Showing posts with label rules updates. Show all posts
Showing posts with label rules updates. Show all posts

Friday, March 7, 2014

Now that I am, how do I have? (or, Stuff) <- More rules.


Now that I am, how do I have? (or, Stuff)


Oh Yeah.  Throw in a mask, and I'll drive it off the lot !


If you need something that isn’t permanently linked to your character, you need to roll enough successes, which vary by the value & scarcity.  The career you use is citizen, unless your adventuring career would be more appropriate. As a guide, your social class is defined by your CITIZEN career.

Night Train Rockafeller,
Millionaire Hobo
(rejected player character)

Class                                         CITIZEN
·        RICH                                   5
·        UPPER                                 4
·        WORKING                             3
·        POOR                                   2
·        BUM                                     1
·        DESTITUTE                         0

 



Forobtaining  stuff, determine how many successes it costs from the table below:
·        If your CITIZEN is greater, you have it (until it gets blown up) !
·        If your CITIZEN is equal, you can be assumed to be renting it, but have to make a single success citizen roll each adventure to keep it.  If it is blown up, you now have a new hobby –paying it off !
Ha !  Thought you were safe up here !
Luckily I have
MY VERY OWN HELICOPTER !

·        Otherwise, roll the above number of dice, adding the citizen rating to each.  Yes, the rich can have it all.   As ever, each 7+ is a success.  If you have enough successes, you have it till you don’t

You can only roll if it is possible to succeed.  However,  if the item requires more successes than possible, a player can gain one free success before rolling by reducing your Citizen by one . Two successes requires lowering it by  TWO levels. OUCH ! If you get it, you lose it between adventures, but regain your CITIZEN points.  

While lots of common stuff is bought using your CITIZEN skill, career specific stuff can be different.  Any time you need to roll for an item, instead of your CITIZEN, you can use an appropriate CAREER . The adds are still the citizen rating, but the number of dice rolled is determined by the career.  Thus, a BUM (1) would normally  be unable to obtain a pistol (cost 2) as he can only roll one dice at +1 (CITIZEN dice +CITIZEN) ; however, an ex Army (3) BUM rolls three dice for +1 (ARMY dice +CITIZEN).  Two successes and hes a Hobo with a pistol !

NOTE that in a major pinch, you can reduce the career you substitute as if it was CITIZEN.

If you have NATURE instead of CITIZEN, your effective CITIZEN is BUM.  Use careers where you can, Tarzan.   In his case “RICH BASTARD HEIR” turned out to be his career.

Cost of stuff with some examples, or, everything has its price, sweetheart !

NOTE: that Items rated at 6+ require either being WEALTHY, or reducing you CITIZEN or CAREER, or being an NPC villan or patron, who can have a citizen higher than 5. Characters, never.
Free/dumpster divings      0             Rags. Old butts.  Ketchup and chickenbone soup. Squirrel.  Shank. Club. Beano.
Cheap/Ubiquitous               1            Old clothing, gum, shiv, smokes, Poison Liquor. flop
Inexpensive/common           2            Zip gun, , Cheap Booze, Old Car. hardscrabble, apartment
Affordable/uncommon         3            Pistol, Rifle, Shotgun Sm House, Car,  good stuff Booze, farm    
costly/Unusual                    4            Lg House, fancier car, sm airplane,country estate Military arms (BAR, Grenade) top                                                               shelf Booze:
Luxury/uncommon               5            Mansion,Yacht, fighter, race car, lab, big/new plane, tank, plantation,  best Booze
Ruinous/Rare                      6            Secret base, rocket, flying yacht/HQ
Priceless/Unique               7+           Hope Diamond, The Mona Lisa, Battle cruiser, Spy army



Examples of transport:  match with value (hints: one is 0, one is 6)
 


 

Thursday, July 7, 2011

Update to Treasure and Dungeons for adventurer - PERIL !

After generating, tweaking and fudging the basic UDP, generate the Peril level. Roll 1d6 and add the following modifiers.

Peril

Challenge
Denizens
Size
Type*
Reputation
Protection
Strategy
0


+1
-2
+1
-2
-3
1



-1
+1

-2
2






-1
3



+1



4







5



+1



6



+1



7






+1
8

+1

+1
+1

+1
9

+1

+1
+1
+1
+2
A
+4
+1
+1
+2
+3*
+1
+2
B
+2






C
+1






D







E







X
-2





























Peril is a very subjective rating of the average danger of a typical member of the protection team.  Assuming that it isn’t a fish story, peril rages from -6 (the minimum value) to 18. 
At a very rough quantification, the peril level corresponds to a normal person with the given number of terms in an appropriate career –such as , say, barbarian, soldier or mage.   As a rule of thumb, use the peril as the total number of skills and stat advances added to a normal human (777777). Negative values subtract from stats, but regardless of the peril rating, all denizens have enough level-0 skills to be able to act appropriately.  In general, no more than half the adds should be applied to skill levels.  Note too, that the actual d6 roll  is the maximum possible skill level for one skill –which may or may not actually be achievable.   All other skills must be less than the maximum, no matter how many.

As an example, consider an average dungeon (C-556555). A series of catacombs sheltering the remnants of an unspeakable snake cult, which has broken up into several mutually opposed sects, each defending their own turf against all comers.
Given a roll of 4, it would be peril 5, and would have a typical denizen (let us say evil human cultists minions) with stats of 987777 (three advances) and one key skill at 2, or two at level 1.  All would have “worship huge-ass snake god” at level -0.  Some acolytes would have access to one or two  spell levels (say, dwemomer-1 and mesmerism-1, or perhaps skinshifting -2; both options would also would have dagger-0).

A truly epic campaign ending dungeon site might be AAA99A:  An underground lost kingdom ruled by the terrible sorcery using dragon that destroyed it.  A roll of 6 gives a final peril of 18; good luck !  A dragon the size of 18 men, with appropriate stats lurks deep in the ruins of the elven kingdom it destroyed; it has 9 levels of magic: mesmerism-5 nad several others at one or two.  Its stats would be determined by its size rather than by upping a human, and the creature building tables should be consulted, using appropriate modifiers.  Possibly, (as per challenge level A) it also has the disturbing spirits of grief stricken dead elves, physically harmless, but importantly, loud; with a  few being insane and violent.  Some few enslaved goblins may be on hand to run errands and get groceries (such as adventurers).  As I said, good luck.

Obviously, not all denizens will be human, or directly comparable, so considerable input from the DM will be required for this to work in a sane manner –although pure gonzo is also a possibility. 

The Hoard
Finally, the reason we are here ! The sites’s horde rating is the final measure of its value, both in the main cache of the biggest boss,, and spread around and hidden throughout. Basic procedure is: roll (1d3-1d3) and add the peril.  The below table suggests some modifiers based on  some of the authors favorite S&S tropes; feel free to ignore or modify them.  Indeed, the horde should always be modified if the reward is inappropriate to the danger level and/or the type of campaign.  ALWAYS.

Horde

Challenge
Denizens
Size
Type*
Reputation
Protection
Strategy
0





 -2
-1
-1
1





-1

2







3







4







5







6



 +1



7





 +1

8

 



 +1

9



 -1

 +2

A
+2 


 +1
+2


B







C







D







E
+1






X
-2






*Remember, it’s a fish story…….

1d6 + mods
Metal
Gems :
d6 x (rating+1)
Jewelry:
d6 + rating
Minor magic:
d3
Magic item:
H -L
Artifact:
1
0
Copper  2d6 *10
10+
12 +
10+
12 +
12 +
1
Copper  2d6 *100
10+
12 +
10+
12 +
12 +
2
Bronze 2d6 *100
9+
11+
10+
12 +
12 +
3
Silver 2d6 *100
9+
11+
10+
12 +
12 +
4
Bronze 2d6 *1000
8+
10+
9+
11+
12 +
5
Silver 2d6 *1000
8+
10+
9+
11+
12 +
6
Gold 2d6*100
7+
9+
9+
11+
12 +
7
Silver Talents 2d6
7+
9+
9+
11+
12 +
8
Silver 2d6 *10000
6+
8+
8+
10+
12 +
9
Gold 2d6 *1000
6+
8+
8+
10+
12 +
A
Silver Talents 2d6 *10
5+
7+
8+
10+
12 +
B
Gold Talents 2d6
5+
7+
8+
10+
12 +
C
Gold 2d6 *10000
4+
6+
7+
9+
12 +
D
Silver Talents 2d6 *100
4+
6+
7+
9+
12 +
E
Gold Talents 2d6*10
3+
5+
7+
9+
12 +
F
Silver Talents 2d6 *1000
3+
5+
7+
9+
12 +
G
Gold Talents 2d6 *100
3+
4+
6+
8+
12 +
H
Silver Talents 2d6 *10000
3+
4+
6+
8+
12 +
J
Gold Talents 2d6 *1000
3+
3+
6+
8+
12 +





























The main horde consists of final number on the Hoard table; this result is in one place, or at least in a concentrated sub area of the site  This is the big one, the one the whole thing may be protecting – or the main dumping ground for undead who dislike silver (say).

Final reward


All lower coin values are also found, but spread out through the rest of the dungeon and its denizens. Thus, a hoard type 5 also contains loot equal to hordes 4, 3, 2,1 and 0-. Whereas the main treasure trove will tend to be concentrated, the remainder will tend to be spread out throughout the site, some guarded by lesser foes, some simply hidden or lost.

Similarly, roll once more on the gems, jewels and magic items at Hoard -1, and distribute any that result as with coins.   Now that’s a place worth getting you neck snapped for, right ?  Hmmmmm.  Your characters neck.  Sound better ?

Gems typically have negligible weight and value d6xd6 xd6  coins:1bronze coins, 2-4 silver coins , 5 gold coins, 6 Special, reroll: 1-5 gold, 6  determine the value as if jewelry (below);  this result represents the ruby the size of a mans fist, the mountain of  light diamond, or the pearl the size of  a plovers egg.
Jewelry have a value per piece of d3  talents: 1-3 Bronze talents, 4-5 Silver Talents 6 Gold Talents.  Remember, 1 Talent = 6000 coins of that type.
Minor magic: this covers a variety of helpful but not decisively powerful items.  As a rule, they should never approximate or contain spells of greater than second circle or equivalent mystery spells; nor should they have more than 1d3 specific powers, with 1 such power being the most common. Only the weakest should have constant effect or unlimited use.  A rough guideline is that number of spells + circle of highest spell must be no greater than 3.  And yes, that is very limited.  Spells with expendable charges or single use can have more spells and power, such scrolls of d3 spells of 1-2nd circle; potions; small weapons; item bound spells of 1st circle.