Saturday, August 29, 2015

The War Rig for DCC


The War Rig
 Custom built truck/trailer

 Init 0; Atk rundown +7 melee (2d12+Ram); AC 20; HD 9d16 Cab, 9d10 for trailer ; Speed Level cruise 4/ max 6; Act 1d20; SV Fort +6, Ref -3, Will NA.Fuel Tank 1d30; Guzzle 8.

Basic Traits: Power Hauler, Extra Cargo x80 (Trailer has up to four traits of its own)
Additional Traits: Armored; Big Tank, Nitrous tank, Ram plate, Rugged

Reserve Tank: If the reserve tank is attached the War Rig's cruise and max speed drop by one but it gains an extra 1d8 fuel tank.

Defenders perch: The War rig has two armored perches for defenders on the front and rear of the trailer. Anyone in the perches receives the full benefit of the War Rig's AC.

A War Rig gains additional abilities when driven by a Petrol Head.
Kill Switch: A Petrol Head may set the kill switch so only those knowing the proper procedure can run the War Rig.
Tough as Nails:A Petrol Head may burn luck to keep the War Rig moving after it has dropped to zero hp. The luck must be burnt every time the War Rig is hit after it drops to zero hp. As soon as the battle is over the War Rig must stop and be repaired.
Weapons Stash:There are small knives and guns hidden everywhere on the War Rig. A Petrol head may burn a point of luck to acquire either a knife or small firearm.

Petrol Heads and Vehicle rules can be found in Crawling Under a Broken Moon issue #6.

Thursday, August 27, 2015

RPGaDay Days 25-27

Day 25 - Favorite Revolutionary game mechanic  The Deed die in Dungeon Crawl Classics. In DCC, the fighter (and dwarf) don't have a fixed number for their attack bonus. Instead they roll an extra die along with the D20. Before rolling, the player can declare a "Mighty Deed" such as tripping, shield bashing, bull rushing, disarming, etc.  If the player both hits and rolls at least a 3 on their Deed die then the deed succeeds. I love how this mechanic takes every combat maneuver and feat and rolls it up one one simple mechanic. It also encourages player creativity!

Day 26- Favorite Inspiration for your game. Does stealing from novels count as inspiration? I've taken scenes from The Expanse novels and used them in my Edge of the Empire game. The bad guys from the Hiero novels have put in an appearance and the entire Laundry Files series is literally a source book for Call of Cthulhu. Bob Howard just can't catch a break.





Day 27 - Favorite Idea for merging two games into one. This is all I did back in high school and college. I had a post-Apocalypse campaign that combined Aftermath, Runequest, and Call of Cthulhu. That didn't work out to well. I didn't really think through the implications of Runequest battle magic combined with guns. It was fun the few times we played though. My longest running combo was AD&D and Rolemaster. I was bored of the AD&D combat system, so I forklifted Rolemaster's with all it's lovely charts and crit tables. It worked surprisingly well. We played through some of the most famous AD&D dungeons, Temple of Elemental Evil and Ruins of Undermountain. the players still talk about it today.

Tuesday, August 25, 2015

The Iron Cobra Story

Here's the story I mentioned in my Gen Con wrap-up. At Gencon, I bought +Doug Kovacs  awesome artwork of the Iron Cobra. I bought it for my players. Here's the story.

I'm always after my group to come up with a name for their adventuring band. In our Eberron campaign, they called themselves "Blue Steel," which I thought was pretty good. They even named their flying ship "Steel's Edge." In our Ptolus game, when they registered with the adventurer's guild, they couldn't settle on a name.  I had the guild master put down their name as "Adventuring Guild #18." It stuck, and they went by the name AG18 for the rest of the campaign, much to the chagrin of some of the players.

About 2 years ago I started a Swords and Wizardry campaign for my regular gaming group. The campaign was was to be pure old school dungeon crawling. They started out in the Keep on the Borderlands.  After looting an pillaging the Caves of Chaos, I took them through a mini campaign using two of my favorite old school adventures, UK2 The Sentinel and UK3 The Gauntlet. In the Sentinel the characters explore some caves that were inhabited by a band of Xvarts (shown on the right.) Stashed in the lair was a solid gold idol of a Xvart.


As soon as they saw Golden Xvart idol, the conversation went something like this:

Player one: "I know! We can call ourselves the Golden Xvarts!"

Player two: "There is no way we are calling ourselves that. People will call us the golden farts."

Player three: "Whatever, we are definitely taking that idol."

Later in the adventure, they encountered the an Iron Cobra. Immediately one of the players exclaimed:

 "That's it! We're called Iron Cobra! I'm writing it down! No changes!"

Player two:  "Okay but the golden xvart is totally our mascot then."

Player three:  "Yeah we can melt down the idol and have little Xvart idols made for each of us to carry!"

Player four: "Fine. ..........sigh"


And that's how my group came to be known as Iron Cobra, with a golden xvart for a mascot, and why I had to buy Doug's painting as soon as I saw it. One of the players even made a symbol for the group.  (Awesome Xvart flag by +Tracy O )