Friday, June 12, 2020

SF WEAPON GENERATOR

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







Tuesday, June 2, 2020

The Attribute Game

When I was asked to become a GM for my friends, I immediatly became aware that I wouldn't be running an existing system or campaign world. Now, don't get me wrong, I turn to them for inspiration all the time, but on a fundamental level I knew (and still know) that it would be very hard for me to accommodate and become familiar with someone else's world and all its implications. I believe that devising a campaign is a highly intimate act, as all act of creations are, and I wasn't sure I would be able to grasp and keep in my silly head all the concepts and nuissances of pre-existing worlds. Also, I'm horribly lazy, so that's that.

Definitely not me.

With that realization, however, came another: if I wasn't going to be running an existing system or campaign, I needed to create my own (Mission "Avoid Hard Work" Not succeeded). Although I was aware of the humongous task ahead, I was also somewhat relieved and infinitely more comfortable, because in the act of creating something new (or at least something that I could call my own) I would also be learning it and interiorising it. The usual questions, fluffly and mechanical, arose: What kind of setting? What tone? Fantasy? Sci-fi? Hard-magic? What are swords? Can we find true happiness?What are the gods? (Never mind, they're dead). And then THE question came: what attributes are the PCs going to have? While the classic six are always there to lend you a hand, I knew they wouldn't suffice. I seem to always be moving between the philosophical standpoints of "EVERYTHING MEANS SOMETHING" and "WORDS ARE JUST WORDS AND I HATE THEM", and hell were these attributes going to mean some shit! They are the characters's access door to the world! How are they going to experience true MISERY if I don't give them an attribute for that? Eventually, I ended up settling for some fairly mundane attributes that I was very proud of at the time because look at me I'm not mainstream! (For what it's worth, the attributes are: Skill, Vitality, Intuition, Knowledge, Presence and Ruin).

TL;DR: Everything means something, attributes are no exception and they should tell something about the world (or not, you do you, man).

SO

What if the process was reversed? I mean, instead of thinking about your campaign and coming up with a Carapace attribute because you are a turtle and keeping your shell in good shape is paramount to avoid dying (I'm not sure how turtles work to be honest), what if you were given a set of attributes and you had to infer the world from them?

Well, I present to you...

THE ATTRIBUTE GAME!


Not this one.

How to play?
Choose attributes from each list, explain their function and write your setting! Or, if you, like me, suffer from choice anxiety, pick one of the following editions and simply start rolling!

Simple edition: roll once for PhysicalMental and Special.
Slightly less simple edition: roll TWICE in each table.
D&D edition: roll THRICE for Physical and Mental.
Bloated Edition: roll THRICE!!! for each table.
WTF IS THIS???: ROLL SIX TIMES ON THE SPECIAL TABLE.
Galaxy Brain edition: man, I don't think I can stop you at this point, proceed at your own discretion!

Physical
1.      Skill
2.      Vitality
3.      Strength
4.      Fortitude
5.      Dexterity
6.      Reflexes
7.      Agility
8.      Finesse
9.      Vigor
10.  Might
11.  Stamina
12.  Brawl
13.  Toughness
14.  Speed
15.  Constitution
16.  Size
17.  Accuracy
18.  Brutality
19.  Endurance
20.  Mobility
      
Mental
1.      Intuition
2.      Knowledge
3.      Presence
4.      Intellect
5.      Will
6.      Empathy
7.      Awareness
8.      Logic
9.      Cunning
10.  Memory
11.  Perception
12.  Courage
13.  Guile
14.  Insight
15.  Wits
16.  Psyche
17.  Senses
18.  Patience
19.  Communication
20.  Focus

Special
1.      Power
2.      Warmth
3.      Violence
4.      Mind
5.      Heart
6.      Blasphemy
7.      Craft
8.      Leadership
9.      Hunt
10.  Resilience
11.  Desire
12.  Motivation
13.  Judgement
14.  Lore
15.  Drive
16.  Instinct
17.  Focus
18.  Psyche
19.  Cunning
20.  Faith
21.  Primal
22.  Kick
23.  Charm
24.  Void
25.  Magic
26.  Ruin
27.  Potency
28.  Weird
29.  Talent
30.  Gift
31.  Glory
32.  Taint
33.  Legacy
34.  Influence
35.  Breath
36.  Corruption
37.  Edge
38.  Appearance
39.  Conduit
40.  Luck
41.  Quickness
42.  Resolution
43.  Discretion
44.  Vigilance
45.  Witchcraft
46.  Erudition
47.  Tech
48.  Imagination
49.  Focus
50.  Time
51.  Understanding
52.  Culture
53.  Awe
54.  Valour
55.  Misery
56.  Song
57.  Social
58.  Synthesis
59.  Wound
60.  Dread

So I played the Simple Edition and this is the result:

Skill - Your hands and overall bodily proficiency.
Guile - How good you are at deceiving, persuading and charming people. Enables and enhances Battlespeech.
Wound - A measure of your closeness to the Carnifex. It widens and bleeds with your suffering as you become closer to the Penitent One. The bigger your wound, the more powerful your Afflictions grow and the more prone to violence you are. It also measures your ability to withstand and inflict pain.

Pretty neat. Skill is your typical yet relatable stuff to do things with your hands, probably roll to hit and perhaps defend. Boring yet familiar, it keeps things grounded. Guile speaks of a setting of intrigue in which raw intellect might be important but the ability to twist words and bend meanings is far more impactful. Perhaps intrigue abounds, a rigid hierarchical structure in which your ability to turn the rules in your favor is more important than actually following them. We can call it The Hierachy for simplicity's sake. Wound gives me extremely religious vibes. The Hierarchy is based on suffering and repentance, there is some original sin that everyone shares in that must be expiated. Those who suffer become closer to this ideal, gaining in power both social and literal, but also losing their sanity in the process as their Wound deepens and violent urges take over them. There are laws and doctrines that regulate pain and suffering and a lot of pompous ceremony around these. Bodily punishment must be sanctioned by the Hierarchy, as only those who are closer to the Carnifex can truly comprehend the meaning of suffering. Verbal and psychological abuse is another matter entirely (that's where Guile comes in).

Some possible classes:
Brutalus -  (high Skill and Wound, low Guile) Also known as the Fists of the Hierarchy, they are trained from childhood to withstand all kinds of pain and bodily torment. As a result, they become extremely close to the Carnifex in a primal, atavistic way that allows them to enter bloody rages of wanton destruction. They tend to self-harm, and their blood-annointed armors cover only their vital spots, as they relish the pain they suffer as much as the one they inflict.

Blood Speakers - (high Guile and Wound, low Skill) Ministers of Pain, Ambassadors of Agony, they interpret the laments of the Carnifex and enact his will. They know the true name of suffering and all its epithets and can invoke them to inflict torment upon others or tame their pain into an obedient servant. They tend to occupy the upper echelons of The Hierarchy and most of them are held in high esteem by the general population.

Servitor - (high Skill and Guile, low Wound) Not everyone is fit to understand the designs of the Carnifex. The Hierarchy understands that and is not foolish enough to disregard those Whose Wound Does Not Bleed So Profusely. They tend to occupy administrative positions and are often in charge of devising and implementing compliance doctrines in the worlds the Hierarchy assimilates (this is now SciFi apparently). Those who show true talent for craftsmanship work in conjunction with the Blood Speakers to build monuments of suffering and astonishing beauty that are employed as places of worship, social gathering and torture chambers (because there is truly no difference between the three).

The Taking, by Kay Tang


Some thoughts for closure and a note on categorization
While not the best generator ever, I think this can be some food for thought, especially if one wants to experiment or imagine how a new setting might look like but dosn't want to make all the effort of actually creating one. It just occurred to me that the Special attributes could be made even more defining if they acted as character classes or something unique to each character. So that when rolling a PC, you would have some shared attributes (Intellect, Agility, Strenght, etc.) and an exclusive one for your character (All hail the Carnifex!).

As I writing the list, I realised that many of the items I list as Special could very well be mental and viceversa, which goes to show how fickle boundaries are and how weak they actually reveal themselves to be when tested. It would also be an interesting experiment to just roll for attributes randomly and then assign them the Physical, Mental or Special quality and try to ratiolanise that within the world's logic. I leave that exercise to minds more capabla than mine.


Anyway, if you do play the Attribute Game, please share your creations in the comments. I'll be eager to read them! (and probably steal them for my games! hehehe)