Thursday, October 4, 2018

Mana Points for Macchiato Monsters

The standard magic system for Macchiato Monsters uses Hit Points to power spellcasting. This means magic users get fatigued or damaged as they cast more spells. This may not be how some GMs want magic to work. As an alternative, Mana Points could be used.

Mana Points are a statistic only for spellcasters. They are used instead of Hit Points to cast spells. All other aspects of spellcasting are the same.

If a character takes Magical Training, they get a d6 Mana die. When they roll their Hit Dice (Step 5), they also roll their Mana dice. You can spend a point of WIS to reroll if you get a bad roll. Take the highest roll.

Add a Gain 1 Mana die option to Leveling Up for spellcasters:

  • Gain 1 Mana die. Roll your mana dice and record your new Mana Point total (if etter than previously).
If you take Magical Training again, you can boost your Mana die size by one level (d6 to d8, d8 to d10, d10 max.)

The "decent night's rest" rules (p. 16) for HP also apply to Mana Points. Roll CON to recover a Mana die worth of Mana Points. Comfortable or miserable conditions still give Advantage and Disadvantage. 

Tuesday, December 5, 2017

Classic Traveller -- More Solo Campaigning, part 2

This is the second in a series. The first is here.

For my solo campaign, I decided that I wanted to try out a bunch of Gamelords' Traveller books. So first I took The Pilot's Guide to the Drexilthar Subsector (Gamelords, 1984). This presents a subsector in the Reaver's Deep sector between the Imperium and Aslan space. The rest of their products have hooks into this subsector, but are generic enough to use in any universe. 

First of all, I ignored the Communication Lines on the map and rolled for Trade Routes, since I'm using CT77 for that. (I'm house ruling from TC81 with pieces of TC77.)

Next I randomly rolled a home planet for each character:
  • Captain Nakmurr is from Lajanjigal, a mining operation that uses enslaved sophonts of the planet, and he left to join the Drexilthar mercenary army.
  • Coten is from Coventry, a political and criminal exile colony of the Confederacy of Dunsinae. His criminal family was destroyed, so he stowed away on a patrol ship to escape to Cassandra.
  • Jentran comes from Drexilthar, which started as a Reaver base, and he joined the Navy.
  • Captain Badwen comes from Ildrissar, a breakaway colony from the Carrillian Assembly.
  • Chentyul is from Lindritar, one of the Carrillian Assembly. He left because of a severe allergy to a component of the Lindritaran atmosphere. He wasn't happy with the recent changes in the leadership of the Assembly and the draconian direction of the government as well.
The piece that was missing was where would they all meet. I thought Yarhfahl was the right place. Between a rock and a hard place in the Carrillian-Ildrissar War, but also part of a large trading area, connected by the new Trade Routes, that stretches from Cassandra to Drenslaar.

So the first thing I had our merry band do was buy equipment in the startown around the star port. It's generally more cost-effective to take cash on mustering out than material benefits, unless you're going for a ship. And I specifically wanted five characters and no ship.

Everyone bought guns and some sundries at Gargantuan Gun Mart, Blades by Compez, The General Store (names that I made up). Using Startown Liberty (Gamelords, 1984), I rolled for a day encounter in star town, but came up with nothing. (The characters on the first page have been updated with equipment and new cash amounts.)

More in come.


Thursday, November 30, 2017

Classic Traveller -- Characters for a Solo Run

I want to run some solo characters through an adventure to learn and test out the procedures, since I haven't refereed for a long time. I'm using CT81 mostly.

I should probably mention my character generation house rules.
  1. I am using the Optional Rule from p. 10 of Characters and Combat:

    Optional Rule: If the referee or player so indicates prior to character generation,
    then a failure of the survival roll can be converted to injury. The character is
    not dead, but instead is injured, and leaves the service (after recovery) having served
    only two years of the four year term.

  2. When rolling for career skills or mustering out benefits, make a die roll and then pick the table. Choices are still limited, but the player has some choices.
  3. If you leave a career in your first or second term, you can take a new career in either Merchant or Other. The other military careers do not take older recruits. I think some Citizens of the Imperium careers might do this too, but I haven't looked into it yet.
  4. Use the Traveller Logbook for Personal Characteristics, Personal Habits, and Reason for Adventuring. These are just to spur the player's imagination.
  5. Write one sentence about the character. (I often write these like an employer's recommendation.)
These characters were the first five characters I've rolled in several years.

(Edited: I changed the names from the rather American ones generated by one of the online character generators.)

Captain Philor Badwen
Army 3 terms, Rank-2
Age: 30
Cr 37,630

UPC 988688

Gambling-2, Rifle-1, SMG-1, Tactics-2, Vehicle (grav)-1

Excellent sense of smell
Poor sense of hearing
Reason: he can't stay home for  medical reasons.

Captain Badwen is a capable leader and soldier who has a helluva poker face.

Equipment (purchased on Yarhfahl): auto-rifle and ammo, SMG and ammo, auto-pistol and ammo, blade, silencer, mesh armor, SR comms, compass, handcuffs, binoculars, flashlight.

Davur Jentran
Navy 1-term
Merchants 3-term, Rank-1
Age: 34
Cr 49430

UPC 2557B3

Bribery-1, Computer-2, Engineering-1, Gunnery-1, Medical-1, Streetwise-1

Perfect Pitch
Excellent Hearing
Gambler/Risk taker
Adventuring: Primary sibling, must prove self to head of family.

Mr. Jentran has excellent technical skills, and spent much time operating in star towns around the subsector.

Equipment (purchased on Yarhfahl): shotgun and ammo, mesh, SR comms, hand computer, binocs, flashlight, medical kit.

Drago Coten
3 term Other
Age: 30
Cr 24,895

UPC 47A383

Brawling-1, Bribery-1, Electronics-1, Auto Pistol-1, Medical-1, Streetwise-1

Excellent Eyesight
Reason: family destroyed

During Mr. Coten's time at Consolidated Enterprises, he performed a number of jobs quite well, and we are quite happy with his conduct.

Equipment: (purchased on Yarhfahl): auto pistol and ammo, blade, mesh, SR comms, binocs, flashlight, hand computer, LI goggles, medical kit, lockpicks, electronics tool kit.

Captain Olivia Nakmurr  
1 term Army, Rank-2
2 term Merchant, Rank-1
Age: 30
Cr 25,985

UPC 777985

Bribery-1, Leader-2, Navigation-1, Rifle-2, SMG-1, Tactics-1, Vehicle (wheeled)-1

Poor Eyesight
Poor Memory
Reason: Personal curiosity and wanderlust

Captain Nakmurr has what it takes to get the job done, leading her teams to success time and time again.

Equipment (bought on Yarhfahl): auto rifle and ammo, SMG and ammo, auto pistol and ammo, cutlass, mesh, SR comms, binocs, flashlight.

Nom Chentyul
Scout-3 term
Age: 30
Cr 85,925

UPC 74BB66

Jack-of-All-Trades-1, Mechanical-2, Pilot-3, Vehicle (grav)-2

Excellent Hearing
Reason: Rejected by family

Mr. Chentyul is a bit of a loner, which was an asset during his career in the Scout Service, and he can fly a ship between a rock and a hard place if necessary.

Equipment (bought on Yarhfahl): shotgun and ammo, sword, cloth, vacc suit, combination mask, swim equipment, cold weather clothing, SR comms, compass, inertial locator, hand computer, mechanical tool kit, watch (200 cr), binocs, LI goggles, flashlight.

Enjoy these. They might make decent NPCs or pregens.

Wednesday, May 31, 2017

Random Tribe Generator

The Petal Hack includes these tables for generating tribes for Fresh Off the Boat-style scenarios. Enjoy!

Random Tribe Generator

Start by rolling a d4, d6, d8, d10, and a d12.

Homeland Terrain
Roll twice

Main Food Source

Gender Power

Marriage Structure
Plural marriage
If Patriarchal, polygynous (multiple wives).
If Matriarchal, polyandrous (multiple husbands).
If Egalitarian, group marriage (multiple wives and husbands).
No marriage structure

Why did the tribe leave?


Parents in Family Unit
Monogamy: 2
Polygynous/Polyandrous: 1+d4
Group marriage: 2d4
No marriage: 2

If 4 parents or more, add +2.

Spouses (optional)
Not married
2 (+1 on Child roll)
3 (+2 on Child roll)

-2 if person is 20 or less
+1 if person is 31 or more.
Maximum of 1 spouse, if tribe is monogamous.

Children: d6-3
-2 if person is 20 or less
+2 if person is 31 or more

Sunday, March 5, 2017

Con of the North Tekumel Track post

The weekend of February 10-12 was the third year that I organized a Tekumel Track at Con of the North, and this was by far the most biggest with 60 hours of games scheduled. Every time slot had two or three games. The con gave us a big room with eight tables, which was much different than last year's small room with two tables. I was very excited when I first walked in. Overwhelmed in fact. Now they were all round tables,  and we had asked for a 6x10 foot square table for the two miniatures events. (Jeff Berry got three of the four tables moved, and then got the last table from the con staff to get it changed out. He was helpful with logistics all weekend.)

We had many first-time Tekumel players, and only three events didn't run due to lack of players or scheduling snafus. We had several out-of-state attendees to the Track, including Krista Donnelly who ran two games, Bill Acheson who ran two miniatures events, Victor Raymond who had three games, Stephen Vossler who ran a city-building tile game, and Alva Hardison who ran a game.

Thanks to the contributions to making things run smoothly. Stephen Vossler brought his archive of Tekumel art, which he plastered on one wall of the room. Jeff Berry made signs using Lady Vrisa's arrest warrant to place around the con (shown above), as well as the previously-mentioned furniture moving. Don Kaiser printed a schedule.

Next year, we are thinking of having more miniature events, better signage, and yet more games.