Showing posts with label sci-fi. Show all posts
Showing posts with label sci-fi. Show all posts

22 June 2022

QHW, Day 22: ...in SPACE!!!

Oort

  • Knot of long, multi-limbed insectoid limbs with no central body. Silicon based.
  • Every joint is covered in sensory whiskers. Extremely sensitive to electricity and vibrations.
  • They communicate via bioelectric signals. Can interface directly with their organic-electronic technology.
  • They live off thermoelectricity. To feed, they lie down with one limb in sunlight and the other in darkness.
  • Vacuum-proof, cannot survive in planetary gravity.
  • Their kilometre-long ships are actually their females.
  • Merchants. They fill their ships with cargo and travel at sub-light speeds to new systems.
  • Due to their slow travel, they often have strange technologies and ancient objects for sale.


Zeno
They have nothing in common with humans, not even a distant space-faring ancestor, yet they are completely human looking. On the outside.

On the inside:

  • Two hearts.
  • Rib plates.
  • Nictitating membrane.
  • Don't sleep, they enter a trance for two hours a day.
  • Extremely long, prehensile tongue.
  • Can see in infra/ultra, but only black and white. Thus they have trouble understanding human art and fashion.
  • When pregnant, can hold an embryo in stasis for years.
  • Long lived, don't shrivel and wrinkle, but instead loose pigmentation. Old Zeno are albino.

18 June 2022

QHW, Day 18: Post-Apocalyptic

Humanity used to stand proud and tall. We transformed matter atom after atom with nanotechnology. We created AIs that thought at the speed of light. We made our children healthy and beautiful and clever and immortal. We reached for the stars. That was the Light.

But pride comes before a fall and the higher you rise, the harder your fall. Maybe it was a war. Maybe a natural disaster. An alien invasion. An insane omega psion. A simple mistake that turned the ubiquitous nanite clouds at us. We fell, and no one remembers the fall today. That was the Dark.

But now, the Dark is in the past and a bright future of reclamation and re-discovery looms near. People emerge from ancient vaults and arcologies, or finally dare to venture away from their hidden villages and sheltered towns. That which was lost will be found again.

What once were the city spires that reached so high above now all lies buried in toxic muck, yet both the treasures and the defenders of yore remain. Radiation and bioengineered super-plagues and insane medical nanites and other horrors released by a million past accidents and catastrophes threaten the intrepid pioneers. The land at large is ruled by mutants and insane technology, full of danger and wonder and excitement. Death is always near, but so is endless fame and untold riches.

What awaits in this brave new world? In the After-Dark?

The truth is, this was not the first time. There was another apocalypse before the last one, and more before then. If you dig deep enough, you will find ruins of hundreds, thousands fallen civilizations. Buildings buried by continental drift. No one remembers the years any more, as they no longer make sense to human mind. No one remembers the true cause for the cataclysms, for every time it was something different that brought humanity to its knees.

There was Dark, and there will be again. We shall rise and we shall fall, until the very ashes of past civilizations smother the Sun, already tinged red.

13 June 2020

Ancient Artifacts of Stupendous Science

There are interesting gadgets that your players can find when prowling the wasteland, and then there are these things. They were rare and expensive before the Turn, and now they are the most prized possessions of the most powerful water barons, the sacred relics of hidden arcologies, or long lost in forgotten vaults.

Some might be a treasure in the big bad's lair, some a treasure the big bad seeks. Some will be the crux of their evil master plan.

All can surely be used for many a shenanigan.
  
A cruciform.
I've stolen this one wholesale from the Hyperion Cantos.
If you haven't read it, I highly recommend that you do.
 
d20 Artifacts
  1. Bioprinter: From a single droplet of blood, this device can recreate and clone any creature. An adjustable fast-time field will even age the subject appropriately.
  2. Recoiler: A piece of jewellery (normally a ring, bracelet or a brooch) that can be activated to instantly return the wearer to the safety of a pre-defined receiver chamber. Its range is long enough to bring one from Earth to the Moon.
  3. Transmat cannon: During the Turn, these weapons were used to instantly teleport an armed antimatter bomb onboard an enemy vessel. It has a range of about a light second, a projectile chamber large enough to fit several people inside, and cannot be blocked by anything short of very advanced force shields.
  4. Hypnolearning bay: A comfortable coffin where one can lie down to sleep and learn a new skill overnight*.
  5. Phylacterion: A throne of chrome and wiring. When a creature is strapped into it, the phylacterion can either scan their brain and create a new mindstate disc, or download a mindstate disc into the creature's brain, overwriting their whole psyche with another person.
  6. Cruciform: A cybernetic symbiont that bonds with the user and makes them nigh immortal. No matter how grisly their injuries or how little remains from their dead and destroyed body, the symbiont will eventually reconstitute them to full (physical) health. It's impossible to deactivate or detach, so users tend to be dealt with by chucking them into a volcano.
  7. Becoming nook: Lie down into this surgery station and close your eyes as it anaesthetises you. One quick implantation later, you will be on your way to bionic ascension. No surgery roll is required and the recipient gains +4 bonus to their post-surgery Con Save if the becoming nook is used to add a new augmentation.
  8. Warp star: A miniature black hole trapped in an indestructible crystal. Serves as an infinite power cell, capable of powering a whole city alone.
  9. Gravity cannon: An unassuming platform that can nonetheless accelerate anything up to the size of a spaceship to a good fraction of c.
  10. Phase gate: A cannon-like device that will charge up with 5D energy, then blast a hole to the next dimension over.
  11. Nulltime tank: Inside, the time itself stands still. The grieving might keep their loved ones alive, for a certain measure of "life", while the decadent will always have their meals fresh and warm.
  12. Replicator: A cloud of nanites in a box will break down matter on atomic level, then rebuild it into whatever their owner desires. While pretty much anything can be quickly fabricated, one still needs the materials and blueprints.
  13. Matrix: There are many people with access to the Matrix, but this is the Matrix. Destroy this core, and the Matrix is gone. Or reprogram it to change literally anything inside. You can be a virtual god.
  14. Humongous mecha activation codes: The chrome colossi of yore have lain dormant since time immemorial, but this could bring them back to life.
  15. Sensory deprivation tank: The resting place for powerful psions. See here.
  16. Regeneration tank: A sarcophagus-like medical device that can heal any injury, and even bring back the recently dead. Minor injuries disappear within ten minutes, a lost limb would regrow in an hour, while a resurrection might take half a day. When used to bring back the dead, however, they must Save with a penalty equal to the number of hours since their demise, or gain an insanity. Corpses that already started to rot cannot be brought back at all.
  17. Time machine: When you climb inside, you can travel anywhere along the machine's own timeline, from the first moment it was activated to a split second before it will be rendered inoperable.
  18. Docility drug formula: Dulls emotions, squashes all defiant thoughts. Easily spread through water supply. With a passable chemical lab, it wouldn't be hard to mass-produce the drug.
  19. Small spaceship: One planet is not enough.
  20. Stargate: Actually, you don't need a spaceship.
 
A phase gate, from Stranger Things.

*) Still subject to the limits on Memory.

23 May 2020

Post-apocalytic Adventure Quickstart

  
Pick your favourite OSR hack and roll for stats, then roll for starting gear:

d20 Weapons
  1. Knuckleduster (1d6 unarmed dmg, concealable)
  2. Combat knife (1d6 dmg, throwable)
  3. Chain (1d6 dmg, at max damage foe Saves vs trip or disarm)
  4. Machete (1d6 dmg, at max damage foe Saves vs bleeding)
  5. Barbed wire bat (1d6 dmg, step up damage die if two-handed)
  6. Crowbar (1d6 dmg, advantage on breaking things)
  7. Fire axe (1d6 dmg) and scrap metal shield (+1 Def)
  8. Knife spear (1d8 dmg, two-handed, extended reach)
  9. Sledgehammer (1d10 dmg, two-handed, at max damage foe Saves vs knockdown)
  10. Bow (1d6 dmg, range 100 m, two-handed, silent) and a quiver of arrows
  11. Twin revolvers (1d6 dmg, 6 shots, range 100 m, noisy, 2 attacks/round)
  12. Semi-automatic pistol (1d8 dmg, 10 shots, range 100 m, noisy)
  13. Hunting rifle (1d10 dmg, 5 shots, range 300 m, two-handed, noisy)
  14. Sniper rifle (1d12 dmg, 1 shot, range 500 m, two-handed, noisy)
  15. Shotgun (3d4 dmg, 2 shots, range 30 m cone, two-handed, noisy)
  16. Flamethrower (2d6 fire dmg and foe Saves vs catching aflame, range 30 m cone, two-handed)
  17. Overloaded laser pistol (1d8+2 radiant dmg, 6 charges, range 200 m, explodes on critical miss)
  18. Stun baton (1d4 dmg and foe Saves vs stun) and riot shield (+1 Def)
  19. Vibrokatana (1d10 dmg, step up damage die if powered)
  20. Chainsaw (2d6 dmg, two-handed, noisy, foe Saves vs dismemberment at 10+ dmg)

If you rolled a ranged weapon, you also start with a (roll d4, all deal 1d4 dmg):
  1. Big wrench
  2. Kitchen knife
  3. Lead pipe
  4. Sharpened screwdriver

If your ranged weapon has a number of shots listed, you need to take a turn to reload it once you use the shots up.
  
  
d20 Armours
  1. Full body tattoos (Def 10): What do they depict? Why are you so proud of them to wear no armour?
  2. Tattered formal wear (Def 10): It used to be really expensive. Who were you, once?
  3. Wrapped in rags (Def 10): Each rag seems to come from a different clothes, different place. What have you seen on your travels?
  4. Leather jacket (Def 11): It's black, spiked and has a skull on the back.
  5. Padded jacket (Def 12): Bright, colourful and in a surprisingly good condition.
  6. Hide armour (Def 12): You tracked it, killed it, flayed it, tanned it and sewn it.
  7. Patchwork armour (Def 12): Pieces of metal, plastic and leather mish-mashed to guard your limbs.
  8. Flak jacket (Def 12): Inherited from your great-grandfather, yet it still serves you well.
  9. Hardshell parka (Def 12): Warm and stab-proof!
  10. Sports gear (Def 12): You know, real men don't need body armour to play football...
  11. Camo suit (Def 12): Camouflage jumpsuit made of pre-Turn reinforced cloth.
  12. Fireproof bodyglove (Def 13): You won't burn, but should still be careful about smoke inhalation.
  13. Arachnofiber shirt (Def 13): Thin, light and skintight, it makes for an ideal concealed armour.
  14. E-tex dress (Def 13): The celebrities of yore used to wear something like this. It still plays old ads.
  15. Tire tread armour (Def 14): Old truck tires are surprisingly durable.
  16. Chitin breastplate (Def 14): Some mutated insect carapace repurposed as armour.
  17. Ballistic vest (Def 14): Faded inscription on the back reads P( _'CE.
  18. Mesh armour (Def 15): Modern equivalent to a chain mail. Made of a fine mesh of plasteel wires sewn into nanofibre coat.
  19. Liquid armour (Def 15): Trendy jacket filled with antikinetic smartgel that becomes harder than steel on impact.
  20. Full metal jacket (Def 16): Enhanced exoskeleton scavenged from a dead soldier. When powered, grants advantage on athletic checks.

Choose one of the benefits below:
  1. Cybernetic
  2. Gadget
  3. Mutation
  4. Psionic
  5. Vehicle
  6. Small but vicious dog (HD 1, 1d6 bite)

And also start with enough water and rations for two days.
  
  
Finally, what's happening that requires your immediate attention?
  1. The daughter of your village's leader had been betrothed to a powerful water baron, and thanks to his help everyone is happy and thriving. The daughter will soon be departing for the nuptials and you have been chosen to escort her as a honour guard. Just as you're leaving the village, the daughter's supposedly former lover attempts to get to her, but is stopped and dragged away. He vows to rescue her before the wedding.
  2. You have learned about an armed convoy of a nomadic tribe that will go past your village in a few days. They might have ammo, slaves, cisterns with fresh water, or even medical supplies. You know of a bottleneck on the road that they must pass.
  3. The local water baron announced a high bounty on the head of a woman who insinuated herself into his bedroom and then made off with his technological artifact of stupendous science. Was she working alone? Did someone send her? Will you keep the artifact for yourself if you find her?
  4. As every autumn, the emissary of the Flaming Telepath has come to your village to claim some of the produce and youths. Your people are forced to hold a feast for her tonight, and in the morning, she will choose who will be dragged away to slavery.
 

22 March 2020

Augmentations, Bionics, Bodymods, Cybernetic Implants

When delving through a zombie-infested underground lab in the post-apocalyptic wasteland, you might come upon still-operational auto-doc bodymod station. Or you could kill a gang leader in the cyberpunk ghetto and butcher their body for implants. Or maybe your space ship was hijacked by transhumans who wish to augment you beyond your obsolete baseline humanity.
  
Monocle by yvanquinet
 
These are simple, minimalistic bionics, so each implant is assumed to have an internal power source, barring any special limits noted in their description. There are also no prices listed, as I like games with randomized, scavenged resources more than ones where you can buy your way to min-maxing. Everything should be more or less compatible with any sci-fi OSR, though you might find some GLOG-specific terms.

In any case, two checks are required when installing a bodymod. A surgery check vs Int by the surgeon (there's hope you won't be operating on yourself), getting bonuses from proper skills, tools, or access to an auto-doc. If this check fails, roll on the Failed Implants table instead of the main table of bionics. The recipient then rolls a Con Save to prevent post-surgery complications, taking -1 penalty for each bodymod they already have installed. If this check fails, the augmentation works normally but the body does not properly recover. The recipient takes 1d6 Con damage that can only be healed with another surgery or permanent drug regime.
  
Clone World by OmeN2501
 
d12 Failed Implants
  1. Bugged augmentation: It's not working and it's spreading! Save every day, or another implant of yours will stop working until repaired.
  2. Visual debilitator: At least it wasn't an IQ enhancement that got this badly botched. You cannot see beyond 10 m.
  3. Bionic deformity: A combination of poor surgical installation and unpleasant scarring has lead to the catastrophe you now call your face. Take -2 to Reaction rolls unless covered.
  4. Electrical drain: A malfunctioning implant that doesn't perform any useful function, but still draws on your energy reserves. When you use any other implant, it has a 1-in-6 chance of failing due to insufficient power. Tough luck if you have bionic limbs.
  5. Overstimulator: One implant backwards, two crossed wires and four burned-out capacitors later you started falling on your face and writhing around at the least convenient times. Every time you take damage, Save or loose your next action.
  6. Self-locking thumbs: They hold tight and don't let go (even when you'd rather they did). It takes you a full round to drop anything or release your grip. On the other hand, you cannot be disarmed.
  7. Squeaky joints: Your movements are annoyingly loud. Grants -4 Stealth.
  8. Voice disruptor: Something went wrong with your throat implants and now you only screech and make robotic noises instead of speaking.
  9. Endocrine enervator: A failing pharmaceutical implant makes you constantly fatigued. You don't recover Fatigue during daily rest, only stimulants or extended rest will help.
  10. Leaky implant: Whatever was this bionic supposed to do, it's instead leaking toxic fluids into your bloodstream. Unsurprisingly, that's not good for your health. Take -4 to Save vs poisons and diseases.
  11. Expired sealant: Bionics should be waterproof, but this one is pretty obviously not. When you are exposed to water (even rain will do) take 1 damage per round as the implant short-circuits and electrocutes you.
  12. Self-destruct system: Either you're mad, or you didn't know. Now there's a bomb in you head. You can be careful not to trigger it, but what if a hacker shows up?
 
Dermal plating.
 
d130 Bionics
  1. Prosthetic limb: A simple replacement limb capable of full range of motions and sensations. To think that in the not-so-distant past of the 21st century, this would seem like a small miracle!
  2. Cosmetic bodymod: Video-tattoos, reskins or body reconfiguration, even pseudo-animal features for the really weird fads.
  3. Optical array: Your corneas have been enhanced with an Advanced Visual Aids display. Roll for 2 settings (d10): 1) infrared vision, 2) ultraviolet vision, 3) night vision, 4) powerful zoom, 5) microscope magnification, 6) light-adaptive (protects from flashes and bright light), 7) polarised (removes reflections from glass or water), 8) x-ray vision, 9) augmented reality (including navigation, digital clock, etc.), 10) targeting cross-hair (+2 to hit).
  4. Holo-eye: One of your eyes has been replaced with a holographic projector. The projection field covers one cubic meter and cannot project farther than about 10 m.
  5. Eye-cam: One of your eyes has been replaced with a camera linked to the datasphere. Everything you see is stored in the Cloud.
  6. Finger camera: Less overt than the eye-cam and lets you see around a corner.
  7. Finger knives: Self-sharpening surgical scalpels slide out of your fingertips. You can perform a back-alley surgery at any time, or attack for d6 damage.
  8. Finger injector: A syringe under your fingernail can deliver all sorts of fun chemicals. The ampoule in your palm must be replaced after each use.
  9. Finger laser: Not of the damaging kind. It can be used as a pointer, or to measure distance.
  10. Finger hack: It used to be necessary to smuggle a flash drive through security. Now you just stick your finger into a port and start uploading malware or downloading data.
  11. Security multi-tool: Everything you could need to jimmy a lock or jam a camera, hidden in your wrist and fingers.
  12. Detachable hand: Your cybernetic hand can be detached and remote-controlled. Even better with some more augmentations packed into it.
  13. Monofilament garotte: A nanofibre wire is hidden in one of your fingers. A creature you choke in a grapple must Save each round to avoid decapitation.
  14. Palm paralyser: A creature you touch must Save or be paralysed for d4 minutes. The device will then slowly charge up over the next short rest.
  15. Electroshock emitter: Your touch can deal d12 electric damage, or short-circuit most electronics. The device will then slowly charge up over the next short rest.
  16. Force emitter: Release a kinetic blast from your palm. The target must Save or be knocked back 10 m. The device will then slowly charge up over the next short rest.
  17. EMP discharger: Release a short-range, directed EMP blast from your palm. The device will then slowly charge up over the next short rest.
  18. EMP shielding: Subdermal shielding lattice protects your implants from electromagnetic pulses.
  19. Subdermal mesh: Thin wires of plasteel were woven under you skin. Reduce physical damage taken by 1 point.
  20. Dermal plating: Skin-coloured plates of implanted plasteel make you look less human than many androids, but offer excellent protection. Grants Def as plate mail.
  21. Bionic arms: A whole limb of metal and synthetic flesh. Grants +2 Strength.
  22. Bionic legs: A whole limb of metal and synthetic flesh. Grants +2 Dexterity.
  23. Bionic heart: It never falters. Grants +2 Constitution.
  24. Cerebral booster: A cocktail of drugs constantly drips into your brain, making your synapses faster than ever. The side effects are better not even mentioned. Grants +2 Intelligence.
  25. Synaptic reinforcement: An implant monitoring your brain activity will release hormonal countermeasures whenever your determination might be compromised. Grants +2 Will.
  26. Penile erector: No more embarrassing failures or unwanted wood. Now you're in control. Grants +2 Charisma.
  27. Breast implants: Bigger, firmer, shapely, or even more of them. Grants +2 Charisma.
  28. Adrenaline pump: Intravenous injector hidden in your chest can deliver a dose of pure adrenaline when you need it. Treat your Str and Dex as 18 for a round at the cost of 1 Fatigue.
  29. Battle module: Bionic processors and databanks loaded with martial arts combat programs are integrated into your nervous system. Grants +2 to hit and Def.
  30. Matrix backdoor: Implanted into the base of your skull, this receiver lets you easily link yourself directly to the datasphere, no VR set or other interface necessary. Note that while your brain is immune to malware, your bionics might not be, and there are also memetic hazards to avoid.
  31. Kinetic shock absorber: The bones of your legs were reinforced and equipped with inertia dampers. Take no damage from falls, if you can land on your feet.
  32. Electromagnetic sensor: A simple passive EM sensor will alert you to all unshielded electronics within 10 m.
  33. Polygraphic sensor: Complex physiological sensors in the tips of your fingers allow you to detect lies of anyone you're touching.
  34. Air current sensor: Multiple microsensors in your skin grant you a +4 bonus to sense invisible creatures, secret doors and other sources of movement or draught within 10 m, but only when you skin is exposed.
  35. Tremor sensor: Implants in your feet locate the sources of tremors as faint as light steps or silenced machinery within 10 m. Double the range in water.
  36. Hyper-elastic ankle tendons: Bands of synthetic flesh reinforce your feet. Increases Movement by 50%.
  37. Visage module: Malleable synth-flesh allows for quick reformation of facial structure. Also includes polymorphic synth-hair and an iris shifter. Gain advantage on disguise checks.
  38. Twitch-mask: Neural impulses firing through your facial muscles cause constant twitching that is specially designed to befuddle face recognition software. It's also illegal as hell and makes you look unhinged.
  39. Poker face: Impulse barriers on your nerves allow you to turn off your facial expressions. Gain +4 to bluffing and against interrogation, but others will quickly figure out that something is wrong with your (e)motionless face.
  40. Aim stabilizer: Chrome clasps lock your joints in place for steady aim. Gain +4 to hit with ranged weapons if you take a round to aim and lock. Can stay completely still indefinitely.
  41. Pentaceps: The quartet of knee joint extensors gain the assistance of a synthetic fifth. Gain +4 to jump checks and double your jump range.
  42. Dopamine pump: Intravenous injector hidden in your head can deliver a dose of pure dopamine when you need it. Gain +4 to any Stress-related check at the cost of 1 Fatigue.
  43. Integrated commlink: Implanted earphone, subvocal microphone and a corneal screen linked to the datasphere allow you to always stay in touch.
  44. Integrated radio: A tiny receiver with a frequency selection is installed in your skull, the antenna interwoven into the spine. Archaic, but still useful to listen in on retro-gangs and under-equipped survivors.
  45. Intravenous port: Standardized ampoules can be prepared for later free use of medication or drugs.
  46. Motorized treads: This rather extravagant augmentation replaces your legs below the knee with a pair of tiny tank treads. You can move as fast as a car, but lack all of the normal protections and safety features of driving a vehicle.
  47. Gun rack: A special platform was fused to your shoulder bones and connected to your spine. You can use it to carry a shoulder-mounted heavy ranged weapon of your choice (rocket launchers, machine guns or laser cannons are common).
  48. Implanted weapon: One of your forearms has a light or medium weapon of your choice hidden inside (mostly duralloy claws or a ray gun).
  49. Prosthetic weapon: One of your arms was replaced with a heavy weapon of your choice (current favourites are a chainsaw, a flamethrower, or a grenade launcher).
  50. Force modulator: Microemitters in your skin synchronize your phase frequencies with the standardized band for force emissions. Walk through force fields unimpeded.
  51. Voice modulator: Your vocal cords were partially replaced with cybernetics, allowing you to mimic voices or replay other sounds.
  52. Voice amplifier: Empower your voice to boom loud enough to be heard over a noisy town square or a quiet mountain valley. You may also scream, taking 1d6 damage from the strain, but brittle object within 10 m cone will be shattered, and affected creatures must Save vs being deafened and stunned for the same number of rounds.
  53. Subsonic box: A pair of subwoofers installed in your back xx
  54. Cortical node: A small medical implant used for synchronization of other augmentations. Halve the penalty to the post-augmentation recovery check for all subsequent bodymods.
  55. Biomonitor: All your medical signs are constantly monitored. Any medical or surgical intervention on your body is done with an advantage.
  56. Databank port: A tiny socket in your skull lets you insert a miniaturized databank. One slot in your Memory becomes unavailable for knowledge learned normally, instead accessing the information on your currently installed databank. Alternately, you may save your sensory input on the databank, simulating an eidetic memory.
  57. Skillsoft port: A tiny socket in your skull lets you insert a neurocognitive chip. One slot in your Memory becomes unavailable for knowledge learned normally, instead accessing the skill on your easily swappable chip. The really fun chips are not easy to come by, though.
  58. Drone control unit: With a transmitter stuck in your brain, you can control a single drone as a free action, or multiple drones if you do nothing else.
  59. Rearwatch: Several covert cameras in your skull grant you a 360° vision without alerting others that you can see them.
  60. Spiked heel: You have a retractable plasteel spike hidden in your heel. It is strong enough to sink itself into concrete, or deal d10 damage to a creature you step on.
  61. Spring heel: Flexiweave cords in your legs thrum with tension. You can discharge them to jump 10x further than normal, and they will tense up again over the next a short rest. You should be careful about the landing, though.
  62. Camo-pseudoskin: Reactive camouflage will render you nigh-invisible as long as you remain still. Unless you cover your skin, that is.
  63. Reflec-pseudoskin: Scintillating replacement skin will turn away lasers and other ray-based attacks with a 4-in-6 chance.
  64. Enviro-pseudoskin: Durable skin replacement lets you ignore hot, cold, noxious or slightly caustic environments, and even vacuum. Extreme heat or strong acid will get through, though, and you should probably secure an oxygen supply if you wish to expose yourself to such places.
  65. Air filtration: Fine tracheal filters purify your air to prevent toxic atmosphere, dust storms, combat gases or nanite swarms from harming your lungs.
  66. Internal oxygen supply: An oxygen tank linked to your lungs can hold up to 30 minutes worth of air. A ventilation subsystem will refill it over a short rest.
  67. Internal storage: A cavity hidden in your body grants you 2 extra inventory slots.
  68. Utility toolset: Hammer, pliers, screwdriver and more are stored in an artificial arm.
  69. Pedal mufflers: Silencer implants in your feet let you walk without a sound. Grants +4 Stealth.
  70. Wireless eyes: Your eyes can be taken out of their sockets without loosing visual feed.
  71. Ethanol burner: With this handy stomach extension, a shot of hard liquor will serve as a ration. You also can't get drunk unless you turn this augmentation off.
  72. Rapid fire finger flexors: Your synthetic finger tendons twitch with anticipation. Make +1 ranged attack per round and type like a madman.
  73. Thermal dissipation: Internal cooling system linked to an aluminium heat sink on your back makes you immune to hot weather and halves fire damage taken.
  74. Sensory dulling: A simple neural control unit lets you switch off any of your senses at will.
  75. Smoke generator: Open your mouth and fill a 10 m radius with thick smoke from the exhaust installed under your tongue. A new cartridge must be inserted after use.
  76. Toxin exhaler: With a spray hidden under your tongue, a selection of substances can be delivered to your foes with just a breath. Remember not to breathe in. A new cartridge must be inserted after use.
  77. Blood filtration: A set of microfilters in your aorta quickly removes most toxic substances from your bloodstream. Gain +4 to Save vs poisons and intoxication.
  78. Platelet cloning system: Replacing your bone marrow with bioengineered stem cells, your blood is now oversupplied with platelets. Grants immunity to bleeding.
  79. Leukocyte breeding system: Replacing your bone marrow with bioengineered stem cells, your blood is now oversupplied with leukocytes. Gain +4 to Save vs viral and bacterial diseases.
  80. Counter-nanites: A cloud of defensive nanites makes it easier to survive in environments contaminated with cyber-plagues. Gain +4 to Save vs nanite-based diseases.
  81. Cranial flashlight: When you want night vision but cannot afford it.
  82. Integrated dosimeter: Lets you know the exact dosage of radiation you are currently exposed to. It's good to know when you're already dead.
  83. Radiation purger: A system of advanced piezomechanical filters implanted throughout your body allows you to partially purge yourself of absorbed radiation. Gain +4 to Save vs radiation.
  84. Olfactory enhancement: Why would someone enhance their nose when bioscans and drones with face recognition exist is a good question, yet this bodymod is still quite popular. Grants scent.
  85. Power armour interface: A thought-link interface allows for much finer control over the good old full metal jacket than a basic HUD. Gain advantage on all rolls while in power armour.
  86. Telescoping arms: Extendable replacements for your arm bones covered in elastic synth-flesh increase your reach to 3 m.
  87. Goo shooter: A dispenser hidden in your forearm can spray a so-called "pink goo". The goo quickly expands into a sticky containment foam and takes hours to degrade on its own. A new cartridge must be inserted after use.
  88. Grapple shooter: A miniaturized grappling hook along with 10 m of monofilament rope and a winch are concealed in your forearm.
  89. Cyber-tentacles: Four 3 m long cybernetic tentacles were welded to your spine. They are not dextrous enough to wield weapons, but are strong enough to support your weight.
  90. Remote controller: Compatible with anything from garage doors and holovision to hovercars and hacked battledroids.
  91. Stasis field generator: A fist-sized supertech capsule welded to the inside of your ribcage lets you lock your body in a nulltime field. You are immobile and inviolable for exactly 57 minutes, after which the generator needs an hour on a cable charger.
  92. Force field generator: Microemitters in your skin can cover your body in a thin sheet of protective energy. Once activated, it will completely negate the next attack to connect with you, and then slowly recharge over the next short rest.
  93. Digestive assistance: You have been outfitted with three synthetic stomachs and industrial-grade intestines. Any organic matter is digestible to you.
  94. Recycler unit: Careful re-routing of sweat glands and an upgrade to your urinary bladder allow you to survive without water for as long as without food.
  95. Nutrient tank: Intravenous feeder with a week of liquefied rations stored for emergency situations.
  96. Alarm system: A motion-detecting alarm system will notice any and all movement within a 20 m radius, and will silently alert you. Mostly useful when alone or sleeping.
  97. Electromagnetic manipulators: Powerful electromagnets in your palms allow you to attract metal items, or to stick to metallic surfaces.
  98. Integrated defibrillator: When reduced to 0 or less hp, get back to your feet with 1 hp on your next turn. Cannot be used more than once per day without electrocuting yourself.
  99. Wired reflexes: A series of independent microcontrollers implanted in each of your main muscle groups lets you react before your brain is even aware of any danger. Gain +4 to initiative and never loose your Dex bonus to Def.
  100. Black brain-box: Your skull has been converted into a duralloy safebox for your brain, including a cryo module that will keep it viable should the blood supply be cut. Unless you are completely disintegrated, you can live again once someone plugs your brain-box into a replacement body.
  101. Pain editor: A simple switch in your brain lets you turn pain on and off at will.
  102. Hydraulic legs: Ugly but strong. You never take Fatigue from long marching and gain +2 Inventory slots.
  103. Anti-psi lattice: A carefully laid out pattern of hyperfolded wiring in your skull prevents any thoughts from getting in or out. You are immune to psionics, but also cannot use thought-link interfaces or any psychic powers of your own.
  104. Pheromone repellent: Your sweat has been biochemically altered. Insects and most animals now need a successful Save to approach you.
  105. LDV audio receiver: A laser in your fingertip is used for non-contact vibration measurements of distant surfaces. Basically, you can hear what you point at. Neat!
  106. Implanted microcomputer: Everything you would want from a computer, directly in your brain. Be really, really careful about malware.
  107. Repair nanites: Unless you outright die, the nanites in your bloodstream will quickly patch you up. Minor injuries or missing fingers will be repaired in a day, while a whole limb might take a week.
  108. Locator matrix: A forearm display that offers not only geographical information, but also a compass, maps, tracking, coordinates of your present location, your velocity and altitude, the time of the day and more.
  109. Audio analyser: Record and replay what you hear, filter out background noise, amplify quiet sounds and muffle loud ones, even interpret ultrasound. Plus you get sweet robo-ears in chromed retro design.
  110. Emergency life support: Internal medical systems will keep your body going even through mortal injuries. You only die at -10 hp.
  111. Sleep regulator: You no longer experience the negative effects of sleep deprivation, but must still sleep is you want the benefits of a daily rest.
  112. Signal jammer: Interference resonator causes all tech communications within 10 m fail. This includes commlinks, remote controllers and more.
  113. Scanner scrambler: Interference resonator prevents scanners from probing your body. Useful for hiding illegal implants, except it's obvious you have something to hide.
  114. Adaptive fingerprints: Small-scale skin replacement will allow you to change your fingerprints to any of the templates stored in its database.
  115. Fortified feet: People wanted to be cool and walk barefoot like their ancestors. People were too used to their comfort to just walk barefoot. Now those people have hardened pseudoskin feet that are immune to scrapes, sores, wetness, cold, fire, electricity, blades, bullets and nanite-based disintegration.
  116. Anti-emotion implant: Who needs them, anyway? You are immune to both negative and beneficial emotional effects.
  117. Gyroscopic stabilizer: A whirling gyro in your chest keeps you from falling over. You cannot loose balance.
  118. Parabolic audio: Your ears may now look funny, but you can hear clearly from great distances.
  119. Skeletal bracing: Coating your bone structure in duralloy makes you heavy and hard to destroy. Halves all bludgeoning damage taken and prevents loosing a limb or having a bone broken due to an injury.
  120. Redundant organs: Several spare synth-flesh systems have been added to your body. Gain +1 HD to maximum hp.
  121. Phase engine: Excitation of your biodynamic field causes a dimensional leap, momentarily placing you out of phase with this universe. You will be translucent and intangible for 1d6 rounds, and then need an hour on a cable charger.
  122. Flux relocator: A quantum computer in your brain floods the local subspace with calculations complex enough to collapse your probability field, teleporting you to a random empty space within 10 m. The sudden space-folding is however very taxing on your bodily integrity, causing d6 damage on use.
  123. Gravity normalizer: Subdermal grav-mesh equalizes the effects of increased gravity or inertia on your body. High g will cause no damage or discomfort.
  124. Gravity harness: Subdermal grav-mesh adjusts your personal gravity field to your preferences. Walk on walls, fall like a feather.
  125. Antigrav array: Strong subdermal grav-mesh allows for a controlled flight, even if slow and clumsy.
  126. Rocket legs: They are clunky and more bulky than your natural legs. They need refuelling after about 10 minutes of use. The flight is hazardously fast and very loud. It's still very cool, though.
  127. Helping hands: A harness bearing two extra cybernetic arms. Linked directly to your neural cortex, they can be operated as easily as your own hands.
  128. Mnemonic enhancement: Nanogrowths reinforce your neural patterns into unalterable rigidity. Gain perfect recall and immunity to memory-altering effects (both amnestic drugs and psionic powers).
  129. Cybersymbiont: Integrated AI offers witty remarks and takes over when you cannot act (unconscious, paralysed, frozen with fear, etc). You can use all your implants and linked tech even while helpless.
  130. Full body conversion: Nothing but your brain remains from your old organic body. Change your race to a cyborg race-as-class, which I have yet to write.

One way to interpret full body conversion.
Cyborg by disse86
 

27 February 2020

No Magic Weapons In Space

Sci-fi games have an even higher risk of running into the "+X weapon" problem than fantasy games. Special weapons of the future more or less always simply do more damage, maybe with some explosions, napalm, electricity or lasers thrown into the mix. Okay, the explosions and flames might be cool, but if you go the "more dakka" route with all your special weapons, it gets boring rather fast.

Furthermore, when a sci-fi game does have magic weapons, they unfortunately tend to be actual magic weapons. Don't get me wrong, I love gonzo genre mash-ups, but sometimes you don't want that. Even hard sci-fi "magic" weapons should feel special.

Not-really-magic weapons should do something that normal weapons don't, without necessarily being more powerful than normal weapons. They could create portals, alter gravity, or have multiple settings. They should be rare, weird and interesting, but still stay within the confines of science fiction rather than science fantasy.

Let's make a few special weapons that would fit the bill.

By Nano-Core

Escort Glaives
two-handed melee weapon, 1d10 slashing damage
These chrome and plasteel glaives are always manufactured as a pair. When held parallel to each other, they erect an impenetrable force field in between. The force field is automatically collapsed if one of the glaives is moved out of sync (eg. when attacking) and the glaives must be wielded for the force field to activate.

They are normally used by bodyguards, providing an elegant alternative to nobles who dislike the constant buzz of a personal shield.

Teamwork weapons! Could be useful for many shenanigans, but you always have to be careful about positioning and when to attack.

  
LAMMA Mk. IV aka "Liquid Adaptable Metal Multipurpose Armament"
any melee weapon, 1d4 to 1d10 damage
A masterpiece of the adaptable armament technology, the newest model boasts a perfected mindlink interface. With a mental command, it may be transformed into any standard melee weapon, from dagger to whip or longspear. For anyone but the imprinted wielder, it will revert to its inert shape - a tiny metal cube.

Some models also implement other forms, such as pliers, trowel, or a bracelet to easily carry the weapon without raising suspicion.


Monomolecular Garotte
grappling weapon, special
Simple but extremely effective, monomolecular garotte is often hidden inside a bracelet or wristwatch, and favoured by assassins. If you grapple a creature while using a monomolecular garotte, they must Save each round of continued grappling to avoid decapitation.

Effective (if messy) grappling kills should encourage the players to try and use more stealth.

 
Gyrojet Gun
one-handed firearm, 1d8 piercing damage, range 100 m
This heavy handgun uses special self-propelled ammunition with an inbuilt targeting system. At the user's option, a successful hit will tag the target. Subsequent shots may be directed at the tagged target, hitting automatically even around obstacles, as long as there is a path from the gun to the target and the target is in range. A new target may be tagged at will, replacing the previously tagged target.

While no more powerful than a normal gun, the "guided missile" bullets make a big difference in how you should approach gunfights. After one hit, you can stay in cover and shoot around a corner.

  
Goo Gun
two-handed non-lethal firearm, range 10 m
This flamethrower-like foam sprayer disperses a so-called "pink goo". The goo is sprayed in liquid form and quickly expands into a sticky containment foam, completely filling any square/hex it hits*. The goo is durable and highly adhesive**, but flexible and porous, allowing people to breath even while fully submerged in it. It is also resistant to high and low temperatures, impacts and electricity, and blocks extradimensional effects like telekinesis and teleportation. A specialized solvent is required to quickly remove the goo, otherwise it takes hours to degrade on its own.

Goo guns are often times employed by the Space Police forces to capture dangerous criminals alive, or to secure psions and supermutant for transport.

This is likely to be used against the PCs, but should they manage to steal a goo gun, I'm sure they will find a use for it.

  
*) Dex Save to escape from the square before it can stick to you.
**) Str check at -4 to break free once caught, impossible if buried in the foam.

23 December 2019

Ray Guns

Useful, versatile and well-liked everywhere in the Galaxy, ray guns are a staple of space-faring adventurers. They are rather rare on Vanth outside of the God City, so having one holstered on your utility belt with pouches is a sure sign of accomplishment.


Ray Gun
Price: 1000 gold credits
Damage: per chosen setting
Range: 20" / 200"

Ray guns are tech weapons. They can be reloaded with power cells. Each comes with d4 different settings that can be freely switched between. Choose the settings randomly on the table below:
  1. Heat ray: Deals 1d8 fire damage. Ignites flammable objects and may eventually melt even metal.
  2. Freeze ray: Deals 1d8 cold damage. Freezes liquids and causes hypothermia.
  3. Stun ray: Stuns for 1d4 rounds, or causes unconsciousness to already stunned targets.
  4. Ion ray: Disrupts force fields, neutralising shields and other force effects for 1d4 rounds.
  5. Hypno ray: Neural disruption causes 1d6 minutes of amnesia in living creatures.
  6. Repulsor ray: Knock back 30'.
  7. Tractor ray: Pulls target 30' closer.
  8. Null ray: Only affects psionic and magical creatures, preventing them from using powers for 1d4 turns.
  9. Radiation ray: Deals 1d6 Con damage. Dangerous to use without radiation protection.
  10. Disintegration ray: Deals 1d20 damage and turns any creature killed into dust. Destroys objects and terrain. Takes 4 charges per shot.

Various ray guns.
  
Fancy goa'uld ray gun.
 

19 October 2019

Faster Than Light

Unless you want to be rather hard in your cosmic sci-fi game, you will need a spaceship that can zip between star systems. Instead of giving everyone some generic FTL drive, what if each spaceship manufacturer had slightly different engines in their ships? Suddenly new opportunities for shenanigans arise when ships with different advantages and drawbacks compete.

What kind of faster-than-light drive will your spaceship use?
 
Do not give your players a TARDIS,
or they will break your spacetime continuum.

Roll for a base type and then for two drawbacks.

d4 Base Types of FTL Drives
  1. Beam drive dematerializes the spaceship and sends it as a faster-than-light tachyon stream to the destination, where it is rematerialized. This can be considered a type of transmat or teleportation technology.
  2. Hyper drive allows the spaceship to travel through an alternate dimension with more favourable laws of physics, such as higher speed of light, shorter relative distances, or slower passage of time. Of course, hyperspace is a scary place.
  3. Jump drive generates an Einstein-Rosen bridge (a wormhole) that connects the starting and target locations with a shortcut. While the bridges don't tend to stay open for long, sometimes multiple ships may slip through a single wormhole.
  4. Warp drive utilises a space-folding technology to contract the space in front of the spaceship and expand the space behind it, resulting in an apparent faster-than-light travel without actually travelling faster than light.

d20 Drawbacks and Complications
  1. The entry and exit points of each trip are easily detected and impossible to mask.
  2. The engines are still experimental and have a small chance to break down or burn out with each trip.
  3. The external duration of each trip is somewhat random, so it may take days one way, but weeks on the return.
  4. Each trip causes disturbances in local spacetime, so using the drive in orbit would have catastrophic consequences.
  5. The engines require a rare, expensive or limited type of fuel.
  6. The engines require excessive amounts of fuel or energy, enough that only very few trips can be made before refuelling.
  7. The engines require a lengthy cooldown and recharging period between uses, otherwise they might blow up.
  8. Destination must be planned with extremely precise and time-consuming targeting calculations, otherwise you might land in the core of a star, or never arrive at all.
  9. The ship cannot be piloted without the use of precognitive abilities. Non-psychic pilot will get you lost in deep space (and go insane in the process).
  10. The ship can only travel between specific nodes, such as star beacons, locations with weakened spacetime firmament, or through a portal network.
  11. The drive cannot be used within the gravity well of a star. Generally at least several light hours of distance are required to successfully engage it.
  12. The drive can only be engaged at near-light speeds, requiring the ship to first accelerate enough (and decelerate on arrival).
  13. The trip is deadly to a random race or sex for unknown reasons, though this can be circumvented by travelling in cryosleep.
  14. The activation of the drive attracts some kind of space monster. Roll for a special random encounter with every use.
  15. The trip causes mental distress and trauma unless you are unconscious, though pilots often overcome this with space drugs.
  16. The trip causes a period of nausea upon arrival, with some people even blacking out.
  17. The engines are very, very, very large. The spaceship has to be quadruple normal size just to pack them in.
  18. Targeting of the drive is somewhat imprecise, landing you within a few light hours of the destination.
  19. Each trip has a set length (1d20+10 light years), so long journeys are made as a series of smaller trips, while short ones may require a sidestep.
  20. Wow, your drive only has a single drawback! Someone will want to have a look at this advanced technology...

 
How F Is Your FTL?
I've decided to use a rough speed of 1000c (2d100 x 10c) for most FTL travel. This is fast enough that interstellar trips are relatively quick, yet it does not completely undersell the vastness of outer space. A ten light year distance will take around three days of flight, which for me sits comfortably between "space is irrelevant and no obstacle at all" and "not telling the players no, just making it slow enough they will get bored thinking about leaving the star system".

10 June 2019

Flux Shields

Inspired by Dune, of course. Dune is the best.
 
  
Flux shields are a rare piece of pre-Turn technology sometimes found in the ruined government vaults and military bases lost deep within the post-apocalyptic wasteland. Unlike other types of force field generators, flux shields are small enough to carry on your person, usually on a shield belt, or integrated into power armour.

When activated, the shield generator projects a flexible force field wound tightly around the wearer, offering variable damage reduction based on the power cell used to power the flux shield. Active flux shield glows as brightly as a candle and  emits a low droning sound.

Roll the Power Die once per round when you have your flux shield activated. In addition to that, roll the Power Die X times whenever you are stuck by an attack, where X is the intensity (damage reduction) offered by the shield. The intensity of the shield can be adjusted on your turn.
 
Flux shield generator.
 
Unfortunately, flux shields are highly vulnerable to phasic attacks. Whenever an active flux shield is struck by a phasic weapon, roll its Power Die on the table below:
  1. The shield's power cell is drained of all energy.
  2. The shield generator burns up and must be repaired.
  3. The weapon short-circuits and its power cell is destroyed.
  4. The shield flares up, blinding anyone who is looking at it for 1d6 rounds.
  5. The shield collapses. The user takes double damage from the phasic attack.
  6. The shield generator overloads, encasing the wearer in an impenetrable, immovable force field for 1d6 rounds.
  7. The shield generator explodes, inflicting the damage from the energy attack in a 10 m radius.
  8. The phasic weapon explodes, inflicting its damage to the attacker.
  9. The phasic attack completely ignores the flux shield.
  10. (And more.) Both the shield generator and the phasic weapon explode, dealing X damage in a 10 m radius, where X is the number rolled.

Shield generators can also be temporarily disabled through EMP or ion discharges.

1 June 2019

Simple Psionics

Psionic powers are normally gained as a mutation. Nearly all powers allow a Save to resist the effects. Powers that are not instantaneous last until your concentration breaks. Each psionic power takes up a Memory slot.

Mental psionics target living, thinking creatures - droids are immune and invisible to mental psionics, while replicants (synthetic humans) and cyborgs are highly resistant (and thus have advantage on their Save).

Every time you use a psionic power, roll an Intelligence check to retain the power. On a failed roll, the power manifests normally but you cannot use it again until you take a daily rest.
 

d30 Psionic Powers
  1. Biokinesis: Your mind can alter living flesh. Heal 1d6 hp with a touch.
  2. Brain Lock: As long as you stare into someone's eyes, they are paralysed.
  3. Charm: A creature regards you as a good friend for the rest of the day.
  4. Disruption: Tear at the molecular structure of the target, dealing 2d6 damage and disintegrating them into dust once they reach 0 hp.
  5. Dominate: Until you loose concentration, the target is forced to act according to your will.
  6. Electrokinesis: Control the flow of electricity, power up electronic devices, or deal 1d4 electric damage with a touch and force a Save vs stun.
  7. Empathic Projection: Alter emotions of creatures you see, though it must be within the limits of sanity (no berserk rages).
  8. Empathic Reading: Read emotions of creatures you see (and incidentally always know when they are lying).
  9. ESP: Sense nearby minds.
  10. Hypnosis: Force a nearby creature to sleep.
  11. Invisibility: With concentration, warp the perception of nearby foes until they cannot see nor hear you.
  12. Kindle: Object or creature you stare at must Save or catch aflame.
  13. Kinetic Blast: Fire a blast of telekinetic force, dealing 1d8 damage and forcing a Save vs knockback.
  14. Kinetic Shield: Reduce damage taken from a physical attack by 1d12.
  15. Levitation: With concentration, hover slowly above the ground.
  16. Memory Manipulation: Read memories, erase memories or plant false memories. This power takes a while to use.
  17. Mind Blast: The target is stunned on a successful Save and knocked unconscious on a failed Save.
  18. Mind Block: Automatically succeed on a Save vs mental psionic power and cause the manifester to fail her check to retain it.
  19. Precognition: Examine the future to tell if a straightforward choice will likely result in imminent physical injury or mental distress.
  20. Psychic Imitation: Once you have seen a psionic power, you can imitate it for the rest of the day or until you fail the check to retain it.
  21. Psychometry: Touch an object to see its past. The most important or interesting events of its history are shown first.
  22. Pyrokinesis: Control existing fires, move or extinguish them.
  23. Sense Location: Sense the location of objects and creatures related to a focus item.
  24. Sixth Sense: You cannot be surprised. Roll the check to retain the power every time it warns you about an ambush or trap.
  25. Suggestion: A creature will act as if one sentence you tell them was their own idea.
  26. Synchronicity: Alter probabilities in your favour. You may choose the result of a single die roll.
  27. Synesthesia: Create false sensations that creatures perceive as real.
  28. Technopathy: Interface with any cybernetic device through touch and read computer data directly.
  29. Telekinesis: Lift, move or hurl up to person-sized object. You don't have complex control.
  30. Telepathy: Read surface thoughts of creatures you see, and talk in thoughts with willing targets.


Psionic Treasures

Psicrystal
Slowly formed in brains of powerful psions and extracted after their death, it contains the psychic imprint of a psionic power. Anyone can use it to manifest its power, but once the roll to retain the power is failed, it blackens and falls apart.

Yes, it's a sci-fi scroll.

Psionic crown
Artifact of a bygone era, made of ridiculously complex tech and powered by raw quintessence. When you fail a check to retain a psionic power, you may choose to loose a different power instead.

You need at least two psionic powers to make any use of it.

Psychic stimulant
Psi-drugs, brain fuel, miracle sugar. Delivered as (d4): 1) an eyedrop, 2) a transparent pill, 3) a serum injector, 4) a sniffed powder. All of your powers are refreshed and for 1d6 minutes, you can use them without rolling to retain their use. Highly addictive.

Sensory deprivation tank
A soundproof coffin, its inner walls painted vantablack, filled with gel that numbs your body as you float in nothingness. The range and precision of your powers is vastly increased while locked inside.

Some powers are simple to enhance - telepathy lets you probe deeper into the mind, operate with greatly extended range, or access mass mind, the world-wide telepathic network. But even powers that would normally seem useless while locked in a tank should have some use, so don't be shy about inventing something that could be an extension of the base power.

Kinetic shield could be enhanced into a large inertia dampening field. Sixth sense might allow you to guess the location of all nearby points of interest. Biokinesis might let you regenerate lost limbs or reverse ageing through sheer power of will.

28 May 2019

Power Cells

As an alternative to tracking an Energy resource for powered sci-fi items, I might steal usage dice from the Black Hack.
 

Each gadget has a Power Die based on the type of power cell you've inserted in it, and instead of taking Energy in the time intervals described in my list, you roll the die. This adds a bit of fun and unpredictability into the boring resource management.

Here are several power cells and their maximum Power Dice, in order from the most common (or rather the least uncommon):
  1. Chem cell: d8
  2. Nuclear cell: d10
  3. Antimatter cell: d12
  4. Zero point cell: d20

We can also have some fun with rechargeable power cells. All of them have a maximum Power Die of d8.
  1. Fidget cell: For every day of travelling* with this power cell, step up its Power Die.
  2. Fuel cell: Fill the power cell with Fuel to set its Power Die to maximum.
  3. Solar cell: For every day of sunlight** this power cell absorbs, step up its Power Die.
  4. Xenotech cell: For every HD worth of blood you drain into this power cell, step up its Power Die.

*) Or shaking it by hand, but who can do that without their hand falling of?
**) This is deliberately weaker than the portable solar panel.

16 May 2019

Death on Wheels

Here is something to drive in the post-apocalyptic wasteland, inspired by this.


Hit dice (HD) work the same for vehicles as they do for creatures.

Seats denote how many people can normally use the vehicle. More people can hang on, but any risky manoeuvre forces them to Save or fall off, and any damage taken by the vehicle is also taken by them.

Cargo is the number of inventory slots you can store in the vehicle. Various upgrades can also be installed into cargo slots.

Fuel is a usage die rolled for every overland turn spent travelling (wait for hexcrawling rules), and for every risky situation you get yourself into. Every time you roll a 1, decrease your fuel reserve by one category. Using a canister of fuel conversely increases your reserve by a category.

Empty > Low Fuel > Full Tank

Weight is rather obvious. Heavy vehicles are generally better for car combats.

Speed marks the maximum speed the vehicle can go. All vehicles accelerate one speed category per round, so a Fast vehicle would need three rounds to reach its max speed, and slow by halving their speed.

Light/Slow > Mid-Weight/Speed > Heavy/Fast > Very Heavy/Fast > Super-Heavy/Fast

Defense of a vehicle is based on its current speed: Unarmoured while standing still, as leather at Slow speed, as chain at Mid-Speed, as plate at Fast speed, and then +1 per category. Roll a driving check instead of Attack when using a vehicle as a weapon.

Vehicles do not use separate actions to attack, but rather move to ram or overrun. This causes damage depending on the vehicle's weight or current speed, whichever is better, 1d6 damage per category. If one vehicle is heavier than the other, decrease the damage against it by the difference in weights. Vehicles take no damage for running over soft targets (like people).

For example, an SUV rams a chopper. The SUV goes at its max speed, dealing 2d6 damage. The chopper is still picking up seed, going only Mid-Speed, so it would deal the same damage as the SUV, but because of the weight difference this is decreased by one category, resulting in 1d6 damage.

When a vehicle runs out of hp, it is Wrecked. If currently moving, the driver must make a driving check to crash safely. Passengers normally take no damage until their vehicle runs out of hp, but crashing may cause them damage based on the vehicle's speed. Vehicles can be repaired with spare parts during downtime.

Sidesweeping deals half damage and forces a driving check from the lighter vehicle to avoid crashing. Driving check may also be called for in risky situations, and failure may cause damage to the passengers.

Mechs could use similar rules.



Roll d6 for a biker gang, d10 for motorized raiders, and d20 for a motley crew of randomly scavenged vehicles.

d20 Vehicles
  1. ATV: HD 2, Seats 1, Cargo 10, Fuel 1d12, Light, Mid-Speed
  2. Buggy: HD 2, Seats 2, Cargo 10, Fuel 1d8, Light, Fast
  3. Chopper: HD 2, Seats 1, Cargo 5, Fuel 1d10, Light, Very Fast
  4. Dirtbike: HD 2, Seats 1, Cargo 5, 1d12, Light, Fast
  5. Motor Trike: HD 2, Seats 2, Cargo 10, Fuel 1d10, Middleweight, Fast
  6. Sidecar Bike: HD 2, Seats 3, Cargo 5, Fuel 1d10, Light, Mid-Speed
  7. Cabriolet: HD 3, Seats 4, Cargo 30, Fuel 1d8, Middleweight, Fast
  8. Jeep: HD 4, Seats 4, Cargo 30, Fuel 1d10, Middleweight, Mid-Speed
  9. Pickup: HD 4, Seats 6, Cargo 40, Fuel 1d10, Heavy, Slow
  10. Sportscar: HD 3, Seats 2, Cargo 20, Fuel 1d8, Middleweight, Very Fast
  11. Semi Truck: HD 5, Seats 4, Cargo 20 (200 with trailer), Fuel 1d8, Very Heavy, Slow
  12. SUV: HD 3, Seats 5, Cargo 30, Fuel 1d10, Middleweight, Mid-Speed
  13. Van: HD 4, Seats 6, Cargo 40, Fuel 1d8, Heavy, Mid-Speed
  14. Bus: HD 5, Seats 20, Cargo 60, Fuel 1d8, Very Heavy, Slow
  15. Skiff: HD 3, Seats 4, Cargo 20, Fuel 1d10, Light, Fast, aquatic
  16. Yacht: HD 6, Seats 10, Cargo 50, Fuel 1d8, Heavy, Slow, aquatic
  17. Helicopter: HD 3, Seats 2, Cargo 10, Fuel 1d8, Middleweight, Super-Fast, flying
  18. Hovercar: HD 3, Seats 4, Cargo 20, Fuel 1d6, Middleweight, Fast, flying
  19. Armoured Transporter: HD 8, Seats 10, Cargo 30, Fuel 1d8, Super-Heavy, Mid-Speed
  20. Tank: HD 10, Seats 4, Cargo 10, Fuel 1d6, Super-Heavy, Slow, chain cannon

And for the truly desperate: Segway: HD 1, Seats 1, Cargo 0, Fuel 1d10, Light, Slow.



Upgrades do all sorts of crazy things, but it should not be easy to find them. Roll 1d20 for relatively common upgrades, 2d20 for uncommon and 3d20 for rather rare upgrades.

Upgrades:
  1. Extra Fuel Tank: 3 Cargo, step up Fuel die.
  2. Extra Seat: 5 Cargo, +1 Seat.
  3. Turbo: 3 Cargo, temporarily increase speed one category above max, but also decrease Fuel reserves.
  4. Airbags: 1 Cargo per Seat, negates one instance of damage to passengers.
  5. Float Bags: 5 Cargo per weight category, the vehicle floats on water rather than sinking.
  6. Improved Shock Absorbers: 2 Cargo, +1 to driving, stackable.
  7. Radio Receiver: 4 Cargo, for remote communication.
  8. Heavy-duty Frame: half max Cargo, +1 HD.
  9. Harpoon: 5 Cargo, 1d8 damage and reel-in chain, range 50 m.
  10. Spikes: 5 Cargo, heavier vehicles don't get decreased damage.
  11. Wheel Blades: 3 Cargo, sidesweeping deals full damage.
  12. Plough: 6 Cargo, use d8 for ramming damage.
  13. Flamethrower: 5 Cargo, 2d6 fire damage and Save vs catching fire, range 30 m cone, out of fuel on any 1.
  14. Claw Crane: 10 Cargo, can lift heavy objects.
  15. Five-point Harness: 1 Cargo per Seat, prevents damage from failed driving checks.
  16. Searchlight: 4 Cargo, powerful light.
  17. Secret Stash: 2 Cargo, half your Cargo can be hidden in secret compartments.
  18. Steam Engine: 10 Cargo, can use wood/coal and water instead of petrol/diesel.
  19. Camouflage: 6 Cargo, hides the vehicle when stationary.
  20. Plasteel Plating: 5 Cargo, gain DR 3 (does not stack).
  21. Stereo System: 3 Cargo, for really loud music.
  22. Bed: 10 Cargo, provides a comfy bunk.
  23. Minifridge: 4 Cargo, keeps your food cold.
  24. Kitchen Unit: 10 Cargo, cook your meals without a camp.
  25. Water Purifier: 5 Cargo, makes polluted or brackish water drinkable.
  26. Onboard Lab: 20 Cargo, equipment and chemicals to make your drugs or explosives.
  27. Medical Unit: 20 Cargo, helps with treating injuries.
  28. Forklift: 8 Cargo, can lift heavy objects.
  29. Roller Drum: 6 Cargo, use d10 for ramming soft targets.
  30. Security System: 3 Cargo, failing to unlock the vehicle deals 1d8 electric damage.
  31. Alarm System: 3 Cargo, motion sensors linked to sirens.
  32. Solar Panel: 5 Cargo, generates 1 Energy per hour of sunlight.
  33. Ejection Seat: 5 Cargo, activate to shoot yourself out of the vehicle.
  34. Computer Terminal: 8 Cargo, all the computing power you might want.
  35. Recharging Station: 1 Cargo, roll Fuel dice to recharge 1 Energy for a gadget.
  36. Weather Station: 5 Cargo, measures wind, humidity, radiation etc. and helps in predicting dangerous weather.
  37. Self-destruct System: 2 Cargo, with a remote control you can carry.
  38. Autopilot: 4 Cargo, the vehicle will keep to its course if you stop steering it.
  39. Duralloy Plating: 10 Cargo, gain DR 6 (does not stack).
  40. Navigation: 4 Cargo, decrease chance of getting lost by 2.
  41. Jet Engine: 10 Cargo, increase Speed by two categories, but decrease Fuel die by two steps.
  42. Minireactor: 20 Cargo, set Fuel die to d20, but can only be refuelled by uranium rods, antimatter, dark matter, or something similarly rare and dangerous.
  43. Plasma Turret: 10 Cargo, 2d8 fire damage, range 150 m, out of ammo on any 1.
  44. Laser Turret: 5 Cargo, 1d10 radiant damage, range 200 m, out of energy on 1.
  45. Minigun: 5 Cargo, 1d12 damage, range 100 m, out of ammo on 1.
  46. Machinegun: 15 Cargo, 4d6 damage, range 100 m, out of ammo on any 1.
  47. Coilgun: 20 Cargo, 6d6 damage, range 100 m, out of ammo on any 1.
  48. Grenade Launcher: 10 Cargo, damage per grenade, range 150 m.
  49. Rocket Launcher: 15 Cargo, 2d10 fire damage, seeking missiles, range 150 m, out of ammo on any 1.
  50. Water Cannon: 5 Cargo, 1d6 damage and Save vs knockback, range 30 m cone, out of water on 1.
  51. Chain Cannon: 20 Cargo, 3d10 damage, range 200 m, out of ammo on any 1.
  52. Particle Cannon: 30 Cargo, 4d10 damage, range 200 m, out of ammo on any 1.
  53. Laser Array: 15 Cargo, 1d20 radiant damage, range 200 m, out of energy on 1.
  54. EMP Blaster: 10 Cargo, 2d10 damage vs electronics, range 50 m cone, out of energy on any 1.
  55. X-ray Blaster: 15 Cargo, 3d8 radiation damage, range 50 m cone, out of energy on any 1.
  56. Targeting System: 8 Cargo, +4 to hit with mounted weaponry.
  57. Antigrav Thrusters: 8 Cargo, +4 to jumps with the vehicle.
  58. Scanners: 5 Cargo, detect technology within the hex.
  59. Shield Generator: 20 Cargo, force field grants DR 10, runs out of energy when any damage gets through.
  60. Gravity Manipulator: 5 Cargo per weight category, with a driving check you can ride on walls.

Of course, you can also get rid of seats for extra Cargo, install more upgrades on the roof, or anything else your GM lets you. Go crazy.

17 April 2019

Kaboom: d20 Grenades

I like grenades. They are like sci-fi fireball, but with the added benefit of being consumable - and consumable items make great treasure, because the players will never stop being excited about finding more.

Anyway, here are some grenades.


d20 Grenades
  1. Fragmentation grenade: Deals 3d6 slashing damage in 3 m radius, plus Save or bleed for 1d6 turns.
  2. Incendiary grenade: Deals 3d6 fire damage in 3 m radius, plus Save or catch aflame.
  3. Flashbang grenade: Deals 2d6 sonic damage in 3 m radius, plus Save vs blind and deaf for 1d6 turns.
  4. High-explosive grenade: Deals 4d6 blast damage in 10 m radius.
  5. Antimatter grenade: Deals 4d10 blast damage in 3 m radius.
  6. Resonance grenade: Deals 3d6 sonic damage in 3 m radius. All fragile objects are shattered.
  7. EMP grenade: Deals 3d8 damage to all electronics in 10 m radius.
  8. Psionic grenade: Deals 3d6 psychic damage in 3 m radius, of 3d8 to psionic creatures.
  9. Implosion grenade: Targets in 3 m radius are violently pushed together, taking 3d6 crushing damage.
  10. Phase shift grenade: Targets in 3 m radius are shunted to an adjoining dimension.
  11. Goo grenade: Fills 3 m radius with sticky, quick-hardening foam. Save vs Strength is required to break free.
  12. Smoke grenade: Fills 10 m radius with thick smoke. Makes sight and breathing difficult.
  13. Laughing gas grenade: Fills 10 m radius. Save vs stun for 2d6 turns.
  14. Tear gas grenade: Fills 10 m radius. Save vs blindness for 2d6 turns.
  15. Sleeping gas grenade: Fills 10 m radius. Save vs sleep for 2d6 minutes.
  16. Normality gas grenade: Fills 10 m radius. Psychic powers and extradimensional occurrences are blocked in the gas.
  17. Pesticide gas grenade: Fills 10 m radius. Plants, fungi and vermin take 1d6 damage per turn in the gas.
  18. Caustic gas grenade: Fills 10 m radius. Creatures and structures take 1d6 acid damage per turn in the gas.
  19. Coolant gas grenade: Fills 10 m radius. Creatures take 1d6 cold damage per turn in the gas. Water is frozen.
  20. Neurotoxic gas grenade: Fills 10 m radius. Living creatures take 1d4 Intelligence damage per turn in the gas.

 
Thrown range of a grenade is 15 metres, while with a grenade launcher, it can be shot as far as 150 metres.

Gas in open areas is generally dispersed by wind within 10 minutes.