Sunday, September 27, 2015

Backburners, Horror, and Death

   OK, I have had a hell of a week. Stressful is the word I would use to describe. But enough of my whining.
   So the Mercenaries game has been temporarily shelved. NOT FOR GOOD. If you folks out there haven't figured it out yet, I have a tendency to jump about. Basically I have to strike when the irons hot. I'm still enthusiastic about Mercenaries. But I had a bunch of ideas roll into my head about my gothic horror setting, Ardeal. I've got to get them down before I lose them. Well heres one of them.

   I really hate the whole negative HP's thing. I really like what Jack Shear did in I believe it was Tome of the Grotesque and Dungeonsque. So I took a stab at my version for the games I play.

If a character in negative in HP, they are dead. If a character is reduced to 0, they roll a 1d10 on the following table.

  1. Instant Death. No saving throw no nothing your just shit outta luck.
  2. Near Death. Floating into the nebulous void, you are on the edge of death. you may take no actions. If someone does not act to heal you in 1d10 rounds you die.
  3. Severe wound leaves you on the edge of death. You can take no actions till you are healed. Because of this nearly fatal wound you permanently lose a great deal of bodily strength. -1d6 STR, permanently.
  4. Severe wound leaves you on the edge of death. You can take no actions till you are healed. Because of this nearly fatal wound you permanently lose quickness, and manual dexterity. -1d6 DEX, permanently.
  5. Severe wound leaves you on the edge of death. You can take no actions till you are healed. Because of this nearly fatal wound you permanently lose a great deal of your hardiness, and constitution. -1d6 CON, permanently.
  6. Severe wound leaves you on the edge of death. You can take no actions till you are healed. Because of this nearly fatal wound you permanently lose a great deal of you mental capacity. -1d6 INT, permanently.
  7. Severe wound leaves you on the edge of death. You can take no actions till you are healed. Because of this nearly fatal wound you permanently lose a great deal of perception, willpower, and judgement. -1d6 WIS, permanently.
  8.  Severe wound leaves you on the edge of death. You can take no actions till you are healed. Because of this nearly fatal wound you permanently lose your looks and ability to interact with people. -1d6 CHA, permanently.
  9. Lose a limb. Due to injury or medical amputation. Roll 1d8. 1-2 Right Arm, 3-4 Left Arm, 5-6 Right Leg, 7-8 Left Leg
  10. Lose Hand/Foot. Due to injury or medical amputation. Roll 1d8. 1-2 Right Hand, 3-4 Left Hand, 5-6 Right Foot, 7-8 Left Foot
So thats my chart. What do you folks think? Should it be harsher? Less?

Saturday, September 12, 2015

Mercenaries


So I've decided on a name, "Mercenaries". I like "Merc", but I dont want it confused with the old FGU game. So their we go. This could change, but I'm really liking this. So, there it is.



Vive la mort, vive la guerre, vive le sacré mercenaire

Wednesday, September 9, 2015

The Name Game

So I've been working on the Recon hack. Its moving away from its start and becoming its own thing. So I think it deserves its own name. As its really its own thing now. So I've cooked up a list.

The Dogs of War
The Wild Geese
Soldiers of Fortune
The Professionals
Ronin
Men of War
Mercenaries
Shadow Company
PMC
The Company
Soldiers for Hire
Contractor
Condottiere
Legionnaire

So what do you folks think? Like any of them? Opinions? Better ideas? Feel free to share in the comments.

Vive la mort, vive la guerre, vive le sacré mercenaire

Tuesday, September 8, 2015

Reconnaissance by fire

Some basic stats for a couple rifles. I'm working on optics rule and how they figure into combat. So the rifles with built in or added on optics will have some modifiers.
Steyr AUG
Damage: 3D10+5
Weight: 7lbs 15oz (3.6kg unloaded)
Length: 31" (790mm)
Magazine: 30 or 40rd box
Max Effective Range: 1600' (460m)

L1A1 SLR (FN FAL)
Damage: 4D10+10
Weight: 9lbs 8 oz (4.31kg unloaded)
Length: 41.5" (1053mm)
Magazine: 20rd box
Max Effective Range: 1800' (520m)

Galil ARM
Damage: 3D10+5
Weight: 9lbs 9oz (4.35kg unloaded)
Length: 38.54" (979mm)
Magazine: 35 or 50rd box
Max Effective Range: 1600' (460m)

H&K G36
Damage: 3D10+5
Weight: 7lbs 9oz (3.43kg unloaded)
Length: 39.29" (998mm)
Magazine: 30rd box
Max Effective Range: 1600' (460m)

Monday, September 7, 2015

Hacking the Recon

So, having been working a little bit on the Twilight 2000 hack. Then watching an "Expendables" movie. I totally have picked back up my "Recon" hack, I had been working on. Got the character creation/skills fully fleshed out. Its all hand written, so it will need to be typed up. I'm really enthused about this right now. Found all my out notes, and have been rewriting and expanding. More to come....

Sunday, September 6, 2015

Recon of the Expendable Twilight

So I watched "The Expendables 3" tonight. Man every time I watch one of these, I want to run a merc game bad. Makes me think of Palladium's Recon. Then I think about T2K, which obviously has been on my mind. So many choices. So many awesome ideas. What to do, what to do......

Tuesday, September 1, 2015

Trek into the Twilight


So I've been working a little bit on my Twilight game. I'm not sure what to do. I feel a bit like that I'm reinventing the wheel. I think why not just plat Twilight as is? Not sure what I'm gonna do. I like messing around with it and making it mine. But at the same time why not just play. I don't know. I haven't lost the enthusiasm, nor the drive. I guess I'm just questing if there is really the need.