Showing posts with label Tri-Stat. Show all posts
Showing posts with label Tri-Stat. Show all posts

Thursday, October 27, 2011

Count Dracula

Picture by Gene Colan

Count Dracula is a centuries-old vampire and Transylvanian nobleman who exudes a veneer of aristocratic charm. He claims to be a Székely descended from Attila the Hun. He is deeply proud of his boyar heritage and is nostalgic for the past times of heroism, honor and valor. Although Dracula dons a mask of cordiality, he often flies into fits of rage when his plans for world domination are interfered with.

Count Dracula

Body: 8 Mind: 7 Soul: 9
Health Points: 125 Energy Points: 160 Shock Value: 17
Combat Value: 11 Defense Value: 6  

Attributes: Alternate Form (Bat: Body 6, Mind 4, Soul 1,  Flight 2 (50 kph), Heightened Senses 1 (Sonar)), Animal Summon/Control (5 Wolves) 2, Attack Combat Mastery 3,  Contamination (Vampirism) 5 (12 hr for transformation to complete, 1 Person), Energy Bonus 4, Extra Attacks 2, Heightened Awareness 2 (4 Check Value Bonus), Heightened Senses 2 (Hearing, Smell, Vision), Highly Skilled 1, Mind Control 3 (+2 Check Bonus, -1 to Resistance Check, 1 Person), Mind Shield 3 (3 defensive levels of Mind and Soul, +30 mental armor), Natural Weapons (Fangs) 1, Regeneration 1 (5 Heath Points restored each round), Special Attack (Vampire bite) 4 (20 damage attack, Incapacitating (Body Check Required), Drain Soul (1 soul points drained), Vampiric, Only Restore Lost Levels, Low Penetration, Melee), Special Defense 7 (Ageing 2, Disease 2, Air/Oxygen to Breathe 2, Poison 1), Special Movement 3 (Wall-Crawling, Cat-Like), Super Strength 1 (2 tonnes and +10 damage in close combat and +4 strength check bonus), Tough 2 (+40 health points)  

Skills: Climbing 1, Cultural Arts (Transylvanian History) 4, Etiquette 3, Forgery 1, Intimidation (Street) 2, Languages (English, Lip Reading) 2, Stealth (Silent move) 3, Urban Tracking (Underworld) 4, Wilderness Tracking (Forest) 2,

Defects: Achilles Heel (Wooden weapons) -2, Bane (Holy Symbol, 20 pts/round of exposure) -1, Bane (Sunlight, 40 pts/round of exposure) -2, Marked (Red eyes. fangs) -1, Nemesis (Professor Abraham Van Helsing) -2

Character Points: 165 Skill Points: 30


Notes: Made with the SAS Character Generator for use with the free Tri-Stat rules. The write up is based on BESM Hellsing (02-907), BESM 3rd Edition (WW76000) Vampire template, and of course Bram Stoker's 1897 Gothic horror novel Dracula.

Wednesday, July 6, 2011

Superman (Golden Age)



Name: Superman (Golden Age)
Genre: Superhero
First Comic Appearance: Action Comics #1 (June 1938)
Group Affiliations: N/A
Occupation: Journalist
Territory: Metropolis
Age: 23
Gender: Male
Height: 190.5 cm
Weight: 102 kg

Description and Character Notes:
Superman, champion of the oppressed, the physical marvel who had sworn to devote his existance to helping those in need!

Body: 17
Mind: 8
Soul: 11
Health Points: 200
Energy Points: 95
Shock Value: 28
Combat Value: 16
Defense Value: 12

Attributes:
Armour 8x3 = 24 ("Impenetrable Skin," 80 damage stopped)
Attack Combat Mastery 4x3 = 12
Combat Technique 2x1 = 2
Lightning Reflexes
Steady Hand
Defense Combat Mastery 2x2 = 4
Features 2x1 = 2
Appearance x2
Heightened Senses 3x1 = 3
Hearing
Vision
X-ray Vision
Highly Skilled 4x1 = 4
Immovable 3x1 = 3 (60 meter knockback reduction)
Jumping 2x1 = 2 (10 times normal distance)
Special Defense 4x1 = 4
Air/Oxygen to Breathe
Poison
Pain x2
Speed 4x6 = 24 (5,000 kph and +8 Initiative)
Super Strength 6x4 = 24 (60 tonnes and +60 damage in close combat and +24 strength check bonus)
Tough 3x2 = 6 (+60 health points)

Defects:
Famous 1x-1 = -1 (Metropolis)
Vulnerability 3x-1 = -3 (Kryptonite, Cannot use Attributes)
Wanted 1x-1 = -1 (Minor Incentive to Hunt)
Achilles Heel 1x-1 = -1 (Kryptonite, Attack form is rare)
Bane 1x-1 = -1 (Kryptonite, 20 pts/round of exposure)
Skeleton in the Closet 2x-1 = -2 (Secret Identity, Faces Arrest)
Nemesis 2x-1 = -2 (The Ultra-Humanite)

Skills:
Acrobatics 1x6+ 1 = 7 (Jumping, Balance)
City Knowledge 1x3 = 3 (Metropolis)
Climbing 1x2 = 2 (Walls)
Disguise 1x3+ 1 = 4 ("Clark Kent," Make-up)
Intimidation 1x3 = 3 (Street)
Performing Arts 1x2 = 2 (Public Speaking)
Powerlifting 1x6+ 2 = 8 (Bulky Objects, Humans, Moving Objects)
Writing 1x1 = 1 (Journalistic)
Unarmed Attack 3x8 = 24 (Veteran)
Unarmed Defense 2x8 = 16 (Expert)

Character Points: 175   Skill Points: 30

Notes: This is Superman early in his career. The city he lived in wasn't named Metropolis yet, but I went ahead and called it that. He also hadn't encountered kryptonite yet, but I assumed he is potentially vulnerable to it.

The character was made using the Silver Age Sentinels Character Generator. The Silver Age Sentinels rules are nearly identical to the free Tri-Stat dX rules.

Wednesday, November 3, 2010

Blaster pistol (Tri-Stat)


Blaster Pistol   Damage: 15    Concealable    Skill: Gun Combat (Pistol)   Major Gadget


A generic blaster pistol for Tri-Stat.

Friday, October 29, 2010

Vampire (Tri-Stat)

pic by Wolfenheim


Vampire (110 Character Points)

Body 6, Mind 5, Soul 6

ACV 7, DCV 3
Health Points: 100 Energy Points: 55 Shock Value: 12

Attack Combat Mastery Level 2, Contamination Level 3, Heightened Awareness Level 3, Mind Control Level 2, Natural Weapons (Fangs) Level 1, Regeneration Level 1, Reincarnation Level 2, Special Attack "Vampire Bite" Level 1 (20 Damage, Drain Soul, Vampiric, Melee, Low Penetration), Special Defense Level 3, Tough Level 3, Special Movement (Balance, Cat-like) Level 2, Speed Level 3, Super Strength Level 2, Swarm (Bats or rats) Level 2

Achilles Heel (Wood) 2 BP, Bane (Holy Symbols) 1 BP, Bane (Sunlight) 2 BP, Easily Distracted (By blood) 2 BP

Stealth Level 1, Unarmed Attack Level 2, Unarmed Defense Level 2

A generic vampire for Tri-Stat.

Wednesday, October 27, 2010

Werewolf (Tri-Stat)



Hunter (92 Points)

Body 5, Mind 4, Soul 4

ACV 4, DCV 2

Health 65, Energy 40, Shock Value 9

Alternate Form Level 7, Heightened Awareness Level 2, Gadgets Level 1 (Hunting Rifle, Canteen, Compass), Tough Level 1

Involuntary Change (Under full moon) 1 BP

Animal Training (Dogs) Level 1, Stealth (Silent Movement) Level 4, Wilderness Survival Level 1, Wilderness Tracking Level 1


Werewolf form

Body 7, Mind 1, Soul 4

ACV 7, DCV 2

Health 135, Energy 25, Shock Value 11

Alternate Form Level 7, Attack Combat Mastery Level 3, Contamination (Bite causes lycanthropy) Level 2, Heightened Awareness Level 4, Heightened Senses (Smell) Level 1, Natural Weapons (Claws, Fangs) Level 2, Regeneration Level 4, Speed Level 2, Super Strength Level 1, Tough Level 4

Awkward Size 1 BP, Easily Distracted (By prey) 2 BP, Physical Impairment (Cannot talk) 1 BP, Unskilled 2 BP, Vulnerability (Silver) 2 BP


A generic werewolf for Tri-Stat d6.

Update: The Alt Form LVL was off by one, so I raised it and adjusted the Character Point tally. And I forgot to included Contamination, so I added it and dropped the skills and Jumping to balance the points.

Monday, October 25, 2010

Zombie (Tri-Stat)

(pic by SmokeryDots)

Zombie (40 Character Points)

Body 4, Mind 1, Soul 3

ACV 6, DCV 0

Health Points 75, Energy Points 20, Shock Value 7

Attack Combat Mastery Level 4, Contamination (Victims are zombified) Level 4, Natural Weapon (Bite) Level 1, Reincarnation Level 2, Sixth Sense (Living people) Level 1, Special Defense (Does not breathe) Level 2, Tough Level 2

Bane (Holy Symbol) 1 BP, Easily Distracted ("Brains!") 2 BP, Less Capable (Slow) 1 BP, Marked (Undead) 3 BP, Physical Imparement (Cannot talk) 1 BP, Unskilled 2 BP

A generic shambling zombie write-up for Tri-Stat d6.

Tuesday, October 5, 2010

Space Suit

(pic via JAXA)

Space Suit

Protects the wearer in space or in unbreathable atmospheres. It provides Partial Armor Level 1 (Stops 5 points of damage), Adaptation (Level 3, airlessness, temperature, vacuum). The suit can sustain 40 points damage before being destroyed, but any damage that penetrates armor affects both the suit and its wearer. The combined space suit and life support system weigh a total of 125 kilograms and can support a seven-hour EVA. Minor Gadget.

(Based on the space suit in BESM 2nd ed. rev., pg. 151)

Tuesday, September 28, 2010

Cone rifle

(5 Armor, 35 Health Points)
Weapon  Damage   Abilities       Disabilities               Skill

Cone Rifle   18     Area Effect   Limited Shots (6)  Gun Combat (Auto-Fire)
                              Auto-Fire
                              Spreading


The cone rifle, a standard infantry weapon, fires rocket-propelled, explosive flechettes. These flechettes are cone shaped, allowing them to be stacked into tubes. The explosive cones accelerate after being fired from the rifle, hitting with greater impact at long ranges. Major Gadget.

(From Gordon R. Dickson's Childe Cycle; pic modified from MechWarrior)

Tuesday, September 14, 2010

Caster


Casters, once called "spell guns," are magical weapons which fire shells that have the effects of spells. When the mana started to run out people started putting the spells in cartridges. Each of the 20 different types of cartridge has a diffrent effect. Caster shells are rare and expensive, and few wizards still know how to enchant them.

 Caster (for Tri-Stat)

  Item of Power 1x3 = 3
    Easy To Lose 
    Special Attack "#3 shell" 1x4+ 1 = 5  (60 damage attack)
      Affects Incorporeal
      Concealable   
      Hand-Held 
      Limited Shots 2x-20 = -40  (3 shots)
      Unreliable 
    Alternate Attack "#12 shell" 1x1 = 1  (20 damage attack)
      Incapacitating
      Limited Shots 2x-20 = -40  (3 shots)
      Unreliable  


Notes:

I was generous with the number of shots. Usually a character will only have one or two shells of a given type. There are obviously many more types of cartridge available, but they are hard to get and characters should be required to undertake a minor quest to acquire the very rare and powerful ones, like a  #4 or #13.

Another way to write this weapon up is to treat the caster as a Major Gadget (or two) and then write up each cartridge as a different Special Attack.

Sunday, September 5, 2010

Science Police Helmet

Some game stats for that helmet I posted pics of yesterday. In DC terms this is pre-Crisis, Silver Age stuff. The capabilities are conjectural but seem like what future cops would have.


Science Police Helmet (Major Gadget)

15 points Armor (head only); Police-Band Radio; Global Positioning System; Anti-Glare Visor and Ear Protectors (+6 bonus to checks to avoid the effects of Flare attacks and Flash-Bang Grenades.)



These stats are for the free Tri-Stat dX game, but will also work for BESM. To use it with BESM 2nd ed. change the "+6" to a "-3".

Sunday, August 22, 2010

Hooker Cop!


Hooker Cop (40 Character Points)

Body 6  Mind 4  Soul 5

ACV: 6  DCV: 5  Health Points: 35

LVL PTS Attributes:
1      3      Attack Combat Mastery
2      4      Defense Combat Mastery
2      4      Gadgets (Police kit, car)
       -1     Conditional Ownership (Gadgets)
2      2     Highly Skilled
2      2     Organizational Ties (Police Dept.)

LVL PTS Skills:
1      3      City Knowledge (Red light district)
2      4      Driving (Car)
1      3      Intimidation (Street)
1      3      Law (Criminal)
2      4      Seduction (Male)
1      2      Street Sense (Influential Individuals)
2    16      Gun Combat (Pistol)
1      7      Melee Combat (Baton/Club)
1      8      Unarmed Attack (Holds)

PTS Defects:
-2    Not So Tough
-1    Red Tape
-1    Significant Other (Partner)

Monday, December 7, 2009

Sherlock Holmes




Sherlock Holmes (50 Character Points)
(First Appearance in Sir Arthur Conan Doyle's A Study in Scarlet, Beeton's Christmas Annual, 1887)

Body: 4  Mind: 6  Soul: 4

Attack Combat Value: 6
Defense Combat Value: 4
Health Points: 45

Attributes: Heightened Awareness 3, Highly Skilled 10, Servant 5 "Dr. Watson"

Defects: Nemesis 2 "Prof. Moriarty",
Physical Impairment 1 "Cocaine Addiction"

Skills: Area Knowledge (Britain, London) 2,
Biological Sciences (Anatomy) 1, Disguise 2,
Etiquette 2, Forgery 1, Interrogation 2,
Languages 4, Law (Criminal) 2,
Performing Arts (Public Speaking, Fast Talking, Violin) 2,
Physical Sciences (Chemistry, Geology, Tobacco) 2,
Poisons 2, Police Sciences (Criminology, Forensics) 3,
Sleight of Hand (Lock Picking, Safecracking) 2,
Stealth (Silent Movement) 2, Urban Tracking 1,
Gun Combat (Pistol) 1, Melee Attack (Cane, Sword) 2,
Melee Defense (Cane, Sword) 2,
Unarmed Attack 2, Unarmed Defense 1


Dr. John Watson (30 Character Points)

Body: 4  Mind: 5  Soul: 5

Attack Combat Value: 5
Defense Combat Value: 3
Health Points: 45

Skills: Area Knowledge (Afghanistan, Britain) 1, Etiquette 2, Languages 3, Medical (Surgery) 3, Writing (Fiction) 2, Gun Combat (Pistol) 1, Unarmed Attack 1, Unarmed Defense 2


Sherlock Holmes is a brilliant London-based "consulting detective." Holmes is famous for his intellectual prowess and is renowned for his skillful use of astute observation, deductive reasoning and forensic skills to solve difficult cases. He is assisted by his friend and biographer, Dr. John Watson.

Saturday, December 5, 2009

Buck Rogers





Anthony "Buck" Rogers (50 Character Points)
(From the 1928 novel Armageddon 2419 A.D. by Philip Francis Nowlan)

Body: 5 Mind: 4 Soul: 6

Attack Combat Value: 7
Defense Combat Value: 7
Health Points: 55

Attributes: Attack Combat Mastery 2,
Defense Combat Mastery 4, Gadgets 2,
Highly Skilled 2, Organizational Ties 2 (Wyoming Gang)

Defects: Conditional Ownership (Gadgets) -1,
Significant Other -1 (Wilma Deering)

Skills: Gun Combat 2, Military Sciences 2,
Piloting (Light Airplane) 3,
Physical Sciences (Geology) 1,
Unarmed Attack 1

Gadgets: Ultraphone, Rocket gun (Special Attack 4:
40 damage, Area Effect, Concealable); Inertron "Jumper"
(Jumping 4 2-400 m, Speed 1 (Restriction: only for jumping)),
green uniform

While surveying an abandoned mine, Anthony Rogers, a former U. S. Army Air Corps officer, falls into a coma after exposure to a leaking gas and awakens in the 25th century. Together with his new comrades, the beautiful Wilma Deering and the intrepid Dr. Huer, he struggles against Mongolian domination and rival gangs.

Monday, November 30, 2009

Spider-Man



Spider-Man (125 Character Points)
First Comic Appearance: Amazing Fantasy #15 (August 1962)

Body: 9  Mind: 6  Soul: 7

Health Points: 80  Energy Points: 65  Shock Value: 16

Combat Value: 10  Defense Value: 10

Attributes: Attack Combat Mastery 3,
Defense Combat Mastery 5, Gadgets 3  (6 spider-tracers),
Highly Skilled 1,  Jumping 3 (100 m), Sixth Sense 1 "spider-sense,"
Special Movement 3 (Wall-Crawling, Balance),
Speed 1 (+2 Initiative, Dependent -1 on Jumping),
Super Strength 3 (8 tonnes and +30 damage in close combat
and +12 strength check bonus), Item of Power 9 "web-shooters":
Flight 1 "Glider," Sensory Block 1 "blind with webbing,"
Special Attack 7 "Web" (Tangle, 70 Health Points),
Special Movement 1 "Swinging/Brachiating,"
Telekinesis 3 "Web strand" (100 kg)

Defects: Nemesis 2 "Green Goblin,"
Significant Other 2 "Mary Jane," Significant Other 1 "Aunt May"

Skills: Acrobatics 2, Area Knowledge (New York City) 2,
Physical Sciences (Chemistry) 1, Physical Sciences (Physics) 1,
Visual Arts 1 (Photography)

After being bitten by a radioactive spider, Peter Parker became the Amazing Spider-Man. Learning at a young age that with great power comes great responsibility, Spider-Man selflessly devotes his time to being one of New York's greatest heroes.

Friday, November 27, 2009

Astro Boy



Astro Boy (150 Character Points)

Body: 8  Mind: 6  Soul: 6

Health Points: 110  Energy Points: 60  Shock Value: 14

Combat Value: 9  Defense Value: 7

Attributes: Attack Combat Mastery 3, Armor 4 (40 damage stopped),
Defense Combat Mastery 3, Flight 4 (500 kph, Burns Energy),
Highly Skilled 1, Heightened Senses 3 (Vision, Hearing, Radio Reception), 
Special Attack 5 "Finger Lasers" (40 damage, Accurate, Long Range,
Penetrating (20 pts of Armor Reduction), Burns Energy),
Alternate Attack 3 "Tailgunner Machine-Guns"
(20 damage attack, Auto-Fire, Limited Shots (6 shots)),
Super Strength 8 (1,000 tonnes and +80 damage and +32 strength),
Special Defense 6 (Air, Disease, Poison, Sleep, Hunger, Ageing), 
Tough 2 (+40 health points), Tunnelling 2 (50 m/hour, Burns Energy)

Defects: Bane 1 (20 pts/round of exposure to electricity or magnetism),
Ism 1 (Robot), Marked 1 (Robot), Significant Other 1 "Professor Ochanomizu,"
Special Requirement 1 (Robot, needs repair and recharging)

Skills: Electronics 2, Mechanics, Physical Sciences 2 (Robitics),
Computers 2, Languages 5, Driving 1, Piloting 1


Tetsuwan Atomu (鉄腕アトム), or Astro Boy (sometimes called simply "Astro"), is a powerful robot created by the head of the Ministry of Science, Doctor Tenma, to replace his son Tobio, who died in a car accident. Dr. Tenma built Astro in Tobio's image and treated him as lovingly as if he were the real Tobio, but soon rejected Astro and sold him to a cruel circus owner, Hamegg.

After some time, Professor Ochanomizu, the new head of the Ministry of Science, noticed Astro Boy performing in the circus and convinced Hamegg to turn Astro over to him. He then took Astro as his own and treated him gently and warmly, becoming his legal guardian. He soon realized that Astro was gifted with superior powers and skills, as well as the ability to experience human emotions.

Astro now fights crime, evil, and injustice. Most of his enemies are robot-hating humans, robots gone berserk, or alien invaders.

Wednesday, November 25, 2009

Adam Strange



Adam Strange (100 Character Points)
(First Comic Appearance: Showcase #17  November,  1958)

Body: 7  Mind: 8  Soul: 8

Health Points: 75  Energy Points: 80  Shock Value: 15

Combat Value: 10  Defense Value: 8

Attributes:
Attack Combat Mastery 3, Defense Combat Mastery 3,
Highly Skilled 3, Gadgets 1 "Rannian gear,"
"Rannian Protective Suit" Armour 4 (Optimized: fire,
40 damage stopped), Special Defense 1
(Survive in low-oxygen environment),
"Rannian rocket pack" Flight 4 (500 kph),
"Rannian raygun" Special Attack 3 (40 damage, Accurate)

Defects:
Nemesis -2 "Kanjar-Ro", Significant Other -2 "Alanna Strange",
Unique Defect -2 "Involuntary return to Earth when Zeta Beam's effect wears off.",
Unique Defect -1 "If he remains on Rann for more than a year at a time, he will die."

Skills  (3 points left out of 50): Acrobatics 1, Foreign Culture (Rann) 2,
Military Sciences 2, Physical Sciences (Archeology) 3,
Physical Sciences (Physics) 1, Piloting 1 (Spacecraft),
Social Sciences 1 (Anthropology), Wilderness Survival 1

Description and Character Notes:
Earth archeologist Adam Strange was transported to the planet of Rann via the Zeta-Beam. He immediately befriended the Rannians and took up a flight pack and raygun to assist them. While there, he also fell in love with a Rannian woman named Alanna.

Monday, November 23, 2009

Own a Big Mecha

 While Tri-Stat dX is a complete set of free RPG rules, the Own a Big Mecha Attribute is somewhat anemic. That's something one of the game's designers, David L. Pulver, addressed in a posting to the old GoO forum. Here are the revised Own a Big Mecha rules he published there.


Own Big Mecha Attribute
Revised version by David L. Pulver

My thanks to everyone who responded. Here is a slight revision and clarification of the Attribute. Comments are welcome. As before, note that this is not (yet) an official rule.
_______________________________________

Own a Big Mecha (OBM)
Cost: 8 points/level for 10 or 16 points
Relevant Stat: None
Required PMV: None.
Optional PMV: None.
Progression: Linear; +10 or +16 Character Points for vehicle building each Level
Reduction: Fewer Character Points awarded
Restrictions: Mecha belongs to agency; Mecha is stolen
___________________________________________

This is an alternate open-ended way of building mecha and other vehicles using the OBM Attribute that provides additonal flexibility.

Each level of OBM gives 10 or 16 Points to build a mecha, which may be any kind of suit or vehicle that a person can ride in or on. A default mecha is assumed to be anthropomorphic but a mecha can be anything from a row boat to a 100' tall giant robot to a starship -- just assign appropriate Defects.

A mecha is always assumed to be too obvious or awkward to easily carry in many social situations, such as a bicycle or a suit of bulky armour, or most vehicles. If a mecha is small enough to be worn or carried socially, like a pair of roller skates or a light or invisible armour suit, it should be built as an Item of Power instead. If a mecha is a form-fitting suit worn rather than ridden or driven, it can be built with these rules but each Level only grants 10 Character Points (matching Item of Power) instead of the usual 16 Character Points.

The mecha is created just like a character, with two exceptions that differentiate it from someone created via the Servant attributes: it has no Stats and its occupancy and land speed are determined as shown below.

A mecha must be piloted by a character to operate it. The mecha's operator uses his or her Stats when the mecha must make a check. If a mecha has multiple occupants, only one operator can control it at any one time. Other passengers are just that, unless the mecha has specific attributes that assigned to other crew (see below).

In addition to normal attributes, two specific Attributes can be bought for the mecha using its Character Points: Capacity and Land Speed.

Land Speed costs 1 Point/Level. Each Level gives the mecha the ability to move on the ground (via wheels, tracks, legs, etc. – you decide). The speed is found using the Slow Progression chart beginning at 30 kph. A mecha with no levels of Land Speed cannot move on the ground; it is stationary, like a boat or base.

Capacity costs 1 Point/Level. It is the amount of space inside the mecha for occupants and passengers. Refer to the Targets column of the PMV chart (dX, page 10) to determine capacity. For example, Level 1 capacity is 1 person or 50 kg. Distribute it between people and cargo (at 50 kg per human-sized occupant).

If no Levels of Capacity were assigned, the mecha can still carry one person, but it is small enough that any damage that penetrates its armour also applies to the wearer, although his or her own armour will protect. This might be a form-fitting suit, a racing car, or other tight-fitted design.

A mecha may be given just about any Attribute. In particular, the Flight, Hyper Flight and Water Speed Attributes will allow it to operate in various environments. Mecha will usually not take the Speed Attribute, but it may be appropriate for certain types of designs, such as a suit that enhances reflexes.

Armour and Tough are common. A mecha must be given at least as many Levels of the Tough Attribute as it has Levels of Capacity. If the mecha can manipulate things, giving it equivalent levels of Superstrength is a good idea. The operator's own Body is used for Body checks, modified as usual by Superstrength.

A mecha's Attributes are used by the operator and occupants when dealing with the world outside the mecha. Attributes Attacks and other Attributes that affect specific targets can only be used by one of the mecha's occupants. Other Attributes, such as Adaptation, will protect the occupants along with the mecha itself.

Attributes are usually used by a single operator but may be assigned to other crew when the mecha is designed. For example, a starship might be built with the Hyper Flight and Flight Attributes with one assigned to the "pilot" and the other to the "navigator." Occupants other than the primary operator can only attack from within a mecha if it has additional Special Attacks that are assigned to them. If such a "different gunner" uses a mecha's weapon, the operator cannot use it in the same round.

Attributes that a mecha has do not usually stack with those of a character. If a mecha has Flight Level 1 and so does its operator, this does not give the mecha Flight Level 2, for example.

The GM may make exceptions for mecha bought using the Item of Power Point progression (10 points/Level of OBM). Thus, a powered suit designed for a dragon (which already has Superstrength and Flight) may add its Levels to the dragon's own abilities.

Vehicle computes can be simulated by giving the mecha the Highly Skilled Attribute. For play balance, it is suggested that a mecha not be able to grant more than 2 levels.

A mecha should be given Defects to reduce its cost and define its capabilites. The effects of these Defects only apply when the mecha operator or other occupants are trying to manipulate, perceive, or affect the outside world. For example, if a mecha has Sensor Impairment (to vision), the occupants cannot see out. They can still see normally inside the mecha. Similarly, Physical Impairment (no hands) -- which most non-anthropomorphic vehicles will possess - means the vehicle has no ability to lift, punch, and so on, but doesn't affect the driver if he or she wants to scratch an itch or pull out a cell phone.

Since mecha have no self-awareness, a Defect that assumes the mecha has a mind, soul, or personality is inappropriate unless it could be plausibly extended to the occupants. Thus, Blind Fury, Significant Other, or Recurring Nightmares would not fit unless (for example) the mecha has some form of neural interface system that influences its crew's mentality, a concept that does occur in some giant robot anime (for example). On the other hand, the Owned Defect is not normally appropriate to a mecha. Instead, the character (not the mecha!) should take the Conditional Ownership Defect linked Own a Big Mecha. A Defect like Famous, Red Tape, or Wanted could be assigned to a mecha, however.

For realism's sake, a mecha should have at least as many Levels of Awkward Size Defect as it has Levels of Capacity. Likewise, a mecha should only have Diminutive if the standard occupants are appropriately small.

Required Skill: Assign the mecha a required skill, e.g., Driving if it has Land Speed, or Piloting if Flight or Boating if Water Speed. This is the skill used to operate it. A character may operate a mecha without having the appropriate skill, if the GM believes it is relatively simple (e.g., driving a car). Some mecha may require multiples skills for different functions such as sensors

Gadgets and Mecha Points: Each major gadget can be traded for 4 Points to build a vehicle, or to augment an existing mecha to create one of intermediate power.

Servants and Mecha: Intelligent mecha are built as Servants or characters. The GM may optionally allow the Land Speed and Capacity attributes to be taken by Servants. If Servants have Capacity, the GM should rigidly enforce the requirement for mininum levels of Awkward Size (a Servant could, of course, have an Alternate Form that was large enough for Capacity).

___________________________________________

Example of 4-point Vehicle

Sports Car
Capacity 2: (carries 4 people and 100 kg) (2 points)
Land Speed 4: 250 kph (4 points; Restriction: Land speed only on road (-1 point).
Armor 1 (unarmored area, -2) (1 point)
Tough 3 (60 Health) (6 points)
Awkward Size 2 (-2 points)
Special Requirement 1 (machine: needs fuel to run and requires repairs to heal) (-2 points)
Weak Point (gas tank, -1 point)
Physical Impairment (no arms, -3 points)
_______________________

Friday, November 20, 2009

Tri-Stat roll high

One of the problems with the Tri-Stat rules as written is that they use a roll-under dice mechanic. There's nothing wrong with that as such. Games like BRP, Hero System, and Thousand Suns use roll under mechanics to good effect. The thing is that in BESM/Tri-Stat it isn't implemented well.

For Tri-Stat d6 take the example of two average people, each with Stats of 4 and no Attributes, Defects or Skills. Each will have an Attack Combat Value of 4 and a Defence Combat Value of 2. That means that if they get into a fight they will only have a one in six chance of hitting each other and only a three percent chance of defending themselves. Not only couldn't they fight worth a damn, they'd be terrible at darts.

Now, reverse things so that instead of rolling under four (or two!) on 2d6 they roll the dice and add their Stat to the total. Suddenly things play out very differently. There's no more flailing around, and one of them will be successful each round. Plus characters can have superhuman stats and still just roll 2d6 instead of switching to 2d10, 2d12 or whatever. Not surprisingly Mark switched to this mechanic for the BESM 3rd edition rules.

In most cases rolling high will involve opposed rolls between two characters, but for situations where a player is making a skill roll to accomplish a task (e.g., repairing something, climbing something, etc.) here's a list of target numbers to use. The Easy, Average, or Difficult TN's, will be used most often, but others are listed for extreme circumstances or superhuman games. For cinematic games I'd also use the Tunnels & Trolls rule of DARO, doubles add and roll over. That way there's always a chance for the characters to accomplish the impossible.


Tri-Stat d6 House Rules:

Target Numbers:
Difficulty.....Target Number
Very Easy........06
Easy..............09
Average..........12
Difficult..........15
Challenging......18
Extreme..........21
Improbable.......24


Optional Cinematic Rule: DARO, doubles add and roll over.
If you roll doubles, add that number and roll again until you don’t roll doubles.

Wednesday, November 18, 2009

Jaxxon The Gunslinger Rabbit



Jaxxon (156 Character Points) (97 Character Points)

Body: 6 Mind; 5 Soul: 4

Health Points: 55 Energy Points: 45

Attack Combat Value: 5 Defense Combat Value: 3

Attributes: Combat Technique (Two Weapons) +4,
Heightened Senses +2 (Hearing, Smell),
Highly Skilled +4, Jumping +1,
Natural Weapons +1 (Kick),
Own A Big Mecha +7 ("The Rabbit's Foot")

Defects: Easily Distracted -1 (Quick Temper),
Wanted -1

Skills: Mechanics (Astronautical) +1,
Navigation (Space) +1;
Piloting (Space Transport) +2

Combat Skills: Gun Combat (Heavy Blaster) +2,
Heavy Weapons (Gunnery) +1
Ranged Defence (Personal) +2,
Unarmed Attack (Kick) +1

Equipment: Two heavy blaster pistols (Damage 20), modified WUD-500 Star Yacht The Rabbits Foot, Good Luck Charm, 525 credits

Intelligent, 1.9 meters tall, bipedal, green, furry and armed to the teeth. Jaxxon is not a being to be trifled with - despite the cuddly appearance. This 'cuddly appearance' has caused many a foolhardy spacer to fire off a flippant comment - and quickly spit out his teeth. "I aint no rabbit" Jaxxon curtly points out, usually punctuated by a savage kick with his huge feet.






The Rabbit's Foot (modified WUD-500 Star Yacht)

Required Skill: Piloting (Space Transport)

Health: 80  Force Feild: 40  Quad Laser Cannons: 80

Capacity 4: (7 people and 3 tonnes cargo) (4 pts)
Features 1 (HyperRadio) (1 pts)
Flight 8: (5k kph; Detectable -1, hearing) (31 pts)
Force Feild 2 (-40 damage reduction; Detectable -1, sensors) (7 pts)
Heightened Senses 5 (Sensors; Detectable -1, sensors) (4 pts)
Hyperflight 3 (100x light speed) (3 pts)
Special Defence 6 (Freezing Cold 2, Lack of Air 2, Low Pressures 2) (6 pts)
Tough 4 (80 Health) (8 pts)
Weapon 10 "Quad Laser Cannons" (Long Range 6) (40 pts)
Weapon 8 - Alternate Attack "Ion Cannons"
(Incapacitating (electronics), Long Range 6) (8 pts)
Awkward Size 4 (Size 4; 18.5 metres) (-4 pts)
Physical Impairment (No hands) (-3 pts)
Special Requirement (Frequent maintenance and fuel) (-2 pts)

TOTAL: 103 Points

Created using the Tri-Stat dX rules with a tip of the hat to the SWRPGNetwork Conversions site.

Friday, November 13, 2009

RPGs by the numbers

Profiles on blogger that list as an Interest...

Mekton: 1

Fuzion: 2 (Including the guy above.)

BESM (Tri-Stat): 12

Traveller: ~143

D&D: ~2,300

So there you go. BESM/Tri-Stat is marginally more popular than Fuzion. (And it's interesting that more wimmin than men list it as an interest.) Traveller is over ten times more popular than either. And they all get crushed by the D&D juggernaut.

I still like Fuzion, and there's more than enough material online to run a decent science fiction/mecha game. But with Tri-Stat being a more complete free game and having more appeal to wimmin, and therefore a bigger potential audience, I think I've talked myself into focusing on using it for the near future. Unless I do the smart thing and just play Traveller...or drink the D&D Kool-Aid. "Magic Missile!"