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







2 comments:

  1. I can see this work very well in either Steam or Cyperpunk universes.

    ReplyDelete
  2. Gave it a shot, got a very inspiring result!

    The Inevitable Butterfly, a cryptic rifle of organic appearance, loaded with cartridges and somehow able to illuminate its surroundings without emitting light.

    ReplyDelete