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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.

Redmark Session 19: A Dalliance With Mermaids

March 17, Third Age 1331

March 17

Having safely navigated the unnatural vortex to the very mysteriously alien world that purportedly holds the Fountain of Immortal Life, party and crew have an encounter like something straight out of The Iliad.  Gloriously beautiful mermaids.  Well… If you’re into half fish women, they were gloriously beautiful.  But if that’s not your thing, dear reader, they were just some rather “fishy” women.

LanalakanaThese mermaids, who were especially friendly, much to the rejoicing of a particular first mate, seem to have been led by a redheaded one named Lanalakana.  After a brief but interesting dialogue with said mermaid a quest was given.  Or rather a difficult situation a nearby village was facing was mentioned and the party, being the heroic individuals they are, made it a quest.  And who could blame them.  If you had the chance to impress a beautiful redheaded water tart, wouldn’t you take it?  Just imagine the plethora of possibilities in that mutually beneficial relationship.  So off they set.

LanalakanaNow for your typical party of heroes arriving to save the day, in and of itself, is enough. But for this group… Well they prefer to do things in a much more grandiose fashion. I mean, was there a rowboat?  Yes.  But how boring would that have been?  Instead, like some kind of group of freaking Rockstar gods, they chose to disembark and walk across the surface of the ocean with thunderous booms echoing from each passing step. And it was extremely impressive. I’m talking slow motion walk, jaws dropping, and the whole nine yards,  Right up until a gigantic monster of a crocodile ruined the whole show.  What a jerk.  Of course, what was thought to be the big one turned out to be the mate of the big one.  The ensuing battle was something that I’m sure their scantily-clad Bard will compose great songs about.

As a reward for their victory, Marcus was given the opportunity to marry the Chiefs eldest daughter. The catch was, by Redmark standards, she was less then becoming. So now Marcus has to make a decision. Accept the offer and marry not for love or politely reject and potentially anger the chief.

Top Campaign I’d Like to Run (July 2017 edition)

Been thinking about the ‘stuff I’m itching to run someday’ so thought I’d jot it down. Interesting how things evolve: see my post in 2016 and my post in 2014 of things I was itching to run in prior years.

Numenera

The Strange

Grimspace 2112

Reich America

Gaslight Heroes reboot

Star Wars Campaigns

  • Rebel Military (Cypher System or Rarescape RPG) — You are Alliance military during the era of Rebellion.
  • Rebel Privateers (jCypher System or Rarescape RPG) — You play privateers (pirates) working for the Rebellion to harass and disrupt the Empire.

a9fae6c1b8ea2a0ca4902edf6cd14820Hard Sci-Fi Campaigns

  • Blood & Steel (Imperium RPG, Traveller, or Rarescape) — After investigating a space anomaly, a group of fighter pilots find themselves on a starhopping quest to save humanity. (Think Battlestar Galactica)
  • Scientorium(Cypher System, Imperium RPG, Traveller, or Rarescape) — Hidden away by sheer distance and forever shrouded from the minds of the curious lies a mammoth artifact from the previous galactic age, the library of Scientorium. Its strange experience chambers offer passage to a million histories on a million worlds, secrets and technologies undreamed of. Now abandoned by all but its automated security systems and enigmatic caretakers, its workings are oddly twisted and jealous, meting out reward and punishment in equal measure. This is a classic science fiction saga, an epic journey across space and time in the vein of Niven or Heinlein!
  • Eris Beta-V(Imperium RPG, Traveller, or Rarescape) — A team of explorers investigates a magnificent ringed gas giant with its numerous moons. Ancient artifacts of enormous power can be found among the rings and asteroids. Every moon is a unique world to be explored. When the system’s valuable commerce is threatened by unscrupulous agencies, the team must root them out and put themselves at great risk on the icy fringes of interstellar space.
  • Eschaton: The Dark Star(Numenera, Imperium RPG, Traveller, or Rarescape) — Interstellar explorers investigate a mind-boggling megastructure hidden in deep space. (Think Ringworld)

Fantasy Campaigns

  • World of Redmark: Caress of Steel (D&D 5e) New sandbox D&D campaign based on the 80’s Rush albums ‘Caress of Steel’ and ‘Fly By Night’.
  • Middle-earth: Darkening of Mirkwood (Adventures in Middle-earth/5e)  — The Necromancer may have been cast out of Dol Guldur, but a lingering darkness remains over Mirkwood, a shadow that will grow ever longer as the years draw on – unless a band of brave adventurers step forward and hold back the gloom.
  • Middle-earth: 4th Age Quest (Adventures in Middle-earth/5e) – Adventure in Middle-Earth a millennium before the Lord of the Rings. “Know this, people of Gondor: were it not for the selfless souls in Arnor who with flashing blades and spilled life-blood fought against the Witch-King and his foul blight in Angmar, our free lands would not have known peace, and our bright cities would long ago have crumbled into forgotten ruins.”

Mini-Campaigns (~ 6 sessions)

  • Firefly: Civil War (Cypher System, Firefly Cortex Plus or Rarescape RPG) — Epic mini-campaign conclusion to a Firefly campaign Todd, Mason and Stan were running a few years back.
  • Reich America: The Shadow Covenant (Cypher System, Rarescape RPG) — Resistance fighters uncover a terrifying secret about the Final Reich.
  • Solomon Kane (1600’s Fantasy/Horror/Monster-Hunters) — (Cypher System, Rarescape RPG) — Cut a righteous path in a world of evil! You have seen the path to redemption, a road paved in the blood and bones of the evil you must defeat to save the world from its unholy taint. Face that which preys on men’s dreams, their fears, and their very souls. Walk The Path of Kane. Your enemies span the globe, reaching out from every shadowy corner of all four continents. Men, magic, and monsters of the darkest hearts and basest desires threaten the very world you tread. Humanity is lost without the will and steel of good folk like you.
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