Thursday, 28 February 2013

Sword of Planetary Transportation

so last week when jason ran us though a donjon game (which was fun, yet terrible) i was luckly enough to get a cursed sword, as its a FLAILSNAILS game i got to find out about the curse and im now a bit sad (i think my level 2 necromancer is going to die, and im just not ready for that yet)

so the sword i got was a -2 sword of planetary transportation (cursed), i wasnt too sure how to run this (as it could go either way) and looked at the SRD to see if i could find anything on it (turns out not really) and then i asked if anyone had ideas upon it and an idea for a random table came up (trent then sort of made one), so i went and made a table and trent went and made a table, but anyway here they both are.

roll 1D20

1 Wielder
2 Wielder without there stuff
3 Wielders stuff
4 Target
5 Targets stuff
6 Person to the wielders left
7 Person to the wielders right
8 Person to the wielders left stuff
9 Person to the wielders right stuff
10 Everything within 1D6 feet
11 Everything within 1D6 feet (the the wielder)
12 Everything within 1D6 feet (not the target)
13 Everything within 1D6 feet (not the wielder or target)
14 A random object on the wielder (count equipment and roll from there)
15 Someone else in the combat (1-3 bad guy, 4-6 same team as wielder)
16 Wielders soul but not body
17 Wielders body but not soul
18 A piece of the scenery
19 1D10 feet of dirt (or what is ever under the wielder) in a 1D6 feet circle, with the wielder as the center
20 Everything within a 1D100 foot radius sphere with the wielder as the center

50% chance that the world is habitable

and the other one

Roll 2D6 to determine what is transported (target = what the wielder attacked)

2 everything within D20 ft radius sphere except the target
3 everything within D20 ft radius sphere
4 the targets stuff
5 a random nontrivial thing (GM discretion) within D20 feet
6 the wielders stuff
7 the wielders and his stuff
8 the wielder without his stuff
9 the wielders soul/spirit but not body #
10 the wielders body but not soul/spitit #
11 the target and his stuff
12 roll again twice ^

# save vs death/con/fort or die. pass and you live, but you still have no soul. Maybe youre undead? sort of? maybe you cannot heal naturally? maybe you save at -3? maybe you cannot be targetted by clerical/divine magic? maybe you can get it back? maybe your gm has some ideas...

^ if you roll this a second time, the entire planet is transported. ignore the second dice. your gm can deal with this, or reroll if he doesnt want to.

the result is immediately transported, in a (gm description), to a new planet

Roll 1D12 to determine which one:

1 vastly distant planet of insurmountably lethal nature. transportees immediately and irrevocably destroyed
2 nearby planet of insurmountably lethal nature. transportees immediatley and irrevocably destoryed
3 distant planet of lethal nature. transportees killed somehow, if living/animated/sentient/mobile whatever, but theoretically retrievable
4 nearby planet of lethal nature. tresportees killed somehow, if living/animated/sentient/mobile whatever, but theoretically retrievable
5 distant relatively inhabitable planet. trasportees alive. make some kind of survival check or con/fort save each week to stay that way? 100XP/level each save passed
6 nearby inhabitable planet. transportees just chilling on another planet. there are like fruits? maybe some edible crustaceans. its not bad
7-10 planet that is a setting of a random (D&D or otherwise) GM from among the players (volunteers only) only volunteer if you plan to run a game/include the change
11 to the planet of whoever gave you the sword
12 transported back to the original planet, but (1D10) 1 ten hours ago, 2 ten hours in the future 3 ten days ago 4 ten days in the future 5 ten weeks ago 6 ten weeks hence 7 ten months ago 8 ten months hence 9 ten years/decades/millenia ago 10 ten years/decades/millenia hence

Tuesday, 26 February 2013

A bank vault

Most banks relied on small iron safes fitted with a key lock, then when the gold rush hit in the middle of the 19th century unsuccessful prospectors turned to robbing banks. The robbers would break into the banks and then smash a window and carry the safe out of it (the safes did get to room size until later on), they would then just smash the lock using a pickaxe and a hammer, this was normaly done at a safe location were they had a bit of time. Banks then demanded more secure safes, both larger and stronger, but they still only used a key lock to secure them, which was circumvented by either smashing the lock or by poring gun powder in and blowing it open. So in 1861 they introduced the combination lock, banker quickly adopted this lock for their safes, but robbers came up with ways to get past it. It was possible to use a lot of force to punch the combination lock though the door, others used drills and mirrors to see where the groves lined up with the mechanism. A more direct approach was taken up too, the robbers would kidnap the bank managers and force them to reveal the combination. Time locks become common place after the 1870’s (to reduce kidnappings of the bank manager) this stopped a lot of night jobs (not many outer country vaults got these, but every new vault (built after the introduction of the time lock) go them). This forced thieves to come up with new ways of getting in, they resorted to prying open a small gap between the wall and the door (where the hinges are) and they would then pour in gun powder and blow the vault open, this forced vault designers to make a staggered hinging system, this was circumvented by using liquid nitroglycerine (gotten from boiling dynamite in a pot of water and skimming it off of the top, it was more unstable in this form but a risk worth taking), which they would pour into the gaps that they could make and then set off a fuse to blow the vault. The doors were then redesigned with a smooth, thick, tapered plug that they door would close with; the plug was so tight that the liquid nitroglycerine wouldn’t be able to fit in.

By the 20’s, most banks stopped using safes and went to gigantic heavy vaults with walls think enough to survive angry mobs, robbers, and natural disasters. Even with these new security measures the vaults were still vulnerable. The cutting torch (thermal lance) had become a bank robbers new method of getting into a safe, by burning oxygen and acetylene gas the cutting torch could reach temperatures of about 3000C, and this would cut though the steal like a hot knife through butter. Robbers use cutting torches in over 200 robberies in 1924 alone. They were easily gotten a hold of due to the Great War and many people were proficient in using them (both soldiers and civilians). The manufacturers of the bank vaults then switched to using a copper alloy in the vault doors, this spread the heat of the cutting torch out much more easily and prevented the vault from melting or burning. After this design many bank burglaries stopped happening, as the cutting torch was such a simple way to get into a bank vault that almost anyone could do it.

Bank vaults are a very large piece of solid metal with a variety of different locking mechanisms (the main one being a combination lock/multiple keys lock) which is then in front of a cadged off area (like a jail cell) which is normally a key lock to open.

Bank vaults are constructed with steal reinforced concrete (reinforced concrete) and at a minimum of 1 foot thick, to door itself is typically about 3.5 feet thick.

here is a table for a random bank vault

Random bank vault table (for 1920s)

Vault lock: 1D6
1 – key lock
2 – combination lock
3 – multiple key lock (1D4 keys required)
4 – multiple combination lock (2+ locks)
5 – key and combination lock
6 – multiple key/combination lock (1D6, 1-3 keys, 4-6 combination)

Does it have a time lock: 1D6
1-5 – yes
6 – no

Is it made of steel or copper alloy: 1D6
1-3 – copper alloy
4-6 – steel 

Explosive Explosions, part 3

Apparently i still havent made people happy (jez) with the explosion stuff that i have done and they are still wanting more, to be specific what they want it:
where are the rules for sewing explosives inside of hirelings?
where are the rules for explosives in pipes pointed at cthulhu's eye?
where are the rules for collapsing dungeons with explosives?

so i guess that i should make jez happy and do at least one or two of these.

i will start with collapsing dungeons with explosives and the figure it out from there (the other two are kind of going into the realm of IEDs and i dont know if i should cover them here, or even do them in general)

so collapsing a dungeon with explosives, this is a more common place occurrence then one would think. not only is it helpful, but it can change the entire dynamic of the place just one little explosion. the explosive force that happens when explosions go off tends to be destructive (you can create with explosions, but it tends to be broad strokes not fine brush work), you dont need a large amount of bang to knock something down, but it does need to be placed correctly (or incorrectly and large enough). so i will maintain my working with dynamite here and crack on with some rules stuff.

Any amount of dynamite sticks that are used can cause a collapse, but most of the time one or two rarely wont (unless the place is really old and poorly maintained) so depending upon what the dungeon is made out of (rough hewn earth, solid stone, some form of adamantium/mithril composite) its really up to the gm/dm/keeper/st/what have you if you would want to do it like this. any time more then 5 sticks of dynamite is used in the confined space of a dungeon (when the explosion cant travel its full distance) there is a 50% chance that it will cause a collapse/cave-in/what ever and burry up to 1D6x5/10 (1-3 = 5, 4-6 = 10) feet starting at the explosion and moving out in a rough circular pattern. anyone caught within this area needs to make a dex save (-4 to dex)/reflex save (DC20)/save vs breath weapon (-2) or they will be crushed by the falling debris, and take 3D12 damage and make a con save (-6)/fort save (DC25)/save vs death or in die in 1D4+1 turns. the more sticks of dynamite used the larger the chance of a collapse/cave-in/what ever, so for every extra stick used above 5 add 5% to the chance (eg 6 = 55%, 8 = 65%). this effect can also happen on purpose, but for this to happen you need to make a successful wis roll (-2)/demo check (DC20) to make it happen, the minimum amount of sticks used this way is 4.

now in a nice little easy to read thing

if you use 5 or more sticks of dynamite you have a chance to cave the dungeon in, the base chance for this is 50%, add 5% for every stick of dynamite you use over 5 (eg 7 sticks of dynamtie = 60% chance of a cave-in). if one happens it caves in 1d6x5/10 (roll a D6 on a 1-3 = 5, a 4-6 = 10) feet in a rough circular pattern. if you are caught within this cave in make a dex save (-4)/reflex save (DC20)/save vs breath weapon (-2) or take 3D12 damage from falling debris, then make a con save(-6)/fort save (DC25)/save vs death or die in 1D4+1 turns (unless you are freed) 

as the other two that i was asked to do sort of fall into the realm of IEDs i think that i will leave them for another day, and sign this one off here

Saturday, 23 February 2013

Explosive Explosions part 2

Apparently the stuff that I did for explosions wasn’t good enough (it didn’t have enough content and I missed some stuff) so I am now doing a part 2 of it. i hope that you are happy jason and jez (you big jerks)

So I am still going to stick with dynamite (because its more likely to pop up in a fantasy setting then say C4 or something else) and I will be covering: boiling it and being used in a confined space (like a dungeon).

I will start with boiling it:
So you can boil dynamite in a kettle of water to get liquid nitroglycerine (the part of the dynamite that goes bang), this process is actually quite simple and can be done by anyone. You place a couple of sticks of dynamite into a kettle of water and then put it over a medium heat (a camp fire works fine for this) then keep a close eye on it as the water heats up and comes close to a boil, this process causes the nitroglycerine to separate away from the saw dust (amongst other things) and return to its natural state a liquid. This liquid is lighter then water and as such it rises to the top of the kettle of water, carefully pour (or scrape/spoon) the liquid nitroglycerine into the new container that you want to keep it in, and you’re done. Each stick can give you enough to fill up a small vial (something that you would keep a small amount of poison in), each of these vials do 1D6 damage. It’s much more unstable in this liquid form and as such you have a 47% chance of it going off (read: randomly exploding), but this is a risk worth taking.

So put into a small easy to read thingy:

Boiling Dynamite: make two wisdom checks or two demolitions roll (DC 15)

if you fail the first one you waste the stick of dynamite and need to start again, if you fail the second roll everyone around the camp fire takes 1D6 damage and needs to make a dex save or reflex save (or save vs breath weapon) if you fail you take an additional 1D4 damage as bits of the fire hits you.

Successfully passing both of these gets you a small vial of liquid nitroglycerine, this does 1D6 damage, has a 47% chance of accidently going off when you take falling damage (or something similar) or when knocked down. This liquid can be poured into small gaps (such as locks) to blow them open, by doing this you use the whole vial and what ever is blown open cant ever be closed again (or locked, or what ever)

Onto the second part now, using dynamite in an enclosed space.

Whenever you use dynamite in an enclosed space the explosive effect becomes larger as the force of the explosion trys to find the path of least resistance to escape. This causes the explosive wave to bounce back and forth inside of the area of the effect, this means that the damage that it causes can be much larger then is originally intended. So for every 10 feet in diameter that the explosion cant travel, add 5 feet to where it can and 1D6 extra damage. Also if you come to a point where the explosion has no where to go except around a corner, take 5 feet of the of distance that the explosion travels for every 90 degree turn

Now in a nice little easily read thingy:

For every 10 feet the explosion cant travel outwards add 5 feet where it can travel and an extra 1D6 damage. Also when ever en explosion makes a 90 degree turn reduce the distance by 5 feet

Friday, 15 February 2013

Explosive Explosions

Explosives are something that we all love (or maybe just me), but in a game that they are available they are something that you would want to get your hands onto. The amount of use that they have are so vast that there is little that you cant do with them (make a seduction check), and it is here that they can also get hard, like how much damage should 1 dynamite stick do? What about 5 sticks? When I get more how big of a explsion do I get? Some of these questions where asked and when I was asked to use some knowledge that I have on the subject to make it simple I have thought maybe I could do just that, then it turns out that while I was thinking about this subject at work (and talking to a couple of other people about it) I realized that it will be kind of hard to be able to answer all of the questions that was asked. So what I am going to do is try my best to simplify something that really isn’t.

So anyway I will work with sticks of dynamite, as I think that they are the probably something that will be used most (or at least something of a base line to work off of). So here we go (also did you know that Alfred Nobel invented it in 1867)

Dynamite – weight: 500 grams, damage: 2D6, blast radius: 5 feet, error range: 15% and if someone takes falling damage (or similar) you have a 20% chance of it going off
Each extra stick of dynamite adds +1D6 damage (up to a maximum of 10D6 damage) and an extra 5 feet to the radius (up to a maximum of a 20 foot radius)

Because this is a destructive blast when working out is if strong enough to blast though a wall or earth or what ever, the amount of sticks required is 1 per 1 cubic foot of what ever.

Shrapnel (named after an artillery lieutenant from back in England’s red coat days) can travel quite a distance from an explosive blast, but as it travels further away from the original explosion it looses much of its ability to hurt someone/something, so the distance that it can really be effective is around about 50-100ft. so here is some stuff for shrapnel damage:

Shrapnel – save vs breath weapon / make a dex check, if you fail you take 3D4 damage, if you are successful you take 1D6 damage. This affects anyone with in 100ft of the blast (but not within the blast itself) and if the weapon is shaped the blast works as a cone shaped blast in the direction the shaping would send the blast.

Tuesday, 5 February 2013

Santicore, what i made

i realize that its a bit late to be posting this up, but i kind of forgot all about it up until today when Ian did his random anarchycore thing (which was totally boss) you can check that out over here Ians blog and i totally recommend doing just that.

but anyway, i was asked for:

A shiny new cyberpunk gizmo. Play around with that as much as you want really....

now i still dont know who asked for it, and Mike was my wrangler (Mikes blog) and i feel as though he did a mighty fine job of making sure i wasnt a full retard and that i got it all done on time (i think i managed to finish the basic idea in the first couple of days and then went on to making it make more sense and stuff). so here is what i did up: 

1 dragons breath throat replicator
2 nano camera cloaking field
3 gell drop
4 electronic strength augmenter

1 the jaw and front of the neck area is replaced with a heat resistant metal which has a small compartment inside of it for a micro-tank (small air tank like thingy) which houses the combustible liquid. When the mouth is opened and the tongue is pressed downwards to the bottom of the jaw, a small nozzle is reviled out the front of the mouth with then sprays a very fine mist of liquid that is lit on fire with contact with the air. This looks very similar to a dragon breathing fire (where the name comes from). It does 6P –half AP (shadowrun 4a damage) or Area: 20ft cone (45 degrees), Damage: the damage that this would put out would be a moderate-serious amount. This can also light misc stuff on fire in the area, and can also melt things with a low melt point.

2 a series of nano-dot cameras and projectors are placed onto a skintight body suit, this works by projecting what the camera sees to the opposite sides screen, and because this is done at such a small scale and by heaps of different cameras, it effectively renders the user invisible. Any tests to find a person using this equipment are severely hampered as the user is render almost totally invisible. The amount of cameras and screens used to produce this and the sheer size of the garment and cameras cause this to be rather expensive.

3 using a special mixture of compressed gelatin crystals and two different gel based liquids, a small flare gun has been made for rapid insertion into enemy territory where a parachute would be deemed to dangerous. These flare guns a the same size as a small pistol and have two barrels, at about 300-500m off the ground the person using it fires both barrels and the small flares detonate upon impact and upon detonation the compressed gelatin crystals and gels mix to form a cushion like material that slows down anything to an almost complete stop (nothing faster then a brisk walk) and have become something of a prized possession amongst special forces soldiers and specialized criminals alike (despite the fact that they are hard to come by). The rapid expansion of this gel like material is so fast that within about 10 seconds it is so large that it would been seen by almost anyone in the general area, that is why the grenade as a small secondary explosive within it which releases a small chemical mixture that when mixed with the gel based substance causes it to dissipate into the air like a puff of smoke.

4 a series of different wires are placed just under the skin, which are connected to a variety of different micro-gyroscopes which are located at the various joins around the body. These gyros create energy which is stored in a pack, which runs along the spine, the energy which is saved up is converted into a electrical impulse and then travels down the wires under the skin to a couple of different plates placed in various areas of the hand, these electrical impulses are then discharged into what ever is being held or hit by the person. The discharge is a very powerful one and can cause a serious amount of damage to anyone or anything. The discharge is given by a mental command (from a small wire in the brain) and happens instantaneously, this then goes onto continue saving the energy from the gyros up, until discharged. If the energy goes over the limit that the power pack can save it is discharged harmlessly into the body, all the user feels is a slight tingle. Damage output for this would be serious, the amount of kinetic energy that can be stored and then harnessed makes this very powerful. This can only be used on unarmed strikes, as the small metal plates under the skin needs to connect with what ever it is being struck

if anyone wants to use if crack on, the whole reason that i made it was for Santicore (which is the bestest) and its totally just a bunch of free stuff anyway