Tabletop RPG Podcast and Roleplaying Resources

Author: Stan Shinn (Page 41 of 111)

Cypher Intrusions and Star Trek Random Encounter Tables

Veteran D&D players have been using random encounter tables to generate adventures since the ’70s. The Cypher System has a mechanic called GM Intrusions. Usually these are events you make up on the fly. However, I think a bit of pre-planning can really give the GM ammo to use during the game. Take a lesson from old-fashioned Random Encounter tables and craft Random Intrusion tables for you game.

This is essentially what Ryan Chaddoks wrote in a blog post. Ryan lists some sample Trek-flavored Intrusions:

It’s important to customize Intrusions to the flavor of Trek.  Here are a few ideas for how to do that:

  • The character is taken prisoner or otherwise separated from their crew or away team.
  • The atmosphere or planet surface is inhibiting a major technology (phasers, transporters, etc.).
  • The character leaves something important behind.
  • The character is infected with the thing that this episode is about (a gene stealing virus, radiation anomaly, sentient nano terraformers, whatever).
  • The character becomes the focus of the attentions of an enemy.  Now it’s personal.
  • The group is somehow stranded.
  • The ship stops being able to go at warp.
  • A ship system being used by the character begins to malfunction.

Source

I love the idea of having an intrusion list handy!

Check out Ryan Chaddok’s blog and also The Translation Codex for Cypher elements you can fold into your custom campaigns.

We who are about to die, salute you

We who are about to die, salute you

 

Star Trek Flavored Cypher System Games

One of the things l love about Savage Worlds is how you can use setting-specific card decks and tokens for bennies to add the feeling of whatever genre you’re emulating. Here’s an example of using Pirate themed bennies for settings like 50 Fathoms. Great stuff!

Using the Cypher System, you can also emulate settings by using custom Cyphers. Here’s a great list of Star Trek themed cyphers from Ryan Chaddock that will add in a Trek tech flavor that I just love:

Star Trek is all about innovative solutions to problems.  So are Cyphers.  Let’s leverage the dynamic fun of Cyphers as solutions to build a Trek experience that simulates the fun of the show.

Firstly, let’s go with subtle Cyphers for most of this.  It might be possible for characters to patch together manifest Cyphers here and there, but that’s more of an engineering task specific to the situation.  In fact, let’s just build a couple subtle Cyphers for that scenario.

These subtle Cyphers are intended to supplement the existing list from the CSR.  They’re more in keeping with the Star Trek flavor of tech and science pushed to dangerous limits.  You’ll note that they have a “Minor” effect, and a much more powerful “Major” one that often comes with a cost: an Intrusion that provides no XP.  Players employing a Cypher must choose which they want to go with: Minor or Major.  Characters are given the tools to accomplish nearly anything they need to, BUT AT WHAT COST?

Alternative Use. Level 1d6 + 4 Occultic.  Minor: You add a random additional function to a technology; roll on the manifest Cypher table for effect/inspiration.  Major: You add a function of your choice to a technology, the effect chosen from the manifest Cypher table; trigger a personal Intrusion.  In the case of both Minor and Major, the additional effect lasts a number of minutes equal to the Cypher Level.

Bravado. Level 1d6 + 1 Anoetic. Minor: Through hutzpah you increase your range for rolling a Major Effect to 19-20 (no chance for a Minor Effect) for ten minutes.  Major: You increase your Major Effect range to 17-20 (again, no Minor Effects), and rolled Intrusion range to 1-4 for 30 minutes.

Deflector Array Shenanigans. Level 1d6 + 4 Occultic. Requires access to a starship or starbase’s systems.  Minor: You solve a scientific or technical problem of Difficulty 5 or lower.  Major: You amplify an existing technology/Cypher through the entire ship, essentially bumping it up to ship scale for a number of rounds equal to the Cypher Level; trigger a group Intrusion.

Incredible Insight. Level 1d6 + 1 Anoetic. Minor: You discover one major fact concerning a technical or scientific mystery you are dealing with. Major: You discover a number of major facts about the mystery equal to the Cypher Level; trigger a personal Intrusion.

One-Use Device. Level 1d6 + 3 Anoetic. Minor: You craft a randomly selected manifest Cypher using available parts.  Major: You craft a manifest Cypher of your choice; trigger a personal Intrusion.

Overload.  Level 1d6 + 1 Anoetic.  Minor: You disable a technology you have access to for a number of rounds equal to the Cypher Level.  Major: You completely disable a technology you have access to; trigger a group Intrusion.

Peaceful Gesture. Level 1d6 + 1 Anoetic. Minor: You stop combat for one round, letting everyone talk for a moment.  Major: You stop combat entirely; trigger a personal Intrusion.

Reroute Power.  Level 1d6 + 2 Anoetic.  Minor: You allow a disabled technology to continue functioning for a number of additional rounds equal to the Cypher Level.  Major: You completely repair a disabled technology; trigger a group Intrusion.  Example: You find a way to keep life support from failing, but an Intrusion occurs, requiring you to shut down artificial gravity in order to accomplish your fix.

Reverse Polarity. Level 1d6 + 1 Anoetic. Minor: You cause a technology to do the opposite of what it normally does for a number of rounds equal to the Cypher Level.  Major:  You cause a technology to do the opposite of what it normally does for a number of minutes equal to the Cypher Level; trigger a personal Intrusion.  Examples: a phaser is made to heal, cool, or regenerate shields.  A tricorder sends out misinformation to other nearby sensors.

Technical Sacrifice. Level 1d6 + 1 Anoetic. Minor: You heal a technology for a number of Health equal to the Cypher Level, dealing the same amount of damage to another device you’re working on.  Major: You completely heal all damage to a technology, but completely destroy another device you’re working on.

Source

Check out Ryan Chaddok’s blog and also The Translation Codex which contains much of these custom Foci and other Cypher elements you can fold into your custom campaigns.

 

Redmark Session 20: The Wrath of Jabbanana

March 18-20, Third Age 1331

March 18

Marcus Almost Becomes Mr. Jabbanana

When last we left our heroes, Marcus had been offered Chief Dugabungaloo’s daughter, Jabbanana. Now, all eyes are on Marcus as the tribe awaits his decision. Jabbanana’s enormous belly quivers in anticipation. Marcus kneels before the king of the island and delivers a speech that convinces the King that the greatest honor he could give Marcus is to learn more about the culture’s deities. The King is perplexed, but not offended. Jabbanana stomps off angry and insulted, but everyone else throws a luau for the heroes who dispatched the giant crocodiles that had been eating all the pearl divers.

Wanna Nana…Hubba, Hubba!

Wannamona

Wannamona

Jabbanana’s sister, the much-demeaned servant girl Wannamona , considered wretchedly ugly by her culture, is smokin’ hot in the heroes’ culture. Immediately Quintos bets Ghost he’ll “attune” to her first.

Ghost [protesting]: “But you’re already attuned to three women.”

Quintos [grinning]: “Hey. We’re on another plane.”

Meanwhile, Wannamona quietly warns Marcus that her sister Jabbanana is a dangerous foe.

Wannamona [in a fearful whisper]: “Jabbanana is at her most powerful after midnight.”

Marcus [in terrified disbelief]: “You mean she gets bigger?”

Marcus then invites Wannamona to escape with the heroes on the morrow. Afterwards, Marcus hears from the tribal elders about the legend of the two-headed eagle.

Leomund’s Tiny Hut

Ghost conjures his tiny hut (remember, it’s not the size of one’s hut…), and the intrepid adventurers take watches, anticipating an encounter with a hideous, lycanthropic Jabbanana. All the adventurers except one: Quintos, who spends the evening debauching himself with hot twins. (The horrifying howls of Quintos and the babes our heroes shall not soon forget.) But Jabbanana does not appear.

March 19

Human Trafficking…But in a Good Way

Wannamona approaches Marcus in the morning. She wants to run away with the heroes to get away from Jabbanana. Ghost Dancer turns Wanna invisible, and they smuggle her out to Kat’s Claw. They sail away toward the village by the famed giant wall—a 3-day journey. Marcus and Ghost Dancer keep Wannamona away from woman-stealing Quintos. They spend the hours “teaching her Common.” She’s a hot—er, smart—pupil.

Scry, Scry Again

Quintos scries Jabbanana. He sees her in an outrigger canoe with 4 warriors paddling in chase to get Wanna Nana back. Quintos tries to suggest something to her, but she detects his magic, stares into the scrying eye, and zaps Quintos, ending the scry and causing some damage to Quintos.

March 20

Kat’s Claw sails into a heavy mist. The ship slows. Lundie and Quintos’s Owl hear a woman crying for help. It sounds like the Mermaids who befriended the heroes a few days earlier! The adventurers hurry to rescue their topless, scaly friends, but alas, it is not the Mermaids, but Jabbanana! She has set a trap!

Hideous Jabbanana and her spider-beast friends attack. Jabbanana launches a wall of fire at the heroes, burning them—even Ghost who is flying 20 feet above the battle. From there, it’s a mayhem of swords and spells. Ivamel kindly absorbs much damage on behalf of the group. Lundie wields his holy hammer. Marcus does some crazy Roman stuff. Quintos makes out with Jabbanana. (Wait. Sorry. That didn’t happen.) Quintos rains his sorceries down upon Nana and the Spiders. The so-called Duke of Dorn, or “Dookie” as we call him, started singing David Bowie songs about spiders. Then he stealthily backstabbed an enemy before fooling Jabbanana into thinking that he was her father. The distraction was enough for the heroes’ combined powers to win the day and defeat the foul enemies.

Loot Report

No loot plundered or received.

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