Sunday, December 2, 2018

Agents of OS: Origins

Ever since the debut of Marvel's Agents of SHIELD, I have wanted to run a low-powered supers game similar to AoS.  Unfortunately, I couldn't find a system that really captured the feel that I was trying to get.  I considered writing my own and made pretty decent progress using the Fudge RPG, but ultimately I started riffing on the Swords & Wizardry WhiteBox rules.  After getting caught up integrating the setting information into the rules, I decided to strip out the setting information and just write the rules.  I called it... Agents of OS (OS, of course, for Old School).

Characters - "agents" - would have standard WhiteBox attributes, attribute modifiers, saving throws and level-based HD-generated hit points.  They could choose from one of three "origins", or classes: artificial, trained, and transformed.

The remainder of this post is designated Open Game Content as outlined in section 1(d) of the Open Game License.

Origins

Each agent has one of three origins. They are: Artificial (the agent has received bionic or cybernetic enhancements), Trained (the agent is specialized in one or more fields of study due to focused and intense training), and Transformed (the agent has undergone an event which caused latent powers to awaken).

To determine an agent’s origin, roll one six-sided die. If the die shows between 2 and 5 inclusively, the agent’s origin is Trained. If the die shows a 1, the agent’s origin is Artificial, and if the die shows a 6, the agent’s origin is Transformed. For a more customized agent, the GM may allow players to select an origin as desired.

An agent’s origin also sets the starting values for hit dice and hit points, saving throw, and attack bonus, and controls the advancement of those values as the agent gains experience. Finally, an agent’s origin dictates the abilities (augmentations, specialties, and powers) into which the agent can tap.

Artificial

Level
XP
HD
ST
AB
Abilities
1
0
1d6+1
14
0
New Augmentation; Weakness
2
2,500
2d6
13
0

3
5,000
3d6
12
1
Augmentation Increase or Augmentation Enhancement or New Augmentation
4
10,000
4d6
11
2

5
20,000
5d6
10
2
Augmentation Increase or Augmentation Enhancement or New Augmentation
6
40,000
6d6
9
3

7
80,000
7d6
8
4
Augmentation Increase or Augmentation Enhancement or New Augmentation
8
160,000
8d6
7
4

9
320,000
9d6
6
5
Augmentation Increase or Augmentation Enhancement or New Augmentation
10
640,000
10d6
5
6


New Augmentation: at 1st level an Artificial agent gets a new augmentation; at 3rd, 5th, 7th, and 9th levels, an Artificial agent can choose to take an additional augmentation. An augmentation represents a bionic or cybernetic enhancement and emulates the abilities of any one specialty or power. A new augmentation provides a +4 bonus once per round to any roll or value for which the augmentation applies.

Weakness: at 1st level, an Artificial agent must take a weakness, representing a substance, an event, or a condition which causes their augmentations to perform at less than peak capacity. The weakness should not be common, but it should also not be exceedingly rare. When in the presence of that which causes their weakness, Artificial agents take a -4 penalty to all augmentation die rolls.

Augmentation Increase: At 3rd, 5th, 7th, and 9th levels, an Artificial agent can choose to take an augmentation increase. An augmentation increase raises the bonus of a selected, existing augmentation by +2.

Augmentation Enhancement: At 3rd, 5th, 7th, and 9th levels, an Artificial agent can choose to take an augmentation enhancement, for any existing augmentation based on a power (it does not apply to augmentations based on a specialty). An augmentation enhancement does not change the augmentations bonus but expands the augmentation with additional capabilities.

Trained

Level
XP
HD
ST
AB
Abilities
1
0
1d6
14
0
New Specialty; Basic Combat Training
2
1,500
2d6
13
1
Specialty Increase
3
3,000
3d6
12
2
New Speciality or Specialty Increase
4
6,000
3d6+1
11
2
Specialty Increase
5
12,000
4d6
10
3
New Specialty or Specialty Increase
6
24,000
5d6
9
4

7
48,000
6d6
8
4
New Speciality or Specialty Increase
8
96,000
6d6+1
7
5
Specialty Increase
9
192,000
7d6
6
6
New Specialty or Specialty Increase
10
384,000
8d6
5
6


New Specialty: at 1st level, a Trained agent gets a new specialty. At 3rd, 5th, 7th, and 9th levels, a Trained agent can choose to take an additional new specialty. A new specialty provides +2 to any one roll per round for which the specialty applies.

Basic Combat Training: at 1st level, a Trained agent learns how to maximize their attacks or defense in combat. Before each combat round, a Trained agent can select a stance. The available stances are Offensive (+1 to attack and damage rolls, -1 to AC), Normal, and Defensive (-1 to attack and damage rolls, +1 to AC).

Transformed

Level
XP
HD
ST
AB
Abilities
1
0
1d6
15
0
New Power; Extra Effort
2
2,000
2d6
14
0

3
4,000
2d6+1
13
0
Power Increase or Power Enhancement or New Power
4
8,000
3d6
12
1

5
16,000
4d6
11
2
Power Increase or Power Enhancement or New Power
6
32,000
4d6+1
10
2

7
64,000
5d6
9
3
Power Increase or Power Enhancement or New Power
8
128,000
6d6
8
4

9
256,000
6d6+1
7
4
Power Increase or Power Enhancement or New Power
10
512,000
7d6
6
5


New Power: At 1st level a Transformed agent gets a new power; at 3rd, 5th, 7th, and 9th levels, a Transformed agent can choose to take an additional new power. A new power grants a +4 bonus to any one roll or value per round for which the power can apply.

Extra Effort: At 1st level, a Transformed agent learns how to apply extra effort to their power(s). Once per encounter, a Transformed agent can apply extra effort to one of their powers which grants a one-time +4 bonus. For the duration of the encounter after extra effort has been applied, the agent is tired and takes a -1 penalty to all rolls associated with the power.

Power Increase: At 3rd, 5th, 7th, and 9th levels, a Transformed agent can choose to take a power increase. A power increase raises the bonus of a selected, existing power by +2.

Power Enhancement: At 3rd, 5th, 7th, and 9th levels, a Transformed agent can choose to take a power enhancement. A power enhancement does not change the power’s bonus but expands the power with additional capabilities.

Friday, October 14, 2016

Risus: Vampire the Masquerade

I'm a big fan of White Wolf's Vampire: the Masquerade.  I should say, though, that I'm more a fan of the setting than the system.  At first glance the system looks pretty lightweight and fun, but a little digging reveals a plethora of crunchy rules covering all sorts of situations.  Which - as anyone who has listened to the Happy Jacks RPG Podcast actual play series "The Mote of Sin" can attest - is not my forte.  So I spend a lot of my free time picturing Vampire: the Masquerade in different systems.  Yesterday, it was Risus: the Anything RPG's turn at bat.

Risus: the Anything RPG (hereinafter just plain Risus) is a great little freeware RPG written by S. John Ross, a name that should be familiar to anyone who's been around RPGs for a while.  It's quick, it's fun, it's easy, and it's long been one of my favorite games (I am proud member #C-5 in the International Order of Risus, and last I checked, my name appeared on the first page of the Risus Companion, an amazing tome of gaming goodness).  If you aren't familiar with Risus, go here and check it out.  Right now.  Srsly, I'll wait.

Now that you're up to speed on Risus, let's talk V:tM.  One could easily say that each clan is a cliché, which is a great approach in Risus, but a tad bit boring.  Clichés should have some inherent element of description or characterization, allowing anyone to see that Lord Reginald Cobblebottom isn't just a Ventrue (3), he's a Snooty Ventrue Looking To Improve His Station At All Costs (3).  So let's take a look at Skully Wallace, my character in the Happy Jacks RPG Podcast presentation of "The Mote of Sin", a V:tM actual play series. Originally Scott Wallace, a popular college football/baseball player who caught the attention of a local Toreador vixen and wound up falling prey to the Toreador's rival, a twisted Nosferatu.  Skully's embrace contorted his body and good looks, causing the Toreador to spurn him and leave him at the mercy of his spiteful sire.  Skully's only method of dealing with his fate was to embrace (no pun intended) the absurdity of it all; he left his sire as soon as he was released from the accounting and landed on Caravel Island where he fell in with a local comedy club and started doing stand-up gigs.  Skully is a recent turning, having been embraced within the last 20 years or so.

Skully would undoubtedly be a Stunted And Bitter Nosferatu Stand-Up Comedian (4).  That tells a good deal about him, and sums him up pretty decently.  Since his embrace he's been an outcast, having to get what he needs through less than savory means, so he's also a Sneaky Cat Burglar (3).  We could also say that he's a Former All-Star College Jock (2) and just to round him out a bit, how about a Library Research Assistant (1).  That pretty much covers everything he's done in the game so far, and gives him some future potential what with the Former All-Star College Jock and Library Research Assistant clichés.  It's also a good example of how you can easily Risus-ize a V:tM character.

As mentioned earlier, there are a lot of different rules subsystems in V:tM.  Disciplines, for example, or blood pool.  Disciplines are easy, if you're willing to apply a liberal amount of handwavium.  Everyone knows that the Nosferatu clan disciplines are Obfuscate, Potence, and Animalism; they're part of being a Nosferatu, part of that... wait for it... cliché.  Should a Nosferatu (4) be able to mask his hideous appearance?  Yeah, totally.  Should that same Nossie throw down with feats of super-strength?  Call out to animals?  Yeah, totally.  Just roll the cliché dice against a difficulty set by the GM based on the character and the character's actions.  A Nosferatu masking their appearance to appear like anything but a horrible monstrosity might have a difficulty of 5, but one attempting a massive feat of Potence when the character has been focused on building a cadre of animal ghouls would have a much higher difficulty.  Could that Nosferatu attempt to sway the opinions of the people around him a la Presence or Dominate?  Nope, totally out of scope.

I came up with a rather cool Risus mechanic for blood pool, if I do say so myself.  At the start of a game, roll a d4.  This is the amount of Blood Dice a character starts the game with.  Any time a vampire undertakes a physical action, one Blood Die can be added to their cliché dice.  A Blood Die can be sacrificed to return a die to a cliché lost to a conflict (i.e. heal themselves a die lost in combat).  Feeding returns a Blood Die to the character's total Blood Dice, but at no point can a character have more Blood Dice than the value of their highest cliché (so, Skully could not have more than 4 Blood Dice).  Should a vampire lose all their Blood Dice, they frenzy and attack the nearest whatever to feed and gain at least 1 Blood Die.

Here's an example: Skully - the Stunted And Bitter Nosferatu Stand-Up Comedian (4) with 3 Blood Dice - is going to attack Albert using a super-vampire-strength punch.  He's going to pump some blood to make it more potent, so he's going to use 1 of his Blood Dice.  He'll actually roll 5 dice - 4 for the cliché and 1 for the Blood Die - and after the roll is made he'll only have 2 Blood Dice.  When Albert responds and pummels Skully back, causing Skully to lose a die in Stunted And Bitter Nosferatu Stand-Up Comedian, Skull can sacrifice a Blood Die to "heal" that cliché.  So after he takes Albert's punch, and sacrifices a Blood Die, he'll still be at 4 dice in the cliché but have only 1 precious Blood Die left.

I think I might put together a one-shot of this.  Just to see how well it actually plays out.

Friday, August 19, 2016

Fudge: Powered by the Apocalypse


A while ago, I got to play in my first Powered by the Apocalypse game at a convention. It was fun, and I was really enthused about taking what I'd learned from that game and applying it to Fudge. I was using Spirit of '77 as my guide, and pulled in stuff not just from Fudge, but from Fate and d20 Modern as well.

Well, nothing really came of it and I don't really have the time to devote to writing it up. So I'm posting what little I did write here so that if anyone wants to pick up the ball and run with it, they're more than welcome to do so. Enjoy.

The remainder of this post is designated Open Game Content as outlined in section 1(d) of the Open Game License.

Approaches

Characters have six Approaches which are used to describe how the character is going to do something.

Careful: A Careful action is when you pay close attention to detail and take your time to do the job right.
Clever: A Clever action requires that you think fast, solve problems, or account for complex variables.
Flashy: A Flashy action draws attention to you; it’s full of style and panache.
Forceful: A Forceful action isn’t subtle—it’s brute strength.
Quick: A Quick action requires that you move quickly and with dexterity.
Sneaky: A Sneaky action is done with an emphasis on misdirection, stealth, or deceit.

Approaches are rated on the following scale, from best to worst:

Superb
Great
Good
Fair
Mediocre
Poor
Terrible

Each character starts the game with one Approach rated at Great, one Approach rated at Good, three Approaches rated at Fair, and one Approach rated at Mediocre.
Stunts

There are two different types of stunts: basic stunts and role stunts. All characters have access to basic stunts.

Attack (Deliver a Beatdown/Hack and Slash/Smoke His Ass/Volley)
Defend (Take a Hit or Get Outta The Way/Defend)
Focus (Keep Your Cool/Defy Danger)
Manipulate (Get In Their Face/Getting What You Want/Parley)
Investigate (Scope out a Scene/Discern Realities)
Aid (Help a Brother or Sister Out/Aid or Interfere)

Roles

Each character selects a role. The roles are as follows, and each role has role-specific stunt trees associated with it.

Strong (Powerful and good at combat, the Strong character typically relies on a Forceful approach)
Fast (Quick and nimble, the Fast character typically relies on Quick or Sneaky approaches)
Tough (Able to shrug off the most damage, the Tough character typically relies on a Forceful approach)
Smart (Brilliant and skillful, the Smart character typically relies on Clever or Careful approaches)
Dedicated (Strong willed and alert, the Dedicated character typically relies on a Careful approach)
Charismatic (As charming smooth talkers, Charismatic characters typically rely on Flashy approaches)

Rolling the Dice

To do something, describe what the character intends to do using an Approach and a Stunt, then roll 4dF. Move up the scale starting at the Approach level once for each “+” shown, and down the scale once for each “-” shown. Where you end up is the result.

If you don’t have Fudge dice, regular d6s can be used. In that case, move up the scale once for each 5 or 6 shown, and down the scale once for each 1 or 2 shown.

Rolls which result at levels higher than Superb are Superb; rolls which result at levels lower than Terrible are Terrible.

If the result is Superb or Great, you have achieved a full success and your character does exactly what you described.

If the result is Good or Fair, you have achieved a partial success and your character does some of what you described, or does it all but with a cost.

If the result is Mediocre, Poor, or Terrible, you have failed and the GM can take an action against your character.

Sometimes you might be told to roll with Advantage or Disadvantage. When you roll with Advantage, you ignore one “-” result (or a 1-2 result on regular d6s). When you roll with Disadvantage, you ignore one “+” result (or a 5-6 result on regular d6s).

Tuesday, March 1, 2016

Fudge: Expanding Scale

Reason 1838461 that I love Fudge: it really gets my creative, eh, juices, you know... flowing.

Anyway.  The one thing which I absolutely do not like about Fudge is the scale mechanic.  The math is just... awkward, while the rest of the system is, well, not.  So, let's nuke the current scale mechanic - kablam - and replace it with a standard Fudge adjective latter.

So now you'd have Fair scale.  Or Great scale.  Or even Poor scale.  Standard people would be Fair scale, right in the middle.

Scale usually affects strength and mass, both which are usually described also with the standard Fudge adjective ladder.  So each level of scale is then further broken down into normal levels, resulting in something like Great Strength, Fair Scale.  Here's where it gets easier than the regular scale rules:  Superb Strength, Fair Scale is only one level below Terrible Strength, Good Scale.  If a character with Superb Strength, Fair Scale were arm wrasslin' with a character having Terrible Strength, Good Scale, the Fair Scale character would win with a roll of +1 or better, if the Terrible Strength, Good Scale character rolls -1 or worse.  It would lay out like this:

ScaleLevel
GoodSuperb
Great
Good
Fair
Mediocre
Poor
Terrible
FairSuperb
Great
Good
Fair
Mediocre
Poor
Terrible
MediocreSuperb
Great
Good
Fair
Mediocre
Terrible

Of course, the "new" scale would use all seven adjective levels, I just didn't want to code the full table.  You can easily extrapolate up from Good Scale and down from Mediocre Scale.

But note how, as mentioned, Superb on the Fair scale level is right underneath Terrible on the Good scale level, just like Good is normally right under Great; I guess you could say that the relative degree of difference between Fair/Superb and Good/Terrible is one step.  This begs the question: what happens if a Mediocre scale Superb strength character wants to arm wrassle a Great scale Terrible strength character?  There's NO WAY that a roll of 4dF on behalf of the Mediocre scale Superb strength character is going to get anywhere near the Great scale Terrible strength character.  My response would be, "yeah, the Mediocre scale Strength guy loses".

Which is, I think, how it should be.  Ever try to arm wrassle the Hulk?  No matter how well you do, you ain't gonna win.  :)

Of course, a roll of +4 on behalf of the Mediocre scale strength guy might buy him a round or so, and maybe the expenditure of a Fudge point might actually give him a momentary leg up, but that's all dependent upon the GM.

Also, of course, the scale mechanic disappears when scale is not a concern.  If two normal guys are arm wrasslin, one with Great strength and one with Good strength, it would just be resolved as normal.  No need to involve scale at that point, as saying "wow, I rolled Poor, but on Good scale!" would be awkward.

Hmm.  Yeah, I think this has legs.  :)

This post is designated Open Game Content as outlined in section 1(d) of the Open Game License.