Thursday, August 25, 2016

Grim Hack Expanded One-Shot #2: Deep Space 13



‘Thank you all for coming at such a short notice. But, as you are all aware, we’re a mere 13 months into our five year reconnaissance mission into the Gamma Quadrant, and we’ve already had our fair share of problems. After the attack by the Jem’Hadar which left us damaged but functional, we were unable to contact Starfleet for almost a hundred days.

‘No, that’s the problem. Despite the assistance we were given from our new “allies” and the complete refit of our communications system, we still have no contact with Starfleet.

‘Yes. Fully functional. All diagnostics show the new systems are working correctly. Still, no Starfleet.

‘I’m asking you all to undertake a mission to our closest station and report to Starfleet Command, giving them a thorough report on our activities and receive orders, if any. You’ll be using our warp capable runabout, so please return to us as soon as possible. We cannot afford to be without all of our assets for too long.

‘Quite right, lieutenant. Your destination is Deep Space 13.’    

Here is the background table and archetypes that will be available for this particular Sci-Fi genre for the new Grim Hack rules. Feel free to let me know if there's something you think should be added as another archetype, or key skill missing for this particular type of adventure world. Since in this particular idealistic society, no one needs to work, I’ve used pass-times, hobbies, and jobs people may do for leisure for backgrounds.

Note for players carrying over their characters from the first one-shot: Ignore this particular Background table, continuing with your previously rolled Background is fine. Wipe out all the skills and equipment from the previous Archetype and use the skills and equipment from the new ones. Any skills or trappings you believe your archetype should have, let me know.

Roll
Career
+1d10
Skill
1
Academic
Int
History (any)
2
Artist
Fel
Art, Musicianship, or Sing
3
Athlete
Agi
Acrobatics
4
Auto Mechanic
Cn
Repair mechanisms
5
Carpenter
Dex
Carpentry
6
Chef
Cn
Cook
7
Gardener
Int
Agriculture
8
Preacher
WP
Public Speaking
9
Rancher
WP
Animal Handling
10
Outdoorsman
T
Orientation
11
Traveler
Fel
Additional language
12
Diverse interests

Roll twice, ignore any duplicates including this result.


New Bold-Going Sci-Fi Archetypes:

Common equipment: Starfleet uniform, Badge Communicator, Hand Phaser.

Suggested party make-up: one of each Archetype.

Starfleet Engineering Officer
Free Raise: Dexterity, Cunning, or Intelligence.
Skills: Consume Alcohol, Engineering, Knowledge – Starfleet Technology, Pilot-Runabout, Repair, Specialty weapon – Phasers.
Equipment: Engineering belt kit, including scanner and tools.

Starfleet Medical Officer
Free Raise: Intelligence, Will Power, or Fellowship.
Skills: Chemistry, Heal Wounds, Knowledge – Starfleet Technology, Specialty weapon – Phasers, Surgery.
Equipment: Medical belt kit including scanner and full multi-injector with 5 administrations (Cure Disease, Cure Poison, or Heal).

Starfleet Science Officer
Free Raise: Cunning, Intelligence, or Will Power.
Skills: Astronomy, Knowledge – Starfleet Technology, Security Systems, Specialty weapon – Phasers, Super Numerate.
Equipment: Tricorder

Starfleet Security Officer
Free Raise: Ranged Skill, Strength, or Agility.
Skills: Disarm, Dodge Blow, Knowledge – Starfleet Technology, Specialty weapon – Phasers, Street Fighter.
Equipment: Phaser Rifle, Security Handcuffs


Weapons in brief:
Hand Phaser             S5              RoF: 1         Rounds 10                  Range: Short              
Phaser Rifle              S5              RoF: 1d3     Rounds 30                  Range: Long

Special for Phasers: May set to Stun (On successful hit, target must make successful Toughness test or be stunned for d6 rounds).  

Tuesday, August 23, 2016

Weird War II 1947 one-shot play report.

Weird War II One-shot play report.

The Players: 
Ian (Dave)-Commando
Hunter (John)-Intelligence Officer
Anatoly (Dale)-Intelligence Officer

Play started with the team in the forward torpedo room readying their gear for the mission. Once they were ready, the Nautilus triggered her anti-Deep One sonic weapon and the boys shot out into the freezing seas of the Antarctic. Spying 3 stunned Deep Ones with spear guns on lanyards, the boys dared taking the time to dispatch them with their combat knives and grab up the spear-guns despite the danger of remaining in the cold water.

Coming up into the submarine pen, they remained under water and Ian planted explosives on the submarine and the fuel reservoir to go off in two hours. Surfacing under the support structure for the fuel tank they snuck under a gangway and peeled off their wetsuits and got into their gear. Unfortunately for Ian, he failed his Toughness check and succumbed to the cold, hampering all his physical abilities until he was able to get warm. Despite this impediment, he and the rest of the team snuck deeper into the cavern and hid amongst the crates taking time to warm Ian up. The guard and his resuscitated casualty partner in the watch tower were oblivious to pretty much everything.

Once Ian was more functional, the team snuck up to the door of the dock office and whipped the door open, unleashing a fusillade of silenced round at the supply sergeant, pretty hitting everything except their target except one stray bullet from Ian. Once initiative order began, Ian with the upper hand missed completely, and the sergeant making his WP check, grabbed the phone and called in an alert just before Anatoly blew off the man’s leg. Hunter immediately grabbed the phone and critically failed his try to make the alert sound like a joke, but ended up sounding like Han Solo instead. Anatoly rigged a grenade to a C4 charge and tied it to the door and the team safely made it to their hiding place under the fuel tanks structure, quietly putting their wetsuits back on.

An officer with a cadre of resuscitated casualties came to investigate only to be blown into a state where resuscitation would be impossible. Moments later the sub crew ran by and started piling into their vessel. Ian slid back into the water with Anatoly to change the time of the C4 charges planted on the sub and the fuel to 15 minutes, while Hunter, sensing the coast was clear, ran off to get Intel to help the Allies in the war.

Ian and Anatoly were safely in the tunnel as the sub began moving away from the dock, and they were able to witness both the explosions and the horror of the sub crew as they abandoned ship only to freeze and die almost immediately from the freezing water. Once their bit of handiwork resolved, they hid behind the last remaining dock and opened fire on the guard in the watchtower, with Ian dumping his entire 3 round burst into the guard, ripping him apart. The team quickly took control of the watchtower and it’s MG42.

Meanwhile, Hunter delved deeper into the base finding another cavern with multiple exits and a Walker-Mech who’s driver was desperately trying to start. One grenade into the cockpit, and Hunter was checking the different exits. Seeing one with occult symbols on it, he followed the tunnel to a warm room with the Wizard preparing some sort of maniacal chicanery. A quick surprise check, and Hunter had his silenced.45 to the man’s temple. After the merest of introductions, he asked where the
Next door went to. The wizard replied that it was the Power Plant earning himself an immediate bullet in his brain.

Going through the next door and following the passage down, Hunter found a large machine with a ramp that led up into a yawning hopper on top of it. Off to the side he heard weak crying from a cell full of emaciated and dying prisoners. Hunter, knowing he was out of time and had no way to extricate them form the base, he set the charge on the Power Plant for 15 minutes. As he left, he heard a prisoner both laugh and cry and say ”Yes, release the Shoggoth.”

Making sure he grabbed a couple of ‘interesting’ looking tomes in the Wizards room, he hied on out of there. On the way back through the hub of the base, he heard arguing behind a door which he opened and threw a grenade into. Unsure if one was enough, he pulled the pin on a second grenade, but after opening the door saw only corpses. Trying to jam the grenade into the door as a trap and sprinting away, he failed his Dex check and he heard the grenade go off, but not close enough to damage him.

Reunited in the sub-pen, the team quickly departed and swan furiously back to the sub. The base destroyed crippling the Axis’ new fuel dependent War Machine, the Allies would suddenly regain some advantage in the war. However, with the forbidden knowledge contained in the books acquired, the Allies quickly gained the upper hand, ending the war and establishing the United States as the new dominate power in the world…

…but at what cost?

Tuesday, August 2, 2016

Zweihander now on Kickstarter!

Been watching these guys work on this project for a long time. Zweihander is an updated version of Warhammer Fantasy Roleplay. The rules are fun and ingenious, the artwork gorgeous. If you don't believe me, check it out. Definitely worth your time even if you're not a regular WFRP player (you just may become one). Trust me, it's Grim and Perilous as hell!

Monday, August 1, 2016

Mission Briefing (1st one-shot:1947)

‘Alright, men. Smoke ‘em if you got ‘em. Charlie, fire up the slide show.

‘As you know, the war’s taken a disastrous turn. D-day two years ago, there were too many surprises. Too many we in the intelligence community failed to uncover. Fish-men, fucking fish-men!, sabotaging our ships, walking Panzers, SS in jet-packs, and the abomination of their so-called “Resuscitated Soldier Program.” Ah Christ-

‘Now half of England is in enemy hands.

‘We think we know where they’re getting this new fuel from. Underwater sub-base in Antarctica in a place they call “New Schwabenland.”

‘You’re going to be inserted by one of our brand new Nautilus Subs equipped with an experimental sonic weapon that really screws with the fish-men. It doesn’t kill ‘em, but it sure knocks them on their ass for a while. The lab boys estimates you’ll have a couple hours, three at the most. That’ll give you time to get in, blow up the facility, and get back out. Preferably alive. Any intelligence you can get would be invaluable, but your priority is to Destroy. That. Base.

‘God bless you and the United States of America. Dismissed.’



Here is the background table and archetypes that will be available for the new Grim Hack rules. Feel free to let me know if there's something you think should be added as another archetype, or key skill missing for a Weird War II/Delta Green type mission.

Roll
Career
+d10
Skill
1
Academic
Int
History
2
Artist
Cn
Art, Musicianship, or Sing
3
Athlete
S
Acrobatics
4
Carpenter
Dex
Carpentry
5
Chef
Cn
Cook
6
Construction Worker
T
Engineering
7
Electrician
Int
Repair Electronics
8
Farmer
T
Agriculture
9
Geologist
Int
Metallurgy
10
Jeweler
Dex
Gem cutting
11
Line Worker
T
Consume Alcohol
12
Mechanic
Cn
Repair mechanisms
13
Merchant
Fel
Haggle
14
Miner
S
Mining
15
Preacher
WP
Public Speaking
16
Rancher
WP
Animal Handling
17
Sportsman
Agi

18
Tailor
Dex
Tailor
19
Traveler
Fel
Additional language
20
Diverse background

Roll twice, ignore any duplicates including this result.


Common equipment: Black combat fatigues, Duffel bag, Flak jacket, Harness, Insulated wetsuit, Thick soft-soled combat boots (+10% Silent move urban), White winter Parka.

Suggested party make-up, at least 1 Intelligence officer, and 2 commandos.

Soldier: Commando Specialist
Skills: Demolitions, Concealment rural, First aid, SCUBA, Silent move rural, Specialty weapon – SMG, Specialty weapon – firearms.
Equipment: Commando Knife, Silenced .45 1947 Thompson SMG w/ 90 rounds (3 magazines) silencer only good for first magazine, C4 charge and detonator, 3 frag grenades

Soldier: Heavy Weapons Specialist
Skills: First aid, Mechanics, SCUBA, Specialty weapon - Flamethrower, Specialty weapon – firearms,
Equipment: Compact Flamethrower w/15 ‘fwooshes” (3 canisters), .45 1911A1 w/ 21 rounds (3 mags)

Soldier: Sniper Specialist
Skills: Concealment rural, First aid, Marksmanship, SCUBA, Silent move rural, Silent move urban, Specialty weapon – firearms
Equipment: 1946 Winchester model 70-S sniper rifle w/ scope and 15 rounds (3 clips), .45 1911A1 w/ 21 rounds

Intelligence Officer
Skills: Communications, Concealment urban, Cryptography, Occult lore, Other language: German, SCUBA, Silent move urban, Specialty weapon – firearms
Equipment: Commando Knife, Silenced .45 1911AS w/ 21 rounds (3 mags) silencer only good for first magazine, code book


Weapons in brief:
.45 Silenced Thompsons S:4 Rate of Fire:1 or d3. Only the first 30 rounds are considered noise suppressed.
.45 Silenced 1911 Pistol S:4 Rate of Fire:1. First 10 rounds considered noise suppressed.
Winchester Bolt-action w/ Scope S:5 Rate of Fire:1 +10% to RS when using the scope.
Mk7 Compact Flamethrower. Area of Effect Weapon.



Thursday, July 28, 2016

Into the Seas, Darkly

Water, water, everywhere...
So when it comes to playtesting new rules, I like to come up with something unique just to give my players some fresh air and to kind of push the new rules in the background to see if they can fly without being too overly conspicuous. Our first try was the infamous Star Wars one shot that I hope to bring to the play report to the blog sooner or later.
Here is an example I thought up, but thought it was more appropriate as a campaign and since my players have been fairly entertained by the current Crown’s Hold campaign, I figured I’d share this in case anyone else might find use for it.
Into the Seas, Darkly
Premise: Sometime in the past, the modern world experienced a holocaust of an unleashed fury of bio-engineered plagues and rampant nuclear exchanges. The dry land has been contaminated with radiation and plague carrying mutants. The survivors of the apocalypse have immigrated to the seas to survive.
The few shattered survivors in battered flotillas of bound together small craft, massive cruise liners, freighters, and a few of the remaining military vessels that were not destroyed by the war. GPS satellites are no longer functioning, amount of settlements with someone who can navigate by the stars are slim. Fuel for the larger ships is long gone so other forms of traveling the seas have been developed. Massive sails and slave manned oar decks are common. Still, rumors of abandon off shore refineries that still produce fuel are abundant, yet no one seems to know exactly where they are.
Weapons: Bosses and their elite bodyguards are usually the only one with the ammunition available to carry guns, so make shift bows, spears, axes etc. are the norm.
Players’ Home vessel:
1.        Cruise liner
2.        Bound flotilla settlement
3.        Flotilla of smaller craft
4.        Former military vessel
5.        Cargo freighter
6.        Small merchant vessel

Home vessel community:
1.        Feudal
2.        Theocracy
3.        Anarchy
4.        Monarchy

Encounters:
1.        Off-shore refinery (d6: 1 operable, 2 repairable, 3-6 irreparable; d4: 1-2 abandoned, 3-4 occupied )
2.        Flotilla settlement (d6: 1-2 abandoned, 3 temporarily vacant, 4-6 occupied)
3.        Single survivor in tiny craft
4.        Mutated Sea life
5.        Land
6.        Submarine raiders
7.        Whirlpool
8.        Bad weather
9.        Shipwreck
10.     Pirate Flotilla
11.     Vessel
12.     Iceberg

Mutated sea life:
1.        Mega-whales
2.        Kraken
3.        Mermen (Deep Ones)
4.        Sentient fungal blooms
5.        Shark swarm (aggressive)
6.        Aggressive pigeons/ernes

Land:
1.        Atoll (unoccupied)
2.        Atoll (occupied)
3.        Island (unoccupied)
4.        Island (unoccupied)
5.        Archipelago (occupied)
6.        Archipelago (abandon)
7.        Continental shore
8.        Ice floe

Occupied by:
1.        Pirates
2.        Survivor community
3.        Plague-bearers (mindless fast zombies)
4.        Mutants (Victims of both the plague and radiation, most have kept their mental faculties)
5.        A secret refuge for the rich and powerful from the modern age
6.        Devolved survivors who are now cannibals
7.        Religious fanatics
8.        Mermen (Deep Ones and their hybrids).

Single survivors:
1.        Religious zealot
2.        Assassin/bounty hunter
3.        Spy for another settlement
4.        Plague bearer (infectious fast zombies)
5.        Mutant
6.        Exile
7.        Cannibal
8.        Pirate
9.        Madman
10.     Herald for another community
11.     Trader
12.     Wreck survivor

Things settlements are looking for:
1.        Trade
2.        Ammunition
3.        Converts
4.        Navigator
5.        Mechanic
6.        Electrician
7.        Gunsmith
8.        Agriculture experts
9.        Slaves
10.     Slaves
11.     Women
12.     Women
13.     Doctor
14.     Engineer
15.     Food
16.     Fuel
17.     Freshwater
18.     Medical supplies
19.     Repair materials
20.     Construction/repair materials

A few examples of what can be encountered at sea:
Cathedral of St. Neptune: The Black Cardinal Joseph Celeste runs his oar propelled oil tanker turned house of worship with an iron fist. Any survivors rescued by his minions are bound for the Holy Breeding Chambers if female, and males to the oars for ‘conversion.’ Any order, no matter how ‘sinful,’ is immediately performed by his elite guard of “Red Robes” who control the members of the congregation with unholy fear and the only working firearms on board. The Cardinal’s primary needs are for technological savvy ‘converts’ to keep his sea-borne cathedral running, and fuel to keep the electrical generators running. He has no desire to get the engines running, as the conversion of his rowers is an integral piece of their path to God and conversion into zealotry.
The Venture: One of the modern mega-cruise liners, plague broke out while far out at sea. A crew of mutants led by Eric Seven-eyes run the massive ship, using the hordes of mindless plague-bearers to overwhelm any opposition as they raid any occupied boat or settlement they come across. Having heard rumors of an operational off-shore refinery, he and his crew desperately hunt for it.
Fish Town: A conglomeration of almost a hundred sea vessels, from anything to dinghies to a small yacht, the float tied, taped, nailed, and glued together. The inhabitants all have an odd degenerate look to them, but those who mention they look a bit like the strange mermen that occasionally attack ships at sea, are quickly silenced.  Operating as a peaceful trading village on the high seas, it is also known as a place where baser services can be found, including drugs, alcohol, and prostitution.  While visitors are always welcome, it isn’t unheard of for a few to not make it back to their ship before they cast off. It is a recognized cost of doing business with the strange people. When Fish Town is encountered, the sea is always strangely still.