Dicehaven

Tabletop RPG Podcast and Roleplaying Resources

Page 63 of 126

Cinematic RPG Design Diary: Skills

I’m working on a multi-genre original RPG called ‘Cinematic’ that will have traits and skills with an optional stunt system (that you can use or ignore). There will be a Sci Fi implementation of Cinematic called Imperium RPG. First let’s talk about the generic Cinematic RPG core system.

Design-Diary

Stan designing the next version of Cinematic and Imperium RPGs

Two Attributes

Cinematic will work like Cortex Plus, Traveller, and other systems with two attribute that you add together for most checks. In Cinematic, you have 6 Traits: Strength, Dexterity, Endurance, Intelligence, Education, and Social. They work very much like D&D ability scores. You’ll also have up to 40 skills depending on the setting. For most checks you’ll add your trait modifier (which will range from -2 to +2) and your skill rank (which will range from -3 if you’re not trained in a skill, to +3). Total possible ranges based on trait + skill rank would be -5 to +5.

Core Mechanic

The core mechanic is this:

Roll 2d6, add relevant die modifiers (DMs). If you get an 8+ you succeed.

So a character with a Dexterity modifier of +2 and a Shooting (Slug) skill of +1 will get a +3 DM when shooting a slugged weapon like a rifle. They’ll hit on a 5 or better.

Adding Shift to Damage

If you score higher than the target number, the difference is called a Shift. In the above example, the character is shooting their gun, gets a +3 DM from their Dexterity modifier and Shooting (Slug) skill, and rolls a 5 and a 6 on their two dice. Their total score is 14, a Shift of 6 over the target number of 8. The 6 is added to the damage roll.

Skills in Cinematic Settings

Now let’s take a look at the skill system. In the most generic flavor of Cinematic RPG, you have the following skill lists which differ by setting. Some skills have specialties listed after the skill (I’ll explain more about who specialties work in the future). Cinematic will be like Chaosium’s Basic Roleplaying RPG, Fate Core RPG or Margaret Weiss’s Cortex Plus RPG where in most cases you’ll tweak the rules and skill list for each setting.

Basic Skill List

  1. Animals — Handling, Veterinary, Training
  2. Art — Performer, Instrument, Visual Media, Writing [in modern settings add Videography, and in Sci Fi settings add Holography]
  3. Athletics — Dexterity, Endurance, Strength
  4. Boating — Ocean Ships, Personal, Sail [in modern or Sci Fi settings add Submarine]
  5. Carousing
  6. Deception
  7. Diplomat
  8. Gambler
  9. Healing
  10. Investigation
  11. Language — [Setting specific specialties]
  12. Leadership
  13. Melee — Unarmed, Blade, Bludgeon
  14. Navigation
  15. Notice
  16. Persuasion
  17. Profession — [Setting specific specialties; in Sci Fi they are Belter, Biologicals, Civil Engineering, Construction, Hydroponics, Polymers]
  18. Reconnaissance
  19. Shooting — Archaic [Modern setting adds Slug; Sci Fi setting adds Energy]
  20. Sleight of Hand
  21. Stealth
  22. Streetwise
  23. Survival
  24. Tactics — Military, Naval
  25. Trade

Fantasy

In Fantasy settings, we add the following skills:

  1. Arcana
  2. Knowledge — [Setting specific specialties]
  3. Lore
  4. Nature
  5. Religion

Modern

In Modern or Sci Fi settings, we add the following skills:

  1. Admin
  2. Advocate
  3. Aircraft Pilot —  Airship, Rotor, Wing [Some Sci Fi setting add Gravlift, Ornithopter]
  4. Driving — Digger, Track,Wheel  [Some Sci Fi setting add Hovercraft, Walker]
  5. Electronics — Comms, Computers, Remote Ops, Sensors
  6. Engineer — [Some Sci Fi settings add STL, FTL, Life Support, Power]
  7. Explosives
  8. Gunner — Turret [Some Sci Fi setting add Orbital Artillary, Screen, Capital]
  9. Heavy Weapons — Artillery, Man Portable, Vehicle
  10. Mechanic
  11. Science — Archaeology, Astronomy, Biology, Chemistry, Cosmology, Cybernetics, Economics, Genetics, History, Linguistics, Philosophy, Physics, Planetology, Psychology, Robotics [Some Sci Fi setting add Psionology, Xenology]
  12. Steward

Sci Fi

Finally, in Sci Fi settings, we add the following skills:

  1. Astrogation
  2. Spacecraft Pilot — Small Craft, Spacecraft, Capital Ships
  3. Vacc Suit

Skills in Imperium

The Imperium RPG has the following 40 skills:

  1. Admin
  2. Advocate
  3. Aircraft Pilot — Airship, Gravlift, Ornithopter, Rotor, Wing
  4. Animals — Handling, Veterinary, Training
  5. Art — Performer,  Instrument, Videography/Holography, Visual Media, Writing
  6. Astrogation
  7. Athletics — Dexterity, Endurance, Strength
  8. Boating — Ocean Ships, Personal, Sail, Submarine
  9. Carousing
  10. Deception
  11. Diplomat
  12. Driving — Hovercraft, Digger, Track, Walker, Wheel
  13. Electronics — Comms, Computers, Remote Ops, Sensors
  14. Engineer — STL, FTL, Life Support, Power
  15. Explosives
  16. Gambler
  17. Gunner — Turret, Orbital Artillary, Screen, Capital
  18. Healing
  19. Heavy Weapons — Artillery, Man Portable, Vehicle
  20. Investigation
  21. Language — Setting specific language skill specialties
  22. Leadership
  23. Mechanic
  24. Melee — Unarmed, Blade, Bludgeon
  25. Navigation
  26. Notice
  27. Persuasion
  28. Profession — Belter, Biologicals, Civil Engineering, Construction, Hydroponics, Polymers
  29. Reconnaissance
  30. Science — Archaeology, Astronomy, Biology, Chemistry, Cosmology, Cybernetics, Economics, Genetics, History, Linguistics, Philosophy, Physics, Planetology, Psionology, Psychology, Robotics, Xenology
  31. Shooting — Archaic, Energy, Slug
  32. Sleight of Hand
  33. Spacecraft Pilot — Small Craft, Spacecraft, Capital Ships
  34. Stealth
  35. Steward
  36. Streetwise
  37. Survival
  38. Tactics — Military, Naval
  39. Trade
  40. Vacc Suit

[Edit: since I first posted this I removed Jack-of-All-Trades and added in Notice].

That’s it for now. I am working on a MVP (minimum viable product) set of Imperium rules this week which I hope to beta-test on Thursday’s one-shot game. 🙂

Top Stuff I Want To Run Someday

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 2014 of things I was itching to run two years ago. Probably the Sci Fi stuff has my biggest interest at the moment.

a9fae6c1b8ea2a0ca4902edf6cd14820Sci-Fi Campaigns

  • Blood & Steel (Imperium RPG) — After investigating a space anomaly, a group of fighter pilots find themselves on a starhopping quest to save humanity. (Think Battlestar Galactica)
  • Scientorium (Imperium RPG) — 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) — 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 (Imperium RPG) — Interstellar explorers investigate a mind-boggling megastructure hidden in deep space. (Think Ringworld)

Fantasy Campaigns

  • World of Redmark: The Wheel of Time (D&D 5e) — Reboot of the campaign started at https://dicehaven.com/dnd/the-island-of-death/ but with new 1st level characters.
  • 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 (5e The One Ring) — 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: Chronicles of Arnor (5e The One Ring)-– Adventure in Middle-Earth a millienium 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 (Imperium RPG) — Epic mini-campaign conclusion to a Firefly campaign Todd, Mason and Stan were running a few years back.
  • Reich America: The Shadow Covenant (Custom D&D 5e Modern System) — Resistance fighters uncover a terrifying secret about the Final Reich.

One-Shots

  • Star Trek: The Original Series (Imperium RPG) — Boldly going where no man has gone before, the U.S.S. Ares explores mysteries and fights alien enemies on the Federation Frontier.
  • Boot Hill: Bounty (Custom D&D 5e Modern System) — You’re the law, but keeping the peace in Texas is a deadly business. Can you survive to collect the bounty on Bad Bart and a dozen other scoundrels whose Wanted Posters litter the sheriff’s desk?

Upcoming Games; June 30 One-Shot; Imperial Assault

Game Schedule

Here’s a weekly roundup of upcoming games listed on the Dicehaven Google Calendar. Look for further details and RSVPs from your respective GMs.

  • Texicon — Thursday, June 23 to Sunday, June 26 (see Texicon.net; Robert, Jeff & Mason and maybe others will attend at least one day)
  • Gaslight Heroes — Thursday, June 23 6:30pm (Stan’s House)
  • Bonus Game (Imperium One-Shot) — Thursday, June 30 (Stan’s House)
  • 50 Fathoms — Saturday, July 2 6:30pm (Stan’s House)

Imperial Assault

Star Wars: Imperial Assault won ‘best board game’ and ‘Origins Fan Favorite’ awards at this year’s Origins convention.

Sci-Fi One-Shot Description: “Footsteps in the Dark”

alien-planet-wallpapers-hd-2-0-s-307x512“You were on your way to investigate an alert from an unmanned survey station in the outback when your transport was shot down by energy weapon fire. Now, stranded on an alien planet with nothing but their wits and the will to survive, a group of desperate heroes find themselves in a dangerous game with a voracious pack of proud hunters.”

This is the conclusion (of sorts) of a The Last Parsec one-shot I ran many months ago. We’ll have all-new characters using the Imperium rules. Time permitting, the story will segue into an epic space battle that we’ll run using miniatures.

Particular house rules we’ll be looking to test are:

  • Armor that soaks variable damage (1d6-1, etc.)
  • Hit Location rules
  • Using fixed DEX score for initiative
  • Revised Starship Miniatures rules

 

50 Fathoms: Session 23- A Visit to Baltimus- Part 2- The Death of Bruno

Bruno_2
A Visit to Baltimus- Part 2-  The Death of Bruno

 

Characters:

  • Kaliferous: Kraken mage
  • Rodrigo: Human priest and water Mage from Earth
  • Bracus: Scurillian merchant and Super
  • Mordecai: Human Air Mage Puritan from Earth
  • Daxson: Doreen treasure diver native

 

Date: 6-18-16

XP: 2

Recap:

The Crew decided to take Mannie’s offer and proceeded to attend Bruno’s gala incognito.

While the rest of the Crew attempted to impress the guests with tales of their valor, Bracus entered the fighting pit. He did quite well against a band of yellow backs, troop of monkapes and a single poisonous TorethKa Spider. This greatly impressed the crowd and Bruno who invited him and his friends to the exclusive after party.

The Crew attended the afterparty and discovered that Bruno left his late father’s possessions in his chambers, untouched since his death. Daxon and Rodrigo needed a distraction to search for a diary and Mordecai incensed by the debauchery taking place was happy to help by intimidating and scolding Bruno. When Bracus joined in the debacle, Bruno snapped with fear. Grabbing a young human woman  he threatened to kill her if the Crew didn’t leave. As Bracus advanced Kal summoned a fire elemental behind Bruno and terrified he slit the girl’s throat. Chaos erupted as the rest of the Crew jumped into the fight, as well as Bruno’s friends and the guards. In the end Bruno met his fiery death but it gave time for Daxson and Rodrigo to recover the journal and escape.

All told several guards, guests and Bruno were left dead and alarm bells rang in the night as the Crew fled the manor.

Sci Fi Technology and Setting Dials

I’m continuing my thoughts on Sci Fi setting ‘dials’. Here is a brain dump of version technologies that you should probably consider for any Sci Fi setting. At the end I give my opinion on which technologies I typically use or avoid.

Technology Questions

namgwon-lee-12-leenamgwon-201409Starships

  • FTL Drives —Are there faster-than-light drives? How do they work? (My favorite is Classic Traveller-style Jump drives. Ships are rated with FTL drives Jump 1 to Jump 3. You have 8×10 hex subsector maps, each hex is a parsec wide, and each Jump rating lets you jump 1 hex. So a Jump 3 ship can go 3 hexes on the map. Jumps take about 2 weeks regardless of distance.)
  • Slower-than-Light Drives — What do they call that? Impulse, fusion drive, planetary drive, etc.
  • Cloaking Devices — Yeah or nay? I’d say avoid them.
  • Tractor Beams — Yeah or nay?
  • Artificial Gravity — All but the hardest Sci Fi has this; otherwise miniature combat is going to be really weird!
  • Force Fields — They have them in Star Wars but they are rarely mentioned. In Star Trek they are a key trop in starship combat (‘Shields at 13%!’).

Transportation

  • Teleportation — Any teleportation devices? If you use a Star Trek style ‘beam’ technology you’ll need specific rules or else bad guys will put an A-Bomb on your bridge.
  • Levitation Technology — Is there something like repulsorlift technology like you have in Star Wars that lets vehicles hover over the ground?

Combat and Recovery

  • Guns — Are slug throwers (like Battlestar Galactica) or energy weapons the norm?
  • Healing — Bacta tanks, autodocs, etc.
  • Combat Armor — Allowed? How powerful, is this Starship Troopers?
  • Stasis Technology — Any way to freeze or put folks into stasis?

Computers

  • AI’s — Cool but may make knowledge checks OP if the computer knows everything in the universe and can give you the best plan to attack your enemy.
  • Computer Hacking — Is computer hacking and diving into cyberspace a thing?
  • Internet — Is there a datanet / data grid like the internet? If so, how does it work? Planetary? Galactic?

Biotechnology

  • Cloning and genetic engineering — What does the setting have if any? Is it legal?
  • Cybernetics — Any implants allowed?
  • Nanotechnology — Most settings don’t have it; need to think through impacts if you add this.
  • Transhumanism — Any folks with hands for feet, extra limbs, and weird stuff?
  • Aging — Is there a Niven-style boosterspice type drug to slow aging?

Communication

  • Holography — Most settings have a bit of this.
  • FTL Communications — Is communications age-of-sail style, where you can’t communicate faster than ship travel speed? Or is it like Star Trek and Star Wars where you can real-time video chat through ‘subspace’? The latter looks good in the movies but also let’s you call for help and I think is more troublesome than helpful for RPG games.

Culture

  • PC Races — PCs as Humans-only, or other creatures? Can humans be robots?
  • Languages — Is there some sort of universal translator if/when you have an alien first contact? What is the common language called?
  • Royalty — Is there an aristocracy, with space barons and feudalism? If you want to save the space princess, you’ll want this.
  • Psionics — Do folks have it? Is it rare? Illegal?

My Preferred ‘Setting Dials’

Most settings I like (in terms of RPG settings) have these dial setting:

  • FTL — Jump drive technology like Classic Traveller.
  • Communication — Communication is Age of Sail; no subspace faster than FTL jumps.
  • No AI’s on Ships — Otherwise too easy for PCs.
  • Internet is planetary — Otherwise too easy for PCs.
  • No nanotechnology — Keep it lower tech.
  • No transhumanism — Too weird for my tastes.
  • No teleportation — Too weird or OP.
  • No psionics for PCs — Only for NPCs.
  • No cyberspace — You can hack computers Star Wars style, but you’re not doing a Tron style immersion into cyberspace.

 

« Older posts Newer posts »

© 2024 Dicehaven

Theme by Anders NorenUp ↑