character points. Unmarked in the radius who survive have a chance to gain a mark equal to the erupting character hero point total.

Thursday, April 18, 2013

More on Eruption

So what happens when a character erupts? I mean, you know, other than they die?

Awesome. Awesome Happens.
Quite a bit. That's a ton of energy being let out all at once. Typically everything in the area is exposed to some sort of energy. In SRD terms, there are 5 kinds of energy (acid, cold, fire, electricity, or sonic). Choose one appropriate for the character or roll on this table.

1. Acid
2. Cold
3. Fire
4. Force
5. Electricity
6. Sonic

Everything in a radius equal to the character's level x5 feet takes the character's level in d6 of the chosen energy type. So, if it is a level 5 character, everything in 25 feet takes 5d6 damage of some kind.

Any PC who survives has a % chance equal to the erupting characters level to instantly gain a level. The class for this level is the same as the erupting character. If the erupting character has more than one class, choose one or roll randomly.

Any NPC who survives has a % chance of gaining a mark and a level in a PC class. Like the PC, this class must be one the erupting PC had levels in. Sentient monsters nearby are treated as NPCs for this purpose. Non-sentient monsters have a chance equal to the exploding PCs level to be awakened as per the Awaken spell. Unlike the normal version of the spell, the monster need not be a tree or animal and can affect any non-sentient monster, including undead, constructs, oozes, or other normally mindless monsters.

Regardless if they gain a level, marked characters have access to any of the erupted characters class abilities (including any prepared spells) for a number of rounds equal to the erupted characters level.

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That's all in 3e/SRD terms. I'm not sure what happens in d6 terms yet. I'll post that here if I get around to it.

Friday, April 12, 2013

Campaign Idea: "In The End..."

This is the story of how your character dies. Nothing you can do will change the fact that your character be dead when the game is over, maybe well before then. Your character knows this undeniable fact. This means that what you do with your character is more important than any other character you've ever played.


Every character discovers a strange mark on their bodies. Usually on the chest over the heart, sometimes on a hand, arm, head, or back. Some marks are 'common' and shared by more than one person. Others are unique.

Those who have the marks have access to power unknown to others of their species. They can do things others can only dream of doing. In D&D game terms, they can take PC classes while others are limited to NPC classes.

Nobody knows why some people gain marks. Some are born with them, others do not receive the mark until late in life. Many blame a long forgotten and immortal heritage. They call the marked Scions, Kin, or Brood. Others believe the marked are cursed or mutated. Nobody really knows.

Whatever the reason, all the marked are doomed the moment the mark appears. Many say they can feel the power burning them up from the inside. They say no physical body was ever intended to channel the power of the marks. Eventually, the power consumes them entirely.

In D&D game terms, every time the character takes new PC level, roll a 1d20. If the roll is less than or equal to the new level, the power has exceeded their ability to contain it. It's called eruption, and it will kill the character. The next time the character uses any PC class ability (rage, spells, wildshape, any bonus feat that requires activation of some kind) they erupt and die in an explosion of power.

The player can avoid this if they accept a -1 Constitution ability drain. This is permanent, but allows full use of all class abilities until the character levels again. Furthermore, they next time the level, the 1d20 roll suffers a -1. If the character's Constitution ever reaches 0, they erupt and die.

If the character is about to erupt, the player can delay eruption by suffering -1 hp per round. When the character's hit points reach 0, they erupt and die.

If they roll above the new level, they contain the power successfully until the next level.

Of greater concern than being ripped apart by the power inside them is the monsters that hunt them. Most monsters seek out the marked. Some consume the marked character to enhance their own power. Demons and Devils require the marked to improve their own power. Angels and archons seek out the marked, although that relationship is less well understood. Undead typically hunt, fear, or worship the marked. Legends say the Tarrasque only awakens when there are too many marked in the world and it exists to keep their numbers in check.

But, your character is going to die. Either doing something heroic, villainous, or an explosion of uncontrolled power.

also an option. 

Tuesday, February 5, 2013

Star Wars: Aliens, Archon


Protoss Archon
Attribute Dice: 6d
DEXTERITY: Combined rating of both templar, usually 4d+2/8d+2
KNOWLEDGE: Combined rating of both templar, usually 4d/8d
MECHANICAL: Combined rating of both templar, usually 4d/8d
PERCEPTION: Combined rating of both templar, usually 4d/8d
STRENGTH: Combined rating of both templar, usually 5d+1/9d+1
TECHNICAL: Combined rating of both templar, usually 4d+2/8d+2
Special Abilities:
Khala: The Khala skill of the Archon is equal to the combined value of the two templar that formed the Archon. This is typically at least 6d, and often much higher. 
Shield: The Archon is covered in a Force-based shield that provides armor (energy or physical) equal to the Archon's Khala skill (which is the combined value of both templar that form the Archon). 
Shock wave: The Archon can create a shockwave of Force energy that does the Archon's Khala skill in damage to anyone within 10 meters. 
Story Factors
Rage: Archons are rage made manifest and feared by all. 
Move: 10/12
Size: 1.5 to 2.0 meters

The first archon(s) were created unexpectedly and their formation was soon legally sanctioned by Khala.

The creation of an archon is a serious affair for it requires the reluctant sacrifice of valuable Templars for a short-term gain. Archons radiate energy like stars and burn out when depleted. The merging results in the abandonment of the physical form and the loss of self, but those who do so are bequeathed great honor and a place in the templar archives.

The loss of most of the Force powers of the two merging templar is more than compensated for by the archon's formidable Force gestalt. Archons can independently erect a resilient shield and direct psionic shockwaves. Emotionally, archons are manifestations of pure rage, though this may be "twisted" should the merging be in error. Archons are much feared by their enemies.

Originally, archons were formed through the merging of two high templar. After the Brood War and the reunification of the protoss, archons can now also be created by merging two Dark Templar or even a Khalai and Nerazim merging together.

Tuesday, January 29, 2013

Star Wars: Aliens, Fatu-Krey


Fatu-Krey
Attribute Dice: 12d
DEXTERITY: 2d/4d
KNOWLEDGE: 1d+1/3d+1
MECHANICAL: 2d/4d
PERCEPTION: 2d/4d
STRENGTH: 2d+2/4d+2
TECHNICAL: 2d/4d
Special Abilities:
Low-light vision: A Fatu-Krey can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. Fatu-Krey can distinguish color in such conditions.
Armored Skin: The heavy, plated, hide of the Katu-Frey provides a natural armor of +2 physical and energy. 
Story Factors
Genocidal: The Katu-frey are violent and cruel. Their interactions with other species is generally limited to war and attempted genocide. Their reputation provides them a +2 bonus to all intimidation checks. 
Move: 10/12
Size: 1.5 to 2.0 meters

Fatu-Krey are a vicious race, hunting down and exterminating others in an attempt to gain power and for their own entertainment. They live as one society, pledging their servitude to the current Primarch General.

Fatu-Krey are extremely ruthless and vile. Most enjoy the pain of others, often torturing their victims and prisoners for entertainment. Individually most Fatu-Krey are violent and quick to anger.

Fatu-Krey are about the same average height as a human, typically slightly above between 5 and 6 feet tall. Fatu-Krey are somewhat heavier though, usually weighing from 150 to 250 pounds. Their skin ranges from a pale green to a dark brown green, but regardless is much thicker and harder than the average creatures' flesh. They usually wear clothing that demonstrates the Fatu-Krey ideology of military efficiency and intimidation, mostly dark and functional equipment and armor. Most Fatu-Krey also sport a multitude of battle-scars and militaristic markings or piercings.

Fatu-Krey Primarchs stand about half a foot taller than your average Fatu-Krey, with some physical additions that make them stand out at any time, primarily their stronger, nearly plated skin, the bent protrusions from the top of their head, and the bladed flaps on the base of their back which flip upward when they are angered.

The Fatu-Krey are an extremely violent race, and their relations with other races are usually simply a direct attempt and genocide or enslavement. Sometimes the Fatu-Krey will make an alliance with another species, if decreed by the Primarch General.

The Fatu-Krey do not take territory, usually roaming as a nomadic army, conquering a territory, enslaving or slaughtering its inhabitants, then stripping the land of all useful materials to expand and upgrade the equipment of the army before moving on.
Fatu-Krey worship their Primarch General as their only deific figure. They care not for others' religion, paying no attention to the gods of their victims.

Fatu-Krey speak their own language, Kren. It is a quick language of hisses and clicks, good for easy communication between soldiers, another example of the military efficiency their entire culture is based around.

Monday, January 28, 2013

Star Wars: Wraith Starfighter


Confederacy Wraith
Craft: Confederacy CF/A-17G Wraith
Type: Stealth fighter
Length: 10 meters
Skill: Starship piloting: Wraith
Crew: 1
Crew Skill: Starfighter piloting 3d, starship gunnery 3d
Cargo Capacity: 100 kg
Consumables: 1 week
Cost: Not available for sale
Hyperdrive Multiplier: None
Nav Computer: No
Maneuverability: 1d+1
Space: 7
Atmosphere: 350 / 1,000 kmh
Hull: 4d
Shields: 0d
Sensors
--Passive
--Scan
--Search
--Focus
Weapons:
3 Burst Laser Guns (fire-linked)
ScaleStarfighter
Fire Arc: Front
SkillStarship Gunnery
Fire Control: 3d
Space Range1-5/20/40
Atmosphere Range100-500 / 2 km / 4 km
Damage: 7d
2 Warhead Launchers
Fire ArcFront
SkillStarship Gunnery
Load: 20
Features
Cloaking Field: The Wraith has a cloaking field that renders if nearly undetectable by most sensors, including vision. Fire control never applies to attack against the Wraith while cloaked. Further, attempting to hit a cloaked wraith increases the difficulty to hit by +4d. The Wraith can maintain the cloak for 4 rounds. It takes the Wraith 3 rounds to recharge for a round of cloaking. The Wraith must be de-cloaked to recharge. 




Tuesday, January 22, 2013

Star Wars: Aliens, Thermians


Thermian
Attribute Dice: 12d
DEXTERITY: 2d/4d
KNOWLEDGE: 2d/5d
MECHANICAL: 2d/3d
PERCEPTION: 2d/4d
STRENGTH: 2d/4d
TECHNICAL: 2d/5d
Special Abilities:
Amphibious: Thermians can breath easily in air or water. 
Story Factors
Naive: Thermians have no concept of lies, deception, or fiction. They are easily tricked. Lying to a Thermian is done with a +2d bonus. 
Move: 9/11
Size: 1.5 to 2.0 meters

The Thermians are octopoidal creatures using "appearance generators" to make themselves appear human. Being so naïve as to have no concept of fiction, they have mistaken broadcasts of Galaxy Quest as "historical documents", built a full-size working version of the NSEA Protector.

A highly intelligence and technically advanced space faring race. One notable idiosyncrasy of this race is that it never developed the concepts of lies, deception, falsehoods or fiction. Thermains tend to take things quite literally and are easily tricked. As a result, they where brutaly decimated by the Sarris Dominion. From a race that once numbered in the billions at their peak, they now number in the hundreds.

Monday, January 21, 2013

Star Wars: Strakha Starfighter


Kilrathi Strakha
Craft: Kilrathi Strakha
Type: Medium stealth fighter
Length: 17 meters
Skill: Starship piloting: Strakha
Crew: 1
Crew Skill: Starfighter piloting 3d, starship gunnery 3d
Cargo Capacity: 100 kg
Consumables: 1 week
Cost: Not available for sale
Hyperdrive Multiplier: None
Nav Computer: No
Maneuverability: 1d
Space: 5; Afterburner: 9 (1 round, burns 1 day of consumables)
Atmosphere: 295 / 850 kph
Hull: 1d
Shields: 1d
Sensors
--Passive
--Scan
--Search
--Focus
Weapons:
2 Laser Guns (fire-linked)
ScaleStarfighter
Fire Arc: Front
SkillStarship Gunnery
Fire Control: 1d
Space Range1-3/15/30
Atmosphere Range100-375 / 1.5 km / 3 km
Damage: 9d+2
4 Warhead Launchers
Fire ArcFront
SkillStarship Gunnery
Load: 40
Decoy Launcher
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 0d
Load: 6
Features
Cloaking Field: The Strakha has a cloaking field that renders if nearly undetectable by most sensors. Fire control never applies to attack against the Strakha.