Wednesday, April 26, 2017

Star Wars: A 1974 Style Campaign - Part 3 (Mon Calamari to Zabrak)

We now finish this off with the last of the sample races.

Mon Calamari

Brief: Mon Calamari are aquatic humanoids that resemble a mix between a man and a fish. They are known for their mastery of technology and enjoying watery and island planets.

Traits

Low Light Vision: Can see in low light conditions.

Aquatic: Can breath underwater. Most swimming checks do not require roll, but when rolls a necessary, the Mon Calamari gain a +1 Swimming check. They move well through water.

Heat Intolerance: Mon Calamari suffer a Disadvantage vs. intense heat or fire based abilities due to an intolerance to their environment.

Skill Training: +1 Repair, Craft (Choose Subgroup), and Knowledge (Computers)


Quarren

Brief: Quarren a fellow aquatic dwelling race that share the same world as the Mon Calamari. Where the Mon Calamari dwell on the surface and excel in technological pursuits, the Quarren prefer isolation and survival in their oxygen rich cities under the waves.

Traits

Low Light Vision: Can see in low light conditions.

Aquatic: Can breath underwater. Most swimming checks do not require roll, but when rolls a necessary, the Quarren gain a +1 Swimming check. They move well through water.

Heat Intolerance: Quarren suffer a Disadvantage vs. intense heat or fire based abilities due to an intolerance to their environment.

Skill Training: +1 Survival, Notice, and Knowledge (Nature)


Rodian

Brief: Rodians are a reptilian race know for their dark eyes, suction cup like fingers, and elongated mouth. They are known for the thrill of the hunt and employing their services as bounty hunters and thugs.

Traits

Keen Senses (1/day): Rodians' skin allows them to taste the air. They gain +1 Notice and so many times per day they can make a Notice check with the Advantage.

Skill Training: +1 Tracking, +1 Survival






Trandoshan

Brief: Trandoshan are warlike saurian race that have previously occupied the Wookie homeworld of Kashyyyk to capture and sell Wookies to the Empire. Post-fall, the Trandoshan have suffered from this stain on their reputation.

Traits

Darkvision: Can see in total darkness, albeit in a greyscale.

Claws: Has retractable claws that deal 1d4+1 points of damage. The claws uses their bonus +1 when fighting characters wearing armor and is reduced to d4. They are always considered armed.

Natural Armor: Gains +1 AC due to toughened hides.

Attribute Emphasis: Strength (1/day): This race enjoys great strength. They gain +1 on lifting, pulling heavy objects. They also add +1 to melee damage (this means a Trandoshan's claw attack deals d4+2 against an unarmored opponent or d4+1 vs. an armored opponent).



Twi'lek

Brief: Twi'leks are humanoids with tentacles that jut from their heads. They are known to live on hostile worlds such as jungles or deserts.

Traits

Low Light Vision: Can see in low light condition without issue.

Resilient (1/day): +1 on Fortitude based saves, such as against poisons or toxins. Their resiliency can at times aid them in avoiding trouble. So many times per day, a Twi'lek can roll with the Advantage on a Saving Throw roll of their choice.

Skill Training: +1 Notice



Wookie

Brief: Wookies are a race of fur covered humanoids known for their grunts and growls over being able to speak. They have been stalwart members of both the Republic and the Rebellion against the Empire.

Traits

Attribute Emphasis (Strength) (1/day): This race enjoys great strength. They gain +1 on lifting, pulling heavy objects. They also add +1 to melee damage (this means a Wookies' claw attack deals d4+2 against an unarmored opponent or d4+1 vs. an armored opponent).

Wookie Rage! (1/day; D: 1 round per level): So many times per day a Wookie can fly into a Rage! They gain +1 on all Melee attack rolls, which are upgraded by one die step. A d4 Knife in the hands of a Wookie deals d6. On top of that, a Wookie adds their static bonuses- such as a +1 for their emphasis in Strength. During a Rage, a Wookie has a difficulty discerning friend from foe and in melee with multiple targets has to roll randomly to determine who they slash at (it is advised allies get away from where a Wookie is fighting). Wookies who wish the end their rage early must make a Saving Throw. This Save is at an Advantage if opponents are slain and a Disadvantage if enemies remain on the field.

Skill Training: +1 Climbing


Zabrak

Brief: Zabrak are humanoids who are born on hostile volcanic planets. They are known for the vestigial horns that grow out from their heads.

Traits

Toughness (1/day): Zabraks d6+3 hit die due to growing up in a hostile environment. They gain +1 on Fortitude and Will based saves and due to their innate Toughness of shrugging off adversity they can roll with the Advantage on a Saving Throw check of their choice.


Skill Training: +1 Survival, +1 Notice

Star Wars: A 1974 Style Campaign - Part 2 (Human to Lepi)

Part one covered the majority of what a 1974 Style player might want to run. This next part is an added bonus for those who like a separation between race and class. While the core '1974 Style' rules note a race should only gain 1 skill, I continue to be a little more elaborate. So! Let's look at some race.

The format I following is typically: 1 to 2 abilities, 1 +1 to a Skill.

Human

Brief: Common race to the galaxy. They come in all shapes and sizes.

Traits

Extra Effort (1/day): Can choose a d20 roll of their choice to roll with the Advantage (roll 2d20 and take the better of the two rolls). They must declare use in this talent before dice are rolled.

Skill Bonus: +1 to a Skill of their choice from a list presented by the GM or with player collaboration. It can stack with other skill bonuses they receive from their class.






Cerean

Brief: Humanoids with an extensive cranium.

Traits

Quick Reaction: Cereans gain either one of the following depending on how Initiative rolls work.

Individual Die Rolls: They gain a +1 to their Initiative.

Group d6 Die Rolls: They gain a separate initiative roll with a +1 bonus.

Card-based Initiative Draw: They draw two cards and take the better of the two.

Skill Bonus: +1 Notice


Duros

Brief: A grey-skinned race that are known for being pilots and spacefarers.

Traits

Spacer (1/day): Duros are experts at piloting and maneuvering and low gravity. When rolling a d20 in one of these environments (such as piloting a ship or fighting in a low gravity area). They gain a +1 to these actions at GM's discretion. So many times per day they can make one of theses rolls with the Advantage.

Skill Bonus: +1 to Pilot & +1 Repair.






Ewok

Brief: The primitive ursine-like creatures of the Endor system.

Traits

Small: +1 AC and a +1 to Stealth checks due to their small stature that makes them ideal for hiding. They can also gain the Advantage on actions such as Stealth or squeezing into small spaces, but they take the Disadvantage when making tests involving feats of Strength such as pulling or dragging heavy objects. Their brawling damage is 1d3 instead of 1d4.

Skill Bonus: +1 Notice & +1 Survival






Gamorrean

Brief: Green skinned porcine-humanoids that are common to hostile worlds. They make a living as soldiers and guards.

Traits

Resilient (1/day): A Gamorrean rolls d6+3 instead of d6+2 for their hit die. So many times per day a Gamorrean can shake off wounds that would normally kill most humanoids. By spending their talent they gain d8 hit points up to their current total hit points.

Save Bonus: +2 vs. Fortitude based effects such as poison or disease.





Ithorian

Brief: Ithorian are also known as Hammerheads and are a tan to brown fleshed xeno race that enjoy the beauty and comfort of forests over other environments.

Traits

Sonic Boom! (1/Day; R: Close, Cone; D: 1d4 rounds; S: Negates): Ithorian can channel waves of sonic energy into a sonic attack that stuns targets. Targets within the cone make a Saving Throw to negate. Targets that fail save are stunned for 1d4 rounds. Stunned targets take a -2 to AC and cannot take other objects except sway and clutch their heads.

Skill Bonus: +1 Lore (Nature) & +1 Survival




Kel Dor

Brief: Kel Dor are xenos from a planet that is considered very toxic to most races. Outside of their planet, Dorin, they are known for wearing goggles and masks.

Traits

Low Light Vision - Kel Dor using their goggles can see in low light conditions without issue.

Mask: The Mask is both a boon and a hindrance. It is a boon that both goggles and mask filter allow the Kel Dor to breath, even in environments that are harmful to almost anyone else- such as an area where the room might be poisoned, a Kel Dor can still operate.

A Kel Dor who has a damaged mask and goggles that are not on their home environment becomes blind and must hold their breath until they get a new source. They can hold their breath based on level with the chart below:

Level
Rounds
1-4
d4
5-8
d6
9-12
d8
13-16
d10
17-20
d12

A Kel Dor who has a chance to take an extra breath can roll their hold breath dice with the Advantage (for example: A 6th level Kel Dor can hold their breath for d6 rounds before encountering problems. If they have a moment to take a breath, they roll 2d6 and take the better of the two rolls).

Skill Bonus: +1 Notice & +1 Intimidate


Lepi

Brief: Lepi are Leporidae-humanoid hybrid. They are space rabbits.

Traits

Kick (1/day): Lepi combine powerful leg muscles to make a Kick attack. They gain a +1 to Natural Attack rolls when they utilize their kicking ability and deal 1d4 damage. So many times per day a Lepi can make a super kick which deals 2d4 points of damage to a target.

Skill Bonus: +2 Athletics

Tuesday, April 25, 2017

Star Wars: A 1974 Style Campaign - Part 1


With May approaching fast, my library is being very big into Star Wars, even I, the guy who hosts RPG games for teens at the library has gotten into the spirit of things with a planned Star Wars session or two. To make things easier, I decided to go back to a personal favorite that I've been using to run our fantasy games: 1974 Style. So, using that as a base and some nods from James Spahn's 'White Star' I present Star Wars: 1974 Style. This first part is all about classes.

Precis: This focuses on running Star Wars and other Science-Fantasy themed material using the 1974 Style system.

Classes

At the start of play characters select a class that they wish to play. Classes share some common features, which are the following:

HD: d6+2 per level
Attack Bonus: +1 per level
Skill Roll: +1 per level

Thus a 1st level Jedi has d6+2 hit points, +1 Attack, and +1 Skill roll.

The customization and abilities are sorted by the classes.

Jedi

Brief: The Jedi are guardians of peace and justice in the galaxy- unless they get corrupted then they are tyrannical villains with skin conditions. They wield the mystical of the universe known as 'the Force'.

Traits

Saving Throw: 14 (-1 to Target Number after level 1 to a total of TN 4 at level 11)

Adjustments: +2 vs. Force Powers.

Armor Training: Light - Jedi rarely wear armor, preferring their faith in the Force to be their shield. They can at times don equipment such as Flight Suits which grant light armor.

Weapon Training: Lightsabers, Light, & Regular Weapons. Jedi tend to stick to Lightsabers and use little else, but they can gain training in Heavy weapons by spending their upgrade.

Jedi Training: At the start of play a Jedi begins with a Lightsaber (D: d10; R: Close, Thrown). They gain +1 on Acrobatics checks due to emphasis on maneuverability on the battlefield.

Lightsaber (1/day): A Jedi with their Lightsaber drawn gains +2 AC as this represents their ability to deflect blaster bolts or parry lightsabers attacking them. Once per day, Jedi can increase their AC by another +2 making a total of +4. Attackers that Roll a Natural 1 are counterattacked as the Jedi has either deflected a blaster bolt or has found a devastating opening which to attack the target with.

Jedi Powers: At the start of play a Jedi begins with two powers, each having a once per day use. Below are some samples, though the GM is encouraged to create more.

Influence Mind (1/day): A Jedi can influence the mind of a target with a hand gesture a single sentence, such as: "You don't need to see his identification...". Targets get a Saving Throw to avoid at a Disadvantage, unless the suggestion is something self-destructive in nature which will grant an Advantage to the target.

Force Leap (1/day): A Jedi can perform an act of acrobatics that astounds the on-looker. They either automatically make leaps or bounds or gain an Advantage to their Acrobatics check.

Telepathic Bond (1/day): A Jedi can form a receptive and projected telepathic bond with a target they are familiar with. Targets that are within sight can be formed automatically (subject may make a Saving Throw to resist). Subjects out of sight require a roll vs. a TN of at least 10. Jedi may have the Disadvantage depending on distance or conditions that impact the reception of the Force in the area.

Force Push (1/day): Jedi can move objects with their mind. The size and damage depend on level with the following chart as a guideline:

Level
Object Size/Damage
1-5
1d6 – Light objects
6-10
1d8 – Moderate objects
11-15
1d10 – Heavy Objects
16-20
2d6 – Very Heavy Objects
21-25
3d6 - Super Objects
26+
4d6 – Ridiculous Objects

Advancement: Every other level a Jedi should gain a new ability or add an extra per day use of one of their existing abilities at the Discretion of the Player/GM.

Noble

Brief: Throughout the galaxy, grand noble houses continue the endless waltz of political maneuver and intrigue. While most Nobles prefer the existence of soft warm idleness, there are some of those who prefer to seek to make a name through higher ideals, struggle, or adventure.

Traits

Save: Saving Throw: 15 (-1 to Target Number after level 1 to a total of TN 4 at level 12)

Saving Throw Adjustments: +2 vs. Enchantment

Armor Training: Light - Most Nobles do not wear a lot of armor. They can train overtime to wear Medium or Heavy armor at a step of 1 per upgrade level (every other level).

Weapon Training: Small, Regular - Nobles can gain training in Heavy weapons by spending an advancement point.

Diplomatic Training: Nobles have a permanent +1 to Diplomacy and Notice checks.

Resources (1/day): Nobles are have a secured line of credit, have the backing of rich friends, or have their own credits to toss around. A Noble can always make a d20+level check to use their resources in a timely manner to get what they want done. Disadvantage or penalties can be applied depending on how out of the way they are in the Galaxy (for instance, the Fringe planets don't care for Republic Credits). Once per day, the Noble can roll with the Advantage on a Resource check.

Inspire: A Noble can grant a +1 to various aspects to his party members. This can include: +1 Attack Bonus (Keep Fighting Men!) or +1 to AC (Keep your heads down!) or +1 to Skill Checks (Keep up the good work or... perhaps I could give you some advice). These bonuses do not stack with other nobles, so multiple nobles are advised to change up their bonuses.

Boon (1/day): Once per day, a Noble can inspire target ally to gain an extra action. This can include an extra attack or extra movement. The Noble cannot target themselves for this.

Advancement: Every other level a Noble can either add an extra use per day of his abilities, gain a new ability at the GM/Player's collaboration, or upgrade the armor they are proficient with.

Scoundrel

Brief:  For every rule, bend it. For every deal, squeeze it. For every score, take a little more for yourself. That could be a credo that Scoundrel's live by. Scoundrels typically live by a code that helps them a little more than it helps others. This can include smugglers or bounty hunters who prefer a shot in the back over face-to-face confrontation.

Traits

Save: Saving Throw: 15 (-1 to Target Number after level 1 to a total of TN 4 at level 12)

Saving Throw Adjustments: +2 vs. Dodging based saves.

Armor Training: Light - Medium: Depends on the scoundrel. Some like to wear light, stealth meshed clothing that helps them sneak better. Others prefer medium blast armor when things get dicey. Scoundrels must train to use heavy armor effectively.

Weapon Training: Small & Regular - Scoundrels must train to use Heavy weapons effectively.

Training: At 1st level a Scoundrel chooses two skills they gain a +1 bonus to represent the kind of training they get into. This can include: Notice, Stealth, Lockpicking, Diplomacy, Acrobatics, Knowledge (Choose Subject), Sleight of Hand, Swimming, or Climbing. For instance, a true Rogue might begin play with training in Stealth and Lockpicking, meaning they gain a permanent +1 bonus to their d20+level rolls to accomplish this task.

Sneak Attack: A Scoundrel that makes a successful Stealth vs. Notice roll can make a Sneak Attack. This Attack is made with the Advantage and changes the damage dice from the standard dice to 2d6. Static bonuses, such as a +1 for an upgraded blaster are added to the 2d6 damage.

At 1st level, a Rogue can choose one of the following abilities. Every other level they can either add an extra use per day or gain a new ability. Below are a sample with the GM and Player encouraged to collaborate. They include:

Fast Talk (1/day): A Scoundrel such as this can use their diplomatic skills to fast talk out of a situation. They make a Diplomacy check vs. the Guard's Insight (typically d20+level vs. d20+level). The Fast Talk feat grants the Scoundrel the advantage on their roll.

Hacker (1/day): Gain the Advantage on d20+level checks involving Lockpicking and Knowledge (Computer) checks. Player must declare the talent in use before dice are rolled.

Rogue (1/day): Gain the Advantage on d20+level checks involving Stealth, Lockpicking, or Sleight of Hand checks. Player must declare the talent in use before dice are rolled.

Commander Cody - Yeah, he's a thing.
Soldier

Brief: Soldiers are the backbone of the grand armies of the galaxy. Soldiers are often the most common front-line troops that one encounters on worlds. This class also includes characters such as pilots and certain kinds of bounty hunters.

Saving Throw: 14 (-1 to Target Number after level 1 to a total of TN 4 at level 11)

Saving Throw Adjustments: +2 vs. Fortitude based saves, such as poison or disease.

Armor Training: Light - Heavy: Soldiers can wear any armor they so desire. Heavier armor slows them down, but protects them. Lighter armor is not as protective, but let's them move freely.

Weapon Training: Small, Regular, & Heavy - Soldiers are dangerous with weapons ranging from stone knives to blaster rifles.

Survivalist: Gain +1 to Survival, Swim, and Climbing rolls. All soldier types have spent some time in the field and know a little bit about surviving hostile worlds.

Combatant: Against 1HD or less, a Soldier can attack multiple opponents beyond their initial target up to their level. Example: A 1st level soldier against 1HD foes can attack 2 (the initial target and 1 target due to level).

At 1st level Soldiers gain one of the following and every other level they can add an extra use per day or gain a new ability with GM and Player collaboration.

Sniper (1/day): Gain +1 when using Ranged weapons. Once per day a Sniper can gain the Advantage on a ranged attack. This Advantage can be used to counter the Disadvantage for shooting at long range. Player must declare talent before die are rolled.

Medic (1/day): Gain +1 when making Healing checks. These checks heal a target 1d6 hit points. Once per day, a Medic can perform emergency medical treatment that restores 1d10 damage up to the character's maximum level.

Demolitions (1/day): Gain +1 when using Grenade weapons. Once per day a Demoman can add an extra d6 to grenade damage.

Martial Artist (1/day): Gain +1 when using Melee to Unarmed attacks. Once per day, they make an attack that upgrades their damage die by 1 step. Example - Humans have a d4 unarmed attack. When they use their Martial Artist power they increase their damage die to d6 damage. Static bonuses, if any, are added to this damage.

Sample Equipment

Armor is divided into three categories and is presented by the table below:

Name
Example
AC
MV
None
Street Clothes, Robes
10
12
Light
Flight Suit, Survival Suit
11
9
Medium
Blast Vests, Stormtrooper Armor
12
6
Heavy
Power Suits
15
3
Shield
Energy Shield
+1
-1

Weapons are listed below

Weapon
Example
Damage
Light
Knives, Clubs, Fists, Slings
1d4
Normal
Swords, Blaster Pistols, Slugthrower Pistols, Bows
1d6
Heavy
Halberds, Blaster Rifles, Slugthrower Rifles, Crossbows
1d8
Elite
Lightsabers
1d10
Artillery
Blaster Cannons, Grenades, Thermal Detonators
2d6 / 3d6 / 4d6

Weapon Notes

-Blasters have ROF 2. Meaning against the initial target, a Blaster can be fired twice compared to other weapons.

-Vibro versions of weapons exist. They add +1 or +2 depending on the quality of the blade and vibration. Thus a Knife deals d4, a Vibro-knife deals 1d4+1, a Mandalorian Steel Vibro-Knife deals 1d4+2.

Links of Note

1974 Style - The Core Game

White Star - A White Box RPG by James Spahn. A great RPG in it's own right for fans of White Box style gaming. It was also a great inspiration for writing these notes.