Showing posts with label BESM. Show all posts
Showing posts with label BESM. Show all posts

Monday, August 23, 2010

BESM2 Call of Cthulhu

Rescuing some more BESM fan rules from obscurity. In this case it's William H Timmins' rules for playing Call of Cthulhu with the BESM 2 rules (which could easily be tweaked to work with the free Tri-Stat rules).


They are the one's formerly linked to on Blackbird's (of BESM EX supplement fame) BESM links page. They're too long to post here, but just follow the link to find an archived copy of them. I'm pretty sure they were written before the Revised Edition was published and it's surprising how similar the Sanity rules are to the Psyche rules in 2RE. Something else I really like are the Occupation rules.

Designing an occupation is simply a matter of collecting a series of skills so that the skill cost, per level, is divisible by 10. The cost in Character Points is the skill cost divided by 10.

I like the way games like Call of Cthulhu and Mekton Z handle occupations by treating each profession as a group of 5-6 specific skills, so it's nice to see something similar implemented in BESM. Here's the example he gives.

Example, in standard genre:

Antiquarian – Art, Bargain, History, Law, Library Use, Other Language, Spot Hidden, + any one skill as a personal specialty

Visual Arts (any) 3/level

Persuasion (Bargain) 3/level

* I added this, it is not in normal BESM2. Other specializations: fast talk, persuade

Cultural Arts (History) 4/level

Research (any) 4/level

* I added this, too. Specializations: library use, lab work, internet use, statistical analysis

Linguistics (any) 3/level

Standard package costs 2 CP, gets one level of Visual Arts (any), Persuasion (bargain), Cultural Arts (History), Research (any), and two levels of Linguistics (any).

And since skills are optional in 2E you could always just use Occupations as a rough outline of what kinds of things a character would be proficient at.

In any case, there's lots of good advice here for running CoC using BESM rules, or (if you want to make Lovecraft roll in his grave) playing a Demonbane campaign.

Monday, August 9, 2010

Mecha Malfunction Table

This is another chart from the vanished Shigata Ga Nai High site, taken in turn from SJG's Tooniversal Tour Guide. You could update results 15 and 53 to something like, Viewscreen only displays "K-ON!"


Mecha Malfunction Table by Matthew Webber

Based on "The Dreaded ‘Uh Oh, Equipment Failure' Table" in the "Tooniversal Tour Guide" Mektoon section by Rrobert Cross, with some Anime-esque modifications.

Roll on this chart whenever the player rolls a 12. If an attacking character chooses, they can roll on this chart instead of Critical Damage Table.
To roll on this chart, use 2D6, designating one die the "Ones" and another "Tens" and roll like you would roll 2D10 to get a D100 result. (ie, one die rolling a 4, and the other a 3, would yeild a result of 43, or 34.)

11 Random weapon stops working
12 Limb freezes up and won't move
13 Limb falls off
14 Viewscreen only displays in black and white
15 Viewscreen only displays "Fist of the Northstar"
16 Weapon gets hot, can only be fired once every two rounds or it will melt.
21 Mecha is knocked over
22 Sound receptors shut off. All combat rolls are +3
23 Mecha cannot walk, and runs at full tilt when it moves
24 Mecha stops halfway through a tranformation (if transformable, if not, roll again)
25 Powerpack explodes. Mecha takes 15 damage an cannot move
26 Mecha becomes SD
31 Targeting computer malfunctions. +3 to hit
32 Mecha will no longer transform (if tranformable, if not roll again)
33 Power source malfunctions, will lose all power in 1D6 rounds
34 Air conditioner shuts off. +2 to all rolls
35 Air conditioner won't turn off, +1 to all rolls.
36 Limbs only function on a roll of 6 or less. (Roll 2d6 for every movement)
41 Head is damaged, mecha takes double damage. If the pilot is in head, then they take 10 damage.
42 Mecha will keep repeating its last movement until the Pilot can roll a 2.
43 Entire team's viewscreen will show only the shocked faces of their teamates
44 Mecha can only walk backwards
45 Random weapon explodes. Does 10 damage
46 Short circuit in electrical system . Pilot must make body roll every round or suffer 5 damage
51 Pilot is unconscious for 2d6 round.
52 Communications with other pilots are out
53 Viewscreen displays "Brave Fencer Musashi"
54 Mecha can only fire all weapons at once
55 Targeting computer malfunctions, and begin to target other teammates.
56 Mecha changes movement modes randomly
61 Limb explodes. Does 15 damage
62 Weapon falls off
63 Cooling systems malfunction. Mecha will overheat and shutdown in 2D6 rounds
64 All controls go dead for 1 round every 1D rounds
65 Communication system malfunctions and broadcasts all transmissions on an open frequency.
66 roll again, twice

Thursday, July 29, 2010

Strife Path Generator

This chart comes from a long vanished website called Shigata Ga Nai High that was devoted to BESM 1E. Most first edition stuff is easy to adapt to second or third edition rules, and besides this chart doesn't contain any game specific content anyway. It's a random "Strife Path Generator" for mecha pilots that's very reminiscent of  R.Talsorian's Lifepath tables . It's a great way to get some random background details for your mecha jock's life.



Strife Path Generator by Matthew Webber

Taken from "Tooniversal Tour Guide" Mektoon section by Robert Cross.

Perfect for seeing what type of interesting , dramatic or stupid personal problems that every Mecha Pilot character seem to have. Start by rolling 1D6. Go to the starting point with the same number. From there just keep rolling the die until you get an "End" result. You can go through the strife path as often as as you wish.
This chart is originally meant for Mecha pilots, but works with many anime character types.


Starting Point
1. You have an enemy. Go to the Enemy section.
2. You are involved in a love affair. Go to the Romance section.
3. You have a mental problem. Go to the Mental section
4. You have a family problem. Go to the Family section.
5. You have a weird problem. Go to the Weird section.
6. Roll twice. Ignore any further 6 results.

Enemy Section
Your enemy is ...
1. An alien
2. A former friend
3. A relative
4. A criminal mastermind
5. Someone on your side (possibly another PC)
6. A former lover
Now go to the Motive section

Romance Section
The object of your affection is...
1. A teammate
2. A friend
3. An alien
4. A criminal
5. An enemy
6. A relative or lover of a friend.
Now go to the Complications section.

Family Section
the family member is...
1. Your brother
2. Your father
3. Your sister
4. Your mother
5. Your cousin
6. Your in-laws
Now roll on the Family Troubles section.

Mental Section
Sometimes you...
1. Think everyone is out to get you
2. Develop a phobia
3. Suddenly change personalities
4. Become obsessed with someone, or something.
5. Suffer a change in emotions
6. Suddenly become completely insane.
Now go to the When section.

Weird Section
Something strange is going on...
1. You are cursed.
2. You have been contacted by aliens from another planet/dimension
3. You loose an Attribute and gain a new one.
4. Non-living items can talk to you.
5. You have a psychic connection to (Animator's choice)
6. If your Health Points reach 0, something strange happens
End.

Motive Section
Your Enemy hates you because...
1. You defeated him in combat
2. You accidentally killed a member of his family.
3. You stole his lover
4. You sent him to jail
5. You foiled his plans
6. You are what he secretly wants to be.
End.

Family Trouble
the family member is...
1. In trouble with the law
2. Is working for Aliens or a criminal mastermind
3. Is in financial trouble.
4. Has gone crazy
5. Has disappeared
6. Has become the Criminal Mastermind.
End.

The When Section
Your mental problems occur...
1. When you get in/ out of your Mecha.
2. When you go into combat
3. When you see a certain thing
4. When you alone
5. When a certain person is around
6. When you are wounded.
End.

Complications Section
Your love affair is complicated by...
1. He/she doesn't know you exist.
2. His/her family hates you
3. You're completely mismatched.
4. Your family hates him/her
5. You don't know that he/she loves you.
6. You have a rival for his/her affections.
End.

Monday, July 12, 2010

Digest sized games

There's something inherently old-school about digest-sized game books. That's because the earliest games, like OD&D, T&T 1st ed., and CT were all first issued in digest-sized volumes. I wish more games were printed in digest size, not only because they'd be cheaper, but because that would just be cool. Here's a few digest sized games I have...



Published by Corgi Books and distributed in the box set of Tunnels & Trolls, this digest sized rulebook is a reprint of the venerable 5th edition rules with only minor alterations (but not the 5.5 rules). The paper isn't the best quality, and it's missing the illustrations by Danforth and Carver that make 5E so memorable, but this is still the rulebook I get out when I want to play a game.



It was cool how Guardians of Order printed most of their books in digest format. It wasn't until the end that they started releasing big, expensive hardbacks (which may have contributed to GoO's demise, but I could be wrong about that). Of course BESM kind of contradicts my assertion that digest size books are old school, since it was a decidedly new school, story telling game. But it was still cool.



Slightly smaller than digest sized, the Pocket Edition of Traveller (Mongoose) is a miniaturized version of the main rulebook. Unfortunately that means the text is very tiny, so reading these rules involves a lot of squinting. I really like the Mongoose iteration of the classic Traveller rules a s they address some of my nit-picks with the original and more importantly they combine all rules in one volume rather than splitting then up into three volumes.



One of the reasons the first rpgs were digest sized is because that was the format of the miniatures wargames that the hobby grew out of. Some wargames kept that format, like Shock Force 2nd Ed. This fast, fun skirmish game is set in a science fantasy setting that's somewhat reminiscent of Gamma World, but the force builder rules let you take this game into any setting...like Gogol Island, for ex.



Another great set of skirmish rules I have are Wessex Games' Firewall 2136AD. While it doesn't capture the feel of cyberpunk as well as Cyberpunk 2020, it's still a fun rules-lite game.



UPDATE: I can't believe I forgot BESM at first. I added it and a few minor clarifications and corrections.

Friday, February 5, 2010

Mashups

I haven't been doing any noteworthy gaming lately, but I have been kicking a few ideas around. One thing I've been thinking about is which RPG rules would work best with my favorite space combat games. Those would be Starmada and Slag! What I have in mind is running the RPG session as normal, but whipping out the space combat games for any major spaceship shootouts that flare up. My inspiration for this are those old D6 Star Wars adventures that suggest using Star Warriors for space battles, FASA's Star Trek which was published alongside a tactical space combat game, and of course Traveller and its various complimentary space combat boardgames. So here's what I'm thinking...



Starmada is one of the best games for simulating the space opera style starship combat that you see in many animé. There was even an option for an "Amine Spinal Mount" in earlier versions of the rules. BESM is one of the best animé RPGs and favors the over-the-top action of swashbuckling space epics. What could be better than playing them together? Both of these games have great point based rules for custom designing your spaceship or character. Both are very versatile and can handle most styles of play, although they lend themselves best to cinematic space opera. The main point of difference is that while Starmada has a solid and well balanced point system, BESM's is arbitrary and unbalanced, making it very easy to build game breaking characters. You need a degree of GM oversight and player cooperation to make BESM work that just won't be needed when it comes to designing starships using Starmada. But that shouldn't be a major obstacle to combining these games to run some amazing animé adventures.



Slag! is a simple and versatile space combat game that uses a diceless system. What better fit for it than the diceless RPG system of Active Exploits? Both of these games are flexible enough to cover a variety of settings, from interplanetary exploits up to galaxy spanning space opera. Slag! has options for building all manner of ships and bases, with options for Force Screens, Tractor Beams, etc. Active Exploits has rules covering most situations, including sf conventions like psi powers. Even so, I'd be inclined to use these games for less flamboyant, more lifelike settings. It's not that they couldn't handle the more exaggerated settings, because they can. It's just that ships end up blasted hulks very quickly in Slag!, and combat in Active Exploits can be deadly. Just right for a more realistic game of outer space adventure.


Unfortunately, I'm not likely to have a chance to try these combos anytime soon, but I like the idea of them. Maybe I can talk someone at the FLGS into giving them a go...

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!"

Wednesday, November 11, 2009

Vanishing games

It seams like the webpages devoted to the RPGs I like are vanishing at an alarming rate. This has been happening slowly over the past few years. Now that Geocities, which was home to many a RPG related page, is defunct it's really noticeable.

I'm mainly thinking of Fuzion here. Even though it never really caught on with either the Hero System or Interlock fans, there used to be a huge amount of material for it available to download for free. There were major plug-ins covering magic, psi powers, aliens, and Road Warrior style combat. Supplements like the Total Powers plug-in and the Heroic Abilities plug-in gave you complete superpowers rules. And Naughty Tentacles even provided material for hentai games. All that material is basically gone now. Even Lightspeed, one of the few games left using the Fuzion mechanics, is supposedly switching to a different system.

Action! System, which is an OGL knock off of Fuzion, hasn't fared much better. There was never as much material available for it in the first place, and now even that's disappearing. My favorite use of the game, Jamie Borg's ASsembler rules which ported OGL Mecha to A!S, vanished with Geocities. And it doesn't help that the Gold Rush Games site has been down for years, although you can still by their games at sites like RPG Now.

It's very discouraging. I have copies of most of this stuff archived, but it's hard to get people interested in playing a game they've almost never heard of and that has almost no web presence.

As it stands I think Tri-Stat dX is one of the best free games out there. It's a complete RPG, with a full-fledged power system that covers everything from mecha to superheroes. It's sort of like a free, rules-lite version of Hero System. I have a few nits to pick with the game, but nothing that a page or so of house rules can't cover. And even though Guardians of Order went under years ago, BESM/Tri-Stat have a good reputation and fairly wide recognition. Plus they have a slick, active fan site online.

Maybe I'm just in a funk because I haven't been able to get any games going lately. Aside from the occasional pick-up game with friends I haven't been able to get anything rolling. I'm probably just approaching things at the wrong angle or something, but going with more popular free system that I like may help. We'll see.