Tag Archives: Role-playing

You got to have Character (sheets)

I have a terrible habit of system-changing mid game. Drives my players nuts but does let me try out different systems. It does leave me with a lot of character sheets and sometimes it is interesting to see how different systems treat the same character. I guess it is all relative in the end.

three char sheets

This example is a major NPC in my Whale Road Campaign (set in Columbia Games/Kelestia Productions Harnworld setting). This campaign started using Harnmaster 3rd Edition. We have stalled for some years but we are looking at getting started again.

Eydis Kern is an Ivinian shieldmaiden. She is best friends with a major PC and friends with all the other PCs (they pretty much all grew up together). She comes from a very male dominated culture and the path of the shieldmaiden is an out for women who are martially inclined.  Her defining attribute is the fact that she is a berserk.  She played for nearly a year of game time before this was found out by other players. A blessing from the Gods, or a curse. Not sure yet.

This is her original Harnmaster Character Sheet (the stats page anyway). Harnmaster has a comprehensive generation system that gives a lot of background information. Family, sunsign, foibles. Characteristics are in the 3-18 range and were generated with a variety of 3d6 and 4d6 rolls.  She has a few combat skills, and also knows skills suitable for her cultural and social background. Harnmaster uses a d100 Skill system.  There are no levels or points – character ability is totally determined by skill. Her berserker rage is shown as a simple plus to the Effective Mastery Level (EML) of her combat skills – in this case +20%.

Eydis Kern Harnmaster Char SheetNext is the same character using Hero System 6th Edition.  Hero System is a points based system where stats and skills are brought and paid for with points to achieve whatever balance the GM has set for the particular campaign. She is a Heroic level character built on a total of 75 points (including Complications).  Characteristics (such as Strength, Dexterity, Intelligence etc) for average humans sit at about the 8-10 range so that gives you an idea of how she sits in relation to ‘most people’. There are a lot less “skills” present than on her Harnmaster character sheet but the same feel is there (not shown are the Everyman skills that are shown on the Harnmaster sheet).  Look at how the different systems handle “Berserk”.  Hero System uses ‘Powers’ with various advantages and limitation to describe game effects. To this end her Berserker Rage has been defined as:

“Lynraal’s Blessing” Aid STR 3d6 (18 Active Points); Only Aid Self (-1), Only When Fighting (-½), Side Effect (automatically becomes Berserk in combat while Aid remains in effect, can only make 11- recovery rolls after all Aided points fade; -½), Cannot Be Used Again Until All Points Fade (-¼) (total cost: 5 points) plus Physical Damage Reduction, Resistant, 25% (15 Active Points); STUN Only (-½), Only When Fighting (-½), Side Effect (-½), Linked (lasts only as long as Aid lasts; -½) (total cost: 5 points).
TOTAL COST OF BERSERK RAGE: 10 Character Points.

Looks complicated but actually isn’t. What it means is if she goes berserk she gets 3d6 worth of extra strength that slowly fades away each turn. While it is in effect she gets a big reduction in the STUN damage she takes in combat – thus is hard to put her down without killing her outright.

Eydis Kern Hero 6th Char Sheet

Finally, the same character using Savage Worlds. Now I have to say that I like this system for cinematic style games.  Stats and skills are based on dice size so range from d4 to d12 (for the most part).  Rolls are open ended – roll a 4 on a d4 you get to roll again and add that to your result. Roll another 4 then you add and roll again. It can generate some big effect numbers which can have various game effects. Her berserk rage is handed by a simple add to combat and physical stats and a subtraction from her ability to defend herself.

Eydis Kern Savage Worlds Char Sheet

Updated City Map: Crossroads

Crossroads detail
                    Crossroads: Detail

I have started tarting this map up. I had plans to add more islands, roads and stuff outside the city proper but to be honest I started to get bored with it – drawing all those buildings did my head in. Here is what it looks like now. I might come back to it when I get some more inspiration.

The observant may find the estate of Senio the Necromancer just out of town.

Ataria - City of Crossroads

Fantasy RPG City: Crossroads

I found an old flash drive with some RPG material I have done over the years and have been having fun trawling through it. This city was the location of many adventures I ran using Hero System and Harnmaster.  I had hoped I would find the base map that I worked on – I remember I originally saved it as a BMP file in MS Paint but couldn’t find the full sized version – just this small copy.  Will have a go at redoing it next week if I cannot find the original.

Crossroads is a city of canals and bridges.  My mate Mark (Markdoc on the Hero Games forums) did a neat picture of a big bridge covered in houses and towers for a city in his fabulous Gothick Empires setting.  I stole it and plonked a close copy of it in the middle of my own version of Venice as The Great Bridge.  I just have to find it – I know I have it saved somewhere.

Ataria - City of Crossroads (Districts)

Senio’s Estate: A FRPG resource.

reduc_Senio's Estate

A map of a walled estate for your Fantasy Roleplaying games. In my FRPG this was the home of Senio, a necromancer. I started drawing this years ago and lost it. I found an old flash drive and found a whole pile of role-playing resources for a short lived game I ran in 2011.  So I have decided to tidy the map up and post it – who knows – someone may get some use out of it. This building could be used in a town or as a country estate.

Aerial View

The main building has a tower that rises four stories. There is a guard barracks (by the gate), stables and a small house garden.  To the right of the gate is a small entry box for the gatekeeper.

Senio's Estate 1 Aerial View

Basement Level

A trapdoor from the kitchen leads to the storage cellar.  The basement level of the tower contains cells, an ‘inquiry area’, storage and a small crypt. There is a secret room in the south wall.

Senio's Estate 0 Basement Level

Ground Level

To the left of the gates is a guard room and the bunkroom for up to four guards. A small sentry box stands to the right of the gate.  In the paved courtyard there is a well and a water trough. A shed containing a wagon and a four stall stable are opposite the main house.  Behind the stables is a small kitchen garden. The outdoor privy sits against the back wall. Double doors lead into the main house/tower.  This level contains the kitchen, servants sleeping area and storage, a cloakroom and the main dining room.

Senio's Estate 2 Ground Level

First Floor

This level contains bedrooms, studies and lounges.  A set of double doors open onto a small balcony (above the main entrance).  Lots of elaborate hangings and comfortable beds. Who said a necromancer can’t be a good host?

Senio's Estate 3 Level One

Second Floor

The Tower contains Senio’s main workspace and laboratory. The two other spaces are attics accessed by trapdoors from the rooms below them.

Senio's Estate 4 Level TwoThird and Fourth Floors

The third level contains two rooms currently unused.  I am sure that you can find a use for them.  The fourth floor is an attic space accessed by trapdoor from level three.

Senio's Estate 5 Level Three

Another Zho fighter

With the help of Wbyrd’s fertile imagination the Zhodani theme moves right along.

Wbyrd got a lot of feedback on his last fighter concept aimed at giving the fighter a more Zhodani-like feel. A lot of readers thought that more classical Zho design features were needed.  This is his second concept fighter in a week. A 10-Dton Fighter.  I added a ventral access cockpit access hatch and a pilot seat with two modes – flight and landed.

Zhodani Type 125 Sh'zahg 10ton Fighter concept

From the original discussion at Citizens of the Imperium.

Zhodanii Type 125 Fighter.
One of the newest fighters deployed by the Zhodanii fleet, client states, and Allied forces. Type 125 Sh’zahg ( “Frightful Shape”, Imperium Code Name Zack) is a swift,  agile and lethal fighter. Reserved for more experienced pilots, the Sh’zahg is named after a lethal ray like aquatic predator revered by the minor race native to the designer’s homeworld. The Sh’zahg made it’s debut during a border dispute between a large mining concern and a Zhodani corporation. When the Mining Concerns mercenary security forces fired on a transport severely damaging it. A single Zhodani Carrier and it’s escorts were dispatch.

The flights of fighters launched by the Squadron disabled and nearly destroyed the four Mercenary cruisers in the area, and flattened the ground installation being contested by the two companies. Even with fighter support the four Broadswords were unable to deal with he massed missile and laser fire put out by several squadrons of fighters. In the end the mercenary cruisers were able to destroy several fighters, but they inflicted no harm what so ever on the carrier or its escorts as they hovered well outside of weapons range.

Like the Older 10 ton Trilobite the Sh’zahg is lightly armoured, and has few defences.  The pilot also sits in a sealed cockpit, with only narrow blow out panels covering vision slots to allow the pilot to operate if his electronics are destroyed, The Fighter does however have some pilot survival hardware built in to allow the pilot to eject in safety and survive for an extended period while waiting for pickup by his carrier vessel.

While more sophisticated than the Trilobite, the type 125 is still highly vulnerable to hostile fire, and its pilots have only a marginal survival advantage over the older fighters. The Zhodani have put more attention to the weapons and firecontrol systems of the newer fighter, but still seem to consider even experienced pilots as unfortunate casualties.

Full Deck Plans

 Zhodani Type 125 Sh'zahg 10ton Fighter

Zhodani 10-Dton Fighter

Over at Citizens of the Imperium veteran poster Wbyrd has been churning out concept designs for fighters. They are really cool and I knocked out a deckplan for his Zhodani Olinaed “Trilobite” fighter.  Here is a link to the original discussion over at COTI.

zhodanii_olinaed_trilobite_fighter_by_wbyrd-d93m9na

To quote wbyrd

An older widely seen fighter deployed as a screening, scouting force for Zhodanii warships the Type 95 (“trilobite) is a fairly cheap, largely expendable fighter which is used in large numbers to harass enemy shipping, and screen larger ships against light attack craft and gunships.

Reasonably agile and fast the fighter can close into attack rage quickly and escape the heavier weapons of larger vessels before the formation is destroyed by heavy return fire. Few fighters can match its acceleration, and in expert hand the Type 95 can easily outrun missiles launched at them by other fighters and starships.

With few defensive system, light armour, and no pilot survival equipment installed the Type 95 is mockingly called a Prole Bomb, by Imperium fighter pilots. In practice the Type 95 is as effective as it’s Imperium counterparts, with numbers making up for the slightly better armour, and pilot survival hardware of Imperium fighters. Zhodanii admirals do not seem to concern themselves with the loss of mostly lower class Prole pilots assigned to these poorly defended craft.

Often older craft, or “Surplus” lots are sold at discounts to independent groups hostile to the Imperium. In the hands of Private “merchants” ,Pirates, and Vargr Raiders the Type 95 is as common in the hands of Rogue and criminal elements along the Zhodanii frontiers as it is in the hands of the Zhodanii fleet.

One distinctive feature of the Design is the hybrid Gravitic Plasma drives used by the designers. This is not a major advantage to the fighters since it has similar performance to a pure gravitic drive, and offer little advantage over their pure gravitic counterparts. They however do tend to leave a noticeable trail of ionised gas behind the fighter as it manoeuvres, giving opponents an easy visual cue to identify Zhodanii fighters among a mixed group of small craft.

Full Deck Plans

zhodanii_olinaed_trilobite_fighter_by_wbyrd_deckplan

Space Opera: The Terran Sector

An updated map of the Terran Sector for Space Opera, or in fact any other game using a 3D map. The map is a 200x200x200 Light Year cube, centered on the Sol System.  Ninety stars are shown. It is important to remember that this volume of space contains over 30,000 stars.  I have included a spreadsheet showing stellar distances. I would not print it out unless you have an A1 sized printer that can do floor plans.  As far as a description of each system – I will leave that up to those who feel they need one. I was going to just use standard Traveller for this task. There are some pretty cool system generators out there that can do this for you in seconds.

Map thumb

If you would like a copy of the actual spreadsheet (or a blank for doing your own star sectors) then please contact me and I will send you a copy.

Terran Sector - Star Chart

And one with the main routes of some of the major starlines of the sector shown.

Terran Sector - Main Links

Here is a PDF of the Sector showing stellar coordinates and distances between systems in Light Years.  GURPS Space Campagin Terran Sector

Map thumb sp
                      Spelling mistakes!!

Space Opera: Terran Quadrant Map

I am a long time fan of Fantasy Game Unlimited’s Space Opera universe. I have done an earlier post on this game giving a brief overview of the background. It was an incredibly complex game system – so much so that I think that I only ever played one game using the mechanics and in the end we switched back to Traveller. But as I said, I loved the setting.

The module Star Sector Atlas 1: The Terran Sector came with a large fold-out map of the Terran Quadrant. For someone used to Traveller subsectors a gaming map encompassing 99,840,000,000 cubic light years was pretty amazing.  I have several copies of the original Quadrant map and wanted something electronic – so I knocked one up yesterday.

fgu ssa 1

I changed the format somewhat but tried to keep to the original as much as possible. I have added my own Hadrian Sector to the map – a post on the work on that Sector will be made in the next day or two.

For my new campaign I am using GURPS Space as the basis but like most things I do there will be a lot of hybridisation going on. For example, I have not decided on what system to use for planetary and system generation. For simplicity I was thinking of sticking with Traveller but I have since found some pretty cool GURPS Space generators that can knock out a million systems in no time at all.

Warning: This is a big file – the map is 4688×3632 pixels and is 1.25Mb in size.  The orange line is the approximate edge of the Orion Arm.  Galactic Centre is towards the right of the map.  The map is centred on the Terran Sector which is at location 000/000/000.

Distances are easily computed by simply applying the forumla: distance-three-coordinates

Or even more easily by going to this web site and putting in the numbers. For example, to compute the distance between the Terran Sector and the Hadrian sector (Terran 000/000/000 and Hadrian 600/000/300) plug those into the website linked to above and get 670.8LY.  Quite a haul in a cargo freighter crawling along at 10LY per day.  Over two months. Only a few weeks in a fast courier though.

Terran Quadrant

Type R Subsidized Merchant – Classic Traveller

This picture of a Type R Subsidized Merchant by William H Keith captured my imagination as a young Traveller player when I first saw it when I got my copy of Supplement 7: Traders and Gunboats  in 1980 or 81.  Thirty five years later is  still does.

Type R Subsidized Merchant WH Keith

Since I began drawing these Traveller starship deck plans I always had it in the back of my mind to do one of this vessel. She is a 400-Dton ship, has a crew of seven and can carry up to sixteen passengers and 200 tons of cargo. Her drives are capable of Jump 1 and she plods along at 1G acceleration. She carries a small 20ton launch on a dorsal mount for on-planet errands and passenger transfers.   I have copied the layout from Traders and Gunboats as far as I could, but I had to change the location of a few doors here and there to use some standard. Hope you enjoy this one.

Type R Subsidized Merchant

Dave Kashikvili – RTFM!

Who said I never listened to readers of my blog.  Apparently I missed the obvious thing that a guy like Dave would be doing in his spare time in Jump Space. Bored with golf, he has taken up a new hobby, if only he can get the thing assembled – what was that old adage? RTFM Dave.

robot assembly

Dave Kashikvili (X-Boat Pilot 4 Terms – so far)

Current IISS Rank 2(Messenger 1st Class)

Str 8 (+0) Dex 10 (+1) End 6 (+0) Int 8 (+1) Edu 8 (+1) Soc 7 (+0)

Skills: Pilot(Spacecraft) 2, Comms 2, Astrogation 1, Jack of Trades 1, Engineering 1, Navigation 0, Streetwise 0, Computer 1, Fly (Grav Vehicle) 0, Carouse 1, Investigate 1, Athletics (Golf) 0, Robotics 0.

Story: Dave is your typical X-Boat pilot.  For the most part happy with his own company and enjoying the freedom to be himself – he has recently begun to feel that something is missing in his life. He has had a fairly mundane career so far with no real problems coming his way. He is however, a bit of a slob, and the X-Boat Tender cleaning crew are forever complaining about the state of his ship when it comes in for servicing. The cleaning chief has reminded him many times that regs do not allow consumption of food at the comms or pilot stations. Like most X-Boat pilots Dave wiles away the long days in Jump Space on hobbies. He reads, watches old Tri-V shows and has recently taken given up golf. Apparently his putting is getting better but he needs a lot of work on his long game. He has now taken up amateur robotics. The return trip from Jae Tellona to Celepina should be enough to see if  to Sim-software just not is the same as a the real game thing.

X-Boat 100t alt