Wednesday, 29 July 2015

Pimp My Power Armour

Why?
Power armour and related things are inherently cool. They’re also some serious kit, and thereby require some hefty cash or some theft, either works. This system works with both the Assault Suit and the Power Armour, although the prices listed in the book are for second-hand models. Double the price for a new suit, quadruple for something built to your own spec.

Wear and Tear
Determine number of previous owners (1d8) if second-hand. For each owner, 30% chance of some user-added modification – use general quirk table, ignoring negative quirks. Add the listed price to the asking price.

Quirks
Each suit will have 1d6 quirks.
Class 0 – Negative Quirk
Class 1 – Mixed Quirk
Class 2 – Positive Quirk
Price reflects the price as an after-market modification, or to correct the issue for negative traits. 1/3 of these prices is parts, the rest is labour.
1d20
Quirk/Modification
Class
Price (Cr)
1
Heavy Plating – Reinforced plates and increased defence capacity overall improves defences but results in a bulkier, clumsier suit. -1 AC, -2 readied items.
1
900
2
Shoddy Electronics – The production facility skimped on costs by using inferior electronics for the joints and connections. -1 to physical action requiring precision.
0
600
3
Propriety Ports – The suit can only interface with systems designed for it. Think iPhone charger cables.
0
400
4
Power-Hungry – The suit utilizes its power supply inefficiently, halving operational time to 12 hours.
0
-
5
Exposed Atmospherics – The suit has exposed atmospheric sub-systems, a serious vulnerability. Crits against the wearer destroy these systems, cutting off oxygen.
0
1000
6
Embedded AG/Jump-jets – This suit has either an embedded anti-gravity device or a more conventional set of jump-jets, allowing the user to brake when falling or reach higher vantage points.
2
1500/3000
7
Critical-Zone Assessment Software– The CZAS can detect and highlight vulnerable areas on most targets, allowing for deadlier fire. User crits on a 19-20.
2
5000
8
Threat Assessment System – The suit can rapidly identify threats and provide relevant information if the threat is contained within the bestiary.*
2
3000
9
Automated User Resuscitation Device – The AURD can detect critical life-signs within the suit and administer a Lazarus Patch when required.**  
2
4500
10
Chemical Combat Stimulation Suite – A CCSS delivers drugs to the user’s system on-demand. The CCSS supports oral and IV drugs, and can hold 3 different compounds at 3 doses each.
2
3000
11
Night-Vision and Thermal Optics – The suit’s visor and OS provides night-vision and thermal imaging.
2
1750
12
Radiography Module – The suit contains X-Ray emitters and imagers, allowing x-ray vision to 30 feet.
2
6000
13
Effective Weapon Mounting(s) – The suit has 1-2 shoulder mounts for additional weapons which can be aimed and fired independently of a held weapon. These weapons fire at -2 to hit, and reloading required dis- and re-mounting.
2
4750
14
Embedded Weapon Systems – The suit contains at least one embedded weapon, which is operated through suit commands. Reloading is impossible without a field-maintenance kit.
2
4000 + weapon cost.
15
Retractable Boarding-Action Mono-Claws – Retractable mono-blades are stored in the suit’s wrists. Using them requires at least one hand free, dealing 1d6 +1 damage. Damage as mono-blade with both hands free.
2
3450
16
Poor Plating – Another cost-saving feature, the armour of the suit is of low quality. +1 AC
0
2000
17
ECM Suite – Equipped with an electronic-counter-measure suite, the suit is very difficult to target, effectively operating as a stealth unit where electronic systems are concerned.
2
10000
18
Active Environment Suppression System – The suit was developed for particularly harsh and invasive environments, leading to multiple-redundancy atmospheric seals and chemical-distributors which release chemicals to inhibit harmful reactions between the suit surface and chemicals present around it.
2
8000
19
Uncomfortable – Something about the suit makes wearing it for a long time deeply uncomfortable. Whether it has creases in the wrong places or an upsetting smell, the user takes a -1 to all rolls for every 4 hours spent inside.
0
750
20
Poor Heat-Management – The thermal bleeding on the suit is insufficient for the build-up, leading to dangerous conditions for the operator.  Heat exhaustion causes hot temperatures to deal 1 damage per hour, whilst vacuum deals 1 damage per 5 minutes of use.
0
4525
*Subject to a subscription fee of 400Cr per week. Requires regular updating.
** Requires specialized patches priced at 100Cr each. The AURD has a Tech/Med skill of 1.

Experimental Modules
‘Chameleon’ Active Camouflage Coating – HAP special forces are rumoured to be equipped with these stealth modules which allow for near-invisibility to the unassisted eye. However, any damage to the suit renders the module useless. Prices in excess of 40000Cr, and is guaranteed to be stolen.


Razorcloud Close Defence System – A series of embedded micro-robots are distributed throughout the suit. They are slaved to the suits central OS, and are released on command. They then tear apart any unarmoured targets within 10 foot of the suit, effectively acting as an infantry based Wheatcutter Belt. Issues preventing the distribution of the system include the lack of IFF and the prohibitive cost of reloading the system after use. The system runs for upwards of 15000Cr, with each reload being 7500Cr, where supplies can be found.

Saturday, 18 July 2015

Quirky Guns and Weird Ammo

Guns are different depending who manufactured them, and who had them last. This lets you see what's different, and gives advantages/disadvantages for that.

1      Wear and Tear
Determine number of previous owners (1d8) if second-hand. Reduce price for each successive owner, with first owner causing the most significant reduction. For each owner, 30% chance of some user-added modification – use general quirk table, ignoring negative quirks. Add the listed price to the asking price.
Manufacturer
Determine manufacturer and derive number of design quirks and price modification.
Budget Weapons will look cheap and mass-produced. Stamped-metal parts are common. Think rural-area AK-47s and the Sten.
Conventional Weapons are just that. They look how you’d expect. Think M16 or H&K MP5.
Unconventional Weapons push the boundaries of normal design, such as the Mateba or the FN P90.
Exotic Weapons are entirely separated from the design of normal weapons, such as the H&K G11 or Korobov TKB-022.
1d6
Manufacturer Class
Price Modification
1-2
Budget – 1d4 quirks, at least 1 must be mixed or negative.
Unit at 50-75% cost.
3-4
Conventional – 1d4-2 quirks.
Unit at 100% cost.
5
Unconventional – 1d6 quirks.
Unit at 150% cost.
6
Exotic – 1d8 quirks.
Unit at 200% cost.

Quirks (assumes projectile weapons)
Class 0 – Negative Quirk
Class 1 – Mixed Quirk
Class 2 – Positive Quirk
Price reflects the price as an after-market modification, or to correct the issue for negative traits. 1/3 of these prices is parts, the rest is labour.
1d50
Quirk/Modification
Class
Price (Cr)
1
Extended Barrel. Weapon has a significantly lengthened barrel.  Increase ranges by 25%, -2 to use in close quarters. Awkward to move around.
1
100
2
Shortened Barrel. Weapon has a significantly shortened barrel. Decrease ranges by 25%, +1 to use in close quarters.
1
100
3
Increased Calibre. The weapon was designed to use a larger-than-normal calibre. Decrease magazine capacity by 25%, increase damage by 1.
1
100
4
Decreased Calibre. The weapon was designed for a smaller calibre than most in its class. Increase magazine capacity by 25%, decrease damage by 1.
1
100
5
Aim-assist System. Weapon has an advanced computer embedded within the optics, partially aiming the weapon. Weapon fires at +2 to hit. System runs for 12 hours on A-cell, or connects to Assault Suit/Powered Armour.
2
300
6
Shoddy Manufacture. Poor design or maintenance has led to an inferior weapon. Weapon explodes on a natural 1, dealing 1d6 damage to wielder.
0
-
7
Grenade Launcher. Weapon has an underslung grenade launcher with a magazine capacity of 3. Damage as standard grenade, range 200/400.
2
300
8
Micro-flamer. Weapon has embedded micro-flamer. Fuel capacity enough for 3 uses. Range 10/30. Deals 1d6 damage, burns for 1d6 rounds.
2
200
9
Bayonet. Weapon has a standard bayonet attachment. Allows melee attack with damage as knife.
2
25
10
Mono-bayonet. Weapon has a Monoblade bayonet. Allows melee attack with damage as Monoblade.
2
100
11
IR Pointer. Weapon has an infra-red laser pointer. +1 to hit for yourself and allies equipped with night vision.
2
50
12
Shotgun. Weapon has an underslung shotgun designed for breaching doors. Damage/range as normal. 3 magazine capacity.
2
100
13
Micro-laser. Weapon has an underslung micro-laser. Damage as laser pistol, use Projectile weapon skill. Magazine capacity of 2.
2
450
14
Alternate grip. Weapon has a differing grip, most commonly a pistol-grip attachment. +1 to hit.
2
100
15
Folding Stock. Weapon’s stock is replaced with a folding variant, allowing for use in smaller conditions.
2
100
16
Rare Components. This weapon was developed with hard-to-find components, quadrupling the cost of any repairs which need to be made.
0
-
17
Unreliable Safety. This weapons safety may as well not be there. On any natural 1, the weapon discharges, with a 80% of dealing full damage to the wielder.
0
200
18
Sensitive Mechanisms. This weapon is unreliable in dirty conditions. An hours maintenance in atmospheres with dirt, dust etc.
0
300
19
Amphibious. This weapon was designed with amphibious operation in mind, and operates equally well under-water and on land.
2
300
20
Loud. This weapon is incredibly loud, and cannot be silenced. Animals are more likely to flee once it begins to roar and kick.
1
100 (cannot be after-market)
21
Crude. This weapon is larger than usual, and made of easily replicable parts. Maintenance and repair is easier, although it takes up significantly more room and is heavier.
1
-
22
Fragile. This weapon does not stand up to a beating. In a situation where the weapon is damaged, it is more likely to simply break.
0
-
23
Resilient. Whether by design or accident, this weapon continues to work through almost any circumstance.
2
-
24
Laser Sight. Weapon is equipped with a visible laser-pointer. +1 to hit your target for yourself and allies, enemies get +1 to hit you.
1
75
25
Unconventional Magazine. The weapon only accepted an unusual or propriety magazine, which comes at twice the normal cost.
0
-
26
Advanced Optics. Weapon has superior optics for operating within its normal ranges. +1 to hit.
2
150
27
Jam-Prone. Weapon jams on 1-3 on a d20.
0
175
28
Night-Vision Optics. Weapon has optics with light-amplification technology. +1 to hit from optics.
2
400
29
Thermal-Imaging Optics. Weapon has optics thermal imaging technology. +1 to hit from optics.
2
600
30
Suppressor. Weapon has an internal suppressor, significantly muffling the noise and light produced by firing at the price of damage. -1 damage. (minimum of 1)
2
150 (50 for external)

Specialist Ammunition

(max. target ac is 9)
Hollow-point Rounds – 15Cr per 20 rounds. These rounds expand upon contact, causing additional damage. -1 to hit from reduced penetration, +1 damage from expansion. Reduces risk of hull penetration.

Armour Piercing Rounds (Conventional) – 20Cr per 20 rounds. These rounds are designed to defeat more advanced armour types, and allow tech 3 weapons to defeat power-armour. +2 to target AC from armour-piercing, -2 damage from over-penetration and lack of deformation.

Explosive Tipped Rounds – 35Cr per 20 rounds. After penetrating, these rounds detonate to cause considerably increased damage. +1d4 damage from explosives. Loud. Messy.

Incendiary Rounds – 20Cr per 20 rounds. These rounds contain compounds which ignite either upon penetration or in the air. 25% chance of igniting target.

Experimental Ammunition

Armour Piercing Rounds (Depleted Uranium) – 150Cr per 20 rounds. Utilizing a depleted uranium penetrator, these rounds are very effective at pushing through armour. The over-penetration is compensated for by the pyrophoric (air-combusting) properties of depleted uranium, meaning these rounds inflict horrific damage on a target. In addition to this, they also leave toxic soluble uranium-salts within the wound, leading to massive health issues. +3 to target AC due to incredible AP potential, +1 damage from chemical reactions and deposited salts.

Guided Gyrojet Rounds – 200Cr per 20 rounds. These are more like miniature rockets than conventional ammunition. The firing mechanism of the gun provides the initial speed, and the rocket then locks onto a target provided by the user. The round then guides itself towards the target. This requires the use of a weapon with Aim-assist and a computerised suit. (Vacc-suit or powered armour) +3 to hit.

Monday, 13 July 2015

We Flicker And Fade

Above the Brokejaw range are the Nertmen, and their mist-choked forests of auld. These men of iron and fur stalk not the paths tread by those who are more often not, evidence of their passing fleeting and separated by great voids.

Tales of villages dissipating into nothing upon return visits are not the excuses of poor navigators - those who built them impart their nature upon them - the Vanishing People. To fight them is to find yourself swinging at nothing, fickle phantoms merging with the mists. To trade with them is to throw coins down a well - fantastical goods vanishing into nothing in the back of wagons. And so they are left to their mysterious devices in the mist.

Nertmen priests ambiguously link them to ancestors, winter, time and stone-working.

Thursday, 9 July 2015

Who Eats Most?

The admirals and diplomats eat the most. Quality is not an issue with ghouls, but quantity is essential. The hunger is never sated, but the more you eat, the more rational you become. Those at the top, those who make the decisions are fed regularly. They are still utterly insane from the hunger, a howling which will not cease. Endless.

The captains and the Wardens - tasked with caring for the Restless - are the next step below, still retaining an edge of the feral ferocity associated with the wild Ghouls not incorporated into the Hungry Empire. To interfere with a Warden is one of the only crimes in the Empire.

The sailors do well from their flesh-piracy, although many captains allow the Ghoulish fear of water to maintain their focus rather regular feeding. The soldiers of the Empire are allowed to eat of the enemy dead as their pay, leading to a strange rhythm of minimalistic assaults lacking all strategy before organised, well-executed maneuvers as befitting a professional army.

The Restless are those driven to near catatonia by the lack of meat.  Most the Empire's territory is taken up by these figures, sitting beneath the sun, shaded by their hats. Visitors have compared the effect to a field of flowers with dead, twitching stems, swaying in the wind and beaten remorselessly by the sunlight. As needed, sections of the Restless are rounded up and fed to a state suiting their new station.

A Note on Culture ~ Sir Terrence of Floyd

A most puzzling export of the Hungry Empire is their art and literature- truly stunning works produced by dead minds animated by a single force. This force taints all of their works, although many of the more skilled are able to cloak this terrible urge under layers of abstraction. Some of the more fashionable readers and nobles of the Nilfenberg Empire clamour for genuine articles of Ghoulish art and writing, something obviously restricted by the Church. Something about this all encompassing passion speaks to the living as much as the dead, although the scandalous knowledge of what must be bartered to obtain it no doubt thrills the jaded nobility.




Monday, 15 June 2015

Stitcher - Graftmaster Supreme

The Stitcher is a rogue barber-surgeon willing to use a dash of magic to 'improve' his patients. Banned in most places, incredibly useful for those at risk of limb loss. The issue with these replacements is the risk of picking up elements of the previous holder.

Progression as Magic User, with the addition of a First Aid skill which progresses like that of a halfing.

Things a Stitcher can Do

- Pickle wizard brains. A wizard brain takes days equal to the MUs level to prepare, and when done can be eaten by a magic user to gain knowledge of any spells stored within. Save Vs Poison (at a penalty equal to the brain's MU level) or else you've got another wizard riding in your skull, yelling at you most likely.

- Temporary grafts. Attach temporary additional limbs/organs or give them a leg to walk back to town. Takes 30 minutes. These last d4 hours, and give a -4 to the corruption roll. (explained below)

- Permanent grafts. As above, but permanent.

Grafts and Grafting

You can only support grafts equal to your constitution modifier +2, unless you're replacing something with an example from your own species. Eye for an eye.

Grafting takes a day, with another day for recovering and getting used to the additional body parts. When the craft is complete, the graftee must roll under constitution + grafter level or else try again with a new body part. A good, clean place for surgery gives -2 to the roll, and exceptionally dirty places +2.

After the graft is complete, make a Corruption roll, modified as below.

Situation
Modifier
Replacing a lost part
+0
Replacing an existing part
+2
Additional part
+4
Fingers / Toes
+0
Hands / Feet
+1
Arms / Legs
+2
Ears
+1
Eyes
+2
Genitals
+2
Internals
+4
Brains
+5
Same Species
-1
Natural Creature (Animals etc.)
0
Magical Creature (Unicorn, dragon etc.)
+2
Unnatural Create (Aberrations, created things etc.)
+4
Outsiders (Devils, demons, angels and worse)
+6

The Corruption roll determines how much the replacement is going to effect you in unintended ways, and is made on a d20.

Roll
Severity
>0
Absolutely nothing happens. Perfect surgery. Good job, doc!
1-5
Some minor changes. Nothing noticeable.
6-10
Manageable changes. Friends and family will notice.
11-15
Moderate changes. You've become someone similar, but different.
16-20
Significant changes. You (might) look the same, but something is wrong.
21-25
Huge changes. You’re more different than the same.
26+
A New You. The old you is dead. Long live the new you.

The changes wrought depend on the source of the transplant. Example - Goblin Eyes.

At a minor level, you like steak a bit rarer than before.
Moving up slightly, you start getting urges to skulk or steal things. Nothing too serious.
Or perhaps you were less lucky. You can't resist picking up things now, and have a big thing for raw meat. The light hurts your eyes too.
You just don't feel right these days. The sun is too bright, the humans are too loud - wait, you did it again. Oh dear.
You keep trying to fit into spaces too small, you can't stand light and hate cooked food. You sometimes think in Goblin, although you don't understand it.
You're actually a big Goblin. The biggest Goblin. Travelling with humans is a lark.You love stealing, raw meat, torture and hatehatehate the sun.

Corruption effects within the same species would be more about taking on elements of the donors personality.

Of course, any natural benefits of the new body part are also inferred. Darkvision, increased strength, you name it. You should get used to bribing the GM or being able to bullshit about the anatomy of the things you're cutting up and splicing onto yourself/your patients. 

Saturday, 13 June 2015

The Beauty of Bastards - Sandboxes to Burn

Two of my campaigns are founded upon a single commandment - get rich or die trying. This had led to both games being the chronicles of a team of utter bastards wreaking merry havoc across the land (see the early LotFP write-ups for the origin of the Six Bastards), and I honestly find it to be the most satisfying thing to DM. The principle motivator of money explains the group sticking together, and lets you realistically plan what they're going to do. What with this being a role-playing game, things are guaranteed to get interesting when the characters are choosing between riches and non-monetary gains.

The mindset of trying to take the world for a ride also means the players are going to examine everything for potential gain, both within dungeons and within settlements, leading to some fun world building and some excellent (and not so excellent) plans, including dungeoneering for political funding, organised smear campaigns against noble houses and the blackmail of armed forces. A well-thought out sandbox with interesting scenarios for the players to get embedded in works wonderfully, especially when they cause things to backfire on themselves.

The only potential issue is ensuring players aren't too eager to betray each other - so far, it's mostly been the shared knowledge of atrocities and honour amongst thieves. Running LotFP, alignment isn't an issue for this sort of play.