Showing posts with label OSR. Show all posts
Showing posts with label OSR. Show all posts

Sunday, February 28, 2021

Giant Robots for the Vampires of the Gothic Frontier

Escaflowne: The Movie (2000) dir. Kazuki Akane

Whitehack 3e just dropped and it has all kinds of goodies to take advantage of for my futuristic gothic western campaign. One of the main things I want to get sorted is the titular Dragoon. These are terrible creations of the vampiric Nobles. Giant, bio-organic suits of armor powered by a mixture of occult magicks and inhuman sciences. They were lost long ago but around the time my campaign is taking place, they are slowly being unearthed and brought out of the murky depths of legend and myth.

Being made by the occult science of the Nobles, it would only make sense that these things are gnarly. Their armor is scales of bone and thick scabbed skin, their sensors are organic clusters of eyes or tongues that flick and taste the air, and their minds are full of sin and rage. To pilot one is to be pierced by organic tubes and feeders that latch onto your veins, bones, and mind. Rather than think of them as mere vehicles you pilot, they are better thought of as beasts fused with tier pilot and 'ridden' into battle.

Tuesday, February 16, 2021

Heroic Characters in Whitehack

Atey Ghailan

After reading Solar Blades & Cosmic Spells, I'm coming away with lots of neat ideas for my games. There's a particularly neat bit on heroic* characters that can tackle obstacles that would normally take a full party of players. It's pretty minimal and is less work than applying something like Scarlet Heroes with its Fray dice and unique damage table. Perfect to steal and adapt for Whitehack!

*Heroic here has nothing to do with morals or inclinations; capability and potency are the focus!

Thursday, February 4, 2021

Vampires & Dragoons - Gothic Western Wastes in Whitehack

Yoshitaka Amano
With perfect timing, Whitehack 3e will be coming out right as I start a new Whitehack 2e game with my players! We just wrapped up our previous Whitehack campaign after almost a year and a half, but we're already itching for some more.

I've recently watched some favorites of mine: Vampire Hunter D: Bloodlust (2000) dir. Yoshiaki Kawajiri and Escaflowne: The Movie (2000) dir. Kazuki Akane. Both films have been swirling in my mind. Ancient technology, strange and powerful species, apocalyptic wastes, and gothic goodness. That sounds like a good excuse for a new campaign! The following is what I pitched to my players before we threw together a session 0:

Earth...

The distant future...

The dwindling shadow of the Vampires and their terrible Dragoons still lingers...

With huge bounties on their head, a class of hunters has emerged. Bounty Hunters.

In a far-future, post-nuclear waste we wander. A world, once terrified by the blood-sucking Nobles, ancient demons, mutants, and their terrible creations: the Dragoons, that is only now returning to a semblance of human control--thanks in part to the decadence and hubris of Nobles, the stubbornness of humanity, and the rise of mercenary hunters-for-hire.

But as the shadow of the past fades, new troubles stir. Haughty warlords and despotic tyrants seek to claim power and dominion over their fellow humans in a world that has only now tasted freedom. Nobles still rule the night and cling to the past by any means available, from unholy pacts to technology best left forgotten. The Dragoons, those fell suits of Dragon Armor born of Sin, towering bio-weapons all, are being unearthed after their merciful slumber.

Indeed, only time will tell if the world can finally emerge into the light, or if it falls into dark forevermore.

 INSPIRATION

> Pulp genres of inspiration: westerns, sci-fi, horror, high fantasy, folklore, and occult science.

WHAT DOES IT LOOK LIKE?

> Imagine `Castlevania` + `Fist of the North Star` + `A Fistfull of Dollars` illustrated by Yoshitaka Amano and Ayami Kojima.

WHAT DO WE DO?

> Rob parasitic nobles, overthrow tyranny, delve unholy temples, use freaky past tech and unholy magic, hunt undead horrors, make posses to ride with, and carve out your legend or die trying.

I see this as a great opportunity to play to Whitehack's strengths and expose my players to genres and art they might not have known about. Also, I can't really think of a better time to get together to stick it to corrupt and inhuman leeches at the top of a struggling society.

Vampire Hunter D: Bloodlust (2000) dir. Yoshiaki Kawajiri

Whitehack has a very broad framework for character creation. Nearly anything goes. The following are just some of the ideas I had scribbled down to give my players a creative push during our session 0.

Basic Classes

  • The Strong
  • The Deft
  • The Wise

Rare Classes

  • The Brave
  • The Fortunate
  • The Species-as-Class
    • Dhampir
    • Cyborg
    • Revenant

Sample Vocation Groups

  • Revolutionary
  • Highwayman
  • Merchant
  • Raod Warrior
  • Sheriff's Deputy
  • Hunter-for-Hire
  • Vampire Hunter
  • Exorcist
  • Grave Robber
  • Rancher
  • Scavenger
  • Surgeon
  • Horse Mechanic
  • Old World Scholar
  • Shadow Templar [RARE]

Species Groups

  • Humans
  • Dhampir [RARE]
  • Cyborg [RARE]
  • Revenant [RARE]
  • Night Creature [RARE]

We also wanted to try 'Affiliation Groups as Social Class Attunement'. Not unlike using groups like 'Lawful' or 'Good' for moral attunements in more traditional campaigns, we talked about using them to represent your class loyalties.

We have:

  • The Nobility. Why would you side with their cold ilk? They care for you not.
  • The High Class. Seekers of opportunity in these fresh vacuums of power. They aspire for what they shall never have.
  • The 'Deadbeats'. The masses. The most powerful as the others are powerless without them.
Characters without such groups are simply more ambiguous and complex in their loyalties.

Whitehack really thrives with Groups. They are a potent way to just fully open the setting up to players and everyone at the table (Referee included) can be surprised by the emergent creativity. It's one of my favorite parts of the system.

Escaflowne: The Movie (2000) dir. Kazuki Akane

At the end of our session 0, we ended up with a neat group of characters and a quirky place where our adventures will start.

We have a con man on the run from his past deeds, a mutant rancher, a vampire hunter with potent contraband, and a gentleman thief who dabbles in the occult. 

I look forward to coming up with some more ideas for the various bio-weapons and weird occult nonsense that we'll stumble across. The lasers with fly, the gun blades will sing, and the dead will rise in these unholy wastes. For now, we kick off with our first session next week!

It is the year 12,090 A.D. The world has all but ended, ravaged in a firestorm of mankind's wars and madness. But from the wreckage a few humans manage to survive. A few humans... and something else.

Welcome to the Frontier. A post-apocalyptic wasteland inhabited by humans, mutants, demons and various other strange creatures. 

Our story begins in the town of Sandridge, a small ranch town in the Eastern Sector of the Frontier established a couple hundred years ago. It's not far from New Moses, the closest seat of the relatively young Revolutionary Government. It's at least close enough to have some of the Frontier Defense Force parade around and act like heroes.

It's a quiet place. The weather controllers still work and the augmented fields still deliver plenty of crops. But some nasty trouble is brewing and those who came here for an escape are in for a rude awakening!

Vampire Hunter D: Bloodlust (2000) dir. Yoshiaki Kawajiri

Friday, December 25, 2020

Outlaw Merchant 2nd Edition

John Blanche

OUTLAW MERCHANT is my attempt to use the framework of Electric Bastionland and Into the Odd to tell stories of grimdark heresy in the universe of Warhammer 40k. These stories are more subtle, where the focus is shifted back to more of a relatable, human perspective.

Characters are usually navigating their way through a maze of covert operations, sinister alien threats, and murderous intrigue, thankful for the rusted autopistol that is their only protection.

Your investigations and missions will change you.

UPDATE: Grab it in pdf form here.


Use the Free Edition of ELECTRIC BASTIONLAND as the base with the following changes, additions, and considerations.

THE REMEMBRANCER

  • One Player acts as REMEMBRANCER in place of having their own character.
  • Their job is to describe the world, adjudicate on rulings, and keep things moving forward.

THE INQUISITOR

  • As a group, you are a newly activated band of acolytes to an INQUISITOR.
  • The youngest player rolls to determine the INQUISITOR that you serve. This should color the nature of your missions and assignments.
  • The INQUISITOR expects results and loyalty during execution of your duties.

HERE ARE SOME INQUISITORS (D6):

  1. QUIXOS, FORMERLY ORDO MALLEUS. Obsessed with witchcraft, forbidden arts, and the the Warp. You probably don't know he's gone rogue.
  2. LORD SHARPE, ORODO HERETICUS. Noted radical. Ruthlessly suppresses the very same intel and data they collect for their own ambiguous use.
  3. VILS ANDARION, ORDO XENOS. Currently pursing a fringe theory regarding strange Warp interactions with older xenos sites in the sub-sector.
  4. KHARKIV, ORDO HERETICUS. Paranoid militant who sees enemies and traitors everywhere mankind lives and breathes.
  5. BRAND, ORDO MALLEUS. Zealous fanatic. Believes daemons are lies given form. Currently untangling a massive conspiracy that spans the sector.
  6. SARROW GORN, ORDO XENOS. Cold bastard. Expert hunter and scholar of xeno-biology. Interested in live capture and bio-samples.

Or make up your own.

THE RIVAL (Optional)

  • The REMEMBRANCER rolls up a character that is somehow pursuing or foiling the same objective as the Players.
  • These might be rival agents of another INQUISITOR or some other disruptive third party.
  • The Rival gets an extra d6hp after receiving their starting equipment. They may have Lackeys and Servants.
  • If you delay, your Rival might compromise your mission.

LACKEYS (Optional)

Small groups may create one or more Lackeys for each player. Roll 2d6 for each Ability Score, give the 1hp and roll 1d6 for their weapon. Lackeys may be acolyte hopefuls, servitors, bodyguards, hired muscle, or some other type of indentured and destitute servant.

LACKEY EQUIPMENT (D6):

  1. Rusted autopistol (d6).
  2. Antique powder-rifle (d6, Bulky).
  3. Battered rod (d6).
  4. Rusted staff (d6, Bulky).
  5. Old blade (d6).
  6. Metal flail (d6, Bulky).

CHARACTER GROWTH

As characters become more grizzled and SCARRED, they become harder and the darkness of the galaxy starts to rub off on them.

John Blanche

MAKING A CHARACTER

Roll 3d6 for each ABILITY SCORE.

  • STRENGTH (STR) — Power and Toughness.
  • DEXTERITY (DEX) — Quickness and Precision.
  • WILLPOWER (WIL) — Discipline and Presence.

Characters start with d6 HIT PROTECTION (HP). They gain more HP as they become more grizzled and SCARRED.

As a group, the characters also have:

  • Vox-beads, with an encrypted channel.
  • Vat-grown foodstuff.
  • Glow-globes and stab lights.

Choose a NAME and three DESCRIPTORS. Pick or make up some of your own.

  • Pale, Cursed, Regal, Sickly, Frail, Educated, Sardonic, Laconic, Sensitive
  • Gilded, Baroque, Prescient, Hardy, Cunning, Melancholy, Stolid, Brooding
  • Troubled, Ebullient, Acerbic, Pragmatic, Honorable, Stern. Tired

Record any other personal details you wish (pronouns, homeworld, etc.).

Roll 1d8 to determine your BACKGROUND. Each background comes with some trappings.

[1] ADEPT

"Knowledge is power. Do not waste it on the masses."

  • Stub gun (d6).
  • Imperial robes.
  • Auto-quill.
  • A collection of rare records.

[2] ARBITRATOR

"No shield may stay the blade of justice."

  • Shotgun (d6, BLAST, BULKY).
  • Metal truncheon (d6).
  • Enforcer carapace (Armour 1, Bulky).
  • Manacles.

[3] ASSASSIN

“The Emperor wills all things, even death. Some deaths He wills swifter than others…”

  • Scoped rifle (d6, PERK - long-range, Bulky).
  • Sword (d6).
  • Armoured body glove (Armour 1 against attacks causing d6 or lower).
  • Throwing knives (d6).

[4] CLERIC

"One who is without faith is without a soul. Suffer not the soulless in thy ministry, for they make doors for dangerous forces."

  • Warhammer (d8, BULKY).
  • Stub revolver (d6).
  • Aquila necklace.
  • Ministry robes.

[5] GUARDSMAN

"Life is war. And I'm gonna win!

  • Lasgun (d6, BONUS DAMAGE, BULKY).
  • Knife (d6).
  • Flak armour (Armour 1 against explosions only).
  • The Imperial Infantryman's Uplifting Primer.

[6] PSYKER

"I have stood within the palace of the Throne of Holy Terra itself. There my soul was shattered and re-formed, a living weapon forged on the Emperor's will."

  • Staff (d6, BULKY).
  • A sanctioning brand somewhere on your body.
  • Psykana mercy blade (d4).

SPECIAL:

  • You possess Witch-Sight and can sense the currents and eddies of the Warp in real-space.
  • You belong to a PSYCHIC DISCIPLINE and have mastered a simple PSYCHIC POWER (d5):
    1. Biomancy: "Bio-lightning".
    2. Divination: "Warp Perception".
    3. Pyromancy: "Manipulate Flames".
    4. Telekinesis: "Telekinetic Control".
    5. Telepathy: "Telepathic Link".

[7] SCUM

“Yeah, crime pays. Why else do you think I do it?”

  • Autogun (d6, BONUS DAMAGE, BULKY).
  • Brass knuckles (d6 each).
  • Colorful streetwear.
  • Ganger regalia.

[8] TECH-PRIEST

"I am a child of the Omnissiah, cultist of the Machine God. The rites of manifold applications, the liturgies and the songs of Engine-seeing are mine own to know. I speak to the spirits of ancient tech machines, from the warrior heart of a battle tank to the secret wisdom of a cogitator."

  • Laspistol (d6).
  • Metal staff (d6, BULKY).
  • Red robes and cult vestments.
  • Vials of sacred Machine Oil.

SPECIAL:

  • You have begun extensively replacing your weak flesh. You have Mechanicus Implants (You always have at least Armour 1).
John Blanche

PSYCHIC POWERS

The player says what they want the power to do based on the character's Disciplines and the specific Power's wording. They then make a ruling if that is possible and how much power it would take, and comes to an agreement with the player.

PSYCHIC DISCIPLINES

  • PSYCHIC POWERS are categorized into DISCIPLINES.
  • Most Psykers specialize in one DISCIPLINE.
  • Mentors, cults, and strange artefacts may grant access to more POWERS or even new DISCIPLINES.

PSYCHIC POWERS

  • Psykers may harness the Warp to bend reality with PSYCHIC POWERS.
  • PSYCHIC POWERS are written as a few evocative words.
  • It is usable on a per situation agreement between the REMEMBRANCER and player, based on the power wording and the psyker's DISCIPLINES.
  • Each power use deals d4, d6, d8, d10, or d12 damage.
  • A lower cost may be negotiated by introducing drawbacks or complications.
  • Very powerful or reckless powers require a WIL save to avoid a perilous Warp catastrophe of the REMEMBRANCER's choosing.

Some powers may be expensive because they alter reality a lot, have long durations, large areas of effect, targets get no save, instant casting time, or similar. Some powers are cheap because the location is right, they have short effects, small scope, allow the target to save, take a long time, or similar.

John Blanche

EQUIPMENT

WEAPON CLASSES

  • CLASS D WEAPONS: d4 Damage. Anything crude, improvised, or unarmed.
  • CLASS C WEAPONS: d6 Damage. Laspistols, lasguns, stub guns, swords, bayonets, etc.
  • CLASS B WEAPONS: d8 Damage. Boltguns, power swords, chainswords, heavy stubbers, etc.
  • CLASS A WEAPONS: d10 Damage. Powerfists, melta guns, assault cannons, thunder hammers, etc.
  • CLASS S WEAPONS: d12 Damage. Earthshaker cannons, mega-bolters, being stepped on by a titan, etc.

WEAPON KEYWORDS

  • Weapons start at d6, one-handed as a base.
  • Add [KEYWORDS] to customize weapons.
  • Every positive [KEYWORD] requires a negative [KEYWORD].
  • Multiples of the same [KEYWORD] stack.

+ BLAST: Affect all targets in an appropriate area.
+ DIE INCREASE: Step up the damage die.
+ BONUS DAMAGE: Deals an extra die of damage, taking the highest.
+ PERK: Has some beneficial quality.
- BULKY: Needs two hands to wield.
- DIE DECREASE: Step down the damage die.
- RARITY INCREASE: Starts at COMMONRAREEXOTICLEGENDARYUNIQUE.
- QUIRK: Has some negative quality or tradeoff.
  • HERE ARE SOME EXAMPLES:

    • LASPISTOL d6.
    • LASGUN d6, BONUS DAMAGE, BULKY.
    • BOLT PISTOL d8 RARE.
    • BOLTGUN d8, BULKY, BONUS DAMAGE, RARE.
    • STORM BOLTER d8, BULKY, 2x BONUS DAMAGE, EXOTIC.
    • FLAMER d6, BULKY, BLAST, RARE.
    • SWORD d6.
    • CHAINSWORD d6, BONUS DAMAGE, RARE.
    • SHODDY CHAINSWORD d6, BONUS DAMAGE, QUIRK - On a 1, impaired until you take a round to loudly fire it up.

ARMOUR CLASSES

  • CLASS D ARMOUR: Purely cosmetic. Grants no Armour.
  • CLASS C ARMOUR: Conditionally grants Armour 1.
  • CLASS B ARMOUR: Grants Armour 1.
  • CLASS A ARMOUR: Grants Armour 2.
  • CLASS S ARMOUR: Grants Armour 3.

ARMOUR KEYWORDS

  • All armour starts at CLASS C as a base.
  • Add [KEYWORDS] to customize armour.
  • Every positive [KEYWORD] requires a negative [KEYWORD].
  • Multiples of the same [KEYWORD] stack.

+ ARMOUR INCREASE: Increase CLASS.
+ PERK: Has some beneficial quality.
- ARMOUR DECREASE: Decrease CLASS.
- BULKY: Notably heavy or burdensome.
- RARITY INCREASE: Starts at COMMONRAREEXOTIC → LEGENDARY → UNIQUE.
- QUIRK: Has some tradeoff or negative quality.
  • HERE ARE SOME EXAMPLES:

    • FLAK ARMOUR Armour 1 against explosions.
    • ARMOURED BODY GLOVE Armour 1 against attacks causing d6 or lower.
    • CARAPACE ARMOUR Armour 1, BULKY.
    • MESH ARMOUR Armour 1, RARE.
    • MAKESHIFT INDUSTRIAL ARMOUR Armour 2, BULKY, QURIK: Can't move and act.
    • LIGHT POWER ARMOUR Armour 1, PERK: Enhanced strength, EXOTIC.
    • POWER ARMOUR Armour 2, PERK: Enhanced strength, LEGENDARY.
    • TERMINATOR ARMOUR Armour 3, PERK: Enhanced strength, UNIQUE.

ACKNOWLEDGMENTS

Tuesday, November 17, 2020

Outlaw Merchant - Quick Loadouts and Psykers

John Blanche
Following in the footsteps of Jim's Bastionland loadouts for Dolmenwood, I ended up on the lighter end of things for Outlaw Merchant. Perhaps I can do a deeper dive of each as playtesting goes on and add some creative flair based on HP and Thrones? We shall see, but these will do for now.

When it comes to fluffy loadouts, Jim puts it best with this:

Given that Bastionland is essentially a classless family of games, the "classes" below are not hard and fast. I like to look at them and their related style of play as "class = background + items," that is, what you're holding and why you're holding it informs me as a referee to understand how you can reasonably interact with the world. "Oh, you're a hunter so you would be able to track this"/"You want to talk to the priest? Well, you're a friar so you should have no problem getting a word" etc. 

So here are some past lives for new agents of the Inquisition. Pick one or roll 1d8 to see who you were and what gear you have. Use these as a basis to tweak and tinker for your own dreadful hive cities.

(1) Adept

"Knowledge is power. Do not waste it on the masses."

  • Stub automatic (d6)
  • Imperial robes
  • Auto-quill
  • Data slate

(2) Arbitrator

"No shield may stay the blade of justice."

  • Shotgun (d6, +d6 at point-blank range)
  • Truncheon (d6)
  • Enforcer carapace (Armour 1, Bulky)
  • Manacles

(3) Assassin

“The Emperor wills all things, even death. Some deaths He wills swifter than others…”

  • Scoped rifle (d8, Bulky)
  • Sword (d6)
  • Black bodyglove (Armour 1)
  • Throwing knives (d6)

(4) Cleric

"One who is without faith is without a soul. Suffer not the soulless in thy ministry, for they make doors for dangerous forces."

  • Warhammer (d8, bulky)
  • Stub revolver (d6)
  • Aquila necklace
  • Ministry robes.

(5) Guardsman

"Life is war. And I'm gonna win!

  • Lasgun (d8, Bulky)
  • Great Knife (d6)
  • Guard flak armour (Armour 1 against explosions only)
  • The Imperial Infantryman's Uplifting Primer

(6) Psyker

"I have stood within the palace of the Throne of Holy Terra itself. There my soul was shattered and re-formed, a living weapon forged on the Emperor's will."

  • Staff (d6, Bulky)
  • Cloak
  • A sanctioning brand somewhere on your body
  • Psykana Mercy Blade (d4)
SPECIAL:
  • You possess Witch-Sight and can sense the currents and eddies of the Warp in real-space.
  • You belong to a Psychic Discipline and have mastered a simple Psychic Power (d6):
    1. Biomancy: Smite. You can shoot arcs of bio-lightning (d6, ignores Armour).
    2. Divination: Warp Perception. Perceive the world with unnaturally heightened senses.
    3. Pyromancy: Manipulate Flames. You can control, move, or extinguish open flames.
    4. Telekinesis: Telekinetic Control. You can grasp distant objects with invisible eldritch hands.
    5. Telepathy: Telepathic Link. Allows "reading" or "sending" of surface-level thoughts.

(7) Scum

“Yeah, crime pays. Why else do you think I do it?”

  • Autogun (d8, Bulky)
  • Brass knuckles (d6 each)
  • Colorful streetwear
  • Ganger regalia

(8) Tech-Priest

"I am a child of the Omnissiah, cultist of the Machine God. The rites of manifold applications, the liturgies and the songs of Engine-seeing are mine own to know. I speak to the spirits of ancient tech machines, from the warrior heart of a battle tank to the secret wisdom of a cogitator."

  • Laspistol (d6)
  • Metal staff (d6, Bulky)
  • Red robes and cult vestments
  • Vials of sacred Machine Oil
SPECIAL:
  • You have begun replacing your weak flesh. You have Mechanicus Implants (You always have at least Armour 1)
I believe this piece is by Paul Dainton

Psychic Powers

As delightful as it is, the common ItO/EB approach of "spells as items" isn't exactly appropriate for psykers and their powers. I'm going to use Cosmic's Exhausting Magic for this and heavily utilize EB's take on Unions when it comes to furthering your psychic mastery (or your descent into damnation).

In short:

  • Sacrifice all HP to use a Psychic Power.
  • Cannot (safely) use powers again until HP is recovered.
  • Unlimited powers per day.
  • As long as you have HP to sacrifice you can use powers.

Powers Without HP

  • Possible but dangerous and costly.
  • For each power used while not having HP, do one die of CHA damage.
  • Increase the die size for each spell cast without HP; d4 → d6 → d8 → and so on.
  • If this reduced you to 0 CHA, really bad things happen (possession, explosions, reality breaking, etc.). Beware the Perils of the Warp!
Next time, I'm going to be looking at coming up with some weird and macabre Inquisitors to serve as Patrons for the group of agents, letting the youngest player determine what weirdo controls your life now. Perhaps I'll post some of the adversaries and NPCs from my first playtest as well!

Monday, November 9, 2020

Outlaw Merchant - Turning Electric Bastionland into Grimdark Hive World

John Blanche
It's been too long since I've updated my blog here. I have not been idle in my absence though! A new job and plenty of great games have made the past few months eventful enough. One of the games that I was finally able to try was the wonderful Electric Bastionland by Chris McDowall (check out the Free Edition).

I've long enjoyed Chris' ideas and insights and seeing them condensed into EB at the table really lit a fire of possible game ideas for me. Diving into Chris' development of GRIMLITE was the final straw. The implied setting of GRIMLITE was tempting, but I wanted to tackle 40k à la the flavor found in Dark Heresy. Treachery and investigation in the depths of a dark universe. Yum.

Now Dark Heresy is one of the games I love the idea of but the actual execution leaves so so so much to be desired. I really want satirical black comedy and morbid sci-fi silliness without the overload of modifiers and rules, the overload of gear, and overload of combat stuff. Reading and playing EB, my mind immediately went to investigations in the depths of a sprawling hive city and dealing with all the poor, wretched inhabitants of a grim world. Just as EB has Bastion, the Underground, and the Deep Country you could easily have the Hive, the Spires, the Underhive, and the Toxic Wastes beyond. I want to leave the thousands of warzones, wild planets, and stuff to focus on one hive city and really capitalize on the sheer scale of such a place.

My recent delving into the whole FKR sphere of things has really got me thinking on "worlds not rules" in addition to "rulings not rules". So I decided to tackle a simple 40k hack of EB, OUTLAW MERCHANT, to let me have my fill of 40k without bloated rules or too much meta-currency (I love Wrath & Glory but it doesn't quite scratch my OSR itch).

John Blanche

OUTLAW MERCHANT

Inspired by Warhammer 40k, Electric Bastionland, and GRIMLITE.

This is a hack about shadowy investigations in a sprawling hive city set in a grimdark far future. Whatever the characters were before, they have now become agents of Imperial justice, serving under a powerful and influential Inquisitor.

Acolyte creation is the same as character creation in Electric Bastionland with some changes.

Roll for your three Ability Scores, HP, and starting Thrones (Throne Gelts or whatever silly coinage you want).

The group doesn't have a shared Debt, they instead have to worry about the Inquisitor:

  • As a group, you are a newly activated Cell of Acolytes to an Inquisitor.
  • The youngest players Past Life specifies the Inquisitor that you serve.
  • The Inquisitor expects results and loyalty. Acolytes who fail to deliver don't last long.
The Conductor could generate a Rival and I'd suggest that they be agents of a rival Inquisitor, servants of haughty hive nobility, or really any outside party that otherwise mucks up the gears of the Acolyte's operations.

Small groups can still create some Lackeys. They can be Acolyte hopefuls, servitors, servo-skulls, bodyguards, hired scum, or some other type of indentured servant. Roll a d6 for their equipment, or feel free to make your own:

  1. Autopistol (d6)
  2. Shoddy Flintlock (d6, Bulky)
  3. Truncheon (d6)
  4. Pilgrim staff (d6, Bulky)
  5. Sword (d6)
  6. Industrial sledgehammer (d6, Bulky)

Acolytes don't have Failed Careers but instead, have a Past Life. This represents whatever you did before the Inquisitor swooped in and took the reigns of your life....for better or for worse.

As a group, the Cell also has:

  • Vox-beads, with an encrypted channel
  • Vat-grown foodstuff
  • Glow-globes and stab lights

As always, talk with the Conductor to clarify and hash out any questions about gear and their abilities/limitations.

John Blanche

Past Lives

I'll stick to the 'classic' Dark Heresy archetypes to start with and drill down based on HP and gear.

Roll a d8 to determine your Past Life. Your HP and Thrones will give you more things based on your Past Life.

(1) ADEPT You're a true master of lore, possessing a vast knowledge of many subjects.

(2) ARBITRATOR You're a stoic enforcer of the Imperium's justice, unshakable in your faith.

(3) ASSASSIN A trained death-dealer, relentlessly hunting down prey.

(4) CLERIC You're a charismatic orator and inspiring preacher, zealously spreading the Emperor’s word.

(5) GUARDSMAN You're a tough, hardened veteran trained in the use of inquisitor weapons and tactics.

(6) PSYKER You're an otherworldly individual, gifted with incredible powers but at a terrible price.

(7) SCUM - You're a criminal and an outcast, hailing from the lowest strata of Imperial society.

(8) TECH-PRIEST - A worshiper of the Machine God and seeker of wondrous, lost technologies.

In an attempt to post more regularly, I'll do the Past Lives and some wild Inquisitors that players could serve in another post. In the meantime, I think I'll see if my partner is interested in trying out a short game using this framework and see how these ideas jell together in play!

[UPDATE] - Check out backgrounds and psychic powers here!

Saturday, August 8, 2020

My Old School Essentials Advanced House Rules

Peter Mullen

Now even more Advanced!

The 1970s Advanced edition of the world’s most popular fantasy RPG has been translated into Old School Essentials with the Advanced Fantasy Genre Rules. These get across the myriad of exciting classes and races, its weird and wonderful monsters and treasures, and the delicious, esoteric Gygaxian flavor with the elegance and power level of B/X.

While they do a great job at things, these additional house rules hopefully bring yet more of those options — and that flavor — into my OSE Advanced Fantasy games.

Assassination Skill Errata

Gavin clarified this recently on a Dragonfoot thread

Assassination is intended to work on the same types of targets which affect "persons" (i.e., all humans and demihumans regardless of level, as well as all humanoid monsters up to 4+1 HD).

Chaotic Clerics & the Undead

In the 1st edition Advanced game, Evil Clerics could compel the undead to serve them upon a successful Turning. A simplified take on that is provided here for Chaotic Clerics.

Chaotic clerics may attempt to control undead creatures, binding them to their will. To command undead, the player rolls 2d6. The referee then consults the Turning the Undead table, comparing the roll against the Hit Dice of the undead monsters targeted.
If the turning attempt succeeds, the player must roll 2d6 to determine the number of HD affected.

  • Turned Undead: Will be controlled for 1 turn per cleric level.
  • Destroyed Undead (result of "D"): If the undead would have been destroyed, the undead are controlled for 1 day per level of the cleric.
Controlled undead behave as if charmed, obeying the cleric as if they were friends. However, if the controlled undead are turned or destroyed by a cleric during the duration of the control, the control is dispelled immediately. If the duration of the control ends without incident, the undead will flee (as if turned).

The normal limitations and rules for Turning Undead from Classic Fantasy and Advanced Fantasy still apply to Chaotic Clerics.

Neutral clerics will turn or command undead creatures, depending on the deity served (no deity favors both turning and commanding undead).

E.g., Gog is a 2nd level Cleric of Chaos trying to bring some skeletons to heel. He automatically turns 2d6 HD of them with a result of "T". The skeletons await his commands, which they will obey for 2 turns.

Frank Frazetta

Multiple Attacks

In the 1st edition Advanced game, fighters enjoyed a number of ways to increase their number of attacks against foes from mowing through weak enemies to improving their attack routine as the level up. These rules simulate these feats of glorious mayhem in a simpler (and in my opinion, more elegant) manner.

A martial class may distribute their melee attacks among a number of Hit Dice of opponents equal to their martial class level (e.g., A third level Fighter could attack up to 3 enemies with 1 HD, 1 enemy with 1 HD and another with 2 HD, or 1 enemy with 3 or more HD).

At the Referee's discretion, certain monsters may be able to distribute their attacks in such a manner.

Jeffery Catherine Jones

Damage & Healing

All characters and monsters have a hit point total, which represents their ability to avoid death. Many attack forms, including attacks with weapons in combat, subtract hit points from this total.

Dying: A character or monster reduced to 0 hit points (or as low as -3 hit points) is dying. They will lose an additional hit point per round from bleeding and shock. At -10 hit points, they are slain.

E.g., Algora only has 4 HP left. She is struck by an arrow for 4 damage and is reduced to 0 HP. She collapses and is bleeding from the wound, but she can still be saved! If she had taken more damage, the dart would have proved fatal.

Note that character brought below this initial "unconscious threshold" (0 to -3 depending on referee ruling) by a single blow die. Such injuries and blows are too severe to survive.

Aid: Dying characters can be immediately stabilized on any round where aid is administered. This could be anything from binding wounds, starting respiration, administering a draught, or whatever else is otherwise necessary to restore life.

Recovery: Being knocked unconscious is quite serious; even after returning to 1 or more hp (by means of a healing spell, potion, or natural rest) the character will remain in a coma for 1-6 turns and must rest for a minimum of one week before they will be capable of resuming any sort of strenuous activity, mental or physical.

If a character is reduced to –6 hit points or below, the scars of the wound will likely be borne for the rest of the character’s life.

E.g., Luthor was struck by a fireball and treated at -9. He might have horrible scar tissue on exposed areas of flesh — his hands, arms, neck, and face.

Bernie Wrightson

First Strike

In the 1st edition Advanced game, there were rules on weapon length and how they interacted with segment initiative. Rather than trying to adapt that whole... thing to Basic, I stick to a very simple method to make those long weapons worth it. This could be generalized as longer weapons always getting the first strike against a foe wielding a shorter weapon, in the round that foe moves to attack them.

When two weapon-wielding melee combatants first clash, the one with the longer reach weapon strikes first, regardless of initiative results. This rule applies strictly to the initial clash of melee weapon wielders. First Strike does not apply to missiles, spells, devices, and the like; neither does it pertain to the natural attacks of monsters (e.g., claws, horns, teeth).

Using this system weapon lengths should be obvious, so I would use a generous amount of common sense rather than formulating a table of lengths.

E.g., A brigand with a sword is moving in on an adventurer armed with a great sword. Even though the adventurer has lost the initiative this round he may strike first due to his weapon's superior reach.

Characters may only Brace if they are armed appropriately and not already engaged in melee. I follow Gavin's guidance on this and allow such characters to Brace automatically.

E.g., If that same brigand had elected to Charge Into Melee (OSE Advanced Fantasy Genre Rules, p. 49) and the adventurer had been wielding a weapon with the Brace quality like a halberd, he could automatically brace his weapon, attack first, and deal double damage on a successful hit.

Starting Languages (Optional)

Rather than generate or chose additional languages at the start, characters may generate their additional languages in play.

Most characters are assumed to begin to play being fully fluent in their native tongue and are literate as well if they have the necessary INT. For example, Elves and Dwarves could know the local human tongue in addition to the tongue of their particular clan or people (halflings use the local human language).

When a character comes into contact with another language, their chances of knowing the language is 1-in-6, with the character's INT modifier applying. There is a -1 penalty if the language is not local to the culture. The penalty is -2 if the language is considered to be exotic, and a -3 if it is an ancient, dead language.

A character gets one attempt to know any particular language. If that one attempt fails, the character simply does not know the language. Magical languages cannot be known using this method.

Jeffery Catherine Jones

Thief Skills

In the 1st edition Advanced game, thieves and assassins received bonuses to their chances to succeed on their various skill rolls. Rather than add a table of conditional bonuses, I follow this advice on handling thieves and their abilities to make them more consistent and capable. 

The Referee can elect to grant a 5% per DEX bonus to all thief skills except climb and hear noise. Any classes with similar skills gain similar bonuses.

E.g., a level 3 Thief is trying to move silently. Since they have a +1 modifier for their Dexterity, they have a 35% chance to sneak by without a chance of being heard, rather than a 30% to do so.

Saturday, June 6, 2020

HammerHack: An Example Skirmish

Art from Empire in Flames
I want to show how to scale conflict in HammerHack. It's my OD&D inspired WFB alternative to Warhammer Fantasy Roleplay. I think an example of combat is warranted! We'll have a scenario where, on the edge of a fetid marsh, a river patrol made up of some militia follow a daring Riverwarden as they hunt for some trolls (poor fools).

The characters at play here are:

Lukas Handmann, Rank II Riverwarden
 M WSBSSTWIA Ld
434431318
Trappings: Boarding axe (hand weapon), pistol, chain shirt and leathers ( heavy armour 5+)

10x Milita
M WSBSSTWIA Ld
433331317
Trappings: Armed with axes. hooks, and swords (hand weapons), light armour (6+) 

3x River Trolls
M WSBSSTWIA Ld
631543134
Trappings: Bones, clubs, or a bit of tree (hand weapons)
Special Rules: Fear, Regeneration, Stupidity, Stench & Slime, Troll Vomit, River and Marsh Strider 

The scene is as follows: In the knee-deep waters of the shoreline, three river trolls have finally emerged to take the bait. With a cry and shout, Lukas orders his men to attack. They are 80' from the three trolls, with the final 3' being marshy water. The footing is unstable, the mud clings to boots, and the vapours of this swamp hang in the chill air. 

Both sides roll for initiative. The river patrol gets an 11, the trolls get a 12 so they go first.

Turn 1 Trolls

The trolls have Stupidity, so they have to make a Leadership test to not be distracted or confused. With a roll of 10, they fail! They roll a d6 for their movement, and stumble 60' forward, drooling acidic bile. They can't take any further action this turn so they skip the other combat phases. 

Turn 1 River Patrol

Movement

The river patrol takes their turn. As the trolls amble about, Lukas and his militia declare a charge on the trolls who are now only 30' away. They can't fail the charge with their Movement of 4 and the trolls are no longer in the dangerous terrain of the marshes. Three of the militia charge each troll with Lukas and another patrolman going after the frontmost troll.

Close Combat

Everyone fights in the close combat phase! But first, the patrol has to pass a Leadership test or fight at Weapon Skill 1 due to the Fear. Since Lukas is their leader and within 60', they use his Leadership and pass with a 9!

The trolls have Initiative 1 so the patrol strikes first. They roll their dice to hit! 

The first troll has 4 attacks from the militia and 2 attacks from Lukas (his pistol gives him an extra attack in close combat). These attacks are at a -1 because of the troll's Stench and Slime.

Hitting on a 4+ (usually 3+), the militia gets 4 hits! Lukas gets two hits as well! Rolling to wound, the militia wound on a 5+. They're only Strength 3 against the troll's Toughness 4.

They get a wound! The troll rolls a 4 on its Regeneration (4+). As the patrolman hacks away with his axe but the foul flesh just knits back together. Lukas is a bit tougher with Strength 4, so he wounds on a 4+. He gets a wound as he blasts the troll and the troll fails its Regeneration. 

The second troll took 3 hits, 2 wounds, and failed one Regeneration roll. It's now at 2/3 Wounds. The second troll took 1 hit but it failed to wound with its thick hide.

On Initiative 1, the trolls attack! Each troll has 3 attacks hitting on a 4+. The troll is furious at the hole that's been blasted into it, so it will exchange its attacks to vomit a semi-liquid stream of bile at Lukas! This hits automatically at Strength 5 and ignores armour! It wounds on a 2+! With a 2, the foul stream spews all over Lukas and he takes a wound! As his armour dissolves and he falls steaming into the muck, the second troll kills a patrolman while the third kills 3 more. 

The trolls get a stomp attack at the end of the round that hits automatically, which kills 2 more of the patrolmen. Down their leader and 6 patrolmen, the patrol tests their Leadership and hold fast with a roll of 7! 

Turn 2 Trolls

We skip right to Close Combat. 

Close Combat

The three trolls each vomit, killing 2. The stomps kill the last 2 patrolmen. Yet another foolhardy group lost to the beasts of this marsh. 

Results

Well, that was quite messy! Lukas should have invested in some crossbows or fire. If that seems quite harsh, it's working as intended. Rolling all the d6s at once really speeds things up. The combat feels decisive. You should know by the end of the first or second turn how a skirmish is probably going to end up. If Lukas hadn't been acid blasted, he could have tried to rally a retreat or try and focus his men on one of the beasts rather than keeping them all at bay.

But not everything is so hopeless. If someone came to retrieve Lukas' body, let's say his boatman partner, he can roll under his Rank on a d6 to turn up injured rather than dead. The trolls picked over his comrades while he floated away. He'd have acid scars and a characteristic penalty but he'd be alive. 

If we had been using the optional Injury Table, Lukas would have rolled and lost his left arm. He'd go down for a few turns but would be alive enough to try and escape on his own afterward as the trolls were distracted with their feast. Its a grim and gritty alternative to just biting it.

Overall that felt like a relatively smooth way to handle ~14 combatants with different stats and equipment, with three of them being large monsters with several unique traits and abilities.

Check out the latest version of HammerHack here!

Monday, June 1, 2020

HammerHack: A Typical Party in The City of the Damned

Art by John Blanche
I'm hacking Warhammer Fantasy Battles and Mordheim into an OSR style game. Since the scope is kind of massive, I'm narrowing it down to Into the Odd style expeditions into Mordheim. Characters advance in Rank by returning from these expeditions where they may encounter terrible mutants, rival mercenaries, and other terrors. 

The latest version is here.

The WFB roots mean that characters are going to be relatively simple, at least in terms of mechanics or rules. How do you introduce variety when most weapons are classified as a 'hand weapon' or only have 1 Wound before they drop? 

Well, this post is inspired by Arnold K's old post on how Making Monsters Feel Varied comes more from their lore, tactics, and goals rather than from stats or special abilities. I am a firm believer in limitation breeding creativity after all! 

A typical human character in HammerHack has a basic profile:

 M WSBSSTWIA Ld
433331317
Skills: None Trappings: Hand Weapon, Light Armour

So what does advancement look like? Here's an Expert party of sample characters that have survived at least 3 expeditions into the City.

Warband by Samuel Allan
Roland's Roughnecks, Expert Rank Warband
Roland Wilhelm runs a tight operation. A longtime fighting-man from Reikland, this former road warden is accustomed to the demands of military discipline and won't have his lot behaving like some of the rabble he's seen from Middenheim camped around the City. He has a couple of mercenaries he trusts more than the normal sellswords on his payroll. They have some Gold Crowns saved up and have a wagon to call their own.

Road Warden by Samuel Allan
Roland Wilhelm
 M WSBSSTWIA Ld
434331318
Skills: Battle Tongue, Perception
Trappings: Crossbow, Sword (Hand Weapon), Light Armour, Horse, Torches

Despite being the leader of his band, Roland often scouts well ahead of his wagon. The twisting streets and crumbling ruins are full of spots ripe for ambush and a careless turn could spell death. Horses aren't often for sale around the City, so he takes full advantage of having two of them and a wagon in his crew, both in running down the dangers in the City and quickly avoiding them. Roland can easily come across as over-cautious but those who have fought with him will vouch for his ability as a leader.

Hunter by Samuel Allen
Otwin Krauser
 M WSBSSTWIA Ld
432331327
Skills: Pray, Lore (Sigmar)
Trappings: Sword (Hand weapon), Dagger (Hand weapon), Memories of what he's lost
Injuries: Lost Leg (Can't run), Bitter Enmity (Has Hatred towards Cultists)

Otwin's zealotry and fervor can often cloud his judgment, but Roland trusts Otwin to take care of himself. He's proven that much. After an ambush by some cultists where Otwin lost his left leg, he has been even more vicious in their confrontations with them since, taking trophies from the fallen foe. Some of the sellswords worry that Otwin might enjoy his time in the city a little too much. Some see little difference between him and the damned souls he so fiercely hates.

Hunter 2 by Samuel Allan
Mikail
 M WSBSSTWIA Ld
434342318
Skills: Battle Tongue
Trappings: Shashka (Hand weapon), Handgun, Ivan (Tamed Boar)

Ivan the Boar
 M WSBSSTWIA Ld
640431415

A boisterous and rather cheerful man from Kislev, Mikail is the odd one out among these Reiklanders. His 'pet' boar Ivan has become something of a mascot for the sellsword band, gladly munching on their leftovers and goring his fair share of foes in the ruins.

These three have proven to be a good team so far but circumstances can change very quickly when venturing into the city. 

Thursday, May 28, 2020

HammerHack: OD&D/Chainmail inspired Warhammer Fantasy Battles

David Gallagher
It's been some time since I've posted but I haven't been idle! So yes, what is HammerHack? This is an attempt for me to hack together a system to scratch a particular itch that I have. To explain, I’m quite a big OD&D fan. I love the history and the almost Promethean nature of the original game. I love how the system almost disappears in play. One of the more interesting aspects of it is Chainmail and the modern push (it’s my understanding that it was never played this way originally) to incorporate and use it in-game. The push that follows a completely different mindset and would let tables smoothly transition from tense duels, battling fantastic foes, and battles with hundreds of participants all using unified systems. 

Psionic Blast From The Past was a huge inspiration in this regard. Their posts on Chainmail and how it can simplify and diversify 0e conflicts are amazing stuff. Go check them out! 

One of my favorites, but doesn't hit my goals here.
I tried one such OD&D/Chainmail combo and very much enjoyed it. I immediately wanted to apply the concept to another game that has its roots in wargaming: Warhammer Fantasy Battles! WFRP is all well and good (and 1e will always have a place in my heart and shelf), but aspects of the game always left me wanting. The magic system was always a tad wonky, the combat could be whiffed for days, and the rules are a bit dense for my liking. Even the new game, with excellent art, atmosphere, and rules is a bit much for me. It’s good for a “piss and shit” type game where you’re ok with the system hating the players, but I wanted to capture some of the outrageous and truly exaggerated scale of Warhammer Fantasy Battles. 

Art by John Blanche
So, much like OD&D emerging from Chainmail’s concepts and mechanics, I’m taking WFB and making it my mechanical base. From there I’m adding some bits on characters, progression, adjudicating rolls, and a small variety of the more “lite” OSR rules/mechanics that I think can go big (for example, Into the Odd has rules on enterprises which are just a paragraph but can cover anything from cults to business to guilds and more).

Fortunately, Mordheim exists, as does WFB 1e. Mordheim in particular is a scaled-down and more individual-focused take on WFB’s mechanics. I think that it’s a good final piece for my “RPG based on Warhammer using only d6 scaling combat” puzzle.

The setting of Mordheim also makes for an interesting testbed and proof-of-concept with groups of adventurers exploring a hostile environment, gaining treasure, recruiting followers, and contending in conflicts of escalating scale and stakes

The non-focused version of this will be HammerHack, but for now, it’ll be called The City of the Damned. Check out my thought stew below. 

Click the art for the link to the rules!