Wednesday, October 22, 2014

Player Tips: I made a cool new PC, now what?


So you've sat down at the table to game, you've rolled up some player characters (or started off with some pre-generated ones) and now you and your adventure party are ready to dive in to new interstellar exploits!

The GM tells you that you've arrived at the spaceport that will be the home base for your future adventures, so "Start exploring!".

Uh, okay.... so.....er....now what?

Having a big RPG sandbox to play in (or even a small one) can feel a little intimidating if you're a new player or haven't stretched your roleplaying muscles for a while. You might feel overly cautious or maybe just unsure of which direction to head in first.

Well, you can badger your GM with questions about the campaign's setting but you want to be doing something, not just get filled in on background information. It might just be helpful to know what your options are right out of the gate. Here's a very basic (and not nearly exhaustive) list of tasks and tactics to get you started:
  1. GOLDEN RULE: Ask the GM questions and try stuff. Have fun!
  2. Talk to the other players and make sure everyone has an equal chance to contribute. Work as a team and be welcoming to everyone who pulls up a chair to your game table.
  3. Look around at your in-game surroundings, try to be aware at all times.
  4. Listen - this means both you as a player and your PC in game.
  5. Learn about your character's abilities--and let your character learn about the abilities of others. See Golden Rule.
  6. Look in your gear bag, learn about your stuff, see Golden Rule.
  7. Check for traps - decide if they should be disarmed or sidestepped? Left for enemies to run into?
  8. Always be searching for clues, information is as valuable as treasure!
  9. Record any clues you find or hints you might suspect are being dropped.
  10. Learn about your enemies, keep a record in case you run into them again or someone who might know them.
  11. In combat - look for cover and take up key positions when possible.
  12. After combat - loot the bodies, see #7, and see #8.
  13. In some games, you gain XP not when you collect treasure, but when you convert it to liquid currency if needed. You earn XP for spending your income.
  14. Return to HQ/town/etc. and get information on what you've found. Refer to previous clues discovered.
  15. Heal yourself and other teammates whenever possible (this includes rest and nourishment).
Trial and Error, pre- and out-game tips/advice for campaign style play
Some additional advice that may take a little preparation before gaming or practice in multiple game sessions:
  • Besides sticking to your class and/or race attributes, determine who's doing what on the team --(e.g., is one of you the group's "leader"? Who looks after team-owned gear? Who is the group's astrogation expert? etc.).
  • Learn about basic tactics in combat (flanking, etc.)
  • Get a primer on basic parts of air and space craft as well as flight maneuver basics for piloting and combat.
  • When in doubt, ask the locals. Brush up on bribing, interviewing, and intimidating NPCs. Even if encounters appear to yield nothing, there could be a clue in their temperament or mood. What aren't they saying?
  • Try to determine who might find value in the treasure or information you've discovered. It may take a while to track down someone with the proper knowledge about an artifact or clue.
  • Always review your character sheet -- look for ways of improving yourself. How will you spend your XP? Think about how you want to develop your character while you're away from the game table. Work with your GM on your plans.

Supplies at the game table:
  • Dice - preferably at least one of each: d4, d6, d8, d10, d12, d20; ideally a few d4s, at least 3 d6s, and 2d10s for percentile roles
  • Writing utensils - pencil works best on character sheets, colored pencils or pens are helpful if you're the group's mapper
  • A dedicated notebook for gaming - you'll need to keep track of clues, monsters encountered and draw maps etc.; you can also use it to pass notes to other players or the game master
  • Players guide book - also called a players handbook; this can somewhat of an investment, depending on the game, but it's extremely handy to have this at your disposal (or to help with preparation before playing)
  • Miniature - does your game use minis? Not all do, but if it does, you should have one for your character and if your team has a spaceship, you should have it represented as well
The supply list is really just the bare minimum. Every gaming group is different. Be sure to check with your GM about anything else that might be needed at the table. Remember the Golden Rule, be an excellent gamer and have fun!

 Top image: Spaceport concept art by the incredible Ben Wooten

Monday, September 29, 2014

PLAYERS: Explore your campaign setting...



When I'm running a roleplaying game as game master, I encourage my players to follow the Golden Rule (as written by me). It's pretty simple:

GOLDEN RULE: Ask the GM questions and try stuff. Have fun!


Cover for Isaac Azimov's "David Starr - Space Ranger"
That also includes, by the way, the expectation that you'll be an "excellent gamer." Someone who is generous with other players, looking for ways to include them in what you're character is doing, as well as basically being a courteous real life person at the table.

Beyond that, there are a wealth of things you can learn during your game. Here's a list that can be helpful for players that's not means exhaustive and frankly, there may or may not be an answer for all of the questions (depending on your GM) but it's worth a shot! 

You'll likely want to ask your GM using setting-appropriate terminology. A lightsaber may be called something else in your game (if you have something like them at all).

Explore your campaign setting:

  1. What is the deal with my psion's order?
  2. Where can we go to buy standard mission gear?
  3. Where can we go to get custom cyborg implants for this alien/mutant/monster I just befriended?
  4. Who is the meanest warlord in the galaxy?
  5. Who is the greatest warrior in the galaxy?
  6. Who is the richest person in the galaxy?
  7. Where can we go to get some discount medbay healing?
  8. Where can we go to get cures for the following conditions: poison, disease, space witch curse, level drain, mutagen contamination, nanomite infestation, brain swapped back into original body, death, zombification?
  9. Is there a vocational guild my PC belongs to or that I can join in order to get better at that thing I do?
  10. Where can I find an scientist, techno wizard, psion master or other expert NPC?
  11. Where can I hire mercenaries like bounty hunters, smugglers, pirates, or laser riflemen?
  12. Is there any place on the map where lightsabers/weirding modules are illegal, advanced technology is outlawed or any other notable hassles from [insert name of ruling space authority]?
  13. Which way to the nearest space station for fuel, repairs, upgrades, supplies, and entertainment?
  14. What infamous interstellar criminals are terrorizing the outer rim sufficiently that if I kill them I will become famous?
  15. Are there any wars brewing I could go fight?
  16. How about gladiatorial space arenas complete with hard-won glory and fabulous cash prizes?
  17. Are there any secret societies with sinister agendas I could join and/or fight?
  18. What is there to eat out of this 3D food printer thing?
  19. Any legendary lost artifacts of the ancients I could be looking for?
  20. Where is the nearest kaiju or other monster with Type H treasure?
 Here's a few more items to consider:
  1. What's the state of the galaxy at present moment? Does my planet of origin still exist?
  2. Where can I get a ship to take me to this dangerous planet on my star chart?
  3. Where can I buy or get parts to build a robot to do my bidding?
  4. What are the planets that no one dares visit?
  5. Are there any dives on this rock we shouldn't go into?
  6. What aliens will blast my hand off on sight?
  7. What aliens are allies that I can call for help?
  8. Are there any space derelicts or abandoned asteroid outposts we can go raid?
  9. Where can I sell this relic/spacejunk/secret weapon I found/stole/inherited?
  10. Where can I get a decent cape to romp around in?
Also, be aware that it's the GM's prerogative to not tell you certain information until the timing is right. And you may need to go investigate some of these before you find the answers--that is to say, don't expect your GM to just tell you the answer. Where's the fun in that?

Part of this list was adapted from a post by Jeff Rients.


Saturday, February 15, 2014

CLASS: STARBUCKLER


Do you yearn for a life of carefree adventure? Are you more or less fearless in the face of overwhelming odds (or do you regularly fool yourself into thinking you are?)? Are you constantly getting into scrapes with local space authorities, goading them on until your seems to run out? Then unholster that ray pistol and swing that plasma saber because you're ripe for the life of a STARBUCKLER!

Prerequisite Attributes

  • Wisdom/Presense of 12 or higher is required for this class.



Starbuckler Skills

You've managed to get a ride off that barren rock where you grew up a mold farmer--made your way to the Space Academy--and promptly got yourself expelled. Now what do you do with years of training or apprenticeship and a bad reputation? Become a Starbuckler! Begin your road to infamy with any two of the following skill. Add the modifiers listed in the table below to the appropriate skill check rolls:

LevelHotshot PilotSidearm or SwordplayTumblingSilver TongueSupercharge
1 Brash Brat0+2/
+1d4
+1d4+0+1
2 Adventurous Apprentice+1+1d4/
+1d4+1
+1d4+1+1+2
3 Headstrong Hero+2+1d4/+1d4+2+1d4+2+2+1d4
4 Callow Cavalier+2+1d4+1/+1d4+3+1d4+3+1d4+1d4+1
5 Fearless Fighter+1d4+1d6+1d6+1d4+1+1d6
6 Scruffy Scoundrel+1d4+1+1d6/+1d6+1+1d6+1+1d4+2+1d6
7 Pirate Prowler+1d6+1d6+1/+1d6+2+1d6+2+1d6+1d+1
8 Rakish Rogue+1d6+1+1d6+1/+1d6+3+1d6+3+1d6+1+1d6+1
9 Dauntless Daredevil+1d6+2+2d6 (both)+2d6+1d6+2+2d6
10 Cosmic Corsair+2d6+2d8+1 (both)+2d6+1+1d8+2d6+1

After reaching Level 5, Starbucklers may add additional skill sets, starting first with the ones listed here and then at their GM's discretion.

Skill Descriptions


Hotshot Pilot (AGL/DEX) - Flying is your natural state. The flight controls to any air vehicle or spacecraft comes naturally to you. At level 7 you can add "Space Ace," to your list of titles.

Sidearm and Swordplay (AGL/DEX) - The bread and butter skills for every Starbuckler. In the skill table, two modifiers are listed for each level--you can choose which is your greater and which is your lesser (this is a permanent selection). Weapon choice should indicate signature weapon for that warrior. Starbuckler's may double-wield any two weapons (minus a rifle) without penalties once they reach level 4.

Typical ranged weapons include:
  • Carbine (conventional) 40 rounds
  • Automatic pistol (conventional) 50 rounds
  • Pistol (laser) 100 rounds
  • Rifle (laser) 80 rounds
  • Double-barrel blaster (laser) 60 rounds
Melee weapons:
  • Saber, cutlass or rapier (metal)
  • Saber (sonic)
  • Saber (laser)
  • Bullwhip/Cat o' Nine Tails (Bullwhip +2 bonus to swing from stuff), CO9T +2 bonus damage)
  • Laser Whip
Tumbling (AGL/DEX) - Dodging out of danger--or into it, as the case may be--is your signature move. Show those stuffy academy chumps how it's done. At level 6 you earn the title "King of the Jungle" and can swing while shooting or sword-swinging without penalties.

Silver Tongue (PRE/CHA) - So you're hanging out in the usual hive of scum and villainy you're outnumbered, outgunned, and the exit is too far to run. You reach down to find your sidearm is missing. Looks like you're in a jam. Better be doing some fast-talkin'. Think of this as an "attitude enhancer" depending on whether you're used to being charming, devious, or just plain pushy. Bluffing, conning/confusing, intimidation--it's all covered here. At level 4 you can choose to acquire a robot companion--or hold out for something better at level 7--an alien wingman!

Technical Repair (INT) - You've had to hotwire yourself out of several messes just to get where you are in life. Now it's time to pick up those power converters and apply yourself! See if you can supe-up that beaten, boat of a spice freighter you're uncle gave you. Covers repairs on all vehicles and spacecraft but if you've got a dedicated ride, you'll earn a set of professional-grade tools at level 5, which will cut repair times by half.

Special Abilities

In addition to the skills listed above, those with ability of 14 on a given attribute may choose one of the following special abilities for that score. You've been in your share of scrapes and you've got a guardian angel on your shoulder. All special abilities may be used once per game session.
  • Strength/Physique - Let the Hammer Down: Drop both fists down on your opponent starship cap'n style!. Let's fly a double fisted attack of 1d4 per fist. If you've got Tumbling as a skill, add your level (level 5 would be 1d5+5/fist).
  • Intelligence - Fly Casual: Usually you just look like you know what you're doing. This time you gain a +1d6 on any INT related feat. Hey, school wasn't all bad!
  • Wisdom/Presence - Don't Get Cocky: Double any Silver Tongue or general PRE/WIS roll. You've earned it.
  • Charisma/Presence - Call in a Favor: Your old buddy, you know the one--that guy. He owes you big time. Summon any friendly NPC in 1d4+1 rounds. Then pray he's not already in more trouble than you currently are.
  • Dexterity/Agility - Shoot First: Initiative is everything. You've got it and a +1d10 to hit bonus to boot. Not even Lucas can tamper with that.
  • Constitution/Physique - Skin of Your Teeth: Re-roll on any one evasive maneuver that should had your number, kid..

Need some inspiration?

Here was mine: Flash Gordon, Luke (New Hope, Empire, and early Marvel comics), Han, and Lando (both before RotJ); Corsair, Zorro, Jack Sparrow, the original Apollo and...oh, Starbuck!

NOTE: This post assumes familiarity with X-plorers ruleset, but can be converted easily to other games. Attribute equivalencies for D&D also given.

Visual inspiration:

Follow Jay's board 04 Starbuckler on Pinterest.



STARBUCKLER is copyright Feburary 2014. I've permission from X-plorers publisher, Brave Halfling to use the game's rules and stats and intend to publish a supplement, using the class name and description above. Okay to use in your personal gaming, but not to be published without my express consent. :)

CLASS: ASTROSASSIN

When massive galactic hegmonies topple overnight, you can bet your last pressed latinum credit that some Astrosassin had something to do with it. They are masters of stealth, espionage, and interstellar intrigue, faciliating operations as the fulcrum of covert enterprises--be they private, governmental, or just for hire.

So you tested high on your academy entrance exam and/or climbing the rope in gym class. As such, clean our your closet, because your about to slip on the last suit you'll ever wear--a new identity!

As an Astrosassin you'll want to wear a thermal bodysuit to protect you from harsh climes. You can embellish this outfit as you see fit, but anything more than two pieces of armor (in any combination) is restrictive. Selections vary and may include a harness, helm, titanium sleeve (mail or jointed plate), or lightweight shoulder armor. Footwear is extremely important in astrosassination, in stealth and high performance (running, acrobatics, wallwalking, etc.) so tread carefully.

Prerequisite Attributes
Intelligence of 12 or higher OR Dexterity/Agility of 12 or higher is required for this class.

Astrosassin Skills

Your mind and body have been sharpened and honed into deadly weapons. You're a practiced tactician, master of deception, and highly trained operative with a license to atomize! Add the modifiers in the skill charts below to your roll for those skills.

Intrigue Skills

Astrosassins should pick two skills from this list to start.

LevelGetaway DrivingAstrobaticsMaster of DisguiseComputer HackingStealth
1 Recruit0+1+1+1+1
2 Astroanalyst+1+2+1d4+2+2
3 Skiptracer+2+1d4+d4+1+3+1d4
4 Foxhound+3+1d4+1+1d4+2+1d4+1d4+1
5 Saboteurn+1d4+1+1d6+1d6+1d4+1+1d6
6 Redactor+1d6+1d6+1d6+1+1d4+2+1d6
7 Wetworker+1d6+1+1d6+1+1d6+2+1d6+1d+1
8 Ninjanaut+1d6+2+1d6+1+1d6+3+1d6+1+1d6+1
9 Interstelligent+2d6+2d6+2d6+1d6+2+2d6
10 Master Spyfy+2d6+1+2d6+1+2d6+1+1d8+2d6+1

Assassination Skills

Astrosassins should pick two from this list to start, marksmanship is a freebie.

LevelMartial ArtsToxinsDemolitionsMarksmanshipJanitorial
1 Recruit0+1+1d4+10
2 Agent+1+2+1d4+1+2+1
3 Skiptracer+2+1d4+d4+2+3+2
4 Hound+3+1d4+1+1d4+3+1d4+2
5 Provocateur+1d4+1+1d6+1d6+1d4+1+3
6 Redactor+1d6+1d6+1d6+1+1d4+2+1d4
7 Wetworker+1d6+1+1d6+1+1d6+2+1d6+1d4+1
8 Ninja+1d6+2+1d6+1+1d6+3+1d6+1+1d4+2
9 Interstelligent+2d6+2d6+2d6+1d6+2+1d6+1
10 Master Spy+2d6+1+2d6+1+2d6+1+1d8
+1d6+2


After reaching Level 6, Astrosassins may add additional skill sets, starting first with the ones listed here and then at their GM's discretion.

Skill Descriptions

Getaway Driving (AGL/DEX) - You get an adrenaline rush that sharpens your senses and gives you an extra edge behind the wheel or stick of any planetary ground, sea, OR air vehicle. Specialize in one of the three categories and earn a +2 bonus at level 4 for any stunts you attempt.

Astrobatics (AGL/DEX) - Tumbles, leaps, flips, zero-G parkour--it's all at your disposal. You're an escape artist with a flair for the dramatic. Use the bonuses as listed, or double-down on a feat by spending hit points to earn a little extra boost. Must declare your intention to spend points BEFORE you attempt the feat. You can spend up to 4 points per feat. HP spent cannot be restored until next game session.

Master of Disguise (PRE/CHA) -  Fool your adversaries with a variety of subterfuge abilities:
Precise Vocal Modulation (throw your voice or imitate someone you've heard).
Prosthetic Creation (become an expert in recreating the facial structure for a disguise in 1d4 turns).
Attitude is Everything- You're a master of body language allowing your costume and disguise to pass with incredible believability.

Computer Hacking (INT) - Slice your way past firewalls and passwords and become one with The Grid. There's no data node you can't crack. Once you're in, you'll need regular skill checks to make sure you can cover your tracks and you're not caught.

Stealth (AGL/DEX) - Skill allows astrosassin to evade detection per the modifiers listed. At level 4, character gains an extra attack at the beginning of combat where initiative is won. At level 9, the title of "Shadowshiv" is bestowed out of sheer terror by her or his enemies.

Martial Arts (AGL/DEX) - Astrosassins are well-trained in hand-to-hand combat and pick up Martial Arts as a free skill. They advance normally along the usual modifier table for Martial Arts, but they gain a free subspecialty bonus in one of the six forms below. (They may choose or roll 1d6 randomly):
  1. Kung Furious (+1d4 landed punches per level)
  2. Tae Kwon 0WNED (+2 damage per level for roundhouse kicks)
  3. Zero-G Judo (+1 per level to throw opponent, +1d6 in weightless environments)
  4. Krav MEGA! (+1 per level to hit vulnerable areas of opponent so hard target must roll vs. Pain)
  5. Jujitsooooooooo (+2 meters per level to sonically grapple opponent using only vocal emanations)
  6. Clipped Wing Chun (+1 per level to trap opponent and +1 per level advantage in rendering them unconscious)

Toxins (INT) - You've able to detect, identify, and fabricate a myriad of poisons and other deadly substances either by honing your senses or through chemical analysis. This skill gives you a modest amount of knowledge in astrobiology. At least, when it comes to knowing what poisons kill which alien species.


Demolitions (INT) - You blow stuff up real nice. You know timers, detonators, and all kinds of substances that go boom--including what type of chemical traces they do/do not leave behind. You also have knowledge of structural integrity (knowledge of where to put the explosives to get the biggest ka-blam for your buck).

Marksmanship (AGL/DEX) - Ranged weapons are standard issue in the service. If you choose not to specialize, use the bonuses as listed. Otherwise, a very special weapon to be the only signature you leave behind. You'll earn an extra +1 at levels 3, 6, and 9, plus the ability to repair or customize your baby as you see fit.
  • Shruiken
  • Light Disks of Death
  • Crossbow
  • Needlegun
  • Laser Pistol
  • Laser Sniper Rifle (with scope)
Astrosassins are likewise practiced in the art of timing and, if need be, patience. Astrosassins with initiative have the drop on their targets--which means they've got time to steady their aim. Declare a shot and then wait until next round to fire and see your to hit and weapon damage doubled.

Janitorial (INT) - Part of being the best at what you do is leaving nothing behind that could be used to trace back to you (unless you specifically want it to). So get a sponge, some latex gloves, and a canister of industrial strength Comet Cleaner because you're going to need to erase yourself from the scene. You'll finish up with a little xenomorph acid (diluted, of course!) and a lot of elbow grease. It's not as bad as it sounds, it's just another form of stealth--really!

Special Abilities

In addition to the skills listed above, those with ability of 14 on a given attribute may choose one of the following special abilities for that score. These additional abilities come to you in a zen-like focus of singular and discerning prejudice. All special abilities may be used once per game session.
  • Strength/Physique - Furiosity: Add +1 damage + your level to all your hand-to-hand attacks for 3 rounds.
  • Intelligence - Tactical Smackdown: Your mind is a sharp shruiken, observing everything in the room--entrances, exits, computer panel layouts, display readouts, etc.--with exquisite detail. Remember it for later or use it to your advantage in combat.
  • Wisdom/Presence - Bluffterbuss: Doesn't matter if you're interrogating, charming, or just plain bluffing--you make for one damn convincing argument that's not questioned for 1d4 rounds.
  • Charisma/Presence - Psiblock: Keep nosy minds out of yours for 1d4 + your level rounds.
  • Dexterity/Agility - Silent AND Deadly: Totally unfair stealth skills for 1d6 rounds.
  • Constitution/Physique - Titanium Heart: Boost your strength and endurance for 1d4 rounds by +3.

Measures of Last Resort

Every astrosassin must choose one getaway/gotcha clause that's installed as a recruit. Switch sides all you want, this one stays with you forever:

Dental Denial of Service
Two molars, on opposite sides, are replaced. One is an inward facing self-immoliating emitter for when your cards all turn up jokers. The other, a outward spewing knockout gas that's guaranteed to work against any single biological target--for close encounters with those of the opposite agenda. Let's hope you remember which tooth is which--roll an Intelligence check to be sure (-1 if you're drugged or inebriated).

Black Hole Beam Out
Inside your brain is a microscopic transponder than can only be read by one computer in the galaxy. That computer belongs to the agency that first recruited you. Say the magic words (a code word of your choosing, and relayed only to your GM) and they'll come rescue you for a price: $10,000 per your level +$5,000 (each) for any of your cohorts. In all likelihood they'll pretty much own you after this. One time use. Rescue occurs within in 1d6 rounds.

Nanodamnation
A single, self-replicating nanite roams your bloodstream at all times. It's mostly harmless, except in the worst kind of event--the one you can't escape. Trigger it with a memory combination of your first kill and your last kiss. Once activated, it will begin doing what it does best until you, your friends, enemies, and the planet beneath your feet are consumed. No returns, no exchanges. The ruling space authority will likely quarantine or neutralize the planet afterwards.


Need some inspiration?

Here was mine: Barbarella, StarCrash, Nick Fury: Agent of SHIELD, The Empire Strikes Back, Pulp Fiction, DUNE, The Matrix, Chuck, a little bit of Pulp Fiction, and--yes...James Bond!

NOTE: This post assumes familiarity with X-plorers ruleset, but can be converted easily to other games. Attribute equivalencies for D&D also given.
Visual inspiration:<

Follow Jay's board 04 Starbuckler on Pinterest.


ASTROSASSIN is copyright 2014. I've permission from X-plorers publisher, Brave Halfling to use the game's rules and stats and intend to publish a supplement, using the class name and description above. Okay to use in your personal gaming, but not to be published without my express consent. :)