Saturday, January 3, 2009

Fightin' Words!

When testing your mettle in the arts of war, please include the following for each round:

trogHammer by Paul Conrad; click through to visit his site!Melee or Missile Attack roll
Damage (if you hit)
Saving Throw (at least one each round even if you aren't directly engaged in melee)

Initiative is only necessary at the beginning of battle, unless requested by the JM. Initiative is rolled on d10, +/- the missile damage modifier from your DEX score. Pioneers include their class bonus to missile damage as well, based on their quick draw training. Warriors do not add their damage bonus to initiative.

Additional actions may be possible depending on circumstances. In general, if you want to use one of your percentile abilities, go for it. Rather than asking first if you can try something I'd rather you just went ahead and made the roll -- keeps things moving along. I'll rule on what happens based on the situation, the success of the roll, and the mysterious precepts of True Scientific Realism as I understand them.

If you prefer to simply post your attack and defense rolls that's fine -- I'll just add in description as needed and (hopefully) appropriate for your character. But please feel free to describe any combat maneuvers in more detail.

(For additional notes on grappling and other combat maneuvers see that post)

The Brawl: Win if You Can, Lose if You Must...

...but always cheat.

Hemmed in by hooligans, Creature, Buck and Zarko hunker down trying to catch a breather. It's barely a minute since the onslaught began and you've lost half your crew. The Ape Sultan Abdul Nomascus struggles against a vulkin's nerve pinch...Abdul's lieutenant Philimon bounds to his sovereign's aid...the last of your klengon recruits is force fed his mustache by a grinning human with bad tattoos and an oily tan...the Head Masher, guess you forgot about him, takes another guy out with one of his brutal noogies, a Triple Twisting Skull Blister... A chaotic rumble closes in on all sides.

In the middle of it all are Thorax and Hobson and the Aarn boys: Now armed with brass knuckles, Aarn, Son of Aarn swings once, and misses. Swings again, and thumps Thorax right between the eyes! Swings again, and Thorax dives low and tackles him. Aarn is slammed to the ground. He struggles to get up, rising up on one hand. "Toot, toot," he whispers, and gives a final blare of his trumpet.

[take 10 damage, hope the letters AA imprinted on your forehead don't leave a scar...]

Any thrill of victory Thorax feels is trampled by the agony of the feet. Olley's feet, that is. Enraged by Hobson's taunting, the Cousin of Arn, etc. runs right over Thorax to get at the hobling. Thorax rolls over to see a size 13 wrestling shoe stomping down toward his face...

[Make another Saving Throw. Full damage is -- whoof -- 16. Feel free to fill in the results for good or ill. If you take full or half damage you'll need to make a Survival roll to continue fighting.]

...and then Olley jumps high in the air, aiming to land feet first on Hobson. "How ya like that ya little heckler!" he sneers.

[Once again, Lesser Feat to outrun or Sneak to evade. If that roll fails, make a saving throw against 11 damage.]

Meanwhile, Oolak sits.

Chanting under his breath, he could easily pass for a crazy person talking to himself on a bus. But in fact he is piercing the veil of Maya with his inner vision, expanding his consciousness beyond the limits of his illusory mortal form, opening up his third eye. And so forth. He does, however, open his actual eyes once or twice to sneak a peak around. It's a good thing too, because otherwise he might never have seen the thing paddling toward him on ethereal currents, a skeletal, scabrous, wretched platypoid with eyes hollow of everything save for bottomless, gulping hunger. Otherwise, this thing...


...might have caught Oolak off Guard.

Thursday, January 1, 2009

What's in Schleppy's Pockets?

Schleppy the Tote-Golem was one of the motley crew of brawlers who rallied to Creature, Buck and Zarko. Named by Zarko's player Will, I decided he was a warlock's homunculus fallen on hard times. Formerly the safe-keeper of a mighty array of magical gewgaws and rare spell components, he's been reduced to carrying around this junk:

d100
  1. turkey jerky
  2. socks
  3. toilet paper roll
  4. nail polish
  5. toothpaste
  6. souvenir key chain from Six Flags: GolbinWorld
  7. hairbrush
  8. cheese
  9. galoshes
  10. mascara
  11. banana peel
  12. seashells
  13. monkeys (1-4; 1% chance of enraged infernal ape)
  14. spent plutonium batteries
  15. swimsuit
  16. Mr Potato Head, a vegetable golem
  17. christmas tree (Terran religio-economic artifact)
  18. vacuum cleaner (barnacular eater of gremlins and space mites, valued by spaceship pilots)
  19. stones
  20. potted plants (1-4)
  21. one oak tree (acorn form; allow 30-40 years for growth to full height. 5% chance of baobabbler, braintree or wood-man seed)
  22. hangman's noose
  23. broom
  24. ten gallon hat
  25. umbrella
  26. sharpie or ballpoint pen
  27. computer monitor
  28. rooster eggs (1-3. 25% already fertilized, with cockatrice hatchlings due in 2-12 days. 5% chance cockatrices already hatched)
  29. beach ball
  30. fruity lip gloss
  31. travel bags
  32. radio (40% Lemon)
  33. skull (of random type)
  34. pink t-shirt
  35. newspaper
  36. black convertible
  37. box of cornflakes
  38. frog
  39. used tissue
  40. scissors
  41. cake
  42. rose
  43. lamp (1% gjenie lamp!)
  44. string cheese
  45. spam (either canned or the electronic variety, JM's choice)
  46. 8 silver credits
  47. 1991 Fnord Festiva with a busted tail light (runs, but needs hot-wiring and has 41% Lemon chance each hour of use)
  48. several thousand cinnamon Tic-Tacs
  49. scale model spacecraft
  50. condoms
  51. chocolate
  52. shoes
  53. duck
  54. towel
  55. lamp
  56. jar of peanut butter
  57. pickle
  58. mop
  59. whoopee cushion
  60. false teeth
  61. gum
  62. potato (20% chance of mashed)
  63. housefly
  64. gingerbread cookie
  65. pair of pliers
  66. laundry
  67. pretzel
  68. snowball (must be used within 1 minute unless weather conditions are favorable)
  69. soda
  70. clock
  71. chopsticks
  72. Jet Ski of the Ebon Slider (Allows true magical flight! Only one of a pair. If used alone the wearer will be levitated upside down by one foot; DEX check on d100 each round to maneuver)
  73. egg (95% edible egg of hen, serpent, spider, or roof lizard, 5% roll on Monster Table and use appropriate Edible chances)
  74. religious tract
  75. bunny slippers
  76. magic 8 ball (+10% See the Future; 1% cumulative chance of causing insanity per usage)
  77. bottle of nail polish remover
  78. sheet of graph paper
  79. Video Holograph Spectrum tape (an obsolete information storage device, contents determined by JM)
  80. hourglass
  81. tattered paperback or scroll (JM determines contents, e.g 25% romance novel, 25% Chariot of The Gods, 25% chapbook of wooky poetry, 20% joke book, 5% reroll, + contains 1-3 spells which will be discovered only if carefully examined)
  82. broken off car antenna
  83. a car alarm (Machine Friend to avoid triggering it)
  84. 5 gallon jar of change (Pieces of eight, silver shavings, god tokens, etc. Worth 10-100 + result of Enrich roll if successful)
  85. Mickey Mouse hat
  86. flag
  87. shoe
  88. orange peels
  89. trophy
  90. camera
  91. knife
  92. toilet
  93. bottle of beer
  94. cigarette
  95. instant sea monster mix
  96. flying saucer (equals Tenser's Floating Disc)
  97. pin-up mag
  98. child's blocks
  99. paper clips
  100. 100 raffle tickets

Monday, December 29, 2008

Grappling and Other Fancy Combat Maneuvers


(I think I've finally figured grappling out to my satisfaction. Aside from the part where I wonder if these rules are needed at all, that is. Your thoughts are welcome.)

When you make an Attack or Saving Throw it can be described any way you want, but the only mechanical effects are those told by the dice: You may well be a whirlwind of flashing steel slicing through enemy necks. You might escape death by inches, turning aside a killing spear thrust with the force of your chic chi parasol. And when it comes to the slingshot you may as well have ten thumbs and astigmatism for all your luck hitting the broad side of a battle cruiser. But in game terms that just means that your sword hit for 10 points of damage; you saved for half damage, and your sling bullet missed.

If you want more lasting mechanical effects, you can try combining your Attack or Save rolls with other abilities: A Psi-Knight might combine a Melee Attack with Command Matter in an attempt to disarm his opponent. A Doxy might Seduce a foe into Saving her by Throwing himself in front of a charging rhinoceratops -- if she makes her Seduce and Saving Throw her victim takes the damage.

One case of this is grappling, submission holds, wrestling throws and so forth. You start a grapple by stating your intention to restrain your opponent, then rolling a Melee Attack* combined with a Feat roll. If your Attack roll fails there is no grapple. If both Attack and Feat roll are successful you have grabbed hold of your foe! The foe gets to defend with an opposed Feat roll, which doubles as a Saving Throw for purposes of damage.

If both grapplers make Lesser Feat rolls they cancel each other out in the struggle for dominance, but the better success (lower roll) can make an unarmed Melee Attack on the other. The Feat roll still doubles as a Saving Throw.

If both grapplers fail Lesser Feat rolls neither can make an Attack roll but either can choose to step out of the grapple and flee, resume normal melee, etc.

If one attacker succeeds at a Lesser Feat and the other fails, he can immobilize his opponent or make an unarmed Melee Attack. If he was previously immobilized he can break his opponent's hold. In all cases, if grappling continues he gets to subtract his Strength score from next round's Feat roll.

If either combatant rolls a Great Feat they may automatically hit with a melee attack (no roll needed) or perform a more spectacular maneuver such as a body slam, suplex, throw, etc. This is based on the character's stated intention at the beginning of the round. If they haven't stated a special combat move they may only take the automatic melee attack. JM adjudicates the results, especially in cases where both fighters make a Great Feat roll.

Creative fighters may find other abilities such as Sneak Attack, Sneak, etc useful in grappling but that is up to the player to suggest and JM to adjudicate.

* OK, smart guy, or a Missile Attack for those of you armed with lassos, bola constrictors, rubberband lazers, etc.

Monday, December 22, 2008

777 Gods of Vanth

Conventional wisdom holds that God City is so called because the Vulkins who opened Vanth to Galactic commerce posed as angels and divine beings in their dealings with the benighted natives. "Technology came to Vanth when the Vulkin Star Empire established a starport there to begin trading, but they were careful to present themselves as supernatural visitors from the heavens, and the starport is known as God City," writes Henry Riley in the Vanthian history Encounter Critical.

However, as Riley goes on to note, "nobody really believes God City is the home of 'angels' anymore." Yet the name persists. One reason for this must surely be the influence of the Institute for Deist, Immortalistic, Omniscientific and Theological Studies -- the IDIOTS. Founded during the height of Galactic trade with Vanth, the Institute sent exploring scholars to gather sacred texts and relics from across the face of Vanth. In so doing the Institute itself became a place of pilgrimage for both the devious and the devout, who sought in equal numbers to con and to convert the scholars. In due time an entire temple district sprang up, centered on the IDIOTS, such that 777 gods are said to live in God City.

It's my hope to compile a list of all of these gods in their hundredfold glory, beginning with the few below. I welcome any contributions my readers might have in the field of Vanthian religious studies as well. Please post any information on gods, demigods, godlings, Great Old Ones, sentient AIs, genius loci, legendary heroes and household saints in the comments and I will compile them in a master list.

1. Arugulon, The Green Giant.
2. Bongo
3. The Century Toad, who dwells in the hollow core of Vanth, or so some say (cf. Great Writhing Wormhole).
4. Conical Lint Creature, the Sleeper in the Darkness Beneath the Bed.
5. Count Worbinu, god of vampires and vorvons.
6. Esquivel
7. The Great Writhing Wormhole, the howling space-time vortex said to dance mindlessly at the center of Vanth. Placated by its worshippers with horrifying rituals of jazz flute. Repudiated by the followers of the Century Toad (cf.)
8. Hodgmozandias, Who Invents All Facts and Despairs. Patron saint of encyclopedeists, trivialiers, and liars.
9. Huron the Oathsome, barbarian godling.
10. Jubilex the Squishy
11. Phlugg
12. Smelt, War God of the Deep, He Who Came From Beyond the Stars to Spawn in the Sea; rogue klengon fish god.
13. Sun Ra and his Myth-Science Arkestra.
14. Manos, The Hand or Hands of Fate (see footnote in Comments section below).
15. TX-47 Beta, prototype Artificial Omniscience.
16. Voola & Kinos, the ur-vulkins. Though revered, the First Mother and First Father are not worshipped by more than a handful of defiantly illogical vulkins. Most vulkins regard them as a foundational myth rather than historical figures. However, several cargo cults centered on the pair sprang up in the wake of the Vulkin Star Empire's first contact with savage Vanth.
17. Zabu the Immodest
18. ZZZy, the Penultimate God.
19. Kitt Hatare, goddess of cats and temptation [Peace be upon her]
20. The Dude, He Who...well, surely you know.
21. Xagyg the Trickster (about whom see comment below)
22. The Egg of Coot, "...a giant thickly hided egg, pure energy....that...carries out its activities through the use of surrogates which it controls or has programmed." Scholars vehemently deny that Xagyg and the Egg are one and the same, though it is acknowledged that their sects overlap.

Wednesday, December 17, 2008

Watch out all you rock an' rollers...

Some news and notes...You'll probably have noticed two new faces by now. We've had some changes to our roster, with two new players joining us! Tavis will be playing the warrior Thorax, and Jonathan will run Oolak, apish Psi-Knight. Welcome aboard fellas!

Sadly, Dr Rotwang has left the game, overburdened as he is with running PbEM games at work and workshopping new stand-up routines. I mock him out of love; Quazarn and his antics will be missed.

In general news, I've added blog post and comment feed links to the sidebar, which make for a handy way to keep up with the game. That said, at the moment we have a player with a busted internet connection and another moving, and the looming holidays as well. Understandable if posting is a bit light over the next week or two. Spare a post when you can, and Bog bless you, every one!

Oolak, Level 1


Player’s Name: Jonathan

Character: Oolak
Class: Galactic Knight Apprentice aka Psi Witch
Current Level: 1
Race: Planetary Ape – Mutated (2)
Mutations: Crinkly Skin; Magic Birthmark Companion

ADA: 7
DEX: 13
ESP: 17
INT: 7
LEA: 7
LUC: 10
MAG: 10
ROB: 11
STR: 9

Hit Points: 12

Missile Damage Bonus: +2

Lbs. of Psychic Force: 1

PERCENTILE ABILITIES

Alchemist: 19%
Appease: 38%
Argue: 34%
Blind Attack: 34%
Camping: 23%
Clue: 19%
Command: 59%
Command Energy: 53%
Command Matter: 52%
Conjure: 3%
Consume Alien: 3%
Crowd Manipulate: 35%
Enrich: 19%
Ensorcel: 74%
Experience Bonus: 2%
Great Feat: 13%
Guard: 53%
Happenstance: 21%
Invisibility: 49%
Labor: 70%
Lesser Feat: 61%
Logic: 49%
Machine Friend: 28%
Magical Attack: 23%
Meld: 50%
Melee Attack: 45%
Missile Attack: 64%
Mistaken Identity: 13%
Monster Friend: 24%
Psi Resist: 37%
Psychic Implant: 47%
Read Minds: 51%
Restore Courage: 40%
Saving Throw: 51%
Scholarship: 19%
Seduce: 20%
See the Future: 8%
Sneak: 45%
Sneak Attack: 48%
Steal: 23%
Survival: 40%
Unpleasant Order: 50%

HAND WEAPON

Dagger Damage: 1-4 Range: ½” Scare: 17%
Mace, Greater Damage: 1-6 Range: 1-1/2” Scare: 31%

RANGED WEAPON

Small Bow Damage: 1-6 Short: 9” Long: 45” Minus: 6%

ITEMS

Gold Credits: 103

Wilderness Garb, Utility Belt with Pouches, Canteen, 60’ Rope, Lantern, Camping Gear, 1 Week Rations