April 19, 2021

Date: 04/19/21

The Country

cw: war, ideological violence, childhood trauma

Roz has laid this out, and it looks fantastic. Grab it here!

Dukerino has made a random gun generator. - there’s even one where you can specify the category of weapon.

Somewhere in Uyrupe, after the War. Not one of the places people won or lost the War - one of the places it was fought. Guns proliferate like the pox. Partisan bands refuse to stand down - outside of the capital the government was always more nominal.

Some of these bands fight for a King, deposed less than a generation ago.
Some of these bands fight for The Idea, a paradise for workers. They’re building it in North. The old people invite them to go there. The old people who are left anyway.
Some were always bandits, and grew fat - or maybe just survived for once - thanks to the chaos.
Some are small sad men with nothing to claim except a falsified history.

Everyone has cousins, uncles, nephews, aunts, nieces in the towns and villages.

The thing about a fire is it burns after being extinguished. Embers glow beneath the ash. The powers beat out the fire, but don’t worry about the glow they can’t see.

Who are You?

Roll a d100 for your age. Results below 16 count as 16. Roll a d66 to determine your background. Unused results are NPCs which exist, and may be members of Bands.

Age 16-24

d66 Character
11 Child of a carpenter. Your parents were annihilated by mortar fire in the war. You were trapped beneath the logs for days.
12 You broke the recruitment laws and volunteered during the War - as part of the actual army, not as a partisan.
13 Your parents collaborated with both sides during the War, depending on who was strongest. You grew up widely unaffected.
14 Raised in an outcast camp in the woods - the War barely existed for you.
15 Your home in the capital was razed in the fighting - so you moved back out to the country. You never adapted.
16 You helped scavenge with your parents during the War - picking through fields of the dead and dying.
21 You were separated from your parents and forced to help on a farm. You’ve not found them yet.
22 You escaped execution by occupying soldiers due to your age. You were an Officers Boy until they left.
23 You fought with stray dogs for food, left behind as the village fled the cars and guns.
24 You were the bait the partisans used to ambush patrols.
25 Your family had to move after the war - they were known collaborators with the wrong side.
26 Your mother told you to never mention the foreign men with coats and money who took envelopes from the garden.
31 You led a band of fresh orphans and terrorized the countryside with looted guns, comically large in your hands.
32 Your family went abroad - barely a dip in finances. The razing of their holdings has left them destitute.
33 You were apprenticed to a painter. The War broke something inside one of you.
34 Your uncles welcomed the War, believing the country needed rejuvenation. They are all dead.
35 A butchers apprentice - your master grew rich on the rationing until the village turned on him, and left him for dead.
36 Press-ganged to be a stable-boy for someone - you can’t remember which side.
41 You and a cousin sold faulty, looted guns to people to give them the illusion of safety.
42 You stole an armoured car and lived in it until the war was finished.
43 You were a supply runner for partisans. You don’t know what happened to them.
44 You were a supply runner for partisans. You know exactly what happened to them.
45 The occupiers left the churches, monasteries and convents alone - and you were their newest member.
46 You were away at a continental school during the war.
51 You were inducted into a criminal fraternity during the War.
52 You came across a downed pilot and shot him with his own pistol.
53 You saw horses charge machine guns. You can still hear them screaming.
54 You barely survived a gas-attack.
55 You escaped on the last ship carrying children away from the war.
56 You were an informant for the occupiers.
61+ You died in the War.

Age 25-45

d66 A
11 You were a cavalryman. You lost more friends than horses.
12 You were entrusted to carry ammunition for your band. You failed.
13 A grenade killed the rest of your band, and left you recuperating for the War.
14 You took potshots at anyone wearing a uniform from a bell-tower.
15 You were conscripted and then promoted multiple times as superiors were obliterated or fled.
16 You escaped conscription. No-one believes you weren’t avoiding it.
21 Your family store was destroyed by fire. You have nothing left.
22 You used to be a shepherd - now a mechanic. Your sheep are all dead.
23 You found a fortune in a dead politicians car and buried it. The shells have changed the landscape.
24 Your racing dogs survived the war, somehow.
25 You convinced many to take up arms in a band. Few came back.
26 You helped run an illegal newspaper in the capital. You are remembered for this.
31 You fell in love with an occupier. They retreated as their army did, and took your heart with them.
32 You grew rich on war profiteering and dubious speculation. All of it was seized by the Government.
33 You blew up an armoured car - and the band feted you for days.
34 Your band forced out an entire village ahead of the occupiers and razed it. The enemy never turned up.
35 You did not fight, and lost no-one. War missed you entirely, for no discernable reason.
36 You dug trenches for all sides at some point - your village occupied and liberated several times.
41 You robbed a bank in the early days - the fortune became worthless once the war started.
42 You shot and permanently injured a friend accidentally.
43 You refused to serve the occupiers their food and drink - and paid dearly for it.
44 You enlisted with the occupiers.
45 You deserted. You joined a band, and left them for dead. You never fired your weapon.
46 Your clan of bandits enlisted as irregulars, and harassed the occupiers for months.
51 You sold everything to get your family out of the country.
52 You sold everything to get your family out of the country, and it wasn’t enough.
53 You acted as a source for an Observer during the War.
54 You fed intelligence to the occupiers.
55 You fed intelligence to a partisan band.
56 You fed false intelligence to everyone.
61+ You died in the War.

Age 46-70

d66 A
11 You were injured in the Revolution, and injured again during the War.
12 You were the first of your line to grow up in poverty. You refused to fight for a country that betrayed you.
13 In your family homestead, above the fireplace is the cavalry sabre you took as a trophy in the Revolution.
14 You were mauled by wolves as a child. You’re certain they’ve harried you ever since.
15 Your beloved married someone on the other side of the Revolution.
16 You travelled the world as a sailor, and returned just before the War.
21 You were still jailed from crimes during the Revolution when the War started. You were amongst the first drafted.
22 Your bandit heritage is near legendary and nearly entirely imaginary.
23 After the Revolution, you became vegetarian. After the War, you ate meat again.
24 Criminal tattoos march across your body. Anyone with the corresponding marks is already dead.
25 You and eight friends fought in Revolution. Four friends fought in the War.
26 You children ran the gamut of ideologies and persuasions. Many have disowned one another.
31 You wrote a song which became a common partisan anthem.
32 You deserted both times you were called up and regret nothing.
33 You ran a church during the War. You could only host so many refugees.
34 Your horse was expropriated during the War - and returned in one piece.
35 You scavenged photographs and art during the War. Your collection is huge.
36 You killed a relative during the Revolution. You promised not to do it again in the War.
41 You were a veterinary doctor. They said that was good enough, and drafted you.
42 You had been trying to warn others of the impending peril. Few had listened.
43 You had to choose between your parents and your children.
44 You were imprisoned for being a Conscientious Objector.
45 You led a band in the War, despite protestations from your family.
46 You executed an officer when they tried to give orders when drunk.
51-53 Roll on Age 25-45
54-56 You died in the Revolution.
61+ You died in the War.

Age 71+

d66 A
11 You lodged with someone you nearly killed in the Revolution. The War finished them off.
12 Amongst your tattered rags, you transported food and guns to the Partisans.
13 The War was not your first guerilla campaign.
14 Despite your attempts at resistance, the occupiers largely ignored you.
15 You were inducted into a half-functioning state intelligence apparatus. You only met an official once.
16 You never took off your uniform from the Revolution. In your mind, it never ended.
21 You sat aside and simply watched everything that has happened, paralysed by the thought of backing the wrong side.
22 You have had to bury four different generations.
23 Despite the revolution your family retained their land and fortune. The War was less kind.
24 Technically, you are in the running for the deposed throne.
25 You had authority over a settlement, before it was razed. The survivors have since scattered.
26 The Revolution broke something inside you.
31 You haven’t been able to settle in one, or work one job. Things felt muted after the Revolution.
32 You ignored wars, ideologies and justice. You have worked in the same place your entire life.
33 You have never spoken to anyone about what you did during the Revolution.
34 The War awoke you from a stupor you did not know you had entered.
35 You have given up most of yourself trying to help others.
36 After the War, you thumbed through your address book - filled with foreign names.
41 You have retreated entirely into yourself. Your grandchildren know this is not the first time.
42 A burning desire for revenge has sustained you since the Revolution.
43-46 Roll on Age 46-70
51-56 You died in the Revolution.
61-66 You died in the War.

For any given local village, you probably have a cousin and maybe an uncle or aunt.
In any given town, you definitely have a cousin, and probably other relatives.

You might be a member of any of the following - except a Fascist. If you want to play a fascist, I suggest you play in traffic instead.

Who are They?

All have access to Hunting Weapons in addition to listed armaments. Typical bands consist of 3d6 people.

Royalists

Old folk and their loyal sons and daughters - loyal enough to listen when they speak of the King, removed just before they were born. They would have grown up beneath the portrait never removed, stern authority in oil above the dinner table. When soldiers came, they were implored to fight for King and Country, sneering about Republic and Liberty.

If only we can show how much we love them, the royal family will return from exile. How better to show our readiness than with our guns?

Bands consist of Old Loyalists with Antique Guns and Loyalist Daughters and Sons with Looted Guns. They usually have access to farmsteads, and are embedded in the community.
Most likely to be working with the Church, the Fascists and Observers.

Fascists

By looking at a romanticised past, they hope to build a future. All of this is lies, and speaks to those with nothing to claim but lineage. A movement of the small minded, small hearted and scared. There is little to say about them - they are all too simple.

Bands consist of Young Desperate Men and Veterans with Military Guns and Looted Guns. They have little other material or supplies, but often have the sympathies and support of petty merchants, Government bureaucrats, Corporations and old aristocratic houses. They are embedded in the community.
Most likely to be working with the Church, the Royalists, the Republicans and Observers.

Communists

Those with The Idea burning in their heads, eyes and hands. Our Northerly neighbour has been consumed by it, and reaches into dreams to try and build this worker’s utopia.
Previously unarmed groups emerge from the border with freshly-machined guns, grenades nestled like eggs in new boxes, stamped with the iconography of their ideology. If you follow them to their camps, you might hear voices with unfamiliar accents. Perhaps even armoured cars, hidden beneath leaves. Waiting.

Bands consist of Young Desperate Men, Veterans and Foreign Officers with Foreign Military Guns, Looted Guns and Military Guns. They usually have good access to horses, and may have a mortar, grenades, machine-guns and an armoured car. They have relatives in the community, but are often shunned in the open.
Most likely to be working with Observers from Communist nations.

Bandits

Who amongst us has not taken up the family rifle, slipped over the hills and through the mountains, and shot at those from the neighbouring Countries? Stolen their sheep, their cows, their grain? Bragged of our exploits over a bottle of something strong?
Some made it a living, and are not so exclusive about their targets. The Good Bandits give back to us - and so we shield them from the Government. No sir, we haven’t seen them. I’m no cousin of theirs. The ancient tradition of the robber-knight. The Bad Bandits are those who prey endlessly - like animals, striking at countrymen from the woods, hills, mountains.
Some even sing of freedom, tyranny, and something like The Idea. They call it Illegalism. What difference does an -ism make?

Many of those who came back from the War have fallen into such a state. Young men trained for one thing and nowhere to ply their trade but home.

Bands vary too wildly to generalise.
Few work with other bands - and most collaboration is with other bandits.

Republicans

Loyal to the Government, the Republic and their vision of Liberty. During the War, the Army was folded up and neatly destroyed by the occupiers. These bands formed, and have never gone away. Sometimes, despite bribes and corruption, Government convoys make it out to the country, and deliver weapons and horses to the strongmen they remember. Each time there are less. Of all the bands, these are the ones who can openly carry their weapons and not worry about attracting the ire of the capital.

Bands consist of Veterans and Land-Owners with Military Weapons. They have good access to material and many houses. All will have access to horses. Most bands may have access to a machine-gun, a mortar and an armoured car.
Most likely to be working with the Government and Observers..

The Church

Once the glue of Uyrupe, but now another thing to die for. Many will pick up a gun for the Church, but few within it are fighters. They do have money - coffers and coffers to pour for those willing to take up the mantle and defend the faith - from godless anarchists and those in the local churches who severed ties so long ago.

Has no bands.
Most likely working with Royalists and Fascists.

Observers

Some within the halls of the Powers are not so foolish as to leave embers unattended. Amongst us are their agents - the Observers. They are quiet and careful. Any money they give is in non-sequential bills, unmarked - wrapped in a manilla envelope. Any supplies are mentioned off-hand, a little story about a crate of guns in a barn, in an apartment, in the basement of a church.

There are those who operate under no flag, but swear allegiance to boardrooms and directorships. The Corporate Observers.

Single Agents with High-End Military Equipment.

Guns Defined

  • Hunting Guns - shotguns, rifles at -2 to hit.
  • Military Guns - rifles, pistols, machineguns.
  • Looted Guns - rifles, pistols, machineguns at -4 to hit.
  • Foreign Military Guns - rifles, pistols, machineguns.

For use with Violence

April 18, 2021 invective theory

Date: 04/18/21

Perfection Trap

There is a common tendency to try and find the best’ way to do things. The best initiative system, the best HP system, the superior class-and-skill formulation.
Most of these appeal to people who like designing systems and games.
Many players just want to play the game - and the value of lessening the resistance to that (less to learn etc.) cannot be overstated.
Of course, you can mitigate this by black-boxing’ the rules - letting the GM handle all of that. That said, some players enjoy directly manipulating the rules. I think it is a mistake to prioritise our pursuit of perfect play over the enjoyment some players can get.

Then again, the game you build will dictate the players it attracts. I think most people have a game they want to run and find players for it, rather than my process of having a very stable set of players and finding games we all want to play.

Shockingly, the answer seems to be there is no right answer.”

April 2, 2021 rules guns violence

Violence

Been tooling about with a fast, nasty system for violence resolution and then I stumbled on this

Update 18/11/2024 - Major overhaul uploaded. Lot of shit changed, added, tweaked etc. Have fun.

Update 11/10/2021 - As a number of people have asked - please feel free to use Violence in your own creations - I only ask you credit me for Violence, and don’t make anything hateful.

Update 14/05/2021 - added a better system for dis/advantage cribbed from Shadow of the Demon Lord. Added non-combat resolution. Melee is not unified under the dis/advantage system to leave it shockingly nasty and feeling like a different thing entirely. Part of me doesn’t like having non-violence be so similar to violence as a mechanic element. They should feel different. If it is is not obvious, games using this system should not principally be about doing combat. The parameters below should exert more of a negative influence - serious and likely consequences, hopefully mapping to something like real life.

Update 11/05/2021 - added Initiative and Suppression. I might sub out initiative for Troika style chitpull for maximum chaos - but that makes getting domed sting even worse. It’s a lot slower than d6 side-based but when so much can happen per-turn that seems like the right way to do it. Changed Shooting - being in Cover or on the move is now the assumption - stolen from Nights Black Agents lol. Tightened up the melee bands - realised it was too brutal probably. That said, knife fights really do fucking suck.

PDF HERE

Violence.

Initiative.

Roll a d20 for each individual or group 1 involved in the combat. Write these down and resolve, highest first.

Do this at the beginning of each round.

Shooting.

To shoot someone, roll 16+ on a d20.
Roll with an Advantage when the target is not in cover or moving. Similarly, those with training may take an Advantage.
When firing multiple shots, add +1 per additional shot to a maximum of +6. If successful, roll for how many shots find their mark. Resolve each bullet individually.

When someone is shot, roll a d20 and apply the following modifiers. This is called a Injury Check elsewhere.

  • Each Injury they have adds +2.
  • Rifle calibres add +4.
  • Shotguns add +5 at close ranges and +2 at medium.
  • Concealed or civilian armour subtracts -2.
  • Military hardsuits subtract -4.
d20 Result
1-6 Flesh wound. No effect.
8-12 Injury.
13+ Down.

Melee.

Compare melee modifiers. Note the difference between them. Below is only a sample.

  • Improvised weapons add +1.
  • Small weapons add +2.
  • Large weapons add +3.
  • Training adds +2.
  • Masterful training adds +3.
  • Injuries subtract -2.

Both combatants roll a d12. The combatant with the highest total modifiers adds the difference to their roll.
The highest roll wins.

  • If the difference between them is 1 or less, both are Injured and go Down.
  • If the difference is 2-3, the victor is Injured. The defeated is Injured and goes Down.
  • Is the difference is 4+, the defeated is Injured and goes Down.

Injury.

An Injury is not just an abstract measurement of damage. The referee should endeavour to make Injuries real: broken bones, debilitating wounds, blows to the head.

Down.

After the violence is concluded, roll a d20 for each person Down. Add +2 for each Injury. On a 16+, they are dead. Otherwise, they are Critically Injured and will die without medical attention.

Rolling with Dis/Advantage.

When making a d20 roll, keep a track of all factors which afford a Disadvantage or Advantage. These factors should be easy to spot in natural language, but might also be called out in the text.
Advantages and Disadvantages cancel each other out. Once all factors are considered, follow one of the procedures below:

  • Advantages and Disadvantages cancel one another out. Roll 1d20 normally.
  • Remaining Advantages. Roll 1d20 and a number of d6s equal to the number of remaining Advantages. Add the highest rolled value of d6s to the d20 roll.
  • Remaining Disadvantages. Roll 1d20 and number of d6s equal to number of remaining Disadvantages. Subtract the highest rolled value of d6s to the d20 roll.

Sources of Dis/Advantages include things such as position, training, traits, equipment, weapons, assistance, elevation, weather, light levels, blessings, curses, illness, psionic destabilisation or injuries.

Edge Cases.

Explosives.

Resolve as Shooting against all in the blast radius.

  • Those in the kill-zone automatically receive 1d6 Injuries. They add +8 to be Shot and +6 to the Injury Check.
  • Those in the shrapnel-zone automatically receive 1d6-2 Injuries. They Add +6 to be Shot and +4 to the Injury Check.
  • Those in the tertiary-zone add +4 to be Shot and +2 to the Injury Check.

Suppression.

When firing to suppress, no roll is required.
When a suppressed target attempts to take an action which could expose them, roll 1d6. If the number rolled is equal to or less than the number of people firing to suppress, the target is shot. The number rolled is how many individuals hit. Resolve each separately, determining randomly which shooter hits.

If Suppression is at hidden or obscured targets, it only has half effect (e.g. 2 people would have to fire to have a 1-in-6 chance of shooting individuals as they take action.)

Firing to suppress uses half the ammunition in a weapon. Weapons without magazines or similar cannot be used to suppress. If a shooter doubles their ammunition expenditure, they count as 2 people firing.

Machine-guns and the like use only 1/10th of their ammunition to suppress.

Non-Violence.

When discussion and common sense is insufficient to resolve an issue, roll 1d20 and try and score over a Difficulty Value. This DV is set by the Handler and stated publicly - they should be able to justify this, excluding any hidden difficulties unbeknownst to the characters.
This roll is subject to Dis/Advantages, which might come from training or the situation.

Characters.

Characters should mostly be defined by their competencies. Some of these will be broad - a job role or archetype - whilst others will be more specific. Competent characters have 3-6 skills. Newer, inexperienced characters will have less.

More fantastical games might have Traits or similar too - Exceptional Strength, Amazing Agility and the like.

After notable experiences, players should record these on their character sheet. The referee can also dictate that an experience must be recorded. These Experiences can be invoked to give dis/advantage. Characters may have a maximum of 5 experiences by default, erasing old ones if desired - or required.

Characters will also accumulate injuries and skills through adventure and training. Skills should take a significant investment to develop, whilst injuries can be caused in an instant. For a lighter, pulpier game, allow skills to be accumulated after each adventure’ or major obstacle, and injuries to be recovered from after 1-2 such excursions. More dour games will require in-world time spent training, researching and practice. Whilst a skill is being actively trained, allow it to be used as a normal skill. You’ll have to research the healing time for various injuries, and consider what impacts they’ll have.

Where important, you may want to generate the background details of the characters. Over-defining this can lead to solved’ character who are uninteresting, but having some concrete details to riff from can be very useful.

Making it Yours.

Much of these rules were developed as needed - in the vernacular style. Think less of what you want to achieve and more of what you need to run your game. Avoid building any further than that - channel that energy into making more content for your game. That said, some of the things you’ll want to consider up front:

  • What are the primary definitions of characters?
  • Do characters have anything beyond skills and primary definitions?
  • Will there be a provided skill list or should players just determine their own skills?
  • Do they need a defined background prior to play?
  • Are you sure?
  • What can I steal from other games to make this easier?

Pseudohistorical Violence.

Modified Melee Procedure.

Use this to make melee slower and more involved. Good for if it’s going to come up a lot, like in a fantasy or historical game.

Both combatants roll a d12 and add relevant modifiers. Highest roll wins.
Combatants compare their relative levels of effectiveness, however it is derived. The difference between them is added to the more skilled combatant.

  1. Untrained.
  2. Drilled/Blooded.
  3. Trained/Experienced.
  4. Veteran.
  5. Elite/Hardened.
  6. Trained with Masters/Natural Born Killer.

Compare the weapons used by each combatant. Always apply the modifier to the Player Character’s roll. If only one party is using a shield, modify the above values in their favour by 1.

Weapon Used / Weapon vs Fi Da S.Sw Sw 2.Sw H.Ax B.Ax 2.Ax Cl Ma Fl Wh Sp Ha Po St
Fist 0 -2 -2 -2 -3 -2 -2 -3 -2 -2 -2 -2 -3 -3 -2 -3
Dagger 2 0 -1 -1 -1 -1 -1 -2 -1 -1 -1 -1 -2 -2 -1 -2
Short Sword 2 1 0 -1 -2 1 0 0 1 1 1 1 -2 -1 -1 -1
Sword 2 1 1 0 -1 1 0 0 1 0 1 1 -2 -1 -1 -1
2H Sword 3 1 2 1 0 2 1 1 2 1 2 2 0 0 -1 0
Handaxe 2 1 -1 -1 -2 0 -1 -2 0 -1 0 -1 -2 -1 -1 -1
Battleaxe 2 1 0 0 -1 1 0 -1 1 1 1 1 -1 -1 -1 0
2H Axe 3 2 0 0 -1 2 1 0 2 1 1 1 0 -1 -1 0
Club 2 1 -1 -1 -2 0 -1 -2 0 -1 -1 -1 -2 -2 -1 -1
Mace 2 1 -1 0 -1 1 -1 -1 1 0 1 0 -2 -2 -1 -1
Flail 2 1 -1 -1 -2 0 -1 -1 1 -1 0 -1 -2 -2 -1 0
Warhammer 2 1 -1 -1 -2 1 -1 -1 1 0 1 0 -2 -2 -1 -1
Spear 3 2 2 2 0 2 1 0 2 2 2 2 0 -1 -1 -1
Halberd 3 2 1 1 0 1 1 1 2 2 2 2 -1 0 0 1
Poleaxe 2 1 1 1 1 1 1 1 1 1 1 1 0 0 0 1
Staff 3 2 1 1 0 1 0 0 1 1 0 1 1 -1 -1 0
  • If the difference between them is 1 or less, both are Injured and make an Injury Check.
  • If the difference is 2-3, the victor is Injured. The defeated is Injured and makes an Injury Check.
  • Is the difference is 4+, the defeated is Injured and makes an Injury Check.

Injury Checks resulting from melee combat are modified by the interaction between weapons and armour.

Weapon Used Light Medium Heavy
Fist -4 -6 -7
Dagger -2 -2 -2
Short Sword -2 -4 -5
Sword -1 -3 -6
2H Sword 0 -2 -3
Handaxe -2 -4 -5
Battleaxe -1 -2 -3
2H Axe 0 0 -3
Club -3 -5 -6
Mace -3 -3 -3
Flail -3 -4 -5
Warhammer -3 -3 -3
Spear -3 -4 -6
Halberd -1 -2 -4
Poleaxe 0 -1 -2
Staff -1 -4 -6

Ranged Combat

Resolve shots normally, requiring a 16+ to hit. Targets without a shield grant an Advantage.

For Injury Checks, apply the modifiers as listed below.

Weapon Used Light Medium Heavy
Thrown Stone -6 -8 -10
Handaxe -4 -6 -7
Hunting Bow -3 -6 -7
Warbow -2 -4 -5
Light Crossbow -3 -3 -5
Heavy Crossbow -2 -2 -3
Javelin -3 -4 -5
Sling -4 -6 -8

Modern Federal Paranormal Horror & Investigation Toolkit.

These modifications were used to run a game where all players were federal agents inducted into a covert, unsanctioned government faction looking to investigate and contain inexplicable happenings. Most notably this means curtailing the initial types of characters and the skill listings.

Agent Creation.

Before play, generate an Agent.

  1. Federal Agency - determine and record which Agency and capacity the Agent works/worked for.
  2. Proficiencies - determine and record 1d6+2 skills of note the Agent has. These can overlap with their Agency role, representing particular skill.
  3. Characters with 3-4 Skills are Young (20-30), 5-6 Mature (31-60) and 7+ Old (61+). Record this.
  4. Determine Family using Age on the table below.
  5. Provide a name for the Agent and any Family they have.
  6. Work with your Handler to determine [REDACTED].
  7. Determine and record your Everyday Carry.

Family Table

Age Spouse/Partner % Chance Children % Chance + Number
Young 30% 20% 1d6-2
Mature 60% 60% 1d6
Old 40 2% 60% 1d6
d20 Federal Agencies d20 Federal Agency
1 Air Force Intelligence 11 Environmental Protection Agency
2 Foreign Agriculture Service 12 National Park Service
3 Army Intelligence & Security Command 13 Drug Enforcement Administration
4 Defence Intelligence Agency 14 Federal Bureau of Investigation
5 Defence Investigative Service 15 U.S. Marshals Service
6 National Reconnaissance Office 16 Office of Naval Intelligence
7 National Security Agency 17 Bureau of Alcohol, Tobacco and Firearms
8 Energy Intelligence Directorate 18 Federal Research Division, Library of Congress
9 Center for Disease Control & Prevention 19 Central Intelligence Agency
10 U.S. Postal Inspection Service 20 Office of Export Enforcement, Intelligence Division
d100 Skill d100 Skill
1-2 Accounting 51-52 Library Use
3-4 Anthropology 53-54 Listen
5-6 Archaeology 55-56 Locksmith
7-8 Art 57-58 Martial Arts
9-10 Astronomy 59-60 Mechanical Repair
11-12 Biology 61-62 Medicine
13-14 Boating 63-64 Melee Weapons
15-16 Botany 65-66 Natural History
17-18 Brawling 67-68 Navigation
19-20 Carpentry 69-70 Occult
21-22 Chemistry 71-72 Operate Heavy Machine
23-24 Climb 73-74 Pharmacy
25-26 Computers 75-76 Photography
27-28 Cryptography 77-78 Physics
29-30 Demolitions 79-80 Pilot
31-32 Dodge 81-82 Psychology
33-34 Drive 83-84 Ride
35-36 Electronics 85-86 Sailing
37-38 First Aid 87-88 Shooting
39-40 Forgery 89-90 Surgery
41-42 Geology 91-92 Survival
43-44 History 93-94 Swim
45-46 Jump 95-96 Throw
47-48 Language (Pick one) 97-98 Tracking
49-50 Law 99-100 Zoology

[REDACTED]

Paranormal investigators are scarred by the experiences they have. Experiences the Referee dictates as needing to be recorded cannot be erased or replaced as part of accumulating other experiences. If all 5 slots are filled and the character needs to record another, they break down. For most this means abandoning their beliefs and retreating into whatever safety they can construct from the tatters of their old lives.

The Inhuman Violence.

Impossible beings respond differently to Violence.

Evasion: Any modifiers to shooting attacks against the entity.
Shooting: The target number the entity uses to hit when shooting, and any modifiers to the Down roll.
Melee: How many dice the entity rolls in melee combat, and any notes about damage or restrictions.
Harm: A per-entity procedure on how to manage Injuries, Downs and Death. These replace the usual Injury Check procedure.

Evasion is simply determining if you actually hit the thing - let the Harm section determine whether the entity is harmed or not. Harm is meant to be a bit tricky to get right - try a few different things. Sometimes a creature is just immune to certain effects.

Monsters

The Dead

Flesh borrowed or robbed from rightful rest. What festers within? An animus against the living carried all life long. Or an imposter that would puppet flesh with no concern for the mind that once dwelt within. Or simply the will of another killing the mind and hollowing the body to be worn as you might put on a suit.

Evasion: +3 (No evasive moves taken.)
Shooting: 20/per weapon.
Melee: 2d6. Always receives one Injury as it fights without self preservation. Adds +1d6 for each additional Dead assisting.
Harm: Whenever the Dead are Injured or Downed, roll 1d6 on the table below. Keep track of their Injuries.

Xd6 Result
1-20 The Dead rise up despite their horrific injuries. When rolling on this table again, add an additional 1d6.
21+ The Dead is destroyed, body rendered useless.

Mi-Go

The fun-guys from Yuggoth. Ya boys. When using their heat-weapons, they simultaneously attack a target and suppress the area, counting as four people firing. All flammable objects in the are ignited.

Evasion: -4 (Flight)
Shooting: 16+/ Causes 1d6 additional injuries on a hit.
Melee: 1d12+2.
Harm: Whenever a Mi-Go would be Injured or Downed, instead roll 1d20 and consult the chart below.

1d20 Result
1-14 The attack is ineffective against the alien flesh of the Mi-Go.
15-16 Heat Weapon (if carried) is struck - exploding and causing 2d6 additional injuries (resolved with this procedure.) Otherwise as 1-14.
17-18 One of the many limbs of the creature is struck - roll on the Limb Chart.
19 A brain-cluster within the fungal flesh is struck - the creature is stunned for d6 turns.
20 The Mi-Go takes a Injury Check.
1d6 Limb
1-2 Wing - If currently flying, crashes to the ground, making a Harm roll. If 2+ wings are damaged, loses the ability to fly.
3-4 Pincer Limb - If holding a Heat Weapon, this is dropped. Takes a -1 penalty to all melee checks.
5-6 Support Limb - 2-in-6 chance of being knocked down. +1 to the roll per Support Limb previously shot.

Black Hound

The Peril, The Warden’s Dogs, Vanguards.
A face shredded like a bouquet of flowers, wrapped in black plastic and left by the side of the road. Behind this disaster a long body of taut flesh over many-knuckled bones, flexing and moving independently. There are too many legs.

From ridges and tears in the real the hounds emerge, silent, ignoring any gravity or terrain. The unfortunate notice that each leg terminates in a human hand, some with rings.

They hunt those who survive initial breach events, each marked for death. They are left as dust, all moisture driven from them. Electronic devices cannot perceive them, although they trigger moisture-sensitive systems as found in archives and museuems.

To Hit: -4 (Speed)
Shooting: N/A
Melee: 2d8. Always causes 1 Injury regardless of result.
Harm: Black Hounds ignore Injured results from shooting. Downed results send them sprawling, but continue the hunt next round. In melee, they take Injuries and Down results normally.
Any Injury or Down result from an explosive destroys them utterly.

2d6 Appearing. If killed, bodies rapidly liquefy, leaving only purified water.

The Teeming Augur

Stream-steeds, Dream Carriers, Graceful Mounts, Slow Angels.
In their thousands they buzz and dance, dwelling upon the shores of Time. They skitter across the surface freely, compound eyes drinking in all the sights offered, drinking deeply where some eddy in the flow gives their fanged proboscis purchase.

To the human eye they are each the size of ponies, scaled, built out with limbs too-slight to bear their weight. Wings of soap-bubble thin gossamer twitch frenetically from their back.

They can be ridden through time, although they will take a companion to incubate a brood of their eggs. They leave it up to those who would ride upon them to decide who bears this burden.

To Hit: -1 (Speed)
Shooting: N/A
Melee: 2d10.
Harm: Whenever a Teeming Augur would be Injured or Downed, roll a d20 and consult the chart below.

d20 Result
1-12 The attack ricochets off their armoured hide.
13-15 The weapon used reverts to its base materials: metal to ore, wood to seed. God help those who attack unarmed.
16+ Teeming Augur takes a Injury Check.

Summoned, they appear in amount specified by the summoner. Upon the shores of the Lake of Seasons or beyond the conventional timestream, there are millions.

Entropy Survivors

The Black Worms, The Coils of Consumption, The Eels of Season.
When all energy spreads infinitely thin, something will survive as a concentration in the flat empty dark. These entities will seek one another, winnowing down their numbers to eke out some few millennia more of existence. Predators and basking sharks, immense coils of ribbed worm set behind mouths fit to extinguish suns. Within the Lake of Seasons, some echo of these final inheritors of existence lurk, preying instead upon those who come to the Lake too early. They are tiny in comparison - merely the size of underground trains. They are attracted to heat, light and movement. They consume electricity, radioactivity and light before resorting to living things.

To Hit: Automatic hits.
Shooting: N/A.
Melee: Those targeted must dodge or be consumed and destroyed utterly.
Harm: Whenever an Entropy Survivor would be Injured or Downed, roll a d20, adding +1 for each prior roll this engagement. On a 20+, it is driven away for d8 hours.

1d6-4 appearing. If more than one appear, they fight over prey.

Colonial Philippines by Nico Santagoy
Laid out & combined version of The Country, written by me and laid out by Roz


  1. *Groups can be used for larger scale actions involving, for example, 3-4 bands per side” of a conflict.↩︎

  2. (40-70 represent a dead partner. Roll for Children as normal.)↩︎

March 17, 2021 invective system theory

Against Incentive

Incentivising behaviour is bad for your game.

Axiom - Most players, most of the time, will take the most optimal option.

Incentives create optimal choices - a mechanical reinforcement for taking certain paths - whether negative (you will lose XP if you do bad things) or positive (you will gain XP if you RP well). Optimal choices, once discovered, become boring. You can incentivize the human out of the decision - there is only A Correct Choice. By removing Correct Choices, you widen the field of play - more possibilities will be evaluated, considered. In the absence of a Correct choice, everything becomes possible.

Are you interested in seeing players make choices with their characters or just slotting in to your grand design? RPGs can be more than Rube Goldberg machines culminating in your intended experience. RPGs should be more than this - and removing the idea of incentives for desired behaviour is key. Desiring behaviour in play is something we do to opponents, not collaborators. The idea of the only reason players would do something because Number Go Up’ is video-game design. Besides which - if they don’t want to do something, why is that a problem? Are they not an equal contributor to the game?

When a player acts against optimal choices, we are engaged and excited - when they reject Number Go Up, refuse the mechanical temptation and take a choice as a character - doing something which means enough to them to take a firm decision. Instead, a game could be made entirely of these moments - taking the situation as your springboard, without reference to an external, invisible, intangible rule-set.

Being Good

Many will reward good’ behaviour with XP. You save the village, you only take prisoners, you’re nice to everyone. Being good for a reward isn’t being good - it’s just optimal play. Acts of sacrifice and kindness in opposition to ease - when actively chosen despite potential loss - are what marks being good.’

Experience and Advancement

The ultimate example - and perhaps the oldest, in the field of games - is the Experience Point. How you obtain these, often, is described as the point of the game’. Cementing an objective like this can lock off possibilities, and encourage mechanical thinking’ - we should do action to accrue more XP. However, some schema are more indifferent - they do not dictate how they must be achieved. The classic GP for XP formula does not have to specify how the GP is gained - violence, theft, mercantile aspirations, MLM etc. But beyond this, why do we gather XP?

To advance.

Advancement-as-reward poisons the well of player action and agency. It is the expression of Number Go Up - some systems attach more than numbers, but the core is the same - this is the carrot being used to drive gameplay. By removing Advancement, we ask players - why are you playing - what do you want to do, freed from the tyranny of Number Go Up. This is agency and responsibility - to find worthy and entertaining objectives in the absence of an objective measurement.

Of course, characters can still grow - simply advance them internally, without reference to some prescriptive metric of advancement. If they choose to engage with local powers, ranks and titles might work. Equipment is a concern for bandits, soldiers and guerillas alike. Seeking notable treasures (and techniques) are staples of adventure fiction - characters do not become static, but collections of experiences.

An elegant example of this can be seen in What time near dawn did they climb up the other shore, Drying their wings?

But What About Themes?

A common use of Incentives is to encourage/reinforce/enforce tone - for doing things which align to the source fiction, you are rewarded. Instead, we could talk to our fellow players about what we’d like to see and agree to work towards it without the use of incentive - why do we need our efforts rewarded’? Isn’t playing fun?
We can trust out playing companions to build towards those themes - or let them drift and change in the chaos of play. Anything is better than trying to subtly encourage people like children.

March 14, 2021 odnd monster mmm

Ogres

Muscle cords thicker than greed.
Take up all you possess, and carry it with you.
See what you desire, and come to possess it.

This is one of the paths a man could walk to leave humanity behind.

HD 4 / AC as Chain / Damage 1d6+2

Expanded, revised & collected:

US itch

March 5, 2021 troika background

Demiurge Assassin

Some seek Heaven through violence. This sect aim to bring violence to Heaven, and use it to kill the Demiurge.
They have spent hours poring over many tomes - and from such synthesise their creed.
To reach heaven, they must be Good.
To be Good is to forgo cruelty, spite and malice.
To be Good is to never allow the weak to be bullied by the strong.
To be Good is to make do with the humble, and to scorn the riches of the world.
Nothing in this life may be taken with them - and so their body must become the weapon.
They must die at the pinnacle of their ability - dying too soon would waste their attempt.

Possessions

  • Simple Robe
  • 2d6 Incompatible Religious Icons

Advanced Skills

  • 5 Unarmed Fighting
  • 2 Charity
  • 2 Comparative Mythology

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