Thursday, February 4, 2010

Proud to Roll A d10,000

Not much of a "joiner" but I just couldn't help myself, I'm proud to have joined the mystical order of the d10,000.

What the heck is the order of the d10,000?

Thanks Daddy Grognard. Thanks G. Benedicto.

So what can you use a d10,000 for anyway? Whatever you want.

Chuck Norris doesn't roll a little old d100 when he can reach into his dice bag (made from some of his own skin by the way) and rolls a d10,000 instead. You gonna stop him?


(it also turns out there is also a d1000000 out there, maybe I'll write my ultimate space combat rules someday, of course I could also break out seven d20's labeled 0-9 twice and roll a truely awesome d10,000,000)

one last note: I just typed eiglophian correctly three times in a row; an amazing act since I usually feel I have to edit each line I type three or four times (and on re-reading I always spot something wrong after I post). Three times you ask, I only see it once here? I didn't say I was typing it all three times in this blog.

Tuesday, February 2, 2010

MutantBox Game Play 5

The Flatulent Desperadoes exited Spillside with haste after the mega-chilling at the bar. They quickly evaded a gang of canines on their train of Jackalopes and headed into the twists.
Their second day in the twists and the party runs into a mutant human being chased by a couple of Mants, they help the mutant and he joins the party.
The next night the Bay Aluminum notices a gamma Wyrm sneaking up on camp (they have a number of tasty jackalopes), battle is joined. Craniax whips up a little invisibility for himself and saves his Spidery from the Gamma Wyrm onslaught. The new mutant has a killing sphere mutation so he and Bay take on the Gamma Wyrm head on. To their dismay Bay Aluminum's radiation blasts cause no damage to the beast but the mutation does function. They are killed by it's acid breath before it is put down by Karhoo with a crossbow bolt.
When morning rolled around a patch of the Wyrms skin is harvested before giant rats arrive and start devouring the corpse.
The party found a pair of scavengers (an Android and a Mastermind) camped out on the edge of the twists within sight of the Dome ( a huge metallic golden dome). The two scavengers let the pay join them in their camp after some difficulties. When morning arrives the two decide to join The Flatulent Desperadoes and travel to the ruins rumored to sit in the center of the Tar Pit.
The party spotted but avoided a band of Leapers before trying to cross the Last Bridge instead of risking the chance of bumping into the Gargantuan Goliaths that hunt the Dry River. A minor fortified fence blocks the way across the bridge and the toll is way to high so the party assaults the barrier. The combined forced of a standard Goliath, a pack of Kamata and 4 Medusiods prove to be difficult for the party; land mines and an electrified barrier didn't' make it any easier for the party.
Karhoo tried to use his gas attack to whip out the guards (a Goliath a Medusiod and 3 Kamata) but wasn't' able to slay all of them in one blast. The party eventually killed the Goliath and 3 Kamata and launched an assault on the gate before retreating the onslaught of a larger pack of Kamata and the Medusoids.
When play stopped for the night we ended on a cliff hanger: The new Mastermind was climbing up a bridge cable trying to avoid a trio of Kamata hoping desperately the beast aren't bright enough to realize he is climbing a metal cable, Bobo is running off being harried by a pair of Kamata and Craniax is rushing to the side of Karhoo who has been poisoned by the Medusiods while the new android party member flies overhead on his mechanical wings trying to fire on the enemies below.

------

The players all sort of dummy slapped themselves at one point when they realized their jackalopes could have bound over the barrier with ease, Craniax and his Spidery could have climbed over the side of the bridge and the flying android could have most certainly crossed without incident.
So 2 PC Deaths tonight, 5 so far in the game and 1 or 2 close to occurring as well.
I must admit I'm glad the new mutant with the killing sphere died so quickly a double whammy of killing sphere and toxic gas would have ravaged many encounters.

Saturday, January 30, 2010

Roman "Swiss Army" Knife

Well this is the bee's knees in my opinion:

A Roman "Swiss Army" Knife.

Just too cool.

Thursday, January 28, 2010

Give and take combat

Here's a notion to add some more drama and reduce dice rolling for the DM.

Resolve the players attack and the monsters attack with the same die roll.

PC rolls normal to hit chance. If the die roll (no the final score) is equal to or less then their own AC + monsters HD then the monster get's a hit in on the PC. A monster can cause no more hits then normally accounted for in it's abilities, most damaging blow should be rolled first.

A die roll of 20 and the monster doesn't get the hit in regardless of how tough it is.
A die roll of 1 a monster gets a hit in, regardless of the number of attacks the monster has.

Surprised foes don't get a counter attack.

Missile attacks don't auto hit on a 20 and don't get a counter attack on a 1.
Counter attacks against missile fire are only possible if the target has ability to reach or is armed with a missile weapon.

Attackers expose themselves to being hit with every attack they make under such a system. Attackers can also end up absorbing blows their friends may suffer otherwise.

So we have every blow being a chance of getting harmed, a built in critical and fumble result (auto counter, no counter attack) without lot's of extra mechanics and dice rolling.

This idea hasn't been tried by me just yet but it was just cool enough I had to pass it on.

Tuesday, January 26, 2010

Flatulent Desperadoes, Mutant Future game play

In the last minutes of tonight's Mutant Future game the party gained a new name: The Flatulent Desperadoes.

Starting back at the beginning of the session the party equipped up with the funds gained in earlier play. Most of the party got Jackalopes, Bobo got a War-Jack and a Spidery is now the "loyal" steed of Craniax; the whoel party chipped in funds to get a Bloat to serve as a pack carrier.

Against all odds the party had an uneventful journey from productive Fresh Pond to the den of inequity known as Spillside.

The party found shelter at an inn that to us modern folks would look like a storage bin rental facility. Most of the party set off looking for a gun dealer leaving Bay-Aluminum and Karhoo behind. To their misfortune they ran into a gang of Goliaths and a melee ensued when Enakai leapt up and punched one in the mouth; She and Gevvin lost their lives in the fight. Craniax and Bobo looted the remains of their fallen companions and three fallen Goliaths before acquiring a shotgun at a dealer.

Following this downturn of events Bobo went out to mug a hapless victim while everyone else mourned the loss of their fallen friends. Bobo managed to scare off a pack of pig-men via empathy attack and gave up on his miscreant ways (briefly).

Karhoo figured out a way to mask his negative empathy using his illusion generation power, or so he thought. Trying the stunt out in the bar attached to the inn proved to a failure. Karhoo managed to use his gas attack twice and Bay fire his Radiation and integrated laser pistol to finish off the patrons and staff of the bar in 4 rounds.After waiting for the gas to clear an quickly looting the dead before reclaiming their stabled steeds Craniax jokingly refereed to the gang as "The Flatulent Desperadoes" (unknowingly within ear shot of a hiding stable hand).

Bloat problems

Bloats can and may suffer from a variety of ailments and difficulties that make the steeds a unique experience for adventurers.

There is a 15% chance any new bloat will have a problem. there is a 1% chance per month of developing a problem if a bloat currently has none.

Bloat Problems (roll 1d20)

1. Allergy- the bloat suffers 1 hp of damage per turn when in proximity of allergen
2. Athletes foot- the bloat itches feet all the time, could be contagious
3. Ingrown toe-nail- speed in reduced by 1/5th until treated
4. Sniffles- the bloat seems to always have a head cold, 1 in 10 chance of screwing up an ambush
5. Fear Impulse- one type of creature makes the bloat run in horror, no save
6. Flatulence- the bloat has a 1 in 6 chance of letting rip each encounter
7. Tummy Ache- the bloat is irritable and noisy until cured (or it goes away in 2-7 days)
8. Gout- the Bloat has a 10% chance of being incapacitated for 1-3 days each week.
9. Leprosy 5 save each week or contract disease,
10. Lice - rider must save vs poison each day or suffer 1 hp damage
11. Brittle Bones- any hit has a 1 in 12 chance of crippling the Bloat
12. Contagious Psoriasis- 20% chance the rider catches it each week -1 CHA
13. Irritable Bowel Syndrome- 15% chance of being incapacitated for 1-6 hours after a meal
14. Uncontrollable Urination- 1 in 8 chance per encounter of urinating
15. Hums (Badly)- hums old show tunes now and again, 1 in 12 chance each hour, will not stop for 1-100 turns.
16. Gas Attack (determine intensity randomly)- 1 in 20 chance of letting rip each encounter
17. Blink 1 in 100 chance per encounter up to 500 ft away
18. Drools - unsightly, also makes the Bloat even easier to track
19. Berserk Rage 2 in 100 chance per encounter of going nuts and attacking everyone
20. Random Mutation Bloat Develops a random physical or mental mutation.

Bloat stats are here.

Men-At-Arms ranked flunkies

The Man-at-Arms has been part of old school fantasy gaming since the birth of the game. The man-at-arms is a common man with some training and willingness to enter combat but no real capacity for heroic action or lordship. Here are some proposed 0-level aids for adventurers to hire to fill a wider range of support roles.

Some of these fellows could prove very useful for a low level party and possibly into mid levels but they shouldn't alter the power of PCs too significantly and their low saves and hp certainly limit effectiveness at higher levels where more capable and dedicated henchmen should be employed.

Friar: brothers of an order trained to support their religion and spread the faith. They may use arms and armor allowed to clerics of their faith, they may use magical items allowed to clerics and may turn undead twice per day as if a 1st level cleric.
(4 to 6 hp) morale 9, wages- 25 gp

Initiate: members of a faith schooled in rituals and rites. It is their duty to aid the more powerful clerics. An initiate may pray for 1 st level spell a day that may be cast with the assistance of a cleric. They are not able to cast the spell themselves. They are not trained in the use of weapons and armor but may otherwise use all items allowed to clerics. (2 to 4 hp) morale 7, wages- 50 gp

Scribes: educated individuals able to identify and read scrolls 90% of the time. They may use scrolls written by MUs or Clerics. if they fail to properly use a scroll there is a 10% chance of mishap per spell level. (2 to 4 hp) morale 7,wages- 75 gp

Sapper : locate traps, disarm traps and open locks on a 1-2 on a d6. They can open any \normal sealed portal (unless sealed by magic) after 2 turns of (noisy) labor on a 1-4 in 6 chance. They wear armors lighter then mail. (4 to 6 hp)morale 9, wages- 25 gp

Shield Bearer: specialized men at arms, equipped with a large or tower shield they improve the AC of their master by 2 when adjacent (if they make no attacks). Up to 2 shield bearers may defend a single person. (5 to 8 hp) morale 10, wages- 50 gp

Urchin: may move, hide. locate traps and listen as a 1st level thief. often used as scouts in dungeon environments. no thieves in your rules set: they have a 2 in 6 chance of success per task. (3 to 5 hp)morale 6, wages- 2 gp

Yeoman: men at arms that are trained archers, they attack with bows as well as a 1st level fighter. They have no skill with arms other then the bow and may not use shields against trained foes. (3 to 6 hp) morale 8, wages- 10 gp

AC should be as per armor worn. Wages per month or week depending on campaign, includes upkeep costs.