Busy Day [admin crap, LotFP]

Went through and updated the House Rules page, Occultism, the Savage, and a few other posts. Currently updating Physic to match my current offline rules, and reconciling firearms and Seamanship with my notes as well. Forgot how damn much some of this stuff has changed. Currently queuing posts for the next couple of days.

…also, I dropped the silverware drawer on one of my fingers and it’s pouring rain. So painkillers may be involved.

More TNT house rules and weapons [This is Not a Test]

I’ve spent most of the day caring for an ailing wife and a brain-pulverizing migraine, but I did get some converting done this afternoon. More on  that shortly.
Meanwhile, here’s a second installment of some house rules I’ve been toying with these last couple of weeks. As always, these are house rules and in no way official.

New Weapon and Relic attribute:
Masterwork weapons are the best equipment in the waste. Janky gear, on the other hand, is the stuff even a Raider would think twice about picking up. Whether poorly-made, badly-maintained, or just old as Hell, the item breaks down more frequently than most. Still, it’s cheap.. and it might be easier to find a low-end relic.
Relics and Ranged Weapons with the “Janky” attribute treat a roll of “2” as a Fumble when using or Activating them.
They provide a 25% BS rebate to Ranged weapons bought at any time, or Relics chosen at Warband creation (though Relics still count their full cost towards the Warband Strength). In the End-Game sequence, a player may select a Janky relic of one higher rarity level than the one they rolled.
The “Janky” rule may be bought off if the warband has a Gunsmith (weapons) or Maintainer (Relics) by spending 50% of the item’s nominal value.
Don’t buy Janky power armor. Trust me.

New weapons:
Str: 6—Rng 18″—Rel 2—Two-Hand—Cost: 10 BS
Modern Weapon
Special rules/notes: Hail of Lead
Carbines were far and away the most popular civilian weapon in America before the End War, and held that distinction for centuries. They combine a short, handy profile with a deep magazine of lower-caliber ammo (either pistol cartridges or light rifle rounds), and boast a fast action. The most common types are lever-action “ranch rifles” or scaled-down versions of Assault Rifles converted to semi-automatic fire, though some companies manufactured beefed-up SMGs and stocked, long-barreled pistols before the Fall as well. The Carbine’s low recoil and deep magazine make it easy to lay down covering fire, even if the weapon can’t quite match the volume of shots or accuracy of an SMG or AR firing full-auto.  They’re popular among Wastelanders who prefer to fire on the move, or with anyone who wants to get a little extra range but doesn’t want to buy (or scrounge) more expensive high-powered rifle rounds.
Note: A Bayonet may be mounted on a High-Caliber Carbine.
So, basically this is a huge-ass hole in the TNT armory. As noted above, these really are the most popular guns in America – from the AR-15 and Mini-14 to the .357 and .44 Magnum Winchesters.
Hail of Lead, the guns work best as suppressing-fire weapons on the move, but you can also pull off a Concentrated single shot. It also leaves the SMG and AR with their niches – massive emplaced fire. I bumped up the cost a little over the SMG because otherwise there’s really no reason to take the latter (but see below), and kept the poorer reliability to balance the volume of fire. I was torn between bumping the range up to 20″, but 18″ just seemed easier to work with.

Sawed-off Shotgun
Str 6—Rng 9″—Rel 1—One-hand—Cost: 7 BS
Modern Weapon
Special Rules/Notes: Close Range (3″), Pistol
Short-ranged and brutal, cut-down shotguns are the close-combat weapon of choice for anyone who can take the wrist-breaking recoil and doesn’t feel like learning to use a knife or bat. They also make an excellent last-ditch weapon to stop Rad Zombies or other, nastier wasteland creatures. Though most are more-manageable 16 and 20-gauge guns, larger bores are not unheard-of; before the End War, combat entry teams would sometimes use pistol-sized shotguns as “12-gauge lockpicks”. Raiders and Lawmen alike will occasionally continue the tradition in the post-apocalyptic era.
Come on, man. Mad Max has one. And don’t give me that “Large-Caliber pistol” crap, the Close Range rule is the whole point of a shotty. Plus the range of Pistols feels a little too long.

SMG – test rule (jacked from the TiNaT Facebook group)
SMGs and machine pistols are not affected by the Movement penalty. All other rules remain the same.

Riot Gun (Automatic Shotgun)
Str 7—Rng 18″—Rel 3—Two-handed—Cost: 20
Support weapon
Special Rules/Notes: Close Range, Burst
Fully-automatic shotguns are terrifying (if rare) support weapons. Their popularity with police forces and urban combat teams before the End War earned them the nickname “Riot Gun”. They’re legendary for their brutal recoil and are notoriously unreliable, but offer unparalleled knockdown firepower at close range. Auto-shotties are temperamental, with very finicky ammunition requirements, so it is rare to find a warband with one that does not also manufacture its own shotshells. They chew through ammo too quickly for Pre-war stocks to be viable, and low-quality “scrounger” rounds will foul the action or simply fail to cycle it effectively. Most are built on modified AR actions, but some were built from the ground up as shotguns with drum or tube magazines; they might resemble an out-sized assault rifle or grenade launcher to untrained observers.

God I love the AA-12, and the SPAS-12 is too iconic to miss – especially since I have an Aussie bush hunter with a SPAS-12 and some velociraptors in my minis collection..
Also, these make a great representation for the Bolters, undersized light drum-fed GLs, or out-scale “heroic” SMGs and ARs you might have in your collection.
I left this as a Support weapon because of the enormous potential firepower and the specialized training needed to effectively handle one, plus as something of a balancing mechanism. Nobody needs to deal with one of these in the hands of an Omega Mutant. Pricing it higher than the current AR was a no-brainer, of course. But the LMG has vastly superior range even if it’s
Move-or-fire, and its lethality feels on-par with the Sniper Rifle or Grenade launcher, so 20 seemed about right.

LAW (One-shot anti-tank launchers)
Str 9 — Rng 30″—Rel 2—Two-handed—Cost: 10
Support Weapon
Special Rules: One-shot (Sporadic reload rarity), Move or Fire, Anti-Armor
The LAW and its ilk are single-shot, high-powered anti-tank weapons descended from the venerable Panzerfaust. They were designed to give troopers who didn’t expect to encounter enemy armor a cheap, rugged and lightweight last-ditch weapon that outranged (not to mention out-hit..) conventional grenades. Though they had long been replaced by the Plasma Rifle in front-line American units, National Guard armories still held huge numbers of the obsolete weapons when the End arrived. Some ancient, unfired units survive to this day in the Wastes; skilled weaponsmiths have even made their own cruder but no less-effective disposable rockets to reload or replace them.
LAWs are effectively an “insurance policy” in the modern Wastes. Noting says “Bugger off” quite so effectively to a claim-jumping Preserver than seeing one of their big ‘Bots or powered armors eat a rocket, and even Psychos tend to back off once a vehicle or two explodes.
Though vastly cheaper than other anti-armor weapons, they can be hard to replace or source. Once a LAW has been fired in a campaign, the Warband must roll a Sporadic or better on the Relic availability table to re-use it in the next match. Note that a LAW does not count as a Relic for any purposes.

This is primarily intended for letting me do WYSIWYG skirmishes with some modern troopers I have in my model inventory. The Reload Rarity rule was mostly to balance out the cost – I either had to make it so cheap to get one that no-one should be without (which is silly) and >really< make it disposable, or charge a more balanced price and let it be a campaign item, and it felt like a good way to emphasize the difficulty of replacing ammo without adding on more hassle buying bundles of the damned things. Plus, if a model has a bundle of 3+, you can always just give it an >actual< ML and hand-wave it.

What I did this Weekend (Fallout, Crimson Skies, Borderlands)

Re-installed Fallout and Fallout 2 again on Friday (from actual factual disks! Yes, kids, I’m that old..), and spent the weekend in a happy haze blasting mutants. I’m playing with a crapload of patches, of course – raw, the games are playable but lovably buggy (like everything else from Bethesda/Black Isle). You can pick up most of the patches here (link). I recommend the High-res pack, 1.02 official, and 1.03 fan-patch for Fallout, and the “Restoration” mod plus the official patch and the high-res patch for Fallout 2. The restoration patch in particular has made this a much more enjoyable experience for me, what with all the things I haven’t actually played through like 15 times before – although it did bugger up a bit; little girls have been replaced with Mr. Handies. That gave me a bit of a pause: strolling into Klamath Falls the first time, and seeing like six sentry droids running for me demanding candy and hugs. Damned near earned the Child-killer perk a mite early.

On that note, Fallout inflamed my post-apoc gun-fest itch, so I’ve done some more writing on the Guns Guns Guns! Vault-Hunter’s Brochure, finishing off the basic character generation chapter and adding in some more critters to blast. It’s still not ready for release, but another couple of days of work and it’ll be ready for playtesting.

As if I didn’t have enough on the plate, visiting brother #3 (who may be becoming a permanent roommate? Time will tell) has also reignited my raging boner for Crimson Skies. It looks like a perfect candidate for Fantasy Flight’s Flightpath system (read: X-Wing/Attack Wing). Yes, I know there’s already a tabletop system. Two, in fact, but Clix still sucks donkey balls, especially for dogfighting.

Not just for PC and XBox, folks!

Not just for PC and XBox, folks!

But I like the feel of Flightpath. The point-buy system would need slight modification, however, to accommodate the Crimson Skies Ace/Wingman unit structure. I’m thinking certain pilot cards need to be labelled as “wingman” rather than forcing all wingies to be generic. Wingies would give the flight additional abilities, even if they’re not necessarily great buys; “Brooklyn” Betty, for example, could grant an additional evade die to her flight (her constant radio chatter, her own admittedly good piloting skill) despite her abysmal gunnery skills. Nate Zachary (Flight Leader) might get bonuses as long as there’s a female pilot in the sky (lowered evade, boosted attack) because he’s a hot-rodding ladies’ man. So on, so forth. Needs a lot of hashing out, and I need to get ahold of a few more of the plastics (I only have half the plastic airframes available, need a few more to horse around with). Still, I can do a playtest with what I have right now, and it should turn out well.

Off-line for a couple days (also, Vance, and Wizards vs. Magic-users)

Heading out of town for a few days.
In the meantime, I’ve been reading me some Jack Vance – it’s amazing how many things, subtle things, that D&D jacked from him.

You hear “Vancian Magic” way too often in this hobby from people who don’t understand what it means. Yes, the disposable spells and imprisoning/memorizing them is Vance to the core.
It also implies a bunch of other shit. Research, experimentation, Lost Spells in the Dark and Weird places of the world, barely-controlled Tech and Nanotech. One of the reasons I’ve always had a problem with the 3x + (and even 2e to an extent) is that they simultaneously make research less-attractive/non-existent, and make magic too mundane.

See, a “Wizard” is different than a “Magic-User”. Magic-users, what the common folk call “wizard”, simply have magic. I’ve used several in the past that were 0-level NPCs and/or other classes, but had access to a magical tool, even a toy, or some internal mutation that gave them power.
A Magic-user is a deceptive bastard who uses fear and magic to keep himself off the pyre and serve his needs. Magic-users wield nothing more than a tool; they are laborers, not craftsmen, of Magic – and by 4e, they are all that remains.

(Reginald Balfour) This guy? Candles of Hypnosis and glasses that let him read any code. Boom - "Wizard".

(Reginald Balfour)
This guy? Candles of Hypnosis and glasses that let him read any code. Boom – “Wizard”.

Wizards and Magi, though? They almost understand magic, even are magic to some degree. A Wizard hunts power, knowledge, tools. He hoards as the Dragon, jealous of power, laboring to keep it hard by and thieve it from the less-worthy. A true Wizard does not have equals, but enemies, masters, inferiors, puppets; those with a hold on his soul or his power, and those who depend upon them. Wizards deceive, yes, but also play with Magic in a way a simple “user” never will.
Wizards study, and often die for, their Art – for a Wizard is an Artist, a Craftsman, a maker of Wonder.

The longer or more tightly-regulated the spell description (with limited exceptions), the closer you move to nothing but Magic-“Users”. When Grease stops conjuring a layer of bacon fat in an area and starts becoming “You can but make someone slip, or disarm them”, a Wizard isn’t the only one who loses out.
The entire game feels the hurt, for creativity and “breaking the rules” with magic are the very substance of the fairy tales and sagas we draw from.
More importantly, these acts should be part of the stories we write on our own every time we hit the table. Our tales are of finding wealth and creeping under the weight of dread, exultation and mourning, and above all being clever gits who do what we shouldn’t with every tool we have, because that’s the way Humanity works. It’s what we’ve done ever since we rejected the Garden, and it’s our fucking inheritance right alongside the weight of Adam’s Curse.
The Game shouldn’t be an endless walk down a barren corridor, whose seamless and indestructible walls lead into an unbranching infinity forever interrupted with doors, should not consist of hunting for the one and only key on our collective belt that will fit this lock.

Branch the corridor, tear down the walls. Give your players toys, not just tools; marvel at what they make of broad, Weird powers instead of simple rayguns and a really big sack they fill with FPS-style first-aid kits.


(From John William Waterhouse)
When’s the last time one of your PCs had to do this to use a magic item?

LotFP Firearms, Pt Tertius – Misfire Table

I promised this update back in Part 2 (Part 1 is here) and finally sat down and hammered it out. The simple versions are first, but I just couldn’t resist making a longer and more complicated one.

Someone rolled a double "1".

Someone rolled a double “1”.

Damp weather is foggy, or with a very light rain (what we in the Northwest call a “mizzle” – not quite a drizzle, but worse than a mist). Most caves, crypts, and dungeons are Damp as well.

Wet weather means actively raining, or surrounded by constant soaking wetness (for example, hiding inside a mud-filled trench or culvert, or adventuring inside a sewer). NO blackpowder gun may be reloaded in Wet conditions unless the character is carrying Cartridges, or under cover and working with dry powder.
Wet weather penalties also apply if the gun has been in direct contact with water and not reloaded since – for example, while fording a stream, hit by a wave breaking over the deck, &c. The gun can, however, be reloaded without penalty.

Cartridges reduce weather penalties by 1, but cannot be used with cannon.

Using improvised repairs or supplies (powder, flints) adds 1 to the base Misfire chance (cumulative), but does not affect Misfire table rolls.
At your option, characters interrupted while re-priming or re-loading their gun may Misfire it, drop the matches or keys &c. I suggest a Breath save.

As written (Simplest):
When a gun is fired, the target rolls against the gun’s misfire chance.
Wheel and matchlocks must be completely re-loaded on a misfire. Flintlocks must be reprimed only. Advanced locks ignore weather penalties.
Fast but boring, makes flintlocks an utter no-brainer.

As I ran it last session:
When a gun is fired, the target rolls against the gun’s misfire chance. Guns always misfire on a fumble (natural 1), and cannot misfire on a natural 20, even if they would normally misfire automatically.
On a misfire, the firing character must roll 1d20 again. If the gun didn’t fail because of the weather, a result of 1 (or 1-2 on a fumble) means the gun exploded, hitting its user for half damage (save vs. Breath to avoid). Otherwise, odds mean dud loads and evens mean squibs (match goes out, flash in the pan, spark failure, whatever).
Fast in-play, and easy to adjucate. Also, it killed one of the NPCs. Well, technically the botched surgery to correct the injury killed him, but he was already at 0 HP.

I'm so totally not a disaster waiting to happen! No, wait! Come back! T_T

I’m so totally not a disaster waiting to happen! No, wait! Come back! T_T

The far more complicated but possibly more fun version:

When a character uses a firearm, their target rolls 1d20 as well (as in the standard system). (I’ll be keeping the fumble and crit options here)
If it comes up under the gun’s basic Misfire chance, the firing character rolls again on the misfire table. This table is graduated based on the various dangers of the gun’s type. The base misfire chance penalty I originally used for breechloaders, tack-on pistols, and multi-barrel guns has been removed, in favor of direr consequences when they fail.
“Shoddy” guns cost 75% of the gun’s final cost, and take 25% less time to make.

Misfire Chances by Weapon Type:

Misfires on a 1-6 on 1d20, on a 1-12 in the Damp, and cannot be fired in the Wet.
A Lockless gun rolls 1d6 on the Misfire table
Misfires on a 1-4 on 1d20, on a 1-8 in Damp conditions, and 1-16 in the Wet.
Matchlocks roll 1d8 on the Misfire table
Misfires on a 1-4 on 1d20, with no modifiers for weather.
Wheel-locks roll 1d10 on the Misfire table
Misfires on a 1-2 on 1d20, or on a 1-4 in Wet conditions.
Flintlocks roll 1d12 on the Misfire table

Misfire Effects
Roll: Result:
1 or less Explosion!
2-5 Dud load
6-7 Bad Load
8 Lock Damage
9 or more Squib/Flash-in-the-pan

Subtract 1 from the roll if the gun is Low-quality, a Breech-loader and/or double-barreled or multi-shot (cumulative).
Add 1 to the roll if the gun failed due to weather conditions (that is, it would not have misfired without a weather penalty)
Note that this means that a dodgy flintlock is more likely to explode than a well-made one (10% vs 5%) but far less likely to do so than a badly-made handgonne (~33%) or matchlock (~25%). This is very, very intentional.

Explosion!: Well, shit. The gun is immediately rendered useless. Player must save vs. Breath or take half the gun’s damage.

Dud load: The powder was bad, or water got in. The character must reload the gun entirely, taking an additional 3 rounds to clear it, before firing again.

Bad Load: Roll 1d6. If the roll is 3 or less, the gun was underloaded. Otherwise, it was overloaded. An Overloaded gun doubles its damage, and an Underloaded gun halves it.

Lock Damage: the gun’s base Misfire chance increases by 1. Flintlocks must replace the flints, Wheel-locks become unusable until repaired.

Flash-in-the-pan: The priming powder went off, but the gun didn’t, or the match went out.
Matchlock guns must relight the match, taking 2 uninterrupted rounds to remove and replace it.
• Flintlocks take 1 uninterrupted Round to recock and reprime
• Wheel-locks take 3 Rounds to re-wind the wheel.
Additionally, the gun’s base Misfire chance increases by 1 until it is reloaded or successfully fired.

From the Archives: A Tea Party (Encounter, unique monster)

Most of my limited writing time has gone into the upcoming campaign, as I develop the entries in my Commonplace book. Incidentally, this is something I recommend every DM do; carry a small notebook and a pen with you pretty much everywhere, because Inspiration likes to sneak up on you and cockslap you on the bus and/or at three in the AM. Jot down the most inspiring bit of the idea in a quick sentence or two.
My Tribal class, for example, started as the sentence “Replace Dwarf and elf with archetypes. Noble Savage (last/mohicans, pacte de loups etc? Magical  Dilletante (Johnathan x Mummy)?”. (The latter is where the Occultism skill came from)
Another just below it reads simply “The Feast of Poisons”.

Then there’s this: “Mad princess, tea party, elaborate (and valuable) place settings.”

Ewer, Nautilus - Belgium - 1590Spoilers below the break. None of my players past this point.

Wandering Monsters Aren’t the Only Encounters.. (House rules/gaming philosophy)

I’ve been working on the Encounter tables for the current campaign, and it brought up something I’ve been doing for a while.
So, we all know the standard B/X/1e &c. tables run from 2-12, using 1d4 and 1d8 rolled together (and if you didn’t, you’re going to have a rather weird distribution – explanation after the break).  These days, though, I just throw d4/d6/d8 at once.  I originally started adding the d6 to do surprise for whatever I rolled, but then I started including non-combat “encounters” to screw with my players — um, “enhance the atmosphere of the game”. I’ve found it adds considerably to the tension when the players find a smoldering campfire and don’t know whether they’ve just lost a Surprise roll, or only come across an irresponsible camper’s leavings. So I experimented with making larger tables at first, but it never felt right.

Now I use two to three tables, with the d6 determining which the other two dice are rolling on. Generally speaking, even numbers on the 6 are an “event” encounter – stuff like finding signs of another creature or party, roadside shrines, omens, what-have-you. Odds roll on the conventional Wandering Monster tables. To adjust to the changed odds, of course, I have to roll about twice as often as I normally would. I also skip the d6 and just roll directly on the WanMo table for “triggered” checks like smashing apart furniture or noisy fighting among the party. I also occasionally use the d6 for other things, or to adjust the odds of Weird Crap happening – a deserted road in the middle of a plain is going to have a lot more encounters with random ruins, foul omens, or water sources than with other people/monsters, etc., so I might up it to 1-4 or 1-5 being on the “events” table, and only a 6 triggering a true check, or using the 6 as a trigger for a table of one-time encounters replacing some of the “usual” ones. Unique encounters that you re-roll can be replaced with the normal one at your option. You can also have one or more entries on the Creature table drawing from a local lair or “pool”, with a fixed number possible to encounter, and after that ignore the result or replace it with the corresponding event.

Anyway, my current procedure looks like this:
Roll d6 for encounters -> comes up positive
Grab 4/6/8 and check the tables -> find results
(Note: even when it’s a complete non-combat encounter like a gust of wind, I still follow these next two)
Throw a d6 for Surprise, and having the party’s scout do the same
Roll 2d6 for Reactions or Morale based on the party’s actions (if neither, both, or the party got Surprise) and/or appearance (if the critters did). Note that even a person with Surprise and a profoundly negative Reaction roll might still run or hide if it seems like a good idea compared to taking on a pack of heavily-armed murderhobos.

Here’s a sample table for a road through a moderately-traveled forest, with some notes added below:

Sample encounter table

* For omens: Take a quick card reading/roll off a manifestation, or make one up. Can also represent signs of a “sacred” or “cursed” area, a feeling of being watched or protected, etc. Yes, evil omens are more common. Life sucks.
Good Omens: Any hirelings will experience a +1 on morale for the rest of the day and all party members gain an additional point of HP resting that night.
Ill Omens: next Encounter will be a Creature on 2+ instead, and Unique on a 5+. Morale check for any followers, if failed they will refuse to continue
+ Shrines: Use Surprise roll to determine the size or type and the Reaction roll to determine compatibility of the shrine’s faith. Surprise die: 1, 2 = abandoned/ruinous : 3,4 = Maintained roadside shrine : 5 = Single Hermit : 6 = Monastery or Church.
[Examples of Pagan shrines could be stone circles (for a church), roadside offerings, or even Fairy Rings and burial mounds. ]
** Roll again on the Creatures table, and invent an appropriate sign of the potential encounter. If a Creature comes up on the next Encounter roll, disregard the result and replace it with this creature.


Borderlands Fan-RPG: Update 2

I’m back on the stick after a very trying weekend, and I still have a bunch of educational outreach crap to get done by next week, but I’ve added several pages, and finally settled into a character sheet format with which I’m comfortable. The front covers your character’s basics; skills, description, accumulated Badass points and EXP. The back is only the combat-relevant skills, weapon stats, ammo-tracking, and character Quirks. The idea is to flip your character sheet and be ready to go as soon as the shit hits the fan.
On the rulebook front I’ve settled on a skillset, now I’m writing out the skill descriptions and some sample tasks with difficulties for each. The post-combat sequence is still in flux, as is the gun-generation system in general, but I think it’s going to boil down to a Tech Level system. More on that when I get it out of my head and onto a page.
Current pagecount: 18 single-spaced, 10-12 point. I’m also experimenting with fonts, trying to find something with the right in-verse “feel”, but the aesthetics are less-important right now than keeping my ass in the chair and my fingers on the keyboard.

Enemy, NPC, and character templates
Weapon stats and generation system
Post-combat sequence
Pre-combat sequence
Sample Adventure
Fluff work;
the timeline is almost complete. The corporate armies are now fully-described, and I have a list of vehicles I want to make (Monster Truck, Racer, Torgue Supercycle, Technicals, Maliwan Hoverbike, Runner, a couple corporate APCs, and the dreaded Jakobs SkagCoach). Critter fluff, ecology information, geography, major towns, and most of the info you need to set up the world still needs making though…
Once I get this into beta form, I’m going to start soliciting new planets to play on, but let’s not get ahead of ourselves.

Legalese: No challenge is intended to the rights of any entity owning trademarks or copyrights mentioned herein. This was not created for profit, not an official product, and is in no way endorsed or approved by Gearbox, Lucasfilm Ltd., West End Games, or indeed any entity but Anonymous and myself. Use of the name of a game or other work for comparative or educational purposes does not imply that this game is a derivative of that work. Keep circulating the Tapes.

Borderlands Fan-RPG update

I posted the first mechanical draft last night. Anon has been shitting up the threads (as he so often does), so I’m not linking to the archive right now. I’ve also added to it (of course). In the meantime, I’m posting the FAQ section of the preview. This is both a sort of manifesto and a way of keeping myself honest as I start having to really buckle down and get to the nitty-gritty of hacking this system together.
Finally, I’d like to thank Anon for some of the cooler ideas in the game, including Slag Harpies, new corporate turrets, and the “Biggest Badass In the Room” rule.

What is D6? Who made it? When?
The engine was originally created by West End Games in the 1980s. It was intended to be fast-playing and cinematic, while also being easy for newbies to pick up. West End would use it as a universal franchised RPG. The two most notable licensed games were Ghostbusters and Star Wars, both of which licenses they lost in the mid 1990s. West End itself subsequently perished in the infamous D20 crash of 1999-2002. Refugees from the company still make a D6-based RPG, and the core system is now available for free from most RPG e-retailers.
I hold a special place in my heart for the first edition of the Star Wars RPG; the humor and immersion of its presentation are still basically unmatched. If you can find it, buy it just for the R2-D2 advertisement centerfold.
The insanely popular Paranoia does NOT use the d6 system, because Friend Computer is special.

How does it work?

The original system is closely related to the old World of Darkness in layout, but in practice functions more like D20. It uses a “DC “-like target number, which you roll against using your skills’ dice pools.
EXP are used to improve your Skills and (in this game) buy Quirks – unique improvements to your character that function similarly to the Skill Trees in Borderlands.

Why did you choose this system for Borderlands?
Several reasons.
• I’m comfortable working with it, since I’ve been hacking around with the basic system since I was 14.
• It’s a universal system that gives the right feel for Pandora. None of the rest really tickled my fancy.
Note, before I get into this system by system: yes, I actually have run and/or played multiple games with all of these systems. This is not just rarghrgarghfrothskub from a fa/tg/uy, this is an ADD-addled GM with 23 years of experience in dozens of systems breaking down his own logic.
• GURPS is too crunchy and yet too unfocused. Tri-Stat isn’t crunchy enough, and the mechanic is too easily-broken by character advancement.  Interlock can be readily broken in character creation and doesn’t deal with advancement well at all. None of the last three handle vehicles the way BL does – as disposable extensions of the characters. FASA D100 (Star Trek, early drafts of MechWarrior) focuses too much on the character’s history in character building, and the system is insanely lethal – hardly appropriate for how resilient BL characters actually are. I very seriously considered using a modified Crafty system for it, but D20 requires too much work on statting everything at multiple levels and doesn’t focus enough on what makes Pandora fun (guns, Skags, and shooting people with a shotgun that shoots fire instead of bullets). Not to say it wouldn’t work, but I really wanted the weapons to be modular, rather than discrete with modular add-ons. And don’t get me started on ammo tracking in D20…
• The D6 game mechanics, on the other hand, allow me to get crunchy enough for players to feel like their weapon choices matter, without losing the flow and pacing important to the game. The mechanics are intuitive for a generation brought up on D20, and you get to roll a lot of dice without being saddled with the picherfuls that Shadowrun, WoD, or Interlock can require. It’s also technically point-buy. Normally, I prefer random-build systems, but Borderlands itself is all about how you express your character off of a template, not taking what you get dealt and running with it. Character advancement is constant but incremental, and choosing between Skills and Quirks (an entire mechanic I’ve added) at low levels gives you some interesting choices. Basically, in a skill-based RPG, you can constantly feel like you’re accomplishing something without having those massive jumps in power that come with a level-based system; it also means that “human” enemies stay dangerous in packs for a lot longer.
• The BADASS mechanic just feels right for Borderlands.
I could see World of Darkness and FFG D100 (you might know it better as the Dark Heresy engine) both working, but I was comfortable here, and one anon was allegedly already working on an FFG-based system.

What did you change?
I added a LOT of mechanical crunch, with an eye towards keeping the speed-of-play and elegance of the engine. I altered or added the combat mechanics, the Ammo system (D6 uses “cinematic” ammo, like BESM, where it doesn’t matter until it does) Elemental Attacks, Quirks, Attributes, the flow of the combat round, the new Shield and Wound mechanics (D6 uses a far simpler version: this is more akin to the WoD system but more intuitive), and the new cash system. Not to mention the brand quirks and vast proliferation of weapon types.

What’s left before you put up a playtest draft?
Designing an intuitive character sheet, preferably one that includes everything you need to run an entire combat on one side of one sheet of paper.
Templating some playtest characters, and statting out enemies for them.
Writing out and/or converting several dozen more Quirks. Right now I’ve only got a half-a-dozen plus a couple of Signature Quirks.
Writing out and organizing the fluff in a coherent fashion. A couple of the people I’m bouncing this off of are unfamiliar with my inspiration: if they get the right “feel” from what I’ve written, I’ll know that the game has accomplished what I set out to do. I also want to dive more into this ‘verse; I’ve done as little “massaging” of the canon material as I can.

Legalese: No challenge is intended to the rights of any entity owning trademarks or copyrights mentioned herein. This is not created for profit, not an official product, and is in no way endorsed or approved by Gearbox, Lucasfilm Ltd., West End Games, or indeed any entity but Anonymous and myself. Use of the name of a game or other work for comparative or educational purposes does not imply that this game is a derivative of that work. Keep circulating the Tapes.

Borderlands PNP Discussion

So this is a thing that happened.
Usual disclaimers apply to anything coming from 4chan. Up to and including an obscene haiku about Zer0.

I’m toying with a D6-derived version, but the idea has merit in general. Other front-runners for a system to hack include DH D100, 4e, and Shadowrun. Now off to work a character sheet.
Only problem I can think of is dealing with the guns, since d6 is so abstract about weapon damages

Update: up to four pages of stuff not counting the basics of good old D6.

LotFP Playtest rules: Firearms

Got tired of waiting on Jim, and my brother and I are both setting up games with them in – he in the death of the Middle Ages, me in the age of Colonialism. Because what good is a Colonial game where you can’t trade guns to the natives?
Keep in mind, these are a rough-out playtest draft. It also adds onto the rules for bows and crossbows: it makes a high-STR fighter devastating with a custom-crafted longbow, but a high-dex Halfling with a heavy crossbow or anyone with a gun will give him a very good run for his money.
If the damage seems a little low to you, remember that these will reliably kill 2nd-level characters and even 0-level dwarves in a single hit. And as someone who’s killed a boar with modern firearms, “angry” game with multiple hit dice is hard to take down; I know a man who took 12 bullets and not only lived, but pistol-whipped the guy who shot him with his own gun.


Playtest firearm rules. These rules assume an ascending AC, 5-save system, and are loosely based on the crossbow rules from Lamentations of the Flame Princess. They are intended to cover (very roughly) the period from the late middle ages to mid-19th century.

When using bows, if a character has a -STR modifier, the target’s armor class is improved by that amount. Bows otherwise ignore 1 point of AC per point of STR modifier of the targeting character. Light crossbows have an effective STR of 16 (-2 AC). Heavy crossbows have an effective STR of 19 (-4 AC). Light guns, such as pistols and blunderbusses, have an effective STR of 19 (-4 AC): heavy guns like muskets and hand-gonnes have 22 effective STR (-5 AC). Cannon ignore armor completely, but suffer a -10 to-hit any target smaller than a house. Pellet bows and slings DO NOT ignore armor in any way.

Bows are typically made to accommodate a STR 10-12 character; a custom-made bow can be had for a small premium. Short bows, however, cannot be made heavier than STR 16. When using a bow heavier than they can normally draw, characters suffer a -1 to-hit per 2 points of STR required above their own. There is no bonus for using a lighter bow.
Any crossbow may be quick-drawn as a move action on a successful opposed STR check. Failure may result in injury to the character or bow, and drawing the bow cannot be attempted again that turn.
All blackpowder guns may be fired only once per combat, unless the character can somehow find a way to spend the better part of a minute doing delicate, fiddly work that requires their full concentration (IE, withdraw from combat for 6 rounds to reload).
Historical note: There were a tiny handful of faster-loading guns in the late middle ages (the cartridge was actually invented sometime near the turn of the fifteenth century, albeit as a set of hand-forged removable breeches), but these are expensive, vanishingly rare, and frequently extremely unsafe.

Pistols do 1d8 damage, long guns like muskets or handgonnes 1d12, and blunderbusses 2d6 (2d4 with improvised ammo). Cannon balls instantly kill any character hit unless they successfully save vs. poison: on a successful save, the character is reduced to 0 HP, possibly maimed. Grapeshot does very bad things to a moderate area. The cannon suffers only a -5 to-hit using shot, and anyone within 10 feet of the target is also hit on a successful shot. For damage, use multiple dice based on the size of the gun (a typical light field gonne would be around 3D6, a full-on 12lb cannon more like 5 to 6 D6); cover reduces the rolled damage by its miss percentage, and characters may make a further save vs. Breath Weapon to halve that damage.
Use your own discretion as to what category a given weapon falls under, and don’t hesitate to increase or decrease the damage dice based on the individual weapon, your needs, and possibly the use of fell magics.

Most guns run the risk of deafening the user in enclosed spaces; save vs. Paralysis or go deaf for 1d6 turns when firing in these circumstances. Make an immediate Morale check – AND Wandering Monster check, if applicable – when a gun is first fired in combat. Most natural animals will spook instantly when fired upon, making hunting harder but potentially more rewarding. When hunting, a gunner expends only 1d3 ammunition per roll, but must roll 2 dice against his fieldcraft skill and take the worst. If the roll succeeds and the dice come up doubles, the party gains that many HD worth of additional meat.

UPDATE: Tacking on a Pistol
A small-caliber pistol may be built into virtually anything. They do 1d4 damage, but take the normal amount of time to reload. They may well wind up costing several times the amount a regular pistol would, however, and are usually more fragile and prone to misfire. Still, the Morale checks and ability to conceal the gun can be worth the expense.

Fortuna Favet Paratibus

Fortuna Favet Paratibus

While making an exhaustive list of rules for each type of available gun would be silly, here’s some basics to consider when you’re choosing what technology your world will use. Disadvantages are in normal type, advantages in italics. They are listed in rough chronological order.

No Lock: must be hand-lit, distracting, requires matches (and thus their stink/light, expends matches, useless in rain) or a fuse, hard to aim when it’s not on a trunnion, exposed touch-hole, high accidental discharge risk, higher risk of explosive failure/operator injury. Extremely simple design, cheap to make, and reliable ignition. First available guns. A fuse and a clay packed touch-hole resolve most ignition issues. Only real option for cannon for most of history. Requires only matches or fuse, shot, and powder to function.

Matchlock: Produces stench and light when prepped, useless in rain, exposed touch-hole, matches burn down (consumes 1 match per hour lit and prepped). Accidental discharge risk from most flame sources (or igniting a match attached to the gun). Simple and robust system; cheap and easily-made. Relatively easy to re-cock. Allowed triggers for guns.
Note that, contrary to popular opinion, matchlock pistols did exist, they just sucked.

Wheel-lock: delicate, temperamental, most designs useless in rain, v. expensive. Unreliable ignition, requiring reprime and rewind for a flash-in-the-pan. Very slow load/reload process. Requires spare pyrites (it goes through them very quickly) and a key or crank, can only be repaired by a watchmaker or equivalent. Silent and scentless until triggered, and can be carried loaded and wound without fear of accidental discharge. Can be carried on a horse. First lock design actually suitable for pistols.
There’s a reason these bitches cost 7+ times what a matchlock does
Gold-chased double-barreled wheel lock
Flintlock: Late origins in real world. Still can’t usually be safely fired in the rain, but it will work in the damp. May squib. Requires spare flints, but few other non-ammo consumables. Requires some precision metalwork, as well as screws. Requires less maintenance and can fire more times than a wheelie before needing an overhaul. Can still be carried loaded relatively safely. Compact and silent/scentless before discharge. Can be swiftly reprimed and re-cocked if the flash-pan squibs. The first revolvers (in the 1620s..) were flintlocks, but required insane levels of metalwork.
1299004067179Other attempts at multishot flintlocks were.. less successful.
Percussion Lock: Very late development. Requires small, fiddly caps, making combat reloads stay annoying. Requires some precision metalwork, but not nearly as bad as the other locks. Virtually immune to rain or damp on first shot, although reloads in the rain still aren’t happening. No flashpan, so no priming and more reliable ignition. Made true semi-automatic weapons practical. Very robust ignition system, with few moving parts; losing the cap, or accidental discharge from keeping the hammer down on a cap, while jostling it are your worst problems..

Air Rifle (yes, they existed, and yes, they were lethal): Mid-late colonial period. Lower damage (still enough to kill a man, though – the Austrian Army and Lewis and Clark both used them to good effect), air reservoir is delicate and slowly leaks. Cannot be used as a melee weapon. Requires water, shot, and leather gaskets to function, and reloading after the reservoir is empty takes a long time (up to 10 minutes). Accurate, rifled. Bolt-action, repeating weapon with as many as 30 shots per reservoir of air and a 20-round magazine. Comparatively, it’s very quiet – about as loud as a suppressed .308 – and produces no smoke. No powder or fire required. Gunners can carry additional loaded reservoirs.