Showing posts with label OneDice. Show all posts
Showing posts with label OneDice. Show all posts

Wednesday, March 8, 2017

One Shots

    So I was wandering about a forum, and someone asked an interesting question. What system is best for a one shot? I of course have my preferences. OneDice, 1PG, XPG, and Risus. All of them very serviceable, for more than a one shot even.
    I've spoke before about OneDice. I really like this game. Its got that just right about of crunch, but still very light. Where as Risus sometimes seems to lite to me. Don't get me wrong its a fun little game. That I have run, and would run again. !PG/XPG is a great game as well. Very underrated in my opinion.
    But back to the question. A poster on the forum gave the best answer I have heard/read. Your favorite. That totally makes a lot of sense. Your familiar, you know its ins, and outs. Plus if your group is also familiar, which if they are your group and you've been throwing dice with them for a while your bound the be. Its just that much easier.
    For example, probably my go to fantasy game would probably be D&D Rules Cyclopedia. I could grab any of my players, or even people that haven't played. I could totally wing it and bang out a one shot easy. I've done it.
    So guess my point to all of this is keep it simple, keep it familiar. I suppose that could explain a lot of the interest, and varying games of the OSR. Some thoughts for you to chew on.

Saturday, August 20, 2016

Transit

   Scattered about Perdidt Mundo are the remnants of the Ancients high speed transport system. There are a very few lines that are still operational. The working ones feature sealed platforms, tunnels, and are energized by a power station. Reliable and fast. Then there are remnants that are abandoned. These are dangerous from the conditions, and the possible denizens that dwell there. But may still be a better way to travel to certain places.

Thursday, August 18, 2016

Relics of the Ancients

     Relics of the Ancients can be found. Typically in long lost ruins and passed and traded as heirlooms. This is sampling of a few relics.

Night Goggles
These goggles made of metal, special glass and synthetic materials. Allows a person to see perfectly at night as if it was daylight. Requires a power cube (battery), that give one hours worth of use.

Power Cube
A power source developed by the Ancients that contains energy to power devices of the ancients. Can be stacked together to build bigger power cubes. Can be recharged at power stations.

Weather Machine
Damage Special, Range 10000, Sp Huge
The Weather Machine must be mounted on a vehicle. As the name suggests it changes the weather. Weather is graded as Fine, Overcast, Rainy, Stormy, Hurricane. It takes the machine 30 minutes to move the weather from one grade to the next one up (or down). Any damage is the result of the weather itself, not the machine and must be adjudicated by the Gamekeeper, as this will largely depend on other conditions - is there a nearby river that bursts its banks, are the characters caught in a storm in their advanced (but fragile) airship, etc. Requires plugging into a power station to operate.

Power station
Sp Huge
A non-mobile power station. That can be used to power devices or recharge them. Built into a ruin, it derives power from geothermal, or other sources. Allowing them to be tapped for use.

Giant Automaton
S 8, Q 2, H 30, D 12, Mv 30, Ca 2 tons, Cr2, Psg 0, Sp Huge
A lumbering giant humanoid machine controlled by two pilots sit inside the head.
Requires 64 power cubes (8x8 cube) to power it for 10 hours.

Heat Pistol
Damage 4 (ignores all armour), Range 15, 2 power cubes give 6 shots.

Blaster Rifle
Damage 5, Range 200, 4 power cubes give 10 shots

ElectroSword
Damage 4, 2 power cubes allows it to operate for 1 hour.

Web Pistol
This gun fires webbing that entangles the victim. The web is a Major Hazard which must be overcome with a successful Strong roll, in order to break free. The web dissolves over the course of one hour. SIngle shot weapon. Requires special cartridges.

Lightning Cannon
Damage 20, Range 700, Sp Huge
The Lightning Cannon simply hurls bolts of electricity. It is large and must be mounted on a vehicle, and it affects all target in a radius of 10 metres. Metal armour (including vehicle armour) gives no protection against it. Requires 16 power cubes (4x4) has 10 shots. Unless plugged into a power station. Then unlimited shots.

Wednesday, August 17, 2016

Ave Deserto


    The Ave Deserto is a strange barren waste. A hot and mostly sandy desert. It is called Ave Deserto, the "Falling Desert" because of the tendency of things to portal through and fall from the sky. Almost exclusively non organic objects fall from the sky on a semi regular basis. Usually one to three times a week an object of significant mass falls out of the sky. Typically the size of a motorcycle of larger. Although smaller objects (Coins, pins, metal shavings, and etc) fall up to six times a day. So this sprawling desert is littered with detris from another time and place. You might wander and find a freighter, a car, or a sharpening wheel for an example.
    A cargo cult of a tribe lives in and around the desert. Salvaging anything that seems of value to them. They are known as the Populus Supple.

(Yes this was blatantly stolen from the Land of the Lost movie. But only cause one loves.)



(Oh and PS, Suck it Matt Lauer)

Tuesday, August 16, 2016

Cyclops

    Perdidt Mundo being a nexus of time space. Things, places, and people occasionally appear. Or even more rarely disappear. These things are enter through hidden entrances, or just random portals to Perdidt Mundo. A place in the real/normal world that is particularly active is the bermuda triangle. Active is a relative term. As hundreds to thousands of vessels, and such travel through the area with no event. Others may encounter freak, strange storms, or weird events. Or even more rarely be transported to Perdidt Mundo.

    An example of this is the disappearance of the USS Cyclops a proteus class collier. Disappearing from the known world on March 4th 1918. Reappearing on the Great Lycian Lake. Ground on a sandbar near shore. Its serves as the home of the remaining sailors. Having adapted to this strange new world.
    Now referred to the Cyclopsians. They number roughly 150 men, women, and children. They roughly maintain the hierarchy of the ship with the captain being the leader. Adopting some of the customs and ways of the land. Some have even taken wives from the local native tribe who lives on the shore of the lake, They are dressed in a combination of their remaining clothes, and skins and cloth sewn to resemble their old uniforms. Mostly armed with knives, hooks, and axes. They save the small amount of remaining ammunition for their limited smallarms for extreme situations. Including the ship's four, 100mm guns.
    While allied with the local native tribe. They are at odds with the nearby lizardman tribe, Gens Autem Anguilla. Or as the crew refers to them "Scaleys".

Typical Cyclops crew member
Combat 3, Everything Else 3, Defence 8, Move20, X 25
Typically armed with a knife (Dmg 1) or a gaff hook (Dmg 1)

Captain Sylvanus Antony
S 3, C 2, Q 2, H 6, D 6, Mv 20, Sk Bruiser 3, Command (Clever) 2, Navigation (Clever) 1, Shiphandling (Clever) 2, Intimidate (Strong) 1, Shooting (Clever) 1, SP Body of Bronze, X45
    The former first mate, taking over after the death of the original Captain. Captain Antony is a hard man, but fair. Trying to make the best of their situation. Keeping the crew together and organized.

Monday, August 15, 2016

Why no Lizardman stats?

    Why are there no lizardman stats? Well that's because every tribe is a bit different. Some are fast like a little skink, but physically weak. (S1 Q4)

Some are massive and strong, but slow and lethargic. (S4 Q1)

Some are somewhere in between or completely different.

One might attack you with a simple wooden club, made from a downed branch. (DMG 2)

 Another might use a shark tooth club. (DMG 3)

Yet another may use a sickle forged of bronze. (DMG 2)
Skills is another area that is variable. Some tribes are known as great trackers. Other amazing climbers. Some of the tribes have domesticated dinos and ride them. Its really dependant on the tribe.

Saturday, August 13, 2016

Amazon Stats



    I forgot to post Onedice Stats for the Amazons. So in order to maintain completeness in my mind here they are.

S3 C2 Q3 H9 D9 MV20
SK Throw (Quick) 2, Bruiser (Strong) 2, Climb (Quick) 1, Sneaky (Quick) 1, Survival (Clever) 1, Ride (Quick) 1, Acrobatics (Quick) 1
Blades (Strong) Bludgeon (Strong) Archery (Quick) these vary, assign 1, 2, and 3 to the skills. Example an Amazon that specializes in Archery might be Archery 3, Blades 2, Bludgeon 1.
Damage Sword 3, Spear3, Bow 3, Mace/club 2, Hatchet 2, Knife 1 XP35

Tuesday, August 9, 2016

Neanderthal


    Neanderthal are a stone age tribe of short legged, barrel chested humanoids. They live up in the hills and mountains in a small tribes. Typically only aggressive when threatened. They live a hunter, gatherer lifestyle.

    The tribe worships a god that lives in a cave. Their "god" is a remnant of the ancients. A supercomputer buried deep in an ancient ruin. Through the use of a projector it displays images to the neanderthals. Sending them on quests for it. Its goal is to expand its reach and take control of the world.

Monday, August 8, 2016

Lizardmen

    The Lizardmen of Perdidt Mundo are a varied lot. All lizardmen of the various tribes are of very different descent. Culturally they differ as well. Some being barely above stone age in regards to technology. While others forge bronze. Most are aggressive to outsiders, even between different tribes.

    They tend to be found around the general vicinity of the marshes and jungle swamps of the major river deltas. They can be found living in grass huts to squatting in old ruins of the ancients.

Saturday, August 6, 2016

Amazons

    One of the many groups that may be encountered in Perdidt Mundo are the Amazons. Clans of fierce warrior women. They are not man haters. They are secure in their belief that they are superior to everyone. A matriarchal society. Men tend to be domestics and laborers.

    Typically they are scantily clad in cloth and skins. As the temperature in the jungle they reside in can be very warm. Plus they travel light not wanting to be encumbered or have their movement restricted. Lastly they feel no shame in their bared bodies. As they are secure in the knowledge that they are superior to all others. Warriors are dangerous in all aspects of combat. But tend to specialize in blades, spears or archery.

    The clans live in scattered villages. One Clan to a village as a general rule. Villages range in construction from yurts covered with skins, to permanent dwellings built upon the ruins of the ancients.

    Clans are led by a matriarch. Who presides over a council of elders. All of whom are female. Each Clan has a totem spirit and is generally identified by such. For example the Sabre Cat Clan, or the Raptor Clan. In the past the clans were aggressively expansionist. They have settled into a fairly permanent range. But woe be to the one who rouses them to anger, or defiles a sacred place. It is not unknown for Clans to band together to destroy an enemy.

Tuesday, August 2, 2016

Some of the Flora and Fauna of Perdidit Mundo


    I've decided to do the Perdidt Mundo setting using Onedice (pulp specifically) as the system. As to why? Why not? Its fun and fast, at least I think so. Your milage may vary. But in the spirit of that I stated up some things. So without further a-due, my little bestiary so to speak.

Garrote Vine
S3 C0 Q2 H9 D6 Mv0 SK- Dmg 2, and 1 every round after unless Moderate hazard (Strong) roll is made. XP20
    Garrote vines are a predatory vine rooted in the hot steamy jungles. Sensing movement they lash out grappling unwary prey. COnstricting, strangling, and crushing the unfortunate till it dies. Its rotting corpse leaching nutrients into the ground to feed the plant.

Iron Jaw
S3 C0 Q1 H12 D7 Mv0 Sk- Dmg 3, and 1 every round after unless Moderate hazard (Strong) roll is made. XP25
    Tron Jaws are active hunters. It appears to be a strange palm tree. With a almost woven looking trunk crowned with many branches that jut upward from the trunk. Each ending in a large frond with a hinged woody center. When prey approaches the one of the branches through powerful capillary reflexes, thrusts downward. Trapping the prey in the jaws of the frond. The seemingly benign leaves cutting like knives. It then begins to produce acid to dissolve the prey trapped in the frond.

Carnivorous Ape
S6 C1 Q3 H16 D10 Mv30 SK Bruiser 2 Dmg 4 XP135
    Large Gorillas whose diet also includes meat.

Dire Wolf
S4 C1 Q4 H14 D12 Mv40 SK SK Bite(Strong) 3 Dmg 3 Survival 1 Track 2 XP50
    Very large wolf that typically preys on megaherbivores.

Sabre Tooth Tiger
S4 C1 Q4 H14 D12 Mv40 SK Bite (Strong) 3 Dmg 3 CLaw (Strong) 2 Dmg 2 Track 2 Climb 1 XP55
    Large member of the cat family, with distinctive large "sabre" fangs.

Roc
    S3 C1 Q4 H10 D10 Mv40 Sk Bite (Strong) 3 Dmg 3 Claw 2 Dmg 2 XP45
    Large flightless predatory bird. With a powerful beak that can cut like a pair of hydraulic shears.

Woolly Mammoth
S9 C2 Q2 H40 D10 Mv30 Sk Stomp (Strong) 1 Dmg 8 Tusk (Strong) 1 Dmg 8 Survival 2 SP HUge XP300
    Large hairy pachyderms, that travel and live in herds.

Pterosaur
S6 C1 Q6 H12 D7 Mv60 Sk Bite (strong) 2 Dmg 3 SP Fly XP125
    Large flying dinosaurs. They posses beak like jaws with sharp teeth. The heads and bodies are covered with hair like filaments known as pycnofibers. The males especially tend to have brightly colored crests on their head.

Tyrannosaurus
S12 C1 Q5 H40 D12 Mv50 Sk Bite (Strong) 5 Dmg 10 Tracking 2 SP Huge XP800
    One of the largest predator ever known. They are powerful creatures featuring a massive head, balanced by a long heavy tail. The back of the head, back, top of the tail, and the backs of the limbs are covered with feathers. The rest of the body is covered with mosaic scales.

Brontosaurus
S9 C1 Q1 H60 D10 Mv10 Sk Stomp (Strong) 1 Dmg 15 SP Huge XP400
   Enormous quadrupedal herbivores, that like the mammoth travel and life in large family herds.

Triceratops
S10 C1 Q2 H40 D10 Mv30 Sk Gore (Strong) 1 Dmg 10 SP Huge XP300
   Large herd herbivores.

Velociraptor
S4 C2 Q4 H10 D12 Mv40 Sk Bite (Strong) 3 Dmg 3 Claw (Strong) 3 Dmg 3 Track 2 SP Leap XP 125
    A bipedal, feathered carnivore with a long tail and an enlarged sickle shaped claw on each hind foot. Smart pack hunters.

Monday, May 30, 2016

Hawaiian Noir Antagonist

    I present an example of a villain I plan on using in a session. Though villain is probably a strong word. Everyone is a bit grey hazy. It depends on how look look at them, and or the situation. But the following antagonist definitely is not a good person by any stretch.

Kupu Kahuna


S2 C2 Q2 W4 H9 D6 Mv20 
SK Dodgy (clever) 2, Lore (Clever) 3, Negotiate (Clever) 2, Intimidate (Strong) 3
Talents: Sorcery
Spells: Create Zombie, Confusion, Fear, Create Revenant, Charm, Summon

Saturday, May 28, 2016

Thinking "Hawaiian Noir"

Hawaiian Noir is a 1950's hard boiled, cynical world full of crime, betrayal, and murder. Taking place in an exotic paradise. Where the the weary world's veil grows thin and darkness creeps over.
    I've been thinking a lot lately about my "Hawaiian Noir". Well that and throwing a luau in the backyard. Roast pig, and rum drinks. You really can't go wrong.
    Anyways back on topic. I've been thinking again about system. I totally have a system I've been working on for "Noir Mystery Men". It would work plenty fine for this. But I've really been enamored with Onedice from Cakebread & Walton. It really wouldn't be very hard to convert. Although convert is a pretty strong word to use here. Onedice can really be run on the fly very easily.
    So I think I'm going to run it using it. At least a one shot. Gotta get the boys together. Probably not this weekend. Being Memorial Day weekend, everyone has things going on. But hopefully soon.

Sunday, June 28, 2015

Winged Heart of Darkness

Winged Heart of Darkness

    Alright I'll admit it. I hate writing down an adventure. In the sense of writing a module. It seems to railroady. No matter how well you know your players. They will always throw you a curve ball. So I tend to write an outline. Then I don't feel bad/unprepared went things goes in a direction I don't expect. I also tend to be a by the seat of my pants GM. So I write an outline. So I can rearrange, or go with new ideas. Yet hopefully keep the basics of the idea intact. Without railroading.
    So with that all said. This is adventure I've had rolling around in my head for a while. So I'm going to put it down here and hopefully you folks out there can use, and/or pick out bits and pieces.

The initial list:
Sky Pirates
Aircraft
Rocket Pack
Scientist
Jungle
Secrets
Secret Society
Asian
South America

For system I'm going to use and stat everything for OneDice Pulp

The basic outline:
The characters own and operate a cargo business. Typically flying around in their amphibious plane. I like the Grumman G-21 Goose. I think it screams pulp. But their are lots of other good choices. Hall PH-3, or Ford Trimotor fitted with floats are good options. Not that it really matters as it wont come into play in this adventure. But it can set up a mobile base/transport for future adventures. But one customer a Professor Gewehr operates a research facility deep in the south american jungle. The only way to get to the compound is by boat. As there is not enough space to land a plane. He pays very well for the supplies and equipment delivered. Not to mention is a very nice fellow, having made friends with the characters on their semi regular jaunts. Making the trip very worthwhile.
The boat named (Insert name of your choice, I like the "Amazon Queen") is 16 foot long and 5 foot wide. Built of riveted sheet iron. Powered by a small two cylinder, two stroke diesel. A wooden framework supports a canvas top.
The river is a murky, slow moving snake. Winding through the jungle. The canopy forming over the river like a tunnel. Plunging the jungle into a half twilight. With occasional patches of sunlight piercing the dense foliage. The heat is incredible, along with the intense humidity draining the body. Helping to give rise to the compost like decaying smell of the slightly stagnant river.
The trip up river to the compound will be very uneventful. When they arrive at the compound is when things are found askew. The compound consisting of several Nissen Huts, (Nissen Huts are prefabricated steel structures, made from a half-cylindrical skin of corrugated steel.) has been razed. Burnt, machine gunned, and cratered. It looks like a scene out of the Great War.
They will find Prof Gewehr dying. In his dying breaths he will say. "You müssen keep die Rakete's safe. Don't let El Cuchillo get it. Take this," hes says handing you gold signet ring. "Give it to Herr Ché, my assistant from die village, up river. He vill know I sent you. I had him hide die Rakete's. He vill take you to...." With that he passes away.
The ride upstream to the village will be more eventful. During the passage crocodiles will attack the boat. The crocs are a lot scarier than they really look. They will attack the boat. But are ineffective against the steel hull. But the players don't need to know that. they will only be a real danger if the players lean out of the boat. Or if they allow the a croc to climb on board. If they just try to motor away. The crocs will keep pace for a bit, and seem to disappear. But then they will come back to haunt them later. If they fight them off that will be the end of it.

Crocodile
S6 C1 Q3 H10 D8
Mv30 SKBite (Strong) 2 (DMG 3)
SP Swim/Hold Breath X100
# Appearing 1d6

  Carved out of the jungle, along the river side. The village is composed of many huts. Walls built of twig bundles, with thatch roofs. Floating above the village is a great zeppelin.



From a loud speaker it addresses the village.
"Give us Prof Gewehr, or Ché and we will spare the village. If not we will raze this shit hole to the ground! Give us what we want and we will spare you! We will even reward you!"
This message repeats in English, Spanish, Portuguese, and some unknown dialect. The zeppelin then slowly fly's away.
The characters now have some choices. How to go about finding Ché in the village. Will they sneak about? Walk right in? Will villagers run off to tell the sky pirates? Will the villagers try to capture Ché? Lots of thing can happen here. I leave that to you the GM.
Eventually the characters should find Ché. After seeing the signet ring, he will either tell the players where the Rackete is hidden or take them to it.
It requires a further trip up river. the characters will come to an ancient set of stone steps in the riverbank. These steps will lead into a maze of ruined stone building, vines and trees. Damp and shaded, plants and vermin have taken over this once large city. Now venturing into or on the out of the ruins, the characters should be attacked by a jaguar.


S3 C2 Q4 H9 D7
Mv40 SK Bite/Claw 2 (Strong) (DMG 2)
SP Swim X75
At the center of it all rising up out of the jungle is a step pyramid. At the top of the pyramid is an open doorway. Leading into a dark dusty compartment. It is here that the Rackete's are hidden. Big question, how many Rocket Packs are there? I'll leave this to the GM. Maybe just the one prototype. Or perhaps theirs enough for each character to have one. The GM should pick whats right for their game.



Rocket Pack: A strap-on device, with basic controls, that somehow allows the wearer to fly through the air at superfast speeds. Strangely, despite the small size of the tank, fuel never seems to be a problem. Flight is at Move 60, and uses Pilot (Quick) instead of Pilot (Clever).
(This Text is directly from the OneDice Pulp Book, used without permission. All rights to text belong to Cakebread & Walton)

    The characters now can make their way back down the river. If things have been real easy for them. This might be a good time to introduce them to some air pirates. Have one of the parasite fighters from the zeppelin strafe them.


Avro 504 (Zeppelin Parasite Bi-Plane Fighter)
S2 Q4 H10 D7 Mv120
Ca0 Cr1 Psg0
Machinegun DMG 6x3 Rng 400

    Regardless if this encounter happens or not. Once the characters reach Ché's village. They will find all hell breaking loose. The air pirates will have returned and are making good on their threat to raze the village. The Zeppelin is dropping bombs, and the parasite fighters (One or two depending on if the characters already encountered one) will be strafing the village. The characters will have to decide if they will fight, flee, sneak away, or what have you.


Zeppelin R.33 "The Black Cloud"
S3 Q2 H25 D7 Mv90
Ca30 tons Cr8 Psg10
Bombs DMG 1d6x2 (2 meter diameter)

The Zeppelin is only armed with bombs. But the crew will use their personal weapons on flying targets. Speaking of the crew, they are "normal" mooks for game purposes. The exception being El Cuchillo.


El Cuchillo

S 2, C 3, Q 2, H 6, D 6, Mv 20, Sp 6 Sk Bruiser (Strong) 1, Intimidate (Strong) 1, Shooting (Clever) 2, Blades (Strong) 2 X 40 Mauser C96 (Broomhandle Mauser): DMG 4, Rng 15
Machete: DMG 3

Well that's it. Hopefully you can use this, or steal from it for you own games. So start rolling those dice and punching bad guys in the face.

Sunday, June 14, 2015

OneDice Pulp


OK, so I bit the bullet and actually spent money on something other than food, or gasoline. Weird right? I got the PDF of OneDice Pulp. Man I really like this thing. I guess this is gonna be as close as a review as I do as well. System is straight forward and easy. Stat+skill+(possible modifiers)+d6 vs target number. Simple easy falls into the background. This game will not involve a lot of page turning to find rules. While rules light it still has enough crunch to satisfy me. The arts ok. I'm not gonna dis someones art (I'll reserve that for my own) but it could be better. But for the price and type of product its acceptable. Although subject matter and placement in the document is goofy. Some of the layout is a little weird to me. I understand why it was set up like that. But it could have been put together. Example, hazards. Theres a little vague section in the players side of the book. Which is expanded on in the GM side. This could have been put together into one, on either side. (Players, or GM). But these are minor details overall. The chase rules are short and good. It uses a point system for generating stats. Which I know isn't everyone's cup of tea. But I think it works well. Overall I think its a great game. Definitely worth the price. I cant wait to give it a spin.

Wednesday, June 10, 2015

King Solomon's Mines

So I was pondering about OneDice Pulp. I havent taken and purchased it yet. As I'm broke at the moment. (Seeemingly forever, but whatever) I was thinking pulp, and thought to myself about a movie I havent seen in a long time. King Solomon's Mines. I remember watching it at my cousins house as a boy. Not a godd movie. But boy howdy a fun one. I think it would make a fun one shot or more game. Would like to get my hands on OneDice before I make a call on it. But it definitely would be a fun Savage Worlds game. Things to ponder.