I'm currently working on a Google Doc (private at the moment) laying out the bare changes and mechanics of Blood and Justice: Superheroic Roleplaying Game, so I thought I'd take you as I go along.
For those of you that don't know, Mutants and Masterminds, the game B&J will be based on (Yes, I'm aware of the risque acronym, but I like the title Blood and Justice too much to give it up), uses a point buy system to build your characters. M&M calls them Power Points, but since that term is not OGL, I have renamed them into Justice Points.
You get an amount of JP based on the Power Level of the campaign, which at the standard Level 10 is 150 JP. These points can be spent to increase your attributes, buy skills, feats and powers, and attack and defense bonuses.
I'm changing some stuff around, though. In M&M, improving your saves (Fort, Reflex and Will) was a power, which is very silly to me. Instead, I've made increasing your save bonus part of the core JP purchase.
I've also added the Soak value, which was originally Amazing Save (Defense). Since I plan to use damage dice in B&J, this Soak value is basically a passive defense that will eat up damage inflicted on you. 1 JP will give you two points in Soak, meaning if you spend 8 JP on Soak, you'll have 16 Soak (ignoring the first 16 points of any attack).
Most of the JP costs have remained the same from M&M, but I am currently trying to figure out skills. Instead of the 40 skills in M&M 1e, I am going to use 14 skills from the 3rd edition of M&M (not including the combat skills). This means that less skills do more, so I'm altering the JP cost for 1 point of skill rank to either cost 2 or 3 JP (leaning more towards 3)
Anyway, this will all come out in testing, but it seems fairly solid to me. Next up I'll talk about attributes, which aren't too different
Limitless Worlds
Thursday, January 22, 2015
Wednesday, January 21, 2015
Blood and Justice - Planning
So like I said, I am starting some preliminary work on a rules-lite hack of Mutants and Masterminds 1e for Blood & Treasure, and though try as I might, some things in B&T just can't work on the levels that M&M can escalate too.
So what's staying in B&T?
- All of the combat system, including movement, encumbrance and so on
- Status and environmental effects
- Advantage/Disadvantage
And what's not
- Reverting to 3.5 skill ranks
- Reverting to 3.5 saves
And what's new!
- A full adaptation of the HP damage rules from M&M, including Soak rules and better integration of knockback
- Possibly a sample setting
- Hopefully reduced feats as well
- Removal of Amazing Save as a power and being a core component (ala M&M 2e)
I tried hard to keep ranks and saves and rolls as is, but it's not really feasible, especially at higher levels. So really, I'm just standardizing skill rolls, which I don't feel is a large issue
For feats, I'm going to do away with pure skill bonus feats, as the system can already hit high levels without them. I'll also knock out any feats that don't apply by being too specific (like Blind Fight)
Stay tuned as I figure out more
So what's staying in B&T?
- All of the combat system, including movement, encumbrance and so on
- Status and environmental effects
- Advantage/Disadvantage
And what's not
- Reverting to 3.5 skill ranks
- Reverting to 3.5 saves
And what's new!
- A full adaptation of the HP damage rules from M&M, including Soak rules and better integration of knockback
- Possibly a sample setting
- Hopefully reduced feats as well
- Removal of Amazing Save as a power and being a core component (ala M&M 2e)
I tried hard to keep ranks and saves and rolls as is, but it's not really feasible, especially at higher levels. So really, I'm just standardizing skill rolls, which I don't feel is a large issue
For feats, I'm going to do away with pure skill bonus feats, as the system can already hit high levels without them. I'll also knock out any feats that don't apply by being too specific (like Blind Fight)
Stay tuned as I figure out more
What Do You Get...
When you combine Blood and Treasure with Mutants and Masterminds 1e?
A little something called Blood and Justice.
Keep your eyes peeled to this space for more
A little something called Blood and Justice.
Keep your eyes peeled to this space for more
Wednesday, November 19, 2014
Silent Legions Region Creation Pt. 1 - The Fell Gods
| "Excuse me, ma'am. Which way to the local Silver Twilight Lodge?" |
The Fell Gods
The first step is to make up your Lovecraftian pantheon. I rolled up one that includes two pantheons, one of three gods and the other of two. The three god pantheon has the aspect of Monotheistic, meaning the three gods are really an aspect of one god. The second pantheon is Dualistic, meaning that the two gods war with each other.
The Monotheistic god has the aspects of Controller of Time, Controller of Plants and Controller of Thirst. The Dualistic gods are a Controller of Decay and a Creator of Corpses, After some brainstorming, here is what I came up with
Monotheistic Pantheon
Though seeming as three seperate deities by cultists, Rnaao, Huak and E'dhurthalelo are all aspects of Yata, the Albaster Silken Eye.
His aspect of Rnaao, the Ashen Lord of Dusk, is focused on the dim hours of night where it seems the night comes alive. Rnaao feeds on the fears of those at these hours, stretching these hours cosmically. Those aware of the Deep Black now that midnight doesn't stretch for an hour, but days at a time.
The Huak aspect, also called the Living Lust of Thorns, represents an almost sexual devotion to plants, a complete surrendering of body and soul. Plants are stalwart in time, simple yet always active, and Huak admires this, spawning terrible mutated, half-sentient plants who feed on, and even mate with, worshipers
Finally, E'dhurthalelo, the Writhing Tyrant of Sorrow, is the less dominant aspect, and represents the eventual drying out of the cosmos, as stretched time and demented foliage absorb the lifeforce of the universe. E'dhurthalelo is inevitability itself.
Dualistic Pantheon
Kelzabhar, the Pontifex of the Hungry Mouth, seems to endlessly hunger for the sick and the rotting. Infecting his followers with terrible gangrene and rot, he feeds off their pain and life force as they writh. However, their suffering is his lifeblood, so he makes sure they live in agony.
Itha-glaq hates Kelzabhar for this reason. Called the Emerald Deviser of Smoke, his shrewd method of conjuring the undead into massive armies herded by servitors requires the bodies that Kelzabhar keeps alive. What the undead are for or where they are is a mystery, but this secret war is all too real.
Pretty neat stuff so far! Up next is alien races, so stay tuned
Wednesday, October 29, 2014
Hell on Earth Reloaded Alternatives
So you may be saying, "Oh Tanner, those mechanics are super awesome, but what if I don't have the Sci-fi Companion."
Well I've come to answer your question!
Power Armor
In all honesty, the three suits of power armor in the Savage Worlds Deluxe book hew pretty close to HoE power armor minus all the bookkeeping headache. The Scout, Battle and Heavy Suit are all builds I would not be surprised to see most often in the Wasted West, and you can do small finagles to add variation. I'd reduce cost, though (Scout is $8,000, Battle $9,000 and Heavy $10,000). You'd probably only find power armor with the Steel Knights though. I'd also probably just do 1 pound of ghost rock can power up the armor, and I'd keep the sealing-in-from-elements.
This may show up in play for me, actually, but the answer is there.
Bionics
Like HoE: Reloaded says, you can rip the mechanics straight from the Smith & Robard's supplement. You won't be getting some things like skill chips, but that's not too big of a concern. I would keep most of those mechanics, though, in terms of installing bionics and etc. Also, scrappers don't suffer the normal Charisma loss that "augers" in the Weird West do.
Both edges I created are also still appropriate, I think.
Addendum: http://www.peginc.com/forum/viewtopic.php?t=37153
There is a good post by Clint of Pinnacle Games explaining why they went a more archaic approach with suggesting Augur tech rather than Scrapper tech, and it makes sense to me. But do what you will!
Well I've come to answer your question!
Power Armor
In all honesty, the three suits of power armor in the Savage Worlds Deluxe book hew pretty close to HoE power armor minus all the bookkeeping headache. The Scout, Battle and Heavy Suit are all builds I would not be surprised to see most often in the Wasted West, and you can do small finagles to add variation. I'd reduce cost, though (Scout is $8,000, Battle $9,000 and Heavy $10,000). You'd probably only find power armor with the Steel Knights though. I'd also probably just do 1 pound of ghost rock can power up the armor, and I'd keep the sealing-in-from-elements.
This may show up in play for me, actually, but the answer is there.
Bionics
Like HoE: Reloaded says, you can rip the mechanics straight from the Smith & Robard's supplement. You won't be getting some things like skill chips, but that's not too big of a concern. I would keep most of those mechanics, though, in terms of installing bionics and etc. Also, scrappers don't suffer the normal Charisma loss that "augers" in the Weird West do.
Both edges I created are also still appropriate, I think.
Addendum: http://www.peginc.com/forum/viewtopic.php?t=37153
There is a good post by Clint of Pinnacle Games explaining why they went a more archaic approach with suggesting Augur tech rather than Scrapper tech, and it makes sense to me. But do what you will!
I'd Give My Right Arm: Deadlands Hell on Earth Reloaded Scrappers
Electric Sheep
Certain bionics do exist that not only replace body parts, but improve them. Generally called augments, these are also mostly only found in the haven of Iron Oasis.
The rules for the maximum amount of augments a scrapper can have, i.e. the Strain, is fully described in the Sci-fi Companion. Further, damage to bionics systems is also discussed in the Hell on Earth Reloaded setting book. However, there are a few subtleties that are not addressed there.
The $20,000 Man
Bionics come in two types: Junker or pre-war. Pre-war cost the normal price and are usually Rare, even in Junkyard. However, once the surgery is done, pre-war augments are nearly perfect, and thus never malfunction.
Junker bionics is, of course, constructed by Junkers using Components. The rules utilize the rules for Gadgeteer, with the Power being bound trying to be relatively equivalent thematically to the augment being taken (it's up to the Marshal for this). The Junker also must have enough money for more specialized parts, though the cost is 50% of what a normal augment costs. The drawback to this is that Junker bionics can malfunction, which is described below.
I Briefly Associated With Doctors
Installing bionics of any kind is a messy. It requires a successful Knowledge: Medicine roll, and the surgery takes about 1 hour per point of Strain it applies (pure bionic limbs inflict 1 Strain). A success on the roll means the implant took, though the scrapper still takes a Wound that must be recovered naturally. A raise negates that wound. A failure on the roll means the augment simply didn't take, though the surgery can be re-done.
A crit failure is more dangerous. It appears that the augment took as a success, but every day the scrapper must make a Vigor roll, with a -1 penalty per day after the operation (to a maximum of -4). On a failure, the scrappers body rejects the implant, causing 2d6 damage and the failure of the implant. The only remedy is to remove the augment; it will never work on the scrapper. Yes, this does mean if a scrapper has a high enough Vigor, they could walk around with faulty bionics for possibly months at a time.
Note that bionics can only be installed on living creatures. If a Harrowed wants to be cybered up, he best become a Cyborg.
The Sparks Means It's Working
Junker built bionics are cheap but unstable, tending to break under pressure. Once per day, the Marshal should roll a d6. On a 1, if the scrapper rolls a 1 at all during the day (regardless of Wild Die), one random piece of Junker bionics will Malfunction like a Weird Science Device.
Starting with Bionics
Scrapper - Background Edge
Novice
You start off with a few bits of bionics strapped to you. You can either start with 1 Strain of pre-war tech, or 2 Strain worth of Junker tech.
A Hard Day's Knight: Deadlands Hell on Earth Reloaded Powered Armor
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| "It's the Iron Alliance, not the Brotherhood of Steel! It's totally different!" |
I've Been Working Like A Dog
Power armor is expensive, rare, but damn powerful. Though power armor can blow a hole through most anything, it is often used to combat the automatons of Throckmorton’s army. Power armor pilots are often called “robohunters” or even “knights,” named after the famous group of wandering power armor soldiers called the Steel Knights.
Power armor, and its mods, outside of a Steel Knight base is Rare, with light models costing $5,000, medium costing $10,000 and heavy
costing $20,000 (1/100th of the price listed in the Sci-fi
Companion). Mods for the armor run at about half the listed price in the
SFC. If you do manage to find a Steel
Knight base, and good luck, most armor and mods are usually Scarce. Power armor mod installation works as described in the SFC.
Power armor is complicated to put on and assemble, and takes roughly 5 minutes to put on. The knight can get out of the suit in roughly half that amount of time. Power armor is sized for humans, so cyborgs can generally not wear them. Also note that the default armor bonus for power armor is not considered Heavy Armor.
The only mod that requires modification is Armor, which adds +2 Armor when it is taken the first time. It can be taken a second time by Medium and Heavy armor, but this instead means the power armor is now considered Heavy Armor.
If you are ever Incapacitated while wearing your power armor, some vital system in the circuits has been damaged, leaving the armor useless until it is repaired. This repair requires 1d6 hours, a successful Repair roll, and a number of Components equal to the Mods on the armor.
Power armor is complicated to put on and assemble, and takes roughly 5 minutes to put on. The knight can get out of the suit in roughly half that amount of time. Power armor is sized for humans, so cyborgs can generally not wear them. Also note that the default armor bonus for power armor is not considered Heavy Armor.
The only mod that requires modification is Armor, which adds +2 Armor when it is taken the first time. It can be taken a second time by Medium and Heavy armor, but this instead means the power armor is now considered Heavy Armor.
If you are ever Incapacitated while wearing your power armor, some vital system in the circuits has been damaged, leaving the armor useless until it is repaired. This repair requires 1d6 hours, a successful Repair roll, and a number of Components equal to the Mods on the armor.
It's Worth It Just to See Oil Spray
Power armor operates on 'Power,' which is a number that represents the power the armor can expend. Non-modified power armor will have a Power of 72, and once it reaches zero, the armor shuts down until it can be recharged. Using only its default features like the radio
and HUD, armor depletes Power by 1 for every hour of use. However, any taxing usage of the
armor’s system will deplete 1 Power per scene outside of battle. Some ‘sustained’
abilities, like flight or stealth systems, suck up one Power for every 10 minutes
of use (or portion of 10 minutes). A prolonged battle, such as in mass combats, will take the 10 minute charge. Be advised that Power stacks; using both flight and stealth systems at the same time, for example, will cost 2 Power for every 10 minutes.
Battles work differently. If you use a power suit's system in a battle, such as firing an integrated weapon or using a jump pack, that depletes 1 Power, but only on the first use of the system in a battle. Later usage in the same battle doesn't suck up more Power, as the suit's systems have already routed energy there.
For example, if on one round you fire a weapon mount and use your jump pack, that takes up 2 Power. On subsequent rounds, if you use either the weapon or the jump pack, or both, you don't spend any additional Power. However, if you activate your magnetic boots in a later round, that sucks up another Power for a total of 3.
For "always on" modifications, like Strength Enhancement or Pace, they can be turned "off" to conserve power, reverting the character's stats to normal until they are reactivated. The Armor mod does not consumer Power, as it is purely physical.
For "always on" modifications, like Strength Enhancement or Pace, they can be turned "off" to conserve power, reverting the character's stats to normal until they are reactivated. The Armor mod does not consumer Power, as it is purely physical.
For power armor to recharge, your knight needs access to
either ghost rock or spook juice. Power armors have an internal battery that
can be fueled by either of these substances, given enough time. One pound of
ghost rock or 16 gallons of spook juice provide a full Power of 72 (if no battery mods are present), but the armor must be powered down for a half-hour for every ounce or
gallon consumed in order for the power armor to properly process it. A full
charge thus takes about 8 hours, meaning most brainers charge their armor while
sleeping.
Rarely, you may find an old power armor reactor, which were usually installed in combat vehicles to service Steel Knights on the field. These can bring a power armor up to full charge in minutes, though most have been lost to time.
You Know I Feel Okay
In an emergency, power armor can integrate with live wires
or industrial batteries to gain a temporary boost to their batteries. The
source must be powerful enough (like a full car battery, a live power line, or
a huge generator) and the pilot must make a Smarts roll. On a success, the
armor absorbs 1 to 3 (your choice) temporary Power, and 1 - 6 (your choice) on a raise. This temporary Power
is on top of existing Power, so a fully charged suit that ‘overcharges’ could
have 78 Power. On a failure, nothing happens, but on a crit failure,
the pilot gets electrocuted for 2d6 damage.
This power jacking can only be used
once before the armor’s circuits have to cool down, which takes a number of
shut-off hours equal to half the Power absorbed. Note that this
temporary Power can’t be saved during shut-off; it simply vents out.
Starting With Armor
Robohunter - Background Edge
Novice, Repair d6+, Fighting d6+
You have somehow come into the possession of a suit of power armor. Maybe you found it, or perhaps you are a former (or current) Steel Knight.
You start with a suit of Light power armor, though it does not possess any mods.
Robohunter - Background Edge
Novice, Repair d6+, Fighting d6+
You have somehow come into the possession of a suit of power armor. Maybe you found it, or perhaps you are a former (or current) Steel Knight.
You start with a suit of Light power armor, though it does not possess any mods.
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