Monday, 3 December 2012

shadowrun death and dismemberment table

so i wrote up this table a couple of days ago, put it up on the g+ and had a mate look at it to, so anyway a death and dismemberment table for shadowrun 4a

Guns and/or Bullets
2d6 added
2 shot in the face – you are dead (your brains are all behind you)
3 bullet shatters your tendons and bone (or servos and lubricant lines) of your lower arm (1-3 left, 4-6 right) you will need to pay for a bio fix (cost of muscle augmentation in game) or a cyber replacement. -1 dexterity (regarding anything with your hands) for 1d6 weeks
4-5 bullet hits a major artery/servo in your arm (1-3 left, 4-6 right) a body test (3-4 hits) will be needed to be able to conduct your own first aid, otherwise you will bleed out in 2d6 turns. A first aid test (4-5 hits) will staunch the bleeding enough that you can get to doc wagon/crash cart/hospital. Your arm will need a bio fix (cost of muscle augmentation x2 in game) or a cyber replacement) ) then roll 1-3 -1 strength, 4-6 -1 dexterity (to unaugmented score)
6 bullet shatters your tendons and bone (or servos and lubricant lines) of your lower leg (1-3 left, 4-6 right) you will need to pay for a bio fix (cost of muscle augmentation in game) or a cyber replacement. -1 to dexterity (regarding anything with lower limbs) for 1d6 weeks
7-8 bullet hits a major artery/servo in your leg (1-3 left, 4-6 right) a body test (3-4 hits) will be needed to be able to conduct your own first aid, otherwise you will bleed out in 2d6 turns. A first aid test (4-5 hits) will staunch the bleeding enough that you can get to doc wagon/crash cart/hospital. Your arm will need a bio fix (cost of muscle augmentation x2 in game) or a cyber replacement) then roll 1-3 -1 strength, 4-6 -1 dexterity (to unaugmented score)
9-10 the bullet pieces your lung, you struggle to breath (asphyxiation will happen in 1d6 turns) unless a successful first aid test (5-6 hits) happens (you cant do this yourself, but you can add 1d3 turns by not doing anything and holding your arm/hand over the wound). You will need a internal air tank or suffer -2 to all athletics tests for the next 2d6 weeks. -1 body (to unaugmented score)
11 the bullet hits into your lower body and you suffer a wound to your abdomen, you will need a successful first aid test (6 hits) to get your lower intestines back in without wreaking it up too much. You suffer a -2 to all athletics/dodge/brawling/stabbing/clubbing/ tests for the next 3d6 weeks. -1 body (to unaugmented score)
12 you are shot in the head, but narrowly manage to aviod being killed. roll (1-3 eye, 4-6 ear, then 1-3 left, 4-6 right) you lose vision/hearing in that eye/ear, a cyber eye/ear is the only way to replace it otherwise you are blind/deaf in that eye/ear. -2 to all perception tests (for 1d6 days after you get the cyber eye/ear) until the eye/ear is replaced

i had a dude roll on this table twice on the weekend, he suffered a shattered bone to his lower left arm and a pierced lung. i spoke to a couple of people after to see what they thought of it, the guys said it seemed fine and that the only problem was going to be the in game cost, but you know what they say about that. FUCK THOSE GUYS!!!

Monday, 19 November 2012

Dust, a new character

Name – David Wats
Class – Reporter
XP – 100

STR – 11
DEX – 12
CON – 11
INT – 15
WIS – 14
CHA – 15

HP – 4
AC – 9

thac0 - +3

Hide in Shadows - 10%
Sneak - 15%
Disguise - 10%

Investigation - 1 in 6
Library - 1 in 6

Contact - US Marshal

works at - Starks Maine Local Paper

$16 normal
$4 expenses

Pistol - 10 shots - 1d6
melee damage - -2
knife - 1d6

Fake Marshal id
Notepad, pens/pencils

Friday, 16 November 2012

Area info for Australia Shadowrun

so i have been writing some more of my shadowrun stuff for an australia game, i have been working on main areas of the place and after writing some dot points i have expanded them into a bit of info about the place, here is what i have gotten so far, dont be suprised if its a bit crappy as there is lots of dot points still in there for me to flesh out

Australia didn’t suffer too much when the second crash of the matrix happened, they where actually one of the first countries to actually test a wireless capability for the matrix it’s self. Various satellites where launched into low/medium orbit and these where used to bounce the signals from the relay stations along the ground back and forth, this was the first sign of wireless technology which actually worked. Australia began to implement this all throughout its country, and the wireless matrix was born. Then the crash happened, everything went off-line, Australia just like everywhere, else plummeted into darkness, then the world turned to it for help in implementing the improved wireless matrix.

Weather is still the same (raining in the morning and sunny in the afternoon)
Home of the stock exchange so heaps of money moves through the area, people working under the purview of stock exchange are everywhere (EVERYWHERE!!!)
The city center is a very nice area (almost always luxury) while many of the outskirts are less cared for (low mostly)
Japanacorps are huge within Melbourne, and they are constantly trying to get one up on each other.
A “higher class” of J’s work in the area and expect the runners to be the same, if you are uncouth or don’t display classyness then don’t expect a job.
A lot of jobs involve the stock market somehow (but don’t hack it, people are paid heaps to look after it)

The world went wireless, Sydney followed suit, then one day a big mana storm came rolling into town, the Sydney matrix crashed, Sydney reverted back to a hard-lined matrix. Everything important in Sydney has a hard-lined matrix feed, the wireless network is still up and running, but because of the randomness of the mana storms and the fact that they interfere with anything remotely wireless, Sydney decided that it was better to have some “old and out of date tech” that worked then something that would drop out every time that they had a storm.
The Sydney harbor bridge was once a drawing card for the tourism industry, now it is a hive of scum and villainy. If you need to get your hands on something the harbor bridge is a good place to start, the black market is so well established there that it has become a permanent fixation, this is good and bad at the same time. Good because it creates a healthy market for trade and buying items at a “cheaper” price. Bad because it has become its enclave which includes its own “police” and security, and trying to sell things that you no longer require means that you won’t get to good of a price for it. Loan star, knight errant, and the Australian police don’t go near the harbor bridge, they have an exclusion zone of about 2-3 blocks around both of the on ramps to the bridge that they tend not to go into either (unless they are heavily armed or have a very very good reason). The security that is employed by the black markets on Sydney harbor bridge tends to be one of the higher paying jobs, this attracts some of the older runners who have been in the game for a long time or special forces types (many of the commandos in the defence force have been seen moonlighting there) but because of the nature of the job and area, the people who are getting employed are told to shoot first then ask questions (but because of the high level of training that is seen in the position they tend to be non fatal shots). The two entrances to the harbor bridge are set up like a boarder check point, they have heavy machine gun emplacements (hidden) and guys in armor with assault rifles, most people are not checked on the way in by these people because of the serious security measures in place. A bunch of deckers are paid to keep an eye on everything 24/7, they scan the income and outgoing people and let the security on the ground know what to do.
A biker gang has control of a 3-5 block radius near the harbor bridge, they are called the harbor boys. They are a very tough gang, with a majority of the members heavily cybered (supplied by the many ripper docs and street docs on the bridge for cheap) they tend to get a cut of any big job going on in their area and if people need to go through their turf.
Where a majority of the people of Sydney moved to escape the storms
Night life is very big 
Deals tend to be done in nightclubs
Kidnapping is a large source of jobs (lots of "rich kids" in the area)

The right cop can cover anything up, and most of the police force in the area tends to be the “right” cop.
Politicians are corrupt and dodgy.
Most of the place is middle-high living
There is not much in the way of industry there anymore and that means that prices have gone up a lot.
Majority of the people who live there are high end wage-slaves, public servants, servants, or embassy employees.
A vast majority of countries and mega-corps have embassies there.
A lot of private security contractors are at work protecting pretty much everyone
Surveillance, reconnaissance, and security are some of the more often jobs
Bug sweeping is a huge deal too
Everything is overpriced and that includes the runners (no on knows the “real” price for anything)

Everybody know everyone else (friend of a friend), this helps with making deal (legal or not) for a local or someone who has been in the area a “long” time.
Most of the time the “bad guys” are someone you where drinking with last night (business is business though).
Everyone knows about the run you are doing somehow (leg work is easier (not matrix)) this is good and bad, this “hurts” shadowrunners for overseas
Stick-n-shock, gel rounds, tazers, and other non-lethal weapons get a good work out on runs (everyone knows everyone and no one wants to die)
Good shipping routes

Bug city, its band news (see Chicago) just no nuke or ghoul zone
The army has cut and run north/south/inland, there is still a small posting there
High population of mages (in the outskirts of town)
Almost zero police presence and the ones that are there either don’t want to be or ask to be sent there to prove something.
Very big Aztecnology presence (people suspect that they brought the bugs)

A lot of the Japanacorps have left, but once some of the other mega corps took interest they wanted back in (this has caused a power struggle between the mega corps for information and control)
Have a silly amount of mega corps there (no one knows why)
The streets are heavily patrolled by private military contractors, they tend to shoot first and are known for abusing their power
Only recently have the meta-variants (read: orks, trolls, and other “non human looking”) been allowed back in, they are still distrusted and given the bad end of the stick

The military presence in Darwin has grown heaps (still a shit posting though)
Major shipping port to everywhere in the world
Staging area for trips into the outback (lots of official trips)
Very well stocked for outback survival
Melting pot of races and metas
Major smuggling area (triads are some of the major players)
Major area for trid shows

Major shipping port to everywhere in the world
Staging ground for trips into the outback (many unofficial trips)
Ridiculously well stocked for outback survival
Pretty much cut off form the rest of Australia
Mega corps trying to get control of the shipping industry for each other
Large mining population (mega corps are fighting over this too)
Big tourist spot for trips into the outback (local guides make a lot of coin)
Some of the areas of the shadow community is know (due to milk runs into the outback)
Talismongers make lots of money from selling talisman which they brought from the people who go into the outback
Medium-high population of mages (lots come on holidays/work on the boats)

Large military base
Smuggling is a very big thing

The Great Barrier Reef:
Lots of awakened sea creatures
Many people believe it “can protect itself”
A fair few sunken ships are just outside of its “boarders”

The Outback:
Mana storms just happen
Bikes roam the place

“Has woken up”
Not many people live there anymore
Lots of awakened flora and fauna
Some people still live in the boonies

Last known refuge of people living in Tasmania
Supposedly a bunch of mages made “a deal with the continent” (no one knows when or what)
High city walls
High rise city
Everything is fly-in fly-out or shipped in
The people who live there “can smell outsiders” and they fleece them
Nothing is ever in stock, but everything can be gotten

if you feel like i have missed something or have something to add, please dont hesitate to comment below

Saturday, 27 October 2012

Changeling Character

so i finally managed to shanghai my way into one of Stacys Changeling the Lost game. Its set in San Francisco in the 1890s in an alternate world where steampunk has happened, i do love me some steampunk.
but anyway, we played yesterday morning and i had a great time, i havent finished my characters background off and it didnt matter, i hadnt even thought of a description really, but i made one up and it seemed right.

so i am playing a mirrorskin thief, here is some info that i have written up so far on him.

Mien (what other changelings and fae see)
a 5’10” man with a smokey see though-ness to his whole body, he is wearing a long duster which falls to the floor and has large bulging pockets (seeming always full). long slender fingers on each hand. small horns poke out of the top of his skull, which is hidden by a hood, but the horns can just be seen under it. where the duster hits the floor it turns into a large round area which is obscuring his feet, making it look like he is floating rather then walking.

Mask (what "normal" people see)
a 5’10” man, with messy brown hair and a greyish blue coloured eyes. wearing black pinstriped pants with a black shirt and tie, and a black pinstriped vest and jacket to round it out. with flat roundish features he blends into a crowd well.

Thursday, 25 October 2012

100 Random Objects From the G+ Hivemind

i saw a post put up on the G+ last night when i was about to go to bed, but i didnt really think anything off it (apart from "hey there is some cool ideas for a unknown armies game in here) so i did what i do most nights and went to sleep. i woke up and went to work and saw that the same post had a prominent place on my mobile phones feed, had a look again and saw that some other people had added a few things so i decided to get in on it. then this happend

100 Random Objects From the G+ Hivemind

Contributions by:
James Aulds
Trent B
Reece Carter
Trey Causey
Jeremy Duncan
Jez Gordon
Paolo Greco
Richard Guy
Jason Kielbasa
Joey Lindsey
Cole Long
Michael Moscrip
Zak Smith

1.  a brass top that cuts your finger when you spin it

2. A domino mask made of buff-colored kidskin

3. 4 strings of heavy glass beads in an old boot

4. A birthday present for the youngest daughter of Tarantula

5. A rosewood maraca filled with teeth

6. The ugliest hat that will be worn this morning.

7. A wax-stoppered vial containing the dying breath of a notorious murderer, dissolved in

8. A stereoscope that stirs fear to touch--and few dare peer into.

9. A yellow wooden box with a hole to stick your hand in, which is lined with velvet and rusty

10. A Chinese puzzle ball which, once taken apart, can never be put back together again

11. a string bag full of counter-lemons.

12. the Hellraiser box, already open. You can't seem to be able to close it.

13. A wedding dress, previously worn only once. When tried on, the walls of the room weep
blood and the wearer disappears, but echoes of their voice remain.

14. What appears to be an elephant goad, but twice the length and width of any you've seen. Weighs about 25 lbs.

15. d12 worn copper coins depicting a monarch in full maturity that you know to have been strangled in their crib long before they could have assumed the throne.

16. A flail inlaid with precious stones, with little rubies set at regular intervals along the many thin silver chains depending from the handle.

17. An icon in the form of a foldable triptych, about the size of a deck of playing cards. There is a small hole through each panel where the saint's face should be.
If you fold the triptych backwards the three holes line up. In this arrangement the holes act as a powerful attractor for bullets.

18. A cylindrical wooden box that opens into a standing velvet-lined display case for false noses

19. A cylindrical wooden box that opens into a standing velvet-lined display case for real noses

20. a mushroom, Aureola Agaric. Whoever eats it might develop a severe case of extra nipples.

21. A white glove of expensive silk with the bones of a hand inside, but no flesh...found resting on your chest when you wake.

22.  a single rose in a vase that crumbles to dust in the sunlight but reforms in moonlight

23.  A small but extremely heavy brass paperweight.

24.  A pair of shoes which cause any floor surface to act as an annoyingly over-smart kind of touchpad. Supposedly useful features surprise you constantly as you walk (e.g. if you skid to a stop with both feet at once then the whole world scrolls past you, or if you draw them together sharply then suddenly you're in some other space where you have a choice between the ordinary world you were previously enjoying and a number of popular or fashionable dream worlds).

25.  A one-way ticket to Corsica. 

26.  A two-way brickbat from Corsica.

27. A fist-sized wooden statue of a frog on a mound of leaves. The bottom is a natural knothole.

28. A 3 inch pewter wizard with a cut glass crystal ball in a basin at his feet.

29. A stone gargoyle ear.

30. 24 perfectly shaped nail clippings.

31. A flat stone disc, 4" wide and one quarter inch thick, the top carved with a rose.

32. A stick of charcoal wrapped in parchment.

33. discs of copper, silver and gold which are all the same size and each weigh exactly one
tenth of a pound.

34. The recipe for the sticky stuff on post-it notes

35. A small vial of virgin tears

36. A vial of fairy dust

37. A drawing of 12 pillars on a parchment made from human skin. The pillars represent the leaders of a city, and the amount of decay and debris falling from each pillar represent how corrupt and evil they are.

38. A old revolver with strange runes engraved into it. When it's shot the bullet does no damage, but any damage the weilder of the pistol takes is transferred to the target. This lasts for one hour per empty chamber of the pistol

39. A key that opens nothing

40. An owl pellet the size of a large boulder, containing d3 human skeletons (when assembled) and d4 other objects on this list.

41. A "racy" novelty postcard from a resort on the shores of Lake Hali.

42. A contract for someone soul, but it's written in the language of daemons

43. A perfectly round stone (small boulder), when this is in someone's possession any survival
checks to find food (not animals) in the wilderness is significantly harder

44.  A well worn swiss army knife; whenever a tool is opened it cannot be closed again

45.  A contact for someone's soul - if you can find the other contact you can administer a soul shock to them or possibly draw their soul out through a copper wire circuit.

46. Beautiful crystal chalice filled with horribly stinking, maggot-ridden fermented goblin fat.

47. Stuffed human body, naked and exposing huge genitalia, apparently transplanted from some beast.

48. Potion of healing with lots of fishing hooks inside it.

49. Hourglass full of living maggots.

50. Cuckoo clock constantly striking hours. Rotting human cock is placed instead of a cuckoo.

51. Huge wooden spoon, about three meters long.
52. Marble pedestal with one-meter eye resting on its top. The eye is real one.

53. Ornate chest full of rotten fish.

54. Bear trap with rusty spring.

55. Huge tome titled Guide to Hemorroid Collecting

56. A small pendant on a necklace, it looks like a warding stone but attracts instead wards

57. A small vial containing a fireball, closer inspection shows that it's actually a vial with a containment spell on it and that the fireball is a fire elemental

58. Plain sewn leather sack full of viscous, mossy gel and tiny bones.

59. Merit badge and walkie-talkie with your name on them in marker from Camp Crystal Lake,
with an invitation to return next summer.

60. Used diaper, full of tiny gold coins.

61. Duck-shaped helmet (not duck head, whole duck!).

62. A seam on your leg, with one end slightly raised and a thread loose.

63. A small box containing the last breath of a old man

64.  A large sphere containing the last laugh of a young woman.

65.  a cup of Joe.

66. The blueprints for a clockwork antelope on 175 pages of bound vellum, written in a language the translation for which is stored in some cursed subterranean library.

67.  A tiny vial, carefully packaged in down feathers and preserved vine-leaves. Contains distilled nymph tears and acts as a fairytale love potion.

68.  A delicate dagger blade of yellow glass

69.  The boots and coat of a mythological cartographer.

70.  A pair of quartz dice that no sinner can resist.

71.  A red leather diary describing the tragic and wonderful life of an adventurer. All names have been magically removed, leaving clean paper and underlines like a 'fill in the blanks' game.

72. A bottle of perfume with atomizer. Will trigger powerful random memory in anyone smelling it, after which they will be unable to concentrate on anything else for 24 hours.
Memory relates to...
1. The giddy heights of first love
2. shame and embarrassment
3. righteous indignation
4. existential dread
5. irretrievable loss
6. confusion and bewilderment
7. all-consuming lust
8. visceral disgust
9. personal triumph
10. physical danger

73. A set of Hello Kitty canopic jars, with preserved organs. Jars can be carbon-dated to the early 18th Dynasty.

74. A carton of eggs, but when cracked it is full of human blood

75. Written instructions for closing a gate, it's written in "l33t speak"

76. A picture of a naked man and woman on a piece of parchment

77. A magical book, it can only be read when using your peripheral vision, otherwise it's in a undecypherable text

78. d100 wax packs (with bubblegum) of Deros Attack! trading cards. Art by Victor Moscoso, S. Clay Wilson, R. Crumb, Spain Rodriguez, and other underground comix luminaries. 

79. Skeleton of a 20' giant ground sloth with brass fittings at every joint. Next to a jeweled panel on a podium covered in cobwebs.

80. Bronze backscatcher w/ Mycenaean lion-hunting scene on handle. 4-fingered "hand" on the end has long, hooked claws, as though made to scratch under scales.

81. lingam-shaped lodestone in lapis lazuli.locket lined with linen.

82. The sick bed of Cuchulain -- 25% chance of Warp Spasm if sleeping in it overnight.

83.  Pith helmet painted red and covered in pieces of broken mirror.
84. Hangman hammock, you sleep like the dead, ever hours rest is worth two hours. Con check is required to get out, otherwise death and death-like symptoms occur

85.  Small leatherbound volume which contains a completely accurate and exhaustively intimate biography of the last person to possess it for 48 hours. Helpfully indexed.

86.  A tiny set of golden horns suitable to be worn by a cat or small dog. They do 1d4 damage.

87. Set of high heels rumored to belong to Lux Interior. The wearer gains a +2 to damage and attack while fighting zombies.

88. A wishing ring, all the wishes have been used

89.  A box with an ornate gold filigree on it in the shape a smaller box, opening the golden box requires a wisdom check and 1 pint of blood, inside is a bone finger dipped in gold

90.  Animated suit of bronze armor reminiscent of the Dendra Panoply. Will fight valiantly on owner's behalf until destroyed or commanded to stand down. Detailed activation/shutdown instructions engraved in Linear B on the back.

91.  A monkey butler named Jasper. Will understand and follow simple commands. (fetch me a scotch on the rocks, get my sword, get me a plate of gruel, etc.) Wears a tiny butler's suit and white shoes. Wears a monocle on his left eye. Smokes a pipe and speaks common with the elocution of a Shakespearean actor. Has an irrational hatred of Paladins, and Bards. Will attack them on sight as if he is a 4th level fighting man Monkey. Does not like bananas.

92.  A double headed coin (both sides are heads)

93.  A scrap of paper with numbers on it, the numbers change when ever in the vacinety of different people. The numbers are the social security numbers of that persons enemy

94.  Hip flask with a tiny bezoar stuck inside. Will neutralize all poisonous effects of any liquid poured into it.

95. A wax sealed stonework jug of fearsome black wine.

96.   A skeletal owl who answers 3 rhetorical questions.

97.  A beautiful woven twine neckpiece last worn by a queen.

98.  A jar of the most delicious spices this side of the moon.

99.  a frog in a frog in a frog in a frog in a purse made out of toad

100.  A box containing:
A pouch containing the crushed remains of your enemy
A small box with the lamentation of your enemys women
A vial containing those women's tears

man the hive mind of G+ is awesome

Friday, 12 October 2012

A Dresden files game

so a while back i ran a game of the Dresden files RPG, it was good fun. we had a couple of problems with a couple of the people (one had to drop early on, but kept coming. the other didnt understand that he had to tell me what type of magic he was doing) but we still had fun (which is all that matters). anyway incase you havent played the dresden files rpg before, you have to make a city that you will be playing in, as its a FATE/FUDGE system game, everything has aspects and traits. to make it easy we decided that we would just play in the town where we are (townsville, australia), here is what we came up with. feel free to use it in your games if you want.



The Idea:
a seat of power for the winter court
The Aspect:
bad weather, worse fae
The Faces:
winter knight - enforcer
winter lady - mum wants me to keep on eye on this place
summer investigator - too nosey for own good

The Idea:
people going missing from hospital, blood banks, streets
The Aspect:
no more hobos? (we arent to sure on this aspect)
The Faces:
Gay Tonii - red court pawn
Jenny Hill - red court queen/counselor
Paul Dempsey - red court banker/lawyer

The Idea:
central hub
The Aspect:
cross roads
The Faces:
Drifter Tim - mysterious transient
Charles Daniels - car salesman deamon (we are using car salesman as a adjective)

summer wants to move in on winters power
red court are expanding territory

Captian Swanson (corrupt cop) incharge of police force for townsville (clued in?)
counselors trying to gain power for upcomming vote

Sunday, 7 October 2012

pick up games

you know what i love about google plus, its the pick up games. i dont know how many time i have been sitting around at home just chilling out on the computer when i have either hit people up for one or jumped into one. the pick up game is almost the back bone of the constantcon movement, while i appreciate the fact that there are many games out there (i probably dont even know of them all) i feel as though the pick up game is still one of the best types of games to play.

structured play (a game that people are told about in advance) is great dont get me wrong. the gm has time to plan (a majority of the time its about 1 week after they tell people that they are going to run a game), people have time to talk to the people in their lives (damn marriedies) to let them know that they will be playing a game, everyone has time to make a character (unless youre like me and tend to sometimes leave it until the last second), and everyone has the right amount of time to get into the right head space for the game (whether its gonzo or straight up). these games have a clear goal, to have fun and to finish a story (despite the fact that you sometimes dont, but when has that ever mattered).

pick up games (on the spot asking people to play) are awesome. the gm (sometimes the dude asking if people want to play) doesnt have much prep time (this is a staple of gming though) and has to run the game on the fly (also a staple), the people coming into the game dont know what to expect (only what they might need, like a level 8 character or whatever) and this is good to, it gives you a chance to use your character in a way that they might not get to be used (or in a back up role). the aims of these games are to have fun and see what happens (sometimes it leads into a story for an ongoing game)

i played in a pick up game a couple of days ago run by Kyrinn, it had Chris, Christina, and me in it. we were in a future world and we had to go and pick up a data chip form some chick named soda, we got into some trouble and i may or may not have killed two cops. it was a great game and i had heaps of fun playing in it, it was also therapeutic because i had had a badish day and just wanted to do some killing (if i ran the game i couldnt of killed anyone, not that i wont, i just cant. for some reason my dice will hit once or twice on a couple of different people and do some good damage, but then they will never hit again. i nearly kill Sir the Fist, i hit him for heaps of damage with a cone of coldness from a undead hydra, did about 85% of his hit points in damage and then he never got his again) so the ability to kill so people with impunity (ok so the cops might come back to hurt me) was great.

pick up games, get into them people

Wednesday, 3 October 2012

Dust, the rise and fall of a new character

a few weeks ago i played in a game ran by one of the guys on google plus (if youre a gamer and love to play some games get on it, there is heaps of OSR but other games get a run too) it was his flailsnails compatible game, he called it Dust. here is a link to everything he has written upon the subject so far (at his blog) and here is a link to the character classes if you can manage to get into one of his games i recommend it highly.

anyway, the character i was playing was a Murder Ballard Boy called Burt Eagle (i was listening to cake and comfort eagle came on and inspired me) he was fun to play and i felt like the game was going good, and i was looking forward to using Burt in some of the other flailsnails games out there, then he sort of got turned into a wraith and lit three sticks of dynamite (which where on his chest). so anyway i died and i wrote up a play report for the game, and here it is:


The Tale of Burt Eagle:

“The bar was quiet as a couple of gentlemen (of ill repute) had rolled in from out of town, one had the look of a junkie (I know this cause we can smell our own) he was jonesing for something, the other was some type of preacher, you know the type always looking at you like your about to sin or have just finished sinning. One of them (the junkie most likely) must have seen something in me and this other man, because they were upon us almost as soon as they were in the door (they hadn’t even stopped flapping back and forth). Hank was the junkies name, Collins the preacher, and Henry was the other man that they recruited. Henry had this look to him, like he’d been spoken ta by the devil (Beelzebub once cut something wit me, and I can be recognizing this in other people) but he didn’t seem to have any special talents (maybe ol’ Beelz got the better on him) but he did mention that he had heard in passing about these “deer women” that Hank and Collins was after. Upon the mention of “deer women” a tall fella with a long beard stepped to our table and spoke of a place called “The Mouth of the Devil” and that was where this ladys liked to spend there time. He knows this as it be near by his facility of employment (he was dressed like a lumberjack, so I guess he cut down trees). The others have this great idea to extort the foreman of the lumberjacking trade and we go to see him. “Deer women” he says “they be bad news, ill give you dollars two hundred to see them off” “Agreed” we replied, “but some dynamite is what I be needing to be doing this here job” I say, and the foreman (silly idgiot) gave me four sticks. Now Hank had been sipping on a bottle of the finest a bit at this point and it probably wasn’t a good idea to let him behind the wheel, but when a fella asks to drive, you let them. So we barely made it to the cave in one piece and we was lucky that the only thing we saw was a truck on the side of the road. We arrived to our destination and looked down the gaping maw of the famed cave, an’ decided to drive instead of walkin, an’ the truck would be good (cos it not being “ours”) and we went a got the truck. There was some stuff in the tray, but we paid it no head, money was wha’ we was bein’ after and money is be what we be gettin’. We drive inta the cave and go for a short ways and then happen upon some pig men (they be real ugly sons o’ bitches these pigs where lookin’ to throw down, an’ Hank was havin’ none of that. He kicked open his door and shot to guns at the abominations, but only winged one, I fire Bella (me trusty shotgun. We have been though a lot my Bella an’ me) killing one (Bella always looked after me), Henry put the pick up in backwards a hit the pedal, the preacher started to shoot too (waist of good shooting though). We managed to ge’ back to the mouth o’ tha cave and finish off the last piggys. But one o’ them was getting away good, so we chased hi’ down in the truck. We found where ‘e went when under that tarp in tha tray popped up a circus midget (they be liken t’ be called “little people”), so anyway this midget popped up and we find out she be a good chum wit’ Hank. Wait I forgot something, oh tha’ right, tha devils. When we was driving back to fine tha pig man we parked the track and looked about ‘or his whereabouts, we could na find ‘im so we moved the truck further up the cave. Tha was about when Collins was hearnin’ sommin’ behind us, I turned about to find a daemon almost upon me (it was a foul beast tha’ smelt of tha inferno of hell I blasted it wit’ Bella (trusty, trusty Bella) killin’ one down and good, tha was when Hank killed the two ones left. But anyway, this midget popped up and wa’ Hanks chum, and she came wit’ us into tha cave further. We found one o’ tha pig men that Hank had winged (in the gut) and this midget (she be sayin’ ‘er name was Elsjinn, but you don’t be trustin’ circus folk) went an spoke to the pig men (she spoked the pig talk) and said that some shrooms up a head was good eaten. Hank wanted some o’ this (fuckin’ junkies), an’ we went off. Them mushrooms was looking awful tasty, so we had some (not the preacher though, fuckin’ stuck ups) it was the worst eaten I’d even eaten, and we was pukin’ every which where (except the midget, circus folk hav’ an iron constitution, fuckin’ carnies) the preacher sees some treasure and snatches is up real quick like, I don’t know wha’ it was, but it wa’ shiny. We blowed up a mushroom with tha dynamite and find a door to a room. In this room is where it was going to go all bad and wrong. There wa’ this here pentagram and Henry wanna be all touchin’ it an’ shit, that was when Beelzebub arrived himself and took poor Henrys soul, I remember seen a nice lookin’ piece on him an’ decided that tha time was good to be gettin’ and I grabbed his pistol. Then he rose up (like from fuckin’ tha dead man) and tried to take my soul to put inna his body, I didn’t want this an’ tried ta run for it. Tha’ was when I felt his steely cold claws in my back, an’ wit’ my last ounce of strength I lift my last smoke an’ the dynamite…

Anyway tha’ was when I woke up ‘ere, uh mister Charon.”

A deep rumble emanated from behind the gate keeper, as the gate to hell closed. A bright light shone downward upon a small spire “Step unto the light child, you are to the Bleaklands”


so now i am going to be playing Burt in the Bleaklands, i just hope that i can keep him alive long enough to come back from the dead

Shadowrun Mana Storms

i have been writing up some stuff for an australian source book for shadowrun 4a, here is the part on mana storms

Mana storms:

Mana storms are some of the most destructive things to ever happen since the awakening of the 6th world. Mana storms whip up the magical ebbs and flows on both the physical and astral plan at the same time, this often creates devastating effects upon both plans in the form of elemental and illusionary attacks. Because of their ability to be on both plains simultaneously when a Mana storm forms it also brings with it normal storms, whether its thunder and lightning or wind and dust, these effects come with the mana storm. These storms can last any where from 1 hour to weeks or even months at a time, they can also turn up out of the blue or build up for a long time, of course the longer they build up for the more powerful that they become.

Mana storms:

Force = number of hits: (6s explode)
Outback: background count + 4D6
Urban: background count + 2D6

Duration: 1D6
1 = minuets (in tens, e.g. 4 force = 40 mins)
2-4 = hours
5 = days
6 = weeks

Storm sprits: 3D6 (6’s explode)
1-4 = none
5-6 = 1 ((force = mana storm) use air spirits with the storm optional power)

Size: force x 100 x 1D6 x 1D6 = meters radius

Speed: 40 + (force x 10) kilometers per hour

Type of storm: 1D6
1-3 = physical storm
4-6 = invisible storm

Physical storm effects: 4D6 (add results together)
4 eerie silence (force = hearing check threshold)
5 complete darkness (force = vision check threshold)
6 extreme cold
7 unusual smells
8 light rain
9 heavy rain
10 snow
11 sleet
12 light fog/smoke
13 heavy fog/smoke
14 hail
15 giant hail (either very large bits, or in the shape of things)
16 EMP lightning ((works like ball lightning, but instead of damage use as an EMP) if force is greater then objects resistance it’s knocked out for (force x 10) mins
17 rains something obscure (blood/opals/smoke)
18 rains small critters (fish/possums)
19 wind (force = wind speed in kph)
20 loud thunder
23 sandstorm
24 roll twice or make up effect

Mana storm effects: 1D6
1 = combat
2 = health
3 = illusion
4 = manipulation
5 = elemental
6 = roll twice

Combat effects:
1 = manaball
2 = powerball
3 = slaughter*
4 = stunball
5-6 = wreck*

Health effects:
1 = cause allergy* (1D6: 1-2 nuisance, 3-4 moderate, 5-6 severe)
2 = cripple limb*
3 = decrease (attribute)*
4 = decrease reaction
5 = decrease body/willpower*
6 = intoxication

Illusion effect:
1 = chaotic world
2 = mass confusion
3 = foreboding
4 = mass agony
5 = roll 1D6: 1-3 phantasm, 4-6 trid phantasm
6 = swarm

1 = alter memory*
2 = glue strip
3 = animate
4 = mob mind
5 = shape earth*
6 =  alter temperature*

Elemental effects:
1 = roll 1D6, 1-3 acid, 4-6 blast
2 = water
3 = fire
4 = ice
5 = lightning
6 = sand
In addition roll 1D6
1-4 = nothing
5-6 = spirit of rolled element (force = mana storm)

* GM decides on what to affect/target