Friday, August 19, 2016

Location... Location... Location

Eric Zahn Music Hall
Location: Personville, New England
Time Period: 1920's to 1930's

Brief: Built in honor of the maestro musician Eric Zahn, the music hall stands as a large gothic building in an increasingly modernized town. Plans to alter or update the music hall have never fallen through due to influence by the town's elite. The common man may disdain the theater, they say, but Personville's select artistic community still enjoys taking in the theater.

There has always been rumors about the hall: Strange lights, music playing at odd hours in the night, the occasional figure lurking near the hall. All of which have been dismissed by tricks of the mind of hearsay.



Koskun Keep
Location: Borderland Region
Time Period: Late Medieval to Renaissance Period

Brief: Before the takeover, Koskun Keep was a border region castle, setup to defend the realm from "Rogue" incursions from the east into the central region of the realm. With a shortage of tax money, Koskun Keep was abandoned by the Crown's troops and withdrawn towards the center region. A new group decided to move in.

An alliance of Goblins, Drakelings, Gnomes, and Dwarves, people who were also tired of the Rogues attacking their people currently share the Keep for a defensive deterrent against attacks and robbery. Tensions are understandably high with these various groups working together.

There has been a call for supply runs to the Keep with good money to be made hauling supplies.


Space Station Rubicon
Location: Above Gaboria
Time Period: Space-based Science Fiction

Brief: With the signing of the peace treaty between the Saurian Empire and the Gaborian Homeworld, the Galactic Union established Rubicon above the homeworld of the Gaborian Provisional Government to oversee the withdrawal of Saurian forces in the region.

Rubicon serves a combination of Humans, Saurian (Lizard-men), Gaborians (Ape-men), and Zetans (Greys) who either supervising the withdrawal, using the station for diplomatic purposes, or a launching of espionage or counter-espionage.

One of the major supporters and branch officers on-board the station is the armament suppliers known as Colonial Arms. It is rumored that the corporation has set up its location both to continue to sell their stocks in slugthrowers and blasters and extract payment due to them by the Gaborian government for weapon deliveries use during the insurgency.

Wednesday, August 10, 2016

Post-Apoc: Frozen Station Cania

An ice tunnel at Camp Century
During the golden age it was not uncommon for the great factions of the world to construct attack bases all over. Some were in space, some under the sea, and some were built in the extreme parts of the world where the land is of ice and snow. Even in the golden age, a time when the factions chagrined at giving up any strategic point. There were a few places they were willing to seal up and forget. Now the world has changed. The old factions are gone and their warnings lost. Now those old bases they sealed up are slowly revealing themselves to explorers, scavengers, and raiders in the ice.

Location: Research Station Cania

Brief: During the Golden Age, RS: Cania was one of several secluded research outposts which served as a testing ground for chemical, biological, and nuclear weaponry to use against the enemies of their patron faction. While it is difficult to tell which faction carried out the construction and upkeep of Cania, records do indicate the base was abandoned before the Great War plunged the world into its current state.

What Could Be Found There?

d6
Event
1
Robotic Uprising: The station was closed after perimeter defense expert system turned into a true AI. The automated defenses are now active throughout the complex, requiring a firefight throughout the halls.
2
The Mouths of Madness: The base was closed after Cania took in what appeared to be several frozen alien artifacts. As these artifacts thawed, it was revealed these were organic alien components made up of flesh, eyes, and teeth. Their gibbering pattern caused men to go crazy and fling themselves into devouring mouths. Now the base is swarming with these creatures, horrors from space.
3
Alpha-&-Omega: A team of entropy cultists have found a cobalt bomb located in the base's silo. This bomb was considered so deadly to the planet as a whole that it was sealed in favor of conventional nuclear weapons. The party has to keep these crazies from setting the world on fire.
4
Ursine Underground: Researchers mutated and cybernetically enhanced polar bears as the ultimate arctic weapon. The mutated descendants of these smart bears have inherited the ultimate gift from their fathers: tech and weapons of mass destruction. These mutant-bears are planning to set themselves up as kings of the ice.
5
The Psychic Shop: The base was the testing ground for Batch-5, a powerful drug capable of fostering psychic abilities on the user. Unfortunately an often side effect was psychosis in the user. Now the base has become a fortress for the descendants of these trapped psychics. They are now plotting to seize the world above and break the wills and minds of all they consider beneath them.
6
Zed Virus Outbreak: A zed-virus mutagen has broken out and transformed the researchers into the walking dead. Now frozen husks wander the halls, hungry for warm flesh.

D6 Skils: Should Attributes Matter?


When it comes to games like Swords & Wizardry, or even BFRPG, I prefer using the d6 skill system to resolve issues like Thievery or Climbing up a tower. That is you have a skill, let's say Climbing (1) for your first level Thief. When a Thief wants to climb a sheer wall they roll their d6 and aim for a 1. This means they roughly have a 16% chance to success. Now this chance can be increased through equipment. An interesting question is could attributes effect the die roll? I believe they can and I have these ideas.

First Step: Assign an attribute to a skill. Climbing takes a great deal of Strength, so one might write down as Climbing (Strength)

On a 14 Attribute: Add +1 to skill roll. A skill cannot go higher than 6, however, a character can now re-roll a failed skill roll at a rate of 1/day. This many uses per day may increase at GM's discretion.
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On an 18 attribute: Add +1 to skill roll. A skill cannot go higher than six, however, a character now rolls 2d6 and takes the better of the two results.