Showing posts with label Hacks. Show all posts
Showing posts with label Hacks. Show all posts

Saturday, March 23, 2024

T O W E R D U N G E O N

Click Here For Hack

I read a manga. I'm not a manga head, but this one was linked in the OSR server and I took a peak. After reading, I briefly tried to find other enjoyable manga to read online and took immeasurable psychic damage. I'm not sure if I'll recover.

But before my brain melts into a puddle of ooze, I have used this inspiration induced fugue to create a hack. It is about climbing the T O W E R D U N G E O N and contains little to no unique or interesting ideas created by me. 

I rip, borrow, and steal from several sources and mash them together without hardly editing them. This is what I do when my goal is to make a fun game to play with friends and not to write a cool blog post. So consider this me sharing some prep. 

Sources include the manga called something like Dungeon Tower or visa versa, Wolves on the Coast, White Hand wizards from Skerples who took it almost whole cloth from Arnold K, and town rules taken directly with minimal editing from Mad Queen's Court who developed the idea from Arrogant Wizard.

The result is a game about dying in a dangerous tower while trying to rescue the princess. Each subsequent party will have more knowledge than those who died before and a more robust town to support them. This includes more/better hirelings, unlocked classes, better smiths and markets, etc.

I have the first floor of the dungeon completed and the next ten mapped out. So, let's see what happens.

Tuesday, February 13, 2024

Very Best

A new take of Best There Ever Was. This is my... fourth proper shot at it I think. And not a "final" version yet. I want to say something about that. 

Most of my posts on my blog I have not thought about once since I released them. An idea stuck in my mind had to be grabbed, written, and posted just so I could get back to equilibrium. None of my Legamon posts have ever given me that relief. And no other monster tamer style of game has satisfied me in the reading.

I press on toward this lofty ideal; a game that makes me feel like I did when I myself was ten, imagining a world of adventure and danger, but with friends. 

I think most of our hobby revolves around a similar desire to this. So forgive me for being stuck on this project for a few years. I can't move past it and I don't want to. I want to work the problem until I have something that I am proud of and that maybe will give others a glimpse of that wide wonderful world of monsters of my imagining.



This image gives me that feeling too. I hope you enjoy it. It is by local artist Jayme Brandt. I love the set so much I have them hanging in my house.

My last post on Gunnison was a new start to this project. These are the next addition of rules. There will be another 11 or so towns, 60 more legamon to hit that lofty 150. And possibly more besides.

This version holds central the *team*. It does so by learning from the excellent game Best Case Scenario by Mr. Parabola. As Hilander said recently, "If I'm fighting some doomsday cult, I'm going in charmanders blazing." Amen to that, brother. 

Also, this version includes "domain" rules in a way. The game is designed to be run for multiple players acting independently in a region with a map similar to the ones you are already familiar with; traveling routes, fighting gyms and evil teams, tracking rare monsters. This can be accomplished on a dedicated discord server to create a very unique and memorable gaming experience.

A parting word. I wish more bloggers would show their unfinished works, drafts 2 and 3 and 6 and 7. Go back to that post that is stuck in your mind and squeeze the idea again. And then show us what ahs haunted you all this time. We're not pros. We have no deadlines. We just have each other, this shitty blogging platform, and that elusive feeling we chase in our games.

Thursday, March 16, 2023

Flying Pigs - Usurpers Rise Up!

The shutters creak in the wind.

Wide of crown, 

long of beard, 

Hawaiian of shirt. 

The ancient master rises and plants his feet on the practice floor.

Outside, a storm gathers.

The ancient master has grown slow, weighted by wisdom and concern. "Core-mechanics" he murmurs as the floor of the dojo voices its age. "shitiest-rulesets" comes his screed against all challengers. "Very-Advanced" he takes his stance.


Flying Pigs

This is a GLOG-hack about the power of love, wings, and machine guns.


The Facts:

  • You are an anthropomorphic animal. This transformation was inflicted upon you at the end of your Pilot training. It was necessary to increase your capacity to breathe in low-oxygen environments and keep your eyes open in high winds. The animal facade you permanently wear was a side effect.
  • You were probably trained by a Guild, rather than a nation's military. Guilds are small military forces that sign contracts and work for money.
  • The world is fractured and weak. The strength of nations has been greatly reduced in the Last War. No one has the capability to raise a proper force to threaten another nation. Minor (nation-scale) objectives are accomplished by hiring Guilds. Guilds also often work for Aristocrats who have their own significant funds and obscure motives.
  • Airborn skirmishes are the grand spectacle. No battle is fought unobserved by cheering crowds, crying children, screaming reporters, and would-be patrons.
  • Your plane is everything.
Character creation:
  • Your base chance of success on any random rollable task is 50%. 
  • You have a background that lets you roll twice on related tasks OR avoid the downside of a failure.
    • mechanic
    • penniless aristocrat
    • radio operator
    • street racer
    • pugilist
    • stowaway
  • 8hp
  • You know 2 maneuvers
  • You can buy maneuvers and plane upgrades with your winnings.
Your Plane:

Cobbled together from scrap, yet beautiful in your eyes. Cleaned from the blood of her last pilot, she is yours. She is a biplane with bright paint and a Foster mounted Lewis gun strapped on her front.
  • Hull - your plane's hp. Larger hulls can mount more stuff and have more hp. Your hull starts at 1slot and provides 1HD. Weapons and other add-ons to your plane will fill hull slots. Your hull also determines how much Fuel you carry. You carry 5 Fuel per point of Hull.
  • Engine - your plane's ability to generate power. Roll your engine dice at the start of each combat round and distribute the sum between Altitude or Speed. Your engine is a d4.
  • Jazz - your plane's style factor. Complex patterns, bright paint, testicles dangling from the tail. Your bravado manifested in plane form. Fancy maneuvers can increase your Jazz mid-flight. Jazz is used to modify saving throws, woo lovers and patrons, and reduce your result on the "I'm Hit!" table. Your jazz starts at 0.
  • Choose one stat to upgrade by 1 step. (Hull to 2, Engine to d6, Jazz to 1)

Foster Mount - The gun can slide up or down the rail to change the ammunition drum or shoot at a higher angle.

Dog-Fights
The spectacle, fireworks, twinkling stars. Crowds will come to see you fly or die. They will cheer for dashing heroes on My Side and boo the evil skill-less savages on Their Side. Crowds are quick to forget which Guild was hired last week to air-drop their food and supplies and drive off the raiding pirates. All that matters is Now.

The stage is set with iron sleet, black smoke, shining planes, and thunder. Perform or die.

When planes meet in the air, roll 2d4 for starting Altitude and Speed. Both stats are bound from 0-10.  If your Altitude reaches 10 you stall and lose d4 Altitude each turn until you roll under your Speed. If ever Altitude reaches 0 you crash. Planes take turns in order of Speed. If your speed reaches 0 you stall.

At the start of your turn, you may expend one fuel to roll your engine dice, distributing the result between Altitude and Speed. These resources are spent to take maneuvers.

You can attack another plane if you fulfill your weapon's requirement, or if you are Tailing someone. To attack, simply roll weapon damage against them. 

Basic Maneuvers:
  1. Climb - trade d4 speed for altitude.
  2. Dive - trade d4 altitude for speed.
  3. Tail - Tail an enemy within 1 altitude and speed of your plane
Ace Maneuvers (position changes are Alt/Speed):
  1. Yo-Yo (+2/-4) - Tail a plane that is higher and slower than you.
  2. Wingover (0/-2)- lose a Tail that is within 2 of your altitude and speed.
  3. Immelman (+4/-3) - Tail a plane that is higher than you.
  4. Split S (-3/+4) - Tail a plane that is lower than you.
  5. Thach Weave (0/-2) - A slower partner makes an immediate attack on the plane tailing you.
  6. Chandelle (+1/-d4) - roll over Speed to lose a Tail.
  7. Barrel Roll (0/-3) - Tail a target slower than you.
  8. Bug Out (-d6/+1) - roll over Altitude to lose a Tail.
  9. Frolov Chakra (0/-d10) - perform a stalled somersault. +2 Jazz. You cannot be shot this round.
  10. Cobra (0/-d6) - perform a post-stall brake. +3 Jazz. Trade a tail with a plane faster than you.
Guns (Slots/Range/Damage)
Guns have a range. A target must be within that many Altitude and Speed to attack them. Or you must Tail them.
  • Lewis gun (1/2/d6), only fire at planes above you or of equal altitude.
  • Pistol (0/1/d4), may immediately fire at a plane you have Tailed.
  • Oerlikon 20mm Cannon (3/3/d8), thunderous defender of airships.
  • Vickers-Crayford Rocket Gun (1/2/d8) - misfires on a 1, doesn't shoot rockets.
  • Davis gun (2/3/d6) - two machine guns mounted back to back, the rear-facing gun firing wads of lead and grease to counter the recoil of the forward-facing gun.
  • Fokker-Leimberger (2/2/d8) - 12 barrel rotary gun. Deal 1d4 damage the first time it is shot as it spins up.

Names
  • Roland Garros
  • Morane Saulnier
  • Anthony Fokker
  • Max Immelman
  • Oswald Boelcke
  • Lanoe Hawker
  • Manfred von Richthofen
  • Rene Fonck
  • Billy Bishop
  • Ernst Udet
  • Adolphe Pegoud
  • Mick Mannock
  • Donald MacLaren
  • Josef Jacobs
  • Werner Voss
  • Tom F. Hazell
  • Charles George Gass
  • William Gordon Claxton
  • Willy Coppens
  • Maurice Boyau
  • Emili Thuy
  • Eddie Rickenbacker
Monikers
  • Aggy
  • Blondie
  • Cats Eyes
  • Dolfo
  • Eagle
  • Fish
  • Ginger
  • Hoagy
  • Igo
  • Johnny
  • Killer
  • Lightning
  • Mouse
  • Never
  • Olly
  • Petit Rouge
  • Ratsy
  • Sexy Rexy
  • Tex
  • Uncle Wiggly Wings
  • Wrong-Way
  • Zulu




Saturday, February 25, 2023

By Thy Scorn

 When by thy scorn, O murd’ress, I am dead

And that thou think’st thee free

From all solicitation from me,

Then shall my ghost come to thy bed,

And thee, feign’d vestal, in worse arms shall see …



Been watching Lockwood & Co. with my wife. This is rare, as I never watch TV, but this show has got me. Here goes. This is for Everythings.


Maybe spoilers for the show. Lots of ideas stolen, but they are stolen from my fever dreams about spooky London. I’m sure I have tons of details wrong even if I meant to rip it straight.


SETTING:

The Problem started four decades ago. No one knows why, but regardless the dead have become dangerous again. Violent death, suicide, or sufficient trauma result in persistent ghosts. They are invisible to most and their touch is lethal. The same year, talents started emerging. Sight, Listening, Touch. Perhaps they already existed, there just weren’t any ghosts before. Perhaps they share a cause with the Problem. The Bureau was founded to study and combat the new threat.


A decade ago, a powerful Listener had a *conversation* with a Type III ghost. It has never happened before or since, but as a result she discovered Sources. Every ghost has a source, and if it’s destroyed or secured, the ghost cannot manifest and is rendered “safe”. She used her fame to start one of the two great firms, Trotter & Throckmorton.


A year ago the Problem got worse. Rumors began circulating of the walking dead. Soon after, a curfew was set and stories stranger things yet began populating the evening news. It got so bad that occultists, priests, and psychics were being hired to handle jobs the Duopoly was too busy for. In response, The Bureau opened liscencing to firms who could prove they were capable of handling psychical incidents and coloring within the lines. All the Talented that could be found were trained and graded. Enterprising individuals, or those unable to secure employment at either of the grandfathered firms could strike out on their own. Oh, and you discovered you have a talent.


A month ago your first job went sideways. Bad info and a touch of hubris sent you and your scrub team on a collision course with a Type II. Most of your team was Touched and your closest friend Ghost-Locked. They are in a psych-ward at the Bureau. It’s rare for anyone to come out of the ward.


Yesterday, you were acquired by a cut-rate firm desperate for work and reliable employees.


REMEMBER YOUR TRAINING:

Talents emerge during puberty and fade with age.


All ghosts are spiteful and extremely lethal. Pure metals, salt, running water. These are the common things capable of discouraging a ghost. 


Ghosts are weak during daylight hours and are unlikely to manifest. They get stronger as night passes.


A Type I can be discouraged with a line of salt, a blessed iron chain, a spark of magnesium, an iron sword.


A Type II are powerful enough to frequently break the rules. Be prepared.


The remains of the dead are the most common Sources. Covering them with a silver net is the quickest way to secure them. A hand grenade is a decent alternative.


There are those who use the waking dead for their own gain. Their activities are illicit and unsanctioned by the Bureau; relic-men, ghost cults, soothsayers and mediums. 


CLASSES:

Talented:

Stats: as a teenager

Equipment: an Iron Rapier, a Practitioner’s License, and *something special*

You are sensitive to the disturbances caused by lingering spirits. Most of the time this means you can see them if you are in their presence, like a glowing form. You have an additional aptitude. This takes one of three forms. Listening, Sight, Touch. 


Listener:

  1. You can hear spirits well before others. When in their presence you can make out their insane tortured ramblings.

  2. Their ramblings become clearer, corpse-sources give off the sound of a beating heart.

  3. Somehow, they can hear you back. No ghost understands you, but if you scream they are pushed out of earshot in an instant.

  4. Wait, did that ghost understand you?!


Sight:

  1. You can see Death Glow, a lingering sillouette left when someone dies. You see ghosts clear enough to make out their face.

  2. You can see trails very recently left by the supernatural and Sources just hidden behind one layer of concealment leave a faint glow you can detect if not distracted.

  3. Relics now glow to you as well. Once per night you can see 15 seconds into the future.

  4. If you hold a relic, you can see the scene which caused it to be so.


Touch:

  1. You feel the presence of a spirit as temperature change at a fair range. In proximity, you detect their emotion.

  2. The first time you touch a ghost, you don’t die.

  3. Iron you wield or place is twice as powerful.

  4. Touch a source to briefly banish a ghost. Touch someone Ghost-Locked to give them another save. These only work once per target.


SPOOKY SPIRITS:

Combat is as GLOG with the following exceptions. Ghosts follow the rules unless they expend power to break them. Ghosts have a starting power level and gain 1 power every hour after sunset. Type II ghosts gain 2 power each hour.


Power is spent by the GM (ghost-master) to break rules. Pass a salt line, break a chain, re-manifest after defeat, spring a trap.


If a ghost hits on an attack roll the target must Save or Die. On a sucessful save, they are Ghost-Locked. “Fight the ghost” is never the correct plan. 


If a ghost is defeated enough times to deplete it’s power or its Source is destroyed/secured, it is rendered safe.


Items have a quality that indicates their power. The thrice-consecrated rapier Le Coup De Foudre is a more powerful weapon than the mass produced stick of iron given to you upon graduation. The default rapier has no damage bonus against a ghost. An iron chain costs more power to pass than a ring of salt.


Tuesday, December 7, 2021

BUGS AND BLASTERS

So you clicked the generator and now your ship is full of bugs. What to do? Who to call? If your ship is completely lost or there are no valuables aboard, then I highly recommend destroying the infestation from naval engagement distance using warp tempered ordinance to ensure the uncanny, roach-like resilience typical of void insectoid infestations doesn't come into play.

However

If there is something to be gladly purchased by raw red blood. Something calling out to you in the corners of your mind. That which refuses to be forgotten. You have only one option available to you. 

Enter the ancient codes handed down from captain to captain, forever unused until now. Wind the arcane signal generators. Feed the hole-punched distress code into the signifiers. Press the dust-marked indicator. and wait. 

ping...ping...ping...

Months pass, then a new star appears in the sky. 

This is a hacklet of Orbiters Locale 519. Classes adapter from there and discussion on discord. Thanks to deus and semiurge for their contributions. Also, this game was created in tandem with CatDragon! Happy glogtober everybody.





BUGS AND BLASTERS

The shriek of metal against metal, the thunderous tread of your advance, and the death knells of Humanity’s enemies accompany the howling bark of your ordinance. You are Zeus’ lightning, Thor’s hammer, and G_d’s cup of wrath poured out on heretical alien filth.

Even though Suits’ stats are the same as an unarmored PC’s there is an order of magnitude difference between what those stats mean. A Hardsuit may test Brawn to crash through a wall, an unaugmented human cannot. A Suit’s hp are in the form of hit dice. Each dice of damage that would be done to a typical human instead deals 1 damage to a Suit. An attack which would utterly pulp a human instead deals normal damage to you (1d6 or whatever the value may be). All damage numbers here assume PCs wear hardsuits and face truly monstrous foes.

Character Creation

  1. Roll 4d4 for each of your three stats: Brawn (BRN) Doctrine (DOC), and Faith (FTH)

  2. Roll 1d6 for your starting Hit Points (hp)

  3. Pick a Background.

  4. Choose a Class.

  5. Get briefed on your first mission

  6. Resolve Inventory

Class Overview

  1. Slayer: The fighter class, good at dealing damage and soaking it up.

  2. Battle Witness: The cleric class, good at buffing and augmenting allies.

  3. Metal Singer: The thief class, good at manipulating electronics and the environment.

  4. Tome Keeper: The wizard class, has odd tools.


Class: Slayer

A: Combat Training, Scarred Soul

B: Uncanny Senses

C: No time to Bleed

D: Bringer of Death


Key Item: BFG

You possess a custom Ordinance you have somehow permanently secured from the armory. Decide what it is. It never leaves your side. It is the only thing that helps you sleep at night.


Combat Training

Since your first taste of combat your aim has improved. You may reroll 1s in combat. 


Scarred Soul

After these 10 battles, death has become a part of you. You project a menacing aura that convinces most NPCs not to cross you. Only particularly brave people will meet your eyes, and every transport ship has a dark corner for you to sit and brood.


Uncanny Senses

After these 100 battles you feel the ebb and flow of the darkness. Cannot be surprised by hordes.


No Time to Bleed

After these 1,000 battles, your body is as hard as your soul. Wounds do not visibly hinder you until they kill you.


Bringer of Death

After these 10,000 battles, death is you. Take an entire extra turn in combat. If no enemies present have a name or reputation, take as many full turns as you have levels.

Class: Metal Singer

A: Servant Skull +1 Upgrade

B: +1 Upgrade, +1 Skull

C: +1 Upgrade, +1 Skull

D: +1 Upgrade, The Song


Key Item: Autonomous Arm

Mounted to your torso is an intelligent arm. It can hold one item and use it about as effectively as you can without your action.


Servant Skull

Floating skull sized drone. Has 1hp. Comes standard with a flashlight. Must be piloted and you cannot move or act while doing so.


Skull Upgrades

  1. Sensory array - sound, radio, infrared, zoom capability now.

  2. Limited autonomy - You can move while piloting Skulls.

    1. Advanced autonomy - Skulls can act on simple commands.

  3. Flash Bulb - if triggered in a dark area, all creatures in 30’ cone are blinded for 1 round and animal intelligence creatures save or flee.

  4. Armament - Drones are armed with a Rifle.

  5. Armored - Skulls have 1d6 hp.

  6. Lure - Animal intelligence creatures are drawn to the Skull.

  7. Self-Destruct - 50’ radius explosion. Deals 3d6 damage.

  8. Articulating Hand - The Skull can hold and use an item as if with one weak hand.


The Song

You have completed the machine rites and learned the song of steel. You can speak to metal now. Most metal has intimate, but local knowledge of temperatures, pressures, tension, compression, and vibration.

Class: Battle Witness

A: +2 Songs, Heart of Joy

B: +1 Song, Bear Another’s Burden

C: +1 Song (your choice), +1d6 hp

D: Choir of One


Key Item: Exultation Casters

Shoulder mounted voice amplifiers project your joyous songs above even the din of battle. You can sing one song at a time.


Heart of Joy

Practiced exultation in the Augur’s will expands the heart and makes the soul resilient. Gain 1d6 hp.


Bear Another’s Burden

When a nearby ally rolls on the Injury Table you may decide to take the injury before seeing the result.


Choir of One

Reaching a fever pitch of faith and praise, shield your allies with impenetrable exaltation. No damage may be done to them while you belt out your songs at this intensity. This does not protect against superlative effects. You take 1d6 damage at the end of your turn each turn this effect is active.


Songs of Praise

  1. Shared Suffering in Battle - All allies have +1 armor.

  2. Heroic Account of Murdoc - All allies ignore the effect of 1 Injury

  3. Song of Ascension - All allies roll initiative twice and take the better

  4. Bring in the Harvest - All allies deal +1 damage

  5. Lament for Fallen Brothers - Gain a bonus to all rolls equal to the number of marines fallen

  6. Dirge for Escaped Judgment - Advantage to all rolls to track prey

  7. Overture for Rousing Courage - Allies roll Morale twice and take the better

  8. Turn Back the Tide, Watch the Waves Break - All allies gain +1 armor and damage against hordes

Class: Tome Keeper

A: +2 Abilities

B: +1 Ability, Attuned

C: +1 Ability (your choice), 

D: The Scream


Key Item: Psychic Shroud

A hood of coils and cables stems from the base of your skull. The Shroud protects you from direct exposure to the energies of Deep Space and allows you to use your abilities safely… most of the time. Check FTH each time you use an ability. If you fail, roll 1d10 on the Psychic Disturbance Table +1 for each previous use, your ability works either way.


Psychic Abilities:

  1. Precognition - describe a brief course of action. The DM will describe the immediate outcome.

  2. Location - Choose a location you can see. You are now at that location.

  3. Acceleration - Speed up time 2x in a 10’ diameter sphere within 20’ of you. Entering or leaving the active sphere would be unwise.

  4. Deceleration - Slow down time 2x in a 10’ diameter sphere within 20’ of you. Entering or leaving the active sphere would be unwise.

  5. Temporal Shift - Reroll a single dice just rolled by a player

  6. Strings of Fate - Reroll a single dice just rolled by the DM

  7. Banish - target unnamed demon must save or vanish.

  8. Vaporize - roll on the psychic disturbance table. Target must save or vanish in a red mist.


Attuned

Roll twice when you roll a Psychic disturbance. Choose which result you like.


The Scream

Take 1d6 damage and +5 to future Psychic disturbance rolls as black energies sear and burst capillaries in your brain. All matter within 40’ is catastrophically molecularized.


Psychic Disturbance

  1. A cool mist rolls in from nowhere.

  2. Electrical components spark and fizz.

  3. Deep in the derelict, something screams.

  4. Little Death - unconscious for a round. Looks dead.

  5. You are noticed by something in the darkness. +2 to future Psychic Disturbance rolls.

  6. Edges of reality crack and spark, obscuring vision. +1 to How it appears

  7. Lasting disturbance - +1 to What it is

  8. Marked for Death - you’re picked for bad stuff

  9. Temperature increases dramatically, flammables ignite.

  10. Temperature decreases dramatically, check BRN or held equipment freezes

  11. Time Lapse - stunned first round of combat

  12. The Shakes - ranged attacks fail on even rolls, also fine motor skills diminished

  13. A bout of heart palpitation seizes you. Stunned for 3 rounds.

  14. Aggressive Necrosis - lose 1d4 to a random stat each exploration turn.

  15. Gateway - check FTH or something comes out of the darkness.

  16. Or higher. You are pulled into a black yawning portal with a slurp.

Exploring the Hulk

Encounter Roll

Roll a d6 in each column during encounter checks. If doubles, roll again and combine the effects. If the result is uninteresting or inappropriate, nothing happens instead.



What it is

How it appears

1

Something out of place

Omen

2

Arcane technology

Omen

3

Deplete oxygen

Ready for it

4

Hulk deteriorates

Ready for it

5

Monster

Surprised!

6

Horde

Surprised!


Hulk Deteriorates

The first result happens if the roll requires an omen. The second happens after a short delay or immediately based on if the players are Ready for it or Surprised!

  1. A wall between two rooms caves in / The wall flakes and cracks

  2. A pipeline in a random location shatters. Roll on Pipe Contents table to determine what was inside. / The pipe starts to leak, making the contents obvious.

  3. Gravity activates or deactivates. / PCs are heavier or lighter or pulled in a different direction.

  4. A wall to the void pulls open. /  The wall cracks audibly. Air hisses at it is pulled into space.

  5. The structure rotates on its axis. / The derelict rocks and shakes.

  6. One room of the derelict snaps off the rest of the ship. / the entrances to that room bend and snap as supports begin to fail.


Pipe Contents

  1. Freezing Coolant. Save or whatever you’re holding is frozen for an exploration turn. Creates a fog.

  2. Air, high pressure. Those nearby are propelled 15ft away under normal gravity, until contact under microgravity.

  3. Oxygen. Explodes if burst, highly flammable if leaking. Explosion knocks back as air and causes 1d6 damage to all in the area.

  4. Inert gas, heavy. Pools at the bottom of the room. Displaces other gases.

  5. Inert gas, light. Fills the room from top down. Displaces other gases.

  6. Electricity. The wires spark wildly, requiring a save to navigate safely or take 1d6 damage.

  7. Fuel. 3-in-6 chance it sparks off starting a fire. 1d4 damage per round. Oxygen sub breathable in a few rounds.

  8. Metal Repair Foam. Creates a Thin Wall across the area.

  9. Steam. 1d4 damage to unarmored individuals. Slows movement and obscures sight.

  10. Void Stabilizer. Fluid used to transfer the ship into warp. Roll on the Psychic Disturbance table. 

  11. Toxic Gas, light. Fills the room from top down. If the vicinity will hold gas and PCs are exposed to the elements, save vs death.

  12. Toxic Gas, heavy. Fills the room from bottom up. If the vicinity will hold gas and PCs are exposed to the elements, save vs death.

  13. Fire Suppressant. Slows movement to a crawl. Save to power through at half speed. Fires are extinguished and fire based weapons are ineffective in the area.

  14. Sewage. +1 to future encounter rolls.

  15. Viscous Polymer. Requires an exploration turn to escape, otherwise move at quarter speed.

  16. Thin Polymer. Sticky and flammable. Only ignites in the presence of flame. It’s covered everything by now. Takes an encounter turn to cleanse.

  17. Data Cables. If properly equipped, can connect and parce to answer 1d3 questions about the ship or connect to a single onboard system.

  18. Pheromone. +1 to future encounter rolls. A random monster is now “friendly” to you.

  19. Multi-Conduit. Roll twice.

  20. Monster. Occupied! Roll again plus add a monster.


Monsters!

The creatures aboard space detritus are wholly monstrous. Anything less has succumbed to the harsh environment and horrors of deep dark space. Monster stat blocks consist of: Hp, Damage done, and any abilities. They may also have armor in which case AOE weapons deal half damage.


A Horde!

A teeming mass of ululating chiton, dozens of buzzing drones, shrieking necroslaves. A pocket of raw mayhem has been encountered within the derelict confines of the hulk. They are coming for you.


When a swarm is first encountered, roll the duration which is the number of waves the horde will arrive in, then roll the number appearing in each wave. Generally, a new wave will arrive each round.


Duration: 1d4+2

No. Appearing: 3d4 each wave


If an Omen is rolled simultaneously, they are a few turns away and are possibly avoidable. If the players are Ready for it, then they have the initiative when the horde comes bursting in in a turn or two. If they are Surprised! by the horde, the enemies appear without warning.


Horde damage rules are different. Horde are weak enemies swarming in large numbers. 1 damage kills one member of the horde and at the end of the PC’s turn the number of the horde present determines the damage done to the PCs. 4 horde present at the end of a round means 4 damage the PCs have to distribute amongst themselves in a narratively acceptable manner.


Non-AOE weapons deal half damage to hordes.


If all enemies are killed before the arrival of the next wave, the party may try to lose the horde.


Combat

Damage is dealt automatically to enemies. Enemies do the same to you. Your hardsuit and your faith are the only things protecting you from a quick death. Those without a hardsuit have 0hp and roll on the Injury Table each time they take damage.


Single targets receive half damage from AOE attacks. 


Horde enemies take half damage from nonAOE attacks. They also deal their hp in damage spread among the party at the end of each turn rather than attack. 3 horde damage may be allocated to a PC with 0hp. At the end of the round all PCs who took damage that round roll on the Injury Table.


Initiative

Make a Doctrine Check to go before enemies, those who fail goes after.


Death

If reduced to 0 hp, roll on the Injuries Table. If the same injury is taken twice, you die immediately. 


Injury Table

  1. Blood loss - max hp is 1, BRN checks fail

  2. Broken Jaw - talking hard, cant eat, 50% fail spells

  3. Eye Put Out - odd attacks miss

  4. Ruined Leg - half speed

  5. Ruined Arm  - doesn’t work

  6. Lost Hand  - as above and held item destroyed

  7. Cracked Ribs - no run, no lift heavy

  8. Concussion - DOC checks fail

  9. Opportunistic Infection - disease

  10. Walk It Off - phew

Hazards

Hulks and derelicts are generally without light or atmosphere.


Vacuum

Exposure to Vacuum via a compromised hardsuit deals 1 damage per turn if conscious and knocks you unconscious at 0hp. If exposed without a hardsuit at all, you fall unconscious immediately. If not returned to pressurized atmosphere within the exploration turn you will die.


Low Oxygen

Exposure to low oxygen requires a BRN save to remain conscious every exploration turn. Due to extra organs you may remain unconscious in this way for a number of hours before dying. 


Radiation

There is often no warning of radiation contaminated environments without proper equipment. The first sign may be signs of organ and cellular damage. Exposure to radiation causes 1d4 stat damage to a random stat per exploration turn. Extreme radiation causes noticeable skin burns after a round and deals 1d4 stat damage per round after that.


Microgravity

While in microgravity, you may move yourself along solid surfaces at half speed or push yourself in a straight line off of a surface. You can only use melee weapons while securely attached to a solid surface.


Electromagnetic Interference

While in areas of large electromagnetic interference, electrical equipment doesn’t work. Fortunately hardsuits themselves are shielded and remain generally operable.

Inventory

Each PC can carry 3 items, not including their class’s Key Equipment. In addition, each Marine is equipped with a Sidearm, 1d4 damage, 30’ range.


At the beginning of each Dive, roll X ordinance, 2X weapons and 3X equipment available to bring on the expedition, where X is the number of PCs. PCs equip themselves from this list. Ordinance cost 1 Renown to equip.


Oxygen and Ammo are team wide resources and must be carried with the party. A bottle of oxygen provides 3 Oxygen and a bullet box provides 3 Ammo.


1 Oxygen is depleted randomly during Encounter Checks or if expended by equipment use or other circumstance. 


1 Ammo is automatically depleted at the end of a skirmish. Also test Doctrine for each Ordinance that was fired. On a failure an additional Ammo is depleted. 

Basic Armaments

Roll a weapon base, ammunition, and modifier and combine.


Weapon Base

  1. Rifle: 1d6 damage, pierces Thin walls, 100’ range.

  2. Plasma Projector: 1d6 damage in a 50’ straight line. If you charge the gun as an action for 1 round, it does 1d10 damage in a 100’ straight line.

  3. Shotgun - 1d8 damage in a 30' cone, pierces Thin walls

  4. Warhammer - 1d10 damage in melee, pierces Thick walls

  5. Fluid Thrower - 1d8 damage in a 60' line. Doesn't pierce walls.

  6. Nade Launcher - 1d6 damage. Projectile bounces for 100', 10’ radius explosion. Pierces Thin walls.


Ammunition

  1. Eavy Metal: ignores armor, increases wall pierce by one step

  2. Glass: no longer pierces walls, reroll 1s and 2s on damage rolls against unarmored targets

  3. Shotpack- deals maximum damage to drones and other fast-moving targets. No longer pierces walls

  4. Incendiary - targets take 1d4 damage each round until the fire is put out

  5. Blessed - demons Save or flee

  6. Payload - delivers bullet size doses of cargo. Roll on Pipe Contents table to see what these are loaded with.


Modifier

  1. Light - decrease damage die and wall-piercing by one step, always first initiative unless surprised.

  2. Heavy - increase damage die and wall-piercing by one step, and always last initiative

  3. Variable Scope - you can spend an action to precisely target, allowing you to reroll your damage die.

  4. Snub Barrel - Range reduced one step (200' -> 100' -> 60' -> 30' -> melee -> grapple). Damage increased one step.

  5. Mag-assist - Over-penetrates targets, and will go through any number of non-Armored walls and one Armored wall

  6. Lasertag - all subsequent attacks against target are made at +1. Stacks.


Ordinance

Weapon Base

  1. Rocket Rack: 3d4 damage, split the damage between as many hit targets as you want, pierces Thin walls, 200’ range. Takes a round to reload.

  2. Limpet Launcher - 1d6 damage, 10' radius, pierces Thin walls when set off, rounds stick to metal and can be detonated later, 100' range

  3. Claymore Array - 1d6 damage to everyone out of cover within 100'

  4. Assault Cannon - 2d6 damage, pierces Thick walls, 100' range

  5. Autocannon - 1d8 damage, 10' radius, pierces Thick walls, 100' range

  6. G_d Fist - 2d8 damage in melee, pierces Armored walls. Always last in initiative.


Ammunition

  1. Explosive - damage radius is increased by 20', wall pierce increased by one step

  2. Blessed - demons Save or flee

  3. Incendiary - targets take 1d4 damage each round until the fire is put out

  4. Payload - delivers bullet size doses of cargo. Roll on Pipe Contents table to see what these are loaded with.

  5. Pulse - targets must Save or be knocked down when hit

  6. Eavy Metal - ignores armor, increases wall pierce by one step


Modifier

  1. Rapid-fire:  attack twice, expend 1 Ammo to do so.

  2. Hardpoint-mounted:  increase damage die and wall piercing by two steps. You cannot take any other actions when you use this weapon

  3. Bombardment: you can choose to have the weapon deal its maximum damage on its attack, but it runs out of ammunition or charge and cannot be used again during this expedition

  4. Backblast: When firing the weapon, everything within a semicircle behind you is tossed 30' away. If you lack 30' of rear clearance, you are tossed forward

  5. Rail-assisted: magnetic rails accelerate the projectile down the barrel. Over-penetrates targets, and will go through any number of non-Armored walls and one Armored wall

  6. Assisted Targeting: you can spend an action to precisely target, allowing you to reroll your damage die.

Equipment

(As Orbiter’s Local 519, hardsuit Utilities included)


If equipment causes Heat, it may reduce Oxygen or Ammo instead.


Also…

  1. Mosquito - capture most pipe contents into an empty Oxygen Bottle. Comes with 1 bottle.

  2. Oxygen Bottle - increase oxygen supply by 3.

  3. Bullet Box - Increase Ammunition by 3.


Downtime

As Orbiters Local 519

Also…

  1. Each named enemy slain

  2. Each chapter relic recovered

Adversarium

(Orbiters Locale 519 as well as...)

Genecutters

# appearing: 1d6

Stalk and misdirect, trying to separate their prey. Pounce from shadows in an inopportune moment. Flee and strike again.

HP: 1d8

Damage: 1d6 flaying claws

1 random Biohazard

Biohazards:

  1. Toxic claws, 1 damage a turn after being hit.

  2. Leaping, close short distances instantly

  3. Chitinous, absorb 3 damage before taking any

  4. Scything limbs, +1 damage

  5. Grasping tentacles, cannot easily escape melee

  6. Pheromone cloud, Thropes show up soon

  7. Corrupted, bring 1 random Psychic Disturbance.

  8. Death adapted, fight to the last

  9. Skittish, flee after first major casualties

  10. Predatory, always attack from two sides.

Brain Brachia

# appearing: 1-2

Float behind front lines, manifesting random psychic disturbance each turn. ¼ chance to manifest psychic power. Nearby bugs act intelligently.

HP: 8

Damage: variable from psychic powers

Thropes

# appearing: 2d6

Leaping directly into battle.

HP: 4

Damage 1d4 oozing mouth

Sand Stalker

# appearing: 1

Burst from below, taking one target away into labyrinthine tunnels

HP:12

Damage: 2d6 piercing forearms once isolated, toxic cloud used to escape and dissuade pursuit. 1 random Biohazard


T O W E R D U N G E O N

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