Here is a flexible version of the ABS solo game engine.
It contains 1d6, 1d8, Fate, Fudge, 1d10, 1d12, 2d6, 3d6, 1d20, 4d6 JAGS, and 1d100 columns and modifiers.
Tuesday, June 28, 2016
A solo Scarlet Heroes dungeon adventure.
A solo Scarlet Heroes dungeon adventure.
https://dansgamingblog.wordpress.com/2016/06/28/the-palace-of-sketh-a-solo-scarlet-heroes-dungeon-adventure
https://dansgamingblog.wordpress.com/2016/06/28/the-palace-of-sketh-a-solo-scarlet-heroes-dungeon-adventure
Sunday, June 26, 2016
Originally shared by Adventure Girl
Originally shared by Adventure Girl
I loved reading this!
Reasons to play #Tabletop #Roleplaying #Games
#TabletopRoleplaying #TabletopRoleplayingGames
http://ubiquitousrat.net/?p=3034
I loved reading this!
Reasons to play #Tabletop #Roleplaying #Games
#TabletopRoleplaying #TabletopRoleplayingGames
http://ubiquitousrat.net/?p=3034
Saturday, June 25, 2016
Vojtek Vasely and the God Flower: A start
Vojtek Vasely and the God Flower: A start
Began my first solo dungeon crawl this week using a Dungeon World backbone and the Mythic GME. Character creation was handled via Goblin Punch career paths[1] and the environs are primarily generated using Perilous Wilds. All of this is being written up using the awesome Trunk Notes personal wiki server on my iPhone[2].
Set in early 15th-century alternate Earth, Vojtek Vasely has just entered Zikmund's Spire deep in the woods of central Moldavia to recover a powerful magical component: the Dianthus spiculifolius or “god flower”.
[1] http://goblinpunch.blogspot.com/2014/02/career-paths-for-3d6-fantasy.html
[2] http://www.trunknotes.com
Began my first solo dungeon crawl this week using a Dungeon World backbone and the Mythic GME. Character creation was handled via Goblin Punch career paths[1] and the environs are primarily generated using Perilous Wilds. All of this is being written up using the awesome Trunk Notes personal wiki server on my iPhone[2].
Set in early 15th-century alternate Earth, Vojtek Vasely has just entered Zikmund's Spire deep in the woods of central Moldavia to recover a powerful magical component: the Dianthus spiculifolius or “god flower”.
[1] http://goblinpunch.blogspot.com/2014/02/career-paths-for-3d6-fantasy.html
[2] http://www.trunknotes.com
I hope this will be a skirmish campaign with some story-telling / roleplaying linking the scenarios.
I hope this will be a skirmish campaign with some story-telling / roleplaying linking the scenarios.
https://solounmondodicarta.wordpress.com/2016/06/25/dust-of-papyria-the-assassination-of-falco/
https://solounmondodicarta.wordpress.com/2016/06/25/dust-of-papyria-the-assassination-of-falco
https://solounmondodicarta.wordpress.com/2016/06/25/dust-of-papyria-the-assassination-of-falco/
https://solounmondodicarta.wordpress.com/2016/06/25/dust-of-papyria-the-assassination-of-falco
Friday, June 24, 2016
After a little researching what other's have done, I'm going to try this medium size chart out for the system. It's not as big as the d100 nor as small as the d6 stuff that I have seen. It's based on three literary theory models.
After a little researching what other's have done, I'm going to try this medium size chart out for the system. It's not as big as the d100 nor as small as the d6 stuff that I have seen. It's based on three literary theory models.
I'm not sure I like the probability, but if I can organize the plots by more common in the middle and less common on the top and bottom, which I already did a little shifting around.
I'm not sure I like the probability, but if I can organize the plots by more common in the middle and less common on the top and bottom, which I already did a little shifting around.
Thursday, June 23, 2016
Coming back around to some freeform (as well as trying to move forward soon with the Whitehack character I pieced together recently) and I'm kicking it off with Storymatic, which I haven't touched in at least 6 months.
Coming back around to some freeform (as well as trying to move forward soon with the Whitehack character I pieced together recently) and I'm kicking it off with Storymatic, which I haven't touched in at least 6 months.
Hoping something inspirational falls out of the magic hat and sticks as something fun, believable enough, and inspirational/energetic enough to encourage me to suss out additional details via more Storymatic, Backstory Cards, Game Mastery cards (I have both Plot Twists and Flashbacks now) GM's Apprentice, Mythic and other oracles.
I need a setting that's familiar, essentially modern but involves the fantastic, on either grand or small scale, I'm not sure what'll be more fun. I'm thinking WoD, the Mad City, the Sandman's Dreaming during Dream's absence/captivity, Nobilis, something weird for sure.
Maybe something inspired by Clive Barker, particularly Weaveworld or Imajica. A multiverse like Everway, MTG, Myst, Planescape - hell, Narnia would be awesome.
I dunno. What existing settings have you used/tweaked/customized, in solo games or for other players, that turned out really well? How much customizing did you do?
Really the point in using an existing setting for me here is saving time, comfortable familiarity, and ease of shake and bake random one-off encounters/characters/locations that may or may not tie into the established canon.
Thanks for your time.
Hoping something inspirational falls out of the magic hat and sticks as something fun, believable enough, and inspirational/energetic enough to encourage me to suss out additional details via more Storymatic, Backstory Cards, Game Mastery cards (I have both Plot Twists and Flashbacks now) GM's Apprentice, Mythic and other oracles.
I need a setting that's familiar, essentially modern but involves the fantastic, on either grand or small scale, I'm not sure what'll be more fun. I'm thinking WoD, the Mad City, the Sandman's Dreaming during Dream's absence/captivity, Nobilis, something weird for sure.
Maybe something inspired by Clive Barker, particularly Weaveworld or Imajica. A multiverse like Everway, MTG, Myst, Planescape - hell, Narnia would be awesome.
I dunno. What existing settings have you used/tweaked/customized, in solo games or for other players, that turned out really well? How much customizing did you do?
Really the point in using an existing setting for me here is saving time, comfortable familiarity, and ease of shake and bake random one-off encounters/characters/locations that may or may not tie into the established canon.
Thanks for your time.
Wednesday, June 22, 2016
So I was looking at the GameMaster's Apprentice stuff on DriveThru RPG.
So I was looking at the GameMaster's Apprentice stuff on DriveThru RPG.
This is marketed as a deck of cards, but I'm wondering how practical it is to use if you don't actually have physical cards to hand? I'm totally blind, and haven't pulled the trigger yet on the PDF. Is it possible to use this electronically in some form?
Any thoughts appreciated. The multiple randomizers seem intriguing.
http://www.drivethrurpg.com/product/156198/The-GameMasters-Apprentice-Sci-Fi
This is marketed as a deck of cards, but I'm wondering how practical it is to use if you don't actually have physical cards to hand? I'm totally blind, and haven't pulled the trigger yet on the PDF. Is it possible to use this electronically in some form?
Any thoughts appreciated. The multiple randomizers seem intriguing.
http://www.drivethrurpg.com/product/156198/The-GameMasters-Apprentice-Sci-Fi
Tuesday, June 21, 2016
Not sure if/how to add solo play for this, but it's going to have the same system as The Million Moons of Manza.
Not sure if/how to add solo play for this, but it's going to have the same system as The Million Moons of Manza.
Originally shared by Jacob Ross
So the draft for my Samurai Hack Retroclone is basically done! I've got 8 example schools, equipment, the skeleton of the setting and pretty much everything else. Take a look and leave some comments if you like. This is getting compiled into a free book (complete standalone game), that I'm going to release on Drivethru. After that I'll kickstart it to create an expanded version (with more ryu and a new base class or two, plus more information on clans, mass warfare and the setting).
Originally shared by Jacob Ross
So the draft for my Samurai Hack Retroclone is basically done! I've got 8 example schools, equipment, the skeleton of the setting and pretty much everything else. Take a look and leave some comments if you like. This is getting compiled into a free book (complete standalone game), that I'm going to release on Drivethru. After that I'll kickstart it to create an expanded version (with more ryu and a new base class or two, plus more information on clans, mass warfare and the setting).
Saturday, June 18, 2016
Yeah, I know - but I wanted to find out what happened next...
Yeah, I know - but I wanted to find out what happened next...
http://ubiquitousrat.net/?p=3428
http://ubiquitousrat.net/?p=3428
Another Scarlet Heroes solo wilderness adventure. The next adventure will be a dungeon adventure in the ruined lizardfolk town of Sketh.
Another Scarlet Heroes solo wilderness adventure. The next adventure will be a dungeon adventure in the ruined lizardfolk town of Sketh.
https://dansgamingblog.wordpress.com/2016/06/18/the-ruins-of-sketh-a-solo-scarlet-heroes-wilderness-adventure
https://dansgamingblog.wordpress.com/2016/06/18/the-ruins-of-sketh-a-solo-scarlet-heroes-wilderness-adventure
These notes I made to run DW could turn out to be useful to run it solo as well.

These notes I made to run DW could turn out to be useful to run it solo as well.
Episode 4 from my solo game using Mythras Classic Fantasy...
Episode 4 from my solo game using Mythras Classic Fantasy...
http://ubiquitousrat.net/?p=3419
http://ubiquitousrat.net/?p=3419
Friday, June 17, 2016
Made using the same system as the Million Moons of Manza. Solo play might be more tricky since there's a political element.
Made using the same system as the Million Moons of Manza. Solo play might be more tricky since there's a political element.
Originally shared by Jacob Ross
So I can finally share my WiP Samurai RPG. It's based on a combination of The Black Hack and some classic Samurai games. This document is going to form the core of a free book, and I'm going to Kickstart the premium version (more clans, ryu and setting). Please comment below or in the document what you think!
Originally shared by Jacob Ross
So I can finally share my WiP Samurai RPG. It's based on a combination of The Black Hack and some classic Samurai games. This document is going to form the core of a free book, and I'm going to Kickstart the premium version (more clans, ryu and setting). Please comment below or in the document what you think!
Tuesday, June 14, 2016
Okay, in celebration of the new upcoming additions to the "Potterverse" (The Cursed Child and the Fantastic Beasts film), I feel like running a solo HP game. Currently I am leaning towards using Broomstix and Kauldrons for the actual system and tossing a bunch of random tables and generators at it. But I am not sure if another system made more for solo play would work better and am not sure what generators and oracles to use. Could any of you fine folk offer advise for what tools would work well with a Hogwarts-set game?
Okay, in celebration of the new upcoming additions to the "Potterverse" (The Cursed Child and the Fantastic Beasts film), I feel like running a solo HP game. Currently I am leaning towards using Broomstix and Kauldrons for the actual system and tossing a bunch of random tables and generators at it. But I am not sure if another system made more for solo play would work better and am not sure what generators and oracles to use. Could any of you fine folk offer advise for what tools would work well with a Hogwarts-set game?
Things I am looking for:
-Easy to learn/ keep up with system that works WITH solo play rather than against it.
-A quick way to make npcs that seem to fit in the universe and the ability to learn more about them and what actions they might take. (Communication and interaction will be a big part of the game)
-A system that can handle the ideas of the spells and potions without making something too over powerful or weak.
-Oracles/Generators/Random tables that I might need that would fit the overall theme of the game/universe.
Thank you for any advice you may offer.
Things I am looking for:
-Easy to learn/ keep up with system that works WITH solo play rather than against it.
-A quick way to make npcs that seem to fit in the universe and the ability to learn more about them and what actions they might take. (Communication and interaction will be a big part of the game)
-A system that can handle the ideas of the spells and potions without making something too over powerful or weak.
-Oracles/Generators/Random tables that I might need that would fit the overall theme of the game/universe.
Thank you for any advice you may offer.
Monday, June 13, 2016
Saturday, June 11, 2016
Eventually we may have an AI that will act as a DM, thus making us be able to solo rp better.
Eventually we may have an AI that will act as a DM, thus making us be able to solo rp better.
http://bit.ly/1YhlIxR
http://bit.ly/1YhlIxR
Friday, June 10, 2016
Parts 8 and 9 of my Eberron campaign. I figure out what the party is doing now, and they follow a bad lead to a confrontation with some mercenaries.
Parts 8 and 9 of my Eberron campaign. I figure out what the party is doing now, and they follow a bad lead to a confrontation with some mercenaries.
p8: http://shadowoftheflame.blogspot.co.uk/2016/06/the-keeper-of-flame.html
p9: http://shadowoftheflame.blogspot.co.uk/2016/06/khyber-stirring.html
Character sheets for the party & setting information as of the start of part 8: http://shadowoftheflame.blogspot.co.uk/2016/05/glossary-character-sheets.html
p8: http://shadowoftheflame.blogspot.co.uk/2016/06/the-keeper-of-flame.html
p9: http://shadowoftheflame.blogspot.co.uk/2016/06/khyber-stirring.html
Character sheets for the party & setting information as of the start of part 8: http://shadowoftheflame.blogspot.co.uk/2016/05/glossary-character-sheets.html
Thursday, June 9, 2016
Saw these links in the Mythic yahoo group and figured I'd share.
Saw these links in the Mythic yahoo group and figured I'd share.
http://thelonecrusader.com/how-to-rewrite-an-adventure-using-the-mythic-game-master-emulator
http://thelonecrusader.com/how-to-play-through-a-published-adventure-on-your-own-without-a-dungeon-master
http://thelonecrusader.com/how-to-rewrite-an-adventure-using-the-mythic-game-master-emulator
http://thelonecrusader.com/how-to-rewrite-an-adventure-using-the-mythic-game-master-emulator
http://thelonecrusader.com/how-to-play-through-a-published-adventure-on-your-own-without-a-dungeon-master
http://thelonecrusader.com/how-to-rewrite-an-adventure-using-the-mythic-game-master-emulator
Tuesday, June 7, 2016
Originally shared by Jacob Ross
Originally shared by Jacob Ross
I've implemented some optional scaling rules to Million Moons of Manza's enemy generator at the suggestion of Bob Bersch in order to make things more survivable for low-level PCs.
One other thing I plan on doing is introducing two or three alternate ability tables. Right now you get a good mix of about a dozen abilities that have various offensive, defensive or other capabilities.
I'm thinking create another table that only offers tank abilities, another that provides support abilities and so on.
I've implemented some optional scaling rules to Million Moons of Manza's enemy generator at the suggestion of Bob Bersch in order to make things more survivable for low-level PCs.
One other thing I plan on doing is introducing two or three alternate ability tables. Right now you get a good mix of about a dozen abilities that have various offensive, defensive or other capabilities.
I'm thinking create another table that only offers tank abilities, another that provides support abilities and so on.
An actual play from the game Mystic Punks, which is a solo rpg zine about a teenage punk fighting off evil in their school.

An actual play from the game Mystic Punks, which is a solo rpg zine about a teenage punk fighting off evil in their school.
Originally shared by Jarrett Crader
Play report on Mystic Punks #1 by Anthony Meloro.
I'll try and make this as spoiler free as I can.
Chargen is super easy. You definitely want to roll high. Both of my first two characters had INT less than 10 which means no spells- Old School from the get-go!
You roll for movement and then roll for a random encounter. Character #1 failed his Conversation rolls with one of the two (yeah, a level 0 fighting two monsters as soon as he walks in- did I mention this is tough? It is!) monsters he had to face. I was figuring out the rules and ended up having the monster and my character roll to hit each round. Upon re-reading (and clarify which interpretation is correct Anthony Meloro, please?) it seems that whichever side wins initiative gets to attack and then the round is over, as opposed to what I was doing, henceforth called HARDCORE MODE, wherein both sides get to attack each round. Anyway, #1 died before getting to the first room. Yay!!!
#2 had similar luck as #1 but managed to fight off the, again, two monsters he faced in his first encounter. He had to smoke one of his herbal healing cigarettes (yessssss!!!) and made it to the first room. This is where the book is cool- the rooms are set pieces that evoke the warped world you are in and sometimes have fights, sometimes not. I'll say this- there are no dump stats in this game- hope for high rolls or use you bonus from low INT wisely. I didn't get to search for treasure. Bummer.
Heading back to the hall, I made it to room 2 and fought a tough monster. I was still using HARDCORE MODE but the dice were being nicer to me and I survived. I hurried to Room 4 where I met my demise. If you look close enough at my crappy drawing you'll see how, but again, THERE ARE NO DUMP STATS IN THIS GAME!!! YOU HAVE BEEN WARNED!!!
Aside from the clarification I asked for above, there are a few spelling and grammar errors throughout, but I think they add to the charm of the piece rather than take anything away. I recommend using note cards for charsheets- characters are highly expendable. All in all, I'm glad I grabbed this and you should too- it's a fun and challenging way to kill a couple of hours!
Monday, June 6, 2016
Alright, so I decided to create an NPC using the Tarokka cards from D&D's Ravenloft.
Alright, so I decided to create an NPC using the Tarokka cards from D&D's Ravenloft.
https://solorpgvoyages.wordpress.com/2016/06/06/creating-an-npc-using-tarokka-cards/
https://solorpgvoyages.wordpress.com/2016/06/06/creating-an-npc-using-tarokka-cards/
So I finally got started playing. After weeks of planning, starting again and then some more planning I concluded it was best not to plan anything at all. My dear fate chart, and donjon.bin.sh gives me everything I need for my adventure.

So I finally got started playing. After weeks of planning, starting again and then some more planning I concluded it was best not to plan anything at all. My dear fate chart, and donjon.bin.sh gives me everything I need for my adventure.
I must say it's incredibly fun and exciting to play alone with the right tools. From wanting to plan everything I really have no idea about anything at all any more.
This is my playing area (plus my cell phone, used it to take the pic). Sorry for the swenglish text. I write short notes, just to remember what's going on and to get my imagination going when picturing things.
How does your playing area look?
Saturday, June 4, 2016
Originally shared by Jacob Ross
Originally shared by Jacob Ross
I'm creating a community for the game/setting that I'm writing. The one with the planet/enemy/item/dungeon generators. I'm going to post updates here, including links to various documents.
I'm creating a community for the game/setting that I'm writing. The one with the planet/enemy/item/dungeon generators. I'm going to post updates here, including links to various documents.
e
e
Originally shared by Jacob Ross
Here's the (Overland) Encounter Roster to go along with the Enemy Roster I shared yesterday. It's from the same planet. As a note to the Enemy Roster, I forgot to note that all biological enemies are slightly resistant to heat-based damage.
Sorry, this is a long post. If there's anything that isn't clear, you can click the link to the document below, which contains the various generators.
Adventure Level refers to the party's average level, rounded up.
Items give you Adventure Level /2 (rounded up) items that are either single-use weapons, single-use health restoration or single-use objects used to overcome traps. You get a total of Adventure Level points to assign to these items. Points assigned to weapons become D6 damage, points assigned to healing items become D6 restored HP when used and points assigned to items used to overcome traps become +1 bonuses towards the roll used to overcome a trap. No item can have Adventure Level /3 (rounded up) points assigned to it.
2: Tough Enemy (2 on Enemy Roster or create from Enemy Generator)
3: Old Artwork
4: Hazard
5: Enemy
6: Ancient Cache
7: Enemy
8: Book in an Ancient Language
9:Natural Feature
10: Patrol
11: Outpost
12: Ancient War Bot
Ancient Cache: Standard single-use weapons or healing items but which have a maximum assigned point value of Adventure Level /2.
Ancient War Bot: 50% chance to be functional, create as a Competent enemy using the Enemy Generator but use Adventure Level as base HD
Book in an Ancient Language: Scholarly types can study it to gain +1 points for the next Items found
Hazard: Roll 1D6:
(1-2) Dust Bowls- Valleys filled with dust. The patches resemble sand but cannot support a person’s weight. Victims fall and face injury or even suffocation. Save to avoid it, and STR tests to get out of it. Falling does Adventure Level /3 D6s in damage (save for half). Each round spent inside does D6CON modifier damage as you struggle to breath.
(3-4) Dust Storms horizon to horizon storms that choke, blind, and foul equipment. Lasts for Adventure Level rolls. Everyone on foot , mounted or above decks on a Sky Barge has to roll CON to avoid taking D6 CON modifier damage. Anyone inside a vehicle doesn’t have to make this roll. Each roll to avoid suffocation also requires a roll to avoid getting lost. Each character on foot, driving a mount or vehicle or piloting a Sky Barge makes this roll, mere passengers don’t. Success reduces by 1 the remaining rolls required for the storm to pass. Sky barges or vehicles suffer Adventure Level /3 D6s (rounded up) of damage.
(5-6) Sand Geysers Occasional eruptions that cause burning and abrasions. Save to avoid 3D6 damage (save for half).
Natural Feature: Roll 1D6 to determine which:
(1-2) Oasis- Lush area with water and fruit-bearing plant life, plus either an animal or sentient encounter (50% chance to be either).
(3-4) Grand Mesa- A towering vertical rock formation with a flat top. Climb it to find out what’s at the peak (or fly). Climbing takes a STR roll and a CON roll to accomplish (failing the STR roll does 1D6 damage, failing the CON roll does Adventure Level /4 D6s (rounded down, minimum 1) damage). Find either a clue to start your choice of Quest, items (with a +2 points bonus),
(5-6) Salt Flats- A barren swath of cracked ground rich with minerals. Scholarly or survivalist types can create a one-use healing item that heals their WIS modifier in D6s HP.
Old Artwork: Scholars can study it to learn more about the planet, +1/-1 on next Encounter Roll, valuable for sale.
Outpost: Adventure Level x2 HD Fortress enemies, 2 in Sky Chariots, fuel and food, may avoid if party successfully makes DEX rolls
Patrol: Adventure Level x1.5 HD Fortress enemies.
Originally shared by Jacob Ross
Here's the (Overland) Encounter Roster to go along with the Enemy Roster I shared yesterday. It's from the same planet. As a note to the Enemy Roster, I forgot to note that all biological enemies are slightly resistant to heat-based damage.
Sorry, this is a long post. If there's anything that isn't clear, you can click the link to the document below, which contains the various generators.
Adventure Level refers to the party's average level, rounded up.
Items give you Adventure Level /2 (rounded up) items that are either single-use weapons, single-use health restoration or single-use objects used to overcome traps. You get a total of Adventure Level points to assign to these items. Points assigned to weapons become D6 damage, points assigned to healing items become D6 restored HP when used and points assigned to items used to overcome traps become +1 bonuses towards the roll used to overcome a trap. No item can have Adventure Level /3 (rounded up) points assigned to it.
2: Tough Enemy (2 on Enemy Roster or create from Enemy Generator)
3: Old Artwork
4: Hazard
5: Enemy
6: Ancient Cache
7: Enemy
8: Book in an Ancient Language
9:Natural Feature
10: Patrol
11: Outpost
12: Ancient War Bot
Ancient Cache: Standard single-use weapons or healing items but which have a maximum assigned point value of Adventure Level /2.
Ancient War Bot: 50% chance to be functional, create as a Competent enemy using the Enemy Generator but use Adventure Level as base HD
Book in an Ancient Language: Scholarly types can study it to gain +1 points for the next Items found
Hazard: Roll 1D6:
(1-2) Dust Bowls- Valleys filled with dust. The patches resemble sand but cannot support a person’s weight. Victims fall and face injury or even suffocation. Save to avoid it, and STR tests to get out of it. Falling does Adventure Level /3 D6s in damage (save for half). Each round spent inside does D6
Natural Feature: Roll 1D6 to determine which:
(1-2) Oasis- Lush area with water and fruit-bearing plant life, plus either an animal or sentient encounter (50% chance to be either).
(3-4) Grand Mesa- A towering vertical rock formation with a flat top. Climb it to find out what’s at the peak (or fly). Climbing takes a STR roll and a CON roll to accomplish (failing the STR roll does 1D6 damage, failing the CON roll does Adventure Level /4 D6s (rounded down, minimum 1) damage). Find either a clue to start your choice of Quest, items (with a +2 points bonus),
(5-6) Salt Flats- A barren swath of cracked ground rich with minerals. Scholarly or survivalist types can create a one-use healing item that heals their WIS modifier in D6s HP.
Old Artwork: Scholars can study it to learn more about the planet, +1/-1 on next Encounter Roll, valuable for sale.
Outpost: Adventure Level x2 HD Fortress enemies, 2 in Sky Chariots, fuel and food, may avoid if party successfully makes DEX rolls
Patrol: Adventure Level x1.5 HD Fortress enemies.
Friday, June 3, 2016
Originally shared by Jacob Ross
Originally shared by Jacob Ross
Hey, all, I'm developing a sword-and-planet setting for the planet/enemy/quest/everything generator that I've been posting here. I have a question. Since the characters use primitive spacecraft, open-air sea-going barges with engines attached (because why not), I'm going to need a reason for the players to not simply fly everywhere they want to go. I'm leaning right now towards the nature of the engines being such that they're good to go while you have enough fuel, but once you land they need to cool down. Players are typically going to be exploring new territory, so they're just going to land and then explore.
How does that sound?
Hey, all, I'm developing a sword-and-planet setting for the planet/enemy/quest/everything generator that I've been posting here. I have a question. Since the characters use primitive spacecraft, open-air sea-going barges with engines attached (because why not), I'm going to need a reason for the players to not simply fly everywhere they want to go. I'm leaning right now towards the nature of the engines being such that they're good to go while you have enough fuel, but once you land they need to cool down. Players are typically going to be exploring new territory, so they're just going to land and then explore.
How does that sound?
Finally getting around to making a character for a solo Whitehack game. So far, so good. The minimal “story gaming” mechanics like group affiliations and open-ended miracles have proven just inspirational enough while keeping me within the sandbox.
Finally getting around to making a character for a solo Whitehack game. So far, so good. The minimal “story gaming” mechanics like group affiliations and open-ended miracles have proven just inspirational enough while keeping me within the sandbox.
I’ve got the “journal edition” or whatever it’s called, and so far I am solely inking in there and using its number tables in place of dice. That will change soon when I bring Mythic and GM’s Apprentice to bear, but unless I’m hurting for ideas or want surprise I’ll probably try to keep it almost all in the book...
Anyone else tinkered w Whitehack? Solo or otherwise.
I’ve got the “journal edition” or whatever it’s called, and so far I am solely inking in there and using its number tables in place of dice. That will change soon when I bring Mythic and GM’s Apprentice to bear, but unless I’m hurting for ideas or want surprise I’ll probably try to keep it almost all in the book...
Anyone else tinkered w Whitehack? Solo or otherwise.
Thursday, June 2, 2016
The random tables are going to be able to set up solo-play quests and such.
The random tables are going to be able to set up solo-play quests and such.
Originally shared by Jacob Ross
Here's an Enemy Roster (random table) that I made up using my planet generator. Everything is still a work in progress, but I wanted to show it off as a proof of concept and solicit feedback. This example comes from a Desert Planet with Ancient Ruins that's been Abandoned by the original inhabitants and is currently home to a raider Fortress. The link to the Planet Generator doc is below (it's open to comments).
2: Ancient War Engine (Abandoned Machine)
3: Leftover Servitor Bot (Abandoned Machine)
4: Serpent
5: Reptilian Warrior (Fortress Minion)
6: Sirocco Hawk
7: Desert Eel
8: Scout (Fortress Minion)
9: Mad Remnant (Abandoned Survivor)
10: Sand Stag
11: Scarab Horde
12: Raider Warlord (Fortress Boss)
Ancient War Engine: 12 HD, +6 To-Hit, AC 8 [11], ST 10, Fast Attacks (2x per round at 1D6 damage each), Speed 6, Morale 10. Special Ability: Penetrating: Each attack ignores the first 4 points of damage-negating effects its target possesses.
Desert Eel: 6 HD, +3 To-Hit, AC 14 [5], ST 17, Fast Attacks (2x per round at 1D6 damage each), Speed 6, Morale 10. Special Ability: Burrow Ambush: If all players fail a Saving Throw to detect the Desert Eel, it gets a free round to attack at the beginning of combat.
Leftover Servitor Bot: 4 HD, +2 To-Hit, AC 15 [4], ST 18, Average Attacks (1x per round at 2D6), Speed 6, Morale 9. Special Ability: Mechancial: No need to breathe, immune to poison and mind control. Cannot heal except by special repair abilities. Created by the original inhabitants. Can be scrapped for parts
Mad Remnant: 8 HD, +4 To-Hit, AC 12 [7], ST 15, Standard Attack (1x per round at 2d6 damage), Speed 6, Morale 8 Special Ability: Force Shield: Invulnerable to kinetic damage (blades, arrows, bullets, etc.). The first Mad Remnant defeated on this planet drops a device that homes in on an ancient site with a technological artifact as treasure.
Scout: 3 HD, +2 To-Hit, AC 17 [2], ST 19, Precise Attack (1x per round at 1D6+2 damage), Speed 6, Morale 8. Special Ability: Burrow Ambush: If all players fail a Saving Throw to detect the Scout, it gets a free round to attack at the beginning of combat.
Raider Warlord: 15 HD, +8 To-Hit, AC 5 [14], ST 5, Savage Attack (1x per round at 3D6 damage), Speed 6, Morale 11. Special Ability: Flamethrower: Targets have to save when hit or take 1D4 damage in the round after being hit by the Raider Warlord. Leader of the Fortress. Besting them in single combat nets you control of the Fortress.
Reptilian Warrior: 8 HD, +4 To-Hit, AC 12 [7], ST 15, Fast Attacks (2x per round at 1D6 damage each), Speed 6, Morale 8. Special Ability: Regeneration: Regains 2 HP per round.
Sand Stag: 2 HD, +1 To-Hit, AC 18 [2], ST 19, Fast Attacks (2x per round at 1D6 each), Speed 6, Morale 8. No special abilities. A game animal with nutritious meat.
Scarab Horde: 8 HD, +4 To-Hit, AC 12 [7], ST 13, Savage Attacks (1x per round at 3D6), Speed 6, Morale 9. Special Ability: Swarm: No hit can remove less than 10% of the Scarab Horde’s HP.
Serpent: 2 HD, +1 To-Hit, AC 18 [2], ST 19, Average Attack (1x per round at 2D6), Speed 6, Morale 9, Special Ability: Poison: Targets of successful attacks must Save or take 1D6 damage per round for 4 rounds.
Sirocco Hawk: 4 HD, +2 To-Hit, AC 16 [3], ST 19, Fast Attacks (2x per round at 1D6 damage each), Speed 6, Morale 7. Special Ability: Flying: Can divebomb without being vulnerable to melee attacks.
Originally shared by Jacob Ross
Here's an Enemy Roster (random table) that I made up using my planet generator. Everything is still a work in progress, but I wanted to show it off as a proof of concept and solicit feedback. This example comes from a Desert Planet with Ancient Ruins that's been Abandoned by the original inhabitants and is currently home to a raider Fortress. The link to the Planet Generator doc is below (it's open to comments).
2: Ancient War Engine (Abandoned Machine)
3: Leftover Servitor Bot (Abandoned Machine)
4: Serpent
5: Reptilian Warrior (Fortress Minion)
6: Sirocco Hawk
7: Desert Eel
8: Scout (Fortress Minion)
9: Mad Remnant (Abandoned Survivor)
10: Sand Stag
11: Scarab Horde
12: Raider Warlord (Fortress Boss)
Ancient War Engine: 12 HD, +6 To-Hit, AC 8 [11], ST 10, Fast Attacks (2x per round at 1D6 damage each), Speed 6, Morale 10. Special Ability: Penetrating: Each attack ignores the first 4 points of damage-negating effects its target possesses.
Desert Eel: 6 HD, +3 To-Hit, AC 14 [5], ST 17, Fast Attacks (2x per round at 1D6 damage each), Speed 6, Morale 10. Special Ability: Burrow Ambush: If all players fail a Saving Throw to detect the Desert Eel, it gets a free round to attack at the beginning of combat.
Leftover Servitor Bot: 4 HD, +2 To-Hit, AC 15 [4], ST 18, Average Attacks (1x per round at 2D6), Speed 6, Morale 9. Special Ability: Mechancial: No need to breathe, immune to poison and mind control. Cannot heal except by special repair abilities. Created by the original inhabitants. Can be scrapped for parts
Mad Remnant: 8 HD, +4 To-Hit, AC 12 [7], ST 15, Standard Attack (1x per round at 2d6 damage), Speed 6, Morale 8 Special Ability: Force Shield: Invulnerable to kinetic damage (blades, arrows, bullets, etc.). The first Mad Remnant defeated on this planet drops a device that homes in on an ancient site with a technological artifact as treasure.
Scout: 3 HD, +2 To-Hit, AC 17 [2], ST 19, Precise Attack (1x per round at 1D6+2 damage), Speed 6, Morale 8. Special Ability: Burrow Ambush: If all players fail a Saving Throw to detect the Scout, it gets a free round to attack at the beginning of combat.
Raider Warlord: 15 HD, +8 To-Hit, AC 5 [14], ST 5, Savage Attack (1x per round at 3D6 damage), Speed 6, Morale 11. Special Ability: Flamethrower: Targets have to save when hit or take 1D4 damage in the round after being hit by the Raider Warlord. Leader of the Fortress. Besting them in single combat nets you control of the Fortress.
Reptilian Warrior: 8 HD, +4 To-Hit, AC 12 [7], ST 15, Fast Attacks (2x per round at 1D6 damage each), Speed 6, Morale 8. Special Ability: Regeneration: Regains 2 HP per round.
Sand Stag: 2 HD, +1 To-Hit, AC 18 [2], ST 19, Fast Attacks (2x per round at 1D6 each), Speed 6, Morale 8. No special abilities. A game animal with nutritious meat.
Scarab Horde: 8 HD, +4 To-Hit, AC 12 [7], ST 13, Savage Attacks (1x per round at 3D6), Speed 6, Morale 9. Special Ability: Swarm: No hit can remove less than 10% of the Scarab Horde’s HP.
Serpent: 2 HD, +1 To-Hit, AC 18 [2], ST 19, Average Attack (1x per round at 2D6), Speed 6, Morale 9, Special Ability: Poison: Targets of successful attacks must Save or take 1D6 damage per round for 4 rounds.
Sirocco Hawk: 4 HD, +2 To-Hit, AC 16 [3], ST 19, Fast Attacks (2x per round at 1D6 damage each), Speed 6, Morale 7. Special Ability: Flying: Can divebomb without being vulnerable to melee attacks.
Subscribe to:
Posts (Atom)