29 March 2019

Rough flying monster conversion guide to Stars Without Number: Speed/Maneuverability


In my opinion, while SWN is supposed to be a drag-n-drop OSR game, it's missing something I think would be important. It doesn't have any guidance on how to give a Speed rating to the kind monsters you would be hunting or fleeing from in a vehicle, particularly flying monsters, but large monsters in general. Vehicles don't have a movement rating; they have a Speed rating. Even Engines of Babylon despite including overland rates, does not explicitly include a tactical movement rating.

Without a Speed rating, it becomes difficult to adjudicate sweet aerial combat with Alien Space Dragons or even a Swarm of Giant Bees.

BECMI Maneuver Factor to SWN Speed is based on the gnomish aeroplanes from Top Ballista having the best plane be on par with an atmoflyer.

NB: The Champions of Mystara Spelljammer conversion has in the quick conversion MC A=MF 5, MC B=MF 1, and MC F=MF ⅕. So, there will be two charts.

My current conversion:



SWN Speed
BECMI MF
AD&D MC
Pathfinder MC
5
5
A
PERFECT
4
4




3
3
B
GOOD
2
2




1
1
C
AVERAGE
0
1/2




-1
1/3
D
POOR
-2
1/4
E
CLUMSY
-3
1/5
F
VERY CLUMSY

Conversion based on Champions of Mystara:


SWN Speed
BECMI MF
AD&D MC
Pathfinder MC
5
5
A
PERFECT
4
4




3
3




2
2




1
1
B
GOOD
0
1/2
C
AVERAGE
-1
1/3
D
POOR
-2
1/4
E
CLUMSY
-3
1/5
F
VERY CLUMSY





24 March 2019

Kyuun Kyuun Super Dimensional Love

Like I've said previously, I'm working on a Macross rpg. To me that means it has to explicitly allow for and encourage the kinds of events that unfold in each show, even sort of the OVAs.

That is, it needs to have mecha combat, and that has to be able to do aerial combat and h2h mecha combat, but at a pace that will, hopefully, make it feel like close to the speed on screen. In other words, not something crunchy like Battletech or Mekton.

It also needs to make relationships and emotion matter beyond a "just RP it" style dismissal.

Finally, the power of song needs to matter. And I don't mean some whimpy ass bardic inspiration style shit. Each show ends with the power of love and song winning. The mecha violence is kind of padding.

I started out working on this building off Basic Role-Playing Mecha and King Arthur Pendragon. I've been looking Mekton and Fuzion, which has kind of cool rules for dogfighting, at Powered by the Apocalypse games like Monsterhearts.

I'm currently looking at Forged in the Dark games because the clock mechanic is very appealing in that I don't need to make something non-combat, like singing space magic, directly affect combat, because that happens more and more frequently as the meta-series progresses, and that I think I can use consequences to do things like location based damage to mecha without getting all crunchy and shit.

I've been working on it as it's own specific thing since about February, and it's not even at an alpha playtest stage yet.

I was planning to a text dump or link to the google folder and the discord I set up for it, but since it's still at the what do I really want to do phase and I cannot as of yet playtest it myself, I'm keeping those under my hat.

Orcs redux - Drafty version

This is a WIP of orcs for B/X adjacent and OSR games. There is a little bit of my WIP house-rules, merging dexterity-as-agility with strength and reverting to a more OD&D only fighters get benefits for strength, and finding a less awkward way to refer 'races' in a fantasy context. I'm mostly working on the descriptive text of the orcs.

Orc as Class
Ability Score Requirement: Prowess 9, Constitution 9
Hit Die: d8 per level 9th level. Starting with 10th level +2 hit points per level and Constitution adjustments no longer apply.
Saving Throws: As a dwarf.
Armor: As a fighter.
Weapons: As a fighter.
Experience: As a dwarf.
Special Abilities: 2 in 6 chance of <insert background ability(ies)>; (wired for speed) +1 to use any tech equipment with LINK interface; night-vision.

Orc as Fantasy Background
Ability Score Requirement: Prowess 9, Constitution 9
Special Abilities: (made for mayhem) uncapped damage dice; (born for battle) uses prowess as a fighter regardless of class; (wired for speed) +1 to use any artifacts and items directly related to orcs; +3 on all saving throws; night vision

Orc as SWN Origin Focus
Ability Score Requirement: Prowess 9, Constitution 9
Special Abilities: (made for mayhem) uncapped damage dice; (born for battle) uses prowess as a fighter regardless of class; (wired for speed) +1 to use any tech equipment with LINK interface; +3 on all saving throws; protected from brief exposure to space; night vision.

Orcs are a people of diverse appearances. Despite that, they have a more similarities than their gross differences would indicate, much like humans. The feature most common among the various clans of orcs are their porcine heads. There is a large amount of divergence within that, not all orcs have tusks, and not all orcs grow similar tusks. The second most common feature is the green to grey skin color and green to grey blood. Beyond this there is a great variation of appearance. While on the whole an orc is stronger, and more able to apply their strength, than a human, they can range from roughly human size and build to upwards of 8 feet tall and/or built like a boulder.



In an age past, ancient humanity used genetically enhanced humans as the backbone of their militaries. The human genome was pared down significantly and genes from other lifeforms were spliced in. In the case of the most common gene-line of soldiers a large portion of their genome was spliced with that Suidae species, that is pigs of all kind. In spite what it may seem like, the original soldier line at best had bristly hairs and a mild under-bite with small tusks. Like most of the military gene-lines, the soldier-line wasn't intended to be a freely reproducing one. Each soldier's genome was essentially good for one use through the use of genetic DRM.

****Pigs are one of four known mammalian species which possess mutations in the nicotinic acetylcholine receptor that protect against snake venom. Mongooses, honey badgers, hedgehogs, and pigs all have modifications to the receptor pocket which prevents the snake venom α-neurotoxin from binding. These represent four separate, independent mutations.[38]*****



>> https://axesnorcs.blogspot.com/2014/10/the-orcs-of-shardheim.HTML
 The Orcs of Shardheim
For lack of a better name, as 'A Mad God Rising' was really intended to be the pseudo title of a specific campaign, and I have yet to name the world, or the lands, so I have decided that Shardheim will sort of be the name for the setting. Even if various groups, because this setting is sort of where I have placed the Emerald Spire for my Pathfinder group, and is sort of where my campaign is also, never directly deal with Shardheim itself, I like the idea that it is enough of a thing that in the world people know of it, even if it's mythologized, or exaggerated.

On to the orcs.

The orcs are like the moogles. Both are from someplace else in outer space. The difference is that moogles were long long long ago space refugees; their ancestors sort of planned to crash somewhere. The orcs are the descendants of purpose built soldiers. They were weaponized humans, or near enough to humans as this world is concerned. However, the vessel(s) that crash landed did not have a large enough gene pool, crashed in fairly isolated areas, sometimes deep fucking underground. Combine that with the weird engine radiation and you get orcs. Take a group of organisms engineered very specifically, with a largely homogeneous genetic makeup, never intended to breed in large numbers, or without supervision, with recessive genes that were never culled from the genome, and are large amount of mutagenic chemicals and radiation. Orcs weren't always the ravaging marauders of limited intellect. Even if their ancestors were essentially living weapons, they weren't stupid. Orcs today are to a large extend stupid, evil, and horribly inbred creatures. Well most of them.

Half-orcs are proof of how much variation between two human populations there can be and still result in fertile offspring, or orc DNA is really really robust. Half-orcs greatly tend to favor their human side, baring the tusks, green-grayish skin, and almost supernatural resistance to being knocked the fuck out.

Some times there are ancient ruins where the walls are made of seamless metal or some soft waxy substance, and on the walls and doors are a language undecipherable without magic. If someone were to spend years comparing the characters to how orcish sounds, it would become clear that the language of the orcs is descended from the language that was spoken with these symbols.
In some of these ruins are deadly traps that slay all who enter except for orcs and half-orcs.
Some orc tribes still hold fast in these ruins, and may even have a few (mal)functioning weapons of ancient power that only those with the proper orc bloodlines can operate (the least amount of genetic variation from the original orcs, or at least the correct specific genes).
Despite both being green, orcs and goblins are not similar species. Goblins are faerie creatures, and won't poison you if you eat one. You might have a bad trip if you eat a goblin, but you probably won't die. Orc is for some reason or the other poisonous. Heavy metals, radiation, hyper-active immune system, nanites, pick one and that is probably how eating orc-flesh killed you.
While not related to pigs, despite the tusks, a great deal of orc tribes keep all manner of porcine beasts.
Orcs like large bladed axes, and hammers, and maces, and clubs, and spears, and rocks, and chainsaws.
Some orcs wear armor. Most just bolt it to their skin, or scarify their hides to toughen them.
Orc tribes that still mainly live underground hate light brighter than a quarter moon's and fight as if blinded. Sadly, most orc tribes live above ground and can probably see and smell better than most adventurers.

>>>>> FROM MY NOTES FOR SPACE MEGA-DUNGEON INVICTUS


Orcs were a gene-line made to be soldiers. They are tough and wired for speed. Culturally many groups encourage the natural aggression of humanity that is bolsters by the orcish extra-durability. Their genome wasn't intended to be a freely breeding one and alongside radiation dangers, many recessive trains and unforeseen mutations are common among the orcs. Tusk are one of the most common and notable visible mutation, including many other species considering them to be quite ugly. "Half-orcs" are either less inbred groups or the offspring from other human gene-line pairings with enough baseline dominant human genes to push back to a more archetypal genome. "Half-orcs" are frequently superior in many ways to orcs, baseline humans, and other human gene-lines.

The orcs of Invictus Station as descendants of the old crew have integral nanomachines as part of the Link System. They transmit bio-signs and the like in certain areas with an intact local AI. The AI can communicate with them wirelessly. The degree of communication possible is random, but can be improved with further cybernetics which are available within the Temple's medical bay. The AI's sensors are not omnipresent.

The AI 'god' has named itself Hellion. Its priest is a corrupted adviser android named Meyanda.

All locked doors throughout orc territory either automatically open in orc presence, or when palmed by an orc. Non-Invictus orcs make a luck/mental save at each door for it to open without duress.

>>>>>

If orcs have ogres, then space orcs need space ogres, but making them just bigger orcs is kind of boring, even if it is plausible. Mega or mecha boar sound cooler.

>>>>>

Orc clans founded around wreckage with intact VI/AI systems are more organized and treat their local AI as a clan god.

***************

https://en.m.wikipedia.org/wiki/Babirusa

05 March 2019

A5 edition of my compendium is live on Lulu








Check out here.

Meanwhile, I might be backburnering Kyuun Kyuun: Super Dimensional Love as I really really hate it at the moment.