Tuesday, July 4, 2023

Freedom Squadron Framework: Drone Wrangler

 

Vocation Framework: Drone Wrangler
Battlefield Future belongs not to the biggest guns, but the smartest ones.
Heroes Journey (2 rolls)
Aviation, Mechanized, Infantry, Tech & Engineering
Drone Wrangler Abilities and Bonuses
Ghost in the Shell: Drone Wranglers may spend Bennies to soak damage dealt to their drones.
If they have the Ace edge then they can ignore up to a -2 penalty and use the relevant skill for Soak.
Like any vehicle, drones are most effective when actively piloted which takes the Wrangler’s action
and uses their Electronics skill for most actions. Unlike most vehicles, drones can autopilot while the
Wrangler focuses their attention elsewhere. When they self-drive, drones use their installed Software
Packages.
Twitchy: The Drone Wrangler has d6 Agility, d8 Electronics, and a d6 in Boating, Driving, or Piloting.
There’s Many Like It: The Drone Wrangler starts with the Basic Vehicle Operator Kit and may purchase
small drones with Gear Points. Freedom Squadron will replace any lost drones in between missions.
This One Is Mine: Inveterate tinkerers at heart, every Wrangler has a hotrod drone they’ve been tinkering
with in their off time. This drone is an extra with a d4 in every attribute, no skills, a Pace of 6, and the
Construct Racial Ability. You then choose options from each of the below categories:
 
FRAME (Choose 1)
  • Small: Size -2, Toughness 2. About 2’, about 2’ tall or long. +4 Agility. +2 Vigor. Maximum Str d6.
  • Light: Size -1, Toughness 3. About 4’ tall, about the size of a mini-fridge. +1 Strength. +2 Agility.  +2 Vigor. Maximum Str d10.
  • Medium: Size 0, Toughness 4, the size of the average human. +2 Strength. +1 Agility. +2 Vigor Maximum Str d12.
LOCOMOTION (Choose 1)
  • Legs: Pace 6, Running Die d6. You may choose bipedal or quadrupedal posture. Maneuvering uses the Driving skill.
  • Wheels: Pace 8, Running Die d8 but has trouble on stairs. Maneuvering uses the Driving skill
  • Propellers: Can fly or swim at Pace 6 (or 12 for 4 Gear points) and “run” for extra movement as usual.
    For 6 Gear Points, you can upgrade a Small drone to fly or swim at Pace 24 and may “run” for 2d6” of
    additional movement. Maneuvering uses the Piloting or Boating skill respectively.
SOFTWARE PACKAGE (Choose 2, MAX Smarts die) 
Unless the Wrangler actively pilots the drone with an action, the drone falls back on these algorithms and subroutines. You may buy additional Software Packages with Gear Points.
  • Assault: Shooting d6, Intimidation d4. Unless actively piloted may only perform Suppressive Fire.
  • Lookout: Athletics d4, Notice d6. Gains the Fanatic Campaign rule
  • Sapper: Demolitions d6, Electronics d4. May only attack counterforce targets.
  • Triage: Medicine d6, Science d4. Whether or not successful, extends the Golden Hour another 60 minutes.
  • Umbra: Stealth d6, Computers d4. Stand stock still for long periods of time.
  • Wrench: Electronics d4, Repair d6. Comes with basic supplies to perform repairs.
FEATURES (Choose 2, MAX Strength die) 
Drone Advancement is handled via Gear Points
  •  Additional Arms (1): Ignore 2 points of Multi-Action penalties per turn.
  •  Aquatic (1): Moves full Pace while swimming, compatible with Pace upgrades.
  • Armor (Maximum Size+2): Gain +4 Armor.
  • Automated Repair Unit (Max 2): Make Natural Healing roll once per day.
  • Brainiac (Max 2): Increase the drone’s Smarts by 1 die step, 2 skill points, and 1 skill focus.
  • Electronics Package (1): Gain a 20 mile communications system, an additional hard drive for data storage, specialized subroutines, and a variable interface jack which could plug into most ports. The
  • 2 point package additionally includes an Electronic Intrusion Mastery.
  • Expanded Power Storage (Max 2): The drone has a bigger battery. Increase the drone’s Spirit 1 die step and gain an additional Fatigue level.
  • Hotrod (Max 2): You can improve the drone’s Strength, Agility, or Vigor by 1 die step. The drone also gains an applicable Focus.
  • Improved Sensors: Ignore up to 4 points of Shooting penalties from Range.
  • Leaper (legs only) See the racial ability
  • Pace (Max 3, legs and wheels only): Gain +2 Pace and increase the drone’s running die by one size.
  • Ripping and Tearing: You install a terrible melee weapon to the drone like hydraulic scissors, an impact hammer, or a chainsaw.
  • 5GP Robust (Max 2): +1 Toughness and +1 Wound.
  • Ungovernable: The drone may spend a level of Fatigue and roll a 1d6, adding it to the total of the roll. The drone recovers the lost Fatigue when they recharge their batteries.
  •  Weapon Mount: Increase the Drone’s Strength 2 die steps for meeting minimum Strength requirement.
 
 

Saturday, March 27, 2021

BORCHARDBRIAR: ODDS

 

Borchardbriar characters don't need to spend time combing over inventory and gear lists. Instead choose one partisan package and one equipment package to get right into the action!

PARTISAN PACKAGES - A selection of weapons and armor for fighting back and keeping you alive. Some may limit the maximum size of your Gear die.

Banneret's Berth- A short sword, a medium shield, plate corselet, and heavy helm. Survivor's guilt. (Reduce Gear die by one step)

Big Tom's Arms - A great axe and boiled leather jacket. A bad reputation.

Duelist's Tools - Any two one-handed melee weapons and light leather jacket. Something to prove. (increase Gear die by one step)

Hurler's Pride - Nine thrown weapons, a small shield, and boiled leather jacket. Steady paws. (increase Gear die by one step)

Meow Street Runner's Standard Issue - Any one-handed melee weapon, a small shield, leather cap, boiled leather jacket and either a kosh or sling. The Badge. (Reduce Gear die by one step)

Poacher's Bush Kit - Any ranged weapon and 20 units of ammunition, a quiver, a knife, and light leather jacket. This morning's catch.

Safeguard's Aegis - A battle axe, a large shield, and chain shirt. Nagging sense of deja vu.

EQUIPMENT PACKAGES - Mundane tools and equipment your revolutionary will need. Each package includes a Gear die, you roll the Gear die when you need something no bigger than your paw. Trades and bargains apply modifiers to your Gear rolls.

Merchant's Stock & Trade- Formal garb, blanket & bedroll, map, flint and tinder, 3 torches, and 3 pieces of sample stock. Gear d8

Fat Cat's Luxury- Formal garb, 50 bd worth of jewelry or other adornment, waterskin, and d4 entourage.  Increase the other Package's Gear by a die step (Only available without a Partisan Package, but you may select an additional Equipment Package).

Scholar's Study- Normal garb, backpack, mortar and pestle, 2 barkbound books, quill, and ink. Gear d6

Ruffian's Kit- Normal garb, backpack, bedroll, tinderbox, shovel, and waterskin. Gear d4

Hedgewise Trade- Normal garb, backpack, ceremonial clothing, flint and tinder, mortar and pestle, and three doses of either Catmint or Daybreak Gear d4

Cat Burglar's Bindle- Normal garb, grappling hook, lockpicks, and 10' rope. Gear d6

Vicar's Craft- Formal garb, blanket & bedroll, 2 vials of sacred oil, and a prayer book. Gear d6 




Tuesday, February 23, 2021

SAVAGE WORLDS: LOOSE EDGES

Sorry thing have been quiet here. Expect more Titans and Borchardbriar One Sheets in the coming weeks. In the meantime, here's some loose Edges I had rattling around. I don't know if they have a home yet. We'll see.

ARROW CUTTING
REQUIREMENTS - Martial Artist, Block
You may take an action and swing your weapon in a protective swirl. Your Parry becomes the Difficulty to hit you with Ranged Attacks.

CARPE DIEM
REQUIREMENTS - Quick, Elan
When you hit the room, all eyes on you. When your Action Card is a Jack or higher, enemies out in the open roll Smarts or suffer from the Distracted condition.

DEVIL'S ICY FIRE
REQUIREMENTS - Martial Artist, Spirit d8+
Your kung-fu fluctuates temperatures wildly from scorching heat to biting cold. When you successfully make an unarmed Attack with a Raise, you may forego the extra d6 of damage and force nearby enemies to make a Vigor roll at -2 or suffer Fatigue.

DRAGON FIST
REQUIREMENTS - Chi, No Mercy
After undergoing esoteric tutelage you strike at the very essence of your opponent. Your unarmed attacks deal damage against living enemies' base Toughness, ignoring Armor and other bonuses.

LOREMASTER
REQUIREMENTS - Investigator, Scholar
We get it. You did the home reading. At the start of each combat encounter, you gain a "lore counter" which can be spent to:

  • Show your home work. Reveal all the Edges, Powers or Special Abilities of an enemy.
  • Have the right amulet ready. Add +4 to a Resist roll vs. a Power.
  • Hit the sweet spot. Add +d6 damage to a successful Shooting attack.

PARADIGM LOCK
REQUIREMENTS - Seasoned, Improved Arcane Resistance
Your very presence calcifies reality and makes magic more difficult. Increase the cost of all Powers by 2 Power Points.

SCHOOLED BY SEVEN BANDITS
REQUIREMENTS - Woodsman
You're always prepared with some dirty tricks. At the start of each combat encounter, write down an Action on an index card and keep it hidden. When someone performs the written action, you may reveal what you've written and declare they've activated your trap card. They now suffer from the Vulnerable condition until the end of your next turn.

TOTAL CONCENTRATION BREATHING
REQUIREMENTS - Novice, Fast Healer
Through specific breathing patterns, you recover from exhaustion faster than others. When you Soak, you may recover lost Fatigue in addition to negating Wounds.

Wednesday, January 6, 2021

BORCHARDBRIAR: BECOMING MONSTERS

 The real risk of losing Accord is uncontrolled transformation as the Land's wild magic uses your flesh as a canvas. But maybe a little monstrosity is fine, given the stakes. When you lose points of Accord, you temporarily gain a Tinge. Draw a card for each point lost and apply the card of your choice, gaining the corresponding Tinge. At your next Advancement you can choose to keep the Tinge instead, otherwise it blows away on the wind. Be sure to conceal you Tinges, the Wyld Breakers are always on the look for Folks meddling with the Old Times.

If your Accord reaches 0 then you're lost until the next full moon as the wild magic overwhelms you. The GM takes control of your character and draws 4 cards, applying all corresponding Tinges. . Draw a card for each point lost and choose one to apply.


WARMBLOODED TINGES (Hearts and Diamonds)

A - Your sense of smell becomes incredibly sharp. You gain a +2 on all Survival and Notice rolls involving scent.

2 - Small quills grow along your arms and back. With effort you can sprout more. You gain the damage field power with 10 power points and activated with Vigor.

3 -  The night calls to you. You're at home in the darkness. You require half the sleep of normal Folk.

4 - Your jaws and teeth become as deadly as any blade. You gain a bite attack that deals Str+d8, if you already have a bite attack then increase the damage to Str+d10.

5 - Sound betrays your surroundings, revealing objects and creatures to your incredibly sensitive ears You have no penalties in low light conditions but suffer a -2 to Resist sonic based attacks.

6 - Your limbs lengthen and taper into long, graceful limbs. Gain +1 Reach & increase your Pace by 2.

7 - From your brow erupts a crown of horns & antlers. This natural weapon deals Str+d6 AP 4 damage.

8 - Your constitution becomes incredibly robust and your vital organs keep trucking regardless of damage. Called shots deal no extra damage and you're immune to poison.

9 - The dumb Beasts of forest and field acknowledge you as lord among them. Gain the Beast Bond Edge and the animal companion that comes along with it. The companion has 1 Tinge so draw a card from the Action Deck.

10 - You grow a prehensile tail or two. Gain an extra non-movement action per round at no multi-action penalty.

J - Wings sprout from your back. Feathers or leather, your choice. Gain the ability to Fly at Pace +3.

Q -  Magic rolls off you. Gain the Improved Arcane Resistance Edge, regardless of requirements, and deal +4 damage to Sorcerers and Abominations.

K - You're a conduit to the Bad Old Days, calling upon the shades of deceased Folk to aid you. Gain the summon ally power with 10 power points and activated with Spirit.


COLDBLOODED TINGES (Clubs and Spades)

A - Gills blossom along your neck. You cannot drown in water and gain a +2 to all swimming related tests.

2 - A flashy, colorful crest that draws the eye and beguiles the weak-willed. +2 to Trick with Persuasion and Intimidate.

3 - Your toes bind to even the sheerest surfaces. You gain the Wall Walker trait and can scramble up sheer and inverted surfaces at your full Pace.

4 - Your jaws grow thick with bone and muscle. You gain a bite attack that deals Str+d6, if you hit with a Raise then you deal 2d4 bonus damage. If you already have a bite attack then the damage does not increase but you still get the bonus damage on a Raise.

5 - The skin of your paws become brightly hued with warning. With a successful Touch Attack, the victim must roll Vigor or suffer a level of Fatigue.

6 - Pits open beneath your nostrils, allowing you to sense heat. You gain Infravision, halving low light penalties when attacking creatures that give off heat.

7 - You can shoot blood out of your eyes. Suffer a Fatigue level to cause all Folks and Beasts to make Fear checks within 10 ft. at a -2 penalty.

8 - Your skin/fur changes color and blends into the background. You add +2 to Stealth checks when standing stock still.

9 - Your tongue stretches and becomes adhesive. You gain the entangle power with 10 power points and activated with Agility. 

10 - Lost limbs will regenerate but your new limbs are brightly colored and moist. You will need to water them. You can make a Healing roll once per day to recover lost wounds.

J - A tortoise shell hardens around your torso. Gain Armor 2, if you already have a shell it becomes Heavy Armor.

Q - Anybeast with coldblood in their veins can be brought under your sway. You gain the beast friend power with 10 power points and activated by Survival. It even works on Folk, but at a penalty equal to half their Smarts die. You can increase it later like any skill.

K - In time, you could be King of All Monsters. Increase your Size by 2.


Wednesday, December 30, 2020

TITANOMACHY: TO EVERYTHING THERE IS A SEASON

From the storms' wake emerges the mighty Squallor, an amorphous monster embodying the anger of the planet's climate grief. What awakened this meteorological horror remain unknown, though drawn to battle the Lords of Plunder and Stellar Tyranny Remnant. Accompanied by a corona of uncharacteristic weather, the passage of Squallor breaks the worst blizzards with a summer day and smothers wildfires beneath a momentary super . Despite its alien demeanor, it pays no mind to Daikaiju Earth's other defenders and bears no malice to most of humanity.

 ATTRIBUTES
Agility d8 Smarts d4 Spirit d10 Strength d12+16 Vigor d10

SKILLS
Athletics d6, Common Knowledge d4, Faith d10, Fighting d8, Notice d4, Persuasion d6, Shooting d8, Stealth d8

PACE 6 PARRY 6 TOUGHNESS 46 (30)

HINDRANCES
Dependent (Major) - Emerging above the wreckage of Manila, Squallor bonded with Pinoy environmental activist Samira Perlas.
Hesitant (Minor) - It can take Squallor a moment to sort things out.

EDGES
Arcane Background (Miracles) - Starting powers: boost/lower trait, elemental manipulation, healing

SPECIAL ABILITIES
Cannot Speak - Squallor "speaks" by rapidly shifting through the seasons and localized weather events.
Colossal Crash - 3d12+16, AP 24
Leaf On the Wind - Squallor floats through the sky with Pace 6.
Hardy - A second Shaken result in combat does not cause a Wound.
No Vital Organs - Called shots do no extra damage to Squallor.
Primal Surge - The Earth's fury runs riot. Ranged Attack with optional Medium or Cone Template using Shooting. 5d10 damage, AP 30, ROF 1.
Size 12 (Gargantuan) - Smaller than your average Daikaiju, Squallor has Heavy Armor, can suffer three additional wounds and Stomp)

Titanomachy is a collection of sample characters for Dawn of the Daikaiju from Pinnacle Entertainment Group. Possibly a little too weird for most games. Then again, you are playing giant monsters. You can find the main rulebook here.

Saturday, December 26, 2020

Borchardbriar: THE ACCORD

 

THE LINE THAT HOLDS US
"The old songs say there was an order to things. Spring to summer to autumn to winter and back around again. Drawn up to check the wild magics so good Folk would have a chance to build something without the heather and ivy dragging down their hard work. Laying out the tenets of Thumb and Fist and overwriting the red laws of Tooth and Claw.

Now the cycle's broken with Reynard's arse wedged into Borchardbriar castle, stalling the others in their far flung corners 'til the wheel turns again. But the Accord still holds. Though with all these growling stomachs, I don't know how much longer."

- Cass, Raconteur of Some Renown

ACCORD - Every Wild Card starts with maximum Accord equal to 2 plus half their Spirit die type. As things unfold the GM may call for a Accord check with a modifier based on events. An Accord check is a Spirit roll, the results may modify your current Accord score.

Murder -  Killing Folk for any reason other than self defense causes an Accord check at -2. 
Backlash - A character with an Arcane Background who triggers Backlash must also make an Accord roll.
Fear - Fright and animal terror cut the noblest beast at the knees. When you fail a Fear check, lose 1 point of Accord.
Relic - Wielding a Relic is playing with fire. Each use of a Cursed Relic causes an Accord check.
Open Road - Out past the borderposts, the Land's wild magic warps Folk. Moreso when they're isolated. Each day you're on the Open Road, make an Accord check with a -2 penalty and adding +1 for each companion.
Viciousness - The Accord is built on trust. Being a bastard undercuts that. Predatory and cruel acts cause an Accord check, with a penalty (-1 or -2) at the GM's discretion.

LOSING ACCORD
The real risk of losing Accord is uncontrolled transformation as the Land's wild magic uses your flesh as a canvas, turning you into a worthy predator. But maybe a little monstrosity is fine, given the stakes. When you lose points of Accord, you temporarily gain a Tinge. Draw a card for each point lost and apply the card of your choice, gaining the corresponding Tinge. At your next Advancement you can choose to keep the Tinge instead, otherwise it blows away on the wind. Be sure to conceal you Tinges, the Wyld Breakers are always on the look for Folks meddling with the Old Times.

If your Accord reaches 0 then you're lost until the next full moon as the wild magic overwhelms you. The GM takes control of your character and draws 4 cards, applying all corresponding Tinges. 

RECOVERY
The most effective way to recover lost Accord is building trust and community. So lend a paw by helping out, doing things for others, pitching in without being asked, and taking nothing in return. Additionally, every lunar cycle, equinox, and solstice that goes by without any further Accord loss, you regain a point of Accord. You may want to promote one of the Network Contacts to a full fledged Cell Member and play them while your other character is on the mend.

Accord cannot go above the starting value, minus 1 for each Tinge. Nor can Accord go below 0.

New Edge:
DEFY FATE
REQUIREMENTS - Legendary, Spirit d10
Choose 1 Skill rated d10 or greater. When you make an opposed roll with that Skill, you may spend 1 Accord to succeed with a raise.

Saturday, September 19, 2020

TITANOMACHY: BIGGER THAN BIG. TALLER THAN TALL.

M. Asif Khan grew up in a Pakistani village surrounded by the Himalayas. As the mountains dominated his vision, they similarly dominated his life. He started mountain climbing to conquer these titans and symbolically rise above his origins. He was not prepared for how literal this would be.

While scaling a recently shifted mountainside, Asif discovered a metallic giant packed in the ice and snow, thawing out under the sun. He drew close to the enormous figure and reached out, brushing the metal skin with his fingertips. In a flash the figure disappeared into Asif. The sudden cavity in the mountainside quickly filled with a crush of tumbling ice, snow, and scree dragging him along.

Though he fell just a man, Asif emerged from the rubble as BRUM - THE MOUNTAIN AMONG MONSTERS.

In its last act the alien bestowed the Titan Factor on Asif. Now able to attain tremendous stature, Brum led a successful career combating, and sometimes cooperating with, the planet's Daikaiju. A career functionally ended when Stellar Tyrant Ophiuchus invaded from another solar system. Joining forces with the Daikaiju, they repelled the Tyrant at great cost: Ptera Khan lost a wing, Anglax was blinded, and Brum couldn't change back into Asif. Now forever a Titan.

Now a resident of the Bonin Island Refuge, Brum must negotiate a new equilibrium with his monstrous housemates.

ATTRIBUTES
Agility d8 Smarts d6 Spirit d8 Strength d12+16 Vigor d10

SKILLS
Academics d6, Athletics d10, Common Knowledge d6, Fighting d8, Notice d6, Persuasion d6, Science d6

PACE 6 PARRY 6 TOUGHNESS 54 (30)

HINDRANCES
Enemy - Major, The Stellar Tyrant Ophiuchus  believes all Titan Factors belong to him,
Heroic - Major


EDGES
Brute, Iron Jaw, Mutation (Size x2), 

SPECIAL ABILITIES
Blunt Force Trauma - 3d12+16, AP 24
Dependency - Sunlight, the only thing that sustains him
Racial Enemy - Daikaiju, his unwilling "housemates" hold a grudge
Sapient - Brum is capable of complex thought and full speech
Size 18 - Larger than your average Daikaiju, Brum has Heavy Armor, can suffer three additional wounds and Stomp

Titanomachy is a collection of sample characters for Dawn of the Daikaiju from Pinnacle Entertainment Group. You can find the main rulebook here.