Space Ships: Revisions, & Modules

I recently wrote a a pretty long post on the subject of adding Space Ships to D&D. I’m stoked to transform my post apocalyptic game into a space opera, but designing rules to make it work the way I want has been tricky. I thought I was on a pretty good track, but as I was hammering out the closing paragraphs of that post, it occurred to me that there was a much simpler way to achieve pretty much the same ends.

In this post, I’m going to reexamine that original idea, building off the simplifications I posited before. I’m also going to fill out a list of potential ship modules, so this isn’t entirely a retread of what we did last week. By the end of this post, we should have everything we need to start making and playing with spaceships.

Fundamentals & Combat

Little about how either of these were written in the previous post needs to change at all. Ships have Hit Dice, Hull Points, Maneuverability, Space, and Power as their five core attributes. The only thing that changes here is that you do not add 10 to to your Hull Points. Just roll your pool of hit dice, and add them together.

In combat, attack rolls are made against maneuverability, and on a successful hit, damage is dealt to hull points. Ships do not have negative hull points. So, if a hit would drop a ship below 0, then it merely drops to 0 instead.

Once a ship is at 0, each hit damages one of the ship’s systems. Which system is hit can be determined randomly, or may be chosen by the attacker if they have that ability. When a system is hit, it and its operator both take damage equal to the damage roll. One point of system damage can be restored for each round  a character spends repairing it. So, if the life support is hit for 6, then it will take one person 6 rounds to repair it, or two people can repair it in 3 rounds.

If a module takes 10 or more damage, then it’s too extensive to be fixed simply. Each point of repair will take an hour, and will probably require access to the outside of a ship, either by landing, or by using space suits.

If a module takes 20 or more damage, it is irreparable in the field. It will have to be taken to a ship dock.

Ships still move in abstracted units called AU, but it should be noted that ships can share the same “space,” and that this is the only way to fire most weapons without penalties.

Power Allocation

In order for a system to function, it needs power. 1 power powers 1 system. It’s up to the engine operator to determine how power is allocated throughout the ship at any given time.

If players wish to, they may “overpower” a system, by putting 2 or more points of power into it. By doing this, they can enhance the effectiveness of that system in some appropriate way, which the referee can adjudicate at the table. Some modules have suggestions for how overpower can function, but don’t allow these to impede your player’s creativity.

Modules

Modules are what the players use to take actions while on the ship. At any given time, each module can be used by a player to do something. What that is, depends entirely on the shared creativity between the player and the referee. Players could perform fairly typical tasks (like using the cockpit to fly the ship, or using the weapon systems to attack), or they could try to be unconventionally clever (perhaps by opening an airlock to cause the ship to move in an unexpected way, or modulating the shields to protect a smaller ship).

Engine (Variable Space)

Engines have 2 functions. First, they produce power, which is used all over the ship by various systems. A basic engine will produce 1 power for every unit of space it takes up. Most take up 10, but larger or smaller options are common.

Second, they consume power to move the ship through space. When powered, the basic engine allows a ship to move at 1 AU per round. Overpowering the engine may allow it to move faster.

The engine operator controls the allocation of power around the ship, as well as being able to make adjustments to the ship’s thrusters on the fly.

Speedy Engine (Variable Space)

Functions as a normal engine, save that when powered it allows the ship to move at 2 AU. Overpowering the engine may allow it to move faster.

Workhorse Engine (Variable Space)

Functions as a normal engine, save that it produces 2 power per unit of space it takes up.

FTL Drive (1 Space)

Allows a ship to accelerate beyond the speed of light, traversing light years of distance in mere hours. FTL drives only function in open space. Ships within a gravity well will stall if they attempt to jump into hyperspace.

Because space is a vast empty void, a malfunction could easily leave a ship stranded in the literal middle of nowhere, with no chance of rescue. To minimize this, FTL jumps are carefully planned to pass within communications range of as many inhabited planets as possible. This means most trips require careful planning using a Navigation Computer.

Navigation Computer (1 Space)

Allows any crew member to calculate a safe FTL jump. A proper, safe jump requires a full turn (10 minutes) to plot out. Emergency, short-range jumps can be plotted in as little as 1 minute (10 rounds), but have a 1-in-6 chance of encountering a hazard, causing the ship’s hull points to be reduced by half, and dealing 5 damage to every ship system. In extreme emergencies, players can plot a course in a single round. However, such a course is extremely dangerous. Roll a d6. On a 6, the jump completes successfully. On a 2-5, the ship encounters a hazard, as described above. On a 1, the jump fails. The ship loses all power, and both the engine, and the FTL drive take 15 damage.

Cockpit (2 Space)(Does not require any power)

Allows the pilot to control the ship’s movement. The basic functions are simple enough for any crew member to perform. However, a trained pilot may add their skill level to the ship’s maneuverability rating, making the ship more difficult to hit in combat. An individual pilot’s skill cannot be higher than 6.

Large Cockpit (4 Space)(Does not require any power)

Allows for both a pilot and a copilot. They may both add their piloting skill to the ship’s maneuverability. However, they cannot add more than 6 total.

Autopilot (1 Space)

Can perform any of the basic ship’s functions, as if it were an unskilled pilot.

Premium Autopilot (1 Space)

An autopilot which can function with a skill of 1-4. (Autopilots cannot have more than 4 piloting skill). More advanced autopilots are progressively more expensive.

Artificial Gravity (1 Space)

Produces gravity in the ship without requiring any spinning. Can be manipulated to produce more or less gravity, or to orient gravity in whatever direction may be useful for making repairs. Do note that any shifts in gravity may cause damage to unsecured items.

Without artificial gravity, movement through the ship becomes much more difficult, and resting in the ship becomes impossible.

Atmosphere Recycler (1 Space)

Maintains oxygen and heat to human comfort throughout the ship. Without it, the crew would need to wear environment suits to survive.

If the AtmoRecycler loses power, conditions will degrade rapidly. One minute after the system loses power (10 turns), the maximum hit points it will be possible to have within the ship is set at 25, and any action that must be taken by people within the ship takes twice as long. (This means, for example, that it takes 2 rounds to repair 1 point of system damage).

Each minute this condition persists, the maximum hit points of the crew is further reduced by 5 (to 20, then 15, and so on, until after 6 minutes the maximum hit points of the crew hit 0). Also, the number of rounds required for any action is doubled (so that after 2 minutes, it will take 4 turns to repair one point of damage, after 3 minutes it takes 8 turns, etc).

Fire Suppression System (1 Space)

Rooms are equipped with foam sprays which can can be used to safely and quickly put out any fires that ignite there. If powered when the fire begins, the system will automatically come on.

Door Blast Shielding (1 Space)

Without power, this central control can still be used to open, close, and lock any external or internal doors. With power, this module generates a shield around each door, which makes them dramatically more difficult to force open.

Spartan Living Quarters (Variable Space)(Does not require any power)

Can house 3 people for every 1 unit of space. (Bunk beds)

Allows a players to remain on ship for longer than a day without taking penalties for exhaustion. Only functions so long as gravity and atmosphere are maintained.

Proper Living Quarters (Variable Space)(Does not require any power)

Can house 1 person for every unit of space. Includes space and amenities sufficient not only to sleep, but to get some proper exercise, enjoy some entertainment, and eat meals that aren’t freeze dried rations.

Having proper living quarters allows the ship to serve as a Haven for the purposes of rest and recuperation. Proper living quarters do not enable most forms of Haven activity (such as training), but are required in order to have a Haven turn at all.

Magic Laboratory (Variable Space)(Does not require any power)

Functions as any magic laboratory. Shipboard labs require 1 space for every 2,000 total value they have.

Prison (Variable Space)(Does not require any power)

Can house 2 prisoners for every 1 unit of space.

Cryogenics (Variable Space)

Requires 1 space and 1 power for every 2 frozen people. If power to this room is lost, each frozen person has a 1-in-6 chance to die, re-rolled every hour.

Communications Console (2 Space)

Allows communication with anything within the same hex you’re communicating from. (If there is a relay satellite there, you may be able to connect to a communications network)

Long Range Communications (3 Space)

Allows communication with anything in the same hex you’re communicating from, or an adjacent hex. (If there is a relay satellite in rage, you may be able to connect to a communications network)

Shields (5 Space)

Reduces all incoming damage by 1.

If shields are directed in a specific direction (fore, aft, port, starboard, up, down), then their effectiveness is doubled in that direction, but completely removed in other directions.

Weapons (2 Space + 1 for each Weapon)

In order for a ship to have weapons, it must have a weapons control system. The weapons can be fired whether or not anyone is personally manning them. But if someone is manning a weapon, they can use their attack modifier to improve the attack roll. They must divide their modifier between all the weapons they’re controlling (which can be as many or as few as they want)

If someone is manning an individual weapon (rather than operating multiple weapons), they can attempt to target specific systems on the enemy ship, robbing it of capabilities.

Weapon: Blaster Cannon

Deals 1d8 damage.

Takes a penalty of -1 to hit for every AU away from the target you are.

Weapon: Halberd Laser

Deals 2d4 damage, Cannot strike more than 2 AU away.

On an 8, the target vessel is cut open to space.

Weapon: Space Torpedo

Before this can be fired, a target lock is needed. This is done by making an attack roll. If the ‘attack’ hits, then the lock is established and the torpedo can be fired.

Deals 2d8 damage. Ignores shields. Takes a -2 penalty for every AU of distance away the target ship is.

Weapon: Flak Cannon

Designed to overload shields. Takes a -2 to hit for every AU of distance away the target ship is. On a successful hit, target’s shields are down for 1d6 rounds before they can automatically recharge.

Drones (2 space + 1 for each Drone)

Each active drone requires power. Not because it is drawing power from the ship (they have their own internal power source), but because the Drone Control System needs more power in order to direct each active drone.

Drone: (External) Anti-Missile

Has a laser on it. Combines its own targeting data with its mother ship’s to get a perfect lock on incoming missiles and shoot them down before they hit home. Has a 4-in-6 chance of shooting down each missile fired at the ship. Up to 2 per round.

Drone: (External) Probe

Equiped with a full range of sensors. Can be sent out at a speed of 1AU/Round, or may be left sitting somewhere. Probes are very difficult to detect, and will relay their information to the ship up to 1 hex away.

Drone: (External)  Laser

Has an automated blaster cannon on it, which will move at up to 2 AU to keep up with a target ship, firing on it every round from whatever position it is in. Attack is unmodified.

Drone: (Internal) Repair

A robot which can perform repairs as if it were a PC. Will follow directions, or will move to repair whatever is currently the most important damaged system (with life support, shields, engines, and weapons being at the top of that list) and work on it until it is done.

Cloak (5 Space)

Blocks all incoming sensors, AND outgoing sensors. Makes a ship invisible, but blind.

Advanced Cloak (7 Space)

Blocks only incoming sensors. Makes a ship invisible. Taking obvious action (such as firing weapons) will enable others to calculate your ship’s position.

Hacking (2 Space)

Someone with the Tech skill may attempt to use a Hacking station to hack into enemy ships. 1 Power allows the hacker to access ships sharing the same AU as them. Additional power allows hacking to be attempted from further away.

A successful check allows the hacker to break into the enemy ship’s computer. After which, each successful hacking attempt allows them to manipulate a single action from one of the ship’s systems. They can choose to reallocate power, redirect shields, etc. Any failed attempt causes the hacker to be immediately booted from the target computer.

If a hacker is discovered, ships may try to protect themselves in various ways, such as modulating their shields to the hacker’s frequency, or having someone with a tech skill attempt to counter-hack.

Arms (2 Space per Arm)

Tractor beams are expensive. Mechanical arms mounted on the exterior of the ship allow the operator to directly manipulate objects within the ship’s direct vicinity.

Tractor Beam (1 Space Per Beam)

If you can afford them, tractor beams are superior to mechanical arms in nearly every way. As an energy-based manipulator, they have greater flexibility, range of motion, strength, responsiveness, and even take up less room. Just about the only drawbacks are that they must have line of sight (rarely a problem in open space), and that they can be disrupted more easily than physical arms can.

Sensors (2 Space)

Allows the operator to find information about their environment. Can scan up to 1 AU away for every point of power pumped into the system.

Without sensors, players are limited to only the most basic information about their surroundings. Just what their eyes can tell them by looking out the view ports. They may not even be aware of an enemy ship until it’s in the same AU that they are.

Science Station (4 Space)

Allows for analysis of data gathered by sensors. Science stations allow players to simulate the answers to complex questions, such as “if we took some of that unknown element and ate it, what would happen?”

Teleporter (4 Space)

Disassembles the teleported object, transmitting it as energy to another location, where it is reassembled again. Teleporters cannot work through energy interference, such as shields, or ion storms.

Each person being teleported at a given time requires 1 power. If they are transporting outside the same AU that the transporter is in, they will require even more power.

ExoPod (2 Space)

A small, 1 person pod with thrusters to allow it to move independently of its host ship. Power, atmosphere, etc are provided to the ExoPod via a cabel, which can reach up to 1 AU away from the ship. ExoPods can be equipped with one of the ship’s weapons if the players so desire.

Gravity Well Generator (12 Space)

Creates a miniature gravity well, preventing any ship from entering hyperspace within 30 AU. Can also be used to drag ships out of hyperspace, if you know where they’re traveling. Being dragged out of hyperspace unexpectedly works like encountering a hazard, as described in the Navigation Computer module above.

Knowledge Database + Training Area (5 Space)(Does not require any power)

Allows a ship to serve as a Haven for the purposes of training.

Docking Bay (Variable Space)(Does not require any power)

Docking bays may be any size. In order for a ship to successfully dock within it, the docking bay must be 1 space larger than the total space of the docking ship.

Docking bays are often kept open to space, with only a mag-shield keeping heat and atmosphere contained. (Though docking bays do tend to be chilly, as heat does leak out). If need be, they do have sliding doors which can move into place if need be.

Docking bays are useful for storing shuttles and fighter craft.

Escape Pod (3 Space)(Does not require any power)

Each pod can house 2 people. They have minimal life support, thrusters, food for a week, minimal sensors, and a robust communications package.

Enemy Ship Statblock

Complexity in the player’s ship can be good. It gives the players something to tinker with, and allows them a full range of interesting options.

Complexity with NPC ships is bad, because it makes the referee’s job way too hard. Keep it simple: a single line of basic stats, followed by a list of systems that will be relevant in combat (weapons, drones, hacking, etc) If it comes up, the referee can rule at the table about precisely what other systems they have–just like the referee does when the players ask what they find in a random bandit’s pockets.

This should be good enough for most encounters:

Crew 5, Maneuver 7, Movement 2, 3 HD (12hp), Shield 1, Morale 8

2 Blaster Cannon 1d8 (-1 per AU distance)

Space Torpedo 2d8 (Requires Lock, Ignores Shield, -2 per AU distance)

Conclusions

I feel good about this. I think that, through play, this could really grow into a fun, robust system.

Space Ships for D&D

In session 3 of my ORWA campaign, the players successfully retrieved an ancient artifact. It was a flat green square, with little cylinders and boxes on one side; what you and I would recognize as a circuit board. They decided they weren’t getting paid enough for all the trouble they went through, and wanted to negotiate for more.

Figuring out who was even paying them turned into a little adventure all its own. By the end of session 4, the players had figuratively sold their souls to the devil, and sealed the pact by killing an innocent man. In exchange, they were inducted into “The Internet,” a secret society of techno-wizards, united in their efforts to someday escape from their doomed little habitat on Mars by building a space ship.

Ever since then, a dramatic change in the game’s genre has been looming on the horizon. Because, of course, my players want that space ship for themselves. If and when they do get it, ORWA will stop being about a group of post-apocolyptic primitives trying to make a life for themselves on a dying world. They’ll be able to go anywhere they want, and ORWA will become a wide open space epic.

It’s a change I’m excited for. Much as I love ORWA, the idea of having a campaign so completely shift from one style to another is enticing.

As of this writing, it’s been over 50 sessions since the possibility of the spaceship was first introduced. And that shift in gameplay doesn’t seem so far off anymore. I’d be surprised if we weren’t exploring the galaxy in another 20 or 30 sessions. And, once we get there, I’m going to need some rules for running a D&D game in space.

Unfortunately, none of the space games I’ve read will work for me. The majority seem to have drastically different design goals from classic D&D. The few games which do attempt “D&D in space” range in quality from “not what I’m looking for,” to “fucking awful.” There are useful tidbits here and there, but to get what I want, I’m going to need to stitch things together myself.

This shouldn’t be terribly difficult. Most elements of Science Fiction can be modeled by processes I’m already using. Aliens are just monsters, and planets  are just hexes. The one big sticking point is space travel. Nothing in my D&D experience has really prepared me for dealing with that.

Of course, I’ve played in games where sailing or air ships have featured prominently. But they’ve always been treated either as a means of conveyance (moving the characters between adventure locations), or as a setting (actions take place on the vehicle, rather than with the vehicle). A space ship can (and will) serve in both these capacities, but I don’t want that to be the limit of its function in the game. The space ship should be a collective playing piece.

On land, each player has a character to serve as their piece, and through that piece, they interact with the game’s world. In space, those characters get stuck together in the ship. Wherever the ship goes, they all go, and if the ship explodes, they all die. That’s interesting to me.

That’s also why ships are usually relegated to being either a conveyance, or a setting. If the players only have a single collective playing piece between them, then most of the group doesn’t have any interesting decisions to make moment-to-moment. That needs to be fixed if this is going to work.

Given all that, I believe a higher level of complexity than I usually prefer is justified here. Ships need to explicitly facilitate every person on a space ship being able to make interesting decisions in every situation. It should feel like a true team effort, rather than just having a few decision makers, and a bunch of passengers.

Fundamentals

Ships have 5 core numbers, which describe their basic capabilities.

First, there’s the number of hit dice the ship has. Ships of poor quality may have only 1 hit die, with better ships having commensurately more.  A ship’s hit dice can be raised if the ship is overhauled by a skilled mechanic, which takes 1 month.

To determine the cost of increasing a ship’s hit dice, compare it’s current hit dice to the fighter’s experience table. All values are multiplied by 10. So, to get a ship from 1hd to 2hd will cost 20,000 money. To get it from 2hd to 3hd will cost 40,000 money. Values are not cumulative.

For each hit die a ship has, roll a d8, and add the results together, then add 10. This determines the vessel’s ship hull points (shp). In combat, successful hits against the ship cause shp to go down. At a repair dock, players may pay to restore their ship’s hull points.

Each restored hull point costs 250 money.

In order to deal one hull point worth of damage, an attack must deal at least 10 hit points of damage. Most of the weaponry that will be encountered in space probably deals shp damage directly. However, if a ship is attacked using a smaller weapon (like a sword), then divide the damage by 10, drop any remainder, and subtract the result from the ship’s hull points.

Third is Maneuverability. Each ship has a base maneuverability according on its size. Large ships start at 0, mid sized ships start at 3, while tiny ships start at 6. When a ship is attacked, the attacker must make an attack roll to hit, as in normal combat. The maneuverability serves as a ship’s armor rating.

If there is a pilot in the cockpit when an attack is made, the maneuverability of the ship will be modified by the pilot’s skill. Cockpits, of course, are a necessary module in order for the ship to function.

The fourth number is Space. Space is an abstraction of the internal size of a ship. Each module, explained below, will take up some amount of space. Any unused space is considered to be cargo holds, until it is used.

Finally, there’s Power. Power is provided by the ship’s engine, which (along with the cockpit), is one of two modules that are necessary for a ship to function. Without it, a ship’s power is 0.

Movement & Combat

At its core, combat functions the same way it does on the ground. Players operating weapons modules roll a d20 to attack, adding any modifiers they may have, and trying to overcome their target’s defense–in this case, represented by maneuverability.

On a successful hit, they deal damage to their target’s shp according to the type of weapon they are using.

If an attack rolls damage in the upper half of its range (so, for example, 4-6 on a d6), then one of the target ship’s systems is also affected. The referee should prepare a table of all a ship’s systems, and roll on it whenever this occurs. The system that is hit will take a penalty of -1 for every 3 points of damage dealt. These penalties apply to the system’s maximum power.

So, if a system can take up to 5 power, then with a -1 penalty it will only be able to reach power 4. Players may spend an action attempting to repair a damaged system, removing one -1 penalty for each round they spend in repair.

Each round, the ship can move at any speed up to its full movement rate, determined by how much power they’re feeding back into the engine module. Movement in space is measured in abstract units called AU. (Astronomical Unit). There is no specific distance tied to this measurement.

Modules

Modules are everything that makes a ship interesting. Without them, it’s just a big, empty, zero-gravity hull, where everybody needs to wear space suits to survive. Like a rowboat without any oars, in the middle of the ocean.

Each module is like a cross between a mini-character class, and a piece of equipment. Which module a character is standing at determines what actions that character can take. But, like equipment, characters can switch between them freely. Also, like any piece of gear, there’s always a better version out there. So instead of rewarding your players with a +1 sword, you may want to give them a +1 life support system.

There are two categories of modules: Passive Systems, and Action Stations.

Every type of module will have Capabilities, which are benefits they add to any ship they are installed on. Most of the time, these will be delineated by power consumption. The more power you pump into a module, the more it can do for you. Though, there are some passive systems which don’t require power at all.

In addition to its capabilities, action stations will have Manned Options. These are only available if there is a character currently attending to that station, and will require them to spend an action.

The lists of manned options are not meant to be exhaustive. Rather, they are meant to give both player and referee an idea of the capabilities of that system. And, like any piece of equipment, systems can be used in creative ways.

The purpose of a sword is to stab enemies. But only a bad referee would refuse to allow a player to use their sword to lift a rug, or pry open box, or conduct electricity, etc. Anything that seems reasonable for a sword to do, we allow the sword to do. The same is true of spaceship systems.

Here are a few illustrative sample modules:

Engines (Action Station)(Variable Space)

The engine of a ship has two functions. First, it produces power which is used all over the ship to power its various systems. Second, it consumes power to move the ship through space. A basic engine will produce 1 power for every unit of space it takes up. Most take up 10 space, but larger or smaller engines are common.

Capabilities

  • 1 Power = 1 AU of movement.
  • 2 Power = 2 AU of movement.
  • 3 Power = 3 AU of movement.
  • 4 Power = 4 AU of movement.
  • 5 Power = Faster than light travel.

Manned Options

  • Allocate Power (1 Combat Round): If no one is attending the engine, it takes a full adventuring turn to change the way power is allocated around the ship. If someone stays at the engine, and tends to it, they can do the same thing in a single combat round.
  • Coordinate Maneuver (1 Combat Round):  By communicating with the pilot, and manipulating the engines to assist in their actions, the engine operator can add 1 to the pilot’s skill for that round. (Even if this would push it above the normal maximum)
  • Flare Engines (1 Combat Round): Intentionally unbalance the fuel mixture, causing a brilliant flash of energy to erupt in space. This will temporarily disrupt the sensors of any ship that is too close, and will confuse any target locks currently on the player’s ship.
  • Overdrive: Enable the ship to move up to double the speed allowed by its current level of power. Each round this persists, there is a 1-in-6 chance the engines will fail, taking a penalty equal to the amount of power they were using at the time of failure. So, if the engines were consuming 4 power, then a failure causes the engines to take a -4 penalty, which will need to be repaired.
  • Overproduce: Enable the ship to produce double the power allowed by the amount of space it currently takes up. Each round this state persists, there is a 1-in-6 chance that the engines will fail. Their output will drop to 1d6 – 1 power. Each successful repair check will restore one point of lost power.

Improvements

As the players adventure, they may discover, or have the opportunity to purchase, better engines.

  • Level 2 Engine: The first four power levels all produce +1 AU of movement.
  • Level 3 Engine: Creates 2 power for each unit of space it takes up, rather than only 1.

Cockpit (Action Station)(2 Space)

Someone must be stationed in the cockpit in order for the ship to move at all. Anyone can handle the basic functions. Getting from points A to B, taking off, landing, docking, these are all things that anyone qualified to work on a space ship at all will know how to do. They are trivial.

However, there is a piloting skill, which characters may train in, or put skill points into. Unlike most other skills, this is not a die roll where the chance of success improves. It is a static number, starting at 1. It can be raised as high as 6.

While a character is piloting a ship, their pilot skill is added to the ship’s maneuverability rating.

Capabilities

  • 1 Power = Basic Function. Allows the ship to be controlled. Without this, the ship can only stand still, or move in a straight line.
  • 2 Power = Enables the autopilot, which is capable of performing any simple flight function. Has an effective pilot skill of 0.
  • 3 Power = Autopilot has a skill of 1.
  • 4 Power = Autopilot has a skill of 2.
  • 5 Power = Autopilot has a skill of 3.
  • 6 Power = Autopilot has a skill of 4.

Manned Options

  • Evasive Maneuvers (Combat Round): Prevents any enemy weapons from gaining a target lock during this turn.
  • Subtle Flying (Combat Round): The pilot may make a stealth check using their own stealth skill, to fly their ship with subtlety. This functions similarly to how stealth normally functions. However, bear in mind that there’s pretty much nowhere to hide in space, so most movements will end in an “Observed Location.”
  • Formation Flying (Combat Round): Position your ship close to another object, while moving.
  • Navigate Obstacles (Combat Round): Move through an environment full of potential hazards without taking damage.

Improvements

  • Cockpit Requiring 4 Space: Has room for a copilot. Both pilot’s skills can be added together. Cannot add more than 8 total to the ship’s maneuverability.
  • Level 2 Cockpit: The autopilot has +1 skill at each level.

Life Support (Action Station)(2 Space)

Standard on most ships.

  • 1 Power = Either artificial gravity, OR, a livable atmosphere.
  • 2 Power = Both artificial gravity AND a livable atmosphere.
  • 3 Power = Enable Blast Shielding on doors.
  • 4 Power = Enable Foam-Based Fire Suppression System

Manned Options

  • Selective Application (1 Combat Round): Can single out rooms to have, or not to have, any particular aspect of Life Support.
  • Remote Door Operation (1 Combat Round): Open or close any door in the ship, including external ones.
  • Reorient Gravity (1 Combat Round): Determine a new direction for gravity to pull in. May be done selectively.
  • Adjust Atmosphere Mix (1 Combat Round): Usually, the atmosphere is a healthy mix of oxygen and nitrogen. This can be manually adjusted to be more or less pure oxygen, or even to include other compounds which the player may have access to.

Improvements

  • Level 2 Life Support: The listed options for each level of power move down one.

Living Quarters (Passive System)(Variable Space)

A comfortable living space, where the crew can rest and relax. For each unit of space devoted to living quarters, a ship can support 2 people.

Having living quarters allows the ship to function as a Haven, for the purposes of rest and recovery. Does not allow for other haven turn actions, such as carousing, or training.

Living quarters do not function unless Life Support can be maintained at 2 power for the full period of rest.

Obviously this is just a few of the possible modules. I’ve got a whole list of ideas, which I plan to share in a later post. Hopefully, though, this has given you an idea of how modules should work. It’s not terribly difficult to write up new ones, making the ship system infinitely extensible.

Reflection, & Presentation

If I’m being honest, I have to admit that the complexity of this system already terrifies me a bit. There’s a good idea here, but I worry I maybe took it too far. I’m not sure what I’d want to remove, but it’s difficult to imagine how this system would work at the table. I’m sure, once I have some play experience, I’ll have plenty of ideas on how to simplify.

For now, the ship is going to need its own character sheet. Something prepared by the referee, with all of the ship’s modules listed. and a space to notate each module’s current power and damage. Each player would need a copy of the sheet to help them describe where they go and what they do.

NPC ships, like NPCs themselves, would need a dramatically simplified statblock. Something a referee could throw together in a moment anytime their players are going to be accosted by mooks.

If these ships really are too big to handle at the table, I could see removing the whole concept of power from the equation. That would dramatically simplify things, but it would be sad to lose. Forcing the players to choose between having gravity, and having an extra punch to their lasers is a really interesting dilemma, and a classic aspect of any SciFi adventure.

I could also see dropping the explicit “Manned Options” from the action stations. They exist in their current form because I want to make clear to the players that they can get creative with systems they might not normally think of, such as life support. But the classic danger of this, exemplified by 3rd edition, is that players will think they’re locked in to only the explicit options, which is the very opposite of my intent.

Potentially, you could break the various modules up into component parts. So “Life Support” would go away, and become Atmosphere, Gravity, Door Control, and Fire Suppression. Power, instead of being a gradient of increasing effect, could be a simple on/off. A module either has power, and is functioning, or it doesn’t, and it isn’t.

What we lose there is a clear guide for how to do something like “divert all auxiliary power to the shields!” Though, I suppose that could be handled via adjudication at the table.

…fuck. I think I just came up with a better idea for a ship system while writing the closing paragraphs. I honestly might end up going that way.

My Players Captured Some Scientists

Recently, my players assaulted the stronghold of some high level dudes. These dudes were traitors to The Internet, which is a secret society of technowizards, who keep their knowledge of science and technology hidden from the masses. When these traitorous dudes left, they absconded with some technology, and so I figured it would make sense for them to also have absconded with some low level science guys.

As the players were hacking and slashing their way through this stronghold, they came across a number of these scientists, and decided to tie them up and leave them in the relative safety of an empty meeting room. Their intent was to drag these scientists back to their own stronghold, which has left me to wonder: what can players do with a cadre of scientists?

I imagine ORWA as the adult version of a saturday morning science fiction cartoon. So, what are scientists for in a saturday-morning context?

They exist to solve problems, usually by making cool stuff. Ergo, that’s what scientists in ORWA will do.

In order for scientists to function properly, they must have a fully outfitted lab to work in. A lab costs 2,000cc for each scientist it supports. So, if you have a 10,000cc lab, and you have 6 scientists, you can only gain the benefits of 5 of them. You’ll need to add on to the lab before that 6th scientist can contribute.

Once they’ve got a lab to work in, players may assign their scientists a project. They can work on any idea that seems to make sense, but the most attractive projects will probably involve inventing a new device, or improving upon an old device. In either case, the project should feel like a single step forward, and the referee is entitled to reject anything too ambitious. If the game is set in a world where the most advanced form of transport is the horse and buggy, scientists won’t be able to make an intergalactic space ship. But they may be able to develop a Model T.

After the players have decided what they want their scientists to work on, the referee must decide on a cost, and a difficulty.

Costs will vary, but should be pretty high. In fiction terms, science is expensive, with lots of custom, high-precision tools and materials involved. In game terms, the ability to advance the technology of the game world should be a strain on player resources. It’s something for high level players to pool their effort on.

Difficulty is based on how complex the referee thinks the problem will be to solve, and determines how long it will be before the project is completed. A good baseline for most projects would be a difficulty of 100. Particularly simple or complex projects may modify this up or down.

When the project is begun, the scientists will begin chipping away at the problem. Each haven turn, the difficulty number will be reduced by the number of scientists working on the project. So, if your difficulty is 100, and you’ve got 9 scientists, then after 1 haven turn the difficulty will be reduced to 91. After two haven turns, it’s down to 82, and so on, and so forth. Once the difficulty reaches 0, the project is done, and the results will be made available to the players.

The referee should assign it a price to any new technologies. The players get a free prototype for funding the project, but any extras they want will need to be purchased. As the game goes on, new technologies will probably begin to spread through the game world, unless the players make a specific effort to keep their inventions secret.

During the long game-months that the project is being worked on, the referee can figure out how the new technology will work. Basically, we’re talking about a Wish here. The players have free reign to ask for whatever they want, and it’s up for to the referee to interpret that in an interesting way.

However, contrary to my views on how a wish should be handled, I think referees should flex their “omnipotent dickhole” muscles here. Fuck with the players a bit by making their new technology work differently than they intended. That may sound hypocritical of me, but there are two major difference between scientists and wishes which make all the difference.

First, wishes are limited. Players are usually lucky to get just a few in their adventuring careers. It’s something special, and the referee shouldn’t take it away from them. Scientists, on the other hand, are an inexhaustible resource. As soon as they’re done with one technology, you can have them moving on to the next one.

Second, when players make a wish, it’s often about altering themselves in some way. If they wish for cool claw hands, and you give them crab claws that make them incapable of holding anything, then their character is basically ruined. With technology, if they ask for a death ray and you give them a weapon that kills whoever uses it, then they can just choose not use it. Or, they can try to find some way to make it useful. Or, if they really don’t like it, they can just set their scientists to the problem of fixing it, and eventually get what they want.

So every new technology will have some significant drawbacks to it. Limitations that make it less useful than the players were maybe hoping for, but still a good tool if they’re willing to get creative, or take some risks. If they try to make a teleporter, for example, don’t give them something that always teleports people into deep space. But maybe the teleporter is bad at reassembling faces, so every time you use it, you lose 1 charisma.

Then, if the players don’t like it, they can immediately hand the device right back to the scientists, and insist that whatever flaw upsets them be corrected. This, of course, will require a new cost, a new difficulty number, and a new countdown of haven turns before the device is ready.

In the end, my players decided to make an alliance with the big bad guys whose citadel they were invading. Part of the negotiations involved returning all the scientists they’d captured. Which is kind of a bummer, because I’d already come up with this whole subsystem that I was getting really excited about.

So now I’ve gotta stuff some scientists into the treasure chests of my next dungeon, or something.

Cybernetic Augmentations in ORWA

In my On a Red World Alone campaign, there are two types of cybernetics. There are those which augment a function of the body, and those which replace a function of the body.

I’ve talked about replacements before. They’re used when some part of a character’s body has been damaged to the point that it stops functioning. (In other words, the character is dead). These cybernetics serve as the only means of resurrection in ORWA. However, the technology isn’t advanced far enough for these replacements to be as good as the home-grown originals. So while they do allow a dead character to return to life, they come with severe penalties.

Augmentations are different. They don’t actually replace anything, they add something extra. These extras help the body to do what it’s already doing, or do something new entirely.

But, the body can take only so many additions. Each character can have 1 cybernetic augmentation for every 3 points of Constitution they have. So, a character with 11 Con may have 3 cybernetic augmentations, while a character with 18 Con can have up to 6.

The number of mods is only checked against a character’s constitution when they want to install a new augmentation. So if a character’s constitution were reduced for whatever reason, that has no effect on augmentations they already have installed, just ones they may wish to install in the future.

So if a character with 18 Con has 5 augments installed, and their constitution is reduced by half, down to 9 (which would normally allow only 3 augmentations), they do not take any penalties for having more augments than they should. However, if they want to install another augmentation, they are now over their limit.

Characters who wish to continue augmenting themselves after they’ve maxed out may do so. However, it comes at a price. If a player installs an augmentation when they are already at or above their current maximum, both their Constitution, and their Charisma will be reduced by 2. Neither of these may ever go lower than 1, or the character will die.

While it may not be useful in your games, I should note that there’s some possible interaction here with the Training rules that I use. Specifically, I allow players to attend Charm School, or undertake some Endurance Training, to increase their Charisma and Constitution respectively. Each of these can be done as many times as desired, and each time will cost 4000cc, require 3 months of game time, and increase the associated stat by 1. In this way, it is theoretically possible that a character could modify themselves infinitely if they’re willing to spend massive amounts of time and money to keep their body in shape despite their over-modification. At the rate allowed, each new augment would require 1 year of in-game time for the character to earn the 2 Con and 2 Cha, which they would then lose upon installing their new augment.

Personally, I’m completely okay with this. It actually seems like an interesting possibility, that player would ever be so devoted to enhancing themselves that they’d invest such massive resources into doing it. But then, my game maintains some very strict time records. In 15 months of play, game time has progressed only 18 months. So your mileage may vary.

Possible Augmentations:

CyberLobe, (10,000cc) – A bit of computer hardware installed directly into the cyborg’s brain. Allows rapid mathematical calculation, and includes a port which the cyborg can use to directly transfer computer files to, or from their brain.

Reinforced Bones (25,000cc) – Roll hit points twice each level, and take the higher result. The character should retroactively reroll all their hit points from previous levels, and if the new total is higher, that’s they’re current HP.

MuscleTensos (Rank 1: 8,000cc)(Rank 2: 20,000cc)(Rank 3: 50,000cc) – Little electrodes embeded into your muscles. They detect whenever you’re trying to make a sudden, striking motion, and they shock your muscles at just the right time to intensify your intended movement. Adds +1 to melee attack rolls for each rank.

Head Tubes (6,000cc) – A sealed access which leads directly to the cyborg’s brain. They can pop the hatch open with a mental command, and pour up to 4 potions in with a single action. All of the potions have their full effect, starting simultaneously.

Roller Feet (20,000cc) – Little wheels pop out of the cyborg’s feet, and their movement increases by 60′ (20′). Comes with a complimentary pair of adaptive shoes, which have a little hatch for the wheels to pop out of.

Reinforced Back (50,000cc) – The cyborg’s carrying capacity is doubled.

Storage Compartment (4,000cc) – Some of your innards are squished, some of your organic redundancies are removed, and a nice little hidden compartment is installed right into your body. Anything you put in there can never be taken from you, because nobody will ever find it.

CyberEyes, (Rank 1: 2,500cc)(Rank 2: 5,000cc)(Rank 3: 10,000cc) – Gives the character perfect vision, and a HUD where they can see their own inventory, health, etc. Allows for the installation of eye modules. Characters with CyberEyes can have 1 eye module per rank of their eyes. Only the CyberEyes count against a character’s augmentation limit, don’t count.

Eye Modules

Night Vision (5,000cc) – Allows the cyborg to see in the dark. Their vision is black and white.

Recorders (5,000cc) – Allows the cyborg to record or photograph anything they can see, which can then be output via a small data port in their tear duct.

Lasers (20,000cc) – Requires the target to make a saving throw versus Devices, or take 2d6 damage.

Telescope (10,000cc) – Allows the cyborg to zoom their vision in crazy far. Anything within their line of sight can be zoomed in on. Even some celestial bodies can be observed with reasonable detail.

Microscope (10,000cc) – Enables the cyborg to see down to the microscopic scale.

X-Ray (20,000cc) – Not actually X-Rays. But it does allow the cyborg to see through 1 or 2 layers of pretty much anything that isn’t more than 2′ thick, or isn’t lined with lead.

Auto-Aimer (Rank 1: 8,000cc)(Rank 2: 20,000cc)(Rank 3: 50,000cc) – Allows you to automatically mark a target, which will cause geometric guidelines to appear in your vision, aiding you in hitting with ranged weapons. Provides a +1 bonus to attack rolls for each rank.

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Adding Smartphones to your Game World

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The basic conceit of John Bell‘s Necrocarserous is that a mysterious force is siphoning off the dead from other campaigns. Everyone in the setting  once lived in some other game world, then they died, and while they were on their way to their proper afterlife, they got snatched up by the Necrocarserous Progragm, had all of their memories erased, and were dropped into the world of Necrocarserous. There, these countless kidnapped dead people spend their afterlives serving as unwitting cogs in an unfathomable machine.

Because the world theoretically drew from every other game in existence, you had knights in full plate wielding long swords, living alongside soldiers in Kevlar with guns. In other words, the game was technologically anachronistic, which was a big influence on ORWA’s “Swords, Cyborgs, and Floppy Disks” style. One of the most notable bits of technology in the game were the various phone plans. NecroTel offered a few choices, but once you had a treasure haul or two under your belt, everyone just went for the best one: smart phones. They were friggin awesome, so obviously, I included them in ORWA.

So, how does adding smartphones to your game change it? The most obvious thing is that long-distance communication becomes trivial. In some ways this might be considered a bad thing; for example, splitting the party is much less of a risk if the two groups can stay in communication with one another. But, the benefits to trivializing communication far outweigh the drawbacks, in my experience. (Plus, it was always a pain trying to force players sitting at the same table not to talk to one another).

In Necrocarserous, the existence of phones meant that NPCs basically never left the game. If we met people we liked, we could call them later for information or advice. This fundamentally changed the way we approached relationships as players. NPCs stopped being transient game elements that came and went with each new adventure. Each new person we met was a potential potential ally. It gave us grounding in the game world.

In ORWA, where only a small subset of the population have phones, this effect is less pronounced, but none the less present. If there’s one thing I would change about ORWA, it’s that I would like phones to be more universal. Fortunately, my players have recently set out to bring phone service to the masses (though, the masses only get Nokia NGage phones. No fancy smartphones for them). But, even before my players set out to do this, I could see the greater level of connection the phones gave them to the NPCs who had phones. In particular their boss, The Hangman, became someone they regularly consulted. Sometimes they called to ask her questions about what she wanted them to do. Other times, they just sent her selfies of themselves having killed a big scary monster. It’s gratifying to see my players make my NPCs a greater part of their experience.

I should note somewhere in here that I don’t personally think phone damage or phone battery life are interesting problems for the players to be thinking about. In ORWA, phones are made of futuristic materials which do not easily break, and use cold-fusion batteries which will hold a charge for 1000 years before they need to be plugged in. You may want to be a bit more stingy about this kind of thing, and I could see that being interesting. For my purposes, though, it’s not part of the system.

In its basic form, long distance talking is the only thing phones can do. If players want their phone to be more versatile, they’ll need to make purchases from the Appstore.

Each app improves the phone by adding software, or by unlocking the phone’s own existing hardware. Each app also takes up a certain amount of memory, and each phone can fit a total of 50 memory worth of apps before it’s full, and can’t take any more. (Rare phones with more memory may exist, and could be provided as treasure).

Players may own as many apps as they want, but switching out the apps on your phone takes a Haven turn. That’s purely for game reasons, but in ORWA I guess you could say that download rates are shit in the post apocalypse.

Apps:

Text Messaging (500cc, 1 Memory): Allows silent, more casual communication. As long as a character has one hand free, they can text as a free action.

Camera (300cc, 1 Memory): Unlocks the camera hardware built into your phone, which can take high quality photos and videos. Thanks to HyperRawr compression technology, photos and videos functionally take up no memory on the phone. You can have as many as you want. Camera can also be used for facetime, or even just to peek around corners.

Zoom (1000cc, 1 Memory): Unlocks the Zoom Lens built into your camera, allowing it to function as a telescope. The zoom on these futuristic cameras is powerful enough to read the text on a book up to a mile away, if there’s sufficient line-of-sight.

Facial Recognition (5,000cc, 5 Memory): With facial recognition software, the phone can be set to flag certain people based on a photograph, or a detailed list of features. The phone will notify the user if anyone is flagged within the camera’s field of view.

GIMP++ (20,000cc, 5 Memory): A successful Tech skill check allows photos and videos to be modified to believably depict pretty much anything the user wants, so long as the key elements of the photo area real. (You can’t show a person being dead on the ground unless you’ve got a photo of that person, and a photo of someone being dead on the ground. Etc.)

Infrared Camera (15,000cc, 5 Memory): Allows the camera to capture infrared light. This functionally allows characters to see in the dark, as they can hold up their phones and look at the screens while the camera is open. It doesn’t attract as much attention as illuminating the environment would–though the light from the screen will still cause a small penalty to stealth in some situations.

Dragon Warrior Monsters GO (Free, 1 Memory): An augmented reality game which depicts monsters in the real world, which you have to fight with your own arms and legs. If you defeat a monster, it becomes your pet. The game is all the rage among Internet Operatives, and they may be willing to trade rare monsters for services.

LiveJournalMini (Free, 1 Memory): A microblogging platform, where each post is restricted to a maximum length of 200 characters. It’s used actively by members of The Internet as a means of releasing random thoughts out into the ether. Can be a good way to socialize with other Internet members, if one was inclined to do so.

Immediagram (Free, 1 Memory): A place for sharing photos, or short videos.

Hulu+ (Free, 1 Memory): The best way to keep in touch with cool people who make and do cool things.

Fantasy Calvinball (Free, 1 Memory): A game where players build teams, selecting real Calvinball players, then competing with one another based on the game-to-game performance of the players they chose. Obviously, Calvinball hasn’t been played since the apocalypse, but an archive with full data from hundreds of seasons was discovered a few years ago, and an enterprising member of The Internet set up a script to lock off all the data, only spitting out individual game results periodically. It costs 500cc to buy in to the Internet’s pool.

Light (1000cc, 5 memory): Serves as a lantern, with no chance to go out.

Peepl (3,000cc 5 memory): A site where people review other people. For each NPC encountered, there’s a 4-in-6 chance that the app contains some useful information about them.

Mars-O-Pedia(500cc Per Use, 1 memory): Various skills in ORWA (Bushcraft, Technology, etc.) are sometimes used as knowledge checks. If the check fails, players may pay to consult Mars-O-Pedia, which has a 5-in-6 chance of having whatever information they’re looking for. Whether the checks succeeds of fails, the player looking must spend 1d6 – 1 exploration turns looking.

Encounter Maps (Free, 5 Memory): The designer of this app has secretly tagged thousands of people within the dome, who are always passively passing data about the locations of potentially dangerous creatures and situations. This allows the app to calculate safe(ish) paths through the dome. For the price of 500cc, the next 5 encounter checks the players roll will have a reduced chance of resulting in an encounter. (a 1-in-6, instead of the usual 2-in-6).

Megaphone (2,000cc, 5 Memory): Sounds directed into the phone’s microphone will be broadcast by the phone’s speaker at a louder volume. Can be set anywhere from x1, to x10.

Voice Modulator (500, 5 Memory): Sounds directed into the phone’s microphone will be broadcast by the phone’s speaker in a different voice. The phone also produces a sound inverted to user’s actual voice, effectively muffling them, so that the only sound which can be heard is the modulated one.

By default, the voice is a robotic, “Microsoft Sam” style voice. However, additional voices can be purchased for 1,000cc each. There is a wide selection of voices, including specific accents, and famous people.

Soundboards (1,000cc Each, 5 Memory Each): A soundboard is a collection of pre-recorded audio samples, which can be played quickly in any order. Some common packs might be Movie Quotes, Fight Sounds, or Animal Noises.

Waterproofing (10,000cc, 5 Memory): Unlocks the waterproofing features on your phone. The phone can now be operated normally while underwater.

Players Are Never Going To Stop Calling Their Shots

When a player says they’re attacking a specific part of an enemy’s body, that’s a called shot. In my experience, called shots aren’t really a thing. I’ve never allowed them in my games, nor do I recall ever playing in a game where they were allowed. In fact, most folks I’ve talked to are dismissive of the idea. The consensus is that allowing called shots would awkwardly complicate a combat system that is designed to be simple.

And yet, despite apparently being an uncommon, unpopular mechanic, I keep seeing players try to use it.

At some point during every campaign, a player will ask if they can try to hit a monster’s eye, or hand, or poison-gas-spewing-appendage. I’ve seen folks do this whom I know don’t allow called shots in their own games. I’ve done it myself. We all know full well that the referee won’t (and, by our own logic, shouldn’t) allow it. Yet, we ask anyway, because as players, representing our own interests, it’s what we want to do. So, it occurs to me that if players want to call their shots so badly, perhaps we should talk seriously about letting them do it.

But before we do that, I want to frame the discussion by first talking about why we don’t allow it.

Combat is not the central focus of Dungeons & Dragons. It’s an important aspect of the game, but fundamentally, D&D is about exploration and discovery. The game’s core mechanic is the Three Step Conversation:

  • The referee describes an environment.
  • The player describes how they interact with that environment.
  • The referee describes how the environment responds to the player’s actions.

That’s the essence of the game, and it’s where the referee should try to keep the game’s focus. However, combat is a frequent occurrence, and the 3 Step Conversation isn’t good at satisfactorily resolving it. A separate resolution mechanic is required. But, since combat is not the core of the game, part of that mechanic’s job will be to get us back to the 3 Step Conversation as quickly as possible.

Which isn’t to say combat needs to be boring. It needs to be simple, and it needs to be fast, but hopefully, it can be both of those things and still be fun. What we want to avoid is the mess that was D&D 3rd edition, where combats became so complicated, and so lengthy, that they were the de facto core of the game. Despite the fact that 3rd edition combat still relied upon systems that were designed with the intent of minimizing the role of combat. 3rd edition’s mechanics are literally working at cross purposes to one another.

Hit points are part of keeping combat simple and fast. They are meant as a convenient abstraction not only for a character’s level of physical injury, but also for their luck, their experience, their level of fatigue, etc. To quote the man himself:

It is quite unreasonable to assume that as a character gains levels of ability in his or her class that a corresponding gain in actual ability to sustain physical damage takes place. It is preposterous to state such an assumption, for if we are to assume that a man is killed by a sword thrust which does 4 hit points of damage, we must similarly assume that a hero could, on average, withstand five such thrusts before being slain! Why then the increase in hit points? Because these reflect both the actual physical ability of the character to withstand damage–as indicated by constitution bonuses–and a commensurate increase in such areas as skill in combat and similar life-or-death situations, the “sixth sense” which warns the individual of some otherwise unforeseen events, sheer luck, and the fantastic provisions of magical protections and/or divine protection.

-Gary Gygax, 1979
Dungeon Master’s Guide, page 82

Ergo, attempting to codify a system for called shots would require doing one of two bad things. Either you’d need to complicate combat by getting rid of overall hit points and coming up with some location-based hit method. OR, you’d have to stretch traditional hit points to fill a role they were never intended to fill, thus committing a the sin of 3rd editionism.

Obviously, the goal of this post is to come up with some method for including called shots in games. But how do we do it without also doing one of the two bad things?

Simple Called Shots

If a player wishes to make a called shot, they must first hit their foe, and roll damage in the upper 50% of their attack’s damage range. For example, if a character hits with a sword that deals 1d8 damage, they’ll need to roll a 5 or higher in order for their called shot to be successful. Likewise, if they’re dealing 3d6 damage (with a range of 3-18), they’ll need to roll 11 or higher.

When that happens, the player may choose to make a called shot. The hit point damage for called shots is reduced by 1/2 of the die’s potential maximum damage. So, if the attacker rolls a 5 on a d8, and opts to make a called shot, they’d subtract 4 from their damage, dealing only 1 against the target’s hit points.

In exchange, the referee should fiat some detriment upon the victim. It should be something appropriate to the body part targeted, the weapon used, and the amount of hit points the target has left. There are really no wrong answers, so long as the referee makes a good faith effort to respect the player’s success. Remember that in order to earn this, the player had to pass two tests  (first hitting the target, then rolling damage over 50%), and make a significant sacrifice by reducing the damage they dealt. The player has earned a cookie.

That’s it, really. What’s written above is all that is necessary to run the system, presuming a good referee. However, I’d like to make a further attempt to create guidelines for helping referees make good decisions. What’s written below boarders on complication, so feel free to disregard it and just use what’s written above if that works for you.

The severity of the detriment the referee comes up with can be determined by checking how many more hits from the player’s weapon it would take to kill the target, assuming they got maximum damage every time.

Let’s assume the player is using a d8 weapon, so that their maximum damage is 8. That would mean that:

  • Any foe with 8 or fewer hit points would take 1 hit to kill. (“Near Death)
  • Any foe with 16 or fewer hit points would take 2 hits to kill. (“Struggling”)
  • Any foe with 24 or fewer hit points would take 3 hits to kill. (“Injured”)
  • Any foe with 25+ hit points would take 4 or more hits to kill. (“Safe”)

This sounds complicated, but really it’s just taking the die type of a weapon, and multiplying it by 1, 2, and 3 to figure out whether a foe counts as Near Death, Struggling, Injured, or Safe. Of course, these are just terms. A perfectly healthy 1hd goblin will always be considered “near death” when attacked by someone wielding a two handed battleaxe.

If the target is Safe, then whatever detriment they suffer should be very temporary.  Perhaps 1d4 + [damage dealt] rounds. So, if the called shot is made against the creature’s eyes, then perhaps the hit caused a small cut in the creature’s brow. Blood obscures the its vision until it has a second to wipe that blood away.

If the target is Injured, then whatever detriment they suffer should last for the rest of the battle. If the attack was against their eyes, then perhaps it causes the eye to swell shut. It’s not a permanent injury, but it is something that will be impossible to take care of while mid-combat.

If the target is Struggling, they could be dealt an injury which will permanently reduce their effectiveness, but which is not debilitating. To use the eyes again, perhaps the attack causes the creature to lose one of their eyes. They can still see, but they lack depth perception. Or perhaps their corneas are scratched, causing their vision to become blurry.

If the target is Near Death, they could be dealt a permanently debilitating injury. Eyes will be cut out, arms or legs will be cut off, etcetera.

Hopefully that method is simple enough for the referee to easily memorize. The point is not to create an exact method which must be followed, but a guide to help referees make their own decisions at the table.

Fighter's Armies

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I spend a lot of time coming up with interesting subsystems for magic users. I’ve done this a bit for clerics as well, and I suppose specialists benefit from my extensive tinkering with skills–even if part of my tinkering is to make skills available to other classes. But what about fighters? Why don’t they get any love?

It’s not because I don’t love fighters. I actually think they’re the single most important class in the game.  But these days, when I sit down to roll up a new character, I’m never thinking thematically. I’m not choosing between the feeling of being a wizard or a fighter. What I’m choosing is how much complexity I want to deal with. If I play a magic user, I need to prepare myself for dealing with spells, and spell systems, contributing to combat without putting myself in direct danger, etc. If I’m a fighter, literally the only thing I have to worry about is the game itself. When combat happens, I jump forward. When I level up, some numbers increase in a per-determined way.

The simplicity of the fighter is important. It allows the players to engage in the game without worrying about extraneous rules. To me, that simplicity is sacrosanct. It’s something I want to protect. However, there is one bit of complexity I want to explore: armies.

It’s an ancient tradition of the game that at some point the fighter reaches “Name Level,” and recruits an army. I’ve never seen it happen in play, but I’ve always wanted to try it out, tinker with it, make it work for me. And now, finally, I’ve got a player who is forcing me to do so. He’s high level, he’s recruiting some dudes, and he wants to start an army. So…how am I going to run this?

If, at any point during a fighter’s adventuring career, they establish a stronghold, then they may recruit an army. Strongholds can take many forms, but they all count so long as 1. they are large enough to house the fighter’s army; and 2. the fighter, or the party as a whole, can reasonably claim & assert ownership of the place. (For example, having a deed to an old castle doesn’t count, unless you’ve cleared out all the monsters first).

Eager young men and women will flock to the fighter, seeking to make a name and a fortune for themselves. For each experience level the fighter has, they attract 1d4 recruits, modified by their Charisma. So, (assuming LotFP’s ability modifier table), a level 4 fighter with 14 Charisma could recruit 4d4+4 young folk; while the same fighter with 7 Charisma could recruit 4d4-4.

Each recruit begins as a level 0 fighter, with a morale score equal to 1/2 their general’s level. Groups of soldiers check their morale collectively, and have a maximum morale score of 10.  If their general is leading them personally, add 3 to their morale score. (again, with a maximum of 10)

Recruits can be leveled up as a group. Each new level requires 1 month of time, and some amount of money. To get the recruits up to level 1 from level 0 costs 500 money per recruit. After that, the cost per soldier is equal to half the experience totals listed in the fighter’s class description. So, to reach level 2, the general must spend 1000 money for every soldier. Level 3 requires 2000 money for every soldier, and so on.

Soldiers can also level up through combat. After any session where a significant battle took place, each surviving soldier rolls a d6. If they roll over their current level, they level up once.

If the general wishes, they can elevate individual soldiers to become commanders. Commanders must be trained to at least 1 level higher than the rest of the troops, and this training must be done at full cost for each level. Normal hirelings can also be employed as commanders, so long as they are fighters who are at least 1 level higher than the troops they will be leading.

Each commander may lead a group of up to 10 soldiers at a time. That group gains +1 to their morale. This bonus does not stack with the +3 the troops gain from being led directly by their general.

If any soldier reaches 1/2 of their general’s level (rounded up), they must check morale. If the check is failed, then the soldier has chosen to strike out and seek adventure in their own right. This check is repeated each time they level, so long as they continue to be 1/2 or higher than their general’s current level. If a whole group of soldiers reaches this point, they check their morale individually.

During combat, each time a group of soldiers loses 25% of their total fighting force, they must check morale by rolling 2d6. If they roll higher than their morale, they will flee the field. If they roll equal to or lower than their morale, they hold. If a group of soldiers sees another group flee the field, then they must also check morale.

Combat with armies is based off the rules for skirmishes presented in A Red & Pleasant Land. Assuming there is no special strategy in place, friend and foe are paired off, one-to-one, in  groups of roughly equivalent level. In any battle that takes place between two NPCs, roll a d4 for each side, and add the NPC’s levels. Whichever side rolls higher has slain the other.

Given the low die and the matching of levels, ties will likely occur often. When there is a tie, neither side is killed, and the battle continues next round.

If multiple NPCs gang up on a single foe, each NPC rolls a d4, and adds them together. However, only one of the group (the one with the highest level) should add their level to the roll.

Note that these rules are only a loose groundwork, meant to keep battles fast-paced in a game which is not built for large scale combats. The referee should be flexible, making adjustments for any cleverness on the part of either their players, or their monsters. But do not bog yourself down attempting to create an accurate simulation of events. Since everyone involved is an NPC, it’s best to get things out of the way quickly so the actual players can resume playing.

Some (non-binding) thoughts on adjudicating tactics:

  • If the general has their soldiers swarm a target rather than stay organized into ranks, their soldiers will be vulnerable to flanking. Flanked soldiers cannot add their level to their d4 roll.
  • If the general equips their soldiers with spears, the folks in the second rank can also attack a target, effectively doubling the number of soldiers who get to roll d4s against a single foe.
  • If the general equips all their men with long pole-weapons, then the enemy troops will not approach close enough to be killed unless they also have long pole-weapons.
  • If the soldiers are heavily armored, are using a shield wall, are fighting defensively, or are otherwise trained/equipped to be well defended, then if their foes roll higher than them by 1, it is considered a tie. (They do not get +1 to their rolls).
  • If the soldiers are mounted, and there is room on the battlefield for them to move between their foes quickly, then they may also add 1/2 their mount’s hit dice to their rolls (minimum 1).
  • If a mounted soldier is attacking a fleeing soldier, it is an automatic kill, without any roll required.
  • If soldiers are under an arrow bombardment, they may roll as usual, but success only indicates that they survive, not that they kill their foes.
  • Soldiers equipped with ranged weapons in a melee combat take a -2 penalty on their rolls.

Replacing dead soldiers is difficult. A fighter’s army is not a mercenary force which can be sustained by throwing money at it. Men and women pledge themselves to the fighter, because the fighter is an inspiring figure. And so, to replace fallen soldiers, the fighter must do something inspiring.

Each time the fighter levels up, or their army wins some notable victory, the fighter may re-roll their recruitment dice. (1d4/level, modified by Cha). If they roll higher than their current army size, then they gain enough new recruits to cover the difference. So, if they currently have 10 soldiers, and they roll a 12, then they gain 2 level 0 recruits.

As a final note, I’ll point out that armies are a limited tool. It would be difficult, and pointless, for a fighter to drag their troops along on every adventure. Armies are noisy to move, require a lot of rations out in the field, and cannot fit into smaller areas, such as dungeon corridors. Furthermore, they’re bad at fighting anything which strays from what they would consider “normal.” In a historical fantasy setting, this would limit an army to fighting other groups of humans. Whereas anything like a wizard or a monster would require a morale check every time their foe did anything weird. (Eat a man whole? Morale check. Spray fire from its mouth? Morale check. Etc.)

Guns in ORWA

As I’ve discussed before, my ORWA campaign was meant to be a very standard fantasy game, with a post apocalyptic paint job. It’s only because the players managed to join a secret society of technologists, called The Internet, that I was thrust into the position of creating a more Sci-Fi world.

None the less, guns are heavily restricted. The players are meant to be relying on swords and bows, so I’ve made a point of keeping guns rare. The only way they can enter the game is during a Haven Turn, when there is a 2-in-6 chance that the Internet  has managed to find & repair a gun. When this happens, the gun is put up on eBay, where any member of the Internet can claim it. The cost is always exorbitant, to the point that players will usually need to pool their resources in order to afford it.

But after 14 months of running this game, with my players approaching level 9, that scarcity has begun to break down. Which is appropriate, the game should change as you reach higher levels. Nowadays, each player is wealthy enough that even the most expensive guns can be quickly snapped up. And there have been enough of the gun auctions that the party has quite the private arsenal on their hands. Not enough to equip every hireling, but certainly enough that every PC has a gun, or even two.

Because the game’s setting has a Saturday Morning Sci-Fi flavor, I like to get creative with the guns. They’re not normal equipment, after all. They’re more like magic items, which should have special abilities, and little peculiarities to keep them interesting.

So, seeing as I’ve now written this arsenal of ORWA guns, I figured I may as well share it.

The Spandau (Inspired by stories I’ve heard from WW2)

A fast-firing machine gun with poor accuracy. The Spandau attacks everything within a 10’x10′ hit box. Those within its area of effect must make a saving throw versus Breath, with a bonus of +2 to their save for each increment of 30′ away they are from their attacker. On a failed save, they take 2d4 damage. On a successful save, they take no damage.

Regardless of success or failure, any creature within the hit area must also check morale at a penalty of 2. On failure, they will dive for the nearest cover. They will not necessarily attempt to remove themselves from combat, but will move only very cautiously.

The Spandau and its ammo box are separate encumbering items. Each time the weapon is fired, roll 1d6. If a 1 is rolled, the ammo box is almost depleted and can be fired only once more before it is empty. Ammo boxes are sold for 50cc by The Internet.

The Uzi (Inspired by most video games where there are Uzis)

A weapon which fires so quickly it can be easy to run out of ammunition without even realizing it. Before making their attack roll, a player should announce how many d6s of damage they are going to deal. They can choose as few as 1, and as many as 6.

After their attack roll, whether it is a hit or a miss, they should roll a d6. If they roll equal to or lower than the number of damage dice they had announced, then they’ve used up their current ammo clip.

Each spare ammo clip the character carries is an encumbering item. They cost 50cc, and are sold by The Internet.

The Grappling Gun (Inspired by Batman: The Animated Series)

A small weapon, the size of a flare gun, with a folded grapnel protruding from the end of the barrel. When the trigger is pulled, the grapnel will launch out of the barrel, trailing a cord created by a liquid, micro-filament cartridge. When the trigger is released, the rope retracts into the gun, returning to a compressed liquid form, and pulling the wearer up to wherever the grapnel hooked to.

If time is passing in exploration turns, a grapple can be assumed on any location up to 25 stories high. If time is being measured in rounds, a hit roll is required. The armor rating of the shot is 1, per story of the target. (So, a 12 story building would have an Armor of 12 for this purpose).

If the gun is used to create a zipline, the grapnel and micro-filament rope may not be recoverable. In this instance, new ones may be purchased for 25cc.

The Auto-Crossbow (Inspired by a YouTube video)

Weaker than a standard crossbow, but that deficiency is compensated for by the sheer volume of bolts it can put out each round.

The wielder can make 3 attack rolls each round, which each deal 1d4 damage on a successful hit. Unlike normal crossbows, these do not ignore any amount of defenses from armor. After each round of fire, the wielder must roll 1d6. On a 1, the weapon is either out of ammo, or it has become jammed. They must spend 1 round reloading/clearing it before they can fire again.

(The Auto-Crossbow is not actually a gun. It was created by a player using the Tinker skill, after he found the above-linked YouTube video in an old archive. None the less, it seems an appropriate inclusion here.)

The Lasorator (Inspired by Star Trek)

An advanced weapon with many settings. Before making each attack roll, the wielder may choose how high the weapon’s energy usage is set. The higher the setting, the more damage is dealt; but also, the more quickly the battery will be drained.

If the weapon is set to deal 1d4 damage, then the player must roll a d12 after they fire. On a roll of 1, the weapon’s energy cell is exhausted. For each higher damage die the wielder sets the weapon to, (1d6, 1d8, 1d10, or 1d12); it has a lower exhaustion die (1d10, 1d8, 1d6, 1d4).

So, if the weapon is set to deal 1d8 damage, it will have a 1d8 exhaustion die. If it’s set for 1d12 damage, it will have a 1d4 exhaustion die, etc.

The Lasorator can be set to “Wide Beam,” which is ineffective in combat, but useful for silently melting barriers. Weak barriers such as glass windows require a d8 exhaustion die. While more robust barriers, such as those made of steel, require a d4 exhaustion die.

The weapon also has a stun setting, which requires the most energy of any of them. On a successful hit, the target must make a saving throw versus Paralyzation. On failure, they fall unconscious. The exhaustion die for the stun setting is 1d2.

Extra power packs for the weapon are encumbering items. They cost 150cc, and can be purchased from the Internet.

The Derringer (Honestly, Inspired by The Simpsons)

A small, easily concealable weapon with two barrels. The derringer deals 1d6 damage at a range of up to 30′. After 30′, attack rolls suffer a -3 penalty. After 60′, the bullets are moving so slowly, they would not cause any harm even if they did hit a person.

After every 2 shots, the derringer must be reloaded (which requires 1 round). Each time the weapon is reloaded, roll a d6. If a 1 is rolled, then the ammo pouch is empty, and the gun cannot be reloaded from it again. Ammo pouches are an encumbering item, and can be purchased for 20cc.

Because the derringer is so easy to conceal, it grants a +1 to any Sleight of Hand checks made with it.

Tranquilizer Pistol (Inspired by Metal Gear Solid)

On a successful hit, targets must make a saving throw versus Poison. On failure, they will fall unconscious after 1d4 – 1 rounds, and will remain unconscious for 1d6 + 2 turns.

Attacks with the Tranquilizier Pistol made from steal receive a +4 bonus to their attack roll. If the attack roll exceeds the target’s armor rating by 6 or more, then the target has been struck in the head or groin, and does not receive any saving throw. Instead, they fall unconscious instantly.

The gun can only hold a single round, and must be reloaded after each use. (As with all guns, reloading requires 1 round). A box of tranquilizer darts has an exhaustion die of 1d4, which should be rolled each time the gun is reloaded.

Some targets may be immune to being tranquilized for a variety of reasons, at the discretion of the referee.

The Bazooka (Inspired by classic FPS games)

A massive weapon which deals 6d6 damage on a successful hit. It ignores most forms of hardness & damage resistance, including personal armor and shields. This allows it to easily blow holes through most walls or floors. However, moving targets gain a bonus of 6 to their armor rating.

Functionally, this means that the base armor for a living target is 18, plus any bonus they may receive from dexterity.

Even if the bazooka misses, however, it will eventually hit something and explode. The referee should determine where this happens to the best of their ability. Anyone adjacent to the explosion must attempt a saving throw versus Breath. On failure, they take half the damage that was rolled. On success, they take only a quarter of the damage.

The bazooka can only hold one shot of ammunition at a time, requiring a reload after each shot. Each shot of ammunition costs 200cc, and counts as an encumbering item.

If the wielder jumps into the air and fires the bazooka directly beneath themselves, they will take 2d6 damage, and be launched high into the air, where they will hopefully find something to grab onto before they plummet back down to earth.

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Simple Socializing: The Give & Take System

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I’ve long believed that game rules should devote as much attention to social interaction as they do to combat. A system for impartially determining the action-by-action results of a parley is essential. That’s why I’ve been a proponent of Courtney Campbell’s “On the Non-Player Character,” for years.

But as I approach my 4th year of using this system, it’s time to tinker. The 25 social actions are thorough, and elegant, but I’m slow in using them at the table. Often we will drift off of the system over the course of play, as I try to keep up the pace of a conversation. I decided to simplify the mechanic for ORWA, and I hit on what I call the Give & Take System.

Every conversation is, fundamentally, a process of give and take. Both parties have their views and their preferences, and at any given time one party is getting what they want out of the conversation, and the other party is giving it. Using that model, pretty much every social interaction can be broken down into one of these two groups. (Plus two bonus groups).

The Give & Take System

At the start of a nonviolent encounter, the player who is taking the lead in speaking makes a reaction roll (2d6 + Charisma modifier). That roll is compared to the reaction table on the right to determine how the NPCs respond. The result also determines how many social interactions the party may attempt, total, before the NPC gets bored of talking and starts wishing they could get out of here. The referee should note this number down in a place visible to the players, if possible.

Every back-and-forth will fall into one of four basic categories: Banal, Give, Take, and Convince. Once an action is resolved, the referee reduces the number of remaining actions by 1. If the players force a conversation to continue past the point that an NPC wishes to leave, their reaction will be reduced by 2 for each round they are kept against their wishes. If their reaction reaches 2, the NPC just walk away in annoyance, possibly raising their arm in a rude gesture as they leave.

Banal: Simple conversation, most questions, and other minutia are banal actions. They have no chance to fail, but don’t really earn the party anything other than information.

Giving: Telling a joke, offering compliments, giving gifts, listening to a person’s long winded opinions; these are all giving actions. A giving action is one whose purpose is to ingratiate the party with the NPC they’re speaking to. When giving, roll 2d6 and add all relevant modifiers:

<6: The NPC is unimpressed.
6: The NPC is enjoying your company, and will stick around a little longer. +2 social actions.
9: The NPC is intrigued by you, and is willing to hear you out. +1 to your next Taking or Convincing attempt.
11: The NPC likes you. +1 to your reaction with this NPC.

Taking: Make a request or a demand, negotiating, offering a bribe, asking questions the NPC may not be inclined to answer; these are all taking actions. Taking is when a conversation turns towards the player’s desires, and what they want to get out of a parley. Generally, if the players would be happy to hear a “yes,” and sad to hear a “no,” it’s a taking action.

<4: The NPC is upset by what you said, and your reaction with them drops by 1 category.
4: The NPC refuses you outright.
6: The NPC will meet you halfway.
9: The NPC agrees to what you want.
11: The NPC agrees, and offers to do a little better than what was asked for.

There are two notable special cases for Taking rolls: Intimidation, and Bribery.

When the players are attempting to Intimidate, the roll should be modified by the difference in average level between the two groups. If the party’s is higher, they recieve a bonus of 1 for each level higher they are. If the party is lower, the recieve a penalty of 1 for each level lower they are.

When the party is attempting a bribe, the Fighter’s experience table should be referenced. The baseline bribe for an NPC is equal to one quarter of the amount it would take to reach their current hit dice if they were a fighter. So a 2HD character, the baseline bribe is 500sp. Increasing or decreasing this amount by 50% will modify the bribe by +/- 2.

Convincing: Telling a lie which the NPC has cause to doubt, or making an argument against something the NPC thinks; are both convincing actions. Convincing is a more challenging form of taking. The primary difference is whether success will effect the NPC beyond the scope of a single exchange. It’s one thing to get a guard to accept a bribe–they can put the money in their pocket and forget they ever saw you. It’s another thing entirely to get them to join the revolution.

<6: The NPC is unhappy with what you’ve said. Reaction drops by 1 category.
6: The NPC is not convinced.
9: The NPC is trepidatious. They will have to think about what you’ve said.
11: The NPC accepts what you said wholeheartedly.

For any of these, situational modifiers of 1 or 2 may occasionally apply. Players who expect something in exchange for nothing should take a penalty to their taking roll; while players who offer a generous sum in exchange for a small concession should get a bonus.

That said, more often than not it’s best to let the dice fall where they may. This allows the referee to discover the character of various NPCs along with the players. The guard who refuses a bribe worth more than he makes in a lifetime must be especially loyal. The guard who joins the revolution on a whim must have some reason to be discontented.

Anyway, that’s Give & Take. I’ve used it in my last few games, and as of this writing it has performed phenomenally well.

When a Skill is Justified, Superpower Skills, and Torture in ORWA

Mechanically defined skills should be kept to just those things which are beyond the capabilities of your average adventurer. Anybody can climb, or balance, or jump. It’s pretty easy to adjudicate the difference between something that can be done given a reasonable level of competence, and something can’t.

Furthermore, mechanically defined skills should never replace actual play. If a situation can be resolved by having the player describe their actions, and having the referee describe the way the environment reacts, then that’s how the situation should be resolved. Replacing the actual play of the game with rolling a die is a stupid thing to do.

Finally, mechanically defined skills should have some reasonable likelihood of being used. The average adventurer cannot play the cello, nor can the act of attempting to play the cello be resolved through play. Despite that, my game doesn’t include a ‘cello’ skill, because I don’t think it’s worth my time to write a skill that none of my players will use. But if someone, for some reason, decided they wanted to become a cello player, I would totally write a cello skill for them.

Well, someone in my game has decided they want to play the cello.

Not, like, for real. That was a metaphor. The actual thing my player wants is for me to create a Torture skill. Apparently, Umquat the 14 year old girl just really needs to be better at hurting people.

“But wait!” I hear you say. “Torture is neither beyond the capabilities of your average adventurer, nor is it impossible to resolve through actual play!” And you are correct. In fact, because I tend to turn my players into psychopaths, I’ve already had to make a ruling on torture in my game.

If the players have a helpless opponent, they can damage them with a weapon. Unlike in combat, where damage must be rolled randomly, players who are torturing someone may choose a number within their weapon’s damage range. The victim must make a morale check, with a penalty of 1 for every 3 points of damage the players deal.

If their morale check succeeds, they resist the torture, and refuse to give up the information the players are asking for. If the check fails, they break under the pressure and start talking. If the questions probe too closely to information that is particularly sensitive, the victim may clam up and need to be tortured further.

Notably, I do not allow the players to know how many hit points their victim has. So each torture attempt is a gamble. The more damage they do, the more likely their victim will break. But that’s not helpful if the victim also dies.

It’s a functional system, for something I came up with on the spot while running a game. But one of my players wants to get better at it. They want to improve as a torturer, and who am I to deny a player who wants to engage with the game in some way? And yet, as mentioned above, torture fails two of my tests for when it is appropriate to make a skill. How can I engage with my player, but also maintain the integrity of my ruleset?

Make torture a superpower.

This is something I touched on with “How I Use the Skills I Hate.” At the time, I was in a situation where I was obligated to use skills which failed one or more of my 3 rules. This left me with a few options.

One, I could remove the skills from the game. I didn’t want to do that, because players tend to get understandably frustrated when you take away their cookies. Two, I could run a game which didn’t meet my own standards for player agency. Which…no. Running a game is too much of a time investment. I’m not going to do something I can’t be proud of. Which left me with only one choice: rewrite bad skills to be good skills.

I did this by turning some of them into what I’m now calling Superpower Skills. Skills which do not model anything within the realm of possible human ability. The Search skill, for example, does not measure the player’s ability to search their environment. It literally determines what exists within that environment.

My players recently found a confusing device while they were raiding a magical laboratory. They couldn’t figure out how it worked, so they decided to look for some kind of journal describing its function. My notes didn’t indicate that any such journal existed, but their roll succeeded, so they found a journal and figured out what to do with the device. Of course, I still retain my ability to say “Yes you find that,” or “No, that’s not here.” This variation of search is just a handy way of resolving everything in between.

Since stumbling onto them, Superpower skills have become my new favorite thing. They allow me to create these totally gonzo resolution mechanics for all the things my players want to do. I can make a successful check powerful, but I don’t have to worry about it upending my game because there’s only a base 1-in-6 chance of success. That chance can be improved by raising your skill level, but players have a very limited number of skill points. If they’re putting them into one thing, then they’re not putting them into something else. It all more or less balances out.

You might worry that there’s danger in this thinking leading to Pathfinder style choice bloat, and that’s valid. But I think there’s an essential difference here. In a bloated game, the designer presents the players with an overabundance of choice from the get-go. I’m talking about responding to player desires within your own game. I will probably not include a torture skill in future games that I run, because the players in those games have not asked for one yet. I’ll just present them with a standard array of choices, and let them show me what crazy stuff they want to do.

So without any further blathering, here’s how I wrote the Torture skill for my player:

Torture is used to extract information which an NPC might not normally be able to offer you (similar to how the search skill is used to find things in an environment which may or may not be there) It can also be used to restrain a character’s lethal force, allowing them to merely wound when they would have otherwise killed.

If a character delivers a finishing blow to an enemy, they may attempt a torture roll to leave that foe barely alive. If successful, their foe is automatically considered helpless. In this, and any other situation where a foe is considered helpless, a successful torture skill can be used to extract the answer to one question, assuming there is any kind of possible chance the victim knows that information. (If the referee determines that it’s not possible for this character to know the information the player wants, the player may ask a different question instead.)

A failed torture check, (in either instance), causes the victim to die.

I want to note that this skill does not necessarily replace my previous ruling. Because of the high chance of death, it’s actually much safer to just torture someone the old fashioned way. That method also has the possibility to give you more information, since once an attempt is successful, the victim will talk until they are asked about something particularly sensitive. The torture skill, on the other hand, allows you to extract only a single piece of information per check; but it allows you to extract information the victim may never have offered otherwise.