Here’s my first generator, The Manse style. I have
tried to make every entry in every category as unique and meaningful as
possible, but I’m not sure if that adds to or detracts from the final product. Some
of the mechanics are not too detailed: that is on purpose. In the end, everyone
runs the game their own way, so fill in the gaps where you think you may find
them or feel free to create your own. The generator is written with the
attributes of Amongst the Ruins in mind. I think they are quite self-explanatory,
but just in case, substitute Presence
for Wisdom/Will or whatever save
your game uses for mental effects and Vitality
for Fortitude/Constitution or the physical equivalent in your game.
And now…
SF WEAPON GENERATOR
¿How to use it?
The generator has six
categories with six entries each
for convenience of use. Simply roll 6d6 and check the results for each
category. These are: Shape, Harm, Power Source, Peculiarity,
Aesthetics and Unexpected
Malfunction. There’s also a Cool
Name Generator at the end!
¿When to use it?
When you need a cool futuristic weapon with a way too
overloaded kit that may or may not explode in your hands into a handful of
reality-warping paradoxes!
You can look this cool too! Roll your SF WEAPON today! |
SHAPE
Hands = inventory slots. Exert means that the power
source becomes one step closer to becoming depleted (this depends on the power
source).
1. Pistol. 1 hand. Medium
range, deals 1d6, exert 1. Can be shot with both hands to steady your aim (+2
Attack).
2. Shotgun.
2 hands. Short range, deals 3d6
damage per shot to 1 target or 1d6 damage to up to three targets. Exert 1.
3. Rifle. 2 hands. Very long range, deals 2d6 damage, exert 1. You can
take 1 action to aim and get +1 to
hit on your next attack. You can do this any number of times, but will lose the
bonus if you are distracted or shoved around. If the damage roll results in
doubles, the target suffers the crit effect of this weapon’s harm.
4. Hammer.
2 hands. Deals 1d6 bludgeoning
damage. Knocks prone on a 6. You can use 1
Action to charge the weapon.
· Charged: the hammer’s head rumbles menacingly. While charged, the weapon deals 1d6
additional damage, its damage type becomes harm, and it pushes back creatures
on a hit. While charged, each
successful hit exerts the power source by 1.
5. Lance. 2 hands. Deals
1d6 piercing damage. Impales the target on a 6. You can use 1 Action to charge the weapon.
· Charged: the lance’s tip hums wearily. While charged, the weapon deals 1d6
additional damage, its damage type becomes harm, it affects one additional
target as long as it is standing right behind the original one. While charged, each successful hit exerts the
power source by 1.
6. Sword.
1 hand. Deals 1d6 slashing
damage. Causes bleeding on a 6 (1d3 damage per turn until a Vitality test is passed). You can use 1 Action to charge the weapon.
· Charged: the sword’s edge hisses dangerously. While charged, the weapon deals 1d6 additional damage and its damage type becomes harm. You can strike at any
creature within sight by slashing the air in front of you (penalties for great
distances may apply). While charged,
each successful hit exerts the power source by 1.
HARM
¿How does this weapon deal
damage?
1. Plasma.
Melts armor like butter.
A creature’s Defense is reduced by 1 every time they are hit. Can tear down
metallic structures and ignite flammables. Crit sets the target ablaze.
2. Cryo.
Puts out fires. Crit
paralyzes, encrusts target in frost.
3. Shock.
Double damage against
Mechanical beings. Disrupt electrical currents. Crit stuns.
4. Harmonious.
This weapon’s assaults
are painless and produce a feeling of wholesomeness. When a creature accumulates
Harmonious damage equal to its Presence,
it becomes docile and complacent. If a creature’s hit points are brought to 0
by this weapon, it goes into a placid coma. Crit prevents target from
attacking.
5. Anathema.
Only damages living
tissue. Crit disables a limb.
6. Cryptic.
Ignores Damage
Reduction. Attempts to determine the damage type of this weapon through any
means yields one of the above results (a different one every time). Crit
confuses (treat allies as enemies and enemies as allies).
POWER SOURCE
1. Battery. Can store up to 6 charges. Each shot consumes 1
charge. Currently holds 1d6 charges. The battery can be disassembled and thrown
like a grenade that deals 1d6 [charges] harm damage to everyone in a [charges] meters
radius (test Skill for half). If any
of the damage dice shows a 6, creatures caught in the blast suffer the crit
effects of the corresponding harm for [dice] turns. This destroys the battery.
2. Memory
core. This weapon is powered
by possibility. For every 1 experience you
feed it, the weapon regains 1d6 charges.
You can use your Presence instead of
your Skill for your Attack rolls with this weapon. Whenever you strike with this weapon, you
get brief flashbacks of discarded futures.
Note: in Amongst the Ruins, 1 experience is one third of
what it takes to advance your Nature or Tendency to Rank 2.
3. Thought.
You can feed your
thoughts to the weapon to add charges to it (1 Knowledge yields 1d3
charges, ability damage recovers at a rate of 1 per day). This process
takes 1 Action. You can use your Knowledge instead of your Skill for your Attack rolls. Whenever you
strike a creature with this weapon, you get brief glimpses of their memories.
4. Paradox
engine. When you fire this
weapon, it gains 1 Incongruity die as the paradox that powers it
becomes more unstable. Then, roll all ID.
If you get any doubles, a paradox occurs for each of them (see below) and all ID are consumed. This weapon gains +1
Attack and damage for each ID it has.
You can decompress the engine to let all incongruities resolve themselves. This
takes 1 hour. When you wield this weapon,
everything that happens around you feels like a string of random occurrences.
5. Infinity
Loop. This weapon gains 1 asymptote counter whenever you fire it. Then, roll 1d20. If the result is LESS
than the amount of asymptote counters it
currently holds, the loop resolves itself and you can’t shoot with this weapon
anymore until it opens again, at which point the counters are reset to 0. (this
takes 1 hour for every counter on the weapon). If the result is EQUAL to the
number of counters, a paradox occurs as the loop finally reaches 0 and the
counters are reset (you can keep shooting afterwards). When you strike with this weapon, you experience déjà vu.
6. Cartridges.
The weapon can hold up
to 6 pieces of them. It takes 1 Action
to load a cartridge into the weapon, and each of them takes 1/3 inventory slots.
PECULIARITY
1. Morphic.
This weapon has two
shapes. Roll again on the shape table. You can shift the weapon’s shape with 1 Action.
2. Collapsible.
The weapons shape can
be rearranged to occupy the minimum space possible. This takes 1 Action. When collapsed, the weapon
takes up 1 inventory slot less.
3. Luminous.
Can exert power source
by 1 to illuminate as a torch for 1 hour. The color of the light depends on the
damage type:
1. Plasma. Sun white. The weapon rearranges itself to expose
its blazing core. Prolonged visual contact is not advisable.
2. Cryo. Ice blue. Fractal crystals form at the tip of the
muzzle, projecting oddly shaped shadows.
3. Shock. Pale yellow. The weapon is surrounded by an aura of
static that cackles erratically.
4. Harmonious. Radiant gold. A halo is formed over your head. Those
who look at it experience fleeting instances of awe.
5. Anathema. Void black. The weapon emits pulses of dark light in
regular intervals, like a heartbeat. It hurts the inside of your eyes when look
at it directly.
6. Cryptic.
No light, yet you see.
4. Focusing. You can focus the power within the weapon to exact a
devastating attack. Your next attack with this weapon gets +1 to hit, +1d6
damage and exerts the power source by 1 for every turn you spent focusing.
5. Energy
conserving. Attacks that deal 2 or
less damage do not exert the power source.
6. Construct.
It can shift between
weapon and construct mode at will. This takes 1 Action. The construct has the shape of a 1) cat 2) monkey 3) crow
4) fish (swims in the air) 5) spider 6) homunculus (anthropomorphic, can
speak). It has whatever appropriate skills its shape may have and can
communicate with members of its own species. Its default mood is 1) friendly 2)
humorous 3) curious 4) angry 5) depressed 6) nihilistic.
AESTHETICS
1. Ultrafunctional.
Compact and
nondescript, eschews sophistication in favor of functionality. It counts as fast inventory
regardless of the slot it’s kept in.
2. Post-Baroque.
Highly elaborate
filigrees of ebony and gold. Provides a +2 bonus to reaction rolls with authorities and artsy
people when clean. Must spend 1 hour each day to keep it like that.
3. Zen
convergent. Stripped of artifice or
pretense, each of its parts come together as a naturally coherent whole. Once a day, gain advantage on a single
attack roll or maneuver. If both dice show the same number, your target is
slain instantly.
4. Organic.
Its shapes and angles
flow soothingly. Each strike feels like a heartbeat. Once a day, you can spend 1 hour meditating with it to recover 1d6 HP.
5. Abstract.
Ambiguous shapes bend
in multifarious angles. Once a day, you can admire its ominous beauty to remove
1 stress.
6. Crudelix. Every contour of this weapon contains a promise of pain,
every edge a wound waiting to be delivered. Creatures capable of feeling pain
get -2 to Morale rolls.
UNEXPECTED MALFUNCTION
Roll on this table when a player first gets a fumble
on an attack roll while using this weapon. From now on, that will be the
default result of getting a fumble with this weapon.
1. Overheat! Drop your weapon or suffer 1d6 damage as it chars your
hand. It will cool down in 1d6 rounds.
2. Probability leak. Become stunned for 1 turn. You have advantage on the
first roll you make next turn.
3. Negative feedback. Suffer the crit effect of your weapon’s harm type for
1d6 rounds. Relevant test every turn to break free.
4. Emergency discharge. Everyone within 10 meters suffers 3d6 shock damage as
the weapon releases a wave of surplus energy (Skill test for half). You can throw the weapon away fast enough to
use this against others with a relevant test… but after the release the weapon
is theirs for the taking.
5. Urgent Restructuration. The weapon quickly reshapes itself into a more stable
configuration. Roll on the shape table to determine its new form. This process
takes 1d6 rounds.
6.
Paradox! Roll on the paradox table.
Top: Silent Visage, a harmonious rifle crafted in the Post-Baroque style. Bottom: The Blind Fixer, a shock sword that doesn't care about your feelings. |
PARADOXES
1. Spatial
Redistribution. Everyone within a
10-meter radius swaps positions randomly in a bang of white light.
2. Reality
Revision. Assign a number to each
of your attributes and roll 2d6. Swap those two attributes. If the two dice
show the same number, flip a coin. Heads:
that attribute increased by 1d6.
Tails: that attribute is decreased by 1d6. Your physical
appearance and psychological make up change accordingly.
3. Feedback
loop. All creatures within a
10-meter radius must pass a Presence
test or repeat the same action as last round.
4. Wait,
there’s two! A future version of you
materializes in an empty space adjacent to you. It looks, feels and talks like
you because it is you. Its timeline
will claim it after 1d6 rounds, time during which you effectively have two turns.
Since this new you is still you, it
won’t do anything you wouldn’t do.
While the other you lingers, you share the same inventory and resources and HP
pools. Once you are gone, you vanish
into thin air for the same amount of turns, reclaimed by the past to aid the
other you and avoid a paradox chain reaction.
5. Zeno
Space. Creatures and
projectiles can only move half of the remaining distance to their target for
1d6 rounds. Arrows, bullets, sword strikes, all seem to slow down and
eventually freeze in place, leaving fuzzy after images behind them. At the end
of the duration, if the intended target is still in place, it takes maximum
damage from the attack (no save).
6. Zero
Point Subject. You are annihilated
and instantly replaced by another version of you that could’ve been but never
was. Reroll all your attributes and race. If you were male, you are now female
and vice versa. No one notices this, not even you. Any events, past or present,
that may become incompatible with the new you remain unchanged, regardless of
how outrageously impossible they may be. No one seems to care, and those who do
try their best to rationalize it.
7. The
End is the Beginning is the End. Every creature within a 10-metre radius flips a coin. Heads: age 6d6 years. Tails: become 6d6 years younger. You
recover 1 year every hour. Sort out the mechanical effects with your GM if need
be. If the dice show quadruples the change is permanent. If you would be
reduced below 0, you were never born. If you would be reduced to EXACTLY 0, you
are born again. You can redistribute all your attributes, change your race,
gender, class and any other aspect of your character as you please.
8. Dimensional
Superposition. The barriers between
the universes weaken. Everyone within a 10-meter radius must pass a Vitality test or suffer a mutation as
their body struggles to keep its own coherent shape.
9. Hempel’s
Proposition. A murder of very confused
black ravens swarms the area for 1d6 turns. Creatures caught in the mayhem have
disadvantage to every action until the ravens disperse. If anyone is carrying
an apple, they will target that creature mercilessly, dealing 1d6 damage to
them every turn (they just want to get to the apple though, it makes them really uncomfortable).
10. Paradox(es)!
Roll twice in this
table until you don’t get this result. All the paradoxes are resolved at once.
Cool Name Generator
Roll once for each column.
1.
|
Silent
|
Arbiter
|
2.
|
Crimson
|
Apocalypse
|
3.
|
Brief
|
Judicator
|
4.
|
Inevitable
|
Oath
|
5.
|
Insidious
|
Comforter
|
6.
|
Eminent
|
Betrayer
|
7.
|
Salacious
|
Butterfly
|
8.
|
Halcyon
|
Tempest
|
9.
|
Lone
|
Wanderer
|
10.
|
Blind
|
Fixer
|
11.
|
Merciful
|
Mercy
|
12.
|
Fickle
|
Muse
|
13.
|
Dubious
|
Scoundrel
|
14.
|
Spiteful
|
Rose
|
15.
|
Ancient
|
Verdict
|
16.
|
Unexpected
|
Heart
|
17.
|
Honest
|
Laughter
|
18.
|
Supreme
|
Dominator
|
19.
|
Derailed
|
Visage
|
20.
|
Surly
|
Progress
|