Tuesday, August 8, 2017

DCC Shiz: BPBM - Bounty Generator

I've been deep into westerns (in the form of movies, TV shows, comics, and video games) recently, and have been dying to run a BPBM game. I wanted a way for players to hunt down criminals and collect on their bounties. This will help your players have extra pocket cash for adventuring expenses, and offer them a chance to interact with their environment a little more.

I found a decent "western" name generator for the criminals here.
Here's what I came up with. You could use this as a guide for placing bounties on players who decide to take up crime as well.

Use this guide to generate random bounties for your players to pursue.

 

1: Determine the number of crimes the criminal is wanted for.

 

d%

# of Crimes

01-15

2

16-25

3

26-40

4*

41-55

5*

56-70

6*

71-79

7*+

80-89

8*+

90-99

9*+

* Criminals of this caliber are most likely associated with a local gang, and will be running or hiding out with a group.

+ Criminals of this caliber are only wanted for their Felonies and Hanging Offenses.

 

2: Determine the type of the crimes. Roll for each crime.

 

d4

Category

1

Misdemeanor

2

Minor Felony

3

Major Felony

4

Hanging Offense

 

3: Determine the crimes committed, and the bounty total.

 

Misdemeanors

#

Crime

Bounty Payout

1

Vandalism

$1

2

Killing an owned dog

$3

3

Disorderly Conduct

$3

4

Drunkenness

$3

5

Vagrancy

$3

6

Concealed Weapon

$3

7

Theft (Under $500)         

$5+Item Valuex2

 

Minor Felonies

#

Crime

Bounty Payout

1

Trespassing

$5

2

Threatening an Officer

$5

3

Assault

$5

4

Shooting an owned Horse

$5

5

Manslaughter

$10

6

Theft (Over $500)

$10+Item Valuex4

7

Bribery

$10

8

Fraud

$10

 

Major Felonies

#

Crime

Bounty Payout

1

Robbery

$20

2

Rustling

$20

3

Assault with a Weapon

$20

4

Assault of an Officer

$20

5

Arson

$20

6

Killing an owned Horse

$20

7

Killing owned Cattle

$20

8

Abduction

$20

9

Shooting an Officer

$20

10

Stealing a Vehicle (Stagecoach, Wagon, etc).

$20

11

Abducting an Officer

$30

12

Selling Whiskey to Indians

$30

 

Hanging Offenses

#

Crime

Bounty Payout

1

Murder

$40

2

Murder of an Officer

$50

3

Cheating at Poker

$50

4

Safecracking

$50

5

Horse Theft

$55

6

Selling Guns to Indians

$60

 

 

The men being hunted must be returned to the local authorities from which the bounty was issued to receive payment. Payments are halved for dead men, while payed in full for live capture and return.

 

 

Helping out the authorities with bounties is a good way to increase your rapport with the local settlements, and also a good way to paint a target on your back for the local criminals, and gangs. Both groups should react accordingly. If your players are turning in the bounties left and right, and helping bring law to the lawless the town should overall be pleased by this. They might offer gifts or lowered prices on goods and services. For the other side of the coin, local gangs should plan ambushes, assassination attempts, theft, etc. against the players.


 

4: Determine what happens to your criminals.

 

If players are being judged, their Luck should modify the rolls. Otherwise, it’s just a straight roll.

 

Misdemeanor

Roll

Judgement

0

Bad luck, scumbag! Roll on the minor felony table!

1

$90 fine & 90 days jail time

2

$30 fine & 30 days hard labor (chain gang)

3

$30 fine $ no jail time

4

$15 fine & no jail time

5

Jailed overnight

6

30 days probation & no criminal record

7

Lucky, you! You’ve been found innocent!

 

Minor Felony

Roll

Judgement

0

Bad luck, scumbag! Roll on the major felony table!

1

1d4x6 months in state prison

2

$90 fine & 90 days in jail (state prison for violent crimes)

3

$60 fine & 60 days hard labor (chain gang)

4

$60 fine & no jail time

5

$40 fine & no jail time

6

Jailed Overnight

7

60 days probation & only a misdemeanor record

8

Lucky, you! You’ve been found innocent!

 

Major Felony

Roll

Judgement

0

Bad luck, scumbag! Roll on the hanging offenses table!

1

2d10 years in state prison

2

2d6x6 months in state prison

3

1 year probation, and a minor felony record

4

$500 Fine & no jail time

5

$250 Fine & no jail time

6*

Lucky, you! You’ve been found innocent!

 

Hanging Offenses

Roll

Judgement

0

Lynched by mob

1

Sentenced to Hang

2

Electric chair

3

Gas Chamber

4

20 years to life in state prison

5

2d10 years hard labor (chain gang)

6*

You must have friends in high places! You’ve been found innocent!

* This was not a random act of luck. You were saved by someone, a scheming senator, another criminal, etc. and you must now repay your debt! Good luck!

Star Wars Shiz: Death Star Mega Dungeon! - Quick Update

I need to preface this post by stating that I might have bitten off more than I could chew when coming up with the concept for this adventure. Initially, it was meant to be this huge thing with a bunch of modular parts, and cool tables and all that jazz that goes into a mega-dungeon. As a creator, I just don't think I'm there - and I feel comfortable admitting it. The last thing I'd want to do is put out some half-assed content with my name on it. If I got your hopes up with this, I apologize.

Alright...moving on, this was the original concept for generating the dungeon that the players would be exploring.

At this time, there are 4 main bits you need to generate before play can start
1: The section of the Death Star that your players will be exploring. You could roll up several, and introduce some hex crawling between destinations, too.
2: The condition of the section that fell, perhaps it's mostly intact, and surprisingly stable, or the complete opposite.
3: The orientation in which the section landed, miraculously the section landed right side up, or maybe the hallways become vertical tunnels since the section landed on its side.
4: Finally, you need to determine how far away the survivor's escape pod/shuttle landed from the wreckage.

I still like the general idea, so I'm going salvage what I can. I'l be updating the previous post to reflect the below changes.

Setting: I originally had it set on the Death Star II, with the players landing on Endor. I like the idea of the Death Star I above Yavin 4 better. I feel like it give more options for continuing the story in the Imperial Era after the funnel.

Objective: The original plan was to have the characters scout the fallen wreckage and recover Imperial secrets. This will remain as the player's primary objective, in addition to the following secondary objective - Locate and detain a group of rebels who managed to escape the destruction.

Con Options: I had a cool idea for running this at conventions. It would require two groups of player at two tables. One group would play as the Imperials, while the other group played as the Rebels. The objectives would remain the same for both sides. Recover the Imperial secrets, with the Rebels trying to escape, and the Imperials trying to capture them.

Current progress: I'm wrapping up the area maps, which include a death star segment and a map of the Yavin jungles. After that it's just detailing the encounter areas, and writing some "box text" descriptions. I'll soon be ready to lay this beast to rest.

My goal is to have this out by the end of this month, but I've had Black Powder Black Magic on the mind lately, and have been prepping for a game that I'll be running soon. Expect to see some of that content before the Star Wars Shiz is finished.

Catch ya on the flip side.



Wednesday, July 19, 2017

Star Wars Shiz: Death Star Mega Dungeon! - Occupations

You read that right! While running a session of my Star Wars DCC thing, one of the players casually suggested the idea. It immediately piqued my interest. I have been struggling with funnel ideas for this setting/system, and knew right away this would solve my problem.

The general idea is the characters, 0 level, manage to escape the destruction moments before the catastrophic explosion destroys the Death Star II. Their pods crash on Endor, and they're tasked with scouting out the wreckage that pelts the forest moon, recovering any important/sensitive information, and reporting back to their deck commander.

I decided to go with a procedural generation method for a lot of the details in this funnel, so that it could be played with the possibility of different outcomes, outside of/in addition to player agency. I also wanted it to be quick, and easy. So if your players are generating characters at the table, you could roll up the scene while you wait. If you're looking for a way to get players more involved with the setting, having them roll the results is a great option too.

At this time, there are 4 main bits you need to generate before play can start
1: The section of the Death Star that your players will be exploring. You could roll up several, and introduce some hex crawling between destinations, too.
2: The condition of the section that fell, perhaps it's mostly intact, and surprisingly stable, or the complete opposite.
3: The orientation in which the section landed, miraculously the section landed right side up, or maybe the hallways become vertical tunnels since the section landed on its side.
4: Finally, you need to determine how far away the survivor's escape pod/shuttle landed from the wreckage.

First things, first! Your players need some characters. Character generation is mostly the same as DCC - 3d6 in order abilities, d4 health, etc. [consult your GM, or pg. 16 of the rule tome for additional details]. The main differences being race/occupation, and starting equipment..obviously.
A YUGE shout out to the folks who answered my call to aid on G+ with suggestions a few weeks back.
- N. Phillip Cole (NPC)
- Jon Hammersley
- Jonathan N.
- Gary Soldati
- Grand DM
- Nathan Roberts
- Gordon Cranford
- Nathan Henrique
- Craig Steinhoff
- Will Tijerina
- Jon Sprague
- Jon Marr (Purple Sorcerer)
- Dan Morgan
- Jake Jorgensen
- Claytonian JP
- Jarrett Crader
- Dylan CB
- Simon Gray
- F. Andrés Domene Cáliz
- Gwendolyn Harper
- Jason Hobbs
- James Walls
- Rick Hull
- Marc Plourde
- Danny Prescott
- EN429
- Rogue Mathematician
Couldn't have done it without you guys. Much appreciated

Deathstar Occupations

 

1d100

Occupation

Weapon

Trade Good

1

Academy Trainer

Whip (1d4, grapple)

Datapad w/training documents*

2-5

Accountant

Datapad Stylus (1d3 dmg)

Imperial account info

6

Animal Breeder

Herd prod (as force pike)

Creature egg **

7-10

Astromech Droid***

Tazer (as stun baton)

Concealed item for someone else (randomly determined)

11

Bacta Tank Window Washer

Sludge Scraper (as knife)

Bacta [single use], activation codes

12-15

Cafeteria Server

Plastic Tray (as club)

Imperial rations [1d6+1]

16

Captive Political Terrorist

Shiv (as knife)   

List of accomplices

17

Captive Primitive Species

Bite (1d6)

Small pouch of colored rocks [1d14]

18-20

Captive Rebel Scum

Shiv (as knife)

You barely escaped with your life!

21-23

Career Counselor

Laser pointer

Datapad loaded with thousands of résumés

24-27

Chef

Knife

5lbs. meat **

28

Club Bouncer

Fists (1d5)

Sleek black suit, ear piece

29-30

Communications Repair Technician

Electro-Driver (as knife)

Small pack of various patch cables, carbon scorching cleaner

31-35

Construction Worker

Hammer (as baton)

Tool kit

36

Cryptologic Linguist

Hold-out Blaster

Translator [loaded with 3 languages]

37-40

Damage Controlman

Fire extinguisher (as club)

Flame retardant suit (+3 vs fire)

41

Darth Vader Stunt Double

Fake Lightsaber (as stun baton)

Vader suit, and an impeccable ability to do impressions

42-43

Decal Maintenance Technician

Laser cutter (as stun blaser)

Various decals, sm. Putty knife

44-45

Detention Block Guard

DH-17 Blaster Pistol

Cool black helmet/uniform, Rank: Sergeant

46

Espionage Droid***

Stun blaster

Sensitive Information ^

47

Garbage Compactor Overseer

Garbage prod (as staff)

Baby Dianoga

48-50

General Maintenance Technician

Power Prybar (as club, +2 force door)

1 roll of silver reflective space tape

51

Gladiator

Shortsword (1d5)

Loin cloth

52

Holoanchor

Holomic (as club)

Nightly news script

53

Hyperdrive Engineer

Multitool (as knife)

Personal Hyperdrive prototype ^^

54-55

IT Helpdesk Technician

Autowrench (as club)

50’ Network cabling

56-57

Imperial Lawyer

Hvy. Leather Briefcase (as club)

Imperial “Legal” stamp, Ink pad

58

Imperial Officer

SE-14r Blaster Pistol

Officer Uniform (including shiny rank badge) Rank: Officer

59

Imperial Page

Knife

Rank: Cadet, Datapad

60

Intelligence Analysts

Imperial “swag” mug (1d3)

Datapad w/Signal Scanner attachment

61

Intern (Pressure Maint. Tech) [Ugnaught]

Hydrospanner (as club)

Type II Restraining bolt

62-65

Office worker

Red “strokedge” hyper stapler (Red, as club)     

Imperial paperweight

66-69

Janitor

Mop (as staff)

100% concentrated cleaning agent [1 ltr.]

70

Leadership “Coach”

Instant Motivation Device

Psychological profile/Performance Indicators for every DS employee

71

Massage Therapist

Massage Roller (as club)

Oil [1 vial]

72-73

Medic

Crutch (as staff)

Medpac [2]

74

Musician

Jizz (instrument, as club)

Pack of reeds (1d3), sheet music (jizz), tips (1d30 credits)

75

Ordnance Disposal Technician

Frag Grenade

Blast vest + gloves (lgt. Armor)

76

Postal Clerk

Letter opener (as knife)

Limited edition Imperial holiday stamps (1 book)

77

Project Overseer

Whip

Advanced Calculator, Project sheets

78-79

Quartermaster

Random Weapon

Random piece of equipment

80-82

Security officer

Telescopic Baton

Security armor (lgt. Armor + helmet)

83-90

Stormtrooper

E-11 Blaster Rifle

Stormtrooper Armor (Lgt. Armor) Rank: Private

91

Structural Maintenance Technician

Macrofuser (as hold out blaster)

Utility belt

92

TIE Launch Technician

Orange safety wand (as club)

Orange reflective vest

93-95

TIE Pilot

Hold-out blaster

Flight Suit (+1 AC, 1hr. oxygen), Rank: Flight Cadet

96

Uniform Launderer

Clothes Iron (as club)

Extra Uniform

97

Vending Machine Repair Technician

Massive electro-keyring (as club)

1d6 snacks!

98

Visiting Senator

Hold-out Blaser

100 credits+ 1 Favor ^^^

99-100

Weapon’s Maintenance Technician

Busted Blaster Rifle (repaired in 1 turn)

Tool Kit, thick glasses

 

* The training documents have a onetime use, and require at least 8 full hours of study before their effect takes place. The character studying these texts may either reroll a single ability (3d6) or add 1d3 to an existing ability.

 

** Determine type, 1d6 – Dewback, Krykna, Akk Dog, Tauntaun, Blurrg, Endorian Chicken

 

*** Droid info found [here]

 

^ 50% rebel info/50% Imperial info

 

^^ Teleports within line of sight 1/day. 1 in 8 chance of random direction

 

^^^ As the Aristocrat/Noble feature.




Up next: The procedural bits I mentioned earlier