Wednesday, June 25, 2014

Solitarius Ludus Mobilis

aka, solo pocket campaign

Long ago I promised that I would write a blog entry about play environments. How do I organize my own place space? What tricks do I have that make solo play easier? I won’t be able to answer that to everyone’s satisfaction, for certain. Actually, my own way of doing things will not work for everyone. Nonetheless, here are my own methods and spaces real and virtual…

To answer, I must preface first that my own time allotment for play is neither regular nor anticipated. I will happily grab a few minutes here and there when circumstances allow for it.

I have two options that work for me. The first is actual table space on which I can use my dice, scratch paper, iPad, and any other things I need, including rulebooks. This is the rarest medium of play for me. I may only get a few hours of this every few months due to my personal schedule. The more common form of play for me is to have tools on my iPhone, or iPad, that I can quickly do all the things I need as I play.

The former method is probably common to all, so I am not going to elaborate or illustrate any of this. The latter way is my preferred method due to my restrictive schedule, and may have a few interesting or unique elements that might help others do the same.

What do we absolutely need to reduce solo gameplay to a minimalist medium, trimming any fat we can to make things manageable and mobile? This will be a different answer for many. For me, the basics are some form of notation, electronic dice (this is easy), PDF rulebooks that I can reference with some sort of capable mobile reader, a camera, and perhaps a separate app for taking really concise notes or marking game stats, dice rolls, brief notes and the like.

Journal. This one is a must. I use Trunk Notes, which is a great little app for making your own personal wiki. I tend to journal actual sessions right into it. It has a convenient table of contents, tags, and other metadata elements which make searching easier. It also allows me to import graphics or even voice memos if I need to, so organization is a cinch. Maps, sketches, voice notes, or anything else I like are right there. It also backs up to my dropbox account, so that I can keep all those notes synchronized between devices (because I never know whether I might have my iPad with me or my phone). Often I will dictate right into the app if my voice is not going to bother somebody. (Keep in mind voice recognition sucks royally for all those crazy fantasy-inspired names!). More often than not, I will tap right in. I won’t deny that’s a pain in the ass. However, I’ve gotten pretty good at tapping away.

Dice. This is a no-brainer. There are enough apps out there on your digital market of choice that I need say no more. However, a very integral part of my solo game experience includes Rory’s Story Cubes. I now have the complete set, but I can’t lug around a huge sack with me in case a fraction of spare time may grace me. So instead, thankfully, …there’s an app for that!

Reader. Any gamer, regardless of whether they play face-to-face or solo, needs to keep their books with them for reference at any given moment. All gamers love their books. And whether one prefers the dead tree option, it’s always nice to have a portable PDF backup. Therefore, having a good reader is a must for any gamer. I use GoodReader, which is robust to handle large files and has served me well. It also allows me to keep my whole cache of books on Dropbox.

Scratchpad. also important, if not the most important, is to record little bits of notes during the session before they actually get written up into an actual play. (Some forgo any sort of detailed writeups… I’m all for that too, but my personal preference is to take a pretty detailed prose account of the action.) I have discovered Inkflow, a great little sketch pad app that allows me to do several important things for me. It especially works great on my iPad, when I can use a stylus to actually write in little notes and scores. Some of the great features that it will allow me to do is to, for example, import images on top of which I can scribble. I love this for character sheets. I have adapted some character sheets, taking a quick screenshot of them, and imported them into Inkflow, and, VoilĂ ! I can then sketch right on the sheet and make changes without rubbing a hole through the paper with my eraser. Furthermore, I can update it in my dropbox account and keep it synchronized between my devices. For Fate enthusiasts, there’s the new Fate Companion, which has a great mobile character sheet.

Camera. I also find that sometimes, for whatever reason, if I’m not equipped or I have some scratch paper in hand and do things the old-fashioned way, having the camera on my phone or other device is invaluable. Little sketches and drawings made, notes done — these can all be captured on the camera in moments (in case one has to immediately run to one’s next activities).

Mobile Storage. Lastly, a mobile storage space for all your documents, PDF rulebooks, notes, pictures, what have you, is a necessity for keeping things on the go.


My method is not always fast, but it has the great advantage that I’m always equipped and ready to go should the opportunity (and desire) present itself. On those rare occasions when I can actually spread out my materials on a table or work with my computer to dictate sessions, I have not observed much more facility or speed than my mobile method; so I guess it’s still well within the realm of acceptability for me.

What is your play environment? What sort of dirty techniques and tricks have you discovered that helps facilitate your own solo experiences?

Saturday, June 21, 2014

Hour of Dream, part 5

At last, a continuation of my campaign, "Last of the Drowsbane." When last I left off, Tengrym had freed his former mentor in a chance meeting. He was tracking down his nemesis, who had made his way to Scardale in order to ship tons of magically enspelled grains abroad in order to subjugate a large number of surface dwellers for the drow. He was also hoping that his brother would be successful in summoning the combined garrisons that occupied the city.


Scene 9

Setup: Tengrym and Ara sneak through the night to find a quiet and seemingly unoccupied granary near the shipyard
CF: 4
Altered? Yes — instead of a quiet place, much activity is afoot

Is it Shandorin or his forces/allies? Yes…

Are more drow present? Yes, and… (some orc slaves)
Are they loading casks for transport? Yes…
Do they outnumber even what the combined garrison can handle? Yes…
Note: Ara fails stealth test
Do the sentinels that spot Ara close in immediately on the two? Yes, but… (they are overconfident and in a smaller number (4 drow minions for each character))

Together, the two padded toward the deeper areas of the dockside warehouses. During this late hour, the place was surprisingly teeming with activity. Dark elves stood guard about the perimeter, and orcs began loading casks onto three carvels. The numbers were astonishing. With the paltry garrison of each nation in Scardale, their combined might still couldn’t hope to be at even footing with the number of dark elves, orcs, and whatever other forces Shandorin had available.


“Where is Thedric?!” whispered Tengrym to himself. Still, they couldn’t hope to succeed without the Cormyreans, Sembians, and all the others.

He turned to Ara to discuss their plan, when he saw several stealthy shapes creeping close. “Look out!” he cried as drow descended upon them.

A group of four got the jump on Ara, striking with such surprising speed and ruthlessness. Somehow, the elf swordsman readied his newfound arms and tried to put up a defense. He took the brunt of the assault and Tengrym thought his old mentor was done. However, he was made of resilient stuff.

Before Tengrym could intervene, four more put him to the test. He was flanked and cut off from his former teacher. Steel clanged, and all of the half-elf’s nerves were tested. A slice got through his guard, but fortunately, his shirt of mail held. He beat them back methodically, not daring to split his attention, and beginning with the weakest member. They were fiercer than those who had escorted Ara to the warehouse. One fell, and then another after relentless and patient blade work. The last was tenacious and put up a firm resistance. At last, Tengrym spun like a dancer, using one of the graceful feints that Ara had taught him.

The swords-master had finished his duel at the same time Tengrym dealt with his four. Though it initially appeared ill for Ara, only the dark elves’ ambush had granted them a momentary advantage against a seasoned veteran.

Does this draw attention from others? Yes, and…* (Shandorin sees and shouts an alarm)

*Twist: Tangential; Cubes — alarm wake-up, ask question, chaos
Interpretation: Hapray wakes up and causes a delay with his questioning and chaos erupts

At this point, the two could hardly catch their breath or share a word. Across the yard between stacks of cargo, Tengrym and the white-haired Shandorin locked eyes on one another. There could be no doubt…the scarred visage was clear even at the distance of a hundred paces in dim lighting. Shandorin’s eyes registered recognition and bewilderment. Those brief tense moments seemed to last a great while. At last, the ally of the dark elves shouted an alarm.

“Intruders! Every man, elf, and orc…bring me the head of the half-elf and any allies!” The scarred renegade’s finger pointed.

Others had already come upon the disturbance having heard the brief struggle. All at once, it seemed the entire bustling throng of the shipyards simultaneously turned toward the two. There was no direct line of escape, but plenty of bolt holes through which a resourceful mouse could scurry. A group of six orcs dropped their arm loads of cargo and picked up axes and clubs, charging forward. From another corner came five more dark elves while another trio rounded a blind.

They were trapped!

Suddenly, a huge form smashed into the surprised orcs, scattering them in all directions. Hapray charged in, swinging his club blindly at anything within his reach. Boxes of cargo splintered and surprised screams cried out.

“Where is that tricksy elf?!” he screamed. A rage was over the great ogre, and friend or foe, it did not matter — he wished nothing more than to wreak havoc on anyone foolish enough to stop before his frenzied charge.

“Split up!” whispered Tengrym to his companion. “Try to delay them until my brother can summon help. I’ll make for the mill — no cargo should leave this city tonight!”

Ara nodded and led a group away. The ill-tempered (but well-timed) entry of the ogre was just the diversion needed to stave off disaster — even if temporary.
Tengrym darted forward into the labyrinth of stacks, losing pursuit and spying eyes. He wove his way further from the fray. Behind him, the ogre was making a tremendous ruckus — all the better!

Does he come across anyone? Yes…*

*Twist: PC positive — creepy face, open treasure chest
Interpretation: Tengrym catches up with Shandorin with a small group of dark elves — he is unwittingly leading Tengrym to the cache of magical grains

The half-elf stopped to catch his breath and get his bearings. He was closer to the mill. Part of the Sember powered a paddlewheel which was now disengaged — nothing turned. He heard the gurgling of the lazy dark waters swirling around the locked paddle. Suddenly, he heard the approach of voices barely audible above the sounds of distant clamor.
Tengrym smiled. Just before him passed the form of his nemesis, the scarred man’s dark cape fanned out behind him as he passed. Several more dark shadows tailed him — more dark elves.

“Follow me!” Shandorin hissed to his unseen escort. “We must secure the remainder of the wheat…”

The figures passed over a narrow bridge and entered the old mill. Quickly and stealthily, Tengrym followed shortly after. Waters gurgled under the bridge as he slipped through the door which was still ajar. Once inside, he crouched and allowed his eyes to adjust to the dark.

Are there more within? Yes…

Are they orc grunts? Yes, and… (several larger bugbear/half-ogre types for sheer strength)
What’s going on with the grain? heart, traveling sack, oatmeal
Interpretation: the remaining grain is being offloaded to casks at the center of the mill space; getting there is not easy
Do the workers have masks on? Yes…

There was noise and loud voices, along with considerable banging and grunting. Beyond a short corridor was a flight of stairs leading to a dimly-lit open area. Tengrym cautiously continued this way, stopping at the landing to survey his surroundings. The mill was an open, dust-covered space around a central stone millworks. Orcs and larger goblinoids wearing masks were busy directing freshly milled grains into wooden casks. Shandorin must have taken some other route not seen. He and the drow elves were stationed on a catwalk overlooking the central area from above. The disfigured half-elf was shouting orders down below.

Tengrym withdrew a few steps and considered his next move. He had no idea what might happen if he were to try and directly disintegrate the poisoned grains. They might be extremely volatile, or spread their deadly sleep effect around a concentrated area, killing many in the town. No…too risky to attempt that route. Tengrym decided on a more difficult route.

Tengrym stepped out into the open and chanted loudly, producing a pinch of sand and an eyelash. The orcs and half-ogre immediately turned to face the speaking voice and abruptly fell asleep, toppling where they stood.

From above, Shandorin commanded his dark elves to descend. “Capture him! Your queen’s prize awaits!”

Then to Tengrym, the disfigured half-elf pointed a finger down. “Stand where you are!” That voice had the power of magic behind it. Tengrym felt the power of it — the sheer will — seizing his motions. Need somehow drove his powers of resistance beyond their norm. He wrenched free of the force as the four dark elves raced down stairs — however, he still froze, guessing well the nature of the fell spell and feigning its success against his will.

When he heard the booted steps of the drow near, he uttered a word of arcane command. He abruptly disappeared and reappeared a mere step from Shandorin, sword in hand. The villain’s face palled and he began uttering another spell while drawing his sword.
Tengrym was the faster.

Shandorin grimaced as a nick opened an ugly wound in his already scarred face. Had he not aborted his spell and pulled back at the last moment, the swing might have taken off his head.

Below, Tengrym heard the ‘click’ of hand crossbows at the ready. Without moving his gaze from his enemy’s eyes, Shandorin put up a hand towards his dark skinned allies. “We shall settle this now,” he said to Tengrym, replacing his scowl with a hideous smirk. The two paced around one another among the rickety heights.

“You are a Drowsbane,” said Tengrym. “What was your price? Or did the drow place some fell enchantment on you?”

What does he answer? Leading a Friend

“You sound like your father,” hissed his counterpart. “The curse is laid upon you…”

“Your blood is thrice cursed if you are in league with these vile villains.”

“Not so. That part of my blood is purged. Give up now…join me and abandon the old ways. Vow allegiance to dark ones, and the Spider Queen may see fit to purge that aspect of your soul for which she thirsts.”

“It’s over, Shandorin. The men of Sembia, Cormyr, and the Moonsea know of your plan. You cannot succeed…”

“Whether this aspect of the plan fails or no will have no effect. It cannot break the curse laid upon the last of the Drowsbane.”

“There is a prophecy…you well know of it. What is it?”

“Join me…I will not ask again,” insisted Shandorin, ignoring the question.

“You must tell me,” repeated Temgrym.

They circled more like quarreling cats sizing one another up in a darkened alley.

“Enough talk!” shouted Shandorin.

At that, he launched himself forward. The two clashed, matching blow with parry, anticipating one another’s feints and lithe steps. For many turns, neither opponent gained ground nor exploited any weakness. This continued for what seemed like an interminable interval. Both were evenly matched. Both were equally trained in arms. Both were astonishingly similar in style and gait.

At last, Shandorin worked Tengrym into cramped quarters and sliced along his arm. An inch of exposed flesh at his elbow opened on his sword arm. Tengrym’s riposte was twice as forceful and three times as surprising as he refused to allow the minor touch slow him. Shandorin limped away, knowing a deep gouge was scored his outside thigh on his right leg.

The two heaved breaths and took a moment to take stock of the situation. Tengrym seemed slightly better off with only a shallow wound along his elbow and tricep and a thin line of red along his left forearm that he did not remember getting.

The drow began creeping up the stairs again, wondering if their ally was done in. However, it was not so.

Shagri-chozh-WAN!” Shandorin cried, gripping a yellow amulet that hung about his neck. It flashed momentarily and the disfigured half-elf launched forward.

With renewed fury, the villain thrashed, foregoing his refined fencing style in favor of barbaric ferocity driven by strength. Tengrym put up a defense parrying the blows. However, some supernatural strength had taken hold of Shandorin’s limbs and Tengrym was numbed by the impacts. Sweat beaded on both combatant’s faces.

Finally, Tengrym’s blade was battered from his grip and skittered across the floor, falling to the ground below with a loud clang. Tengrym uttered a spell of blasting, but staggering back, he stammered and the spell failed in a useless display of light. In the meantime, several of the drow were near at hand, and another had roused the orcs below that Tengrym had put to sleep.

Turning from the scene below, Tengrym faced his nemesis, who had now uttered a word of magic and lunged forward, gripping Tengrym’s neck with a vice-like grip in his off-hand. Simultaneously, a white-hot electrical charge ran along Shandorin’s arm into Tengrym’s body. He swooned and nearly passed out, convulsing from the powerful charge. He fought to draw air through his closing throat.

Do the drow intervene? Yes, and… (A little birdie flies in)

Note: rolling some cubes, I generate appropriate on-the-fly stats and spells for Dynas Dundragon, currently disguised as an owl.
Does Dynas warn Tengrym telepathically (one of his spells)? Yes, but… (not by spell)
Does Shandorin deny the drow their prize? Yes…

The nearest dark elf stepped behind Shandorin. In a strange accent, he whispered, “Release the sacrifice!”

Still clutching Tengrym’s throat, Shandorin shot the drow a hateful look, enhanced by his disfigurement. “Step back, dogs!” he hissed, now fueled by bloodlust beyond reasoning. “This last Drowsbane is mine!”

The two drow warriors drew steel. At the same moment came a screech and flutter of wings as an old owl circled overhead, gaining entry through some shorn roofing or ruined ventilhation.

Shandorin continued his death grip on Tengrym’s throat. Emboldened, the first of the dark elves stepped forward and pushed the disfigured half-elf away. Shandorin fell and Tengrym was released, gasping for breath. Two dark elves descended upon him while the third stepped over the fallen Shandorin.
Tengrym quickly regained his wits and recited a quick snatch of arcane rote. A bright flash knocked one of the drow down senseless, but the other had shielded himself from the bright light. Now combat broke out in two places on the confined upper deck. Just then, the roused orcs were commanded to help one of the drow and they slowly shook off the remaining effects of sleep and grabbed whatever tools they could to aid in the battle.

Suddenly, the owl whooshed down to the floor and morphed into a man — none other than the wizened Dynas Dundragon, the outcast court wizard of the Drowsbane family. The wizard hurled a mighty ball of fire, exploding against one side of the old mill. Screams of the dying sounded as most of the throng of orcs fell into blackened heaps. Flames quickly leapt up the side of the old building.

Tengrym got only a quick glance at the carnage. He noted the inferno licking up the dry wooden walls. He strove against a wicked dark elf with a sword in hand. Nearby, Shandorin was also engaged with a second. Quick sword work dropped his opponent.

The Drowsbane could not guess the source of the explosion. He still fought for breath. The drow attacked, going for his neck with the pommel of his sword. The two danced — Tengrym not so graceful as his counterpart.

Does Shandorin attack the remaining drow? Yes…

The disfigured villain interceded between Tengrym and the drow. A savage slice drove the dark elf back before he finally fell to countless deadly slices.

Tengrym could have uttered a word and teleported out of harm’s way. However, his own rationality had fled him. He could think of nothing but defeating his nemesis — a man who represented the ultimate treachery and antithesis of his proud ancestral heritage.

Instead, he rolled to one side near the ledge overlooking the mill below. Flames continued to lick the side of the building. Now smoke filled the upper portions. At that moment, he saw Dynas’s fierce eyes. He took no time to wonder. He also saw his magical blade below. With a quick two words, the sword was hoisted from the floor magically and sped with a flash into Tengrym’s waiting hand. He turned just in time as Shandorin came in for the offensive.

Rather than meet his blade, Tengrym mustered his speed and leapt, turning and kicking the savage attacker, knocking him through the guard rail and over the deadfall to the mill floor.

Is it a Master [TN 13] fall? No… (it is just ‘Expert [TN 11]’)

Shandorin flailed through the air. He landed hard on his side, the wind knocked out from him. Smoke continued to billow, choking Tengrym where he stood regarding the form below. Dynas saluted him with a sarcastic smirk. He made a frightening gesture, and two remaining orcs that had not been obliterated by they powerful fires ran through an exit. “You’re welcome,” the wizard said to Tengrym.

Tengrym began to cough. He pointed to the form below. “Don’t…let him escape…” Then he recalled the rote to a featherfall spell.

Dynas turned to the man who brought himself to his knees and lumbered after the two fleeing orcs. “Not so fast!” Dynas said, rolling up his sleeves. “Attum brimbiae, salloh NAH!” he shouted. Motes of light shot from his fingertips and took hold of the fleeing figure in black. Where the man had been, now was only a gray tortoise.

“Hmph!” commented the wizard. “That should do it!”

Tengrym controlled his coughing enough to utter the spell. Down he floated through the smoke to the floor to stand beside the wizard. “I haven’t yet forgiven or forgotten, Dynas,” he said.

“I know,” said Dynas, rolling his eyes. “You made that abundantly clear in the Elvenwood.”

Tengrym scooped up the fleeing tortoise and dropped him in a sack secured to his waist. “That’s a humiliating trick you have,” he commented. The wizard only smirked.

“Fine job burning down this place, wizard!” added Tengrym. He now looked at the grains around the mill with newfound worry. “That chaff is dangerous! We have to do something…I don’t know what it will do if ignited.”

“Why didn’t you tell me?!”

Tengrym wrung his hands in desperation and frustration. “Why didn’t I…?! If you had…!” He abandoned it and fled, the wide-eyed wizard running after.

Does the chaff explode? Yes, but… (not immediately — they have time to escape)*
*Twist: Thread (move away) — Hunt down Shandorin and challenge him in single combat

Interpretation: Somehow in the hustle, Tengrym loses the bag with the tortoise…by some means, the morphed villain manages to escape!
Have the garrisons arrived (due to Thedric) to do battle with the enemy? Yes, but… (they are sorely pressed)

When the two fled the building, the battle had renewed. A huge ogre was tearing up large tracts of the port, while a tight ring of drow and orcs hemmed in a desperate few fighters. Many of them bore the livery of the combined garrisons. Thedric did it! He succeeded thought Tengrym. But they were losing.

Suddenly, from behind, an enormous bright flash exploded, followed by an impossibly loud thunderclap. All were bowled over by a tremendous shockwave that leveled the entire mill and much around it.

Do the enemy lose their fight at this point? Yes…*
*Twist: Tangential — low fuel gauge, meteor

Interpretation: without better ideas, this could be some king of portent…low gas, a waning sickle moon, meteor…a comet

Then it was quiet. Before there had been combat and death, but now only eerie silence. It took some time, but the survivors, both allied and opposed, slowly got to their feet.

A lone figure cried, “Look!”

All heads followed his finger toward the heavens. There, they saw a curious sign. High in the sky, Selûne passed through a break in the clouds, now only a sliver of molten silver. Almost more dazzling and crossing at a perpendicular angle was the bright tail of a huge comet. Every beholder knew that they witnessed some great portent, but they could not begin to understand its meaning.

Almost immediately, the remaining drow and goblinoids turned and fled, though their numbers had been previously overwhelming. A charge among the garrisoned forces sounded, and the warriors began to route the enemy. Most of the orcs surrendered, far preferring the doom of men over the crueler dark elves. The latter fled.

Where does the enemy lead? earth, digging hole

Tengrym and Dynas followed after. The drow, passing like shades in the night, fled along the coast south away from the river Sember. There, just beyond the buildings was a thick tangle of woods. They were making for it.

Do the drow get away? Yes, and… (Their underground complex has a magical gate to spirit them away)

The drow had a lead. When Tengrym and the others at last reached the wood, they discovered a stair leading within the ground. The half-elf summoned light and the allies descended. Within was only a cylindrical chamber etched with runes on the wall and a strange design was on the floor.

“A gate,” observed Dynas.

“Can we use it to find them?” asked Tengrym.

“It would take me considerable time, but perhaps…”

“How much time?”

Dynas shrugged. “Hours? Weeks? I cannot begin to know until I begin to research. And I don’t have access to my tomes.”

Tengrym stared at the room in dismay. Yet, there was still the magical grain which was not all accounted for. They had to regroup and have counsel with the powers that were in control of Scardale. At least he had the scheming Shandorin in captivity, he reminded himself, patting his sack. To his shock and amazement, the sack was ripped open! Had Shandorin chewed through the canvas? Quickly, he retraced his steps, but he could not find a tortoise in the chaos. When he returned to Dynas, the wizard confirmed that the spell was not lasting.

"You wanted me to restrain him, yes?" answered the wizard. "A permanent changing is a more difficult spell...not one that is simply cast willy-nilly! It takes time and effort, and the appropriate laboratory if one is to do it well."

Tengrym had lost his nemesis again! There were clearly more tricks up the villain’s sleeve. Tengrym knew that the disfigured one knew much about Baolnor’s tablet.

Conclusion

CF: -1
NPCs: Anoris Shandorin, Dark Elves, Thedric, Illistyl Elventree, the basilisk, Dynas Dundragon, Orlimpar Eveningfall, Arlgoth the Mighty, Soldiers of Sembia, Arafraulyn, Hapray the Ogre
Threads: Find a new safe haven, Stop Shandorin’s plan, Hunt down Shandorin and challenge him in single combat


This was a long scene and climactic. It was great to return. One more scene should satisfy to tie up all the loose ends with the grain...but who knows? Maybe some twists will prolong this one. The protagonist wasn't successful in his aims, but it was exciting nonetheless...and an escaping villain to return another time is great!

Saturday, June 14, 2014

Powered by FU 1 — Mecha, part 3

Although it has been a while since I actually ran my Robotech session, it was a fast-paced exciting game that recreated the energetic anime vibe for me. FU lends itself well to a faster-than-the-eye-can-track animated experience in tabletop form. However, there were some things that were lackluster for me:
  1. Character rank does nothing
  2. Characters have little to differentiate them from others (other than their armament)
  3. I didn't like that characters and their Mecha are inseparable
  4. There is nothing to foster a true roleplaying experience (characters out of their vehicles doing things, perhaps even other professions than pilots)
With that in mind, I re-designed the hack. Here it is:

FUbotech (Macross edition) for lack of a better term...
A hack for fast-paced Robotech adventures (take 2).

CHARACTERS

In my newest version of this hack, characters become regular FU characters (even with gear if they want).
So, characters have a:

CONCEPT

Here’s where their pilot stuff come in. Being an “Ace Veritech Pilot” grants them permission to do stuff piloting those vehicles. Period.

These are “esoteric” abilities, which are unlocked through having an appropriate Concept. If characters have a related Concept, the GM might allow actions with a penalty die thrown in. (Remember Rick Hunter piloting a Veritech for the first time? He still had a pilot Concept!)

DESCRIPTORS

The usual ones: BodyMindEdgeFlaw

RANK

Players can still devote their Edge to a Rank Descriptor if they want. What is Rank used for? In large battles, it can be added to rolls during command, provided that rank is greater than that of their opposing force. All pilots are officers and their Rank (whether they have chosen it or not) defaults at Second Lieutenant. So, if the players are running a large-scale battle with the actions of the whole squadron at stake, the highest ranking member can add a bonus die for the Rank when attempting complex maneuvers.

Choosing a Rank (which can shift between adventures) can represent that the character is a tactician, a career officer, and more about command than typical fly-boy stuff.

Ranks include (from lowest to highest): Second Lieutenant, First Lieutenant, Captain, Major, Lieutenant Colonel, Colonel, Brigadier General, Major General, Lieutenant General, and General. Note that pilots above the rank of Major generally have command obligations and relinquish flight missions to lesser officers.

GEAR

This could be downplayed, but might include weird things pilots might carry like: Fuzzy DiceLucky CharmAntique SidearmPhoto of Significant Other

MECHA

This is the type of armored vehicle paired with the character, and represents a different “character” (meaning is not directly linked to the character and is replaceable). Generally, a vehicle needs no specific Descriptors. Its main components are its set Conditions and its particular set of Armament (see below). A mech with no specific Descriptors will represent the average vehicle in its scale. If a particular mech has Descriptors, these will describe specific above or below normal capabilities among its scale. For example, a Destroid Spartan may have Heavy Ablative Armor perhaps with Slow.

CONVERTIBLE MECHA

Mecha that are specifically convertible (such as the Concept: Veritech Fighter (VF-1D)) will have the following modes and Descriptors attached to them:
Edge (+)ModeFlaw (–)
SpeedFighterTargeting
StabilityGuardianAcrobatics
Targeting, Useful WidgetBattloidSpeed

ARMAMENT

Players may outfit their mecha with armament or upgrades. Most mecha will have 6 points to spend on impermanent Descriptors. To gain the bonus die in combat, the player will have to “burn” the Descriptor, scratching it off. In addition to granting the bonus die, an additional bonus die can be used if the situation fits the “tag”. Other abilities may also be present.

CostArmamentTagAbilities
4Long-Range MissilesPotentA hit may bypass an enemy’s Conditions to destroy them
2Medium-Range MissilesAccurate
2Short-Range MissilesA “yes, and…” destroys more than one target
1Gun PodPoint Blank
2Super ArmorGrants one more Condition Slot: Near Miss
1External Missile BatteriesExtra missiles can combine two or more targets into one “squad”
2Booster RocketsSpeed

Multiples of any one item may be purchased. Such purchases may simply represent a higher ammo storage. Burned Descriptors are not regained until the mech is refueled/repaired. All mecha are assumed to have laser and particle beam canons permanently attached to the vehicle, and thus attack even if no further armament remains.

CONDITIONS

Each mech will have a total of three Conditions to tick off: My N Is Compromised! (where ‘N’ is some subsystem), She’s Barely Holding Together!, and Bail Out!. The freeform Condition can represent any form of damage a player wishes (so long as it’s not so limited as to provide no hindrance at all), adding a specific setback and allows for some creativity. The second represents more significant mechanical failure and provides its penalty die to all maneuvers and actions. The final Condition means the entire vehicle is compromised and the character must take actions to safely eject or escape ultimate destruction.

Players can take actions to mitigate some of this damage by:
  • spending an FU Point to add one more freeform condition targeting a specific vehicle sub-system (once only per session), or
  • take a personal Condition in the form of some relevant injury (ConcussionUnconsciousInjured).

PLAY AND DOGFIGHTING

During missions, characters can participate in various types of action. This might mean one on one dogfights, providing support, rendezvousing with other craft, formation flying, specific fighter-to-vessel targets, and so forth.

Some rolls that can be made might include:
  • “Does Rick Hunter get the better position over his opponent?”
  • “Does he hit his target?” or
  • “Does he evade pursuit?”
Only by getting into advantageous position can a character make use of its attack power. All opponents are assumed to be one-shot kills with only a few descriptors at best (possibly for pilot ability or enhanced mech system), unless they are fully-fledged combat aces built like regular PCs.
In combat, characters can go through an exchange of positioning with opponents to maneuver in for the kill. However, when facing multiple opponents, descriptors can start to stack, making it more dangerous to take on multiple bogies. Results of Yes, but… or No, but… may indicate advantageous or negative positioning to some, but not all, engaged vehicles.

Helping out teammates is an effective way of stopping or reducing this cumulative stack.

FU POINTS

Characters start play with 1 Point but can get more for:
  • Acting with daring
  • Showing off in front of a crowd
  • Getting two or more kills in a single dogfight
  • Saving a comrade in a pinch

NON-PLAYER CHARACTERS

Most NPCs, whether friendly or hostile, will mostly be of the “extras” variety, possessing perhaps a rank, and a mecha (with or without armament or modifications). Usually, no armament will be included to enhance speed of gameplay and the typical run-of-the-mill cannon fodder. However, some more notable challenges, included enemy or rival ace pilots or team leaders, will be built like normal characters. These latter types of NPCs should be reserved for dramatic moments. Some might even have an equivalent of FU points which the GM can use to throw in an extra penalty die against players to represent special ace maneuvers or trick shots.

When it comes to enemy mecha, most will only possess the Concept, “Zentraedi Battlepod”, representing the mass-produced enemy infantry fighting machines. Battlepods are relatively easy to build, somewhat minimally constructed, and are weak, but versatile. Although they are weak, as far as armor goes, they make up for it by sheer numbers. Unlike convertible mecha, such as the Veritech Fighters, battlepods are not convertible, but can serve equally well as flyers, walkers, and so cover a variety of needs. Therefore, they do not get additional bonuses for speed, maneuverability, or firepower. They are just “average” at about everything.

Optionally, GMs may wish to include a Flaw: Poor Armor Rating which can represent the fact that they can go up in cinders from an errant laser bolt. Any attack “Beat the Odds” roll against a battlepod that results in an uncertain result (“Yes, but…” or “No, but…”) may have a secondary roll to see if any non-direct hits result in bypassing their weak armor and factoring both their “Battlepod” and “Poor Armor Rating” Descriptors (at a 50% chance of a “Yes…” result occurring), thus representing their greater destructibility. However, they should not factor in to the first basic attack roll. Many groups may opt out of this, as it requires more rolling and goes against the spirit of FU.

Additional armament or modification Descriptors may include:
  • Short-Range Missile Mount: Multiple Short-Range Targets (no more than two of these)
  • High-Power Particle Beam Turret: One Medium or Short-Range Target
Officer’s battlepods might have additional characteristics, including:
  • Armor-Plated
  • Medium-Range Particle Cannons (representing both arms)
  • Booster Rockets

SCALE

Normally, three levels of scale are assumed between conflicts: man, mech, and vessel. Although no rule really needs to be instituted for these examples, when it comes to opponents of different scale, the GM may wish to impose a number of penalty or bonus dice (one or two). Use common sense. In the case of a mech maneuvering against a Zentraedi battle cruiser, the smaller object may get a bonus to maneuverability against the slower, bulkier larger vessel. However, if a cannon of a large frigate successfully hits a small Veritech, assume it’s a one-shot kill.

The best way to deal with scale using FU is to ask logical questions. Instead of determining whether a smaller vessel can harm a larger one, break the questions down into discrete actions that make logical sense. Instead of asking whether a Veritech’s missiles destroy the enemy battle cruiser, it will make more sense (and be more exciting) to stage how, for example, a fighter might breech the hull, fly within, avoiding the sentinels, find the ship’s reactor, plant a explosive device, and escape the blast radius, all while evading pursuit.

In other words, most scale issues are worked out through…an adventure!

Monday, June 2, 2014

Powered by FU 1 — Mecha, part 2

Continuing from here, this is the actual write-up portion of my Mecha game set in the Robotech Universe.

PLAYER CHARACTERS

Bryce Rogers
Descriptors: Second Lieutenant, Ace Pilot Maneuvers, Eager to Prove Himself
Mecha: Veritech VF-1A, Gun Pod x4
Conditions:
  • [ ] I’m hit! …but still in action…
  • [ ] My fighter’s compromised! I can barely hold her!
  • [ ] Bail out!
FU Points: 0

NON-PLAYER CHARACTERS

Cody Tisch (mission leader)
Descriptors: First Lieutenant
Mecha: Veritech VF-1A
Conditions:
  • [ ] I’m hit! …but still in action…
  • [ ] My fighter’s compromised! I can barely hold her!
  • [ ] Bail out!
Jeffrey Pardo
Descriptors: Second Lieutenant
Mecha: Veritech VF-1A
Conditions:
  • [ X ] I’m hit! …but still in action…
  • [ ] My fighter’s compromised! I can barely hold her!
  • [ ] Bail out!

MISSION OBJECTIVE BRIEFING

Alert Status: Yellow
Location: Mars base, Port Justice, after a raid and distress call.
Threats/Severity: Long range scans indicate widespread destruction, but no Hostiles. All communication has ceased, and it is unknown whether there are any survivors. There are little but questions.
Objective: Recover the central communications relay and transcript repository.
Details: The mission is covert, so maintaining radio silence is a priority. Fighters will be lightly armed, and engagement with enemy Hostiles must be avoided. Evade, and engage only if necessary. Lt. Cody Tisch will serve as mission leader in this three-man team.

After the mission briefing, Bryce saluted Major Albright. The three teammates, including Jeff Pardo, grinned at one another. For Bryce, this was his first real mission other than run-of-the-mill ones.
The ARMD-7 with a crew of 600 with twenty-four pilots, each sharing one of its twelve Veritech fighters neared Phobos, where it would keep at a high orbit. The three members of the Vermillion squadron were shuttled to their waiting fighters.
The light was green and the fighters scrambled. Once in space, the three pilots gave hand signals from their cockpits of all systems go and formed up into a tight formation. At this distance, ETA was two hours at cruising speed. They readied their short-range radios which they could use only at need. The crew of ARMD-7 would not hear their communications.
“Why do you think they want this to be so secret?” asked Rogers after a stint.
“Beats me,” answered Pardo.
“No chatter, boys,” chided Lt. Tisch. Cody was the experienced one. Both Rogers and Pardo were rookies. “From here on out, keep quiet and keep your eyes peeled. Anything can yet happen…”
~the twist~
An hour into the flight, Pardo broke silence. “I’m getting some readings. Is it me, or is that a heavy cruiser parked over in that asteroid belt?”
Tisch responded, “You better hope not. Keep your eye on it…”
“Shouldn’t we warn command?” asked Bryce.
“Keep long wave silence. We continue on to the objective. Command wants those transcripts. Out…”

EXECUTION

The three fighters streaked through space and neared the thin atmosphere of Mars. They made entry twelve hundred kilometers from the base site to come in by stealth.
  • Does Bryce spot anything? [unlikely] Yes, but…
As their altitude lowered, they soared through the desert mountains of the Red Planet. Suddenly, something came over Bryce’s sensors, but abruptly disappeared. Whatever it was, it was grounded, little more than a brief movement.
“Lieutenant,” he crackled over the short-range, “I could swear something just moved down there. I got a bad feeling about this…”
“Kid,” answered Tisch, “I had a bad feeling the moment you graduated from the academy! But keep your wits about you. It might be a battlepod, or survivors.”
“I can take a swing-by,” offered Bryce.
  • Does Tisch refuse? [likely] Yes, but…
“That’s a negative, Rogers. We got to stay on task…just keep your eyes open.”
The three continued, coming over a ridge. Beyond that was a dry ocean bed where the base was located. The site was still smoldering. It was utterly destroyed. There was no movement below, whatsoever. No power registered.
The team flew at high speed and low altitude.
“Keep tight,” said Tisch. “We’ll take one more pass to make sure we don’t land in a nest of hornets, then we’ll set down close to the command tower.”
Both Bryce and Jeff were astonished and horrified. “How many were here?” asked Jeff.
“At least two-thousand,” answered Cody. “Button those lips, boys.”
  • Do they pick up anything? [very unlikely] No…
They completed their second circle, picking up no movement or threats. The two rookies followed Cody in, converting to guardian mode to touch down. In formation, the three faced out like a triangle, seeking any hostiles.
“Clear!” all three checked in.
“Okay, convert to battloid mode and follow me in,” said Lt. Tisch.
Three massive robots stepped forward toward the ruined command center. They entered a loading area with a shorn-off door. Inside, they encountered a heavy blast door blocking the way to points further inside.
“As I figured,” said Tisch. “There maybe survivors in here. You two, cover me while I get this door open.”
Bryce and Jeff stood guard while Cody activated the security interface module on his mecha’s right arm. The two guarding pilots couldn’t see the shadow of movement from their vantage point, but amidst the rubble, things moved about. Zentraedi battle pods closed in.
  • Does Cody get the door open? [security measures] No, and…
As Lt. Tisch worked, a charge built up and fried the terminal. A second blast door dropped suddenly down in front of the first.
“Damn!” he said. “The terminal was boobie-trapped. We’re going to have to do this the hard way. Pardo, keep guard. Bryce, you’ve got extra ammunition. Take out the door!”
  • Does Bryce destroy the door? [gun pod, Veritech VF-1A, battloid mode, blast door, blast door] Yes…
Bryce turned and opened fire at point blank range. Thousands of rounds blazed in three seconds. The doors became smoking slag.
  • Does that attract the enemy? Yes, but…
Outside, more battlepods gathered. However, their commanding officer held back their attack. “We must wait for them to return out of the command tower. Hold fire!” and baritone alien voice said.
  • Are there any traps? [likely] Yes…
The three pilots stepped forward as the smoke and debris cleared. Bryce was the first to step forward. “Evasive maneuvers!” he called over his com. Before him was a hastily rigged display of short-range missile racks. The trigger was tripped, and all at once, the things fired.
  • Does Bryce evade the missiles? [veritech VF-1A, battloid mode, ace pilot maneuvers, short-range missiles x3] Yes, but…
  • Does Cody evade his? [veritech VF-1A, battloid mode, short-range missiles x3] No, but…
  • Does Jeff evade his? No…
The explosions were terrible, and destroyed much of what was left in that corner of the building. Bryce’s mecha was knocked aside like a toy where he landed against the steel supports of the building. The shock dazed him in his cockpit momentarily, but his screen went black. A few moments later, the screen flickered back on. He saw a ruined loading area. Lt. Tisch’s voice came over the com.
“Is everyone alright?”
“I think so,” answered Bryce. “My systems shut down…I think I’m on a backup circuit, but all appears to be normal.”
Jeff was the last to answer. “I’m hit, but still in action.”
Cody whistled. “That was close! There was enough explosive power to take out a whole squadron. I’m guessing the passage choked out many of them. I’ve got damage, but it looks like nothing that can’t be repaired.”
“Well, let’s handle that now,” suggested Bryce. He guided his metal behemoth over to Cody’s position. Examining, it was pretty superficial damage. He activated his repair module and knelt next to the area in the back of Cody’s mecha. In moments, the repair was finished. “There!”
“Thanks,” answered Cody. “Let’s move on…”
When the air cleared, the three moved in. They switched on search lights.
  • Any signs of life? [very unlikely] No, and…
Once inside a ways, they came to the parts more intact. The damage was extensive. Readings showed toxic gas and some radiation. The dead were strewn about, but so were enemy Zentraedi battlepods and even some infantry. It was a mess. The three surveyed the destruction silently as they passed.
Once deeper, Cody was directed by his on-screen nav to a service elevator. The three removed the doors by force and made a controlled descent through the empty shaft to the bottom.
  • Is the relay intact? [likely] Yes, and…
The three made it to the control room. It was not only intact, but emergency power was still on. “This is good,” remarked Lt. Tisch. “We should have all the data.” Quickly, he recovered the components and extracted the transcript recorder. “I’m going to extract the data now and transmit to you both so we have extra copies.”
Soon, it was done.
~the twist~
Cody had scarcely turned to lead the others out, when Jeff spotted movement. “Battlepods! It’s a trap!”
Suddenly, laser fire lit up the room and explosions blasted a nearby tank of gas. Fire spread everywhere. “Lieutenant?!” asked Bryce.
“Open fire, gentlemen,” came the answer, a blatant defiance of their explicit orders.
  • Does Tisch deal with his? [Veritech VF-1A, Battloid, Battlepod] Yes…
Cody brought his mecha into a run to take cover behind a service vehicle. Crouching, he let out a few loud bursts from his gun pod. One of the Zentraedi stepped out of the smoke, making a clear shot for the Vermillion pilot. Armor-piercing rounds reduced the enemy mecha to ruin.
  • Does Pardo deal with his? [Veritech VF-1A, Battloid, I’m Hit!, Battlepod] Yes…
Likewise, Jeff Pardo found cover, and disabled another.
  • Does Bryce take care of his? [Eager to Prove Himself, Veritech VF-1A, Battloid, Gun Pod, Battepod] Yes, and, AND…
Seeing that they were trapped, and eager to prove himself in battle, Bryce used thrusters to cover the distance, jumping right amid the firefight. Laser fire and friendly fire both narrowly missed him. He stood before the last hostile, taking it out at point blank range. Behind their cover, he could see three more coming. He stepped his mecha out into full view and opened fire. All three battlepods were smoking ruins. He continued his fire and blasted through one of the bulkheads, finding an alternate exit.
“C'mon!” he said to the others. “So we’re not trapped where they want us!”
The others followed after.
“Lieutenant!” called Jeff as they thrusted upward through an auxiliary conduit. “Drones!”
From behind, small unmanned reconnaissance drones flew after the three, recording their whereabouts.
“Okay,” Tisch answer. “There’s a conduit nearby that runs underground to an adjacent facility. Let’s loose them and hide our trail.”
  • Does Bryce take out the drones? [Small, Maneuverable, Veritech VF-1A, Battloid] Yes, but…
Bryce slowed to a hover. “I’ll get them.”
He opened fire, filling the conduit with bright tracers. Several of the things were destroyed, but several evaded, taking side passages.
“There’s too many!”
“We’ll have to block off access,” relied Tisch.
Together, they found a fuel cell. They set a small charge while Bryce held the passage behind them
  • Do they close off pursuit? Yes…
After a bright fiery explosion, a main beam collapsed and the way was shut behind them. “Hopefully we can get out of here,” Jeff commented.
“Come on!”
Cody led through a narrow way underground. In some places, they had to stop and manually remove obstructions.
  • Is the way clear? Yes, and…
Once through, the way opened to a subterranean hangar bay that was largely intact.
“Okay. Topside, boys,” said Tisch.
The three converted to guardian mode and rocketed upward and out. There were no sign of the battlepods.
“Over there, Lieutenant,” said Bryce.
To the southwest in the direction of the main building, a large group of battlepods formed up in a ring, waiting for them to emerge.
“Damn, that’s a huge battalion!” remarked Tisch. “Alright, let’s fly low at best speed below their radar and climb to escape velocity later.”
  • Do they escape notice? Yes, and…
The three flew away unnoticed and unmolested, seeing no more Zentraedi hostiles.

MISSION DEBRIEFING

Back at the ARMD-7, the three pilots congregated with Major Albright. All pictures and video from the fighters were offloaded, including the records from Port Justice for analysis.
“A good job, gentlemen,” the Major said with a salute. “You’ve done well, and the General may award you all medals for this effort. Any lesser pilots would not have returned.
“Although you didn’t strictly adhere to your orders, under the circumstances, I see no other option you could have exercised.
“Our analysts have confirmed that a Zentraedi destroyer-class cruiser was hiding in the DGZ-6 asteroid field. Reinforcements are coming to rendezvous with us as we speak. Although the Admiral has raised the alert level, earth forces can now act with more confidence and authority given the data you’ve brought back.
“Although I would be happy to send you off for shore leave, stay on alert. At least get yourselves a well deserved drink!”

Powered by FU 1 — Mecha, part 1


For my first demonstration of FU, as discussed here, I'm configuring the system for Mecha. This is an old hack I put together a couple of years ago and posted the results elsewhere. I also made a mission builder for this which is different from the Twist of Line that I'll be using for other demos. This one is also a full fledged write-up, so I apologize in advance for the length. Others will not be as long. I'll also split this one in two posts, the first with the hack particulars and mission builder, and the second for the actual play write-up.

CHARACTERS

Descriptors — Rank, Edge, Flaw, Mecha, Armament or Modification (in multiples)
All characters assumed to have a Mecha as part of his character. Edges can be anything, but might be specialties such as gunnery, fly-boy, etc. Rank reflects actual command rank and can increase (or decrease) between missions based on mission success. Ranks include (from lowest to highest): Second Lieutenant, First Lieutenant, Captain, Major, Lieutenant Colonel, Colonel, Brigadier General, Major General, Lieutenant General, and General. Note that pilots above the rank of Major generally have command obligations and relinquish flight missions to lesser officers.
Mecha — type of armed mech, and suitable for all things at which such vehicles accel. If that particular vehicle has convertible capability, then that descriptor may be used to grant bonus/penalty die above the descriptors base die based on the following:
  • Fighter Mode: [+] Speed, [–] Gunnery/Targeting
  • Guardian Mode: None
  • Battloid Mode: [+] Gunnery/Targeting, [–] Speed
Armament/Modification — types of weapons aboard the vehicle. Armament typically with limited supplies of ammunition (missiles or gun pod) grant its base die by fitting the primary affinity for the descriptor based on the following:
  • Long-Range Missiles: Potency [4]
  • Medium-Range Missiles: Accuracy [2]
  • Short-Range Missiles: Multiple Short-Range Targets [2]
  • Gun Pod: Point Blank Range [1]
  • Super Armor: Resisting Damage [2]
  • External Missile Batteries: Multiple Short-Range Targets [1]
  • Booster Rockets: More Speed [2]
The number following the armament/modification represents the cost of that item. Each player can begin play (a “mission”) with 6 points to spend. Multiples of the same item can be purchased. Using items for a bonus to a roll requires burning the descriptor itself, and not replacing it until the mecha is refueled/repaired. All mecha are assumed to have laser and particle beam canons permanently attached to the vehicle, and can thus attack even if no further armament remains.

PLAY

During missions, characters can participate in various types of action. This might mean one on one dogfights, providing support, rendezvousing with other craft, formation flying, specific fighter-to-vessel targets, and so forth.
Some rolls that can be made might include:
  • “Does Rick Hunter get the better position over his opponent?”
  • “Does he hit his target?” or
  • “Does he evade pursuit?”
Only by getting into advantageous position can a character make use of its attack power. All opponents are assumed to be one-shot kills with only a few descriptors at best, unless they are fully-fledged combat aces built like regular PCs.
During combat or action maneuvers, characters must pass through the following Conditions:
  • I’m hit! …but still in action…
  • My fighter’s compromised! I can barely hold her!
  • Bail out!
Characters can spend an FU point to substitute a “targeted” Condition in lieu of one of the above damage tracks. Such Conditions can and should be creative and disable one or more systems of their vehicle. Such things might be:
  • My ailerons are jammed!
  • There goes my blast shield…
  • Thrusters are cutting out on me!
…or things hat might compromise maneuverability, speed, firepower, or other systems.

DOGFIGHTING

As above, characters can go through an exchange of positioning with opponents to maneuver in for the kill. However, when facing multiple opponents, descriptors can start to stack, making it more dangerous to take on multiple bogies. Results of Yes, but… or No, but… may indicate advantageous or negative positioning to some, but not all, engaged vehicles.
Helping out teammates is an effective way of stopping or reducing this cumulative stack.

FU POINTS

Characters start play with 1 Point but can get more for:
  • Acting with daring
  • Showing off in front of a crowd
  • Getting two or more kills in a single dogfight
  • Saving a comrade in a pinch

NON-PLAYER CHARACTERS

Most NPCs, whether friendly or hostile, will mostly be of the “extras” variety, possessing perhaps a rank, and a mecha (with or without armament or modifications). Usually, no armament will be included to enhance speed of gameplay and the typical run-of-the-mill cannon fodder. However, some more notable challenges, included enemy or rival ace pilots or team leaders, will be built like normal characters. These latter types of NPCs should be reserved for dramatic moments. Some might even have an equivalent of FU points which the GM can use to throw in an extra penalty die against players to represent special ace maneuvers or trick shots.
When it comes to enemy mecha, most will only possess the Descriptor, “Zentraedi Battlepod”, representing the mass-produced enemy infantry fighting machines. Battlepods are relatively easy to build, somewhat minimally constructed, and are weak, but versatile. Most enemies encountered will only have their battlepod Descriptor, which can be utilized for most maneuvers, attacks, and so on. Although they are weak, as far as armor goes, they make up for it by sheer numbers. Unlike convertible mecha, such as the Veritech Fighters, battlepods are not convertible, but can serve equally well as flyers, walkers, and so cover a variety of needs. Therefore, they do not get additional bonuses for speed, maneuverability, or firepower. They are just “average” at about everything.
Optionally, GMs may wish to include a Flaw: “Poor Armor Rating” which can represent the fact that they can go up in cinders from an errant laser bolt. Any attack “Beat the Odds” roll against a battlepod that results in an uncertain result (“Yes, but…” or “No, but…”) may have a secondary roll to see if any non-direct hits result in bypassing their weak armor and factoring both their “Battlepod” and “Poor Armor Rating” Descriptors (at a 50% chance of a “Yes…” result occurring), thus representing their greater destructibility. However, they should not factor in to the first basic attack roll.
Additional armament or modification Descriptors may include:
  • Short-Range Missile Mount: Multiple Short-Range Targets (no more than two of these)
  • High-Power Particle Beam Turret: One Medium or Short-Range Target
Officer’s battlepods might have additional characteristics, including:
  • Armor-Plated
  • Medium-Range Particle Cannons (representing both arms)
  • Booster Rockets

MISSION BUILDER

  1. Roll a set of Rory’s Story cubes, pick freely from the set, and answer the following questions:
    • Where will the action be set?
    • What is the main threat the characters face?
    • What are the overall odds the characters face?
    • What is the cost of failure?
  2. Next, roll a d6 to answer what the character’s role is:
    • [1] Support — the character’s role is secondary to other major players.
    • [2] Escort — the character must accompany the main means of achieving the objective.
    • [3] Seek and Destroy
    • [4] Rescue/Recover
    • [5] Reconnaissance
    • [6] Intercept
  3. Roll another d6 and determine if the overall stance is:
    • [1-2] Aggressive
    • [3-4] Defensive
    • [5-6] Covert
  4. Play out the scenario in however many scenes it takes to conclude the mission. Each mission should have three stages: a mission objective briefing (setup and plan), execution (actual mission operation), and debriefing (homecoming and conclusion). Between each of the three segments, there exists a chance for a twist. On an odd result of d6, an unexpected ambush or negative twist occurs. Roll one or two Story Cubes to inspire an event that has the potential to derail the mission and must be overcome.
  5. Once concluded, roll another one or two Story Cubes to inspire the implications of the mission success or failure. Determine the alert status (condition within an overall conflict of multiple missions, from green to yellow to Red) by lowering or elevating the overall threat level.
  6. Repeat step one, above, for a new mission.