Welcome to TiddlyWiki created by Jeremy Ruston, Copyright © 2007 UnaMesa Association
(see also: MountedAndVehicularCombat, [[B.A.T.T. Combat]], GolemCombat, SpaceshipCombat)
Action Order
Scary Factor
It is a possibility that a character encounters some Really Scary Things. If and when a Really Scary Thing is first encountered, all characters must roll a Saving Roll with the Really Scary Thing's ST score as the difficulty number, or be paralyzed with fear, unable to move, and only able to roll defense rolls for the first round. In effect, this allows the Really Scary Thing a free move and a free attack. If the Really Scary Thing surprises the character, this effect is automatic; i.e. no Saving Roll is allowed.
Surprise
A character can attempt to surprise a target on a successful Saving Roll (Difficulty = Target's Strength). If successful, the character goes before the target in initiative for the next action regardless of the target's current ST. Characters, of course, may be surprised in the same way. Some professions might apply their bonus in attempting to surprise targets while other professions might apply their bonus against being surprised, (TM's discretion).
Combat
Backstab
If a character is able to sneak up behind an enemy without being detected, he may attempt to do a backstab. This is not a normal combat maneuver in that the defender does not get a defense roll. Only armor bonuses are added to the character's Strength for their defense. If the attempt is successful, do an additional point of damage. Only a small stabbing weapon, (such as a dagger, knife, short sword, etc...), may be used in a backstab attempt. Only one backstab attempt per target is allowed. Attacker is detected by the target when attempt is made, (whether or not attempt is successful). The TM should determine the difficulty of the attempt to sneak up on the target of the backstab, depending on the conditions involved. It is often more fun to not tell the player what their character needs to roll, but instead let them make their attempt, and give the victim a defense roll as per normal combat, (ignoring it if the player doing the sneaking made their roll). No matter what the results of the backstab attempt, normal combat begins the next round, (unless, of course, the target happens to be unconscious or even dead).
Disarm
Any character may attempt, while in melee combat, to disarm their opponent. This rule only applies when both combatants are using melee weapons and are in the same hex. When a character attempts to disarm an opponent they resolve attack normally, but instead of dealing damage the opponent is disarmed. The now disarmed opponent must attack unarmed, draw another weapon or attempt to retrieve their fallen weapon by making a DL check using disarming character's ST as a DL number.
Magic Armor
Some armor may be enchanted to make them better. Armor that is enchanted gives bonuses to defense. Magic Armor will have its defensive bonus called out as +X, this is added to armor's normal defensive value. No enchantment may be greater than +3 The cost to enchant armor is an additional 10C per each level of enchantment. Other forms of enchantment can be put on armor as per the rules in MAGIC.
Magic Weapons
Some weapons may be enchanted to make them better. A weapon may be enchanted to help its wielder; strike his target, to do more damage, or possibly both. A magic weapon will have its bonuses called out as +X to hit or +X damage. A weapon that is called out simply +X has bonuses to hit and damage. No enchantment may be greater than + 3 The cost to enchant a weapon + 10C per every level of enchantment (+1 would be an additional 10C cost, +2 an additional +20C cost, etc...), to hit and damage. Other forms of enchantment can be put on weapons as per the rules in MAGIC.
Mob Rule
Every NPC categorized as part of a "Mob" are immediately slain by a single shot, provided it hits. They may have a ST no higher than 5 (for a highly capable type, like a ninja or grizzled gangland enforcer), but a single solid hit will take them out regardless. This rule is intended for large scale battles only, when players are drastically outnumbered, and only at TM's discretion.
Multiple Attacks
To do multiple attacks a character must first have 2 weapons (or 1 weapon and a fist (or for that matter 2 fists)). A character attempting to do multiple attacks: cannot use a shield (or at least the defensive bonus from the shield) and gives up any defense (die roll) for that round (this does not include armor, magic and natural defenses (tough hide)). When a character attempts a multiple attack, they do their first attack normally, and after their opponent has had their opportunity to attack, they may then make their second attack. A character may not attack more than twice in a round and never more than one opponent. Multiple Attacks do not allow a weapon to be used more than once per round.
Parry
Any character may attempt, while in melee combat, to block their opponent's attack with his weapon. This rule only applies when both combatants are using melee weapons. Projectile weapons (arrows, bullets, laser beams and such) cannot be parried. When a character parries, they add their attack bonuses to their defense roll. When a parry is made, a character may still attack, but the character gives up all attack bonuses for that round. If a character has already used their attack bonuses for that round by attacking, they may not parry.
Special Ranged Weapon Rules
Some weapons have special rules applied to them. They will have their special rules noted in their description and can be stacked.
Blast
Weapon does not hit a target directly, but rather explodes in a hex, hitting everything in that hex, make a combat roll against every possible target in that hex using the damage value of the weapon as the ST. Example: A character fires a rocket at 2 targets in a hex. He hits the target hex by aiming at a target in the hex. He rolls a d10 and adds it to 8 (rocket's damage value), rolling an 8 for a total of 16. The targets roll a 2 and 10 respectfully. The first target has 8 (ST) + 3 (defense) +2 = 13, so it takes 5 damage. The second target has 8 (ST) + 3(defense) +10 = 21 so it take takes 0 damage. Blast weapons also have a radius effect. Character's in adjacent hexes are attacked at half of the weapon's initial damage value, so anything in the hexes adjacent to the one which was hit by the rocket must also roll vs. a ST 4 attack. If the weapon has a high enough damage value, (like the rocket in our example), then the blast continues outward from its initial hex to strike the next adjacent hex for half of the previous hex's damage value, (in the case of the rocket: a ST 2 attack). Attacks of less than ST 2 may be ignored.
Entangle
If target is successfully hit, they must roll equal to attackers (or weapons) ST to get free. While entangled a character may make no attacks, has a ST of one (1) for purposes of resisting attacks and uses only armor bonuses for defense, (no die rolls).
Multiple Targets
This weapon fires multiple times in a single action and may strike more than 1 target providing all targets are in the same hex. The attacker only makes one attack roll, but each target gets a separate defense roll for each attack against it and they must be resolved one-attack-at-a-time. A target in the affected area may receive some, none or all of the attacks.
Reload
This weapon takes a full action to reload, that means it can only be fired every other action and character must state that they are taking an action to reload.
Scatter
The character aims this weapon at a character, making an Attack roll. If the roll was successful he resolves the attack against target. If the roll misses the weapon hits another hex, roll die and determine which adjacent hex is new target, compare Attack roll against all possible targets in that hex, friend or foe.
Waylay
There are times when a character might not want to kill an opponent, but the opponent does seem to be between the character and their objective. What does a character do? They can waylay the guy. Waylay is the ancient art of sneaking up on someone and hitting them in the back of the head with heavy objects, (such as a rock, lead pipe, a club, etc...), and making them go to sleep. If a character is able to sneak up behind an enemy without being detected, he may attempt to waylay them. This is not a normal combat maneuver in that the defender does not get a defense roll. Only helm bonuses are added to the character's ST for their defense. Like backstab; only one waylay attempt per target is allowed. Attacker is detected by the target when attempt is made, (whether or not attempt is successful). If the attempt is successful, roll the die again. The target is rendered unconscious for the number of rounds by which the die roll X2 exceeds the target's current ST. It is possible to hit someone and not knock them unconscious, (i.e. the die roll X2 did not exceed their current ST.), at which point 2 damage is inflicted, and continue combat as normal.
Movement & Scale: The Hex
For combat maps 1 Space Unit (HEX/SQUARE) represents 10' (feet) and to fight melee combat (range = 0), the combatants must be in the same HEX. Only 2 allied characters can be in a single HEX at one time (plus 2 opponents, if all the 4 characters are fighting each other).
Character Movement
A character can move up to as many "Hexes" that are equal to their current ST, (plus any movement modifiers that may apply).
Doors
Characters must spend 1 point of movement to open a door before stepping through it.
Climbing
Characters may climb rope or walls at a rate of feet per round equal to their current ST, (TM's discretion).
Movement Restrictions
A character must stop upon entering a hex containing a hostile opponent. When in such a hex, the character cannot leave unless he has scored a hit on their opponent the previous round with being hit by them.
Falling
Should a character fall for any reason, they would suffer damage equal to 1 point per every 10' fallen. Conscious characters are allowed a save vs. this damage amount. If they succeed they receive only half the damage (round down).
Rate of Fall
Characters fall at the rate of 1000' per round.
Aerial Movement
Flying creatures or vehicles may move up at a rate of 1 move per 10' of altitude. Downward flight costs 1 move per 20' of altitude. Otherwise, flying is per normal movement.
Aerial Movement Restrictions
Flyers are not subject to movement restrictions when in combat with non-flyers. When flyers fight each other, normal restrictions apply with these modifications: A flyer may move while engaged in combat, but his opponent may immediately spend points from their movement OUT OF TURN to follow them. The opponent may only follow for as many spaces as they have left unused this turn and they must follow their enemy's trail exactly. Following must be done immediately in order to be simultaneous; otherwise, the opponent must wait to move their normal turn.
Large-Scale Movement
On a large-scale terrain map; 1 hex represents a distance of 5 miles, and 1 turn represents 1 day. Characters in a group move at the speed of the slowest member (hexes per day equal to their ST).
MTM Scale
Man-to-man (MtM) scale is the default scale to be used, it is the 10' hex scale.
VTV Scale
Vehicle-to-vehicle scale is used when all combatants are in vehicles, (vehicle's move in VTV scale) 1 hex is equal to 100' (or 10 hexes in MTM scale). If a Vehicle is used in MTM scale, Mov is X 10.
STS Scale
Ship-to-ship scale is used for spaceship combat. 1 hex in STS scale is 1000'. STS scale is only usable in space or ether, at all other time vehicles which use STS scale (spaceships), use VTV scale, (if they are not in space or ether).
FTL Scale
Faster-Than-Light scale is used for travel between stars, there is no combat in hyperspace!
[[Other Peoples' Rules]]
[[House Rules]]
( both from the yahoo group howtodoeverything) [[http://games.groups.yahoo.com/group/howtodoeverything/]]
Animal Companion
Bear
ST 9 Description + 1 to hit +2 damage + 4 move Bestial Fury: See: Bestial Fury. Large + 1 to hit + 1 damage Bestial Fury: See: Bestial Fury. Move 2X SMALL
Dog, Small
ST 3 Description + 1 to hit + 1 damage Bestial Fury: See: Bestial Fury. Move 2X SMALL
Cat
ST 3 Description AA +0 damage (bite & claw) Bestial Fury: See: Bestial Fury. SMALL
Eagle
ST 4 Description + 1 to hit + 1 damage (claw or bite) Fly (3X move) SMALL
Cobra
ST 2 Description AA +0 damage, (bite) Venom DL 6 vs. unconscious Bestial Fury: See: Bestial Fury. SMALL
Fox
ST 4 Description + 2 defense AA + 0 damage Bestial Fury: See: Bestial Fury. SMALL
Cougar
ST 6 Description +2 to hit +1 damage Bestial Fury: See: Bestial Fury. Move X2
Hawk
ST 3 Description + 1 damage (claw or bite) Fly (3X move) SMALL
Dog, Huge
ST 7 Description + 1 to hit + 1 damage + 2 speed Bestial Fury: See: Bestial Fury.
Lion
ST 8 Description +1 to hit +2 damage (claw & bite) Bestial Fury: See: Bestial Fury.
Dog, Large
ST 5 Description + 2 to hit + 1 damage Bestial Fury: See: Bestial Fury. Move 2X
Dog, Medium
ST 4 Description
65
Lizard, Small
ST 2 Description AA + 0 damage + 1 defense Bestial Fury: See: Bestial Fury. Tiny Venom
+ 1 defense + 3 to hit AA + 0 damage (flame), 2 hex range + 1 damage, (bite & claw) SMALL
Snake, Small
ST 2 Description + 5 to hit AA + 0 damage SMALL Venom
Lizard, Large
ST 6 Description + 1 damage (claw & bite) + 1 defense Bestial Fury: See: Bestial Fury.
Snake, Large
ST 5 Description AA + 0 damage Entangle SMALL
Mouse
ST 2 Description -1 to hit AA + 0 damage (bite) +2 defense Bestial Fury: See: Bestial Fury. TINY
Snake, Huge
ST 8 Description + 1 damage Entangle
Raven
ST 2 Description AA + 0 damage (peck & claw) Fly (3X move) SMALL
Tiger
ST 9 Description + 2 damage (bite & claw) Bestial Fury: See: Bestial Fury. LARGE
Rooster
ST 2 Description + 1 to hit AA + 0 damage (peck & claw) SMALL
Wolf
ST 5 Description + 1 to hit + 1 damage (claw & bite) + 2 move Bestial Fury: See: Bestial Fury. SMALL
Small Fire Drake
ST 3 Description
Other Companions
Other Companion Animals can be used (TM's discretion)
Some characters have the ability to commune with animals in a special way.
Animal Empathy
The ability to sense an animal's mood, distance and location if animal is within a range equal to character's ST in hexes.
Animal Telepathy
The ability to exchange very simple thoughts with animals within a range equal to character's ST in hexes.
B.A.T.T. combat is the same as all vehicle combat except that B.A.T.T.s may engage in vehicular melee.
B.A.T.T. Melee
B.A.T.T.s may attack other vehicles or characters in melee combat. Use the B.A.T.T.'s pilot ST to resolve order of attack, attack and defense rolls, using any and all modifiers.
(see also [[B.A.T.T. Combat]])
B.A.T.T.s
Bipedal Armored Tactical Tank: a specialized war machine capable of traversing almost any form of terrain. B.A.T.T. s the same as other vehicles, but may be built with multiple MOV modes.
B.A.T. & C.A.T. Suit
320C Technically, a B.A.T. (or C.A.T.)-suit is not a B.A.T.T., but it is. A B.A.T.(or C.A.T.)-suit is powered armor. It is not a vehicle, and all damage is applied to its wearer, and it also gets a critical system roll. A B.A.T. (or C.A.T)-suit has a + 4 ST modifier for attack, defense and movement, and has 2 spaces.
Class I (Ultralight)
S1 Powered Exo-skeleton
Variant A
32C S1 E5 Ctrl -1 Bod 1 Arm 1 Cap 5 Spaces 8 MOV GroundX2
Variant D
69C S1 E8 Ctrl + 1 Bod 2 Arm 1 Cap 5 Spaces 8 MOV GroundX3
Variant B
54C S1 E6 Ctrl 0 Bod 1 Arm 1 Cap 5 Spaces 8 MOV GroundX3
Variant E
78C S1 E 10 Ctrl + 2 Bod 2 Arm 1 Cap 5 Spaces 8 MOV GroundX3
Variant C
63C S1 E7 Ctrl + 2 Bod 1 Arm 1 Cap 5 Spaces 8 MOV GroundX3
Class II (Light)
S2 Scout B.A.T.T.
Variant A
54C S2 E6 Ctrl -1 Bod 1 Arm 2 Cap 10 MOV GroundX2 Spaces 18
Variant D
68C S2 E9 Ctrl + 1 Bod 2 Arm 2 Cap 10 Spaces 18 MOV GroundX2
Variant B
62C S2 E7 Ctrl 0 Bod 2 Arm 2 Cap 10 Spaces 18 MOV GroundX2
Variant E
72C S2 E 10 Ctrl + 2 Bod 2 Arm 2 Cap 10 Spaces 18 MOV GroundX2
Variant C
66C S2 E8 Ctrl + 1 Bod 2 Arm 2 Cap 10 Spaces 18 MOV GroundX2
Class III (Medium)
S3 Ranger B.A.T.T.
Variant A
70C S3 E7 Ctrl -1 Bod 2 Arm 2 Cap 15 Spaces 28 MOV GroundX2
Variant D
82C S3 E 10 Ctrl + 2 Bod 2 Arm 2 Cap 15 Spaces 28 MOV GroundX2
Variant B
74C S3 E8 Ctrl 0 Bod 2 Arm 2 Cap 15 Spaces 28 MOV GroundX2
Variant E
84C S3 E 11 Ctrl + 2 Bod 2 Arm 2 Cap 15 Spaces 28 MOV GroundX2
Variant C
78C S3 E9 Ctrl + 1 Bod 2 Arm 2 Cap 15 Spaces 28 MOV GroundX2
Class IV (Heavy)
S4 Assault B.A.T.T.
Variant A
51C S4 E8 Ctrl -1 Bod 2 Arm 3 Cap 20 Spaces 38 MOV GroundX1
Variant D
57C S4 E 11 Ctrl + 2 Bod 2 Arm 3 Cap 20 Spaces 38 MOV GroundX1
Variant B
53C S4 E9 Ctrl 0 Bod 2 Arm 3 Cap 20 Spaces 38 MOV GroundX1
Variant E
58C S4 E 12 Ctrl + 2 Bod 2 Arm 3 Cap 20 Spaces 38 MOV GroundX1
Variant C
55C S4 E 10 Ctrl + 1 Bod 2 Arm 3 Cap 20 Spaces 38 MOV GroundX1
Class V (Ultra-Heavy)
S5 Behemoth B.A.T.T.
Variant A
57C S5 E9 Ctrl -1 Bod 2 Arm 3 Cap 25 Spaces 48 MOV GroundX1
Variant D
62C S5 E 12 Ctrl + 1 Bod 2 Arm 3 Cap 25 Spaces 48 MOV GroundX1
Variant B
59C S5 E 10 Ctrl 0 Bod 2 Arm 3 Cap 25 Spaces 48 MOV GroundX1
Variant E
65C S5 E 14 Ctrl + 2 Bod 2 Arm 3 Cap 25 Spaces 48 MOV GroundX1
Variant C
61C S5 E 11 Ctrl + 1 Bod 2 Arm 3 Cap 25 Spaces 48 MOV GroundX1
Magna Classs
S (Variable) Composite B.A.T.T. Cost (Variable) Magna-B.A.T.T.s are a peculiar class of war-machine actually assembled from other B.A.T.T.s combining to transform into a larger avatar of destruction. Total E of The Magna-B.A.T.T. is equal to total of all B.A.T.T.s combined. When damage is assigned to a Magna-B.A.T.T. it is divided up equally against all B.A.T.T.s combined to make up the Magna-B.A.T.T. (if Not an even distribution, choose randomly). Any vehicle modification or weapon hits are checked against all B.A.T.T.s in the Magna-B.A.T.T. combination. When B.A.T.T.s combine: One B.A.T.T. pilot controls the Magna-B.A.T.T., the rest are gunners or backup pilots. Magna-B.A.T.T. pilots make all melee attacks. Each B.A.T.T. in the Magna-B.A.T.T. must dedicate 2 spaces for the capability to become part of the Magna-B.A.T.T.. The Magna-B.A.T.T. moves at the lowest MOV multiplier of all B.A.T.T.s combine.
B.A.T.T. Modifications
C.A.T.-Claws
Number of Spaces 1 +1 damage Retractable
M.E.C.H.I.-Fist
Number of Spaces 1 AA +0 damage, does not open.
M.E.C.H.I.-Jump Jets M.E.C.H.I.-Hand
Number of Spaces 2 AA +0 damage, allows B.A.T.T. to grasp objects Number of Spaces 2 (1 each) Allows B.A.T.T. to jump its full movement When combined with M.E.C.H.I.-Wings jump is 2X movement. If a B.A.T.T. jumps onto another B.A.T.T. or vehicle the damage is equal to the jumping B.A.T.T. current Engine Score and the jumping B.A.T.T. must make a DL 8 roll: If roll was successful jumper takes 1 damage If not damage equal to target's current Engine. When attempting to jump onto another B.A.T.T. an attack is made, and a successful "to hit" roll must still be made. A B.A.T.T. that has been hit by a successful jump has a DL 8 to remain standing. A jumping B.A.T.T. that fails in a jumping attack has a DL 8 to remain standing, and if roll is failed takes a point of damage.
M.E.C.H.I.-Extendo Arm
Number of Spaces 1 Telescoping Arm that can extend 1 hex
M.E.C.H.I.-Hammer
Number of Spaces 1 - 1 to hit +2 damage
M.E.C.H.I.-Jets
Number of Spaces 4 (2 each) Allows short distance flight, (must land in the same movement phase as take off) 2X Movement. Allows for true Flight when combined with M.E.C.H.I.-Wings at 2X movement
M.E.C.H.I.-Shield
Number of Spaces 1 + 2 defense against one attacker per round
M.E.C.H.I.-Skates
Number of Spaces 2 (1each) Retractable + 2 movement on smooth terrain. If combined with M.E.C.H.I.-Booster will increase speed enhancement to 4X movement on smooth terrain
M.E.C.H.I.-Smoke Field
Number of Spaces 1 + 2 defense to any within the smoke field -2 to all attacks through smoke field Beam weapon are - 5 through smoke field 3 hex radius Duration = remainder of battle
M.E.C.H.I.-Wings
Number of Spaces 2 Allows B.A.T.T. to glide at 1 hex forward for every 10' fallen Maximum speed = 2X Movement. Allows for true Flight when combined with M.E.C.H.I.-Jets
M.E.C.H.I.-Spear
Number of Spaces 1 + 1 to hit AA +0 damage 1 hex range
M.E.C.H.I.-Extendo Leg
Number of Spaces 2 (1each) Increases B.A.T.T.'s height by + 10' + 2 MOV
M.E.C.H.I.-Sword
Number of Spaces 1 + 1 to hit +1 damage
M.E.C.H.I.-Morph
Number of Spaces 1 Conversion unit that permits B.A.T.T. to transform from its standard form to one (1) other programmed configuration. Thus the B.A.T.T. may assume a more "exotic" form when it converts to an airborne, undersea, or other specialized function; great for impressing the opposition and launching toy lines (you didn't think we'd leave that out did you?) Additional dedicated weapon spaces allow additional configurations. A Magna requires a minimum of two (2) weapon spaces dedicated to Mechi-Morph capability in order to assume another form; these spaces are in addition to the one (1) space per each B.A.T.T. required to create the MAGNA-B.A.T.T. itself
(see also [[Jedi]] )
Background can only be taken by new characters.
Beastmaster
Animal Telepathy and choose a companion animal from the list as a sidekick
Berserker
+ 1 to all melee attack and defense rolls for each point of damage taken during combat.
Captain
Starts with a ship worth up to 2000c and a debt for its value to be worked out with the TM
Celebrity
Starts the game with 40c instead of 20c, + 1 to all NPC reactions, -1 to all attempts to "blend-in"
Cyborg
Part man, part machine; starts the game with any 2 Robo-parts (listed under Equipment)
Dragon
See; [[Dragons]]
Droid
See; Droids
Jedi
See: Jedi
Mage
See: Magic
M.I. Trooper
+ 1 to hit, + 1 melee damage, + 1defense, MI Armor, Morita Assault Weapon (MAW), MI sword, Shock-stick, Ascension gun. See: M.I. Specialists
Monster
A player that whishes to create a Monster character is allowed 1 Monster Background. A Monster Background will have 1 Monstrous Ability and 1 Monstrous Weakness. You may choose to add an additional Monstrous Ability at the cost of 1 ST or by choosing an additional Monstrous Weakness, (minimum ST (=) 2, Maximum Monstrous Weaknesses (=) 3). You may purchase additional Monstrous Abilities, but you will always remain your chosen Monster Background.
Monster Background
Demon
(A) Magic (W) Contained by Runes
Psycho
(A) Psycho Rage (W) Limited Movement (campground, dreams etc...)
Undead, Type I (Vampire)
(A) Immortal (W) Achilles' Heel (wooden stake through heart)
Undead, Type II (Liche) Were-Beast
(A) Were-Form (W) Vulnerability (silver) (A) Immortal (W) Vulnerability (fire)
Specter
(A) Ghost Form (W) Magic
Construct
(A) Invulnerable (W) Special Weakness (electricity)
Thing from Beyond
(A) Fear (W) Vulnerability (fire)
Mutant
Starts game with a Paranormal Ability Mutation Some areas, items and creatures will be radioactive and may cause a mutant that come in contact with them to mutate. Radiation has a ST against which mutant must roll when they encounter it. If mutant wins roll against radiation, it will gain 1 PA mutation and lose 1 ST. If mutant loses roll against radiation it loses 1 ST. Characters may not gain the same mutation twice. Mutant may not have more mutations than their ST score. See: Mutations
Noble
Starts the game with 40 coins instead of 20 Qualify for Knighthood at ST 8 instead of ST 10 (see: Knighthood).
Psi-kick
See: Psi-kicks
Rider
Starts game with Mount See: Mounts
Space Hunter
Starts out with Power Armor, but with an additional - 1 point of ST cost
Telepath
Can exchange simple mental thoughts with their own mount at any range. (this is not a Psi-kick, but an empathic joining with a specific creature). See: Mounts
Wrangler
Animal Empathy: + 2 to all animal handling rolls, can train mounts
BANTAM LEAP
The TWERPS Campaign Book of Fowl Play
1. INTRODUCTION
Welcome to BANTAM LEAP, the role-playing game of time-travelling chickens. We’re serious about this one. As usual, TWERPS campaign sets are largely interchangeable, so feel free to add characters, equipment and skills from other books. Indeed, since this particular set deals with time travel you may find that the information other TWERPS campaign books offer is extremely helpful.
2. CHARACTER GENERATION
Characters in BANTAM LEAP do not exactly follow the TWERPS norm; you are, after all, a chicken. However, you’re no ordinary chicken. Hanging around the lab being fed experimental grain mixtures has boosted your IQ to at least human levels and you have had the opportunity to pick up a few skills here and there. Choose one of the following skills. Unlike other TWERPS campaigns you may not have any physical skills because, as will become marginally clear later, you are not in your own body! You should still roll up a Strength score, but this relates only to your intelligence, strength of will, powers of deduction and suchlike. Each time you “leap” you will find yourself in a new body, with a random physical Strength; your mental Strength remains unchanged. Additional skills (including those your GM approves from other TWERPS books) cost one Strength point each, minimum Strength=2. If your GM approves then you can assign physical skills to your new body (+1 damage for an especially tough bod, for instance) when you leap into it, but must deduct the cost from the body’s Strength and not from your ‘mental’ Strength. Any special knowledge or mental skills possessed by the body’s real owner are temporarily lost when you take up residence.
Skills:
1. DETECTIVE: +1 to recognise possible clues, deduce information from appearances and fragmentary data.
2. BLUFF: +1 to fool people into thinking that you know what you’re talking about or to lie convincingly (TWERPS GM’s automatically have this at a very high level).
3. TEMPORAL TECH: +1 to attempt to control the approximate destination of the leap. You have some theoretical knowledge of time travel and can vaguely influence the random leaps.
4. TRIVIA BUFF: You have an incredible store of wide-ranging knowledge. Heck, some of it might even be useful. +1 to recall a peculiar fact or detail.
5. CHARMER: Oh, you smoothy, you. Silver-tongued devil that you are you can slip into any social situation with ease, reassuring people even if your behaviour, occasional “amnesia” and habit of pecking for corn husks seem a bit odd. +1 to charm, seduce, “fit in,” coax information from people and so on. There is some overlap between this skill and BLUFF, but this skill is less about lying than it is about knowing how to act in social situations.
6. BODY MASTERY: Through sheer force of will you can try to make your new body work the way you want it to. +1 to physical actions, such as fighting or agility, but only if you can roll on your mental Strength vs. the Strength of the body and win. You must repeat this each time you try to use the bonus.
Okay, I know you’re dying to ask “Just what is this chicken doing zipping back and forth through time?” and that’s a very good question. To help you understand your character a bit better (and provide motivation for any method actors out there) here is a little background:
In the late 1980’s Dr Samuel Peckit built a prototype time machine, the Bantam Leap Accelerator. Inanimate objects appeared to travel through time when placed in the device, but it was still too experimental to warrant using a human test subject, so Dr Peckit turned to a convenient supply of Lab Chickens. Results were encouraging, but unexpected: The chickens did not move physically but “leaped” through time into human bodies, temporarily (and temporally) displacing the real “owner” of the body; these people appear in an area called The Waiting Room where Dr Peckit can question them until the chicken leaps into another host, at which point they return to their body. They cannot leave The Waiting Room, as they do not entirely exist in the present time. One problem arose: The leaps are unpredictable, apparently controlled only by random chance… or perhaps some higher authority? Dr Peckit can only track them by casting himself through time as an holographic projection, visible only to the chickens and unable to interact with anything around himself. The chickens all tend to appear in clusters, different bodies but in roughly the same location; since they cannot spot another chicken by sigh – they are all in human bodies, after all – it may take some time for them to determine, without attracting undue attention, who the other leapers are. Once the leapers are identified they must complete a specific task, for reasons unknown, before they can leap again, hoping each time that the next leap will be the one back to the coop. To aid them in solving each task Dr Peckit carries a hand link to his master computer, known as The Colonel, which can analyse historical data and offer percentage ratings on the likelihood of a particular course of action being the correct one.
3. COMBAT
There is only one major alteration to standard TWERPS combat in BANTAM LEAP: Characters must use the Strength of their adopted body for purposes of to hit rolls and suchlike. One advantage is that the mental Strength of the chicken is not reduced by damage, but on the whole combat is not encouraged in this setting. A chicken trapped in a body that dies will die with it.
4. HOW TO DO EVERYTHING
Time Travel:
There are several ways to structure a BANTAM LEAP game, depending largely on how much sci-fi you like and how silly you are prepared to be. You’ve made it this far, so let’s assume you warrant a rating of very silly. The basic game covers a comparatively small sliver of history: adventures are always set in the past, within the last forty years in fact. To determine a date randomly roll 1d10 and divide the result by 2 (re-roll a 9 or 10); this gives you a decade e.g. rolling a 5 gives a result of 3 (rounding up), so the adventure takes place three decades ago. Then roll 1d10 to give you the year within that decade, reading a 10 as 0. So, given an adventure set three decades ago (the 1970’s) we roll a 5: The year is 1975.
For a wider range of options you may like to consider rolling on the following table. It does not give so precise a date but rather suggests a general historical or futuristic setting.
1. Far Future (e.g. TWERPS TWEK)
2. Near Future (ROBOPUNKS or MNMCVJ)
3. Modern
4. Victorian to WWII
5. Renaissance
6. Dark Ages / Mediaeval
7. Classical Age
8. Pre-History (Mythical peoples)
9. Prehistoric (Dinosaurs)
10. Altered Reality (SUPERDUDES, modern magic, time-travelling chickens…)
Ordinarily the task which the adventurers must complete (after they work out what the task actually is!) will be trivial from an historical point of view: they will not have to evacuate Pompeii or save Lincoln, or snatch that last burger from the jaws of Elvis, but rather will only affect things that do not show up in major history texts such as saving the life of a charity worker mistaken for a mob informer. For a more active and dangerous campaign you can set the leapers up against a marauding group of temporal terrorists called Prime Eight (based on Lab Chimps). P8 members have a similar temporal device, but use the bodies they occupy to attempt serious and deliberate changes to history in order that they may shape the world as they wish: killing a world leader, for example, or sabotaging peace negotiations. Although the leapers may have met a particular P8 agent in the past (present, future…) they are unlikely to recognise each other immediately because each will be in a new body (“Ah! I feel like a new man!”) and so must try to identify their opponents through clues such as odd behaviour, anachronistic knowledge, obsessive love of bananas and so on. P8 agents typically love to create devices from the future in low-tech civilisations to shift the balance of power within the society. Remember: No leaper, P8 or chicken, can carry an object over from leap to leap. Leapers should also bear in mind that the real owner of the body they will be using will have to deal with the consequences of however the leapers behave; P8 personnel have no such qualms.
Not complicated enough? Try adding a team of temporal police called the Time Tweakers, dedicated to righting wrongs across history. The Tweakers are also attempting to stop P8, but Tweakers do not Leap – they actually travel physically through time – and their very presence can be as disruptive as Prime Eight activity! The leapers, as apparently normal members of society, will have to cover for the Tweakers’ well-intentioned blundering while both groups seek out the real enemy… but how does a Tweaker tell a P8 agent from a PC leaper? (“No really, I’m not a terrorist… I’m a hyper-intelligent chicken from the future…”) Tweakers can carry equipment through time, most usually the TT Stun Pistol (Pat. Pending) (5 hex range; a successful hit knocks the target out for 1d10 minutes); they cannot take a chicken through time with them, at least not in a “borrowed” body.
5. ADVENTURES
Time-hopping and historical NPCs for your campaign:
Anne O’Cronism: Strength 8, +1 to build anachronistic technological device. A top P8 agent, O’Cronism is charming but ruthless. She has a wide knowledge of history and will rarely make a slip that could reveal her to a leaper.
Doctor Doctor: Strength 7, +2 to science and knowledge rolls. Time Lored (sic) from the planet Gallery, zips about in a ship currently disguised as a ‘phone booth, a method which is no more accurate than random leaping. Eccentric, often acts the fool but is fiercely intelligent. Jelly baby, anyone?
Generic World Leader: Strength 7, +1 to diplomacy rolls, +1 to utter wise and pithy statements when within range of their scriptwriters.
Caesar: Strength 8, +1 to have an impressive nose, +1 to pretty much everything else too.
Napoleon: Strength 6, +3 to plot strategy, -2 to reach something off a high shelf.
Charles Cabbage: Strength 6, +1 to tinker with and invent machines. Creator of the apathetic computer, The Indifference Engine (Victorian Age).
Generic Lunatic Dictator: Strength 7, -1 to plot sensible strategy, +1 to orate, +2 to inspire dangerous jingoistic fervour in a crowd.
Generic Man-in-the-Street: Strength 4, +1 to occupation-based rolls.
Mince Everhard, Time Tweaker: Strength 8, +1 to history rolls.
TWERPS Twekkie: Strength varies. TWERPS TWEK characters often end up travelling through time via one bizarre unrepeatable method or another.
Olivier Cromwell: Strength 7, +1 to hit with sword. English civil war leader and renowned Shakespearean actor.
Winsome Churchyard: Strength 7, +3 to orate and inspire.
Mark Thyme (aka Samuel Clemency): Strength 6, +4 to be witty, Trivia Buff.
Additional skills cost 5VPs each.
The original typescript of Bantam Leap contained an adventure so embarrassingly awful that I refuse to post it for the world to see. Make one up yourself.
TWERPS BANTAM LEAP is © 1993 – 2003 by Jon Hancock. TWERPS is © Lou Zocchi and Gamescience, and was originally written by Jeff and ‘Manda Dee. Bantam Leap is a thinly disguised parody of A Certain TV Show and should in no way be taken as suggesting any link between Mr Scott B---- and poultry.
TWERPS: BARSOOM KAOR!!
by Dr. Garry M. Weinberger
Beginning in 1912, Edgar Rice Burroughs, the first (and arguably the greatest) of what would be considered the pulp authors began his tales of adventure and romance set on Mars, AKA Barsoom. John Carter, a man with a mysterious past that even he cannot fully recall, finds himself transported from the fields of Virginia to a bloody warrior world. Is Barsoom real, or is it merely a fleeting dream from the mind of a man succumbing to death?
Barsoom, for all it's technological wonders, is more a feudal world than a cosmopolitan society. Warriors travel great miles in lighter than air sky craft, only to do battle with sword and dagger. It is a dying world, far past it's prime, where the noble red men strive mightily to live up to their world's legacy. Once a world dominated by vast oceans, the remaining water comes from streams and canals trickling down from the northern pole, or from natural caverns hidden deep within the earth. The landscape of Barsoom consists largely of miles upon miles of desert and wasteland, punctuated by gleaming cities that raise towards the heavens at irregular intervals. For every occupied city, though, there are dozens of abandoned ruins standing in silent tribute to a people long since dead and turned to sand.
As much as battle is important to the lives and cultures of Barsoom, so too is romance. Warriors of noble heart risk life and reputation to keep their true loves safe; no mean feat in a world where beautiful women are abducted on a frighteningly regular basis. No person, male or female, is truly complete unless they have a soul mate. Even the lowliest serf refers to their beloved as "my prince" or "my princess." John Carter spent years winning the hand of the incompatible Dejah Thoris, battling giants, slaying monsters, and toppling kingdoms in the process. Most women will, hopefully, not play quite so hard to get.
As Edgar Rice Burroughs was very much a product of his times, the Barsoom books are notoriously politically incorrect. Slavery is an accepted industry, black people are portrayed as a race of thieves and pirates, and women are seen as little more than prizes to be won. Although not as offensive as, say, John Norman's Gor series, Barsoom does tend to have it's detractors. Keep in mind that most of these folks were the same ones who raised a stink about Star Wars because the criminal Han Solo was portrayed in a heroic light.
RACES OF BARSOOM
RED MEN: The Med men are tall and strongly built, with a coppery tinge to their skin and straight black hair. They maintain a very structured and regimented society built strongly on the concepts of chivalry, such as honor, fair combat, honesty, and death before cowardice. Sometimes these concepts are taken to foolhardy extremes. The red men have a strong racial pride. If any Red Man is being attacked by a member of any other race, 1d10 fellow Red Men will appear to help him out, even if they had not been previously acquainted.
FIRST BORN: The First Born are tall, with black skin and cruel eyes. They consider themselves the greatest race on Barsoom and hold all others as inferior. The Black Men devote their lives to piracy and raiding, swooping down in their fliers on unsuspecting settlements with sword and pistol, and disappearing with bags of loot (arrr, matey). They are experts in all forms of subterfuge and gain +1 to all stealth related tasks.
THERN: The Thern have pale skin, no hair, and often adorn themselves with tattoos. They consider themselves to be the greatest race on Barsoom and hold all others as inferior. Their home is the Valley of Dor, where for a hundred thousand years they officiated over the Cult of Issus and feasted on the flesh of Barsoomians. They are considered a wicked race, although there are certainly exceptions to the rule. Thern get +1 to all survival type tasks, but they are looked upon with hostility almost everywhere until they can prove good intentions.
GREEN MEN: Monstrous by human standards, the Green men of Barsoom stand 10 to 15 feet tall, with jade skin, huge eyes, tusks, and four arms. They are a barbarous lot, finding mirth in the pain and suffering of others. They have no sense of humor and do not understand complex emotions in the least. They consider themselves to be the greatest race on Barsoom and hold all others as inferior. The Green Men live as scavengers in dead Red Man cities, raiding for slaves and technology at will. They gain +3 to all strength based rolls, and can attack twice per round. The two major clans of Green Men are the Tharks and Warhoons.
BARSOOM CHARACTERS
WARRIOR (+2 to all attack/defend rolls and for any warrior type skill rolls: drinking, wenching, etc. Warriors make up some 90% of Barsoomians.)
PANTHAN (A landless mercenary, often a wanted criminal in his home empire. Panthans are identical to warriors, except that they have a +1 to any rolls dealing with knowledge about other lands that they may have fought in, and they have a reputation for only being as loyal as their last payday)
NOBLE (One of the ruling class. Starts with a luxurious villa and the ability to buy anything within reason. +2 bonus to tasks related to charm, culture, etiquette, and the ability to command.)
GORTHAN (Trained by the Assassin's Guild. +2 to all rolls for stealth, subterfuge, and sneak attacks. Can cloak your mind from others, rendering yourself invisible to telepathy.)
TELEPATH (More than simply being able to sense others, this allows you +2 to send messages mentally, and to forcefully take information from another's mind. Many applications of this skill are considered dishonorable.)
MESMERIST (+2 to rolls to influence others by your words, even convincing them that you are not in the room, or to attack their friends in your defense. This is a BAD skill to fail your opposed roll on.)
NECROMANCER (+2 to ask questions of the deceased and get a straight answer. The longer dead, the harder the roll, and you must be touching the corpse.)
BEASTMASTER (+2 to all attempts to speak with, befriend, and command animals. The more wild and predatory the beast, the harder the roll.)
ALL Barsoomians possess a low level telepathy that allows them to know when there are other living creatures in the vicinity. The characters may use this as often as they wish, but they MUST be actively concentrating and stating that they are using this ability. Certain characters (which is to say, assassins) can dampen their telepathic trace at will.
Also, all Barsoomians, even if not a warrior or panthan, are expected to have a rudimentary knowledge of combat. The accepted Barsoomian warrior kit consists of a sword, short sword, dagger, and radium pistol. Along with this, a battle harness is crisscrossed across the chest to hold the weapons and a pouch containing money and other personal effects. Even non-warriors are expected to carry at least a single blade with them.
TOOLS OF BATTLE
The folk of Barsoom predominantly use a long, straight two-edged and pointed blade similar to a rapier, although light as a feather and virtually indestructible. Their shorter blades tend to be broader and more sturdy in appearance.
LONGSWORD 3 damage
SHORTSWORD 2 damage
DAGGER 1 damage
The radium weapons of Mars are a masterpiece of sheer lethality. They are large by conventional standards, and fire bullets tipped with a glass bead that contain a drop of radium. When the bead breaks on contact, and the radium is exposed to sunlight, it creates a small localized explosion. At nighttime the radium remains inert. The pistols are clearly revolvers, but are nearly the size of a sawed-off shotgun. The rifles are nearly 6 feet long and quite cumbersome.
RADIUM PISTOL 4 damage (3 in daytime) 5 shots
RADIUM RIFLE 6 damage (5 in daytime) 9 shots, +2 bonus to strike
There is also a repeating rifle that can fire upwards of 100 shots without reloading, but this is an extremely rare weapon and not likely to be found in the hands of player characters. Well, it SHOULDN'T fall into PC hands, so you be good.
The warrior's battle harness is made of thick leather and often studded with metal or small jewels. It provides a point of protection in combat.
WONDERS OF THE RED PLANET
HEALING SALVE: When rubbed over wounds, it will cure them overnight! Even broken bones or internal injuries. Each vial has about 3 doses.
MARTIAN TIME PIECE: Measures the time right down to the millisecond in all of Barsoom's time zones. And it looks pretty spiffy on your wrist, as well.
CONCENTRATED FOOD: Small pills that contain enough nourishment for days. They taste horrible, but they will keep you alive. Don't leave home without a pouch full.
SCOUT FLIER: Small 2 man ship with a ST of 4, SPEED of 14, and a silent long range weapon that does 3 points to other ships. Used for recon missions and to cheese off the neighbors by driving past their bedroom windows at 3 in the morning.
CORVETTE: Mid-sized flier that can hold about six people. It resembles a small ship with anti-gravity pontoons. It has a ST of 8 and a SPEED of 12. It is usually not equipped with weapons, not that this will stop your players.
DESTROYER: Barsoomian battleship able to transport up to 25 people. It is not fast (SPEED 10), but it is certainly sturdy (ST:14) with two repeating machine gun style weapons that do 5 points each to opposing ships.
ATMOSPHERE PLANTS: The most important Barsoomian invention, these large factories help regulate the air and environment of Barsoom, making it possible for life to exist. Without these plants, Barsoom would quickly become too arid and dry to support life, and the remaining water would dry up in a matter of days. Atmosphere plants are guarded more jealously than a Jeddek's harem.
A NOTE ON MONEY
The standard unit of currency is the tanpi, an oblong gold coin. For smaller transactions, there is the silver teepi, worth 1/10th of a tanpi. Most times, currency is paid out in ornate jewelry instead. In general, most characters will have 1d10 tanpi in their pouches. A noble will have immediate access to 1d10x100 tanpi, although their true worth might be a thousand times that.
RELIGION
Most Barsoomians practice ancestor worship as their primary religion. Over the past 100,000 years, though, the worship of Issus has become common. Issus is the goddess of Life and Death, which makes her pretty damned all-encompassing. When a Barsoomian becomes over the hill (at around age 1000 or so), he takes a trip to the Valley of Dor to become one with the goddess. The entire religion was discovered by John Carter to be an enormous sham. The Tharn who presided over the religion and who lived in the valley actually captured and ate all the elderly Barsoomians who came to meet the goddess. When nobody ever returned from the valley, the myth of becoming one with the goddess became reinforced in the minds of all Barsoomians.
Needless to say, membership of the Temple of Issus has dropped somewhat in recent years….
CITIES OF BARSOOM
Once Barsoom contained thousands of cities, all opulent and teeming with life. Now, though, the vast majority of these cities are empty and uninhabited, their populations long since gone to dust. Almost all cities on Barsoom are built by canals or close to what were once great lakes, now vast craters. The greatest of the Red Man kingdoms is mighty Helium, containing the cities of both Greater and Lesser Helium and many smaller towns. The two cities in particular are a grand sight, with their tiled villas and golden spires. The Jeddak (emperor) of Helium is Tardos, grandfather of Dejah Thoris, who is stuck in the form of a British police call bo… um, anyway.
Other cities or empires of note on Barsoom during the time of John
Carter include:
DUSAR: A small merchant city known for it's exquisite honey.
GATHOL: A major, opulent, and ancient city of millions, famous for it's endless diamond mines.
HASTOR: A prominent, though largely undescribed, city.
JAHAR: A dark empire of cold iron, the ancestral enemy of Helium.
OKAR: A very large territory incorporating several cities located in the arctic.
PTARTH: Another merchant city with a strong warrior caste.
SHADOR: An island with an impenetrable fortress used as a prison.
THARK: One of the few true cities of the Green Men.
VALLEY OF DOR: Located at the south pole, the home of the Issus Cult
(see religion section).
ZODANGA: A major city known for it's ruthlessness. The Guild of Assassins is housed here.
Of the dead cities of Barsoom, the most prominent is Horz, once home to the mighty Orovar mariner civilization that ruled Barsoom's distant past. Now it is a land of ghosts and shadows. Other dead cities include Aaanthor, Korad, and Torquas. The Green Men often claim abandoned cities as their own, setting up clans there for centuries built on the bones of the Red Men's ruins.
A BARSOOMIAN BESTIARY
APT ST:9 Damage 3 (bite and rend) or by weapon.
The apt is an arctic predator that resembles a shaggy alien centaur. It is nearly 10 feet tall , walks on four legs, and has a pair of arms that end in large claws. It has enormous jaws and teeth. The apt is covered in thick white fur, which makes it valuable for the warmth it can provide in the bitingly cold arctic. It hunts humans with as much relish as they hunt it.
BANTH ST:7 Damage 3 (pounce and bite)
The banth is a lion like creature with six legs, a thick mane, and rows of jagged teeth similar to a shark. It is stealthy and can stalk quietly at +2. The banth's major weapon is it's great roar. Anybody failing an opposed roll against the banth's roar is frozen in fear as the beast gets a free strike on him. No predator is as feared as the banth. Well, except for the white apes. And ewoks.
CALOT ST:4 Damage 2 (bite)
The calot is an amazingly ugly critter that resembles a six legged dog the size of a pony with a toad's face. It is loyal to anybody who trains it and treats it well. The calot is able to run very quickly, and has a speed of 11 when racing across level terrain.
SITH ST:6 Damage 2 (bite), 4 (poison sting)
The sith is a wasp the size of an ox. It is territorial, aggressive, and attacks in swarms. The poison of a sith, while deadly, can also be used to make healing salve. Contrary to popular belief, there CAN be more than two sith at a time.
SORAK ST:2
Sorak are small, catlike creatures sometimes seen as house pets. They emit a throaty purr that can have calming effects. Women love sorak. Men in general just find them creepy.
THOAT ST:5/7
The thoat are beasts of transport, gray in color, with eight legs and long flat heads. The red men have domesticated a breed they call Saddle Thoat, as well as another they use for food called Beef Thoat. The green men raise a much larger variety called Great Thoat. There is another variety known as Deep Thoat, but this is an all-ages game and so it will not be discussed here.
ULSO ST:1 Damage 1 (bite)
The ulso are hideous rats the size of dogs with bony faces and naked tails. A single ulso is merely a nuisance, but rarely will you find a single ulso. For every 2 ulso, they attack as a swarm with a ST of 1. Thus, 6 ulso will attack as a 3 ST swarm. 10 will attack as a 5 ST swarm, etc. They are scavengers and feast happily on the flesh of the dead.
WHITE APE ST:9 Damage 3 (pound and rend), 2 attacks a round The ferocious white ape is the only known natural predator of the green men. It stands 15' tall with four arms and huge hands. It is almost certainly a prehistoric variety of green man. The white ape hides deep within the bowels of ruined cities, creeping out at night to carry away young green men for it's meals. The leathery hide of a white ape counts as a point of protection.
PERSONALITIES OF BARSOOM
JOHN CARTER Jasoomian. ST:9 Warrior+5
John Carter has lived for countless centuries, although he has no memories that go further back than 1786. He has been a soldier of one form or another for as long as he can recall. In 1866, following an Apache attack, he mysteriously found himself on the warlike planet of Barsoom, which he believes to be the world that humans call Mars. Barsoom has given him the opportunity to live the life of daring adventure that has called to him since time immemorial. He is respected by the warrior society of Helium and has married the incomparable Dejah Thoris, granddaughter of the Jeddek of Helium.
Carter's Jasoomian heritage provides him with several advantages on the low gravity world. He is far stronger than any other person of his size, and gains +2 to all tests of physical power. He can easily leap 10 feet in the air, and as much as 20 feet with a running start. Finally, although he can telepathically detect others, nobody can detect him.
John Carter is a tall, well-formed man who looks to be no older than 30, built for both power and quickness. He is dark haired with steady gray eyes and a square jaw. At times he is haunted by his barely remembered past existences, but he does not allow himself to dwell on the; he is a man of action. Carter's overwhelming motivation is the safety and happiness of his wife, Dejah Thoris. He would risk anything in her name.
DEJAH THORIS Red Women ST:6 Noble+3, Warrior+1
The incomparable Dejah Thoris is the epitome of Barsoomian femininity. She is skilled in all manners pertaining to etiquette and command, as well as all womanly pursuits and charms. She is a true daughter of Helium, having risked her life in defense of her homeland time and time again.
Dejah Thoris has flawless bronzed skin, jet black hair, and a sleek, perfect figure that she does not attempt to conceal. Hardened warriors tremble at her mere proximity. Such is her incredible beauty that she gains an additional +2 on all tasks against males involving charm, persuasion, or seduction. She remains cool and aloof, unfazed by anything other than the thought of her husband in peril.
TARS TARKAS Green Man ST:7 Warrior+4, Noble+1
The towering Tars Tarkas is the chieftain of the Thark tribe. First John Carter's captor, he has since become a friend and ally of the Jasoomian. Such has been his service to the people of Helium that he has been awarded citizenship and is the only green man allowed to freely walk it's streets.
Tars Tarkas is a typical green man, tall and alien in appearance. He fights with a great sword wielded two-handed and two smaller blades. He is very literal with no sense of humor. Tars Tarkas often finds himself caught between his loyalty to his red man comrades and his duty to his green man followers.
TARZAN OF THE APES Jasoomian ST:8 Warrior+3, Athlete+3, Beastmaster+4
John Greystoke was orphaned along the coast of Africa as an infant and raised by great apes, not even becoming aware of his human nature until adulthood. Although highly intelligent and multilingual, he still often seems to be more beast than man. He is uncomfortable in civilization, preferring the wilds.
Tarzan is tall and powerful. He bears a very strong resemblance to John Carter. Except for his feral eyes and low, growling voice, they are virtually identical. He prefers to fight with his father's hunting knife, although he can use many weapons. He is deathly afraid of firearms and shuns them. For all of his bestial nature, he possesses nobility and honor equal to any Barsoomian warrior.
JONAH HEX Jasoomian ST:7 Stone Cold Killer+4, Bounty Hunter+3 Born under a bad sign in 1836, Jonah Woodson Hex was abandoned by his mother as an infant and sold to an Indian tribe by his father in exchange for a bottle of whiskey. He enlisted as a tracker for the Confederacy during the Civil War. Following that, Hex was a bounty hunter for many years, shunned wherever he traveled.
Jonah Hex is a lean, sinewy man with shaggy red hair and horrific burn scars across the right side of his face. Hs is short tempered, hard edged, and thinks nothing of taking drastic actions to achieve what he believes to be the right thing. He has no friends, this Jonah Hex, but he has two constant companions: the smell of gunpowder and the ever present specter of Death.
Jonah Hex has nothing to do with Barsoom, however he was my favorite comic book character all throughout my childhood. Since he and John Carter both lived and fought in the same time period, it isn't terribly hard to imagine him making his way to Barsoom and blowing green men and Thern to hell.
BARSOOMIAN ADVENTURES
1. A flier containing a princess of Helium crashes over an ancient ruined city held by green men. The party nobly volunteers to enter the city to rescue the princess. Things become complicated when night falls, and white apes prowl the city hunting red and green men alike.
2. Your benefactor has been slain by a warrior bearing the mark of the Gorthan, but the assassin kills himself before he can reveal his employer. The party must travel to Zodanga and infiltrate the Assassin's Guild in order to discover who ordered your benefactor's death, and why.
3. Jahar and Helium are at war (yet again)! The characters enlist in the Navy and are sent out across the sands to battle the foe. Will they win glory as expert pilots? Sneak behind enemy lines and gather vital information? Attempt to take the great Citadel of Jahar against overwhelming odds? Perhaps they discover the warriors of Jahar are not that different from those of Helium.
Bear ST 9 Description + 1 to hit, +2 damage + 4 move Bestial Fury: See: Bestial Fury. Large Number per encounter: 1 - ?
Bug ST 2 Description AA +0 damage Bestial Fury: See: Bestial Fury. INSECT Number per encounter: 10 - 1000
Cobra ST 2 Description AA +0 damage Venom DL 6 vs. unconscious Bestial Fury: See: Bestial Fury. SMALL Number per encounter: 1 - 15
Colossal Fire Drake ST 14 Description -2 to hit, +4 damage (flame), 10 hex range + 2 to hit, +2 damage (claw & bite) + 5 defense LARGE Number per encounter: 1 - 2
Cougar ST 6 Description +2 to hit, +1 damage Bestial Fury: See: Bestial Fury. Move X2 Number per encounter: 1 - 3
Death Stalker ST 7 Description + 2 to hit, +1 damage Tough: Unconscious at 0 ST, death at –ST Venom Number per encounter: 1
Dog, Huge ST 7 Description + 1 to hit, +1 damage + 2 speed Bestial Fury: See: Bestial Fury. Number per encounter: 1 - 4
Dog, Large ST 5 Description + 2 to hit, +1 damage Bestial Fury: See: Bestial Fury. Move 2X Number per encounter: 1 - 4
Dog, Medium ST 4 Description + 1 to hit, +1 damage Bestial Fury: See: Bestial Fury. Move 2X SMALL Number per encounter: 1 - 5
Dog, Small ST 3 Description + 1 to hit, +1 damage Bestial Fury: See: Bestial Fury. Move 2X SMALL Number per encounter: 1 - 6
Eagle ST 4 Description + 1 to hit, +1 damage (claw or bite) Fly (3X move) SMALL Number per encounter: 1
Elephant ST 12 Description +4 damage (trample) or +1 damage (tusk) LARGE Number per encounter: 1 - 10
Fox ST 4 Description + 2 defense AA +0 damage Bestial Fury: See: Bestial Fury. SMALL Number per encounter: 1 - 4
Giant Ant ST 2 Description AA +0 damage (bite), Sleep Poison save vs. 5 Bestial Fury: See: Bestial Fury. INSECT Number per encounter: 50 – 1000
Giant Armadillo ST 7 Description -1 to hit, +1 damage + 3 defense Bestial Fury: See: Bestial Fury. Number per encounter: 1 - 5
Giant Bee ST 2 Description AA +0 damage (sting), Venom DL save vs. 6 or take +2 damage INSECT Number per encounter: 1 - 1000
Giant Eagle ST 6 Description + 2 to hit, +1 damage (claw or bite) Fly (2X move) Number per encounter: 1
Giant Fire Drake ST 12 Description -1 to hit, +3 damage (flame), 7 hex range +1 damage, (bite & claw) + 4 defense LARGE Number per encounter: 1 Giant Turtle ST 8 Description -1 to hit, +2 damage (bite) + 4 defense LARGE Number per encounter: 1
Goat ST 4 Description + 2 to hit, +1 damage (ram & hoof) Number per encounter: 1 -20
Hawk ST 3 Description +1 damage (claw or bite) Fly (3X move) SMALL Number per encounter: 1
Hippogriff ST 6 Description +2 damage (claw or bite) Fly (2X move) LARGE Number per encounter: 1 - 15
Horse ST 9 Description + 4 move +1 damage (hoof) LARGE Number per encounter: 1 - 100
Invisible Dog ST 4 Description + 1 to hit, +1 damage (claw & bite), + 4 defense Bestial Fury: See: Bestial Fury. SMALL Number per encounter: 1 - 5
Jackal ST 4 Description + 1 to hit, +1 damage (Claw & Bite) Bestial Fury: See: Bestial Fury. Number per encounter: 1 - 10
Kraken ST 16 Description +2 defense +2 damage (crush), 3 hex range Only found in large bodies of water, but can reach up to 30’ feet out of the water Size 3 Number per encounter: 1
Lion ST 8 Description +1 to hit, +2 damage (claw & bite) Bestial Fury: See: Bestial Fury. Number per encounter: 1 - 5
Lizard, Small ST 2 Description AA +0 damage + 1 defense Bestial Fury: See: Bestial Fury. Tiny Venom Number per encounter: 1 - 20
Lizard, Large ST 6 Description +1 damage (claw & bite) + 1 defense Bestial Fury: See: Bestial Fury. Number per encounter: 1 - 10
Manticore ST 9 Description + 1 to hit, +1 damage (claw & bite), Venom (sting) +2 defense Bestial Fury: See: Bestial Fury. LARGE Number per encounter: 1 - ?
Medium Fire Drake ST 6 Description + 2 defense + 2 to hit, +1 damage (flame), 3 hex range +1 damage, (bite & claw) Number per encounter: 1 - 3
Megalodon ST 12 Description - 1 to hit, +3 damage (bite) 2X move Can only be found in open water SIZE 2 Number per encounter: 1 - 5
Meganoceros ST 15 Description + 3 defense (skin as plate armor) +2 damage , (ram & trample) LARGE Number per encounter: 1
Mouse ST 2 Description -1 to hit, AA +0 damage (bite) +2 defense Bestial Fury: See: Bestial Fury. TINY Number per encounter: 1 – 20
Nemeon Lion ST 12 Description +3 damage (Claw & Bite) Bestial Fury: See: Bestial Fury. LARGE Number per encounter: 1
Ostrix ST 9 Description + 2 to hit, +1 damage (kick) + 4 ground move LARGE Long legged running bird Number per encounter: 1 - 20
Pegasi ST 8 Description + 2 to hit, +1 damage (hooves) + 4 ground move Fly (2X-ground move) LARGE Number per encounter: 1 - 4
Phoenix ST 5 Description AA +0 damage (claw & bite) Fly (3X move) SMALL Will explode when killed, doing ST 8 Blast (flame), 3 hex radius and will be reborn after the battle Number per encounter: 1
Porcupine ST 3 Description AA +0 damage (quills) SMALL Number per encounter: 1 - 5
Raptor ST 10 Description +2 speed + 2 to hit, +1 damage (claw & bite) LARGE Fly (2X move) Number per encounter: 1 - 5
Raven ST 2 Description AA +0 damage (peck & claw) Fly (3X move) SMALL Number per encounter: 3 - 7
Reindeer ST 4 Description +1 damage (horn) Fly (2X move) on thermal updrafts LARGE Travel in huge, dangerous herds Number per encounter: 10 - 1000
Rhinoceros ST 12 Description +2 to hit, +2 damage (ram & trample) LARGE Nasty and nearsighted Number per encounter: 1 - 3
Roc ST 15 Description + 3 to hit, +3 damage (claw or bite) Fly (2X move) SIZE 3 Number per encounter: 1
Rooster ST 2 Description + 1 to hit, AA +0 damage (peck & claw) SMALL Number per encounter: 1 - 5
Shark ST 6 Description +2 damage (bite) LARGE Only be found in water Swim (2X move) Number per encounter: 1 - 20
Silver Fox ST 4 Description +2 defense AA +0 damage (bite) Fur is real silver SMALL Number per encounter: 1
Small Fire Drake ST 3 Description + 1 defense + 3 to hit, AA +0 damage (flame), 2 hex range +1 damage, (bite & claw) SMALL Number per encounter: 1 - 4
Snake, Small ST 2 Description + 5 to hit, AA +0 damage SMALL Venom Number per encounter: 1 - 20
Snake, Large ST 5 Description AA +0 damage Entangle SMALL Number per encounter: 1 - 2
Snake, Huge ST 8 Description +1 damage Entangle Number per encounter: 1
Snow Lizard ST 7 Description +1 defense +1 damage (claw & bite) Bestial Fury: See: Bestial Fury. Number per encounter: 1 - 6
Solar Hawk ST 4 Description + 2 to hit, +1 damage (peck & claw) Fly (3X move) Number per encounter: 1
Terror Hawk ST 7 Description +1 damage (peck & claw) Fly (2X move) Number per encounter: 1
Tiger ST 9 Description + 2 damage (bite & claw) Bestial Fury: See: Bestial Fury. LARGE Number per encounter: 1 - 3
Tiger Shark ST 5 Description +1 to hit, +1 damage (bite) LARGE Only found in large bodies of water. Swim (+ 4 move) Number per encounter: 1 – 20
Treble ST 2 Description +5 to hit, AA +0 damage (scream) 1 hex range Looks cute and cuddly till you pick one up, then they all start screaming TINY Number per encounter: 5 – 50
Unicorn ST 10 Description + 2 move + 4 to hit, +1 damage (hoof & horn) LARGE Number per encounter: 1 - 3
Venus Flytrap ST 2 Description AA +0 damage (bite), entangle Bestial Fury: See: Bestial Fury. TINY Venom Number per encounter: 1 - 10
Vorpal Bunny ST 3 Description + 3 to hit, +2 damage (bite) Bestial Fury: See: Bestial Fury. TINY Number per encounter: 1
Winged Dog ST 5 Description +1 to hit, +1 damage (claw & bite) Bestial Fury: See: Bestial Fury. Fly (3X move) Number per encounter: 1 - 5
Winged Pig ST 4 Description AA +0 damage (bite) + 1 to all rolls made by PC after an encounter with Winged Pig Fly (2X move) Number per encounter: 1 - 3
Winged Wolf ST 6 Description + 1 to hit, +1 damage (claw & bite) Bestial Fury: See: Bestial Fury. Fly (2X move) Number per encounter: 1 - 10
Winter Wolf ST 8 Description + 2 to hit, +1 damage (claw & bite) Bestial Fury: See: Bestial Fury. Number per encounter: 1 - 6
Wolf ST 5 Description + 1 to hit, +1 damage (claw & bite) + 2 move Bestial Fury: See: Bestial Fury. SMALL Number per encounter: 1 - 12
Worg (Giant Wolf) ST 10 Description +2 defense +3 to hit, +1 damage (claw & bite) Bestial Fury: See: Bestial Fury. LARGE Number per encounter: 1 - 4
Xenorox ST 10 Description + 4 defense +2 damage LARGE Looks like a boulder with arms and legs Number per encounter: 1 - 4
X-Ray ST 4 Description + 2 to hit, AA +0 damage (sting) Fly (3X move) Looks like a flying manta ray Venom Number per encounter: 1 - 20
Yellow Death Mold ST 2 Description + 5 defense +5 to hit TINY Tough Venom Number per encounter: 1 - 50 Yelly Fish ST 4 Description +1 damage (scream), 1 hex range Found in water only SMALL Number per encounter: 2 - 10
Zapper ST 2 Description + 4 to hit, +1 damage (static lightning bolt), 2 hex range SMALL Number per encounter: 2 - 20
Zebra ST 8 Description + 2 to hit, +1 damage (hoof & bite) +4 move LARGE Number per encounter: 1 – 5
TWERPS
THE BOOK OF WORLDS
Welcome to The Book of Worlds. Inside are a few new, alternate, or additional world settings for TWERPS. None are truly complete. The TM will need to flesh out the settings, adding in his or her own ideas to polish them up. We provide the framework and you provide the decorations.
QUATERNARY
By Davis Bray
The Quaternary period of the Cenozoic Era began 1.6 million years ago. The Quaternary period was cold and produced several Ice Ages. At the end of the last Ice Age, ten thousand years ago, the Laurentide Ice Sheet, which covered Canada and some of the northern US, retreated. People began roaming the North American woods, and a mass extinction of many large North American mammals took place. About two thirds of large North American mammals became extinct from human over hunting and climate change.
The player is one of these over hunting humans. Armed with a bow and dressed in animal skins, she is ready to become the dominant species on Earth. The player has the skill "Ways of the Bow", the ability of the prehistoric hunter to track animals, make and use a bow, and be a badass in general. The player vies against some of the greatest predators in history. Physically weak by comparison with no claws, no sharp teeth, and fragile skin, the player will not survive by strength or speed, but by the use of intelligence (so she may be doomed…)
Adventures take place in the American Midwest ten thousand years ago. Adventure ideas include killing everything in sight, avoiding death in the hostile environment, and unwelcome competition from other hunters (man and beast).
Here are some common items of use to players:
Weapon: Plus to Hit: Damage: Maximum Range:
Club 0 1 -
Rock -1 1 3 hex
Bow 1 2 7 hex
Armor: Plus to Defense:
Leather 1
Heavy Furs 2
Here are some animals that might be of some challenge:
Predator: Strength: Damage: Armor:
Arctodus Simus
(Short-faced Bear) 8 3 claws, bite 1
Canis Dirus
(Dire Wolf) 5 2 bite -
Homotherium Serum
(Scimitar Cat) 7 2 claws, bite -
Panthera Atrox
(North American Lion) 8 2 claws, bite -
Smilodon Fatalis
(Saber-tooth Cat) 7 3 claws, bite -
Prey: Strength: Damage: Armor:
Castoroides Ohioensis
(Giant Beaver) 3 1 bite -
Cervalces Scotti
(Stag-moose) 5 2 antlers -
Glossotherium Harlani
(Harlan’s Ground Sloth) 5 1 claws -
Mammut Americanum
(American Mastodon) 9 3 stomp, tusks 1
Mammuthus Primigenius
(Woolly Mammoth) 10 4 stomp, tusks 2
Platygonus Compressus
(Flat-headed Peccary) 4 2 tusks -
Here are some environmental hazards that might be of some challenge:
-Tar pits, hidden beneath leaves, dust, and water, can trap and suck a player under in 4 turns.
-Deadly methane gas in swampy areas that will suffocate players in, oh, 4 turns.
-And don’t forget all-time greats like earthquake, flood, tornado, and forest fires.
For more information about the Quaternary, check out these sources:
Prehistoric Great Lakes, by John Mitchell & Tom Woodruff
The First Mammals, by William E. Scheele
Kids Discover, Volume 13, Issue 8
http://www.kokogiak.com/megafauna/
http://www.museum.state.il.us/exhibits/larson/ice_age_animals.html
TWERPS People of the Blood
Based on the book “The Dragon Delasangre”
By Alan F. Troop
Used without permission
Character Creation
This may be taken as a character’s race or ability choice. In human form the character will always have piercing green eyes. All People of the Blood have an alternate form of a large (12-20 feet, wingspan twice that) scaled reptilian form with bat-like wings. It takes one full turn to effect the change. Most mortals refer to these as Dragons. In their ‘true’ form, St is +2 and characters may fly at a speed of up to three times their St. Claws inflict 2 points of damage, and the bite delivers 3. A Dragon’s scaly hide is worth 1 point of armor. Mindspeaking is the way most People of the Blood communicate, unless talking when in human form. It is a telepathic link that allows complete communication. Most learn to ‘veil’ their minds when not actively mindspeaking, so as not to broadcast surface thoughts. A character can also choose to close their mind off from a specific Dragon, or from any mental communication. Mindspeaking has a range of 1 mile per St. As they mature, characters may increase their abilities with VP. People of the Blood usually live between 500-1000 years.
Improvement Cost in VP Notes
+1 armor 5 max 4
+1 claw damage 5 max 4
+1 bite damage 5 max 5
Partial Transformation 10 1 turn for each change
Bonding 10 must be bought by both
Bonding is the equivalent of marriage to People of the Blood. It allows a character to always be aware of the general well being of their mate. Mindspeaking is also possible at up to twice the normal range.
Partial Transformation allows the character to perform feats from altering their human form to whatever is desired, to manifesting claws at the ends of their fingers.
After any shape changing, or at least every other night, the People of the Blood must feed. Many times a raw steak, the bigger the better, will do. At least 1 pound must be consumed after a partial change, but assuming full form or reverting to human will require several pounds. Sometimes, though, a fresh kill is all that will do. But remember, hunting humans near where you live could get sticky…
There are several different families of Dragons. A character may create a family history for the TM to draw scenario hooks from.
OLD WEST
INTRODUCTION
Welcome to TWERPS: The Old West! Cowboys, Indians, gunslingers, banditos, marshals and more are what this section is about.
CHARACTER GENERATION
Below are some Professions and Talents a character may possess. The first one is free, after that each one will cost a point of Strength. Minimum starting Strength is 2. All characters begin with a horse and $20.
Lawman- +2 to all rolls dealing with day-to-day law enforcement, +1 with pistols
Gunslinger- +2 to hit and +1 damage with pistols, +1 to Fast Draw tests
Bounty Hunter- +2 tracking of fugitives, +1 when making Survival tests
Indian Brave- Tracking +2, +1 to hit with melee weapons or bows
Bandito- +1 with Pistols or Rifles, +1 Sneak, +1 to Intimidate, half starting money
Soldier- +2 with rifles, +1 to either Tracking or Riding tests
Doctor- +2 to treat a wounded character, +$10
Gambler- +1 to Gamble rolls, +1 with knives or pistols, +1 to Fast Talk rolls
Weapons Cost Plus to hit Damage Range
Knife $2 0 2 4 Hexes
Cavalry Sword $4 +1 2
Club - +1 1
Rock - -1 1 3 Hexes
Bow $8 1 2 7 Hexes
Pistol $8 0 2 5 Hexes
Dueling Pistol $15 +1 2 4 Hexes; +1 to Fast Draw
Rifle $12 +1 3 10 Hexes
Shotgun $10 +1 3 4 Hexes
Armor Cost Defensive Bonus
Leather Duster $5 +1
Stove Lid - +2
HOW TO DO EVERYTHING
Multiple Attacks: This mostly applies to using two pistols. One attack is made at the character’s regular place in the round, and the second is taken at half the character’s ST for determining order of action, rounded down. This second attack is at –2 to the roll.
Fast Draw: Once someone decides to draw, each character makes a ST roll plus Talent modifiers, with the winner getting off his shot first. This counts as the characters’ attacks for that round, regardless of normal ST order. Conduct combat as normal on subsequent rounds.
ADVENTURES
Here are a few NPC’s to get you started.
Sheriff: ST 6, Lawman; 2 pistols and a shotgun
Gunslinger: ST 7, Gunslinger; 2 dueling pistols
Apache Warrior: St 6, Indian Brave (bow); Tomahawk (dam 2), bow
Bandito: ST 4, +1 w/ pistols, +1 Intimidate; pistol
VALLEY OF THE LOST
This setting is for all those Sid & Marty Krofft fans. Combine it with Old West, above, and you can replay Valley of the Gwangi! Create characters as normal, depending on the setting you want them to come from. Most any type of adventurer up to the early 21st century should be appropriate, although most of the visitors seem to come from the late 1800’s to the mid 1930’s. The valley may be a plateau in the dense South American jungle, an actual valley in the Antarctic, kept warm by constant volcanic activity, or any other remote location. Getting out is as difficult to do, as it is mysterious to get in.
Weapons Plus to hit Damage Range
Dagger 0 2 4 Hexes
Sword 1 2
Club 1 1
Rock -1 1 3 Hexes
Bow 1 2 7 Hexes
Pistol 0 2 5 Hexes
Rifle 1 3 10 Hexes
Spear 0 2 1 Melee/5 Hexes thrown
Crossbow 1 3 4 Hexes
Dinosaurs
T-Rex: St 15, move x2, bite 4 damage, +1 defense
Allosaurus: St 18, move x2, bite 4 damage, +2 defense
Raptor: St 7, move x2, bite 2 damage, leg spurs 3 damage
Pterodactyl: St 9, move x2 flying, bite 2 damage, claw 2 damage
Plesiosaur: St 12, move x2 swimming, bite 3 damage, +1 defense
Other Inhabitants
Serpent Tribe: A race of humanoid lizards, with green-scaled skin worth +1 defense and claws that do 2 damage. Nocturnal. Usual ST 5-7, most have bone or flint daggers and either spears or primitive crossbows. Hostile to all other living things.
Kra: Similar to the Serpent Tribe, except their skin is grey to black. Much smarter than it’s normal kin, the Kra can even learn human languages. Some seem neutral, or even friendly, to humanity. Very rarely seen.
Mountain Tribe: A scattered tribe of cannibal humans, similar to Cro-Magnon man. ST 4-7, light skins (1 point armor), clubs, thrown spears. Mean as hell, and hate everyone not them.
River Tribe: Another human tribe, the River Folk has nowhere near the numbers of the Mountain Tribe. They are neutral at best to the PC’s, but one or two may befriend them.
THE HUNT
Looking through what is available, ROBO-Punks could be used for character creation and most other world-related needs. This document will give specific rules for playing The Hunt in a
TWERPS setting.
The Hunt is a game show, with a twist. The action takes place in an arena with randomly placed walls, creating a maze. Up to six contestants may play, each starting at one of the gates around the perimeter of the maze. The TM takes control of all game and prey. Scattered within the arena are various criminals who have been sentenced to play The Hunt, all controlled by the TM. Most low-level offenders are simply ‘Prey’. These have no armor or weapons, and present little else than a moving target. Other more dangerous types are detailed later. Each and every participant in a game will have an explosive collar on his or her neck. The Hunt officials can trigger this at any time, resulting in instant death. This is usually reserved for anyone trying to climb over the outer walls, or trying to fire or throw a weapon over said walls. The collars can also be used to paralyze the participants. This function can be turned on and off at will, and affects everyone when it is on. Mostly used for placement of contestants before a game, removal afterward, and during commercial breaks.
Character Creation
This should be as normal; except equipment is chosen according to which ‘Division’ you are playing in. A Division 10 game will allow Hunters to enter the Maze with up to 10c of equipment.
Try Division 5-10 for a ‘low power’ game, 15+ for bigger firefights.
Game Animals
Rabbit- no armor, knife
Deer- no armor, pistol
Wolf- Light armor, knife, pistol or shotgun, 2 in 10 chance of having 1 cyber part.
Elk- Light armor, pistol or shotgun, 1 grenade, 3 in 10 chance of having 1 cyber part
Bear- Medium armor, knife, pistol and shotgun, 4 in 10 chance of having 1-2 cyber parts
Fox- this is the biggie. There is ever only 1 Fox in a game of The Hunt. He is better than any one Hunter, with weapons and cybernetics to back him up. No real limit on his equipment, just juice him up and let him start killing.
Scoring
Each point of damage you do to someone else +10 points
Each Kill (Prey) +25 points
Each Kill (Game Animal) +50 points
Killing the Fox +100 points
Killing another Hunter +100 points
Surviving until time runs out +50 points
Running from combat -50 points
Dying before time runs out -100 points
Yes, it is possible to win posthumously, if your score is high enough. 10% of a character’s points may be used to buy more equipment, if the character survives.
Most games of The Hunt run for a predetermined amount of time, such as ‘30 minutes’, or ‘until 4 pm’.
Add in the TWERPS Magic supplement for real strangeness, or allow the Class I B.A.T. Suits from Mechi-Tech. Other variations may include no ranged weapons, no ranged attacks in the first 15 minutes, no cyber parts, etc. An ambitious TM can set booby traps as well.
TWERPS
THE BOOK OF WORLDS 2
INTRODUCTION
Well, I got enough stuff to do this again. Thanks a ton to Jon Hancock. Many of the contributions within are his. And now…
RAGING FURRIES
Written by Jon Hancock
Dressed in velvet by Brian Rayburn
1.INTRODUCTION
Welcome to RAGING FURRIES, the TWERPS book of anthropomorphic animal adventure. PC’s will be part human, part animal hybrids, sometimes the creation of man, sometimes as the dominant species of an alternate world.
2.CHARACTER GENERATION
RAGING FURRIES characters are human-like animals, possibly mutants, aliens or highly evolved beings from another time. They may be oddities in a human world or theirs may be a planet of advanced animals. The GM must decide on the setting and style of the campaign (modern, future, superhero, etc.) and inform the players prior to character generation.
Each character has one Animal Type, chosen from below, which cannot be changed, nor may one character have more than one Animal Type ...unless you're running a campaign on the outer fringes of sanity.
Animal Types
CANINE: +1 hex movement, Bite. Choose virtually any breed of dog or related animals like jackals and wolves. If killer Wiener dogs are your thing, go for it.
FELINE: +2 Defence (This is a dodge and does not affect surprise attacks), Night Vision, Claws. Anything from lions to Manx cats with the exception of the cheetah:
CHEETAH: AS FELINE, plus double normal movement. However, this movement rate can only be kept up for 1/2 Strength rounds (Round fractions down) after which the Cheetah is exhausted for 11-Strength MINUTES and has an effective Strength of 2 during that time (Strength is considered normal for purposes of taking damage).
SIMIAN: +2 to all agility manoeuvres (balancing, juggling, swinging from pipes etc), Full Hands. Pick your Jungle Book favourite.
REPTILE: +1 Strength for each hour spent in sunlight or a warm room (Maximum total Strength=10), but -1 Strength for each hour spent in a cold area (Minimum total Strength=1). Snakes may be chosen but are -5 to perform any action where hands are normally required; snakes may buy the Full Hands ability. It may be appropriate for some reptiles to have such abilities as Wallcrawling, Regeneration etc. TWERPS SUPERDUDES will be helpful in these cases.
RODENT: +2 hex movement, +1 Defence (dodge). Be it a Dwarf Hamster or a Capybara, rodents are usually very jumpy and hyperactive. A rodent must spend twice the normal amount on food or suffer a temporary -1 to Strength until they can find some munchies.
LAGOMORPH: +2 hex movement, always acts first in combat (if desired), can jump Strength hexes horizontally and 2 hexes vertically. Rabbits are Lagomorphs, in case you were wondering.
PACHYDERM: +3 Defence (from virtually armoured skin), -3 hex movement (to a minimum of 1 hex per round). Lumbering, thick-skinned creatures such as elephants. May Charge in combat, usually against immobile targets.
URSINE (Don't forget that important "s"): Hug, +1 Damage. Bears and bear-like critters.
FISH: Move x2 underwater; may stay submerged for a number of hours equal to their ST; may choose either Freeze, Bite, or one Advanced Sense for free. This is a very general category. Details can be worked out with the TM.
ARACHNID: +1 Defence, +1 Move, choose either Poisonous Bite or Wallcrawling (from Superdudes) for free if based on a spider, or choose either +1 additional defence or Poisonous Sting if a scorpion.
AVIAN: Move x2 while flying, -1 on the ground; If Full Hands is not taken, the character has only wings, not separate arms.
OTHER: With so many possible animal types available it is impossible to list more than a sample. Other general types can be added easily. More specific creatures may require a chat with the GM and access to a good reference work.
Special Abilities
Like Animal Types, special abilities may not be purchased after character creation. However, the following special abilities may be purchased at the time of creation for one Strength point each. Note that some animals already have one or more of these:
Full Hands: Any animal without Full Hands is -3 to perform any action that normally requires hands (such as firing a pistol).
Full Speech: Without this, the character can only communicate in half-intelligible sounds, many of which sound almost nothing like human speech.
Bite: This is a form of attack; -1 to hit, 3 damage
Freeze: Character can remain COMPLETELY still for Strength rounds.
Advanced Senses: Each is separate: Vision, Hearing, Smell, Taste, or Touch. Each provides +1 to all actions directly relying on acuteness of sense, such as following a scent, spotting a tiny object at some distance etc. Only Hearing can be used in combat: A character with advanced hearing can fight at no penalty in the dark.
Night Vision: Character can see in all but complete darkness.
Some other special abilities may not be purchased but are possessed by certain animal types:
Claws: A form of attack; +1 to hit, 2 damage.
Charge: A form of attack. Character must travel in a straight line at least half total movement allowance and cannot take another action or actively defend during the round (Armour still counts). At the end of the charge the character inflicts Strength points of damage. Character can then do nothing other than defend in the next round. If charging a solid object such as a building or tank the character takes 1d10-Armour points of damage.
Hug: A form of attack, -3 to hit. Once in a hug the victim must roll (Strength-2) vs. Strength of hugger or take 2 points of damage. Furthermore the victim can do nothing but defend whilst being hugged. A successful roll allows the victim to break free.
Poisonous Bite/Sting: A form of attack. Bite: -1 to hit, 2 damage, Poison ST 4 (1 damage per turn for 1D10 turns). Sting: range 1 hex, +1 to hit, 2 damage, Poison ST 2 (1 damage for 1D5 turns).
3.THE COMBAT SYSTEM
Combat in RAGING FURRIES will be much as in other campaigns, although some animals have natural weapons and attacks that can make "unarmed" combat a wee bit more brutal than the norm. These attack types are listed in the section below. All animal characters (with the exception of snakes, not a highly recommended character type) are bipedal and may take martial arts skills if the KUNG FU DRAGONS set is being used. Remember that animals with Full Hands can fight normally, but those without suffer a -2 penalty in armed combat.
TOYBOX TERRORS
Written by Jon Hancock
1. INTRODUCTION
Welcome to TOYBOX TERRORS, the TWERPS campaign set of miniature mayhem.
As always this set works well with others in the TWERPS line, such as SUPERDUDES and SPACE CADETS.
2, CHARACTER GENERATION
Characters in TOYBOX TERRORS are small dolls and action figures, right off the toyshop shelf. Unless otherwise specified these figures are around 3" tall. Specific types of toy, such as Ninja or Superhero figures, will benefit from the rules and options in some other TWERPS sets ...You do have them all, don't you?
Each character gets to have one of the following at no charge; further skills and options cost one Strength point each. Minimum starting Strength is 2.
SKILLS
1) BIGGER: You're built for a different scale and are 12" tall, letting you reach higher and move faster. +1 hex movement.
2) SMALLER: You're pocket size! At 1" you can squeeze into spaces other toys cannot reach. -1 hex movement, +1 to dodge.
3) SHIFTY: You're a SHIFTY, one of those high-tech changeable toys. This option costs 2 Strength points (Or one if taken as an initial skill) but you can now roll up another character that this PC can change into; changing takes the place of an attack. Experience points are awarded for one character, not both, however. If the GM agrees the secondary "character" can be a toy car, airplane or similar.
4) MAJOR HARDWARE: You're a well-armed military toy, promoting creativity and imagination through high caliber weaponry. +1 to hit. Starts the game with either a pistol or rifle (Guns do not really shoot).
5) SPIN-OFF: You're a TV spin-off toy, advertised as "just like the real thing" but somehow never quite. +1 to hit, +1 to dodge; however, there is a 50% chance that any equipment you use will fail to function.
6) SQUISHY: And in bright neon colors, too. Unlike those old-fashioned jointed hard body toys you're a space-age bendy plastic. -1 to all damage received (Unless from fire etc).
7) EDUCATIONAL: You're an educational toy, approved by parents and teachers. Everybody hates you, particularly the kids. -1 to everything. Well alright. Take a +1 to technical activities, such as rewiring a table-lamp.
8) ACCESSORIES: Your toy line was so successful the manufacturer made a range of add-ons! Once per session you may produce a piece of equipment not listed on your character sheet (subject, as always, to GM approval). This is a one-shot item, whether it works or not. Using an accessory will lose your PC one experience point for the session (but will not deduct from points already gained)
EQUIPMENT
The equipment for a TOYBOX TERRORS campaign really cannot be entirely listed here. Since the game takes place in an ordinary household (Using your own is quite fun) any item found lying around could potentially be of use. Remember that the PC's are only a few inches high so a pencil will look like a tree-trunk. TT characters do not have money, but may have some appropriate items. The GM should consider the type of toy represented and assign characteristics for the equipment based on common sense (who he?) and comparisons with the equipment lists in the TWERPS basic set and other campaign packs. E.g. A paperclip and shoe-lace can become a grappling hook, a plastic sword functions as a real sword (with regards to characters, not ordinary objects) etc.
VEHICLES
Vehicles are not a big part of this setting but GM's may wish to use them. As vehicle rules have been thoroughly covered in several TWERPS sets it seems redundant to repeat them here. However, it is worth noting that most vehicles the PC's will be using run on clockwork or battery power and may thus be prone to stopping at awkward moments! If you wish to have your players take to the kitchen skies in a spacecraft then the ROCKET RANGERS set will be useful. My advice is to watch out for those fridge magnets.
3. COMBAT
Combat generally works in the same way as normal TWERPS combat. The SQUISHY option lets a PC take less damage than usual from normal weapons, objects, falls etc, but hot griddles, boiling water and sparking electrical sockets will affect this PC just as any other.
Since most attacks will be with a variety of household items the GM will have to assign damage potentials. Bear in mind that toys are fairly tough and so most attacks will do no more than two or three points.
Pets and pests will be a hazard on occasion. As far as the PC's are concerned the average pet is likely to have a Strength of between 8 and 10.
4. HOW TO DO EVERYTHING
Healing
Virtually all of the PC's will be made of plastic (although if they want to be a cuddly toy or similar then let them; stuffed animals would probably have something akin to the SQUISHY option). Consequently they do not heal as such. If the characters can locate a tube of glue or roll of tape they can effect some repairs: Glue requires that the player roll vs the number of hits sustained; the PC regains a number of points equal to the amount by which this roll is exceeded. Adhesive tape repairs one less point.
Scale: Try to keep relative sizes in mind when judging the situation. The PC's are the size of normal toy figures and the setting is a typical house, so clearly a 3" high figure cannot reach a door handle without some serious effort and probably some ingenuity. Hexes are considered to be about a foot across for this campaign setting.
Props: TWERPS always aims for simplicity and fun so you can forget about using expensive, beautifully painted lead miniatures with this game. Go out and buy a few toys. Search in the attic. Scour the local toyshops for the latest neat stuff. We won't tell. Promise.
5. ADVENTURES
Here are a few sample NPC's to help you with your own adventures:
G.B.H. JOE, Strength 8, +1 to hit with missile weapons. Joe is a top-selling telly character known for Grievous Bodily Harm with a whole range of extremely expensive weapons and attack vehicles. He has an entire team of allies to aid in his fight against massive enemy forces, conveniently provided by your friendly neighborhood toy company.
HORROR IN MY PANTS: Strength variable (roll as for a PC), Squishy. One of a series of figurines based on traditional monsters of myth and fiction; it saves the hassle of thinking up something original to sell.
OPTIMUM PRICE: Strength 9, Shifty, Major Hardware. A shape-changing robot/truck, one of a series supported by cartoons, lunchboxes and other essentials.
MASS-MARKETERS OF THE UNIVERSE: Strength 8,Accessories, +1 to hit with melee weapons. The toy line that went for more variations on the same parts moldings than any other.
TOYBOX TERRORS ADVENTURE: GREMLINS!
The kids are at school, Dad's at work and mum has nipped out to do some shopping. The house should be quiet ...but what was that sound? There, again, from the kitchen! Binky the Doberman is out in his kennel, so only the toys are left to defend the house.
The trip to the kitchen can be quite an adventure in itself (If you set the session in your own house it will save you the trouble of mapping out a building). Once there the PC's will encounter the cause of the strange sounds: Gremlins! These destructive pests have moved in to wreak havoc with all those yummy kitchen appliances.
GREMLIN: Strength 6. There will be one Gremlin for each PC, with a couple more thrown in at GM's option. Gremlins have the ability to destroy or alter machinery. Destroying an item can be done automatically, but may take several rounds to complete. Altering an item, such as adapting a food processor to hurl its cutting blades as projectiles, requires a roll vs. Own Strength; if successful the Gremlin can effect the change in just one round!
This adventure is basically a set-piece battle to drive the Gremlins from the kitchen. Keep a track of time: Mum and the kids get home at 3.00 and the toys must be back in the bedroom by then. Available equipment and hazards will vary depending on your own kitchen (If you don't have a microwave then nuking the little beggars simply isn't an option), so the GM will have to improvise along with the players. The strength of this game comes from looking at ordinary household items through the eyes of a 3" tall plastic toy. Be creative.
Completing the adventure is worth 2 experience points on top of any theTM may wish to give out.
EXPERIENCE
Additional skills, professions and options cost 5VP's each, whether from this or other sets. Due to the peculiar nature of this setting some skills from other campaign packs may not fit in; the GM has final say in all such matters.
RISE OF THE
ZOMBIE MASTERS
This TWERPS setting presents a world, our world, in the very near future. On April 9th, 2009, all around the world the dead rose up to feed on the living. As the morning dawn spread across the world mankind was enveloped in darkness. Now humanity’s cities lie in ruins. The remaining living humans travel by day, and hide by night. Zombies roam the landscape, mindlessly killing any living thing. But worst of all are those who have reveled in the horror unleashed upon mankind. These are the Zombie Masters. Once mortal men and women, they bear little resemblance to human now. They have desiccated bodies and limbs, long ragged claws, and a flickering green witch-fire in their empty eye sockets. And they have power. All can create zombies from any available corpses. Some manifest other powers, many mirroring some aspect of the Zombie Master’s personality.
CHARACTER GENERATION
Create characters as normal members of modern society. Each PC begins with $50 worth of equipment, but money has become obsolete. Barter and trade are the currency of the day. None of the scientific paranormal gear exists in this world, and the TM must decide if he wishes to include runes later.
Weapons Plus to hit Damage Range
Dagger ($1) 0 2 4 Hexes
Sword ($5) 1 3
Club ($1) 1 1
Bow ($10) 1 2 7 Hexes
Pistol ($50) 0 3 5 Hexes
Rifle ($40) 1 4 10 Hexes
Crossbow ($20) 1 3 5 Hexes
Armor Defensive Bonus
Leather Jacket ($5) +1
Kevlar Vest ($30) +2
Adventures
1. Most games will start after the rise has occurred. Some TM’s may wish to play through the first few days of the rise, to give players time to adapt to the new setting. 2. It is mentioned that conceivably, PC’s could become Zombie Masters. This should only be done if all PC’s are to be some type of supernatural being.
3. If there are only 2 or 3 Zombie Masters in the world, perhaps they operate covertly, occasionally working with some of the creatures from TToT.
NPC’s
Armed Forces: ST 6, W 12; Talents: Rifle, Pistol, and choose 1 of the following: Stealth, Track, Unarmed Combat, Interrogate, or Survival; Gear: pistol, rifle, 1 weeks food, backpack
Average Survivor: ST 6, W 12; Talents: Choose either Stealth, Track, or Pistol; Gear: pistol
Bandit: ST 7, W 14; Talents: Brawling; Gear: brass knuckles, rifle
Police Officer: ST 5, W 10; Talents: Lawman, Pistol; Gear: pistol, shotgun
Falcon/Hawk: ST 2, W 4; move x2; not subject to movement restrictions; 1 damage
Horse: ST 10, W 20, Move x2; 2 dam kick
Rat: ST 2, W 2, move x2; bite 1 damage
Snake: ST 2-7 depending on size; smaller ones likely to be poisonous
Wolf/Hound: ST 4, W 8, move x2; +1 to hit, 2 damage; Talents: Track, Stealth
Zombie Master: ST 8, W 21, move 6; 2 damage, +2 defense; Talents: Stealth, Track; Powers: see in total darkness, may animate any nearby corpse by making a ST test vs. Diff 5. Failure means the Zombie Master may never animate that particular corpse; Gear: walking stick or other club/staff, knife; Scary Factor Dif +2.
Zombie: ST 6, W 12, half movement, -1 to hit, bite 2 damage; anyone killed by a zombie will become one in 30 minutes; if reduced to 0 Wounds by a shot to the head the zombie is destroyed, otherwise it will reanimate in 1D10 rounds, with full Wounds. Note that only humans killed by zombies will reanimate, not animals.
Zombie Master Powers
Some Zombie Masters have developed strange abilities beyond the aforementioned stats. A few are listed below. If a TM somehow allows a PC to be a Zombie Master, up to 3 powers may be bought, for 10 VP each. These should occur rarely, and a Zombie Master with more than 2 is almost unheard of.
Wraith: The Zombie Master may become completely incorporeal. During this time, the character may not affect the physical world in any way. This means no raising zombies and no use of other powers. He may, however, not be affected by physical weapons, move through walls, and ‘climb’ upward at his normal movement rate. This ability lasts for up to 5 rounds, and may be used twice per day.
Life Drain: A successful unarmed melee attack against a living target will do 1D3 damage directly from Wounds or ST, ignoring armor. The Zombie Master gains the lost Wounds. This may take her above the normal maximum, to a total of up to four times the character’s ST. Extra Wounds are lost as normal if damaged in combat, or at the next sunrise.
Soul Drain: If a Zombie Master strikes a living creature in unarmed combat, and does at least 1 point of damage, then he may choose to take one of the victim’s Talents. This transfer lasts until the next sunset. Soul Drain may be used twice per day.
Dominate: Once per day, the creature may make a resisted ST roll against a chosen character. If successful, the target’s will is controlled by the Zombie Master until cancelled willingly, or if the creature dies.
Spirit Host: Only available as a third power, this ability lets the user summon a group of phantoms to erupt from his chest and fight as he directs them. A roll vs. Diff 6 is required. 1D5+1 spirits appear when called, and will serve the Zombie Master for the entire battle. The spirits have the following stats: ST 6, W 18, Move 8; claw +1 to hit, 3 damage, +2 defense. This power may only be used once per week, and costs the user a number of Wounds equal to the number of phantoms summoned. This damage heals as normal.
Death Bolt: As the creature’s attack, it can attempt to strike a target with black streams of energy. This is treated as normal ranged combat with no range penalties. Damage is 3. 10 VP may be spent to either add +1 to hit, or +1 target. This may be done up to 3 times, making it the only power currently that can be taken more than once. This addition does not count against the three powers maximum.
TWERPS GLAM WARS!
Written By Jon Hancock
1. INTRODUCTION
Welcome to GLAM WARS, the TWERPS campaign of adventure in a musical alien dimension.
2. CHARACTER GENERATION
Characters in GLAM WARS are alien humanoids from a planet where Earth's musical culture of the 60's, 70's and 80's has become the basis for an entire society. Players take the role of heroic musicians fighting to defend their musical style from opposing factions.
Each PC begins with one free skill or class (From this or other TWERPS campaign packs). Other skills may be bought for 1 Strength point each, minimum starting Strength is 2. If MAGIC is being used the PCs may purchase the CONTROL spell to represent their power over crowds of fans.
Skills and Classes:
Electric Warrior: With corkscrewed hair and glitter make-up the Electric Warrior is the ultimate Glam-Rocker. +1 to hit with Electric Guitar. Electric Warriors are guaranteed at least one No.1 record each year. They start the game with an Electric Guitar.
Leader Of The Gang: Loud and brash performers. Special attack: Ground Stomp (-1 to hit, non-Glam stars within Strength hexes must roll vs own Strength or fall down and lose next action). Leaders gain one extra fan on a successful recruit roll. They start the game with Shoulder Pads and Platform Shoes (I'M: Cannot Ground Stomp without Platform Shoes!).
Imperial Wizard: Can cast spells (See MAGIC).
Glitterboy: Always wears glitter clothes and gets double the normal bonus from them.
Roller: Rollers can disappear without a trace (i.e. turn invisible) for Strength rounds, maximum of once per battle. When invisible they defend at +3 and attack at +1 to hit. Rollers receive a +1 on the chart roll for 6 months and a -1 for 6 months (Not necessarily consecutive).
All characters start with 20 coins to buy equipment.
PCs should join together to form a band, deciding the name, who plays what and who is the lead singer. Lead singers automatically gain a tambourine.
3. COMBAT
PCs often have to fight to defend Glam Rock. Combat is conducted as normal but with musical instruments instead of weapons; Using a weapon gets a -1 chart roll penalty and loses 2 fans instantly due to bad publicity.
4. HOW TO DO EVERYTHING
The Chart Roll:
Once each month a band must release a single or else each member loses 1 Strength due to popularity losses. The GM should create at least a dozen NPC bands (Names and styles only, if you wish - The more the merrier) to compete with the PCs. For each single the band should roll 1d10 and modify it with: Their chart roll modifier, + lead singer's Strength, +modifiers GM assigns for originality of title, good role-playing or special-publicity actions taken. This is compared to the other bands to produce a chart listing (Highest number is No. l, then next highest etc. Re-roll any ties). If the d10 roll itself comes up 1 then the record has flopped and all band members lose 1 Strength in addition to the band getting a -1 chart roll modifier. A No.1 record adds
+1 to the chart roll in future. Records last for only one month (Fickle public) and generate 1d10 x (20 - chart position) for the band.
Living expenses for the band equal (Lead singer's Strength x 10) coins per month.
Recruit Roll:
Bands must make a successful recruit roll to gain more fans and to replace band members or add extra ones. Any band that continues with missing members takes a -1 penalty on the chart roll for each. This penalty also applies to the first single the band puts out with a changed lineup (-1 for each new member). A band is nothing without fans: If the band has no fans then each member loses 1 Strength and the band gets a -2 chart roll penalty. Bands start with 1 fan and may make up to 1 recruit roll each month. Roll lead singer's Strength vs. 16. Modifiers: +1 for each No.1 record, +1 for each 10VPs spent to boost roll, +1 for each 100 coins spent on publicity, -2 for each flop record, -1 if the single this month is not in the Top Ten, + other listed modifiers, + GM assigned modifiers. Number of fans gained/ lost = Number roll is made/ missed by. Each fan generates 5 coins per month for the band, starting immediately.
In all cases modifiers for each member are cumulative for the whole band.
5. ADVENTURES
Example scenarios and sample NPCs.
A competing band has 6 consecutive No.1 hits. Are their records being illegally hyped?
The quest to find the legendary magical guitar of Fen Darr the Sorcerer.
Someone has stolen every copy of the band's new single and it's due to be released tomorrow!
Your latest single is banned by the radio stations (-6 to chart roll). How can you let your loyal fans know about the new record?
NPC’s
Throwback, Strength 5, Acoustic Guitar, Natural Rhythm (+1 to hit when playing with group), Quiff (Hair oil is +1 defense), +0 to chart roll.
Peace Man, Strength 5, Sitar (Treat as Acoustic Guitar), Shades (Negates glitter bonuses), tie-dyed clothes, -1 to chart roll.
Punk, Strength 9, Electric Guitar, No Talent (-1 to hit), Spiked Hair (-2 to hit, 2 damage), -2 to chart roll.
Heavy, Strength 10, Electric Guitar (With extra +1 to hit) or Drums (Can attack as Ground Stomp), Mean attitude (+1 damage), -1 to chart roll.
Disco King, Strength 6, Wild dancer (+1 defence), flares, +1 to chart roll. Blues Man, Strength 7, Harmonica (+2 to hit, 1 damage), depressive music (All opponents lose to hit bonuses, lasts 1 round, usable once per battle), -2 to chart roll.
Folk Folk, Strength 5, Acoustic Guitar, Persistent (Cannot be killed! If Strength = 0 or less then recovers 1 point each hour), -3 to chart roll.
Glam Guy, Strength 7, Electric Guitar, platforms & flares, +0 to chart roll. Pop Chameleon, Strength 1d10 (Changes on each meeting and each record), any instrument, can adopt any style, +1 to chart roll (+_ bonus of style used). Speed Demon, Strength 8, Speed Guitar (Electric Guitar which also allows 2 attacks, first and last each round), -2 to chart roll.
Teen Idol, Strength 7, Clean image (+2 recruit roll), takes damage x2 from all attacks, +2 to chart roll.
Trad Rocker, Strength 9, Electric Guitar, Can automatically recruit new members and never suffer a penalty for losing members or changing lineup, +0 to chart roll.
Rapper, Strength 6, Beatbox, Gold Jewellery (Treat as glitter), Shades (Negates
glitter bonuses against Rapper), -1 to chart roll.
Equipment & Weapons:
Used equipment is available for z price but gets -1 for the band to chart roll (Not cumulative for each piece of equipment).
ITEM: COINS:
Microphone Stand (+2 to hit, 2 damage, 1 hex range) 5
Microphone (+0 to hit, 2 damage, 2 hex range. User can take -2 10
to hit in which case no damage is caused but target is entangled
and can do nothing but try to break free (Roll vs 8 to escape)
Tambourine (+0 to hit, 2 damage, +1 defence)
6
Electric Guitar w/power (+1 to hit, 4 damage)
20
w/o power (-2 to hit, 1 damage)
Acoustic Guitar (+1 to hit, 2 damage)
16
Shoulder Pads (+3 defence)
12
Glitter clothes (adds +1 to hit, +1 defence due to dazzle)
cost x3
Platform shoes (10" soles)
4
Flared polyester trousers (Choice of garish colours)
6
Wild flamboyant shirts
6
Make-up
2
Drums (+0 to hit, 2 damage with sticks. Cymbals are +1 defence)
25
Keyboard (-2 to hit, 3 damage)
20
Horns (+1 to hit, 2 damage)
16
Beatbox (+0 to hit, 3 damage)
20
Single
1
Mega-Amp (Adds +1 to to-hit or damage for powered instruments)
30
Slick Producer (Adds one-time bonus of +3 to chart roll)
50
Publicity Posters (+1 recruit roll for each 100 posted)
1 for 10
Pen (For signing autographs)
2
Experience:
Further skills may be acquired for 5VPs each. At the option of the GM players may also choose skills from other TWERPS packs.
TWERPS HIGH-SPIES
Written by Jon Hancock
1. INTRODUCTION
Welcome to HIGH-SPIES, the TWERPS campaign of agents and espionage.
2. CHARACTER GENERATION
Beginning characters may choose one skill with which to start the game. Additional skills, from this or other TWERPS packs, cost 1 Strength point each. Minimum starting Strength=2.
Martial Artist: Choose one martial art from the KUNG FU DRAGONS pack.
Marksman: +1 to hit with all firearms.
Actor: Can completely change his appearance in just two minutes. Roll vs Strength of opponent to see if the disguise fools them.
Connoisseur: Has a wide-ranging knowledge of fine wines, good food and art. Can spot fake antiques or paintings, detect drugged wine, make superb pate etc. Roll vs Own Strength to use ability.
Houdini: PC is adept at escaping from bonds, picking locks, palming objects and similar actions. +1 to perform any such activity.
Fall Guy: PC is exceptionally good at leaping between moving vehicles, running across the top of trains, swan-diving from oil rigs etc. +1 to perform any such action.
3. COMBAT
Vehicular Combat:
Special rules apply to vehicles: The vehicle's Strength, not the Driver's, is used to determine order of movement (Unless the driver directly powers the vehicle, as with a bicycle). The Driver's Strength, not the Vehicle's, is used to determine the order of attack (Unless the vehicle is self-controlled, such as a robot). Driver and vehicle must move together: Embarking/ disembarking takes all the driver's movement but the vehicle may still move its full rate in the same turn (This rule also applies to passengers).
The driver may attack with any vehicular weapons. If he attacks with a one-handed missile weapon of his own (E.g. shooting out of the window) he takes a -2 to hit penalty and the vehicle may only move directly ahead that round (No maneuvers are possible). In the case of a robot or vehicle with autopilot there is no human driver and all passengers may attack normally.
New Weapons:
Pellet Grenade: -2 to hit, 3 damage, Strength hexes range. Affects all in target hex.
Micro Rocket: +0 to hit, 3 damage, 12 hex range. One shot weapon.
Radar Rocket: +3 to hit, 2 damage, 10 hex range. One shot. Once it has been "locked-on" to a target it may be fired at any distance up to its max range and will attempt to track the target, even around corners and between obstacles.
Gas Pellet: -2 to hit, target is KO'd for 1d10 rounds unless wearing filter, Strength hexes range, affects all in target hex.
Grenade: -1 to hit, 4 damage, Strength hexes range, affects all in hex. Pocket Laser: +1 to hit, 1 damage, 6 hex range. Size of a small pencil. One shot only.
Timer: Fixes to any grenade. Allows grenade to be placed and to detonate at the desired time, up to a maximum of 10 minutes delay.
Micro Saw: -1 to hit, 2 damage, runs for 1 battle from internal battery. Can cut through most chains and bars in 1 round.
TWERPS HIGH-SPIES 2
4. HOW TO DO EVERYTHING
Falling: Characters take 1 point of damage for each 10' fallen and fall at 1000+ feet per turn.
Equipment: Spies and secret agents are frequently issued with special items and equipment which are not what they appear, such as a watch with a miniature saw built in. The exact nature of these items is for the GM to determine but here are some guidelines: To create items such as cigarette guns or bow tie lasers simply use the statistics for the required weapon. You may wish to add further abilities or complications, such as a variable power laser or a one-shot weapon. Do not make any single item so powerful that it will protect the PC for the rest of his career. Make the players use the items creatively. Other items, like micro radios hidden in a bootlace, are just as simple to create. With a radio you may wish to add a range limitation or restrict it to being merely a beacon or receiver. Every agent could potentially have a cannon in his hat, a gas bomb in his watch, a nose filter in his fake moustache and a satellite communication station in his briefcase. Creativity is the key to success and continued player interest.
Vehicles:
Vehicles may be modified in exactly the same way as other equipment. Create a motorcycle that becomes a snowmobile, a car that flies, a skateboard with hidden lasers ...the possibilities are endless.
Vehicle:
Strength:
Defense:
Movement:
Passengers:
Ground Car
6
+0
S+14,ground
2-4
Motorcycle
5
+1
S+12,ground
1-2
Snowmobile
3
+1
5+10 ground
1-2
Powerboat
6
+0
S+8, water
1-2
Motorboat
6
-1
S+5, water
3-4
Helicopter
5
+0
Sx3, flying
1-6
Jetpack
2
+1
Sx2, flying
1
ATV
+0
=S, ground
2-4
5. ADVENTURES
Missions: Improbable for HIGH-SPIES include:
Locate the microfilm
Find the double agent
Stop the megalomaniac
Rescue the hostages
Sample NPCs for a HIGH-SPIES campaign:
Enemy Agent of BLAT (Bionic League of Associated Terrorists), Strength 8, bionic legs (Jump=Strength hexes, move Strength x 2), pistol
Hoodlum, Strength 5, pistol
DiSPYs, Strength 8, cigarette laser (As pocket laser), exploding watch (As Grenade with timer), radio in toothpick (50 hex range), jetboots (As jetpack), chewing gum pistol (As pistol, one shot), belt-buckle micro rocket.
In 1928 the pulp magazine Amazing Stories ran a novella by rising talent Philip Nowlan entitled Armageddon: 2419 AD. The story, which dealt with a futuristic America coming under attack by a foreign power, was a rousing adventure yarn that won many adherents who wanted to see the story continue. Less than a year later, In January of 1929, the rights were transferred to another author, John Dille, who brought the original story to the comic page, and altered it to make it more accessible to a wider audience. Now, through the magic of TWERPSification, the story can be under YOUR editorial control:
TWERPS: BUCK ROGERS
by Dr. Garry M. Weinberger
Beginning in 1929, Dille penned and illustrated the adventures of Anthony "Buck" Rogers, a man out of time. Buck had been a military pilot in the 1920's who had been part of a mission to explore the possibility of foreign terrorists on American soil. During the course of his investigation, Buck found himself alone in a deep cave. Overcome by strange fumes, he was rendered unconscious. When he awoke, he found that nearly 500 years had passed, and the Earth that he had known was a distant memory. In this terrible new world, America had been overpowered by the Han, a fierce empire descended from the Mongolians and Chinese. Throwing in his lot with a resistance movement determined to free America from Han rule, Buck would go on to become a great hero and rallying point for his fellow Americans: a soldier from a past age where democracy was held as an untouchable belief.
NOTE: This setting deals with the original comic series started in the late 1920's, and does not take into account the movie serial or the campy Gil Gerard version that was inflicted upon the United States in 1979. Therefore, there will be no interstellar empires, supergenius transistor radios, jive-talking droids, angsty hawk men, or aging frat-boy heroes. Nor will there be any special appearances by Gary Coleman. Please feel free to insert Erin Grey into the game in any way possible.
THE WORLD
Exactly what was responsible for the Han's rise to power and their desire to take control of the Earth has always been kept purposefully vague. What is known is that in the middle of the 21st century, the Han had conquered all of Asia and had set it's sights on the rest of the world. One by one the world powers crumbled before the mighty Mongolian war machine, with the United States being the last to fall. When the Americans finally were made to succumb to the inevitable, the Han's dominance was complete. The Celestial Mogul, the ruler of the Mongol Empire, commissioned one of his followers to act as Emperor of the United States. Six great cities were rebuilt from the rubble: Los Angeles, Chicago, New York, Miami, San Francisco, and New Orleans. These became the great Han cities. Within the gigantic walls surrounding each city, the Han ruled from towering skyscrapers. Serving them were Americans who had decided that it was better to serve the oppressors on bended knee than to risk certain death. The Americans were allowed a place to live and access to food and medications. In return, they slaved away for the Mongols in whatever capacity was required. Los Angeles, the largest of the cities, became the home of the Emperor of America, his armies and pilots enforcing his rule. Chicago was ruled by perhaps the most dangerous and anti-American of the viceroys, a warlord who schemed to one day usurp not only the Emperor's power, but to also return to Asia and murder the Celestial Mogul as well. Only in the lesser cities of New Orleans and San Francisco were the Americans treated as more than just lackeys and beasts. Even in these places, though, their rights were minimal.
THE ORGZONES
Little did the Han realize that the Americans were not ones to take an invasion laying down. Little by little, vast communities came together to attempt to piece back civilization and take a stand against the Han. These communities, known as Orgzones, were subterranean lodges anywhere from a few dozen square miles in size to the size of a small state. There were several prominent Orgzones mentioned in the Buck Rogers strip:
ALLEGHENY ORGZONE: Located near what was once Philadelphia, this org is one of the largest and most prosperous. This was Buck Rogers' primary base of operations for years. The military commander of Allegheny is the grim Colonel Edwards. His counterpart in the civilian community is the brilliant Dr. Huer.
COLUMBUS ORGZONE: A large, frontier org located in Central Eastern America. Before Buck came along, it was home to the greatest and most well-respected American freedom fighters, Cornelius Kane. Kane has since turned traitor and thrown in with the Mongols.
ELMIRA ORGZONE: Located in Central Eastern America, this org was discovered and blasted to ruins by the Han. It is slowly reconstructing itself, but it will still take decades to reach it's original strength. It will more than likely ultimately be abandoned for a more secret location.
EVERGLADES ORGZONE: Secreted deep beneath layers of swamp, the Everglades org keeps an eye on the Han city of Miami, bringing Americans to freedom when it can and committing raids and act of sabotage against the Mongols. They have created flying swamp boats that make them unmatchable in their native environment.
NAVAJO ORGZONE: Located in the Southwest, the Navajo are uneasy allies of the other orgs. They live off the land, stalking and hunting as quietly as ghosts. It is likely that the Han are not even aware of their existence.
NIAGARA ORGZONE: The only orgzone to actually be built above ground, the Niagara org in Canada is a huge fortress city of iron skyscrapers surrounded by thousands of rocket cannons, able to annihilate any Han warship or army that would dare to challenge them. The Niagara org is considered the leader of the org confederation. It is commanded by the wily old Scotsman MacGregor.
THE OUTLANDS
There are still quite a few groups of people who refuse to knuckle under to Mongol rule, but who find the militaristic life in the orgs to be stifling. The two most prominent of these groups are the Outlaws and the Bad Bloods.
The Outlaws have forsaken the ways of the orgs and have taken their lives back to a simpler, grittier time. They live a life similar to the frontier towns of the old West, living by the horse and the gun. They are a tough, honest folk who have been hardened by years of living off the land and protecting their territories. They occasionally raid orgs for supplies, although they are just as likely to trade soil-grown food for org supplies such as medicine and weapons. For all their rough edges, the Outlaws hate the Han as much as any org dweller.
The Bad Bloods are scavengers and raiders of the worst kind. Clad in leather and denim, riding ancient motorcycles and brandishing the most fearsome weapons they can steal, the Bad Blood terrorize any small group or individual traveler that they can find, often humiliating them before leaving them slaughtered. Just imagine them as the villains from any Mad Max film and you won't go too far wrong.
A third group is the Air Pirates. Sky-borne bandits who may be of any nationality, they attack and raid orgs, Han, outlaws, and Bad Blood alike, swooping from the skies to deliver devastating damage to their victims. The greatest of the Air Pirates is the villainous rogue Black Barney, who has been a thorn in the side of Buck Rogers over and over again, as well as sometimes being a reluctant ally.
THE MARS COLONY
In the late 20th century, a scientific base was constructed on Mars. Food, technology, and supplies were to be brought to them every two years as they conducted their research. With the world at war against the Han, though, the colony was forgotten. Cut off from their homeworld, with dwindling supplies, and forced to stand against the horrible beasts and monsters of the red planet, the descendents of the Mars colony were forced to change and adapt over the centuries. They reverted to savagery, becoming feral and brutal as their technological paradise collapsed and faded from memory. Now, the once peaceful colonists have become the barbaric Tiger Man tribes. They are a dire lot; strong, fast, covered in tribal tattoos, and bearing no love for the planet Earth.
INERTRON
The greatest American discovery of the past century has been the material Integron. Neither wood nor metal, yet similar to both, Integron appears shatterproof, yet can be carved and shaped. Anything in physical contact with Integrn is reduced to perhaps 1/100th of it's natural weight while still retaining full inertial dynamics. Thus, a person in contact with the material would be virtually weightless, but still able to strike at his full strength, not to mention propel himself at great speeds. The two most common devices that Inertron is used for are the sky ships, and the jump belts.
The sky ships come in several different sizes, but all use pontoons made of the material to keep their weight very low, allowing smaller engines and faster flight.
The jump belt is actually a harness containing two Inertron discs that allow the wearer to leap many hundreds of feet at a time in all directions and angles, simulating low flight. Any character with the Pilot skill can add his bonus to any and all maneuvers attempted with a jump belt.
ROCKET PISTOLS
The greatest weapon of the American org warriors, the rocket pistol is a deceptively delicate looking weapon: a dark, flat handgun with a long, thin barrel (that looks exactly like the target pistol employed by Princess Leia in the beginning of the first Star Wars film), it fires mini-rockets that can be set to either strike at a single target and do 4 damage, or to explode in a set radius and do 2 points to everybody within 2 hexes of detonation. Due to some marvel of American weapons design, these pistols seem to be able to carry quite a payload. Assume a full clip to run about 16 shots.
PLANES AND ROCKETS
The Org forces in the 25th century consist of both ancient and modern airships. By far the most used airborne vessel in the Americas is the biplane, being little different than the contraptions that helped win the first world war. Less frequently seen are the rocket fliers, sleek 2-3 man air sleds that jet through the sky at breakneck speeds. The flagships of the Americas are the rocket cruisers, huge, fast moving ships bristling with weaponry that can easily accommodate 25 people. The rocket cruisers are used only when absolutely necessary, as each one that falls into Han hands is a terrible blow for the orgzones.
BIPLANE
ST: 6
Defense: -3
SP: 9
Weapons: Forward Mounted Guns, 3 points
ROCKET FLIER
ST: 7
Defense: -4
SP: 14
Weapons: Swivel Rocket Cannon, 4 points
ROCKET CRUISER
ST: 14
Defense: -5
SP: 16
Weapons: 4 Swivel Rocket Cannons, 4 pts each
THE HAN
The heart of the mighty Han Empire is Hong Kong, specifically the cramped and tiny island not connected to the mainland. The Mongol army acts as a well oiled machine, each soldier performing their specific duty. What makes the Han so truly fearsome is that they have been indoctrinated to have no fear of death, thus making them reckless and dangerous, committing acts with no thought as to their own safety. A thousand Han will rush to their deaths against a well-guarded outpost is it would mean a clean shot for the 1001st soldier. The Han are a very long-lived race, having long ago discovered the secret of prolonging their own lives. If not slain in combat or through assassination, a Han might expect to live to be close to 300.
The Han are ruled by the Celestial Mogul, who is supposedly the favored of the gods. Currently, the real power in the Han Empire is in the hands of Oggo, the Grand Vizier. It is Oggo whom the Emperor of America and his Viceroy's attempt to curry favor with, for he is the one who has ordered that the Americans are to be treated like beasts and their country raped. The Celestial Mogul had originally ordered the Americans to be treated well and to be allowed all rights to govern themselves, albeit under the ultimate rule of the Han. Several years into the strip, Buck and Wilma will invade Hong Kong to confront the Celestial Mogul for the crimes perpetrated upon the Americans. When the Celestial Mogul learns of how his officials are treating the Americans, he will have many of them executed and will grant America it's freedom (although nowhere does it say that the Mogul will be so generous with the rest of the world).
The Han war machine is based on radio wave technology. They employ huge generators that emit short range radio waves that power their ships, buildings, communications, and weapons. Standard procedure is for a Han warship to drop off armed troops who's weapons are tuned into the frequency of the generator on the ship. As long as they stay within radio range, their weapons never run out of charges. If they go too far from the generator, though, their weapons and gear become useless.
HAN FLIER
ST: 7
DEFENSE: -4
SP: 14
WEAPONS: Disintegration Cannon
HAN AIRSHIP
ST: 15
Defense: -3
SP: 13
WEAPONS: 2 Disintegration Cannons
The primary weapon of the Mongol forces is the disintegration rifle. It is a large, heavy rifle with a very broad barrel that needs to be balanced by a shoulder strap. Anything struck by the rifle beams is disintegrated. Poof! It simple ceases to exist. The problem is that these weapons were made to be fired at large, stationary targets (such as buildings) and are notoriously difficult to use against living soldiers who can duck and dodge. The guns are -2 to hit due to their size and unwieldy dimensions.
NEW CHARACTER TYPES
PILOT: +2 to piloting aircraft of all sorts, as well as performing aerial daredevil moves.
NAVAJO: +2 to hunt and track in outdoor surroundings and ruins. +2 with bow.
OUTLAW: +2 to ropin', ridin', brawlin', spittin', an' firin' a hawg leg (that's a gun to you, greenhorn).
BAD BLOOD: +2 to ride your machine, survive in the wasteland, scavenge, and land a punch.
PIRATE: +2 to airship maintenance and acts of subterfuge.
HAN: +2 to ignore fear and pilot ground vehicles; can perform a nerve strike (see below).
TIGER MAN: +2 to wilderness survival, and the use of melee weapons. Can see in the dark.
HOW TO DO EVERYTHING
HAN NERVE STRIKE: A trick available only to the Han or those trained by them, this allows the character to strike an opponent with his bare hand and render them unconscious. To accomplish this, roll the character's ST+1d10 directly against the opponent's ST+1d10. There are no bonuses for either one. If the attacker beats the opponent's roll, the opponent is knocked out for one hour per point that the roll was beaten by.
CHARACTERS
ANTHONY "BUCK" ROGERS ST:7 Pilot+3, Adventurer (see TWERPS Doc Savage) +2
Buck Rogers, a man out of time, was an Air Force pilot working on special assignment when he was mysteriously gassed and placed in suspended animation for 500 years. Now a freedom fighter in the 25th century, his brash, full-speed-ahead manner of doing things makes him a popular and charismatic leader.
Buck is a tall wiry man of about 32 with sandy hair, clean-cut features, and a ready grin. He still wears the old leather flight jacket that he's owned since World War I. He is cocky to the point of arrogance, having supreme confidence in his own abilities. He is very much a modern day cowboy. Buck's speech is peppered with 20th century slang that makes little sense to others around him ("Holy cats, Doc! That babe's got a rod pointing right at us!").
COL. WILMA DEERING ST:6 Pilot+3, Adventurer+1
Col. Deering has been a soldier since her teens and is very well respected for her long list of successful missions. She is considered a maverick, often disobeying proper protocol in order to complete an important assignment.
Wilma is about 27 years old with a slender, deceptively delicate appearance. She has a strong temper that is easily aroused by injustice. Unlike most pulp-era female characters, Wilma is no shrinking violet in need of rescue. She is just as quick to outfly or outshoot her opposition as her male counterparts.
DR. HUER: ST:5 Scientist+5
Dr. Timothy Huer is the brains behind the Allegheny org. Despite his advancing age, he is more than willing to enter the field when needed in search of some new component or mineral. He is Buck's mentor and father figure, helping to ease the hero into the world of the 24th century.
Dr. Huer is a slight, stooped old man with wild white hair and a mustache, looking quite a bit like Albert Einstein. He often appears to be lost in thought, although even when he appears distracted he is in fact very aware of everything going on around him.
CORNELIUS "KILLER" KANE ST:7 Pilot+2, Adventurer+1
"Killer" Kane, as he is known, was the greatest American pilot and adventurer before the coming of Buck Rogers. When Buck's exploits began to gain more renown than his own, Kane bitterly renounced his citizenship as an American and hired himself out as a mercenary to the Han, hoping for the chance to battle Buck Rogers and prove his superiority.
Kane is slim and strong with saturnine features and dark, piercing eyes. He holds himself superior to everybody and cannot conceive of anybody besting him in any way. When in control of a situation he is condescending and arrogant. When his position of power is reversed, he becomes bitter and petulant.
COMMANDER MACGREGOR ST:5 Pilot+1, No Fool (see TWERPS Sin City) +3
The wily military commander of the Niagara org, "Mac" is considered to be the greatest military mind the Americans currently have. He has offered much aid to Buck and Wilma throughout the years, supporting their unorthodox but highly effective methods.
Mac is an elderly Scotsman with a thick accent, dark eyes, mustache, dry wit, and love for strong drink. Yes, he DOES rather sound like Sean Connery. He sees a lot of himself as a young man in Buck. Mac's battle plans often seem to make little sense to anybody but himself, but Buck and the others have come to trust the old Scot's vision, leading to countless victories.
LT. GILDA ST:4 Pilot+1, Good Girl (see TWERPS Sin City) +1
Lt. Gilda is a very young org soldier who is often assigned to Buck and Wilma in missions behind enemy lines. She has an uncanny knack for survival and has good "people" skills. She is loyal to the orgs and has more than once resisted powerful bribes to betray her allies.
Lt. Gilda (no first name is ever given) is perhaps 19 years old, a slim, pretty girl with short dark hair and dark eyes. She is a perfectionist and will IMMEDIATELY notice if something is amiss. On duty she is the perfect soldier; quick to obey orders and able to make important snap decisions. Off duty she is surprisingly engaging and likeable; few would suspect her of being a military hero.
ARDALA VALMAR ST: 5 Femme Fatale +3, Scientist+1
The sultry Org officer Lt. Valmar is involved in the nautical sciences department of the Allegheny org. She has long since learned that using her stunning good looks will get her farther than any intellectual skills she might posses.
Ardala is a gorgeous raven haired girl of perhaps 22 with alluring eyes who wore tight tiny skirts in the comics decades before it became acceptable for women in the real world to do so. She is strongly attracted to dangerous men, particularly "Killer" Kane. Despite her work in the orgs, she is power hungry and is ultimately on nobody's side but her own.
LONE WOLF ST:5 Navajo+3
The mysterious tracker Lone Wolf is an occasional ally of Buck's. A member of the Navajo org, he has traveled by foot over most of what was once the United States, and knows much about the inner-workings of the Han. He hates the oppressors with an almost murderous passions.
Lone Wolf is of average height, compact and strong. His stern, angular features are pureblood native American. Lone Wolf dresses in a combination of traditional Navajo garb and modern battle suit, packing a longbow and a pair of tomahawks along with his rocket pistol. He is quiet and somber, taking time to fully place his trust in anybody.
BLACK BARNEY ST:6 Pirate+4, Adventurer+1
The most notorious of the air pirates is Black Barney. Having turned his back on the conventional Org lifestyle as a young man, Barney has spent the past two decades becoming the most feared pirate and raider of the skies, attacking Americans and Han with equal passion.
Black Barney is a huge, barrel-chested man decked out in black leather with a grandiose mustache and bristling with weapons. He commands the airship Chaos Dragon with an iron fist. On occasion his path has crossed with Buck Rogers. Sometimes as an enemy, other times as an unlikely ally.
LARIET LUKE ST:6 Outlaw+5
Luke is the undisputed king of the Outlaws, his status recognized by all those who have chosen to live beyond the orgs and Han cities. He is an ally of Buck Rogers, recognizing him as a kindred unbridled spirit.
Luke is of average height and stocky build, with a battered face and a nose that has been broken more than once. He is the epitome of the Western hero; cool, quiet, unflappable, a master horsemen, an ace shot, and a defender of the defenseless.
KID CYCLONE ST:4 Outlaw+2
The abrasive Kid Cyclone is an outlaw rowdy with a grudge against Buck Rogers, who bested him in a fistfight. The Kid has been quite vocal about how "soft" the org dwellers have become, although he still would prefer to fight the Han than run his mouth against org dwellers.
Kid Cyclone is a large, brutal looking man dressed like a cowboy and armed with a pair of impressively big guns. He appreciates a hard day's work and generally doesn't think much of anybody who allows themselves the typical luxuries of the 25th century.
THE EMPEROR OF AMERICA ST:6 Han+4
The supreme ruler of America, the Emperor rules his realm with total control. He cares about nothing other than his own gratification and often comes across as a spoiled child rather than an imperial official.
The Emperor is a middle-aged Han dressed in elegant robes. He appears to have a short attention span, but in actuality he has a long memory and can wait years to enact a terrible revenge on those who have slighted him.
THE VICEROY OF CHICAGO ST:5 Han+4
The scheming Viceroy is a rat in human form. He resides in Chicago, a fortress city remade into iron skyscrapers and rocket turrets. The Viceroy schemes to one day usurp not only the Emperor of America, but also the Celestial Mogul as well.
The Viceroy is a thin, cruel looking man with hatchet features and a long mustache. He wears a military style uniform with flowing robes over it. He makes no pretence of subtlety and will order the immediate death of anybody whom he considers any sort of threat.
HAN SOLDIER ST:3 Han+1
The typical Han soldier wears a "pajama" style reinforced silk uniform and a wide-brimmed straw hat. He is conditioned to be fearless in battle and to serve the glory of the ancient spirits of the Han. He will carry a communicator to talk to his drop ship, and a disintegrator.
ADVENTURES
1. You have been selected by your commander to travel by secret rocket to Mars and attempt to negotiate a peace treaty with the fierce Tiger Men. All you have to do to win their trust is to fight a duel to the death with their champion, enter an underground forest filled with poisonous giant insects to help them find food, and help them out in a battle against Martian dinosaurs.
2. Black Barney has returned, seemingly from the dead, to plunder the airways once again. Can your small team of rocket scouts take on the power of the Chaos Dragon and bring him to bay?
3. A powerful new weapon has been stolen from the Niagara orgzone. Kane plans to sell it to the highest bidder, be it Han, Bad Blood, or pirate. Can you track down Kane and retrieve the weapon before it is used against the orgs by their enemies?
(see also CharacterRace, BackGrounds, ParanormalAbility, SKills, SuperPowers, [[Magic]], MountsAndSteeds, [[Dragons]], [[Equipment]])
When creating a new character, a player rolls a ten sided die to determine their character's Strength (ST).
Roll: 1 = ST 2, Roll: 2 - 3 = ST 3, Roll: 4 - 5 = ST 4 Roll: 6 - 7 = ST 5 Roll: 8 - 9 = ST 6 Roll: 10 = ST 7
Backgrounds, Paranormal Abilities, Skills and Super-Powers
Each player may choose one Background (Bgd), Paranormal Ability (PA), Skill (Sk) or Super-Power (SP) when creating their character, at no cost. Each additional Bgd, PA, Sk or SP chosen costs the character 1 point of ST. Minimum ST = 2. A Bgd, PA, Sk or SP may be taken multiple times (TM's discretion), to stack advantages. Normal costs or penalties apply. See: Appendix: Character Generation
Race
A player may choose any one race when creating a new character.
Equipment
Each character begins the game with 20 coins with which to purchase equipment. Characters are also assumed to own 1 set of clothes. Used or captured equipment may be for ½ the listed value.
The Outer Limits
The highest that any die roll modifier, be it from skill, profession, spell or special ability, is + 6 (subject to TM's approval). This represents an almost mythical level of achievement. The highest Strength score allowed to any player controlled character is 12 (also subject to TM's approval).
( see also AnimalCompanion , [[D.R.O.I.D.s]] )
Races
A player may choose any one race when creating a new character.
Human
The racial default: if no race is chosen, then you are human. (TM option: In a scenario that has non-human PC's: the human PC's should be allowed a free Background / Paranormal Ability / Skill / Spell level at no penalty.)
Animen
Fully humanoid in form, bipedal and bi-manual, but with instincts and natural weapons of an anima
Albatross
Wings (flight 3X move) Bite (+1 damage) Tough Hide (+1 defense)
Cheetah
Claws (+1 damage) Bite (+1 damage) Tough Hide (+1 defense) Swift (move X3)
Lion
Claws (+1 damage) Track by scent +5 Ferocious (+1 to hit) Bite (+1 damage) Tough Hide (+1 defense)
Armadillo
Natural Armor (+ 4 Defense)
Falcon
Wings (flight 2X move) Bite (+1 damage) Tough Hide (+1 defense)
Mantis
Natural Armor (+2 Defense) Ferocious (+1 to hit) Bite (+1 damage) Jump (move X2)
Badger
Claws (+1 damage) Track by scent + 5 Ferocious (+1 to hit) Tough Hide (+1 defense)
Fox
Track by scent +5 Bite (+1 damage) Tough Hide (+1 defense) Swift (move X2) Agile (+2 Dodge)
Monkey
Bite (+1 damage) Tough Hide (+1 defense) Agile (+2 Dodge) Prehensile Tail (3rd hand)
Bat
Wings (flight 2X move) Sonar (range 2X Strength) Bite (+1 damage) Tough Hide (+1 defense)
Gazelle
Horns (+1 damage) Tough Hide (+1 defense) Swift (move X3) Agile (+2 Dodge)
Otter
Bite (+1 damage) Tough Hide (+1 defense) Swim (move X2)
Bear
Claws (+1 damage) LARGE (+1 melee damage) Ferocious (+1 to hit) Bite (+1 damage) Tough Hide (+1 defense)
Gila Monster
Natural Armor (+2 Defense) Bite (+1 damage) Venom
Owl
Wings (flight 2X move) Bite (+1 damage) Tough Hide (+1 defense)
Bighorn Sheep
Horns (+1 damage) Tough Hide (+1 defense)
Gorilla
LARGE (+1 melee damage) Bite (+1 damage) Tough Hide (+1 defense)
Panther
Claws (+1 damage) Ferocious (+1 to hit) Bite (+1 damage) Tough Hide (+1 defense) Swift (move X2)
Bison
LARGE (+ 1 melee damage) Horns (+1 damage) Tough Hide (+ 1 defense)
Hog
Bite (+1 damage) Tough Hide (+1 defense)
Bloodhound
Track by scent +9 Bite (+1 damage) Tough Hide (+1 defense) Swift (move X2)
Raccoon
Bite (+1 damage) Tough Hide (+1 defense) Agile (+2 Dodge)
Komodo Dragon
Natural Armor (+2 Defense) Bite (+1 damage) Venom
Rhino
Natural Armor (+2 Defense) LARGE (+1 melee damage) Horn (+1 damage)
Tiger
Claws (+1 damage) Track by scent +5 Ferocious (+1 to hit) Bite (+1 damage) Tough Hide (+1 defense)
Wolf
Claws (+1 damage) Track by scent + 8 Ferocious (+ 1 to hit) Bite (+1 damage) Tough Hide (+ 1 defense) Swift (move X2)
Sea-lion
Bite (+1 damage) LARGE (+1 melee damage) Tough Hide (+1 defense) Swim (move X2)
Turtle
Natural Armor (+4 Defense) Bite (+1 damage) Swim (move X2)
Dark Races
The Dark races are more often associated with evil and nastiness, but at the TM's discretion they may be used as player characters, a - 2 reaction penalty will be applied to any NPC encounters for that character, but when encountering all other Dark races a + 1 reaction modifier would apply. + 1 to hit with any melee weapon + 2 to any Strength related DL roll -2 to all saves Nightvision -2 to all rolls in daylight
Froglodyte
Short and scaly (3' - 5' tall, 100-250lbs average weight) Venom Bite -1 movement Nightvision -2 to all rolls in daylight
Troll
LARGE and scary (6' - 9' tall, 275 - 450lbs average weight) + 1 melee damage bonus for size Skin is as Plate Armor (+ 3 defense) Regenerates 1 point of ST per round of combat Nightvision -5 to all rolls in daylight
Goblin
SMALL and devious (2' - 3' tall, 15 - 50lbs average weight) Can never use a 2 handed weapon + 2 speed +1save vs. Magic Nightvision -2 to all rolls in daylight
Lycanthrope
Appears human during the day, but at night reverts to an Animan -2 to all rolls in daylight Not the same as Were-Beast.
Orc
Tall and muscular (5' - 7' tall, 175-350lbs average weight)
Fantasy Races
Dwarf
Short and stout (3' - 5' tall, 100-250lbs average weight) + 2 to all poison resistance DL checks - 1 movement
Giant-men
LARGE and hardy (6' - 9' tall, 275 - 450lbs average weight) + 1 melee damage bonus for size -1 defense modifier Cannot wear plate armor.
Elf
Tall and slender (5' - 7' tall, 75-150lbs average weight) + 1 to hit with any hand held projectile weapon, - 2 to any Strength related difficulty roll
Gnome
SMALL and curious (2' - 3' tall, 15 - 50lbs average weight) Can never use a 2 handed weapon +2 speed +1save vs. Magic
Half-men
Humanoid, intelligent animal man hybrids (height and weight as per human) + 2 speed + 1 to hit with natural weapons 2 damage (Claw & Bite) 50% starting money (or choose an ANIMEN)
Sci-Fi Races
Augmented Human
Tough Hide (+ 1 defense) Nightvision Swift (move X2)
Heavy G Human
+ 2 bonuses to all strength related rolls + 1 Melee damage
RACES OF BARSOOM (John Carter of Mars)
RED MEN
The Med men are tall and strongly built, with a coppery tinge to their skin and straight black hair. They maintain a very structured and regimented society built strongly on the concepts of chivalry, such as honor, fair combat, honesty, and death before cowardice. Sometimes these concepts are taken to foolhardy extremes. The red men have a strong racial pride. If any Red Man is being attacked by a member of any other race, 1d10 fellow Red Men will appear to help him out, even if they had not been previously acquainted. They consider themselves to be the greatest race on Barsoom and hold all others as inferior. Their home is the Valley of Dor, where for a hundred thousand years they officiated over the Cult of Issus and feasted on the flesh of Barsoomians. They are considered a wicked race, although there are certainly exceptions to the rule. Thern get +1 to all survival type tasks, but they are looked upon with hostility almost everywhere until they can prove good intentions.
GREEN MEN
Monstrous by human standards, the Green men of Barsoom stand 10 to 15 feet tall, with jade skin, huge eyes, tusks, and four arms. They are a barbarous lot, finding mirth in the pain and suffering of others. They have no sense of humor and do not understand complex emotions in the least. They consider themselves to be the greatest race on Barsoom and hold all others as inferior. The Green Men live as scavengers in dead Red Man cities, raiding for slaves and technology at will. They gain +3 to all strength based rolls, and can attack twice per round. The two major clans of Green Men are the Tharks and Warhoons.
FIRST BORN
The First Born are tall, with black skin and cruel eyes. They consider themselves the greatest race on Barsoom and hold all others as inferior. The Black Men devote their lives to piracy and raiding, swooping down in their fliers on unsuspecting settlements with sword and pistol, and disappearing with bags of loot (arrr, matey). They are experts in all forms of subterfuge and gain +1 to all stealth related tasks.
THERN
The Thern have pale skin, no hair, and often adorn themselves with tattoos.
Races of Mongo (Flash Gordan)
AQUA MAN
A member of a great undersea kingdom some 20 miles off the West coast Can breathe underwater Swim at X2 Cannot survive on land.
EARTH MAN
Adventurers hailing from Earth, these folk get a general +1 to all of their actions due to the fact that they are considered very unpredictable and might do just about anything.
BLUE MAGIC MAN
Not actually a mage, but a follower of the dreaded Witch Queen of Syk They are a tall, pale, somber folk who have +2 to all myth and lore type rolls.
FROST MAN
Hailing from the frozen lands of the North and South, these folk stand up to 8 feet tall and have slate colored skin. They have +2 to all rolls involving physical power. They have a civilization somewhat akin to the Vikings of Earth, and ally themselves with no man.
DEATH DWARF
Small, stunted folk who serve the Witch Queen as spies and assassins They have -2 to all rolls involving physical might +2 to all rolls involving dagger work In most areas they have deservedly fearsome reputations
HAWK MAN
Residing in a great aerial city, the Hawk men are led by King Vultan. They are a proud, aggressive lot who see themselves as superior to all "land locked" people. They posses wings that allow them to fly at ST X2 hexes.
Star Trek Races
Borg
PC characters are no longer part of the collective, and start the game with 2 Robo-parts.
Klingon
+ 1 to all combat rolls + 2 to all melee attacks -2 to all negotiation attempts
Cardassian
+ 1 to all defense rolls and dodges. + 2 to all Navigation rolls.
Romulan
+ 2 to all stealth related rolls + 2 to all tactics related rolls + 1 to all Starship combat rolls
Gorn
- 2 to ST for all action order related rolls, + 1 defense, + 2 to all tactics related rolls.
Vulcan
+ 2 to all Logic, Knowledge, and Lore rolls + 2 to all Vul Can Do (Stun-Fu) attempts (Characters start with one level of Stun Fu).
Hologram
Character is intangible and can only be affected by specialized weaponry. Character is restricted to ship or lab only.
Star Wars Races
+ 2 to all deception and tailing rolls
Ewok
SMALL, furry and curious May never use 2 handed weapons + 1 bonus with primitive weapons -1 with high tech weapons.
Sand People
Tough, fierce people + 1 defense + 2 tracking and Survival rolls.
Gamorean
+ 2 Strength bonus ½ normal move speed + 1 defense
Sullustian
+ 2 to all Piloting and Navigation rolls
Twi'lek
Have two distinct and separate cultural paths (choose only one):
Ithorian
Amphibious + 2 to all research and lore rolls
Twi'lek Warrior
+ 1 to all combat rolls
Jawa
SMALL and clever May never use 2 handed weapons + 1 bonus with gadgets + 1 with high tech weapons.
Twi'lek Bureaucrat
+ 2 to all negotiation rolls
Wookie
LARGE and hairy + 1 melee damage (for size) -1 defensive modifier (also due to size) + 1 to all repair rolls Cannot wear human-size armor
Mon Calamari
Amphibious + 2 to all artist rolls
Quaren
Amphibious
For game purposes, charm is the ability to talk one's way out of dangerous situations. Everyone possesses some degree of charm, but it seems that some people can use it better than others, (i.e. Scoundrels). When you attempt to charm someone, you're trying to influence their actions, ("You don't really want to stick me with that sword, now, do you?") To charm someone you must roll over their current St. You cannot charm someone who does not understand you. A Beastmaster can attempt to charm an animal because of his animal telepathy that allows for himself and the animal to understand one another. You cannot charm someone into doing something that they know will cause them harm, (i.e. like jumping off a cliff). Charm is not hypnosis; you can sweet talk them, but they still possess a will of their own. Charm can only be used before an attack is made. You may not attempt to charm a player controlled character, NPC'S only. If a charm attempt fails, there are no extra penalties imposed on the situation. The TM may impose modifiers to the die roll based on modifiers of their discretion, (i.e. perhaps offering the guards a bribe to forget they saw you?).
(see also AdvancedCombatRules )
Combat is the time of the game when the action happens. When the story is dependant on each character's actions, it becomes necessary to determine the order and results of those actions. The story is broken down into Turns, or periods of actions, where all characters do their thing. Action order is the sequence in which all characters act.
Turn
A character's turn is broken down into two segments. These can be taken in any one of the following orders:
Move / Act
Move first, and then act
Act / Move
Act first, and then move
Run (Move / Move)
Moves twice with no other action
Stands Ground (Act / Act)
Acts twice, no Move
Action Order
Characters act in order from the highest ST to the lowest.
Identical ST
If more than one character has the same ST, roll 1d10 with the highest roll going first. If necessary re-roll until one player goes first.
Reduced ST Before Action Taken
If a character takes damage or by some other method has their ST lowered before they act then they would act at the time indicated by their current ST and not their original ST.
Reduced ST After Action Taken
If a character takes damage or by some other method has their ST lowered, so that they appear again in the order of action after they have already made an action in that round, they do not get another turn.
Increased ST Before Action Taken
If a character has their ST raised during the round, before they have acted, then they would act at the time indicated by their current ST and not their starting ST, even if the current ST is higher than that of the current Action.
Action Order and Mounts/Steeds
A mount or steed moves on the action order of its rider.
Attacking
To resolve an attack, the attacker and defender each roll a die. Each then adds their die roll to their current ST. If the attacker's total exceeds the defender's total, the attack hits and the defender takes damage. Example: Two characters meet in hand-to-hand combat, one with a ST 6 and one with ST 5. The character with ST 6 acts first, moves into the hex with his opponent and rolls a 3 for a total attack of 6 + 3 = 9. The character with ST 5 rolls a 6 for a defense of 6 + 5 = 11. The first character failed to inflict any damage. The character that is defending cannot cause damage while defending. The second character, with ST 5, may now attack, or may now choose to leave the hex, breaking off from combat. If the ST 5 character had taken damage, they would be required to continue fighting, and could not leave the hex. If both characters had rolled the same total, the defender would still have the option of leaving the hex or pursuing combat.
Attacker's Advantage (AA) or Base damage
In melee and ranged combat: the base damage, inflicted by a successful attack is equal to the difference between the attacker's total and the defender's total. This difference is called Attacker's Advantage (AA). Example: A normal barehanded attack does 0 damage plus AA.
Applying Damage
When a character takes damage, it reduces his current ST.
Unconscious
When a character's current ST = 1, the character is rendered unconscious and will not wake up until the end of the fight or unless another character uses their turn to awaken them, (see: Healing).
Death
When a character's current ST = 0 (or less), the character dies.
Knockback
If the attacker's ST is more than 6 points greater than the target's, before any damage is done, then when applying damage to the target the target is also knocked directly away from the attacker 1 hex (or square, etc.).
Weapons
Characters may use weapons in combat. Using a weapon may modify a character's chance of hitting or allow more damage to be inflicted. Example: A character with a current ST of 6 rolls a 3 and is using a sword (+ 1 to hit). His attack is 6 + 3 + 1 = 10. If the defender is also ST 6, but has no armor and also rolls 3, his defense is only 6 + 3 = 9, and he takes 2 damage (1 damage for the AA + 1 damage from the sword). If the defender rolls a 5, his defense would be 6 + 5 = 11, he takes no damage (presumably he ducked).
Ranged Weapons
Ranged Weapons are weapons that can strike from a distance. No ranged weapon may be fired at an opponent in the attacker's own hex. There is a Range Modifier to missile attacks: range in hexes/3 (rounded down) is subtracted from the roll to hit. Example: A character with ST 6, shooting a bow at a character that is 7 hexes away, rolls a 3: His attack is 6 + 3 + 1 for the bow, -2 for the range (because 7/3 = 2). His result is 8. If his target gets a 8 or better from current ST plus die roll, they escape injury. Otherwise the shot does damage.
Aerial Range
Add + 1 to range for every 10' difference in altitude.
Armor
Armor protects characters from being hurt in combat. When a character rolls to defend from an attack, they add their ST, a die roll and any defensive bonuses they have. Example: Leather armor is + 1 to defensive rolls, Chainmail is + 2 to defensive rolls and Platemail is + 3 to defensive rolls
Helmets
Helmets may be worn with any other armor, but they provide no defensive ST bonus. Instead, a helmet helps defend against stunning and waylay attempts by subtracting 3 points from the attacker's roll to Stun.
Shields
Shields may only be used against one attacker per round, but they may be used in conjuncture with other forms of armor. 2 handed weapons may not be used while using a shield.
Multiple Characters in Melee
An attacker may only engage one opponent at a time, and only that one opponent is subject to Movement restrictions.
Time and Distance Scale: The "Hex"
One hexagon, "hex", "square" or space represents a distance of 10 feet.
The Combat Round
One Round of combat represents about 10 seconds.
The Melee
To fight in melee combat, (armed or unarmed), the combatants must be together in the same hex. Up to four (4) characters may be in a single hex at the same time. Only two (2) allied characters may be in a single hex at one time.
Size
The scale used here is for "man-sized (MS)" characters. This is a baseline. Some creatures will have a size listed such as LARGE, SMALL, TINY, INSECT or a number: These characters are of a different scale and will follow different rules.
LARGE
LARGE characters are 2X standard size, and will take up the place of 2 "MS" characters. This would mean that only one LARGE character, per side, could occupy a hex. Most mounts and steeds are considered LARGE, but some smaller ones are considered "Man-sized", and will be noted simply "MS". A mounted character on a LARGE mount or steed is considered LARGE. Example: A giant-man character would stand alone in hex against 2 MS opponents.
SMALL
SMALL characters are 1/2X standard size, and can fit 2 per every "MS" character. Only SMALL characters may ride MS mounts or steeds, and while mounted, are considered MS. Example: 4 gnome characters could stand against 2 MS opponents.
TINY
Some creatures are considered TINY; being ¼ standard size and can fit 4 per every "MS" character. Example: 8 rats could stand against 2 MS opponents.
INSECT
Some creatures are considered INSECT; being 1/100th standard size and can fit over 100 per every "MS" character. Example: 200 Giant Bees could stand against 2 MS opponents.
Numbered Size
A character or creature with a size number is so large that it fills the entire hex or hexes equal to its Size. No other creatures may occupy a hex that is occupied by this character or creature (unless riding or boarding it), but may engage this character or creature from an adjacent hex as if it were in the same hex. Normal movement restrictions do not apply to this engagement. Only 2 MS characters per adjacent hex may attack this character or creature, (as only 2 friendly MS characters may occupy a hex). A character or creature with a numbered size may attack any character in any adjacent hex. Ranged attacks from characters or creature with a numbered size may originate from any hex designated by the attacker, which is occupied by that character/creature.
Conan
By Dr. Garry M. Weinberger
CONAN ST:10 Barbarian+4, Thief+2
The mighty Cimmerian Conan is the greatest warrior of the Hyborian Age. Born on a battlefield, Conan first went to war at age 15. Shortly thereafter, he left his grim homeland to go see the wonders of civilization that his grandfather had so often spoken of for himself.
He was vastly underwhelmed.
For the next forty years, Conan tried his hand at a variety of trades. He began as a common thief in the City of the Wicked. From there he gained fame as a mercenary, and notoriety as a pirate chief. Working his way across the land, he eventually became a high ranking officer in the mighty army of Aquilonia. In due time he would become king, a barbarian usurper of the greatest crown civilization had to offer.
Conan rejects all forms of polite convention. He is blunt to the point of rudeness and rarely holds back his opinion. This has made him less than popular amongst the aristocracy of a dozen lands. He fears no man and tries to please nobody but himself. Despite this, he has an intense charisma. He inspires loyalty in his followers by leading from the point rather than from behind. Queens and princesses throw themselves at his feet for the chance of a single night in his arms.
The Cimmerian is honorable to his comrades and anybody who fights at his side has a friend for life. To those who would oppose him, though, he shows no mercy. He would track across the world in order to slay a foe who had mocked his name over a cheap tart or handful of coppers. He is deathly afraid of magic and any time he sees an overt display of harmful magic he has a 1-2 chance on 1d6 to flee. He would never run in terror like a scalded dog, but would attempt to leave the area as quickly and stealthily as possible.
Conan possesses a black sense of humor. To him, the height of hilarity would be watching a man who has impaled himself by falling into a pit trap painfully work himself free just in time to be eaten by a wandering lion.
Despite what is often seen on the covers of poular novels, Conan was not envisioned by his creator as a greased-up Fabio in a loincloth Conan is a large man standing 6'5" and weighing 240 lbs. He has thick dark hair hacked off at shoulder length. Conan was originally described as being hawk-visaged and sininster in appearance with scarred features and cold blue eyes. He wears the best armor that he can get his hands on.
COOL DUDES & ATTITUDES: The TWERPS supplement of 70's action cinema.
by Dr. Garry M. Weinberger
The American action flicks of the 70's were a law unto themselves. Rife with blatant sexism, often horrendous stereotypes, and a predilection for making The Law out to be a gaggle of corrupted incompetents, they definitely left a lot to be desired. So what made them so popular? Well, they were meant to be nothing but brainless fun. No deep messages. No question as to who was good and who was bad. No question as to whether or not the hero would save the day. They featured good old American heroes and allowed the viewer to place their brain in neutral for two hours and escape from the disappointing jobs and poor politics of the real world.
The standard 70's action film was about three things: Girls, Cars, and Fights. That's it. The whole formula. As long as it had at least two of those three featured prominently, the movie was a qualified 70's hit. There were exceptions, such as the mega-popular Death Wish series that tapped directly into the revenge fantasy of so many, but for the most part these films were light-hearted escapism.
From the strong, silent types like Philo Beddoe, to the fun-loving rogues like Bandit, to the amazingly athletic Jackie Chan, the heroes of the 70's were all about being an individual. Where most heroic stories from the 50's and 60's focused on a good guy as part of a team, this new kind of hero journeyed alone, or with at most one close friend. He was a larger than life figure, able to cure the ills of whatever situation he found himself in, whether by upfront or underhanded means (cue theme from Billy Jack here). Most did it with a knowing grin to the camera. Even the darkest of them weren't above an ironic quip as they dispensed justice.
ATHLETE (A star in either boxing, football, or basketball. Bonus to all rolls involving fitness and health, and their relevant sport.)
BABE (A gorgeous girl with big hair; bonuses to pose, look good in wet t-shirts, and make men look like slack-jawed morons with their charms.)
BABE MAGNET (The male equivalent of the above. Bonus to be smooth, quick with a line, and have bedroom eyes.)
BARE-KNUCKLES BRAWLER (Tough as nails brawler. Bonus to keep conscious, even when down past 0 ST. Bonus to strike bare handed. Does an extra 1 pt. barehanded damage.)
BIKER (The rogues of the roads, complete with leather and tattoos. Bonus to ride his hog, crack heads, and frighten The Man.)
BOUNTY HUNTER (A manhunter for hire. Bonus to track, intimidate, and know the mind of a fugitive.)
GIANT (Huge and scary looking. +2 to all strength related tasks. +1 damage. Bonus to remain upright and immobile when attacked or run over, and to intimidation. -1 to speed.)
GOOF (Often, but not always, overweight and dim-witted, the goof gets a bonus to distract others with his antics. Almost always a sidekick.)
MARTIAL ARTIST (Always Asian. +1 per level to strike and evade. 1 extra point of damage at levels 1-2, 2 extra points at 3-4, 3 extra points at 5-6. -1 to being understood due to bad dubbing or
subtitles.)
MAVERICK COP (Bonus to know the streets and put the squeeze on the lowlifes. Has the authority to carry a gun and make arrests.)
MODERN DAY COWBOY (Bonus to do all sorts of cowboy stuff, including fire a gun. Bonus to impress with cool, quiet badassitude.)
ORANGUTAN (Bonus to stay sober, swing, wrestle, and feats of agility. Bonus to look cute and innocent. +1 to damage. Any movie would benefit from an orangutan.)
PRIVATE EYE (Bonus to subtle and not so subtle interrogation and to develop flashes of insight.)
RACER (Bonus to successfully complete totally dangerous, crazy stunts with a car and to win races by the skin of your teeth.)
REDNECK (Bonus to drink ANYTHING and remain sober. Bonus to avoid embarrassing paternity suits. Bonus to hit with rifles only. You ALWAYS have a knife on you, even if all your weapons have been confiscated.)
SLEAZY DOC (Bonus to dispense accurate medical advice and tawdry double-entendres.)
SMART MOUTH KID (Bonus to look innocent, know the streets, and say totally offensive things while seeming to be funny. -2 to all strength rolls. As likely to be a girl as a boy.)
STUNTMAN (Bonus to death-defying deeds and general physical prowess.)
VIGILANTE (Bonus to hit with firearms and to be able to sneak up on remorseless punks on their home turf.)
TRUCKER: Bonus to stay awake for hours on end, decipher CB jargon,and handle a big rig. At +3 or higher you can declare a convoy. Convooooyyyy!!!!
THE LAWS OF 70's CINEMA
Lawmen tend to be swaggering bullies who will drag you in on trumped up charges unless given a hefty bribe. Mavericks and other loner cops are the exceptions.
No matter what sort of illegal activity you perform, it is likely to succeed as long as you are doing it for a good cause.
The bounty hunter always has a gimmick, and is always looked down upon by cops as an "amateur," even though his capture rate is much higher than theirs.
The crowd of mooks will always attack the tough-guy hero one at a time instead of dog -piling him as would be sensible.
The loveable animal sidekick can somehow outwit bad guys and never gets killed.
The hero gets the girl, always. Sometimes more than one.
The goofy sidekick never gets the girl.
The chief of police is always overworked, harried, and threatens to have the maverick's badge.
The ominous looking giant always has a soft spot for little kids.
Caucasian brawlers never think that martial artists can seriously harm them.
The crime lord has the police and local politicians in his back pocket.
The cranky geriatric can somehow kick your butt if riled enough.
All a woman has to do to distract any man from anything is slightly unzip the front of her jumpsuit.
Before becoming an angel of death, the vigilante is always a meek, quiet guy who nobody notices.
The bratty orphan street kid is always adopted by one of the heroes by the end of the film.
NOBODY leans on Sharkey's machine.
HOW TO DO EVERYTHING
Grit It Out
Certain character types: The boxer, brawler, giant, modern day
cowboy, redneck, and vigilante, have the ability to possibly continue to fight even when down past ST:0. Every time a character takes a hit that brings him below 0, he must roll 1d10 plus his normal ST vs. the amount of points that he is below 0 by plus 1d10. If he wins, he gets to stay conscious through sheer grit, even though by all rights he should be knocked out cold or pushing up daisies. If he fails his roll, he is a goner. If he makes it, he must continue to make it every round or else be a goner. At the end of the fight, if he isn't dead yet, he will stagger a bit, rub his fist across his lower lip, and regain ST:1.
Pick Up
To try to impress a member of the opposite sex enough that they want to spend time with you, simply roll your ST+1d10 vs. the other person's ST+1d10. The character types of Babe, Babe Magnet, Athlete, Racer, and Modern Day Cowboy get to add their bonus to their roll. If your roll is higher, you have piqued their interest. If you roll too low, you risk a glass of wine splashed in your face.
The Mustache Rule
Any character possessing a spiffy mustache gains +1 on their Pick Up roll. Please note: this only applies to male characters.
VEHICLES
BIG RIG: ST:18 Defense+5, Speed=ST
HARLEY: ST:7 Defense+3, SP=STx2
SLEEK SPORTS CAR: ST:8 Defense+4, Speed=STx3
SAMPLE CHARACTERS
Flirty Larry ST:6 Maverick Cop+3
Larry is a seat-of-your-pants cop who isn't afraid to bend the rules to make the arrest. He resents not being payed on time, and, seethingly threatens "Go ahead, take my pay."
Horse Beaver ST:5 Stuntman+2, Bounty Hunter+1
This just-past-his-prime tough guy moonlights as an urban man hunter. It's a death-defying live he leads; he takes his chances.
Ricky Genoa ST:5 Athlete (boxer) +2
A lovable loser, Ricky dreams of one day making it to the big time. He comes complete with a crusty trainer, a mousy girlfriend, and all the other cliches that you can imagine.
The Outlaw ST:6 Racer+3, Babe Magnet+2
Smarmy as all get-out, there's no denying his talent behind the wheel. His way with women is enhanced by perhaps the most impressive mustache in screen history.
Snowglobe ST:4 Trucker+2
The Outlaw's best buddy, this southern fried good ol' boy never gets the girl, just the hound dog.
Snide ST:5 Orangutan+2
Nobody knows where he came from, but this critter seems to always show up in the cab of big rigs with a six pack of beer and a bag of pork rinds. No wonder he's always grinning.
Wretcher Keeled ST:6 Giant+2
This huge man of slow wit and mighty fists is NOT somebody that you want to get angry at you. You wouldn't like him when he's angry.
Wacky Man ST:5 Martial Artist+4, Goof+2
This rubber-faced little man seems like a bumbling clod, yet he wins every fight he's in, often seemingly by pure accident.
ADVENTURES
1. A corrupted politician fixes the election in a backwoods town and becomes mayor, afterwards bringing in his army of thugs to enforce his laws. Can the characters discover the illegal means he used to gain power and expose him as the criminal he is before the bad guys mess them up good?
2. A wealthy man offer a million dollars to whomever can find the most beautiful woman in America to wed his geeky son. The players may start off as a team, but eventually somebody will want that million all to themselves. Plus, the rich guy ends up wanting the gal for himself.
3. One of the characters is a female bare-knuckles champion who, riding with her biker buddies, must travel across 11 states to get to her competition, a crass lady giant who is accusing her of cowardice on national television!
I would like to thank Norman F. Morin Jr., and all the other individuals who collected the rules.
Evil Schemer <http://www.mecha.com/~conkle>
Cyber-TWERPS
by Christian Conkle
email: conkle@mecha.com <mailto:conkle@mecha.com>
http://www.mecha.com/~conkle
A Supplement for Robo-Punks
a supplement for TWERPS
by Reindeer Games
INTRODUCTION
HYPERIA
Hyperia, the City of the Future. Or so the Holos would tell it.
Hyperia began in 2050 as a haven for the Mega-Corporations who saw
their future on Earth threatened by the formation of the Grand Union
of Terra (the G.U.T.). The Company, etc., the largest of these
Mega-Corps built an artificial island and a city named Hyperia and
invited all of the major Mega-Corps to move their headquarters
there, promising free trade, little or no restrictions, and immunity
from the fledgeling unified government of Earth and it's independent
rivals.
Soon afterwards, mankind discovered interstellar travel and began
migrating to the off-world colonies. Intelligent races were
encountered in space and on other planets, not all of which were
friendly towards humans. Corporations continued to grow, and
established their own colonies on other worlds. Although the G.U.T.
promised world peace through unification, not every region joined
and small but petty wars continued occasionally.
Technology had advanced as well. Artificial and anti-gravity had
been perfected. Bionic replacement of limbs became practical and
with the increased violence of crimes and the latest war with the
alien Xenos, cecame fairly commonplace. Lasers, Force Fields, and
advanced anti-ballistic armor were all available to the nervous and
paranoid. In computer science, cybernetic human-computer interfaces
became available, linking man to the machine. Pre-programmed skill
chips also gave instant knowledge and ability, making schools obsolete.
Now it's 2195 and the city spans nearly the entire island. It is
bisected by the Hawking River which transports its waste to the sea.
Its government is based on a Corporate Meritocracy, awarding votes
based on the number and value of shares of stock owned in a
Mega-Corp. There are no taxes, only bills. There are no police,
fire, or emergency ambulances, only the corporate Damage Control
Agency and it' s rivals. Hyperia is a city where freedom borders on
anarchy. Crime runs rampant. Pollution is encouraged as an earmark
of conspicuous consump tion. Hyperia, the city of capitalism; the
city of progress; the city of the future.
2. CHARACTER CREATION
*DIE ROLL* * CHARACTER'S STRENGTH*
1 3
2-3 4
4-7 5
8-9 6
10 7
PROFESSIONS
1. ARTIST:+2 to all art knowledge and skill rolls.
2. MECHA PILOT: See Mecha TWERPS <mecha.html>
3. MECHA TECHNICIAN: Can attempt to repair and modify B.O.T.T.s
4. COMMANDO: +1 with gun, +1 to Defense.
5. CELEBRITY: starts game with 40C instead of 20C.
6. CYBERUNNER: able to integrate their mind into the world-wide V.R.
(called CYBERSPACE) via use of a Cyberdeck; also, they receive +2 to
their Cyber-Strength.
7. CYBORG: part human, part machine. Starts game with any 2 Bionic
parts (listed under Equipment).
8. DETECTIVE: +2 to all detection and perception skills.
9. GAMBLER: +2 to all con and gambling rolls.
10. PILOT: able to fly aircraft, +1 to all vehicle defense rolls
when using an aircraft.
11. SCHOLAR: +2 to research or library use, only 15C starting money.
12. SCIENTIST: +2 to all science-related Difficulty rolls.
13. SPACE MERCENARY: Starts out with Power Armor, but with a
starting -1 Strength penalty (can be bought off with experience).
14. SPY: +2 to all deception and tailing rolls.
15. STREET MERCHANT: buy items at 1/2 price, and sell captured items
for full price.
16. STREET FIGHTER: see Kung Fu Dragons.
17. TECHNICIAN: can attempt to repair damage equipment.
18. THIEF: +2 to all thief-related Difficulty rolls.
19. WHEELMAN: +1 to all ground vehicle defense rolls (does not
include aircraft).
EQUIPMENT
_ITEM :_ _ COST_
AIRCAR : 30C
ARROWS (12) : 1C
BACKPACK : 3C
BELTPACK : 3C
BLASTER : 8C
BOW : 4C
CAR : 20C+
CHAINMAIL : 8C
CLUB : 1C
DAGGER : 2C
FOOD (MEAL) : 1C
FORCE FIELD : 20C
HEAT RAY : 8C
HELICOPTER : 50C
HELMET : 4C
JUMP SUIT : 10C
LEATHER JKT : 2C
LIGHTSWORD : 12C
MACHINE-GUN : 8C
CYBERDECK : 12C
MEDICINE, MJR : 5C
MEDKIT : 4C
MOTORCYCLE : 15C
NUNCHAKU : 15C
PISTOL : 2C
PLATE ARMOR : 16C
PKT COMPASS : 5C
POWER ARMR : 320C
RATIONS 1 WK : 3C
RAY GUN : 6C
RMOTE CNTRL: 6C
RIFLE : 6C
ROCK : 0C
ROPE, 50' : 1C
SHIELD : 4C
SHOTGUN : 6C
SHURIKEN : 1/2C
+1 SKILL CHIPS : 8C+
+2 SKILL CHIPS : 15C+
SKYCYCLE : 24C
SPACE SUIT : 80C
SWORD : 6C
SWORD, 2HAND 12C
TOOL KIT : 6C
VEHICLE RMOTE :10C
ZAP GUN : 6C
BIONICS
ARM (12C): a mechanical arm which increases a character' s Strength
for all actions x 1.5; when used in pairs, the Strength is x2 for
all actions.
CLAWS (8C): foot-long blades which pop out of the character' s forearm.
GUN (10C): arm option with a built in gun.
REMOVABLE HAND (5C): Allows player to add any number of finger tools
simply by removing the unit and
attaching the appropriate appendage.
TELESCOPING EXTENSION (15C): telescoping bionic arm that can extend
1 hex.
TOOLS (3C each): A variety of tools that can be built into a bionic
hand.
FINGER CAMERA
FINGER CUTTING TORCH
FINGER DART-GUN
FINGER DERRINGER
FINGER DRILL
FINGER FLASHLIGHT
FINGER LOCKPICK
FINGER SCREWDRIVER
ARMOR (10C): Built-in armor protection.
CHIPJACK (2C/slot): allows pc's to use skill chips (max number = 1/2
pc' s STR)
CENTAUR (30C): replaces lower torso with a set of four legs
(movement = str x 3)'
CYBEREMOTE (12C): remote control device that can control vehichles
equipped with a vehicle remote.
CYBERINTERFACE (1C): allows pc' s to interface with a computer
linked to cyberspace.
EARS (10C): lets character hear much better.
CELLULAR PHONE (4C): ear option that has a tendency to ring at the
worst times.
RADAR (6C): Ear option that allows the character to know his or her
surroundings without actually having
to see them. Characters with radar cannot be suprised from behind,
and receive no penalties for working in
complete darkness.
EYES (10C): lets character see much better.
MICRO-CAMERA (5C): eye option with removable digital film.
TARGETING COMPUTER (6C): +1 to hit with any gun.
LEG (12C): a mechanical leg which, when used in a pair, increases a
character' s speed x2.
ROCKETS (16C): when used with a pair of bionic legs, allows
short-distance flight at speed x2.
SKATES (3C): when used with a pair of bionic legs, +2 movement on
smooth surfaces.
SPEED ENHANCEMENT (12C): when used with a pair of bionic legs,
increases speed enhancement to x3.
TELESCOPING EXTENSION (15C): when used with a pair of bionic legs,
increases character' s height by 10' .
WEAPONS
MACHINE GUN: 4 pts. damage, 8-hex range.
BIONIC CLAWS: +1 to hit, 2 pts. damage.
BIONIC GUN: +1 to hit, 2 pts. damage, 4-hex range.
BLASTER: -1 to hit, 4 pts. damage, 6-hex range.
BOW: +1 to hit, 2 pts. damage, 7-hex range.
CLUB: +1 to hit, 1pt. damage.
DAGGER: 2 pts. damage, 4-hex range.
HEAT RAY: 3 pts. damage, 4-hex range.
LASER: 4 pts. damage, 10-hex range, cannot function through smoke.
LIGHTSWORD: +2 to hit, 2 pts. damage, 1-handed.
PISTOL: 2 pts. damage, 5-hex range.
RAY GUN: 2 pts. damage, 10-hex range.
RIFLE: +1 to hit, 3 pts. damage, 10-hex range.
ROCK: -1 to hit, 1pt. damage, 3-hex range.
SHOTGUN: -1 to hit, 6 pts. damage, 4-hex range.
SWORD: +1 to hit, 2 pts. damage.
SWORD, 2-HAND: +2 to hit, 2 pts. damage.
ZAP GUN: +1 to hit, 1 pt. damage, 8-hex range.
ARMOR
*ASSAULT ARMOR:* +4 Defense
*CHAIN MAIL:* +2 Defense.
*ENVIRO-SUIT: * Protects against hostile environments, +2 Defense.
*FORCE FIELD:* Protects up to 2 characters in the same hex, +1
Defense, cumulative with all other types of armor.
*HELMET: * +1 Defense (head only); may not be combined with
full-suit armors (which are assumed to include a helmet of their own).
*JUMPSUIT: * +2 Defense; lightweight protective gear
for pilots.
*KEVLAR VEST: * +2 Defense.
*LEATHER JACKET: * +1 Defense.
*PLATE MAIL: * +3 Defense
*POWER ARMOR:* Same functions as an Enviro-suit or Space-Suit, but
+4 Defense and +1 on all other rulls due to built-in Strength
enhancements.
CYBER-SOFTWARE
15C ARMOR: +3 to Defense
10C AXE: +2 to Hit
5C HELMET: +1 Defense
10C SHIELD: +2 Defense
5C SWORD: +1 to Hit
5C STEALTH1: +1 to Evasion
15C STEALTH 2: +2 to Evasion
30C STEALTH 3: +3 to Evasion
50C OMEGA STEALTH: +5 to Evasion
INTRUSION COUNTERMEASURE ELECTRONICS
GOBLIN: (Strength 3)
HOBGOBLIN: (Strength 4)
WIZARD: (Strength 5)
CHAMPION: (Strength 7)
HELLHOUND: (Strength 7)
DEMON: (Strength 8)
PALADIN: (Strength 8)
DRAGON: (Strength 10)
VALUE OF CAPTURED
INFORMATION
*# ROLLED * * VALUE*
1-2 5C
3-4 10C
5-6 25C
7-9 50C; 50% WANTED BY LAW
0 75C; 80% WANTED BY LAW
------------------------------------------------------------------------
<http://www.mecha.com/~conkle/twerps/mecha.html>
D.R.O.I.D.s
Developed-Robotic-Originated-Intelligent-Device (D.R.O.I.D.)
D.R.O.I.D.s are very specialized characters. In game terms a D.R.O.I.D. is only really good at what they are really good at. If a D.R.O.I.D. has a skill, that skill is at a + 5 bonus. If a D.R.O.I.D. attempts to do anything that they do not have a skill in it is as if they had a ST of 1 for that skill. All D.R.O.I.D.s have a base ST of 5, + 3 defense (being made of metal has its advantages). When creating a new D.R.O.I.D. character, a player rolls a ten sided die to determine their D.R.O.I.D.'s Skill Set (SS). Roll: 1 = SS 2 Roll: 2 (-) 3 = SS 3 Roll: 4 (-) 5 = SS 4 Roll: 6 (-) 7 = SS 5 Roll: 8 (-) 9 = SS 6 Roll: 10 = SS 7 This is the number of Skill levels that a starting D.R.O.I.D. character may have.
Skill Sets
Archeologist
+ 5 on all artifact and culture DL checks
Gladiator
Action order at 5 higher than current ST
Archer
+ 5 to hot with bow and cross bow
Gunner
+ 5 to hit with a heavy weapon
Bounty Hunter
+ 5 tracking of fugitives
Gunslinger
+ 5 to hit + 1 damage with pistols + 5 to ST to action order of action only, and only when using pistol type weapon
Commando
+ 5 to hit with gun + 5 to all stealth related DL checks +1 defense
Hunter
+ 5 on tracking and animal lore rolls + 5 to hit with rifle.
Detective
+ 5 to all Detection and Perception rolls
Knifefighter Driver
+ 5 to all ground vehicle defense rolls. + 5 to hit with small blade + 5 to ST for Action Order when using Knife (or Dagger) + 1 Hex for thrown knife (or dagger).
Engineer
+ 5 to all attempts to fix damaged spaceships
Lawman
+ 5 to all rolls dealing with law enforcement + 5 to hit with firearms and clubs
Explorer
+ 5 on rolls concerning direction of travel, distance covered, and other details of large-scale movement. Rolls for wilderness survival are +5.
Mazerunner
Able to integrate into the world-wide computer (called the "Maze"), via the use of a built-in Mazeboard All damage received in the Maze applied to real world as well May run programs
Fighter
+ 5 to hit with any personal weapon
Mechanic
+5 to all attempts to repair damaged equipment
Scout
+ 5 to all Survival and Tracking rolls
Medic
Able to repair injuries in the field (at + 5 to die roll) May be able to save mortally wounded characters
Scrounger
This character can find almost anything. + 5 to find a desired item.
Merchant
Can buy items at ½ the normal price and sell them elsewhere at full price
Security
+ 5 to hit with any personal weapon + 5 for all security based rolls
Military
+ 5 to hit with firearms and clubs + 5 to Tactics DL checks
Ship's Gunner
+ 5 to hit with a ship's weapon
Navigator
+ 5 to ship's movement rate in hexes (at any scale) when this character plots the course.
Spearman
+ 5 to hit with spear
Spy
+ 5 to all Deception and Tailing rolls
Pikeman
+ 5 to hit with polearm
Starship Pilot
+ 5 on ship's defense
Pilot
+ 5 on aircraft defense rolls
Swordsman
+ 5 to hit with sword
Ranger
+ 5 to hit with bow + 5 to animal rolls
Thief
+ 5 to all thievery-related DL rolls
Rogue
+ 5 to hit from behind + 5 to surprise attempts.
Transmatt Specialist
+ 5 to all attempts to fix, assemble and opperate Transmatt technology
Scholar
+ 5 to all Research and Lore Knowledge attempts
Warrior
+ 5 to hit in combat
Scientist
+ 5 to all Science related DL checks
Wheelman
+ 5 to all ground vehicle rolls
------------------
Size
D.R.O.I.D.s can come in any size, but PC D.R.O.I.D.s usually range from 2 feet to 9 feet tall.
Upgrades
D.R.O.I.D. characters may also have built in equipment. D.R.O.I.D.s may be built with a number of built-in feature (D-Parts). Each PC D.R.O.I.D. starts with 20C worth of D-Parts. Additional D-parts may be added at the cost to the D.R.O.I.D. character of 1 point of SS per 100C. Minimum SS = 2.
D-parts
D.R.O.I.D.s have standard human equivalent sensor devices, but these may improved with D parts.
D-Ears
20C Lets a D.R.O.I.D. hear much better + 5 on all hearing related rolls
D-Wings
12C Allows D.R.O.I.D.s to glide at 1 hex forward for every 10' fallen, maximum speed = 2X Movement. Allows for true flight when combined with D-Rockets at 2X movement.
D-Eye
20C Lets a D.R.O.I.D. see much better Nightvision + 2 to all vision related rolls
D-Arm
12C A mechanical arm which increases a D.R.O.I.D.'s ST for all actions, modifier = X1.5 (not Attack or defense) If D.R.O.I.D. has 2 D-Arms, their ST modifier for all actions is X2 (not Attack or Defense) Punch for 3 damage + 1 damage bonus to any other melee weapon used, (i.e. DClaws, sword, axe, etc.). D.R.O.I.D.s are not limited to the number of arm that they may have.
D-Camera
5C Built in digital camera
Targeting Eye
6C + 5 to hit with range weapons
Telescoping Eye
8C + 5 hex range to pistol/ rifle etc (Not grenade) + 1 damage with pistol/ rifle etc (not grenade), for accuracy.
Detachable D-Arm
16C Same as D-Arm, but can be removed at will, to allow for other D-Arm attachment.
D-Chipjacks
2C per slot Allows D.R.O.I.D. to use D-Skill Chips(DSC).
D-Extendo Arm
15C A telescoping D-Arm that can extend 1 hex Does not convey a ST or damage modifiers as per D-Arm.
D-Skill Chips
8C Plug in enhancement that gives 1 skill + 5 Failed DL rolls may indicate malfunction in the device.
Detachable D-Extendo Arm
20C Same as D-Extendo Arm, but can be removed at will, to allow for other D-Arm attachment.
D-Com-Link
25C Built in Communicator and Mazeboard
Deluxe D-Extendo Arm
18C A telescoping D-Arm that can extend 2 hexes Does not convey a ST or damage modifiers as per D-Arm.
D-Radar
6C Gives a D.R.O.I.D. sonar-like ability, a functioning D.R.O.I.D. is fully aware of his surroundings Cannot be snuck upon or surprised Suffers no penalty for any actions taken in complete darkness, (TM's discretion) Requires D-Ear & D Eye
Deluxe Detachable D-Extendo Arm
24C Same as Deluxe D-Extendo Arm, but can be removed at will, to allow for other D-Arm attachment.
D-Claws
8C 12" blades which pop out of a D.R.O.I.D.'s D-Arm + 1 to hit +1 damage Requires: D-Arm.
D-Armor
10C Built in armor protection +3 defense
D-Removable-Hand
5C Allows D.R.O.I.D. to use a D-Tool simply by removing the hand and attaching the appropriate D-Tool
Deluxe Swiss Army D-Finger
5C Multiple tools, one finger, not usable as a melee weapon
D-Gun
10C Built in pistol + 1 to hit +1 damage 4 hex range
D-Buzzsaw
10C Detachable D-tool for cutting -2 to hit +3 damage
D-Hammer
8C D-tool for breaking stone -2 to hit +2 damage
D-Laser
12C Built in laser +2 damage 8 hex range.
D-Legs
24C A pair of mechanicals leg which increases a D.R.O.I.D.'s speed X2
D-Remote
12C Built in remote control device that allows D.R.O.I.D. to control a vehicle equipped to be run on remote.
Detachable-D-Legs
40C Same as D-Legs, but can be removed at will, to allow for D-Centaur or other D-attachment.
D-Tools
3C A variety of tools which can be built in to a D-Arm or plugged into a removable hand socket
D-Extendo Legs
30C Telescoping legs that can increase a D.R.O.I.D.'s height by 10' Does not give the speed modifier of D-Legs.
D-Finger Camera
Built in digital camera (great if their expecting a camera in your eye)
D-Finger Cutting Torch
Rechargeable -1 to hit and +1 damage if used as a weapon
Detachable-D-Extendo Legs
40C Same as D-Extendo Legs, but can be removed at will, to allow for D-Centaur or other D-attachment.
D-Finger Dart-Gun
3 shot capacity Non lethal 2 hex range
Deluxe D-Extendo Legs
36C Telescoping legs that can increase a D.R.O.I.D.'s height by 20' Does not give the speed modifier of D-Legs
D-Finger Derringer
1 shot capacity -1 to hit +1 damage 3 hex range
Deluxe Detachable-D-Extendo Legs
50C Same as Deluxe D-Extendo Legs, but can be removed at will, to allow for D-Centaur or other D-attachment.
D-Finger Drill
Not usable as a melee weapon
D-Centaur
30C A D-enhancement which replaces the lower extremities with either a wheeled or tracked motorized vehicle Movement X3
D-Finger Flashlight
2 hex beam of light
D-Finger Lock-pick D-Finger Screwdriver
Not usable as a melee weapon
Detachable-D-Centaur
50C Same as D-Centaur, but can be removed at will, allowing the use of Detachable-D-Legs.
D-Boosters
25C Increases D-Leg speed enhancement to 3X Movement.
D-Repulsor Coils
30C Droid hovers on fields of repulsor energy, may accent up to 100' Moves at ST Not limited by terrain
D-Skates
3C Retractable +2 movement on smooth surfaces If combined with D-Booster will increase D-Leg speed enhancement to 4X movement on smooth surfaces
D-Rockets
16C Retractable, allows short distance flight, (must land in the same movement phase as take off) 2X Movement. Allows for true flight when combined with D-Wings at 2X movement
D-Skis
3C Retractable X2 movement on smooth snowy or icy surfaces If combined with D-Booster will increase D-Leg speed enhancement to 4X movement on smooth snowy or icy surfaces If combined with D-Rockets will allow for water movementX3
Other Upgrades
These upgrades may be built into D.R.O.I.D. design, or stored within the D.R.O.I.D. Player and TM's discretion Gives chemical composition of soil and rock samples inserted into base.
Air Compressor
8C Mini-compressor capable of high output.
Analyzer, Water
10C Identifies impurities in a water sample down to .001%
Analyzer, Atmosphere
10C Identifies the percentage of elements present in an atmospheric sample down to .001%
Camera
150C Digital camera Can print images on self contained printer
Analyzer, Diagnostic
150C Diagnoses known diseases or injuries where present +2 to Heal attempts
Camera Lenses (special)
25C Light enhancement, telephoto (X3), wide angle (180 °s), etc...
Analyzer, Linguistics /Cryptography
150C Useful for encoding, decoding or deciphering + 5 to all attempts
Compass
4C Automatic, electronic compass which points to true north on any world.
Analyzer, Organic Tissue
150C Gives chemical and genetic composition of organic tissue sample
Electronic Bugging Kit
25C Complete with transmitter and micro-receiver range 500yards (180 hexes).
Analyzer, Soil & Rock
50C
Electronic Counter-measures Kit
65C Complete with several kinds of bug finders, range 500 yards (180 hexes).
Motion Sensors
10C A device capable of registering any motion within 500yards (180 hexes), 180° arc. Since it is directional, it will only register motion in the direction it is pointed.
Flare Gun
5C For firing signal flares 2 damage if used as a weapon +1 damage per round for 1D10 rounds 1 hex range 6 flares per clip.
Recharger, Battery Clip
200C Recharges all weapon battery clips at the rate of one minute for each shot.
Geiger Counter
20C Device for measuring radiation.
Recharger, Fuel Cell
150C Recharges Fuel Cells, 1hr/24hrs run time.
Heater
3C Heats a 5 foot radius up to 60 °s F. more than the initial temperature.
Refinery Plant, Ore
2000C Takes mineral ore and refines them into useful metals and minerals.
Hot/Cold Chest10 quart
3C Same chest switches from hot to cold at the touch of a button.
Refinery Plant, Fuel
2000C Refines crude oil, coal, or shale to a usable form.
Surgical Tools
5C Laser scalpel and other high tech surgical tools +2 when attempting to revive a fatally wounded characterThermometer 5C Gives temperature in .1° increments from -70° F to 450°F. Electronic.
Hot/Cold Chest 25 quart
5C Same chest switches from hot to cold at the touch of a button.
Hot/Cold Chest 50 quart sizes
10C Same chest switches from hot to cold at the touch of a button.
Tool Kit, Carpentry
8C Contains all the tools needed to cut, shape and build items from wood.
Lantern
3C Iilluminates a 10 foot radius
Tool Kit, Electronic
8C Contains tools and meters for the diagnosis, assembly and repair of electronic devices.
Lockpick, Electronic
100C Scans and tries innumerable combinations of numbers till the lock opens.
Tool Kit, Metalwork
8C Contains all the tools needed to cut, shape and build items in metal.
Lockpick
25C For non-electronic locks.
Vacuum Thermos (one quart)
1C Keeps liquid hot or cold for up to 10 hours.
Metal Detector
10C Reacts by sound to the presence of metals hidden below the ground, behind walls, etc... Range up to 100' (10 hexes). It is directional and will not react to metal of D.R.O.I.D.'s body.
Vacuum Thermos (three quart)
2C Keeps liquid hot or cold for up to 10 hours. Keeps liquid hot or cold for up to 10 hours.
Water Purification Plant
100C Will filter up to 25 gallons of water of all impurities each day.
Vacuum Thermos (one and a half-gallon)
3C
Combat
A D.R.O.I.D. uses a ST 1 to attack, unless it has a SS that allows a combat bonus. A D.R.O.I.D. with a combat SS has a ST 5 + any skill modifier + any weapon modifiers + 1d10 when rolling to attack. A D.R.O.I.D. has a ST 5 + defense modifiers + 1d10 when rolling for defense.
Damage
D.R.O.I.D.s do not go unconscious if their ST is reduced to 1. D.R.O.I.D.s that have their ST reduced to less that 1 is destroyed, but may be repaired at any time. D.R.O.I.D.s do not heal. D.R.O.I.D.s that sustains damage equal to or greater than twice their starting ST (or ST -5) are destroyed beyond repair.
Experience
D.R.O.I.D.s do not gain experience, nor do they collect VPs. A D.R.O.I.D. may be upgraded at any time.
(see [[D.R.O.I.D.s]] )
D.R.O.I.D.s are very specialized characters. In game terms a D.R.O.I.D. is only really good at what they are really good at. If a D.R.O.I.D. has a skill, that skill is at a + 5 bonus. If a D.R.O.I.D. attempts to do anything that they do not have a skill in it is as if they had a ST of 1 for that skill. All D.R.O.I.D.s have a base ST of 5, + 3 defense (being made of metal has its advantages). When creating a new D.R.O.I.D. character, a player rolls a ten sided die to determine their D.R.O.I.D.'s Skill Set (SS). Roll: 1 = SS 2 Roll: 2 (-) 3 = SS 3 Roll: 4 (-) 5 = SS 4 Roll: 6 (-) 7 = SS 5 Roll: 8 (-) 9 = SS 6 Roll: 10 = SS 7 This is the number of Skill levels that a starting D.R.O.I.D. character may have.
Dragon Generation
When creating a new dragon, a player rolls a ten sided die to determine their dragon's Strength (ST). Roll: 1 = ST 8 Roll: 2 - 3 = ST 9 Roll: 4 - 5 = ST 10 Roll: 6 - 7 = ST 11 Roll: 8 - 9 = ST 12 Roll: 10 = ST 13.
PC Dragons
Dragons are intelligent creatures, and as such have wills and personalities of their own. Dragons are not mounts, they may be ridden, but are not controlled by their rider, this difference allows the dragon riders an action of their own. Unlike mounts, dragons are more like partners, with their riders, and will grow with them as they gain experience. Dragons earn their own VP's with which they can use to grow stronger or more skillful.
Dragon Sphere
Each player chooses a Magical Sphere when creating their dragon. This sphere is the source of the dragon's power. Dragons are magical beings, and can learn to wield magic as they gain experience.
AIR
The elemental energies of air
ICE
The elemental energies of ice
DARK
The elemental energies of chaos
LIFE
The elemental energies of all living things
DEATH
The elemental energies of entropy.
LIGHTNING
The elemental energies of lightning
EARTH
The elemental energies of earth
SPIRIT
The elemental energies of spirits
FIRE
The elemental energies of fire
WATER
The elemental energies of water
HOLY
The elemental energies of order
Dragon Common Characteristics
Dragons come in many shapes and colors, but all dragons have some special qualities and powers which they all share. Unless otherwise noted, all dragons have 4 legs, do a 2 point bite or claw attack.
Dragon Fear
Dragons have a number of characteristics which may cause even the heartiest of opponents to pause. This is called Dragon Fear, which forces opponents to make a Scary Factor roll at the beginning of each fight with dragon. Even if opponents make their roll, they are - 1 on attack rolls against the dragon. Dragons are immune to Dragon Fear.
Dragon Breath
Dragons have a natural breath weapon which consists of magical energy of their Dragon Sphere. This Dragon Breath has a range of 1 hex for every 3 points of Dragon's current ST. (Or ST/3 in hexes). All within the path of the Dragon Breath weapon are targeted by the attack. Dragon Breath weapon does AA + 0 damage.
Dragon Hide
Dragons have a dense flexible hide which makes them very hard to hurt, subtract 1 damage from every single attack. Dragons also have a natural + 1 to all defensive rolls.
Dragon Size
Dragons are big. Dragons have a Size equal to Base ST/5 (round up). A ST 8 dragon would be a size 2, or would be 2 hexes long for mapping purposes. A ST 12 dragon would be a size 3, or would be 3 hexes long.
2.1.14.1.04: Unique Dragon Characteristics
Each player may choose one Unique Dragon Characteristic when creating their dragon, at no cost. Each additional Unique Dragon Characteristics chosen costs the dragon 1 point of Strength. Minimum Strength = 7.
Long Claws
+ 1 to hit, + 1 damage
Extra Limbs
An extra pair of extra legs, adds + 2 speed, + 1 size
Long Fangs
+ 1 to hit, + 1 damage
Long Tail
Acts like a grasping hand, 1 hex range
Long Tongue
+ 2 to hit, 1 damage, 1 hex range, entangle
Club Tail
+ 1 to hit, +2 damage
Venom
Bite poison DL equal to half dragon's ST every round, +1 damage
Poison Tail
Stinger, poison DL equal to dragon's ST every round, AA + 0 damage
Extra Head
Allows an extra Dragon Breath or Bite attack per round.
Spike Tail
+ 3 to hit, +1 damage, 1 hex range
Steel Hide
+ 3 defense, - 1 additional damage per attack
Wings
Allows dragon to fly at 2X move. Wing size (number of hexes that a flying dragon's wings need) is equal to dragon's size X4. So that the size of a dragon which is normally a size 3, would be a size 15 (size 3 + 12 hexes for wings).
Diamond Hide
+ 5 defense
Fur Hide
+ 1 defense, + 2 to all Charm attempts
Horns
+ 1 to hit, 3 damage
Mist Hide
+ 3 defense from ranged attacks, + 2 to all hide attempts
Extra Hit-points
Dragon can take up to 4 extra damage before reducing ST
Spikes
+ 3 defense from melee attacks
Extra Strength
Dragon adds + 1 to all melee damage, + 4 to all Strength related DL rolls
Shell
+ 6 defense
Gills
Allows dragon to breath underwater
Extra Speed
+ 4 to current ST for the purpose of calculating speed only. + 4 to all speed based DL rolls
Vestigial Wings
Allows Dragon to glide or to leap 2X move. Wing size (number of hexes that a flying dragon's wings need) is equal to dragon's size X2. So that the size of a dragon which is normally a size 3, would be a size 9 (size 3 + 6 hexes for wings).
Tough
Dragon is unconscious at ST 0 and dead at ST less than 0.
Psi-kick
May only be offered to a new dragon, they have latent psychic talent, choose 1 Psi-kick per selection
Psi-kicks
Empathic Healing
May heal others Requires: Empathy Psi-kick.
Psi-Claw
+ 2 to hit, +1 (stun) damage vs. living, +2 damage vs. undead creatures; does not affect machines or non-organic devices.
Empathy
Can sense life within a radius of hexes equal to Strength, must concentrate
Regeneration
May heal self, must be conscious and make no other actions Requires: Empathic Healing Psi-kick.
Levitation
The power to lift objects with the mind; the difficulty is weight divided by 20, rounded up.
Telekinetic Attack
- 2 to hit, +1 damage, 2 hex range, No defensive die roll
Mindcloud
Ability to cloud men's minds, adding to target's Difficulty rolls (addition= dragon's ST divided by 4, rounded up). Must make eye contact with target.
Telepathy
Can send / receive thoughts, Range = sight, difficulty vs. targets ST + 1d10
Psi-Scales
+ 1 defense for each time taken, (up to + 6 max).
Dragons and Magic
Dragons, being intelligent creatures, have the ability to wield magic. They may learn spells as per any PC character. They will learn the spells at the cost of VP's. Dragons will learn all Battle Spells of their own sphere at cost of 1VP per spell level, all other spells are learned at normal costs. Dragons cannot use wands or staves, but upon TM's discretion may use other enchanted objects.
Dragons and Crystals
A dragon may actually have crystal shards and gems fitted into their scales, allowing them to use them to enhance their Psi-kicks. All crystals fitted into a dragon's scales are considered to be attuned.
Combat
Dragon Attack
Dragons attack once per action phase. They attack on their action order.
Dragon Rider's Attack
Dragon rider's attack on their action order, not the dragon's.
Dragon Action Order
Dragons move and act on their action order.
Dragon Rider's Action Order
Dragon riders move with their dragon, but only act once during their action order and may not take the "Standing ground" option.
Dragon Size
Dragons are big, (taking up multiple hexes). After a dragon has moved its final time for the turn, be sure to indicate all hexes that a dragon occupies, (do not forget to include wings if dragon is airborne). If dragon is being ridden, also indicate which hex that the rider is occupying.
Melee Range
A character or creature with a size number is so large that it fills the entire hex or hexes equal to its Size. No other creatures may occupy a hex that is occupied by this character or creature (unless riding or boarding it), but may engage this character or creature from an adjacent hex as if it were in the same hex. Normal movement restrictions do not apply to this engagement. Only 2 MS characters per adjacent hex may attack this character or creature, (as only 2 friendly MS characters may occupy a hex). A character or creature with a numbered size may attack any character in any adjacent hex.
Ranged Combat
If an attack can hit any hex that a dragon occupies then that dragon can be targeted by that attack. Ranged attacks from characters or creature with a numbered size may originate from any hex designated by the attacker, which is occupied by that character/creature. Any attacks that target a dragon's rider are made as if the attack were against the dragon, using the riders ST and the dragon's defensive modifiers, (This is for ranged attacks only!).
Experience
It cost VPs equal to the ST of the character or dragon to raise that character's (or dragon's) ST + 1. New skills may be purchased with VPs at a cost of 5VPs per level of skill. New spells and new levels of known spells can be purchased at a cost of 4VPs per level of spell. Battle Spells cost the same as other spells, but also have the spell specialization modifiers. A dragon may add new Unique Dragon Characteristics(UDC) as they grow in experience. New UDC can be purchased with VPs, the cost is equal to dragon's ST plus number of UDC currently possessed. If a new UDC conflicts with a previously possessed UDC, (i.e. Steel hide and Diamond hide), then the newer UDC replaces the older. The older UDC (which has been replaced) is no longer used to calculate the cost of future udc being purchased.
(see also: MoreEquipment, EvenMoreEquipment, [[Weapons]], Robo-Parts, [[VehicleList]] [[B.A.T.T.s]], [[Golems]])
Air Compressor: 8C
Ammunition: See: 2.7.1: Ammunition
Ammunition: Projectile Weapon: See:
2.7.1.1: Ammunition: Projectile Weapon
Analyzer, Atmosphere: 10C
Analyzer, Diagnostic: 150C
Analyzer, Linguistics Cryptography:
150C
Analyzer, Organic Tissue: 150C
Analyzer, Soil & Rock: 50C
Analyzer, Water: 10C
Armor: See: 2.7.2: Armor
Art Supplies: 5C
Backpack: 5C
Barding: See: 2.7.2.1: Barding
Binoculars: 25C
Boots, climbing: 10C
Boots: 5C
Camera Lenses (special): 25C
Camera: 150C
Camp Stove: 20C
Cargo Loader (Class I B.A.T.T.): 150C
Chronometer: 20C
Climbing Gear: 50C
Clothing, Cold Weather: 25C
Clothing, Wet Weather: 15C
Communicator: 30C
Compass: 40C
Computer: 95C
Core Sampler: 100C
Coveralls: 2C
Cryonic Tubes: 3500C
Crystals: See 2.7.3: Crystals
Drill, Laser: 25C
Electronic Bugging Kit: 25C
Electronic Counter-measures Kit: 65C
Flare Gun: 5C
Flare: 1C
Fuel Cell (Battery): 2C
Geiger counter: 20C
Generator: 30C
Handcuffs: 3C
Heater: 3C
Hot Pot: 3C
Hot/Cold Chest: 3/5/10C
Infra Red Goggles: 10C
Lantern: 3C
Laser sight: 3C
Lathe, Laser: 300C
Lockpick, Electronic: 100C
Lockpick: 25C
Map Case: 2C
Mask, Face & Air Tank: 30C
Mask, Filter: 2C (Filters: 1C)
Mask, Gas: 3C (Filters: 2C)
Mazeboard: 12C
Med Kit: 5C
Mess Kit: 5C
Metal Detector: 10C
Motion Sensors: 10C
Musical Instrument: 4C
Recharger, Battery Clip: 200C
Recharger, Fuel Cell: 150C
Recorder/Player: 15C
Refinery Plant, Fuel: 2000C
Refinery Plant, Ore: 2000C
Robo-Parts: See: Robo-Parts
Rope: 1C
Scope: 3C
SCUBA Gear: 8C
Shelter, Portable: 50C
Skis, (Cross Country): 8C
Skis, (Snow): 8C
Skis, (water):8C
Sleeping Bags: 5C
Snow Shoes: 6C
Solar Generator: 200C
Stationary Kit: 1C
Suit, Armored Environment: 150C
Suit, Fluid-Recycling: 25C (Filters 3C)
Suit, Hard Environment: 60C
Suit, Light Environment: 15C
Suit, Radiation: 150C
Suit, Standard Environment: 35C
Surgical Tools: 5C
Tarpaulin: 1C
Telescope: 25C
Thermometer: 5C
Tool Kit, Carpentry: 8C
Tool Kit, Electronic: 8C
Tool Kit, Metalwork: 8C
Tracking Collar: 5C
Trapping Gear: 20C
Vacuum Thermos: 1/2/3C
Water Purification Plant: 100C
----------------------------------
Ammunition
Cost: The price for 100 rounds of standard ammunition is equal to the listed of the weapon, except for Grenade Launcher which uses the costs of the grenades.
Special Ammunition
Armor Piercing (AP): Cost Modifier X2
Explosive (E): Cost Modifier X2
High Explosive Armor Piercing (HEAP): Cost Modifier X5
-----------------------------------
Ammunition: Projectile Weapon
Arrow: 12 PER 1C
Acid Arrow: 1C
Explosive Arrow: 1C
Flare Arrow: 2C
Poison Arrow: 1C
Smoke Arrow: 3C
Bolt: 12 PER 1C
Acid Bolt: 1C
Explosive Bolt: 1C
Flare Bolt: 2C
Poison Bolt: 1C
Smoke Bolt: 3C
Steel Balls: 100 PER 1C
Acid Ball: 1C
Explosive Ball: 1C
Flare Ball: 2C
Poison Ball: 1C
Smoke Ball: 3C
-------------------------------
Armor
Ballistic Cloth: 2C
Carbide Body Armor: 100C
Chainmail: 8C
Full Plate Armor: 24C
Golem-Infantriatum (G.I.): 320C
Heavy Leather: 6C
Jump Suit: 10C
Leather: 2C
Light Metal Chainmail: 16C
Light Metal Platemail: 32C
Military-Style (MS) Armor: 20C
MS Cold Weather Armor: 25C
MS Scout Armor: 18C
MI Armor: N/A to be purchased
MI Command Suit: N/A to be purchased
Piecemail Armor: Varies
Plastic Chainmail: 32C
Plastic Platemail: 48C
Platemail: 16C
Power Armor (B.A.T. / C.A.T. Suit):
320C
Shield: 4C
Space Suit: 80C
-----------------------------
Barding
Ballistic Cloth: 4C
Carbide: 200C
Chain: 16C
Leather: 4C
Plastic Chain: 32C
Plastic Plate: 64C
Plate: 32C
-----------------------
Crystals
Crystal Ball: 40C
Crystal Gem: 20C
Crystal Shard: 10C
----------------------
Melee Weapons
2 Handed Axe: 12C
2 Handed Sword: 12C
Axe: 6C
Club (stick, wand): 1C
Chain: 3C
Chainsaw: 8C
Crowbar: 3C
Dragon Lance: 30C
Dragon Sword: 20C
Ice Pickaxe: 6C
Javelin: 2C
Knife: 2C
Lance: 15C
Lasso: 1C
Lightsaber: N/A to be purchased
Lightsword: 12C
Mace: 6C
Maul: 8C
MI Sword: N/A to be purchased
Morning Star: 6C
Net: 2C
Nunchuka: 2C
Pole Axe: 12C
Quarterstaff (Staff): 2C
Rock: N/A
Shock-stick: N/A to be purchased
Short Sword: 4C
Spear: 3C
Stone: N/A
Sword: 6C
Sword Cane: 4C
Trident: 4C
Vibro-Blade: 8C
Vibro-Pike: 16C
Vibro-Sword: 12C
Vibro-Whip: 10C
Warhammer: 6C
Whip: 2C
-----------------------
Ranged Weapons:
Beam Weapons
Blaster: 8C
Bowcaster: 12C
Heat Ray: 8C
Heavy Blaster: 12C
Hold out Blaster: 5C
Klingon Disruptor: NA
Klingon Disruptor II: NA
Laser Pistol: 10C
Laser Projected Plasma Ejector (Plaser):
8C
Laser Rifle: 20C
Particle Beam Projector (Blaster): 8C
Phaser I: NA
Phaser II: NA
Phaser III: NA
Ray Gun: 6C
Sonic Stunner: 15C
Zap Gun: 6C
Battery Clips for Beam Weapons: 1C
----------------------------
Firearms
Assault Rifle: 8C
Auto-Shotgun: 12C
Blunderbuss: 6C
Electric Slug Thrower: 20C
Flintlock Pistol: 3C
Grenade Launcher: 10C
Heavy Musket: 6C
Heavy Pistol: 8C
Heavy Rifle: 10C
Light Musket: 4C
Light Pistol: 3C
Light Rifle: 5C
Machine Gun: 8C
Morita Assault Weapon (MAW): Not
available to be purchased
Musket: 5C
Pistol: 4C
Rifle: 6C
Shotgun: 6C
--------------------------
lame Weapons
Flame Thrower: 15C
Hand Flamer: 10C
Plasma Gun: 20C
Plasma Pistol: 10C
-------------------------
Heavy Weapons
Auto-Cannon: 24C
Cannon: 12C
Gatlin Gun: 18C
Heavy Cannon: 20C
Heavy Flamer: 20C
Heavy Machine Gun: 20C
Heavy Plasma Gun: 30C
Laser Cannon: 50C
Light Cannon: 10C
Mortar: 15C
Particle Beam Cannon: 60C
---------------------------------
Heavy Weapons:
Primitive
Ballista: 0C
Trebuchet: 0C
Light Catapult: 0C
Heavy Catapult: 0C
2.7.5.5: Projectile Weapons
Auto-bow: 12C
Bow: 4C
Compound bow: 6C
Crossbow: 6C
Sling: 1C
Slingshot: 2C
---------------------------
Thrown Weapons
Bolas: 2C
Boomerang: 2C
Shuriken: 2 per 1C
---------------------------
Grenades
Grenade: 4C
Smoke Grenade: 3C
High Explosive Armor Piercing (HEAP)
Grenade: 8C
Tear Gas Grenade: 3C
Micro-Nuke Grenade: 100C
Stun Grenade: 5C
-----------------------
Robo-Parts
Headboard: 25C
Robo-Ear: 10c (each)
Robo-Eye: 10c (each)
Robo-Camera: 5C
Targeting Eye: 6C
Telescoping Eye: 8C
Robo-Chipjacks: 2c (per slot)
Robo-Skill Chips: (Variable)
Robo-Head-Phone: 8C
Robo-Radar: 6C
Robo-Armor: 10C
Robo-Wings: 12C
Robo-Arm: 12C
Detachable Robo-Arm: 16C
Robo-Extendo Arm: 15C
Detachable Robo-Extendo Arm: 20C
Deluxe Robo-Extendo Arm: 18C
Deluxe Detachable Robo-Extendo Arm:
24C
Robo-Claws: 8C
Robo-Removable-Hand: 5C
Robo-Gun: 10C
Robo-Laser: 12C
Robo-Remote: 12C
Robo-Phone: 4C
Robo-Tools: 3c (each)
Robo-Finger Camera: 3C
Robo-Finger Cutting Torch: 3C
Robo-Finger Dart-Gun: 3C
Robo-Finger Derringer: 3C
Robo-Finger Drill: 3C
Robo-Finger Flashlight: 3C
Robo-Finger Lock-pick: 3C
Robo-Finger Screwdriver: 3C
Deluxe Swiss Army Robo-Finger: 5C
Robo-Buzzsaw: 10C
Robo-Hammer: 8C
Robo-Leg: 12c (each)
Detachable-Robo-Leg: 20c (each)
Robo-Extendo Legs: 30c (pair)
Detachable-Robo-Extendo Legs: 40c
(pair)
Deluxe Robo-Extendo Legs: 36c (pair)
Deluxe Detachable-Robo-Extendo Legs:
50c( pair)
Robo-Centaur: 30C
Detachable-Robo-Centaur: 50C
Robo-Rockets: 16C
Robo-Boosters: 25C
Robo-Skates: 3C
Robo-Skis: 3C
Robo-Tail: 10C
-----------------------------
Steeds
Burro: 3C
Camel: 8C
Elephant: 20C
Horse: 8C
War Horse: 16C
Pack Lizard: ST 11
6C
Riding Lizard: 8C
Stryder: 10C
---------------------
Aircraft
Airplane, Heavy Fighter: 280C
Airplane, Medium Bomber: 228C
Airplane, Passenger Liner: 5530C
Airplane, Sky Bus: 515C
Airplane, Small Bomber: 114C
Airplane, Trainer (Private): 115C
Airplane, Large Cargo: 980C
Balloon: 16C
Helicopter, Fast Attack: 165C
Helicopter, Gunship: 204C
Helicopter, Large Transport: 264C
Helicopter, Sky Crane: 216C
Helicopter, Small Transport: 80C
Helicopter, Transport: 90C
Jet Fighter, Heavy: 190C
Jet Fighter, Medium: 155C
Jet Fighter, Small: 125C
Jet Plane, Heavy: 3044C
Jet Plane, Medium: 1004C
Jet Plane, Small: 392C
Zeppelin: 1047C
-------------------------
B.A.T.T.s
B.A.T. & C.A.T. Suit: 320C
Class I (Ultralight) Var.A: 32C
Class I (Ultralight) Var.B: 54C
Class I (Ultralight) Var.C: 63C
Class I (Ultralight) Var.D: 69C
Class I (Ultralight) Var.E: 78C
Class II (Light) Var.A: 54C
Class II (Light) Var.B: 62C
Class II (Light) Var.C: 66C
Class II (Light) Var.D: 68C
Class II (Light) Var.E: 72C
Class III (Medium) Var.A: 70C
Class III (Medium) Var.B: 74C
Class III (Medium) Var.C: 78C
Class III (Medium) Var.D: 82C
Class III (Medium) Var.E: 84C
Class IV (Heavy) Var.A: 51C
Class IV (Heavy) Var.B: 53C
Class IV (Heavy) Var.C: 55C
Class IV (Heavy) Var.D: 57C
Class IV (Heavy) Var.E: 58C
Class V (Ultra-Heavy) Var.A: 57C
Class V (Ultra-Heavy) Var.B: 59C
Class V (Ultra-Heavy) Var.C: 61C
Class V (Ultra-Heavy) Var.D: 62C
Class V (Ultra-Heavy) Var.E: 65C
Magna Classs: Cost (Variable)
---------------------------
Cars
Car, ATV: 48C
Car, Economy: 42C
Car, Large Battle: 138C
Car, Light Battle: 108C
Car, Luxury: 78C
Car, Medium Battle: 129C
Car, Sedan: 60C
Car, Sports: 72C
-----------------------
Cloud-Ships, Screw-Galleys, Sky-Boats & Kites
Aphid Class Sky-Boat (British): 91C
Constitution II Kite (USA): 767C
Endtime: Screw-Galley (Martian): 350C
Hornet Class Sky-Boat: 87C
Hullcutter: Screw-Galley (Martian): 425C
Locust Class Sky-Boat (British): 93C
Napoleon Class Sky-Boat (French): 81C
Nookasayle: Screw-Galley (Martian): 242C
Ranger Class Sky-Boat (USA): 134C
Skylord Kite (Martian): 261C
Texas (Ranger) Class Sky-Boat (USA): 132C
Striker Class Screw-Galley (Martian): 110C
----------------------------
Golems
Golem-Infantriatum (G.I.): 320C
Troll Golem Var.A 32C
Troll Golem Var.B: 54C
Troll Golem Var.C: 63C
Troll Golem Var.D: 69C
Troll Golem Var.E: 78C
Giant Golem Var.A: 54C
Giant Golem Var.B: 62C
Giant Golem Var.C: 66C
Giant Golem Var.D: 68C
Giant Golem Var.E: 72C
Colossus Golem Var.A: 70C
Colossus Golem Var.B: 74C
Colossus Golem Var.C: 78C
Colossus Golem Var.D: 82C
Colossus Golem Var.E: 84C
Titan Golem Var.A: 51C
Titan Golem Var.B: 53C
Titan Golem Var.C: 55C
Titan Golem Var.D: 57C
Titan Golem Var.E: 58C
Behemoth Golem Var.A: 57C
Behemoth Golem Var.B: 59C
Behemoth Golem Var.C: 61C
Behemoth Golem Var.D: 62C
Behemoth Golem Var.E: 65C
Megalith Golem: Cost (Variable)
-------------------------
Other Vehicles
Airbus: 151C
Aircar, Cargo: 37C
Aircar, Luxury: 39C
Aircar, Mini: 15C
Aircar, Sedan: 22C
AT-AT: 114C
AT-ST: 33C
Flystick: 8C
Jabba’s Sail Barge: 273C
Jet Pack: 40C
Jump Pack: 6C
Land speeder: 66C
Moon Bus: 122C
Motorcycle, Battle: 54C
Motorcycle, Racing: 33C
Motorcycle, Small: 18C
Ornithopter: 9C
Rocket Sled: 160C
Rover: 112C
Scooter: 18C
Shuttle, Drop: 570C
Skiff: 180C
Speeder Bike: 85C
--------------------------
Tanks
Gravtank, Heavy: 81C
Gravtank, Light: 98C
Gravtank, Medium: 55C
Gravtank, Super Heavy: 133C
Tank, Heavy: 67C
Tank, Light: 76C
Tank, Medium: 43C
Tank, Super Heavy: 113C
-----------------------
Trucks
ATV APC: 72C
Battle Wagon: 47C
Bus: 279C
Camper, Large: 84C
Camper, Small: 72C
Truck, 1 ton: 54C
Truck, 2 ton: 72C
Truck, ATV: 72C
Truck, Cargo: 110C
Truck, Economy: 26C
Truck, Large Battle: 45C
Truck, Light Battle: 56C
Truck, Medium Battle: 82C
Truck, Semi: 121C
Van: 54C
----------------------
Watercraft
Hovercraft, Small: 56C
Hovercraft, Civilian Transport: 488C
Hovercraft, APC: 148C
Hovercraft, Fast Attack Vehicle: 63C
Submersible: 50C
Submarine, Diesel: 312C
Submarine, Nuclear: 2340C
A trained character may repair damaged equipment much in the same way a character would heal damage, with these modifications: Tools kits add +1 to the attempt and may be reused, but using more tools does not give any more bonuses.
Equipment Repair Limits
Equipment can be repaired after any amount of time, unless deemed irreparable.
Ammunition
Normally in TWERPS, little things like keeping track of how many bullets you have left would not be a big concern, but in some storylines it could be the difference between life and death
Clips
All clip fed weapons require 1 round to reload.
Cost
Ammunition varies by weapon type. The price for 100 rounds of standard ammunition is equal to the listed of the weapon, except for Grenade Launcher which uses the costs of the grenades.
Special Ammunition
There are also special types of ammunition, having a variety of effects.
Armor Piercing (AP)
Modifier X2, Ignore any Armor Bonus except Carbide
High Explosive Armor Piercing (HEAP)
Modifier X5, Ignores any Armor Bonus except Carbide, + 1 Damage
Explosive (E)
Modifier X2, + 1 Damage
Projectile Weapon Ammunition Arrow
12 PER 1 C Can be used with Bow or Compound Bow
Bolt
12 PER 1C Can be used with Auto-Bow or Crossbow
Steel Balls
100 PER 1C Can be used with Sling or Slingshot
Acid Arrow
1C + 1 damage per round for 1D10 rounds
Acid Bolt
1C + 1 damage per round for 1D10 rounds
Acid Ball
1C + 1 damage per round for 1D10 rounds
Explosive Arrow
1C + 3 damage
Explosive Bolt
1C + 3 damage
Explosive Ball
1C + 3 damage
Flare Arrow
2C Creates a day bright light for 1D10 rounds + 2 damage per round
Flare Bolt
2C Creates a day bright light for 1D10 rounds + 2 damage per round
Flare Ball
2C Creates a day bright light for 1D10 rounds + 2 damage per round
Poison Arrow
1C Save vs. DL = (Damage+ 1d10) or knocked out
Poison Bolt
Save vs. DL = (Damage+ 1d10) or knocked out
Poison Ball
1C Save vs. DL = (Damage+ 1d10) or knocked out
Smoke Arrow
3C + 2 defense to any within the smoke field -2 to all attacks through smoke field Beam weapon -5 to hit through smoke field 3 hex radius Duration: remainder of battle Blast Scatter
Smoke Bolt
3C + 2 defense to any within the smoke field -2 to all attacks through smoke field Beam weapon -5to hit through smoke field 3 hex radius Duration: remainder of battle Blast Scatter
Smoke Ball
3C + 2 defense to any within the smoke field -2 to all attacks through smoke field Beam weapon -5 to hit through smoke field 3 hex radius Duration: remainder of battle Blast Scatter
8.3: Armor
+ 2 defense
Ballistic Cloth
2C + 1 defense against projectile weapons only Can be worn under other forms of armor
Light Metal Platemail
32C + 3 defense
Carbide Body Armor
100C + 5 defense
Military-Style (MS) Armor
20C + 4 defense, Built in comlink (Think: Stormtrooper)
Chainmail
8C + 2 defense
MS Cold Weather Armor
25C + 4 defense Built in comlink and heater units
Full Plate Armor
24C + 4 defense -2 to Strength for ground movement and dodge attempts Includes helm
MS Scout Armor
18C + 3 defense Built in comlink
Mobile Infantry (MI) Armor Golem-Infantriatum (G.I.)
320C A G.I. is enchanted terracotta armor. A G.I. has a + 4 ST Modifier for attack, defense, and movement, and has 2 spaces. Not available to be purchased + 4 defense Features include: Helmet equipped with: Internal comlink Blast visor with: Binoculars Night vision Environment Suit Features with 24 hours of consumables Jump pack S1 E2 Ctrl -2 Bod 0 Arm 0 Cap 1 MOV FlightX5 Locator beacon Sheath for: MI Sword Shock-stick Ascension Gun Med kit Any equipment issued for advanced training
Heavy Leather
6C + 2 defense
Jump Suit
10C + 2 defense
Leather
2C + 1 defense
Light Metal Chainmail
16C
MI Command Suit
All the features of MI Armor Also includes: Long-range communication gear Remote shut down for any MI Armor in his squad Tracking unit (to know location of any MI Armor in his squad) Improved Jump Pack S1 E2 Ctrl 0 Bod 0 Arm 0 Cap 1 MOV FlightX5
+ 2 defense
Plastic Platemail
48C + 3 defense
Platemail
16C + 3 defense
Power Armor (B.A.T. / C.A.T. Suit)
320C Comes equipped with built in muscle enhancers that have a + 4 ST modifier for attack, defense and movement, and has 2 spaces.
Piecemail Armor
This is a full suit of armor made up of different types of armor, i.e. a suite of leather armor with Chainmail tunic or platemail leggings). The defense bonus of Piecemail armor is the combined total of all the armor used to make it, divided by the number of types of armor used, rounded down. The cost is done in the same way, but round up. Full Plate may not be incorporated in Piecemail armor, as it is a complete set of armor unto itself. A character of Noble birth would never where Piecemail armor.
Shield
4C + 2 defensive Strength bonus, only usable vs. 1 attacker per round Can be used with other armor Can't be used with 2 handed weapons.
Space Suit
80C Protects vs. hostile environments + 2 defense
Plastic Chainmail
32C
Barding
Barding is armor for your mount. It cannot be used for flying or swimming mounts. Weight of barding is equal to the defense bonus multiplied by the mount's ST. It is important to record the weight of the armor, because some barding may be too heavy for some mounts.
Ballistic Cloth
4C + 1 defense against projectile weapons only Can be worn under other forms of Barding with no appreciable weight.
Plastic Chain
32C + 2 defense Half of the weight of metal barding
Carbide
200C + 5 defense Half of the weight of metal barding
Plastic Plate
64C + 3 defense Half of the weight of metal barding
Chain
16C + 2 defense
Plate
32C + 3 defense
Leather
4C + 1 defense
(see also: [[The Lords of the Continuum]] )
After each encounter (fight or tricky situation), each surviving PC receives one (1) Victory Point (VP). VPs can be then traded in for an increase in the character's ST, learning new skills, acquiring new magic spells, etc. By retaining characters and using them in new adventures, players can take pleasure in seeing them grow. They'll also look forward to new encounters so they can strengthen old characters or start new ones.
Raising Strength
It cost VPs equal to the ST of the character to raise that character's ST + 1 Example: If character's ST is 5, it would cost 5VP to raise it to ST 6
New Skills
New skills may be purchased with VPs at a cost of 5VPs per level of skill.
Backgrounds
Backgrounds may not be added to existing characters. TM may choose to allow it, but it should be incorporated into the adventure. A Character may add the Cyborg Background at the cost of VP equal to character's ST (+) the cost of the Roboparts in C (+) 1 ST point, (minimum ST (=) 2).
New Super Powers
New Super Powers can be purchased with VPs. The cost is equal to ST plus number of powers currently possessed. Example: A character with ST 7 and 2 powers would require 9 VPs to add a new Super Power.
Monstrous Abilities
New Monstrous Abilities can be purchased with VPs. The cost is equal to ST and character has the Monster background (TM's discretion).
Raising Mount's Strength
A character may increase their mount's ST at the same cost of VP as would be required to raise their own, (if a mount's ST is 7, it would cost 7 VP to raise it to ST 8). Mounts cannot have a ST greater than 16.
New B.A.T.T.s
If a player has lost their B.A.T.T., and has not earned enough Cs to purchase a new one they may request one, it will cost them 2 ST, Minimum ST (=) ST 2. A Player with B.A.T.T. Doc may attempt to build a B.A.T.T. out of spare parts for 1 ST, Minimum ST (=) ST 2.
New Golems
If a player has lost their Golem, and has not earned enough Cs to purchase a new one they may request one, it will cost them 2 ST, Minimum ST (=) ST 2. A Player with Golemnaught Apprentice Artificer may attempt to build a Golem out of spare parts for 1 ST, Minimum ST (=) ST 2.
/***
|Name|ExportTiddlersPlugin|
|Source|http://www.TiddlyTools.com/#ExportTiddlersPlugin|
|Documentation|http://www.TiddlyTools.com/#ExportTiddlersPluginInfo|
|Version|2.9.5|
|Author|Eric Shulman|
|License|http://www.TiddlyTools.com/#LegalStatements|
|~CoreVersion|2.1|
|Type|plugin|
|Description|interactively select/export tiddlers to a separate file|
!!!!!Documentation
>see [[ExportTiddlersPluginInfo]]
!!!!!Inline control panel (live):
><<exportTiddlers inline>>
!!!!!Revisions
<<<
2010.02.25 2.9.5 added merge checkbox option and improved 'merge' status message
|please see [[ExportTiddlersPluginInfo]] for additional revision details|
2005.10.09 0.0.0 development started
<<<
!!!!!Code
***/
//{{{
// version
version.extensions.ExportTiddlersPlugin= {major: 2, minor: 9, revision: 5, date: new Date(2010,2,25)};
// default shadow definition
config.shadowTiddlers.ExportTiddlers='<<exportTiddlers inline>>';
// add 'export' backstage task (following built-in import task)
if (config.tasks) { // TW2.2 or above
config.tasks.exportTask = {
text:'export',
tooltip:'Export selected tiddlers to another file',
content:'<<exportTiddlers inline>>'
}
config.backstageTasks.splice(config.backstageTasks.indexOf('importTask')+1,0,'exportTask');
}
config.macros.exportTiddlers = {
$: function(id) { return document.getElementById(id); }, // abbreviation
label: 'export tiddlers',
prompt: 'Copy selected tiddlers to an export document',
okmsg: '%0 tiddler%1 written to %2',
failmsg: 'An error occurred while creating %1',
overwriteprompt: '%0\ncontains %1 tiddler%2 that will be discarded or replaced',
mergestatus: '%0 tiddler%1 added, %2 tiddler%3 updated, %4 tiddler%5 unchanged',
statusmsg: '%0 tiddler%1 - %2 selected for export',
newdefault: 'export.html',
datetimefmt: '0MM/0DD/YYYY 0hh:0mm:0ss', // for 'filter date/time' edit fields
type_TW: "tw", type_PS: "ps", type_TX: "tx", type_CS: "cs", type_NF: "nf", // file type tokens
type_map: { // maps type param to token values
tiddlywiki:"tw", tw:"tw", wiki: "tw",
purestore: "ps", ps:"ps", store:"ps",
plaintext: "tx", tx:"tx", text: "tx",
comma: "cs", cs:"cs", csv: "cs",
newsfeed: "nf", nf:"nf", xml: "nf", rss:"nf"
},
handler: function(place,macroName,params) {
if (params[0]!='inline')
{ createTiddlyButton(place,this.label,this.prompt,this.togglePanel); return; }
var panel=this.createPanel(place);
panel.style.position='static';
panel.style.display='block';
},
createPanel: function(place) {
var panel=this.$('exportPanel');
if (panel) { panel.parentNode.removeChild(panel); }
setStylesheet(store.getTiddlerText('ExportTiddlersPlugin##css',''),'exportTiddlers');
panel=createTiddlyElement(place,'span','exportPanel',null,null)
panel.innerHTML=store.getTiddlerText('ExportTiddlersPlugin##html','');
this.initFilter();
this.refreshList(0);
var fn=this.$('exportFilename');
if (window.location.protocol=='file:' && !fn.value.length) {
// get new target path/filename
var newPath=getLocalPath(window.location.href);
var slashpos=newPath.lastIndexOf('/'); if (slashpos==-1) slashpos=newPath.lastIndexOf('\\');
if (slashpos!=-1) newPath=newPath.substr(0,slashpos+1); // trim filename
fn.value=newPath+this.newdefault;
}
return panel;
},
togglePanel: function(e) { var e=e||window.event;
var cme=config.macros.exportTiddlers; // abbrev
var parent=resolveTarget(e).parentNode;
var panel=cme.$('exportPanel');
if (panel==undefined || panel.parentNode!=parent)
panel=cme.createPanel(parent);
var isOpen=panel.style.display=='block';
if(config.options.chkAnimate)
anim.startAnimating(new Slider(panel,!isOpen,e.shiftKey || e.altKey,'none'));
else
panel.style.display=isOpen?'none':'block' ;
if (panel.style.display!='none') {
cme.refreshList(0);
cme.$('exportFilename').focus();
cme.$('exportFilename').select();
}
e.cancelBubble = true; if (e.stopPropagation) e.stopPropagation(); return(false);
},
process: function(which) { // process panel control interactions
var theList=this.$('exportList'); if (!theList) return false;
var count = 0;
var total = store.getTiddlers('title').length;
switch (which.id) {
case 'exportFilter':
count=this.filterExportList();
var panel=this.$('exportFilterPanel');
if (count==-1) { panel.style.display='block'; break; }
this.$('exportStart').disabled=(count==0);
this.$('exportDelete').disabled=(count==0);
this.displayStatus(count,total);
if (count==0) { alert('No tiddlers were selected'); panel.style.display='block'; }
break;
case 'exportStart':
this.go();
break;
case 'exportDelete':
this.deleteTiddlers();
break;
case 'exportHideFilter':
case 'exportToggleFilter':
var panel=this.$('exportFilterPanel')
panel.style.display=(panel.style.display=='block')?'none':'block';
break;
case 'exportSelectChanges':
var lastmod=new Date(document.lastModified);
for (var t = 0; t < theList.options.length; t++) {
if (theList.options[t].value=='') continue;
var tiddler=store.getTiddler(theList.options[t].value); if (!tiddler) continue;
theList.options[t].selected=(tiddler.modified>lastmod);
count += (tiddler.modified>lastmod)?1:0;
}
this.$('exportStart').disabled=(count==0);
this.$('exportDelete').disabled=(count==0);
this.displayStatus(count,total);
if (count==0) alert('There are no unsaved changes');
break;
case 'exportSelectAll':
for (var t = 0; t < theList.options.length; t++) {
if (theList.options[t].value=='') continue;
theList.options[t].selected=true;
count += 1;
}
this.$('exportStart').disabled=(count==0);
this.$('exportDelete').disabled=(count==0);
this.displayStatus(count,count);
break;
case 'exportSelectOpened':
for (var t=0; t<theList.options.length; t++) theList.options[t].selected=false;
var tiddlerDisplay=this.$('tiddlerDisplay');
for (var t=0; t<tiddlerDisplay.childNodes.length;t++) {
var tiddler=tiddlerDisplay.childNodes[t].id.substr(7);
for (var i=0; i<theList.options.length; i++) {
if (theList.options[i].value!=tiddler) continue;
theList.options[i].selected=true; count++; break;
}
}
this.$('exportStart').disabled=(count==0);
this.$('exportDelete').disabled=(count==0);
this.displayStatus(count,total);
if (count==0) alert('There are no tiddlers currently opened');
break;
case 'exportSelectRelated':
// recursively build list of related tiddlers
function getRelatedTiddlers(tid,tids) {
var t=store.getTiddler(tid); if (!t || tids.contains(tid)) return tids;
tids.push(t.title);
if (!t.linksUpdated) t.changed();
for (var i=0; i<t.links.length; i++)
if (t.links[i]!=tid) tids=getRelatedTiddlers(t.links[i],tids);
return tids;
}
// for all currently selected tiddlers, gather up the related tiddlers (including self) and select them as well
var tids=[];
for (var i=0; i<theList.options.length; i++)
if (theList.options[i].selected) tids=getRelatedTiddlers(theList.options[i].value,tids);
// select related tiddlers (includes original selected tiddlers)
for (var i=0; i<theList.options.length; i++)
theList.options[i].selected=tids.contains(theList.options[i].value);
this.displayStatus(tids.length,total);
break;
case 'exportListSmaller': // decrease current listbox size
var min=5;
theList.size-=(theList.size>min)?1:0;
break;
case 'exportListLarger': // increase current listbox size
var max=(theList.options.length>25)?theList.options.length:25;
theList.size+=(theList.size<max)?1:0;
break;
case 'exportClose':
this.$('exportPanel').style.display='none';
break;
}
return false;
},
displayStatus: function(count,total) {
var txt=this.statusmsg.format([total,total!=1?'s':'',!count?'none':count==total?'all':count]);
clearMessage(); displayMessage(txt);
return txt;
},
refreshList: function(selectedIndex) {
var theList = this.$('exportList'); if (!theList) return;
// get the sort order
var sort;
if (!selectedIndex) selectedIndex=0;
if (selectedIndex==0) sort='modified';
if (selectedIndex==1) sort='title';
if (selectedIndex==2) sort='modified';
if (selectedIndex==3) sort='modifier';
if (selectedIndex==4) sort='tags';
// unselect headings and count number of tiddlers actually selected
var count=0;
for (var t=5; t < theList.options.length; t++) {
if (!theList.options[t].selected) continue;
if (theList.options[t].value!='')
count++;
else { // if heading is selected, deselect it, and then select and count all in section
theList.options[t].selected=false;
for ( t++; t<theList.options.length && theList.options[t].value!=''; t++) {
theList.options[t].selected=true;
count++;
}
}
}
// disable 'export' and 'delete' buttons if no tiddlers selected
this.$('exportStart').disabled=(count==0);
this.$('exportDelete').disabled=(count==0);
// show selection count
var tiddlers = store.getTiddlers('title');
if (theList.options.length) this.displayStatus(count,tiddlers.length);
// if a [command] item, reload list... otherwise, no further refresh needed
if (selectedIndex>4) return;
// clear current list contents
while (theList.length > 0) { theList.options[0] = null; }
// add heading and control items to list
var i=0;
var indent=String.fromCharCode(160)+String.fromCharCode(160);
theList.options[i++]=
new Option(tiddlers.length+' tiddlers in document', '',false,false);
theList.options[i++]=
new Option(((sort=='title' )?'>':indent)+' [by title]', '',false,false);
theList.options[i++]=
new Option(((sort=='modified')?'>':indent)+' [by date]', '',false,false);
theList.options[i++]=
new Option(((sort=='modifier')?'>':indent)+' [by author]', '',false,false);
theList.options[i++]=
new Option(((sort=='tags' )?'>':indent)+' [by tags]', '',false,false);
// output the tiddler list
switch(sort) {
case 'title':
for(var t = 0; t < tiddlers.length; t++)
theList.options[i++] = new Option(tiddlers[t].title,tiddlers[t].title,false,false);
break;
case 'modifier':
case 'modified':
var tiddlers = store.getTiddlers(sort);
// sort descending for newest date first
tiddlers.sort(function (a,b) {if(a[sort] == b[sort]) return(0); else return (a[sort] > b[sort]) ? -1 : +1; });
var lastSection = '';
for(var t = 0; t < tiddlers.length; t++) {
var tiddler = tiddlers[t];
var theSection = '';
if (sort=='modified') theSection=tiddler.modified.toLocaleDateString();
if (sort=='modifier') theSection=tiddler.modifier;
if (theSection != lastSection) {
theList.options[i++] = new Option(theSection,'',false,false);
lastSection = theSection;
}
theList.options[i++] = new Option(indent+indent+tiddler.title,tiddler.title,false,false);
}
break;
case 'tags':
var theTitles = {}; // all tiddler titles, hash indexed by tag value
var theTags = new Array();
for(var t=0; t<tiddlers.length; t++) {
var title=tiddlers[t].title;
var tags=tiddlers[t].tags;
if (!tags || !tags.length) {
if (theTitles['untagged']==undefined) { theTags.push('untagged'); theTitles['untagged']=new Array(); }
theTitles['untagged'].push(title);
}
else for(var s=0; s<tags.length; s++) {
if (theTitles[tags[s]]==undefined) { theTags.push(tags[s]); theTitles[tags[s]]=new Array(); }
theTitles[tags[s]].push(title);
}
}
theTags.sort();
for(var tagindex=0; tagindex<theTags.length; tagindex++) {
var theTag=theTags[tagindex];
theList.options[i++]=new Option(theTag,'',false,false);
for(var t=0; t<theTitles[theTag].length; t++)
theList.options[i++]=new Option(indent+indent+theTitles[theTag][t],theTitles[theTag][t],false,false);
}
break;
}
theList.selectedIndex=selectedIndex; // select current control item
this.$('exportStart').disabled=true;
this.$('exportDelete').disabled=true;
this.displayStatus(0,tiddlers.length);
},
askForFilename: function(here) {
var msg=here.title; // use tooltip as dialog box message
var path=getLocalPath(document.location.href);
var slashpos=path.lastIndexOf('/'); if (slashpos==-1) slashpos=path.lastIndexOf('\\');
if (slashpos!=-1) path = path.substr(0,slashpos+1); // remove filename from path, leave the trailing slash
var filetype=this.$('exportFormat').value.toLowerCase();
var defext='html';
if (filetype==this.type_TX) defext='txt';
if (filetype==this.type_CS) defext='csv';
if (filetype==this.type_NF) defext='xml';
var file=this.newdefault.replace(/html$/,defext);
var result='';
if(window.Components) { // moz
try {
netscape.security.PrivilegeManager.enablePrivilege('UniversalXPConnect');
var nsIFilePicker = window.Components.interfaces.nsIFilePicker;
var picker = Components.classes['@mozilla.org/filepicker;1'].createInstance(nsIFilePicker);
picker.init(window, msg, nsIFilePicker.modeSave);
var thispath = Components.classes['@mozilla.org/file/local;1'].createInstance(Components.interfaces.nsILocalFile);
thispath.initWithPath(path);
picker.displayDirectory=thispath;
picker.defaultExtension=defext;
picker.defaultString=file;
picker.appendFilters(nsIFilePicker.filterAll|nsIFilePicker.filterText|nsIFilePicker.filterHTML);
if (picker.show()!=nsIFilePicker.returnCancel) var result=picker.file.persistentDescriptor;
}
catch(e) { alert('error during local file access: '+e.toString()) }
}
else { // IE
try { // XPSP2 IE only
var s = new ActiveXObject('UserAccounts.CommonDialog');
s.Filter='All files|*.*|Text files|*.txt|HTML files|*.htm;*.html|XML files|*.xml|';
s.FilterIndex=defext=='txt'?2:'html'?3:'xml'?4:1;
s.InitialDir=path;
s.FileName=file;
if (s.showOpen()) var result=s.FileName;
}
catch(e) { // fallback
var result=prompt(msg,path+file);
}
}
return result;
},
initFilter: function() {
this.$('exportFilterStart').checked=false; this.$('exportStartDate').value='';
this.$('exportFilterEnd').checked=false; this.$('exportEndDate').value='';
this.$('exportFilterTags').checked=false; this.$('exportTags').value='';
this.$('exportFilterText').checked=false; this.$('exportText').value='';
this.showFilterFields();
},
showFilterFields: function(which) {
var show=this.$('exportFilterStart').checked;
this.$('exportFilterStartBy').style.display=show?'block':'none';
this.$('exportStartDate').style.display=show?'block':'none';
var val=this.$('exportFilterStartBy').value;
this.$('exportStartDate').value
=this.getFilterDate(val,'exportStartDate').formatString(this.datetimefmt);
if (which && (which.id=='exportFilterStartBy') && (val=='other'))
this.$('exportStartDate').focus();
var show=this.$('exportFilterEnd').checked;
this.$('exportFilterEndBy').style.display=show?'block':'none';
this.$('exportEndDate').style.display=show?'block':'none';
var val=this.$('exportFilterEndBy').value;
this.$('exportEndDate').value
=this.getFilterDate(val,'exportEndDate').formatString(this.datetimefmt);
if (which && (which.id=='exportFilterEndBy') && (val=='other'))
this.$('exportEndDate').focus();
var show=this.$('exportFilterTags').checked;
this.$('exportTags').style.display=show?'block':'none';
var show=this.$('exportFilterText').checked;
this.$('exportText').style.display=show?'block':'none';
},
getFilterDate: function(val,id) {
var result=0;
switch (val) {
case 'file':
result=new Date(document.lastModified);
break;
case 'other':
result=new Date(this.$(id).value);
break;
default: // today=0, yesterday=1, one week=7, two weeks=14, a month=31
var now=new Date(); var tz=now.getTimezoneOffset()*60000; now-=tz;
var oneday=86400000;
if (id=='exportStartDate')
result=new Date((Math.floor(now/oneday)-val)*oneday+tz);
else
result=new Date((Math.floor(now/oneday)-val+1)*oneday+tz-1);
break;
}
return result;
},
filterExportList: function() {
var theList = this.$('exportList'); if (!theList) return -1;
var filterStart=this.$('exportFilterStart').checked;
var val=this.$('exportFilterStartBy').value;
var startDate=config.macros.exportTiddlers.getFilterDate(val,'exportStartDate');
var filterEnd=this.$('exportFilterEnd').checked;
var val=this.$('exportFilterEndBy').value;
var endDate=config.macros.exportTiddlers.getFilterDate(val,'exportEndDate');
var filterTags=this.$('exportFilterTags').checked;
var tags=this.$('exportTags').value;
var filterText=this.$('exportFilterText').checked;
var text=this.$('exportText').value;
if (!(filterStart||filterEnd||filterTags||filterText)) {
alert('Please set the selection filter');
this.$('exportFilterPanel').style.display='block';
return -1;
}
if (filterStart&&filterEnd&&(startDate>endDate)) {
var msg='starting date/time:\n'
msg+=startDate.toLocaleString()+'\n';
msg+='is later than ending date/time:\n'
msg+=endDate.toLocaleString()
alert(msg);
return -1;
}
// if filter by tags, get list of matching tiddlers
// use getMatchingTiddlers() (if MatchTagsPlugin is installed) for full boolean expressions
// otherwise use getTaggedTiddlers() for simple tag matching
if (filterTags) {
var fn=store.getMatchingTiddlers||store.getTaggedTiddlers;
var t=fn.apply(store,[tags]);
var tagged=[];
for (var i=0; i<t.length; i++) tagged.push(t[i].title);
}
// scan list and select tiddlers that match all applicable criteria
var total=0;
var count=0;
for (var i=0; i<theList.options.length; i++) {
// get item, skip non-tiddler list items (section headings)
var opt=theList.options[i]; if (opt.value=='') continue;
// get tiddler, skip missing tiddlers (this should NOT happen)
var tiddler=store.getTiddler(opt.value); if (!tiddler) continue;
var sel=true;
if ( (filterStart && tiddler.modified<startDate)
|| (filterEnd && tiddler.modified>endDate)
|| (filterTags && !tagged.contains(tiddler.title))
|| (filterText && (tiddler.text.indexOf(text)==-1) && (tiddler.title.indexOf(text)==-1)))
sel=false;
opt.selected=sel;
count+=sel?1:0;
total++;
}
return count;
},
deleteTiddlers: function() {
var list=this.$('exportList'); if (!list) return;
var tids=[];
for (i=0;i<list.length;i++)
if (list.options[i].selected && list.options[i].value.length)
tids.push(list.options[i].value);
if (!confirm('Are you sure you want to delete these tiddlers:\n\n'+tids.join(', '))) return;
store.suspendNotifications();
for (t=0;t<tids.length;t++) {
var tid=store.getTiddler(tids[t]); if (!tid) continue;
var msg="'"+tid.title+"' is tagged with 'systemConfig'.\n\n";
msg+='Removing this tiddler may cause unexpected results. Are you sure?'
if (tid.tags.contains('systemConfig') && !confirm(msg)) continue;
store.removeTiddler(tid.title);
story.closeTiddler(tid.title);
}
store.resumeNotifications();
alert(tids.length+' tiddlers deleted');
this.refreshList(0); // reload listbox
store.notifyAll(); // update page display
},
go: function() {
if (window.location.protocol!='file:') // make sure we are local
{ displayMessage(config.messages.notFileUrlError); return; }
// get selected tidders, target filename, target type, and notes
var list=this.$('exportList'); if (!list) return;
var tids=[]; for (var i=0; i<list.options.length; i++) {
var opt=list.options[i]; if (!opt.selected||!opt.value.length) continue;
var tid=store.getTiddler(opt.value); if (!tid) continue;
tids.push(tid);
}
if (!tids.length) return; // no tiddlers selected
var target=this.$('exportFilename').value.trim();
if (!target.length) {
displayMessage('A local target path/filename is required',target);
return;
}
var merge=this.$('exportMerge').checked;
var filetype=this.$('exportFormat').value.toLowerCase();
var notes=this.$('exportNotes').value.replace(/\n/g,'<br>');
var total={val:0};
var out=this.assembleFile(target,filetype,tids,notes,total,merge);
if (!total.val) return; // cancelled file overwrite
var link='file:///'+target.replace(/\\/g,'/');
var samefile=link==decodeURIComponent(window.location.href);
var p=getLocalPath(document.location.href);
if (samefile) {
if (config.options.chkSaveBackups) { var t=loadOriginal(p);if(t)saveBackup(p,t); }
if (config.options.chkGenerateAnRssFeed && saveRss instanceof Function) saveRss(p);
}
var ok=saveFile(target,out);
displayMessage((ok?this.okmsg:this.failmsg).format([total.val,total.val!=1?'s':'',target]),link);
},
plainTextHeader:
'Source:\n\t%0\n'
+'Title:\n\t%1\n'
+'Subtitle:\n\t%2\n'
+'Created:\n\t%3 by %4\n'
+'Application:\n\tTiddlyWiki %5 / %6 %7\n\n',
plainTextTiddler:
'- - - - - - - - - - - - - - -\n'
+'| title: %0\n'
+'| created: %1\n'
+'| modified: %2\n'
+'| edited by: %3\n'
+'| tags: %4\n'
+'- - - - - - - - - - - - - - -\n'
+'%5\n',
plainTextFooter:
'',
newsFeedHeader:
'<'+'?xml version="1.0"?'+'>\n'
+'<rss version="2.0">\n'
+'<channel>\n'
+'<title>%1</title>\n'
+'<link>%0</link>\n'
+'<description>%2</description>\n'
+'<language>en-us</language>\n'
+'<copyright>Copyright '+(new Date().getFullYear())+' %4</copyright>\n'
+'<pubDate>%3</pubDate>\n'
+'<lastBuildDate>%3</lastBuildDate>\n'
+'<docs>http://blogs.law.harvard.edu/tech/rss</docs>\n'
+'<generator>TiddlyWiki %5 / %6 %7</generator>\n',
newsFeedTiddler:
'\n%0\n',
newsFeedFooter:
'</channel></rss>',
pureStoreHeader:
'<html><body>'
+'<style type="text/css">'
+' #storeArea {display:block;margin:1em;}'
+' #storeArea div {padding:0.5em;margin:1em;border:2px solid black;height:10em;overflow:auto;}'
+' #pureStoreHeading {width:100%;text-align:left;background-color:#eeeeee;padding:1em;}'
+'</style>'
+'<div id="pureStoreHeading">'
+' TiddlyWiki "PureStore" export file<br>'
+' Source'+': <b>%0</b><br>'
+' Title: <b>%1</b><br>'
+' Subtitle: <b>%2</b><br>'
+' Created: <b>%3</b> by <b>%4</b><br>'
+' TiddlyWiki %5 / %6 %7<br>'
+' Notes:<hr><pre>%8</pre>'
+'</div>'
+'<div id="storeArea">',
pureStoreTiddler:
'%0\n%1',
pureStoreFooter:
'</div><!--POST-BODY-START-->\n<!--POST-BODY-END--></body></html>',
assembleFile: function(target,filetype,tids,notes,total,merge) {
var revised='';
var now = new Date().toLocaleString();
var src=convertUnicodeToUTF8(document.location.href);
var title = convertUnicodeToUTF8(wikifyPlain('SiteTitle').htmlEncode());
var subtitle = convertUnicodeToUTF8(wikifyPlain('SiteSubtitle').htmlEncode());
var user = convertUnicodeToUTF8(config.options.txtUserName.htmlEncode());
var twver = version.major+'.'+version.minor+'.'+version.revision;
var v=version.extensions.ExportTiddlersPlugin; var pver = v.major+'.'+v.minor+'.'+v.revision;
var headerargs=[src,title,subtitle,now,user,twver,'ExportTiddlersPlugin',pver,notes];
switch (filetype) {
case this.type_TX: // plain text
var header=this.plainTextHeader.format(headerargs);
var footer=this.plainTextFooter;
break;
case this.type_CS: // comma-separated
var fields={};
for (var i=0; i<tids.length; i++) for (var f in tids[i].fields) fields[f]=f;
var names=['title','created','modified','modifier','tags','text'];
for (var f in fields) names.push(f);
var header=names.join(',')+'\n';
var footer='';
break;
case this.type_NF: // news feed (XML)
headerargs[0]=store.getTiddlerText('SiteUrl','');
var header=this.newsFeedHeader.format(headerargs);
var footer=this.newsFeedFooter;
break;
case this.type_PS: // PureStore (no code)
var header=this.pureStoreHeader.format(headerargs);
var footer=this.pureStoreFooter;
break;
case this.type_TW: // full TiddlyWiki
default:
var currPath=getLocalPath(window.location.href);
var original=loadFile(currPath);
if (!original) { displayMessage(config.messages.cantSaveError); return; }
var posDiv = locateStoreArea(original);
if (!posDiv) { displayMessage(config.messages.invalidFileError.format([currPath])); return; }
var header = original.substr(0,posDiv[0]+startSaveArea.length)+'\n';
var footer = '\n'+original.substr(posDiv[1]);
break;
}
var out=this.getData(target,filetype,tids,fields,merge);
var revised = header+convertUnicodeToUTF8(out.join('\n'))+footer;
// if full TW, insert page title and language attr, and reset all MARKUP blocks...
if (filetype==this.type_TW) {
var newSiteTitle=convertUnicodeToUTF8(getPageTitle()).htmlEncode();
revised=revised.replaceChunk('<title'+'>','</title'+'>',' ' + newSiteTitle + ' ');
revised=updateLanguageAttribute(revised);
var titles=[]; for (var i=0; i<tids.length; i++) titles.push(tids[i].title);
revised=updateMarkupBlock(revised,'PRE-HEAD',
titles.contains('MarkupPreHead')? 'MarkupPreHead' :null);
revised=updateMarkupBlock(revised,'POST-HEAD',
titles.contains('MarkupPostHead')?'MarkupPostHead':null);
revised=updateMarkupBlock(revised,'PRE-BODY',
titles.contains('MarkupPreBody')? 'MarkupPreBody' :null);
revised=updateMarkupBlock(revised,'POST-SCRIPT',
titles.contains('MarkupPostBody')?'MarkupPostBody':null);
}
total.val=out.length;
return revised;
},
getData: function(target,filetype,tids,fields,merge) {
// output selected tiddlers and gather list of titles (for use with merge)
var out=[]; var titles=[];
var url=store.getTiddlerText('SiteUrl','');
for (var i=0; i<tids.length; i++) {
out.push(this.formatItem(store,filetype,tids[i],url,fields));
titles.push(tids[i].title);
}
// if TW or PureStore format, ask to merge with existing tiddlers (if any)
if (filetype==this.type_TW || filetype==this.type_PS) {
var txt=loadFile(target);
if (txt && txt.length) {
var remoteStore=new TiddlyWiki();
if (version.major+version.minor*.1+version.revision*.01<2.52) txt=convertUTF8ToUnicode(txt);
if (remoteStore.importTiddlyWiki(txt)) {
var existing=remoteStore.getTiddlers('title');
var msg=this.overwriteprompt.format([target,existing.length,existing.length!=1?'s':'']);
if (merge) {
var added=titles.length; var updated=0; var kept=0;
for (var i=0; i<existing.length; i++)
if (titles.contains(existing[i].title)) {
added--; updated++;
} else {
out.push(this.formatItem(remoteStore,filetype,existing[i],url));
kept++;
}
displayMessage(this.mergestatus.format(
[added,added!=1?'s':'',updated,updated!=1?'s':'',kept,kept!=1?'s':'',]));
}
else if (!confirm(msg)) out=[]; // empty the list = don't write file
}
}
}
return out;
},
formatItem: function(s,f,t,u,fields) {
if (f==this.type_TW)
var r=s.getSaver().externalizeTiddler(s,t);
if (f==this.type_PS)
var r=this.pureStoreTiddler.format([t.title,s.getSaver().externalizeTiddler(s,t)]);
if (f==this.type_NF)
var r=this.newsFeedTiddler.format([t.saveToRss(u)]);
if (f==this.type_TX)
var r=this.plainTextTiddler.format([t.title, t.created.toLocaleString(), t.modified.toLocaleString(),
t.modifier, String.encodeTiddlyLinkList(t.tags), t.text]);
if (f==this.type_CS) {
function toCSV(t) { return '"'+t.replace(/"/g,'""')+'"'; } // always encode CSV
var out=[ toCSV(t.title), toCSV(t.created.toLocaleString()), toCSV(t.modified.toLocaleString()),
toCSV(t.modifier), toCSV(String.encodeTiddlyLinkList(t.tags)), toCSV(t.text) ];
for (var f in fields) out.push(toCSV(t.fields[f]||''));
var r=out.join(',');
}
return r||"";
}
}
//}}}
/***
!!!Control panel CSS
//{{{
!css
#exportPanel {
display: none; position:absolute; z-index:12; width:35em; right:105%; top:6em;
background-color: #eee; color:#000; font-size: 8pt; line-height:110%;
border:1px solid black; border-bottom-width: 3px; border-right-width: 3px;
padding: 0.5em; margin:0em; -moz-border-radius:1em;-webkit-border-radius:1em;
}
#exportPanel a, #exportPanel td a { color:#009; display:inline; margin:0px; padding:1px; }
#exportPanel table {
width:100%; border:0px; padding:0px; margin:0px;
font-size:8pt; line-height:110%; background:transparent;
}
#exportPanel tr { border:0px;padding:0px;margin:0px; background:transparent; }
#exportPanel td { color:#000; border:0px;padding:0px;margin:0px; background:transparent; }
#exportPanel select { width:98%;margin:0px;font-size:8pt;line-height:110%;}
#exportPanel input { width:98%;padding:0px;margin:0px;font-size:8pt;line-height:110%; }
#exportPanel textarea { width:98%;padding:0px;margin:0px;overflow:auto;font-size:8pt; }
#exportPanel .box {
border:1px solid black; padding:3px; margin-bottom:5px;
background:#f8f8f8; -moz-border-radius:5px;-webkit-border-radius:5px; }
#exportPanel .topline { border-top:2px solid black; padding-top:3px; margin-bottom:5px; }
#exportPanel .rad { width:auto;border:0 }
#exportPanel .chk { width:auto;border:0 }
#exportPanel .btn { width:auto; }
#exportPanel .btn1 { width:98%; }
#exportPanel .btn2 { width:48%; }
#exportPanel .btn3 { width:32%; }
#exportPanel .btn4 { width:24%; }
#exportPanel .btn5 { width:19%; }
!end
//}}}
!!!Control panel HTML
//{{{
!html
<!-- target path/file -->
<div>
<div style="float:right;padding-right:.5em">
<input type="checkbox" style="width:auto" id="exportMerge" CHECKED
title="combine selected tiddlers with existing tiddlers (if any) in export file"> merge
</div>
export to:<br>
<input type="text" id="exportFilename" size=40 style="width:93%"><input
type="button" id="exportBrowse" value="..." title="select or enter a local folder/file..." style="width:5%"
onclick="var fn=config.macros.exportTiddlers.askForFilename(this); if (fn.length) this.previousSibling.value=fn; ">
</div>
<!-- output format -->
<div>
format:
<select id="exportFormat" size=1>
<option value="TW">TiddlyWiki HTML document (includes core code)</option>
<option value="PS">TiddlyWiki "PureStore" HTML file (tiddler data only)</option>
<option value="TX">TiddlyWiki plain text TXT file (tiddler source listing)</option>
<option value="CS">Comma-Separated Value (CSV) data file</option>
<option value="NF">RSS NewsFeed XML file</option>
</select>
</div>
<!-- notes -->
<div>
notes:<br>
<textarea id="exportNotes" rows=3 cols=40 style="height:4em;margin-bottom:5px;" onfocus="this.select()"></textarea>
</div>
<!-- list of tiddlers -->
<table><tr align="left"><td>
select:
<a href="JavaScript:;" id="exportSelectAll"
onclick="return config.macros.exportTiddlers.process(this)" title="select all tiddlers">
all </a>
<a href="JavaScript:;" id="exportSelectChanges"
onclick="return config.macros.exportTiddlers.process(this)" title="select tiddlers changed since last save">
changes </a>
<a href="JavaScript:;" id="exportSelectOpened"
onclick="return config.macros.exportTiddlers.process(this)" title="select tiddlers currently being displayed">
opened </a>
<a href="JavaScript:;" id="exportSelectRelated"
onclick="return config.macros.exportTiddlers.process(this)" title="select tiddlers related to the currently selected tiddlers">
related </a>
<a href="JavaScript:;" id="exportToggleFilter"
onclick="return config.macros.exportTiddlers.process(this)" title="show/hide selection filter">
filter </a>
</td><td align="right">
<a href="JavaScript:;" id="exportListSmaller"
onclick="return config.macros.exportTiddlers.process(this)" title="reduce list size">
– </a>
<a href="JavaScript:;" id="exportListLarger"
onclick="return config.macros.exportTiddlers.process(this)" title="increase list size">
+ </a>
</td></tr></table>
<select id="exportList" multiple size="10" style="margin-bottom:5px;"
onchange="config.macros.exportTiddlers.refreshList(this.selectedIndex)">
</select><br>
<!-- selection filter -->
<div id="exportFilterPanel" style="display:none">
<table><tr align="left"><td>
selection filter
</td><td align="right">
<a href="JavaScript:;" id="exportHideFilter"
onclick="return config.macros.exportTiddlers.process(this)" title="hide selection filter">hide</a>
</td></tr></table>
<div class="box">
<input type="checkbox" class="chk" id="exportFilterStart" value="1"
onclick="config.macros.exportTiddlers.showFilterFields(this)"> starting date/time<br>
<table cellpadding="0" cellspacing="0"><tr valign="center"><td width="50%">
<select size=1 id="exportFilterStartBy"
onchange="config.macros.exportTiddlers.showFilterFields(this);">
<option value="0">today</option>
<option value="1">yesterday</option>
<option value="7">a week ago</option>
<option value="30">a month ago</option>
<option value="file">file date</option>
<option value="other">other (mm/dd/yyyy hh:mm)</option>
</select>
</td><td width="50%">
<input type="text" id="exportStartDate" onfocus="this.select()"
onchange="config.macros.exportTiddlers.$('exportFilterStartBy').value='other';">
</td></tr></table>
<input type="checkbox" class="chk" id="exportFilterEnd" value="1"
onclick="config.macros.exportTiddlers.showFilterFields(this)"> ending date/time<br>
<table cellpadding="0" cellspacing="0"><tr valign="center"><td width="50%">
<select size=1 id="exportFilterEndBy"
onchange="config.macros.exportTiddlers.showFilterFields(this);">
<option value="0">today</option>
<option value="1">yesterday</option>
<option value="7">a week ago</option>
<option value="30">a month ago</option>
<option value="file">file date</option>
<option value="other">other (mm/dd/yyyy hh:mm)</option>
</select>
</td><td width="50%">
<input type="text" id="exportEndDate" onfocus="this.select()"
onchange="config.macros.exportTiddlers.$('exportFilterEndBy').value='other';">
</td></tr></table>
<input type="checkbox" class="chk" id=exportFilterTags value="1"
onclick="config.macros.exportTiddlers.showFilterFields(this)"> match tags<br>
<input type="text" id="exportTags" onfocus="this.select()">
<input type="checkbox" class="chk" id=exportFilterText value="1"
onclick="config.macros.exportTiddlers.showFilterFields(this)"> match titles/tiddler text<br>
<input type="text" id="exportText" onfocus="this.select()">
</div> <!--box-->
</div> <!--panel-->
<!-- action buttons -->
<div style="text-align:center">
<input type=button class="btn4" onclick="config.macros.exportTiddlers.process(this)"
id="exportFilter" value="apply filter">
<input type=button class="btn4" onclick="config.macros.exportTiddlers.process(this)"
id="exportStart" value="export tiddlers">
<input type=button class="btn4" onclick="config.macros.exportTiddlers.process(this)"
id="exportDelete" value="delete tiddlers">
<input type=button class="btn4" onclick="config.macros.exportTiddlers.process(this)"
id="exportClose" value="close">
</div><!--center-->
!end
//}}}
***/
/***
|Name|ExportTiddlersPluginInfo|
|Source|http://www.TiddlyTools.com/#ExportTiddlersPlugin|
|Documentation|http://www.TiddlyTools.com/#ExportTiddlersPluginInfo|
|Version|2.9.5|
|Author|Eric Shulman|
|License|http://www.TiddlyTools.com/#LegalStatements|
|~CoreVersion|2.1|
|Type|documentation|
|Description|Documentation for ExportTiddlersPlugin|
interactively select and extract tiddlers from your ~TiddlyWiki document, and write them into another file, using one of several different file formats:
* ~TiddlyWiki - a complete, stand-alone, standard TiddlyWiki HTML document
* ~PureStore - a small HTML archive file containing tiddler data only (no core code)
* ~PlainText - a simple TXT text file with tiddler source listings
* Comma - a "Comma Separated Value" data/spreadsheet file
* ~NewsFeed - an XML-format file that can be published for RSS syndication.
!!!!!Usage
<<<
{{{
<<exportTiddlers>> (sidebar menu item)
<<exportTiddlers inline>> (embedded control panel)
}}}
Inline control panel (live):
<<exportTiddlers inline>>
Optional "special tiddlers" used by this plugin:
* SiteUrl<br>URL for official server-published version of document being viewed (used in XML export). Default: //none//
<<<
!!!!!Revisions
<<<
2010.02.25 2.9.5 added merge checkbox option and improved 'merge' status message
2009.09.12 2.9.4 fixed 'return false' to prevent IE page transitions
2009.07.06 2.9.3 moved HTML to section for size reduction
2009.07.03 2.9.2 TW252 fixup: don't call convertUTF8ToUnicode() for local loadFile() I/O
2009.04.30 2.9.1 custom fields in CSV output
2009.04.19 2.9.0 added CSV format
2009.02.26 2.8.5 use macro-specific definition of $() function abbreviation (avoids conflict with JQuery)
2008.09.29 2.8.4 in getData(), convert existing TW file from UTF8 to Unicode before merging to correct handling of international characters and symbols.
2008.09.26 2.8.3 in go(), if rewriting *current* file and chkSaveBackups and/or chkGenerateAnRssFeed is enabled, then write a backup file or RSS feed, respectively.
2008.09.24 2.8.2 in assembleFile(), make sure that markup block is updated if corresponding Markup* tiddler is exported.
2008.09.19 2.8.1 in formatItem(), removed unnecessary convertUnicodeToUTF8() (was causing double-conversion!)
2008.09.11 2.8.0 extensive code cleanup: moved all global functions inside macro object. Re-wrote file generator and I/O to support TiddlyWiki, PlainText, PureStore, and NewsFeed file formats. Replaced inline 'match tags' code with use of getMatchingTiddlers() from [[MatchTagsPlugin]] (if installed), with fallback to core getTaggedTiddlers() otherwise.
2008.05.27 2.7.0 added ability to 'merge' with existing export file. Also, revised 'matchTags' functionality to be more robust and more efficient
2008.05.12 2.6.1 automatically add 'export' task to backstage (moved from BackstageTweaks)
2008.03.10 2.6.0 added "delete tiddlers" button
2007.12.04 *.*.* update for TW2.3.0: replaced deprecated core functions, regexps, and macros
2007.11.10 2.5.1 removed debugging alert messages from promptForExportFilename()
2007.10.31 2.5.0 code reduction: removed incomplete/unused interface and supporting functions for exporting directly to http, https or ftp servers. Plugin now supports exporting to local file only. Also, updated TW document output to generate TW2.2 compatible file format.
2007.10.30 2.4.2 added automatic shadow tiddler definition for [[ExportTiddlers]]
2007.07.16 2.4.1 in exportTWHeader(), reset HTML source 'markup' so installed markup is NOT copied to new file.
2007.06.30 2.4.0 added "select related tiddlers" feature. Recursively scans the tiddler links[] info to find all tiddlers referenced by any of the currently selected tiddler, and then selects them all (including the original tiddlers).
2007.04.19 2.3.0 in exportData(), pass SiteURL value as param to saveToRss(). Fixes 'undefined' appearing in tiddler link in XML output. Also, in refreshExportList(), added 'sort by tags'. Also, added 'group select'... selecting a heading (date,author,tag) auto-selects all tiddlers in that group.
2007.03.02 2.2.6 in onClickExportButton(), when selecting open tiddlers for TW2.2, look for "storyDisplay" with fallback to "tiddlerDisplay" for TW2.1 or earlier
2007.03.01 2.2.5 removed hijack of store.saveChanges()
2006.11.08 2.2.4 added promptForExportFilename() and replaced type="file" control with edit field + browse button ("...").
2006.10.12 2.2.3 in exportDIVFooter(), write POST-BODY-START/END markers for compatibility with TW2.1 core file format.
2006.05.11 2.2.2 in createExportPanel, removed call to addNotification() to reduce unneeded feedback messages and increase overall document performance.
2006.05.02 2.2.1 Use displayMessage() to show number of selected tiddlers instead of updating listbox 'header' item after each selection. Prevents awkward 'scroll-to-top' behavior that made multi-select via ctrl-click nearly impossible.
2006.04.29 2.2.0 New features: free-form "Notes" text inserted in the header of PureStore files.
2006.03.29 2.1.3 added calls to convertUnicodeToUTF8() for generated output, so it better handles international characters.
2006.02.12 2.1.2 more FF1501 bug fixes.
2006.02.04 2.1.1 added var to unintended globals to avoids FireFox1501 crash bug
2006.02.02 2.1.0 Added support for output of complete TiddlyWiki documents
2006.01.21 2.0.1 Defer initial panel creation and only register a notification function when panel first is created
in saveChanges 'hijack', create panel as needed. Note: if window.event is not available to identify the click location, the export panel is positioned relative to the 'tiddlerDisplay' element of the TW document.
2005.12.27 2.0.0 Update for TW2.0.
2005.12.24 0.9.5 Minor adjustments to CSS to force correct link colors regardless of TW stylesheet selection
2005.12.16 0.9.4 Dynamically create/remove exportPanel so only one instance exists at a time
2005.11.15 0.9.2 added non-Ajax post to bypass cross-domain security restrictions.
2005.11.08 0.9.1 moved HTML, CSS and control initialization into exportInit() function and call from macro handler instead of at load time.
2005.10.28 0.9.0 added 'select opened tiddlers' feature. Based on a suggestion by Geoff Slocock
2005.10.24 0.8.3 Corrected hijack of 'save changes' when using http:
2005.10.18 0.8.2 added AJAX functions
2005.10.18 0.8.1 Corrected timezone handling and error checking/reporting when filtering tiddlers. More style tweaks, minor text changes and some assorted layout cleanup.
2005.10.17 0.8.0 First pre-release.
2005.10.16 0.7.0 filter by tags
2005.10.15 0.6.0 filter by title/text
2005.10.14 0.5.0 export to local file (DIV or XML)
2005.10.14 0.4.0 filter by start/end date
2005.10.13 0.3.0 panel interaction
2005.10.11 0.2.0 panel layout
2005.10.10 0.1.0 code framework
2005.10.09 0.0.0 development started
<<<
/***
|Name|ExternalTiddlersPlugin|
|Source|http://www.TiddlyTools.com/#ExternalTiddlersPlugin|
|Documentation|http://www.TiddlyTools.com/#ExternalTiddlersPluginInfo|
|Version|1.3.1|
|Author|Eric Shulman|
|License|http://www.TiddlyTools.com/#LegalStatements|
|~CoreVersion|2.1|
|Type|plugin|
|Requires|TemporaryTiddlersPlugin (optional, recommended)|
|Description|retrieve and wikify content from external files or remote URLs|
This plugin extends the {{{<<tiddler>>}}} macro syntax so you can retrieve and wikify content directly from external files or remote URLs. You can also define alternative "fallback" sources to provide basic "import on demand" handling by automatically creating/importing tiddler content from external sources when the specified ~TiddlerName does not already exist in your document.
!!!!!Documentation
>see [[ExternalTiddlersPluginInfo]]
!!!!!Configuration
<<<
<<option chkExternalTiddlersImport>> automatically create/import tiddlers when using external fallback references
{{{usage: <<option chkExternalTiddlersImport>>}}}
<<option chkExternalTiddlersQuiet>> don't display messages when adding tiddlers ("quiet mode")
{{{usage: <<option chkExternalTiddlersQuiet>>}}}
<<option chkExternalTiddlersTemporary>> tag retrieved tiddlers as 'temporary'(requires [[TemporaryTiddlersPlugin]])
{{{usage: <<option chkExternalTiddlersTemporary>>}}}
tag retrieved tiddlers with: <<option txtExternalTiddlersTags>>
{{{usage: <<option txtExternalTiddlersTags>>}}}
__password-protected server settings //(optional, if needed)//:__
>username: <<option txtRemoteUsername>> password: <<option txtRemotePassword>>
>{{{usage: <<option txtRemoteUsername>> <<option txtRemotePassword>>}}}
>''note: these settings are also used by [[LoadTiddlersPlugin]] and [[ImportTiddlersPlugin]]''
<<<
!!!!!Revisions
<<<
2008.10.27 [1.3.1] in insertTiddler(), fixed Safari bug by replacing static Array.concat(...) with new Array().concat(...)
|please see [[ExternalTiddlersPluginInfo]] for additional revision details|
2007.11.25 [1.0.0] initial release - moved from CoreTweaks
<<<
!!!!!Code
***/
//{{{
version.extensions.ExternalTiddlersPlugin= {major: 1, minor: 3, revision: 1, date: new Date(2008,10,27)};
// optional automatic import/create for missing tiddlers
if (config.options.chkExternalTiddlersImport==undefined) config.options.chkExternalTiddlersImport=true;
if (config.options.chkExternalTiddlersTemporary==undefined) config.options.chkExternalTiddlersTemporary=true;
if (config.options.chkExternalTiddlersQuiet==undefined) config.options.chkExternalTiddlersQuiet=false;
if (config.options.txtExternalTiddlersTags==undefined) config.options.txtExternalTiddlersTags="external";
if (config.options.txtRemoteUsername==undefined) config.options.txtRemoteUsername="";
if (config.options.txtRemotePassword==undefined) config.options.txtRemotePassword="";
config.macros.tiddler.externalTiddlers_handler = config.macros.tiddler.handler;
config.macros.tiddler.handler = function(place,macroName,params,wikifier,paramString,tiddler)
{
params = paramString.parseParams("name",null,true,false,true);
var names = params[0]["name"];
var list = names[0];
var items = list.split("|");
var className = names[1] ? names[1] : null;
var args = params[0]["with"];
// UTILITY FUNCTIONS
function extract(text,tids) { // get tiddler source content from plain text or TW doc
if (!text || !tids || !tids.length) return text; // no text or no tiddler list... return text as-is
var remoteStore=new TiddlyWiki();
if (!remoteStore.importTiddlyWiki(text)) return text; // not a TW document... return text as-is
var out=[]; for (var t=0;t<tids.length;t++)
{ var txt=remoteStore.getTiddlerText(tids[t]); if (txt) out.push(txt); }
return out.join("\n");
}
function substitute(text,args) { // replace "substitution markers" ($1-$9) with macro param values (if any)
if (!text || !args || !args.length) return text;
var n=args.length; if (n>9) n=9;
for(var i=0; i<n; i++) { var re=new RegExp("\\$" + (i + 1),"mg"); text=text.replace(re,args[i]); }
return text;
}
function addTiddler(src,text,tids) { // extract tiddler(s) from text and create local copy
if (!config.options.chkExternalTiddlersImport) return; // not enabled... do nothing
if (!text || !tids || !tids.length) return; // no text or no tiddler list... do nothing
var remoteStore=new TiddlyWiki();
if (!remoteStore.importTiddlyWiki(text)) // not a TW document... create a single tiddler from text
makeTiddler(src,text,tids[0]);
else // TW document with "permaview-like" suffix... copy tiddler(s) from remote store
for (var t=0;t<tids.length;t++)
insertTiddler(src,remoteStore.getTiddler(tids[t]));
return;
}
function makeTiddler(src,text,title) { // create a new tiddler object from text
var who=config.options.txtUserName; var when=new Date();
var msg="/%\n\nThis tiddler was automatically created using ExternalTiddlersPlugin\n";
msg+="by %0 on %1\nsource: %2\n\n%/";
var tags=config.options.txtExternalTiddlersTags.readBracketedList();
if (config.options.chkExternalTiddlersTemporary) tags.pushUnique(config.options.txtTemporaryTag);
store.saveTiddler(null,title,msg.format([who,when,src])+text,who,when,tags,{});
if (!config.options.chkExternalTiddlersQuiet) displayMessage("Created new tiddler '"+title+"' from text file "+src);
}
function insertTiddler(src,t) { // import a single tiddler object into the current document store
if (!t) return;
var who=config.options.txtUserName; var when=new Date();
var msg="/%\n\nThis tiddler was automatically imported using ExternalTiddlersPlugin\n";
msg+="by %0 on %1\nsource: %2\n\n%/";
var newtags=new Array().concat(t.tags,config.options.txtExternalTiddlersTags.readBracketedList());
if (config.options.chkExternalTiddlersTemporary) newtags.push(config.options.txtTemporaryTag);
store.saveTiddler(null,t.title,msg.format([who,when,src])+t.text,t.modifier,t.modified,newtags,t.fields);
if (!config.options.chkExternalTiddlersQuiet) displayMessage("Imported tiddler '"+t.title+"' from "+src);
}
function getGUID() // create a Globally Unique ID (for async reference to DOM elements)
{ return new Date().getTime()+Math.random().toString(); }
// loop through "|"-separated list of alternative tiddler/file/URL references until successful
var fallback="";
for (var i=0; i<items.length; i++) { var src=items[i];
// if tiddler (or shadow) exists, replace reference list with current source name and apply core handler
if (store.getTiddlerText(src)) {
arguments[2][0]=src; // params[] array
var p=arguments[4].split(list); arguments[4]=p[0]+src+p[1]; // paramString
this.externalTiddlers_handler.apply(this,arguments);
break; // stop processing alternatives
}
// tiddler doesn't exist, and not an external file/URL reference... skip it
if (!config.formatterHelpers.isExternalLink(src)) {
if (!fallback.length) fallback=src; // title to use when importing external tiddler
continue;
}
// separate 'permaview' list of tiddlers (if any) from file/URL (i.e., '#name name name..." suffix)
var p=src.split("#"); src=p[0]; var tids=p[1]?p[1].readBracketedList(false):[];
// if reference is to a remotely hosted document or the current document is remotely hosted...
if (src.substr(0,4)=="http" || document.location.protocol.substr(0,4)=="http") {
if (src.substr(0,4)!="http") // fixup URL for relative remote references
{ var h=document.location.href; src=h.substr(0,h.lastIndexOf("/")+1)+src; }
var wrapper = createTiddlyElement(place,"span",getGUID(),className); // create placeholder for async rendering
var callback=function(success,params,text,src,xhr) { // ASYNC CALLBACK
if (!success) { displayMessage(xhr.status); return; } // couldn't read remote file... report the error
if (params.fallback.length)
addTiddler(params.url,text,params.tids.length?params.tids:[params.fallback]); // import tiddler
var wrapper=document.getElementById(params.id); if (!wrapper) return;
wikify(substitute(extract(text,params.tids),params.args),wrapper); // ASYNC RENDER
};
var callbackparams={ url:src, id:wrapper.id, args:args, tids:tids, fallback:fallback } // ASYNC PARAMS
var name=config.options.txtRemoteUsername; // optional value
var pass=config.options.txtRemotePassword; // optional value
var x=doHttp("GET",src,null,null,name,pass,callback,callbackparams,null)
if (typeof(x)=="string") // couldn't start XMLHttpRequest... report error
{ displayMessage("error: cannot access "+src); displayMessage(x); }
break; // can't tell if async read will succeed.... stop processing alternatives anyway.
}
else { // read file from local filesystem
var text=loadFile(getLocalPath(src));
if (!text) { // couldn't load file... fixup path for relative reference and retry...
var h=document.location.href;
var text=loadFile(getLocalPath(decodeURIComponent(h.substr(0,h.lastIndexOf("/")+1)))+src);
}
if (text) { // test it again... if file was loaded OK, render it in a class wrapper
if (fallback.length) // create new tiddler using primary source name (if any)
addTiddler(src,text,tids.length?tids:[fallback]);
var wrapper=createTiddlyElement(place,"span",null,className);
wikify(substitute(extract(text,tids),args),wrapper); // render
break; // stop processing alternatives
}
}
}
};
//}}}
|Name|ExternalTiddlersPluginInfo|
|Source|http://www.TiddlyTools.com/#ExternalTiddlersPlugin|
|Documentation|http://www.TiddlyTools.com/#ExternalTiddlersPluginInfo|
|Version|1.3.1|
|Author|Eric Shulman|
|License|http://www.TiddlyTools.com/#LegalStatements|
|~CoreVersion|2.1|
|Type|documentation|
|Description|documentation for ExternalTiddlersPlugin|
This plugin extends the {{{<<tiddler>>}}} macro syntax so you can retrieve and wikify content directly from external files or remote URLs. You can also define alternative "fallback" sources to provide basic "import on demand" handling by automatically creating/importing tiddler content from external sources when the specified ~TiddlerName does not already exist in your document.
!!!!!Configuration
>see ExternalTiddlersPlugin
!!!!!Usage
<<<
The standard TiddlyWiki core syntax for the {{{<<tiddler>>}}} macro is:
>{{{<<tiddler TiddlerName with: param param param ...>>}}}
where the optional {{{with: param param param...}}} values are used to replace any corresponding "substitution markers" ($1 to $9) that may be embedded in the referenced tiddler content.
This plugin allows the {{{<<tiddler>>}}} macro to ''use external file/URL references in place of the usual ~TiddlerName parameter'', so that you can render wiki-formatted source content retrieved from an external file/URL reference (as determined by the core's isExternalLink() test function), ''//as if// it had come from a tiddler in the current document''. The external file/URL can be either ''a relative or absolute reference'' and can contain ''"plain text" or a full TiddlyWiki document''. When using a TiddlyWiki document, you must specify which tiddlers should be included in the output by appending a permaview-like suffix to the file or URL reference, e.g.:
>{{{<<tiddler "myfile.txt" with: param param param...>>}}}
>or
>{{{<<tiddler "myfile.html#TiddlerName TiddlerName..." with: param param param...>>}}}
>or
>{{{<<tiddler "http://www.TiddlyWiki.com/index.html#HelloThere" with: param param param...>>}}}
If the plugin-enhanced {{{<<tiddler>>}}} macro is unable to retrieve the external content -- perhaps because the file doesn't exist or doesn't contain the requested tiddler(s), or cross-domain security blocked file access, or the network/server "timed out", etc., -- then it produces no output (i.e., just as when the standard {{{<<tiddler>>}}} macro is given a ~TiddlerName does not exist in the current document.)
<<<
!!!!!Using alternative "fallback" references
<<<
In addition to using external file/URL references in place of the usual ~TiddlerName, the plugin also allows you to use a ''fallback list'' consisting of a combination of alternative sources: tiddlers, local files, and/or URL references, each separated by "|". The first reference in a fallback list is the "primary source"; the remaining references are "fallback sources". The plugin will attempt to retrieve content from each fallback source until one is successfully retrieved or all alternatives have been tried.
For example, if you create a tiddler called [[HelloThere]], as well as a remotely-hosted TW document containing a published tiddler, also called [[HelloThere]], then you can write:
>{{{<<tiddler [[HelloThere|http://www.TiddlyWiki.com/#HelloThere]]>>}}}
When [[HelloThere]] is present in the local document, it is processed in the normal manner. However, if you delete the local [[HelloThere]] tiddler, the plugin will attempt to retrieve the [[HelloThere]] tiddler from the indicated remote URL.
Please note: although you can list any number of alternative sources, in whatever order you prefer, retrieval from a remote URL occurs asynchronously via XMLHttpRequest() processing. As a consequence, there can be ''no more than one remote URL reference in the fallback list'', and any alternatives that follow a remote URL reference will not be processed.
<<<
!!!!!Automatically import/create missing tiddlers
<<<
When content is retrieved from an external fallback source, the plugin can automatically import/create tiddler(s) containing that content into your document, allowing you to display, modify, save and/or search for text in that tiddler from within your own document, without needing to retrieve it again from the external source.
If no local ~TiddlerName(s) are specified in the fallback list (i.e., only direct file/URL references are present), then a tiddler will NOT be created, so that each time you render the tiddler display the external source will be re-read in order to render the most recently saved external file content. To illustrate using the example from above:
> {{{<<tiddler [[HelloThere|http://www.TiddlyWiki.com/#HelloThere]]>>}}}
will automatically create a locally-stored [[HelloThere]] tiddler, so that the external source is only accessed the first time the content is rendered, while:
> {{{<<tiddler [[http://www.TiddlyWiki.com/#HelloThere]]>>}}}
will re-load the content from the external source each time the display is rendered.
For easy identification, any tiddlers that are automatically created/imported are tagged with <<tag external>> (or other custom-defined tag values). These tiddlers can also be automatically tagged with <<tag temporary>> for use with [[TemporaryTiddlersPlugin]], which will skip over those tiddlers when saving changes to your document so that when you reload the document, the temporary tiddlers will no longer be present and will be retrieved anew from the external source, on demand, when (or if) they are needed. Important reminder: ''If you modify a temporary tiddler and want to retain it in your local document, be sure to remove the <<tag temporary>> tag from the tiddler before saving.''
<<<
!!!!!~XMLHttpRequest: performance and security issues
<<<
This plugin uses asynchronous XMLHttpRequest() processing to access external content directly from URLs hosted on remote web servers. However, ''cross-domain access from one remote domain to another using XMLHttpRequest() processing is generally restricted for security reasons''. As a result, URL references between server-hosted documents will not work unless those documents are located within the same domain. In order to ensure that external content included in server-hosted documents will be displayed as intended, you should ''always use either a relative path/file reference or an http: reference located on the same domain as the published document.'' for any document you intend to publish.
Note: Some hosting providers, such as http://www.TiddlySpot.com/ offer ''"proxy" services that may allow you to bypass the security restrictions'' for certain designated remote web sites. Consult your hosting service for information regarding their proxy arrangments (if any).
<<<
!!!!!Revisions
<<<
2008.10.27 1.3.1 in insertTiddler(), fixed Safari bug by replacing static Array.concat(...) with new Array().concat(...)
2008.01.08 [*.*.*] plugin size reduction: documentation moved to ExternalTiddlersPluginInfo
2008.01.03 1.3.0 use lower-level doHttp() instead loadRemoteFile() so that optional username/password values can be used in XMLHttpRequest
2007.12.22 1.2.2 in handler(), when reading from local file with relative path fixup, use decodeURIComponent() instead of decodeURI
2007.11.30 1.2.1 lots of code/documentation cleanup. renamed option cookies. changed auto tag value to "external".
2007.11.27 1.2.0 added support for automatically importing external tiddlers
2007.11.26 1.1.1 improved XMLHttpRequest() error reporting for cross-domain security issues
2007.11.26 1.1.0 added support for multiple alternative fallback references
2007.11.25 1.0.0 initial release - moved from CoreTweaks
<<<
In 1936, in a far off land, a madman rises to power through treachery and fear, preaching the virtue of racial purity. All those that seek to oppose him mysteriously disappear. In this great dark age there will come a savior from the most unlikely place imaginable:
Earth.
TWERPS: FLASH GORDON
by Dr. Garry M. Weinberger
Flash Gordon, created in the 1930's, is the granddaddy of all space adventures. Indeed, George Lucas' masterpiece was originally supposed to be a big screen adaptation of Flash Gordon, but he could not get the rights to the property. Thus he reworded his script and came out with Star Wars.
Flash Gordon is set firmly in the 1930's, with square jawed heroes, damsels in distress, mad science, fascist alien armies, warring kingdoms, good old American ingenuity, and a charismatic sociopath seeking to carve out his legend across the stars.
The planet Mongo, where the majority of the action in the Flash Gordon series takes place, is too far away from Earth to be seen by any telescope. Only the bombastic Dr. Zarkov, an exile from the scientific community, was able to discover the existence of the alien world and realize the danger it might represent. Kidnapping wealthy scion and world-class polo player Flash Gordon, as well as Dale Arden who happened to find herself involved, Zarkov took them in his scratch-built rocket to Mongo, and there their true adventures began……..
Mongo is a vast world of great natural beauty, encapsulating many civilizations. Up until recently, Mongo was ruled benevolently by a great king who did his best to ensure that all races got an equal say in the governing of their world. Unfortunately, this was not to last. He was betrayed and murdered by the one man who's loyalty he was certain of: Ming.
Ming rose from humble beginnings as a desert nomad to become a great general and eventually a trusted advisor to the king. In reality, Ming was ensuring that his followers were placed in key political and military positions. When the time was right, he staged a coup to dispose of the king and place himself on the throne. Only one person escaped the bloody attack; the king's son, Prince Barin, who was taken by the Arborians to their kingdom and kept safe from Ming's clutches. Ming spread rumors amongst the peoples of Mongo, convincing each civilization that the other races were waiting for them to show weakness so they could pounce on them and crush them under their heel. In this way he kept the races of Mongo insular, warring with each other rather than uniting to oppose him.
KINGDOMS OF MONGO
ARBORIA: A long, coastal kingdom consisting of a single huge forest, Arboria is made up of elaborate tree castles connected by myriad catwalks. The Arborians are a dashing folk, having taken dressing and poise lessons from Errol Flynn. They are men, men in tiiights; they roam around the forest looking for fights!
CORALIA: This undersea kingdom of the Aqua Men is located some 150 miles off the West coast of Mingo City. The nobles of Coralia are known for their mercurial nature. The technology of Coralia is far beyond the rest of Mongo, although Ming does not know this.
FRIGIA: Basically everything North of Sky City, Frigia is a vast, sprawling, seemingly endless territory ruled by Queen Fria. Ming exploits the land for it's natural resources, angering the queen, but she is powerless to stop him. The Frigians are huge, powerful folk, made hearty by their challenging lives.
GREAT MONGO DESERT: This desolate area is a virtual wasteland, peopled only by tribes of quasi-primitive Bedouin type nomads. They are generally resentful of the prosperity of the other kingdoms. In times of war, they hire themselves out as mercenaries. In times of peace, they are pretty much screwed. Ming was born into such a tribe.
MINGO: Located to the North of Arboria and the Great Mongo Desert, this highly advanced realm once had another name when it was ruled by the old king, but when Ming came to power he claimed the land as his own and changed it's name. Now Mingo is a land given to excess as Ming's minions run rampant as the new aristocracy.
NAQUK: An icy realm located far to the South of the civilized parts of Mongo, Naquk is ruled by giant warriors who are quick to hunt any interlopers to their land. Only the very brave or the very foolish come to Naquk, which makes it the first place that player characters are likely to head to.
PAQUA: The land of the Lion Men is a long, deep peninsula that juts out from the Northeast of Mingo City into the Sea of Mystery. It is an expanse of veldts, savannahs and wilderness with packs of wild beasts rampant and relatively little in the way of technology. That is just the way that the Lion Men prefer it.
SHARK CITY: This small but heavily fortified underwater city lies some 10 miles off the Southern coast of Paqua. It is ruled by predatory shark people who hunt the much more advanced folk of Coralia, as well as anybody else they come across. To the Coralians, they are Death incarnate. To the Lion Men, they are a form of caviar.
SKY CITY: Located North of Mingo above the Magnetic Mountains, Sky City is the home of the Hawk Men. The Hawk Men consider Sky City to be the peak of civilization and chafe under the rule of Ming. Sky City can be seen for many hundreds of miles.
SYK: The realm of the Witch Queen, Syk is a gloomy land of underground cities, lightless caverns, and ominous monsters roaming the darkness. You don't want to go there. Really, you don't. Nothing to see here. Move along now.
VOLCANO WORLD: This is a very large territory located in the Southeast portion of Mongo. It is a charred and bleak place where very little grows and all sorts of prehistoric beasties dwell. The Rock Men live here in cave networks. They are far removed from the rest of Mongo as they lack the technology to travel beyond their domain and Ming considers them not worth his while to dominate.
RACES
AQUA MAN: A member of a great undersea kingdom some 20 miles off the West coast. Can breathe underwater and swim at STx2, but cannot survive on land.
BLUE MAGIC MAN: Not actually a mage, but a follower of the dreaded Witch Queen of Syk. They are a tall, pale, somber folk who have +2 to all myth and lore type rolls.
DEATH DWARF: Small, stunted folk who serve the Witch Queen as spies and assassins. They have -2 to all rolls involving physical might, but +2 to all rolls involving dagger work. In most areas they have deservedly fearsome reputations.
EARTH MAN: Adventurers hailing from Earth, these folk get a general +1 to all of their actions due to the fact that they are considered very unpredictable and might do just about anything.
FROST MAN: Hailing from the frozen lands of the North and South, these folk stand up to 8 feet tall and have slate colored skin. They have +2 to all rolls involving physical power. They have a civilization somewhat akin to the Vikings of Earth, and ally themselves with no man.
HAWK MAN: Residing in a great aerial city, the Hawk men are led by King Vultan. They are a proud, aggressive lot who see themselves as superior to all "land locked" people. They posses wings that allow them to fly at ST hexes.
LION MAN: Sleek and fast, the tawny-furred Lion Men roam a wide wilderness and are very territorial. They gain +2 to initiative rolls due to their pouncing ability, and their powerful claws do 2 points of damage. They are almost always hunters.
MONGONIAN: The standard race of Mongo, typified by the likes of Arborians and Ming's soldiers, Mongonians are indistinguishable from humans except for a slightly formal bearing.
ROCK MAN: The true barbarians of Mongo, Rock Men are a short and sturdy people who get their name from the caves they live in. They reside in the wastelands, battling nightmarish monsters with spears and bows. They get +2 to all camouflage type rolls.
CHARACTER TYPES
ATHLETE (Bonus to all athletic/acrobatic/etc rolls)
DUELIST (Bonus to strike and parry in bladed combat, +1 additional
damage due to great skill; generally seen only amongst the Arborians)
FEMME FATALE (Bonus on seduction and intrigue type rolls)
HUNTER (Bonus on tracking and stealth maneuvers)
NOBLE (bonus to command and impress; starts out with expansive villa
and fancy gear)
PILOT (Bonus to all aeronautic maneuver rolls)
SCIENTIST (Bonus to all scientific type actions, the madder the better)
WARRIOR (Bonus to general attack rolls)
SHIPS
The Flash Gordon stories, particularly the movie serials, are known for their rocket ship dogfights. The rockets of Flash Gordon are simple affairs; blunt metallic tubes festooned with fins and points that can hold no more that a half dozen people at most. The smallest rocket ships are scout vessels equipped for two. Most of them can hold four comfortably, any maybe eight if they don't mind really, really close quarters. To translate the rocket ships of Flash Gordon to TWERPS: Space Cadets, the average ship would look like this:
ST: 8 SP: STx3 CREW: 2
DEF +2 Electro Cannon 5 PASSENGERS: 2
HEROES AND VILLAINS
FLASH GORDON ST:7 Earthman. Athlete +4, Pilot+2
Flash is in his mid-20's, tall and trim with a wiry toughness. He possesses the elegant features and clear blue eyes of good breeding. He lived a life of leisure until the day that he was abducted by Dr. Zarkov and flown to the planet Mongo. It was there that Flash's true nobility and personality rose to the fore. Flash places personal freedom above all else and despises those who would seek to deprive others of it. He has fought against the machinations of Emperor Ming for some years now, slowly but surely succeeding in uniting all the peoples of Mongo against his rule. Flash possesses an immense charisma. Men willingly follow him and beautiful women fall at his feet on a regular basis. Despite the constant temptation, he remains true to Dale Arden, whom he has come to love.
DALE ARDEN ST:6 Earth Woman. Femme Fatale+1
Dale is 20 years old, a petite, slim girl with flawless skin, dark hair, and captivating eyes. She accidentally found herself involved in Zarkov's plans to travel to Mongo with Flash Gordon and her life since then has been one of adventure beyond her wildest dreams. Having lived a sheltered life, Dale was initially frightened of the bizarre races and customs of Mongo, but as she became more and more embroiled in the battle against Ming, she found a vast inner strength that she'd been unaware of. Unfortunately, her chaste allure has caught the attention of Emperor Ming, who plans to wed the virtuous Earth woman and add her to his staggering harem.
DR. ZARKOV ST:6 Earthman. Scientist+5
A German Jew, Hans Zarkov fled his homeland when the Nazis began to gain prominence. Derided by the scientific community for his eccentric beliefs, Zarkov labored in secrecy for years in building a rocket ship that would take him to Mongo, a world beyond sight from where he had picked up radio transmissions touting intergalactic conquest and domination. Dr. Zarkov is a large, solid looking man in his mid-40's with a close beard and intense eyes. Although a man of science, he has no qualms about fighting the forces of Ming with sword, pistol, or even his bare hands if need be. Having been captured by Ming more than once, he is intimately familiar with the layout of the Royal Palace and has many secret contacts there.
PRINCE BARIN ST:6 Arborian. Noble+3, Hunter+2, Duelist+2
The rightful ruler of Mongo, Prince Barin is a trim, agile man in his early 20's with a dashing mien. He is recognized as the ruler of the Arborians and commands their loyalty completely. The prince is capable of great charm and panache, but the slaughter of his family has also given him a hard edge and a cruel streak that can be unnerving. He chafes at the fact that Flash's popularity surpasses his own, even though Flash and his companions have sworn to topple Ming and reinstate Barin. The greatest irony, and the one that keeps the troubled prince up nights, is that of all the women on Mongo, Barin has lost his heart to the Princess Aura, the daughter of the man who killed his family.
KING VULTAN ST:6 Hawk Man. Noble+2, Warrior+3
The mighty king of the Hawk Men is a powerful, barrel-chested man with a fiery red beard and centurion-style armor. He is bombastic and larger-than-life in all ways, leading his armies into battle with sword drawn and a mighty roar. Of all the rulers suffering under Ming, Vultan is the most vocal in his resentment. He rules the most amazing community on all of Mongo, a vast airborne city of gleaming towers, lush gardens, and elegant estates. He has thrown in his lot to reinstate Prince Barin, although it is no secret that he considers himself to be a better potential ruler of all Mongo.
PRINCE THUN ST:7 Lion Man. Noble+3, Hunter+5
Prince Thun of the Paqua is a huge, muscular lion man who's body is crisscrossed with countless old scars. He is Flash's first and greatest ally on Mongo. Thun considers both Vultan and Barin as being more concerned with personal status and recognition than in deposing the man who is ruining their world. The lion man is the only living creature to have escaped from Ming's captivity, and as such he is a powerful figurehead for rebellion. He is noble and direct, never going back on his word even to his enemies. Prince Thun is perhaps the greatest hunter on all of Mongo.
MING ST:8 Mongonian. Noble+4, Warrior+4
The vile traitor who struck down his king and virtually enslaved all of Mongo, Ming is tall and thin with saturnine features and the cold flat eyes of a shark. He wears opulent finery as if he were born to it. Ming possesses a frightening charisma and the hypnotic effect of a serpent; even people who know him for what he is tend to believe his words. He is willing to sacrifice anybody in his quest to achieve immortality, both temporal and literal, even his own daughter. Ming seems to be less a man than a force of nature; time and time again he has returned from certain death to reclaim his empire.
THE ENVOY ST:5 Race Uncertain. Noble+1
This mysterious figure is Ming's eyes, ears, and voice away from Mingo City. It is his job to express his lord's wishes and displeasures to the rulers of the various kingdoms. He is a shadowy figure in simple black robes with a deep hood that obscures his features. In some versions he is depicted with an ornate mask. Next to Ming, this nameless, faceless man is perhaps the most feared individual on all of Mongo.
PRINCESS AURA ST:5 Mongonian. Femme Fatale+3, Hunter+2
The Princess Aura is a sultry, exotic beauty of perhaps 21 who wears clothing that would be deemed scandalous on Earth. She is Ming's willful daughter by a long-forgotten slave girl who has grown bored and jaded with living the life of a feared aristocrat. She finds men to be weak and malleable, putty in her slender hands. She is aware of Barin's feelings towards her, and to some degree reciprocates them, but she is her father's daughter and her loyalty can never be permanent. She knows the wilds of Mongo well, and can handle a sword and pistol better than one would think.
THE WITCH QUEEN ST:7 Mongonian? Noble+5, Possible Levels in Magic…..
The Witch Queen rules over the bleak land of Syk (pronounced seek), as she has for nearly four centuries now. Despite her age, physically she is young with a cold beauty that does not invite company. She controls her land through fear, not unlike Ming, although she actually does seem to care for the welfare of her subjects. She believes (seemingly rightly so) that Flash Gordon is the reincarnation of her long dead husband, once ruler of all Mongo. Ming has made overtures of alliance towards her, but she knows that all he seeks is her secret of immortality and would dispose of her in a heartbeat if he ever pried it from her.
FLASH GORDON ADVENTURES
1. The island-continent of Tropica, far to the East of the main continent of Mongo, has so far remained neutral in the conflict. Now there are rumblings that Gundar, a local warlord, has kidnapped Queen Desira and is willing to throw in his lot with Ming by handing over all of Tropica to him. Can the characters make it to Tropica and penetrate Gundar's great fortress to rescue her and defeat the traitor?
2. From out of nowhere, a lone Syk scout stumbles at your feet. He tells you that monsters long since banished to the shadows have started to come back into the cities of Syk and that nobody is safe. They have implored the Witch Queen for protection, but she seems oddly reticent. Can the characters discover what is really going on and who is responsible for the return of the monsters?
3. For once there seems to be a joyous occasion on Mongo as King Vultan's son prepares to marry. The characters must travel beyond Mingo City to escort the bride-to-be safely across the land to Sky City. Little does anybody know that the prince's love is a Lion Woman! King Vultan will NOT be pleased…..
A WORD ON FLASH GORDON GAMING:
The original Flash Gordon serials were broken up into 12-15 episodes of perhaps 25 minutes each. At the end of each episode there was a deadly cliffhanger where it looked like there was no way that the heroes would survive! The viewers would always rush to the movie houses the next week to see just how Flash managed to cheat death yet again.
A Flash Gordon game should be played like a serial. Each session should be played at a breakneck pace. The characters could begin in a steamy jungle, get abducted by Arborian pirates, dogfight Ming's forces in rocket ships above the Sea of Mystery, rescue a princess from a wicked priest, and face down a mad warlord on the lip of an active volcano: all in under half an hour!
Try to play no longer than half an hour tops. As the time grows near, find a place to cut it off until next week. The ideal place will be during a critical moment that might mean certain death for one (or all) of the characters.
An entire serial (campaign) could be made in 12-15 such sessions with a clear ending. If you are playing more than 15 sessions of this, that is a hell of a lot of TWERPS and you need to find yourself a D&D or Warhammer group. J
TWERPS: The GENRE-MATIC
Author’s note: This is the first, untested and uncorrected draft of the last of my many TWERPS supplements. It remains unfinished, but there should be enough here for you to use it as a setting. Perhaps more than any other TWERPS supplement it benefits from the addition of other books in the line. Genre-Matic is based loosely on the Dream Park novels of Larry Niven and Steven Barnes, which were also made into a pretty good (but flawed) RPG by R. Talsorian games a decade ago. I’m presenting this unedited, although I do hope to get back to it and offer a finished, revised version some time. Maybe. Here’s one optional rule I just thought of: Have your players empty their pockets, and for each quarter they give you let their character begin the game with an extra quarter. There, now you can have a fun evening and still turn a profit.
1. INTRODUCTION
Welcome to a place where adventure is for sale. Welcome to a place where accountants rule the galaxy in their spare time. Welcome to a place where you can defeat dragons, fight alongside the heroes of history and myth and still be sure of getting a frosty cola and warm pizza slice… as long as you don’t run out of quarters.
Welcome to the world of the GENRE-MATIC.
TWERPS GENRE-MATIC is a role-playing game set in the most advanced theme park ever built, a real life amusement arcade where ordinary people go to play the hero for a few hours and act out their heroic fantasies under the guidance of the supercomputer PAL-9000. This campaign pack takes a few liberties with the TWERPS rules but is still useable with any other TWERPS set. Only the Basic Rules are necessary to play.
2. CHARACTER GENERATION
Unlike a regular TWERPS character (if indeed there is such a creature) the inhabitants of the GENRE-MATIC world are ordinary people who go to the park to pretend to be heroes, making this one of the very few games where your character can get caught in the holiday traffic and never make it to the adventure.
Roll up your character using the procedure in the Basic Rules, then reduce your Strength by one point. Next, choose a character template from PAL-9000’s stock list:
1. RICH KID: Not exactly a character template, this person simply has a lot of money. You bring 40 quarters to the park instead of the standard 20.
2. WARRIOR: Whatever the era, Warriors are the ultimate fighting machines. Whatever the challenge, Warriors are the ones trying to club it to death with a big stick. Begin the game with one personal weapon and take a +1 to hit with any attack.
3. EGG-HEAD: These boffins prize knowledge above brute force (Hm, does that sound like a role-player to you> Didn’t think so). +1 to all actions involving logic or specialised knowledge.
4. SUPER POWER: Potentially the most appealing option, Super Power covers most of the effects obtainable with magic, psi-abilities or comic book powers. However, these effects are expensive… and if you run out of quarters you run out of power. N.B. You must choose ONE power (e.g. Flight, Stun Blast etc). Further powers require taking this option again.
5. NATURAL BORN COWARD: One of nature’s survivors, +1 to Dodge, Run Away, Hide Under Tables and do other craven things you really ought to be ashamed of.
6. THE CHARMER: A true leader, or maybe a con-artist. +1 to deceive, persuade and charm. This includes rolling to persuade other characters to lend you quarters.
All characters are given (loaned) one costume appropriate (or maybe not) to their type and to the genre chosen. In the case of Charmers this will invariably be of rather better cut and quality than everyone else’s. All Super Power characters have a power focus (crystal amulet, magic staff, bullet-proof lingerie or whatever) without which they cannot use their ability.
EQUIPMENT
All equipment costs quarters. Furthermore, it costs quarters to run as well as to buy, and it is here that PAL-9000 uses a neat trick to balance the characters a little. The actual cost of equipment, in many cases, is up to the player! So, if you want to pay just one quarter for that Plasma Bazooka then go ahead.
Of course, there might be a catch…
Each time you use an item it costs you one quarter (instead of energy or ammunition) and you must roll (Equipment Cost + 1d10) Vs. (Character Strength + 1d10). In some cases the TWERPS MASTER may opt to have the roll be (Equipment Cost + 1d10) Vs. (Difficulty Level + 1d10). If the Equipment roll is lower than the Strength or Difficulty roll then the item fails to operate, maybe broken or perhaps jammed or out of power. Note that in the case of weapons one quarter buys you a short burst rather than a single shot, so TWERPS MASTERS might like to reduce these rolls to once per battle, or simply whenever you think it’ll be most awkward for the players. A tie means that the equipment will work if you immediately pay another quarter. Otherwise, everything works just fine. Or at least as well as can be expected for a piece of plastic, foam and papier-mache.
The only items which have a fixed cost and do not require a roll are simple non-mechanical things like swords, armour and so forth. All such items have no special bonuses. If a weapon they use no ammo or energy and cause 2 hits; armour has a defence of 2. Obviously you can create magic swords or whatnot, but these then follow the regular equipment rules. Mr Big Shot Paladin better have his bag of quarters ready if he wants that +5 Wholly Defender to do more than shine prettily… These rules mean that weaker characters can actually get better equipment for less, but this is a computer controlled artificial setting and PAL-9000 likes a level playing field. All special equipment has a little slot on the side labelled “Insert Coin.”
Each PC begins with 20 quarters. Don’t spend ‘em all at once.
3. THE COMBAT SYSTEM
Mounted / Vehicular combat: As the GENRE-MATIC setting is utterly artificial it is possible to ride sea unicorns into battle against nuclear subs or roar through space with you rocket pack to take on a swarm of galactic space-dragons with equal aplomb. Reality ain’t in it, sunshine.
Unless the character provides the motive power (as with a bicycle) then the VEHICLE strength determines the order of movement. The Strength of the driver determines the order of attack, unless the vehicle is self-controlled in which case it is effectively a character. Passengers may attack normally but drivers can only use vehicular weapons.
Collision Damage: 1d10 to each vehicle, 2 points to each passenger.
… and that’s it. If there was ever any more written I’m afraid that it is currently missing. Still, I hope you’ll find enough there to let you run a game, since the regular TWERPS rules should fill in very nicely for those areas not covered. There are a few glaring problems in these rules, but then this is the first draft. Please feel free to post any feedback or additions to this supplement.
© 1995 – 2003 Jon Hancock. Permission to reproduce this text is granted for personal use only. This semi-supplement was not edited by Niels Erickson, and dear me it certainly shows.
My apologies to those whose settings did not make it in here. They were either too long (read awesome) or the formatting was too intricate to convert. -- copycat
[[M.I.Troopers]]
PSI-KICKS
[[Tokyo Stomp]]
[[Bantam Leap]]
[[Barsoom]]
[[Conan]]
[[Cool Dudes]]
[[Flash Gordon]]
[[Last Fantasy]]
[[Old Time Radio: Green Hornet]]
[[Phantom]]
[[Popeye]]
[[The Shadow]]
[[Starship Twerpers]]
[[TWERPS Troopers]]
[[Book of Worlds I]]
[[Book of Worlds II]]
[[GENRE-MATIC]]
[[Mindbenders]]
[[Submariners]]
[[Impeccables]]
[[TWERPS Underworld]]
[[Videoland]]
[[Weird West]]
[[ZELDA]]
[[Pirates]]
[[Buck Rogers]]
[[You Don't Wanna Know!]]
[[MECHA TWERPS]]
[[Cyber-TWERPS]]
Golem combat is the same as all vehicle combat except that Golems may engage in vehicular melee.
Golem Melee
Golems may attack other vehicles or character's in melee combat. Use the Golem's pilot ST to resolve order of attack, attack and defense rolls, using any and all modifiers.
(see also: GolemCombat)
Golems
Golemnaughts pilot terrifying terracotta titans called Golems. These clay colossi crush armies, trample troops and dominate the battlefields. Also with these monstrous machinations, are the smaller, lighter, Golem-Infantriatum (G.I.s). The Golem and the G.I.s are the war machinations of their era, capable of traversing almost any form of terrain. Golem s the same as other vehicles.
Golem-Infantriatum (G.I.)
Technically, a Golem-Infantriatum is not a Golem, but it is. A G.I. is enchanted terracotta Arm. It is not a vehicle, and all damage is applied to its wearer, and it also gets a critical system roll. A G.I. has a + 4 ST modifier for attack, defense, and MOV, and has 2 spaces.
216
Troll Golem
S1
Variant A
32C S1 E5 Ctrl -1 Bod 1 Arm 1 Cap 5 Spaces 8 MOV GroundX2
Variant D
69C S1 E8 Ctrl + 1 Bod 2 Arm 1 Cap 5 Spaces 8 MOV GroundX3
Variant B
54C S1 E6 Ctrl 0 Bod 1 Arm 1 Cap 5 Spaces 8 MOV GroundX3
Variant E
78C S1 E 10 Ctrl + 2 Bod 2 Arm 1 Cap 5 Spaces 8 MOV GroundX3
Variant C
63C S1 E7 Ctrl + 2 Bod 1 Arm 1 Cap 5 Spaces 8 MOV GroundX3
Giant Golem
S2
Variant A
54C S2 E6 Ctrl -1 Bod 1 Arm 2 Cap 10 Spaces 18 MOV GroundX2
Variant D
68C S2 E9 Ctrl + 1 Bod 2 Arm 2 Cap 10 Spaces 18 MOV GroundX2
Variant B
62C S2 E7 Ctrl 0 Bod 2 Arm 2 Cap 10 Spaces 18 MOV GroundX2
Variant E
72C S2 E 10 Ctrl + 2 Bod 2 Arm 2 Cap 10 Spaces 18 MOV GroundX2
Variant C
66C S2 E8 Ctrl + 1 Bod 2 Arm 2 Cap 10 Spaces 18 MOV GroundX2
Colossus Golem
S3
Variant A
70C S3 E7 Ctrl -1 Bod 2 Arm 2 Cap 15 Spaces 28 MOV GroundX2
Variant D
82C S3 E 10 Ctrl + 2 Bod 2 Arm 2 Cap 15 Spaces 28 MOV GroundX2
Variant B
74C S3 E8 Ctrl 0 Bod 2 Arm 2 Cap 15 Spaces 28 MOV GroundX2
Variant E
84C S3 E 11 Ctrl + 2 Bod 2 Arm 2 Cap 15 Spaces 28 MOV GroundX2
Variant C
78C S3 E9 Ctrl + 1 Bod 2 Arm 2 Cap 15 Spaces 28 MOV GroundX2
Titan Golem
S4
Variant A
51C S4 E8 Ctrl -1 Bod 2 Arm 3 Cap 20 Spaces 38 MOV GroundX1
Variant D
57C S4 E 11 Ctrl + 2 Bod 2 Arm 3 Cap 20 Spaces 38 MOV GroundX1
Variant B
53C S4 E9 Ctrl 0 Bod 2 Arm 3 Cap 20 Spaces 38 MOV GroundX1
Variant E
58C S4 E 12 Ctrl + 2 Bod 2 Arm 3 Cap 20 Spaces 38 MOV GroundX1
Variant C
55C S4 E 10 Ctrl + 1 Bod 2 Arm 3 Cap 20 Spaces 38 MOV GroundX1
Behemoth Golem
S5
Variant A
57C S5 E9 Ctrl -1 Bod 2 Arm 3 Cap 25 Spaces 48 MOV GroundX1
Variant D
62C S5 E 12 Ctrl + 1 Bod 2 Arm 3 Cap 25 Spaces 48 MOV GroundX1
Variant B
59C S5 E 10 Ctrl 0 Bod 2 Arm 3 Cap 25 Spaces 48 MOV GroundX1
Variant E
65C S5 E 14 Ctrl + 2 Bod 2 Arm 3 Cap 25 Spaces 48 MOV GroundX1
Variant C
61C S5 E 11 Ctrl + 1 Bod 2 Arm 3 Cap 25 Spaces 48 MOV GroundX1
221
Megalith Golem
S (Variable) Composite Golem Cost (Variable) Megalith-Golems are a peculiar class of arcane machina actually assembled from other Golem combining to transform into a larger avatar of destruction. Total E of The Megalith-Golem is equal to total of all Golems combined. When damage is assigned to a Megalith-Golem it is divided up equally against all Golems combined to make up the Megalith-Golem (if Not an even distribution, choose randomly). Any vehicle modification or weapon hits are checked against all Golems in the Megalith-Golem combination. When Golems combine: One Golemnaught controls the Megalith-Golem, the rest are gunners or back-up golemnaughts. Megalith-Golem golemnaughts make all melee attacks. Each Golem in the Megalith-Golem must dedicate 2 spaces for the capability to become part of the Megalith-Golem. The Megalith-Golem moves at the lowest MOV multiplier of all Golems combined.
222
8.5.5.1: Golem Modifications Spell Jewels
Spell jewels are ornate, enchanted pieces of jewelry which hold spells which a Golemnaught may use in battle. A spell jewel takes up 1 space for level 1 enchantment, and doubles for each subsequent level of enchantment; level 1 = 1 space, level 2 = 2 spaces, level 3 = 4 spaces, level 4 = 8 spaces, etc.. 2 damage per target 3 damage per target Range 6 Range 7 (Sphere) Bolt-1 Number of Spaces 1 (Sphere) Blast-3 (Sphere) Burst-4 A single bolt of eldritch energy used to attack a single Number of Spaces 4 Number of Spaces 8 hex Multiple bolts of eldritch An explosive attack against 1 damage energy used to attack two one hex, which may also Range 5 separate hexes damage anyone else near the 3 damage per target target hex, (all adjacent Range 7 hexes) (Sphere) Bolt-2 4 damage per target Number of Spaces 2 Range 8 (Sphere) Blast-4 A single bolt of eldritch energy used to attack a single Number of Spaces 8 (Sphere) Strike-1 hex Multiple bolts of eldritch 2 damage energy used to attack two Number of Spaces 1 Range 6 separate hexes A beam of eldritch energy 4 damage per target that attacks anyone in its Range 8 path, starting from the (Sphere) Bolt-3 Golem's hex Number of Spaces 4 1 damage to all within area of (Sphere) Burst-1 A single bolt of eldritch effect energy used to attack a single Number of Spaces 1 Range 5 hex An explosive attack against 3 damage one hex, which may also (Sphere) Strike-2 Range 7 damage anyone else near the target hex, (all adjacent Number of Spaces 2 hexes) A beam of eldritch energy (Sphere) Bolt-4 1 damage per target that attacks anyone in its Number of Spaces 8 Range 5 path, starting from the A single bolt of eldritch Golem's hex energy used to attack a single 2 damage to all within area of (Sphere) Burst-2 hex effect 4 damage Number of Spaces 2 Range 6 Range 8 An explosive attack against one hex, which may also (Sphere) Strike-3 damage anyone else near the (Sphere) Blast-1 target hex, (all adjacent Number of Spaces 4 Number of Spaces 1 hexes) A beam of eldritch energy Multiple bolts of eldritch 2 damage per target that attacks anyone in its energy used to attack two Range 6 path, starting from the separate hexes Golem's hex 1 damage per target 3 damage to all within area of (Sphere) Burst-3 Range 5 effect Number of Spaces 4 Range 7 An explosive attack against (Sphere) Blast-2 one hex, which may also Number of Spaces 2 damage anyone else near the Multiple bolts of eldritch target hex, (all adjacent energy used to attack two hexes) separate hexes
223
(Sphere) Strike-4
Number of Spaces 8 A beam of eldritch energy that attacks anyone in its path, starting from the Golem's hex 4 damage to all within area of effect Range 8
Range 8
(Sphere) Guard-1
Number of Spaces 1 Shields the golem from eldritch energies of a specified Sphere that would cause them harm Damage is -2
(Sphere) Storm-1
Number of Spaces 1 A tempest of eldritch energy that radiates out from the caster attacking anyone in its path Area of STORM is 360 degree (centered on the golem) extending out 5 hexes 1 damage to all caught within the area of effect Range 5 hex radius
(Sphere) Guard-2
Number of Spaces 2 Shields the golem from eldritch energies of a specified Sphere that would cause them harm Damage is -4
(Sphere) Wave-1
Number of Spaces 1 A wave of eldritch energy that attacks anyone in its path Wave is 180 degree wide extending 1 hex to either side of the golem's front facing 1 damage to all caught within area of effect Range 5
(Sphere) Storm-2
Number of Spaces 2 A tempest of eldritch energy that radiates out from the caster attacking anyone in its path Area of STORM is 360 degree (centered on the golem) extending out 6 hexes 2 damage to all caught within the area of effect Range 6 hex radius
(Sphere) Guard-3
Number of Spaces 4 Shields the golem from eldritch energies of a specified Sphere that would cause them harm Damage is -6
(Sphere) Wave-2
Number of Spaces 2 A wave of eldritch energy that attacks anyone in its path Wave is 180 degree wide extending 2 hexes to either side of the golem's front facing 2 damage to all caught within area of effect Range 6
(Sphere) Guard-4
Number of Spaces 8 Shields the golem from eldritch energies of a specified Sphere that would cause them harm Damage is -8
(Sphere) Storm-3
Number of Spaces 4 A tempest of eldritch energy that radiates out from the caster attacking anyone in its path Area of STORM is 360 degree (centered on the golem) extending out 7 hexes 3 damage to all caught within the area of effect Range 7 hex radius
(Sphere) Wave-3
Number of Spaces 4 A wave of eldritch energy that attacks anyone in its path Wave is 180 degree wide extending 3 hexes to either side of the golem's front facing 3 damage to all caught within area of effect Range 7
(Sphere) Protection-1
Number of Spaces 1 Shields a target of the golemnaught's choice from eldritch energies of a specified Sphere that would cause them harm +2 defense against Sphere
(Sphere) Storm-4
Number of Spaces 8 A tempest of eldritch energy that radiates out from the caster attacking anyone in its path Area of STORM is 360 degree (centered on the golem) extending out 8 hexes 4 damage to all caught within the area of effect Range 8 hex radius
(Sphere) Wave-4
Number of Spaces 8 A wave of eldritch energy that attacks anyone in its path Wave is 180 degree wide extending 4 hexes to either side of the golem's front facing 4 damage to all caught within area of effect
(Sphere) Protection-2
Number of Spaces 2 Shields a target of the golemnaught's choice from eldritch energies of a specified Sphere that would cause them harm +4 defense against Sphere
224
(Sphere) Protection-3
Number of Spaces 4 Shields a target of the golemnaught's choice from eldritch energies of a specified Sphere that would cause them harm +6 defense against Sphere
anyone near them, and protects them from eldritch energies of a specified Sphere that would cause them harm Area of Resistance is 360 degree (centered on the caster) extending out 7 hexes +3 defense against Sphere
If a target is protected from that Sphere, they are protected from all damage from this weapon + 3 to hit + 3 damage
(Sphere) Imbue-4
Number of Spaces 8 A blessing of a specified Sphere that the caster lays upon a golem's weapon to aid in combat If a target is protected from that Sphere, they are protected from all damage from this weapon + 4 to hit + 4 damage
(Sphere) Protection-4
Number of Spaces 8 Shields a target of the golemnaught's choice from eldritch energies of a specified Sphere that would cause them harm +8 defense against Sphere
(Sphere) Resistance-4
Number of Spaces 8 A magical sphere that surrounds the caster, and anyone near them, and protects them from eldritch energies of a specified Sphere that would cause them harm Area of Resistance is 360 degree (centered on the caster) extending out 8 hexes +4 defense against Sphere
(Sphere) Resistance-1
Number of Spaces 1 A magical sphere that surrounds the caster, and anyone near them, and protects them from eldritch energies of a specified Sphere that would cause them harm Area of Resistance is 360 degree (centered on the caster) extending out 5 hexes +1 defense against Sphere
(Sphere) Ward-1
Number of Spaces 1 A blessing of a specified Sphere that the caster lays upon a Golem that aids in combat from any and all damage from that Sphere + 2 defense against Sphere
(Sphere) Imbue-1
Number of Spaces 1 A blessing of a specified Sphere that the caster lays upon a golem's weapon to aid in combat If a target is protected from that Sphere, they are protected from all damage from this weapon + 1 to hit + 1 damage
(Sphere) Ward-2
Number of Spaces 2 A blessing of a specified Sphere that the caster lays upon a Golem that aids in combat from any and all damage from that Sphere + 4 defense against Sphere
(Sphere) Resistance-2
Number of Spaces 2 A magical sphere that surrounds the caster, and anyone near them, and protects them from eldritch energies of a specified Sphere that would cause them harm Area of Resistance is 360 degree (centered on the caster) extending out 6 hexes +2 defense against Sphere
(Sphere) Imbue-2
Number of Spaces 2 A blessing of a specified Sphere that the caster lays upon a golem's weapon to aid in combat If a target is protected from that Sphere, they are protected from all damage from this weapon + 2 to hit + 2 damage
(Sphere) Ward-3
Number of Spaces 4 A blessing of a specified Sphere that the caster lays upon a Golem that aids in combat from any and all damage from that Sphere + 6 defense against Sphere
(Sphere) Ward-4
Number of Spaces 8 A blessing of a specified Sphere that the caster lays upon a Golem that aids in combat from any and all damage from that Sphere + 8 defense against Sphere
(Sphere) Resistance-3
Number of Spaces 4 A magical sphere that surrounds the caster, and
(Sphere) Imbue-3
Number of Spaces 4 A blessing of a specified Sphere that the caster lays upon a golem's weapon to aid in combat
225
Charm-5
Number of Spaces 16 Range: Sight Level: 5 Duration: battle Description: The target of this spell will not harm the caster, and will even protect them at the risk of their own life Save vs. 12.
Control-5
Number of Spaces 16 Range: Sight Level:1 level: FEAR victim runs away* 2 levels: HOLD/SLEEP Victim freezes* 3 levels: HYPNOSIS as per HOLD/SLEEP but victim also answers caster's questions truthfully 4 levels: SUGGESTION - as HYPNOSIS, but caster may also plant one hypnotic suggestion which lasts until DISPELLED 5 levels: CHARM victim falls under casters permanent control. Duration: battle Description: Levels used dictates spell effect.
However, there is a ST cost of 1 point per spell level. These points do not return until the created item(s) are dispelled or destroyed. The caster may dispel any items he creates for free, at will, at any time or range. If an item is permanently created, the caster's Create levels used are removed instead of ST, but the caster can no longer freely dispel it.
If an attempt to Dispel any permanent enchantment fails, the caster may only try again with a higher level of Dispel.
Door-5
Number of Spaces 16 Range: Touch Level: Duration : 1 level = 1 minute 2 levels = 15 minutes 3 levels = 1 hour 4 levels = 6 hours 5 levels = 1 day Description: Allows the caster to create a 3'x 6' doorway in (and through), any wall, ceiling or floor.
Detect (Magic)-5
Number of Spaces 16 Range: Touch Level: Compare Detect Magic level to the level of each spell detected to find out how much the spell recipient can tell about that spell Less than or equal to: can only tell that a spell is there + 1: able to tell what level it is + 2: able to tell if it's hostile + 3: able to tell what spell it is + 4: discern other specifics, i.e. if it is a Help spell, what does it help you to do? Duration: battle Description: Allows the recipient to see" magical auras around any permanently or temporarily enchanted object or person.
Find-5
Number of Spaces 16 Range: Level: 1level - 1 hex 2 levels 2 hex radius, etc. Duration: 1 round Description: allows caster to find any one (1) object, (as long as that object is in the area defined by the spell).
Flight-5
Number of Spaces 16 Range: Touch Level: higher levels increase chances of successful casting and add +2 per level to movement rate. Duration: 1 flight Description: Allows recipient to fly at their normal movement rate and to ignore movement restrictions unless his opponent also flies.
Create-5
Number of Spaces 16 Range: 1 hex Level: see: Description Duration: see: Description Description: Saving throw is Create levels known vs. Create levels employed, i.e. a character with Create-5 rolls 1d10+5 vs. 1d10+2 if they were using 2 levels of Create. This spell materializes any object(s) desired by the caster, up to the current market value of 1C (X10 /per level used), i.e. a 3rd level Creation could be worth 1000C, (1C X 10 X 10 X 10 = 1000C).
Dispel (Magic)-5
Number of Spaces 16 Range: Touch Level: see: Description Duration: Permanent Description: Attempts to dispel all spells in effect on the character or object touched, but only works on spells of a level less than or equal to the level of the Dispel cast. The target(s) spell also gets a save; the level of the spell(s) vs. the level of Dispel.
Harm-5
Number of Spaces 16 Range: Sight Level: see: Description Duration: see: Description Description: inflicts levels cast in damage. Cannot be Dispelled.
226
Heal-5
Number of Spaces 16 Range: Touch Level: see: Description Duration: see: Description Description: Add levels cast to target's current ST, but only up to normal maximum. Cannot be Dispelled.
Description: Allows caster to create a 10' X 10' X 10' deep hole.
Invisibility-5
Number of Spaces 16 Range: Touch Level: see: Description Duration: 1 hour per level cast Description: DL to be seen is equal to the levels used X2. Opponents may use actions to try to detect invisible character Successful detection reveals current position only When in the same hex as invisible character, opponents also get one free roll to detect Only those who know the invisible character's current position may attack him If the invisible character attacks an opponent who has not detected him, that opponent does not get a defensive combat roll.
Help-5
Number of Spaces 16 Range: Touch Level: see: Description Duration: battle Description: Add (levels cast X2) to target's effective ST, but only for purposes of a specific action or activity. Possible applications: Movement rate (& order of movement), Combat roll to hit, Combat roll to dodge, Specific type of save (i.e. saves vs. poison, saves vs. magic, etc.)
Duration: 1 battle, see: Description Description: Allows caster to take any spell from the mind of another spellcaster (causing them to forget that spell for the duration of the battle), and learn it as if they had studied it themselves The "borrowed" spell will only be at the level of the Mind-bandit spell cast and once it is cast it is forgotten.
Missile Protection5
Number of Spaces 16 Range: Touch Level: see: Description Duration: 4 rounds per level cast Description: Protects target from projectile weapons, + 8 defense bonus from projectiles.
Hinder-5
Number of Spaces 16 Range: Sight Level: see: Description Duration: see: Description Description: Subtract (levels cast X2) from target's effective ST, but only for purposes of a specific action or activity. Possible applications: Movement rate (& order of movement), Combat roll to hit, Combat roll to dodge, Specific type of save (i.e. saves vs. poison, saves vs. magic, etc.)
Mount-5
Number of Spaces 16 Range: Touch Level: see: Description Duration: battle Description: Allows caster to create a phantom steed, which will move at (level cast X5), and is immune to damage.
Light-5
Number of Spaces 16 Range: Touch Level:1level - 1 hex 2 levels 2 hex radius, etc. Duration: 1 hour per level cast Description: Allows caster to create an intense light, which radiates from the target.
Phantasm-5
Number of Spaces 16 Range: Sight Level: see: Description Duration: 2 rounds per levels cast Description: Allows caster to create an illusion that will appear real to all who see it and fail their save. It will cause no damage. Save is equal to level cast X3.
Metamorph-5
Number of Spaces 16 Range: Touch Level: see: Duration Duration: 1 hour per level cast Description: Allows caster to change target's outer appearance, but not ST or abilities.
Hole-5
Number of Spaces 16 Range: Sight Level: levels add to size: 2 levels = 10' X 20' X 10' deep 3 levels = 10' X 30' X 10' (or 20' X 20' X 10'), etc... Duration: Permanent
Mind-bandit-5
Number of Spaces 16 Range: Touch Level: see: Description
227
Protection-5
Number of Spaces 16 Range: Touch Level & Duration: 1 round per level cast Description: Target receives protection from normal melee' weapons, equal to a + 5 defense bonus
Description: Allows target of spell to fall like a feather, negating all damage from fall.
Speed-5
Number of Spaces 16 Range: Touch Level & Duration: 2 rounds per levels cast Description: Target's movement is X2
Skill, +2 attack Damage, +1 damage (base 1 damage) Speed +2 movement rate PC abilities, TM option
Telepathy-5
Number of Spaces 16 Range: Sight Level: number of recipients Duration: battle Description: Allows caster to "speak" into recipient's mind
Question-5
Number of Spaces 16 Range: Self Level: 1 question per level Duration: battle Description: Allows caster to ask a "YES" or "NO" question and receive and answer, (if appropriate).
Summon-5
Number of Spaces 16 Range: 1 hex Level: see: Description Duration: battle Description: Saving throw is Summon levels known vs. Summon levels employed, i.e. a character with Summon-5 rolls 1d10+5 vs. 1d10+2 if they were using 2 levels of Summon. Instantly calls a creature with a Strength equal to the number of levels cast, automatically under caster's control. May have special abilities, each one taken costs 1 ST point: Special Ability: Flight, See: Flight spell Armor, +2 defense
Wall-5
Number of Spaces 16 Range: Sight Level: Additions levels add to the area covered; i.e. 3 levels would be 30' X 30' X 6' Duration: number of days equal to levels cast Description: Allows the caster to create a 10' X 10' X 2' wall of unbroken stone. When the spell is cast, the caster may alter the shape of the wall, (as long as it covers the same area). This would enable the caster to seal a doorway, or to circle their opponent or even themselves in with a wall.
Rope-5
Number of Spaces 16 Range: Touch Level: Save vs. level cast X2 Duration: battle Description: Target is tied up in a mystical rope
Slow Fall-5
Number of Spaces 16 Range: Sight Level: maximum number of targets is equal to levels cast X2 Duration: battle
Glyphs
A glyph is a magical sign or rune design inscribed into the body of the golem. These may only be inscribed by characters with Magica skill. Glyphs are incredibly complex and must be made in a precise manor. An artist may copy the glyphs pattern, but it would not be a glyph, just a picture of a glyph. Golem is damaged the glyph will fail on the roll of a 1. Golem Quick Step Glyph Number of Spaces 2 Golem Long Arm Glyph + 10 Movement for one round of combat Usable (2X) per combat Number of Spaces 1 Telescoping Arm that can extend 1 hex
Golem Air Bubble Glyph
Number of Spaces 1 Allows for operating in hostile environments (under water, in a poisonous atmosphere, or hard vacuum, etc..) by protecting Golem interior. If
Golem Protection Glyph
Number of Spaces 2 (3) + 1 defense for 2 spaces + 2 defense for 3 spaces (cannot be inscribed beyond +2 defense)
228
If Golem is damaged the glyph will fail on the roll of a 1.
Golem Flight Glyph
Number of Spaces 8 Allows short distance flight, (must land in the same movement phase as take off), 2X Movement. Allows for true Flight when combined with Golem Wings at 2X movement
Adds +2 to hit (in addition to any other modifiers), is inscribed on a specific weapon only Breaks easily, on a roll of 1, 2 or 3 if Golem is damaged
Golem Weapon Binding Glyph
Number of Spaces 1 Links 2 or more ranged weapons together, so that they may fire simultaneously Roll 1 attack for all weapons, applying all modifiers to each attack Apply damage after all attacks are resolved.
Golem Jump Glyph
Number of Spaces 2 Allows Golem to jump its full movement, when combined with Golem Wings jump is 2X movement If a Golem jumps onto another Golem or vehicle the damage is equal to the jumping Golem current Engine Score and the jumping Golem must make a difficulty 8 roll If roll was successful jumper takes 1 damage, if not damage equal to target's current Engine. When attempting to jump onto another Golem an attack is made, and a successful "to hit" roll must still be made A Golem that has been hit by a successful jump has a difficulty 8 to remain standing A jumping Golem that fails in a jumping attack has a difficulty 8 to remain standing, and if roll is failed takes a point of damage.
Golem Long Leg Glyph
Number of Spaces 2 (1 each) Increases Golem's height by + 10' and + 2 Movement
M.A.G.G.I.-Morph Glyph
Number of Spaces 1 Conversion Glyph that permits Golem to transform from its standard form to one (1) other programmed configuration Thus the Golem may assume a more "exotic" form when it converts; great for impressing the opposition Additional dedicated spaces allow additional configurations A Megalith-Golem requires a minimum of 2 (2) weapon spaces dedicated to M.A.G.G.I.-Morph capability in order to assume another form; these spaces are in addition to the one (1) space per each Golem required to create the MegalithGolem itself
Golem Accuracy Glyph
Number of Spaces 1 Adds + 1 to hit (in addition to any other modifiers) Breaks easily, on a roll of 1 or 2 if Golem is damaged
Golem Reloader Glyph
Number of Spaces 1 (special) Reloads any weapon it is inscribed into. (reduces reload time by 1 round per each space dedicated to reload glyph).
Golem Improved Accuracy Glyph
Number of Spaces 1
229
Other Golem Modifications G.I. Claws
Number of Spaces 1 +1 damage Retractable GI only.
Golem Oil Bladders
Number of Spaces 1 Covers a 1 hex area Any Golem in, or moving through, that affected are to make a DL 7 roll to remain standing or walk On a failed roll, the Golem takes falling damage (1 pt, unless falling over a cliff or some such), with a DL of 7 to stand again. While prone all attack and defensive rolls are -4.
Golem Fist
Number of Spaces 1 AA +0 damage, does not open.
Golem Flying Fist
Number of Spaces 4 AA +0 damage, does not open May be fired as projectile (1 time only) for range of 5, -1 to hit.
Golem Shield
Number of Spaces 1 + 2 defense against one attacker per round
Golem Spear
Number of Spaces 1 + 1 to hit AA +0 damage 1 hex range
Golem Flying Fist with Returning and Reloading Glyphs
Number of Spaces 5 AA +0 damage, does not open May be fired as projectile for range of 5, -1 to hit After striking it will return to Golem and reload
Golem Sword
Number of Spaces 1 + 1 to hit +1 damage
Golem Hand
Number of Spaces 2 AA +0 damage, allows Golem to grasp objects
Golem Wings
Number of Spaces 2 Allows Golem to glide at 1 hex forward for every 10' fallen, maximum speed = 2X Movement. Allows for true flight when combined with Golem Flight Glyph.
Golem Hammer
Number of Spaces 1 -1 to hit +2 damage
Healing
Healing can be done by one of several ways; Med-kits, Potions, Herbs, Spells and Holy Touch. Giving medical assistance takes an action and the patient must hold still as well. Medical attention may be given any number of times during a battle, unless the patient has received a fatal wound (i.e. Strength reduced to less than 1).
Fatal Wound
If a player attempts to save a fatally wounded character, they must repair enough damage to bring the character to 1 Strength point. A fatally wounded character cannot be healed above 1 point of Strength, even if the player rolls well enough to raise the fatally wounded character above 1 Strength point. If not, the character dies at the end of the battle. Each character may try only once for each fatally-wounded character.
Potion
A potion may be used by any character that is conscious.
Any spell using character can use Herbs to make potions. To do this mix Herbs and water together, bring to a boil and cast a spell on them. Roll a die, on a 2 or higher the concoction is now a magical potion. On a roll of a 1 or less you make really good tea, nothing else. A potion requires 1 dose of Herbs per spell level cast into it. When using the potion, if original creator's ST is not known, ST 5 is used as a default for spell resolution. The potion may be sold, stolen or given to any character. The average cost of a potion is 2X the cost of the Herbs required to make it. To use this potion the target of the spell must either drink the potion or be struck with it. Potions are usable by any character, as if they were the one casting the spell. A potion may only be used once. A potion cost 5c per spell level. Example: A potion of Heal-3 would cost 15c.
Herbs
Any character can attempt to use Herbs to heal another character, but not on themselves. To heal using herbs, the character must use 1 dose of Herbs and then roll a difficulty number equal to the number of damage sustained. The number of points healed is equal to the number of points by which the die roll exceeds the difficulty number. For each additional dose of Herbs used add +2 to the die roll. Herbs cannot be re-used.
Herbs have a variety of uses. They may be used to heal wounded characters, (see: Healing). Herbs can be used to make potions, (see: Potions). Herbs may be used by Thaumaturge to offset their magical ability. When a Thaumaturge casts a spell, they may save spell levels by using Herbs. Example: If a Thaumaturge were to cast a Summon-3 spell, they could expend 3 doses of herbs and not use up her 3 levels of Summon for that battle. A character can only carry up to 10 doses of Herbs on their person.
Poison
When a character is exposed to poison, they must make a Saving Roll against the poison's DL (i.e. the toxin's ST. TMs are advised against instant death poison in their games, but knockout or disorienting drugs are nifty.
When a Holyman reaches ST. 8+ he gains the ability of Holy Touch. The Holyman may touch a wounded character and heal that character 1 point per round. He may do this until the character is completely healed.
House Rules
( from the yahoo group howtodoeverything) [[http://games.groups.yahoo.com/group/howtodoeverything/]]
Keeping Track of Ammunition
by Matt Steflik
Keeping track of ammo is very non-TWERPish, but there are times that running out of it could add to the drama of a scene. I came up with "categories" of ammo ammounts and assigned each a number:
Amount Roll
Plenty Start
Lots 3
A Bunch 5
Some 7
A Few 9
None (*CLICK*)
At the start of an adventure, most players have "Plenty" of bullets. After a combat (or during if there's a lot of shooting), have the player roll a d10 (don't add in STR). If they roll over a 3, they still have "Plenty". Under a 3, they are down to "Lots". Next time the ammo check has to beat a 5 or they are down to "A Bunch", etc. If
you want to limit amount of bullets at the start of an adventure,
start them with "A Bunch" instead of "Plenty". Down to "A Few"
bullets and then find a clip on a bad guy you just finished off?
Consider yourself back to having "Some". I think you get the idea.
Hit Locations
by Matt Steflik
Yeah, I know - they aren't very TWERPish either, and most people aren't gonna be concerned about this. My players wanted them once faced with an oponent wearing a bulletproof vest (they wanted to hit them where the armor wasn't, obviously). So, keeping with the d10, here's a basic location table:
Roll Location
1 Head
2 Left Arm
3 Right Arm
4,5 Upper Torso
6,7 Lower Torso
8: "Gnards"
9 Left Leg
10 Right Leg
If it ever matters, just roll a d10 to see where a hit lands. If you
want to hit somewhere special (the infamous "called shot" of other
more complex games), take an additional -1 modifier to the attack.
Hitting in special locations doesn't do any extra damage unless it
triggers an Achilles Heel effect or somesuch (stake through the heart,
whatever). Unless you want a "Gnard-shot" to require a stun check for
laughs. Or whatever.
BOOM! (Explosions in TWERPS) by Matt Steflik
Sometimes in the course of a TWERPS adventure, something blows up. Here are some fast and simple rules for dealing with the effect this could have on characters and NPCs.
How Big Is The Boom?
Explosions have one rating: Strength. Strength determines how powerful the explosion is. From the Strength of an explosion, you can determine the explosion's radius and area of effect.
Explosions radiate out from a central "ground zero" point of greatest focus, forming rings of ever decreasing strength. This radius typically runs from 1 to 4 (10 to 40 feet). The Strength of an explosion can run from 1 (pretty weak) to 10 (pretty powerful). Strength is divided for each "ring" of the explosion to create an area of effect as follows:
Central "Ground Zero" = Half of Strength (rounded up) Each subsequent ring = Half of remaining Strength (rounded up)
This means an explosion of Strength: 3 would look like this: (Half of 3 = 1.5, round up to 2 for center, leaving 1. Half of 1 = .5, round up to 1 for 1st ring, leaving zero.)
111
121
111
While an explosion of Strength: 9 would look like this: (Half of 9 = 4.5, round up to 5 for center, leaving 4. Half of 4 = 2 for 1st ring, leaving 2. Half of 2 = 1 for 2nd ring, leaving 1. Half of 1 = .5, round up 1 for 3rd ring, leaving zero.)
1111111
1111111
1122211
1125211
1122211
1111111
1111111
How Much Does It Hurt?
When any character is caught in an explosion's area of effect they must roll a defensive roll (STR +1d10) vs. the relative Strength of the explosion affecting the square they are on. In the above example of a Strength: 9 explosion, a character standing on a square with a 1 would roll their defensive roll vs. an explosion Strength of (1 + 1d10). A character standing at "ground zero" would roll their defensive roll vs. (5 + 1d10).
If a character's defensive roll is failed, they take an amount of damage equal to the relative Strength of the explosion affecting the square they are on. If the roll is successful, they take the amount of damage equal to this value -1 (sure, you dodged a bit, but in an explosion, odds are you're going to get hurt some anyway). Again, using the previous example of a Strength 9 explosion, a character standing on a 1 (outer rings of explosion) that fails the roll takes 1 damage (if they make it they take nothing). A character standing on the 5 (at "ground zero") that fails the roll takes 5 damage (or 4 if they make it).
Some explosions get a +1 damage bonus due to flying debris/shrapnel. This bonus is not added to the Explosion's Strength for determining area of effect or radius. It is only added in determining damage dealt to an affected target.
These rules could also be used to generate the area of effect for various gasses or gas style attacks.
How Can I Make Things Go Boom?
Explosions can come from different sources, some of which can be caused by equipment that is launched or thrown. In using these, instead of targeting an opponent, the character is targeting an area (ie. the central square for the "ground zero" effect. Depending on the situation, the TWERP master should have the character attempt the action as a Difficulty 3 to 5 maneuver. Range modifiers to hit still apply. If unsuccessful, roll 1d10 on the following chart to see what happened:
1: Fumble. Explosion goes off in character own square.
2. The explosion goes off 1 square North of intended square.
3. The explosion goes off 1 square Northeast of intended square.
4. The explosion goes off 1 square East of intended square.
5. The explosion goes off 1 square Southeast of intended square.
6. The explosion goes off 1 square South of intended square.
7. The explosion goes off 1 square Southwest of intended square.
8. The explosion goes off 1 square West of intended square.
9. The explosion goes off 1 square Northwest of intended square.
10. Intended square hit, but explosion fails to happen (dud).
Here are some quick examples/suggestions for gear:
Grenade (Explosion Strength: 3) (Range: 4 if thrown, 6 if launched) (Cost: 5c each) (Note: Grenades could come in different types if you wanted to deal with it. Tear gas or Flash grenades might stun characters for a number of turns equal to the explosion's relative Strength on a failed roll instead of damaging. Frag grenades might get a +1 damage bonus.)
Molotov Cocktail (Explosion Strength: 1) (Range: 3) (Cost: 2 each) (Note: May ignite targets. Affected square will continue to burn for 1d10 turns.)
Mortar Round (Explosion Strength: 4) (Range: 6) (Cost: 10c each, Launcher: 8c)
Rocket Launcher (Explosion Strength: 5, +1 damage bonus) (Range: 8) (Cost: 15c, one use)
Explosions can also come from non-thrown objects (a super powerblast hitting a parked car, for example). Here are a few examples (some gear related, some not):
Mine (Explosion Strength: 4, +1 damage bonus) (Cost: 10 each)(Note: Hidden Trap. Difficulty 5 to spot when moving through square where placed if searching. Difficulty 5 not to trigger mine when moving through square. Requires Difficulty 3 to set and arm or disarm successfully - if this check failed, roll 1d10...Mine explodes due to fumble on a result of 1.)
Exploding Car (Explosion Strength: 5, +1 damage bonus)
Exploding Fuel Truck (Explosion Strength: 10, +1 damage bonus)
Alterations to existing powers.
Growsome (W): Character can grow up to 3' x Strength (does not change Strength). If knocked unconscious, PC returns to normal size. For each multiple of 10' in height, the PC receives the following bonuses/penalty: +1 damage in HTH and +1 movement/opponents get +1 to hit PC due to larger size(easier target to hit). This means if the character's Strength is from 4-6, the bonuses and penalty are +1. If Strength is from 7-9, they are +2. At 10 they are +3. Unless otherwise worked out with the TWERP master, items worn or carried by the PC do not grow in size with the PC.
Shrinkydink (W): Character can shrink up to 1" x Strength (does not change Strength). Character takes one round to recover from shrinking if he/she fails to make a roll that is less than his/her strength. If knocked unconscious, PC returns to normal size. While at minimum size, the PC receives the following bonus and penalties for every 3" under 1 foot of height: -1 for opponents to hit PC (harder target to hit), -1 difficulty level on sneak or stealth related checks/- 1 to damage in HTH, -1 movement. This means if the character's Strength is 10-9, the bonus/penalties are -1. If Strength is 8-6, they are -2. A Strength of 5-3 is -3. A Strength of 2 is -4. A shrunk character can always move at least one square/hex for movement (even if movement has been modified to 0 or less) by running (no other actions that turn). Unless otherwise worked out with the TWERP master, items worn or carried by the PC do not shrink in size with the PC.
How to Do Everything When You're Surprised
By Matt Steflik
A character can attempt to surprise a target on a successful Saving Roll (Difficulty = Target's Strength). If successful, the character goes before the target in intiative for the next action regardless of the target's current Strength. Characters, of course, may be
surprised in the same way.
Characters with the Sonar (Superdudes) superpower cannot be surprised in this fashion.
Example: "Twerpdude" (Str: 5) attempts to sneak up and surprise two targets: "Bug" Str: 7 (powers not important in this example) and "Bat" Str: 6 (with Sonar). Twerpdude rolls (7+5) a result of 12 vs. Bug's (4+7) 11. The character is successful in surprising Bug.
However, Bat is warned of his approach through his Sonar ability and can't be surprised (no need to bother making a roll). For initiative in the next action, the order would then be:
Bat (Str: 6)
Twerpdude(Str: 5)
Bug (Str: 7)
The initiative for the following turn (assuming no Str change) would be Bug, Bat, Twerpdude as normal.
Some professions might apply their bonus in attempting to surprise targets while other professions might apply their bonus against being surprised - TM's discretion.
--------------------
How To Do Everything When You Can't See
by Matt Steflik
When moving about in darkness or when otherwise visually impaired, character's receive a penalty to all sight related actions (including combat) depending on what's going on:
Gloomy/Misty/Pirate Eye Patch/Poked In The Eye/Watery Eyes: -1 Dark/Really Foggy/"Shaggy, I Lost My Glasses!"/Tear Gas: -2 Pitch Black/Blindfolded/Blind: -3
Characters with the Sonar(Superdudes)superpower do not receive visual impairment penalties, unless some other effect is involved. A character with this power that gets poked in the eye or is hit with tear gas, for example, might still get the penalty since the
penalty effect is not simply sight related - TM's discretion.
--------------------
Don’t trip out of the starting gate
By Will Eastep & Caseyrufus
Casey found a mathematical error in the superpower of Speed. The rule reads:
“SPEED*. Movement is x2; taking this power more than once gives the character an additional +2 Speed for each time the power is taken (on top of everything else)."
The consensus is that taking this power more than once would have no effect, or in some cases, be debilitating. Therefore the following correction is suggested.
Taking Speed a second time gives the character an additional +3 to Movement. Taking it a third time adds +4, and so on.
(see also HowToDoEverythingElse)
While most of the game action takes place in combat, other key actions of the character must be resolved also. This is how it is done.
DIFFICULTY LEVEL
When characters try to do anything too difficult to be a sure thing, they must make a SAVING roll. A save is a die roll with a ten sided die roll (D10) added to their ST compared to a D10 roll added to a DIFFICULTY LEVEL (DL). If the character's result is greater, then the action is successful.
Examples
DL 1 = Incredibly Easy,
DL 2 = Easy
DL 3-6 = Moderate
DL 7 - 9 = Hard
DL 10 = Incredibly Hard
Automatic Failure
If the die roll is a 1, attempt is a failure, whether it would have succeeded or not.
Automatic Success
If the die roll is a 10, it is an automatic success, whether or not the attempt would have succeeded or not, (first attempt only and at TM's discretion).
Saving throw modifier
A TM may assign modifier to any roll; that they, as the story teller, feel are necessary.
Impossible Tasks
A TM may also deem a task as impossible, but should do so with reluctance, encouraging players to come up with a better angle instead.
AnimalEmpathyAndTelepathy
[[Charm]]
EquipmentRepair
HealingAndWounds
[[Magic]]
HolyTouch
HerbsPoisonsAndPotions
ImpairedVision
[[Inventions]]
KnighthoodAndRequests
TheMaze
MonstrousSpecialRules
[[Vehicles]]
RoboParts
Here are some Humanoids:
Alchemist
ST 4
Description
Any spell can be known, but cast only in permanent form
on items, without risk of losing rank on a failed attempt
Wand of Create-3
Number per encounter: 1
Apprentice Wizard
ST 3
Description
3 ranks of spheres (all at rank 1)
Frog / Rat / Owl / Cat / (other) Familiar: See Familiar
Wand
Number per encounter: 1 - 5
Archer
ST 5
Description
+ 1 with bow and cross bow (to hit and damage)
Bow
Leather Armor
Knife
Number per encounter: 1 - 20
Bandit
ST 4
Description
Bow
Club
Leather Armor
Knife
Number per encounter: 1 - 20
Blue Knight
ST 10
Description
2 Handed Sword
Full Plate
Horse (Mount)
Lance
Number per encounter: 1
Berserker
ST 8
Description
+ 1 to all melee attack and defense rolls for each point of
damage taken during combat
2 Handed Sword
Leather Armor
Number per encounter: 1 - 20
Death Knight
ST 11
Description
Draco (Mount)
DeathBolt-2
DeathStorm-3
Lance
Platemail
Shield
Sword
Number per encounter: 1
Druid
ST 5
Description
Create-1
Detect-1
Heal-1
Invisibility-2
LifeBolt-2
Summon-3
Number per encounter: 1 - 5
Dwarf
ST 4
Description
Axe
Chainmail Armor
Shield
Number per encounter: 1 - 20
Dwarf Axeman
ST 7
Description
+ 1 to hit with axe
2 handed Axe
Chainmail Armor
Number per encounter: 1
Dwarf Bounty Hunter
ST 8
Description
+ 2 tracking of fugitives
+ 2 when making Survival tests
Chainmail Armor
Hammer
Horse
Knife
Shield
Spear
Number per encounter: 1
Dwarf Champion
ST 9
Description
+ 1 to hit
+ 2 damage
Axe
Chainmail Armor
Shield
Number per encounter: 1 (3 – 10 Dwarf Warrior
followers)
Dwarf Gambler
ST 5
Description
+ 2 on all Con and Gambling rolls
Club
Knife
Leather Armor
Number per encounter: 1
Dwarf Holyman
ST 5
Description
+ 2 ST for Holding Monstrous Creatures at Bay "have
faith" rolls
+ 2 to hit with Holy Symbol
Mage 2
Holy Rank 5
Holy Symbol
Staff
Number per encounter: 1
Dwarf Inventor
ST 4
Description
+ 1 Level to any Invention
5 Levels of invention
Hammer
Knife
Leather Armor
Tool Kit
Number per encounter: 1
Dwarf King
ST 12
Description
2 handed Axe
Platemail
Number per encounter: 1 (3 – 10 Dwarf Champion
followers, 20-50 Dwarf Warrior followers, 50 – 100 Dwarf
followers)
Dwarf Knight
ST 10
Description
Bear (Mount)
Lance
Platemail
Shield
Dwarf Lawman
ST 8
Description
+ 1 to hit with Projectile Weapon and club
+ 2 to all rolls dealing with law enforcement
Club
Crossbow
Leather Armor
Number per encounter: 1 (2 – 10 Dwarf Warrior
followers)
Dwarf Mage
ST 9
Description
Mage 6
Knife
Rat Familiar: See Familiar
Staff
Number per encounter: 1 (1 – 3 Dwarf Warrior followers)
Dwarf Noble
ST 6
Description
Number per encounter: 1 (1 – 3 Dwarf Warrior followers)
Dwarf Rouge
ST 4
Description
+ 1 to hit from behind, + 2 if target is surprised
Leather Armor
Shield
Short Sword
Number per encounter: 1
Dwarf Scoundrel
ST 6
Description
+ 2 to all Charm attempts
Axe
Horse
Number per encounter: 1
Dwarf Swordsman
ST 7
Description
+ 1 to hit with sword
Leather Armor
Shield
Sword
Number per encounter: 1
Dwarf Thaumaturge
ST 4
Description
Mage 3
Herbs: May have 1 – 10 doses of Herbs: See: Herbs
May use Herbs: See: Herbs
Potions: May have up to 10 levels of potions, See: Potions
Rat Familiar: See Familiar
Staff
Number per encounter: 1
Dwarf Tinker
ST 5
Description
Can attempt to repair damaged equipment (see Equipment
Repair)
Hammer
Shield
Tool Kit
Number per encounter: 1
Dwarf Tumbler
ST 4
Description
+ 1 defense against melee attacks when not wearing armor
Club
Knife
Number per encounter: 1
Dwarf Warrior
ST 6
Description
+ 1 to hit
Axe
Chainmail Armor
Shield
Number per encounter: 3 - 12
Electric Knight
ST 12
Description
2 handed Axe + 1
Platemail
Number per encounter: 1
Elf
ST 5
Description
Bow
Sword
Number per encounter: 1 - 20
Elf Archer
ST 6
Description
+ 1 with bow and cross bow (to hit and damage)
Bow
Knife
Number per encounter: 1 - 5
Elf Beastmaster
ST 5
Description
Animal Telepathy
Bow
Leather Armor
Sword
Wolf (animal companion)
Number per encounter: 1
Elf Champion
ST 7
Description
Chainmail Armor
Horse (Mount)
Lance
Shield
Sword
Number per encounter: 1 (3 – 5 Elf followers)
Elf Gambler
ST 4
Description
+ 2 on all Con and Gambling rolls
Knife
Number per encounter: 1
Elf Healer
ST 4
Description
Able to heal wounded characters using herbs or potions (+ 2
to die roll)
Herbs: May have 1 – 10 doses of Herbs: See: Herbs
May be able to save mortally wounded characters (+ 1 to
die roll).
Potions: May have up to 10 levels of potions, See: Potions
Number per encounter: 1
Elf Holyman
ST 5
Description
+ 2 ST for Holding Magical Creatures at Bay "have faith"
rolls
+ 2 to hit with Holy Symbol
Mage 2
Holy 5
Holy Symbol
Staff
Number per encounter: 1
Elf Hunter
ST 6
Description
+ 1 to hit with Projectile Weapon
+ 2 on tracking and animal lore rolls
Bow
Leather Armor
Sling
Sword
Number per encounter: 1
Elf Knight
ST 10
Description
Bow
Lance
Platemail
Shield
Sword
Unicorn (Mount)
Number per encounter: 1
Elf Lord
ST 9
Description
Mage 6
8 ranks of sphere
Dragon Whelp Familiar: See Familiar
Staff
Number per encounter: 1 (1 – 2 Elf Magi followers, 2 –
20 Elf followers)
Elf Magi
ST 4
Description
Mage 8
5 ranks of spheres
Dragonette Familiar: See Familiar
Wand
Number per encounter: 1
Elf Noble
ST 5
Description
Number per encounter: 1 (3 – 10 Elf followers)
Elf Ranger
ST 7
Description
+ 1 to hit with bow
+ 2 to animal rolls
Bow
Horse
Leather Armor
Sword
Number per encounter: 1 – 3
Elf Rogue
ST 5
Description
+ 1 to hit from behind, + 2 if target is surprised.
Club
Knife
Leather Armor
Number per encounter: 1 - 5
Elf Scholar
ST 5
Description
+ 2 to all Research and Lore Knowledge attempts
Number per encounter: 1
Elf Scoundrel
ST 7
Description
+ 2 to all Charm attempts
Sword
Number per encounter: 1
Elf Scout
ST 6
Description
+ 2 to all Survival and Tracking rolls
Bow
Horse
Leather Armor
Short Sword
Number per encounter: 1
Elf Spy
ST 5
Description
+ 2 to all Deception and Tailing rolls
Knife
Number per encounter: 1
Elf Swashbuckler
ST 6
Description
+ 2 to any daring feat roll
+ 1 to hit with any sword, -1 to hit with any projectile
weapon
Sword
Number per encounter: 1
Elf Swordsman
ST 5
Description
+ 1 to hit with sword
Horse
Sword
Number per encounter: 1
Elf Telepath
ST 6
Description
Can exchange simple mental thoughts with their own mount
at any range
Leather Armor
Raptor (Mount)
Spear
Number per encounter: 1
Elf Thaumaturge
ST 5
Description
Mage 3
Herbs: May have 1 – 10 doses of Herbs: See: Herbs
May use Herbs: See: Herbs
Potions: May have up to 10 levels of potions, See: Potions
Raven Familiar: See Familiar
Staff
Number per encounter: 1
Elf Thief
ST 4
Description
+ 2 to all Thievery-related Difficulty rolls
Knife
Rope (silk): 50’ of lightweight silk rope
Thief’s tools
Number per encounter: 1
Explorer
ST 4
Description
+ 2 on rolls concerning direction of travel, distance
covered, and other details of large-scale movement.
Maps
Rolls for wilderness survival are + 1
Whip
Number per encounter: 1
Faerie
ST 6
Description
Mage 2
Leather Armor
Short Sword
Summon-2
Number per encounter: 1 - 20
Friar
ST 5
Description
Club
Mage 1
HOLY 2
Leather Armor
Number per encounter: 1
Froglodyte
ST 4
Description
Shield
Spear
Number per encounter: 2 - 20
Froglodyte Champion
ST 7
Description
Leather Armor
Nightvision
Shield
Sword
Number per encounter: 1 (2 – 5 Froglodyte followers)
Froglodyte Chieftain
ST 8
Description
Axe
Chainmail Armor
Shield
Spear
Number per encounter: 1 (1 – 3 Froglodyte Champion
followers, 1 – 2 Froglodyte Shaman followers, 5 – 50
Froglodyte followers)
Froglodyte Shaman
ST 5
Description
Mage 4
5 Ranks of spheres
Frog Familiar: See Familiar
Wand
Number per encounter: 1 (2 – 5 Froglodyte followers)
Giant
ST 12+
Description
Huge race of humanoids, savage and war-like
Maul
Leather Armor
Size 2
Number per encounter: 1 - 5
Giant-man
ST 7
Description
2 Handed Sword
Leather Armor
Spear
Number per encounter: 1 - 10
Giant-man Champion
ST 9
Description
2 handed Axe
Chainmail Armor
Spear
Number per encounter: 1 (1 – 5 Giant-men followers)
Giant-man Chieftain
ST 11
Description
Chainmail Armor
Leather Barding
Mammoth (Mount)
Shield
Sword
Number per encounter: 1 (1 – 10 Giant-men Champion
followers, 1 Giant-man Shaman follower, 10 – 100 Giant-men followers)
Giant-man Shaman
ST 6
Description
Mage 4
5 ranks of spheres
Goat Familiar: See Familiar
Staff
Number per encounter: 1 (3 – 10 Giant-men followers)
Gnome
ST 4
Description
Knife
Sling
Shield
Number per encounter: 1 - 10
Gnome Champion
ST 8
Description
Chainmail Armor
Dog (Mount)
Leather Barding
Sling
Shield
Sword
Number per encounter: 1(3 - 10 Gnome followers)
Gnome Leader
ST 10
Description
Dog (Mount)
Leather Armor
Leather Barding
Sling
Shield
Sword
Number per encounter: 1(1 – 2 Gnome magi followers, 1
– 3 Gnome Champion followers, 10 -30 Gnome followers)
Gnome Magi
ST 6
Description
Mage 7
6 ranks of various spheres
Mouse Familiar: See Familiar
Sling
Wand
Number per encounter: 1
Good Knight
ST 10
Description
Chain Barding
Full Plate
Horse (Mount)
Lance
Shield
Sword
Number per encounter: 1
Goblin
ST 3
Description
Knife
Number per encounter: 4 - 20
Goblin Champion
ST 6
Description
Chainmail Armor
Shield
Sword
Number per encounter: 1 (3 – 10 Goblin Warrior
followers)
Goblin Chieftain
ST 7
Description
Axe
Chainmail Armor
Shield
Number per encounter: 1 (2 – 4 Goblin Champions, 1 – 3
Goblin Shaman followers, 5 – 15 Goblin Warrior followers,
5 – 75 Goblin followers)
Goblin Shaman
ST 4
Description
Mage 4
6 ranks of various spheres
Rat Familiar: See Familiar
Wand
Number per encounter: 1 (3 – 5 Goblin Warrior
followers)
Goblin Warriors
ST 4
Description
Club
Knife
Shield
Number per encounter: 3 - 12
Heretic
ST 5
Description
Charm +3
He will try and charm characters to his cause.
Number per encounter: 1 (May also have 1 – 20 peasant
followers)
Jeweled Knight
ST 11
Description
All equipment 3X Value
Platemail
Shield
Short Sword
Number per encounter: 1
Junkyard Knight
ST 12
Description
+ 1 to all combat rolls
Piecemail armor
Pole axe
Number per encounter: 1
King
ST 12
Description
He will have a champion: choose any knight from any list
He is also a knight and will be equipped appropriately.
Number per encounter: 1 (any Knight follower)
Knight
ST 10 (+)
Description
Horse (Mount)
Lance
Platemail
Shield
Sword
Number per encounter: 1
Nasty Knight
ST 10
Description
Leather Armor
Leather Barding
Net
Stryder (Mount)
Spear
Number per encounter: 1
Necromancer
ST 4
Description
Mage 4
Control-Rank 5
Death Rank6
Quasit Familiar: See Familiar
Staff of Pain (Harm-5)
Number per encounter: 1(2 – 20 Zombie servitors)
Nuclear Knight
ST 11
Description
+ 1 to damage
Axe
Horse
Platemail
Shield
Number per encounter: 1
Ogre
ST 9
Description
+ 2 defense
Axe
Spear
Number per encounter: 1 – 5
Ogre Champion
ST 11
Description
+ 3 defense
2 handed Axe
Number per encounter: 1 (3 – 5 Ogre followers)
Ogre Magi
ST 10
Description
+ 1 defense
Mage 6
Earth-Rank 3
Lizard Familiar: See Familiar
Staff
Number per encounter: 1 (1 – 2 Ogre Champion
followers)
Orange Knight
ST 10
Description
Full Plate
Sword
Shield
Horse
Leather Barding
Number per encounter: 1
Orc
ST 6
Description
Leather Armor
Shield
Sword
Number per encounter: 3 – 30
Orc Champion
ST 8
Description
Axe
Chainmail Armor
Shield
Warg (Mount)
Number per encounter: 1 (3 - 10 Orc followers)
Orc Chieftain
ST 11
Description
2 handed Axe
Chainmail Armor
Warg (Mount)
Number per encounter: 1 (5 - 20 Orc Champion
followers)
Orc Shaman
ST 5
Description
Mage 4
Spirit Rank 3
Staff
Number per encounter: 1 (1 – 3 Orc Champion followers)
Peasant
ST 3
Description
Number per encounter: 1 - 100
Phantom Knight
ST 8
Description
Chainmail Armor
Shield
Short Sword
Number per encounter: 1
Purple Knight
ST 11
Description
Chain Barding
Crossbow
Horse
Platemail
Shield
Sword
Number per encounter: 1
Queen
ST 10
Description
She will have a champion: choose any knight from any list
Number per encounter: 1 (any Knight follower)
Red Knight
ST 11
Description
Chainmail Armor
Pegasi (Mount)
2 Handed Sword
Number per encounter: 1
Samurai
ST 10
Description
+ 2 to all combat rolls
2 Handed Sword
Bow
Helmet
Horse
Platemail
Number per encounter: 1 - 10
Savage
ST 6
Description
2 Handed Sword
Bow
Horse
Leather Armor
Spear
Number per encounter: 1 - 20
Sheppard
ST 4
Description
He will give directions to friendly characters.
Number per encounter: 1 (1 – 200 Sheep followers)
Singer / Minstrel
ST 4
Description
+ 2 charm
Musical instrument
Number per encounter: 1
Soldier
ST 5
Description
Leather Armor
Sword
Shield
Helmet
Number per encounter: 1 – 100+
Soldier, Captain
ST 8
Description
Chainmail Armor
Sword
Shield
Horse
Number per encounter: 1 (2 – 100 soldier followers)
Steam Knight
ST 10
Description
Cannot be knocked unconscious
Platemail
2 Handed Sword
Number per encounter: 1
Steel Knight
ST 9
Description
+2 defense
Full Plate
Sword
Shield
Riding Lizard
Chain Barding
Number per encounter: 1
Taxman
ST *
Description
He will charge the characters 1c each for some tax or other.
He has a troop of soldiers just a shout away.
Number per encounter: 1
Thug
ST 5
Description
Leather Armor
Knife
Short Sword
Number per encounter: 3 – 7
Timid Knight
ST 10
Description
He would rather talk than fight, but he is no coward .
Full Plate
Short Sword
Shield
Stryder
Number per encounter: 1
Ventriloquist
ST 3
Description
He can throw his voice to make sound like some else is
speaking, or something else. He will proceed to mislead
PC’s in any way he can.
Number per encounter: 1
Village Idiot
ST *
Description
He will choose one character and follow them for the rest of
the game, wanting to be helpful but just not making it
Number per encounter: 1
Witch
ST 4
Description
Black cat Familiar: See Familiar
Broom of Flight, Enchanted with Fly-2
Mage 3
5 ranks of Spheres
Wand
Number per encounter: 1
Wizard
ST 5
Description
Mage 6
12 ranks of various spheres
Staff
Number per encounter: 1
Wizard Hunter
ST 8
Description
Mage 3
4 ranks of various spheres
Crossbow
Stryder
Number per encounter: 1
Yellow Knight
ST 8
Description
Leather Armor
Leather Barding
Pole axe
Riding Lizard
Number per encounter: 1
How To Do Everything When You Can't See
When moving about in darkness or when otherwise visually impaired, characters receive a penalty to all sight related actions (including combat) depending on what's going on.
Example #1
Gloomy / Misty / Pirate Eye Patch / Poked In the Eye / Watery Eyes: subtract 1 from die roll
Example #2
Dark / Really Foggy / "Shaggy, I Lost My Glasses!" / Tear Gas: Subtract 2 from die roll
Example #3
Pitch Black / Blindfolded / Blind: Subtract 3 from die roll
Created on 24 January 2006
Version 1.1 (27 January 2006)
TWERPS The Impeccables (Peers of the Realm who Fight Crime)
TWERPS Superdudes Supplement by Dale C. Blessing
pineappleleader@yahoo.com
1. INTRODUCTION
You will need 1 or more ten-sided dice and the TWERPS Basic Rules to play. You will also need TWERPS Superdudes (campaign book #5). You may find TWERPS How To Do Everything Better (expansion book #2) helpful as well.
2. CHARACTER GENERATION
Professions
1. Young Lord or Lady - Not an Impeccable yet. But the younger son or daughter of one. +1 Social Skills. Young Lady only - +1 Dirty Fighting. Start with only 20c (Trust Fund. Must learn to be responsible.) Still at school.
2. Baron - +2 Social Skills. +1 Defense. Choice of +1 Guns or +1 Dirty Fighting. Start with 40c.
3. Viscount - +2 Social Skills. +1 Defense. Choice of +1 Guns or +1 Dirty Fighting. Start with 40c.
4. Earl - +3 Social Skills. +1 Defense. Choice of +1 Guns or +1 Dirty Fighting. Start with 40c.
5. Marquess - +3 Social Skills. +1 Defense. Choice of +1 Guns or +1 Dirty Fighting. Start with 40c.
6. Duke - +4 Social Skills. +1 Defense. Choice of +1 Guns or +1 Dirty Fighting. Start with 40c.
7. Royal - There are no Royal Impeccables. It would be unseemly for members of the Royal Family to conduct themselves in this manner. Unless they had a Secret Idenity...
Pluses to skills? "We are not amused." The very meaning of "Impeccable". Why roll.
What!? Members of the Peerage learning Dirty Fighting. Of course. They all attend single gender Public Schools and then the males go into the military. Service to the Nation is a tradition. Ever watch a Young Lady in a fight she really wants to win? You will see techniques that would give a Royal Marine Commando pause.
In addition to the above skills all Impeccables roll for Super Powers as normal.
Equipment
Each Impeccable starts the game with 40c (c="coin of the Realm"), with which to purchase equipment. All characters are assumed to have clothing and miscellaneous items appropriate to their station in life.
COST ITEM
40c* Airplane
3c Average Cab Fare
3c Bayonet/Combat Knife
60c Building Floor, per month
8c Bulletproof Vest
30c Delivery Van
10c Doctor's Bag
4c First Aid Kit
20c Flat (Apartment), per month
10c General Purpose Machine Gun: +1 to Hit, 5 Damage, Range 15 Hexes. Also called GPMG. Requires 2 man crew, unless vehicle mounted.
50c* Helicopter
2c Hotel, cheap, per day
1c Food (meal)
2c Knife
10c Lockpick Set
5c Medicine
30c Office/Suite, per month
25c Estate Car (Station Wagon)
4c Pistol
6c Rifle
5c Rope,50'
20c* Sedan/Limousine
6c Shotgun
8c Sub-machine Gun
12c Superior Bulletproof Vest
(* = +10c per Passenger)
New Equipment
First Aid Kit (heals 4 Damage). One use only. Anybody can use this kit.
Doctor's Bag: Holds 6 doses of medicine. Can be refilled.
New Armor
Bulletproof Vest (+2 Defense)
Superior Bulletproof Vest (+4 Defense)
New Weapons
Missile Weapons:
General Purpose Machine Gun ( +1 to Hit, 5 Damage, Range 15 Hexes)
Shotgun (-1 to Hit, 6 Damage, Range 4 Hexes)
Sub-machine Gun (+0 to Hit, 4 Damage, Range 8 Hexes)
Melee Weapons:
Bayonet on Rifle (+1 to Hit, 2 Damage. Range 1 hex.)
Notes:
Bayonet: A bayonet is a combat knife attached to a rifle. Use as Dagger (+0 to Hit. 2 Damage). On Rifle treat as a spear. (+1 to Hit. 2 Damage. 1-hex range).
General Purpose Machine Gun: +1 to Hit, 5 Damage, Range 15 Hexes. Also called GPMG. Requires 2 man crew, unless vehicle mounted.
Sub-machine Gun: 4 points damage, 8-hex range.
Shotgun: -1 to Hit, 6 points damage, 4-hex range.
Vehicles
Vehicles have separate Strength, Defense, and Movement statistics. If a vehicle's Strength = 1 then the vehicle is inoperative. If a vehicle's Strength is < 1, then the vehicle is destroyed. The driver's Strength is used for dodging when the vehicle is under attack, and the vehicle's defense score is a modifier to this roll.
Vehicle:
Motorcycle (Strength:4, Defense: +1, Passengers: 2, Movement: Strength x3, ground)
Delivery Van (Strength:10, Defense: -2, Passengers: 4, Movement: Strength x2, ground)
Estate Car (Station Wagon) (Strength:8, Defense: -1, Passengers: 4, Movement: Strength x2, ground)
Sedan/Limousine (Strength:6-10, Defense: +0, Passengers: 4-8+, Movement: Strength x2, ground)
Airplane (Strength:8, Defense: +0, Passengers:4-8 , Movement: Strength x3, flying)
Helicopter (Strength:10, Defense: +1, Passengers: 6-10, Movement: Strength x2, flying)
3. THE COMBAT SYSTEM
See TWERPS Basic Rules.
Fists do 1 Damage. Dirty Fighting (fists and feet) does 2 Damage.
Mounted/Vehicle Combat
When a combatant is riding on an animal or in a vehicle, special rules apply. The vehicle's Strength, not the driver's, is used to determine order of movement (unless the driver provides the vehicle's power, like a bicycle). The driver's Strength, and not the vehicle's, is used to determine order of attack (unless the vehicle is under its own control, like a robot). The driver and vehicle must move together; embarking/disembarking takes all the driver's movement, but the vehicle may still move its full rate in the same turn (this same rule applies to passengers).
The driver cannot make an attack of his own, but he can make the vehicle weapons fire. Again, in the case of a robot vehicle, there is technically no 'driver' and all passengers may attack normally. The same applies to normal vehicles on auto-pilot.
Vehicle Mounted Weapons
Most vehicles may have weapons mounted on them. These weapons cannot be removed without tools. The number of weapons a vehicle can have is equal to the number of passengers the vehicle can carry. Some weapons are bigger than others, and these will be equal to mounting 2 of the normal weapons (i.e., a 2-passenger vehicle may have two normal weapons, or one heavy). These heavy weapons will be marked with *. All character-invented weapons are treated as heavy weapons.
Most hand-held weapons may be used as a vehicle's mounted weapon, at the same cost. These weapons will be for the vehicle only. (You can't take them off each time you want a sidearm).
Cost Weapon
10c GPMG (+1 to Hit, 5 damage, 15 hex range). Mount on Helicopters.
Aerial Movement
Flying creatures and vehicles may move up at a cost of 1 space per 10' of altitude. Downward flight costs 1/2 space per -10'. Otherwise, flying is as per normal movement.
Aerial Movement Restrictions
Flyers aren't subject to movement restrictions when in combat with non-flyers. When flyers fight each other, the normal restrictions apply with these modifications: a flyer may move while engaged in combat, but his opponents may immediately spend spaces of movement out of turn to follow him. He may only follow for as many spaces as he has left unused this turn, and he must follow his enemy's trail exactly. Following must be done immediately in order to be simultaneous; otherwise the opponent must wait to move in his normal turn.
Aerial Range
Add +1 to range per 10' difference in altitude.
4. HOW TO DO EVERYTHING
Healing
Anyone can use a First Aid Kit to heal combat wounds. A First Aid Kit automatically heals 4 Damage and cannot be re-used.
Doctors can also heal wounds sustained during combat. The difficulty = the number of points sustained. The number of points healed = the number by which the doctor's roll exceeds the difficulty roll. If the doctor uses medicine, add +1 per unit of medicine used. Medicine cannot be re-used.
Giving medical assistance takes an action, and the patient must hold still as well. Medical attention may be given and received any number of times during a battle, unless the patient has received a fatal wound (i.e. Strength <1).
If the doctor tries to save a fatally wounded character, he must repair enough damage to bring the character back up to 1 Strength point. Otherwise, the character dies. At the end of a battle, the doctor may try this once on each fatally wounded character.
Equipment Repair
Mechanics repair equipment the same way you heal damage, with these modifications: Tool Kit adds +1, and is reusable, but using more tools does not increase chances of success. Also, equipment may be repaired after any amount of time unless found to be irreparable.
Falling
Passengers who are strapped into their vehicles do not fall if knocked unconscious. Should the vehicle cease to function or should someone plummet for any other reason, damage = 1 per 10' of fall. Conscious characters are allowed a save vs. this damage amount; if they succeed, only 1/2 damage is taken (round down). Characters fall at a rate of 1000'+ per turn.
Large-Scale Movement
On a large-scale terrain map, 1 hex represents a distance of 5 miles, and 1 turn represents a day. Characters in a group move together simultaneously, at the speed of the slowest member (hexes per day = Strength).
5. ADVENTURES
Non-Player Characters
Old Family Retainers ( all have Strength 4)
1. His Lordship's Personal Valet - +2 Professional Skill. +1 Guns. +1 Melee Skill. (Was in the War).
2. Her Ladyship's Personal Maid - +2 Professional Skill. +2 Mechanical Skill. Tool Kit. ("Have it fixed in a jiffy.")
3. The Butler - +1 Professional Skill.
4. The Gardener - +1 Professional Skill.
5. The Cook - +1 Professional Skill.
6. Cook's Helper - +1 Professional Skill.
7. The Maids - +1 Professional Skill.
8. The Chauffeur - +1 Professional Skill.
9. The Gamekeeper - +1 Professional Skill.
10. Old Family Doctor - +3 Medical Skill. Maintains a private Surgery (for those embarrasing accidents that must be kept from the publuc.). Doctor's Bag.
The Good Guys
Honest Citizen - Strength 3.
London Bobby/County Constable - Strength 4. +1 Fisticufs. Truncheon (use Club). Flying Squad has +1 Drive, Bulletproof Vest and Guns as needed.
The Bad Guys
Use Super Villains in TWERPS Superdudes
Basic Thug - Strength 5. Knife or Pistol. (This is Britian).
Experience
After any battle, each surviving character on the winning side gets 1 Victory Point (VP). VPs can be traded in for a Strength increase. The cost of a 1 point increase in Strength is equal to the character’s present Strength. New skills and professions can also be purchased with VPs. They cost 5 VPs each.
EXAMPLE:
Your character has a present Strength of 5. He has been on the winning side in five battles. He received 1 VP for each win and has 5 VPs. He trades in the 5 VPs for a +1 Strength increase. He now has a Strength of 6 and zero (0) VPs.
New Powers can be purchased with VPs. The cost is (Strength + Number of Powers Currently Possessed).
EXAMPLE:
You currently have Strength 7 and 2 Powers. A New Power will cost you 9 VPs. (Strength 7 + 2 Powers) = 9 VPs
Those who perform Impeccably receive 1 extra VP and 40c.
An Impeccables Adventure - "Whose Minding the Royal Mint?"
The British Pound is rock solid and the most sought after currency in the world (Naturally, Her Majesty's Likeness is on it.). A Super Villain has learned the Royal Mint's secret location and is going to rob it. It is up to The Impeccables to foil the crime and save British Finance.
Use the Bank Map in TWERPS Superdudes (campaign book #5) to represent the Royal Mint. Disregard the Drive-Thru Window. The Royal Mint has no Drive-Thru. The money is printed on the second floor, then stored in the vault and given out to Regional Banks at the teller windows. The TM should choose several offices on the second floor to be the printing rooms. There is normally a guard outside each entrance of the building. The Master of the Royal Mint occupies the bank president's 2nd floor office. The 2nd floor security station has 2 guards. The 1st floor lobby has a guard and there is a guard in the vault. The teller positions are all occupied. There is also a teller supervisor behind the counter at one of the desks.
The normal procedure is for the Regional Banks to order money by sending a coded e-mail 2 days before pick-up. The Royal Mint, 1 day before pick-up, sends the Regional Bank a coded e-mail with the date, time and amount of the pick-up. On the day of the pick-up the Regional Bank sends an armored van (use Delivery Van) with a driver and 1 guard to make pick-up. The transaction only takes place if the van arrives at the correct time and all paperwork is in order.
When the PCs arrive on the day of the robbery everything is quiet. There is an armored van in front of the building and several guards are loading sacks of money into it. The Mint's own outside guards are not visable. If you look into the windows none of the Mint's other employees can be seen.
Ask the PCs what they want to do.
The Villain has knockout gassed the Royal Mint employees and they are slumped on the floor by their work stations. The vault is open and the villain's thugs, disguised as armored van guards, are loading bags of money into the van out front.
The number of Basic Thugs should equal the number of PCs +1. At least 4.
The Super Villain is Will-O'-The-Wisp. Strength 6. Phasing. Fly. Speaks with upperclass accent.
Could she be an Impeccable gone bad? ( By Saint George! Egad! )
TWERPS is Copyright Lou Zocchi and Game Science. All Rights Reserved. Used without permission.
This is a _not for profit_ fan parody.
The plugins in this package provide interactive functionality for importing/exporting tiddlers to/from other TiddlyWiki documents. Additional plugins provide enhanced local/remote file I/O features, including "save as", "save from web" and "upload" functionality.
/***
|Name|ImportTiddlersPlugin|
|Source|http://www.TiddlyTools.com/#ImportTiddlersPlugin|
|Documentation|http://www.TiddlyTools.com/#ImportTiddlersPluginInfo|
|Version|4.6.1|
|Author|Eric Shulman|
|License|http://www.TiddlyTools.com/#LegalStatements|
|~CoreVersion|2.1|
|Type|plugin|
|Description|interactive controls for import/export with filtering.|
Combine tiddlers from any two TiddlyWiki documents. Interactively select and copy tiddlers from another TiddlyWiki source document. Includes prompting for skip, rename, merge or replace actions when importing tiddlers that match existing titles. When done, a list of all imported tiddlers is written into [[ImportedTiddlers]].
!!!!!Documentation
<<<
see [[ImportTiddlersPluginInfo]] for details
<<<
!!!!!interactive control panel
<<<
<<importTiddlers inline>>
{{clear{
^^(see also: [[ImportTiddlers]] shadow tiddler)^^}}}
<<<
!!!!!Revisions
<<<
2009.10.10 4.6.1 in createImportPanel, Use {{{window.Components}}} instead of {{{config.browser.isGecko}}} to avoid applying FF3 'file browse' fixup in Chrome.
2009.10.06 4.6.0 added createTiddlerFromFile (import text files)
|please see [[ImportTiddlersPluginInfo]] for additional revision details|
2005.07.20 1.0.0 Initial Release
<<<
!!!!!Code
***/
//{{{
version.extensions.ImportTiddlersPlugin= {major: 4, minor: 6, revision: 1, date: new Date(2009,10,10)};
// IE needs explicit global scoping for functions/vars called from browser events
window.onClickImportButton=onClickImportButton;
window.refreshImportList=refreshImportList;
// default cookie/option values
if (!config.options.chkImportReport) config.options.chkImportReport=true;
// default shadow definition
config.shadowTiddlers.ImportTiddlers='<<importTiddlers inline>>';
// use shadow tiddler content in backstage panel
if (config.tasks) config.tasks.importTask.content='<<tiddler ImportTiddlers>>' // TW2.2 or above
//}}}
//{{{
// backward-compatiblity for TW2.0.x and TW1.2.x
if (config.macros.importTiddlers==undefined) config.macros.importTiddlers={};
if (typeof merge=='undefined') {
function merge(dst,src,preserveExisting) {
for(var i in src) { if(!preserveExisting || dst[i] === undefined) dst[i] = src[i]; }
return dst;
}
}
if (config.browser.isGecko===undefined)
config.browser.isGecko=(config.userAgent.indexOf('gecko')!=-1);
//}}}
//{{{
merge(config.macros.importTiddlers,{
$: function(id) { return document.getElementById(id); }, // abbreviation
label: 'import tiddlers',
prompt: 'Copy tiddlers from another document',
openMsg: 'Opening %0',
openErrMsg: 'Could not open %0 - error=%1',
readMsg: 'Read %0 bytes from %1',
foundMsg: 'Found %0 tiddlers in %1',
filterMsg: "Filtered %0 tiddlers matching '%1'",
summaryMsg: '%0 tiddler%1 in the list',
summaryFilteredMsg: '%0 of %1 tiddler%2 in the list',
plural: 's are',
single: ' is',
countMsg: '%0 tiddlers selected for import',
processedMsg: 'Processed %0 tiddlers',
importedMsg: 'Imported %0 of %1 tiddlers from %2',
loadText: 'please load a document...',
closeText: 'close',
doneText: 'done',
startText: 'import',
stopText: 'stop',
local: true, // default to import from local file
src: '', // path/filename or URL of document to import (retrieved from SiteUrl)
proxy: '', // URL for remote proxy script (retrieved from SiteProxy)
useProxy: false, // use specific proxy script in front of remote URL
inbound: null, // hash-indexed array of tiddlers from other document
newTags: '', // text of tags added to imported tiddlers
addTags: true, // add new tags to imported tiddlers
listsize: 10, // # of lines to show in imported tiddler list
importTags: true, // include tags from remote source document when importing a tiddler
keepTags: true, // retain existing tags when replacing a tiddler
sync: false, // add 'server' fields to imported tiddlers (for sync function)
lastFilter: '', // most recent filter (URL hash) applied
lastAction: null, // most recent collision button performed
index: 0, // current processing index in import list
sort: '' // sort order for imported tiddler listbox
});
//}}}
//{{{
// hijack core macro handler
if (config.macros.importTiddlers.coreHandler==undefined)
config.macros.importTiddlers.coreHandler=config.macros.importTiddlers.handler;
config.macros.importTiddlers.handler = function(place,macroName,params,wikifier,paramString,tiddler) {
if (!params[0] || params[0].toLowerCase()=='core') { // default to built in
if (config.macros.importTiddlers.coreHandler)
config.macros.importTiddlers.coreHandler.apply(this,arguments);
else
createTiddlyButton(place,this.label,this.prompt,onClickImportMenu);
} else if (params[0]=='link') { // show link to floating panel
createTiddlyButton(place,params[1]||this.label,params[2]||this.prompt,onClickImportMenu);
} else if (params[0]=='inline') {// show panel as INLINE tiddler content
createImportPanel(place);
this.$('importPanel').style.position='static';
this.$('importPanel').style.display='block';
} else if (config.macros.loadTiddlers)
config.macros.loadTiddlers.handler(place,macroName,params); // any other params: loadtiddlers
}
//}}}
//{{{
// Handle link click to create/show/hide control panel
function onClickImportMenu(e) { var e=e||window.event;
var parent=resolveTarget(e).parentNode;
var panel=document.getElementById('importPanel');
if (panel==undefined || panel.parentNode!=parent) panel=createImportPanel(parent);
var isOpen=panel.style.display=='block';
if(config.options.chkAnimate)
anim.startAnimating(new Slider(panel,!isOpen,false,'none'));
else
panel.style.display=isOpen?'none':'block';
e.cancelBubble = true; if (e.stopPropagation) e.stopPropagation(); return(false);
}
//}}}
//{{{
// Create control panel: HTML, CSS
function createImportPanel(place) {
var cmi=config.macros.importTiddlers; // abbrev
var panel=cmi.$('importPanel');
if (panel) { panel.parentNode.removeChild(panel); }
setStylesheet(store.getTiddlerText('ImportTiddlersPlugin##css'),'importTiddlers');
panel=createTiddlyElement(place,'span','importPanel',null,null)
panel.innerHTML=store.getTiddlerText('ImportTiddlersPlugin##html');
refreshImportList();
if (!cmi.src.length) cmi.src=store.getTiddlerText('SiteUrl')||'';
cmi.$('importSourceURL').value=cmi.src;
if (!cmi.proxy.length) cmi.proxy=store.getTiddlerText('SiteProxy')||'SiteProxy';
cmi.$('importSiteProxy').value=cmi.proxy;
if (window.Components) { // FF3 FIXUP
cmi.$('fileImportSource').style.display='none';
cmi.$('importLocalPanelFix').style.display='block';
}
cmi.$('chkSync').checked=cmi.sync;
cmi.$('chkImportTags').checked=cmi.importTags;
cmi.$('chkKeepTags').checked=cmi.keepTags;
cmi.$('chkAddTags').checked=cmi.addTags;
cmi.$('txtNewTags').value=cmi.newTags;
cmi.$('txtNewTags').style.display=cmi.addTags?'block':'none';
cmi.$('chkSync').checked=cmi.sync;
cmi.$('chkImportReport').checked=config.options.chkImportReport;
return panel;
}
//}}}
//{{{
// process control interactions
function onClickImportButton(which,event) {
var cmi=config.macros.importTiddlers; // abbreviation
var list=cmi.$('importList'); if (!list) return false;
var thePanel=cmi.$('importPanel');
var theCollisionPanel=cmi.$('importCollisionPanel');
var theNewTitle=cmi.$('importNewTitle');
var count=0;
switch (which.id)
{
case 'importFromFile': // show local panel
case 'importFromWeb': // show HTTP panel
cmi.local=(which.id=='importFromFile');
cmi.showPanel('importLocalPanel',cmi.local);
cmi.showPanel('importHTTPPanel',!cmi.local);
break;
case 'importOptions': // show/hide options panel
cmi.showPanel('importOptionsPanel',cmi.$('importOptionsPanel').style.display=='none');
break;
case 'fileImportSource':
case 'importLoad': // load import source into hidden frame
importReport(); // if an import was in progress, generate a report
cmi.inbound=null; // clear the imported tiddler buffer
refreshImportList(); // reset/resize the listbox
if (cmi.src=='') break;
// Load document, read it's DOM and fill the list
cmi.loadRemoteFile(cmi.src,cmi.filterTiddlerList);
break;
case 'importSelectFeed': // select a pre-defined systemServer feed URL
var p=Popup.create(which); if (!p) return false;
var tids=store.getTaggedTiddlers('systemServer');
if (!tids.length)
createTiddlyText(createTiddlyElement(p,'li'),'no pre-defined server feeds');
for (var t=0; t<tids.length; t++) {
var u=store.getTiddlerSlice(tids[t].title,'URL');
var d=store.getTiddlerSlice(tids[t].title,'Description');
if (!d||!d.length) d=store.getTiddlerSlice(tids[t].title,'description');
if (!d||!d.length) d=u;
createTiddlyButton(createTiddlyElement(p,'li'),tids[t].title,d,
function(){
var u=this.getAttribute('url');
document.getElementById('importSourceURL').value=u;
config.macros.importTiddlers.src=u;
document.getElementById('importLoad').onclick();
},
null,null,null,{url:u});
}
Popup.show();
event.cancelBubble = true;
if (event.stopPropagation) event.stopPropagation();
return false;
// create popup with feed list
// onselect, insert feed URL into input field.
break;
case 'importSelectAll': // select all tiddler list items (i.e., not headings)
importReport(); // if an import was in progress, generate a report
for (var t=0,count=0; t < list.options.length; t++) {
if (list.options[t].value=='') continue;
list.options[t].selected=true;
count++;
}
clearMessage(); displayMessage(cmi.countMsg.format([count]));
cmi.$('importStart').disabled=!count;
break;
case 'importSelectNew': // select tiddlers not in current document
importReport(); // if an import was in progress, generate a report
for (var t=0,count=0; t < list.options.length; t++) {
list.options[t].selected=false;
if (list.options[t].value=='') continue;
list.options[t].selected=!store.tiddlerExists(list.options[t].value);
count+=list.options[t].selected?1:0;
}
clearMessage(); displayMessage(cmi.countMsg.format([count]));
cmi.$('importStart').disabled=!count;
break;
case 'importSelectChanges': // select tiddlers that are updated from existing tiddlers
importReport(); // if an import was in progress, generate a report
for (var t=0,count=0; t < list.options.length; t++) {
list.options[t].selected=false;
if (list.options[t].value==''||!store.tiddlerExists(list.options[t].value)) continue;
for (var i=0; i<cmi.inbound.length; i++) // find matching inbound tiddler
{ var inbound=cmi.inbound[i]; if (inbound.title==list.options[t].value) break; }
list.options[t].selected=(inbound.modified-store.getTiddler(list.options[t].value).modified>0); // updated tiddler
count+=list.options[t].selected?1:0;
}
clearMessage(); displayMessage(cmi.countMsg.format([count]));
cmi.$('importStart').disabled=!count;
break;
case 'importSelectDifferences': // select tiddlers that are new or different from existing tiddlers
importReport(); // if an import was in progress, generate a report
for (var t=0,count=0; t < list.options.length; t++) {
list.options[t].selected=false;
if (list.options[t].value=='') continue;
if (!store.tiddlerExists(list.options[t].value)) { list.options[t].selected=true; count++; continue; }
for (var i=0; i<cmi.inbound.length; i++) // find matching inbound tiddler
{ var inbound=cmi.inbound[i]; if (inbound.title==list.options[t].value) break; }
list.options[t].selected=(inbound.modified-store.getTiddler(list.options[t].value).modified!=0); // changed tiddler
count+=list.options[t].selected?1:0;
}
clearMessage(); displayMessage(cmi.countMsg.format([count]));
cmi.$('importStart').disabled=!count;
break;
case 'importApplyFilter': // filter list to include only matching tiddlers
importReport(); // if an import was in progress, generate a report
clearMessage();
if (!cmi.all) // no tiddlers loaded = '0 selected'
{ displayMessage(cmi.countMsg.format([0])); return false; }
var hash=cmi.$('importLastFilter').value;
cmi.inbound=cmi.filterByHash('#'+hash,cmi.all);
refreshImportList(); // reset/resize the listbox
break;
case 'importStart': // initiate the import processing
importReport(); // if an import was in progress, generate a report
cmi.$('importApplyToAll').checked=false;
cmi.$('importStart').value=cmi.stopText;
if (cmi.index>0) cmi.index=-1; // stop processing
else cmi.index=importTiddlers(0); // or begin processing
importStopped();
break;
case 'importClose': // unload imported tiddlers or hide the import control panel
// if imported tiddlers not loaded, close the import control panel
if (!cmi.inbound) { thePanel.style.display='none'; break; }
importReport(); // if an import was in progress, generate a report
cmi.inbound=null; // clear the imported tiddler buffer
refreshImportList(); // reset/resize the listbox
break;
case 'importSkip': // don't import the tiddler
cmi.lastAction=which;
var theItem = list.options[cmi.index];
for (var j=0;j<cmi.inbound.length;j++)
if (cmi.inbound[j].title==theItem.value) break;
var theImported = cmi.inbound[j];
theImported.status='skipped after asking'; // mark item as skipped
theCollisionPanel.style.display='none';
cmi.index=importTiddlers(cmi.index+1); // resume with NEXT item
importStopped();
break;
case 'importRename': // change name of imported tiddler
cmi.lastAction=which;
var theItem = list.options[cmi.index];
for (var j=0;j<cmi.inbound.length;j++)
if (cmi.inbound[j].title==theItem.value) break;
var theImported = cmi.inbound[j];
theImported.status = 'renamed from '+theImported.title; // mark item as renamed
theImported.set(theNewTitle.value,null,null,null,null); // change the tiddler title
theItem.value = theNewTitle.value; // change the listbox item text
theItem.text = theNewTitle.value; // change the listbox item text
theCollisionPanel.style.display='none';
cmi.index=importTiddlers(cmi.index); // resume with THIS item
importStopped();
break;
case 'importMerge': // join existing and imported tiddler content
cmi.lastAction=which;
var theItem = list.options[cmi.index];
for (var j=0;j<cmi.inbound.length;j++)
if (cmi.inbound[j].title==theItem.value) break;
var theImported = cmi.inbound[j];
var theExisting = store.getTiddler(theItem.value);
var theText = theExisting.text+'\n----\n^^merged from: ';
theText +='[['+cmi.src+'#'+theItem.value+'|'+cmi.src+'#'+theItem.value+']]^^\n';
theText +='^^'+theImported.modified.toLocaleString()+' by '+theImported.modifier+'^^\n'+theImported.text;
var theDate = new Date();
var theTags = theExisting.getTags()+' '+theImported.getTags();
theImported.set(null,theText,null,theDate,theTags);
theImported.status = 'merged with '+theExisting.title; // mark item as merged
theImported.status += ' - '+theExisting.modified.formatString('MM/DD/YYYY 0hh:0mm:0ss');
theImported.status += ' by '+theExisting.modifier;
theCollisionPanel.style.display='none';
cmi.index=importTiddlers(cmi.index); // resume with this item
importStopped();
break;
case 'importReplace': // substitute imported tiddler for existing tiddler
cmi.lastAction=which;
var theItem = list.options[cmi.index];
for (var j=0;j<cmi.inbound.length;j++)
if (cmi.inbound[j].title==theItem.value) break;
var theImported = cmi.inbound[j];
var theExisting = store.getTiddler(theItem.value);
theImported.status = 'replaces '+theExisting.title; // mark item for replace
theImported.status += ' - '+theExisting.modified.formatString('MM/DD/YYYY 0hh:0mm:0ss');
theImported.status += ' by '+theExisting.modifier;
theCollisionPanel.style.display='none';
cmi.index=importTiddlers(cmi.index); // resume with THIS item
importStopped();
break;
case 'importListSmaller': // decrease current listbox size, minimum=5
if (list.options.length==1) break;
list.size-=(list.size>5)?1:0;
cmi.listsize=list.size;
break;
case 'importListLarger': // increase current listbox size, maximum=number of items in list
if (list.options.length==1) break;
list.size+=(list.size<list.options.length)?1:0;
cmi.listsize=list.size;
break;
case 'importListMaximize': // toggle listbox size between current and maximum
if (list.options.length==1) break;
list.size=(list.size==list.options.length)?cmi.listsize:list.options.length;
break;
}
}
//}}}
//{{{
config.macros.importTiddlers.showPanel=function(place,show,skipAnim) {
if (typeof place=='string') var place=document.getElementById(place);
if (!place||!place.style) return;
if(!skipAnim && anim && config.options.chkAnimate) anim.startAnimating(new Slider(place,show,false,'none'));
else place.style.display=show?'block':'none';
}
//}}}
//{{{
function refreshImportList(selectedIndex) {
var cmi=config.macros.importTiddlers; // abbrev
var list=cmi.$('importList'); if (!list) return;
// if nothing to show, reset list content and size
if (!cmi.inbound) {
while (list.length > 0) { list.options[0] = null; }
list.options[0]=new Option(cmi.loadText,'',false,false);
list.size=cmi.listsize;
cmi.$('importLoad').disabled=false;
cmi.$('importLoad').style.display='inline';
cmi.$('importStart').disabled=true;
cmi.$('importOptions').disabled=true;
cmi.$('importOptions').style.display='none';
cmi.$('fileImportSource').disabled=false;
cmi.$('importFromFile').disabled=false;
cmi.$('importFromWeb').disabled=false;
cmi.$('importStart').value=cmi.startText;
cmi.$('importClose').value=cmi.doneText;
cmi.$('importSelectPanel').style.display='none';
cmi.$('importOptionsPanel').style.display='none';
return;
}
// there are inbound tiddlers loaded...
cmi.$('importLoad').disabled=true;
cmi.$('importLoad').style.display='none';
cmi.$('importOptions').style.display='inline';
cmi.$('importOptions').disabled=false;
cmi.$('fileImportSource').disabled=true;
cmi.$('importFromFile').disabled=true;
cmi.$('importFromWeb').disabled=true;
cmi.$('importClose').value=cmi.closeText;
if (cmi.$('importSelectPanel').style.display=='none')
cmi.showPanel('importSelectPanel',true);
// get the sort order
if (!selectedIndex) selectedIndex=0;
if (selectedIndex==0) cmi.sort='title'; // heading
if (selectedIndex==1) cmi.sort='title';
if (selectedIndex==2) cmi.sort='modified';
if (selectedIndex==3) cmi.sort='tags';
if (selectedIndex>3) {
// display selected tiddler count
for (var t=0,count=0; t < list.options.length; t++) {
if (!list.options[t].selected) continue;
if (list.options[t].value!='')
count+=1;
else { // if heading is selected, deselect it, and then select and count all in section
list.options[t].selected=false;
for ( t++; t<list.options.length && list.options[t].value!=''; t++) {
list.options[t].selected=true;
count++;
}
}
}
clearMessage(); displayMessage(cmi.countMsg.format([count]));
}
cmi.$('importStart').disabled=!count;
if (selectedIndex>3) return; // no refresh needed
// get the alphasorted list of tiddlers
var tiddlers=cmi.inbound;
tiddlers.sort(function (a,b) {if(a['title'] == b['title']) return(0); else return (a['title'] < b['title']) ? -1 : +1; });
// clear current list contents
while (list.length > 0) { list.options[0] = null; }
// add heading and control items to list
var i=0;
var indent=String.fromCharCode(160)+String.fromCharCode(160);
if (cmi.all.length==tiddlers.length)
var summary=cmi.summaryMsg.format([tiddlers.length,(tiddlers.length!=1)?cmi.plural:cmi.single]);
else
var summary=cmi.summaryFilteredMsg.format([tiddlers.length,cmi.all.length,(cmi.all.length!=1)?cmi.plural:cmi.single]);
list.options[i++]=new Option(summary,'',false,false);
list.options[i++]=new Option(((cmi.sort=='title' )?'>':indent)+' [by title]','',false,false);
list.options[i++]=new Option(((cmi.sort=='modified')?'>':indent)+' [by date]','',false,false);
list.options[i++]=new Option(((cmi.sort=='tags')?'>':indent)+' [by tags]','',false,false);
// output the tiddler list
switch(cmi.sort) {
case 'title':
for(var t = 0; t < tiddlers.length; t++)
list.options[i++] = new Option(tiddlers[t].title,tiddlers[t].title,false,false);
break;
case 'modified':
// sort descending for newest date first
tiddlers.sort(function (a,b) {if(a['modified'] == b['modified']) return(0); else return (a['modified'] > b['modified']) ? -1 : +1; });
var lastSection = '';
for(var t = 0; t < tiddlers.length; t++) {
var tiddler = tiddlers[t];
var theSection = tiddler.modified.toLocaleDateString();
if (theSection != lastSection) {
list.options[i++] = new Option(theSection,'',false,false);
lastSection = theSection;
}
list.options[i++] = new Option(indent+indent+tiddler.title,tiddler.title,false,false);
}
break;
case 'tags':
var theTitles = {}; // all tiddler titles, hash indexed by tag value
var theTags = new Array();
for(var t=0; t<tiddlers.length; t++) {
var title=tiddlers[t].title;
var tags=tiddlers[t].tags;
if (!tags || !tags.length) {
if (theTitles['untagged']==undefined) { theTags.push('untagged'); theTitles['untagged']=new Array(); }
theTitles['untagged'].push(title);
}
else for(var s=0; s<tags.length; s++) {
if (theTitles[tags[s]]==undefined) { theTags.push(tags[s]); theTitles[tags[s]]=new Array(); }
theTitles[tags[s]].push(title);
}
}
theTags.sort();
for(var tagindex=0; tagindex<theTags.length; tagindex++) {
var theTag=theTags[tagindex];
list.options[i++]=new Option(theTag,'',false,false);
for(var t=0; t<theTitles[theTag].length; t++)
list.options[i++]=new Option(indent+indent+theTitles[theTag][t],theTitles[theTag][t],false,false);
}
break;
}
list.selectedIndex=selectedIndex; // select current control item
if (list.size<cmi.listsize) list.size=cmi.listsize;
if (list.size>list.options.length) list.size=list.options.length;
}
//}}}
//{{{
// re-entrant processing for handling import with interactive collision prompting
function importTiddlers(startIndex) {
var cmi=config.macros.importTiddlers; // abbrev
if (!cmi.inbound) return -1;
var list=cmi.$('importList'); if (!list) return;
var t;
// if starting new import, reset import status flags
if (startIndex==0)
for (var t=0;t<cmi.inbound.length;t++)
cmi.inbound[t].status='';
for (var i=startIndex; i<list.options.length; i++) {
// if list item is not selected or is a heading (i.e., has no value), skip it
if ((!list.options[i].selected) || ((t=list.options[i].value)==''))
continue;
for (var j=0;j<cmi.inbound.length;j++)
if (cmi.inbound[j].title==t) break;
var inbound = cmi.inbound[j];
var theExisting = store.getTiddler(inbound.title);
// avoid redundant import for tiddlers that are listed multiple times (when 'by tags')
if (inbound.status=='added')
continue;
// don't import the 'ImportedTiddlers' history from the other document...
if (inbound.title=='ImportedTiddlers')
continue;
// if tiddler exists and import not marked for replace or merge, stop importing
if (theExisting && (inbound.status.substr(0,7)!='replace') && (inbound.status.substr(0,5)!='merge'))
return i;
// assemble tags (remote + existing + added)
var newTags = '';
if (cmi.importTags)
newTags+=inbound.getTags() // import remote tags
if (cmi.keepTags && theExisting)
newTags+=' '+theExisting.getTags(); // keep existing tags
if (cmi.addTags && cmi.newTags.trim().length)
newTags+=' '+cmi.newTags; // add new tags
inbound.set(null,null,null,null,newTags.trim());
// set the status to 'added' (if not already set by the 'ask the user' UI)
inbound.status=(inbound.status=='')?'added':inbound.status;
// set sync fields
if (cmi.sync) {
if (!inbound.fields) inbound.fields={}; // for TW2.1.x backward-compatibility
inbound.fields['server.page.revision']=inbound.modified.convertToYYYYMMDDHHMM();
inbound.fields['server.type']='file';
inbound.fields['server.host']=(cmi.local&&!cmi.src.startsWith('file:')?'file:///':'')+cmi.src;
}
// do the import!
store.suspendNotifications();
store.saveTiddler(inbound.title, inbound.title, inbound.text, inbound.modifier, inbound.modified, inbound.tags, inbound.fields, true, inbound.created);
store.fetchTiddler(inbound.title).created = inbound.created; // force creation date to imported value (needed for TW2.1.x and earlier)
store.resumeNotifications();
}
return(-1); // signals that we really finished the entire list
}
function importStopped() {
var cmi=config.macros.importTiddlers; // abbrev
var list=cmi.$('importList'); if (!list) return;
var theNewTitle=cmi.$('importNewTitle');
if (cmi.index==-1){
cmi.$('importStart').value=cmi.startText;
importReport(); // import finished... generate the report
} else {
// import collision...
// show the collision panel and set the title edit field
cmi.$('importStart').value=cmi.stopText;
cmi.showPanel('importCollisionPanel',true);
theNewTitle.value=list.options[cmi.index].value;
if (cmi.$('importApplyToAll').checked && cmi.lastAction && cmi.lastAction.id!='importRename')
onClickImportButton(cmi.lastAction);
}
}
//}}}
//{{{
function importReport() {
var cmi=config.macros.importTiddlers; // abbrev
if (!cmi.inbound) return;
// if import was not completed, the collision panel will still be open... close it now.
var panel=cmi.$('importCollisionPanel'); if (panel) panel.style.display='none';
// get the alphasorted list of tiddlers
var tiddlers = cmi.inbound;
// gather the statistics
var count=0; var total=0;
for (var t=0; t<tiddlers.length; t++) {
if (!tiddlers[t].status || !tiddlers[t].status.trim().length) continue;
if (tiddlers[t].status.substr(0,7)!='skipped') count++;
total++;
}
// generate a report
if (total) displayMessage(cmi.processedMsg.format([total]));
if (count && config.options.chkImportReport) {
// get/create the report tiddler
var theReport = store.getTiddler('ImportedTiddlers');
if (!theReport) { theReport=new Tiddler(); theReport.title='ImportedTiddlers'; theReport.text=''; }
// format the report content
var now = new Date();
var newText = 'On '+now.toLocaleString()+', '+config.options.txtUserName
newText +=' imported '+count+' tiddler'+(count==1?'':'s')+' from\n[['+cmi.src+'|'+cmi.src+']]:\n';
if (cmi.addTags && cmi.newTags.trim().length)
newText += 'imported tiddlers were tagged with: "'+cmi.newTags+'"\n';
newText += '<<<\n';
for (var t=0; t<tiddlers.length; t++) if (tiddlers[t].status)
newText += '#[['+tiddlers[t].title+']] - '+tiddlers[t].status+'\n';
newText += '<<<\n';
// update the ImportedTiddlers content and show the tiddler
theReport.text = newText+((theReport.text!='')?'\n----\n':'')+theReport.text;
theReport.modifier = config.options.txtUserName;
theReport.modified = new Date();
store.saveTiddler(theReport.title, theReport.title, theReport.text, theReport.modifier, theReport.modified, theReport.tags, theReport.fields);
story.displayTiddler(null,theReport.title,1,null,null,false);
story.refreshTiddler(theReport.title,1,true);
}
// reset status flags
for (var t=0; t<cmi.inbound.length; t++) cmi.inbound[t].status='';
// mark document as dirty and let display update as needed
if (count) { store.setDirty(true); store.notifyAll(); }
// always show final message when tiddlers were actually loaded
if (count) displayMessage(cmi.importedMsg.format([count,tiddlers.length,cmi.src.replace(/%20/g,' ')]));
}
//}}}
//{{{
// // File and XMLHttpRequest I/O
config.macros.importTiddlers.askForFilename=function(here) {
var msg=here.title; // use tooltip as dialog box message
var path=getLocalPath(document.location.href);
var slashpos=path.lastIndexOf('/'); if (slashpos==-1) slashpos=path.lastIndexOf('\\');
if (slashpos!=-1) path = path.substr(0,slashpos+1); // remove filename from path, leave the trailing slash
var file='';
var result='';
if(window.Components) { // moz
try {
netscape.security.PrivilegeManager.enablePrivilege('UniversalXPConnect');
var nsIFilePicker = window.Components.interfaces.nsIFilePicker;
var picker = Components.classes['@mozilla.org/filepicker;1'].createInstance(nsIFilePicker);
picker.init(window, msg, nsIFilePicker.modeOpen);
var thispath = Components.classes['@mozilla.org/file/local;1'].createInstance(Components.interfaces.nsILocalFile);
thispath.initWithPath(path);
picker.displayDirectory=thispath;
picker.defaultExtension='html';
picker.defaultString=file;
picker.appendFilters(nsIFilePicker.filterAll|nsIFilePicker.filterText|nsIFilePicker.filterHTML);
if (picker.show()!=nsIFilePicker.returnCancel) var result=picker.file.persistentDescriptor;
}
catch(e) { alert('error during local file access: '+e.toString()) }
}
else { // IE
try { // XPSP2 IE only
var s = new ActiveXObject('UserAccounts.CommonDialog');
s.Filter='All files|*.*|Text files|*.txt|HTML files|*.htm;*.html|';
s.FilterIndex=3; // default to HTML files;
s.InitialDir=path;
s.FileName=file;
if (s.showOpen()) var result=s.FileName;
}
catch(e) { // fallback
var result=prompt(msg,path+file);
}
}
return result;
}
config.macros.importTiddlers.loadRemoteFile = function(src,callback) {
if (src==undefined || !src.length) return null; // filename is required
var original=src; // URL as specified
var hashpos=src.indexOf('#'); if (hashpos!=-1) src=src.substr(0,hashpos); // URL with #... suffix removed (needed for IE)
clearMessage();
displayMessage(this.openMsg.format([src.replace(/%20/g,' ')]));
if (src.substr(0,5)!='http:' && src.substr(0,5)!='file:') { // if not a URL, read from local filesystem
var txt=loadFile(src);
if (!txt) { // file didn't load, might be relative path.. try fixup
var pathPrefix=document.location.href; // get current document path and trim off filename
var slashpos=pathPrefix.lastIndexOf('/'); if (slashpos==-1) slashpos=pathPrefix.lastIndexOf('\\');
if (slashpos!=-1 && slashpos!=pathPrefix.length-1) pathPrefix=pathPrefix.substr(0,slashpos+1);
src=pathPrefix+src;
if (pathPrefix.substr(0,5)!='http:') src=getLocalPath(src);
var txt=loadFile(src);
}
if (!txt) { // file still didn't load, report error
displayMessage(config.macros.importTiddlers.openErrMsg.format([src.replace(/%20/g,' '),'(filesystem error)']));
} else {
displayMessage(config.macros.importTiddlers.readMsg.format([txt.length,src.replace(/%20/g,' ')]));
if (version.major+version.minor*.1+version.revision*.01!=2.52) txt=convertUTF8ToUnicode(txt);
if (callback) callback(true,original,txt,src,null);
}
} else {
doHttp('GET',src,null,null,config.options.txtRemoteUsername,config.options.txtRemotePassword,callback,original,null);
}
}
config.macros.importTiddlers.readTiddlersFromHTML=function(html){
var remoteStore=new TiddlyWiki();
remoteStore.importTiddlyWiki(html);
return remoteStore.getTiddlers('title');
}
config.macros.importTiddlers.readTiddlersFromCSV=function(CSV){
var remoteStore=new TiddlyWiki();
// GET NAMES
var lines=CSV.replace(/\r/g,'').split('\n');
var names=lines.shift().replace(/"/g,'').split(',');
CSV=lines.join('\n');
// ENCODE commas and newlines within quoted values
var comma='!~comma~!'; var commaRE=new RegExp(comma,'g');
var newline='!~newline~!'; var newlineRE=new RegExp(newline,'g');
CSV=CSV.replace(/"([^"]*?)"/g,
function(x){ return x.replace(/\,/g,comma).replace(/\n/g,newline); });
// PARSE lines
var lines=CSV.split('\n');
for (var i=0; i<lines.length; i++) { if (!lines[i].length) continue;
var values=lines[i].split(',');
// DECODE commas, newlines, and doubled-quotes, and remove enclosing quotes (if any)
for (var v=0; v<values.length; v++)
values[v]=values[v].replace(commaRE,',').replace(newlineRE,'\n')
.replace(/^"|"$/g,'').replace(/""/g,'"');
// EXTRACT tiddler values
var title=''; var text=''; var tags=[]; var fields={};
var created=null; var when=new Date(); var who=config.options.txtUserName;
for (var v=0; v<values.length; v++) { var val=values[v];
if (names[v]) switch(names[v].toLowerCase()) {
case 'title': title=val.replace(/\[\]\|/g,'_'); break;
case 'created': created=new Date(val); break;
case 'modified':when=new Date(val); break;
case 'modifier':who=val; break;
case 'text': text=val; break;
case 'tags': tags=val.readBracketedList(); break;
default: fields[names[v].toLowerCase()]=val; break;
}
}
// CREATE tiddler in temporary store
if (title.length)
remoteStore.saveTiddler(title,title,text,who,when,tags,fields,true,created||when);
}
return remoteStore.getTiddlers('title');
}
config.macros.importTiddlers.createTiddlerFromFile=function(src,txt) {
var t=new Tiddler();
var pos=src.lastIndexOf("/"); if (pos==-1) pos=src.lastIndexOf("\\");
t.title=pos==-1?src:src.substr(pos+1);
t.text=txt;
t.created=t.modified=new Date();
t.modifier=config.options.txtUserName;
if (src.substr(src.length-3,3)=='.js') t.tags=['systemConfig'];
return [t];
}
config.macros.importTiddlers.filterTiddlerList=function(success,params,txt,src,xhr){
var cmi=config.macros.importTiddlers; // abbreviation
var src=src.replace(/%20/g,' ');
if (!success) { displayMessage(cmi.openErrMsg.format([src,xhr.status])); return; }
cmi.all=cmi.readTiddlersFromHTML(txt);
if (!cmi.all||!cmi.all.length) cmi.all=cmi.readTiddlersFromCSV(txt)
if (!cmi.all||!cmi.all.length) cmi.all=cmi.createTiddlerFromFile(src,txt)
var count=cmi.all?cmi.all.length:0;
var querypos=src.lastIndexOf('?'); if (querypos!=-1) src=src.substr(0,querypos);
displayMessage(cmi.foundMsg.format([count,src]));
cmi.inbound=cmi.filterByHash(params,cmi.all); // use full URL including hash (if any)
cmi.$('importLastFilter').value=cmi.lastFilter;
window.refreshImportList(0);
}
config.macros.importTiddlers.filterByHash=function(src,tiddlers){
var hashpos=src.lastIndexOf('#'); if (hashpos==-1) return tiddlers;
var hash=src.substr(hashpos+1); if (!hash.length) return tiddlers;
var tids=[];
var params=hash.parseParams('anon',null,true,false,false);
for (var p=1; p<params.length; p++) {
switch (params[p].name) {
case 'anon':
case 'open':
tids.pushUnique(params[p].value);
break;
case 'tag':
if (store.getMatchingTiddlers) { // for boolean expressions - see MatchTagsPlugin
var r=store.getMatchingTiddlers(params[p].value,null,tiddlers);
for (var t=0; t<r.length; t++) tids.pushUnique(r[t].title);
} else for (var t=0; t<tiddlers.length; t++)
if (tiddlers[t].isTagged(params[p].value))
tids.pushUnique(tiddlers[t].title);
break;
case 'story':
for (var t=0; t<tiddlers.length; t++)
if (tiddlers[t].title==params[p].value) {
tiddlers[t].changed();
for (var s=0; s<tiddlers[t].links.length; s++)
tids.pushUnique(tiddlers[t].links[s]);
break;
}
break;
case 'search':
for (var t=0; t<tiddlers.length; t++)
if (tiddlers[t].text.indexOf(params[p].value)!=-1)
tids.pushUnique(tiddlers[t].title);
break;
}
}
var matches=[];
for (var t=0; t<tiddlers.length; t++)
if (tids.contains(tiddlers[t].title))
matches.push(tiddlers[t]);
displayMessage(config.macros.importTiddlers.filterMsg.format([matches.length,hash]));
config.macros.importTiddlers.lastFilter=hash;
return matches;
}
//}}}
/***
!!!Control panel CSS
//{{{
!css
#importPanel {
display: none; position:absolute; z-index:11; width:35em; right:105%; top:3em;
background-color: #eee; color:#000; font-size: 8pt; line-height:110%;
border:1px solid black; border-bottom-width: 3px; border-right-width: 3px;
padding: 0.5em; margin:0em; -moz-border-radius:1em;-webkit-border-radius:1em;
}
#importPanel a, #importPanel td a { color:#009; display:inline; margin:0px; padding:1px; }
#importPanel table { width:100%; border:0px; padding:0px; margin:0px; font-size:8pt; line-height:110%; background:transparent; }
#importPanel tr { border:0px;padding:0px;margin:0px; background:transparent; }
#importPanel td { color:#000; border:0px;padding:0px;margin:0px; background:transparent; }
#importPanel select { width:100%;margin:0px;font-size:8pt;line-height:110%;}
#importPanel input { width:98%;padding:0px;margin:0px;font-size:8pt;line-height:110%}
#importPanel .box { border:1px solid #000; background-color:#eee; padding:3px 5px; margin-bottom:5px; -moz-border-radius:5px;-webkit-border-radius:5px;}
#importPanel .topline { border-top:1px solid #999; padding-top:2px; margin-top:2px; }
#importPanel .rad { width:auto; }
#importPanel .chk { width:auto; margin:1px;border:0; }
#importPanel .btn { width:auto; }
#importPanel .btn1 { width:98%; }
#importPanel .btn2 { width:48%; }
#importPanel .btn3 { width:32%; }
#importPanel .btn4 { width:23%; }
#importPanel .btn5 { width:19%; }
#importPanel .importButton { padding: 0em; margin: 0px; font-size:8pt; }
#importPanel .importListButton { padding:0em 0.25em 0em 0.25em; color: #000000; display:inline }
#backstagePanel #importPanel { left:10%; right:auto; }
!end
//}}}
!!!Control panel HTML
//{{{
!html
<!-- source and report -->
<table><tr><td align=left>
import from
<input type="radio" class="rad" name="importFrom" id="importFromFile" value="file" CHECKED
onclick="onClickImportButton(this,event)" title="show file controls"> local file
<input type="radio" class="rad" name="importFrom" id="importFromWeb" value="http"
onclick="onClickImportButton(this,event)" title="show web controls"> web server
</td><td align=right>
<input type=checkbox class="chk" id="chkImportReport"
onClick="config.options['chkImportReport']=this.checked;"> create report
</td></tr></table>
<div class="box" id="importSourcePanel" style="margin:.5em">
<div id="importLocalPanel" style="display:block;margin-bottom:2px;"><!-- import from local file -->
enter or browse for source path/filename<br>
<input type="file" id="fileImportSource" size=57 style="width:100%"
onKeyUp="config.macros.importTiddlers.src=this.value"
onChange="config.macros.importTiddlers.src=this.value;document.getElementById('importLoad').onclick()">
<div id="importLocalPanelFix" style="display:none"><!-- FF3 FIXUP -->
<input type="text" id="fileImportSourceFix" style="width:90%"
title="Enter a path/file to import"
onKeyUp="config.macros.importTiddlers.src=this.value"
onChange="config.macros.importTiddlers.src=this.value;document.getElementById('importLoad').onclick()">
<input type="button" id="fileImportSourceFixButton" style="width:7%" value="..."
title="Select a path/file to import"
onClick="var r=config.macros.importTiddlers.askForFilename(this); if (!r||!r.length) return;
document.getElementById('fileImportSourceFix').value=r;
config.macros.importTiddlers.src=r;
document.getElementById('importLoad').onclick()">
</div><!--end FF3 FIXUP-->
</div><!--end local-->
<div id="importHTTPPanel" style="display:none;margin-bottom:2px;"><!-- import from http server -->
<table><tr><td align=left>
enter a URL or <a href="javascript:;" id="importSelectFeed"
onclick="return onClickImportButton(this,event)" title="select a pre-defined 'systemServer' URL">
select a server</a><br>
</td><td align=right>
<input type="checkbox" class="chk" id="importUsePassword"
onClick="config.macros.importTiddlers.usePassword=this.checked;
config.macros.importTiddlers.showPanel('importIDPWPanel',this.checked,true);">password
<input type="checkbox" class="chk" id="importUseProxy"
onClick="config.macros.importTiddlers.useProxy=this.checked;
config.macros.importTiddlers.showPanel('importSiteProxy',this.checked,true);">proxy
</td></tr></table>
<input type="text" id="importSiteProxy" style="display:none;margin-bottom:1px" onfocus="this.select()" value="SiteProxy"
onKeyUp="config.macros.importTiddlers.proxy=this.value"
onChange="config.macros.importTiddlers.proxy=this.value;">
<input type="text" id="importSourceURL" onfocus="this.select()" value="SiteUrl"
onKeyUp="config.macros.importTiddlers.src=this.value"
onChange="config.macros.importTiddlers.src=this.value;">
<div id="importIDPWPanel" style="text-align:center;margin-top:2px;display:none";>
username: <input type=text id="txtImportID" style="width:25%"
onChange="config.options.txtRemoteUsername=this.value;">
password: <input type=password id="txtImportPW" style="width:25%"
onChange="config.options.txtRemotePassword=this.value;">
</div><!--end idpw-->
</div><!--end http-->
</div><!--end source-->
<div class="box" id="importSelectPanel" style="display:none;margin:.5em;">
<table><tr><td align=left>
select:
<a href="javascript:;" id="importSelectAll"
onclick="return onClickImportButton(this)" title="SELECT all tiddlers">
all</a>
<a href="javascript:;" id="importSelectNew"
onclick="return onClickImportButton(this)" title="SELECT tiddlers not already in destination document">
added</a>
<a href="javascript:;" id="importSelectChanges"
onclick="return onClickImportButton(this)" title="SELECT tiddlers that have been updated in source document">
changes</a>
<a href="javascript:;" id="importSelectDifferences"
onclick="return onClickImportButton(this)" title="SELECT tiddlers that have been added or are different from existing tiddlers">
differences</a>
</td><td align=right>
<a href="javascript:;" id="importListSmaller"
onclick="return onClickImportButton(this)" title="SHRINK list size">
– </a>
<a href="javascript:;" id="importListLarger"
onclick="return onClickImportButton(this)" title="GROW list size">
+ </a>
<a href="javascript:;" id="importListMaximize"
onclick="return onClickImportButton(this)" title="MAXIMIZE/RESTORE list size">
= </a>
</td></tr></table>
<select id="importList" size=8 multiple
onchange="setTimeout('refreshImportList('+this.selectedIndex+')',1)">
<!-- NOTE: delay refresh so list is updated AFTER onchange event is handled -->
</select>
<div style="text-align:center">
<a href="javascript:;"
title="click for help using filters..."
onclick="alert('A filter consists of one or more space-separated combinations of: tiddlertitle, tag:[[tagvalue]], tag:[[tag expression]] (requires MatchTagsPlugin), story:[[TiddlerName]], and/or search:[[searchtext]]. Use a blank filter to restore the list of all tiddlers.'); return false;"
>filter</a>
<input type="text" id="importLastFilter" style="margin-bottom:1px; width:65%"
title="Enter a combination of one or more filters. Use a blank filter for all tiddlers."
onfocus="this.select()" value=""
onKeyUp="config.macros.importTiddlers.lastFilter=this.value"
onChange="config.macros.importTiddlers.lastFilter=this.value;">
<input type="button" id="importApplyFilter" style="width:20%" value="apply"
title="filter list of tiddlers to include only those that match certain criteria"
onclick="return onClickImportButton(this)">
</div>
</div><!--end select-->
<div class="box" id="importOptionsPanel" style="text-align:center;margin:.5em;display:none;">
apply tags: <input type=checkbox class="chk" id="chkImportTags" checked
onClick="config.macros.importTiddlers.importTags=this.checked;">from source
<input type=checkbox class="chk" id="chkKeepTags" checked
onClick="config.macros.importTiddlers.keepTags=this.checked;">keep existing
<input type=checkbox class="chk" id="chkAddTags"
onClick="config.macros.importTiddlers.addTags=this.checked;
config.macros.importTiddlers.showPanel('txtNewTags',this.checked,false);
if (this.checked) document.getElementById('txtNewTags').focus();">add tags<br>
<input type=text id="txtNewTags" style="margin-top:4px;display:none;" size=15 onfocus="this.select()"
title="enter tags to be added to imported tiddlers"
onKeyUp="config.macros.importTiddlers.newTags=this.value;
document.getElementById('chkAddTags').checked=this.value.length>0;" autocomplete=off>
<nobr><input type=checkbox class="chk" id="chkSync"
onClick="config.macros.importTiddlers.sync=this.checked;">
link tiddlers to source document (for sync later)</nobr>
</div><!--end options-->
<div id="importButtonPanel" style="text-align:center">
<input type=button id="importLoad" class="importButton btn3" value="open"
title="load listbox with tiddlers from source document"
onclick="onClickImportButton(this)">
<input type=button id="importOptions" class="importButton btn3" value="options..."
title="set options for tags, sync, etc."
onclick="onClickImportButton(this)">
<input type=button id="importStart" class="importButton btn3" value="import"
title="start/stop import of selected source tiddlers into current document"
onclick="onClickImportButton(this)">
<input type=button id="importClose" class="importButton btn3" value="done"
title="clear listbox or hide control panel"
onclick="onClickImportButton(this)">
</div>
<div class="none" id="importCollisionPanel" style="display:none;margin:.5em 0 .5em .5em;">
<table><tr><td style="width:65%" align="left">
<table><tr><td align=left>
tiddler already exists:
</td><td align=right>
<input type=checkbox class="chk" id="importApplyToAll"
onclick="document.getElementById('importRename').disabled=this.checked;"
checked>apply to all
</td></tr></table>
<input type=text id="importNewTitle" size=15 autocomplete=off">
</td><td style="width:34%" align="center">
<input type=button id="importMerge"
class="importButton" style="width:47%" value="merge"
title="append the incoming tiddler to the existing tiddler"
onclick="onClickImportButton(this)"><!--
--><input type=button id="importSkip"
class="importButton" style="width:47%" value="skip"
title="do not import this tiddler"
onclick="onClickImportButton(this)"><!--
--><br><input type=button id="importRename"
class="importButton" style="width:47%" value="rename"
title="rename the incoming tiddler"
onclick="onClickImportButton(this)"><!--
--><input type=button id="importReplace"
class="importButton" style="width:47%" value="replace"
title="discard the existing tiddler"
onclick="onClickImportButton(this)">
</td></tr></table>
</div><!--end collision-->
!end
//}}}
***/
/***
|Name|ImportTiddlersPluginInfo|
|Source|http://www.TiddlyTools.com/#ImportTiddlersPlugin|
|Documentation|http://www.TiddlyTools.com/#ImportTiddlersPluginInfo|
|Version|4.6.0|
|Author|Eric Shulman|
|License|http://www.TiddlyTools.com/#LegalStatements|
|~CoreVersion|2.1|
|Type|documentation|
|Description|documentation for ImportTiddlersPlugin|
Combine tiddlers from any two TiddlyWiki documents. An interactive control panel lets you pick a source document and import selected tiddlers, with prompting for skip, rename, merge or replace actions when importing tiddlers that match existing titles. Generates a detailed report of import 'history' in ImportedTiddlers.
!!!!!Usage
<<<
{{{<<importTiddlers>>}}} or {{{<<importTiddlers core>>}}}
invokes the built-in importTiddlers macro (TW2.1.x+). If installed in documents using TW2.0.x or earlier, fallback is to use 'link' display (see below)
{{{<<importTiddlers link label tooltip>>}}}
The ''link'' keyword creates an "import tiddlers" link that when clicked to show/hide import control panel. ''label'' and ''tooltip'' are optional text parameters (enclosed in quotes or {{{[[...]]}}}, and allow you to override the default display text for the link and the mouseover help text, respectively.
{{{<<importTiddlers inline>>}}}
creates import control panel directly in tiddler content
<<importTiddlers inline>>
Enter a document URL or press "..." to select a TiddlyWiki file to import, and then press ''[open]''. //Note: There may be a delay before the list of tiddlers appears.// Use the ''[-]'', ''[+]'', or ''[=]'' links to adjust the listbox size so you can view more (or less) tiddler titles at one time.
Select one or more titles from the listbox. Use CTRL-click or SHIFT-click to select/deselect individual titles. Click on ''all'', ''new'', ''changes'', or ''differences'' to automatically select a subset of tiddlers from the list, based on a comparison of the two documents:
*''all'' selects ALL tiddlers from the import source document, even if they have not been changed.
*''new'' selects only tiddlers that are found in the import source document, but do not yet exist in the destination document
*''changes'' selects only tiddlers that exist in both documents but that are newer in the source document
*''differences'' selects all new and existing tiddlers that are different from the destination document (even if destination tiddler is newer)
Press ''[import]'' to begin copying tiddlers to the current document. If an 'inbound' tiddler matches one that already exists in the document, the import process pauses and the tiddler title is displayed in an input field, along with four push buttons: ''skip'', ''rename'', ''merge'' and ''replace''.
* to bypass importing the tiddler, press ''skip''
* to give the inbound tiddler a different name, so that both the old and new tiddlers will exist when the import is done, enter a new title in the input field and press ''rename''
* to combine the content from both tiddlers into a single tiddler so you can then edit it later to eliminate unwanted content, press ''merge''
* to overwrite the existing tiddler with the imported one (discarding the previous content), press ''[replace]''
''Import Report History''
Whenever tiddlers are imported, a report is generated into a tiddler named [[ImportedTiddlers]], recording when the latest import was performed, the number of tiddlers successfully imported, from what location, and by whom, as well as a list of the tiddlers that were processed. When more tiddlers are imported at a later time, a new report is //added// to the existing [[ImportedTiddlers]], above the previous report (i.e., at the top of the tiddler), so that a history of imports is maintained. If this record is not desired, you can delete [[ImportedTiddlers]] at any time.
Note: You can prevent a report from being generated for any given import activity by clearing the "create a report" checkbox before pressing the ''import'' button
<<<
!!!!!Installation Notes
<<<
* As of 6/27/2007, support for TW2.1.x and earlier have been moved to [[ImportTiddlersPluginPatch]]. ''//Only install the patch plugin when using TW2.1.x or earlier.//''
<<<
!!!!!Revisions
<<<
2009.10.06 4.6.0 added createTiddlerFromFile (import text files)
2009.09.27 4.5.5 in readTiddlersFromCSV(), strip \r from input and fixed handling for quoted values
2009.09.12 4.5.4 fixed 'return false' to prevent IE page transition. Also, moved html/css definitions to separate sections
2009.08.23 4.5.3 in importTiddlers(), add 'file:///' to local server.host sync field only if not already present in URL
2009.08.20 4.5.2 only use SiteURL/SiteProxy values if control panel value has not yet been set
2009.07.03 4.5.1 fixups for TW252: doHttp() doesn't return XHR and convertUTF8ToUnicode() not needed for local I/O
2009.05.04 4.5.0 import from CSV-formatted files
2009.03.04 4.4.2 in createImportPanel(), init option checkboxes so display matches internal state variables
2009.02.26 4.4.1 use macro-specific definition of $() function abbreviation (avoids conflict with JQuery)
2008.09.30 4.4.0 added fallback definition of merge() for use with TW2.0.x and TW1.2.x
2008.08.12 4.3.3 rewrite backstage and shadow tiddler definitions for easier customization
2008.08.05 4.3.2 rewrote loadRemoteFile() to eliminate use of platform-specific fileExists() function
2008.06.29 4.3.1 More layout/animation work for simpler sequential interaction. Code reduction/cleanup
2008.06.28 4.3.0 HTML and CSS cleanup and tweaks to layout. Added animation to panels
2008.06.22 4.2.0 For FireFox, use HTML with separate text+button control instead of type='file' control
2008.06.05 4.1.0 in filterByHash(), added support for boolean tag expressions using getMatchingTiddlers() (defined by MatchTagsPlugin)
2008.05.12 4.0.2 automatically tweak the backstage "import" task to add the ImportTiddlers control panel
2008.04.30 4.0.1 trim #... suffix for loading files/URLs in IE
2008.04.30 4.0.0 added source filtering (using URL paramifiers). Also, abbreviations for code-size reduction.
2008.04.13 3.9.0 added 'apply to all' checkbox for collision processing
2008.03.26 3.8.0 added support for selecting pre-defined systemServer URLs
2008.03.25 3.7.0 added support for setting 'server' fields on imported tiddlers (for later synchronizing of changes)
2008.01.03 3.6.0 in loadRemoteFile(), use lower-level doHttp() instead of loadRemoteFile() in order to support username/password access to remote server
2007.10.30 3.5.6 update [[ImportTiddlers]] shadow tiddler definition to include "inline" link
2007.06.27 3.5.5 added missing 'fields' params to saveTiddler() calls. Fixes problem where importing tiddlers would lose the custom fields. Also, moved functions for TW2.1.x to [[ImportTiddlersPluginPatch2.1.x]].
2007.06.25 3.5.4 added calls to store.suspendNotifications() and store.resumeNotifications(). Eliminates redisplay processing overhead DURING import activities
2007.04.29 3.5.3 in refreshImportList() when inbound tiddlers are loaded, change "close" button to "done", and disable certain controls to creates a modal condition, so that actions that reload tiddlers cannot be performed unless "done" is first pressed to end the mode..
2007.04.28 3.5.2 in handler(), added param support for custom link label/prompt
2007.04.19 3.5.1 in readTiddlersFromHTML(), for TW2.2 and above, use importTiddlyWiki() (new core functionality) to get tiddlers from remote file content. Also, copied updated TW21Loader.prototype.internalizeTiddler() definition from TW2.2b5 so plugin can read tiddlers from TW2.2+ even when running under TW2.1.x
2007.03.22 3.5.0 in refreshImportList(), add handling for 'select section' when a heading is selected. Makes it really easy to import by tag or date!
2007.03.21 3.4.0 split loadTiddlers functionality into separate plugin (see [[LoadTiddlersPlugin]])
2007.03.20 3.3.1 tweak to previous change to allow relative file references via http: (bypasses getLocalPath() so remote URL will be used)
2007.03.20 3.3.0 added support for local, relative file references: in loadRemoteFile(), check for fileExists(). If not found, prepend relative path and retry.
2007.02.24 3.2.1 re-labeled control panel "open" button to "load"
2007.02.09 3.2.0 loadTiddlers: added support for "noReload" tag (prevents overwriting existing tiddler, even if inbound tiddler is newer)
2007.02.08 3.1.3 loadTiddlers: added missing code and documentation for "newTags" handling (a feature change from long, long ago that somehow got lost!)
2006.11.14 3.1.2 fix macro handler parameter declaration (double-pasted param list corrupts IE)
2006.11.13 3.1.1 use apply() method to invoke hijacked core handler
2006.11.13 3.1.0 hijack built-in importTiddlers.handler() to co-exist with plugin interface. If no params or 'core' keyword, display core interface. "link" param embeds "import tiddlers" link that shows floating panel when clicked.
2006.10.12 3.0.8 in readTiddlersFromHTML(), fallback to find end of store area by matching "/body" when POST-BODY-START is not present (backward compatibility for older documents)
2006.09.10 3.0.7 in readTiddlersFromHTML(), find end of store area by matching "POST-BODY-START" instead of "/body"
2006.08.16 3.0.6 Use higher-level store.saveTiddler() instead of store.addTiddler() to avoid conflicts with adaptations that hijack low-level tiddler handling. in CreateImportPanel(), removed "refresh listbox after every tiddler change".
2006.07.29 3.0.5 added noChangeMsg to loadTiddlers processing. if not 'quiet' mode, reports skipped tiddlers.
2006.04.18 3.0.4 in loadTiddlers.handler, fixed parsing of "prompt:" param. Also, corrected parameters mismatch in loadTiddlers() callback function definition (order of params was wrong, resulting in filters NOT being applied)
2006.04.12 3.0.3 moved many display messages to macro properties for easier L10N translations via 'lingo' definitions.
2006.04.12 3.0.2 more work on 'core candidate' code. Proposed API now defines "loadRemoteFile()" for XMLHttpRequest processing with built in fallback for handling local filesystem access, and readTiddlersFromHTML() to process the resulting source HTML content.
2006.04.04 3.0.1 in refreshImportList(), when using [by tags], tiddlers without tags are now included in a new "untagged" psuedo-tag list section
2006.04.04 3.0.0 Separate non-interactive {{{<<importTiddlers...>>}}} macro functionality for incorporation into TW2.1 core and renamed as {{{<<loadTiddlers>>}}} macro. New parameters for loadTiddlers: ''label:text'' and ''prompt:text'' for link creation, ''ask'' for filename/URL, ''tag:text'' for filtering, "confirm" for accept/reject of individual inbound tiddlers. Removed support for "importReplace/importPublic" tags and "force" param (unused feature).
2006.03.30 2.9.1 when extracting store area from remote URL, look for "</body>" instead of "</body>\n</html>" so it will match even if the "\n" is absent from the source.
2006.03.30 2.9.0 added optional 'force' macro param. When present, autoImportTiddlers() bypasses the checks for importPublic and importReplace. Based on a request from Tom Otvos.
2006.03.28 2.8.1 in loadImportFile(), added checks to see if 'netscape' and 'x.overrideMimeType()' are defined (not in IE). Also, when extracting store area, look for "</body>\n</html>" and omit extra content that may have been added to the end of the file.
2006.02.21 2.8.0 added support for "tiddler:TiddlerName" filtering parameter in auto-import processing
2006.02.21 2.7.1 Clean up layout problems with IE. (Use tables for alignment instead of SPANs styled with float:left and float:right)
2006.02.21 2.7.0 Added "local file" and "web server" radio buttons. Default remote URL uses value from [[SiteURL]]. Also, added 'proxy' option, using value from [[SiteProxy]] as prefix to permit cross-domain document access via server-side scripting.
2006.02.17 2.6.0 Removed "differences only" listbox display mode, replaced with selection filter 'presets': all/new/changes/differences. fixed init of "add new tags" checkbox
2006.02.16 2.5.4 added checkbox options to control "import remote tags" and "keep existing tags" behavior, in addition to existing "add new tags" functionality.
2006.02.14 2.5.3 FF1501 corrected unintended global 't' (loop index) in importReport() and autoImportTiddlers()
2006.02.10 2.5.2 corrected unintended global variable in importReport().
2006.02.05 2.5.1 moved globals from window.* to config.macros.importTiddlers.* to avoid FireFox 1.5.0.1 crash bug when referencing globals
2006.01.18 2.5.0 added checkbox for "create a report". Default is to create/update the ImportedTiddlers report.
2006.01.15 2.4.1 added "importPublic" tag and inverted default so that auto sharing is NOT done unless tagged with importPublic
2006.01.15 2.4.0 Added support for tagging tiddlers with importSkip, importReplace, and/or importPrivate to enable/disable overwriting or sharing with others when using auto-import macro syntax. Defaults: don't overwrite existing tiddlers, and allow your tiddlers to be auto-imported by others.
2006.01.15 2.3.2 Added "ask" parameter to confirm each tiddler before importing (for use with auto-importing)
2006.01.15 2.3.1 Strip TW core scripts from import source content and load just the storeArea into the hidden IFRAME to prevent imported document's core code from being invoked. Also, when importing local documents, use convertUTF8ToUnicode() to support international characters sets.
2006.01.12 2.3.0 Reorganized code to use callback function for loading import files to support event-driven I/O via an ASYNCHRONOUS XMLHttpRequest instead of waiting for remote hosts to respond to URL requests. Added non-interactive 'batch' mode, using macro parameters to specify source path/file or URL, and select tiddlers to import. Improved messages and added optional 'quiet' switch for batch mode to eliminate //most// feedback.
2006.01.11 2.2.0 Added "[by tags]" to list of tiddlers, based on code submitted by BradleyMeck
2006.01.08 2.1.0 IMPORT FROM ANYWHERE!!! re-write getImportedTiddlers() logic to either read a local file (using local I/O), OR... read a remote file, using a combination of XML and an iframe to permit cross-domain reading of DOM elements. Adapted from example code and techniques courtesy of Jonny LeRoy.
2006.01.06 2.0.2 When refreshing list contents, fixed check for tiddlerExists() when "show differences only" is selected, so that imported tiddlers that don't exist in the current file will be recognized as differences and included in the list.
2006.01.04 2.0.1 When "show differences only" is NOT checked, import all tiddlers that have been selected even when they have a matching title and date.
2005.12.27 2.0.0 Update for TW2.0
Defer initial panel creation and only register a notification function when panel first is created
2005.12.22 1.3.1 tweak formatting in importReport() and add 'discard report' link to output
2005.12.03 1.3.0 Dynamically create/remove importPanel as needed to ensure only one instance of interface elements exists, even if there are multiple instances of macro embedding. Also, dynamically create/recreate importFrame each time an external TW document is loaded for importation (reduces DOM overhead and ensures a 'fresh' frame for each document)
2005.11.29 1.2.1 fixed formatting of 'detail info' in importReport()
2005.11.11 1.2.0 added 'inline' param to embed controls in a tiddler
2005.11.09 1.1.0 only load HTML and CSS the first time the macro handler is called. Allows for redundant placement of the macro without creating multiple instances of controls with the same ID's.
2005.10.25 1.0.5 fixed typo in importReport() that prevented reports from being generated
2005.10.09 1.0.4 combined documentation with plugin code instead of using separate tiddlers
2005.08.05 1.0.3 moved CSS and HTML definitions into plugin code instead of using separate tiddlers
2005.07.27 1.0.2 core update 1.2.29: custom overlayStyleSheet() replaced with new core setStylesheet()
2005.07.23 1.0.1 added parameter checks and corrected addNotification() usage
2005.07.20 1.0.0 Initial Release
<<<
/***
|Name|ImportTiddlersPluginPatch|
|Source|http://www.TiddlyTools.com/#ImportTiddlersPluginPatch|
|Version|4.4.0|
|Author|Eric Shulman|
|License|http://www.TiddlyTools.com/#LegalStatements|
|~CoreVersion|2.1|
|Type|plugin|
|Requires|ImportTiddlersPlugin|
|Description|backward-compatible function patches for use with ImportTiddlersPlugin and TW2.1.x or earlier|
!!!!!Usage
<<<
The current version ImportTiddlersPlugin is compatible with the TW2.2.x core functions. This "patch" plugin provides additional functions needed to enable the current version of ImportTiddlersPlugin to operate correctly under TW2.1.x or earlier.
{{medium{You do not need to install this plugin if you are using TW2.2.0 or above}}}
(though it won't hurt anything if you do... it will just take up more space).
<<<
!!!!!Revisions
<<<
2008.09.30 [4.4.0] added safety check for TW21Loader object and forward-compatible loadFromDiv() prototype to permit use with TW2.0.x and TW1.2.x.
2008.08.05 [4.3.2] rewrote loadRemoteFile to eliminate use of platform-specific fileExists() function
2008.01.03 [3.6.0] added support for passing txtRemoteUsername and txtRemotePassword for accessing password-protected remote servers
2007.06.27 [3.5.5] compatibility functions split from ImportTiddlersPlugin
|please see [[ImportTiddlersPlugin]] for additional revision details|
2005.07.20 [1.0.0] Initial Release
<<<
!!!!!Code
***/
//{{{
// these functions are only defined when installed in TW2.1.x and earlier...
if (version.major+version.minor/10 <= 2.1) {
// Version
version.extensions.ImportTiddlersPluginPatch= {major: 4, minor: 4, revision: 0, date: new Date(2008,9,30)};
// fixups for TW2.0.x and earlier
if (window.merge==undefined) window.merge=function(dst,src,preserveExisting)
{ for (p in src) if (!preserveExisting||dst[p]===undefined) dst[p]=src[p]; return dst; }
if (config.macros.importTiddlers==undefined) config.macros.importTiddlers={ };
config.macros.importTiddlers.loadRemoteFile = function(src,callback,quiet) {
if (src==undefined || !src.length) return null; // filename is required
if (!quiet) clearMessage();
if (!quiet) displayMessage(this.openMsg.format([src]));
if (src.substr(0,5)!="http:" && src.substr(0,5)!="file:") { // if not a URL, read from local filesystem
var txt=loadFile(src);
if (!txt) { // file didn't load, might be relative path.. try fixup
var pathPrefix=document.location.href; // get current document path and trim off filename
var slashpos=pathPrefix.lastIndexOf("/"); if (slashpos==-1) slashpos=pathPrefix.lastIndexOf("\\");
if (slashpos!=-1 && slashpos!=pathPrefix.length-1) pathPrefix=pathPrefix.substr(0,slashpos+1);
src=pathPrefix+src;
if (pathPrefix.substr(0,5)!="http:") src=getLocalPath(src);
var txt=loadFile(src);
}
if (!txt) { // file still didn't load, report error
if (!quiet) displayMessage(config.macros.importTiddlers.openErrMsg.format([src.replace(/%20/g," "),"(filesystem error)"]));
} else {
if (!quiet) displayMessage(config.macros.importTiddlers.readMsg.format([txt.length,src.replace(/%20/g," ")]));
if (callback) callback(true,src,convertUTF8ToUnicode(txt),src,null);
}
} else {
var x; // get an request object
try {x = new XMLHttpRequest()} // moz
catch(e) {
try {x = new ActiveXObject("Msxml2.XMLHTTP")} // IE 6
catch (e) {
try {x = new ActiveXObject("Microsoft.XMLHTTP")} // IE 5
catch (e) { return }
}
}
// setup callback function to handle server response(s)
x.onreadystatechange = function() {
if (x.readyState == 4) {
if (x.status==0 || x.status == 200) {
if (!quiet) displayMessage(config.macros.importTiddlers.readMsg.format([x.responseText.length,src]));
if (callback) callback(true,src,x.responseText,src,x);
}
else {
if (!quiet) displayMessage(config.macros.importTiddlers.openErrMsg.format([src,x.status]));
}
}
}
// get privileges to read another document's DOM via http:// or file:// (moz-only)
if (typeof(netscape)!="undefined") {
try { netscape.security.PrivilegeManager.enablePrivilege("UniversalBrowserRead"); }
catch (e) { if (!quiet) displayMessage(e.description?e.description:e.toString()); }
}
// send the HTTP request
try {
var url=src+(src.indexOf('?')<0?'?':'&')+'nocache='+Math.random();
x.open("GET",src,true,config.options.txtRemoteUsername,config.options.txtRemotePassword);
if (x.overrideMimeType) x.overrideMimeType('text/html');
x.send(null);
}
catch (e) {
if (!quiet) {
displayMessage(config.macros.importTiddlers.openErrMsg.format([src,"(unknown)"]));
displayMessage(e.description?e.description:e.toString());
}
}
}
}
config.macros.importTiddlers.readTiddlersFromHTML=function(html) {
// for TW2.1 and earlier
// extract store area from html
var start=html.indexOf('<div id="storeArea">');
var end=html.indexOf("<!--POST-BODY-START--"+">",start);
if (end==-1) var end=html.indexOf("</body"+">",start); // backward-compatibility for older documents
var sa="<html><body>"+html.substring(start,end)+"</body></html>";
// load html into iframe document
var f=document.getElementById("loaderFrame"); if (f) document.body.removeChild(f);
f=document.createElement("iframe"); f.id="loaderFrame";
f.style.width="0px"; f.style.height="0px"; f.style.border="0px";
document.body.appendChild(f);
var d=f.document;
if (f.contentDocument) d=f.contentDocument; // For NS6
else if (f.contentWindow) d=f.contentWindow.document; // For IE5.5 and IE6
d.open(); d.writeln(sa); d.close();
// read tiddler DIVs from storeArea DOM element
var sa = d.getElementById("storeArea");
if (!sa) return null;
sa.normalize();
var nodes = sa.childNodes;
if (!nodes || !nodes.length) return null;
var tiddlers = [];
for(var t = 0; t < nodes.length; t++) {
var title = null;
if(nodes[t].getAttribute)
title = nodes[t].getAttribute("title"); // TW 2.2+
if(!title && nodes[t].getAttribute)
title = nodes[t].getAttribute("tiddler"); // TW 2.1.x
if(!title && nodes[t].id && (nodes[t].id.substr(0,5) == "store"))
title = nodes[t].id.substr(5); // TW 1.2.x
if(title && title != "")
tiddlers.push((new Tiddler()).loadFromDiv(nodes[t],title));
}
return tiddlers;
}
// // FORWARD-COMPATIBLE SUPPORT FOR TW2.1.x
// // enables reading tiddler definitions using TW2.2+ storeArea format, even when plugin is running under TW2.1.x
if (typeof TW21Loader!="undefined") {
TW21Loader.prototype.internalizeTiddler = function(store,tiddler,title,node) {
var e = node.firstChild;
var text = null;
if(node.getAttribute("tiddler"))
text = getNodeText(e).unescapeLineBreaks();
else {
while(e.nodeName!="PRE" && e.nodeName!="pre") e = e.nextSibling;
text = e.innerHTML.replace(/\r/mg,"").htmlDecode();
}
var modifier = node.getAttribute("modifier");
var c = node.getAttribute("created");
var m = node.getAttribute("modified");
var created = c ? Date.convertFromYYYYMMDDHHMM(c) : version.date;
var modified = m ? Date.convertFromYYYYMMDDHHMM(m) : created;
var tags = node.getAttribute("tags");
var fields = {};
var attrs = node.attributes;
for(var i = attrs.length-1; i >= 0; i--) {
var name = attrs[i].name;
if (attrs[i].specified && !TiddlyWiki.isStandardField(name))
fields[name] = attrs[i].value.unescapeLineBreaks();
}
tiddler.assign(title,text,modifier,modified,tags,created,fields);
return tiddler;
};
}
// FORWARD-COMPATIBLE SUPPORT FOR TW2.0.x and TW1.2.x
// enables reading tiddler definitions using TW2.2+ storeArea format, even when plugin is running under TW2.0.x or TW1.2.x
if (typeof Tiddler.prototype.loadFromDiv!="undefined") {
Tiddler.prototype.loadFromDiv = function(node,title) { // Load a tiddler from an HTML DIV
var e = node.firstChild;
var text = null;
if(node.getAttribute("tiddler")) {
// get merged text from adjacent text nodes
var t=""; while(e&&e.nodeName=="#text") { t+=e.nodeValue; e=e.nextSibling; }
text = Tiddler.unescapeLineBreaks(t);
} else {
while(e.nodeName!="PRE" && e.nodeName!="pre") e = e.nextSibling;
text = e.innerHTML.replace(/\r/mg,"").htmlDecode();
}
var modifier = node.getAttribute("modifier");
var c = node.getAttribute("created");
var m = node.getAttribute("modified");
var created = c ? Date.convertFromYYYYMMDDHHMM(c) : version.date;
var modified = m ? Date.convertFromYYYYMMDDHHMM(m) : created;
var tags = node.getAttribute("tags");
this.set(title,text,modifier,modified,tags,created);
return this;
}
}
} // END OF pre-TW2.2 backward-compatibility functions
//}}}
On Thursday, December 16, 2010 11:37:10 AM, CopyCat imported 1 tiddler from
[[http://webpages.charter.net/shane_maness/T.W.E.R.P.S.-A.R.C.A.N.U.M.htm|http://webpages.charter.net/shane_maness/T.W.E.R.P.S.-A.R.C.A.N.U.M.htm]]:
<<<
#[[MainMenu]] - replaces MainMenu - 12/15/2010 12:06:00 by CopyCat
<<<
( see also TipsForTWERPSMasters , TheBigListofRPGPlots, and ListofNearly-UniversalPlotTwists )
Welcome to Wandering Heroes, the game of fantasy adventure.
What is a role-playing game?
T.W.E.R.P.S. A.R.C.A.N.U.M. is a role-playing game (RPG). The object of the RPG is not about winning or losing. The object of a role-playing game is the telling of a story. Think of the players as co-writers in a story that is still unfolding. The player-controlled-characters (PC) in the game are the key plot devices of the story. Each player will control the story by deciding how their character will react to the events unfolding in the story. The successes and the failure of the PC characters actually tell the tale.
Players and T.W.E.R.P.S. Master
One player assumes the responsibility of T.W.E.R.P.S. Master (TM); the rest will play characters in the story. The TM is the lead writer. It is the TM's vision that sets the stage for his fellow players. It is TM's duty to tell a tale that leads his characters through challenging, and interesting and entertaining adventures. It is essential that the player who takes on the duties of TM understand that they are the balance of the game. TM is not competing with the other players, but rather leading them through the paths of their adventures. The rest of the players create characters that they will play in the story. As it is important for TM to have a clear idea of the adventure they are going to play through, it is just as important that each player creates a clear image of their character, even if the image is only in their imagination. This allows the player to react to the situations they imagine their character would, and in turn how they will interact with other characters in the story.
It's just a game
T.W.E.R.P.S. A.R.C.A.N.U.M. is just a game. The rules set forth in these pages are guideline. They are meant to be the basic foundation for your game. In writing and compiling these rules, I tried to cover as many possible scenarios as I could dream up. I am sure I missed something. So what do you do if a situation arises that is not covered in the rules? What do you do when you can't agree on the interpretation of a rule? Or you simply don't agree with a rule? Wing it! The TM has first decision on all rules, but if the group, as a majority, decides it doesn't like any rule, feel free to change it. When all else fails and a decision can't be reached: Flip a coin! It will settle the dispute. Remember: The idea is to have fun, not argue about rules.
Someone must create the death and disintegration rays, the earthquake and nightmare machines and the super weapons used by some super villains; this is the duty of the Inventor. Using his unique knowledge, and boundless imagination, he can create anything, well, almost. Much like enchanting a permanent magic item (see TWERPS MAGIC); the character sacrifices levels of 1 or more skills to create the device. The number of levels sacrificed, as determined by the TM, subtracted from 10 = the device's strength, which is then used to determine the actual effects of the device. The Inventor must always retain 1 level of any skill he or she used in inventing the new device. Determining the necessary skill should be straightforward enough, but deciding the levels of those skills can be tricky.
Levels
Below is a guideline to help the TM when deciding how many levels of a skill the character should give up to the device.
1 level
Ordinary, nothing special, the invention imitates a known device.
2 levels
Innovative, cutting edge technology, the invention advances the state of the art.
3 levels
Radical, near future technologies, the invention is a leap beyond current expectations.
4 levels
Revolutionary, this is a wholly original idea, or a complete 180° in current thinking.
Upgrades
Inventions can be improved by sacrificing more levels of a science to the device. Every additional science level increases the invention's strength by 1; improving also takes 1 week for every increase to the device's strength. Any invention's maximum strength = 12.
As the Galactic Republic throve and grew over the centuries, the Jedi came to serve it as guardians of peace and justice. To become a Jedi requires the deepest commitment and most serious mind. Their signature weapon, the lightsaber, is both elegant and deadly.
The Jedi Code
There is no emotion; there is peace. There is no ignorance; there is knowledge. There is no passion; there is serenity. There is no death; there is the Force.
Jedi Ranking
Starting characters may start with JEDI-1, as their background. Each subsequent level of JEDI must be earned at the cost of VPs equal to their ST Score + current level of JEDI. Existing characters may purchase the JEDI background at a cost equal to their ST X2.
Jedi Action Order
A Jedi character adds their Jedi level to their ST for determining action order. A character with Darkside points also adds them to their ST for determining action order.
Jedi Defense Bonus
A jedi may add their jedi rank to their ST when calculating defense. To do this they may not wear any other form of armor.
Lightsaber
+2 damage Armor offers no defensive bonus. New jedi characters start with a lightsaber, existing characters will have to learn how to create their own. To create a lightsaber a jedi needs: Jedi-1 1C 1VP The character spends the 1C and 1VP, and out of game discovers the secret of making a lightsaber. When deactivated, a lightsaber appears as a polished metallic handle, about 30 centimeters long, lined with control studs. At the press of a button the energy contained within is liberated and forms as a shaft of pure energy about a meter long. The saber hums and scintillates with a distinct sound. Its shimmering blade is capable of cutting through almost anything, save for the blade of another lightsaber. Using the Force, a Jedi can predict and deflect incoming blaster bolts, and reflect them back at the shooter. On a successful opposed roll, the weapon can be used to reflect blaster fire back at the attacker ST + JEDI + 1d10 vs. +5 to the attacker's defense
The Force
"The Force is what gives a Jedi his power. It's an energy field created by all living things. It surrounds us, it penetrates us, it binds the galaxy together."- Obi-Wan Kenobi
Force Abilities
Absorb Energy
Jedi can absorb the energy of an incoming attack, be it blaster, lightsaber or Force Lightning. Character must roll under their Jedi ranking + DP, adding the damage to be inflicted to the die roll. A successful attempt means no damage, but it must be all or nothing.
Move
Character must roll under their Jedi ranking + DP Can move small objects within a 2 hex area i.e. Make a lightsaber fly into your hand or manipulate the outcome of a pair of dice.
Push
Character must roll under their Jedi ranking + DP Jedi makes opposed rolls (ST +JedI+1d10 vs. opponent's ST+1d10) to bowl them over (Move 1 hex). Works really well if they are near a cliff, over a pit, etc.
Convince
"These are not the droids you are looking for." Roll character's ST+JedI+1d10 vs. target's ST + 1d10.
Empathy
Character must roll under their Jedi ranking + DP On a successful roll, you get an impression of another's emotional state and if they is intentionally lying. Range is Jedi ranking
Sense
Character must roll under their Jedi ranking + DP Using this skill against DL 5+d10 allows the character to sense the level of "Force" in a person or area.
Enhance Senses
Character must roll under their Jedi ranking + DP Jedi gain +3 to all sense rolls for 1 round.
Speed
Character must roll under their Jedi ranking For one round, the character may move at twice his normal speed and take twice his normal number of actions.
Enhance Lightsaber
Character must roll under their Jedi ranking + DP Jedi gain +2 to all rolls that turn with lightsaber (only).
Far Seeing
Character must roll under their Jedi ranking A very difficult ability, on a successful DL roll of 16, the character can get an image of what is happening to people that he is familiar with elsewhere in the galaxy.
Stealth
Character must roll under their Jedi ranking Renders jedi effectively invisible to all sight (but not mechanical devices)
Fear
Character must roll under their Jedi ranking + any DP that they have This Sith only ability uses an opposed roll vs. the target's ST + 1d10 If the target fails, he does all he can to retreat quickly from the area
Strangle
Character must roll under their Jedi ranking +DP This infamous Sith attack crushes a vital organ of an opponent (usually the throat, sometimes the heart or brain). 4 damage per round Range equal to DP
Force Lightning
Character must roll under their Jedi ranking + any DP The character lashes out with the Dark Side and strikes his opponent with blue lightning ST + Jedi+DP + 1d10 vs. each target's ST + 1d10 Damage is equal to the number of points that attack exceeds defense Absorb energy may be used against this attack Only Sith may use this skill.
Telepathy
Character must roll under their Jedi ranking Can convey a message to another within 5 hexes without verbal words
Whirlwind
Character must roll under their Jedi ranking + DP Character creates a small whirlwind effect within 2 hexes. ST + Jedi + DP + 1d10 vs. each target's ST + 1d10 Damage is equal to the number of points that attack exceeds defense Absorb energy may be used against this attack Only Sith may use this skill.
Heal
Character must roll under their Jedi ranking - DP Can heal 2 points on self or others.
The Darkside
A Jedi's greatest ally is the Force. It is also their greatest weakness. The Force should be used for knowledge and defense; never for attack. When a Jedi is calm he will know the light from the dark. Anger, fear and aggression are the path to the Darkside. A calm Jedi can draw their power from the force to strengthen and defend themselves and their charges. When a Jedi gives into their emotions, they tap into the Darkside to strike vengeance and terror upon their enemies. The Darkside is no more powerful than the light, but it is quicker and easier, making it much more seductive. The Darkside does have a price for all that power. Like a vengeful flame it burns all it touches, destroying everything in its path including the Jedi wielding it.
Darkside Points
Whenever a character uses the force to cause harm they gain a Darkside Point (DP). When a character with DP uses most Force abilities they also add their Darkside points into their attempt. When a character with DP attempts to use the Force Power: Heal, they subtract their DP from their attempt, Heal +2 DP. When a character with DP spends experience to improve their ST or Jedi statistics they must add DP to their ST or Jedi statistic when calculating cost. It appears that having a few Darkside points makes it easier for the character, but each time a character crosses over to the Darkside it will become harder for them to redeem themselves. Each time a character gains a Darkside point the TM must roll 1d10 if the roll is less than the character's DP Statistic they have crossed over to the dark side. Once a character has crossed over they stop growing as a Jedi. They can no longer improve their Jedi Statistic or gain any more Force Points. They will however maintain their ability to grow in DP.
Coming Back From The Darkside
A character that would like to come back from the Darkside may do so at the cost of VP. By spending VP he may buy off DP at the same ratio for which they would improve other statistics. A character may only buy off one DP at a time. A character that returns from the Darkside will be wiser for their suffering. If they improve no other skill, (i.e. only remove DP), they get all the VP back that they spent on redeeming themselves once they have rid themselves of all DP.
The Sith
An ancient order of Force-practitioners devoted to the dark side and determined to destroy the Jedi, the Sith were a menace long thought extinct. Two thousand years ago, this Jedi had come to the understanding that the true power of the Force lay not through contemplation and passivity. Only by tapping its dark side could its true potential be gained. With the promise of new powers attainable by tapping into the hateful energies of the dark side, it was only a matter of time before the order self-destructed. Internecine struggle by power-hungry Sith practitioners dwindled their numbers. Weakened by infighting, the Sith were easily wiped out by the Jedi. One Sith had the cunning to survive and to restructured the cult, so that there could only be two -- no more, no less -- a master, and an apprentice; adopting cunning, subterfuge, and stealth as the fundamental tenets of the Sith order. When that apprentice succeeded him, that new Sith Lord would take an apprentice. This is how it has been ever since: one to hold the power, the other to covet it. Sith work from the shadows.
The Old Republic
When playing in the time of the Republic, a Jedi's rank would be:
Jedi Level
1 5 = Padawan 6 10 = Knight 11+ = Master When playing in the Republic story line (before the Empire): Starting character's gain + 2 levels of JEDI, but may have no other starting profession, skill, or talent.
The Empire
When playing in the time of the Empire, a Jedi's rank would be:
Jedi Level
1 5 = Novice / Young 6 11 = Knight 12+ = Master When playing in the Empire story line, (the time of the rebellion), starting characters gain 1 skill (not JEDI), free of the usual cost.
The New Republic
When playing in the time of the New Republic, (after the fall of the emperor), a Jedi's rank would be:
Jedi Level
1 3 = Wild / Untrained 4 6 = Novice / Student 7 -10 = Knight 11+ = Master When playing in the time of the New Republic; existing characters may purchase the JEDI profession at a cost equal to their Strength.
Knighthood
A character may gain the rank of knight upon reaching ST 10 (8 if of Noble background). A knight gets a + 2 reaction with all NPC's. A knight may request a replacement mount from nobles.
Requests
Players may ask for favors from friendly nobles they meet. No request will be rejected, but the noble will always assign the player(s) a quest, which must be performed first in exchange. The quest can be made as easy ("pluck a blade of grass outside my palace") or as difficult ("Slay the moon and bring me its head as proof") as the Noble desires, based on their willingness to grant the request. If the quest is accomplished, then the favor must be granted. Some favors have prerequisites before they may be asked; i.e. only a character with a ST 10+ may request Knighthood, and only a Knight may ask for a new mount. If a request is made without meeting the prerequisites, then the assigned quest will include the meeting of those prerequisites.
TWERPS
LAST FANTASY!
Twerps Last fantasy is a supplement based on a popular videogame roleplaying series with a similar name.
Required materials
-Twerps 2nd edtion
-Twerps Magic.
Note: Twerps How to do everything better helps with new spells and the creation of magic items but it is not necessary.
Version history
0.1 put it online for first time.
0.2 Decided to spell check. Forgot to add the job limit when I first posted it. Added aquaball as useable weapon. Minor wording changes and gave caller access to 3rd level spells
0.3 More wording changes and spell checking. Followed the advice of witchhunter325@yahoo.com and gave ninja the stealth bonus and the ex mercenary a combat bonus.
0.4 Added Pictures! Changed Ex-Mercenary a bit, added key-sword, added unyielding rage rules, some more minor wording changes. Added some sample monsters. Changed leap knight rules around.
0.5 Upped the resistance of the toneberry. Extended keyswords value to better reflect its source material.
1.0 New clarification to jobs. Added new Martial artist ability. Updates to rage ability, spell granting items and monsters.
Character Creation: As basic 2nd Ed. rules
Jobs: In Last fantasy games, a character may only advance in 1 job. However, you may choose 1 job as well as a profession. If a profession and job grant the same kind of bonus, use whichever is higher.
Warrior- +1 to hit in combat.
Light Mage **- Light mages may only effect undead with the harm spell.
Dark Mage **- Dark mages may not purchase the heal spell.
Thief – +2 to all thief related checks
Martial Artist *+1 damage while unarmed. If a monk wears any armor with a def bonus over +1, they lose their unarmed damage bonus. Martial artists may “focus” for 1 turn. If they do so, they deal + 2 damage if they hit on the next turn.
Grey Mage **- Proficient with both light and dark magic. May buy any spell but may only advance to level 3 in a specific spell.
*Note that if you own Kung Fu Dragons, you may use those rules instead.
**Note: in this universe, the summon spell is off limits for these Jobs. Instead look to the caller job for summoning.
How to do everything better
Elements
Elements come from the gems of elemental might and infuse the world. Elements oppose each other. Fire and water oppose each other and air and earth oppose each other. When attacking an opponent with an elemental magic weapon or spell, it gets a +1 bonus to hit and deals an additional point of damage.
TM notes
Last fantasy campaigns usually revolve around an epic quest to either protect or revive 4 gems of elemental might. Last fantasy games usually involve airships later on in order to speed up travel between key places. For ideas on ships and how they work you can use the Rocket Rangers supplement.
Other worlds
More jobs are present later on in the series. If you have any more ideas for jobs, please post them on http://zalmute.wordpress.com/
Leap-Knight – Leap Knights train their bodies to perform jumps of great distances. Because of this they perform a +1 to their ST for jump checks. Leap knights also train for a very special attack. Leap Knights may leap extremely high into the air on their turn. If they do so, they do not come down until the following round and cannot be targeted by spells and effects. When they return, their momentum causes an additional 1 damage. A leap knight may leap a number of times equal to their ST per day.
Optional Rule: If a leap-knight leaps in an enclosed space, they take 1damage from the ceiling and immediately fall to the ground and loose their next action.
Aqua Dome Player- Spending time in the high pressurized environment while playing aquaball grants an aquaball player a +1 bonus to ST for purposes of initiative. They are the only other job besides the clockmage that may purchase the time spell. They may only buy 2 levels of the time spell.
Caller- The only job that may purchase the summon spell. They begin play with 1 level of this spell. Any other spell a caller buys maxes out at level 3.
Copycat- Has the Mimic ability. The mimic ability allows a copycat to perform the same action as the last person who acted in combat a number of times a day equal to the copycat’s ST. This roll uses the copycat’s ST but the skill of the person they are copying. Unfortunately, if anyone hears of the character’s profession being a copycat, they loose -2 to ST for social interaction checks (NOBODY likes a copycat). This job is particularly odd and it may not be suitable for most campaigns.
Ex-Mercenary- Ex-mercenaries generally have an angst problem. Ex-Mercenaries get a +1 to to-hit rolls. Ex- Mercenaries may wield oversized swords without penalty.
Clock mage- The clock mage is the only job that may buy the time spell besides the aqua dome player. The clock mage may not buy heal or harm spells.
Ninja- Receive a +1 bonus to all stealth checks. Ninja may throw any item that they can logically hold in 1 hand, up to their ST in spaces. A weapon deals its damage as normal but will break or get lost from the throw. Things that are meant to be thrown, like shuriken, receive a +1 to hit. Things that are not meant to be thrown receive a – 1 penalty to hit and deal 1 damage. Things that are not meant to be thrown only travel 2 spaces. For particularly silly games, you can throw other PC’s into opponents!
Spells/powers
Time- May increase/decrease a target’s ST for purposes of initiative. The number modified depends on the spell levels used as normal.
Unyielding Rage- A small stat called edge will be added to the character sheet. It fills over time depending on how much damage your character sustains in combat. Its effects vary however as they need to be built. Edge stat gains 1 point for every 2 points your character receives in battle. When your edge stat is the same number as your character’s ST, it is full and your character may unleash its rage attack. Edge may be saved up over time but not over adventures. A character may only have one Rage attack but it increases in power with each increase to a character’s ST.
Building rage attacks
First determine its name. Then spend an amount of power points building it equal to the amount of ST the character has. You may buy new rage abilities by spending victory points. A new rage ability slot costs 4 victory points. Each power point costs 2 victory points.
Point cost / bonus
1 / + 1 damage
1 / + 1 to-hit
1 / + 1 range. May spend more points to build ranged effects.
* / can use to mimic a spell like effect. Treat the cost as if you were buying the spell itself.
0 + add an element. An rage attack may only have one element.
Items
Weapon name / to hit / cost / damage / range / misc.
Gunsword / +1 / 20 / 2 / 5 /-/ May opt to use ammo to deal an additional point of damage at a risk of -1 to hit.
Oversized Sword / -1/ 20 / 3 / 1 / oversized swords can reach up to 1 space away. The wielder also acts 1 ST lower than normal for purpose of speed and agility tests.
Aquaball /+0 / 6 / 2 / 4 /Official game ball.
Key Sword / +1/ – / 2 / – / Key swords can unlock all locks (doesn’t disarms traps though).
Shuriken/+1/2/2/5/ Designed to be thrown by Ninja. Others who throw reduce its range to 2
About the Gunsword: Gunswords are fun, but this model is not really meant to fire rounds a long range. The ammo actually does not fire from the weapon, but it is used to vibrate the blade as it strikes the target.
For MageryTech Armors see Mechi-tech supplement.
For Beko Mounts, see Ostrix in fly by knights’ supplement. Beko Mounts come in three flavors. Plain yellow Beko mounts cannot fly and are most common. Red Beko mounts have an ST 3 harm(fire element) spell. Black Beko mounts can fly and follow the flying rules found in Fly by Knights. Other settings may have new Beko mount flavors, so stay tuned!
Monsters
Toneberry- Small creature. Has yellow eyes and usually wears robs. Moves 1 space a round until it gets into melee distance. ST 10. Knife – damage 2 (8 in the hands of a toneberry). All damage done to a Toneberry is reduced by 3. Note that Toneberries are so powerful that they take no damage from summoned monsters!
BoOm- A circular creatue resembling a spark of flame. ST 7. They will fight for 3 rounds. After the third round they normally self-detonate dealing its left over ST in damage to everything in a (remaining ST) space radius. BoOms are weak against Ice type attacks.
Cactor- A weird cactus monster with an irregular movement pattern. ST 9. They will use their 10 needle attack that deals 10 damage to an unsuspecting character! This move only occurs once per day per cactor.
Spell granting items
There are often spell granting items in last fantasy settings. In these settings, mage classes such as caller, dark, light, time and grey do not exist. Instead, a character gains possession of a spell granting item type chosen by the TM. Only 1 kind of spell granting item exists in Last Fantasy campaigns in order to avoid confusion. They usually consist of these basic types, containers and gems.
Container variety items hold a summon-able monster within it. The summon-able monster will teach a character any spells it may know. A Gem variety only contains a spell. Your Twerpsmaster will decide if one, both or none of these kind of items exist in the campaign.
Each container has 1-5 spells that they can teach the player. As a rule of thumb, decide how many spells are in a spell granting item, then distribute a number of levels equal to how powerful the item is between them. Weaker items may have 5 level 1 spells or 1 level 1 spell depending on how strong it is. See TWERPS magic for the costs of purchasing spells using victory points. Note only the character that buys the spells have access to the spells granted by the item.
Each container may also summon a monster within it. Each monster is considered a specific elemental type and that type is determined during creation of the container as well as the monster’s ST. The monster will appear next to a number of targets equal to its ST and the user determines how to divide up its ST amongst those targets for the damage. They are summoned on the turn of the user and therefore acts on the same initiative. A summoned creature only appears one time per conflict.
Example: Magic-Sight- container variety
Magic-sight- a magic-sight crystal stores a monster within it. Airmann is created with 5 points of stats and 5 spell levels.
Airmann- ST 3 Defense +2.
Float Level 2
Missile Protection level 2
Bolt (Harm elec element) 1
Sockets- gem variety only
Most weapons and armors in worlds that use spell granting items have sockets. Generally weapons and armor only have 0-3 slots in them. Some can have as many as 8 sockets. Sockets are used by the wielder in order to keep track of the spell granting items currently in use. More often than not, a socketed item usually has as many sockets as it has to-hit/defense bonus. If the character does not have the gem in the weapon or armor then the gem does not grant its effects to the person holding it.
The gems start out with 1 spell (the spell, level and type predetermined). Each gem can grow in strength if the user spends victory points in it, increasing the spell level of the spell stored inside the gem. See TWERPS magic for an example on how spells grow with victory points. Unlike the container variety, any victory points spent stay with the gem. The important thing about this is that allies can trade gems. This is good and bad as gems can be stolen!
Example: gem material variety
Emerald Material Flame gem- grants usage of a fire element Harm spell. It begins play with 1 spell level of Harm(fire typed).
The Little List of Nearly-Universal Plot Twists That Work With Almost Any Plot Ever:
The PCs must work alongside an NPC or organization they'd rather not pal around with (those who are normally rivals or villains, or just a snooty expert sent along to "help" them, etc).
The victims are really villains and the villains are really victims.
The PCs meet others who can help them, but won't unless the PCs agree to help them with their own causes.
The villain is somebody the PCs know personally, even respect or love (or someone they fall for, mid-story).
The PCs must succeed without violence, or with special discretion.
The PCs must succeed without access to powers, equipment, or other resources they're used to having.
The villain is a recurring foil. Another group comparable to the PCs has already failed to succeed, and their bodies/equipment/etc provide clues to help the PCs do better.
There are innocents nearby that the PCs must keep safe while dealing with the adventure.
The adventure begins suddenly and without warning or buildup; the PCs are tossed into the fire of action in scene one.
The PCs must pretend to be someone else, or pretend to be themselves but with very different allegiances, values or tastes.
The PCs can't do everything and must choose: which evil to thwart? Which innocents to rescue? Which value or ideal to uphold?
The PCs must make a personal sacrifice or others will suffer.
The PCs aren't asked to solve the problem, just to render aid against a backdrop of larger trouble: get in a shipment of supplies, sneak out a patient that needs medical help, or so on.
One of the PCs is (or is presumed to be) a lost heir, fulfillment of a prophecy, a volcano god, or some other savior and/or patsy, which is why the PCs must do whatever the adventure is about.
There is another group of PC-like characters "competing" on the same adventure, possibly with very different goals for the outcome.
M.I. Trooper Specialists
Once a Trooper completes basic training they may take specialized training to further optimize their service to the federation at the cost of 1 ST Point, minimum ST 2. Existing characters may take specialist training at the cost of 4VP's per specialization.
Comspec
Communications specialist, + 3 for all communication and computer operations; issued Commpac.
Medic
Able to repair injuries in the field (+ 2), and may be able to save mortally wounded MIs, issued 5 Med Kits
Demolitions
+ 2 to any damage dealt with explosives, (i.e. grenade, bomb, nuke, etc.), issued Detonator
Pilot
Able to fly aircraft, + 2 to all vehicle defense rolls when using aircraft
Driver
+ 1 to all ground vehicle defense rolls, + 2 to any driven vehicles ground speed
Heavy Weapons Spec
+ 2 to hit with Heavy Weapons, issued Heavy Weapon
Scout Gunner
+ 2 to hit with Vehicle mounted weapons + 2 to all survival and tracking rolls, + 1 movement over difficult terrain, issued Survival Kit
K9 Trooper
Animal empathy with Neo-Dog, assigned Neo-Dog
Sniper
+ 2 to hit with MI weapon (MAW), issued Scope
Mechanic
Can attempt to repair damaged equipment at + 2 (see: Equipment repair), issued Tool Kit
Evil Schemer <http://www.mecha.com/~conkle>
Mecha-TWERPS
by Christian Conkle
conkle@mecha.com <mailto:conkle@mecha.com>
http://www.mecha.com/~conkle
A Supplement for M.E.C.H.I.-TECH
a supplement for TWERPS
by Reindeer Games
1. INTRODUCTION
GRAND UNION OF TERRA
G.U.T.
In 2195, the most powerful governmental power on Earth is the Grand
Union of Terra. The G.U.T. provides public services to all it's
member nations equally and without favoritism. It regulates the
distribution of resources, provides for the transmission of
information, and defends from external agressors and and internal
threats to peace.
The G.U.T. was formed in the mid-21st Centry as a union of the most
powerful nations on Earth. The purpose was to promote peace and
understanding on the planet, to provide a unified governmental
structure to provide services and disseminate resources from where
it was available to where it was needed. It was humanity's first
true world-wide government. It was also formed to stem the unchecked
growth of the powerful global corporations whose only goal was
profit at any cost. Although still a fundamentally capitalist
system, the G.U.T. tried to control the unchecked growth of these
mega-monopolies. To this end, the mega-corporations formed their own
independent country on the artificial island of Hyperia.
Soon afterward, mankind discovered interstellar travel and began
migrating to the off-world colonies. Intelligent races were
encountered in space and on other planets, not all of which were
friendly towards humans. Corporations continued to grow, and
established their own colonies on other worlds. Although the G.U.T.
promised world peace through unification, not every region joined
and small but petty wars continued occasionally.
Technology had advanced as well. Artificial and anti-gravity had
been perfected. Bionic replacement of limbs became practical and
with the increased violence of crimes and the latest war with the
alien Liss'Ardlipp Empire, cecame fairly commonplace. Lasers, Force
Fields, and advanced anti-ballistic armor were all available to the
nervous and paranoid. In computer science, cybernetic human-computer
interfaces became available, linking man to the machine.
Pre-programmed skill chips also gave instant knowledge and ability,
making schools obsolete.
The G.U.T. maintains several space battlefleets capable of
interstellar travel. One is always stationed at Earth for, in
addition to the Earth Defense Network, defense of Earth. Other
fleets travel between the several colony worlds, enforcing the laws
of the G.U.T. and providing defense against alien invasion. In the
event of an invasion, the fleets are capable of responding in a
matter of days. Unfortunately, this often means the planet's
self-defense forces, woefully underequipped to defend against full
invasion, must hold out on their own until reinforcements arrive.
The G.U.T. Battlefleets are equipped with the latest technology and
weapons from the smallest infantryman equipped with Cyberlinked
Rifles and anti-ballistic armor to the largest battleship armed with
Heavy Laser Cannons and Regenerating Defense Screens. Perhaps the
most versatile weapon of all, however, are the giant robots of the
Mecha Suit Forces.
XENOS
The Xenos brought interstellar war to Earth. Their goal of nothing
short of total universal control brought their attack fleets to
Earth. Though the G.U.T. attempted peaceful contact and made initial
diplomatic overtures, the Xeno policy of xenophobia and racial and
philosophical supremacy made any such attempts pointless.
The Xenos are a humanoid warm-blooded reptillian species who
traverse the galaxy in large battlecarrier fleets. Each
battlecarrier carries several squadrons of Fighters, Mecha Suit,
Ground Vehicles, and Infantry, powered and non-powered.
Their society is highly stratified and militaristic, favoring fancy
military uniforms to denote their rank and status. It is possible to
change position within Xeno society by demonstrating military genius
or prowess in battle. Promotions can only be given by a commander of
two levels or more above the recipient. Promotion also brings great
responsibility as the newly promoted is also given command of a
group of warriors.
Xenos reproduce by hermaphroditic egg-laying. Each Warrior is
capable of laying several eggs during their lifetime. Eggs are kept
in a hatching area. Once hatched, the young hatchling is schooled in
Xenos society and battle by veterans and elders no longer capable of
effectively fighting. All Hatchlings start at the lowest rank and
must work their way up to positions of leadership.
The Xenos are also accomplished scientists, always applying their
knowledge to the conquest and elimination of other societies. One of
their latest achievements is the Xeno spy, genetically identical to
humans save for a lack of belly-button due to hatching in an egg.
These spies are smuggled onto Earth of it's colonies to provide
intelligence to their Battlecarrier fleets or perform covert
actions. Often, these spies are promoted to leaderships ranks.
The location of the Xeno homeworld is currently unknown.
Xeno Raider
ST 5, Skin=Leather Armor, Equipped with Blaster and Environment
Suit. Heavy Units are equipped with Powered Armors.
Xeno Spy
ST 5, can pass for a human.
HYPERIA
Hyperia, the City of the Future. Or so the Holos would tell it.
Hyperia began in 2050 as a haven for the Mega-Corporations who saw
their future on Earth threatened by the formation of the Grand Union
of Terra (the G.U.T.). The Company, etc., the largest of these
Mega-Corps built an artificial island and a city named Hyperia and
invited all of the major Mega-Corps to move their headquarters
there, promising free trade, little or no restrictions, and immunity
from the fledgeling unified government of Earth and it's independent
rivals.
Now the city spans nearly the entire island. It is bisected by the
Hawking River which transports its waste to the sea. Its government
is based on a Corporate Meritocracy, awarding votes based on the
number and value of shares of stock owned in a Mega-Corp. There are
no taxes, only bills. There are no police, fire, or emergency
ambulances, only the corporate Damage Control Agency and it' s
rivals. Hyperia is a city where freedom borders on anarchy. Crime
runs rampant. Pollution is encouraged as an earmark of conspicuous
consump tion. Hyperia, the city of capitalism; the city of progress;
the city of the future.
NON-ALIGNED NATIONS
Not all the nations of Earth joined the G.U.T. Many feared a lack of
sovereignty, others maintained a foolish dream of future empire, but
for whatever reasons, several countries declined membership into the
G.U.T. These indepentent nations became havens for the unscrupulous
Mega-Corporations, providing short-term profit at the expense of
their precious resources.
The independent nations also must provide for their own defense, a
thorn in the G.U.T.'s side, as they are the weakest link in Earth's
Defense, and the G.U.T. defense fleets often find themselves
defending what they see as ingrateful layabouts to defend the Earth
as a whole.
Often, the opportunistic nations even secretly cooperate with the
Xenos, providing aid for their spies and covert access to Earth.
These nations are often harshly dealth with by the G.U.T. forces.
The Non-Aligned Nations are petty and are often fighting amongst
themselves. Their borders, leadership, and capabilities are
constantly shifting and changing, making effective dealings with
them difficult.
2. CHARACTER CREATION
CHARACTERS
*DIE ROLL* * CHARACTER'S STRENGTH*
1 3
2-3 4
4-7 5
8-9 6
10 7
PROFESSIONS
*1. MECHA PILOT:* Pick One:
1. +1 to Mecha Defense Rolls
2. +1 to Mecha Ranged Attack Rolls
3. +1 to Mecha Melee Attack Rolls
4. +1 to Mecha Difficulty Rolls
5. +1 to Mecha Movement
*2. MECHA TECHNICIAN:* Can attempt to repair and modify Mecha Suit
*3. COMMANDO:* +1 with gun, +1 to Defense.
*4. CYBERUNNER:* able to integrate their mind into the world-wide
V.R. (called CYBERSPACE) via use of a Cyberdeck; also, they receive
+2 to their Cyber-Strength.
*5. CYBORG:* part human, part machine. Starts game with any 2
Bionic parts (listed under Equipment).
*6. PILOT:* able to fly aircraft, +1 to all vehicle defense rolls
when using an aircraft.
*7. SCIENTIST:* +2 to all science-related Difficulty rolls.
*8. SPACE MERCENARY:* Starts out with Power Armor, but with a
starting -1 Strength penalty (can be bought off with experience).
*9. SPY:* +2 to all deception and tailing rolls.
*10. TECHNICIAN:* can attempt to repair damage equipment.
*11. WHEELMAN:* +1 to all ground vehicle defense rolls (does not
include aircraft).
MECHA
Mecha Suit
The Grand Union of Terra employs a large suit of robotic powered
armor called a Mecha Suit as it's primary Armored Infantry Vehicle.
These Mecha Suits serve in units of three or more or are assigned
singly to less-armored infantry units consisting of 10 troops
depending on engagements. Typical engagement strategy includes:
*TYPE OF ENGAGEMENT* *DEPLOYMENT*
Full Engagement Ground War against other Armored Units, either enemy
tanks or Xeno Mecha Suits Squadrons of three or more Mecha Suits or
Mixed Squadrons of one or more Mecha Suits and three or more
Hovertanks.
Limited Ground Engagment against mixed enemy units Mixed squadron
of 1 Mecha Suit or 2 Hovertanks and 3 or more Powered Armor troops.
Limited Ground Engagement against low or unarmored enemy units
Mixed squadron of 1 Mecha Suit and 10 or more low or unarmored
troops, possibly 1 Powered Armor troop.
Full Aerial Engagement Mixed squadron of 3 or more Fighters and 3
or more Mecha Suits equipped with A-Grav Boosters.
Limited Aerial Engagement, Low Range Low Speed Three or more Mecha
Suits equipped with A-Grav Boosters.
Mecha Suit Assignment
1 Powered Armor
2-3 Scout
4-7 Ranger
7-10 Assault
GM Special Magna
Mecha Suit Construction and Customization
CLASS* TYPE STR DEFENSE MOVEMENT SPACES
1 Power Armor 4** +4 User's ST** 4
2 Scout 6 +4 User's ST+10 6
3 Ranger 8 +4 User's ST+8 8
4 Assault 10 +4 User's ST+6 10
5 Magna Special*** +4 Special*** Special***
*A Mecha Suit can be up to 3 times it's Class rating in height in
meters.
** Technically, a Powered Armor is not a Mecha Suit. However, in
combat against Mecha Suit-scaled opponents, it is ST 4, in combat
against man-scaled opponents, use the User's ST+4. In any event, it
uses Mecha Suit-scale weapons.
***A Magna-Class Mecha Suit is actually assembled from up to 6 Scout
class Mecha Suit, combining to transform into a larger machine. The
Total STRENGTH of the Magna-Class Mecha Suit is the sum of the
STRENGTH's of the component Mecha Suit, minus the number of
component Mecha Suit. For example, A 4 piece Magna-Class Mecha Suit
would have a STRENGTH of (4x6)-4=20. Each component Scout-Class
Mecha Suit must dedicate 2 Weapon Spaces to be able to transform and
combine, Therefore, each component Scout-Class Mecha Suit provides 4
Weapon Spaces. Weapons placed on the Scout-Class Mecha Suit may be
used in Magna Mode. Large weapons can be built into the Magna-Class
Mecha Suit by spreading it across multiple component Mecha Suit.
However, these weapons can only be used in Magna Mode. Movement is
based on the designated Pilot's ST+10, -1 for each component Mecha
Suit. Hence, our previous example would provide a movement of ST+6.
Rockets or Jets must be placed in Magna's "Torso" or both "Feet"
component Mecha Suit.
Vehicles
Vehicles, though not as versatile as the bipedal Mecha Suits,
nevertheless serve an important role in the defense of Earth.
Anti-Gravity technology has made conventional aircraft obsolete.
Modern Airfighters more closely resemble high-speed aerial tanks
than their ancient winged cousins. Vehicles may mount the same
weapons and options as Mecha Suits. Aircars, Airtransports, and
Airfighters receive A-Grav Propulsion for free.
VEHICLE STR DEFENSE MOVEMENT SPACES
MOTORCYCLE 5 +2 STRx3/GROUND 1
CAR 6 +2 STRx2/GROUND 2
AIRCAR 8 +1 STRx1.5/FLYING 2
AIRTRANSPORT 8 +2 STRx3/FLYING 4
AIRFIGHTER 10 +1 STRx4/FLYING 6
Mecha Suit and Vehicle Options
All Mecha Suits and Vehicles may start with 1 heavy weapon or 2
light weapons, which must be placed in appropriate Weapons Spaces.
Additional weapons and options may be added by placing them in
appropriate Weapons Spaces.
HEAVY WEAPONS Require 2 Weapons Spaces per weapon
RAY CANNON 2 pts. damage 10-hex range
PROJECTILE CANNON
10 shots only +1 to hit 5 pts. damage 20-hex range
BLAST CANNON -1 to hit 4 pts. damage 6-hex range
ROCKET BATTERY
3 shots only -1 to hit 10 pts. damage 15-hex range
ZAP CANNON +1 to hit 1 damage 8-hex range
LIGHT WEAPONS Require 1 Weapons Space per weapon
HEAT RAY 3 pts. damage 4-hex range
RIFLE
10 shots only +1 to hit 3 pts. damage 10-hex range
ROCKETS
5 shots only 3 pts. damage 7-hex range
LASER
Cannot function through smoke 4 pts. damage 10-hex range
LIGHTSWORD
½ damage in smoke +2 to hit 2 pts. damage Melee
MACHINE-GUN
10 shots only -1 to hit 4 pts. damage 8-hex range
MECHA-SWORD +1 to hit 2 pts. damage Melee
MECHA-CLAWS
retractable 2 pts. damage Melee
Other Options
BOOSTER 2 Weapons Spaces +10 Movement for 1 round twice per combat.
EXTENDABLE ARMS 1 Weapons Space Extend Melee Range 1 Hex.
EXTENDABLE LEGS 2 Weapons Spaces
(1 per leg) +3m to height, +2 to Movement
A-GRAV PROPULSION 2 Weapons Spaces
(1 per leg) Flying Movement at Walking Move x2
CYBER-LINK 1 Weapons Space Pilot must have Vehicle Remote Bionic
Enhancement. Order of Movement based on Pilot's ST instead of Mecha
Suit's. +1 to Difficulty Rolls. If the Mecha Suit takes damage,
consult the following chart:
1 knocked unconscious
2-3 pilot takes 2 pts. damage
4-6 pilot takes 1 pt. damage
7-9 no damage
0 link disabled
TARGETING COMPUTER 1 Weapons Space +1 to attack, disabled on a roll
of 1 or 2.
TARGETING COMPUTER MkII 1 Weapons Space +2 to attack with any ONE
weapon, disabled on a roll of 1, 2, or3.
ENVIRONMENTAL PROTECTION 1 Weapons Space Fails on a roll of 1 or 2
if the Mecha Suit takes damage.
FORCE FIELD 2 Weapons Spaces +1 Defense, fails on a roll if 1 or 2
if the Mecha Suit takes damage.
FORCE FIELD Mk II 3 Weapons Spaces +2 Defense, fails on a roll if 1
or 2 if the Mecha Suit takes damage.
JUMP JETS 2 Weapons Spaces
(1 per leg) Jump 3 x Walking Movement twice per combat. All jumps
must start and end on a solid surface.
TRANSFORMATION 1 Weapons Space Allows tranformation between
Mecha-Suit and Airfighter Mode, with appropriate statistics for each
mode. Weapons must be shared between modes. Transformation requires
one full action.
OIL SLICK 1 Weapons Space 5 shots. Covers 1 hex area, requiring
targets to make a Difficulty 7 roll to remain standing or walk.
Failed rolls result in 1 pt. Falling Damage with a difficulty of 7
to stand again. All attacks while prone are at -4.
SHIELD 1 Weapons Spaces +2 Defense
SMOKE PROJECTOR 1 Weapons Space 5 shots. Covers 3 hex radius, all
units within area receive +3 defense. -2 to all attacks made from
inside the smoke area. Smoke also adversely affects Lasers
EQUIPMENT
EQUIPMENT
__ITEM : __ COST
AIRCAR : 30C
ARROWS (12) : 1C
BACKPACK : 3C
BELTPACK : 3C
BLASTER : 8C
BOW : 4C
CAR : 20C+
CHAINMAIL : 8C
CLUB : 1C
DAGGER : 2C
FOOD (MEAL) : 1C
FORCE FIELD : 20C
HEAT RAY : 8C
HELICOPTER : 50C
HELMET : 4C
JUMP SUIT : 10C
LEATHER JACKET : 2C
LIGHTSWORD : 12C
MACHINE-GUN : 8C
CYBERDECK : 12C
MEDICINE, MAJOR : 5C
MEDKIT : 4C
MOTORCYCLE : 15C
NUNCHAKU : 15C
PISTOL : 2C
PLATE ARMOR : 16C
POCKET COMPASS : 5C
POWER ARMOR : 320C
RATIONS (1 WEEK) : 3C
RAY GUN : 6C
REMOTE CONTROL: 6C
RIFLE : 6C
ROCK : 0C
ROPE, 50' : 1C
SHIELD : 4C
SHOTGUN : 6C
SHURIKEN : 1/2C
+1 SKILL CHIPS : 8C+
+2 SKILL CHIPS : 15C+
SKYCYCLE : 24C
SPACE SUIT : 80C
SWORD : 6C
SWORD, 2-HAND : 12C
TOOL KIT : 6C
VEHICLE REMOTE : 10C
ZAP GUN : 6C
WEAPONS
MACHINE GUN: 4 pts. damage, 8-hex range.
BIONIC CLAWS: +1 to hit, 2 pts. damage.
BIONIC GUN: +1 to hit, 2 pts. damage, 4-hex range.
BLASTER: -1 to hit, 4 pts. damage, 6-hex range.
BOW: +1 to hit, 2 pts. damage, 7-hex range.
CLUB: +1 to hit, 1pt. damage.
DAGGER: 2 pts. damage, 4-hex range.
HEAT RAY: 3 pts. damage, 4-hex range.
LASER: 4 pts. damage, 10-hex range, cannot function through smoke.
LIGHTSWORD: +2 to hit, 2 pts. damage, 1-handed.
PISTOL: 2 pts. damage, 5-hex range.
RAY GUN: 2 pts. damage, 10-hex range.
RIFLE: +1 to hit, 3 pts. damage, 10-hex range.
ROCK: -1 to hit, 1pt. damage, 3-hex range.
SHOTGUN: -1 to hit, 6 pts. damage, 4-hex range.
SWORD: +1 to hit, 2 pts. damage.
SWORD, 2HAND: +2 to hit, 2 pts. damage.
ZAP GUN: +1 to hit, 1 pt. damage, 8-hex range.
ARMOR
ARMOR
*ASSAULT ARMOR:* +4 Defense
*CHAIN MAIL:* +2 Defense.
*ENVIRO-SUIT: * Protects against hostile environments, +2 Defense.
*FORCE FIELD:* Protects up to 2 characters in the same hex, +1
Defense, cumulative with all other types of armor.
*HELMET: * +1 Defense (head only); may not be combined with full-suit armors (which are assumed to include a helmet of their own).
*JUMPSUIT: * +2 Defense; lightweight protective gear for pilots.
*KEVLAR VEST: * +2 Defense.
*LEATHER JACKET: * +1 Defense.
*PLATE MAIL: * +3 Defense
*POWER ARMOR:* Same functions as an Enviro-suit or Space-Suit, but
+4 Defense and +1 on all other rulls due to built-in Strength
enhancements.
(see also: [[Spells]])
Magic, (sometimes known as sorcery), is the practice of consciousness manipulation of eldritch and elemental energies to create many diverse results. Magic is only really limited in form and function by the imagination of the mage wielding it. Any character with a Mage ranking may attempt to wield magic to cast their spells. See: Spell Casting
Spell Composition
Spells are the expressions of the Mage's power, the embodiment of their will and the actualization of their desire. Spells are made up of eldritch elemental energy focused in a targeted application. The energy is broken down into Spheres and the applications are called Types. The combination of Spheres and Types are called spells.
Spell Casting
To cast a spell, a Mage must draw upon their reservoir of eldritch energy. They must roll under their current MAGE rank. The mage may have specialized in their training and they may have an advanced skill in wielding the energies of a specific Sphere or Type. If so, they can add their Sphere and / or Type ranks to their Mage rank when rolling to tap into their reservoir. Mage rank+ specified SPHERE rank + specified TYPE rank A mage using a focus, such as a staff, wand or familiar also adds the level of focus to their Mage rank rolling to tap into their reservoir. Mage rank+ specified SPHERE rank + specified TYPE rank + applicable FOCUS rank. Failure means that they are unable to draw upon the magic.
Spell Targeting
Once a spell is cast it must still hit its intended victim. This is resolved immediately as part of the spell casting process. To calculate attack score use caster's ST + Mage rank +applicable (if any) Sphere rank + applicable (if any) Type rank + applicable (if any) Focus rank. This attack score is rolled once and used against all target's of the spell. Each target gets its own defense score or DL score which will be calculated against the attack score. If the roll to hit fails; the spell misses and is discharged.
Touch
A range of touch means the caster must physically touch their intended target. Once cast, a touch-range spell stays on the caster's hand until it is discharged, or until the caster decides to cancel it. Touching any object discharges the spell. Touching a victim requires an unarmed combat roll to hit. Any applicable unarmed combat skills apply, and also add to the caster's roll to hit. This is a touch and not a punch, so no melee' damage is inflicted.
Unresisting Targets
Any target, which is immobile or unconscious, has a ST of 1 without the benefit of a die roll, for purposes of resisting attacks. A character may attempt to "catch" an incoming beneficial spell by voluntarily reducing their ST to one for the purpose of dodging that spell.
Range
Spells with a range require a roll to hit like a missile weapon. Range Types: Bolt, Blast, Burst, Cloud, Storm, Strike or Wave Use range modifiers as per any ranged attack
Inanimate Objects
Inanimate objects also have ST 1 for the purpose of spell resistance.
Mage Ranking
Starting characters may start with MAGE-1, as their background. Each subsequent level of MAGE must be earned at the cost of VPs equal to their ST Score + current level of MAGE. Existing characters may purchase the MAGE profession at a cost equal to their ST X2.
Sphere Ranking
Starting characters may purchase ranks in a particular SPHERE at the cost of 1 ST each. Minimum ST is ST 2. Each subsequent level of that particular SPHERE must be purchased at the cost of VPs equal to their MAGE Score + current level of that particular SPHERE. Existing characters may purchase ranks in a particular SPHERE at a cost equal to their MAGE X2.
Sphere
Sphere is the nature of the eldritch energies used to power a spell. It is the very substance and nature of the spell itself.
AIR
The elemental energies of air
EARTH
The elemental energies of earth
SENSE
The elemental energies of awareness
ALTER
The elemental energies of change
FIRE
The elemental energies of fire
SPIRIT
The elemental energies of spirits
CONJURE
The elemental energies of making
HOLY
The elemental energies of order
SUMMON
The elemental energies of calling
CONTROL
The elemental energies of control
ICE
The elemental energies of ice
WATER
The elemental energies of water
DARK
The elemental energies of chaos
LIFE
The elemental energies of all living things
DEATH
The elemental energies of entropy
LIGHTNING
The elemental energies of lightning
Type Ranking
Starting characters may purchase ranks in a particular TYPE at the cost of 1 ST each. Minimum ST is ST 2. Each subsequent level of that particular TYPE must be purchased at the cost of VPs equal to their MAGE Score + current level of that particular TYPE. Existing characters may purchase ranks in a particular TYPE at a cost equal to their MAGE X2.
Type
Type is the form of the spell; the shape or form the caster has molded it into
BOLT
A single bolt of eldritch energy used to attack a single target Range is caster's Mage level in hexes
SELF
Caster channels energy through their body Range is caster only
BLAST
Multiple bolts of eldritch energy used to attack two separate targets Range is caster's Mage level in hexes
STORM
A tempest of eldritch energy that radiates out from the caster attacking anyone in its path Area of STORM is 360 degree (centered on the caster) extending to the value of caster's Mage level Targets all caught within Storm Range is caster's Mage level in hexes
BURST
An explosive attack against one target, which also damages anyone else in the same hex Range is character's Mage level in hexes
STRIKE
A cone of eldritch energy that attacks anyone in its path Cone widens 1 hex for every hex of range, starting from the caster's hex Range is character's Mage level in hexes Range is caster's Mage level in hexes
CLOUD
An area effect attack that radiates out from a hex targeted by caster Attacks all with area of effect Radius is equal to caster's Mage level in hexes Range is caster's Mage level in hexes
WAVE
A wave of eldritch energy that attacks anyone in its path Wave is 180 degree wide extending to half the value of caster's Mage level to either side of the caster's front facing Targets all caught within Wave Range is character's Mage level in hexes
TOUCH
Caster channels energy through their body (and through a Focus such as a wand or staff) Range is melee
------------------------------
Focus Ranking
A focus is a tool that a mage uses to enhance their powers.
Magic Foci
Familiar
Focus-1 Takes the shape of any small animal or creature the caster wishes ST 2 Adds to caster's ability to cast magic when they are together (within the same hex) Available to PC's as a permanent Summon (See Spells)
Wand
Focus-3
A wand has the same statistics as a stick, and may be used as such in combat. A wand adds +1 to hit and 1 hex range to range spells. A wand may be enchanted.
Wand
1C + 1 to hit AA +0 damage
Staff
Focus-2
A Magic user's staff has the same statistics as a club, and may be used as such in combat. A Magic user's staff adds +2 to hit, 1 hex range to touch spells and 1 hex range to range spells. A Magic user's staff may be enchanted.
Herbs
Focus-1
Herbs may be used by Thaumaturge to enhance their magical ability. When a Thaumaturge casts a spell, they may use Herbs as a focus. A character can only carry up to 10 doses of Herbs on their person. Herbs cannot be re-used.
Staff
2C + 1 to hit +1 damage 1 hex range
Mage Action Order
A Mage character adds their Mage level to their ST for determining action order. To do this they may not wear any other form of armor.
Mage Defense Bonus
A Mage may add their Mage rank to their ST when calculating defense. To do this they may not wear any other form of armor.
Magic & Armor
Armor never counts as protection against spells. Armor worn by the spell caster acts against their own chances of hitting with magic: Add the caster's armor's defensive value to the defender's roll to dodge. Helmets and shields count as one point each.
Robo-parts and Magic
A character with Robo-parts may use magic, but with these modifications: Each Robo-part the caster has increases the defender's dodge roll by +1. The number of Robo-parts a character has does not affect their defensive dodge rolls for magic.
Permanent Enchantments
Magic Users may attempt to permanently enchant an object by transferring Mage ranks into that object. A roll to hit vs. the item's unresisting defensive ST of one is required. Add the Mage levels used to the caster's roll to hit. If the roll to hit fails, the Mage levels are permanently lost! Enchantments function in one of two ways: Either the object becomes permanently under the influence of the spell (example: permanent sleep on a captive princess) or else the object becomes the reservoirs of those energies, allowing anyone who possesses the object to cast the spell it contains. The advantage of a spell reservoir type item is that it always casts its spell(s) and any character may wield them. The enchanter must always retain at least one (1) rank of Mage. Permanent enchantments take a lot of time and energy. They may only be attempted between adventures, (an adventure being a series of related battles).
Enchanted Armor
Some armor may be enchanted to make them better. Armor that is enchanted gives bonuses to defense. Magic Armor will have its defensive bonus called out as +X, this is added to Armor's normal defensive value. No enchantment may be greater than + 3 The cost to enchant armor is an additional 10C per each level of enchantment. Other forms of enchantment can be put on armor, (See: Permanent Enchantment).
Enchanted Weapons
Some weapons may be enchanted to make them better. A weapon may be enchanted to help its wielder; strike his target, to do more damage, or possibly both. A magic weapon will have its bonuses called out as +X to hit or +X damage. A weapon that is called out simply +X has bonuses to hit and damage. No enchantment may be greater than + 3 The cost to enchant a weapon + 10C per every level of enchantment (+ 1 would be an additional 10C cost, +2 an additional + 20C cost, etc...), to hit and damage. Other forms of enchantment can be put on weapons, (See: Permanent Enchantment).
[[IntroDuction]]
[[CharacterGeneration]]
[[ComBat]]
[[HowToDoEverything]]
[[ExPerience]]
[[Non-PlayerCharacters]]
[[GenresAndSettings]]
[[Alternate rules]]
[[Sources]]
[[Updating]] This WIKI
List of updates:
[[ImportedTiddlers]]
TWERPS MINDBENDERS
1.INTRODUCTION
Welcome to TWERPS Mindbenders. These rules let you play Psions, people blessed (cursed?) with psychic powers.
2.CHARACTER GENERATION
Determine the character’s Strength score as usual. Each character can sustain only so much damage before dying. This is represented by the Wounds score. All characters have a number of Wound points equal to their STx2.
All Psions can be categorized as either Telepaths or Telekinetics. This choice is permanent, and a character can only choose powers from their group, or from the common powers. Characters start with 2 levels of powers. Each additional level beyond those costs 1 Strength each, as do any Talents from other TWERPS supplements. Minimum starting Strength is 2. All characters start with clothing and $20.
Telekinetics are those with Pyrokinesis, Psychic Healing, Psychokinesis, Cryokinesis, Drain, Boost, and Electrokinesis.
Telepaths possess Precognition, Postcognition, Telepathy, Dominate, Clairsentience, Psi Scream, and Empathy.
Using Psychic Powers
These powers are for the most part used like spells in TWERPS Magic. Each level lets you use the power once during a battle. PC’s may also use their powers in non-combat situations, as allowed by the TM. Simply roll 1D10+ST vs. target’s similar roll. A target may willingly lower their effective ST to 1 in order to gain benefit from a friendly Psion’s power. Unless otherwise stated, the duration of a power is 1 round, and range is 50 feet. If more than 1 level of a power is used in one action, simply add the effects. Example: Derek has been cornered by two FBI Shadow Squad agents. He decides to use his Psi Scream power, and elects to spend all 3 levels. Since they are within range, Derek’s player makes the roll, and comes up with a 14, enough to beat the Agents’ 9 and 12. Both take 3 damage, and Derek sprints past them before they can recover.
Telekinetic Powers
Pyrokinesis- Creation and control of fire, alter temperatures; inflicts 1 damage at a range of the user’s ST.
Cryokinesis- Alter temperatures, control of ice/water; can inflict 1 damage at a range of the user’s ST, or provide 1 point of armor for 3 rounds.
Electrokinesis- Electrical control and discharge; 1 damage, 2 damage if target is wet or wearing metal armor.
Psychic Healing- Restore damage at a rate of 1 Wound per level used. Range is touch.
Boost- Add +1 to attack, defense, movement, or one non-combat ability, for 1 round.
Drain- Choose Skills, Powers, Wounds or ST that you can drain. This choice is permanent, making this one of the only powers that may be taken more than once. A combat roll in unarmed combat is required to use. Each successful round will steal 1 ability or point from the target’s stat and transfer it to the attacker. ST drained can be used for 3 turns, and the victim regains it at 1 ST per hour. Wound drain is treated as normal damage/healing, and the victim will recover at 1 per day of complete rest. If ST or Wounds is brought to zero, the victim dies. For Skills or Powers, the duration is 3 rounds, after which it will return to the drained character.
Psychokinesis- Ability to move objects weighing up to 25 lbs. per ST with a duration of 2 rounds, and used directly can inflict 1 damage.
Telepath Powers
Precognition- Character can sometimes get glimpses of the future; this is mostly a GM controlled ability, so just go with what he says (which may not be much).
Postcognition- Similar to empathy, this lets the Psion see what has happened in a place. The Psion’s ST stat is the number of days back she may look, duration 3 rounds.
Clairsentience- Ability to detect what is going on currently at another place or with another person, range 100’, duration 5 rounds.
Empathy- By touching an item or person, the empath can pick up glimpses of it’s history. Once again, this is mostly up to the GM as to what you get, but wear gloves when you want to get some peace and quiet. If another Psion is touched, an image of their aura will always be seen.
Telepathy- Ability to send mental messages, and pick up a person’s thoughts; successful opposed roll required if you don’t want them to know you are reading them; can mentally stun someone for 1 rounds in combat. A successful contact with another Psion will allow the telepath to see their aura as long as contact is maintained.
Dominate- Control of a person’s will, and the planting of hidden suggestions and memories; victim gets to resist. Duration 1 command.
Psi Scream- inflicts levels used as damage, and range penalties apply to the to hit roll. Affects all targets within range.
Common Powers
Detect Psi- Range 30’, duration 1 round, allows user to see all auras in range.
Maximize Power- Add +1 to duration, +1 or +1D5 effect, double the effect unless allowed by other options, or 20’ range if appropriate. This power may only be applied to a power once, but may be taken for multiple powers.
Iron Will- Gives a bonus to defense rolls vs. psychic attacks equal to half the power’s level, rounded up. This power is constant, and never need be activated.
Barrier- Creates a circular field approximately 4’ across, in front of the Psion. It will provide +2 armor from ranged attacks and psychic powers. The field moves with the user, and lasts for 3 rounds.
Psi Sword- Duration 3 rounds or until released, 2 damage, and ignores physical armor.
Negative Field- Duration 1 round, range 25’ radius, no psychic powers will work in this area, and all continuing effects are cancelled.
Greater Psions
Once a character has taken at least 2 levels in all of the powers in her group, and at least 3 of the common powers, she may buy the Talent Greater Psion. Greater Psion costs 10 VP. This adds +1 when making psychic tests, +1 physical defense, and one power from the Greater Psion powers list. Other Greater Powers may be bought with VP, at a cost of (5+# of Greater Powers) VP. Greater Powers may not be maximized.
Telepaths become Seers- Awe, Shadow Sight, Mindcrime, Dread Blade
Telekinetics become Archons- Awe, Mind Blast, Dread Blade, Soul Drain
Awe- Successful use will cause anyone within 25’ to become unable to act for 2 rounds.
Mindcrime- Range is touch. Ability to switch personalities with another being; mental attributes (memories, any powers/special abilities if they are not purely physical) are transferred, not physical ones; victim may resist. Lasts until the Psion cancels it.
Mind Blast- This counts as a ranged attack, so no defense roll is allowed. Physical armor is ignored, although Iron Will provides normal protection. Damage is 2 per level used, range is touch.
Shadow Sight- This power does not have to be activated, and is on at all times. Other Psions’ auras will be immediately apparent, as well as what power group they draw from. Anyone under the influence of an ongoing power can be identified, and lies detected.
Dread Blade- Upgrade for Psi Sword. +1 damage; lasts until released. Any non-Greater Psion seeing it must make a ST roll at –1 or be too terrified to act for 1 round. Still ignores physical armor.
Soul Drain- permanently transfers a Talent or Power (not Greater Powers) of the user’s choice to the Archon on a successful Think roll, then a hit in unarmed combat. The victim may resist at a –2 penalty to . This power may only be used a few times. After each successful use, roll 1D5. If the roll is less than the number of times the power has been used, it may not be used again. You might get to use it twice, or maybe 6.
3.THE COMBAT SYSTEM
When a character takes damage, it reduces his current Wounds. When current Wounds = 1, the character is rendered unconscious for the remainder of the battle, or until another character uses his action to wake him. When current Wounds = 0, the character dies.
Weapons Plus to hit Damage Range
Dagger ($1) 0 2 4 Hexes
Sword ($5) 1 2
Club ($1) 1 1
Bow ($10) 1 2 7 Hexes
Pistol ($50) 0 2 5 Hexes
Rifle ($35) 1 3 10 Hexes
Missile weapons may not be fired at opponents in the attacker’s hex. There is a range modifier to missile attacks: actual range in hexes/3 (round down) is subtracted from the attacker’s to hit roll.
Armor Defensive Bonus
Leather Jacket ($5) +1
Kevlar Vest ($30) +2
New Equipment
Psi Crystal: similar to plain quartz crystals, these items are apparent to any Psion who touches them. While wearing or touching a crystal, the Psion can add +1 to any psychic rolls.
Resonance Sphere: appearing to be a small metal sphere, this item’s two halves turn 45 degrees. While activated, all psychic rolls within 50’ are made at –2.
Void Ring: A metal circlet that fits around a person’s forehead. The wearer cannot use or be affected by any psychic powers. It locks in place, and cannot be removed by the wearer unless he gets the key.
Amp: blue, syrupy, comes in gel capsules; duration 1 hour; +2 to all psychic rolls, but –2 to all rolls for 6 hours once it wears off.
4.HOW TO DO EVERYTHING
Whenever a character tries to do anything more difficult than a sure thing, they must make a Saving Roll. This is just like a roll to hit, except that the defender is not another character, but a Difficulty Level from 1-10. If the character’s die roll beats the Difficulty Level, he is successful.
Experience
New Skills and Talents usually cost 4 VP. Additional powers may be bought for 5 VP each.
Here are some Monstrous Creatures:
Blob
ST 7
Description
+1 damage
Entangle
Gross
Shuffles
Number per encounter: 1
Blob, Colossal
ST 14
Description
+ 2 to hit
+3 damage
Entangle
Gross
Size: 1
Shuffles
Number per encounter: 1
Blob, Greater
ST 12
Description
+ 1 to hit
+2 damage
Entangle
Gross
LARGE
Shuffles
Number per encounter: 1
Blob, Lesser
ST 4
Description
-1 to hit
AA +0 damage
Entangle
Gross
Shuffles
Number per encounter: 1
Demon
ST 6
Description
Can Be Contained By Runes
Chilling Touch
Mage 4
Dark Rank 3
Fear
Gross
Immortal
Polymorph(X2): Can assume the form of other people, (but
not the abilities). DL to detect equal to Demon's ST + 5 (1
men, 1 women)
Steelhide
Strength
Number per encounter: 1 - 5 (may have 1 – 10 Lesser
Demon followers)
Demon Lord
ST 14
Description
Chilling Touch
Mage 6
Dark Rank-6
Diamondhide
Fear
Gross
Immortal
Invulnerable
LARGE
Regeneration
Resistance to Holy(X2)
Strength(X2)
Strong Signature
Vulnerability: takes X2 damage from Holy
Number per encounter: 1 (may have 1 – 2 Greater Demon
followers)
Flesh Golem
ST 8
Description
Diamondhide
Immortal
No Signature
Shuffles
Strength(X4)
Tough
Vulnerability(X2): takes X2 damage from electricity & fire
Number per encounter: 1
Gargoyle
ST 5
Description
+1 Damage (beak & claw)
Fear
Fly
Gross
No Signature(looks like a statue when not moving).
Steelhide
Strength
Tough
Number per encounter: 1 – 5
Ghost
ST 1+
Description
Chilling Touch
Fear
Float
Ghost Form
Invisible
Limited Movement
Spells (?)
Strong Signature
Tough
Vulnerability: takes 2X damage from Holy
Number per encounter: 1 – 20
Ghoul
ST 3
Description
+1 damage (bite & claw)
Achilles’ Heel(X2): (Decapitation & wooden stake through
heart) This type of attack kills character outright.
Chilling Touch
Fear
Gross
Revenant
Number per encounter: 1 – 20
Gorgon
ST 5
Description
+1 to hit
3 ranks of spells
Diamondhide
Fear
Gross
Venom
Number per encounter: 1 – 3
Greater Demon
ST 10
Description
Can Be Contained By Runes
Chilling Touch
Mage 5
Dark Rank-4
Diamondhide
Fear
Gross
Immortal
LARGE
Polymorph(X4): Can assume the form of other people, (but
not the abilities). DL to detect equal to Greater Demon's ST
+ 5 (2 men, 2 women)
Resistance to Runes
Strength(X2)
Number per encounter: 1 – 3 (may have up to 5 demon
followers)
Gremlin
ST 3
Description
Can Be Contained By Runes
Fury
Invisible (only when trying to hide): Ability to turn self
invisible. If knocked unconscious or caught Imp reappears.
Psycho Rage
Resistance to Runes
SMALL
Vulnerability: takes 2X damage if caught
Number per encounter: 1 - ?
Imp
ST 2
Description
Mage 3
3 Ranks of various Spheres
Rhinohide
SMALL
Number per encounter: 1 - 20
Lesser Demon
ST 4
Description
Mage 3
Dark Rank-2
Can Be Contained By Runes
Chilling Touch
Fear
Gross
Immortal
Rhinohide
Number per encounter: 1 – 5
Lich
ST 7
Description
Chilling Touch
Mage 5
Control Rank-2
Gross
Immortal
Staff
Vulnerability: takes damage from HOLY
Number per encounter: 1
Malevolent Mud Monster
ST 6
Description
-1 to hit
1 damage
Entangle (in mud)
Gross
Limited Movement: Malevolent Mud Monster can only
move at the edges of bogs, swamps, and other similar water
bodies.
Shuffles
Number per encounter: 1 - 20
Mummy
ST 5
Description
Chilling Touch
Gross
Immortal
Regeneration
Shuffles
Strength
Vulnerability: takes X2 damage from fire
Number per encounter: 1 - 20
Phantasm
ST 2
Description
+ 3 to defense rolls
Mage 5
10 ranks of spheres
Ghost Form
Vulnerability: takes 2X damage from Holy
Number per encounter 1
Phantom
ST 2
Description
+ 6 to defense rolls
Mage 3
Control Rank-2
Ghost Form
Vulnerability: takes 2X damage from Holy
Number per encounter 1
Pit Fiend
ST 7
Description
Can Be Contained By Runes.
Fear
Gross
Resistance to Runes
Rhinohide
Vulnerability(X2): takes 2X damage from Magic & Holy
Number per encounter 1 – 3
Skeleton
ST 4
Description
Gross
Tough
Number per encounter 1 – 30
Taskmaster (double-ganger)
ST *
Description
Special - He is the exact duplicate of any one character in
the group. He will attack that member of the party, the first
moment when they are alone. If the Player wins they
receive an extra VP. If the Taskmaster wins he takes over
the place of that character, (give him to the player who just
lost), and he will take the place of that character from that
point on, (remember he only has one VP). All other
characters are at a difficulty 9 to tell the Taskmaster from
the original character.
Number per encounter: UNIQUE
Vampire
ST 9
Description
Achilles’ Heel(X3): (Decapitation, death caused by sunlight
damage & wooden stake through heart) This type of attack
kills character outright.
Animal Form(X2): (bat & wolf)
Chilling Touch
Fly
Invulnerable
Limited Availability: (only “comes out” on the night)
No Signature
Other Form(X2): (cloud & mist
Special Weakness(X2): sunlight 2 damage per round &
garlic 1 damage per 2 rounds
Strength(X2)
Vulnerability: Only takes damage from HOLY
Number per encounter: 1 (may have 1 – 20 ghoul
followers)
Werebear
ST 10
Description
Animal Form: (bear)
Invulnerable
Limited Availability: (only “comes out” on the nights of the
full moon)
No Signature
Strength
Vulnerability: Only takes damage from silver weapons
Number per encounter: 1 – ?
Wereboar
ST 7
Description
Animal Form: (boar)
Invulnerable
Limited Availability: (only “comes out” on the nights of the
full moon)
No Signature
Strength
Vulnerability: Only takes damage from silver weapons
Number per encounter: 1 – ?
Werefox
ST 5
Description
Animal Form: (fox)
Charm +2
Invulnerable
Limited Availability: (only “comes out” on the nights of the
full moon)
No Signature
Strength
Vulnerability: Only takes damage from silver weapons
Number per encounter: 1 – ?
Werewolf
ST 8
Description
Animal Form: (wolf)
Invulnerable
Limited Availability: (only “comes out” on the nights of the
full moon)
No Signature
Strength
Vulnerability: Only takes damage from silver weapons
Number per encounter: 1 – ?
Zombie
ST 4
Description
Gross
Shuffles
Strength
Tough
Number per encounter 1 – 1000
Monstrous Class
Demon: (A) Magic (W) Contained by Runes
Specter: (A) Ghost Form (W) Magic
Thing from Beyond: (A) Fear (W) Vulnerability (fire)
Psycho: (A) Psycho Rage (W) Limited Movement (campground, dreams etc...)
Were-Beast: (A) Were-Form (W) Vulnerability (silver)
Undead, Type I: (Vampire) (A) Immortal (W) Achilles' Heel (wooden stake)
Undead, Type II: (Liche) (A) Immortal (W) Vulnerability (fire)
Construct: (A) Invulnerable (W) Special Weakness (electricity)
Scary Factor
It is a possibility that a character encounters some Really Scary Things (Notice all the capital letters?). If and when a Really Scary Thing is first encountered, all characters must roll a Saving Roll with the Really Scary Thing's St score as the difficulty number, or be paralyzed with fear, unable to move, and only able to roll defense rolls for the first round. In effect, this allows the Really Scary Thing a free move and a free attack. If the Really Scary Thing surprises the character, this effect is automatic; i.e. no Saving Roll is allowed.
4.10.3: Punches
Normal Punches or kicks do not affect Monstrous creatures. They are considered to inflict no damage, however; Monstrous creatures can still be tackled, held down, etc., if they are not Intangible. Exception: If a character has special training, (such as a fu or other combat skill), or enchanted item which gives them a additional damage modifier to punches or kicks, the additional damage does apply.
4.10.4: Weapons and Armor
Many weapons and armor are not effective against Monstrous Creatures. Most traditional weapons are ineffective at killing monstrous creatures. However; even if a monstrous creature is not affected by normal weapons, it may still be disabled by these attacks. If a character inflicts enough damage using traditional weapons to drop a monstrous creature's ST to - 5, the monstrous creature's body is considered to be disabled to such a point that the monster cannot move or attack. There is one exception to this rule, (see: Paranormal Ability: Immortal (W)). If a Monstrous creature or character has the MA: Chilling Touch, armor is ineffective against it.
125
4.10.5: Fire
Fire affects most physical monstrous creatures (there are always exceptions out there...). Being burned by a torch inflicts 1 point of damage and 1 point of damage per round if monstrous creature catches fire. The TM must roll a saving roll for the monstrous creature against a difficulty number he sets based on the likelihood that the monstrous creature would catch fire, (and there are some that are exceptionally susceptible, like mummies...).
4.10.6: Holy
4.10.6.1: Holy Water
Holy water affects many, (but not all), monstrous creatures. It inflicts +1 damage per vial. Demons, undead and creations of Evil Magic or Curses just naturally can't stand it!
4.10.6.2: Holy Symbol
Good for keeping monstrous creatures at bay. Holy symbols work on a variety of monstrous creatures, but not all are vulnerable to them.
4.10.6.3: Holy Magic Sphere
Any monstrous creature that is vulnerable to Holy is + 2 to be hit by any Battle Spells with the component sphere: HOLY. Any character Protected with any Battle Spells with the component sphere: HOLY are Invulnerable to any attacks from a monstrous creature that is vulnerable to Holy. If a monstrous creature that is vulnerable to Holy is damaged by any Battle Spells with the component sphere: HOLY or a weapon imbued with HOLY the damage received is X2.
4.10.6.4: Holding a Monstrous Creature at Bay
Some monstrous creatures can be held at bay with a holy symbol, if the character truly believes in the symbol. First, a character must roll their ST score or less on 1d10. If they fail, they don't "have faith" in the symbol and the monstrous creature is unaffected. If they are successful they must roll an attack against the monstrous creature in question. If the attack succeeds the monstrous creature cannot move within 1 hex radius of the character. If the attack fails, the monstrous creature cannot move within the same hex as character. Works On demons, undead, etc...
4.10.7: Runes
Characters can attempt to construct protective or holding runes which affect some monstrous creatures. These are made by putting chalk on the floor and chanting Holy words.
4.10.7.1: Protective Runes
Protective runes (wards, elder signs, etc.) keep monstrous creatures out, so characters are safe as long as they stay inside the runes.
4.10.7.2: Holding Runes
Holding runes hold monstrous creatures inside the runes, (like a sorcerer's circle).
4.10.7.3: How to
When runes are created, the character rolls1d10 + ST + any rune making modifiers they may have. If the monstrous creature wants to go through the runes, the TM rolls 1d10 + monstrous creature's ST + any monstrous ability modifiers for penetrating runes. If the monstrous creature's total is higher the runes has no effect. If the monstrous creature's total is equal to or lower than the character's total, it may not penetrate the runes for 1 full day. It is allowed another opportunity (roll) the next day. The character's total does not change unless they construct another rune.
126
T.W.E.R.P.S. - A.R.C.A.N.U.M.
4.10.8: Monsters with ST less than 1
Monstrous creatures can be reduced 1 or less than 1 ST and still be "alive" and able to move and attack if none of the damage is inflicted from fire, Holy water (or Holy Sphere), or an Achilles' Heel. A monstrous creature can go on attacking and moving as long as no damage from these occurs when monstrous creature's ST is 1 or less. However, if a monstrous creature's ST is 1 or less and it takes damage from fire, Holy water (or Holy Sphere), or an Achilles' Heel, the monstrous creature is dead. In addition, if a monstrous creature's ST is reduced to -5 and it does not have the Monstrous Ability: Immortality, the monstrous creature is considered damaged to the point where movement and attacks are impossible. For the purpose of attacks and Saving Rolls, a monstrous creature's ST is considered 1 if the monstrous creature's ST is reduced to 0 or less, if it can still move.
4.10.9: Monstrous Abilities & Weaknesses
4.10.9.1: Monstrous Abilities
Monstrous Abilities (MA): For the purposes of constructing a Monstrous PC character, bear in mind that most Monstrous Abilities may be taken only once; the exception to this rule are Monstrous Abilities with the * next to them, which may be taken more than once. Some Monstrous Abilities are more powerful than others and in the interest in game balance come with a Monstrous Weakness (W). Such weaknesses will temporarily negate the Monstrous Ability. Some of these weaknesses are specified for the Monstrous Ability.
Animal Form * (W)
Character can turn into an animal. This allows a +1 damage bite and + 2 movement. It is not required to take an additional weakness each time this power is taken.
Fury
2 attacks per action.
Ghost Form (W)
Character is intangible and can only be affected by Holy water and Holy symbols (Special Weakness: Holy) or possible esoteric weaponry. The Monstrous Ability also allows character to go through physical barriers such as walls and doors. (Note: this is not the same as Phasing superpower).
Chilling Touch
The character has a chilling touch which deducts 1 from target's ST per successful melee hit. If effect is permanent, add weakness.
Diamondhide
+ 5 to defense, - 2 from base speed
Gross
The character is very gross. Maybe they stink, is rotting, is gross to look at, has bad breath, etc. This causes a - 1 to all character rolls made by characters in the same hex as the Monstrous Character.
Fear*
Power forces opponents to make a Scary Factor roll at the beginning of each fight with character. Even if opponents make their roll, they are - 1 on attack rolls against the character, including the use of Holy symbols against the character. Extra levels of Fear give the character + 1 to its Scary Factor difficulty number.
Immortal (W)
Allows the Monstrous Creature or character to not be reduced to lower than - 4 ST by normal attacks. Such a being must have some sort of Achilles' Heel, such as a stake through the heart or decapitation. Not the same as Paranormal Ability: Immortality.
Float
Allows character to hover or walk on air at half their movement rate.
Invisible Fly*
Allows character to fly at their movement rate, but character must keep moving. If character stops moving, they will fall. Each additional level taken increases speed by + 2. Ability to turn self (and clothing!) invisible. If knocked unconscious, character reappears.
127
Invulnerable (W)
Cannot be affected by conventional weapons. The character must have at least one Vulnerability or Special Weakness as a weakness
Resistance to Runes
The character is harder to contain with Runes than others. The character is + 1 on rolls to attempt to pass through Runes.
Magic (W)
Monstrous practitioners of Evil Magic are vulnerable to Holy Water and Holy Symbols.
Revenant
- 1 Movement Heals 1 point of damage per pound of raw meat eaten (if conscious), otherwise 1 per 2 days unless killed by a head shot, may rise from the dead at the cost of 1 ST permanently; minimum ST 2, if character's ST is reduced to 1, death is permanent. Character returns at the end of the adventure and will gain no VP's for the adventure.
Magic Defense (W)
The character has a + 4 defensive modifier against all magical attacks, (Holy water, Holy Symbol and Holy Sphere spells are not included), such powerful character's have at least 1 Achilles' Heel to fear.
Rhinohide No Signature
Character cannot be detected with technological devices or "sensitive" powers or abilities. + 2 to defense from tough skin.
Speed*
Movement is + 2 Taking this Monstrous Ability more than once gives the character an additional + 2 Speed for each time the Monstrous Ability is taken (on top of everything else).
Normal Looks
Character does not look like a monster. Their Monstrous Abilities and nature must be detected in other ways; an example would be the gentleman who casts no reflection in a mirror.
Steelhide
+ 3 to defense, - 1 base speed
Other Form
Allows character to turn into something that is not a person or animal, like a cloud of mist or smoke for example.
Strength*
All melee damage + 2 per each time taken.
Polymorph
Can assume the form of other people, (but not the abilities). DL to detect equal to character's ST + 5.
Were Form (W)
Character has one specific beast form and may NOT take Animal Form along with this ability. Roll 2 separate ST scores and the higher ST is the Character's Were Form. In Were Form the character has + 2 to hit, +1 damage from claws or bite, and the survivor of a biting attack may become a Were Form at the next full moon. Classically Were Forms are vulnerable to silver.
Psycho Rage
This Monstrous ability allows one to "freak out" and go into berserker mode; + 2 to melee attacks and melee damage
Regeneration (W)
Recovers 2 ST (of damage) per round.
Resistance to Holy
The character is + 2 against Holy attacks
128
T.W.E.R.P.S. - A.R.C.A.N.U.M.
4.10.9.2: Monstrous Weaknesses
Just as monsters have Monstrous Abilities, they also have Monstrous weaknesses.
Achilles' Heel
This type of attack kills character outright, (like a stake through the heart or a bucket of water...)
Special Weakness
The character takes damage from things that do not normally cause damage (like sunlight). Damage is usually 1 point per round. Some Special Weaknesses blur over into Achilles' Heel because they can be fatal (like sunlight to vampires). Others are non-fatal but effective (for example; garlic for vampires, wolfbane for Weres, and the mere sight of a Holy Symbol to most evil things).
Can Be Contained By Runes
Character can be held at bay by Runes.
Limited Availability
Character can only "come out" at certain times (like during a full moon or at night).
Strong Signature
The character puts out a lot of "Monstrous Energies" which make them easy to detect with "sensitive powers" or technological devices.
Limited Movement
Character can only move within a certain area (like house or graveyard).
Magic
This character is susceptible to magic spells - 4 to all rolls to resist or defend.
Super Duper/Pseudo-Science
Think Ghostbusters, outer limits etc...
Vulnerability
An Invulnerable character takes damage from some attacks (such as silver bullets, wooden weapons, and certain Objects of Power, etc.), or a Non-Invulnerable character takes 2X damage from some attacks (fire, electricity, Holy, etc...) Characters can have Multiple Vulnerabilities.
Shuffles
Character is a slow mover, half of normal move rate.
Appendix 4.11: Radiation and Mutation
Some areas, items and creatures will be radioactive and may cause PCs who come in contact with them to mutate. Radiation has a Strength against which PCs must roll when they encounter it. If they fail the roll, then they lose 1 ST. If a mutant character wins roll against radiation, it will gain 1 PA mutation and lose 1 ST. If mutant loses roll against radiation it loses 1 ST. (see: Background: Mutant) Any character reduced to ST 1 (or lower) in this manor dies.
129
4.11.1: Mutation
Mutations are a physically distinctive Paranormal Ability
Concrete Stomach
Cannot be poisoned, able to eat almost anything
Tail
Aesthetic
+ 2 reaction DL checks with NPCs
Four Arms
May wield 4 arms worth of weapons and has 2 attacks per action.
Club
+1 damage
Four Legs
+ 2 hex movement
Poison
Scorpion-like stinger tail, poison DL equal to characters ST every round, AA +0 damage
Gills
Can breathe under water
Prehensile
Acts like 3rd hand
Iron Skin
Skin is incredibly tough; + 3 defense
Two Heads
+ 6 to move order
Leather Skin
Skin is like leather: passive value +1 defense
Webbed Hands & Feet
Swim at + 5 Move
Natural Weapons
Claws
+1 damage
Wings
Full
Cannot wear armor, flight at 2X ST
Fangs
Bite +1 damage
Vestigial
Cannot wear armor, glides at 2X ST
Hoof
Club +1 damage
Horns
Head-butt +1 damage
Air Compressor
8C Battery powered mini-compressor capable of high output.
Analyzer, Water
10C Identifies impurities in a water sample down to .001%. Battery powered.
Analyzer, Atmosphere
10C Identifies the percentage of elements present in an atmospheric sample down to .001%. Battery Powered.
Art Supplies
5C A multi purpose kit for drawing and painting. A sculpture kit is available at the same cost.
Analyzer, Diagnostic
150C Diagnoses known diseases or injuries where present + 2 to Heal attempts). Battery Powered Requires: Medic profession.
Backpack
5C
Binoculars
25C High tech binoculars with magnification from 10 to 25 times. Built for rugged outdoor use and practically indestructible. Maximum effective range 500yards (180 hexes).
Analyzer, Linguistics Cryptography
150C Useful for encoding, decoding or deciphering (+ 5 to all attempts). Battery Powered.
Boots
5C
Analyzer, Organic Tissue
150C Gives chemical and genetic composition of organic tissue sample Battery powered.
Boots, climbing
10C Equipped with steel spikes to aid in climbing trees (+ 2).
Analyzer, Soil & Rock
50C Gives chemical composition of soil and rock samples inserted into base. Battery powered.
Camera
150C Completely self-contained, prints in 15 seconds.
Camera Lenses (special)
25C Light enhancement, telephotoX3, wide angle 180 °s, etc...
Including a grappling hook, 150 feet of high strength carbon-nylon filament rope, climbing hammer, stirrups, pitons and harness.
Camp Stove
20C Two burner size electric camp stove Battery powered.
Communicator
30C Battery powered headset communicator; it feeds through the communications satellite, the range is unlimited as long as the sender and receiver are in the same planetary hemisphere.
Cargo Loader
150C LARGE Exo-skeleton for cargo loading and construction purposes + 4 Strength for all Difficulty checks.
Compass
40C Automatic, electronic compass which points to true north on any world. Battery powered.
Recorder/Player
15C Battery powered device for playing and recording sound and data files.
Computer
95C A hand held personal computer capable of doing complex calculations (+ 5 to any related difficulty rolls). It also has an onboard recorder which transcribes personal logs for future use. Battery powered, all entries are saved automatically and cannot be lost due to power failure.
Chronometer
20C An accurate Day/Date/Time wristwatch with a miniature permanent power source also has an alarm and calculator functions.
Core Sampler Clothing, Cold Weather
25C Kit containing parka, mittens, pants, snow boots, and thermal underwear. Protection to -50 F. 100C Used to take samples of rock or soil to examine strata. Takes a 15 foot by 1 foot circular section of earth or rock by drilling with a laser device. Cannot be used as a weapon efficiently.
Clothing, Wet Weather
15C Kit contains rain hood, poncho, pants and rubber boots.
Coveralls
2C
Cryonic Tubes Climbing Gear
50C A combination kit for the experienced climber. It contains all the gear needed for climbing or rappelling. 3500C Single person container capable of sustaining a living being at a temperature just above absolute zero and reviving them without cellular damage.
Drill, Laser
25C For drilling through wood stone or metal, battery powered If used as a weapon +1 damage 5 hex range Clip holds 20 shots.
+ 2 hex range to any firearm equipped + 1 damage, for accuracy
Laser sight
3C + 1 to hit when added to personal firearm
Electronic Bugging Kit
25C Complete with transmitter and micro-receiver Range 500yards (180 hexes).
Handcuffs
3C
Electronic Counter-measures Kit
65C Complete with several kinds of bug finders Range 500 yards (180 hexes).
Heater
3C Heats a 5 foot radius up to 60 °s F. more than the initial temperature.
Hot/Cold Chest
3/5/10C Comes in 10 quart/25 quart/50 quart sizes, same chest switches from hot to cold at the touch of a button Battery powered.
Flare Gun
5C For firing signal flares, +1 damage if used as a weapon, + 1 damage per round for 1D10 rounds, range 1hex.
Flare
1C For use in flare Gun
Hot Pot
3C Self contained 4 cup size, can be used to heat liquids up to 215°s F. Battery powered.
Fuel Cell (Battery)
2C Charged for 5 hours of continuous use Fits all battery powered devices.
Infra Red Goggles
10C Computerized light enhancement device capable of seeing heat sources in the dark at a range of 500 yards (180 hexes) Battery powered.
Geiger counter
20C Battery powered device for measuring radiation.
Lantern
3C Illuminates a 10 foot radius Battery powered.
Generator
30C Fuel powered emergency generator.
Lathe, Laser
300C Useful in the fabrication of items from metal, stone, or wood.
Scope
3C
Lockpick, Electronic
100C Device which plugs into the personal computer and any electronic lock. Scans and tries innumerable combinations of numbers till the lock opens.
Med Kit
5C See: Healing
Mess Kit
5C
Lockpick
25C For non-electronic locks.
Metal Detector
10C Reacts by sound to the presence of metals hidden below the ground, behind walls, etc... Range up to 100' (10 hexes). It is directional and will not react to metal on the body of the user.
Map Case
2C Special carry case with stylus and electronic map pad. Once drawn the map can be transferred directly to the main computer in the shuttle or to a personal computer. Battery powered.
Motion Sensors
10C A device capable of registering any motion within 500yards (180 hexes), 180° arc. Since it is directional, it will only register motion in the direction it is pointed. Battery powered
Mask, Face & Air Tank
30C Holds enough air for 4 hours of operation.
Mask, Filter
2C Covers the mouth and nose for filtering impurities in the air such as smoke or dust. Good for 12 hours before the filter must be replaced.
Musical Instrument
4C + 2 to all Charm Attempts while playing; can be almost any instrument the player chooses, TM's discretion).
Filters
1C
Recharger, Battery Clip
200C Plug into any power source. Recharges all weapon battery clips at the rate of one minute for each shot.
Mask, Gas
3C Protects the user from the effects of toxic gases. Good for 12 hours
Recharger, Fuel Cell
150C Plug into any power source.
Filters
2C
Mazeboard
12C Allows character to access the Maze
Refinery Plant, Ore
2000C Takes mineral ore and refines them into useful metals and minerals. Can be used in conjuncture with other equipment to manufacture replacement parts and other such items needed by the explorers.
Sleeping Bags
5C
Solar Generator
200C Portable Solar dish capable of powering or recharging shuttle and all personal equipment. Takes 1 person, 2 hours to assemble.
Refinery Plant, Fuel
2000C Refines crude oil, coal, or shale to a usable form. Useful in producing alternate fuel sources for generating electricity.
Snow Shoes
6C
Rope
1C 50 feet
Stationary Kit
1C Waterproof kit containing pens, pencils and paper.
SCUBA Gear
8C Includes re-breather 2 tanks with 4 hour capacity each diving helmet wet suit good to (15°Fahrenheit) swim fins + 1 water move( -2 on land) depth gauge and weights.
Suit, Armored Environment
150C For use in zero atmosphere where the likelihood for puncture is present, enough air for 8 hours + 5 defense.
Suit, Fluid-Recycling
25C Contains the body's vital fluid and recycles sweat and other wastes. Used in extremely arid environments Filters must be replaced for every 48 hours of continuous operation. Filters 3C + 1 defense.
Shelter, Portable
50C A highly portable inflatable shelter capable of comfortably sleeping four people of average size.
Skis, (water)
8C
Suit, Hard Environment Skis, (Snow)
8C X2 Movement 60C For use in zero atmosphere where the likelihood for puncture is present, enough air for 8 hours + 3 defense.
Skis, (Cross Country)
8C ST = Movement
Suit, Light Environment
15C Unpressurized, self-contained environment suit with built in faceplate and air tanks, air for 4 hours + 1 defense.
Tool Kit, Carpentry
8C Contains all the tools needed to cut, shape and build items from wood.
Tool Kit, Electronic Suit, Radiation
150C + 10 saves vs. radiation (treat as poison) + 1 defense. 8C Contains tools and meters for the diagnosis, assembly and repair of electronic devices.
Tool Kit, Metalwork Suit, Standard Environment
35C Pressurized for use in zero atmosphere. Air for 6 hours + 1 defense. 8C Contains all the tools needed to cut, shape and build items in metal.
Tracking Collar
5C Operating on the same principle as the communicators, but is contained in a collar that can be adjusted to fit a variety of animals for scientific tracking purposes. Powered with a small solar battery of the same type that powers the chronometer. The charge is of virtually unlimited duration.
Surgical Tools
5C Laser scalpel and other high tech surgical tools + 2 to Medic when attempting to revive a fatally wounded character Required for attaching cybernetic devices RoboParts
Tarpaulin
1C 10' X 10' square of microthin plastic.
Trapping Gear
20C This kit includes 50' snare wire, 4 live trap cages, and universal artificial scent.
Telescope
25C This is a small refracting telescope that can be tied into the ships computer system for automatic identification of constellations and individual stars. For more than just stargazing it is useful in aligning the Transmatt receiver to the proper star of origin. Magnification is 150-250 times.
Vacuum Thermos
1/2/3C Comes in one quart, three quart, and one and a half-gallon sizes. Keeps liquid hot or cold for up to 10 hours.
Water Purification Plant
100C Will filter up to 25 gallons of water of all impurities each day. Must be powered by solar generator or shuttle's fusion plant.
Thermometer
5C Gives temperature in .1° increments from -70° F to 450°F. Electronic, battery powered.
T.W.E.R.P.S. - A.R.C.A.N.U.M.
The World’s Easiest Role Playing System - Archived Rules: Collected, Amended, Neatened, Unified & Modified
Collected, Edited, Modified, (and in way too many cases) Written By
Norman F. Morin Jr.
When a combatant is riding on an animal or vehicle, special rules apply. The operator's ST, and not the vehicles, is used to determine Action order, unless vehicle is under its own control, (i.e. a robot). The driver and the vehicle must move together.
Mounting Up
Embarking/disembarking takes all the driver's movement, but the vehicle may still move its full rate in the same turn. This rule applies to all passengers as well. The driver cannot make an attack of their own, but they can still make the vehicles weapon's fire. Again in the case of robot vehicles, there is technically no "driver".
Passengers
All passengers may attack normally.
Vehicle Damage
The damage inflicted by a hit from a weapon is immediately subtracted from the target vehicle's Engine. When Engine = 1 the vehicle ceases to function. If Engine is reduced to less than 1, vehicle is destroyed. If a vehicle takes damage equal to more than 2X its starting total, it is destroyed beyond repair.
Weapon and Modification Hit
Each time a vehicle receives damage, roll 1d10; if the roll is 1 - 3, roll a die for each of the vehicle's weapons and modifications. If the roll is a 1, that weapon or modification is damaged as well. A damaged weapon or modification will not work.
Autopilot
If a vehicle has a working autopilot, it may not attack of its own volition, but the driver may attack by using either; their own weapons or by using the vehicle's weapons.
Vehicles Defense Rolls
The driver's ST is used for dodging when the vehicle is under attack, and the vehicle's Control and Armor statistics are modifiers for that roll.
Vehicular Collisions
There are an almost infinite number of ways to batter the daylights out of your shiny new vehicle, but running into something else at high speed is a tried and true method.
Stationary Objects
Stationary objects break down into three types, Light, Moderate, Downright Sturdy, and inflict damage accordingly.
Light
Light (wooden fence, bushes, pedestrians, etc...) 1 point damage
Moderate
Moderate (road sign, low brick wall, really fat pedestrian, etc...) 3 points damage
Downright Sturdy
Downright Sturdy (Building, large tree, some SUPERDUDES...) 6 points damage
Speed Multiplier
For each multiple or fraction of vehicles Engine (E) being used for movement, multiply damage by that amount.
Example
A motorcycle with E 5 has a Movement of X3, (or a total of 15 hexes). If moving at 1 - 5 when a collision occurs, the damage is multiplied by1, at 6 - 10, the damage is multiplied by 2, and so forth. From this damage total, subtract the Armor rating of the vehicle. Thus, if our motorcycle hit a low brick wall at move of 15 (E 5 X3) the damage would be 3 points multiplied by 3 for a total of 9, minus -2 for Armor for a damage total of 7 points. Remember to also subtract vehicles Body score from damage before applying it to vehicle's E.
Control Check
This damage score is not the end of the matter, in order to keep control of their vehicle, the vehicle's operator (driver, pilot, jockey, etc.) must roll DL check vs. the damage taken (Vehicle's Control and character's Skill, Profession, etc... bonuses apply here). Note if vehicle's E is reduced to 0 or less DL is always 10.
Control Check Modifiers
If Vehicle is flying - 6 to die roll If Vehicle is Water - 4 to die roll If Vehicle is Underwater - 4 to die roll If Vehicle is Hover 5 to die roll If Vehicle is Ground with 2 wheels - 4 to die roll If Vehicle is Ground with 3 wheels 2 to die roll If Vehicle is Ground with 6 or more wheels + 2 to die roll If Vehicle is Ground with 6 or more wheels + 2 to die roll If Vehicle is Ground with treads + 2 to die roll If Vehicle is Ground / Walking - 2 to die roll
Control Check Failure
Failure indicates that vehicle is out of control, possibly heading for another crash; the driver can take no other action next round other than to attempt another control roll, this could indicate that vehicle has bounced off the obstruction. Remember that damage goes both ways; the obstacle can only take the damage listed, (unless TM decides that the obstacle is particularly hardy), and if more damage is inflicted, (a probability!) then the vehicle will burst through the other side!
TM Modifier
TM's discretion and interpretations (as always), take precedent if they feel that special modifier or damage calculation is required to balance a vehicle/obstacle collision. Don't get bogged down with the math.
Ramming
Of course ramming is a wasteful and dangerous attack form, frequently doing as much harm to attacker as target. On the other hand, there is a certain precedent for it; and all that flying metal looks pretty funky.
Ramming Techniques
Head On
Two vehicles driving in opposite directions collide. Damage to each vehicle is equal to the ST of the other vehicle plus that vehicles Body score plus the combined multiplier of each vehicle.
Example
Vehicle 1 is a car (E 4 X4, Body 2) moving at 15 collides with Vehicle 2 a truck (E 5 X3, Body 2), also moving at 15. Vehicle 1 takes 5 (truck's E) + 2 (truck's Body) + 7 (combined Multipliers) = 14 points 2 (car's Body) = 12 Damage. Vehicle 2 takes 4 (car's E) + 2 (car's Body) + 7 (combined Multipliers) = 13 points 2 (truck's Body) =11 damage. As you can see, Head-On ramming very rough on everyone involved.
Side-on (or T-bone)
One vehicle is hit from the side by another vehicle. Damage taken by the rammed vehicle (the one hit in the side), is E of ramming vehicle plus Body score of ramming vehicle plus the multiplier of the ramming vehicle. Damage taken by the ramming vehicle is equal to E of rammed vehicle plus Body Score of rammed vehicle.
Example
The vehicles of the above example; Vehicle 1 T-Bones Vehicle 2. Vehicle 1 is moving at 12 hex (Multiplier 3), Vehicle 2 takes 4 (rammer's E) + 2 (rammer's Body Score) + 3 (rammer's Multiplier) -2 (truck's Body Score) = 7 points of damage. Vehicle 1 takes 5 (truck's E) + 2(truck's Body Score) 2 (car's Body Score) = 5 points of damage.
Shunt (or trunk bump)
One vehicle hits another vehicle from behind. Damage to both vehicles is equal to difference in ST of the two vehicles(minimum1)plus the Body of both vehicles, multiplied by the difference in Multipliers of both vehicles.
Example
Using the vehicles listed above; Vehicle 1 moving at 16 hex shunts Vehicle 2 moving at 10 hex. Damage is 1 (difference of both vehicle's E) + 4 (the combined Body Score of both vehicles), X 2 (difference of both vehicles Multipliers) = 10 points of damage to each vehicle (- each vehicle's Body Score). Vehicle1 and Vehicle 2 each take (10 2 = 8) points of damage.
Mid-Air Collisions
Mid-air collisions work the same way, except all collisions should be treated as Head-On (TM's discretion), and falling damage is added into the mix. If a vehicle is less than 1000 ft up when control is lost it has second Head-On with ground. Use vehicle's info twice to calculate damage (if there is a chance for survival).
Super-Simple-Solution
If all these rules seem a bit too complicated; ignore them and just roll 1d10 for damage whenever there is a crash, modified by TM's common sense.
Mounts
Roll mount's ST (as you would a character's) and add + 4 to ST result, (unless indicated otherwise). Individual mounts may differ, this is a baseline rule.
Mounts Movement
Mounts move at ST. Individual mounts may differ, this is a baseline rule.
Playing Mounts
Players control their character's Mounts. Mounts are totally loyal to their owner and can't be trained or retrained to obey another. The TM should let players run their mounts as clever Lassie-type pets, but they are not capable of speech (see also Background: Telepath rules). No one may own more than 1 mount (they get jealous and fight each other). Young must be given away or set free. All mounts are females, the males being too wild to handle. A Telepath may only link to one mount; but should that mount die, they need not buy telepathy again. The link with a new mount is established without penalty.
Getting New Mounts
If a mount is lost for any reason, there are 2 ways to get a new one: 1) Petition a Lord or Lady (Knights only, see: Requests) 2) Find a youngling and raise it (no adventuring).
Ground Mounts
Bear
ST + 4 +2 move +1 to hit +2 damage
Horse
ST + 4 + 4 move
Stryder
ST + 2 + 6 move 2 legged running lizard No attacks when ridden + 1 defense (for maneuverability) Can carry rider, saddle and up to 20 pounds of cargo.
Camel
ST + 5 + 2 move Can go for days without water Very stubborn
Jackal
ST+ 2 + 1 to hit +1 damage (claw & Bite)
Dragon
See: Dragons
Ostryx
ST + 4 Long legged running bird +4 move +1 damage
Unicorn
ST + 4 2X move + 2 to hit +1 damage (hoof & horn)
Elephant
ST + 6 +4 damage (trample) +1 damage (tusk)
Pack Lizard
ST + 6 - 6 move 6-legged ground lizard Can carry up to 400 lbs. cargo + 1 defense, hide like leather armor Very docile The favored mount of Holymen
Wolf
MS ST + 1 + 1 to hit 2X move +1 damage (claw & bite)
Fox
MS ST + 1 + 2 defense AA +0 damage
Worg (Giant Wolf)
ST + 4 + 1 to hit + 2 defense +1 damage (claw & bite)
Dog
MS ST + 1 Move 2X + 1 to hit +1 damage
Rhinoceros
ST + 5 + 2 to hit +2 damage (ram & trample) Nasty and nearsighted
Zebra
ST + 3 + 4 move +1 damage (hoof & bite)
Goat / Ram
MS ST + 2 + 2 to hit +1 damage (ram)
Riding Lizard
ST + 4 + 1 move 4 legged reptile
Flying Mounts
Flying mounts fly at a base airspeed of 2X their ground speed, (their current ST).
Dactyl
Prehistoric reptile + 1 to hit +1 damage (beak & talon)
Hippogriff
+2 damage (claw or bite)
Pegasi
Winged Horse + 5 ST + 2 ground speed +1 damage (hoof)
Draco
4-legged serpent with a flaming breath attack. Flame is a +2 to hit & AA +0 damage, range is ST Bite is +1 damage
Dragon
See: Dragons
Raptor
A bird of prey + 2 flight speed +1 damage (beak & talon)
Griffin
½ lion & ½ eagle + 2 to hit +1 damage (beak & talon)
Steeds
Steeds are riding beasts; they are not the same as mounts. Unlike Mounts, steeds are not bonded to their rider and will only attack if cornered. A surprised steed will attempt to flee, DL 7 for the rider to maintain control of their steed.
Burro
ST 5 3C +1 move
Horse
ST 9 8C + 4 move
Riding Lizard
ST 9 8C + 1 move 4 legged reptile
Camel
ST 10 8C + 2 move Can go for days without water Very stubborn
War Horse
ST 10 16C +2 move Can be made to attack +2 to hit, +1 damage
Stryder
ST 6 10C + 6 move 2 legged running lizard No attacks when ridden +1 defense (for maneuverability) Can carry rider, saddle and up to 20 pounds of cargo
Elephant
ST 12 20C +4 damage (trample) 1000lbs cargo
Pack Lizard
ST 11 6C 6-legged ground lizard Can carry up to 400 lbs. cargo + 1 defense, hide like leather armor Very docile.
Dragons come in many shapes and colors, but all dragons have some special qualities and powers which they all share. Unless otherwise noted, all dragons have 4 legs, do a 2 point bite or claw attack.
Here are some sample dragons:
Fire Dragon: Mordor
ST 13
Description
-2 damage from each attack
+1 to Hit, +2 damage (Claw & Bite)
+ 4 defense
Dragon Breath: Fire AA +0 damage 5 hex range
Dragon Fear
Extra HP
Fire-Rank 2
Guard-Rank 2
Storm- Rank 2
Long Claw
Long Fang
Size 3(15 flying)
Steel Hide
Wings (2X move)
Number per encounter: 1
Dark Dragon: Azet
ST 7
Description
-1 damage from each attack
+ 6 Defense
+1 damage (claw & bite)
Dark-Rank 4
Dragon Breath: Dark AA +0 damage 3 hex range
Dragon Fear
Shell
Wings
Size 2 (10 flying)
Number per encounter: 1
Earth Dragon: J’bay the Small
ST 8
Description
+ 6 Defense
+1 damage (claw & bite)
Dragon Breath: Earth AA +0 damage, 3 hex range
Dragon Fear
Shell, Size 2
Number per encounter: 1
Water Dragon: Aqueduct
ST 7
Description
-1 damage from each attack
+ 1 Defense
+1 damage (claw & bite)
Dragon Breath: Water AA +0 damage, 3 hex range
Dragon Fear
Gills
Size 2
Number per encounter: 1
Dark Dragon: Tiamat
ST 17
Description
-1 damage from each attack
+1 to Hit, +4 damage (Claw & Bite)
+ 6 defense
Dark-Rank 6
Diamond Hide
Dragon Breath: Dark AA +0 damage 6 hex range
Dragon Fear
Extra HeadX4
Extra HP X2
Extra ST X2
Long Claw
Long Fang X5
Long Tongue X5
Psi-kick: Empathy (20 hex radius)
Size 4 (20 flying)
Tough
Wings (2X move)
Tongue attack X5 +2 to hit, +2 damage, 1 hex
range, entangle
Number per encounter: 1 (1 – 5 Dark dragon followers)
Type the text for 'NPC-List'
Alien
ST 9 Skin is chitinous armor + 4 defense +2 damage (jaws) Acid blood: all in same hex save vs. damage it takes or take same damage themselves.
Dark Invader
ST 8 Power Armor Lightsword
Treble
ST 2 + 5 to hit AA +0 damage (scream) 1 hex range Looks cute and cuddly till you pick one up, then they all start screaming Number per encounter: 5 50
Extraterrestrial
ST 3 Skin like leather armor + 1 defense Levitation (flight at ground speed) All are Medics with +3 bonus to medical roll
Android
ST5 Never goes unconscious (death only)
Warbot
ST 5 Armor: +4 defense Built in Jet Pack and Ray Gun
Blob
ST 4 Unaffected by blunt weapons Able to squeeze through small openings
Malevolent Mud Monster
ST 6 -1 to hit AA +0 damage Entangle (in mud)
Xenorox
ST 10 + 4 defense +2 damage Looks like a boulder with arms and legs
Bug-Eyed Monster
ST 8 Skin like leather armor + 1 defense +1 damage (claws) Ugly as sin
Martian (Little Green Man)
ST 3 Force Field Heat Ray
X-ray
ST 4 Fly (3X move) + 2 to hit Poison AA +0 damage (sting) Looks like a flying manta ray
Non Player Characters
NPC's are all the other characters in the story not controlled by the players, but under the control of the TM. A rather large supply of NPCs can be found later in this book. NPC-List
(see also NPC-List, [[Beasts]], NPC-Dragons, [[Humanoids]], MonstrousCreatures, NPC-SciFi)
NPC's are all the other characters in the story not controlled by the players, but under the control of the TM.
OLD TIME RADIO GREEN HORNET via
JON ASLIN'S TWERPS CRIMEBUSTERS!
By Davis Bray
(11) VIGILANTE: Whenever a Vigilante character confronts criminals, he may attempt to intimidate them; doing so requires an action, as well as a costume or trademark. Any criminal who can see the vigilante must make a saving roll against the vigilante's Strength or
become intimidated. Intimidated characters use their Strength -1 to do everything, including determining order of movement and attacks, fighting, and defending. Vigilantes also have +1 on rolls to open locked items, and sneak through defenses and past guards.
GREEN HORNET a.k.a. Brit Reed ST 6
Vigilante, Reporter
Special Equipment:
Gas Gun: shoots Strength 10 knock out gas;
Range 2 hexes
KATO a.k.a. Kato ST 6
Driver (+2 driving rolls), Stun Fu
Special Equipment:
Sedan ("Black Beauty"): Strength 10;
Movement x2 Strength, ground;
Note: engine sounds like buzzing hornets
ADVENTURES
Green Hornet adventures are not like regular adventures. The GM presents the situation, and the
Hornet must make up a plan to correct the injustice. The situation is usually a crime that is not illegal or is difficult to prosecute and the criminal gets away with the crime. It is up to the Hornet to bring the criminal to justice.
It is for creative players and flexible GMs. The only preparations for play the GM can do is to make a list of NPCs and have some locations ready. The player has to come up with some way to have the criminal arrested for the crime. The Hornet DOES NOT dispense justice like the Batman or the Punisher, but figures out how to have the criminal arrested and convicted for the
crime. And the Hornet makes himself seem like a crime boss all the while. Listen to some old time radio shows to get the gist of how it works.
Example: Johnnie Slick is bilking old folks out of their savings. He finds an old couple and convinces them he is fatally ill. He asks them to give him thousands to live out his last days. In exchange, the old people are beneficiaries of a life insurance policy worth millions.
It's all perfectly legal, but Johnnie isn't dying. Can the Hornet stop this clever con man?
Example: Tom Shame is stealing homes. He offers homeowner mortgage refinances. The homeowner needs extra cash for home repairs, medical bills, or taxes. Tom isn't up front about the monthly payment the homeowner is expected to pay. Nor does he disclose that the homeowner is signing the home over to Tom until the loan is repaid. When the homeowner
falls behind, Tom repossesses the home and sells it. It's all legal. Can the Hornet stop this terrible
predatory loaner?
Example: This is a recurring theme for the Hornet: extortion. The usual problem is a lack of evidence to arrest and convict the extortionists. In this example, the health inspector with a couple of thugs are shaking down little diners. Anyone going to the cops gets messed up and then changes their tune. Can the Hornet trap this corrupt crew? Probably.
Brit Reed was the publisher of the Daily Sentinel. He had a standing reward offered for the capture of the Green Hornet. He was an old-school crusading newspaper
man.
Brit's father was Dan Reid, Jr. Dan Reid, Sr., was killed when the Texas Ranger troop he was leading was ambushed, only his younger brother John survived, unbeknownst to the world - to
become the Lone Ranger. Junior was a recurring character in the Lone Ranger radio shows, I think part of the plot was that even when Junior would encounter the Lone Ranger he didn't know it was really his uncle John. When the Green Hornet radio show was created it was a specific part of the backstory that Junior had moved east and started the newspaper that Brit now published.
Funny bit of trivia is that good ol' faithful Kato was stated to be Japanese until WWII at which point he was Filipino. Kato as "master of martial arts" was created for the TV show since "kung fu" was coming into public notice and there was Bruce Lee to do the action sequences.
There was a marvelous comic book version of the Green Hornet, published about 20 years ago which tied together the radio and TV shows as being the "history" of the events taking place in
the comic: Brit Reid had retired from superheroing in 1945, married his longstanding sweetheart and fathered a daughter who eventually became a crusading district attorney; meanwhile his brother's child became the Green Hornet from the TV show, mentored by the original
Kato (who'd had some sort of super-secret samurai training for explain the martial arts mastery), then fell ill and had to give it up. My memory is foggy here but I think were then twin boys who
were related to Brit Reid somehow (I think grand-nephews, just as Brit was the Lone Ranger's grand-nephew), one killed on his first foray as the Hornet and the other one - who really wanted to be a concert pianist - took up the mask, aided by Kato's son. The family knew they were descended from the Lone Ranger, but that name was never used for copyright reasons. Brit's daughter knew he'd been the Green Hornet in the '30s & '40s (which eventually led to him dying
heroically). It was stated that people in general presumed, since there'd been a Green Honet 40+ years, that there were multiple people who had been and were now operating as the Hornet. Humorously, when the Black Beauty was destroyed in the course of an adventure and Brit was commissioning a renegade underworld mechanic to build a new one, the basic car was an Oldsmobile 98 because the mechanic thought "them little Japanese cars" just wouldn't stand up
to the stress of superheroing while carrying the weight of radar and rocket launchers and such.
(from the yahoo group howtodoeverything) [[http://games.groups.yahoo.com/group/howtodoeverything/]]
TWERPS! (The Worlds Easiest Role Playing System)
This is a compilation of the rules I've found on the net, poorly asembled and edited so they're all in one place. I started with Necrotech's site (not updated at this writing as of 2000) and added other bits as they were pointed out on the 'HowToDoAnything' list on Yahoo.
Here's some settings from the net to peruse, and the source of the material included. I'm NOT the author:
http://www.mecha.com/~conkle/twerps/mecha.html
http://www.mecha.com/~conkle/twerps/cyber.html
http://www.geocities.com/sectorbob/TwStation.htm - has several settings and the source of some of the material included here.
http://www.twerps.de/
ATTRIBUTES and such.....
Every Twerps character has a Strength score (ST). The higher the ST, the more powerful the character is. To determine the ST of a beginning PC (Player Character), roll a D10 and consult the table below:
ROLL PC's Strength
1 Strength 3
2-3 Strength 4
4-7 Strength 5
8-9 Strength 6
10 Strength 7
Races - If you want to include different Races, players may choose a Race for their beginning character.
Abilities - Every beginning character gets one profession (or ability) at no cost. Each additional profession costs the character one (permanent) ST. Minimum Beginning ST is 2.
Experience - New Abilities/Professions can be purchased at a cost of 5 VP each. New Spells and Spell Level cost 4 VP. Experience (1 VP) may be traded for CASH (3 C) between adventures (with a maximum of 3 VP at any one time).
ALTERNATE ATTRIBUTES
As a way to add more color to TWERPS, yet keep the basic simplicity of the system intact, I've used this method to different characters. I've added a set of four Attributes, each with it's own effect on Difficulty Rolls as outlined below. These Attributes DO NOT affect combat directly.
The four Attributes are Prowess, Agility, Intellect and Style.
PROWESS affects physical ability Difficulty Rolls (such as lifting or bending a metal bar) and general health Difficulty Rolls (resisting disease, poisons, etc.)
AGILITY affects dexterity Difficulty Rolls (such as juggling) and bodily movement Difficulty Rolls (such as tight rope walking).
INTELLECT affects Mental agility Difficulty Rolls (such as puzzle solving), perception/noticing Difficulty Rolls and willpower.
STYLE affects Attractiveness and social ability Difficulty Rolls (such as making good impressions or telling a story.)
Character Attributes can be determined in one of two ways... The first is to roll four times on the following table and arrange the results as the player wishes..
1D10 Roll: 1 2-3 4-7 8-9 10
Attribute Value: -2 -1 0 +1 +2
The second way is to take points from one Attribute and add them to another as the player wishes among the four Attributes. No Attribute may be higher than plus (+2) or lower then minus two (-2) with out GMs permission.
Normal human average in an Attribute is 0, with -1 being low, +1 being high and +2 or greater being superior.
ACTIONS:
Almost every Interaction of the characters with their Environment can be covered by an appropriate rule. In Twerps only few of such rules (as below) exist, but most of the listed actions can also be done instead of an Attack during Combat. When characters try to do anything too difficult to be a sure thing, they must make a SAVING roll. A SAVE is a die roll with a TEN SIDED DIE roll (D10) added to the character's ST compared to a D10 added to a DIFFICULTY LEVEL (DLVL). If the character's result is greater, then the action is successful.
LEVEL DIFFICULTY
1 Easy!
2-10 Somewhere between
>10 Extremely Hard
SPELL CASTING:
When a SPELL is cast, the SORCERER must decide how many LEVELS of the spell to employ. Spell Levels are spent immediately upon casting, even if the spell fails to work.
Once a spell is cast, it must still hit its intended victim. This is resolved immediately as part of the casting process. A range of TOUCH means the caster must physically touch the intended victim. Once cast, a touch-range Spell stays on the caster's hand until it is discharged, or until canceled by the caster. Touching any object discharges the spell. Touching a victim requires an UNARMED COMBAT roll to hit. Any applicable unarmed combat skills apply, and the Spell Levels used are also added to the roll. No damage is inflicted by this melee attack.
Spells with a range require a HIT roll like a missile weapon. Use RANGE MODIFIERS, and add the Spell Levels used to the caster's HIT roll. If the roll fails, the spell misses and is discharged.
Spellcasting and Armor:
Armor never counts as protection against spells. Armor worn by the caster acts against his/her chances of hitting with magic: Add his her armor DEF bonus to the defender's roll to dodge! Helmets and Shields count 1 point each.
Spellcasting vs Unresisting Targets:
Any target wich is immobile, undefending, etc., has a ST of 1 for purpose of resisting attacks. Thus, a character may voluntarily reduce his/her ST to for purposes of resisting an beneficial spell. Inanimate objects also have DEF ST 1.
Recharging Spells:
After combat, any Sorcerer who are still alive get all their Spell Level back.
Healing:
MEDICINE-KITS (4C) can be used by ANY player to heal Damage sustained during combat. Once a Med-Kit is used, it cannot be re-used.
HEALERS (medics, physickers etc.) do not require a Kit to do so.
Difficulty LVL = number of points sustained.
The number of points healed = the number of points the player rolls exceeding the difficulty roll.
If the HEALER uses MEDICINE, add +1 per DOSE (5C) of medicine used (Normal characters CANNOT use this bonus). Medicine cannot be re-used.
Metaphysical Ninja Maniac Chainsaw Vitamin Junkies: Medicine is hard to find and could even be contaminated: on a roll of 10, the medicine modifies the healing roll by -1 instead <or has some other horrible effects -necrotech>.
Giving medical assistance takes an action, and the partner must hold still as well. Medical attention may be given any number of times during a battle, unless the patient has received a FATAL wound (i.e., Strength<1).
If a character saves a fatally wounded character, he/she must heal enough damage to bring the character back to 1 Strength point. Otherwise, the character dies at the end of battle. A Character may try only once for each fatally wounded character.
Repair:
REPAIR MEN (Techs, Mechanics etc.) repair Equipment the same way Healers heal...
TOOLS add +1 and can be re-used, but using more tools does not give any more bonuses <but replacing vital parts could further improve the Repair chances - necrotech>. Also, equipment can be repaired after any amount of Time unless found to be irreparable. Broken down Items without ST score will take D10 hours to repair plus 1 hour for each repair in the past. If the total repair time ever reaches 20 hours, then the item is considered beyond repair.
MAGICAL SPELLS:
The Magic System is presented in the Campaign Book #8 (Expansion #1) - Twerps™ Magic (MAG), additional Spells in the Expansion #2 - How To Do Everything Better™ (HTDEB). The Twerps Magic System is a little bit unbalanced.....
ALL the official Twerps Spells:
Battery
Range Duration Origin
Touch 1 Spell Book of Better Spells
Allows caster to reuse any Spell he has already cast in that Battle. (LVL = LVL of the Spell to be recast).
Blindness
Range Duration Origin
Touch 3 Rounds per LVL Book of Better Spells
Target loses sight for (LVL cast x3) rounds and is -2 to all HIT and DEF roll. The target gets a SAVE vs. DLVL 8 to Withstand.
Carpet
Range Duration Origin
Touch 1 Day Book of Better Spells
Allows caster to enchant a carpet to fly at caster's MOV. (LVL = Passengers).
Charm
Range Duration Origin
Sight 1 Battle Book of Better Spells
The target will not harm the caster and will even protect him at the risk of his own life. The target gets a SAVE vs. DLVL 8 to Resist. (Number of targets = LVL cast).
Control
Range Duration Origin
Touch 1 Battle Book of Spells
Effect depends on LVL cast. (LVL 1: Fear -Victim runs away for 1 Battle LVL 2: Hold -Victim "freezes" for 1 Battle, LVL 3: Hypnosis -Victim "freezes" for 1 Battle and answers all questions asked by the cater truthfully, LVL 4: Suggestion -as Hypnosis, but caster may also implant 1 hypnotic suggestion, which lasts until Dispelled, LVL 5: Charm -Victim falls under caster's permanent control).
Create
Range Duration Origin
Sight Variable Book of Spells
Caster rolls LVL known Vs LVL cast. Allows the caster to materialize any desired object, up to a current market value of (10LVL cast) $. The spell also costs (LVL cast) permanent Strength points. These return when the object is Dispelled or destroyed. The caster may freely Dispel any self-created item for free, at will, at any time or Range. Permanently created objects cannot be freely Dispelled.
Detect Magic
Range Duration Origin
Touch 1 Battle Book of Spells
Allows recipient to "see" magical auras around any permanently or temporarily enchanted object or person. Compare the LVL of "Detect Magic" to the LVL of each Spells detected to find out how much the recipient can tell about the Spell: - +0 LVL: Can only tell that a Spell is there. - +1 LVL: Able to tell the LVL of the Spell. - +2 LVL; Able to tell if it's hostile. - +3 LVL: Able to tell the Spell. - +4 LVL: Able to discern other specifics of its use.
Dispel Magic
Range Duration Origin
Touch Instantaneous Book of Spells
Attempts to "Dispel" all Spells in effect on the character or object touched, but only works on Spells of a LVL less or equal to the LVL of the "Dispel" cast. The target Spells also get SAVE: the LVL of the Spell Vs. the LVL of "Dispel". If an attempt to "Dispel" any permanent enchantment fails, the caster may only try again with a higher LVL of "Dispel".
Door
Range Duration Origin
Touch Variable Book of Better Spells
Allows caster to create a 3'x6' doorway in any wall, ceiling or floor. (Duration depends on LVL cast: LVL 1 =1 minute, LVL 2 = 15, LVL 3 = 1 hour, LVL 4 = 6 hours, LVL 5 = 1 day, LVL 6+ = permanent).
Find
Range Duration Origin
1 Hex per LVL 1 Round Book of Better Spells
Allows caster to find any 1 Object.
Flight
Range Duration Origin
Touch 1 Flight Book of Spells
Allows recipient to fly at normal MOV and to ignore Movement restrictions unless opponent also flies. Higher LVL only add +2 per LVL to MOV (See also Aerial Movement rules).
Harm
Range Duration Origin
Sight Instantaneous Book of Spells
Inflicts LVL cast in DMG. Cannot be " Dispelled".
Heal
Range Duration Origin
Touch Instantaneous Book of Spells
Adds LVL cast to target's Current Strength, but only up to normal maximum. Cannot be "Dispelled"
Help
Range Duration Origin
Touch 1 Battle Book of Spells
Adds (LVL cast x2) to target's effective Strength, but only for purposes of a specific action or activity. Possible applications: MOV rate, HIT roll, DEF roll, specific type of SAVE (vs. poison, vs. magic etc.).
Hinder
Range Duration Origin
Sight 1 Battle Book of Spells
Subtract (LVL cast x2) from target's effective ST, but only for purposes of a specific action or activity. Possible applications: MOV rate, HIT roll, DEF roll, specific type of SAVE (vs. poison, vs. magic etc.).
Hole
Range Duration Origin
Sight Permanent Book of Better Spells
Allows caster to create a 10'x(LVL x 10')x 10' deep hole.
Invisibility
Range Duration Origin
Touch 1 Battle Book of Spells
The recipient becomes invisible and is difficult (LVL cast x2) to be Detected. Opponents may use actions to try to detect. Successful detection reveals current position only. Everyone in the same HEX as the invisible character during Movement, also gets a free roll to Detect. Only those who know the invisible character's current position may attack. If the invisible character attacks an opponent who hasn't Detected him, he hits automatically.
Light
Range Duration Origin
Touch 1 Hour per LVL Book of Better Spells
Allows caster to create an intense light, which radiates from target (LVL = Radius).
Metamorph
Range Duration Origin
Touch 1 hour per LV Book of Better Spells
Allows a caster to change target's outer appearance, but not Strength or abilities.
Mindbandit
Range Duration Origin
Touch 1 Round per LVL Book of Better Spells
Allows caster to take any Spell from the mind of another spellcaster (who forgets the Spell for that Battle) and use it once. (LVL = "Mindbandit" LVL cast).
Missile Protection
Range Duration Origin
Touch 4 Round per LVL Book of Better Spells
Target receives a protection from normal projectile weapons equal to +8 DEF.
Mount
Range Duration Origin
Touch 1 Battle Book of Better Spells
Allows caster to create a Phantom Steed (or other mount), which is immune to Damage. (Movement = LVL cast x5)
Phantasm
Range Duration Origin
Sight 2 Rounds per LVL Book of Better Spells
Allows caster to create an illusion that will appear real, if not Resisted. It will cause no Damage. The target gets a SAVE vs. (LVL cast x3) to Resist.
Protection
Range Duration Origin
Touch 1 Round per LVL Book of Better Spells
Target receives a protection from normal Melee Weapons equal to +5 DEF.
Question
Range Duration Origin
Self 1 Question per LVL Book of Better Spells
Allows caster to ask a "Yes" or "No" Question and receive an Answer (if appropriate).
Rope
Range Duration Origin
Touch 1 Battle Book of Better Spells
Target is tied up in mystical rope. . The target gets a SAVE vs. (LVL cast x2) to Escape.
Slow Fall
Range Duration Origin
Sight 1 Fall Book of Better Spells
Allows recipient to fall like a feather, negating all damage from fall. (Maximum number of recipients = LVL cast x2).
Speed
Range Duration Origin
Touch 2 Rounds per LVL Book of Better Spells
Target's MOV is doubled.
Summon
Range Duration Origin
1 HEX 1 Battle Book of Spells
Caster rolls LVL known Vs LVL cast. Instantly calls a creature with (LVL cast) ST and a Base DMG 1,automatically under the caster's control. Each of the following Special abilities taken cost 1 point of Strength: Flight, Armor (+2 DEF), Skill (+2 HIT), Damage (+1 DMG), Speed (+2 MOV), Player Abilities (optional).
Telepathy
Range Duration Origin
Sight 1 Battle Book of Better Spells
Allows the caster to speak in recipient's mind, (Number of recipients = LVL cast).
Wall
Range Duration Origin
Touch 1 day per LVL Book of Better Spells
Allows caster to create a (LVL x 10')x(LVL x 10')x(LVL x 2') wall of stone. When spell is cast, the caster can alter the shape of the wall, as long as it is of the same area. This would enable the caster to seal a doorway or to circle his opponent or even himself with a wall.
Maze movement and Combat:
A character enters the Maze by plugging in his or her Mazeboard into any computer or phone jack. Mazerunners do so for a variety of reasons: industrial espionage, computer bank robbery, general info gathering, or simply to wreak havoc with somebody's computer files.
Movement in the Maze is instantaneous, but you can only proceed until you encounter a Guardian program. A character's Strength in the Maze is equal to that character's real Strength. Guardian programs are used to protect private computers from greedy Maze pirates. A Guardian appears to the character as a monster (i.e., a dog a dragon, etc.), its size determined by its Strength. If a (evasion) save roll is unsuccessful, the Guardian will attack.Combat is done as normal (see Combat Rules for more details). uccessful hits do 2 points of damage. There is also available to the character a number of programs to help Mazerunners (see Equipment section). A character whose Strength is knocked to 1 is kicked out of the Maze and all programs that were being used by the character are destroyed.If a character is knocked to 0, the Mazeboard is destroyed. A character can leave the Maze just by saying he is doing so.
The more valuable a piece of information is, the harder it will be to steal. After a guardian Program has been defeated, the player rolls a die and consults the table below for value, or the twerpsmaster sets a difficulty number for specific information.
# rolled 1-2 3-4 5-6 7-9 10
value 5C 10C 25C 50C 75C
wanted by law? - - - 50% 80%
Combat Area:
For Combat maps 1 Space Unit (HEXAGON/SQUARE) represents 10' (feet) and to fight unarmed (RANGE=0), the combatants must be in the same HEX. Only 2 allied characters can be in a single HEX at one time (plus 2 opponents, if all the 4 characters are fighting each other).
1 Time Unit (ROUND/TURN) represents 10 seconds, and the Duration of a combat (e.g. for magic or an ongoing effects) is 10 RND (=100 sec)
Ground Movement:
Characters move in order of their current ST (plus possible MOV modifier), from the lowest to the highest. Each character can move up to as many HEX as determined by his current ST (again plus possible MOV modifier). If a character runs, he can't do anything else, but may double his normal MOV.
Aerial Movement and Combat:
Flying creatures or vehicles may move up to a rate of 1 space per 10' of altitude. Downward flight costs ½ space per 10'. Otherwise, flying is normal Movement.
Flyers are not subject to movement restrictions when in combat with non-flyers. When flyers fight each other, normal restriction apply, with these modifications: A flyer may move while engaged in combat, but his opponent may immediately spend MOV points out of turn to follow him. He may only follow for up to as many spaces as he has left unused this turn, and he must follow his enemy's trail exactly (this must be done immediately in order to be simultaneous).
Add +1 to range for every 10' difference in altitude.
Falling:
Passengers/riders who are strapped into/onto their vehicles/mounts do not fall if unconscious. Should the vehicle cease to function or should someone plummet for any other reason, normal damage = 1 per 10' of fall. Conscious characters are allowed a SAVE against this damage amount; if successful, they take only ½ damage (round down). Characters fall at a rate of 1000'+ per turn.
Mounted or Vehicle Movement:
When a combatant is riding on an animal or vehicle, special rules apply. The vehicle's Strength, and not the driver's, is used to determine order of Movement (unless driver provides Movement, like a skateboard or bicycle etc). The driver's Strength, and not the vehicle's, is used to determine order of Attack (unless the vehicle - or creature, such as a trained horse - is under its own control). The driver and vehicle must move together. Embarking/disembarking takes all a driver's - or passenger's - Movement, but the vehicle may still move its full rate in the same turn.
The driver cannot make an attack of his/her own, but he/she can still make the vehicle weapons fire (- if the driver takes no maneuver and drives in a straight line that turn, he may be allowed to fire a one-handed weapon at -2 HIT and he can't reload normally). Again, in the case of robot vehicles, there is technically no driver. All passengers may attack normally, and if a normal vehicle has an auto pilot, it may not attack of its own volition, but the driver may make an attack, either by using his/her own weapons, or by using the vehicle's weapons.
Multiple Attacks:
To do multiple attacks a character must first have 2 weapons, or 1 weapon and fist.
If a character is using multiple attacks, he cannot use a shield, and he gives up any special DEFENSE bonuses for that round (this does NOT include armor or magic bonuses).<Has anyone an idea whether this includes the D10 roll - necrotech>
When a character uses multiple attacks, he does his first attack normally, and after his opponent has attacked, he may then make his second attack. You cannot attack more than twice a round, and never attack more than one opponent. NOTE: This does not allow you to use a weapon more than once in a round.
WEAPONS LISTING
Common Melee Types
In Twerps, similar weapons have similar Stats, so it wasn't a big problem to define
several Common Weapon Types. Weapons that can be used 1-Handed and 2-Handed (1-2 H),
get +1 DMG and -1 HIT if used 2-Handed - the lists shows the 1-Handed Version.
Type Bonus Damage Hands Range
Blunt, Short +0 HIT 1 DMG 1 H 0 HEX
Blunt, Long +1 HIT 1 DMG 1-2 H 0 HEX
Blunt, Great +2 HIT 1 DMG 2 H 1 HEX
Crush, Short +0 HIT 2 DMG 1 H 0 HEX
Crush, Long +1 HIT 2 DMG 1-2 H 0 HEX
Crush, Great +2 HIT 2 DMG 2 H 1 HEX
Edged, Short +0 HIT 2 DMG 1 H 0 HEX
Edged, Long +1 HIT 2 DMG 1-2 H 0 HEX
Edged, Great +2 HIT 2 DMG 2 H 1 HEX
Hack, Short -1 HIT 3 DMG 1 H 0 HEX
Hack, Long +0 HIT 3 DMG 1-2 H 0 HEX
Hack, Great +1 HIT 3 DMG 2 H 1 HEX
Common Melee Weapons
These Weapons use the Weapon Types listed above, but even if Weapons are of the
same Type, they can differ in Price, Rarity and Style (and Atmosphere!).
Melee Weapon Type Price
Baseball Bat Blunt, Long 1 C
Bo Stick n Blunt, Great 4 C
Club Blunt, Long 1 C
Cricket Bat Blunt, Long 1 C
Crowbar, Prybar Crush, Long 3 C
Dagger Edged, Short 2 C
Helbard n Hack, Great 16 C
Ice Pick Hack, Long 6 C
Katana n Edged, Long 6 C
Knife Edged, Short 2 C
Knuckle Duster n Crush, Short 2 C
Leg of a Chair n Blunt, Long -
Long Sword Edged, Long 6 C
Mace n Crush, Long 6 C
Machete n Edged, Long 4 C
Naginata Hack, Great 16 C
No-Dachi n Edged, Great 12 C
Pickaxe Hack, Long 6 C
Riot Stick Blunt, Long 2 C
Robo-Claws Edged, Long -
Robo-Fist Crush, Short -
Sabre n Edged, Long 6 C
Scythe n Hack, Great 12 C
Sickle n Hack, Short 2 C
Sword Edged, Long 6 C
Sword Cane n Edged, Long 4 C
Tonfa n Blunt, Long 2 C
2-Handed Sword Edged, Great 12 C
Wakizashi n Edged, Short 2 C
War Hammer n Crush, Long 6 C
War Shovel n Hack, Long 8 C
Wrench n Crush, Long 3 C
n = additionally by necrotech
Special Melee Weapons
Some weapons don't fit in any category, so they are listed as Special Melee Weapons
Melee Weapon Bonus Damage Hands Range Price
ChainSaw, Small +0 HIT 4 DMG 1 H 0 HEX 5 C
ChainSaw, Big -1 HIT 5 DMG 2 H 0 HEX 8 C
Lance (must be mounted) b +0 HIT 4 DMG 1 H 1 HEX, no less 15 C
LightSword +2 HIT 2 DMG 1 H 0 HEX 12 C
Nunchaku +2 HIT 1 DMG 2 H 0 HEX ? C
Spear, melee b +0 HIT 2 DMG 1-2 H 1 HEX 10 C
b = breaks on any unmodified roll to HIT of 10
THE MARTIAL ARTS:
Martial Arts are presented as FUs in the Campaign Book #1 - Kung Fu Dragons™ (KFD).
TECHNIQUES: Various techniques, so it's quite easy to add new FUs or to change existent ones and still refer to the same effect.
Technique System
ATTACK +1 HIT melee
DESTRUCTION +1 DMG
DISTANCE +1 MOV
ANAESTHESIA STUN* if hit, no DMG
EVASION +1 DEF
THROW Move opponent 1 Hex if Hit
RANGE + 1 HEX
MASS +2 close Combat ST,½MOV
INTIMIDATION opponent -1 DEF
CONFUSION 2 attacks @ -1 HIT
PROJECTILE +1 HIT missile
ASSIST Animal +1 HIT, +1 DMG
* STUN:
Character is (DICE - ST) TURNs unconscious.
If (DICE - ST) < 1 the character isn't affected.
FUS FROM KUNG FU DRAGONS™
These are the Original TWERPS Fus and their Techniques.
The little "n" in Name n means that the name hasn't been in the KFD Book
Fu aka Usage Techniques
Kung Fu - no weapons or armor ATTACK
Lung Fu - no weapons DESTRUCTION
Run Fu - no heavy armor DISTANCE
Sna Fu - no heavy armor EVASION
Stun Fu Vul Kan Do no weapons ANAESTHESIA
Toe Fu Tae Kwon Toe no heavy (plate) armor RANGE
Ton Fu - no missile weaponss MASS
Throw Fu - no weapons THROW
Boo Fu Boo Jitsu no weapons INTIMIDATION
Dejá Fu Mon Tee Pie Ton n no weapons or armor CONFUSION
Stooge Fu - no weapons or armor ATTACK
Moo Goo Fu Fruit Jitsu n food weapons ATTACK
Dumb Fu - in the dark, is silent DESTRUCTION
Gun Fu Jon Fu n guns only PROJECTILE
Fu Fu - for trained animals ASSIST
n = additionally by necrotech
PROFESSIONS AND PROFESSION CREATION: ( the listing from http://www.geocities.com/sectorbob/twprofes.htm )
In TWERPS Professions are the fields of training a character has chosen to specialize in, giving the character bonuses within those fields. A Profession can be almost anything, but should focus on a single subject or small range of subjects. A character starts with a single Profession, but may purchase addition by reducing Strength. Each addition Profession costs one (1) Strength (ST). ST may not be reduced below two (2).
A character may choose the same Profession more then once. This has the effect of giving a +1 bonus to any of the fields listed for that Profession. For example, choosing Driver a second time would give the character +2 on vehicular Defense and any driving/maneuver Difficulty Rolls when driving any land vehicle, while choosing Medic a second time would give a +2 to Difficulty Rolls to repair injuries and give medical attention.
A short list of possible Professions follows (these being Generic in nature and probably usable in most modern-day or futuristic campaign settings);
1. ASTROGATOR: +2 to attempts to determine location and plot courses of items and/or vehicles in space.
2. DRIVER: +1 on vehicular Defense when driving any land vehicle and +1 to any driving/maneuver Difficulty Rolls with same.
3. ENGINEER: +1 to attempts to repair and trouble shoot damaged spaceships/ spaceship systems.
4. FLYER: +1 on vehicular Defense when piloting any aircraft, not including spaceships and +1 to any piloting/maneuver Difficulty Rolls with same.
5. GUNNER: +1 ACC with all vehicle mounted weapons.
6. MECHANIC: +2 to Difficulty Rolls to repair and trouble shoot damaged vehicles and mechanical devices.
7. MEDIC: +1 to Difficulty Rolls to repair injuries and give medical attention.
8. NAVIGATOR: +2 to Difficulty Rolls to determine location and plot courses of persons and/or vehicles on a planet.
9. PILOT: +1 on spaceship's Defense when character is at helm and +1 to any piloting/maneuver Difficulty Rolls with same.
10. RESEARCHER: +2 to research and library use Difficulty Rolls.
11. SENSOR OPERATOR: +2 to communicator and sensor Difficulty Rolls.
12. SCIENTIST (type): +2 to all (type) science-related Difficulty Rolls.
13. SCOUT: +2 to all survival and tracking Difficulty Rolls.
14. SPY: +2 to all deception and tailing Difficulty Rolls.
15. SOLDIER: +1 ACC with any personal weapon.
16. TECHNICIAN: +2 to Difficulty Rolls to repair and trouble shoot damaged equipment, not including spaceships or spaceship systems.
17. TRADER: +2 to Difficulty Rolls to buy and sell items/services or evaluate same.
Looking at this list, it's apparent that there are lots of things not covered, such as Miners, Shopkeepers, Farmers, Space Pirates, Computer Hackers, etc. and that a Profession doesn't seem to cover much by itself anyway. Both of these statements are true, BUT...
Professions are easy to make. If there is a Profession that you want (or another player wants) make it up! It's as simple as deciding a name and what bonuses it gives you. The guideline is if the Profession will be only some what useful, it gives a +2 bonus, while very useful Professions only give a +1.
Here are some quick examples;
EXAMPLE 1:
Sally (a player in my CorpsWars Campaign) has decided that her character is a hi-tech personal entertainer (i.e. a call girl/geisha) that was trained in conversion, dressing, dancing, party going and seduction. After a few moments of discussion, I decide the Profession will work as follows:
JOYGIRL: +2 to Difficulty Rolls related to seduction and Difficulty Rolls related to social companionship.
This covers everything that she stated and a few other things as well. Note that the somewhat broad wording of "social companionship" covers everything from proper formal dining (using the right fork, etc.) to ball room or even square dancing. However, the wording also implies that even though Sally's character could fit into almost any social gathering, she would probably look out of place if not on the arm of a man (or woman) that 'belonged' there.
EXAMPLE 2:
Mike wants his character to be an ex-marine 'DropTank' pilot. (a DropTank is a fusion powered ground combat vehicle that is dropped from orbit and lands under it's own power, combat ready). Forgetting about the Marine training (which would either SOLDIER or another created Profession, called MARINE), Mike decides that the DROPTANKER profession should focus on piloting the DropTank and using it's weapons. So again, after a few moments of discussion, I decide the Profession will work as follows:
DROPTANKER: +1 on vehicular Defense when driving/piloting a DropTank, +1 to any driving/maneuver Difficulty Rolls with same and +1 ACC with any DropTank mounted weapons.
Now looking at this skill, you are probably saying something like 'But that combines DRIVER and GUNNER into the same skill! Why wouldn't everybody take DROPTANKER instead!?!' Well calm down and I'll explain.
DROPTANKER only works with DropTanks... If mike's character finds an aircar with a PlasmaCannon bolted on it, he doesn't get his +1 ACC or with spaceship mounted weapons, etc. Also, doesn't get his +1 vehicle Defense unless piloting a DropTank (or something very DropTank-like).
Common Professions - from Necrotech's site:
Airman
Is an expert with almost any Aircraft of his era (+1 Aircraft piloting rolls).
General * - contemporary Aircrafts
RP Pilot Industrial to Hi-Tech
SC Flyer Hi-Tech to Futuristic
Shopkeeper or Broker
Makes a living buying and reselling Items (Buy Items at ½ Price, sell used Items at full Price)
General * - depends on your campaign
FBK Merchant Armor, Tools, Weapons ...
RP Street Merchant Weapons, Drugs, Vehicles ...
SC Trader Hi-Tech items, Intergalactic Goods ...
Driver
Is an expert with almost any ground vehicle of his era (+1 Ground vehicle rolls)
High-culture * Coachman Coaches and Carriages
MNMCVJ Speedy Racer everything still working
RP Wheelman Industrial to Hi-Tech
SC Driver Hi-Tech to Futuristic
Healer, Medic, or Doctor
Is able to heal Injuries in and after the Battle (Can Heal others without Medicine-Kit) and help the injured by using Medicine (+1 to the roll per Dose). May also be able to determine the circumstances of injuries and deaths.
FBK Physicker uses Potions and Herbs
TF, TTT * Doctor uses Medicine and Pills
High-Tech * Street Medic uses Injections and Tablets
SC Medic uses Rays and Nanotech
Hunter
Has great Knowledge of his target animals and their behaviour (Animal Lore +2) and is very skilled in his missile weapon (+1 Hit)
HTDEB Ranger uses Bow
FBK Huntsman uses Bow
Primitive * - uses Spear
Industrial *, Hi-Tech * - uses Rifle
Repair Man or Technician
Is able to restore broken items, given the time and tools (and sometimes even under unfavorable circumstances) (Can Repair Equipment)
High-culture * Craftsman Coaches, Weapons, Equipment ...
MNMCVJ Grease Monkey Machinery, no Electronics or Hi-Tech
MNMCVJ Techie Electronics, no Machinery or Industrial
RP Fix-It-Man Roboware, Weapons, Mazeboards ...
SC Mechanic Hi-Tech, Vehicles, Weapons ...
Rich Jerks
Member of the "High Society" (CASH x2) and may have great Influence in the public, because of wealth and/or fame.
HTDEB Prince(ess) tends to be captured
FBK Noble ST8 (not ST10) to become Knight
RP Celebrity often Actors or Musicians
The Sorcerer
Has the ability to cast Magic Spells (Get 1 Spell from Twerps Magic) and has studied secret Knowledge (Arcane Lore +1).
General * - contemporary Aircrafts
Primitive * Shaman Healers, Spirit Dancers, Wise Men
FBK Spellcaster Mystics, Mentors, Sages
TTT Adept, Witch Neo-Mages, Dark Sects, Demon Summoners
Net Runnner (RP)
Is able to integrate his Mind into the world-wide Computer Net ("The Maze"), via use of speicalized hardware (+2 ST in the Maze).
Telepath (FBK)
Can exchange simple Telepathic Toughts with the (one) own Mount at any range (Mental Link with Mount).
HACKER PROGRAMS
from TWERPS - Robo Punk
Program Bonus Price
Helmet +1 Defense 5 C
Shield +2 Defense 10 C
Armor +3 Defense 15 C
Sword +1 To Hit 5 C
Axe +2 To Hit 10 C
Stealth 1 +1 Evasion 5 C
Stealth 2 +2 Evasion 15 C
Stealth 3 +3 Evasion 30 C
Omega Stealth +5 Evasion 50 C
VEHICLES:
VEHICLE DESIGN SYSTEM: A Source Book for TWERPS
From http://www.geocities.com/sectorbob/TWVEH.htm
Note: Vehicles in this article are defined as things smaller then ships and are basically things that are treated as single objects.
Vehicles have separate Size, Engine, Body, Control, Armor, Movement and Capacity statistics.
Size is the overall size of the vehicle. This is used to determine limiting factors of the design. Vehicles size in MTM hexes (10 feet/hex) is found by dividing Cap by five and rounding up.
Engine is both the vehicle's engine power and damage capacity of the vehicle. If a vehicle is damaged to Eng=1 then the vehicle is inoperative. If vehicle Engine is brought to 0 or below then the vehicle is destroyed; it may be repaired unless Engine has fallen as far below zero as full Engine is above zero; e.g., if a vehicle normally has Engine 4 then it may be repaired unless it is at minus four or less, in which case it is utterly destroyed.
Body is the structure reinforcement of the vehicle. It takes damage before Eng.
Control is the vehicle's agility/ control systems which affects the ease or difficulty in operating the vehicle. It is also a modifier to any dodge rolls made by the vehicle.
Armor is the Protection Value of the vehicle, which is a modifier to the Defensive roll.
Movement is a Engine multiplier (such as x2.5, x4, x5) and a mode of travel (such as Ground or Flying). This gives it's movement rate per turn. Vehicles movement is always based upon Engine at the moment in the current turn. Scale of movement is in VTV hexes (100 feet per hex). As a rough approximation, 1 hex of VTV per turn equal 15 MPH/ 25KPH.
Capacity is space within and on the vehicle for crew, passengers, weapons and modification systems. One Cap must be used for the vehicle's operator/pilot. One Cap will hold One Trade Unit if used as cargo space. One Cap can hold one passenger in comfort and two in cramped conditions.
Given below is a base list of vehicle frames...
BASE SIZE BASE ENGINE FRAME CAPACITY COST EXAMPLES
1 2 1 2C Scooter, Motorcycle
1 4 2 4C Midsized car, Big motorcycle
1 6 4 6C Big car, Van, Pickup truck
2 8 8 10C Truck, Yacht
4 10 16 15C Airliner, Patrol boat
7 12 32 25C Cruiser
13 14 64 40C Battleship
26 16 128 65C Tanker
NOTE: All vehicles start with a Body and Control of 0, an Armor of +0 and no movement modes or multipliers.
FRAME MODIFICATIONS:
FC= Frame Cost. FC/2= Half Frame Cost. FC*2= Twice Frame Cost.
Engine Modification: -2 -1 +0 +1 +2 +3 +4
Cost of Modification: -4C -2C 0C 4C 8C 16C 32C
BODY: Max. of twice Size value. Cost is 2C per +1.
CONTROL: Min./Max. of -2/+2. Cost is -(FC/2) per -1 and (FC) per +1 raised.
ARMOR: Maximum value allowed is (Size of vehicle/2)+1, round up.
Armor Value: +1 +2 +3 +4 +5 +6 +7
Cost of Modification: 5C 10C 20C 40C 80C 160C 320C
CAPACITY: Can be altered to a minimum of half base value or a maximum of half again base value. Cost is -1C per -1 and 1C per +1.
MOVEMENT: (FC/2) for a x0.5 multiplier of Ground. (FC/2) per +x0.5 multiplier to movement.
Other Move types are available and vehicles can have more than one movement mode.
(FC/2) to change to Water (Only water movement).
FC to change to Underwater (can move on surface or under water).
FC to change to Hover (can go over most terrain w/o penalty).
(FC*2) to change to Flight (no terrain penalties).
(FC*2) to make vehicle DROP-CAPABLE (Can do a quick (20 turn) orbital re-entry). All gravitic flight vehicles can leave or enter orbit but it takes several minutes.
SOME SIMPLE VEHICLES:
Rover: A heavy duty jeep-like vehicle found on most colony worlds.
(SIZ:1, ENG:6, BODY:2, CONTROL:+0, ARMOR:+0, CAP:5, MOVE: x1.0/Ground, 17C)
FlyStick: A two meter long tube with a saddle and control bars. Uses a Flicker wing and micro grav jet to fly. Popular with kids.
(SIZ:1, ENG:2, BODY:0, CONTROL:+0, ARMOR:+0, CAP:1, MOVE: x1.0/Flight, 8C)
HoverTrans: A small cargo vehicle, like a pickup truck.
(SIZ:1, ENG:6, BODY:2, CONTROL:-1, ARMOR:+0, CAP:5, MOVE:x1.0/Hover, 20C)
HoverTruck: A bigger HoverTrans. Two hex in size.
(SIZ:2, ENG:8, BODY:4, CONTROL:-1, ARMOR:+0, CAP:10, MOVE:x0.5/Hover, 30C)
GravTrans: An more advanced cargo vehicle, uses a flicker and grav jet to fly.
(SIZ:1, ENG:6, BODY:2, CONTROL:+0, ARMOR:+0, CAP:5, MOVE:x1.0/Flight, 29C)
GravTruck: A bigger GravTrans. Two hex in size.
(SIZ:2, ENG:8, BODY:2, CONTROL:+0, ARMOR:+0, CAP:10, MOVE:x0.5/Flight, 41C)
GravAPC: Used to carry troops in a combat zone. Typically armed with one or two anti-personal weapon systems. Small enough to be easily transported by Starship. Two hex in size.
(SIZ:2, ENG:8, BODY:4, CONTROL:+0, ARMOR:+2, CAP:10, MOVE:x1.5/Flight, 65C)
GravAFV: A heavy combat version of the APC. Typically with a crew of two to four and armed with an anti-armor or area effect weapon and several smaller anti-personal weapons. Two hex in size.
(SIZ:2, ENG:10, BODY:6, CONTROL:+0, ARMOR:+3, CAP:10, MOVE:x1.0/Flight, 82C)
GravAFV-Fast: An AFV with jumped up engines. Used to make quick raids and scout out dangerous areas. Two hex in size.
(SIZ:2, ENG:10, BODY:6, CONTROL:+0, ARMOR:+3, CAP:10, MOVE:x2.5/Flight, 97C)
BattlePod: A one-man gravitic battle unit, most often used in ship boarding actions. Typically armed with several anti-personal and one anti-armor weapon systems.
(SIZ:1, ENG:4, BODY:4, CONTROL:+1, ARMOR:+2, CAP:4, MOVE:x1.5/Flight, 37C)
TC Scout Sky Cycle: Supersonic one-man grav bike.
(SIZ:1, ENG:8, BODY:4, CONTROL:+1, ARMOR:+1, CAP:2, MOVE:x6.0/Flight, 85cc)
Canned from Necrotech's site:
Aircar
Strength Defense Movement Type Passengers Price Tech-Level
4-8 +1 x1.5 flying 2 30+ C High Tech
A low-altitude aircraft
Airplane/Airship
Strength Defense Movement Type Passengers Price Tech-Level
8 +2 x3 flying 4/4+ 40 C Industrial
A low-speed high altitude aircraft
Buggy
Strength Defense Movement Type Passengers Price Tech-Level
6 +1 x3 ground Driver Price Industrial
+1 to Rough/off-road terrain
Car/Landspeeder
Strength Defense Movement Type Passengers Price Tech-Level
46-10 +2 x2 ground 2-6 20+ C Industrial
A stylish or subtle conventional ground transport
Coach
Strength Defense Movement Type Passengers Price Tech-Level
ST* +1 x1 ground 2-6 20 C Simple
Horse-drawn conveyance; many types / *lowest Horse ST
Helicopter
Strength Defense Movement Type Passengers Price Tech-Level
10 +1 x2 flying 2-6/6-10 50 C High Tech
A high altitude aircraft
Jet Pack
Strength Defense Movement Type Passengers Price Tech-Level
1 +1 x2 flying 1 16 C Futuristic
A strap-on flight device
Jet Plane
Strength Defense Movement Type Passengers Price Tech-Level
10 +1 x4 flying 2 75 C High Tech
High-speed, high-altitude aircraft
Microlight (Airfoil)
Strength Defense Movement Type Passengers Price Tech-Level
4 +1 x2 flying 2 X C High Tech
-
Moon Bus
Strength Defense Movement Type Passengers Price Tech-Level
5+1/Seat -1 x2 flying variable 20* C Futuristic
Enclosed cabin, sub-orbital flight / * +10 C per Seat
Motorcycle
Strength Defense Movement Type Passengers Price Tech-Level
5 +2 x3 ground 2 15 C Industrial
A powerful steet bike
Motorcycle with Sidecar
Strength Defense Movement Type Passengers Price Tech-Level
7 +1 x2 ground 3 25 C Industrial
Sidecar: +2ST, -1DEF, +1PASS, now MOVx2
Rocksled
Strength Defense Movement Type Passengers Price Tech-Level
12 -1 x2 flying 6-8 75 C Futuristic
Spacewothy shuttle craft
Rover
Strength Defense Movement Type Passengers Price Tech-Level
8 +0 x1 ground 2-4 15 C Industrial
An open-topped All-Terrain vehicle
Skateboard
Strength Defense Movement Type Passengers Price Tech-Level
2 -1 UserSTx2 ground 1 X C Simple
A small, driver-propelled ground vehicle
Skycycle
Strength Defense Movement Type Passengers Price Tech-Level
4-8 +1 x1.5 flying 2 24 C Futuristic
A low-altitude aircraft
Truck/Lorry/Transporter
Strength Defense Movement Type Passengers Price Tech-Level
10 +3 x1.5 ground ? X C Industrial
-
Truck (SEMI)
Strength Defense Movement Type Passengers Price Tech-Level
18 +5 x1 ground ? X C High Tech
Can only slow down by 2HEX each round
Player Characters. These are characters which are controlled by the players.
May only be offered to a new character, they have latent psychic talent. See: Backgrounds
PK Ranking
Starting characters may start with Psi-kick-1 (or PK-1), as their background. Each subsequent rank of PK must be earned at the cost of VPs equal to their ST Score + current level of PK. Existing characters may purchase the Psi-kick background a cost equal to their ST X2.
PT Ranking
Starting characters may purchase ranks in a particular Psi-talent (PT) at the cost of 1 ST each, minimum ST is ST 2. Each subsequent level of that particular PT must be purchased at the cost of VPs equal to their PK Score + current level of that particular PT. Existing characters may purchase ranks in a particular (and as yet unknown) PT at a cost equal to their PK X2
Psi-kick Action Order
A Psi-kick character adds their PK rank to their ST for determining action order.
Wielding Psi-kick Power
To draw upon a PT, a PK character must roll under their current PK + any relevant PT rank + any relevant Focus rank. Failure means that they are unable to draw upon the Psi-energy.
Psi-talents
A PK character must have a level of a Psi-talent to be able to use that Psi-talent. A character that has PK ranking, but no Psi-talent, is considered "Latent" or "hidden" until they acquire their Psi-talent.
Cyberpathy
Can interface with electronic devices Range is hexes equal to PK rank Characters with the PT Cyberpathy may enter the Maze without a Mazeboard, (See: Maze) but suffer all damage character would receive in the Maze as if it were incurred in the real world. Cyberpathic characters may not use programs, but do add their PK rank and their Cyberpathy PT rank to their ST to resolve attacks and defense while in the Maze
Empathy
Can sense life within a radius of hexes equal to PK rank Must concentrate ST + PK + Empathy PT + 1d10 vs. DL 3 + 1d10 Less than or equal to: can only tell that life is there +1: able to tell what direction that the life is in +2: able to tell if it's hostile +3: able to tell what life form is, + 4: discern other specifics, intent, how many life forms, etc...
Empathic Healing
May heal others without Medical devices Range is touch Medical skills add +1 bonus to the attempt, as do medkits Requires: Empathy PT ST + PK + Empathic Healing PT + 1d10 vs. Damage to be healed +1d10 Repairs damage equal to the number of points that attempt exceeds damage already taken by target
Levitation
The power to lift objects with the mind Range is hexes equal to PK rank ST + PK + Levitation PT + 1d10 vs. DL 2 + 1d10 + 1 per every 5 lbs of target's weight + 1 per each additional target of PT
Mindcloud
Ability to cloud men's minds Must make eye contact with target Range is hexes equal to PK rank Add to target's DL rolls addition equal to the number of points that PK's attempt exceeds DL ST + PK + Mindcloud PT + 1d10 vs. DL 8 + 1d10 + 2 per each additional target of PT Repairs damage equal to the number of points that attempt exceeds damage already taken by PK
Telekinetic Attack
To hit bonus equal to PK ranking Range is hexes equal to PK rank Target does not get an armor bonus Stun damage vs. living Physical damage vs. undead creatures Does not affect machines or non-organic devices Damage equal to the number of points that PK's attack exceeds target's defense total ST + PK + Telekinetic Attack PT + 1d10 vs. target's ST + 1d10
Psi-armor
May not be used with other armor Range is self Defense bonus equal to the number of points that PK's attempt exceeds DL ST + PK + Psi-armor PT + 1d10 vs. DL 4 + 1d10
Telemechanics
May repair devices without the benefit of tools Range is touch Repair skills add +1 bonus to the attempt as do tools Requires: Cyberpathy PT ST + PK + Telemechanics PT + 1d10 vs. Damage to be repaired +1d10 Repairs damage equal to the number of points that attempt exceeds damage already taken by target
Psi-blade
Range is melee To hit bonus equal to PK ranking Stun damage vs. living Physical damage vs. undead creatures Does not affect machines or non-organic devices Target does not get an armor bonus Damage equal to the number of points that PK's attack exceeds target's defense total ST + PK + Psi-blade PT + 1d10 vs. target's ST + 1d10
Telepathy
Allows PK to "speak" into and "read" target's mind Range is hexes equal to PK rank Requires: Empathy PT ST + PK + Telepathy PT + 1d10 vs. target's ST + 1d10 Target may voluntarily receive PK's messages, (no roll required)
Regeneration
May heal self without medical devices, must be conscious and make no other actions Range is self Requires: Empathic Healing PT ST + PK + Regeneration PT + 1d10 vs. Damage to be healed +1d10
Crystals
Crystals are focus devices that aid in using Psi-kicks. Crystals come in three types: balls, gems and shards.
Crystal Colors
Pink for Empathy PT rank White for Cyberpathy PT rank Green for Empathic Healing PT rank Gray for Mindcloud PT rank Red for Psi-Blade PT rank Blue for Telekinetic Attack PT rank Yellow for Telepathy PT rank Black for Psi-armor PT rank Purple for Levitation PT rank Turquoise for Regeneration PT rank
Crystal Balls
Crystal balls are about 12" in diameter and are a focus device to aid PT. A crystal ball grants a + 3 bonus for a particular PT and its color denotes which PT it augments. Due to their size a character may only wield one crystal ball at a time.
Crystal Ball Cost
40C
Attuned Crystal Balls
A crystal ball may be attuned to specific character. An attuned crystal ball grants a + 5 bonus to the specific character it is attuned to. When a crystal ball is attuned to a specific character the normal + 3 bonus is lowered to + 1 when used for any DL check other than for the character it has been attuned to.
Attuning
To attune a crystal ball; the character must spend a day in concentration and undisturbed meditation with the crystal ball. At the end of the meditation period, the character must make a DL check of 8 using ST + 1d10. If DL check was successful; the crystal ball is attuned to that character. If attempt fails, nothing happens. Once a crystal ball has been attuned to a specific character it cannot be un-attuned, until that character dies. A crystal ball that has been attuned to a living character cannot be attuned to any other character.
Crystal Gems
Crystal gems are about 4" in diameter. Gems are focus devices for a particular psi-kick and its color denotes which psi-kick it augments. A character may carry several Crystal gems at a time; they are not too large and easily portable.
Crystal Gem Cost
20C
Attuned Crystal Gems
A crystal gem may be attuned to specific character. An attuned crystal gem grants a + 3 bonus to the specific character it is attuned to. When a crystal gem is attuned to a specific character the normal + 2 bonus is lowered to + 1 when used for any DL check other than the character it has been attuned to.
Attuning
To attune a crystal gem; the character must spend 12 hours in concentration and undisturbed meditation with the crystal gem. At the end of the meditation period, the character must make a DL check of 8 using ST + 1d10. If DL check was successful; the crystal gem is attuned to the specific character. If attempt fails, nothing happens. Once a crystal gem has been attuned to a specific character it cannot be un-attuned, until that character dies. A crystal gem that has been attuned to a living character cannot be attuned to any other character.
Fitted Gems
Crystal gems may be fitted or worked into an item by a craftsman of that particular item; that item would then become the focus. It is possible to fit multiple crystal gems into an item. Any similar bonuses are added together. If that item is destroyed them the crystal gem is destroyed as well. When fitting a crystal gem into an item, the size of the item itself should be taken into account. While a crystal gem would easily fit in a mage-staff or sword; it would be almost impossible to fit one into a wand. A character may only use one Crystal gem or focus item at a time.
Crystal Shards
Crystal shards are about 1" - 2" in diameter. Shards are focus devices for a particular psi-kick and its color denotes which psi-kick it augments. A character may carry several Crystal shards at a time; they are small and easily portable.
Crystal Shard Cost
10C
Attuned Crystal Shards
A crystal shard may be attuned to specific character. An attuned crystal shard grants a + 2 bonus to the specific character it is attuned to. When a crystal shard is attuned to a specific character; it is no longer able to be used for any DL checks by any character other than the character it has been attuned to.
Attuning
To attune a crystal shard; the character must spend 3 hours in concentration and undisturbed meditation with the crystal shard. At the end of the meditation period, the character must make a DL check of 8 using ST + 1d10. If DL check was successful; the crystal shard is attuned to the specific character. If attempt fails, nothing happens. Once a crystal shard has been attuned to a specific character it cannot be un-attuned, until that character dies. A crystal shard that has been attuned to a living character cannot be attuned to any other character.
Fitted Shards
Crystal shards may be fitted or worked into an item by a craftsman of that particular item; that item would then become the focus. It is possible to fit multiple crystal shards into an item. Any similar bonuses are added together. If that item is destroyed them the crystal shard is destroyed as well. A character may only use one crystal shard or focus item at a time.
Paranormal Ability
Paranormal abilities (PA) are unique characteristics, traits, and abilities that make a character stand out from the crowd. These are innate abilities which can only be taken at character generation and (often) can't be taken more than once. A player may opt to choose a Paranormal Ability (PA) when creating a new character.
Absolute Direction
Perfect sense of direction: + 4 on DL checks
Absolute Timing
Perfect sense of time: + 4 on DL checks
Acute Hearing
Sharper sense of hearing: + 2 on all listen and alertness tests
Acute Taste & Smell
Perfect sense of taste and smell: + 2 to detect anomalies
Acute Vision
Sharper vision: + 4 to all vision checks
Alertness
Can only be surprised on a roll of 1 on all alertness and surprise DL checks
Ambidexterity
Equally skilled with either hand
Bestial Fury
Natural weapons only, roll 2d10, instead of using ST to calculate Attack score. No other skill may be used
Combat Ability
These are special abilities that only shine during combat.
Acrobatic
+ 2 to dodge bullets, jump rooftops, and do all those crazy ninja moves.
Iron Fist
Can do an extra point of damage bare-handed. If taken twice, two extra points.
Eagle Eye
+ 2 to strike with projectile weapons.
Take `Em All
Can make a sweeping attack against all who can be struck with your weapon at once, once per combat. If taken twice, can do it twice per combat.
Fists of Fury
+ 2 to strike with your mitts.
Vital Spot Grit
Ability to absorb 1 point of damage. If taken twice, can absorb 2 points. + 1 damage with all weapons. If taken twice, + 2.
Combat Reflexes
+ 4 to ST for combat initiative only
Coolness Ability
These are special abilities that enhances the character's style
Concealing Duster
Long black coat can conceal 2 hidden weapons. If taken twice, can conceal 4 weapons.
Insolent Cigarette
All action around you stops for a round at your audacity as you light up in the middle of a bloodbath and take a drag. If taken twice, it is two rounds.
Contact
You know somebody really important. If taken twice, you know two.
Looks Good In Black
+ 2 to impress with your suave/sexy style.
Gang Cred
You are a thug and can, when needed, summon 1d10 homeboys. If taken again, can summon 2d10.
Ride
You start with a cool ride, either a car or motorcycle, for free. If taken twice, you get two.
Hot
You have The Look. + 2 to all appearance and seduction type rolls.
Streetwise
+ 2 to gain information or aid from the criminal element.
Darkvision
Can see 20' (2 hexes) in absolute darkness
Double Jointed
+ 2 to ESCAPE / PICKPOCKET/ SLIGHT OF HAND DL checks
Eidetic Memory
+ 4 to all knowledge DL checks
Extra Health
+ 4 ST for damage purposes only, (subtract first)
Extra Stamina
+ 4 to all endurance related DL checks
Extra Strength
+ 4 to all strength related DL checks
Fast Healing
Recovers 1 ST per round
Fear
Instead of merely intimidating NPCs, this character frightens the daylights out of them. Roll vs. NPC ST. Frightened NPCs will attempt to flee or, lacking an avenue of escape, make missile attacks at - 2. All other die rolls made by the frightened NPCs are also made at - 2. Frightening others is an action.
Immortality
Never dies, eventually heals all damage short of decapitation: must take a vulnerability. Not the same as Monstrous Ability: Immortality.
Immunities Immunity to Disease
Immune to all natural illnesses
Immunity to Psi-kicks
Cannot be targeted by Psi-kicks, Area Effects still apply
Immunity to Magic
Cannot be targeted by magic, Area Effects still apply
Imposing Visage
+ 2 to Intimidation/ Merchant / Bluff rolls on DL checks.
Immunity to Poison
+ 4 to all poison related DL checks
Infravision
Can see by heat up to30' (3 hexes) in darkness.
Luck
Whenever a player needs to make a Difficulty roll or combat roll for a character with this power, he should roll two dice and discard the lowest result. However, if the player rolls doubles, the character fails the action attempted, and the TM should feel free to have things go terribly wrong.
Monstrous Abilities & Weaknesses
Monstrous Abilities
Monstrous Abilities (MA): For the purposes of constructing a Monstrous PC character, bear in mind that most Monstrous Abilities may be taken only once; the exception to this rule are Monstrous Abilities with the * next to them, which may be taken more than once. Some Monstrous Abilities are more powerful than others and in the interest in game balance come with a Monstrous Weakness (W). Such weaknesses will temporarily negate the Monstrous Ability. Some of these weaknesses are specified for the Monstrous Ability.
Animal Form * (W)
Character can turn into an animal. This allows a 2 point bite and + 2 movement. It is not required to take an additional weakness each time this power is taken.
Immortal (W)
Allows the Monstrous Creature or character to not be reduced to lower than - 4 ST by normal attacks. Such a being must have some sort of Achilles' Heel, such as a stake through the heart or decapitation. Not the same as Paranormal Ability: Immortality.
Chilling Touch
The character has a chilling touch which deducts 1 from target's ST per successful melee hit. If effect is permanent, add weakness.
Invisible
Ability to turn self (and clothing!) invisible. If knocked unconscious, character reappears.
Diamondhide
+ 5 to defense, - 2 from base speed
Invulnerable (W)
Cannot be affected by conventional weapons. The character must have at least one Vulnerability or Special Weakness as a weakness
Fear*
Fear forces opponents to make a Scary Factor roll at the beginning of each fight with character. Even if opponents make their roll, they are - 1 on attack rolls against the character, including the use of Holy symbols against the character. Extra levels of Fear give the character + 1 to its Scary Factor difficulty number.
Magic (W)
Monstrous practitioners of Evil Magic are vulnerable to Holy Water and Holy Symbols.
Magic Defense (W) Float
Allows character to hover or walk on air at half their movement rate. The character has a + 4 defensive modifier against all magical attacks, (Holy water, Holy Symbol and Holy Sphere spells are not included), such powerful character's have at least 1 Achilles' Heel to fear.
Fly*
Allows character to fly at their movement rate, but character must keep moving. If character stops moving, they will fall. Each additional level taken increases speed by + 2.
No Signature
Character cannot be detected with technological devices or "sensitive" powers or abilities.
Fury
2 attacks per action.
Normal Looks
Character does not look like a monster. Their Monstrous Abilities and nature must be detected in other ways; an example would be the gentleman who casts no reflection in a mirror.
Ghost Form (W)
Character is intangible and can only be affected by Holy water and Holy symbols (Special Weakness: Holy) or possible esoteric weaponry. The Monstrous Ability also allows character to go through physical barriers such as walls and doors. (Note: this is not the same as Phasing superpower).
Other Form
Allows character to turn into something that is not a person or animal, like a cloud of mist or smoke for example.
Gross
The character is very gross. Maybe they stink, is rotting, is gross to look at, has bad breath, etc. This causes a - 1 to all character rolls made by characters in the same hex as the Monstrous Character.
Polymorph
Can assume the form of other people, (but not the abilities). DL to detect equal to character's ST + 5.
Psycho Rage
This Monstrous ability allows one to "freak out" and go into berserker mode; + 2 to melee attacks and melee damage
Regeneration (W)
Recovers 2 ST (of damage) per round.
Speed*
Movement is + 2 Taking this Monstrous Ability more than once gives the character an additional + 2 Speed for each time the Monstrous Ability is taken (on top of everything else).
Resistance to Holy
The character is + 2 against Holy attacks
Resistance to Runes
The character is harder to contain with Runes than others. The character is + 1 on rolls to attempt to pass through Runes.
Steelhide
+ 3 to defense, - 1 base speed
Strength* Revenant
- 1 Movement Heals 1 point of damage per pound of raw meat eaten (if conscious), otherwise 1 per 2 days unless killed by a head shot, may rise from the dead at the cost of 1 ST permanently; minimum ST 2, if character's ST is reduced to 1, death is permanent. Character returns at the end of the adventure and will gain no VP's for the adventure. All melee damage + 2 per each time taken.
Were Form (W)
Character has one specific beast form and may NOT take Animal Form along with this ability. Roll 2 separate ST scores and the higher ST is the Character's Were Form. In Were Form the character has + 2 to hit, 2 damage from claws or bite, and the survivor of a biting attack may become a Were Form at the next full moon. Classically Were Forms are vulnerable to silver.
Rhinohide
+ 2 to defense from tough skin.
Monstrous Weaknesses
Just as monsters have Monstrous Abilities, they also have Monstrous weaknesses.
Achilles' Heel
This type of attack kills character outright, (like a stake through the heart or a bucket of water...)
Special Weakness
The character takes damage from things that do not normally cause damage (like sunlight). Damage is usually 1 point per round. Some Special Weaknesses blur over into Achilles' Heel because they can be fatal (like sunlight to vampires). Others are non-fatal but effective (for example; garlic for vampires, wolfbane for Weres, and the mere sight of a Holy Symbol to most evil things).
Can Be Contained By Runes
Character can be held at bay by Runes.
Limited Availability
Character can only "come out" at certain times (like during a full moon or at night).
Strong Signature
The character puts out a lot of "Monstrous Energies" which make them easy to detect with "sensitive powers" or technological devices.
Limited Movement
Character can only move within a certain area (like house or graveyard).
Magic
This character is susceptible to magic spells - 4 to all rolls to resist or defend.
Super Duper/Pseudo-Science
Think Ghostbusters, outer limits etc...
Vulnerability
An Invulnerable character takes damage from some attacks (such as silver bullets, wooden weapons, and certain Objects of Power, etc.), or a Non-Invulnerable character takes 2X damage from some attacks (fire, electricity, Holy, etc...) Characters can have Multiple Vulnerabilities.
Shuffles
Character is a slow mover, half of normal move rate.
Mutation
Mutations are a physically distinctive Paranormal Ability
Concrete Stomach
Cannot be poisoned, able to eat almost anything
Horns
Head-butt 2 damage
Four Arms
May wield 4 arms worth of weapons and has 2 attacks per action.
Tail
Aesthetic
+ 2 reaction DL checks with NPCs
Four Legs
+ 2 hex movement
Club
2 damage
Gills
Can breathe under water
Poison
Scorpion-like stinger tail, poison DL equal to characters ST every round, 1 damage
Iron Skin
Skin is incredibly tough; + 3 defense
Prehensile
Acts like 3rd hand
Leather Skin
Skin is like leather: passive value +1 defense
Two Heads
+ 6 to move order
Natural Weapons
Claws
2 damage
Webbed Hands & Feet
Swim at + 5 Move
Fangs
Bite 2 damage
Wings
Full
Cannot wear armor, flight at 2X ST
Hoof
Club 2 damage
Vestigial
Cannot wear armor, glides at 2X ST
Nightvision
Can see in starlight as if it were daylight
Nine-Lives
The character with this power is a master of the death-defying escape. In any situation where the character is killed, and the body not recovered, the player may invoke this power. The character is returned to life, provided the player can devise a story to explain how the character escaped that death to the TM's satisfaction
No Sleep
Does not need to sleep
Nocturnal
All DL rolls are - 2 during daylight hours and at + 2 at night
Perfect Balance
+ 2 to all BALANCE related DL checks
Psi-kick Tracker
Must have at least one Psi-kick (+1 to DL roll for each additional Psi-kick), can track target by Psi-kick imprint DL is 10, (-1 to DL for each additional level of Psi-kick of the target being tracked).
Regeneration
Recovers 2 ST per round while taking no other action, if any action is taken during round only 1 ST is recovered.
Stigma
Shunned/ hated/ unwanted -2 to all reaction rolls with NPCs
Toughness
Unconscious at 0 ST, death at ST
Track by Scent
Can track target by scent, DL 5 +
Venom
Bite poison DL equal to characters ST every round, 1 damage
Vulnerabilities Vulnerable to Magic
Magic does extra point of damage for each successful hit, negates Immortality**Should only be taken by a Player Controlled Character with Immortality
Vulnerable to Steel
Steel weapon does extra point of damage for each successful hit, negates Immortality**Should only be taken by a Player Controlled Character with Immortality
Vulnerable to Silver
Silver weapon does extra point of damage for each successful hit, negates Immortality**Should only be taken by a Player Controlled Character with Immortality
Vulnerable to Wood
Wooden weapon does extra point of damage for each successful hit, negates Immorality**Should only be taken by a Player Controlled Character with Immortality
Zen-Awareness
Though blindfolded, or in complete darkness, or any other circumstances where normal sight is useless, the character can function without penalty. Invisible characters can be sensed at a difficulty equal to their strength, and once detected, that character is no longer invisible to the detecting character.
The Phantom
by Dr. Garry M. Weinberger
THE PHANTOM ST:7 Athlete+3, Detective+3, Spook+3*
Some 400 years ago, a British ship was overrun and scuttled by the fierce Singh Pirates. The only survivor was the captain's 12 year old son who washed up on a remote African shore. He was taken in and raised by an indigenous tribe who taught him to hunt, fight, and focus his mind. Renouncing his birth name, he swore an oath on the skull of the pirate who killed his father that he and his descendents would fight piracy and all similar criminals for as long as his line continued.
Since that time, there has always been a Phantom to battle the forces of evil. Housed in the ominous Skull Cave, the Phantom is believed to be immortal; an avenging wraith who leaves an indelible skull mark upon the flesh of his foes. The truth is far less arcane. Kit Walker, the man beneath the costume, isn't an angst driven loner, blood-soaked psychopath, or misunderstood outcast. He is a normal, well-adjusted man who enjoys his time with his wife and children and generally likes his life.
Kit Walker is a tall, rangy man of perhaps 35 with angular features and very little body fat. His normal _expression when not in in costume is a bemused smile. Kit appears to be completely unfazeable. Of course when you live in a giant skull, have a primitive African tribe as neighbors, your family pet is a timber wolf, and your best friend is a prehistoric sasquatch, you tend not to be surprised by very much.
The Spook trait in my games implies a character who is an expert in stealth and infiltration, capable of sneaking up on ninja and disappearing from sight outdoors at high noon in an open field.
TWERPS - Pirates! v1.0
by
Michael Hartman
INTRODUCTION:
Welcome to TWERPS Pirates. Although piracy has existed for as long ships have sailed the waters of the world, piracy in the Americas hit its golden age between the late 1600 until the mid 1700s. It is in this time period that Pirates! takes place. So grab your cutlass and your favourite eyepatch and plough the salt seas with the likes of Captain Morgan, Blackbeard and Anne Bonnie in high seas adventure and treasure hunting.
CHARACTER CREATION:
Character creation is done the same way as outlined in the TWERPS Basic Rules.
After determining ST, roll 2d10. On a roll of 2-4 the character knows how to swim. Most sea folk never learned to swim because it was next to impossible to fight the sea and win if your boat sank or you fell overboard at night.
PROFESSIONS:
I use a system for professions that matches the spell system. That is, skills and professions can be take multiple times. Each time a level is purchased, the character adds another +1 bonus to his skill bonus. Level limits are +6. If you prefer the more traditional TWERPS method, raise the bonuses shown up to +2.
SAILMAKER +1 to repair/make sails. The sailmaker is also responsible for making winding sheets (body bags) for burying the dead at sea.
CARPENTER +1 to repair ship. The carpenter was responsible for repairing and maintaining the integrity of the ship.
BRAWLER +1 bare hand fighting
FIGHTER +1 with melee weapons
MARKSMAN +1 w/ handheld ranged weapons
GUNNER +1 with cannon and other mounted guns
HELMSMAN +1 ships defense
NAVIGATOR +1 hex to ship movement
DOCTOR +1 heal
MUSICIAN +1 to fighting skills by building morale in battle.Each instrument counts as new skill,. Typical ship-board insturments are fiddles, pipes/whistles/flutes, concertina (button accordian), all small and portable.
SAILOR +1 to perform ship functions during storm , combat or other situtions where such activities can't be done in leisure.
FISHERMAN +1 finding & catch fish
MERCHANT buy goods at 1/2 price and sell at full
Feel free to add professions from other supplements. The Royal Navy recruited many members by 'pressing' them into service. Pressing was the term used for kidnapping. Pressies were usually taken from the taverns and docks, either by force or just carried off after they were too drunk to realize what was happening. Many pirates were deserters from the Royal Navy. Thus a wide range of professions found themselves at sea.
WEAPONS:
Weapon Hit Mod Dmg Range
-----------------------------------------------------------------------------------------------
Dagger -- 2 4 hex if thrown
Ax +1 2 3 hex if thrown
Spear +1 2 5 hex if thrown
Bow +1 2 7 hex
Blowgun 0 poison 5 hex
Club +1 1 --
Cutlass +1 2 --
Grenadoe -1 4 3 hex,
area effected = 1 hex
Stinkpot -2 * 3 hex
area effected = 2 hex radius
Flintlocks:
Pistol -1 2 4 hexes
Musket -1 3 6 hexes
Blunderbuss -2 6 2 hexes
Ship weapons
Weapon Hit Mod Dmg Range
-----------------------------------------------------------------------------------------------
Swivel gun:
grapeshot -1 * 4 hexes
round-shot 0 * 5 hexes
Cannon, Standard:
round-shot 0 * 10 hexes
chain-shot -1 * 5 hexes
grape-shot +1 * 4 hexes
Cannon, Heavy:
round-shot 0 * 12 hexes
chain-shot -1 * 7 hexes
grape-shot +1 * 6 hexes
* see weapon description
New Weapons:
Ax - The axes used by sailors were known as boarding axes. These handy tools were used to cut boarding lines (explained later), hack open doors and also made a useful weapon.
Blowgun - Along with spears, many natives use blowguns to hunt with. The poisons used are strong enough to kill game animal and do damage to characters, too. (use the poison rules designed by John Aslin in his Crimebusters supplement)
Cutlass - this sword was usually around 25" long and was a favorite weapon among pirates. The short length kept it from getting tangled in the ships lines during a fight.
Flintlocks:
Pistols and rifles of the time fired with sparks created by a piece of flint striking a piece of steel. The sparks ignite the black powder and fires the lead ball out of the weapon. Flintlocks of this time period were smooth bored and not very accurate or long ranged
Pistols usually had to be carried in multiples so that you increase the chances of one actually firing.
Rifles were usually carried by the royal navy, bitter enemies of pirates.
Blunderbuss' were short barrel rifles akin to the shotgun. Very short range but because it was usually loaded with chain links, nails or multiple musket balls, they had a scattergun effect. Usually used to repel borders (stop any enemy about to board a ship) to get hit by this weapon was devastating.
Grenadoe - This is an early form of grenade. Constructed from a hollow ball (made of metal, glass or wood) filled with gunpowder and fitted with a fuse to be lit just before throwing. These crude bombs were effective but also dangerous to the user. They were not reliable and sometimes detonated before the wielder could throw it..
Stinkbombs, also, were employed by pirates, too. These glass bottles filled with foul smelling chemicals (including gunpowder, sulpher, horse hoof filings, pitch and saltpetre) were set afire and thrown onto the deck of the opposing ship and sometimes below decks. The smell was so nauseating that it could quickly incapacitate a crew. Anyone caught in a cloud of Stink must roll vs Difficulty 6. If successful, they may continue to perform combat or other actions at -3 penalty to all rolls. If unsuccessful, the character is reduced to choking and coughing and wretching. Their only thoughts and action will be to get to fresh air.
Cannons:
These are the main ranged weapon of Pirates and Royal Navy and Merchanters alike. The came in various sizes and so named for the size of round shot they fired (9-pound cannon used a 9-pound round ball.) Round ball weights ranged from 1 pound (sometimes used in swivel guns) up to a 42 pound ball. For simplicity I've divided them in to standard and heavy cannon with the swivel gun filling the light cannon category.
Swivel guns, although sometimes used to fire on other ships, were most useful when loaded with grape-shot and used to repel boarders along with blunderbuss fire. These guns were mounted on the railings of the ship and were light enough (20-40 lbs) to move around to other gun mounts located around the ship.
Cannon could fire a variety of different types of 'shot', each wtih a different purpose.
ROUND-SHOT: This is you standard non-exploding ball of iron (ed-shotxplosive shells didn't exist, yet) Even without exploding, round-shot is devastating. Besides punching large holes in the ship, it throws large splinters of deck and hull wood everywhere, making it as dangerous as any explosion. Any sailor hit by directly (at the impact point) by round-shot should roll to see where the hit location was and what damage results. .
This type of ammunition is usually only used when the goal was to sink the opposing ship. This is not a good tactic if you are trying to get aboard to steal a ships treasure.
Damage =
Swivel Gun
> Ship hits are reduced by 1 pt for each ball that hits
> Characters receive no splintering damage since this size shot doesn't produce significant splintering.
Cannon, Standard
> Ship hits are reduced by 3 pts for each ball that hits
> Characters within a 1 hex of impact take 4 pts of splintering damage
Cannon, Heavy
> Ship hits are reduced by 5 pts for each ball that hits
> Characters with 2 hexes of impact take 6 pts of splintering damage
CHAIN-SHOT:
Chain-shot is two round-shots linked together with a chain. Chain-shot was not directed at a ships hull or crew but instead was aimed at the ships masts and rigging. With the masts shattered and the rigging fouled a ship could not manuver or escape, making her very easy to catch and attach boarding lines (explained later). Swivel guns are too small to use chain-shot, only standard and heavy cannons can use it.
Damage=
> A ship hit with chain-shot suffers no hull damage or hits reduction, but instead, suffers a loss of speed and manueverability.
One Mast Ship = immobile and unable to manuever
Two Masted Ship = reduce speed and manueverablity by 1/2 and it now becomes a One Mast Ship
Three Mast Ship = reduce speed and manueverablity by 1/3 and the vessel now becomes a Two Mast Ship
Four Mast Ship = reduce speed and manueverablity by 1/4 and the vessel now becomes a Three Mast Ship
GRAPESHOT:
Grape-shot is not a hull or rigging damaging ammunition. Grape-shot is anti-personnel, designed for damaging any sailor it can hit. A grape-shot round is actually a canvas bag of a size to fit snuggly down the cannons barrel. Inside the bag is powder and dozens of musket balls. When fired, the bag burns away and the deck of the other ship is pelted by the musketballs, like an oversized shotgun. Grape-shot was used when you wanted to damage the other ship's crew while doing minimal damage to the ship, thus keeping her afloat for pillaging and possible commandeering. A nastier version of grape-shot was called Sangrenel. Sharp pieces of metal and/or glass was used instead of musket ball. If you wish to use sangrenel in your game, simply add +1 to the grape-shot damage.
Damage =
ships hit with grape or sangrenel shot take no damage
Swivel Gun
dmg radius = 1 hex
characters within the damage radius take 6 pts dmg
Cannon, Standard
dmg radius = 1 hex
characters within the damage radius take 8 pts dmg
Cannon, Heavy
dmg radius = 1 hex
characters within the damage radius take 10 pts dmg
HOW TO DO EVERYTHING:
Healing and Repairing:
ref space rangers
Cannonball Hit Location Chart: 1d10 / 2
roll hit location injury result
1 head death
2 arm lose arm, players choice left or right
3-4 body death
5 leg lose leg, players choice left or right
Body parts:
Having body parts cut, shot or, sometimes, bitten off was a common occurance for many sailors. Pirates with such injuries were usually Well compensated if they decide to retire to shore. If they wished to stay aboard, they were given some of the more sedentary jobs, such as manning the cannons, cooking, scrubbing.
Missing Replacement Part Penalty
-------------------------------------------------------------------------------
1 eye eye patch or false eye -1 to hit
1 arm none -3 all skills needing two hands
1 hand hook or stump cover -2 all skills needing two hands
1 leg if below the knee - a peg -2 to movement
if abovethe knee - none -3 to movement and must use a crutch or wheel chair to move around
SAILING SHIPS:
Schooner:
Hits: 28
Length overall: 80 feet (8 hexes)
Beam Width: 20 feet (2 hexes)
#of masts: 1
Draft: 6 ft
Max Weapons: 6 standard cannon on 1 deck (3/side of ship), 2 swivel guns
Max Speed: STS = 12 hexes; MTM = STS x 2
Max Manuv: 6 hex min to U-turn
# of decks: 2.5
(Halfdeck:officer quarters, navigation room; Maindeck: masts, helm, capstan; Gundeck: cannon,galley, crews quarters; Hold: cargo and supply hold, powder magazine
Min/Max crew: 8/40
Schooners and sloops were the favourite of historical pirates. They were fast, very manuverable and didn't need many people to sail it. Another advantage to its small size was the ease with which the craft could be beached for careening. It also gave it a very shallow draft, allowing it to escape into bays, inlets and rivers where the bigger navy vessels couldn't follow.
Brigantine
Hits: 74
Length overall: 110 feet (11 hexes)
Beam Width: 25 feet (2.5 hexes)
#of masts: 2
Draft: 11 ft
Max Weapons: 10 standard cannon on 1 deck (5/side of ship), 6 swivel guns
Max Speed: STS = 9 hexes; MTM = STS x 2
Max Manuv: 8 hex min to U-turn
# of decks: 3.5
(Halfdeck:officer quarters; Maindeck: masts, helm, capstan; Gundeck: cannon,galley and crews quarters; Hold: cargo and supply hold, powder magazine
Min/Max crew: 12/60
These ships, and frigates, are the pirate vessels most seen in the movies.
These ships were the work horses of the sea. Most trade, passengerand many navy ships were of this design. She could carry decent armament and had good size cargo capacity, which could be expanded by reducing the number of cannon on board.
Royal Frigate:(man o war)
Hits: 163
Length overall: 135 feet (13 hexes)
Beam Width: 30 feet (3 hexes)
#of masts: 3
Draft: 13 ft
Max Weapons: 20 standard cannon on 1st gundeck (10/side of ship), 20 heavy cannon on 2nd gundeck (10/side of ship), 12 swivel guns
Max Speed: STS = 7 hexes; MTM = STS x 2
Max Manuv: 10 hex min to U-turn
# of decks: 5.5
(Halfdeck:officer quarters, navigation room; Forecastle: crew quarters, galley; Maindeck: masts, helm, capstan; Gundeck 1: standard guns; Gundeck 2: heavy guns; Hold: cargo and supply hold, powder magazine
Min/Max crew: 20/200
The frigate was rarely used by pirates. Mostly frigates saw action in the hands of the Royal Navy. Although considered by some to be a man-o-war, frigates were small compared to the true Ships of the Line. Ships of the Line were the premiere ships of the Royal Navy. They bore ratings from 6th rate to 1st rate. 1st rate ships could carry as manyas 100 cannon and were crewed by 400+ sailors. If a frigate was seen, it was usually because it was commissioned to guard a city (pirates made land raids as often as they took ships at sea), or the leadship in a small pirate hunter fleet, consisting of 3-5 ships.
Galleon/East Indiaman:
Hits: 279
Length overall: 160 feet (16 hexes)
Beam Width: 35 feet (3.5 hexes)
#of masts: 4
Draft: 16 ft
Max Weapons: 30 standard cannon on 1st gundeck (15/side of ship), 30 heavy cannon on 2nd gundeck (15/side of ship), 18 swivel guns
Max Speed: STS = 7 hexes; MTM = STS x 2
Max Manuv: 14 hex min to U-turn
# of decks: 5.5
(Halfdeck:officer quarters, navigation room; Forecastle: crew quarters, galley; Maindeck: masts, helm, capstan; Gundeck 1: standard guns; Gundeck 2: heavy guns; Hold: cargo and supply hold, powder magazine
Min/Max crew: 30/300
Galleons were the dream of every pirate. These ships were massive floating treasure chests. Although the amount of fire power they could wield was impressive, they rarely carried more than one deck of guns. They prefered to use the extra space to carry more cargo. It was rare see a galleon unescorted. Brigantines and 3 mast ships, slightly larger and faster, called Cromsters, were could be found in groups of 1-5 guarding the lumbering treasure ships.
East Indiamen were the name give to the trade ships of the East India Trade Company that ran from Europe through the Indian Ocean to Madagascar, but were essentially galleons. Pirates caught by them were either hung or had there foreheads branded with a "P".
NPCS:
DISEASE and POISON: John Aslin has come up with a wonderful system in his Crimebusters supplement. Disease was one the most common and deadliest of enemies to all sailors. Scurvy, malaria, infections and social diseases were all very common. If you want more realism in you pirate campaign, a light sprinkling disease will do it.
Poisons were mostly used for hunting by natives on various islands.
MAGIC: Voodoo, Aztec curses or a whisper of the supernatural. (see TWERPS Magic and/or Twisted Tales of Terror)
GENERAL BACKGROUND:
Pirate Ranking:
Captain - Captains no pirate vessels were not the end all and be all of command that they were on naval vessels. Pirates would vote on who was to be captain. If a captain did not live up to the expectations of the crew, they would vote him out of office. Life on a pirate vessel was very democratic and every crewman had a say in most decisions. The Captain of the ship came into his own during battle. During battle or crisis, the captain has full control and the crew will follow his orders. Captains typically received a double share of any booty taken.
Quartermaster - Also elected by the crew and wielding almost as much power as the Captain, the Quartermaster was the second most pirate officer. The Quartermaster looked out for the crews interests with the Captain. He also served as ships discipline officer. Any disputes on ship were settled by him. Similarly, only he could administer the punishment of flogging. Flogging (being whipped with a cat of nine tails) was a common punishment on Royal Navy vessels and a punishment pirates loathed. Only the most heinous violations of the pirate code would receive flogging as a sentence. Most serious transgressions were punished by removing ears or fingertips, or marooning. Withholding a pirates share a punishment was a sure way to become a dead Quartermaster. Quartermasters usually led all boarding actions and, if the pirates won, decided what treasure to take. If the captured ship is kept by the pirates as a second ship, the Quartermaster takes command but still follows his Captains orders on the original ship. This is how a pirate fleet is made. Quartermasters receive a double share of treasure.
typical rules were:
- every crewman has an equal vote in the ships affairs
- no gambling during a voyage, only at port
- any withholding of treasure good or robbery of shipmates was punished with marooning.
- musicians get ever sabbath off but must play on demand for the other six
- deserting a post or the ship during battle was a marooning or death sentence.
- no brawling with each other on board. Anything thats need to be settled physically is to be done on the beach with cutlass or pistol.
Boatswain or Bosun - His function was to foreman the crew in daily duties such as raising anchor and setting sails. He was responsible for making sure the sailors maintained the ships rigging and kept the decks well scrubbed. Scrubbing the deck was not a punishment but essential to both the ships and the crews health. If the decks were not scrubbed on a daily basis, the deck wood could quickly begin to splinter due to the harsh environment. The dirty splinters could cause infections in the usually barefoot sailors as well as weaken the deck itself. It was also his duty to make sure that each crew member maintained his personal weapons. Bosuns receive a share and a half of gained treasure.
Carpenter - The Carpenter was responsible for maintaining the ship itself. Any damaged sustained in battle or by storms was his to repair. Apprentices and sometimes crew, under his direction, wouild help with all repairs. The Carpenter receives a share and a half of gained treasure.
Sailmaker - As the name implies, he and his apprentices were responsible for maintaining, making and repairing the sails of the ship. The Sailmaker receives a share and a half of gained treasure.
Master Gunner - The Gunner was master of the gun crews. Along with his apprentices, known as Powder-monkeys, maintained the ship's cannons. During battle it was his responsibility to recognize if a cannon was in danger of overheating and burstiing and keeping track of gun powder and shot supplies. The Gunner receives a share and a half of gained treasure.
Sailing Master or Navigator - Plots the course and guides the helmsman. The Navigator receives a share and a quarter of gained treasure.
Helmsman or Pilot - Actually grasps the wheel and steers the ship. The Pilot receives a share and a quarter of gained treasure.
Musicians and Shantymen - Musicians were highly valued on pirate vessels. So valued that many times musician were kidnapped from shore and forced to become pirates. There music served many functions. It entertained, made the dull work go faster and maintained moral and courage in battle. Musicians and the rest of the crew receive one share each of gained treasures.
Flags:
The flags were meant to intimidate a pirates target. Intimidation was a favourite weapon of the pirates because it worked so well and saved on valuable gunpowder stores. A black and white flag meant that a pirate ship was willing to show mercy (give quarter) and let anyone who cooperates with them, live. A pirate flag with red in it meant that no quarter would be give. If they caught you, you were dead.
Glossary of Terms:
Aft - in the direction of the back of the ship
Fore - in the direction of the front of the ship
Bow - the front of the ship
Beam - the width of the ship
Centerline - the length of the ship
Stern - the back of the ship
Careening - after beaching a ship at high tide, this is the process of scraping the barnacles off a ship. I prevents them from damaging the ships hull and it maintains the ships speed.
Main Mast - The mast located in the rear of a 2 mast ship or the only mast on One Mast ships
Mizzenmast - The rear most mast of a 3 or 4 mast ship
Foremast - The frontmost mast of a 2 or more masted ship
Halfdeck - A large 'cabin' with a decked roof in the stern of the ship. A halfdeck usually begins where the Mainmast is located. The helm is usually located on this deck and the navigation room is located below in the "cabin'.
Quarterdeck - A cabin similar to the halfdeck, but begins at the mizzenmast
Main or Spardeck - The main deck of the boat
Orlop - the deck immediately above the hold on a multi deck ship
Hold - the bottom most part of the ship used for storing cargo.
Powder Magazine - the store room for the ships supply of gun powder for the cannons. The powder magazine was kept in the hold because it usually was below the waterline and protected from enemy fire.
Forecastle - Similar to a quarterdeck, this cabin, if a ship is large enough to have one, would usually be used for crew quarters or the galley
Galley - the kitchen
Galley Tables - Self explanatory, but not located in the galley. Tables for eating meals were suspended over the cannons on the topmost gundeck. For meals there were lowered down, for battle they were hoisted out of the way.
Keel - the bottom centerline of a ship. To keel haul someone was to suspend them in the water along the front of the keel so as the ship bobs in the water, the were ducked.
Port - the direction of left. Also where the ship puts into land
Starboard - the direction of right
Weigh Anchor - the process of pulling the anchor up off the bottom of the ocean in preparation to move the ship
Fighting Top - Platforms built onto the masts so that men with muskets can fire down on the enemy
Bowsprit - the long pole that comes off the front of all tall ships. Manuvering sails are usually attached to this
Belaying Pin - A wooden rod that fit into the railing of the ship. They are used to tie off the ships sail ropes and make a handy club in battle.
Fathom - A measure of 6 foot depth in the water. 3 fathoms underwater means 18' beneath the waters surface.
Broadside - the profile of the ship, presenting the best target.
Broadsiding - the tactic of turning your ship sideways to your target to present the profile of your ship. By doing this you can fire all the guns on that side of the ship simultaneiously and create a devastating hail of cannonball at your target.
Repel Borders - the act of keeping the enemy from boardnig your ship
Boarding line or cable - ropes with grappling hooks. When two ships get close enough together, these ropes were thrown over to the other ship and hooked to their rails. The ropes were then pulled tight and secured to prevent the other ship from getting away and allowing the attacker to board the other ship.
Well that's it. I know i've missed a whole bunch of thing, but for now i don't know what they are. Future revisions will hopefully have a way to customize ships.
Anyone who wants to tinker, feel free. I have no way to play test this so there may be things that don't work in a game situation.
Some great sites on the web for more info:
www.pubcat.org.uk/
http://pirateshold.buccaneersoft.com/index.html
www.piratedocuments.com
Some great pirate movies:
Yellowbeard
Cutthroat Island
Pirates of the Carribean
Against All Flags
Captain Kidd
Shipwrecked
Captain Blood
Roman Polanski's Pirates
Reproduction and tinkering of this document is encouraged as long as my name is always attached. This document is in no way meant to infringe up the copyrights of Gamescience, Lou Zocchi or anyone else. Its just for having fun.
TWERPS POPEYE
by Dr. Garry M. Weinberger
Beginning in the 1920's, gonzo cartoonist E.C. Segar began chronicling the misadventures of the eccentric Oyl family. In 1929 a new character was added as would-be adventurer Castor, his goofy sidekick Ham, and his underfoot sister Olive sought the services of a sailor to take them to mythical Dice Island. Catching sight of a grotesque figure on the docks, Castor asked him if he were a sailor. The fellow, with his sea togs, sailor's cap, and anchor tattoos, replied "didja think I was a cowboy?" And thus a legend was born. Since then, Castor and Ham have faded into the woodwork and the hired hand who was supposed to only hang around for a few weeks has become the star of the show.
The world of Popeye, originally set in the grimy streets of New York, and later in the seaside town of Sweethaven, California, is one of quirky characters, skewed logic, improbable locations, and raucous adventure. It is a setting that incorporates the values of another time. The world may be suffering, but physical might and strong moral character can help alleviate some of it's ills. This is a world where guts and a powerful uppercut invariably win out over trickery and deceit, no matter how hopeless the situation may first appear.
Some of the locations often seen in the original run of the comic series include:
Dice Island: A haven for rascals, scoundrels, and high rollers of every stripe. On Dice Island, anything that you could possibly think of could be gained or lost in games of chance.
Goon Island: An uncharted island in the mythical "Seventh Sea," Goon Island is home to a primitive race of monsters who make up for their limited intellect with superhuman strength.
Nazilia: Nothing to do with the similar sounding German party, this small but prosperous island thrives on it's spinach crops. They are ruled by King Blozo, a frail paranoiac who constantly worries that his people will turn against him.
Sweethaven: Located on the Southwest coast of California, Sweethaven is a picturesque seaside town inhabited by eccentric citizens, more than a few swindlers, and at least one secret Martian.
Character classes/backgrounds can include:
Charlatan (Bonus to make others believe that they are actually another class altogether.)
Coquette (Bonus to manipulate through feminine wiles, physical charm, etc.)
Detective (Bonus to deduction, investigation, interrogation, etc.)
Edjmacated Fisks (Bonus to strike/defend with fists only. Indicates a prizefighter, brawler, etc.)
In'fink (Bonus on charming the crap out of adults, crawling around, etc.)
Iron Constitution (Bonus to eat anything, ignore pain or hardship. Takes 1 less point of damage).
Manly Feat (Bonus to flex, bend bars, light weights, fix tires, etc.)
Old Salt (Bonus to know the lore o' the sea, and to feel in your bones when something is not right.)
Pirate (Bonus to all things nautically naughty.)
Swindler (Bonus to fraud, deceive, hoodwink.)
Sailorman (Bonus to all things nautically nice.)
Some adversaries in the world of Popeye include:
Caveman ST:5. +3 to all rolls dealing with brute strength. Cavemen are lunks displaced in time. Often huge, menacing, and able to somehow speak in stilted English.
Ghosks ST:5. Intangible. +2 to frighten. There ain't no such things as ghosks, ya swab!
Giant Squid ST:8. 2 attacks. These huge critters are a constant menace to seafaring vessels. They seem to be possessed of a malevolent cunning.
Goon ST:5. +2 to all rolls dealing with brute strength or
intimidation.
Natives of Goon Island, the oscillation-speaking Goons are often manipulated and used by others for evil purposes. Their alien nature makes `em creepy as all get-out.
Robot ST: 6. +3 to power rolls. 2 or more points of protection. Robots are created by mad scientists with grandiose dreams of world conquest. They are usually mindless, but incredibly tough.
Witch. ST:5. As per Fly By Knights. In the world of Popeye, there is only one true witch left in the world: the wicked Sea Hag. She MIGHT be looking for an apprentice to help further her evil ways, however…
CHARACTERS
POPEYE ST:4. Sailorman+3, Edjmacated Fisks+3
Popeye began life as a nameless orphan in a seedy New England shanty town. In his youth, he heard an old salt tell a tale of how he'd scrapped with a rough sailor years ago in a far off port who bore a strong resemblance to Popeye. Popeye set off to sea that very day, searching the world for his long lost pappy in a quest that would span decades. During that time, he fought pirates, sea monsters, and bad eggs aplenty.
Popeye is 42 years old, an ugly, ungainly looking little man with one eye and no teeth. He is socially awkward, a bit clumsy, and somewhat on the slow side. Despite his flaws, he is as honest, upright, brave, and true as any sailorman could hope to be.
Popeye was bestowed a gift by Bernice, the magical Whiffle Hen. When he downs spinach, his ST rises 10 points to 14, allowing him to perform superhuman feats. His super ST decreases at a rate of 1 point per round.
OLIVE OYL ST:5. Coquette +3
Olive Oyl is the younger sister of the adventurer Castor Oyl. She learned early on to fall back on her feminine wiles, such as they are, in her dealings with men. Although not a beauty by any stretch of the imagination, her supreme confidence in her own desirability enhances her appeal to others.
Olive is in her late 20's. She is a tall, slender girl with dark hair pulled severely back and large dark eyes. She fancies herself as an independent woman, but unfortunately this sometimes comes out as rude and condescending. She is a sucker for a smooth line, often not realizing her folly until it is too late and she must call for her sailor to rescue her.
BLUTO ST:6. Charlatan +2, Manly Feat +2
Bluto (who's first name is either Randolph or Rudolph, depending on the source) is Popeye's long standing rival. Although not technically evil, he is self-centered, grandiose, and narcissistic, willing to walk over anybody to obtain what he wants. He is capable of shallow charm and wit, but is easily frustrated into showing his true colors.
Bluto is a large, hearty man of 36 with a small beard and arrogant smirk. When confronted with a woman that he desires, he oozes charm and urbane wit. Soon though he becomes like an octopus: eight hands and all of them grabby.
POOPDECK PAPPY ST:5. Old Salt +2, Iron Constitution +2
Pappy's first name is Bill, but he claims (much to Popeye's consternation) to have long since forgotten his family name. He is an irascible old goat with precious little patience for the morality of others. He still leads the same lifestyle that's he's become used to since his youth: drinking, brawling, consorting with wild women and dancing until dawn in cheap gin joints.
Pappy's claim that he is 99 years old is likely an exaggeration. Nonetheless, he is quite old but in staggeringly good shape. Except for his white beard, he is nearly identical to his son. His wild ways and lack of tact are a constant source of exasperation for Popeye, who must constantly apologize to others for his behavior.
WIMPY ST:5 Swindler+4
James Wellington Wimpy has never worked a day in his life. Many people assume that this slow moving, slow speaking fellow is also slow of wit, but nothing could be further from the truth. Wimpy possesses a genius level intelligence and has earned many college degrees. His number one priority is to his generous stomach, and he
has concocted endless fast-talking scams to get others to be loose with their wallets.
Wimpy is a moon faced, sleepy-eyed, portly gentleman in his mid thirties. He is a swindler supreme, although he seems not to be interested in anything more larcenous than getting others to pay for his food. Even at his best, he is likely to place his appetite over the needs of his friends. He is quite loyal to Popeye, who has saved his bacon more times than he can count, but this doesn't stop him from fleecing Popeye as often as anybody else.
CASTOR OYL ST:5 Swindler+2, Detective+2
The original hero of Segar's stories, Castor was small in size, but big in imagination. He is the perennial optimist, always certain that his next adventure will net him the vast fortune that will allow him to live a life of luxury. Castor has been many things in his life, but his inquisitive nature and tendency to never give up ultimately led to a career as the chief of a detective agency.
Castor is a harmless looking little man with a lopsided grin, dressed as nattily as the situation will allow. He loves to play the part of a simple-minded boob, lulling his enemies into a false sense of security. His utter self-confidence is both his greatest strength and his greatest weakness.
HAROLD "HAM" GRAVY ST:5 Cowboy+2
Ham Gravy spent ten years as Castor's friend, bodyguard, and partner in silliness. Originally a cowboy, Ham acts as Castor's muscle. Despite the fact that he can actually fire a gun without blowing his own toes off, Ham makes a poor thug since he doesn't posses a single mean bone in his entire body.
Tall and skinny, with a bald head and long nose, Ham's greatest virtue is his absolute loyalty to his friends. Once Popeye came on the scene he realized that the sailor was a better bodyguard for Castor and a more protective boyfriend for Olive. The lonesome cowboy quietly packed his bags and left town, never to return.
GEEZIL ST:5 Jack of All Trades+1
George Geezil (also known as `The Geezil' for reasons unknown) is a Hassidic Jew with a thick East-European accent. He is a cobbler, jeweler, and painter, and quite the busy fellow. Geezil's hatred of Wimpy borders on the psychotic, stemming from the hard-working Geezil's indignation that Wimpy has chosen to mooch his way through life at the expense of others.
With his bald head, thick tangled beard, and somber wardrobe, Geezil cuts a forbidding figure (he has often been mistaken for an undertaker). Apart from his utter hatred of Wimpy, he is a jovial man who is infamous for his very, very bad jokes.
ADVENTURE IDEAS FOR THE WORLD OF POPEYE
1. A pirate ship comprised only of goons has been raiding vessels on the open sea. Although it appears that the frightening goons have decided to prey on innocent victims, the truth is that a wicked profiteer holds their king and queen captive off the coast of Goon Island, and threatens terrible things if the goons refuse to raid for him.
2. A close friend of the characters is an up and coming boxer who challenges an unbeaten fighter called Kid Steel to a match and is then pummeled within an inch of his life. A character may decided to enter the ring to exact revenge on Kid Steel, only to discover that he is actually a robot! Can they discover a weakness to exploit in this seemingly invulnerable enemy?
3. To rescue a missing scientist, the characters must brave the interior of Deepest Darkest Africa with all of the clichés that you would expect: rampaging elephants, forgotten cultures, easily offended witch doctors, and the threat of ending up in a cannibal's stew pot. Can they find the professor and escape before the Curse o' the Ancients strikes them down?
Cybernetics, or Robo-replacements, involves the replacement of existing body parts with mechanical ones due to injury or illness. Whenever a character with a Robo-part receives damage, the TM will roll a separate die, should the number rolled be less than the damage sustained from that single attack then a Robo-part on that character is disabled and will no longer function until it is repaired, repair difficulty is equal to damage taken in the attack which disabled the Robo-part. Persons with Robo-parts will automatically receive a + 4 repair bonus when attempting to repair damaged Robo-parts.
Headboard
25C Built in Mazeboard Allows character to access the Maze
Robo-Chipjacks
2c (per slot) Allows character to use Robo-Skill Chips (RSC) Maximum number of RSC = ½ character's Strength (round down)
Robo-Ear
10c (each) Lets a character hear much better + 2 on all hearing related rolls
Robo-Skill Chips
(Variable) Plug in enhancement that gives 1 skill or learned ability at + 1 for 8c or + 2 for 15c, (TM's discretion). Replaces, not adds to, characters skill if they already have that chosen ability. Failed difficulty rolls may indicate malfunction in the device. requires Robo-Chipjacks
Robo-Eye
10c (each) Lets a character see much better Nightvision + 2 to all vision related rolls
Robo-Camera
5C Built in digital camera requires Robo-Eye
Robo-Head-Phone
8C Built in phone requires Robo-Ear
Targeting Eye
6C + 1 to hit with pistol, rifle, etc. requires Robo-Eye
Robo-Radar
6C Gives a character Sonar like ability A conscious character is fully aware of his surroundings, cannot be snuck upon, or surprised, suffers no penalty for any actions taken in complete darkness, (TM's discretion). requires Robo-Ear & Robo Eye
Telescoping Eye
8C + 2 hex range to pistol, rifle, etc (not grenade) + 1 damage with pistol, rifle, etc (not grenade), for accuracy requires Robo-Eye
168
Robo-Armor
10C Built in armor protection + 3 defense
Deluxe Detachable RoboExtendo Arm
24C Same as Deluxe Robo-Extendo Arm, but can be removed at will, to allow for other Robo-Arm attachment.
Robo-Wings
12C Allows characters to glide at 1 hex forward for every 10' fallen, maximum speed = 2X MOV Allows for true flight when combined with Robo-Rockets at 2X MOV
Robo-Claws
8C 12" blades which pop out of a character's RoboArm + 1 to hit 2 damage requires Robo-Arm.
Robo-Arm
12C A mechanical arm which increases a character's ST for all actions, modifier = X1.5 (not Attack or defense); if character has 2 Robo-Arms, their ST modifier for all actions is X2 (not Attack or Defense) Punch for +2 damage + 1 damage bonus to any other melee weapon used, (i.e. Robo-Claws, sword, axe, etc.).
Robo-Removable-Hand
5C Allows player to use a Robo-Tool simply by removing the hand and attaching the appropriate Robo-Tool Great fun at parties, "O.K. Who left their hand in the dip?") requires Robo-Arm.
Detachable Robo-Arm
16C Same as Robo-Arm, but can be removed at will, to allow for other Robo-Arm attachment.
Robo-Gun
10C Built in pistol + 1 to hit +1 damage 4 hex range requires Robo-Arm.
Robo-Extendo Arm
15C A telescoping Robo-Arm that can extend 1 hex Does not convey a ST or damage modifiers as per Robo-Arm
Robo-Laser Detachable Robo-Extendo Arm
20C Same as Robo-Extendo Arm, but can be removed at will, to allow for other Robo-Arm attachment. 12C Built in laser +2 damage 8 hex range requires Robo-Arm.
Deluxe Robo-Extendo Arm
18C A telescoping Robo-Arm that can extend 2 hexes Does not convey a ST or damage modifiers as per Robo-Arm.
Robo-Remote
12C Built in remote control device that allows character to control a vehicle equipped to be run on remote requires Robo-Arm.
169
Robo-Phone
4C Built in phone, (has a tendency to ring at the wrong time) requires Robo-Arm.
Robo-Finger Flashlight
3C requires Robo-Arm.
Robo-Finger Lock-pick Robo-Tools
3c (each) A variety of tools which can be built in to a Robo-Arm or plugged into a removable hand socket requires Robo-Arm. 3C requires Robo-Arm.
Robo-Finger Screwdriver
3C not usable as a melee weapon requires Robo-Arm.
Robo-Finger Camera
3C Built in digital camera (great if their expecting a camera in your eye) requires Robo-Arm.
Deluxe Swiss Army RoboFinger
5C multiple tools, one finger, not usable as a melee weapon requires Robo-Arm.
Robo-Finger Cutting Torch
3C Rechargeable - 1 to hit and +1 damage if used as a weapon requires Robo-Arm.
Robo-Buzzsaw
10C Detachable Robo-tool for cutting - 2 to hit +3 damage requires Robo-Removable-Hand
Robo-Finger Dart-Gun
3C 3 shot capacity Non lethal 2 hex range requires Robo-Arm.
Robo-Hammer
8C Detachable Robo-tool for breaking stone - 2 to hit +2 damage requires Robo-Removable-Hand
Robo-Finger Derringer
3C 1 shot capacity - 1 to hit +1 damage 3 hex range requires Robo-Arm.
Robo-Leg
12c (each) A mechanical leg which increases a character's speed X2 (2 Robo-Legs are required to do this). +2 damage for kick
Robo-Finger Drill
3C not usable as a melee weapon requires Robo-Arm.
170
Detachable-Robo-Leg
20c (each) Same as Robo-Legs, but can be removed at will, to allow for Robo-Centaur or other Roboattachment.
Detachable-Robo-Centaur
50C Same as Robo-Centaur, but can be removed at will, allowing the use of Detachable-Robo-Legs.
Robo-Extendo Legs
30c (pair) Telescoping legs that can increase a character's height by 10' Does not give the speed modifier of Robo-Legs. 3 damage for kick
Robo-Rockets
16C requires 2 Robo-Legs Retractable Allows short distance flight, (must land in the same movement phase as take off), 2X Movement. Allows for true flight when combined with Robo-Wings at 2X movement
Detachable-Robo-Extendo Legs
40c (pair) Same as Robo-Extendo Legs, but can be removed at will, to allow for Robo-Centaur or other Robo-attachment.
Robo-Boosters
25C Increases Robo-Leg speed enhancement to 3X Movement requires 2 Robo-Legs
Deluxe Robo-Extendo Legs
36c (pair) Telescoping legs that can increase a character's height by 20' Does not give the speed modifier of Robo-Legs. 3 damage for kick
Robo-Skates
3C Retractable + 2 movement on smooth surfaces If combined with Robo-Booster will increase Robo-Leg speed enhancement to 4X movement on smooth surfaces requires 2 Robo-Legs
Deluxe Detachable-RoboExtendo Legs
50c( pair) Same as Deluxe Robo-Extendo Legs, but can be removed at will, to allow for Robo-Centaur or other Robo-attachment.
Robo-Skis
3C Retractable X2 movement on smooth snowy or icy surfaces. If combined with Robo-Booster will increase Robo-Leg speed enhancement to 4X movement on smooth snowy or icy surfaces. requires 2 Robo-Legs
Robo-Centaur
30C A Robo-enhancement which replaces the lower extremities with either a wheeled or tracked motorized vehicle Movement X3
Robo-Tail
10C Acts as a third hand May be fitted with any Robo-Finger-Tool, RoboGun or Robo-Laser, but is at an additional -1 to hit modifier. Does not give an extra attack.
Cybernetics, or Robo-replacements, involves the replacement of existing body parts with mechanical ones due to injury or illness. Whenever a character with a Robo-part receives damage, the TM will roll a separate die, should the number rolled be less than the damage sustained from that single attack then a Robo-part on that character is disabled and will no longer function until it is repaired, repair difficulty is equal to damage taken in the attack which disabled the Robo-part. Persons with Robo-parts will automatically receive a + 4 repair bonus when attempting to repair damaged Robo-parts.
Skills
Acrobat
Acrobat: + 1 defense against ranged attacks when not wearing armor (Taken 2X) Expert Acrobat: + 2 defense against ranged attacks when not wearing armor (Taken 3X) Master Acrobat: + 3 defense against ranged attacks when not wearing armor
B.A.T.T. Jockey
B.A.T.T. Jockey: + 1 to B.A.T.T Difficulty checks (Taken 2X) Expert B.A.T.T. Jockey: + 2 to B.A.T.T Difficulty checks (Taken 3X) Master B.A.T.T. Jockey: + 3 to B.A.T.T Difficulty checks
Archaeologist
Archaeologist: + 2 on rolls involving artifacts (Taken 2X) Expert Archaeologist: + 4 on rolls involving artifacts (Taken 3X) Master Archaeologist: + 6 on rolls involving artifacts
Bounty Hunter
Bounty Hunter: + 2 tracking of fugitives, + 2 when making Survival tests (Taken 2X) Expert Bounty Hunter: + 4 tracking of fugitives, + 4 when making Survival tests (Taken 3X) Master Bounty Hunter: + 6 tracking of fugitives, + 6 when making Survival tests
Archer
Archer: + 1 with bow and cross bow (to hit and damage) (Taken 2X) Expert Archer: + 2 with bow and crossbow (to hit and damage) (Taken 3X) Master Archer: + 3 with bow and crossbow (to hit and damage)
Clubber
Clubber: + 1 to hit with any bashing weapon (club, mace, staff, etc...) (Taken 2X) Expert Clubber: + 2 to hit and + 1 damage with any bashing weapon (Taken 3X) Master Clubber: + 3 to hit and + 2 damage with any bashing weapon
Axe-man
Axe-man: + 1 to hit with axe (Taken 2X) Expert Axe-man: + 2 to hit and + 1 damage with axe (Taken 3X) Master Axe-man: + 3 to hit and + 2 damage with axe
Commando
Commando: + 1 to hit with gun, + 1 defense (Taken 2X) Expert Commando: + 2 to hit with gun, + 2 defense, + 2 stealth (Taken 3X) Master Commando: + 3 to hit with gun, + 3 defense, + 4 stealth
B.A.T.T. Dancer
B.A.T.T. Dancer: + 1 to B.A.T.T. movement (Taken 2X) Expert B.A.T.T. Dancer: + 2 to B.A.T.T. movement (Taken 3X) Master B.A.T.T. Dancer: + 3 to B.A.T.T. movement
Crackshot
Crackshot: + 1 to B.A.T.T. Attack rolls, range weapons only (Taken 2X) Expert Crackshot: + 2 to B.A.T.T. Attack rolls, range weapons only (Taken 3X) Master Crackshot: + 3 to B.A.T.T. Attack rolls, range weapons only
B.A.T.T. Doc
B.A.T.T. Doc: May attempt to repair and modify B.A.T.T.s (Taken 2X) Expert B.A.T.T. Doc: + 2 to attempts to repair and modify B.A.T.T.s (Taken 3X) Master B.A.T.T. Doc: + 4 to attempts to repair and modify B.A.T.T.s
Daredevil
Daredevil: + 2 on dangerous physical action rolls; such as leaping chasms, roof-top chases, rope swings, and forcing doors. This bonus does not affect combat (Taken 2X) Expert Daredevil: + 4 on dangerous physical action rolls (Taken 3X) Master Daredevil: + 6 on dangerous physical action rolls
may touch a wounded character and heal that character 1 point per round. He may do this until the character is completely healed. Immune to Dragon Fear. (Taken 2X) Expert Dragon Priest: + 4 ST for Holding Magical Creatures at Bay "have faith" rolls, + 4 to hit with Holy Symbol. Immune to Dragon Fear. (Taken 3X) Master Dragon Priest: + 6 ST for Holding Magical Creatures at Bay "have faith" rolls, + 6 to hit with Holy Symbol. Immune to Dragon Fear.
Detective
Detective: + 2 to all Detection and Perception rolls (Taken 2X) Expert Detective: + 4 to all Detection and Perception rolls (Taken 3X) Master Detective: + 6 to all Detection and Perception rolls
Dragon Rider
Dragon Rider: + 1 to all defense rolls and dodges made from dragon back, + 1 to all ranged weapons "to hit" roll and ranges made from dragon back. Immune to Dragon Fear. (Taken 2X) Expert Dragon Rider: + 2 to all defense rolls and dodges made from dragon back, + 2 to all ranged weapons "to hit" roll and ranges made from dragon back. Immune to Dragon Fear. (Taken 3X) Master Dragon Rider: + 3 to all defense rolls and dodges made from dragon back, + 3 to all ranged weapons "to hit" roll and ranges made from dragon back. Immune to Dragon Fear.
Dragon Knight
Dragon Knight: Minimum ST 10 required. + 1 to all combat rolls, (to hit and defense), + 1 additional to hit with dragon-lance, + 1 Damage with dragon-lance. Immune to Dragon Fear. (Taken 2X) Expert Dragon Knight: Minimum ST 10 required. + 2 to all combat rolls, (to hit and defense), + 2 additional to hit with dragon-lance, + 2 Damage with dragon-lance. Immune to Dragon Fear. (Taken 3X) Master Dragon Knight: Minimum ST 10 required. + 3 to all combat rolls, (to hit and defense), + 3 additional to hit with dragon-lance, + 3 Damage with dragon-lance. Immune to Dragon Fear.
Dragon Warrior
Dragon Warrior: + 1 to all "to hit" rolls made from dragon back, + 1 to hit with Dragon weapons. Immune to Dragon Fear. (Taken 2X) Expert Dragon Warrior: + 2 to all "to hit" rolls made from dragon back, + 2 to hit with Dragon weapons. Immune to Dragon Fear. (Taken 3X) Master Dragon Warrior: + 3 to all "to hit" rolls made from dragon back, + 3 to hit with Dragon weapons. Immune to Dragon Fear.
Dragon Mage
Dragon Mage: -1 VP cost to learn any spells in Dragon's Sphere, minimum cost 1 VP, + 2 to all Spell Rolls made while riding their dragon. Immune to Dragon Fear. (Taken 2X) Expert Dragon Mage: - 2 VP cost to learn any spells in Dragon's Sphere, minimum cost 1 VP, + 4 to all Spell Rolls made while riding their dragon. Immune to Dragon Fear. (Taken 3X) Master Dragon Mage: - 3 VP cost to learn any spells in Dragon's Sphere, minimum cost 1 VP, + 6 to all Spell Rolls made while riding their dragon. Immune to Dragon Fear.
Driver
Driver: + 1 to all ground vehicle defense rolls. (Taken 2X) Expert Driver: + 3 to all ground vehicle defense rolls (Taken 3X) Master Driver: + 5 to all ground vehicle defense rolls
Dumb Fu Dragon Priest
Dragon Priest: + 2 ST for Holding Magical Creatures at Bay "have faith" rolls, + 2 to hit with Holy Symbol, can make Holy Water (1 vial per non combat round). Starts game with Holy Symbol. Holy Touch: When a Dragon Priest reaches ST. 8+ he gains the ability of Holy Touch. The Dragon Priest Dumb Fu: This style is very similar to Lung Fu; only better, attacker makes no noise and may use weapons, works only in darkness and dim light. (Taken 2X) Dumb Fu Expert: + 1 to hit, + 2 damage (Taken 3X) Dumb Fu Master: + 2 to hit, + 2 damage
Engineer
Engineer: can attempt to fix damaged spaceships. NOT the same as Mechanic! (Taken 2X) Expert Engineer: + 2 to repair damaged spaceships (Taken 3X) Master Engineer: + 4 to repair damaged spaceships
(Taken 3X) Master Gladiator: Attack order at 6 higher than current Strength
Golemnaught Adepticus Artificer
Golemnaught Adepticus Artificer: + 1 to Golem non-magical defense rolls (Taken 2X) Expert Golemnaught Adepticus Artificer: + 2 to Golem non-magical defense rolls (Taken 3X) Master Golemnaught Adepticus Artificer: + 3 to Golem non-magical defense rolls
Explorer
Explorer: + 2 on rolls concerning direction of travel, distance covered, and other details of large-scale movement. Rolls for wilderness survival are + 1. (Taken 2X) Expert Explorer: + 4 on rolls concerning direction of travel, distance covered, and other details of large-scale movement. Rolls for wilderness survival are + 2. (Taken 3X) Master Explorer: + 6 on rolls concerning direction of travel, distance covered, and other details of large-scale movement. Rolls for wilderness survival are + 3.
Golemnaught Adepticus Machina
Golemnaught Adepticus Machina: + 1 to Golem Difficulty checks (Taken 2X) Expert Golemnaught Adepticus Machina: + 2 to Golem Difficulty checks (Taken 3X) Master Golemnaught Adepticus Machina: + 3 to Golem Difficulty checks
Fighter
Fighter: a skilled combatant, receives +1 to hit with any personal weapon (Taken 2X) Expert Fighter: + 2 to hit with any personal weapon (Taken 3X) Master Fighter: + 3 to hit with any personal weapon
Golemnaught Adepticus Magica
Golemnaught Adepticus Magica: May attempt to transfer inscribed (captured) Glyphs, DL8 (Taken 2X) Expert Golemnaught Adepticus Magica: + 2 to transfer inscribed (captured) Glyphs DL roll (Taken 3X) Master Golemnaught Adepticus Magica: + 4 to transfer inscribed (captured) Glyphs DL roll
Fix-it-man
Fix-it-man: can attempt to repair damaged equipment (see Equipment Repair) (Taken 2X) Expert Fix-it-man: + 2 to repair damaged equipment (Taken 3X) Master Fix-it-man: + 4 to repair damaged equipment
Golemnaught Adepticus Magus
Golemnaught Adepticus Magus: + 1 to Golem magical defense rolls (Taken 2X) Expert Golemnaught Adepticus Magus: + 2 to Golem magical defense rolls (Taken 3X) Master Golemnaught Adepticus Magus: + 3 to Golem magical defense rolls
Gambler
Gambler: + 2 on all Con and Gambling rolls (Taken 2X) Expert Gambler: + 4 on all Con and Gambling rolls (Taken 3X) Master Gambler: + 6 on all Con and Gambling rolls
Golemnaught Apprentice Artificer
Golemnaught Apprentice Artificer: May attempt to repair and modify Golems (Taken 2X) Expert Golemnaught Apprentice Artificer: + 2 to attempts to repair and modify Golems (Taken 3X) Master Golemnaught Apprentice Artificer: + 4 to attempts to repair and modify Golems
Gladiator
Gladiator: Attack order at 2 higher than current Strength (i.e. if ST5 would attack as per ST 7 attack order only). (Taken 2X) Expert Gladiator: Attack order at 4 higher than current Strength
Golemnaught Apprentice Machina
Golemnaught Apprentice Machina: + 1 to Golem movement (Taken 2X) Expert Golemnaught Apprentice Machina: + 2 to Golem movement (Taken 3X) Master Golemnaught Apprentice Machina: + 3 to Golem movement
Golemnaught Ares Magus
Golemnaught Ares Magus: + 2 to Golem Battle Magic Spell Range (Taken 2X) Expert Golemnaught Ares Magus: + 4 to Golem Battle Magic Spell Range (Taken 3X) Master Golemnaught Ares Magus: + 6 to Golem Battle Magic Spell Range
Golemnaught Apprentice Magica
Golemnaught Apprentice Magica: May attempt to inscribe Glyph, DL 8 (Taken 2X) Expert Golemnaught Apprentice Magica: + 2 to Glyph DL inscription roll (Taken 3X) Master Golemnaught Apprentice Magica: + 4 to Glyph DL inscription roll
Gun Fu
Gun Fu: + 1 to hit with a gun. (Taken 2X) Gun Fu Expert: + 2 to hit, + 1 damage (Taken 3X) Gun Fu Master: + 3 to hit, + 1 damage, + 1 hex range
Golemnaught Apprentice Magus
Golemnaught Apprentice Magus: + 1 to Golem Attack rolls, Golem Battle Magic only (Taken 2X) Expert Golemnaught Apprentice Magus: + 2 to Golem Attack rolls, Golem Battle Magic only (Taken 3X) Master Golemnaught Apprentice Magus: + 3 to Golem Attack rolls, Golem Battle Magic only
Gunner
Gunner: + 1 to hit with a heavy weapon (Taken 2X) Expert Gunner: + 2 to hit with a heavy weapon (Taken 3X) Master Gunner: + 3 to hit with a heavy weapon
Gunslinger
Gunslinger: + 1 to hit and + 1 damage with pistols, + 2 to ST for purpose of Order of action only, and only when using Pistol type weapon (Taken 2X) Expert Gunslinger: + 2 to hit and + 1 damage with pistols, + 4 to ST for purpose of Order of action only, and only when using Pistol type weapon (Taken 3X) Master Gunslinger: + 3 to hit and + 1 damage with pistols, + 6 to ST for purpose of Order of action only, and only when using Pistol type weapon
Golemnaught Ares Artificer
Golemnaught Ares Artificer: + 1 to Golem Attack rolls, range weapons only (Taken 2X) Expert Golemnaught Ares Artificer: + 2 to Golem Attack rolls, range weapons only (Taken 3X) Master Golemnaught Ares Artificer: + 3 to Golem Attack rolls, range weapons only
Healer
Healer: able to heal wounded characters using herbs or potions (+ 2 to die roll), and may be able to save mortally wounded characters (+ 1 to die roll). (Taken 2X) Expert Healer able to heal wounded characters using herbs or potions (+ 4 to die roll), and may be able to save mortally wounded characters (+2 to die roll). (Taken 3X) Master Healer: able to heal wounded characters using herbs or potions (+ 6 to die roll), and may be able to save mortally wounded characters (+ 3 to die roll).
Golemnaught Ares Machina
Golemnaught Ares Machina: + 1 to hit, + 1 Damage with all Golem Melee Weapons (Taken 2X) Expert Golemnaught Ares Machina: + 2 to hit, + 1 Damage with all Golem Melee Weapons (Taken 3X) Master Golemnaught Ares Machina: + 3 to hit, + 2 Damage with all Golem Melee Weapons
Golemnaught Ares Magica
Golemnaught Ares Magica: May install/remove Spell Jewels, DL 8 (Taken 2X) Expert Golemnaught Ares Magica: + 2 to Spell Jewels installation/removal rolls (Taken 3X) Master Golemnaught Ares Magica: + 4 to Spell Jewels installation/removal rolls
Holyman
Holyman: + 2 ST for Holding Magical Creatures at Bay "have faith" rolls, + 2 to hit with Holy Symbol, can make Holy Water (1 vial per non combat round), Starts game with Holy Symbol. Holy Touch: When a Holyman reaches ST. 8+ he gains the ability of Holy Touch. The Holyman may touch a wounded character and heal that character 1 point per round. He may do this until the character is completely healed. (Taken 2X) Expert Holyman: + 4 ST for Holding Magical Creatures at Bay "have faith" rolls, + 4 to hit with Holy Symbol (Taken 3X) Master Holyman: + 6 ST for Holding Magical Creatures at Bay "have faith" rolls, + 6 to hit with Holy Symbol
enemies a lot with your bare hands". Characters with this Fu add (+ ) 1 to their die roll to hit when attacking bare handed. May not be used with weapons or armor. (Taken 2X) Kung fu Expert: + 2 to hit, + 1 damage (Taken 3X) Kung fu Master: + 2 to hit, + 2 damage
Lancer
Lancer: + 1 to hit with lance or spear while mounted (Taken 2X) Expert Lancer: + 2 to hit with lance or spear while mounted (Taken 3X) Master Lancer: + 3 to hit with lance or spear while mounted
Lawman Hotshot
Hotshot: + 1 to B.A.T.T. defense rolls (Taken 2X) Expert Hotshot: + 2 to B.A.T.T. defense rolls (Taken 3X) Master Hotshot: + 3 to B.A.T.T. defense rolls Lawman: + 2 to all rolls dealing with law enforcement, + 1 to hit with Projectile Weapon and club (Taken 2X) Expert Lawman: + 4 to all rolls dealing with law enforcement, + 2 to hit with Projectile Weapon and club (Taken 3X) Master Lawman: + 6 to all rolls dealing with law enforcement, + 3 to hit with Projectile Weapon and club
Hunter
Hunter: + 2 on tracking and animal lore rolls, + 1 to hit with Projectile Weapon. (Taken 2X) Expert Hunter: + 4 on tracking and animal lore rolls, + 2 to hit with Projectile Weapon. (Taken 3X) Master Hunter: + 6 on tracking and animal lore rolls, + 3 to hit with Projectile Weapon.
Lung Fu
Lung Fu: The ancient and revered art of screaming at your opponent at the top of your lungs in order to achieve harmony with the universe. It takes much practice just to learn how to scream in the proper "ki". Practitioners of this Fu may add + 1 to the damage they inflict when attacking bare handed. May not be used with weapons. (Taken 2X) Lung Fu Expert: + 1 to hit, + 2 damage (Taken 3X) Lung Fu Master: + 2 to hit, + 2 damage
Inventor
Inventor: + 1 Level to any Invention (Taken 2X) Expert Inventor: + 2 Level to any Invention (Taken 3X) Master Inventor: + 3 Level to any Invention
Knifefighter
Knifefighter: + 1 to hit with small blade, + 2 to ST for Action Order when using Knife (or Dagger), + 1 Hex for thrown knife (or dagger). (Taken 2X) Expert Knifefighter: + 2 to hit and + 1 damage with small blade, + 4 to ST for Action Order when using Knife (or Dagger), + 1 Hex for thrown knife (or dagger). (Taken 3X) Master Knifefighter: + 3 to hit and + 2 damage with small blade, + 4 to ST for Action Order when using Knife (or Dagger), + 1 Hex for thrown knife (or dagger).
Mazerunner
Mazerunner: able to integrate their mind into the world-wide computer (called the "Maze"), via the use of a Mazeboard (if new character, starts game with one); also they receive + 2 to their ST while in the Maze. (Taken 2X) Expert Mazerunner: + 4 to their ST while in the Maze. (Taken 3X) Master Mazerunner: + 6 to their ST while in the Maze.
Kung Fu
Kung Fu: The simplest and best-known style of Fu, the term "kung Fu" is Chinese for "hitting your
Mechanic
Mechanic: can attempt to repair damaged equipment, not space craft, see: Equipment Repair (Taken 2X) Expert Mechanic: + 2 to repair damaged equipment (Taken 3X) Master Mechanic: + 4 to repair damaged equipment
(Taken 2X) Expert Occultist: + 4 on any monster Knowledge and Lore rolls (Taken 3X) Master Occultist: + 6 on any monster Knowledge and Lore rolls
Outlaw
Outlaw: + 1 to hit with Pistols or Rifles, + 2 Sneak, + 2 to Intimidate, half starting money, Known by Law (Taken 2X) Expert Outlaw: + 2 to hit with Pistols or Rifles, + 4 Sneak, + 4 to Intimidate, no starting money wanted by the Law (Taken 3X) Master Outlaw: + 3 to hit with Pistols or Rifles, + 6 Sneak, + 6 to Intimidate, no starting money, hunted by the Law
Medic
Medic: able to repair injuries in the field (at + 2 to die roll), and may be able to save mortally wounded characters (Taken 2X) Expert Medic: able to repair injuries in the field + 4 (Taken 3X) Master Medic: able to repair injuries in the field + 6
Parapsychologist Merchant
Merchant: Can buy items at ½ the normal price and sell them elsewhere at full price (see: Equipment). (Taken 2X) Expert Merchant: Can buy items at ¼ price and sell them elsewhere at full price (Taken 3X) Master Merchant: adds + 1C to all prices to NPC's Parapsychologist: + 2 on any monster Detection and Trapping rolls (Taken 2X) Expert Parapsychologist: + 4 on any monster Detection and Trapping rolls (Taken 3X) Master Parapsychologist: + 6 on any monster Detection and Trapping rolls
Pikeman Military
Military: + 1 to hit with Projectile Weapons and clubs, + 2 to Tactics Difficulty Checks (Taken 2X) Expert Military: + 2 to hit with Projectile Weapons and clubs, + 4 to Tactics Difficulty Checks (Taken 3X) Master Military: + 3 to hit with Projectile Weapons and clubs, + 6 to Tactics Difficulty Checks Pikeman: + 1 to hit with polearm (Taken 2X) Expert Pikeman: + 2 to hit and + 1 damage with polearm (Taken 3X) Master Pikeman: + 3 to hit and + 2 damage with polearm
Pilot
Pilot: + 1 on aircraft defense rolls (Taken 2X) Expert Pilot: + 2 on aircraft defense rolls (Taken 3X) Master Pilot: + 3 on aircraft defense rolls
Monster Hunter
Monster Hunter: + 1 on Scary Factor difficulty rolls (Taken 2X) Expert Monster Hunter: + 2 on Scary Factor difficulty rolls (Taken 3X) Master Monster Hunter: + 3 on Scary Factor difficulty rolls
Ranger
Ranger: +1 to hit with bow, +2 to animal rolls (Taken 2X) Expert Ranger: + 2 to hit with bow, + 4 to animal rolls (Taken 3X) Master Ranger: + 3 to hit with bow, + 6 to animal rolls
Navigator
Navigator: + 1 to ship's movement rate in hexes (at any scale) when this character plots the course (Taken 2X) Expert Navigator: + 2 to ship's movement rate (Taken 3X) Master Navigator: + 3 to ship's movement rate
Reporter
Reporter: + 2 to all writing, research and interviewing rolls (Taken 2X) Expert Reporter: + 4 to all writing, research and interviewing rolls (Taken 3X) Master Reporter: + 6 to all writing, research and interviewing rolls
Occultist
Occultist: + 2 on any monster Knowledge and Lore rolls
Rogue
Rogue: + 1 to hit from behind, + 2 if target is surprised. (Taken 2X) Expert Rogue: + 2 to hit from behind, + 4 if target is surprised (Taken 3X) Master Rogue: +3 to hit from behind, +6 if target is surprised
Security
Security: A skilled specialist, receives + 1 to hit with any personal weapon and + 2 for all security based rolls (Taken 2X) Expert Security: + 2 to hit with any personal weapon and + 4 for all security based rolls (Taken 3X) Master Security: + 3 to hit with any personal weapon and + 6 for all security based rolls
Run Fu
Run Fu: Only recently made an official Fu, this art was formerly practiced only by Olympic athletes. Characters with Run Fu may always move + 1 more space than their normal rate, but only when they are alive & conscious, of course. May not be used with Plate armor. (Taken 2X) Run Fu Expert: + 2 hex move (Taken 3X) Run Fu Master: + 3 hex move
Ship's Gunner
Ship's Gunner: + 1 to hit with a ship's weapon, when manning the gun (Taken 2X) Expert Ship's Gunner: + 2 to hit with a ship's weapon (Taken 3X) Master Ship's Gunner: + 3 to hit with a ship's weapon
Scholar
Scholar: + 2 to all Research and Lore Knowledge attempts (Taken 2X) Expert Scholar: + 4 to all Research and Lore Knowledge attempts (Taken 3X) Master Scholar: + 6 to all Research and Lore Knowledge attempts
Slapshot
Slapshot: + 1 to B.A.T.T. Attack rolls, melee weapons only (Taken 2X) Expert Slapshot: + 2 to B.A.T.T. Attack rolls, melee weapons only (Taken 3X) Master Slapshot: + 3 to B.A.T.T. Attack rolls, melee weapons only
Scientist
Scientist: + 2 to all Science related Difficulty checks (Taken 2X) Expert Scientist: + 4 to all Science related Difficulty checks (Taken 3X) Master Scientist: + 6 to all Science related Difficulty checks
Sna Fu
Sna Fu: Another simple and popular style, Sna Fu is the art of not getting hit by your opponents. Characters with this Fu add + 1 to their die roll to dodge when being attacked. May not be used with armor. (Taken 2X) Sna Fu Expert: + 3 dodge(defense) roll (Taken 3X) Sna Fu Master: + 5 dodge (defense) roll
Scoundrel
Scoundrel: + 2 to all Charm attempts (Taken 2X) Expert Scoundrel: + 4 to all Charm attempts (Taken 3X) Master Scoundrel: + 6 to all Charm attempts
Spearman
Spearman: + 1 to hit with Spear (Taken 2X) Expert Spearman: + 2 to hit with Spear (Taken 3X) Master Spearman: + 3 to hit with Spear
Scout
Scout: + 2 to all Survival and Tracking rolls (Taken 2X) Expert Scout: + 4 to all Survival and Tracking rolls (Taken 3X) Master Scout: + 6 to all Survival and Tracking rolls
Spy
Spy: + 2 to all Deception and Tailing rolls (Taken 2X) Expert Spy: + 4 to all Deception and Tailing rolls (Taken 3X) Master Spy: + 6 to all Deception and Tailing rolls
Scrounger
Scrounger: This character can find almost anything. + 1 to find a desired item. (Taken 2X) Expert Scrounger: + 2 to find a desired item. (Taken 3X) Master Scrounger: + 3 to find a desired item.
Starship Pilot
Starship Pilot: + 1 on ship's Defense when character is at the helm. (Taken 2X) Expert Starship Pilot: + 2 on ship's Defense when character is at the helm (Taken 3X) Master Starship Pilot: + 3 on ship's Defense when character is at the helm
Street Doc
Street Doc: + 2 to all Healing attempts (Taken 2X) Expert Street Doc: + 4 to all Healing attempts (Taken 3X) Master Street Doc: + 6 to all Healing attempts
(Taken 2X) Expert Swordsman: + 2 to hit and + 1 damage with sword (Taken 3X) Master Swordsman: + 3 to hit and + 2 damage with sword
Street Merchant
Street Merchant: buy items at ½ price and sell captured items at full price (Taken 2X) Expert Street Merchant: Can buy items at ¼ price and sell them elsewhere at full price (Taken 3X) Master Street Merchant: adds + 1C to all prices to NPC's
Thaumaturge
Thaumaturge: The ability to use Herbs. (Taken 2X) Expert Thaumaturge: + 2 to use Herbs (Taken 3X) Master Thaumaturge: + 4 to use Herbs
Thief
Thief: + 2 to all Thievery-related Difficulty rolls (Taken 2X) Expert Thief: + 4 to all Thievery-related Difficulty rolls (Taken 3X) Master Thief: + 6 to all Thievery-related Difficulty rolls
Street Preacher
Street Preacher: + 2 ST for Holding Magical Creatures at Bay "have faith" rolls, + 2 to hit with Holy Symbol, can make Holy Water (1 vial per non combat round) (Taken 2X) Expert Street Preacher: + 4 ST for Holding Magical Creatures at Bay "have faith" rolls, + 4 to hit with Holy Symbol (Taken 3X) Master Street Preacher: + 6 ST for Holding Magical Creatures at Bay "have faith" rolls, + 6 to hit with Holy Symbol
Throw Fu
Throw Fu: A successful hit moves target 1 hex, attacker's choice. If taken 2 times)Throw Fu Expert: + 1 to hit (Taken 3X) Throw Fu Master: + 2 to hit
Stun Fu
Stun Fu: A favorite of pacifists and at least one race of pointyeared aliens, Stun Fu enables the character to eliminate enemies without inflicting damage. Roll to hit normally, and if a hit is scored roll the die again. The target is rendered unconscious for the number of turns by which the die roll exceeds the target's current ST. Note that it is possible to hit and have no effect if the roll is too low. No damage is inflicted on an attempt to stun! May not be used with weapons. (Taken 2X) Stun Fu Expert: + 2 to hit (Taken 3X) Stun Fu Master: + 4 to hit
Tinker
Tinker: can attempt to repair damaged equipment (see Equipment Repair) (Taken 2X) Expert Tinker: + 2 to repair damaged equipment (Taken 3X) Master Tinker: + 4 to repair damaged equipment
Toe Fu
Toe Fu: A very popular style; also known as "Tae Kwon Toe". Practitioners are skilled in attacking with their feet, and thus may attack a target in an adjacent hex. This is very important if you do not want to be hampered by Movement Restrictions, or simply came up short on movement. May not be used with Plate armor. (Taken 2X) Toe Fu Expert: + 1 to hit, + 1 damage (Taken 3X) Toe Fu Master: + 2 to hit, + 2 damage
Swashbuckler
Swashbuckler: + 2 to any daring feat roll, (i.e. swing from a chandelier, jump from a balcony to the back of a waiting horse, etc...), + 1 to hit with any sword, -1 to hit with any projectile weapon (Taken 2X) Expert Swashbuckler: + 4 to any daring feat roll, + 2 to hit with any sword (Taken 3X) Master Swashbuckler: + 6 to any daring feat roll, + 3 to hit with any sword, + 1 to hit with any projectile weapon
Swordsman
Swordsman: + 1 to hit with sword
Ton Fu
Ton Fu: The most difficult and least healthy of all the Fu's, those who follow this style must eat and eat until they become VERY fat. Only beginning characters may acquire this Fu; it may not be learned later in life. A character with Ton Fu adds 2 to their ST score, but also moves at ½ normal rate (round up). This ST does not affect non-combat Saving rolls unless the situation calls for size and muscles, nor does it count when attacking with missile weapons. May not be used with range weapons. (Taken 2X) Ton Fu Expert: adds 4 to their Strength score (Taken 3X) Ton Fu Master: adds 6 to their Strength score
(Taken 2X) Expert Transmatt Specialist: + 2 to fix/assemble Transmatt technology (Taken 3X) Master Transmatt Specialist: + 4 to fix/assemble Transmatt technology
Tumbler
Tumbler: + 1 defense against melee attacks when not wearing armor (Taken 2X) Expert Tumbler: + 2 defense against melee attacks when not wearing armor (Taken 3X) Master Tumbler: + 3 defense against melee attacks when not wearing armor
Trader
Trader: Can buy items at ½ price and sell them elsewhere at full price (Taken 2X) Expert Trader: Can buy items at ¼ price and sell them elsewhere at full price (Taken 3X) Master Trader: add + 1C to all prices to NPC's
Warrior
Warrior: Skilled in fighting, + 1 to hit in combat. (Taken 2X) Expert Warrior: + 2 to hit in combat (Taken 3X) Master Warrior: + 3 to hit in combat
Wheelman
Wheelman: + 1 to all ground vehicle defense rolls, (is not a Pilot). (Taken 2X) Expert Wheelman: + 2 to all ground vehicle defense rolls. (Taken 3X) Master Wheelman: + 3 to all ground vehicle defense rolls
Transmatt Specialist
Transmatt Specialist: can attempt to fix/assemble Transmatt technology.
(MorinFreePress, and others)
T.W.E.R.P.S. - A.R.C.A.N.U.M (plus)
This Wiki was compiled from information all across the web, but primarily from the below sources.
__YAHOO! Groups
>TWERPS ARCANUM
>>http://games.groups.yahoo.com/group/TWERPS-ARCANUM/
>howtodoeverything
>>http://games.groups.yahoo.com/group/howtodoeverything/
__Websites
>Christian Conkle http://www.mecha.com/~conkle
Fights between ships use basically the same rules as MTM fights, with noted exceptions. The rules make it easy to have MTM and STS combat going on at the same time.
Action Order
Ships can do nothing without a crew. Actions are performed by individual characters and electronic systems according to the normal rules. Ship movement and attacks are caused by crewmen in control couches or by electronic systems. Ship movement takes place at the pilot's turn to move. Ship's guns fire on the gunner's turn to attack. A character must begin a turn in his seat in order to control the ship on that turn, and anything he makes the ship do counts as his own move or action.
Movement
Ships move in order of the ST of their pilot or Autopilot. If there is no pilot or Autopilot, the ship is Out Of Control.
Navigators
Navigators must be in their seats at the start of ship movement in order for their bonuses to apply. A ship equipped with a working Autonavigator may use its bonuses every round.
Full Speed Ahead!
If a ship conserves its energy by making no attacks it may move at 2X normal speed.
Warping Out
A navigator may try "warping out" by accelerating to FTL speed.
Tracking
A navigator may try to track a warping ship's course by rolling ST (+) Skill (+) d10 vs. an identical roll by the warping ship's navigator. A successful roll lets the tracking ship follow to the warping ship's destination.
Movement restriction
Between ships, aerial movement restrictions apply
Damage
The damage inflicted by a hit from a ship's weapon is immediately from the target ship's Engine. When Engine = 1 all systems cease to function and the ship goes Out Of Control. If Engine is reduced below 0, the ship explodes, killing all on board.
System Hit
Each time a ship receives damage, roll 1d10; if the roll is 1 - 3, roll a die for each ship system. If the roll is a 1, that system is damaged as well.
Airlock
A ship with no functioning airlock suffers decompression throughout.
Droid Socket
Damaged electronics stop working. If Astromech is utilizing droid socket it is also damaged. Astromech may not control ships navigation until droid socket repaired. Backup electronics kick in immediately. Backup couches or droid sockets can take over control if occupied.
Astromech
A hit on Astromech makes the Astromech not work.
Autodoc
A hit on Autodoc makes the Autodoc not work.
Ejection Seat Autogunner
Damaged electronics stop working. Working back-up couches can take over if occupied. Damaged electronics stop working.
Engine
A hit to the engine causes them to go "Off-line". Ship is Out of Control until repaired.
Autonavigator
A ship can operate without a navigator or Autonavigator it simply gets no navigation bonus
Escape Pod
A hit on escape pod makes escape pod not work, and causing it to decompress, sealing emergency hatches, but killing anyone inside not wearing spacesuit.
Autopilot
A ship with no working Autopilot and no working, occupied pilot couch is Out Of Control
Repairbot Cabin
A hit on a Cabin, causing it to decompress and sealing emergency hatches, but killing anyone inside not wearing spacesuit. A hit on repairbot makes repairbot not work.
Shields
This is a hit on shield generator; shields are "Off-Line" until repaired.
Cloak
Damaged electronics stop working. If hit while cloaked, ship becomes visable.
Sick Bay
A hit on a Sick Bay, causing it to decompress and sealing emergency hatches, but killing anyone inside not wearing spacesuit.
Control Couch
A damaged control couch cannot be used. Backup electronics kick in immediately. Backup couches can take over control if occupied.
Transporter Room
Damaged electronics stop working.
Docking Clamp
A ship with no functioning docking clamp does not suffer decompression throughout. Ship may not dock with other ships or space-stations until repairs are made.
Vehicle Bay
Vehicles in bay take damage if their bay is hit.
Weapon
A hit on a weapon makes the weapon not work.
Out of Control
A ship that is for any reason Out Of Control must continue to move in a straight line at its current speed. Its defensive ST is 1. If in the gravitational pull of a planet; the ship will lose 1000' of altitude per turn. A crash occurs when the ship enters a hex below ground or elevation level. Anyone still on board a when a ship crashes must save vs. DL 9 in order to survive. Armor's defensive bonus may be added. Survivors lose all but their last current ST (ST 1) automatically.
Grappling and Boarding
When a ship is in the same hex as another during combat, the pilot may attempt to grapple. This counts as his attack, and he thus cannot fire the ship's main gun simultaneously. A grapple may not be possible in atmosphere if the hatches don't line up; TM's option.
Grappling and Boarding: How to
The attacking pilot rolls 1d10 (+) ST (+) skill vs. opposing pilot's 1d10 (+) ST (+) Skill (+) 2. If the attacker wins, he has grappled. Grappling a ship with an unresisting pilot is automatic. Grappling immediately puts the hatches of the 2 opposing ships together so that troops may cross over. Each pilot may choose which of his ship's hatches are used. Both ships must move in the same direction and at the speed of the slower ship.
Grappling and Boarding: Movement
While grappled both ships move in the turn of (and under the control of) the larger vehicle's pilot. If ships are of identical size, the pilot with the highest ST controls the joined vehicle's movement, (if pilots are also identical roll off each round to see who has control). They may not fire ship's weapons at each other.
Grappling and Boarding: Breaking Free
The pilot of the attacking ship may un-grapple at will (this occurs during that pilot's turn). The defender must send troops to take over the attacking ship, or send a crew outside to burn of the attackers grapples (not possible in atmosphere!), or else may attempt to shake the grapple loose. This requires a pilot ST (+) 1d10 (+) skill roll vs. the grappling pilot's ST (+) Skill (+) modifier (+) 1d10. A success rips off the hatches of both ships (1d10 damage to each ship). Damage counts vs. each ship's E, with a -4 die modifier when rolling for system hit on airlock or docking clamp. An attempt to break free counts as an attack.
Damage Control
Engineers can repair damage sustained by their ship during combat. Difficulty is equal to the number of points of damage sustained by the E or a system being repaired. If the Engineer uses the repair kit add + 1 to his roll. Attempting repairs takes an action. If the attempt fails, then the Engine or system is irreparable and cannot be fixed without stopping for a major overhaul (i.e. between ship battles). Engine damage and system repairs (to restore the affected ship function) must be performed separately. At a star-port or repair station, repairs cost 5c per system damaged, and 20c per point of engine damage.
Combat in the Spaceship
Spaceships are artificial biospheres (worlds), and it sometimes becomes necessary to fight within them. To map out the layout of a spaceship; use the MtM scale with 1 hex per Cap of the ship; assigning a location for each Starship Facility and System (2 spaces per hex). Try to use a logical and functional layout, with walls and doors where appropriate.
Man Against Ship
Personal weapons only affect 1 thing in a target hex; either a character, or a ship's system, or cargo or ship's hull. The attacker chooses which to shoot at. If a ranged attack misses, roll again to see if the hull was hit. If hull is hit, resolve attack to determine if damage to ship is caused. If damage is caused, subtract 4 from the die roll for any ship system hit for that location.
(see also: SpaceshipCombat)
Airlock
Number of Spaces 2 1 required if ship is to be space-worthy, or, if omitted, all crew must wear spacesuits at constantly. FTL travel is prohibited to ships without an airlock. An airlock must have at least 2 doors, 1 leading out, and 1 leading in.
Cabins must be provided for every member of the crew, and passengers. Otherwise, voyages of more than a few hours become very unpleasant.
Cloak
Number of Spaces special 1 space for every 10 Engine points This device renders a ship equipped virtually invisible and add a+ 5 to defense. Activation takes place of an attack for that turn. De-cloaking also takes the place of an attack, but may be done after all enemies have fired (out of turn if necessary). A ship may not attack while cloaked. A clever character may try and detect a cloaked ship, but at a DL 10 to do so.
Astromech
Number of Spaces 1 A replacement or backup to the ship's engineer and navigator, with a ST 5 for chances of success Requires: Droid Socket
Autodoc
Number of Spaces 1 A computer, which replaces or back up the medic ST 5 for all DL checks.
Control Couch
Number of Spaces 1 One is required for each crewmember in the active control of the ship. Only one function can be controlled from each couch, except that the pilot may also function as navigator and as a gunner for one gun, assuming he has the skills. You may put in extra couches as backups. Specify which couch controls which system. Only a character occupying a control couch may operate that ship's function.
Autogunner
Number of Spaces 1 A computer, which replaces or back up the gunner ST 5 for all DL checks.
Autonavigator
Number of Spaces 1 A computer, which replaces or back up the navigator ST 5 for all DL checks.
Docking Clamp
Number of Spaces 2 An extendable docking arm, that allows a ship to dock safely with another ship (or space station) without using a vehicle bay.
Autopilot
Number of Spaces 1 A computer, which replaces or back up the pilot ST 5 for all DL checks.
Droid Socket
Number of Spaces 2 A special control couch designed for an Astromech droid. As per control couch, but functions as both Autonavigator and Repairbot; it may be fitted into a wall or bridge feature on a larger ship or on a smaller craft may be located externally.
Cabin
Number of Spaces 2 Provide privacy, sleeping quarters, life-support and toilet facilities. Each cabin may be used for single or double occupancy.
231
Ejection Seat
Number of Spaces 1 Automatically or manually ejects pilot (and passenger), from smaller (1 or 2 passenger) starship. Does not provide life support, and a space suit is required Standard and built into all small crafts control couches
Once shields are activated, damage is deducted from shields first, before applying to ship's Bod or E statistics. Shields can absorb damage equal to a ships starting E. Shields are reduced by damage, and once breached, they are considered lost for the remainder of the battle. Once breached, shields must be repaired, but as if they had only 1 point of damage.
Engine
Number of Spaces special 1 space for every 10 Engine points
Sick Bay
Number of Spaces 2 Provides an unending supply of med-kits but only 2 doses per Sick Bay per battle. This medicine may not be removed; the patients must be brought in.
Escape Pod
Number of Spaces 2 Each escape pod takes up 2 spaces and can hold 2 passengers. These vehicles have enough food and water for 30 days and automatically search out the nearest habitable planet. They are not re-usable.
Transporter Room
Number of Spaces 4 Allows for up to 4 crewmen per round, to be "Beamed" to a nearby location DL 5 to arrive safely
Repairbot
Number of Spaces 1 A replacement or backup to the ship's engineer ST 5 for repair and DL checks
Vehicle Bay
Number of Spaces special Big airlocks for carrying minor craft. Minimum of 10 spaces required per every point of Size for craft to be carried.
Shields
Number of Spaces special 1 space for every 10 Engine points Starships are routinely equipped with shields. Activating shields takes place of an attack for that turn.
232
8.5.8: Spaceship Weapons
Making the weapon bigger can increase weapon damage. Stats given are for 2 space Weapons: add + 2 spaces for a + 1 damage bonus, + 4 more spaces for + 2 damage, ( i.e. double the weapons size in Spaces for each additional + 1 damage bonus). +5 damage Range 4
Blast Cannon
Number of Spaces 2 -1 to hit +3 damage Range 6
Ion Cannon
Number of Spaces 2 0 to hit +2 damage 4 hex range An energy beam that disrupts electronic equipment, stunning the equipment rather than destroying it Treat as normal damage for duration of the battle only
Super Blast Cannon
Number of Spaces 4 -1 to hit +4 damage Range 6
Mega Blast Cannon
Number of Spaces 8 -1 to hit +5 damage Range 6
Super Ion Cannon
Number of Spaces 4 0 to hit +3 damage 4 hex range An energy beam that disrupts electronic equipment, stunning the equipment rather than destroying it Treat as normal damage for duration of the battle only
Ultra Blast Cannon
Number of Spaces 16 -1 to hit 7 damage Range 6
Mega Ion Cannon
Number of Spaces 8 0 to hit +4 damage 4 hex range An energy beam that disrupts electronic equipment, stunning the equipment rather than destroying it Treat as normal damage for duration of the battle only
Heat Cannon
Number of Spaces 2 0 to hit +2 damage Range 4
Ultra Ion Cannon
Number of Spaces 16 0 to hit +5 damage 4 hex range An energy beam that disrupts electronic equipment, stunning the equipment rather than destroying it Treat as normal damage for duration of the battle only
Super Heat Cannon
Number of Spaces 4 0 to hit +3 damage Range 4
Mega Heat Cannon
Number of Spaces 8 0 to hit +4 damage Range 4
Proton Torpedo
Number of Spaces 1 + 5 to hit 8 damage No range limit Self-propelled, autoguided (Autopilot), explosive craft which launches in the pilot or gunners action phase Only one per battle, per space allotment
Ultra Heat Cannon
Number of Spaces 16 0 to hit
233
S1 E5 Ctrl + 1 Bod 0 Arm 0 Cap 1 MOV SpaceX5
Super Proton Torpedo
Number of Spaces 2 + 5 to hit 9 damage No range limit Self-propelled, autoguided (Autopilot), explosive craft which launches in the pilot or gunners action phase Only one per battle, , per space allotment S1 E5 Ctrl + 1 Bod 0 Arm 0 Cap 1 MOV SpaceX5
234
Mega Proton Torpedo
Number of Spaces 4 + 5 to hit +9 damage No range limit Self-propelled, autoguided (Autopilot), explosive craft which launches in the pilot or gunners action phase Only one per battle, , per space allotment S1 E5 Ctrl + 1 Bod 0 Arm 0 Cap 1 MOV SpaceX5
Rocket Battery
Number of Spaces 2 -2 to hit 8 damage Range 8 Blast Reload
Super Rocket Battery
Number of Spaces 4 -2 to hit 9 damage Range 8 Blast Reload
Ultra Proton Torpedo
Number of Spaces 8 + 5 to hit 11 damage No range limit Self-propelled, autoguided (Autopilot), explosive craft which launches in the pilot or gunners action phase Only one per battle, per space allotment S1 E5 Ctrl + 1 Bod 0 Arm 0 Cap 1 MOV SpaceX5
Mega Rocket Battery
Number of Spaces 8 -2 to hit +9 damage Range 8 Blast Reload
Ultra Rocket Battery
Number of Spaces 16 -2 to hit 11 damage Range 8 Blast Reload
Ray Cannon
Number of Spaces 2 0 to hit +1 damage Range 10
Torpedo
Number of Spaces 1 ST 5 to hit 6 (3) damage No range limit Blast Self-propelled, autoguided (Autopilot), explosive craft which launches in the pilot or gunners action phase Only one per battle, per space allotment S1 E5 Ctrl -1 Bod 0 Arm 0 Cap 1 MOV SpaceX3
Super Ray Cannon
Number of Spaces 4 0 to hit +2 damage Range 10
Mega Ray Cannon
Number of Spaces 8 0 to hit +3 damage Range 10
Ultra Ray Cannon
Number of Spaces 16 0 to hit 5 damage Range 10
Super Torpedo
Number of Spaces 2 ST 5 to hit 7 (4) damage No range limit Blast
235
Self-propelled, autoguided (Autopilot), explosive craft which launches in the pilot or gunners action phase Only one per battle, per space allotment S1 E5 Ctrl -1 Bod 0 Arm 0 Cap 1 MOV SpaceX3
Mega Torpedo
Number of Spaces 4 ST 5 to hit 8 (4) damage No range limit Blast Self-propelled, autoguided (Autopilot), explosive craft which launches in the pilot or gunners action phase Only one per battle, per space allotment S1 E5 Ctrl -1 Bod 0 Arm 0 Cap 1 MOV SpaceX3
236
Ultra Torpedo
Number of Spaces 8 ST 5 to hit 9 (5) damage No range limit Blast Self-propelled, autoguided (Autopilot), explosive craft which launches in the pilot or gunners action phase Only one per battle, per space allotment S1 E5 Ctrl -1 Bod 0 Arm 0 Cap 1 MOV SpaceX3
Zap Cannon
Number of Spaces 2 + 1 to hit AA +0 damage Range 8
Super Zap Cannon
Number of Spaces 4 + 1 to hit +1 damage Range 8
Mega Zap Cannon
Number of Spaces 8 + 1 to hit +2 damage Range 8
Tractor Beam
Number of Spaces 2 0 to hit 0 damage 3 hex range If hit is successful target is captured and held in place relative to the capturing vessel If target vessel has more starting Engine points than the attacking ship, it is the target ship that controls the flight of the two vessels.
Ultra Zap Cannon
Number of Spaces 16 + 1 to hit +3 damage Range 8
Turbo Laser
Number of Spaces 2 -2 to hit +4 damage 8 hex range
Super Turbo Laser
Number of Spaces 4 -2 to hit +5 damage 8 hex range
Mega Turbo Laser
Number of Spaces 8 -2 to hit 7 damage 8 hex range
Ultra Turbo Laser
Number of Spaces 16 -2 to hit 8 damage 8 hex range
Spells
Here is a small sampling of Sphere and Type combinations that are used as spells. Type: Touch Description: This spell materializes any object(s) desired by BATTLESPELL the caster, up to the current market value of 1C X10 per Sphere: Air, Dark, Death, Earth, Fire, Holy, Ice, Life, level used, i.e. a 3rd level Creation could be worth 1000C, Lightning, Spirit and / or Water (1C X 10 X 10 X 10 = 1000C). Type: Bolt, Blast, Burst, Cloud, Storm, Strike, Touch or There is a ST cost of 1 point per Create level (minimum ST Wave = 2) Description: Inflicts damage equal to the number of points These points do not return until the created item(s) are that attack exceeds defense dispelled or destroyed. ST + Mage +specified Sphere(s) + Type + Focus + 1d10 vs. The caster may dispel any items he creates for free, at will, target's ST + 1d10 + (any defensive modifiers) + 1 per each at any time or range. additional target of spell If an item is permanently created, the caster's ST returns normally, (and the Mage levels used are removed), but the CHARM caster can no longer freely dispel it. Sphere: Control ST + Mage +Sense + Conjure + Focus + 1d10 vs. DL 2 X Type: Bolt, Blast, Burst, Cloud, Storm, Strike, Touch or level employed. Wave Description: Target falls under casters control for duration of battle. Caster's ST + Mage + Sphere + Type + Focus + 1d10 vs. target's ST + 1d10 + (any defensive modifiers) + 6 per each additional target of spell
CREATE
Sphere: Conjure
DETECT MAGIC
Sphere: Sense Type: Touch Description: ST + Mage +Sense + Touch + Focus + 1d10 vs. DL 8 + 1d10 Less than or equal to: can only tell that a spell is there +1: able to tell what Sphere it is +2: able to tell if it's hostile +3: able to tell what spell it is + 4: discern other specifics, i.e. if it is a Help spell, what does it help you to do? Allows the recipient to see" magical auras around any permanently or temporarily enchanted object or person. Description: Allows recipient to fly at their normal movement rate and to ignore movement restrictions unless his opponent also flies. ST + Mage +specified Sphere(s) + Type + Focus + 1d10 vs. DL 3 + 1d10 + 3 per each additional target of spell
GLAMOUR
Sphere: Control Type: Bolt, Blast, Burst, Cloud, Storm, Strike, Touch or Wave Description: The target of this spell will not harm the caster, and will even protect them at the risk of their own life. Caster's ST + Mage + Sphere + Type + Focus + 1d10 vs. target's ST + 1d10 + (any defensive modifiers) + 1 per each additional target of spell
DISPEL MAGIC
Sphere: Alter Type: Touch Description: Attempts to dispel all spells in effect on the character or object. If an attempt to dispel any permanent enchantment fails, the caster may only try again with a higher level of Mage, Sphere, Type or Focus. ST + Mage +Alter + Touch + Focus + 1d10 vs. DL 8 + 1d10
GUARD
Sphere: specified Sphere Type: Self Description: Shields the caster from eldritch energies of a specified Sphere + 3 defense against specified Sphere
HARM DOOR
Sphere: Alter Type: Touch Description: Allows the caster to create a 3'x 6' doorway in (and through), any wall, ceiling or floor. ST + Mage +Alter + Touch + Focus + 1d10 vs. DL 8 + 1d10 Sphere: Alter Type: Touch Description: Inflicts damage is equal to the number of points that attack exceeds defense ST + Mage +Alter + Touch + Focus + 1d10 vs. target's ST +Mage+ Alter + Touch + Focus + 1d10 Cannot be Dispelled
FEAR
Sphere: Control Type: Bolt, Blast, Burst, Cloud, Storm, Strike, Touch or Wave Description: Target runs away Caster's ST + Mage + Sphere + Type + Focus + 1d10 vs. target's ST + 1d10 + (any defensive modifiers) + 1 per each additional target of spell
HEAL
Sphere: Alter Type: Touch Description: Repairs damage equal to the number of points that exceeds damage already taken by target ST + Mage +Alter + Touch + Focus + 1d10 vs. damage taken
HELP FIND
Sphere: Sense Type: Storm Description: Allows caster to find any one (1) object, (as long as that object is in the area defined by the spell). Caster's ST + Mage + Sense + Storm + Focus + 1d10 vs. DL 10 + 1d10 Sphere: Alter Type: Bolt, Blast, Burst, Cloud, Storm, Strike, Touch or Wave Description: Add the number of points that the caster's roll exceeds DL total to target's effective ST, but only for purposes of a specific action or activity. Possible applications: Movement rate (& order of movement) Combat roll to hit Combat roll to dodge Specific type of save (i.e. saves vs. poison, saves vs. magic, etc.) Caster's ST + Mage + Alter + Type + Focus + 1d10 vs. DL 10 + 1d10 + 2 per each additional target of spell
FLY
Sphere: Alter (and may add Air, Dark, Death, Earth, Fire, Holy, Ice, Life, Lightning, Spirit and / or Water) Type: Bolt, Blast, Burst, Cloud, Self, Storm, Strike, Touch or Wave
HINDER
Sphere: Alter Type: Bolt, Blast, Burst, Cloud, Storm, Strike, Touch or Wave Description: Subtract the number of points that the caster's roll exceeds DL total to target's effective ST, but only for purposes of a specific action or activity. Possible applications: Movement rate (& order of movement) Combat roll to hit Combat roll to dodge Specific type of save (i.e. saves vs. poison, saves vs. magic, etc.) Caster's ST + Mage + Alter + Type + Focus + 1d10 vs. DL 10 + 1d10 + 2 per each additional target of spell
Opponents may use actions to try to detect invisible characters. Successful detection reveals current position only When in the same hex as an invisible character, opponents also get one free roll to detect Only those who know the invisible character's current position may attack him If the invisible character attacks an opponent who has not detected him, that opponent does not get a defensive combat roll Certain skills or abilities may lower DL to detect invisible characters ST + Mage +specified Sphere(s) + Type + Focus + 1d10 vs. DL 8 + 1d10 + 5 per each additional target of spell
LIGHT
Sphere: Summon & Conjure (and may add Air, Dark, Death, Earth, Fire, Holy, Ice, Life, Lightning, Spirit and / or Water) Type: Bolt, Blast, Burst, Cloud, Self, Storm, Strike, Touch or Wave Description: Allows caster to create an intense light, which radiates from the target. Light illuminates darkness in targets hex and radiates outward in radius equal to caster's Mage level ST + Mage +specified Sphere(s) + Type + Focus + 1d10 vs. DL 2 + 1d10 + 1 per each additional target of spell
HOLD
Sphere: Control Type: Bolt, Blast, Burst, Cloud, Storm, Strike, Touch or Wave Description: Target is held immobile Caster's ST + Mage + Sphere + Type + Focus + 1d10 vs. target's ST + 1d10 + (any defensive modifiers) + 2 per each additional target of spell
HOLE
Sphere: Alter Type: Touch Description: Allows caster to create a 10' X 10' X 10' deep hole. ST + Mage +Alter + Touch + Focus + 1d10 vs. DL 8 + 1d10
MELEE SHIELD
Sphere: Alter (and may add Air, Dark, Death, Earth, Fire, Holy, Ice, Life, Lightning, Spirit and / or Water) Type: Bolt, Blast, Burst, Cloud, Storm, Strike, Touch or Wave Description: Target receives protection from normal melee' weapons, bonus to defense is equal to caster's Mage level Caster's ST + Mage + Sphere(s) + Type + Focus + 1d10 vs. DL 10 + 1d10 + (any defensive modifiers) + 3 per each additional target of spell
HYPNOSIS
Sphere: Control Type: Bolt, Blast, Burst, Cloud, Storm, Strike, Touch or Wave Description: as per HOLD but victim also answers caster's questions truthfully Caster's ST + Mage + Sphere + Type + Focus + 1d10 vs. target's ST + 1d10 + (any defensive modifiers) + 4 per each additional target of spell
MISSILE SHIELD
Sphere: Alter (and may add Air, Dark, Death, Earth, Fire, Holy, Ice, Life, Lightning, Spirit and / or Water) Type: Bolt, Blast, Burst, Cloud, Storm, Strike, Touch or Wave Description: Protects target from projectile weapons, defense bonus is equal to caster's Mage level, from projectiles. Caster's ST + Mage + Sphere(s) + Type + Focus + 1d10 vs. DL 10 + 1d10 + (any defensive modifiers) + 3 per each additional target of spell
IMBUE
Sphere: specified Sphere Type: Touch Description: A blessing of a specified Sphere that the caster lays upon a weapon to aid its wielder in combat. If a target is protected from that Sphere, they are protected from all damage from this weapon Bonus to hit is equal to caster's Mage level Bonus to damage is equal to caster's Mage level
INVISIBILTY
Sphere: Alter (and may add Air, Dark, Death, Earth, Fire, Holy, Ice, Life, Lightning, Spirit and / or Water) Type: Bolt, Blast, Burst, Cloud, Self, Storm, Strike, Touch or Wave Description: DL 10 to detect invisible characters
MORPH
Sphere: Control & Alter Type: Bolt, Blast, Burst, Cloud, Self, Storm, Strike, Touch or Wave Description: Allows caster to change target's outer appearance, but not ST or abilities. DL 8 to detect (plus or minus any modifiers that the TM deems appropriate) ST + Mage +specified Sphere(s) + Type + Focus + 1d10 vs. DL 8 + 1d10 + 5 per each additional target of spell Description: Allows caster to create a phantom steed, which will move at caster's Mage level X5 Phantom Steed is immune to damage Phantom Steed is incapable of inflicting damage ST + Mage +specified Sphere(s) + Type + Focus + 1d10 vs. DL 4 + 1d10
PROTECTION
Sphere: specified Sphere Type: Touch Description: Shields a target of the caster's choice from eldritch energies of a specified Sphere + 2 defense against specified Sphere
PHANTASM
Sphere: Alter (and may add Air, Dark, Death, Earth, Fire, Holy, Ice, Life, Lightning, Spirit and / or Water) Type: Bolt, Blast, Burst, Cloud, Storm, Strike, Touch or Wave Description: Caster creates an illusion that will appear real to all who successfully targeted by the spell. It will cause no damage, but may fool target into harming themselves. ST + Mage +specified Sphere(s) + Type + Focus + 1d10 vs. target's ST + 1d10 ( + any defensive modifiers that may apply) + 5 per each additional target of spell
QUESTION
Sphere: Sense Type: Self Description: Allows caster to ask a "YES" or "NO" question and receive and answer, (if appropriate). ST + Mage +Sense + Self + Focus + 1d10 vs. DL 10 + 1d10
REGENERATION
Sphere: Alter Type: Self Description: Repairs damage equal to the number of points that exceeds damage already taken by caster ST + Mage +Alter + Touch + Focus + 1d10 vs. damage taken
PHANTOM FLYING MOUNT
Sphere: Conjure (and may add Air, Dark, Death, Earth, Fire, Holy, Ice, Life, Lightning, Spirit and / or Water) Type: Self Description: Allows caster to create a phantom steed, which will move and fly at caster's Mage level X5 Phantom Flying Mount is immune to damage Phantom Flying Mount may attack if so directed by the caster Phantom Flying Mount hits as per the caster and deals damage equal to points that attack exceeds defense ST + Mage +specified Sphere(s) + Type + Focus + 1d10 vs. DL 10 + 1d10
RESISTANCE
Sphere: specified Sphere Type: Self Description: A magical sphere that surrounds the caster, and anyone near them, and protects them from eldritch energies of a specified Sphere that would cause them harm Area of Resistance is 360 degree (centered on the caster) extending to the value of caster's Mage level +1 defense to all within area of effect against specified Sphere
PHANTOM MOUNT
Sphere: Conjure (and may add Air, Dark, Death, Earth, Fire, Holy, Ice, Life, Lightning, Spirit and / or Water) Type: Self Description: Allows caster to create a phantom steed, which will move at caster's Mage level X5 Phantom Mount is immune to damage Phantom Mount may attack if so directed by the caster Phantom Mount hits as per the caster and deals damage equal to points that attack exceeds defense ST + Mage +specified Sphere(s) + Type + Focus + 1d10 vs. DL 8 + 1d10
ROPE
Sphere: Conjure (and may add Air, Dark, Death, Earth, Fire, Holy, Ice, Life, Lightning, Spirit and / or Water) Type: Bolt, Blast, Burst, Cloud, Storm, Strike, Touch or Wave Description: Target is tied up in a mystical rope. See: Entangle Caster's ST + Mage + Sphere(s) + Type + Focus + 1d10 vs. target's ST + 1d10 + (any defensive modifiers) + 3 per each additional target of spell
PHANTOM STEED
Sphere: Conjure (and may add Air, Dark, Death, Earth, Fire, Holy, Ice, Life, Lightning, Spirit and / or Water) Type: Self
SLEEP
Sphere: Control Type: Bolt, Blast, Burst, Cloud, Storm, Strike, Touch or Wave Description: Target is rendered unconscious. Caster's ST + Mage + Sphere + Type + Focus + 1d10 vs. target's ST + 1d10 + (any defensive modifiers) + 3 per each additional target of spell
SLOW-FALL
Sphere: Alter & Air Type: : Bolt, Blast, Burst, Cloud, Self, Storm, Strike, Touch or Wave Description: Allows target of spell to fall like a feather, negating all damage from fall. ST + Mage +specified Sphere(s) + Type + Focus + 1d10 vs. DL 8 + 1d10 + 1 per each additional target of spell
May have special abilities; each one taken costs 1 ST point (minimum ST 2) Special Ability: Flight: (See: Flight spell) Armor: + 2 defense, Skill: + 2 attack, Damage: + 1 damage (base 1 damage), Speed : + 2 movement rate PC abilities, TM option ST + Mage +Summon + Self + Focus + 1d10 vs. DL 8 + 1d10 Example: Familiar: ST 2; adds + 1 level of effect to all spells cast by its master when they are together. Available as a permanent Summoning
TELEPATHY
Sphere: Sense Type: Bolt, Blast, Burst, Cloud, Storm, Strike, Touch or Wave Description: Allows caster to "speak" into recipient's mind Caster's ST + Mage + Sphere + Type + Focus +1d10 vs. target's ST + 1d10 + (any defensive modifiers) + 1 per each additional target of spell
SPEED
Sphere: Alter Type: Self or Touch Description: Target's movement is X2 Caster's ST + Mage + Alter + Self or Touch + Focus + 1d10 vs. DL 8 + 1d10
WALL
Sphere: Conjure Type: Touch Description: Allows the caster to create a 10' X 10' X 2' wall of unbroken stone. When the spell is cast, the caster may alter the shape of the wall, (as long as it covers the same area). This would enable the caster to seal a doorway, or to encircle their opponent or even themselves with a wall. ST + Mage +Sense + Conjure + Focus + 1d10 vs. DL 8 + 1d10
SUGGESTION
Sphere: Control Type: Bolt, Blast, Burst, Cloud, Storm, Strike, Touch or Wave Description: as per HYPNOSIS, but caster may also plant one hypnotic suggestion which lasts until Dispelled Caster's ST + Mage + Sphere + Type + Focus + 1d10 vs. target's ST + 1d10 + (any defensive modifiers) + 5 per each additional target of spell
SUMMON
Sphere: Summon (and may add Air, Dark, Death, Earth, Fire, Holy, Ice, Life, Lightning, Spirit and / or Water) Type: Self Description: Instantly calls a creature with a ST equal to the number of points that caster's roll exceeds the DL total The summoned creature is automatically under caster's control.
WARD
Sphere: specified Sphere Type: Touch Description: A blessing of a specified Sphere that the caster lays upon a piece of armor or shield that aids its wearer/wielder in combat from any and all damage from that Sphere Bonus to defense is equal to caster's Mage level
STARSHIP TWERPERS
Michael Scott Kurtick
This is the unofficial rules notes for STARSHIP TWERPERS, the chronicles of the Movin' Infantry in their battle with the Bugs. Join the MI and see the universe, visit strange planets, meet disgustingly strange lifeforms, and utterly inconvenience them. Service guarantees you get a vote- if you survive that is.
STARSHIP TWERPERS requires TWERPS Basic, TWERPS Space Cadet, TWERPS Rocket Rangers, and TWERPS Mechi-Tech wouldn't hurt either. This is not a complete game.
The Movin' Infantry (MI) is the ground fighting forces of the Terry Federated Neonationalists (TFN); A government that works (kinda). The TFN requires that a person be a lackey for the Feds to be a full Citizen. You also get to wear a spiffy uniform with lots of neat insignia. If you survive your hitch in TFN service, you (or what's left of you) gets the right to vote and hold public office. The fighting arms of the TFN are the MI and the Flit (flitting from planet to planet...). Flit ships carry the MI where they can do their thing to halt the icky Bug menace.
Character Creation:
There are four basic character types in STARSHIP TWERPERS: Troopers, Snipers, Gunners, and Flit Pilots. The standard TWERPS character table is used to generate the Strength of your character:
DIE ROLL CHARACTER'S STRENGTH
1........................................3
2-3.....................................4
4-7.....................................5
8-9.....................................6
10......................................7
BASIC CHARACTERS and GEAR
Trooper Attack +1, Defense +1
Trooper Armor, Morita
Sniper Attack +2 with Rifle
Trooper Armor, Morita w/Scope
Gunner Hvy Wpn Attack +1
Trooper Armor, Twin 50 MG or Rocket Launcher and 3 Rockets
Flit Pilot Vehicle Defense +1
Trooper Armor, Morita Carbine
STARSHIP TWERPER WEAPONS
Weapon To Hit Dmg Rng
Heavy Pistol +0 3 5
Morita Assault Rifle +1 4 10
Morita Carbine +0 4 8
Morita w/Scope +2 4 10
Shotgun -1 6 4
Twin .50 MG -1 6 8
Rocket Launcher -2 * 7
*HE Rocket- 3 Dmg, Nuke Rocket- Total in target hex, 4 Dmg in adjacent hexes. Only 3 rockets can be carried.
Trooper Armor +2 Defense
(A Note About Powersuits:
Some TWERPS players are going to be picky and try to insist that the Movin' Infantry are equipped with Powered Armor. Should all players and the TM agree, use Mechi-Tech to give each Twerper a B.A.T.-Suit and the choice of Hotshot, Crackshot, or Slapshot character types. Less ambitious gamers may settle for the Power Armor described in Space Cadets. This supplement, however, is designed to emulate the cinema version of Movin' Infantry.)
VEHICLES:
The Movin' Infantry and Flit Pilots have a small variety of spacecraft available to them. Larger ships than these exist, but they are outside of the scope of this supplement. Use TWERPS Rocket Rangers.
Spacecraft STR DEF MOVE ARMED
Dropship 8 +2 x2 Twin .50 MG, Rockets
Retrieval Boat 6 +1 x3 Twin .50 MG
TAC-Fighter 10 +3 x3 Twin .50 MG, Rockets
Life Pod 4 0 x2 None
NPCs:
Rasczak's Roughnecks
Lt. Rasczak- STR 8 Trooper, Morita Carbine, Robo-Arm (STRx1.5, 3pt punch)
Rico- STR 7 Trooper, Morita w/Shotgun
Dizzy- STR 7 Trooper, Morita
Ace- STR 6 Trooper, Morita
Sugar- STR 6 Sniper, Morita w/Scope
Kitten- STR 4 Trooper, Morita
Shujumi- STR 5 Gunner, Rocket Launcher, Morita Carbine
Katrina- STR 4 Trooper, Morita
Zim- STR 8 Trooper, Morita
Djana- STR 5 Trooper, Morita
Birdie- STR 5 Sniper, Morita w/Scope
Gillespie- STR 4 Gunner, Rocket Launcher, Morita Carbine
Carmen Ibanez- STR 5, Flit Pilot, Morita Carbine
Xander Barcalo- STR 6, Flit Pilot, Morita Carbine
Carl- STR 4, ESPer, Pistol (3 Dmg, 5 Rng), Leather Greatcoat (armor Defense +1), Telepathy (Can read minds, range = sight, Difficulty roll = difference between ESPer and target's STR, minimum Difficulty of 1)
NeoDoggy- STR 3, Move 2x, +1 to hit, 2pt Dmg (bite), can talk (sort of...)
Skinny Soldier- STR 4, Spacesuit (armor +1), Blaster (-1 to hit, 4 Dmg, 6 Rng), cannot breath our air
THE BUGS:
The TFN is at war with a race of alien, giant, icky Bugs. The Bug Empire is organized into a termite-like hive structure with Workers, Specialized Warriors, and Royalty. For purposes of this supplement, the Bugs are divided into 6 types: Warriors, Workers, Hoppers, Tankers, Gassers, and Big Fat Smart Bugs. The BFSBs control all the others by telepathy. There are also Nurse Bugs, Chariot Bugs, Queen Bugs, Drone Bugs, and unknown varieties of other combat bugs, but t\opponents.
Warriors- STR 8, Dmg 3 (claws, mandibles), Armor +3
Workers- Identical to Warriors, but they only defend, never attack. BFSBs often use them for decoys.
Hoppers- STR 8, Dmg 3 (claws, mandibles), Armor +2, Jump x2
Tankers- STR 8, Move 2, Corrosive Spray (-3 to hit, 6 Dmg, 4 Rng), Armor +4
Gassers- STR 8, Move 1, Plasma (-5 to hit, Dmg as Nuke Rocket, 15 Rng), Armor +6
Big Fat Smart Bugs- STR 3, Move 1 (carried by Chariot Bugs STR 4, Armor 1), Armor +3, Brain Sucker (-2 to hit, 8 Dmg, 1 Rng, Knows all the target knows), Telepathy (with all other Bugs) If a BFSB is killed, all of the other Bugs may only attack if they are attacked. Otherwise, they stop moving and initiating attacks.
Combat and Scenario Notes:
TWERPS Basic combat rules are the order of the day, including rules from Rocket Rangers, Space Cadets, and Mechi-Tech.
It is suggested that for a straight battle scenario, the TM use 2 Bugs for each MI in play and that there never be more than 1 Tanker , BFSB, or Gasser per game. Hoppers should never make up more than half of the Bug force. For example: If you have 4 MI in play, there should be 8 Bugs, possibly 4 Warriors, 1 Tanker, 1 Gasser, and 2 Hoppers.
Battles may take place on the surface of a planet or below in Bug Tunnels. If on the surface, the battle may take place in any type of terrain, up to and including urban. If below the surface, the TM can draw a network of 1 hex wide tunnels and rooms for the bugs, only revealing the areas as the MI come upon them. For a truly random tunnel network use the following table to generate tunnel segments. The TM randomly generates tunnel segments out to the MI's line of sight in any direction. Bugs sometimes take prisoners, so a rescue mission can be constructed in these tunnels. Another objective can be to kill or capture a BFSB or a Queen located in a hidden chamber. All Bugs can tunnel at x1/2 Move per turn and create new tunnels, including holes to the surface.
TWERPS Submariners Revised
© 1991 – 2003 Jon Hancock. All rights, and several pithy comments, reserved.
Tarted up by Brian Rayburn, appearing courtesy of Scarecrow Games, Inc., LLC, Ltd, PDQ, AWOL, R-E-S-P-E-C-T
1. Introduction
Welcome to Submariners, the TWERPS campaign pack of aquatic adventure. No snorkel required, just dive right in.
2. Character Generation
Characters in SM are Mermen and Mermaids, fish-like creatures with the upper body of a human. They breathe normally underwater, but can surface with no ill effects. Ordinarily, however, they may not leave the ocean. The PC’s should all optimally be from the same clan, or from 2 different ones at most. A list of some clans and their differences is provided later. Players are encouraged to create as many new clans as they need.
PCs start the game with one free skill and may choose further skills for a cost of 1 Strength point each. Minimum starting Strength is 2.
(1) Spearman: Deep-sea hunter and warrior. +1 to hit with trident.
(2) Powerfin: Fast swimmer. +2 hex movement per round.
(3) Water Wizard: If TWERPS MAGIC is being used then the Water Wizard may choose spells according to the MAGIC rules. Spells which are obviously not compatible with the undersea environment (such as “Flight”) may not be chosen.
(4) Cavalier: Able to ride the fierce and difficult creatures that serve as underwater mounts. Attack while mounted without the usual -2 mounted combat penalty. Cavaliers ALWAYS have control of their mount, but if it dies then it will take 1d10 months to establish a relationship with a new mount. Cavaliers may not have more than 1 mount at a time.
(5) Scientist: Researches the treasures of the Oversea that fall into the Under Kingdom from shipwrecks and suchlike. Scientists can adapt some Oversea technology to work under water and can determine the use of most foreign items, such as spear guns.
(6) Deep Diver: Can see in total darkness and withstand the pressures of extreme depth. Maximum depth = Strength x 50 hexes.
(7) Singer: Able to communicate with dolphins, whales and porpoises, including simple instructions and questions.
(8) Cold Fish: Able to withstand the chills of arctic waters with no ill effects. Most Submariners, including Deep Divers, lose half movement in icy water.
(9) Hybrid: This character is only half Submariner, the result of a human mating with one of the Merfolk. Normally this is impossible, but certain powerful magics can allow a temporary change from one form to another. Hybrids are the result when the mother is a human, mermaids always giving birth to full Merfolk. They have webbed fingers and two legs with webbed toes, giving them normal movement on land or in water. They also possess a small set of gills just behind their ears, which allows normal activity underwater. The skills a hybrid knows depend on where he grows up, either on land or in the Under Kingdom.
3. Combat
Underwater combat is, for simplicity, treated much as combat on land. No normal firearms or missile weapons are allowed. Special missile weapons, such as spear guns and bow weapons made by the Submariners, are allowed. There is no range, movement, damage or to hit penalty for undersea combat. Movement is also not penalized, as the characters are perfectly at home underwater.
Mounted Combat: The mount’s Strength, not the rider’s, determines order of movement. The rider’s Strength, not the mount’s, determines order of attack. Attacks may normally only be made with one-handed weapons and there is a -2 penalty to hit.
New Weapons:
Trident: 1 handed, +1 to hit, 2 damage, 4 hex range if thrown.
Sea Bow: As normal bow but only functions underwater. Very rare.
Long Spear: 2 handed, +1 to hit, 2 damage, 6 hex range if thrown.
Sharktooth Sword: +0 to hit, 3 damage against unarmored targets, 2 otherwise.
Shell Fist: +0 to hit, 2 damage, may be thrown as rock. Spiked shells, worn as boxing gloves.
New Armor:
Leather or Chain are available but are made of shells, scales and sharkskins. Plate is not available.
Shell Fist: Provide +1 protection to wearer. May be combined with other armour.
Shell Shield: +2 protection vs. 1 opponent per round, may be combined with other armor. Not for use with 2 handed weapons. Cannot protect against surprise or blindside attacks.
Mounts:
Mounts may each make one attack per round against a target in the same hex. This is in addition to the rider’s attack. Most mounts remain loyal to a rider and will protect him should he fall off and become disabled. This does not apply to sharks, which will either flee or start a feeding frenzy, attacking anything within range (roll odd for flee, even for frenzy). Most clans of Submariners tend to use one or two creatures exclusively as mounts. The Ice Shark Clan, for example, live in the northern waters and always ride into battle mounted on huge sharks, while the Onyx Pearl Clan has a preference for rays and eels.
Sea Horse: Strength 7, tail whip does 2 points of damage.
Shark: Strength 7, bite does 2 points of damage, skin is leather armour.
Dolphin: Strength 6, +2 to control, skin is leather armour, must surface for air every ten minutes in battle (most fights will not actually last that long).
Octopus: Strength 6, can attack up to 4 targets each round for 1 point of damage each, -3 to control, tentacles attack up to 2 hexes away.
Squid: Strength 6, attacks as Octopus, can use ink cloud once per battle (Cloud obscures Strength hexes), -4 to control.
Battle Crab: Strength 7, pinches for 3 points of damage, shell is +3 armour, moves at Strength -2 unless on sea bed, -2 to control.
Ray: Strength 6, moves at Strength +2, tail whip does 2 points of damage.
Eel: Strength 8, bite does 2 points of damage, -4 to control, electric burst 3 dam, range 4.
4. How to do Everything
Falling: A character does not exactly fall in the Under Kingdom, rather he drifts down at a speed of one hex per round. No damage is sustained at the end of this drift.
Control rolls: Mounts can be touchy creatures, especially in battle. If the PC tries to make his mount enter combat, confront something frightening (perhaps a natural predator) or do something the GM deems difficult then the player must make a Control Roll. Roll PC’s Strength vs. Strength of the mount with modifiers if applicable.
Drowning: PCs, NPC’s and creatures deprived of oxygenated water (or air in the case of cetaceans) will drown. Take 2 points of damage each round until death or oxygen is reached. PCs may only swim to Strength x 25 hexes depth without difficulty. Anything below this is considered “icy” and they thus suffer the half movement penalty unless they have the Cold Fish ability. For each five hexes (or part thereof) a character goes beyond their usual maximum they must roll on their Strength with a cumulative -1, so at 33 hexes a regular character would be rolling at Strength -2. Failure indicates that the PC takes 1d10 damage. The same penalty is applied to all actions as well, in order to give Deep Divers a more useful advantage. These rules will make a particular difference to Falling, since any character drifting down beyond their safe zone now faces possible death.
Equipment: Virtually all equipment in the Under Kingdom is scavenged or made. There is no monetary system in effect, although barter is acceptable. Generally, PCs will make their own simple weapons.
5. Adventures
Adventures include: Rescuing the Mermaid princess from sailors.
Battling an opposing army from an enemy kingdom.
Exploring sunken cities and wrecks.
Racing to save a relic from divers from the Oversea.
Hunting a dangerous beast from the Deeps.
Experience: Additional skills may be acquired for a cost of 4VPs each.
NPC’s
Ice Shark Clan warrior: ST 7, Cold Fish, Spearman; trident, sharktooth sword, sharkskin armor (+1 def)
Sea Forest Clan harvester: ST 5, Singer; dagger, sea bow
Onyx Pearl Clan bladesman: ST 6, Swordplay, Cavalier (Ray); sword, trident, dagger, shell armor (+2 def), shell shield, ray mount
Black Serpent Clan scout: ST 5, Deep Diver; long spear, shell fist
Junker artifact dealer: ST 5, Cavalier (Squid), Deep Diver; spear, 1d10 items from the Deeps, squid mount.
Hybrid messenger: ST 4, Hybrid, Powerfin; heavy clothing, dagger
Chthonian Monk: ST 6, Water Wizard, Cavalier (Octopus), Cold Fish; dagger, snakeskin armor (+1 def), octopus mount; spells: Heal 4, Hinder 3, Invisibility 3
Sea snake: St 4, bite 2 dam plus poison, +1 def; these aggressive reptiles may be found all through the Under Kingdom.
Abyss Crawler: ST 8, Deep Diver, +1 to hit, claw 3 dam, bite 1 dam, +2 armor (chitin-like shell); these creatures seem to be some kind of huge insect, almost 12 feet in length.
The Clans
Many different clans inhabit the Under Kingdom. Some are nomadic, but most inhabit a specific area. Only a bare few are described below; there are surely dozens more.
Onyx Pearl- This rather large clan makes it’s home on, and in, the Great Equatorial Reef. They cultivate huge oysters, trading meat, shells, and pearls for what they need. Lower body colorings may be red, blue, green, or orange.
Ice Shark- Cruel, ruthless, and fierce. This semi-nomadic clan rarely leaves the cold northern waters, but occasionally a war party will travel to warmer climes for a little destruction and looting. Lower body colorings tend to be blue, green, or occasionally white.
Sea Forest- cultivating the huge Under Forest, this clan also holds the secret to making sea bows. Normally reclusive, they are fierce to defend their home. It is said that no intruder to the Under Forest has ever emerged. Commonly use dolphins as mounts. Dark greens and yellows are the most common lower body colorations.
Black Serpent- this clan will hire its services to almost anyone, except the Sea Forest clan, with whom it has a long-standing dislike. Their cavaliers ride immense eels, having no electrical burst, but doing 3 dam with a bite. Lower bodies tend to be black, grey, blue, or red.
The Junkers- Consisting of Merfolk from the other clans, this ‘clan’ never stays in one place very long, nor can its actions be predicted more than a few minutes ahead. But one thing is certain: the members of this clan can have a little bit of everything. Oversea artifacts, weapons, armor, mounts, slaves, and, well, junk. If the PC’s need something bad enough, their path may eventually take them to the Junker’s Floating Bazaar. This semi-regular gathering of Junkers draws Merfolk from all clans, a mutual truce in the Bazaar keeping violence from breaking out too often. Other times individual clan members roam about freely, bartering their way through the Under Kingdom. Running across one is always a chance to acquire some useful trinket. Just watch your stuff. It might not be there when the Junker is gone.
Chthonian Monks- No two Merfolk can agree on the exact details of this group, and many don’t believe they exist at all. They appear from nowhere, and may impart some bit of knowledge, give you something, or just attack seemingly without reason. Few have any idea where they reside, but rumors tell of a great black citadel shaped from living coral by the Monks’ magic, said to be found in the Deeps. All seem to have black or dark grey coloring on their lower halves.
Players may choose their powers. Some powers are more powerful than others, so to keep the game balanced, they also come with a weakness (W). This weakness has to be rolled on the Weakness Chart or chosen with TM's consent. A weakness will cause the character to temporarily lose their power(s) for the duration of the battle. Note: Some powers will list a weakness in their description. Players may opt to have their powers as innate or have it attributed to a high tech (or magical) device, i.e. a super powered costume.
Airwalk
Allows character to hover or walk on air at half his/her movement rate. If taken again, + 1 speed.
Confound (W)
Causes everyone in a battle, whether friend or foe, to stand dumfounded for remainder of round
Alter Ego (W)
The power to turn into somebody else, like a mild-mannered janitor that drinks a special potion and turns into a 7-foot tall mass of muscles. This power is different from others in that you have to have 2 separate Strength scores recorded, with the higher one being the hero's stats.
Costume
This is not really a power, but it is. The costume adapts to whatever physical changes the wearer's body goes through, (i.e. Size changing, or invisible, or alterego). It provides no special protection, (except maybe public indecency charge). Suit may get damaged, but will self repair.
Animal Change (W)
The ability to change into any 1 animal form (player's choice); + 2 speed, +1 damage bite.
Diamond Hide
+ 5 to defense -2 from base speed
Blast Enhancement
This is actually a power enhancement for a specific power (to be named when this power is taken). Power does not hit a target directly, but rather explodes in a hex, hitting everything in that hex. Make a combat roll against every possible target in that hex using the character's ST (and any applicable modifiers). If attack roll misses target still takes damage equal to (½ the original damage). Each time this power is taken blast radius increases by + 1 hex.
Draino (W)
Ability to pull 1 power from another character for number of rounds=ST Range = touch Only 1 power may be absorbed at a time-along with any Weakness that power has Character must make ST roll after power wears off or be -1 to defense for that round
Chilling Touch
The character has a chilling touch which deducts 1 from target's ST per successful melee hit. If effect is permanent, add weakness.
Drone (W)
Every round the character can talk freely, all characters within a 4-hex range must roll vs. the 'attacking' character's ST or be unable to do anything other than beg (plead) for silence. The weakness for this power is people unable to hear the 'attack', whether deaf, wearing ear-plugs, listening to a Walkman, etc...
Circuit-Breaker
The ability to shut down or turn off all mechanical devices within a 2 hex radius. Robo-parts get a save to keep operating equal ½ the attacking character's ST.
Extra Attack
Every time this power is taken the character gains 1 additional attack. All attacks are subject to the rules for making attacks.
Unless otherwise worked out with the TM, items worn or carried by the PC do not grow in size with the PC.
Healing
1 point of damage healed every other round.
Extra Healing
1 point of damage healed every round (if not hit.)
Icemaker (W) Flamethrower (W)
The power to throw a wash of flame at an opponent +3 Damage 2 hex range Weakness is water or ice (player's choice). The power to throw a wave of intense snow/ice that causes damage. +3 Damage 2-hex range Weakness is heat.
Improved Agility Flirt
Any character of the opposite sex of the power wielder, who is in eye contact with and can hear the wielder, must pass a Saving Roll equal to wielder's ST or suffer the effects of Mindcloud from the distraction. + 1 to attack + 1 to defense + 2 to all agility-based saving throws and DL rolls.
Invisibility Fly
Allows character to fly at their movement rate, but character must keep moving. If character stops moving, they will fall. Each additional level taken increases speed by + 2 Ability to turn self (and clothing!) invisible If knocked unconscious, character reappears
Invulnerability (W)
Character cannot be affected (receives no damage) by convention weapons The character must have a vulnerability and a weakness.
Gravitation
Whether increasing or decreasing the target's gravity, subtract the attacker's ST from the target's ST. When increasing gravity, this reduced ST applies only to the victim's order of movement, his speed, and physical strength difficulty rolls. Should the target's ST be reduced to 0 or less, then the victim is pinned to the ground by his own increased weight, helpless. If decreasing gravity, the target's reduced ST is used for attack and physical strength difficulty rolls only, also, add the subtracted ST to the target's normal movement. If the target's ST is reduced to 0 or less, then the victim is in Zero-G and may float away into space unless he grabs hold of some other object.
Jinx (W)
-2 to all die rolls to any character within the radius of effect, whether friend or foe. The character is immune to their own Jinx power, but cannot control it. Radius of effect is 1 hex for each time the power is taken.
Kiss-of-Stone
Any character attacked with this power, which requires a successful melee hit, the round before to 'hug' the target, must roll against a DL of 7 or be turned to stone. If a target should resist the effects of this power, repeated attempts can be made each successive turn, unless the target manages to escape the hold of his attacker.
Growsome (W)
Character can grow up to 3' X ST (does not change ST). If knocked unconscious, PC returns to normal size. For each multiple of 10' in height, the PC receives the following bonuses/penalty: + 1 damage in melee combat and + 1 movement/opponents get + 1 to hit PC due to larger size (easier target to hit).
Laser
A natural energy beam, generated by the character +1 damage 10-hex range
Light Force
The ability to create a physical form of 1 color of light (player's choice); the form may be used for either attack or defense +1 damage 2 hex range + 2 defense Each additional taking adds + 1 damage, + 1 hex range or + 1 defense.
Presto-Changeo
The ability to mimic appearance of another character (but not the abilities or powers) If PC knows that character's voice, it can be imitated on a successful DL 5 roll. If knocked unconscious, PC resumes normal appearance
Rampage (W)
Everything within a 4 hex radius suffers an attack, at the attacker's ST All inert objects, anything without a ST stat (a wall for example), within the radius are broken, stepped on, or otherwise destroyed.
Light Shapes
Character can create realistic holograms of pure light; the difficulty to tell them from the real thing is creator's ST
Lightning (W)
A crackling bolt of searing energy which the character generates + 1 to hit +2 damage 4 hex range. Weakness is water, which shorts character's powers out.
Reflex
Character can reflect all energy (including Magic) and projectile weapons used against them, back at the attacker. Difficulty to do this is 2X the damage of the attack This power does not work against physical (melee) attacks, such as punch, club, sword, etc...
Mirror-Mirror (W)
This is the power to create a perfect double of the character out of thin air. The duplicate does not have the Mirror-Mirror power; it IS the Mirror-Mirror power. Each time the power is taken the character may create another duplicate.
Rhinohide
+ 2 to defense from tough skin.
Scream
A very powerful yell which does physical damage -1 to hit +3 damage 4-hex range
Multiple Target Enhancement
This is actually a power enhancement for a specific power (to be named when this power is taken); power fires multiple times in a single action and may strike more than 1 target providing all targets are in the same hex. The attacking character only makes one attack roll, but each target gets a separate defense roll for each attack against it and they must be resolved one-attack-at-a-time. A target in the affected area may receive some, none or all of the attacks. Each time this power is taken add + 1 target.
Shrinkydink (W)
Character can shrink up to 1" x ST (does not change ST). Character takes one round to recover from shrinking if he/she fails to make a roll that is less than his/her strength. If knocked unconscious, PC returns to normal size. While at minimum size, the PC receives the following bonus and penalties for every 3" under 1 foot of height: -1 for opponents to hit PC (harder target to hit), -1 difficulty level on sneak or stealth related checks/- 1 to damage in melee combat, -1 movement. A shrunk character can always move at least one square/hex for movement (even if movement has been modified to 0 or less) by running (no other actions that turn). Unless otherwise worked out with the TM, items worn or carried by the PC do not shrink in size with the PC.
Phasing
The ability to turn one's body almost ghostlike, allowing the character to walk, fall, or swim through any material. A character must say that they are phasing, because while they are phasing they cannot be hit or hit anyone else with a physical attack. This rule does not apply to energy attacks, such as Lightning or Laser. Note: If a character is knocked unconscious while in any solid material, he/she is killed.
Simon Says (W)
This power allows one character to take control of another character's mind A DL roll vs. the target's ST determines the success of the take-over attempt. The controller then states a single task he wishes the target to perform. Additional tasks require additional difficulty rolls.
Steelhide
+ 3 to defense - 1 base speed
Strength
All melee damage is + 2; taking this power more than once gives the character an additional + 2 damage, (on top of everything else).
Sonar (W)
Acts like radar, allowing the user to know his or her surroundings without actually having to see them. The weakness for this power is loud noises. Note: People with Sonar cannot be attacked from behind, and receive no penalties for working in complete darkness.
Stretch
Character can stretch up to his/her ST in hexes. Naturally elastic nature gives character + 1 to defense.
Talisman (W) Speed*
Movement is + 2 Taking this power more than once gives the character an additional + 2 Speed for each time the power is taken (on top of everything else). This power adds + 1 to all die rolls of any character within the area of effect, (whether friend or foe). The character is immune to the effects of their own power, and cannot control it. Radius of effect is 1 hex for each time the power is taken.
Speed: Modified Movement
Affects one type of movement only, though it can be a NEW type of movement, by itself. For example, Ice Maiden's ice-slides allow her to move faster than she could on her own. Also, Captain Ego's SPEED only effects his flying movement. Movement is + 4 Taking this power more than once gives the character an additional + 4 Speed for each time the power is taken (on top of everything else).
Teleportation (W)
The ability to pop from one place to another instantly, Range=sight. It should take the character 1 round to recover from Teleportation if he/she fails to make a roll that is less than his/her ST. If he/she fails, the character is at -1 to his/her defense.
Two-D
The character can make one of his dimensions (height, width, or breadth; player's choice at the time) as thin as a piece of paper. This allows the character to slip through cracks, gaps, slits, etc. freely. The character can also try to cut or slice through things by making a DL roll. The TM determines the level of DL based on the material being cut.
Spike
The ability to cast "Spikes" of force or light energy for AA + 0 damage 6 hex range. Each additional time this power is taken + 1 Damage, + 1 hex range.
Spikehide
+ 2 to defense from spike covered skin, if hit in melee, the attacker takes 1 pt. of damage from spikes.
Wallcrawling
The ability to walk on almost any solid surface, at any angle
Steel Hand
Character has incredibly hard hands which do +1 damage.
Water (W)
The power to cast a wave of water that will drench an opponent as well as causing damage +1 damage 4-hex range Weakness is flame.
Water-Breathing (W)
The ability to breathe underwater naturally Weakness: characters who normally breathe water must immerse in water every 24 hours or lose 1 Strength per hour for every hour after 24.
X-Ray Vision
The ability to see through most substances, but the heavier metals block this power.
Utility Belt Web
Character can create webs which he/she can shoot up to his/her ST in hexes. -1 to hit range equal to ST Entangle This is not really a power, but it is. It is equipped with a variety of handy, reusable tools for the hero, and has the chance to have just the one thing the hero might need in a pinch. DL to have just such an item may be determined by the TM. Utility belts also have 1 one-shot "gimmick "that can be used to negate 1 DL The cost to replace the gimmick is equal to the DL to be overcome, (DL 7 cost 7C to replace the gimmick).
Weakness
Some powers are more powerful than others; they also come with a weakness (W). This weakness has to be rolled on the Weakness Chart - it cannot be picked by the player. A weakness will cause the character to temporarily lose his/her power(s); duration=1 battle. Some powers will give their weakness in their description. The weaknesses must be rolled, with the exception of those powers which give their own corresponding weakness. No character may have more than 1 weakness. A character must be hit with his/her weakness, or be in the same hex as his/her weakness to lose his/her powers. The characters should make the most of this time, by trying to escape from the deathtrap or thinking up a counter-plot to stop the villain's black scheme. Not all villains need have this weakness.
Cold
Temperatures below 32 deg Fahrenheit.
Concentration
A concentrating character may not move or attack, and uses only 1/2 ST for defense rolls, if attacked.
Gross
The character is very gross. Maybe really ugly, or smells bad, or is slimy, etc... This causes - 1 to all character rolls made by other's in the same hex.
Darkness
Lack of sunlight
Daylight
Exposure to sunlight.
Heat
Temperatures above 100 deg Fahrenheit.
Fear of...
When a character is confronted with the object of his fear (bugs, spiders, toxic waste, old gym socks, etc.), the player must roll against a DL 10, or the character will attempt to flee the scene or, lacking an avenue of escape, make missile attacks at -2. All other die rolls made by the frightened character are also made at -2.
Loud Noise
Anything on par with a minor explosion.
Magic
Characters with this weakness have powers which are mystic in origin, and exposure to magic negates their effectiveness.
Gloating
A gloating villain will spill the beans about his latest evil plot, giving vital information to the PCs, such as the location of hidden bombs, or which downtown building the assassin intends to kill the mayor from, etc. Villains only gloat when the characters are helpless (stuck in a deathtrap or locked in a vault, etc).
Malfunction
(Robot, Android characters or characters with Hi-tech weapons only!) Roll current ST or less on a d10, once per round. If the roll fails (in the case of artificial beings) the TM controls the character for that round. A malfunctioning robot should behave erratically, perhaps break dancing without provocation. If the roll fails in the case of High tech gadgetry it fails to work as expected, TMs discretion as to what does happen.
Scary Looks
The character's appearance is frightening to ordinary NPCs. They must make a DL roll against the character's ST, or react negatively towards the scary looking character. The TM should determine exact results, but common effects include distrust, hostility, and even outright panic!
Steel (Metal)
Direct physical contact with steel, (or pick a metal).
Radiation
Player should pick one form of radiation (i.e., Gamma, X-Ray, Nuclear, etc.)
Water
Any water with which the character comes in physical contact
Wood
Any wood with which the character comes in physical contact
Created on 21 January 2006
Version 1.0
TWERPS TROOPERS (Roughnecks: starship troopers chronicles, animated TV series parody)
TWERPS Supplement by Dale C. Blessing
pineappleleader@yahoo.com
You will need 1 or more ten-sided dice and the TWERPS Basic Rules to play. You will also need The TWERPS Files (campaign book #12) or TWERPS Twisted Tales of Terror (campaign book #11) for Scary Factor, Flying and Vehicles Rules.
You have finally graduated from high school. Now it's time to pay society back for all that easy living. So...you signed up for Galactic Federation Service. The recruiter said it was like the peace corps, and only for a couple of years. How hard could it be?
Congratulations! You have been selected for the Mobile Infantry.
WHAT?!?
GENERIC MOBILE INFANTRY TROOPER (MI Trooper)
Male (or Female) Human
Strength 6 - boot camp builds you up
SKILLS
Dirty Fighting...+1 (2 Damage)
Shoot Big Gun...+2
Remain Cool Under Fire...+1 to Scary Factor Checks.
ROLEPLAYING TRAITS
Courageous
Hot-Headed
Paranoid
EQUIPMENT
Battle Dress Armor w/helmet (stops 4 Damage)
Morita Assault Rifle (4 Damage as blaster rifle, 8 Damage as mini-grenade launcher. Range 10 hex)
Hand Grenade x2 (10 Damage)
Fighting knife/bayonet (2 Damage)
First Aid Kit (heals 4 Damage)
NOTES
Fists do 1 Damage. Dirty Fighting (fists and feet) does 2 Damage.
GENERIC FLEET OFFICER
Female (or Male) Human
Strength 5
SKILLS
Fly Anything Like A Maniac...+3
Scold MI Trooper...+1
ROLEPLAYING TRAITS
Responsible
By-the-Book
Serious
EQUIPMENT
Flight suit w/helmet (stops 2 Damage)
Side arm - pistol (3 Damage. Range 5 hex)
First Aid Kit (heals 4 Damage)
Polished Boots
VEHICLE (Wings)
Fleet Drop Ship - Holds 2 pilots and up to 10 MI.
Strength 10.
Fly at Strength x 4 Speed.
Defense + 3.
After it takes 9 Plasma Damage, it falls out of the sky.
NOTES
Fists do 1 Damage.
THE BUGS
Bugs do not use weapons. Bugs do not drive vehicles, but some can fly. Bugs do exactly what the Brain Bug tells them to do - always. Bugs are tough and fast. They dish out lots of Damage and can take lots of Damage. All Bugs are Scary. You must make a Scary Factor Check when you see a Bug.
WARRIOR BUG
Foot soldiers of the Arachnid army. Fast and tough.
Strength 8
SKILLS
Fight...+3 (4 Damage. Melee)
Sneak...+1
ROLEPLAYING TRAITS
Always Attack
Fearless
HOPPER BUG
Air support and scouts of the Arachnid army.
Strength 8
Fly at 4 x ground speed (NOT RUN - Fly Only)
SKILLS
Fight...+2 (3 Damage. Melee)
Fly...+2
Sneak...+1
ROLEPLAYING TRAITS
Always Attack
Fearless
Always Fly Fast
TANKER BUG
Heavy anti-personnel support of the Arachnid army.
Huge and very tough. But slow.
Strength 8
Armor…+2
Ground Movement is Strength x ½.
SKILLS
Breathe Fire...+1 (4 Damage. Range 5 hex)
Burrow Underground...+1
ROLEPLAYING TRAITS
Always Attack
Fearless
Big and Slow
PLASMA BUG
Fire blobs of super heated plasma at flying targets.
When Strength is reduced to zero plasma bug explodes.
Strength 8
SKILLS
Shoot Plasma...+3 (10 Damage. Range is Orbital)
ROLEPLAYING TRAITS
Always Attack
Fearless
BRAIN BUG
The Brains of the Arachnid army.
Very Smart and Cunning.
Can NOT Fight physically.
Strength 8
Immobile. Movement is None. Must be carried by Chariot Bugs.
SKILLS
Make a Cunning Plan…+5
ROLEPLAYING TRAITS
Very Smart and Cunning
Never Attack Physically
Physically Cowardly
Immobile
CHARIOT BUG
Carry around the Brain Bug.
Large and very slow.
Strength 8
Ground Movement is Strength x ½.
Never Attack
SKILLS
Carry Brain Bug without Dropping…+2
ROLEPLAYING TRAITS
Never Attack
Fearless
Big and Slow
WORKER BUG
Workers of the Arachnid army. Work, Work, Work…
Do NOT fight or Dodge.
Strength 8
Armor…-2 (yes. Minus 2. Will NOT Dodge or Defend Themselves).
SKILLS
Work...+3
Burrow Underground...+2
Sneak...+1
ROLEPLAYING TRAITS
Never Attack
Always Work
Fearless
HOW TO DO EVERYTHING
Aerial Movement and Combat. See The TWERPS Files (campaign book #12) or TWERPS Twisted Tales of Terror (campaign book #11).
Combat. See TWERPS Basic Rules.
First Aid Kit (heals 4 Damage). One use only. Anybody can use this kit.
Scary Factor Checks. See The TWERPS Files (campaign book #12) or TWERPS Twisted Tales of Terror (campaign book #11).
Vehicles. See The TWERPS Files (campaign book #12) or TWERPS Twisted Tales of Terror (campaign book #11).
TWERPS is Copyright Lou Zocchi and Game Science. All Rights Reserved. Used without permission.
Roughnecks: Starship Troopers Chronicles are Registered Trademarks of Adelaide Productions, Inc. Copyright 2000 by Adelaide Productions, Inc.
All Rights Reserved.
Used without permission.
This is a _not for profit_ fan parody.
Created on 22 January 2006
Version 1.0
TWERPS UNDERWORLD (A live-action movie parody)
TWERPS Supplement by Dale C. Blessing
pineappleleader@yahoo.com
You will need 1 or more ten-sided dice and the TWERPS Basic Rules to play. You will also need TWERPS Twisted Tales of Terror (campaign book #11) for Scary Factor and Vehicles Rules.
1. INTRODUCTION
The action takes place in and around Budapest Hungary. The Vampires live on a large estate outside the city. The Werewolves (called Lycans) live in a large bomb shelter underneath central Pest. The bomb shelter is dirty and in poor repair. It is partly flooded, and can only be entered from the city subway system.
The war between the Vampires and Lycans has been going on for over 600 years. The exact cause of the war is known only to the Vampire Elders. They have never made it public and discourage inquires.
The Death Dealers are a special Vampire Hit Squad. Their job is to exterminate the Werewolves. They have done their job almost too well. Few Werewolves are thought to still exist.
Werewolves and Vampires are thought to have a common human ancestor. Their conditions are caused by a virus in the blood. It is a legend that this common ancestor had three sons. One was bitten by a bat and became the first vampire. One was bitten by a wolf and became the first werewolf. One remained human. Thus, all Vampires and Werewolves now living are cousins.
The vast majority of people bitten by a Vampire or a Werewolf do not become monsters. They die. The virus is highly toxic to humans and usually kills them within minutes.
Vampires live by a set of rules known as The Covenant. They must keep their existence and the war secret from humans, or else the humans will gang up and destroy them. They may no longer feed on humans and must drink animal blood or cloned human blood. The penalty for violating these rules is death.
Werewolves also live by The Covenant. They do not feed on Humans anymore and usually keep the war secret. Werewolves are frequently violent in front of humans, but try to avoid changing form in public. The penalty for violating these rules is death.
At this point in time the Death Dealers are searching for the last Werewolf stronghold. Once they find it, the Werewolves will be exterminated and the war will end.
But wait. All is not as it seems. There are plots within plots and victory is not assured. What will happen…
2. CHARACTERS
GENERIC VAMPIRE DEATH DEALER (Werewolf Hunter)
Female (or Male) Human
Strength 6
VAMPIRE POWERS
Vampires can appear human. When they call upon "Vampire Powers" or assume "Vampire Form" their eyes glow bright blue.
Vampires are nocturnal.
Vampires have a heart beat and a pulse.
Vampires can become pregnant and give birth to a child who is also a vampire (this is very rare).
Vampires may enter any dwelling without asking.
Vampires do have a reflection in a mirror.
Vampires feel cold to the touch.
Vampires can fall up to 100 feet and land on their feet unharmed.
Vampires can wall-crawl on rough surfaces.
Vampires are NOT effected by Garlic.
Vampires can NOT change form. They can NOT turn into bats, wolves or mist.
Vampires are NOT effected by Holy Symbols or Faith.
Vampires can NOT fly.
When a Vampire is killed the body does NOT turn into Dust. There is a corpse to be gotten rid of.
WEAKNESS
Take Damage x 2 from full Sunlight.
Vampires must have a blood meal once every 7 days or loose 1 Strength Point each day without a meal. Animal Blood or Cloned Human Blood is acceptable.
SKILLS
Dirty Fighting...+2 (2 Damage)
Shoot Big Gun...+3
Remain Cool Under Fire...+1 to Scary Factor Checks.
ROLEPLAYING TRAITS
Frequently Take Hot Steamy Showers
Courageous
Hot-Headed
Paranoid (Werewolves are out to get me. The Vampire Elders are lying)
EQUIPMENT
Black Leather Skin Tight Outfit with Long Black Leather Coat (+ 1 to Defend)
Pistol x 2, Beretta 93R w/silver bullets
- semi automatic fire (2 Damage. Range 5 hex)
- full automatic fire (-1 to Hit. 4 Damage. Range 5 hex)
Silver Throwing Disks (2 Damage. Range 4 hex)
Fighting knife (2 Damage)
NOTES
Fists do 1 Damage. Dirty Fighting (fists and feet) does 2 Damage.
Bite does 1 Damage. (Person bitten must make a Saving Roll with the Vampire’s Strength as the Difficulty Number or become a Vampire within 7 days. If you make the Saving Roll you do NOT become a Vampire. You Die.)
Healing Damage: Must be in Vampire Form. Must have just had a Blood Meal. Heal all damage in 2 turns. Decapitation is fatal and can NOT be healed. Elders heal in only 1 turn.
GENERIC WEREWOLF (Lycan)
Male (or Female) Human
Strength 5 (Human Form)
Strength 8 (7 foot tall bipedal Werewolf Form). Anyone seeing a Werewolf in this Form must make a Scary Factor Check. Vampires too. Vampire Elders are not effected.
WEREWOLF POWERS
Werewolves do appear human. When they call upon "Werewolf Powers" or assume Werewolf Form their eyes glow bright blue.
Changing into Werewolf Form is automatic each month, on the 3 nights of the full moon.
Younger Werewolves can heal (non-silver) damage only in Werewolf Form.
Older Werewolves can change forms voluntarily at any time. They still must change on the 3 nights of the full moon.
Older Werewolves can heal (non-silver) damage in human form. Their eyes glow brite blue.
Werewolves can become pregnant and give birth to a child who is also a werewolf (this is very rare).
Werewolves can fall up to 100 feet and land on their feet unharmed.
Werewolves can wall-crawl on rough surfaces.
Wolf’s Bane has no effect on a Werewolf.
When a Werewolf is killed it changes back into human form. There is a corpse to be gotten rid of.
WEAKNESS
Take Damage x 2 from all Silver Weapons
SKILLS
Fight (Tooth and Claw)…+3 (includes +2 to Hit)
Shoot Big Gun...+2
ROLEPLAYING TRAITS
Dirty and Smelly (I bathed last month)
Courageous
Hot-Headed
Paranoid (Vampires are out to get me.)
EQUIPMENT
Dirty T-Shirt and Jeans. Black Leather Biker Jacket.
Sun Glasses (even at night).
SMG, H & K MP5
- semi automatic fire (3 Damage. Range 8 hex)
- full automatic fire (-1 to Hit. 4 Damage. Range 8 hex)
Fighting knife (2 Damage)
NOTES
Fists do 1 Damage.
Tooth and Claw do 2 Damage. ( +2 to hit)
Bite does 1 Damage. (Person bitten must make a Saving Roll with the Werewolf’s Strength as the Difficulty Number or become a Werewolf next full moon. If you make the Saving Roll you do NOT become a Werewolf. You Die.)
Healing Damage: In Werewolf Form all (non-silver) damage is healed in 1 turn. In human form (older Werewolves only) all (non-silver damage is healed in 2 turns.
3. VEHICLES (Wheels)
Vampires drive clean and shiny new cars.
Werewolves drive dirty and smelly older cars.
Generic High Performance Car - Holds up to 5 people or Vampires
Strength 8
Defense is +2
Movement Strength x 3 Ground Speed.
Generic Van - Holds up to 10 people or 6 Werewolves
Strength 10
Defense is +0
Movement Strength x 2 Ground Speed.
4. NPCs
GENERIC VAMPIRE ELDER
Male (or Female) Human
Strength 10
Vampire Elders are Scary. Everyone make a Scary Factor Check.
SKILLS
Fight (medieval weapons)…+4
Intimidate lesser vampires…+4
Lie to everyone…+5
POWERS and WEAKNESS the same as a Death Dealer.
ROLEPLAYING TRAITS
Instill Fear in Lesser Vampires
Bad Tempered
Take what and who you want (Power!)
EQUIPMENT
Dress in expensive archaic clothes.
Bastard Sword, Silver (+1 to Hit. 3 Damage).
NOTES
Fists do 1 Damage.
Bite does 1 Damage. (Person bitten must make a Saving Roll with the Vampire’s Strength as the Difficulty Number or become a Vampire within 7 days. If you make the Saving Roll you do NOT become a Vampire. You Die.)
LOUNGE LIZZARD VAMPIRE
Female (or Male) Human
Strength 4
SKILLS
Gossip behind your back…+2
Toady Elders and VIPs…+1
POWERS and WEAKNESS the same as a Death Dealer.
ROLEPLAYING TRAITS
Do NOT fight. Run away.
Fear Elders
Gossip
Start Rumors
Party!
5. HOW TO DO EVERYTHING
Aerial Movement and Combat. See TWERPS Twisted Tales of Terror (campaign book #11).
Combat. See TWERPS Basic Rules.
Scary Factor Checks. See TWERPS Twisted Tales of Terror (campaign book #11).
Vehicles. See TWERPS Twisted Tales of Terror (campaign book #11).
TWERPS is Copyright Lou Zocchi and Game Science. All Rights Reserved. Used without permission.
Underworld is Copyright 2003 Subterranean Productions LLC. All Rights Reserved.
Used without permission.
This is a _not for profit_ fan parody.
When a character reaches Strength 12, they have the ability to become a Guardian of the Cosmos (TM permitting). These righteous and powerful heroes for Order are all that stand between our reality and the Nasty Dark Ones with their plans to turn all reality into a boring and endless nothing called "The Big Nothing", in which all things cease to exist.
Powers Cosmic
For every 10VPs the PC spends after achieving ST 12, they acquire a new Power Cosmic. These "Powers Cosmic" are the same as those held by the Nasty Dark Ones, and are used by the Guardians of the Cosmos to help them protect reality. The powers are given in the following order, and can only be received in that order:
First Power Cosmic SUSTENANCE
The ability to go an indefinite period of time without eating or drinking, or even breathing.
Second Power Cosmic WALK
The power allows the character to walk from one dimension to another. The character simply thinks of the kind of world he would like to be on and "walks" there. The time spent walking is dependent upon how different the world they are walking to differs from the world they are departing. Minimum time required to walk is one (1) hour for a world almost identical to the one departed, or up to 6 days for a world that is completely alien from the world previously departed. A character must rest for a week before they can "walk" again.
Third Power Cosmic SPEAK
The ability allows character to communicate with all living things.
Fourth Power Cosmic COMMAND
The ability to command any non living object to do any one (1) task. This power can only be done once a week.
Fifth Power Cosmic KNOWLEDGE
The ability allows character to know the answer to any question just by thinking about it. This power works once per day, and will exhaust the character (Reduce to ST 2), recovers strength in an hour.
Sixth Power Cosmic CREATE
The ability to create any needed object, once per day TM discretion is strongly advised.
Seventh PowersCosmic DESTROY
The ability to destroy any one (1) object by simply touching it; works once per week TM discretion strongly recommended.
Guardians
A Guardian character will often work with non Guardian types, recruiting them to their cause.
Guardian vs. Dark One
Whenever a guardian meets a Dark One, they will fight in single combat. The winner stripping the loser(if loser is not killed) of their rank and 1 ST point, bringing that character to 11; this will cancel all of the Powers Cosmic they have received up till that point, and the character must start over again once they regain ST 12.
THE SHADOW
by Dr. Garry M. Weinberger
THE SHADOW ST:7 Vigilante+3, Pilot+3, Athlete+2, Invisibility (see Superdudes)
The man who would become the most feared vigilante of all time began as an ace American pilot named Kent Allard. Such was his skill that he became known as The Black Eagle. Following the war, Allard found his unique skills to be no longer in demand. He spent years as an aimless drifter, addicted to opium and committing the most base of crimes to support his habit.
How he came to be in Tibet remains unknown, but the monks who took him in cured his addiction and gave him a focus for his life. The mystic arts they taught him to clear his mind also allowed him to cloud the minds of others. Vowing to use his newfound gifts to seek redemption for the sins of his past, he returned to New York to wage war on the underworld.
Allard's relationship with millionaire Lamont Cranston remains his greatest mystery. By some accounts, Cranston is his ally against the war on crime, allowing him to assume his identity when he needs to. By other accounts, the real Lamont Cranston was a crime lord executed by the Shadow early in his career who`s identity he usurped. Only the Shadow knows the truth.
The Shadow is never seen, manifesting only as a mocking laugh in the darkness. When he uses his vigilante ability (see Crimebusters) he instills Fear rather than intimidation. He metes out justice using twin Tokarov pistols, given to him by Tsar Nicholas. While in public, he is very careful not to be photographed; a clear picture would reveal not Lamont Cranston's leading-man good looks, but the gaunt features and haggard stare of Kent Allard.
The Big List of RPG Plots
Any Old Port in a Storm
The PCs are seeking shelter from the elements or some other threat, and come across a place to hole up. They find that they have stumbled across something dangerous, secret, or supernatural, and must then deal with it in order to enjoy a little rest.
Common Twists & Themes:
The shelter contains the cause of the threat the PCs were trying to avoid. The shelter houses a Hidden Base (q.v.). The PCs must not only struggle for shelter, they must struggle to survive. The place is a legitimate shelter of some kind, but the PCs are not welcome, and must win hearts or minds to earn their bed for the night.
Better Late Than Never
Some bad guys have arrived and done some bad guy things. The PCs were none the wiser. The bad guys have now made good their escape, and the PCs have caught wind of it in time to chase them down before they make it back to their lair, their home nation, behind enemy lines, etc.
Common Twists & Themes:
The bad guys escaped by stealing a conveyance that the PCs know better than they do. The bad guys duck down a metaphorical (or literal) side-road, trying to hide or blend into an environment (often one hostile to the PCs). If the bad guys cross the adventure's "finish line" (cross the county line, make the warp jump, etc.) there's no way to pursue them beyond it.
Blackmail
Usually through trickery (but sometimes by digging into the PCs' past), an antagonist has something to hold over the heads of the PCs and make them jump. This could be any kind of threat from physical to social, but it depends on the villain having something - even if it's information - that others don't have. Now, he is pulling the strings of the PCs, telling them to do things they don't want to. The PCs must end the cycle of blackmail, deprive the villain of his edge, and keep him temporarily satisfied while doing it.
Common Twists & Themes:
The adventure hook involves the PCs doing the villain a good turn, which allows him to take advantage of them (very cynical!). To succeed, the PCs must contact other folks that are also being used. The PCs aren't the victims at all, but somebody they care about/are charged to protect, is.
Breaking and Entering
Mission objective: enter the dangerous place, and retrieve the vital dingus or valuable person. Overcome the area's defenses to do so.
Common Twists & Themes:
The goal is not to extract a thing, but to destroy a thing or interfere with a process (kill the force-screen generator, assassinate the evil king, stop the spell from being cast, wreck the invasion plans, close the portal). The goal has moved. The goal is information, which must be broadcast or otherwise released from the area as soon as it is found. The job must be done without alerting anyone. The PCs don't know the place is dangerous. The PCs must replace the thing with another thing.
Capture the Flag
The PCs must secure a military target for the good guys. There are bad guys there that prefer not to be secured:The fundamental tactical scenario.
Common Twists & Themes:
The PCs must assemble and/or train a force to do the job with them. The PCs are working with flawed intelligence and the target zone isn't as described. The PCs must coordinate their own efforts with an ally group (possibly putting aside rivalries to do so). The target zone includes a population of innocent people, fragile goods, or some other precious thing that mustn't be harmed in the crossfire.
Clearing The Hex
There is a place where bad things live. The PCs must make it safe for nice people, systematically clearing it of danger.
Common Twists & Themes:
The bad things can't be beaten with direct conflict. The PCs must learn more about them to solve the problem. The Haunted House The Alien Infestation The Wild Forest.
Delver's Delight
The PCs are treasure-hunters, who have caught wind of a treasure-laden ruin. They go to explore it, and must deal with its supernatural denizens to win the treasure and get out alive.
Common Twists & Themes:
The treasure itself is something dangerous. The treasure isn't in a ruin, but in a wilderness or even hidden somewhere "civilized." The treasure is someone else's rightful property. The treasure turns out to have a will of its own.
Don't Eat The Purple Ones
The PCs are stranded in a strange place, and must survive by finding food and shelter, and then worry about getting back home.
Common Twists & Themes:
The PCs must survive only for a short period of time, until help arrives, the ship and/or radio is repaired, or some such thing (in "repair" scenarios, sometimes the PCs must discover some fact about the local environment that will make such repairs possible).
Elementary, My Dear Watson
A crime or atrocity has been committed; the PCs must solve it. They must interview witnesses (and prevent them from being killed), gather clues (and prevent them from being stolen or ruined). They must then assemble proof to deliver to the authorities, or serve as personal ministers of justice.
Common Twists & Themes:
The PCs are working to clear an innocent already accused (possibly themselves). The PCs must work alongside a special investigator or are otherwise saddled with an unwanted ally. Midway through the adventure, the PCs are "taken off the case" - their invitation/authority to pursue the matter is closed (often the result of political maneuvering by an antagonist). The climax is a courtroom scene or other arena of judgment. The scale is highly variable for this type of adventure, from a small-town murder to a planetwide pollution scandal.
Escort Service
The PCs have a valuable object or person, which needs to be taken to a safe place or to its rightful owner, etc. They must undertake a dangerous journey in which one or more factions (and chance and misfortune) try to deprive them of the thing in their care.
Common Twists & Themes:
The thing or person is troublesome, and tries to escape or sidetrack the PCs. The destination has been destroyed or suborned by the enemy, and the PCs must take upon themselves the job that either the destination or their charge was meant to do when it got there. The person is a person attempting a political defection. Safe arrival at the destination doesn't end the story; the PCs must then bargain with their charge as their token (exchanging money for a hostage, for instance). The PCs must protect the target without the target knowing about it.
Good Housekeeping
The PCs are placed in charge of a large operation (a trading company, a feudal barony, the CIA) and must, despite lack of experience in such things, make it work and thrive.
Common Twists & Themes:
The PCs are brought in because something big is about to happen, and the Old Guard wants a chance to escape. The peasants, neighbors, employees, etcetera resent the PCs, because their method of inheritance looks outwardly bad and everybody loved the old boss.
Help is on the Way
A person (church group, nation, galaxy) is in a hazardous situation they can't survive without rescue. The PCs are on the job. In some scenarios, the hook is as simple as a distant yell or crackly distress signal.
Common Twists & Themes:
The victim(s) is (are) a hostage, or under siege from enemy forces, and the PCs must deal with the captors or break the siege. There is a danger that any rescue attempts will strand the rescuers in the same soup as the rescuees, compounding the problem. The rescuees aren't people, but animals, robots, or something else. The "victim" doesn't realize that he needs rescuing; he thinks he's doing something reasonable and/or safe. The threat isn't villain-oriented at all; it's a natural disaster, nuclear meltdown, or disease outbreak. The rescuees can't leave; something immobile and vital must be tended to or dealt with at the adventure location. The PCs begin as part of the rescuees, and must escape and gather forces or resources to bring back and proceed as above.
Hidden Base
The PCs, while traveling or exploring, come across a hornet's nest of bad guys, preparing for Big Badness. They must either find some way to get word to the good guys, or sneak in and disable the place themselves, or a combination of both.
Common Twists & Themes:
The PCs must figure out how to use local resources in order to defend themselves or have a chance against the inhabitants.
How Much For Just the Dingus?
Within a defined area, something important and valuable exists. The PCs (or their employers) want it, but so do one or more other groups. The ones that get it will be the ones that can outthink and outrace the others, deal best with the natives of the area, and learn the most about their target. Each competing group has its own agenda and resources.
Common Twists & Themes:
The natives require the competing factions to gather before them as pals to state their cases. The valuable thing was en route somewhere when its conveyance or courier wrecked or vanished.
I Beg Your Pardon?
The PCs are minding their own business when they are attacked or threatened. They don't know why. They must solve the mystery of their attacker's motives, and in the meantime fend off more attacks. They must put two and two together to deal with the problem.
Common Twists & Themes:
The PCs have something that the bad guys want - but they don't necessarily realize it. The bad guys are out for revenge for a dead compatriot from a previous adventure. The bad guys have mistaken the PCs for somebody else.
Long Or Short Fork When Dining On Elf?
The PCs are a diplomatic vanguard, trying to open up (or shore up) either political or trade relations with a strange culture. All they have to do is manage for a day or so among the strange customs without offending anybody . . . and what information they have is both incomplete and dangerously misleading.
Common Twists & Themes:
The PCs were chosen by somebody who knew they weren't prepared for it - an NPC trying to sabotage the works (pinning this villain might be necessary to avert disaster).
Look, Don't Touch
The PCs are working surveillance - spying on a person, gathering information on a beast in the wild, scouting a new sector. Regardless of the scale, the primary conflict (at least at the start) is the rule that they are only to watch, listen and learn. They are not to make contact or let themselves be known.
Common Twists & Themes:
The target gets itself in trouble and the PCs must decide whether to break the no-contact rule in order to mount a rescue.
Manhunt
Someone is gone: they've run away, gotten lost, or simply haven't called home in a while. Somebody misses them or needs them returned. The PCs are called in to find them and bring them back.
Common Twists & Themes:
The target has been kidnapped (possibly to specifically lure the PCs). The target is dangerous and escaped from a facility designed to protect the public. The target is valuable and escaped from a place designed to keep him safe, cozy, and conveniently handy. The target has a reason for leaving that the PCs will sympathize with. The target has stumbled across another adventure (either as protagonist or victim), which the PCs must then undertake themselves. The missing "person" is an entire expedition or pilgrimage of some kind. The target isn't a runaway or missing/lost - they're just someone that the PCs have been hired to track down (possibly under false pretenses).
Missing Memories
One or more of the PCs wakes up with no memory of the recent past, and now they find themselves in some kind of trouble they don't understand. The PCs must find the reason for the memory lapse, and solve any problems they uncover in the meantime.
Common Twists & Themes:
The forgetful PCs voluntarily suppressed or erased the memories, and they find themselves undoing their own work.
Most Peculiar, Momma
Something both bad and inexplicable is happening (racial tension is being fired up in town, all the power is out, the beer supply is drained, it's snowing in July, Voyager still has fans, hordes of aliens are eating all the cheese), and a lot of people are very troubled by it. The PCs must track the phenomenon to its source, and stop it.
Common Twists & Themes:
The PCs are somehow unwittingly responsible for the whole thing. What seems to be a problem of one nature (technological, personal, biological, chemical, magical, political, etc) is actually a problem of an alternate one.
No One Has Soiled The Bridge
The PCs are assigned to guard a single vital spot (anything from a mountain pass to a solar system) from impending or possible attack. They must plan their defensive strategy, set up watches, set traps, and so on, and then deal with the enemy when it arrives.
Common Twists & Themes:
The intelligence the PCs was given turns out to be faulty, but acting on the new information could result in greater danger - but so could not acting on it, and the PCs must choose or create a compromise. The PCs learn that the enemy has good and sympathetic reason for wanting to destroy the protected spot.
Not In Kansas
The PCs are minding their own business and find themselves transported to a strange place. They must figure out where they are, why they are there and how to escape.
Common Twists & Themes:
They were brought there specifically to help someone in trouble. They were brought there by accident, as a by-product of something strange and secret. Some of the PCs' enemies were transported along with them (or separately), and now they have a new battleground, and innocents to convince which guys are the good guys.
Ounces of Prevention
A villain or organization is getting ready to do something bad, and the PCs have received a tip-off of some sort. They must investigate to find out more about the caper, and then act to prevent it.
Common Twists & Themes:
The initial tip-off was a red herring meant to distract the PCs from the actual caper. There are two simultaneous Bad Things on the way, and no apparent way to stop both of them - how to choose?
Pandora's Box
Somebody has tinkered with Things Man Ought Not, or opened a portal to the Mean People Dimension, cracked a wall at the state prison, or summoned an ancient Babylonian god into a penthouse. Before the PCs can even think of confronting the source of the trouble, they must deal with the waves of trouble already released by it: monsters, old foes out for vengeance, curious aliens who think cars/citizens/McDonald's hamburgers resemble food, and so forth.
Common Twists & Themes:
The PCs can't simply take the released badness to the mat; they have to collect it and shove it back into the source before it the adventure can really end. The PCs are drawn in to the source and must solve problems on the other side before returning to this one. A secret book, code, or other rare element is necessary to plug the breach (maybe just the fellow who opened it). A close cousin to this plot is the basic "somebody has traveled into the past and messed with our reality" story.
Quest For the Sparkly Hoozits
Somebody needs a dingus (to fulfill a prophecy, heal the monarch, prevent a war, cure a disease, or what have you). The PCs must find a dingus. Often an old dingus, a mysterious dingus, and a powerful dingus. The PCs must learn more about it to track it down, and then deal with taking it from wherever it is.
Common Twists & Themes:
The dingus is incomplete when found (one of the most irritating and un-fun plot twists in the universe). Somebody already owns it (or recently stole it, sometimes with legitimate claim or cause). The dingus is information, or an idea, or a substance, not a specific dingus. The PCs must "go undercover" or otherwise infiltrate a group or society, gaining the dingus by guile or stealth.
Recent Ruins
A town, castle, starship, outpost, or other civilized construct is lying in ruins. Very recently, it was just dandy. The PCs must enter the ruins, explore them, and find out what happened.
Common Twists & Themes:
Whatever ruined the ruins (including mean people, weird radiation, monsters, a new race, ghosts) is still a threat; the PCs must save the day. The inhabitants destroyed themselves. The "ruins" are a derelict ship or spaceship, recently discovered. The "ruin" is a ghost town, stumbled across as the PCs travel - but the map says the town is alive and well.
Running the Gauntlet
The PCs must travel through a hazardous area, and get through without being killed, robbed, humiliated, debased, diseased, or educated by whatever is there. The troubles they encounter are rarely personal in nature the place itself is the "villain" of the adventure. Common Twists & Themes: The place isn't dangerous at all, and the various "dangers" are actually attempts to communicate with the party by some agent or another.
Safari
The PCs are on a hunting expedition, to capture or kill and elusive and prized creature. They must deal with its environment, its own ability to evade them, and possibly its ability to fight them.
Common Twists & Themes:
The creature is immune to their devices and weapons. There are other people actively protecting the creature. The creature's lair allows the PCs to stumble onto another adventure.
Score One for the Home Team
The PCs are participants in a race, contest, tournament, scavenger hunt or other voluntary bit of sport. They must win.
Common Twists & Themes:
The other contestants are less honest, and the PCs must overcome their attempts to win dishonestly. The PCs are competing for a deeper purpose than victory, such as to keep another contestant safe, or spy on one, or just to get into the place where the event goes down. The PCs don't wish to win; they just wish to prevent the villain from winning. The event is a deliberate test of the PCs abilities (for entry into an organization, for example). The event becomes more deadly than it's supposed to.
Stalag 23
The PCs are imprisoned, and must engineer an escape, overcoming any guards, automatic measures, and geographic isolation their prison imposes on them.
Common Twists & Themes:
Something has happened in the outside world and the prison security has fallen lax because of it. The PCs have been hired to "test" the prison - they aren't normal inmates. Other prisoners decide to blow the whistle for spite or revenge. The PCs are undercover to spy on a prisoner, but are then mistaken for real inmates and kept incarcerated. The PCs must escape on a tight schedule to get to another adventure outside the walls.
Take Us To Memphis And Don't Slow Down
The PCs are on board a populated conveyance (East Indiaman, Cruise Ship, Ferry, Sleeper Starship), when it is hijacked. The PCs must take action while the normals sit and twiddle. Common Twists & Themes: The "hijackers" are government agents pulling a complicated caper, forcing the PCs to choose sides. The hijackers don't realize there is a secondary danger that must be dealt with, and any attempt to convince them is viewed as a trick. The normals are unhelpful or even hostile to the PCs because they think the PCs are just making matters worse.
Troublemakers
A bad guy (or a group of them, or multiple parties) is kicking up a ruckus, upsetting the neighbors, poisoning the reservoirs, or otherwise causing trouble. The PCs have to go where the trouble is, locate the bad guys, and stop the party.
Common Twists & Themes:
The PCs must not harm the perpetrator(s); they must be bagged alive and well. The bad guys have prepared something dangerous and hidden as "insurance" if they are captured. The "bad guy" is a monster or dangerous animal (or an intelligent creature that everybody thinks is a monster or animal). The "bad guy" is a respected public figure, superior officer, or someone else abusing their authority, and the PCs might meet hostility from normally-helpful quarters who don't accept that the bad guy is bad. A balance of power perpetuates the trouble, and the PCs must choose sides to tip the balance and fix things. The "trouble" is diplomatic or political, and the PCs must make peace, not war.
Uncharted Waters
The PCs are explorers, and their goal is to enter an unknown territory and scope it out. Naturally, the job isn't just going to be surveying and drawing sketches of local fauna; something is there, something fascinating and threatening.
Common Twists & Themes:
Either the place itself is threatening (in which case the PCs must both play National Geographic and simultaneously try to escape with their skin, sanity, and credit rating) or the place itself is very valuable and wonderful, and something else there is keen on making sure the PCs don't let anyone else know. Other potential conflicts involve damage to the PCs' conveyance or communication equipment, in which case this becomes Don't Eat the Purple Ones.
We're On The Outside Looking In
Any of the basic plots in this list can be reengineered with the PCs on the outside of it. Either the PCs are accompanying other characters in the midst of such a plot (often being called on to defend the plot from the outside, as it were), or they are minding their own business when the others involved in the plot show up, and must pick sides or simply resist. For instance, with Any Old Port In The Storm, the PCs could already be enjoying (or native to) the shelter when a strange group arrives. If the "the PCs are unwelcome" variant is employed, then perhaps the PCs will be the only voice of reason to still the religious fervor, racial prejudice, anti-monster sentiment, or whatever else is the source of conflict.
Common Twists & Themes:
The PCs find themselves on the receiving end of the adventure. Take any of the plots here and reverse them, placing the PCs in the position where NPCs (often the villain, fugitive, etcetera) normally are. Instead of hunting, they must be hunted. Instead of fixing, they must avoid getting "fixed" themselves. Alternately, leave a classic plot intact but turn the twists upside down, making them twistier (or refreshingly un twisty).
Tips and Tricks
Double up. A nice basic method is the chameleon game, where an adventure presents itself as one type of story in the "hook layer" but reveals itself as something else. Sometimes, the switch is innocent and natural - Don't Eat the Purple Ones, for example, makes a good hook for Running the Gauntlet, and Most Peculiar, Momma is a logical lead for Pandora's Box. Sometimes, the switch is something more sinister or deliberate, with NPCs selling the adventure as one thing when it's really another. This can still be innocent, in its way, if the NPCs have been duped themselves, or if they're just desperate for help and worried that nobody will be eager to tackle the real problem. Throw yourself a curve. Your players will, anyway, so practice early. Pick two random entries from the Big List and make your adventure on those, no matter what comes up - the first one is the hook layer; the second is the meat of the adventure. If the same entry comes up both times, go with it! Two layers can have a similar structure but very different roots or details. Double up, part two: Some very satisfying adventures weave two separate (or thematically-related) plots together. An easy way to make this work is to make one plot physical and the other plot personal. That way just one of the plots puts demand on the PCs' location, while the other one can tag along anywhere. For example: the PCs are hired to escort a prince to a summit so he can appear before the masses and end a war (a physical and simple example of Escort Service), but on the way, they realize that the poor guy is suicidal because state obligations have ruined his love life, and must prevent his self-destruction by either fixing the problem or convincing him to shoulder the burden (a personal and metaphorical example of Ounces of Prevention).
The Maze is a world-wide network of computers; the internet of the near future. A character enters the Maze by plugging their mazeboard into any computer terminal or phone-jack. Unlike the casual user of the internet, the Mazerunner's consciousness actually leaves their body and goes from location to location. This allows them to attack files with far more skill than doing so remotely from a computer. This also puts them at real physical risk, because it would be their consciousness that crashes, not just a computer. Mazerunners do so for a variety of reasons: Industrial espionage, computerized bank robbery, information gathering, shopping, or simply to wreak havoc.
Maze Environment
To a Mazerunner, each site in the Maze has a perceived reality to it. These themes are as varied as the original programmer's imaginations and can look like anything from a Victorian era study to a landscape by M.C. Escher. Data is stored in these environments in various iconic images. An example of this would be a book in the Victorian library or maybe a treasure chest on a desert island.
Maze Movement and Combat
A character's ST in the Maze is the same as their ST in the real world. Movement in the Maze is instantaneous, but a character can only proceed until it encounters a Guardian Program.
Guardian Programs
Guardian Programs (GP) are used to protect private, corporate and governmental computers from greedy Maze pirates. A GP appears to the character as an iconic monster (i.e. dog, dragon, ogre, etc...). Usually a GP appearance will be determined by its ST, with the stronger programs having a fiercer appearance, but this is by no means always the case. Weaker GP will sometimes appear stronger than it is or vicious GP may appear much weaker to lure the Maze pirate to their doom. A character will not know a GP's ST until they encounter it. GP will not usually attack unless attacked or the computer it is protecting is attacked. GP may be stacked, so that should the first one fail; a second one will step up to protect the computer. Some GP, (called Intergraded Combat Enablers or ICE) will aggressively attack any Mazerunners who attempt to enter computer. ICE will not stop until Mazerunner has been defeated.
Covert Insertion
Mazerunner's may attempt to sneak past GP, by rolling over GP's ST, on 1d10. If the attempt fails, the GP will attack.
Combat
Combat is the same as in the real world except that damage is equal to the difference between attacker's score and defender's. GP are disabled when reduced to ST 1 and destroyed when reduced to ST 0. A Mazerunner that has their ST reduced to 1 is kicked out of the Maze and all their programs that they were running are destroyed. A Mazerunner that has their ST reduced to 0 also has their mazeboard destroyed. A Mazerunner that has their ST reduced below 0 receives any damage that exceeds what was needed to bring them to 0 upon their real ST.
The Prize
The more valuable a piece of information is the harder it will be to steal. After a GP has been defeated, the TM may set a DL to locate a specific piece of information or if the character is just phishing, they may role to see value of the info they have been able to gleam. Roll 1 2 = 5C Roll 3 4 = 10C Roll 5 6 = 25C Roll 7 9 = 50C 1 5 chance of being wanted by law Roll 0 =75C 1 8 chance of being wanted by law
Cyberpathy
Characters with the Psi-kick Cyberpathy may enter the Maze without a Mazeboard, but suffer all damage received in the Maze as if it were incurred in the real world. Cyberpathic characters may not use programs, but do add their Psi-kick levels to their ST to resolve attacks and defense while in the Maze.
Maze Equipment Mazeboard
12C Allows character to access the Maze
Robo-Parts:
Headboard
25C Built in Mazeboard Allows character to access the Maze
Maze Programs
Characters may only run 1 Attack and 1 Defensive program at the same time
Armor
15C + 3 defense
Escape Clause
25C One use program allows Mazerunner to escape from a combat on the roll of 2 or higher on 1d10
Stealth III
30C + 3 to Covert Insertion attempt
Axe
10C + 2 to hit
Sword
5C + 1 to hit
Helmet
5C + 1 defense
Booster
15C Repairs 4 ST per turn Will not run with other programs
Turbo
20C + 3 to ST for Action Order Only
Omega Stealth
50C + 5 to Covert Insertion attempt
Buff
15C Additional + 4 additional ST (for damage absorption only)
Shield
10C + 2 defense
Clone
100C Creates an Avatar that fights GP instead of Mazerunner Is an exact copy of Mazerunner and all available programs
Stealth
5C + 1 to Covert Insertion attempt
Stealth II
15C + 2 to Covert Insertion attempt
----------------------
NPC: Guardian Programs
Goblin
ST 3
Champion
ST 7
Dragon
ST 10
Hobgoblin
ST 4
Hellhound
ST 7
Atomic Bunny
ST 3 Stacked GP X 100
Vampire
ST 5
Demon
ST 8
Monster Mouse
ST 12
Wizard
ST 5
Paladin
ST 8
by Alan DeSmet (paraphrased in parts and edited in others by Norman F. Morin Jr.)
You are a T.W.E.R.P.S. Master; the TM. It's hard but rewarding.
The Golden Rule
Have fun. Maybe you're breaking a "rule" from a source book. If you're having fun, don't worry about it. For every bit of advice, guideline, or rule for better TMing, there is at least one game in your city, probably with people you know, that would be ruined by it.
All styles of play are valid
Hack and slash is fine if everyone involved likes it. Interacting with store keepers is fine. Angsting away in the corner is fine. Backstabbing party members is fine. Using out of game knowledge is fine. Strongly plot driven games are fine. Open ended games with minimal plots are fine. Heavily planned games are fine. Games run entirely improvised on the spur of the moment by the TM are fine. If you're having fun... it's fine. Conversely, if a particular element is hurting the group's fun, take it out. Nothing is sacred. Don't feel constrained to the style of game you think you should be running. The rule books are just a suggestion and your past experience is past. Do what's fun. Be aware of what you and your players want. If you want something different from your players, something is going to have to change; probably you, since you're the loner. Similarly, if a single player wants a different style of play, if it can't be easily integrated, don't force the issue. Sometimes players or game masters don't fit a particular gaming group. It doesn't make anyone wrong, it just didn't work out. Given this, never deride another gamer's choice of game or style. If he's enjoying it, it's right for him. Whatever you play there are gamers who hold it in low regard.
1.1: Pre-Game Player Interaction Run a mailing list
More and more gamers have email access. Use email to help organize your group. A mailing list with an archive of previous discussions can really help. Presumably you game as a social event, so use email to extend the social aspect a bit.
Send pre-game update emails
A few days before your game, send out a reminder message. Remind everyone of the time and place of the game. Ask people to confirm that they'll be there. T his way you'll be able to plan for any missing people. If there are special details for this game session ("Bring $20 for the pizza fund"), this is the spot for them. If you run a regular game and need to cancel a session ("No game this week while I'm on vacation"), you can easily communicate it here. While you're sending out the message, provide a two or three sentence summary of what happened last week. "Last week the group left town to defeat the dragon. While climbing the mountain to the dragon's lair, the group barely fought off some griffins. Now the group stands at the entrance to the dragon's cave." The reminder will get people excited for the next game and get them planning their actions. If your mailing list is being archived, these short summaries can be collected to form a brief history of the campaign to reminisce over.
Player and Character Questions
Characters tend to enter the game world as empty slates. Maybe the player writes up a twenty page history of his character's childhood traumas, but it's just words on paper. The player certainly doesn't know his character. Play helps flesh out characters. After a few sessions you'll start learning about who the character really is. Does the character stick with his friends through thick and thin? Does he help people in trouble? Actual game play adds details to a character. Unfortunately many of the little details, the details that make characters human, don't usually come up in play. Details that can be useful. What does the character dream about? What did he think of his schoolmates? Who does he fantasize about? Email is an excellent opportunity to collect these details. The answers will give you more tools to use and will give the players deeper insight into their characters. A week or so before a game session, email out a question. Attach some little reward to answering it (experience points, a re-roll during the next game, a vote on pizza toppings, etc...). Let your players know that you are expecting short answers. No more than a few sentences. Too much information will drown you and drain your players of energy. They'll be more like to take the time if it only takes a few minutes. You certainly don't want your players to start resenting the questions. After all, it's only a game. Pick a mix of questions, some simple (What type of hat does your character wear?), some hard (How does your character feel about the war?). If you need particular information for a future plot line, ask several months in advance (Who is your character's dearest love? What does your character have nightmares about?). Find out what your players like (What is your favorite movie? What radio station is your car radio tuned to right now?), what they don't like (What popular television show do you hate?) and what they fear (What movie scares you the most?). I suggest starting with simple questions. Give the characters a bit of time to grow in the game before you ask deeper questions.
1.2: In-Game Tools Random NPC Cheat Sheet
Keep a list of about 200 random names. When the characters ask a random townsperson for their name, you can quickly pick one, cross it off your list, and use it. Just having a name quickly at hand makes the character more real.
Have mini-encounters ready
Players are very unpredictable. Maybe it's thirty minutes into a four hour session and they've zipped through all of your prepared material. Maybe they ignored your carefully crafted plot and decided to go bar crawling. For these moments, having some random encounters can really help. Build a list of generic encounters which can be tossed in almost anywhere. Mini encounters should range from five minute complications (reunite a lost kid with his parents, challenge someone to darts) through mini-adventures to tie up a few hours (A character is a witness to a crime and is asked to testify, a child is kidnapped, a raccoon steals supplies during the night). Fill out the collection with a few medium length complications (The local bully picks a fight, a mugger tries to mug a character, an accident sets a building on fire, a wild animal attacks).
Keep copies of player character sheets
Having an up to date copy of a character sheet gives you a lot of power. If you need to secretly roll an ability score check for a character, you don't need to ask the player for the information. If you require that player's tell you all changes to their statistics, it's easy enough to maintain. Also, if a player forgets or loses their character sheet one week, you can keep them in the game.
Get a Confidant
Find someone trustworthy to talk about your game with. Tell them everything you're planning for your game. Tell them what your players are doing. Part of being a TM is coming up with neat ideas, then keeping those ideas secret from the players. Given that gaming is about socializing, this level of secrecy can be hard. Having someone to tell helps you resist the urge to spoil surprises for your players. Also, your confidant can help you spot possible problems in your plans; your game is important, why not get a second opinion? The simple act of explaining your plans to another person also gets the mind working in different ways and can help identify problems or inspire new ideas. Be a confidant. This is helpful even if the other TM runs a very different type of game. Another TM's plans are great brainstorming material.
Never defend your actions
It's not uncommon for players to chat with their TMs about the game. It's also not uncommon for players to be a bit dissatisfied with part of a game. After all, you can't please everyone all of the time. However, when a player expresses concern about part of a game, listen to them and accept their opinions as valid. Your players are your game. Without them, you'd be game mastering for no one. Their opinions on the game are at least as valid as your own. You may disagree, but you can't discount their opinions. The game must remain a two way street. It's quite reasonable to want to explain why you made decisions the player may not like. Be careful to not cross the line from explaining to defending. When you defend, you're encouraging the player to further challenge your ruling. This will just slow the game done. It causes the players to invest more emotions into the argument leaving them increasing frustrated if you don't rule as they hope.
Take responsibility
You are the TM, you create worlds. With that power comes great responsibility. If your players aren't enjoying your game, you are responsible. If you don't take responsibility, your players will leave. Like it or not, you're the leader. If you're unwilling to take this responsibility, you're on the wrong side of the TM screen. Now, brief periods of unhappy players happen in every game, but, if most of the time most your players are unhappy, you need to change. (Mind you, this has nothing to do with making characters happy. It's possible for players to be happy and characters to be miserable.) If you simply cannot give the players what they want (perhaps because you wouldn't enjoy it), then it's your responsibility to end the game.
Part of this responsibility is realizing that you can't be all things to all people. Sometimes things aren't going to work out and you need to accept that. If you're determined to run gothic horror, but your players demand slapstick comedy, maybe you're not compatible as TM and players. Do look for a compromise, first! Are you sure you wouldn't enjoy running slapstick comedy? Maybe your players would be willing to give a session of gothic horror a try? If it doesn't work out, look at other options. Maybe it's time to turn over the TM screen to a player and join in as a player? Sometimes the majority of a group works fine, but some of the players present problems. Perhaps the player hates the genre, making it impossible for them to enjoy your sessions. Perhaps two players cannot stand each other. A player may simply be sullen at every session for no particular reason. A problem player tends to spread resentment through the group, places everyone on edge, and generally hampers enjoying yourselves. Whatever the reason, if a subset of your players are harming the game it's your responsibility to address the issue. It might be a minor problem that be sorted out; maybe it's time for a new character. Not every problem can be worked out. If you can't find a better solution, it's your responsibility to ask the problematic player to leave. Telling a friend that you don't want them in your group is very hard, but leaving a problematic player in your group is worse. This isn't about disliking someone, this is about the group as a whole not working.
Players must understand your universe
Ultimately your game takes place in your universe. You may seek to accurately simulate "reality" in your game, but ultimately your beliefs about the world become the actual reality of your game. The players will often have slightly different beliefs. The game rules and setting often help coordinate these world views, but it's only a beginning. Players will always have an incomplete and inaccurate view of your game world. When the player's assumptions and your assumptions conflict you'll have problems; and usually angry players. The biggest clue that you may have a problem is when the players plan or take an action that seems obviously wrong. If the players are making plans based on some clearly mistaken assumption, let them know. For example, maybe the players are planning a stealthy infiltration using a small black raft to reach a cruise ship held by terrorists. That seems a little odd, since the terrorists have guards watching the water and it's the middle of the day. Asking, "Why don't you think the guards will see you?" would reveal that the players actually think that it's night. Having the players learn that it's actually day when the guards start firing at them will simply anger the players. Similarly, if a player makes a clear misstatement of fact that should be obvious to the character, correct it immediately. ("Oh, there are lots of superheroes in the city!." "Ummm, no, it's pretty much you guys and no one else."). If you ever think "Wow, they totally forgot to do something obvious; now I'll screw them over!" you've probably got a communications problem. Are the players planning on leaving their warhorses outside a dungeon for several days and you're planning on having them starve to death? Perhaps the players believe that they left the horses enough rope to graze. Planning on having the horses attacked by wolves? Perhaps the players believed the warhorses were capable of defending themselves against such wildlife. Punishing the players for having an inaccurate model of your universe isn't clever, it's just petty. Typically an inaccurate model of your game's universe means you made a mistake and need to try and rectify it.
Players must be empowered
Role-playing games are about making choices. If players cannot make choices, or those choices seem meaningless, you aren't really role-playing. Players don't need to be all powerful, but their decisions need to be important. Even hopeless situations can be empowering for the right group of players, so long as they can chose what they die for. The source of many empowerment problems is a TM falling in love with his story, his plot, his scene, or his NPCs. Role-playing games are not a book, it is not enough to show the players neat things. Typical symptoms of players being sidelined are "railroaded" games, invincible enemies, and any scene in which all the players can do is watch.
Avoid untouchable adversaries
Avoid pitting the PCs against an adversary that they can do nothing about. After the third or fourth time in which the player's actions have proved irrelevant against their enemy they will become frustrated. Challenge your players, but ensure that players feel that there is hope. Players don't need to be able to necessarily defeat their enemy; it may be enough to foil his plans. An enemy might be too powerful right now, but if there is a clear way to prepare to defeat the enemy in the future they will be satisfied.
Keep the players involved
Players should not watch climatic scenes. They should feel involved and essential (which is different than important). Players aren't tourists off to see wondrous things; they want to participate in wondrous things.
Party NPCs should not be supermen.
Having NPCs in the group that are head and shoulders above the rest of the party is just frustrating to players. NPCs should generally should not be better than the players in any area the players are interested in. For example, if you have combat oriented PCs in your game, any NPC joining the group should not be as good, at combat, as the best PC. However, in areas the players aren't interested, it's fine for an NPC to shine, especially if he's much weaker than the PCs in the areas the players care about. For example, if no one in the party can track, having a highly skilled tracker join the party is fine.
Characters must make progress
The players must feel that they are making some sort of progress. Going for several sessions without feeling you've accomplished anything is draining and no fun. The progress doesn't need to be major, but it does need to be real and visible to the players. At the end of the session the players should be able to say "Thanks to that session, we're now this much closer." Don't constantly move the party's goal further and further away, that gives the players a sense that their accomplishments are meaningless. Players should feel that they are moving toward some sort of conclusion and that they are doing so because of their decision.
The world must acknowledge the characters
The players need to see positive results from their characters actions; otherwise they feel powerless in the grand scheme of things. The players need to feel rewarded, but the rewards need not always been experience, money, and new weapons. Players often find the non-tangible rewards more satisfying than simple money. Little details can really give the players a sense that they've changed the world. The character's exploits might be covered in the news, be it bardic song, newspaper, radio, television, or holovision. The characters might stumble across some children pretending to be the characters. Local people might offer the characters a hand, be it a warm meal if they're in the neighborhood or free drinks at the bar. A local community might chose to honor the characters, naming a street or building or day after them. An invitation to an exclusive party. Someone they respect might send them a letter congratulating them. A local noble might provide a letter of introduction. Players need to see this sort of result with some frequency. Going without recognition can make a long adventure seem to stretch onward forever. If you decide to run longer games, remember to give the players opportunities for smaller successes in the middle. While tracking an ancient artifact, the characters might slay a monster threatening a town. Even something simple like a chance to randomly save someone from a mugging will do the job.
Minimize external plot elements
If player's cannot change anything about a given plot element it is pointless to your game; and should be deemphasized. Having the PCs witness but be unable to effectively interact with a major event (say, an evil summoning or a mighty battle) is frustrating. If you need such a scene, focus on the player's actions and on what they can do, not on the bigger picture over which they have no control.
Don't force players into blind decisions
Don't force players to make decisions when they have no way of judging the possible results. These blind decisions are pointless. If the decision doesn't seem important the players will shrug and pick one randomly. The players won't feel empowered, they'll feel like they're doing grunt work. The most common case is picking a corridor in most dungeons. Most of the time the characters don't have enough information to judge which direction is best and will just pick one arbitrarily. Those players haven't been provided an interesting decision, their decision might as well be resolved by a die roll. (That said, it is possible to make an informed decision in some cases. The players might listen at a door to guess what is beyond, a rogue might scout ahead, magic might be invoked to divine the results of going down each passage.) If the decision is important the players will spend hours arguing over entirely hypothetical risks and rewards. A slightly cliché example is two doors. All that the players know is that behind one is certain death, behind the other great reward. It's a frustrating choice. A more realistic example is planning an attack against a powerful opponent who has unknown defenses. If a Robo-punk group cannot get any research about a corporation they need to raid the only plan they can put together is to hope that things work out for the best. Ultimately decisions need to be made with some level of understanding about the possible results. The information doesn't need to be perfect, but something needs to exist. The information doesn't even need to be easily acquired; finding enough information to make an educated decision may be a key part of the story.
Understand your players
Your players are paying careful attention to you as they try to understand the game world around them. You should paying careful attention to your players to try and understand them.
Think about what you are teaching
Like children, players must learn how to interact with the world. While the game books usually tell you and your players about the world and society of the game, there remain huge grey areas that must be filled in by you. Your interpretations and preferences will take the general shape of the world and add the details that make it livable. Maybe a game says that a specific ruler is "mentally unbalanced and cruel." You'll need to decide, how crazy the ruler is, how cruel is he? Does he have any good sides? Is his sense of humor normal, or twisted and sick? Does he have a sense of humor at all? The world of the game you run really only exists in your head. The players won't know what is acceptable and what is unacceptable until you teach them. Your players will see how your game world works and adjust their behavior to better conform. Expect your players to tend toward the path of safety and ease. As a result, you need to be aware of what you are presenting as safe and easy. Typically the world of a role-playing game is full of strife, lies, and backstabbing. Evil often wins. All too often the players learn that their characters should become paranoid, harden their hearts, and only take sure bets. Not the stuff of heroes. The most common example is NPC's breaking the PC's trust. Having a friend or ally to the players betray them is a fun plot element. It's a common theme in fiction, and it gives players an opportunity to wallow in a bit of angst. However, done too frequently, the players will decide that eventually most NPCs will backstab them and will stop trusting anyone. Now you can't do the plot line at all. Two similar problems are "good always wins" and "evil always wins". If it seems like characters with unwavering faith never fail, the characters will lose their uncertainty and moral weaknesses. If the character willing to sell his soul always gets an edge, the characters will line up to start bargaining with the devil. The answer is not to stop doing these plots, but to provide balance. Make sure that you show the benefits of behavior you want to encourage. Maybe one NPC betrayed the party, but look at the other NPCs who have
been very helpful through thick and thin. Maybe Bob got supernatural powers for his dark pact, but as a result he is slowly losing his sanity. Definitely make sure you are not repeating a message you don't want players to learn. Certain genres tend to reinforce certain lessons. Cyberpunk games tend to encourage greed and selfishness. Horror games tend to encourage paranoia. A good example of the worst case is Scooby Doo. Every episode, the Scooby and gang stumbled across an apparently supernatural creature. Every episode the creature was revealed to be someone in a costume. This scenario repeated dozens of times, but they never learned. Probably too many "Scooby Snacks". Role-playing game players will learn after the second adventure and sucker punch the ghost five minutes into the third adventure. Scooby Doo is doomed to failure as a role-playing game. Be particularly careful at the beginning of a campaign, or when adding new players to an existing campaign. During this time players are eager for lessons, trying to get a grasp on the world. They have no idea what sort of game you're planning on running and take their cue from you. These lessons will run deep, so strive to set the tone and lessons carefully. Related is your attitude to the dice. If the TM decides to "let the dice fall where they may," players will become cautious, they'll avoid daring feats. If the TM rewards daring feats and fudges the dice, player's will take more and more risks.
Pay attention to your players
Presumably, you run your game with the intention of your players enjoying the game. It's easy to get focused on what you enjoy in a game, and miss what the players enjoy. Fortunately, it's as easy as paying attention to your players. When your players are focusing on the game, you're probably doing something right. When your players are reading books, chatting about unrelated topics, or simply not showing up, you're probably doing something wrong. You might even try simply asking what they've liked and disliked in your game. Also pay attention to the lessons they've learned (see above). Sometimes players generalize patterns incorrectly ("Gee, the bad guy always gets away safely while we get battered. Maybe we should turn to lives of crime."). Sometimes players miss obvious patterns ("Gee, the last four men with spider tattoos on their hands have tried to kill us, but this one seems friendly enough.") Pay attention to how their characters are behaving. Listen to what players talk about and plan. If they're learning the wrong lessons, figure out why. Perhaps there is a pattern you didn't intend. Perhaps the cause and effect relationship wasn't obvious. Perhaps you are too close to your own plans and need to step back. You'll also need to see if you can take corrective action. Maybe breaking the pattern in a stunning way will do the job. Maybe you can simply tell the players out of character what's what.
PCs may chose death over defeat
Avoid making players pick between failure and the death of their characters. When something important to the characters is on the line the players may pick death, leaving you with the choice of making them roll up new characters, or inventing implausible ways for the characters to succeed. Players are generally portraying heroes. Fictional heroes don't give up, even in the face of death. Fictional heroes usually succeed, in spite of the odds. These are the sources players will be following. (In some genres heroes strive in the face of death and die. In others the heroes aren't actually heroic and will worry about saving their own skin first. If that's the case make sure your player's understand it!) Similarly, avoid backing the characters into a corner. If the players feel trapped, they may gear up for a doomed last stand, blinding ignoring an escape route. If the players feel trapped but shouldn't, remind them of details they may have overlooked or forgotten.
Have unrevealed backplot and setting
Have more backplot and world info than you reveal to your players. The existence of the information will subtly give the game a depth and coherence. Humans seek answers to mysteries, so your players will naturally explore the edges of what you tell them the most. They'll take whatever information you do give them and wring it for answers. Having hidden information gives you some breathing room if you need to improvise. Furthermore, if the backplot to something makes sense in your head, players are more likely to detect a pattern, even if they can't determine it. Patterns make the world feel logical and survivable. Don't expose too much to the players. A sense of wonder and surprise is important. The players don't want to slog through a fictional history lesson. Reveal just enough backplot and setting, but nothing more.
Never let the game stall
If the players don't see any options for their characters, something has gone wrong. This usually manifests as the players sitting around doing nothing, or arguing in circles about a plan of action. Don't leave them banging their heads against the plot for too long, it's frustrating and pointless. The most obvious case is solving a puzzle or working around a trap, but it can manifest anywhere. Players might be stuck planning how to attack a powerful enemy, or how to engage in courtly intrigue. If the players didn't figure out the solution in the first hour of staring at a given situation, they're not going find a solution in the second, fourth, or twentieth hours. Once the players start feeling stuck their thoughts start going in circles, they become frustrated and less likely to see a solution. If your players are stuck, you need to step in and move the game forward. The problem isn't that the player's need to do something, the problem is that you need to change something. Be sure they are stuck before you intervene; if a plan is slowly coming together, or the players are seeking more information to help their decision, go with it. Give players a bit of time to think, but balance it. Ten minutes is fine, four hours usually isn't. If the discussion between the players goes in circle with the same plans being rehashed and shot down they're probably stuck. When you hear the same arguments repeated for the sixth time you've let it go on far too long. Any discussion in the form, "That plan has no chance of succeeding," "But it's the best plan we have," usually marks a stuck group. "We wait until something happens," is a desperate plea for help.
Give players options
The first part of the solution is to avoid it in the first place. Avoid highly linear plots. If a particular plot point needs to be visited, or a particular enemy needs to be defeated, you create a risk that the players will get stuck. If your plot is more open ended, the players can try other option if one path appears to be a dead end. If your game has a relatively focused plot it is important to ensure that the characters always have at least one semi-obvious way to move onward. This path needs to be practical. If the characters will not follow a particular path for any given reason (moral reasons, financial reasons), that path isn't really practical.
But not too many options
Be wary of the other side of the coin. If you are running a highly open ended game with no clear goal or purpose your players may be blocking on too many options. Some people find a blank sheet of liberating, but many find it intimidating. Having a nearly infinite number of potential actions can be similarly intimidating. If you're running an open ended game and your players regularly block you may need to create a bit more focus and a slightly more linear plot.
Check your assumptions
Keep in mind that players may be unaware of something that seems obvious to you. You create and control the world, within the game you are omniscient. Your players are not, they only know what you tell them. Players may have gaps in their knowledge. If players are blocking and you find yourself thinking, "Well, obviously they need to do such-and-such," examine your assumptions. Why is that obvious? Check that the players share those assumptions. You may have assumptions about the game world that they don't share. The players may have glossed over an important clue; it seems irrelevant to them so they forgot about it. As you consider assumptions ask your players to find out what assumptions they are carrying.
Avoid forcing players to meta-game
Another potential problem is that the player's may be blocking for role-playing reasons. If your players are really trying to role-play, they may be ignoring or willfully overlooking information that they have ("My character was so horrified by the scene that they are repressing the memory." "My character is a pacifist, and won't accept the violent solution to our problem."). Statements to the effect, "My character would never do that" for the best plans often indicate this problem. Left uncorrected a player will usually eventually sigh and do something that he feels is wrong for his character, essentially forcing him to metagame. If you run into this you've failed to write for your players and their characters. Obviously the best plan is to avoid writing your players into such situations. Providing multiple options is one possible solution. If you're already stuck in the situation and there are no other options to suggest, you may need to ask a player to step out of character and take an action to move the game forward. While the player won't like such a meta-game answer, the group as a whole will be glad that they didn't spend four hours arguing without reaching a solution.
Offer hints
Remind players of conversations they have overheard or details they may have previously dismissed as unimportant.
External forces
In many games, another option is for external forces to change the situation. A guard behind a puzzle lock may not realize the characters are there and may open the door for restroom break, giving the characters a chance to rush in. The character's unknown enemy may send thugs to attack them; when the characters defeat the thugs, they could find a clue to the enemy's location.
When all else fails, meta-game
Finally, if all else fails, punt. Just tell the players how to move forward. Obviously this isn't satisfying, but it lets the players move on to hopefully more entertaining parts of the game. Asking players to meta-game is unfortunate but better than having them frustrated and seething. "You should go help the prince with his problem," or "the combination is 3, 14, 15, the first few digits of pi," may be the best way forward.
Stay at the table
Stay at the table and pay attention to your players. It sounds obvious, but when your players get involved in a planning session or are simply enjoying role-playing with each other it's tempting to distract yourself. No matter how tempting; don't take a nap, don't quick check your email, don't break out the GameBoy. If your players do need something you need to be instantly available. If you haven't been paying attention you'll be caught off guard when they announce, "Okay, we're going to do exactly what we just discussed." Asking them to repeat the plan makes it clear that you don't care. If they feel in the slightest that they are interrupting you they'll get the sense you don't care. If the players think you don't care, they will stop caring. Even if the players are perfectly content to work among themselves for a while you need to keep on top of their plans and their
moods. You need to intervene if they make erroneous assumptions about the world, if they begin to stall, or they're just getting unhappy. To do this you need to stay aware of what they are doing.
Keep your group small
Stick with smaller groups; 4 or 5 is a typical number. The larger the group the less time you can devote to each player. As players seek to ask you a quick question they'll feel ignored as you are busy fielding other requests. The most common case where this occurs is combat. The larger a group the longer the time between initiative passes; the players are spending more and more time watching and less time doing, the antithesis of role-playing games. Outside of combat larger groups tend to be louder and more boisterous, it's easy for a quiet or shy player to be drowned out. A large group also encourages players to split up. A split group means you're juggling your attention between then, making the situation worse. Spare yourself the grief, keep your games small.
1.4: Plotting Start out with a bang
Starting a session "hanging out" or chatting is problematic. Often by the time players get into the game, the session is over. One solution is to start with action. Consider ending the previous session just before some action starts. If you're starting something new, just give a handful of sentences setting things up, then into the fray! Consider starting "in medias res", in the middle of the action. "Welcome to the session. Everyone got your new characters? Here's the situation: you were smuggling Death Star plans for Princess Leia. Stormtroopers have tracked you down. Now you're pinned down behind crates in the Mos Eisley spaceport. Highest ST goes first!" Starting out with a bang is even more important for one shot games and first games. In the absence of prior connection to your character, you've got nothing to work with. Sure, you've got a background, but chatting about something you cooked up on your own is boring. Simply having the characters hang out and chat wastes time. Real character is revealed in their actions, not their history. Let the players leap into action.
The Gun on the Wall
...it helps to remember Anton Chekov's First Rule of Playwriting: "If there's a gun on the wall in act one, scene one, you must fire the gun by act three, scene two. If you fire a gun in act three, scene two, you must see the gun on the wall in act one, scene one."
Waste nothing.
Plan ahead. Keep things dense. Players have a knack for complicating and delaying things all by themselves, so don't feel a need to include lots of red herrings and irrelevant details.
Brainstorming Plots
See:TheBigListofRPGPlots
Look to writing tips
Tips for writing books, short stories, movies, or television shows often directly apply to writing role-playing game stories. When all else fails, mix things up. Two simple plots mixed together, even if the plots are completely unrelated, can create a complex and entertaining story.
Take ideas from elsewhere
Seek inspiration from media: books, movies, television, whatever. If you know of a television series that is relevant, you may be able to find an episode guide of summaries. Pay attention to apparently unrelated things.
Do Tarot reading
Serious Tarot card readings are silly, but they can be a useful brainstorming techniques. Traditional Tarot cards work great. Don't worry too much about doing an official reading, you're just trying to get your brain thinking in new directions. Simply ask questions and draw cards. Traditional Tarot readings provide some useful questions (what is the past, the present, and the future), but ask whatever questions are useful. Some suggestions: What is the problem? What is the history of the problem? What is the best possible future? What is the worst possible future? Who or what is the source of the problem? What complication will the PCs encounter? Who or what can help the PCs? What is the theme of the story? To interpret the cards keep your mind as open as possible. Consider both the traditional meanings and whatever comes to mind. While it is certainly understandable to interpret Death as meaning, well, death, it's useful to keep in mind that it traditionally indicates changes. Reversed (when drawn upside down), it can be lack of change, stasis. Look at the art and ask questions about it. Try to form a story about the image and look for themes and conflicts in the story. Some examples, all drawn from the Rider Waite Tarot deck, one of the most traditional: Ten of Swords - A man lies in the road, stabbed in the back; was he betrayed? The man was stabbed with ten blades; was he betrayed by a group? The suit of swords typically signifies air and menial efforts; maybe an airborne foe, or maybe a mundane foe. Two of Wands - A man looks out over the sea. Is he waiting for his ship to come in? Is he seeing loved ones off? Is he watching for an ill omen or an undesired visitor? The man holds a staff, is he preparing for a journey or a fight? The suit of wands traditionally represents fire and careers; does that mean anything? Death - Death traditionally represents change. Here, Death rides a horse and carries a banner. Does the change come from afar? Is the banner the banner of a peaceful diplomat arriving, or the arrival of an army?
Know your players
Consider types of gamers. Consider just asking. See 4 types of gamers. I see explorers, achievers, sight-seers, combat monsters. Explorers tend to take notes and draw maps. Combat monsters fight. Achievers place emphasis on achievement, either character statistics or in game accomplishments (titles, positions).
Give players fair warning
Ensure players have a sense of what they're up against. Otherwise the characters may blunder into their deaths not knowing they're outclassed. Equally bad is having the players run scared from everything.
Horror
"...remember that they need small triumphs even if they're eventually going to be eaten by aliens.
Assume the players will foil any "must happen" plot element
Allow for anything to fail. If your plot requires that the villain get away the first time the players encounter him, you're setting yourself up for a fall. Players can be brilliant, especially when it comes to defeating your carefully planned scenes. When you're trying to create such a scene, you're pitting your own mind against the combined minds of all of our players. Inevitably there will be at least one small hole in your plan, and the players have a good shot at finding it. Be prepared for any "must happen" element to fail. Have backup plans, villains, and plot twists to handle the situation.
Avoid putting everything on a single skill check
If the players must make an archeology check to continue on the plot, they will probably fail. Fate seems to like torturing TMs. Don't balance your plot on the assumption that bad luck won't happen. Have fall back plans. Can the characters call in a professional to decrypt the clue? Will another strike by the villain reveal more clues?
Exotic locales
Visiting foreign places is expensive. Seeing the interior of Air Force One is basically impossible. But it's cheap and easy in a role-playing game. Unique settings are a staple of movies and novels. Another superhero fight on a generic city street in dull. You're super heroes, have your fights on Air Force One, on top of the Eiffel Tower, or in the Capital. Dusty streets are a traditional place for a shootout, but don't forget from the back of a speeding train or stagecoach. Pick random locations: a race track, a lumber yard, a food court, a rock concert, your office building. Vary the situation: crowds of people, barren of people, news reporters nearby, fire, tornadoes.
Ensure player/PC empowerment
Player's need to generally be taking action, not reacting! Occasional reaction is okay ("Oh, no, we've been ambushed by Ninjas!"), but in general actions ("Let's track down and defeat whoever sent Ninjas after us!"). For this reason any plot that focuses on the characters reacting to an external attacker whom the character can do nothing directly against is doomed to piss off players. For example, a campaign where the character's rulership is constantly challenged by the political machinations of an unknown adversary is at risk. If the player's can't choose to track down their adversary, they can only react to the latest attack, then you have a problem. (And of course, if the player's actually have an option, but fail to see it, you have a different problem, but still a problem that is your responsibility to fix.) Players must not believe things are happening arbitrarily. Perhaps your villains have a brilliant plan that the player's don't understand, so it just appears that things happen without rhyme or reason, but if that goes on too long your players will become frustrated and give up.
Draw things out
Never rush your big scene, give cool things time to just be cool; especially if this is a character specific subplot. Bad: Meeting your estranged brother you never really knew who wants to kill you and holds your birthright: a family crown signifying your right to rule; then killing him, claiming the crown and the family lands, a few hours later. Good: Hearing that your estranged brother is looking for you. Seeing the results of his actions; tangling with his hired goons sent to kill you; almost catching him, seeing him with the crown. Tracking him down and finally confronting him.
Conflict
Stories are about conflict. While it doesn't need to be violent conflict, without a struggle there is not story. Make sure you have conflict and that the player characters are directly involved in that conflict. If there isn't any conflict you don't have a story. If the player characters aren't directly involved they are just watching a story, which isn't much of an RPG.
TWERPS TOKYO STOMP
1. INTRODUCTION
Welcome to TOKYO STOMP, the TWERPS campaign set that lets you become an unsightly mutant radioactive creature and lay waste to famous historical landmarks across the globe. Beats the heck outta Gin Rummy, eh?
This book can be used with other TWERPS sets, but due to the rather increased size of the characters we're dealing with there may be a few problems which we shall address later in the supplement. In the meantime, grab your dice and pencil and prepare to smash Chicago, mulch
Munich, pulverize Paris and do something rather unpleasant to a small town in the mid-west.
2. CHARACTER GENERATION
Characters in TOKYO STOMP are 300' tall mutant monsters, remarkably similar to certain famous Japanese movie monsters of the near past, although not similar enough to breach copyright... They are most certainly not big men in rubber suits, dear me no.
Each character has a Strength score (as in the TWERPS basic rules) and gets one of the following powers free of charge (Hey, if you're a 300' tall ugly mutant you need all the breaks you can get). Additional powers cost one point of Strength each, minimum starting Strength is two. If your GM allows it you may choose powers and skills from other TWERPS sets as well: create a super-powered spell-casting martial arts mutant!
1. RADIOACTIVE: Once a lesser-spotted Helium Newt, you were exposed to nasty doses of radiation and mutated. You are immune to radiation attacks and can inflict a radiation based attack of your own (beams from your eyes, nuclear halitosis - anything you like) that causes damage equal to your CURRENT Strength and has a range of Current Strength hexes.
2. TOXIC WASTE: Much as above, except it was a chemical pollution that changed you. As a result you are immune to chemical or poison attacks and have a toxic weapon which functions much as the radiation power above for range and damage. You belch forth poison gas, spew out gallons of chemical vomit or something equally vulgar.
3. FLIGHT: You can fly at a speed equal to your ground movement rate. Furthermore, your powerful wings (jet propulsion, whatever) can create a dust storm (takes the place of an attack) which obscures a number of hexes in front of you equal to your current Strength, making you -2 to be hit. By forgoing any movement and attacks for one round and concentrating on the wing flapping you can blow over any character that fails a normal attack roll and is within range of your dust storm.
4. JUMP: You can jump a distance equal to your current Strength in hexes, causing a ground shock when you land. Any characters or buildings within one hex of your landing site undergo an automatic attack and fall down if they lose. A jump can also be used to dodge a missile attack: +1 defense.
5. ROBOT: You're not a mutant at all: someone built you! No-one can quite explain how you got so big (although the theory that you "reprogrammed yourself to grow to giant size" is frequently tossed about), but what the hey - this is sci-fi. During a battle you can attempt to use your auto-repair feature (takes the place of an attack): Roll vs. the number of damage points you have suffered. Success indicates that you have repaired 1D10-5 points (Yes, it is possible to succeed and still repair no points. In this case you have fixed a vital but non-structural component).
6. CHOMP!: Boy, what a mouth on you! You have a powerful bite, -1 to hit but 3 mighty points of damage.
7. TAIL WHIP: You can attack an opponent in a rear hex, -1 to hit, 2 points of damage.
8. CLAWS / PINCERS: A punch does 2 points of damage. You can open cans easily, too.
9. DIG-DIG: You can burrow through the earth at half (round down) of your normal movement rate. Only a ground shock created by a jumping character can hit you underground and does 1 point of damage. If you tunnel under a building it automatically collapses (without damaging you).
10. ACTIVE ARMOUR: You have a unique hide, +1 to defense, which can also be used as a weapon: Each time you are hit you will automatically fire a number of quills in the direction of the attack. These are -3 to hit and cause only a single point of damage but this is a free attack; it is not, however, controllable. You have a conveniently unlimited supply of quills.
11. FLAME BREATH: You can hold your own barbecue, no lighter fluid required. Damage 4, 2 hex range. If you are hit by or fall into water (a pretty large quantity of it, at least) you lose this ability for the rest of the battle.
12. LIGHTNING ROD: Electricity is your friend! Each round that you are exposed to massive amounts of electrical power (from thunderstorms, power cables, an over-zealous SUPERDUDE etc) adds +1 to your Strength - even if this takes you above your normal maximum! You can then discharge this power (and part of your regular Strength, if needed) as a blast in melee combat: if necessary you could use almost all of your Strength to blast an opponent. Each point discharged reduces your Strength by 1. Water nullifies this power as for FLAME BREATH. At the end of the battle any Strength above your regular Strength score fizzles away harmlessly, taking you back to your starting Strength.
13. OOZE: You can secrete a really disgusting slime. Any character hit by it suffers a -1 penalty to his actions for one round. Additionally, all characters in a slimed hex must roll vs. your
Strength or fall down on the slippery goo. You can slime one character OR a spread of hexes up to your current Strength in place of an attack. The slime lasts only for the next round.
3. COMBAT
Ranged attacks:
The scale in TOKYO STOMP is different from other TWERPS sets: One hex=100' rather than 10'. Therefore a normal TWERPS character with a ranged attack of less than ten hexes attempting to attack a TS monster can only do so in the same hex, if fighting in TOKYO STOMP scale. A ranged weapon which can shoot between ten and twenty ordinary hexes can only make it to the next hex in a TS battle and so forth. On the other hand, the monsters are really big targets so you ALWAYS hit. Likewise, a TS monster cannot target just one regular TWERPS hex with, say, a breath weapon: it affects a 100' hex instead.
Damage:
Ordinary TWERPS characters do not stand a chance against a TS monster: any hits will kill them. GMs may, if they wish, allow some SUPERDUDES or magicians to take on the big guys, but always keep a sense of scale in such battles.
Falling down:
One of the easiest ways to gain an advantage in TS combat is to cause your lumbering opponent to fall down. A melee attack deliberately intended to knock down your foe is -1 to hit and does no damage (but see "Knock back" below). However, if you fail there is a chance (roll
Own Strength vs. Own Strength) that you will overbalance and fall down instead. Once down these blundering behemoths must roll Own Strength vs. Own Strength to get back on their feet (claws, tentacles...) and cannot attack whilst attempting to stand. They may defend, but may not move out of their current hex. A fallen monster may crawl at one third of normal movement rate but may not attack or attempt to stand whilst so doing.
Buildings:
Buildings, telegraph poles, pylons etc can be both targets and weapons. Use the statistics of the most reasonably close weapon from the TWERPS rules, such as a club or sword for a section of a bridge. If a player decides to stomp a building then the GM can either assign a Strength to the structure or roll 1D10-2 (minimum 1) for a random Strength. Conduct the attack as normal bearing in mind that in most campaigns the buildings do not fight back... Some structures will be destroyed by any damage, especially if the combat is in the middle of a crowded city and you find that keeping track of the condition of individual buildings is too much work. Electrical power lines inflict 3 points of damage per round of contact unless you have the LIGHTNING ROD ability. The GM can easily assign reasonable damage from things like broken dam walls, falling bridges etc. 2 or 3 points is suggested for most situations.
Nuclear weapons:
I had intended to include a description of how to simulate the use of nuclear weapons on the TWERPS map, but realized that local authorities already describe that as "arson."
Knock back:
For each -2 you take to your attack roll (NOT to damage) you can knock your opponent back one hex (i.e. 100'). Normal melee damage is inflicted; +1 point for each hex the poor creature is thrown back. This bonus applies only if the monster collides with an object and can never be more than the Strength rating of that object (thus being knocked 3 hexes into a Strength
2 building only causes +2 damage). The attacked monster must roll Own Strength vs. Own
Strength or fall down, except for monsters with the JUMP ability who always land on their feet when knocked back, just like an ordinary 300' tall radioactive cat.
Normal weapons:
Under most circumstances normal weapons do no damage to TS monsters (otherwise the monsters would all carry an Uzi). However, the GM might rule that tanks, superpowers and sci-fi weapons can inflict damage, most usually if playing REVERSE TOKYO STOMP (q.v.). Any statistics for such devices can be found in other TWERPS sets (Gratuitous TWERPS Plug number 74) or created by the GM. Keep damage quite low and remember the scale difference between this and other fine, must-have TWERPS campaign books (Plug number 75... We do keep track, you know).
4. HOW TO DO EVERYTHING
Reverse TOKYO STOMP:
If you feel at all attached to your standard TWERPS character then do not play him in
Reverse TOKYO STOMP. PCs in this variant are regular TWERPS characters, not massive monsters, and have the life expectancy of a chocolate twig at a marshmallow roasting contest. In
Hell.
One or more big nasty mutants have come to town and everyone bar Our Heroes has run for the hills. Only the daring TWERPS can stop the monstrous menace. How you stop it is a wonderful part of the creative process so don't expect any hints from me. Typical heavy weapons cause only 1 point of damage. Starship weapons - and shields! - when available are fully effective. Any attack by the monster will scatter troops, destroy aircraft and generally mess the place up. It is suggested that the GM assign a weakness to the monster and let the players grope around for clues as to what it is and how to exploit it. In a RTS game the monster may well exist in the background for most of the game while the PCs engage in a regular scale game trying to work out how to stop it, hunting for rare artifacts and such needed to combat the creature.
For the daring, one Strength point will allow a monster to upgrade FLIGHT to SPACE
FLIGHT and tackle any starships on their home turf... errm, vacuum...
Strength vs. Strength: Do not let a normal TWERPS character arm-wrestle a TOKYO
STOMP monster! Although the number may look the same we are dealing on a higher level here, so ordinary non-monster PCs cannot logically destroy a building with their bare hands because it has a Strength of 3. That score relates only to the monsters. For SUPERDUDES I would suggest that each level of STRENGTH power gives the character a Strength of 1 in TOKYO STOMP scale. You might also wish to tone the effects of offensive powers down to half or a third of their usual effects.
5. ADVENTURES
A few colourful combatants for your continuing campaign:
TWERPSZILLA: Strength 10, Radioactive, Jump, Tail Whip, +1 to knock foe down. Ah, the mighty TWERPSZILLA! These days he's practically a good guy, and much liked by Tokyo building contractors.
KING CONK: Strength 9, Jump, +1 to climb landmark, -1 to resist a fair damsel, +1 to hit biplane or helicopter gunship;.
GENERIC RUBBERY JAPANESE MOVIE MONSTER 1: Strength 8, Flight, Radioactive.
GENERIC RUBBERY JAPANESE MOVIE MONSTER 2: Strength 8, Claws, Chomp!, Flame Breath. Give that man a breath mint.
GENERIC RUBBERY JAPANESE MOVIE MONSTER 3: Strength 8, Lightning Rod.
Additional powers cost 4 VPs +1 for each power currently possessed AND there must be some triggering agent to create the new ability.
TOKYO STOMP ADVENTURE: "Tokyo Stompette"
Here's a little twist to pull on your players: Set up a fight between the Good Monsters from Mutant Island and invading monsters controlled by tinfoil-wearing aliens from an undersea city. Aim for on enemy monster per PC, perhaps with an extra one thrown in. The battle rages across the bay, through the city and out towards the Hydro-Electric Dam when... in burst a group of bank robbers! Suddenly things switch to ordinary TWERPS scale and it is revealed that the player characters are really actors in rubber suits, filming a Japanese monster movie. However, through the miracle of B-movie logic they retain scaled-down versions of their powers and can now try to catch up with the villains (spur them on by suggesting that their payroll has been stolen). Up until a door opens in the "sky" there should be no indication that this is anything other than a real fight between monsters, and not a group of people in rubber trousers jumping up and down on a small model of Tokyo.
© 1993, 2002 by Jon Hancock, who asserts whatever moral or immoral rights he may have as the author of this work. No reproduction aside from one copy for personal use without written permission from the author. TWERPS is © Lou Zocchi and Gamescience, who had the good sense not to be involved with this project. The original TWERPS rules are by Jeff Dee and
'Manda. A toast to them, if you please.
To import changes to the TiddlyWiki:
#open your "backstage" (top right corner).
#click "import".
#click the "webserver" circle.
#enter " http://webpages.charter.net/shane_maness/T.W.E.R.P.S.-A.R.C.A.N.U.M.htm " in the box.
#click "open"
#click "differences" (this only downloads those tiddlers which are different from your current version)
#click "import" (if existing tiddlers have changed, it will ask you if you want to overwrite them. If you have not made changes to them, then i suggest overwriting.)
#click close.
#ImportedTiddlers will show you what changes were made.
Vehicles
Aircraft
Airplane, Heavy Fighter
280C S3 E5 Ctrl + 1 Bod 2 Arm 2 Cap 12 Cargo: 500lbs Spaces 20 Weapon Spaces: 8 Light Cannon: 4 Vehicle Modification Spaces: 1 Weapon Link: 1 MOV FlightX5
Airplane, Sky Bus
515C S6 E5 Ctrl + 1 Bod 1 Arm 1 Cap 30 Cargo: 1000lbs. Passengers: 20 Spaces 14 MOV FlightX5
Airplane, Small Bomber
114C S2 E7 Ctrl 0 Bod 1 Arm 1 Cap 8 Cargo: 1000lbs. Spaces 10 Weapon Spaces: 2 Heavy Machine Gun: 1 MOV FlightX3
Airplane, Medium Bomber
228C S4 E 10 Ctrl 1 Bod 1 Arm 1 Cap 20 Cargo: 2000lbs. Spaces 30 Weapon Spaces: 4 Heavy Machine Gun: 2 Vehicle Modification Spaces: 4 Gunner's Couch: 2 MOV FlightX3
Airplane, Trainer (Private)
115C S1 E4 Ctrl + 2 Bod 1 Arm 0 Cap 5 Cargo: 500lbs. Spaces 6 MOV FlightX5
Airplane, Passenger Liner
5530C S 73 E 10 Ctrl -2 Bod 2 Arm 1 Cap 363 Cargo: 1500lbs. Passengers: 350 Spaces 18 MOV FlightX5
Airplane, Large Cargo
980C S 12 E 10 Ctrl -2 Bod 2 Arm 2 Cap 58 Cargo: 25000lbs. Spaces 16 Vehicle Modification Spaces: 4 Gunner's Couch: 2 MOV FlightX5
Cargo: 3000lbs. Spaces 14 Vehicle Modification Spaces: 4 Gunner's Couch: 2 MOV HoverX4
Helicopter, Large Transport
264C S7 E 14 Ctrl + 1 Bod 2 Arm 1 Cap 32 Cargo: 4000lbs. Passengers: 20 Spaces 8 MOV HoverX3
Balloon
16C S2 E2 Ctrl -2 Bod 0 Arm 0 Cap 8 Cargo: 100lbs. Passengers: 3 Spaces 6 Vehicle Modification Spaces: 4 Sail: 4 MOV HoverX1
Helicopter, Sky Crane
216C S9 E 12 Ctrl + 1 Bod 1 Arm 1 Cap 44 Cargo: 20000lbs. Spaces 6 MOV HoverX2
Helicopter, Fast Attack
165C S2 E8 Ctrl + 2 Bod 1 Arm 1 Cap 8 Cargo: 2000lbs. Spaces 6 Vehicle Modification Spaces: 2 Gunner's Couch: 1 MOV HoverX5
Helicopter, Small Transport
80C S1 E8 Ctrl + 2 Bod 1 Arm 0 Cap 4 Cargo: 500lbs. Passengers: 1 Spaces 2 MOV HoverX4
Helicopter, Gunship
204C S3 E 10 Ctrl + 1 Bod 1 Arm 2 Cap 14
Helicopter, Transport
90C S2 E9 Ctrl + 1 Bod 1 Arm 0 Cap 9 Cargo: 1200lbs. Passengers: 4 Spaces 4 MOV HoverX3
Jet Plane, Heavy
3044C S 50 E 14 Ctrl 0 Bod 2 Arm 1 Cap 246 Cargo: 15000lbs. Passengers: 200 Spaces 30 MOV FlightX4
Jet Fighter, Heavy
190C S1 E8 Ctrl + 1 Bod 2 Arm 2 Cap 5 Cargo: 500lbs. Spaces 8 MOV FlightX5
Jet Plane, Medium
1004C S 16 E 12 Ctrl + 1 Bod 1 Arm 1 Cap 77 Cargo: 7500lbs. Passengers: 50 Spaces 22 MOV FlightX4
Jet Fighter, Medium
155C S1 E6 Ctrl + 1 Bod 2 Arm 1 Cap 5 Cargo: 500lbs Spaces 8 MOV FlightX5
Jet Plane, Small
392C S6 E 10 Ctrl + 2 Bod 1 Arm 0 Cap 28 Cargo: 5000lbs Passengers: 10 Spaces 14 MOV FlightX4
Jet Fighter, Small
125C S1 E5 Ctrl + 2 Bod 2 Arm 1 Cap 3 Cargo: 250lbs. Spaces 2 MOV FlightX5
Zeppelin
1047C S 35 E3 Ctrl -2 Bod 0
Arm 0 Cap 174 Cargo: 5000lbs. Passengers: 140 Spaces 46 MOV HoverX3
Cloud-Ships, Screw-Galleys, Sky-Boats & Kites
Aphid Class Sky-Boat (British)
91C S8 E6 Ctrl + 1 Bod 1 Arm 2 Cap 38 Cargo 2500lbs. Passengers 20 Marines X20 Spaces 24 Additional Armor X2 Control Couch X2 Control Couch (Trimsman) X1 Control Couch (Helmsman) X1 Gunner Couch X6 Light Cannon X2 Machine Gun X2 Shotgun X2 MOV HoverX2
Endtime: Screw-Galley (Martian)
350C S 34 E4 Ctrl + 1 Bod 2 Arm 2 Cap 166 Cargo 30000lbs. Passengers 40 Boarders X40 Spaces 130 Additional Armor X16 Control Couch X2 Control Couch (Trimsman) X1 Control Couch (Helmsman) X1 Gunner Couch X5 Oarsman's Couch X90 Heavy Catapult X1 Heavy Musket X2 Musket X2 MOV HoverX3
Constitution II Kite (USA)
767C S 73 E8 Ctrl -1 Bod 1 Arm 4 Cap 362 Cargo 100000lbs. Passengers 100 Marines X100 Spaces 122 Additional Armor X10 Control Couch X2 Control Couch (Trimsman) X1 Control Couch (Helmsman) X1 Gunner's Couch X20 Sail X32 Heavy Cannon (Modern) X20 MOV HoverX2
Hornet Class Sky-Boat
87C S8 E3 Ctrl + 2 Bod 1 Arm 1 Cap 37 Cargo 2000lbs. Passengers 20 Marines X20 Spaces 24 Additional Armor X2 Control Couch X2 Control Couch (Trimsman) X1 Control Couch (Helmsman) X1 Gunner Couch X6 Light Cannon X2 Machine Gun X2 Shotgun X2 MOV HoverX4
Cap 38 Cargo 2500lbs. Passengers 20 Marines X20 Spaces 24 Additional Armor X4 Control Couch X2 Control Couch (Trimsman) X1 Control Couch (Helmsman) X1 Gunner's Couch X6 Light Cannon (Modern) X2 Machine Gun X2 Shotgun X2 MOV HoverX4
Napoleon Class Sky-Boat (French)
81C S7 E4 Ctrl + 1 Bod 1 Arm 1 Cap 35 Cargo 1000lbs. Passengers 20 Marines X20 Spaces 23 Additional Armor X3 Control Couch X2 Control Couch (Trimsman) X1 Control Couch (Helmsman) X1 Gunner's Couch X6 Light Cannon (Modern) X2 Machine Gun X2 Shotgun X2 MOV HoverX3
Hullcutter: Screw-Galley (Martian)
425C S 41 E3 Ctrl + 1 Bod 2 Arm 2 Cap 204 Cargo 40000lbs. Passengers 60 Boarders X60 Spaces 128 Additional Armor X20 Control Couch X2 Control Couch (Trimsman) X1 Control Couch (Helmsman) X1 Gunner Couch X6 Oarsman's Couch X80 Heavy Catapult X1 Heavy Musket X5 MOV HoverX2
Locust Class Sky-Boat (British)
93C S8 E3 Ctrl + 1 Bod 1 Arm 2
Nookasayle: Screw-Galley (Martian)
242C S 23 E3 Ctrl + 1 Bod 2 Arm 2 Cap 112 Cargo 10000lbs. Passengers 60 Boarders X60 Spaces 61 Additional Armor X6 Control Couch X2 Control Couch (Trimsman) X1 Control Couch (Helmsman) X1 Gunner's Couch X6 Oarsman's Couch X30 Heavy Catapult X1 Heavy Musket X4 Musket X1 MOV HoverX3
Bod 4 Arm 3 Cap 116 Cargo 20000lbs. Passengers 40 Boarders X40 Spaces 70 Additional Armor X4 Control Couch X2 Control Couch (Trimsman) X1 Control Couch (Helmsman) X1 Gunner's Couch X14 Sail X24 Heavy Musket X14 MOV HoverX2
Texas (Ranger) Class Sky-Boat (USA)
132C S 11 E5 Ctrl + 2 Bod 2 Arm 3 Cap 51 Cargo 10000lbs. Passengers 20 Marines X20 Spaces 20Additional Armor X4 Control Couch X2 Control Couch (Trimsman) X1 Control Couch (Helmsman) X1 Gunner's Couch X4 Cannon (Modern) X1 Gatlin Gun X2 Heavy Cannon (Modern) X1 MOV HoverX4
Ranger Class Sky-Boat (USA)
134C S 11 E4 Ctrl + 1 Bod 2 Arm 3 Cap 53 Cargo 4000lbs. Passengers 30 Marines X30 Spaces 27 Additional Armor X4 Control Couch X2 Control Couch (Trimsman) X1 Control Couch (Helmsman) X1 Gunner's Couch X6 Cannon (Modern) X2 Gatlin Gun X2 Heavy Cannon (Modern) X1 Shotgun X1 MOV HoverX3
Skylord Kite (Martian)
261C S 24 E6 Ctrl 1
Striker Class Screw-Galley (Martian)
110C S 11 E6 Ctrl -1 Bod 1 Arm 1 Cap 51 Cargo 4000lbs. Passengers 30
Boarders X30 Spaces 24 Additional Armor X2 Control Couch X2 Control Couch (Trimsman) X1 Control Couch (Helmsman) X1 Gunner's Couch X4 Oarsman's Couch X8 Duo-Light Musket X2 Heavy Musket X2 MOV HoverX2
Cars
Car, ATV
48C S2 E6 Ctrl + 1 Bod 1 Arm 0 Cap 7 Cargo: 500lbs. Passengers: 3 Spaces 4 MOV GroundX3 Cargo: 1000lbs. Spaces 26 Weapon Spaces: 6 Auto-Shotgun: 2 Mortar: 1 Light Cannon: 1 Vehicle Modification Spaces: 6 Gunner's Couch: 3 MOV GroundX2
Car, Light Battle
108C S2 E5 Ctrl + 1 Bod 2 Arm 2 Cap 7 Cargo: 500lbs. Spaces 10 Weapon Spaces: 2 Heavy Machine Gun: 1 Vehicle Modification Spaces: 2 Gunner's Couch: 1 MOV GroundX4
Car, Economy
42C S2 E5 Ctrl + 1 Bod 1 Arm 0 Cap 6 Cargo: 500lbs. Passengers: 3 Space: 2 MOV GroundX3
Car, Large Battle
138C S4 E8 Ctrl + 1 Bod 2 Arm 4 Cap 16
Car, Luxury
78C S2 E8 Ctrl + 2 Bod 1 Arm 1 Cap 9 Cargo: 1000lbs. Passengers: 5 Spaces 2 MOV GroundX3
MOV GroundX3
Car, Sedan
60C S 2E 5Ctrl + 1 Bod 1 Arm 1 Cap 7 Cargo: 750lbs. Passengers: 3 Spaces 2 MOV GroundX3
Car, Medium Battle
129C S3 E6 Ctrl + 1 Bod 2 Arm 3 Cap 12 Cargo: 750lbs. Spaces 18 Weapon Spaces: 4 Heavy Machine Gun: 2 Vehicle Modification Spaces: 4 Gunner's Couch: 2
Car, Sports
72C S1 E4 Ctrl + 2 Bod 1 Arm 1 Cap 5 Cargo: 750lbs. Passengers: 1 Spaces 2 MOV GroundX4
8.5.3.4: Other Vehicles Airbus
151C S 12 E 12 Ctrl + 1 Bod 2 Arm 2 Cap 67 Cargo 2000lbs. Passengers 60 Spaces 4 MOV HoverX2 Cargo 3000lbs. Passengers 1 Spaces 4 MOV HoverX3
Aircar, Luxury
39C S6 E6 Ctrl + 2 Bod 2 Arm 1 Cap 12 Cargo 1500lbs. Passengers 5 Spaces 6 MOV HoverX4
Aircar, Cargo
37C S8 E8 Ctrl 0 Bod 2 Arm 2 Cap 10
Aircar, Mini
15C S4 E4 Ctrl + 1 Bod 1 Arm 0 Cap 4 Cargo 500lbs. Passengers 1 Spaces 2 MOV HoverX4
Ctrl + 2 Bod 3 Arm 2 Cap 11 Cargo 500lbs. Passengers 0 Spaces 18 Additional Armor X4 Gunner's Couch X1 Targeting Computer X1 Weapon Link X1 Turbo Laser X1 Super Turbo Laser X2 MOV GroundX4
Aircar, Sedan
22C S5 E5 Ctrl + 1 Bod 2 Arm 1 Cap 8 Cargo 1000lbs. Passengers 3 Spaces 4 MOV HoverX4
Flystick
Description: A two meter long tube with a saddle and control bars. 8C S1 E2 Ctrl + 1 Bod 0 Arm 0 Cap 1 MOV FlightX4
AT-AT
114C S 13 E6 Ctrl + 2 Bod 4 Arm 4 Cap 62 Cargo 2000lbs. Passengers 40 Spaces 33 Additional Armor X10 Control Couch X1 E.-S.E.A.L. X1 Force Field + 2 X1 Gunner's Couch X1 Targeting Computer X1 Weapon Link X1 Mega Turbo Laser X2 MOV GroundX2
Jabba's Sail Barge
273C S 26 E 12 Ctrl -2 Bod 1 Arm 1 Cap 128 Cargo: 2000lbs. Passengers: 100 Spaces 46 Vehicle Modification Spaces: 32 Gunner's Couch: 4 Sail: 24 MOV HoverX1
AT-ST
33C S3 E4
Jet Pack
40C S1 E2 Ctrl 0 Bod 0 Arm 0 Cap 2 Spaces 2 MOV FlightX5
S1 E8 Ctrl + 2 Bod 2 Arm 2 Cap 3 Cargo: 100lbs. Spaces 2 MOV GroundX2
Jump Pack
6C S1 E2 Ctrl -2 Bod 0 Arm 0 Cap 1 MOV FlightX5
Motorcycle, Racing
33C S1 E5 Ctrl + 2 Bod 0 Arm 0 Cap 4 Cargo: 50lbs. Passengers: 1 Spaces 2 MOV GroundX3
Land speeder
66C S1 E5 Ctrl + 2 Bod 1 Arm 1 Cap 4 Cargo: 250lbs. Passengers: 1 Spaces 2 MOV HoverX3
Motorcycle, Small
18C S1 E4 Ctrl + 1 Bod 0 Arm 0 Cap 4 Cargo: 50lbs. Passengers: 1 Spaces 2 MOV GroundX2
Moon Bus
122C S9 E 10 Ctrl 0 Bod 2 Arm 1 Cap 42 Cargo: 5000lbs. Passengers: 30 Spaces 2 MOV GroundX2
Ornithopter
9C S1 E2 Ctrl + 2 Bod 0 Arm 0 Cap 1 MOV FlightX4
Motorcycle, Battle
54C
Rocket Sled
160C S2 E6 Ctrl 0 Bod 1 Arm 1 Cap 9 Cargo: 1200lbs. Passengers: 4 Spaces 10 MOV Drop-CapableX4
Shuttle, Drop
570C S7 E8 Ctrl + 1 Bod 2 Arm 1 Cap 32 Cargo: 4000lbs. Passengers: 20 Spaces 8 MOV Drop-CapableX5
Rover
112C S3 E4 Ctrl + 1 Bod 1 Arm 1 Cap 11 Cargo: 1500lbs. Passengers: 6 Spaces 2 MOV Amphibious-FlightX2
Skiff
180C S5 E8 Ctrl + 1 Bod 1 Arm 1 Cap 22 Cargo: 1500lbs. Passengers: 15 Spaces 8 Vehicle Modification Spaces: 2 Gunner's Couch: 1 MOV HoverX3
Scooter
18C S1 E3 Ctrl 0 Bod 0 Arm 0 Cap 3 Cargo: 25lbs. Spaces 2 MOV GroundX3
Speeder Bike
85C S1 E3 Ctrl + 1 Bod 0 Arm 1 Cap 4 Cargo: 100lbs. Passengers: 1 Spaces 2 MOV HoverX5
Tanks
Gravtank, Heavy
81C S3 E 12 Ctrl + 1 Bod 2 Arm 4 Cap 12 Cargo: 2000lbs. Spaces 14 Vehicle Modification Spaces: 6 Gunner's Couch: 3 Weapon Spaces 8 MOV HoverX1 Ctrl 1 Bod 2 Arm 5 Cap 18 Cargo: 4000lbs. Spaces 18 Vehicle Modification Spaces: 8 Gunner's Couch: 4 MOV HoverX1
Tank, Heavy
67C S3 E 12 Ctrl -1 Bod 2 Arm 4 Cap 12 Cargo: 2000lbs. Spaces 14 Vehicle Modification Spaces: 6 Gunner's Couch: 3 MOV GroundX1
Gravtank, Light
98C S2 E8 Ctrl + 1 Bod 2 Arm 3 Cap 8 Cargo: 2000lbs Spaces 6 Vehicle Modification Spaces: 2 Gunner's Couch: 1 MOV HoverX2
Tank, Light
76C S2 E8 Ctrl 0 Bod 2 Arm 3 Cap 6 Cargo: 1000lbs. Spaces 6 Vehicle Modification Spaces: 2 Gunner's Couch: 1 MOV GroundX2
Gravtank, Medium
55C S2 E 10 Ctrl + 1 Bod 2 Arm 3 Cap 10 Cargo: 2000lbs. Spaces 10 Vehicle Modification Spaces: 4 Gunner's Couch: 2 MOV HoverX1
Gravtank, Super Heavy
133C S4 E 14
Tank, Medium
43C S2 E 10 Ctrl 0 Bod 2 Arm 3 Cap 9 Cargo: 1500lbs. Spaces 10 Vehicle Modification Spaces: 4 Gunner's Couch: 2 MOV GroundX1
Tank, Super Heavy
113C S3 E 14 Ctrl 0 Bod 2 Arm 5 Cap 15 Cargo: 2500lbs. Spaces 18 Vehicle Modification Spaces: 8 Gunner's Couch: 4 MOV GroundX1
Trucks
ATV APC
72C S4 E5 Ctrl + 1 Bod 2 Arm 2 Cap 16 Cargo: 2000lbs Passengers: 6 Spaces 10 Weapon Spaces: 2 Heavy Machine Gun: 1 Vehicle Modification Spaces: 2 Gunner's Couch: 1 MOV GroundX2
Bus
279C S 18 E5 Ctrl 0 Bod 1 Arm 0 Cap 86 Cargo: 1600lbs. Passengers: 80 Spaces 2 MOV GroundX3
Camper, Large
84C S4 E8 Ctrl 0 Bod 1 Arm 0 Cap 18 Cargo: 2000lbs. Passengers: 12 Spaces 2 MOV GroundX3
Battle Wagon
47C S5 E 10 Ctrl -1 Bod 2 Arm 2 Cap 24 Cargo: 2000lbs. Passengers: 6 Spaces 26 Weapon Spaces: 6 Heavy Machine Gun: 3 Vehicle Modification Spaces: 6 Gunner's Couch: 3 MOV GroundX1
Camper, Small
72C S2 E5 Ctrl + 1 Bod 1 Arm 0 Cap 10 Cargo: 1000lbs. Passengers: 6 Spaces 2 MOV GroundX4
Truck, Cargo
110C S9 E 10 Ctrl 0 Bod 1 Arm 0 Cap 43 Cargo: 20000lbs. Passengers: 1 Spaces 2 MOV GroundX2
Truck, 1 ton
54C S2 E6 Ctrl + 1 Bod 2 Arm 0 Cap 7 Cargo: 2000lbs. Passengers: 1 Spaces 2 MOV GroundX3
Truck, Economy
26C S1 E5 Ctrl + 2 Bod 1 Arm 0 Cap 4 Cargo: 500lbs. Passengers: 1 Spaces 2 MOV GroundX2
Truck, 2 ton
72C S3 E8 Ctrl + 1 Bod 2 Arm 0 Cap 11 Cargo: 4000lbs. Passengers: 1 Spaces 2 MOV GroundX3
Truck, Large Battle
45C S2 E 10 Ctrl + 1 Bod 2 Arm 3 Cap 10 Cargo: 1500lbs. Passengers: 1 Spaces 10 Vehicle Modification Spaces: 4 Gunner's Couch: 2 MOV GroundX1
Truck, ATV
72C S2 E6 Ctrl + 2 Bod 2 Arm 1 Cap 7 Cargo: 2000lbs. Passengers: 1 Spaces 2 MOV GroundX3
Truck, Light Battle
56C S1 E8 Ctrl + 2 Bod 2 Arm 2 Cap 4 Cargo: 500lbs. Passengers: 1 Spaces 2 MOV GroundX2
Truck, Semi
121C S 21 E 14 Ctrl 0 Bod 2 Arm 0 Cap 103 Cargo: 50000lbs. Passengers: 1 Spaces 2 MOV GroundX1
Truck, Medium Battle
82C S2 E9 Ctrl + 1 Bod 2 Arm 3 Cap 7 Cargo: 1000lbs. Passengers: 1 Spaces 6 Vehicle Modification Spaces: 2 Gunner's Couch: 1 MOV GroundX2
Van
54C S3 E 10 Ctrl + 1 Bod 1 Arm 0 Cap 14 Cargo: 4000lbs. Passengers: 4 Spaces 2 MOV GroundX2
Watercraft
Hovercraft, Small
56C S1 E4 Ctrl 0 Bod 1 Arm 0 Cap 4 Cargo: 200lbs. Passengers: 1 Spaces 2 MOV HoverX4 Cargo: 5000lbs. Passengers: 100 Spaces 10 MOV HoverX2
Hovercraft, APC
148C S6 E 10 Ctrl + 1 Bod 1 Arm 1 Cap 28 Cargo: 2000lbs. Passengers: 20 Spaces 6 Vehicle Modification Spaces: 2 Gunner's Couch: 1 MOV HoverX2
Hovercraft, Civilian Transport
488C S24 E12 Ctrl -2 Bod 1 Arm 0 Cap 116
Hovercraft, Fast Attack Vehicle
63C S1 E7 Ctrl + 2 Bod 1 Arm 0 Cap 5 Cargo: 500lbs. Spaces 6 Vehicle Modification Spaces: 2 Gunner's Couch: 1 MOV HoverX3
Cap 68 Cargo: 10000lbs. Passengers: 20 Spaces 54 Vehicle Mounted Weapons: 11 Torpedo X4: 8 Machine Gun: 1 Heavy Machine Gun: 2 Vehicle Modification Spaces: 19 Additional ArmorX10: 10 E.-S.E.A.L.: 1 Gunner's Couch X4: 8 MOV UnderwaterX2
Submersible
50C S2 E5 Ctrl -1 Bod 1 Arm 1 Cap 7 MOV UnderwaterX2 Cargo: 500lbs. Passengers: 2 Spaces 6
Submarine, Nuclear
2340C S 61 E 14 Ctrl 2 Bod 2 Arm 6 Cap 302 Cargo: 15000lbs. Passengers: 200 Spaces 142 Vehicle Mounted Weapons: 82 Torpedo X8: 16 Multiple Warhead Missile X16: 64 Heavy Machine Gun: 2 Vehicle Modification Spaces: 57 Additional ArmorX20: 20 E.-S.E.A.L.: 1 Gunner's Couch X16: 36 MOV UnderwaterX3
Submarine, Diesel
312C S 14 E 12 Ctrl -1 Bod 2 Arm 1
Vehicle Modifications
Additional Armor
Number of Spaces 1 + 4 additional Body points Maximum number of Spaces allowed for Additional Armor is 2X Size As a vehicle modification, additional armor may be destroyed with an additional damage roll.
Booster
Number of Spaces 2 + 10 Movement for one round of combat Usable 2X per combat
Autopilot
Number of Spaces 1 A computer, which replaces or back up the pilot ST 5 for all DL checks.
Control Couch
Number of Spaces 1 One is required for each crewmember in the active control of the vehicle, (like copilots and navigators), NOT Gunners. All vehicles have one control couch for the operator of that vehicle. (Robot vehicles are not required to have one, but must have an Autopilot). Only one function can be controlled from each couch, except that the pilot may also function as navigator and as a gunner for one gun, assuming he has the skills. You may put in extra couches as backups. Specify which couch controls which system. Only a character occupying a control couch may operate that vehicle's function.
One oarsman is required per every thousand pounds of cargo multiplied by the MOV multiplier.
Oil Jets
Number of Spaces 1 Covers a 1 hex area Any vehicle moving through oil, that affected, are required to make a DL 7 control check.
Robo-link
Number of Spaces 1 Allows vehicle's operator to plug directly into vehicle's control system. Adds + 1 to all difficulty rolls. If the vehicle takes damage the operator must roll to determine possible side effects: Roll 1: knocked unconscious for number of rounds equal to damage sustained by operator Roll 2: operator takes 2 points damage Roll 3: operator takes 1 point of damage Roll 4 9: no effect Roll 0: link is disabled
E.-S.E.A.L. (Self Encapsulating Automatic Life-support)
Number of Spaces 1 Eliminates the need for an E-Suit when operating in hostile environments (under water, in a poisonous atmosphere, or hard vacuum, etc..), by protecting vehicle interior. If vehicle is damaged the system will fail on the roll of a 1, (so keep your suit handy).
Sail
Number of Spaces 2 per every Engine Stat point multiplied by MOV Multiplier Allows for wind powered movement It is the actual Engine of a sail powered vessel.
Force Field
Number of Spaces 2 or 3 + 1 defense for 2 weapon spaces + 2 defense for 3 weapon spaces (cannot be installed beyond + 2 defense) Prevents immediate decompression leaking if Enviro S.E.A.L. is breached If vehicle is damaged the system will fail on the roll of a 1.
Smoke Field
Number of Spaces 1 + 2 defense to any within the smoke field -2 to all attacks through smoke field Beam weapon are -5 through smoke field 3 hex radius Duration: remainder of battle
Gunner Couch
Number of Spaces 2 May fire (or reload) any one weapon per action.
Targeting Computer
Number of Spaces 1 Adds + 1 to hit (in addition to any other modifiers) Breaks easily, (on a roll of 1 or 2 if vehicle is damaged)
Oarsman's Couch
Number of Spaces 1 One is required for each crewman that pulls an oar, cranks a shaft, pedals a crank, or in some other way powers a vehicle with their own exertions.
Targeting Computer Mark II
Number of Spaces 1 Adds + 2 to hit (in addition to any other modifiers) Attached to a specific weapon only Breaks easily, on a roll of 1,2, or 3 if vehicle is damaged.
Weapon Link
Number of Spaces 1 Links 2 or more weapons together, allowing them to fire simultaneously. Roll 1 attack for all weapons, applying all modifiers to each attack. Apply damage after all attacks are resolved.
Vehicle Mounted Weapons (VMW)
VMWs do not have the usual reload time (unless noted), or recharge times, but may only be fired once per round.
Auto-Cannon
Number of Spaces 4 + 1 to hit +4 damage Range 20 X2 Targets
Cannon (Pre-Industrial)
Number of Spaces 4 + 1 to hit +4 damage 20 hex range Reload
Auto-Shotgun
Number of Spaces 2 -1 to hit +3 damage Range 4 X2 Targets
Crossbow
Number of Spaces 1 + 1 to hit +2 damage 8 hex range Reload
Ballista
Number of Spaces 4 -2 to hit +9 damage 18 hex range Blast Scatter Reload (2 rounds to reload)
Duo-Ballista
Number of Spaces 8 -2 to hit +9 damage 18 hex range Blast Scatter 2X targets Reload (4 rounds to reload)
Blunderbuss
Number of Spaces 1 -1 to hit +3 damage 4 hex range Reload
Duo-Blunderbuss
Number of Spaces 2 -1 to hit +3 damage 4 hex range 2X Targets Reload (2 rounds)
Cannon(Modern)
Number of Spaces 2 + 1 to hit +4 damage Range 20
Duo-Cannon
Number of Spaces 8 + 1 to hit +4 damage 20 hex range 2X Targets Reload (2 rounds)
Scatter 2X Targets Reload (4 rounds to reload)
Duo-Light Cannon
Number of Spaces 4 + 2 to hit +3 damage 16 hex range 2X Targets Reload (2 rounds)
Duo-Crossbow
Number of Spaces 2 + 1 to hit +2 damage 8 hex range 8 2X Targets Reload (2 rounds)
Duo-Light Musket
Number of Spaces 2 + 1 to hit AA +0 damage 12 hex range 2X Targets Reload (2 rounds)
Duo-Heavy Catapult
Number of Spaces 16 -1 to hit +13 damage 12 36 hex range Blast Scatter 2X Targets Reload (8 rounds to reload)
Duo-Mortar
Number of Spaces 4 -2 to hit 12 (6) damage 5 20 hex range Blast Scatter 2X Targets Reload (2 rounds)
Duo-Heavy Cannon
Number of Spaces 16 0 to hit +5 damage 24 hex range 2X Targets Reload (2 rounds)
Duo-Musket
Number of Spaces 2 + 1 to hit +2 damage 10 hex range 2X Targets Reload (2 rounds)
Duo-Heavy Musket
Number of Spaces 2 + 1 to hit +3 damage 9 hex range 2X Targets Reload (2 rounds)
Duo-Rocket
Number of Spaces 4 -2 to hit 8 (4) damage 8 hex range Blast Scatter 2X Targets Reload (2 rounds)
Duo-Light Catapult
Number of Spaces 8 -1 to hit +9 damage 10 18 hex range Blast
Duo-Springshot
Number of Spaces 2 0 to hit +1 damage 10 hex range 2X Targets Reload (2 rounds)
Gatlin Gun
Number of Spaces 2 -1 to hit +2 damage Range 6 Clip 100 X3 Targets
Duo-Trebuchet
Number of Spaces 8 -2 to hit +11 damage 12 -24 hex range Blast Scatter 2X Targets Reload (4 rounds to reload)
Grenade Launcher
Number of Spaces 1 -2 to hit 10 (5) damage Range 3 Blast Scatter
Heavy Cannon(Modern) Electric Slug Thrower (Gauss gun)
Number of Spaces 1 +1 to hit +2 damage Range 5 X2 Targets Number of Spaces 2 0 to hit +5 damage Range 24
Heavy Cannon (Pre-Industrial)
Number of Spaces 8 0 to hit +5 damage 24 hex range Reload
Firestorm Missile
Number of Spaces 8 + 5 to hit 4 damage Range 5 30 X5 Targets ST 5 (for attack purposes) Self-propelled, autoguided (Autopilot), explosive craft which launches in the pilot or gunners action phase Only one per battle, per space allotment Blast Scatter S1 E5 Ctrl 0 Bod 0 Arm 0 Cap 1 MOV FlightX5
Heavy Catapult
Number of Spaces 8 -1 to hit +13 damage 12 36 hex range Blast Scatter Reload (4 rounds to reload)
Heavy Machine Gun
Number of Spaces 2 0 to hit +2 damage Range 8 X3 Targets
Heavy Musket
Number of Spaces 1 + 1 to hit +3 damage 9 hex range Reload
Reload (2 rounds to reload)
Light Cannon (Modern)
Number of Spaces 2 + 2 to hit +3 damage Range 16
Heavy Rifle
Number of Spaces 1 + 1 to hit +3 damage Range 9
Light Cannon (Pre-Industrial)
Number of Spaces 2 + 2 to hit +3 damage 16 hex range Reload
Laser
Number of Spaces 1 + 1 to hit +3 damage Range 20 This weapon is useless in fog, smoke, under water or in dense atmosphere
Light Musket
Number of Spaces 1 + 1 to hit AA +0 damage 12 hex range Reload
Laser Cannon
Number of Spaces 2 + 1 to hit +3 damage Range 60 Blast Scatter This weapon is useless in fog, smoke, under water or in dense atmosphere
Light Rifle
Number of Spaces 1 + 1 To hit AA +0 damage Range 12
Machine Gun Laser Projected Plasma Ejector (Plaser)
Number of Spaces 1 0 to hit +2 damage Range 4 This weapon is useless in fog, smoke, under water or in dense atmosphere Number of Spaces 1 0 to hit +1 damage Range 6 X3 Targets
Light Catapult
Number of Spaces 4 -1 to hit +9 damage 10 18 hex range Blast Scatter
Missile
Number of Spaces 2 + 5 To hit 4 damage Range 5 30 ST 5 (for attack purposes) Self-propelled, autoguided (Autopilot), explosive craft which launches in the pilot or gunners action phase Only one per battle, per space allotment Blast Scatter S1 E5 Ctrl 0 Bod 0 Arm 0 Cap 1 MOV FlightX5
+ 5 to hit 4 damage Range 5 30 X2 Targets ST 5 (for attack purposes) Self-propelled, autoguided (Autopilot), explosive craft which launches in the pilot or gunners action phase Only one per battle, per space allotment Blast Scatter S1 E5 Ctrl 0 Bod 0 Arm 0 Cap 1 MOV FlightX5
Mortar (Modern)
Number of Spaces 2 -2 to hit 12 (6) (3) damage Range 5 20 Blast Scatter
Musket
Number of Spaces 1 + 1 to hit +2 damage 10 hex range Reload
Particle Beam Cannon
Number of Spaces 4 -1 to hit +3 damage Range 18 X3 Targets Blast Scatter This weapon is very slow to fire always fires last in a round
Mortar (Pre-Industrial)
Number of Spaces 2 -2 to hit 12 (6) damage 5 20 hex range Blast Scatter Reload
Multiple Rocket Launcher (Modern)
Number of Spaces 4 -2 to hit 8 (4) damage Range 8 Blast Scatter X2 Targets
Particle Beam Projector (Blaster)
Number of Spaces 1 -1 to hit +3 damage Range 6 X3 Targets
Multiple Warhead Missile
Number of Spaces 4
Quad-Ballista
Number of Spaces 32 -2 to hit +9 damage 18 hex range Blast Scatter 4X targets Reload (8 rounds to reload)
Scatter 4X Targets Reload (8 rounds to reload)
Quad-Light Cannon
Number of Spaces 16 + 2 to hit +3 damage 16 hex range 4X Targets Reload (4 rounds)
Quad-Blunderbuss
Number of Spaces 8 -1 to hit +3 damage 4 hex range 4X Targets Reload (4 rounds)
Quad-Light Musket
Number of Spaces 8 + 1 to hit AA +0 damage 12 hex range 4X Targets Reload (4 rounds)
Quad-Cannon
Number of Spaces 32 + 1 to hit +4 damage 20 hex range 4X Targets Reload (4 rounds)
Quad-Mortar
Number of Spaces 16 -2 to hit 12 (6) damage 5 20 hex range Blast Scatter 4X Targets Reload (4 rounds)
Quad-Crossbow
Number of Spaces 8 + 1 to hit +2 damage 8 hex range 8 4X Targets Reload (4 rounds)
Quad-Musket
Number of Spaces 8 + 1 to hit +2 damage 10 hex range 4X Targets Reload (4 rounds)
Quad-Heavy Musket
Number of Spaces 8 + 1 to hit +3 damage 9 hex range 4X Targets Reload (4 rounds)
Quad-Light Catapult
Number of Spaces 32 -1 to hit +9 damage 10 18 hex range Blast
Quad-Rocket
Number of Spaces 16 -2 to hit 8 (4) damage 8 hex range Blast Scatter 4X Targets Reload (4 rounds)
X5 Targets Blast Scatter
Rocket Launcher
Number of Spaces 2 -2 to hit 8 (4) damage Blast Scatter
Quad-Springshot
Number of Spaces 8 0 to hit +1 damage 10 hex range 4X Targets Reload (4 rounds)
Rotary Auto-Cannon
Number of Spaces 8 +1 to hit +4 damage Range 15 X5 Targets
Quad-Trebuchet
Number of Spaces 32 -2 to hit +11 damage 12 -24 hex range Blast Scatter 4X Targets Reload (8 rounds to reload).
Shotgun
Number of Spaces 1 -1 to hit +3 damage Range 4
Springshot
Number of Spaces 1 0 to hit +1 damage 10 hex range Reload
Rifle
Number of Spaces 1 + 1o hit +2 damage Range 10
Torpedo Rocket
Number of Spaces 2 -2 to hit 8 (4) damage 8 hex range Blast Scatter Reload Number of Spaces 2 + 5 to hit 8 (4) (2) damage No range limit (in water only). Self-propelled, autoguided (Autopilot), explosive craft which launches in the pilot or gunners action phase Only one per battle, per space allotment S1 E5 Ctrl 0 Bod 0 Arm 0 Cap 1 MOV WaterX5
Rocket Battery (Modern)
Number of Spaces 8 -2 to hit 8 (4) damage Range 8
Trebuchet
Number of Spaces 4 -2 to hit +11 damage 12 -24 hex range Blast Scatter Reload (2 rounds to reload)
Blast Scatter 3X Targets Reload (12 rounds to reload)
Tri-Heavy Cannon
Number of Spaces 32 0 to hit +5 damage 24 hex range 3X Targets Reload (3 rounds)
Tri-Ballista
Number of Spaces 16 -2 to hit +9 damage 18 hex range Blast Scatter 3X targets Reload (6 rounds to reload)
Tri-Heavy Musket
Number of Spaces 4 + 1 to hit +3 damage 9 hex range 3X Targets Reload (3 rounds)
Tri-Blunderbuss
Number of Spaces 4 -1 to hit +3 damage 4 hex range 3X Targets Reload (3 rounds)
Tri-Light Catapult
Number of Spaces 16 -1 to hit +9 damage 10 18 hex range Blast Scatter 3X Targets Reload (6 rounds to reload)
Tri-Cannon
Number of Spaces 16 + 1 to hit +4 damage 20 hex range 3X Targets Reload (3 rounds)
Tri-Light Cannon
Number of Spaces 8 + 2 to hit +3 damage 16 hex range 3X Targets Reload (3 rounds)
Tri-Crossbow
Number of Spaces 4 + 1 to hit +2 damage 8 hex range 8 3X Targets Reload (3 rounds)
Tri-Light Musket
Number of Spaces 4 + 1 to hit AA +0 damage 12 hex range 3X Targets Reload (3 rounds)
Tri-Heavy Catapult
Number of Spaces 32 -1 to hit +13 damage 12 36 hex range
Tri-Mortar
Number of Spaces 8 -2 to hit 12 (6) (3) damage 5 20 hex range Blast Scatter 3X Targets Reload (3 rounds)
Blast Scatter 3X Targets Reload (3 rounds)
Tri-Springshot
Number of Spaces 4 0 to hit +1 damage 10 hex range 3X Targets Reload (3 rounds)
Tri-Musket
Number of Spaces 4 + 1 to hit +2 damage 10 hex range 3X Targets Reload (3 rounds)
Tri-Trebuchet
Number of Spaces 16 -2 to hit +11 damage 12 -24 hex range Blast Scatter 3X Targets Reload (6 rounds to reload)
Tri-Rocket
Number of Spaces 8 -2 to hit 8 (4) (2) damage 8 hex range
(see also: SpaceshipSystems, [[Golems]], [[B.A.T.T.s]])
What is a vehicle? Standard answer. a conveyance that transports people or objects
Vehicle Stats
Vehicles have separate Size, Engine, Body, Control, Armor, Movement and Capacity statistics.
Size (S)
Size is the overall size of the vehicle. Vehicle size in MTM hexes (10 feet/hex).
Engine (E)
Engine is both the vehicle's engine power and damage capacity of the vehicle.
Taking Damage
If a vehicle is damaged to Eng = 1 then the vehicle is inoperative. If vehicle Engine is brought to 0 or below then the vehicle is destroyed; it may be repaired (at any time) unless Engine has taken damage equal to or greater than twice its original value. Example: A vehicle that has Engine 4 may be repaired unless it has taken damage enough to bring its Engine a value of minus four or less, in which case it is utterly destroyed. (See: Equipment Repair).
Body (BOD)
Body is the structure reinforcement of the vehicle. It reduces damage taken to the E. Damage is first applied to a vehicle's Bod, and when the Bod is reduced to 0, damage is applied to the E.
Control (Ctrl)
Control is the vehicle's agility / control systems which affects the ease or difficulty in operating the vehicle. It is also a modifier to any dodge rolls made by the vehicle.
Armor (Arm)
Armor is the protection value of the vehicle, which is a modifier to defensive rolls.
Movement (MOV)
Movement is an Engine multiplier (such as X1, X2, X3, X5, X10, X20, X30) and a mode of travel (such as Ground or Flying). This gives its movement rate per turn. Vehicle movement is always based upon Engine at the moment in the current turn. 1 hex per turn is roughly equal to 15 MPH/ 25KPH.
Capacity (Cap)
Capacity is space within and on the vehicle for crew, passengers, weapons and modification systems. One Cap must be used for the vehicle's operator/pilot. One Cap will hold One Trade Unit (500lbs) if used as cargo space. One Cap can hold one passenger in comfort and two in cramped conditions. One Cap = 2 spaces (for weapons or vehicle modifications).
------------------------
Vehicle Design and Cost
Many Vehicles are provided on the Equipment list, but it might be necessary to design one to fit a specific need.
Engine
The base cost of a vehicle is equal to the Engine statistic at 1C each.
Capacity
A vehicles starting Capacity is equal to its Engine statistic and may be modified per need.
Capacity Modification
Capacity may be modified at a cost of -1C per -1 Cap (minimum Capacity 1) or + 1C per + 1 Cap.
Size
This is used to determine limiting factors of the design. Vehicle size is found by dividing Cap by five and rounding up.
Body
All vehicles start with a Body of 0.
Body Statistic Limit
The maximum that a vehicle's Body statistic can be is equal to twice the vehicle's Size statistic.
Body Cost
Cost is 2C per + 1
Control
All vehicles start with a Control of 0.
Control Statistic Limits
A vehicle's Control statistic may be between a range of a minimum of -2 to a maximum of + 2.
Control Cost
Cost is equal to - (Capacity/2, round up) C per -1 and + (Capacity) C per + 1 raised.
Armor
All vehicles start with an Armor of + 0
Armor Statistic Limit
The maximum that a vehicles Armor statistic is allowed is (vehicle's Size/2, round up) + 1.
Armor Cost
+ 1 = 5C + 2 = 10C + 3 = 20C + 4 = 40C + 5 = 80C + 6 = 160C
Movement
All vehicles start with no movement modes or multipliers.
Movement Multiplier Cost
A vehicle's Movement Multiplier cost is (vehicle's Capacity (Movement Multiplier)) C.
Movement Mode
Drop-Capable
Can do a quick (20 turn) orbital re-entry. All gravitic flight vehicles can leave or enter orbit but it takes several minutes. Cost = 2(vehicle's Capacity) C
Hyper-Amphibious
Vehicle can move on ground, on and under Water surface. Cost = 4(vehicle's Capacity) C
Hover
Vehicle can go over most terrain without penalty. Cost = (vehicle's Capacity) C
Space
Vehicle is capable of gravitic and deep space flight FTL drive equipped. Cost = 10(vehicles Capacity) C
Flight
Vehicle can go over all terrain without penalty. Cost = 2(vehicle's Capacity) C
Ground
Ground movement only. Cost = 0C
Amphibious-Flight
Vehicle can go over all terrain without penalty, and start or end on the surface of water. Cost = 3(vehicle's Capacity) C
Water
Water surface movement only. Cost = (vehicle's Capacity/2) C, round up.
Submersible-Flight
Vehicle can go over all terrain without penalty, and travel upon and under the surface of water. Cost = 6(vehicle's Capacity) C
Underwater
Can move on surface or under water Cost = (vehicle's Capacity) C
Amphibious
Vehicle can move on ground and on Water surface. Cost = 2(vehicle's Capacity) C
Overkill Damage
Damage which exceeds the Engine of a vehicle is divided as evenly as possible between the occupants of that vehicle.
Seatbelts
Passengers without a seatbelt suffer double damage in a crash, or at least 2 points if no Overkill damage is scored.
Acceleration/Deceleration
The Movement multiplier (X1, X2, X3, etc..) multiplied by 5 is the maximum number by which a vehicle's speed may be dropped each round. Thus a car with E 7 X2 can reduce its speed by 10 hex per round and so will have to take 2 rounds to go from top speed to complete stop. Vehicles may accelerate to full speed in the number of rounds equal to a vehicle's Size statistic divided by its Movement modifier (minimum 1 round). Collisions with other vehicles or obstructions may reduce speed or cause vehicle to come to a complete stop (TM's discretion).
Vehicle Mounted Weapons (VMW)
All vehicles (except skateboards), may have weapons mounted on them. These weapons are attached to the vehicle and cannot be removed without tools. The cost of Vehicle Mounted Weapons is included in vehicle's cost.
Vehicle Modifications (VM)
These are the bells and whistles of a vehicle. The cost of a vehicle modification, (like vehicle mounted weapons), is included in a vehicle's cost. These modifications are integrated into the vehicle and cannot be removed without tools. A skilled character may upgrade, install or repair VMs using DL assigned by TM.
-------------------------------------------
Modifying Your B.A.T.T.
To modify your B.A.T.T. (adding or changing B.A.T.T. modifications or weapons, that you may have captured), A B.A.T.T. Doc must first roll to see if the captured Modification or weapon is adaptable to the B.A.T.T.. On a roll of 1 (-) 5, the modification or weapon will fit, on a 6 (-) 10 the modification or weapon wont fit, (and no amount of work will make it fit). If the modification or weapon will fit, the B.A.T.T. Doc then has a DL6 to attach it to the B.A.T.T. The maximum number of B.A.T.T. modifications or weapons a B.A.T.T. can have may not exceed the total number of spaces the B.A.T.T. has. B.A.T.T. modifications and weapons may be removed by a B.A.T.T. Doc at a DL1; a failed roll means part is ruined. A B.A.T.T. may never increase its starting stats.
--------------------------------------
Modifying Your Golem
To modify your Golem (adding or changing Golem modifications or weapons, that you may have captured), A Golemnaught Apprentice Artificer must first roll to see if the captured modification or weapon is adaptable to the Golem. On a roll of 1 (-) 5, the modification or weapon will fit, on a 6 (-) 10 the modification or weapon wont fit, (and no amount of work will make it fit). If the modification or weapon will fit, the Golemnaught Apprentice Artificer then has a DL6 to attach it to the Golem The maximum number of Golem modifications or weapons a Golem can have may not exceed the total number of spaces the Golem has. Golem modifications and weapons may be removed by a Golemnaught Apprentice Artificer at a DL1; a failed roll means part is ruined. A Golem may never increase its starting stats.
-------------------------------------
Adding Armor to Vehicles
These rules are intended for modifying an existing vehicle. It is not that hard to add armor to a Ground or Water vehicle, (weld on scrap metal or whatever is handy). Each + 1 Armor bonus so added drops the maximum speed of the vehicle by a Multiplier, once maximum speed is E X1, further points will reduce maximum speed by 1 hex per each + 1 Armor bonus. At Speed of 0, vehicle is a building. Each additional + 1 Armor added in this fashion adds a -1 DL modifier for all vehicle control checks. Heavily armored vehicles are tough, but handle like a 3 legged rhinoceros on morphine.
Vehicle Breakdown
Unless a mechanic performs a complete maintenance check on a vehicle each and every time it is driven for a day or used in strenuous activity such as chase or a battle, the vehicle may break down. Regardless of maintenance, each vehicle will require 1D10 new parts every six months, plus 1D10 new parts for each point of damage taken, (although some of these parts may be non-essential, such as radio speaker or windshield wiper). To avoid vehicle breakdown; roll current vehicle's E Vs vehicle's maximum E. It pays to check the oil once in a while.
Twerps Videoland!
Another videogame related TWERPS sourcebook by Justin Jackson
This guide is also written for use with the TWERPS roleplaying game originally created by Reindeer Games and distributed by Gamescience. I am no way affiliated with Norman F. Morin Jr., Brian Rayburn ,Niels Erickson, Jeff Dee or Amanda Dee.
1: Introduction
Videoland is under siege! Enemies from many different games have formed an alliance and now they have taken control of Videoland! It is up to the remaining heroes that were not given a game over to find the video defender and save Videoland! Note if no player character does not want to play a video defender then the heroes will just have to save video land without one.
2: Character Generation
Character Creation
To create a new character you will have to roll on the chart below to determine your character’s ST. Then you select a profession from the professions section below. Your character may gain additional professions by taking a -1 to their total ST score. Your character may have an St no-lower than 2 this way.
Professions*
Athlete- +2 bonus to all lifting, throwing, running swimming, climbing and one sport of player’s choice.
Fantasy Hero- begins play with one melee weapon. +1 to all ‘to-hit’ rolls.
Monster Slayer- Choose 1 monster type. +2 to hit all monsters of the selected type.
Plumber- in Videoland, plumbers can jump on an enemy and deal 2 damage to them. The plumber lands in an adjacent space to the enemy after the attack.
Robot Hero- Begins play with an arm cannon. +2 to all lifting throwing checks.
Noble- begins play with 40 C instead of 20.
Treasure Hunter- +2 to all gather information and checks regarding searching and disabling traps. Begins with 5 c.
Video Defender- Begins play with the power pad and zapper. Hero must be a teenager from Earth (or a world that is comparable to 1987 earth).
*you can use twerps super dudes to be a super hero, twerps magic for a magician, twerps kung fu dragons for a martial artist, Space Cadets to be an astropilot etc.
Items- Note, most stores only carry up to 3 items. They do not restock until a new episode.
Item Name
Effect
Cost
Fungi
Causes hero to double in size. Effect cannot be stacked. +2 ST for purposes of physical prowess. In combat, grants a -1 to hit but +1 to damage!
10c
Magic Potion
Magic potions come in all sorts of flavors. Many versions exist but this one causes the drinker to restore 1 point of ST.
5C
Arm Cannon
A powerful weapon that requires a robot or android body. A robot may change their hand into an arm cannon for a ranged attack. The arm cannon deals 3 damage but has a 10 space range!
-
Powerful Glove
This epic glove is a super enhancement. Treat it as a power pad with 6 Energy instead of 4. Melee attacks launched from the arm that the glove is attached to deal an extra 1 ST damage.
10000C*
Turbo Controller
This is the gamepad that is controversial. Many call its rapid fire capability cheating. Comes with the rapid fire capability in addition to dodge, pause, super jump and super run.
2000C*
Power Pad
This is a normal video defender power pad. It comes with 4 energy bars. It has access to the dodge, pause, super jump and Super Run powers.
-
Zapper
a zapper is a strong ray gun. 8 space range 2 damage.
100C
Extra Life
Once used, an extra life will restore a fallen hero to full ST. Only one can be used by a particular hero at a time but there may not be a limit to how many a hero is holding. Your Twerps master will set the limit for that.
5000C
Hammer
A basic Hammer. In some worlds may be used to free petrified warriors but using it to free one will destroy the hammer. +1 to-hit, +1 damage.
5C
Arrows(12)
Ammunition for bow
1C
Food
Depending on the food, it may restore as much as 0 ST to full ST of a hero.
variable
*cost to modify existing powerpad or turbo controller.
3: combat system
*Optional Rule
Health Stat- Sometimes Videoland sends hordes of enemies into the battlefield. In order to combat this menace, the heroes track their health separately in a new stat (Gasp) called Health. The heroes still fall after being reduced to 1 ST but their combat prowess is not affected. This new strength only works in Videoland and not the real world.
4: How to do everything
Videoland VS the Real World
Videoland operates very differently than the real world. The real world varies depending on the game group and the TWERPS master, but the default real world is earth late 80’s early 90’s. Rules that work in the realworld (running around with weapons drawn) may not be the same as Videoland.
Inventory
All items are carried in some kind of special dimensional portal called an inventory screen. Virtually any handheld or worn item is stored there and does not burden the character with carrying anything. A thief can still steal from a character as if they were wearing a backpack.
The Powerpad
Powerpad- this artifact is given to humans that find their way into Videoland. Shapped lie a controller the hero is given access to limited super powers for an episode.
The TWERPS master decides whether the powerpad, turbo controller or powerglove works in the real world. This can cause some interesting implications as the use of a powerpad like device in the real world may cause monsters to travel to the real world in order to take it by force!
Power
Bars required
Effect
Dodge
1
Gain a +2 bonus to dodging attacks for 3 combat turns. Effects do not stack if used multiple times.
Pause
2
May freeze time for 3 combat rounds. During this time only the video defender may move. If multiple video defenders exist then only the one who initiated the pause may move at a time. If ranged attacks are fired during this time, they stay suspended from the angle from which they are fired until time is unpaused
Super Jump
1
May leap up to 20 feet into the air! If you land on an opponent deal 1 damage (unless you happen to be a plumber)
Super Run
1
You may run an additional 10 spaces per move action. Lasts for 4 combat rounds.
Rapid Fire
1
The hero may fire the zapper 4 extra times this turn.
Playing with Power
1
Grants the user + 6 to all physical actions for 10 mins.
***this spot reserved for cooky videogame world logic and rules! In the event of rules expansion, the Videoland rules may not work for everyone and will be considered optional.
5: Adventures
Home and back again
In this setting, the players are teenaged heroes who are transported to Videoland from an American suburban home in the 90’s. The displaced heroes must come to terms with being in a videogame and battle their way home.
BattleMode
In this setting, the hero’s worst nightmare has happened! The most feared teacher has joined the ranks of the enemy monsters and prepares to do battle with the players! The players either defeat the teacher or take a loss. Regardless, Videoland citizens want blood and will not be happy if their home losses. On the other hand, if they do lose they won’t be given bad grades.
Challenger Approaches!
In this adventure, the hero’s are able to use their powerpad or other items in the real world. The scope of this can vary from secretly winning sports events to showing the media the game device! Unfortunately each time the heroes use the items outside of the videogame land, humans (especially close to the heroes) get transported to videogame land unprotected against the onslaught of the enemies! In their place, monsters appear into the real world and actively track the hero.
Weapons
Melee Weapons
1 hex range Only usable when mounted
2 Handed Axe
12C + 2 to hit +2 damage
Dragon Lance
30C +1to hit +1 damage 2 hex Usable only from Dragonback
Lasso
1C 0 to hit N/A damage 2 hex range Entangle
2 Handed Sword
12C + 2 to hit +1 damage 1 hex range
Dragon Sword
20C +1 +2 damage 2 handed sword, very heavy and sharp 1 hex Minimum ST required to wield is ST 8
Lightsaber
Not available to be purchased +2 damage Armor offers no defensive bonus
Axe
6C + 1 to hit +1 damage
Lightsword
12C + 2 to hit +1 damage
Club (stick, wand)
1C + 1 to hit AA +0 damage
Ice Pickaxe
6C 0 to hit +2 damage
Mace
6C -1 to hit +2 damage
Chain
3C -1 to hit +1 damage 1 hex range Entangle
Javelin
2C + 1 to hit AA +0 damage 1 hex range May be thrown (ST +1 hex range)
Maul
8C -2 to hit +3 damage 1 hex range 2 handed weapon
Chainsaw
8C -1 to hit +3 damage
Knife
2C 0 to hit +1 damage May be thrown (3 Hex)
Crowbar
3C + 1 to hit +1 damage
Lance
15C 0 to hit +3 damage
MI Sword
Not available to be purchased + 1 to hit +1 damage Fits into sheath in MI Armor
+1 damage May be thrown (1 Hex)
Trident
4C + 2 to hit +1 damage 1 hex range May be thrown (0 to hit, 2 Hex)
Shock-stick
Not available to be purchased 0 to hit +1 damage (non-lethal) 1 hex range Collapsible cattle-prod-type device that fits into a sheath on MI Armor
Morning Star
6C -1 to hit +2 damage 1 hex range Entangle
Vibro-Blade
8C + 2 to hit +1 damage
Short Sword Net
2C 0 to hit N/A damage 1 hex range Entangle May be thrown (2 Hex) 4C + 1 to hit +1 damage
Vibro-Pike
16C + 2 to hit +1 damage 1 hex range
Spear
3C + 1 to hit +1 damage 1 hex range May be thrown (0 to hit, 3 Hex)
Vibro-Sword
12C + 3 to hit +1 damage
Nunchuka
2C + 2 to hit AA +0 damage
Pole Axe
12C + 1 to hit +2 damage 1 hex range
Stone
N/A -1 to hit AA +0 damage May be thrown (ST X hexes)
Vibro-Whip
10C - 1 to hit +1 damage 1 hex range Entangle
Quarterstaff (Staff)
2C + 1 to hit +1 damage 1 hex range
Sword
6C + 1 to hit +1 damage
Warhammer
6C 0 to hit +2 damage
Sword Cane
4C + 1 to hit +1 damage DL 8 to be detected
Whip
2C -1 to hit AA +0 damage 1 hex range Entangle
Rock
N/A -2 to hit
Ranged Weapons
Beam Weapons
Blaster
8C -1 to hit +3 damage 6 hex Clip: 20
Klingon Disruptor II
NA -1 to hit +4 damage 10 hex Clip: 10
Bowcaster
12C -2 to hit +4 damage 8 hex Reload
Laser Pistol
10C 0 to hit +3 damage Range 10 Clip 20 This weapon is useless in fog, smoke, under water or in dense atmosphere May be fitted with Scope or Lasersight
Heat Ray
8C 0 to hit +2 damage 4 hex Clip: 20
Laser Projected Plasma Ejector (Plaser)
8C 0 to hit +2 damage Range 4 Clip 10 This weapon is useless in fog, smoke, under water or in dense atmosphere May be fitted with scope or Lasersight
Heavy Blaster
12C -2 to hit +4 damage 8 hex Clip: 10
Hold out Blaster
5C 0 to hit +2 damage 4 hex Clip: 5
Laser Rifle
20C +1 to hit +3 damage Range 20 Clip 10 This weapon is useless in fog, smoke, under water or in dense atmosphere May be fitted with Scope or Lasersight
Klingon Disruptor
NA -1 to hit +4 damage 8 hex Clip: 10
Particle Beam Projector (Blaster)
8C -1 to hit +3 damage Range 6 Clip: recharging: This weapon does not suffer the same restrictions that lasers do, but is powered from a large belt clip style battery pack. While the battery pack is self recharging it will allow the user to fire 3 shots simultaneously, but then requires 1 round to recharge. Reload May not be fitted with Scope or Lasersight Special X3 Targets
Phaser III
NA 0 to hit +3 damage 10 hex Clip: 20
Ray Gun
6C 0 to hit +1 damage 10 hex Clip: 20
Phaser I
NA -1 to hit +3 damage 8 hex Clip: 20
Sonic Stunner
15C + 2 to hit +5 (Stun) damage Range 1 Clip 20
Phaser II
NA -1 to hit +3 damage 10 hex Clip: 20
Zap Gun
6C + 1 to hit AA +0 damage 8 hex Clip: 20
Battery Clips for Beam Weapons
1C The energy clip for all beam weapons is the same unless otherwise noted. Number of shots fired from the same clip varies as to the weapon. Each clip can be recharged using a special recharging device and a sufficient power source. Each clip takes 2 hours to fully recharge and is inserted much like the clip in an Automatic weapon. It takes a full round to change a clip.
Firearms
Assault Rifle
8C 0 to hit +3 damage Range: 8 Clip Size: 25 May be fitted with Scope or Lasersight
Auto-Shotgun
12C 0 to hit +3 damage Range: 4 Clip Size: 20 X2 Targets May not be fitted with scope or Lasersight
Blunderbuss
6C -1 to hit +3 damage 4 hex range Reload
Clip Size: 15 May be fitted with Scope or Lasersight
Heavy Rifle
10C + 1 to hit +3 damage Range: 9 Clip Size: 10 May be fitted with Scope or Lasersight
Electric Slug Thrower
20C + 1 to hit +2 damage Range: 5 Clip Size 20 X2 Targets 20 round clip also acts as battery, must be recharged as well as reloaded May be fitted with Scope or Lasersight
Light Musket
4C + 1 to hit AA +0 damage 12 hex range Reload
Flintlock Pistol
3C -1 to hit +1 damage Range: 5 Reload
Light Pistol
3C 0 to hit AA +0 damage Range: 5 Clip Size: 15 May be fitted with Scope or Lasersight
Grenade Launcher
10C -2 to hit Damage per grenade Range: 5 Clip Size: 5 Variant model can be attached the Assault Rifle or Auto-Shotgun, 2 round clip Blast Scatter
Light Rifle
5C + 1 to hit AA +0 damage Range: 12 Clip Size: 25 May be fitted with Scope or Lasersight
Heavy Musket
6C + 1 to hit +3 damage 9 hex range Reload
Machine Gun
8C 0 to hit +1 damage Range: 6 Clip Size: 50 X3 Targets
Heavy Pistol
8C 0 to hit +2 damage Range: 4
Morita Assault Weapon (MAW)
Not available to be purchased +3 damage Range 8 Clip Size: 100 Equipped with grenade launcher 2 round clip -2 to hit Damage per grenade 5 hex range Blast Scatter
Pistol
4C 0 to hit +1 damage Range: 5 Clip Size: 15 May be fitted with Scope or Lasersight
Rifle
6C + 1 to hit +2 damage Range: 10 Clip Size: 15 May be fitted with Scope or Lasersight
Musket
5C + 1 to hit +2 damage 10 hex range Reload
Shotgun
6C -1 to hit +3 damage Range: 4 Clip Size: 10 May not be fitted with Scope or Lasersight
Flame Weapons
Flame Thower
15C 2 Spaces +1 damage 3 Range Clip 10 Heavy X3 Targets 1 Addition damage per round for 1d10 rounds 2 Spaces + 1 to hit +1 damage 4 Range Clip 10 Heavy Blast Attacks all in path 1 Addition damage per round for 1d10 rounds
Plasma Pistol
10C 1 Space + 1 to hit AA +0 damage 2 Range Clip 5 Blast Attacks all in path, 1 Addition damage per round for 1d10 rounds
Hand Flamer
10C 1 Space +1 damage 2 Range Clip 5 X2 Targets 1 Addition damage per round for 1d10 rounds
Plasma Gun
20C
Heavy Weapons
Auto-Cannon
24C + 1 to hit +4 damage Range 20 Clip 10 X2 Targets
Heavy Machine Gun
20C 0 to hit +2 damage Range 8 Clip 200 X3 Targets
Cannon
12C + 1 to hit +4 damage Range 20 Clip: each Reload
Heavy Plasma Gun
30C 4 Spaces + 1 to hit +2 damage 6 Range Clip 15 Heavy Blast Attacks all in path 1 Addition damage per round for 1d10 rounds
Gatlin Gun
18C -1 to hit +2 damage Range 6 Clip 100 X3 Targets
Laser Cannon
50C + 1 to hit +3 damage Range 60 Clip 5 This weapon is useless in fog, smoke, under water or in dense atmosphere. Though powered by a battery clip; the clip is much larger and not interchangeable with other beam weapons; its recharging takes 6 hours, and it has charges for 5 shots Blast Scatter
Heavy Cannon
20C 0 to hit +5 damage Range 24 Clip: each Reload
Heavy Flamer
20C 4 Spaces + 1 to hit +2 damage 4 Range Clip 20 Heavy X4 Targets 1 Addition damage per round for 1d10 rounds
Light Cannon
10C + 2 to hit +3 damage Range 16 Clip: each Reload
Mortar
15C -2 to hit 12 (6) (3) damage Range 5 20 Clip: each Blast Scatter Reload
Clip: none This weapon is large and unwieldy, very slow to fire (always fires last in a round!); It requires a power source such as a vehicle generator, a solar recharger or a shuttlecrafts nuclear reactor X3 Targets Blast Scatter Reload
Particle Beam Cannon
60C -1 to hit +3 damage Range 18
Primitive Heavy Weapons
These weapons have no modern equivalents, but have been encountered among some primitive cultures. They may be constructed, from available resource, by any character with Gunner, Mechanic, Scout, Scientist or Security skills.
Ballista
0C -2 to hit +9 damage Range 18 Clip: each Blast Scatter Reload (3 rounds to reload).
Light Catapult
0C -1 to hit +9 damage Range 10 18 Clip: each Blast Scatter Reload (3 rounds to reload).
Trebuchet
0C -2 to hit +11 damage Range 12 24 Clip: each Blast Scatter Reload (4 rounds to reload).
Heavy Catapult
0C -1 to hit +13 damage Range 12 36 Clip: each Blast Scatter Reload (4 rounds to reload).
Projectile Weapons
Range: 8 May be fitted with Scope
Auto-bow
12C +1 to hit +2 damage Range: 8 Clip Size: 6 Canister fed crossbow: canister contains 6 bolts, operation is silent and automatic Canister takes 1 round to exchange 1C per canister May be fitted with Scope or Lasersight
Crossbow
6C + 1 to hit +2 damage Range: 8 May be fitted with Scope or Lasersight Reload
Sling Bow
4C +1 to hit +1 damage Range: 7 1C -1 to hit AA +0 damage Range: ST
Slingshot Compound bow
6C + 2 to hit +1 damage 2C 1 to hit AA +0 damage Range: ST X2
8.5.2.6: Thrown Weapons Bolas
2C -1 to hit AA +0 damage Range: ST Entangle
Boomerang
2C + 1 to hit AA +0 damage Range: ST X2
Shuriken
2 per 1C + 1 to hit AA +0 damage Range: 5 hex
Grenades
Grenade
4C -2 to hit 10 (5) damage Range: ST X2 Blast Scatter
Tear Gas Grenade
3C 0 to hit 8 (4) Stun damage Range: ST X2 + 2 defense to any within the smoke field -2 to all attacks through smoke field Beam weapon -5 through smoke field 3 hex radius Duration: remainder of battle Blast Scatter
Smoke Grenade
3C 0 to hit N/A damage Range: ST X2 + 2 defense to any within the smoke field -2 to all attacks through smoke field Beam weapon -5 to hit through smoke field 3 hex radius Duration: remainder of battle Blast Scatter
Micro-Nuke Grenade
100C -2 to hit 20 (10) (5) damage Range: May be fired from a grenade launcher, Mortar or remote detonated Blast Scatter
High Explosive Armor Piercing (HEAP) Grenade
8C + 4 to hit 8 (4) damage Range: ST X2 Blast Scatter
Stun Grenade
5C -1 to hit 10 (5) Stun damage Range ST X2 Blast Scatter
TWERPS
WEIRD WEST 3.0
INTRODUCTION
Welcome to TWERPS: The Weird West! Cowboys, Indians, Ghosts, Werewolves, Wizards and Zombies. Yup, it’s gonna be a fun ride, pardner.
CHARACTER GENERATION
Every TWERPS character is defined by one attribute, his Strength. This number is used for all Saving Throws in the game, as well as the character’s current health. Roll 1D10: 1- Strength 3, 2-3- Strength 4, 4-7- Strength 5, 8-9- Strength 6, 10- Strength 7. Each character’s Wounds score equals his Strength x2.
Below are some Professions and Talents a character may possess. The first one is free, after that each one will cost a point of Strength. Minimum starting Strength is 2. Each character also begins the game with $20 and a set of basic clothing.
Lawman- +2 to all rolls dealing with day-to-day law enforcement, +1 with pistols
Gunslinger- +2 to hit and +1 damage with pistols, +1 to Fast Draw tests
Bounty Hunter- +2 tracking of fugitives, +1 when making Survival tests
Tribal Warrior- Tracking +2, +1 to hit with melee weapons or bows
Tribal Shaman- 2 levels of spells, start with a staff containing 1 permanent spell level. +2 spell levels per ST spent
Werewolf- ST +2 in wolf form. Takes 1 action to transform, melee attack +2 claw or bite, 2 dam; bitten victim may become infected; traditionally takes double damage from silver weapons, but may not be brought below 2 ST by non-silver or non-magical attacks
Hexen- 2 levels of spells from TWERPS Magic, +1 to Gamble tests. +2 spell levels per ST spent
Bandito- +1 with Pistols or Rifles, +1 Sneak, +1 to Intimidate, half starting money
Revenant- An undead person; -1 Movement; heals 1 point of damage per pound of raw meat eaten, otherwise 1 per 2 days; unless killed by a head shot, may rise from the dead at the cost of 1 Strength permanently, and will gain no VP’s for the adventure. Returns at the end of the adventure, so you will have a little time to go get pizza for everyone still playing.
Priest- 2 levels of Miracles (choose from Help, Hinder, Heal, Harm, and Dispel, as these are the only spells that translate to miracles), +1 to Public Speaking tests
Mercantilist- may sell gear for full value, and may buy things for half price
Gambler- +1 to Gamble rolls, +1 with knives or pistols, +1 to Fast Talk rolls
Soldier- +2 with rifles, +1 to either Tracking or Riding tests
Doctor- +2 to treat a wounded character, +$10
Weapon Skill- all attack rolls with the chosen weapon are at +1. May be taken multiple times.
Twin Weapons- the character may use two of the same one-handed weapons with no penalty to the attack rolls. May be taken multiple times.
THE COMBAT SYSTEM
Characters attack in order from highest CURRENT Strength to lowest. To resolve an attack, the attacker and defender each roll a die. Each then adds the roll to their current Strength. If the attacker’s score is higher, the defender takes damage according to what weapon the attacker is using. A barehanded attack inflicts 1 point of damage.
When a character takes damage, it reduces his current Wounds. When current Wounds = 0, further damage is taken from the character’s ST. When current ST = 0, the character dies.
Missile weapons may not be fired at opponents in the attacker’s hex. There is a range modifier to missile attacks: actual range in hexes/3 (round down) is subtracted from the attacker’s to hit roll.
Characters may retreat from combat on any action if they have not taken damage yet that round. An attacker can only engage one opponent per round, and only that opponent is subject to Movement Restrictions.
The damage value of armor works like this: Each time the character takes damage from a hit, the damage value of their armor is reduced by one. When the DV is reduced to zero, the armor is destroyed. A character may repair a duster for $1, and Tribal Warriors can repair skins by spending a day hunting. There is no roll for this, just the time required. Dusters can be repaired in about 10 minutes per point of DV lost.
Healing: After combat, any characters that have 1 Wound or more may restore a number of Wounds equal to their St to their Wounds score. Each lost point of ST takes 1 day to heal, and when ST is restored, Wounds heal at 2 per day.
One hex on the map equals 10 feet. One round of combat represents about 10 seconds. A character may move a number of hexes equal to his current Strength, and perform one action. If a character wishes, he may use both actions to move.
Movement Restrictions: A character must stop upon entering a hex containing a hostile opponent. When in such a hex, a character may not leave unless he scored a hit on his opponent in the previous round without being hit by him. If so, the character may retreat 1 normal move as his action for the round.
Weapons Cost Plus to hit Damage Range
Knife $2 0 2 St, max 4 Hexes
Cavalry Sword $4 +1 2
Club/Tomahawk * +1 1 Tomahawk 2 dam
Rock - -1 1 St, max 3 Hexes
Bow $8 +1 2 St, max 10 Hexes
Pistol $8 0 2 10 Hexes
Dueling Pistol $15 +1 2 8 Hexes; +1 to Fast
Draw
Rifle $12 +1 3 20 Hexes
Shotgun $10 +1 3 4 Hexes
Reload $1 one use, 1 turn to use
Armor Cost Def Bonus Damage Value
Light Duster $5 +1 5
Heavy Duster $8 +2 8
Animal Skins * +1 3
*Free for Tribal Warriors
Equipment Cost Notes
Wagon $100 req. 2 horses, 8 passengers without cargo
Hotel, 1 night $2 includes bath and dinner
Telegram 50¢ one message
Liquor, bottle $2-$5
Whiskey, glass 25¢
Stable, 1 night 50¢ includes feed & rubdown
HOW TO DO EVERYTHING
Whenever a character tries to do anything more difficult than a sure thing, they must make a Saving Roll. This is just like a roll to hit, except that the defender is not another character, but a Difficulty Level from 1-10. If the character’s die roll beats the Difficulty Level, he is successful.
Using two weapons: A character may wield two weapons in combat. The first attack is at -1, and the second will accrue a –2 penalty to the to hit roll. The second attack is made at half the character’s initiative.
Ammo: any attack roll of 1 results in ammunition shortage. The gun may not be used again until ammo is found. Otherwise, let ‘em blast away.
Fast Draw: Once someone decides to draw, each character makes a ST roll plus Fast Draw Talent modifiers, with the winner getting off his shot first. This counts as the characters’ attacks for that round, regardless of normal ST order. Conduct combat as normal on subsequent rounds.
Scary Factor: When evidence of the supernatural first presents itself, such as seeing a monster, all characters must make a Saving Roll with the monster’s ST score as the Diff number. Fail, and you are paralyzed with fear, unable to move, and only able to roll for defense for one round. In effect, this allows the monster a free move and possibly attack. If the monster surprises the character, this is automatic. No Saving Roll is allowed.
Seein’ the Doc: Doctors may heal characters by making a ST roll with a Diff equal to the amount of damage taken. If successful, this restores all Wounds, or an amount of ST equal to the amount the doctor rolled over the Diff roll.
Magic
Help- Range = touch. Adds (levels cast x2) to target’s effective ST, but only for purposes of a specific activity. Examples: Movement rate, rolls to hit, rolls to defend, specific types of saves such as Magic, Poison, etc.
Hinder- Same as Help, but reverse effects and range = sight.
Heal- Range = touch. Adds levels cast to target’s current ST, then Wounds, but only up to normal maximum. Cannot be dispelled.
Harm- Range = sight. Inflicts levels cast as damage. Cannot be dispelled.
Dispel Magic- Range = touch. Attempts to remove any spells on a person or object, but only works on spells of an equal or lesser level than the Dispel cast. The target spells also get a save roll at the level they were cast at. Permanent enchantments cannot be dispelled.
Detect Magic- Range = sight. Allows caster to ‘see’ magical auras around any permanently or temporarily enchanted person or object. Duration is 1 battle, or 10 minutes. Compare Detect Magic levels to the levels each spell detected to determine how much information the caster tell about that spell:
Equal or less than level of spell detected: can only tell a spell is there.
+1: Able to tell what level it is
+2: Able to tell if it is hostile
+3: Able to tell what spell it is
+4: Able to discern other specifics (if it is a Help spell, what does it help you do?)
Summon- Range = 1 hex, never cast on a target; duration 1 battle. Saving throw is always levels known vs. levels cast; i.e. a Hexen with Summon 5 rolls 1D10+5 vs. 1D10+2 if she uses 2 levels of Summon. Instantly calls a creature with a ST equal to the levels used, under command of the caster. The creature’s appearance is up to the caster. The summoned creature has a move=ST, x2 W, and does 1 damage in combat. Other abilities may be chosen at a cost of 1 ST, minimum 2 for all creatures.
Flight: see spell description
Armor: +1 defense
Skill: +1 attack
Damage: +1 (base 1)
Speed: +2 Move (base = ST)
Talents: consult with TM
Flight- Range = touch, lasts 1 flight. Allows recipient to fly at his normal movement rate, and to ignore movement restrictions unless his opponent can also fly. Higher levels only increase success of casting, and add +2 per level cast to Move.
Create- Like Summon for range and chance of success, but this spell will materialize any object(s) desired by the caster, up to a value of $10 per spell level used (a 3rd level creation could be worth up to $1000, a 4th level up to $10,000). However, there is also a cost of 1 ST per spell level used. These points do not return until the item is dispelled or destroyed. The caster may dispel any item he creates for free at any time or range. If an item is permanently created, the caster’s ST returns normally, but he may no longer freely dispel it.
Control- Range = sight. Levels used dictate spell effects:
1 level: Fear. Victim flees for 1 battle.
2 levels: Hold/Sleep. Victim freezes and cannot move for the duration of the battle.
3 levels: Hypnosis. As with Hold/Sleep, but victim also answers all caster’s questions truthfully.
4 levels: Suggestion. As Hypnosis, but caster may also implant 1 hypnotic suggestion, which lasts until dispelled.
5 levels: Charm. Victim falls under caster’s permanent control, unless dispelled.
Invisibility- Range = touch, levels used x2 = difficulty to be seen. Opponents may use actions to try and detect. Successful detection reveals current position only. When in the same hex as an invisible character during movement, also gets one free roll to detect. Only those who know the character’s current position may attack her. If the invisible character attacks an opponent who has not detected her that round, she hits automatically.
Below are a few ideas about the spells and artifacts of the Weird West.
Help, Hinder, Heal: These pretty much have no ‘flashy’ effects when cast, most times being unnoticeable, except when wounds heal in front of someone.
Harm: Come up with a suitable effect, such as ghostly skulls flying toward your victim or a phantom pistol with fiery bullets. Indian casters may choose to strike with a lightning bolt, a flight of birds of prey, or possibly a mystic spear.
Dispel Magic & Detect Magic: Same as Help, above.
Summon: Shamans call spirits of nature, while Hexen call upon darker things…
Flight: No special appearance is necessary, though the player may invent one if she wishes.
Create: Things such as firearms and locomotives are not possible, but wagons are, for example.
Control & Invisibility: Same as Help, above.
Enchantments
This generally should not be possible, unless the TM has decided on a high-fantasy game. Magical items should be very rare, and some campaigns may have none at all.
ADVENTURES
There is no reason given for why the world is the way it is. Maybe the campaign is mostly Old West, with an occasional ‘spooky’ encounter. Possibly a group of magicians from one culture or another has opened the doorway to another realm, and magic came flooding back into the world from wherever it was locked away. Perhaps it is more of a horror game, with the PC’s having no access to magic unless they find it during the game. This would be limited to maybe an enchanted Aztec dagger, or possibly an ancient book that grants someone a spell level if they succeed at a Dif 8 roll.
NPC’s
Marshall: ST 6, W 12, Lawman; pistol, shotgun, rifle, horse
Hired Gun: ST 7, W 14, Gunslinger; 2 dueling pistols
Bank Robber: ST 4, W 8, Bandito, +1 w/ pistols; pistol, horse
Native Warrior: St 6, W 12, Tribal Warrior (bow); tomahawk, bow, horse
Mystic Warrior: ST 5/7, W 10/14, Tribal Warrior (tomahawk), Werewolf; bow, tomahawk, horse
Hexen: ST 5, W 10, Hexen, Stealth; knife, pistol, deck of cards; spells: Harm 2, Heal 1, Hinder 1
Horse: ST 10, W 20, Move x2, 2 dam kick; may be bought for $50, includes saddle, harness, blanket.
Wolf/Hound: ST 4, W 8, move x2, +1 to hit, 2 damage; Track, Stealth
Zombie: ST 6, W 12, half movement, -1 to hit, bite 2 damage; anyone killed by a zombie will become one in 30 minutes; Scary Factor Dif +1.
Incan Mummy: ST 8, W 16, ½ move, +1 to hit, 3 damage, +2 def, spells: Harm 2, Hinder 2, Invisibility 1; takes x2 damage from fire; Scary Factor Dif +2.
Vampire: ST 8, W 24, +2 to hit, 2 dam claws, 1 dam bite, +2 defense; spells: Control 5, Flight 3; may walk in sunlight, but may not use spells if he does. May not be brought below 2 ST except by fire, a wooden stake through the heart (-3 to hit during melee), or magic.
Ghost: ST 4, W 8, spells: Hinder 2, Flight 2, Control 3, Invisibility 5; immune to mundane weapons
Experience
After each adventure, each surviving character receives 1 Victory Point. 1-3 points may also be awarded for exceptional role-playing or clever ideas. VPs can be traded in to increase Strength, or buy more Talents. It costs a number of VPs equal to your current Strength to increase Strength by 1. Wounds only increase if paid for by spending 3 VP per additional Wound, to a maximum of current ST x3. New Skills cost 5 VP, and spells and miracles cost 4 VP per level. Things like Hexen, Revenant, and Werewolf cost 5 each after character creation, and only if the TM permits.
Campaign Ideas
Way-Out West: Elves, dwarves, wizards, six-guns, and saloons all exist side-by-side. This could mean that in addition, dragons, minotaurs, trolls, and all the other fantasy monsters exist as well. Imagine a ‘natural evolution’ of a fantasy world that closely mirrors our own 19th century Old West. Orc saloon girls, anyone?
Midnight Prairie: This is pretty much the setting given above, with a few dark changes. PC’s may only be human. Only the supernatural adversaries have access to magic. The PC’s would still be able to take the Priest skill, with the following changes: 1 level of Miracles, and gain a new ability- Banish: a successful resisted roll at –1 to the Priest’s total allows the priest to sever the flow of power to a supernatural creature, thus destroying it. If the priest fails, he may never try to banish that particular creature again. Revenants can be affected, but not shamans, Hexen, or werewolves. In this setting, Indian Shaman, Hexen, Werewolf, and Revenant would not be available to the PC’s.
Rising Dark: Add in Twisted Tales of Terror for a supernatural extravaganza. Of course the technological items would not be available, nor would any of the modern skills and professions.
Midnight Stage, Scenario 1 for TWERPS Weird West
A lame horse puts the characters’ stage in the small town of Willow Hill for the night. Normally it would only take an hour or so to find a suitable replacement and get moving again. However, there’s a storm coming. The coach line is paying for rooms at the hotel, and the coach will be ready to go first thing in the morning. All you have to do is live that long. Willow Hill isn’t your average town. It happens to be built at a particularly powerful crossroads. Strange events happen there all the time, many times unnoticed by the citizens. They all know something is weird there, but most are afraid to speak of anything they have seen.
The Town…
The following buildings fall on all sides of a barely traveled crossroads: General Store/Post Office, Hotel/Saloon, Church, Sheriff’s Office/City Hall/Courthouse, Cemetery, and a small Doctor’s Office. There is also an undertaker, who does quite a brisk business. 7 or 8 small houses can be seen within the local area.
Events
Around dark the wind will start blowing, and rain is pouring two hours later. But by 9 p.m., other things have ‘come up’. Zombies will crawl from the graves in the cemetery, driven by a hunger for human flesh. The characters will have only limited ammo, and the Sheriff is out of town for another 2 days. Here are a few nuggets; pick two or three and add them in when appropriate.
1. One of the players at the poker table is a Hexen. If things look bad, he may reveal his abilities to help the characters. Try to hold off till near the end of the adventure, and then choose 3 or 4 spell levels that would be appropriate.
2. The characters may wish to look to the local preacher for help, but he’s the problem. He is holed up in the basement of the church, chanting a ritual from a book in some strange language. Killing him will cause all the zombies to fall dead again, but he should be a tough fight.
3. A Revenant Gunslinger has come to town. The dark powers that animate him are the cause of the zombies. Destroy him, and they go. Good luck.
4. If any of the players gamble, they may be confronted as cheaters by a very drunk miner. After things seem to cool down, he may want revenge anyway…
5. A fellow passenger may be more than she seems. If the Hexen from #1 above doesn’t appeal to you, throw Miranda Thorne in. She’s chasing a bounty, but he seems to be more than a match for her. The zombies are drawn to her, and try to attack Miranda first at all times. This often results in the characters taking refuge in smaller and smaller quarters.
6. Sometime before the zombies rise, the characters may notice that the driver is missing. A search finds his torn and mangled body in a field about 2 miles from the small town. A wooden chest is nearby, the lock torn open. It is empty, and there is no clue as to what was in it.
All the party must do is survive till sunrise. If they get the idea to use a horse or the coach to charge out of town, the storm will provide plenty of ways to change their minds. If any of them survive the night, the county Marshall arrives at sunrise with a couple Texas Rangers to clean up the rest of the creatures.
Below are stats for the zombies, use as many as you need. Due to Willow Hill being on top of a particularly powerful cross-dimensional nexus, the zombies are a bit more powerful than the ones listed in the preceding section. Afterwards are stats for the NPC’s that could be encountered. Not all of them will appear in the same scenario, but if you end up running this one more than once, you can switch up the details. The NPC’s below can also be used to jump-start your own adventures, or possibly a campaign set in Willow Hill.
The Zombies…
Strength 7, W 14, ½ move, Scary Factor +1
+0 to hit, Damage 2 claw, 1 bite; Def +1
Plague: Anyone bitten by a zombie will lose 1 Strength per hour until they die. Anyone who dies after being bitten will rise the next round as a zombie.
Ed Grubermann, stagecoach driver
Strength 5, W 10
Talents: Drive Stagecoach
Gear: shotgun
Madam Zara, seer and crazy lady
Strength 4, W 8
Talents: Fortuneteller
Gear: Tarot cards
Johnny Cade, brash young kid
Strength 6, W 12
Talents: Gunslinger, Ride Horse
Gear: 2 pistols, light duster
Zeke, local silver mine worker
Strength 6, W 12
Talents: Mining, Club
Gear: shotgun, bottle of whiskey
Baron Octavius Rheingold, Hexen
Strength 5, W 10
Talents: Hexen, Gamble, Pistol
Gear: pistol, deck of cards
Spells: Harm 2, Help 1, Invisibility 1
Moonghost, female Indian
Strength 7, W 14
Talents: Tribal Warrior, Tracking, Werewolf, Bow
Gear: tomahawk, bow, animal skins
Father Delgado, Priest
Strength 5, W 10
Talents: Priest, Theology
Gear: walking stick, bible
Miracles: Heal 2, Help 2, Dispel 1
Father Delgado, Dark Priest
Strength: 6, W 12
Talents: Hexen, Theology
Gear: walking stick, ritual dagger, dark tome
Spells: Summon 4, Harm 3, Help 1, Control 2
Frank Long, County Marshall
Strength 6, W 12
Talents: Lawman, Contacts: Law Enforcement, Pistol
Gear: pistol, rifle, light duster
Miranda Thorne, Bounty Hunter
Strength 8, W 16
Talents: Hexen, Gunslinger, Gamble, Pistol (total +3 to hit), Track, Twin Pistols
Gear: knife, twin dueling pistols, shotgun, horse, leather duster, deck of cards
Spells: Harm 4, Heal 3, Detect Magic 2, Control 1
McCormick, Revenant Gunslinger
Strength 7, W 14, Move 6
Talents: Gunslinger, Revenant
Gear: dueling pistol, light duster, horse
Average Passenger/Townsfolk
Strength 3-5, W 6-10
Talents: choose one from pistol, rifle, ride horse, sneak, or merchant
Gear: usually $1-$3; roll 1D: 1-6- 1 weapon; 7-9- horse; 10- pick 2 pieces of equipment
You Don't Wanna Know!
By Will Eastep
Welcome to "You Don't Wanna Know!" The expansion dedicated to EXTREME WEIRDNESS!
This expansion is to TWERPS, what "Unglued" is to "Magic: the Gathering" and what Ambush Bug is to DC Comics . It is meant in fun, and is useful for taking a break from serious campaigning. Twerps is, in and of itself, humorous, but can be used for serious gameplay. The title of this expansion is helpful as well. If someone walks in and wants to know what’s going on, simply say "You Don't Wanna Know!". (Note, It might help to prepare for this expansion by watching a couple of episodes of "Whose Line is it Anyway?" My kudos and apologies to those guys.)
So put your seats in an upright position, Make sure your tray table is secured. Get ready for the RPG ride of your life.
How to do Everything
Talking with NPCs
Roll a 1d10 for one of the following activities to occur during conversations with npcs:
1.: ABCs.
Twerpsmaster picks a letter of the alphabet. The next thing said by a character has to start with that letter. The next character, or npc uses the next letter to start what is said. The coversation must go through the whole alphabet, and end on the starting letter.
2.: "In accordance with prophecy"
Characters must start or end their turn speaking with a phrase chosen by the TM from the list below. Each character should have a different phrase.
Phrases:
1. "In accordance with prophecy,"
2. "That's what you think!"
3. "Aarrr!"
4. "As I was saying, before I was so rudely interrupted,"
5. "Hmmmm."
6. "I am the Prince of Chichester."
7. "My watch has stopped."
8. "These tights are killing me!"
9. "Who said that?!"
10. "Because I love you."
3.: Film Noire or Asides
"He came strolling towards me. A look in his eye told me he was no ordinary ranger."
The characters must do their dialogue as if they were in a film noire movie. This entails (for those not familiar) before or after speaking to the other characters, breaking away, and speaking to "the audience". Darkly narrating the story from your character's point of view. Sam Spade style, if you will.
A variation on this would be called Asides. Instead of Film Noir style, the characters do their aside to the "audience" as if they were in a melodrama. "Great heavily whispered asides! Little do they know how little I know about what little they know!"
4.: Film, TV, & Theatre Styles
Players and TM make a list of different movies, tv shows, and stage productions. This list can be either the styles/genres of the shows,(i.e. Cop show, stage musical) or the actual shows themselves(Charlie's Angels, Oklahoma). Later, when the characters and npcs are in conversation, the TM calls out one of the styles/shows from the list. The players & TM act out the conversation in that style, until the TM calls out another. The TM calls out about 5 from the list for this conversation.(save the rest for other conversations)
5.: Questions
The PCs and NPCs must only use questions when speaking with each other.
6.: Word Balloons
Players take sheets of paper, and write their character's dialogue, then hold it next to their head, like a comic book character's word balloon.
7.: Subtitles
Similar to Word Balloons, yet players speak a pretend language, and hold the dialogue sheets below their head, like foreign film subtitles.
8.: Expressions/Feelings
Characters are each assigned a different expression/feeling that they must use deliver their dialogue. For example, one character is happy, another is sad, or shy, has delusions of grandeur, etc. TM's discretion on what emotions are assigned to who.
9.: Quirks
The TM writes down some quirks on cards, which he hands to the players. The players must run their characters with these quirks
10.: Animals
An evil witch has cas a spell on the characters! Each character takes on the characteristics of a different animal, and the players act out the dialogue as that animal. For example;
(dog) "Oh boy! A ball! Throw the ball for me! Pleeeeease!"
(cat) "What are you doing in my space? Now I'll have to wash myself again!"
(ostrich)"I don't want to deal with these people."
TM's choice of what animal goes to which character.
Switch!
Use this when there are two or more players. At random times the Twerpsmaster may yell "Switch!". The players then hand their character sheet to the player on the left. The player on the end hands his sheet to the player on the far right. Players must continue with the new characters and play them as close to the original player's style as possible for 1d10 rounds, at which time the switch is repeated. Repeat this until the character is reunited with it's player. For safety's sake(so nobody kills another player for getting his character killed) characters cannot die during combat. They just get knocked unconscious. Any damage dealt is recovered at the end of the rotation.(Hope that makes everyone happy.)
Game within a game.
Have the characters meet up with someone who invites them to try out his/her new game. The game is a TWERPS campaign from a different genre than the players are currently playing. What you have then will be players playing characters, who are playing characters.
Mad‑Lib Monster Maker
Before play, the TM should work up 3 or 4 of these using answers from the players, but not telling them what this is for. Later, during play, stick a monster in randomly.
Noun__________________(Monster)
Adjective_____________(description)
Noun____________________(weapon)
Number between 1 & 10___(strength)
Number_______(how many)
Miniatures Dance Revolution
When playing with miniatures, and characters are in bar/tavern/seedy joint, etc., TM hands players a sheet of paper with arrows pointing up, down, left, right, and diagonally in a long random sequence. Players take their miniatures, and, in the open area of the room, move them together, from hex to hex, following the pattern, while the TM plays music(TMs choice of music). The player that sticks closest to the pattern gets 1 VP.
New Spells
Animate Fred
Anyone within a 10 hex radius named Fred will be under your control physically.
Short‑term Memory Loss
Whoever is hit with this spell cannot remember anything for more than 1d10 rounds. Effects last one day.
Create Gatorade
Requires powdered mix & water.
Raise Curtains
All curtains within a 10 hex radius will open.
Summon Elementary
Can be purchased more than once. One level of this spell will summon one classroom of elementary students, 2 levels summons a whole grade level(several classrooms) "Miss Wormwood, are we on a field trip?".
Cure Country Ham
Requires salt & hickory chips.
New Items
Whoopie Sword ‑ 10c ‑ When drawn for battle, yells "Whoopie!". ‑2 when trying to sneak up on someone while sword is unsheathed
Shield of Boogabooga ‑ 10c ‑ When hit by an opponent, yells Boogabooga!". Opponent must do a defense roll against being scared by the shield.
Staff of M&Ms ‑ 15c ‑ Anything/anyone struck by it turns into a pile of M&Ms. Roll a 1d10 and whatever it is...
1‑3 doesn't change
4‑7 is partially changed
8‑10 is completely changed
Sentient Armor ‑ Price set by TM ‑ Armor has a mind of it’s own (NPC run by TM). Armor can be leather, plate, chain, or special armor (futuristic... etc.) giving the wearer rhino-hide, steel-hide, or diamond-hide, (type and strength# set by TM. Since its sentient, it gets a strength stat.). If character and armor disagree, TM and Player roll, as if character and armor are battling each other. Character’s strength is whatever it would be without armor during this disagreement. “I don’t wanna fight!” “We must save my friends!” “NO!”... Taking armor off may cause one of these disagreements.
Pop‑gun ‑ 5c ‑ Shoots Coke(or other carbonated beverages of your choice) out of its barrel 2 hexes. Used in sticky situations to refresh people.
Belt of Sex Change ‑ 10c ‑ Do I really have to explain this?
Roll a 1d10
1‑2 no change
3‑4 temporary change
5‑6 delayed temporary change
7‑8 delayed permanent change
9‑10 instant permanent change
Adventures:
Save the dragon from the horrible princess.
An evil princess has had a young dragon captured, and is going to have it killed. You must rescue it, and get it back to it's parents.
Bring back a Troll's Head
A wizard sends you on a quest for a troll's head. What the wizard forgets to tell you is trolls regenerate within 10 rounds. The only way to kill them is to burn them. Trolls on average have 7 strength points.
The Halu‑deck
Let players set up characters however they like. Let them arm their characters to the hilt. Then, when they are ready to adventure, everything shuts down.
The player's characters are really average guys, who look nothing like their characters they were about to act out. They don't have any of the fancy weaponry. They are standing in a holographic simulator, run by an ancient computer. The system has never broken down before. The characters' job is to find the computer, and fix it, or find another simulation room.
Hostes aliengeni me abduxerant. Qui annus est? (I was abducted by aliens. What year is it?)
Characters are back on earth, trying to acclimate to modern day after being abducted by aliens long ago.
My thanks to Dave Smith for the Halu‑deck idea, and to Mark Blanton for proofing this and for some of the items. (Remember college, Mark?)
My thanks and apologies to all who are about to be subjected to this. Extreme thanks to the guys who gave us TWERPS and it's expansions, and to the Yahoo group members, who help keep this game alive. Now that I have finished this expansion, and got it out of my system, I feel much better. "twitch twitch".
TWERPS is © GameScience. "You Don't Wanna Know" is © Will Eastep.(I did my darndest not to plagiarize) No animals were harmed during the making of this expansion, though several were forced to migrate.
Void where prohibited.
TWERPS: LEGEND OF ZELDA
Introduction: Once, there was a peaceful kingdom known as Hyrule, ruled by the Princess Zelda who used the Triforce of Wisdom for the good of all. Then, an evil wizard named Gannon managed to obtain the Triforce of Power and attempted to take over. Before he managed to capture Zelda, she broke the Triforce of Wisdom into eight pieces and scattered them across Hyrule so that Gannon would not be able to use it. Now what is needed is a brave hero to gather the missing pieces and defeat Gannon once and for all.
Yes, finally, here is the Legend of Zelda campaign book for TWERPS. Due to the scope of the game, I only included material for the original Legend of Zelda adventure, and even that makes this file lengthy! I've tried to include as much as I can, but there may
still be some omissions.
Character Generation: For a basic starting Link, it is recommended that he start off with 5 ST, a wooden shield and a wooden sword. Having TWERPS: Magic as well as the Basic book is handy, but not necessary.
Equipment: You can buy items to use on your quest with the currency of Hyrule, the rupee. Red is the standard, and blue count for five red rupees. The only items you can buy from merchants in Hyrule are arrows, magic shields, blue rings, blue candles, water of life and bombs. The rest you will have to win by defeating monsters.
Weapons:
Wooden Sword- +1 to hit, 1 damage
White Sword- +1 to hit, 2 damage
Magic Sword- +2 to hit, 3 damage
Boomerang-0 to hit, 1 damage, can be thrown up to 4 hexes
Magic Boomerang- 0 to hit, 2 damage, can be thrown up to 7 hexes
Arrows- +1 to hit, 2 damage, cost 80 rupees
Wooden Shield- +1 to defense
Magic Shield- +2 to defense, costs 100 rupees
Other Items in the Game:
Blue Candle- lights up one labyrinth or can be used to burn trees, cost 60 rupees
Red Candle- can be used in more than one labyrinth
Bomb- can be used to open secret passages or kill monsters. Does a total of 10 damage in a 3 hex area. (Damage is divided among the monsters in the area.) Can be thrown 7 hexes away.
Prescription/ Water of Life- You must find the prescription to get Water of Life from the old woman in a cave. Red bottles (68 rupees) have two doses, blue(40 rupees) only one. Each dose will restore all ST.
Whistle- teleports you to the entrance to the Death Mountain labyrinth, where Gannon awaits.
Blue Ring- cuts damage done to you by 1 point. Costs 250 rupees
Red Ring- cuts damage done to you by 2 points.
Magic Book- allows you to use Wizzrobe's magic wands.
Magic Wand- once you read the Magic Book, you can use the wand to shoot fire up to 5 hexes away. +1 to hit, 2 damage
Key- opens one door, and disappears
Magic Key- can be used more than once
Power Bracelet- gives the character super strength for 5 turns. Useful for moving and throwing boulders.
Compass- points in the direction of the nearest piece of the Triforce of Wisdom.
Magic Clock- freezes all enemies for as long as you are in the same room.
Silver Arrow- needed to defeat Gannon
Enemies
Overworld Monsters:
Armos – ST 5, +3 defense, 1 damage. Statues that come to life if touched.
Moblin – ST 4, 1 damage. Half man, half bulldog.
Octorok – ST 3, shoots rocks at –1 to hit and 1 damage. Land octopuses.
Zola – ST 4, +1 defense, shoots ball at –1 to hit and 2 damage. Half man, half fish.
Underworld Monsters:
Darknut – ST 5, +3 defense, red ones do 1 damage, blue do 2 damage. Evil knights.
Dodongo – ST 7, +5 defense, 2 damage. Armor plated dinosaur best defeated with two bombs to the mouth or one to the rear and a sword attack.
Gibdo – ST 6, 2 damage. Mummy men.
Gleeok – ST 8, flame breath for 2 damage and a 5 hex range. Has 2 to 4 heads which can still attack when severed. Heads have ST 2 when severed.
Goriya – ST 3, uses boomerangs. Dog men with sharp snouts.
Rope – ST 2, 1 damage. Snakes, why do they have to be snakes?
Stalfos – ST 4, 1 damage. Skeleton men.
Vire – ST 4, 2 damage, fly. Large batlike creatures that split into
2 Keese when hit for 2 damage.
Keese – ST 2, 1 damage, fly. Smaller batlike creatures.
Wizzrobes – ST 4, 1 damage by touch or 2 by spell, 5 hex range. Wizards.
And for the main baddie himself:
Gannon
Ganon's history is usually shrouded in darkness and nothing can be said for certain about his past. Ganon's plans are always targeted to assuming control of the Triforce or another source of power. Intelligent and clever, he usually manipulates other beings for his purposes. Gannon himself possesses the Triforce of Power
Gannon – ST 8, Starts out invisible (-4 to hit) and needs to be hit for 4 points of damage to make him visible. Once visible, he needs only to be shot with a silver arrow to be slain. Can shoot flame at +1 to hit, 2 damage up to 6 hexes away.
Adventures: It should take eight different labyrinths to gain the whole Triforce of Wisdom, as well as a lot of Overworld traveling. Each time a character recovers a piece of the Triforce, he or she gains 1 ST. (I know, this will put them over ST 10 when they face Gannon, but they'll need it!) Rupees and other items should be gained by defeating monsters; the harder the monster, the more gained.
If the heros are not on a quest to gain the triforce, the players may discover Heart Containers instead of Triforce Fragments. Heart Containers add a permanent +1 ST to whoever obtains them.
Other Notes
Triforce Information
The Triforce was created by the three Goddesses who created the world of Hyrule. They left it as an artifact that reflected their three great skills - Courage, Power and Wisdom. These three particular virtues would be bestowed upon whoever owned the Triforce, and it could grant wishes. It was however inanimate, and could not judge between good and evil. It was originally in three parts that were held together by magic, and they formed a golden triangle, capable of great power. Because of this, the Goddesses placed it in another world, The Golden Land. The way to it was unknown, and the Goddesses hoped that one day, someone worthy would seek the magical artifact out and use it wisely.
The Triforce can be split up into 3 pieces, which can then be split up even further, as shown in Wind Waker, where the Triforce of Courage is split into eight pieces, or in the original Legend of Zelda, where the Triforce of Wisdom was split into eight pieces.
The Triforce of Wisdom
Bestows the title of 'The Keeper of Knowledge' upon the user. It is blue in colour, and owned by Princess Zelda. While it gives great magical wisdom to the user, its magic can also be used as a weapon. It helps to prevent corruption in a person, if it is used alongside the Triforce of Power.
The Triforce of Power
Bestows the title of 'The Forger of Strength' upon the user. It is red in colour, and is owned by the wizard Ganon. If not used in conjunction with the Triforce of Power, it will corrupt the user, and they will become power hungry. This happened to the wizard Ganon, who was already evil, but yearned to take over Hyrule because of its influence.
The Triforce of Courage
Bestows the title of 'The Juror of Courage' upon the user. It is yellow in colour, and was hidden in a great dungeon, until Link retrieved it. It is now owned by Princess Zelda. Its powers were used to revive a princess who had been put under a sleeping spell many centuries before.