Saturday, April 21, 2012

Castles And Crusades Attribute Rolls. (Options and house rules)

I find that a lot of C&C first time Players and GMs see the primary and secondary attribute rolls as a hard rule rather than a guideline. Instead of a set rules think of it as a starting point for every roll.So here is a way to look at it a slightly different way.

A 18 difficulty for secondary attributes is just the base roll.
A 12 difficulty for a primary attributes is just a base roll.

Now comes the GMs evaluation of the situation. He can now adjust that number up or down as he feels its warranted. My personal range is between -4 and +4.
Very easy task, But a roll still matters. -4,
Easy task -3, Tough -2 through 0.
Hard task +1 to +3
Very hard task +4.

Or give a bonus to the roll based on difficulty of the action being attempted. Between -6 and +6.
Very easy task, But a roll still matters. +4,
Easy task +3, Tough +2 through 0.
Hard task -1 to -3
Very hard task -4.

I know its not specifically expressed that the difficulty should be adjusted by Gm fiat. It is based on the attribute rolls of classic D&D. Which was subject to GM fiat. 

An optional rule I follow is increased attribute bonuses. From the first chapter of the CKG is optional rules for greater attribute bonuses. I personally like this because I think the attribute should make a big difference.

3            -4
4            -3
5-6        -2
7-8        -1
9-12       0
13-14   +1
15-16   +2
17         +3
18         +4

If you like 3E math use its attribute formula. attribute/2-5= attribute mod.

And my call on adding level to attribute rolls. I only allow level to be added if you are preforming an action that is related to your class. After all your experience in that class is what that level represents. Just my opinion on this one.

Wednesday, April 18, 2012

Skill Systems for Castle and Crusades.

I have been putting a lot of thought into a skill system for C&C. Not for every setting, just for games that I want a little more detail in. While an easy solution would be just to give skill points. Allowing players to assign to skills to give bonuses to attribute/Siege checks. For example +2 to tracking or +1 stealth.

Which is simple and elegant. But what about skill groups like in Star siege?

For example:

Instead of having prime and secondary attributes characters have prime and secondary skill groups.Each skill group also has possible specializations.  For example a rogue would have Subterfuge as prime, And pickpocketing as a specialization.

Now there is two ideas going forward from here. Either a specialization could give a set +2 to the Siege roll. Or specializations could have a bonus range from +1 to +5 based on skill points or some other determining factor.

Still need to put some thought into this....

12 dozen ronin company (Mini-Six)

Here is a new class/Archetype for my Cyberjack or Future warrior settings.

For Cyberjack use the Heroic scale 14D to attributes. Any attribute above 4 needs an explanation (cyberware ect.). For Future warrior characters start with all attributes of 2D. Players get 9pips to spread among all their attributes. With no more than 3D+2 in any one attribute. Characters get 15 skill die to assign. Max is 6D in any one skill.
 12 Dozen Ronin Company

The 12 dozen ronin company is a world renown mercenary company. Soldiers of fortune and sell swords. These mercs are augmented and well equipped. Willing to do everything from body guard to deniable assets are on the menu. They reserve the right do deny any contract. But once a price and objective is agreed on these warriors are bound to the job till its completion.

When a new initiate is taken on he is given very basic low level jobs to prove his worth. Often these are deniable asset or low priority security details. Once a initiate has proven his worth he is offered a contract. These contracts are tailored to the individual. With payment in the way of a sign on bonus, a monthly salary and  Augmentations.Contract are offered 4 years at a time. Once a contract is signed the initiate is given the title of warrior.

Warriors are assigned jobs. Often in groups chosen by the company or prepaid battle groups by region. Jobs may last a night, a week or even for the full length of a contract. It is not unheard of for a warrior to be assigned to a body guard or security detail to the length of their contract.

Monday, April 16, 2012

Game on. Going to run some Nightbane.

Last night my brothers came over and after picking through all my gaming books they chose Nightbane for our next game. Instead on making out their entire character they just make out their human facade. then I had them turn the character sheet over and randomly roll on their morphus. And note it down but didn't tell them what they got. On a separate page I plan to write up their morphus.

We are going to play their "becoming". They will not know what their morphus is till they change. I think this is going to be a lot of fun. One day your average Joe, Next your a monster, And not just that you suddenly find out the world is full of monsters. You just never noticed before.

Sunday, April 15, 2012

Future warrior: Urban recon. (Mini-Six)

I had the Idea for a while to do a modern day or near future warrior game. Ghost recon meets cyberpunk, With a little judge dread thrown in. I decided to use Mini-six to do the write up for it. First off the setting.

In the new future there is only urban sprawl. Miles of concrete and steel. The corporate zones are clean, sanitized and secure. The rest of the cities are near lawless. The Peace keeping forces work as damage control more than police force.The setting is gritty and dirty.

 Character creation:
You are members of an elite urban assault force (E.U.A.F.). Characters are not supermen in this setting. They are very skilled. Characters start with all attributes of 2D. Players get 9pips to spread among all their attributes. With no more than 3D+2 in any one attribute. Characters get 15 skill die to assign. Max is 6D in any one skill.

Might: Brawling, Club, Knife, Lift, Stamina, and Sword.
Agility: Athletics, Bow, Dodge, Drive, Pickpocket, Pilot, Pistol, Rifle, Stealth, And Throwing.
Wits: Computer, history, Language, Medicine, Navigation, Repair, Science, Security, And Tracking.
Charm: Command, Diplomacy, Persuasion, And Streetwise. 

E.U.A.F. Gear.

Double eagle .45 1911 pistol. This gun is a classic. Super reliable and still in widespread use. 4D 30/100/300.

The Talon Mp5-2020 .45 SMG/Carbine. Based on the original H&K this SMG/Carbine is changed to a .45 to be a heavy hitter. 5D 100/250/450.
The Blade "boom Stick" 12g shotgun. This weapon is very versatile. With four loads available.
- Buck Shot: (damage based on range) Damage: 4D+2/4D/3D  Range:50/150/400 To hit +2/+1D/-2D
   +2D to all armor rolls against buckshot.
- Slug:  4D+2 40/150/400
- Gas grenade: Every one with in 6' of the impact zone must make a might check VS 18 or take a -1D to
  their next action. Multiple impacts stack up to a -2D.
- Sabot, buster: This round is a mini rocket. Often used to blast open doors and entry. It is very inaccurate  beyond mid range. Damage based on distance from impact. (6' around impact) 6D 50/100/ 200.  with in 12' 4D. To hit: +1D/N/-2D.

The combat wakizashi is the preferred melee weapon carried. +2D+2

Two tools that often see their way into melee combat is the chain fist entry tool and the wrist plasma torch entry tool. Both were created for fast and powerful entry weapons. Rarely is both tools carried by a single agent. The chain fist is a fierce melee weapon +3D. While the plasma cutter is rather fragile and is deadly but is not easy to wield with any real force 3D but cuts through armor quickly.

E.U.A.F. Battle Armor.
The armor gives a full body +10 Armor Value. With +12 to the head. It has a two way com radio. A bio monitor with trauma drugs set to inject on need. +2D to resist system shock. HUD display linked to command. Hearing enhanced as well as light enhancing visor linked to helmet. 1/2 all penalties for low light.