This is an idea that whose base concept comes from Fanpro's Mechwarrior RPG.
Natural Aptitude would be applied to a maximum of 2 skills, but not including 5 or 6 of the major Skill selections. (Detect, Rifle etc)
Basic Concept:
With Natural Aptitiude, the player would roll 3xD10 for the chosen skill instead of the normal 2xD10 and then pick the 2 highest dice. Thus increasing the chance of passing a skill roll in their chosen ability.
This would be the advantage of having the Natural Aptitude.
Costs:
To buy Natural Aptitude would involve spending a number of XP at 2 times the STAT level(DIA, STR etc) that governs the chosen skill.
Increasing the level of that skill would then also cost 2 times the normal cost.
Eg: Skill Level 7 to 8 normally costs 8xp, with Natural Aptitude it would cost 16 xp.
This hasn't been play tested yet and I would like some serious and objective comments on this.
I personally think it would add a different dimension to character creation and advancement, allowing players to get a specialisation of sorts.
Please give me your comments.
Flame On!
A Quick Clarification: The idea stems from the idea of using 3 dice instead of 2 for Natural Aptitude skills in MW RPG
SLA Industries Game Blog. Ideas,opinions and rants on my favourite Role Playing Game.
Sunday, December 03, 2006
Friday, March 10, 2006
Your Darkest Nightmare???
Your Darkest Nightmare???
Many years ago, somewhere before 1996 in fact, someone came up with this little gem.
I have no idea who the original author of this “award winning” work is, and to be honest I don’t care either… They should be shot for it!
I’ve suffered in silent shame for all this time and I’ve had enough.
The rest of you can endure this terrible evil with me.
This whole errrrr article is pretty much original, I’ve corrected some of the more obvious spelling mistakes, but that’s about it.
Don’t ask me why they’re called what they are, I have no idea .. Honest
BPN Idea, collect Smurfs from Cannibal Sector 4, (in order to turn them into gold and sell to gourmets (Ed-?), but don’t let the players know the true value of Smurfs).
Remember this is Mort, so the Smurfs are going to be a little bit twisted.
Here’s 35 to wet your imagination. (More like 100! –Ed)
1 Papa Smurf
2 Terrorist Smurf
3 Paedophile Smurf
4 Hungry Smurf
5 Cannibal Smurf
6 Ex-War Criminal Smurf
7 Serial Killer Smurf
8 Pimp Smurf
9 Cult Leader Smurf
10 Smurfette
11 Stormer Smurf
12 Jesus Smurf
13 Handy Smurf
14 Sickly Smurf
15 Skinhead Smurf
16 The Unismurfer
17 Devil Smurf
18 Fraidy Smurf
19 Thresher Smurf
20 Idiot Smurf
21 Grandpa Smurf
22 Manchine Smurf
23 Druggie Smurf
24 Exorcist Smurf
25 WE NEED BIGGER GUNS Smurf
26 Smurfo the Clown
27 Necrophilia Smurf
28 The Marquis de Smurf
29 Vampire Smurf
30 Lunatic Smurf
31 Jihad Smurf
32 The SmurfNight Agent
33 Smurf Ninja
34 Amazon Smurf
35 Role-player Smurf
36 Dead Smurf (Previously named “Brainy”)
37 Third Eye Smurf
38 Ebon Smurf
39 Brain Waster Smurf
40 –55 (Drug of choice) Smurf
56 Sniper Smurf
57 Papist Smurf
58 Orange Catholic Smurf
59 Clockwork Orange Smurf
60 Orange Smurf (Keeps complaining about how “The Man” keeps him down)
61 Heat Seeking Smurf
62 Vivisection Smurf
63 Cloak Division Smurf
64 Transvestite Smurf
65 Trans sexual Smurf (Hey Smurfette’s only one lady, she can use the help)
66 Mark of the Beast Smurf
67 Big Smurf Boingy Rat
68 Lawyer Smurf
69 Bible Banger Smurf (Wishes to kill Jesus Smurf because of “Turning the other Cheek” policy)
70 Smurfkle and Ebert
71 Witch finder Corporal “Thou Shalt Not Commit Adultery nor Shall Ye Lay With Beasts” Pulsifer Smurf
72 Suicidal Smurf
73 Umbrella Smurf
74 Felatio Smurf (For when Smurfette and Trans sexual are both busy)
75 Caltrop Smurf (Don’t step on him)
76 Smurfy Ricardo (Star of popular Smurf TV programme)
77 Bomb Shelter Smurf
78 Lusty Smurf
79 Ed McSmurf (You may already be a Winner)
80 Immolated Smurf (Pissed off Brain Waster Smurf)
81 Inebriated Smurf
82 Incontinent Smurf
83 Pope Smurf MCCXLVIII
84 The Smurfinator
85 Dead Smurf (He pissed off Brain Waster Smurf too)
86 Dead Smurf (He stood too close to No.85)
87 Smurf of the Baskervilles
88 The Smurfcream Man (Jingling bells always betray his approach)
89 Internet Smurf
90 radioactive Smurf
91 Jorj X. Smurf Smurfituer Extraordinaire
92 Downtown Smurf
93 Baron Smurfkonan
94 Death Smurf
95 War Smurf
96 Pestilence Smurf
97 Famine Smurf
98 Pollution Smurf
99 Running out of ideas Smurf
100 Mr. Smurfer
SMURF STATS
STR: 2
DEX: 6
DIA: 2 - 8
CONC: 2 – 8
PHYS: 4
KNOW: 2 – 8
CHA: 12+ (They’re so cute)
COOL: 5 (1 for Fraidy Smurf and 20 for Jihad Smurf)
HITS: 6
General Skills
Smurfing: 10(This skill covers anything the Smurf’s area of speciality covers, e.g. Bombs for terrorist Smurf or Leadership for Papa Smurf)
This is above the STAT maximum because of the Smurfiness factor.
Running: At PHYS level
Goodness: 5 Their “Goodness” is subtracted from any “to hit” rolls made against the Smurfs
HEIGHT: Three Apples
WEIGHT: Under 1kg
WALK: “ Are we there yet?”
RUN: DMC (Dungeon Masters Call?)
SPRINT: Too fast to catch
Armour: White Pants (Exception, Thresher Smurf has Sarge)
Weapons: Variable, but usually they just run away from Operatives.
NO, I won’t take any responsibility for any psychological trauma reading this may cause you.
So there!
Many years ago, somewhere before 1996 in fact, someone came up with this little gem.
I have no idea who the original author of this “award winning” work is, and to be honest I don’t care either… They should be shot for it!
I’ve suffered in silent shame for all this time and I’ve had enough.
The rest of you can endure this terrible evil with me.
This whole errrrr article is pretty much original, I’ve corrected some of the more obvious spelling mistakes, but that’s about it.
Don’t ask me why they’re called what they are, I have no idea .. Honest
BPN Idea, collect Smurfs from Cannibal Sector 4, (in order to turn them into gold and sell to gourmets (Ed-?), but don’t let the players know the true value of Smurfs).
Remember this is Mort, so the Smurfs are going to be a little bit twisted.
Here’s 35 to wet your imagination. (More like 100! –Ed)
1 Papa Smurf
2 Terrorist Smurf
3 Paedophile Smurf
4 Hungry Smurf
5 Cannibal Smurf
6 Ex-War Criminal Smurf
7 Serial Killer Smurf
8 Pimp Smurf
9 Cult Leader Smurf
10 Smurfette
11 Stormer Smurf
12 Jesus Smurf
13 Handy Smurf
14 Sickly Smurf
15 Skinhead Smurf
16 The Unismurfer
17 Devil Smurf
18 Fraidy Smurf
19 Thresher Smurf
20 Idiot Smurf
21 Grandpa Smurf
22 Manchine Smurf
23 Druggie Smurf
24 Exorcist Smurf
25 WE NEED BIGGER GUNS Smurf
26 Smurfo the Clown
27 Necrophilia Smurf
28 The Marquis de Smurf
29 Vampire Smurf
30 Lunatic Smurf
31 Jihad Smurf
32 The SmurfNight Agent
33 Smurf Ninja
34 Amazon Smurf
35 Role-player Smurf
36 Dead Smurf (Previously named “Brainy”)
37 Third Eye Smurf
38 Ebon Smurf
39 Brain Waster Smurf
40 –55 (Drug of choice) Smurf
56 Sniper Smurf
57 Papist Smurf
58 Orange Catholic Smurf
59 Clockwork Orange Smurf
60 Orange Smurf (Keeps complaining about how “The Man” keeps him down)
61 Heat Seeking Smurf
62 Vivisection Smurf
63 Cloak Division Smurf
64 Transvestite Smurf
65 Trans sexual Smurf (Hey Smurfette’s only one lady, she can use the help)
66 Mark of the Beast Smurf
67 Big Smurf Boingy Rat
68 Lawyer Smurf
69 Bible Banger Smurf (Wishes to kill Jesus Smurf because of “Turning the other Cheek” policy)
70 Smurfkle and Ebert
71 Witch finder Corporal “Thou Shalt Not Commit Adultery nor Shall Ye Lay With Beasts” Pulsifer Smurf
72 Suicidal Smurf
73 Umbrella Smurf
74 Felatio Smurf (For when Smurfette and Trans sexual are both busy)
75 Caltrop Smurf (Don’t step on him)
76 Smurfy Ricardo (Star of popular Smurf TV programme)
77 Bomb Shelter Smurf
78 Lusty Smurf
79 Ed McSmurf (You may already be a Winner)
80 Immolated Smurf (Pissed off Brain Waster Smurf)
81 Inebriated Smurf
82 Incontinent Smurf
83 Pope Smurf MCCXLVIII
84 The Smurfinator
85 Dead Smurf (He pissed off Brain Waster Smurf too)
86 Dead Smurf (He stood too close to No.85)
87 Smurf of the Baskervilles
88 The Smurfcream Man (Jingling bells always betray his approach)
89 Internet Smurf
90 radioactive Smurf
91 Jorj X. Smurf Smurfituer Extraordinaire
92 Downtown Smurf
93 Baron Smurfkonan
94 Death Smurf
95 War Smurf
96 Pestilence Smurf
97 Famine Smurf
98 Pollution Smurf
99 Running out of ideas Smurf
100 Mr. Smurfer
SMURF STATS
STR: 2
DEX: 6
DIA: 2 - 8
CONC: 2 – 8
PHYS: 4
KNOW: 2 – 8
CHA: 12+ (They’re so cute)
COOL: 5 (1 for Fraidy Smurf and 20 for Jihad Smurf)
HITS: 6
General Skills
Smurfing: 10(This skill covers anything the Smurf’s area of speciality covers, e.g. Bombs for terrorist Smurf or Leadership for Papa Smurf)
This is above the STAT maximum because of the Smurfiness factor.
Running: At PHYS level
Goodness: 5 Their “Goodness” is subtracted from any “to hit” rolls made against the Smurfs
HEIGHT: Three Apples
WEIGHT: Under 1kg
WALK: “ Are we there yet?”
RUN: DMC (Dungeon Masters Call?)
SPRINT: Too fast to catch
Armour: White Pants (Exception, Thresher Smurf has Sarge)
Weapons: Variable, but usually they just run away from Operatives.
NO, I won’t take any responsibility for any psychological trauma reading this may cause you.
So there!
Sunday, January 15, 2006
Sequencer: Bio Warfare Drug. Part 3
Part 3 of Sequencer… Just hope it’s been worth the wait.
Please be constructive with you “flaming”, as I will always be willing to modify the “rules” section of this post. After all, they’re just included as a guideline to work on.
Oh yeah, and bear in mind I’m not a geneticist.
Hope you are finding this interesting
The body that was delivered proved to have been the most important yet.
The scientists immediately set to work, dissecting and testing tissue samples and organs. The results were, to say the least, horrifying. Whoever was making this drug, was one step ahead of them, and this body was heavily saturated with a new version.
However, because of the research done so far, the team was able to move that much faster. Breaking down the new DNA strands would be the only true time consuming element, and so they spent three times the man hours cracking the code.
What they discovered was a revelation.
A super virus that tailored itself to each individual victim it was introduced to. They discovered that the virus worked its way into the body fully within 36 hours, after which point it started to become virtually undetectable. During this time, it would be integrating itself into the very genetic make up of the victim. After 36 hours, the virus would get to work and that’s when things would get unpleasant.
Physically, the host would begin to show subtle changes in their appearance and build. Generally, these could be seen as beneficial. Improved muscle grouping, excess fat reduction, toning of body shape etc.
All things the host would find pleasing.
They would not question these changes, as the virus would already be affecting the major brain functions of its host. And the Karma team found that to be the truly insidious part of the whole super virus.
It had taken some intensive research and not a considerable amount of genius, on behalf of the team, to discover the real goal of the virus.
After the initial 36 hours, the virus would start work on altering the chemical balance of the brain, a process dependant on the current mental state of the host. If the host were unstable, the process would start to work that much quicker than say, on a baseline mentally balanced individual.
The scientists carried out test on several volunteers, who had a range of different mental problems. The results confirmed their suspicions, and the next step to understanding began.
The host would begin to manifest delusional behaviour, believing for example, that their new improved physic was down to all their own hard work. The host would also take great exception to anyone who questioned this assertion, and so the next step would be initiated.
Paranoia and resentment would begin to show itself in force, most commonly the scientists noticed, in bouts of anger and minor violence. Usually to inanimate objects.
The virus would then start to increase the rate of imbalance in host brain, with the intention of triggering more extreme mental instability such as triggering a form of psychosis.
Once the virus had succeeded in triggering this initial psychosis, the rate of acceleration to insanity would be ten fold faster.
In all the test subjects, total mental breakdown and insanity occurred within 3 weeks of the initial trigger, and it was noted that there was little chance of anyone being able to stop the slide once begun.
The Karma scientists spent long months desperately trying to find a way round this problem, as reports began to arrive of increased numbers of victims. By the time they came up with a “solution”, 2431 SLA Operatives had to be retired entirely as a result of this Bio-Weapon.
The scientist came up with 2 pieces of technology to assist in the detection and possible removal of the virus.
The 1st was a blood test that could detect a tiny trace element left by the virus in the host body., as long as it was within a maximum of 8 days.
The 2nd was far more radical and fraught with danger. The complete alteration of the hosts DNA using, Karma Labs Gene-Splicing and Replication Technology. ®™
The operation, once started, could take anything up to 8 hours to complete, and would still need the host to use injected medication for 7 days after. Assuming that they lived through it in the first place.
The scientists found that the success rate was quite literally 50/50, and wanted to try and improve the odds, however Head Office decided that this was acceptable and approved the use of the operation on host victims.
To date, 54532 SLA Operative lives have been saved with these 2 bits of technology, a testament to the ingenuity and resources of SLA Industries.
Simply that.
I thought about putting up some “rules” for it, but then thought what’s the point?
How it’s done, well that’s up to the GM of course
How you add the effects to the players is up to you, Use this - don’t use this.
Modify it, tweak it, it’s an idea no more than that.
I had created this as a “back” story for my players, who will end up reading this, and it seemed to run ok.
If you think there’s something that could be added or changed to make it more interesting, then let me in on it please. (Evil Grin)
Please be constructive with you “flaming”, as I will always be willing to modify the “rules” section of this post. After all, they’re just included as a guideline to work on.
Oh yeah, and bear in mind I’m not a geneticist.
Hope you are finding this interesting
SEQUENCER: BIO WARFARE DRUG
The Present.
The body that was delivered proved to have been the most important yet.
The scientists immediately set to work, dissecting and testing tissue samples and organs. The results were, to say the least, horrifying. Whoever was making this drug, was one step ahead of them, and this body was heavily saturated with a new version.
However, because of the research done so far, the team was able to move that much faster. Breaking down the new DNA strands would be the only true time consuming element, and so they spent three times the man hours cracking the code.
What they discovered was a revelation.
A super virus that tailored itself to each individual victim it was introduced to. They discovered that the virus worked its way into the body fully within 36 hours, after which point it started to become virtually undetectable. During this time, it would be integrating itself into the very genetic make up of the victim. After 36 hours, the virus would get to work and that’s when things would get unpleasant.
Physically, the host would begin to show subtle changes in their appearance and build. Generally, these could be seen as beneficial. Improved muscle grouping, excess fat reduction, toning of body shape etc.
All things the host would find pleasing.
They would not question these changes, as the virus would already be affecting the major brain functions of its host. And the Karma team found that to be the truly insidious part of the whole super virus.
It had taken some intensive research and not a considerable amount of genius, on behalf of the team, to discover the real goal of the virus.
After the initial 36 hours, the virus would start work on altering the chemical balance of the brain, a process dependant on the current mental state of the host. If the host were unstable, the process would start to work that much quicker than say, on a baseline mentally balanced individual.
The scientists carried out test on several volunteers, who had a range of different mental problems. The results confirmed their suspicions, and the next step to understanding began.
The host would begin to manifest delusional behaviour, believing for example, that their new improved physic was down to all their own hard work. The host would also take great exception to anyone who questioned this assertion, and so the next step would be initiated.
Paranoia and resentment would begin to show itself in force, most commonly the scientists noticed, in bouts of anger and minor violence. Usually to inanimate objects.
The virus would then start to increase the rate of imbalance in host brain, with the intention of triggering more extreme mental instability such as triggering a form of psychosis.
Once the virus had succeeded in triggering this initial psychosis, the rate of acceleration to insanity would be ten fold faster.
In all the test subjects, total mental breakdown and insanity occurred within 3 weeks of the initial trigger, and it was noted that there was little chance of anyone being able to stop the slide once begun.
The Karma scientists spent long months desperately trying to find a way round this problem, as reports began to arrive of increased numbers of victims. By the time they came up with a “solution”, 2431 SLA Operatives had to be retired entirely as a result of this Bio-Weapon.
The scientist came up with 2 pieces of technology to assist in the detection and possible removal of the virus.
The 1st was a blood test that could detect a tiny trace element left by the virus in the host body., as long as it was within a maximum of 8 days.
The 2nd was far more radical and fraught with danger. The complete alteration of the hosts DNA using, Karma Labs Gene-Splicing and Replication Technology. ®™
The operation, once started, could take anything up to 8 hours to complete, and would still need the host to use injected medication for 7 days after. Assuming that they lived through it in the first place.
The scientists found that the success rate was quite literally 50/50, and wanted to try and improve the odds, however Head Office decided that this was acceptable and approved the use of the operation on host victims.
To date, 54532 SLA Operative lives have been saved with these 2 bits of technology, a testament to the ingenuity and resources of SLA Industries.
GM Stuff…. Sort of
The basic premise of the “virus” is to cause fear and paranoia in the players.Simply that.
I thought about putting up some “rules” for it, but then thought what’s the point?
How it’s done, well that’s up to the GM of course
How you add the effects to the players is up to you, Use this - don’t use this.
Modify it, tweak it, it’s an idea no more than that.
I had created this as a “back” story for my players, who will end up reading this, and it seemed to run ok.
If you think there’s something that could be added or changed to make it more interesting, then let me in on it please. (Evil Grin)
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