Friday, August 19, 2016
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.
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 With a shortage of tax money, Koskun Keep was abandoned by the Crown's troops and withdrawn towards the center region.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.
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
|An ice tunnel at Camp Century|
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?
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.
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
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.
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
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
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.
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.
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.