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.