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/

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.

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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 CON 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.

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?

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.

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.