DEPARTMENTS

Showing posts with label Homebrew Rules. Show all posts
Showing posts with label Homebrew Rules. Show all posts

Saturday, February 22, 2014

Going Rogue! - New Stuff for Rogue Space

Skeevs



Archetypes: Scoundrel
Abilities: +2 Acquiring

Toe Claws: Skeevs packs a wicked claw on each of their feet. These are used as weapons in their native fighting style. These claws do L type damage. 

Description: Skeevs are a diminutive species of humanoids with a withered, stringy physique. Dry, drawn skin covers there body, spotted with warts and blemishes. Their long faces have prominent overbites with jagged, jutting teeth. Their posture is stooped and balanced on legs that are disproportionately long for their bodies each ending in a club-like foot with two claws, one being cooked and sharp. Skeevs come in a number of skin colors ranging from yellows, to oranges and reds.

Planet
Nobody knows where Skeevs come from. If they have a planet it is either well hidden, remote, or long gone, possibly a mixture of any of these. Instead, Skeevs travel the stars in massive barques - ramshackle ships, festooned with scavenged equipment, components and weapons. 

Technology
Skeev tech is a combination of rigged components stolen and scavenged from those upon whom they prey. Skeevs are not picky and will make use of anything, regardless of tech level. Any weapon can kill and the alien with the most weapons usually wins. On occasion, Skeevs may be in possession of incredible technology. In many cases they are often using such tech to less than its full potential, either not understanding it entirely or lacking associated components necessary to utilize them to full capability. 

Culture and Laws
Skeevs live by a simple law of "big stick, best idea". Skeev culture is predicated on scrambling to get one up on those around you. While they may often band together and form alliances, these are units of convenience or necessity and only as solid and steadfast as long as those needs persist. Skeevs do not form strong family bonds and even their young (born by the dozen) prey on one another in a interplay of treachery, deceit and one-upmanship.

The laws of these creatures are usually centered around the proper way to deal with those who cross them. Barque captains often maintain some sort of ship's code that is supposed to bind all those sheltering aboard his vessel. This does not stop Skeevs from engaging in their usual larceny but it does slow them down. Plans are often hatched on board the barques, but generally held off until the Skeevs away to carry out.

Weaponry
Skeevs are most commonly seen using slug throwers and other projectile weapons. Rockets and grenades are often popular as well. Higher tech weapons are not unheard of, but are often the gear of more successful and powerful Skeevs. Blades of all kinds are also popular.

Ships
As stated above, Skeevs live their live in massive ships called barques. No two barques are alike and each is home to dozens, sometimes hundreds of smaller small attack ships, the Skeevs call "cutlasses". Each cutlass is either the personal property and project of its crew (usually 2-5) or, in cases of less fortunate Skeevs, a patron or benefactor, often the captain of the barque on which they are based. 

Relations to Humanity
Humans and Skeevs are not good company. Skeevs see humanity as easy pickings, seeing them as soft-skinned, luxury-minded, and easy going. Humans see Skeevs as vermin. Human authorities often give Skeevs little quarter, often taking on a fire first and never bother asking question attitude. Skeevs do love human technology, finding that it integrates nicely with all manner of technology.


Using them in Rogue Space
Skeevs are perfect encounters in any adventure. Skeevs can easily be inserted as a random encounter both in space and planetside. Skeevs also make good plot devices, being a source of crime and larceny throughout known space.

Thursday, February 13, 2014

Going Rogue! - New Stuff for Rogue Space

Wazleen


Archetypes: Soldier
Abilities: None
Description: The Wazleen are mammalian humanoid species with an awkward, oblong build, long neck and pinched features. Wazleen mouths are naturally down-turned and this has given them an undeserved reputation among humans as being perpetually "in a bad mood". Wazleen legs are bowed on wide hips and as such they tend to waddle when walking.

Planet
Ziktapapatus is a sparse world, devoid of natural resources ages ago by the millennium of improper management of their. Most Wazleen have migrated to huge, orbiting city platforms that float above the planet as the species continues to chip away at their home world. In fact, Ziktapapatus is visibly misshapen and scarred, even from orbit where huge, bite-like sections of the planet seem to have been carved out. This diminishing planetary mass has already started to have an effect on the orbital dynamics of the star system and two of its moons have already collide a few generations past, creating a dense asteroid belt in their previous orbit. Of course, the Wazleen have taken to mining these asteroids.

Technology
Wazleen technology is high, with an emphasis on industrial application. Massive mining ships and orbital processing platforms are common. Gravitic technologies are also a priority to the Wazleen.

Culture and Laws
The bottom line is what is most important to the Wazleen. To this end, any member of this race is measured by his worth to the family business. Dreamers and individuals are not openly received by their families, but the governing board of elders does recognize their importance in terms of innovation. Such individuals are usually grouped into government think tanks with the planetary government taking the risk on them.

Property rights are highly important and crimes such as theft, vandalism, and the like carry heavy fines and sanctions upon individuals who are found guilty of violating the ownership of another. Prisons do not exist on Ziktapapatus with most long-term criminals sentenced to unpaid internships in the various corporations. The hardest criminals - murderers and such are sentenced to work the surface of the planet, a sentence that, while not execution, guarantees a short remainder to the offenders existence.

Weaponry
Wazleen weapons tend to be high energy weapons. 

Ships
Wazleen ships are not known for speed and maneuverability. Most are haulers and transports with a lot of factory vessels. Even their warships tend to be of the "sit and shoot" sort with at least 50% of their fleet made of immense dreadnoughts.

Relations to Humanity
Wazleens views of humanity tend to place them someplace between enemy and competitor. While they do not have any outright hostility toward humanity, human business acumen has a tendency to orbit the same interests as the Wazleen. Humanity's view of this species is one of suspicion and confusion as humanity seems to always run afoul of Wazleen even when they are not directly involved or competing. It is not unknown for Wazleen to make human business their business even if they had no interest of their own.


Using them in Rogue Space
Wazleen represent an opportunity for non-militant conflict in games. They also provide excellent opportunities for employment.

Going Rogue! - New Stuff for Rogue Space

M'wunga



Archetypes: Soldier
Abilities: +1 Fighting
Amphibious: M'wunga have complex lung that allow them to breathe equally well in both air and a liquid (water) atmosphere.
Description: M'wunga appear ad pale blue, fish like humanoids with wide, down-turned mouths and prominent speckling all over their body. M'wunga have a disproportionately large torso for their legs. While they appear to be related to fish, these aliens actually evolved as bottom dwellers, thus their short legs and solid-hoofed feet.

Planet
The M'wunga home world known as Abnaxa is 98% covered in a thick, lukewarm, shallow ocean. The few islands are actually the rocky peaks of the world's tallest mountain, piercing the waves. The waters of the planets are thick with minute crustaceans and plankton, leaving it cloudy - the perfect environment for its many toothy predators.

The M'wunga live in domed, undersea cities filled with moist air. The top-most floors of the spires of these cities penetrate the surface of the ocean providing views for upper scale dwellings as well as space port facilities and other orbital transit points.

Technology
The technology of this species is on par with that of the greater galactic community. Transportation methods take the form of skimmer vehicles that operate above and below the waves.

Culture and Laws
The tight confines of M'wunga domed cities and the shared atmosphere means that this race is very community conscious. It is not so much a matter of caring for their neighbors but of not wanting to irritate them and end up being ostracized, maybe even banished. Most punishment in M'wunga society is punishable by banishment for the cities as such a sentence means being cast into the deadly shallows full of predators.

Weaponry
Coming from an underwater realm, their native weaponry tend to center around projectile weapons often using micro-missiles. Grenades are popular, but mostly of the rocket propelled kind as throwing is not very effective under water. Such weapons have remarkably effective concussive effects in the liquid environment.

Ships
Most of the ships built by the M'wunga are large, cumbersome trade vessels that are not atmosphere capable. They are well known for their ability to transport wet goods or lifeforms requiring liquid environments.

Relations to Humanity
Humanity and the M'wunga get along well. Many foods popular with humans come from Abnaxa where the shallows produce a huge variety of flavorful shellfish and crustaceans. Trade relations have always been positive and the two species are amiable toward one another.

Using them in Rogue Space
M'wunga are a good fit as traders and contacts throughout the known galaxy. Also, they would often be found among crews that include humans.

Monday, October 17, 2011

CROM - Heroic Abilities


As I mentioned in a previous post, my gaming group found that CROM needed a bit more for us, especially if it was going to get some replay. The core mechanics of the game are solid enough, but the trouble we had was that other than a character's dice pool and miniature, there wasn't much to set one apart from the other. All 12 Dice characters would essentially be the same figure. To combat this we started looking into alternatives.

One thought I had was for a collection of Heroic Abilities that would be put on cards and selected by players when creating their heroes. These could be used for long-term play or for one-offs or ignored for simpler games. I am still working out how to allocate cards but the working formula is something along the lines of 1 card for every 4 dice in the character's pool, rounded down. Using this formula, more powerful characters will get more abilities to distinguish them. For example - Conan has 12 dice in his pool, allowing him a selection of three Heroic Ability cards while Red Sonja (10 Dice) and Subotai (10 Dice) would each receive only two cards (10/4 = 2.5. rounded down to 2).

As I am working on the Heroic Abilities, the majority of them fall into the combat categories. Mostly, this is because the majority of the game comes down to either Attack or Defense rolls. There are some movement abilities in the works, but movement is pretty straight forward with modifications for climbing, jumping and terrain. What there are very few of are cards that tap into the use of Special dice. This is very much due to the near total absence of good examples of Special actions in CROM. Magic falls under this category, but so far that is touched on only briefly concerning summoning and controlling creatures.

I've included a brief list of some of the Heroic Abilities I am considering for the game. Some of the modifiers tap into rules created either by myself or borrowed from Spacejacker's ground work which I happily borrowed (Thanks for the good work dude!). These may change as I play test them and in some cases there may seem to be similarities between abilities that are not so clear unless you have read the dice mechanics of this game.

MIGHTY FOE (Attack) +1d6 to attack rolls in melee
FOE CLEAVER (Attack) +1 automatic 6 to attack rolls in melee
CLEVER FIGHTER (Defense) +1d6 to defense rolls in melee
STALWART (Defense) +1 automatic 6 to defense rolls in melee
SWEEPING ATTACK (Attack) Attack two adjacent opponents in melee with one attack roll
FISTS OF STEEL (Attack) Unarmed attacks are made at no penalty
KEEN EYED (Attack) +1d6 to attack ranged attack rolls
DEAD SHOT (Attack) +1 automatic 6 to ranged attacks
TRICK SHOOTING (Attack) The hero does not require line of site to shoot at target. Cannot shoot through solid walls or obstacles but can shoot around corners and over linear obstacles.
BATTLE RAGER (Attack) If the hero slays an opponent in melee combat, he may do an automatic follow-up attack on a second opponent within 4 inches.
QUICK DEFENSE (Defense) Attackers do not get bonuses for multiple attackers
SHIELD BASHER (Attack) Can use shield as a second weapon for dual wielding bonus.
MISSILE DEFLECTION (Defense) +1d6 when defending against missile attacks.
HEROIC LEAP (Movement) +1d6 when rolling for jump moves
UNTOUCHABLE (Defense) +1d6 to all defense rolls
BATTLE CRY (Attack) -1d6 to opponent’s defense roll
UNFLINCHING (Defense) Attacks against this hero inflict 1 less hit.

In the above examples, you will notice each Heroic Ability name is followed by a parenthetical notation. This is not just an organizational notation, but I plan to use it to limit Heroic Abilities. I haven't decided how exactly, but it seemed a good up front measure to categorize the abilities by what dice pool they are designed to modify. One possible way to limit the use of these cards will be to place a cap on how many of one type of card a hero may have.

Lastly, I have also worked on a card layout for these cards. I picked a new piece of artwork to go on the card backs to set them apart from the existing cards which are used in the iinitiative deck. These cards will be held by the player using them.








Sunday, October 2, 2011

Revisiting X-Plorers


Back when X-Plorers first hit the scene, I had cranked out a couple of alternate character classes. One of them, the Pilot, was designed to fill an obviously hole I felt was present in the game. Sure there were classes that could pilot, but science fiction is full of hotshots, freighter captains, aces and other forms of specialist pilots.

The other class I came up with was more for the fun of it and it was the Star Marshal. This character was geared toward playing a game that used X-P as a core system but in a setting that was a bit more populace and focused on what was going on in inhabited space and in established colonies more so than on the frontier edge of unknown space.

I've included the two class write-ups below.













































































If you'd like to take a look at the original posts just go here for the Pilot and here for the Star Marshal.

Enjoy!

-Eli
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