Showing posts with label Guns. Show all posts
Showing posts with label Guns. Show all posts

Friday, June 11, 2021

Vagueposting- Yeah but guns are actually super lame tho (Garden)

So my last blogpost was about Garden. Specifically, guns in Garden. However, the more I think about it, the more I drift away from the concept.

Why?

Well, two reasons. First off, guns are kind of super lame. Like I think guns in real life are plenty cool, not a political statement, but in terms of combat potential? Kind of shit. You either use a gun or you die- there's no "balance" with firearms. Which is fine, not everything needs to be balanced.

Now this sounds like an paradox, but I also think guns are like super cool in terms of being able to customize them, have different parts, all that stuff. But more options isn't necessarily always better. If you make a game where half the rulebook is about modifying your character's hat, even if the rules behind it are important and very cool, it's still going to distract from everything else.

Thirdly- I'm a little ashamed to admit how much I unironically liked 'i kill puppies for satan', but that game has got it right. There are no good gun rules in tabletop games. Bullets fly out of guns and whiz around and hit people's bones and then spin and kill their neighbor but oh you're fine even though you got shot 6 times. It's all random arbitrary physics nonsense. You could argue that physical combat with swords and shit is plenty as random and not-dramatic/heroic/cool enough for you, but they've been so ingrained in the public consciousness that the "not fucking around deadly factor" isn't as strong.

The second reason is because of escalation of combat.

Hot take: Tabletop games escalate conflict to deadly instantaneously, which is bad. Also a hot take: That's not really a bad thing. See, I had to find a way to make that statement controversial somehow, because I'm pretty sure most people actually agree with the first point raised.

Here's the thing; in a lot of media, fighting with fists fulfills all the roles as a gun or sword battle might, but without the dying afterwards. It's highly based on strength and skill, shows a clear winner or loser, and allows for a vector of force. But people walk away from it. Now of course, this is talking about the fake fantasy version of street fights and fisticuffs. In real life you get in a fistfight with someone and their friend hits you in the head from behind and you hit the ground weird and you get brain damage. There's no honor in a fight. But in fantasy media land, it works.

I think that in any more urban, modernized setting, you need to have combat mechanics and escalation of force that isn't 1 to 100 instantly. This is a common sentiment, I feel. Probably because of the way people view the world as being more ordered, structured, less influenced by individual action. You have police officers, everyone is close together, things are more grounded in that sense.

For this reason; I think Garden would actually work better as a game/setting/concept where the majority of the combat was street fights. Hand to hand or kung fu brawling, moreso then guns. Of course, that's just the combat, the actual game is about working, surviving, or thriving in a big magical sci-fi city outside of space and time. But the combat plays a big role, as its the player's most actionable, intricate part of their "toolkit" to explore the fictional world.

Why guns in the first place?
I wrote about this in the Garden potpourri. When I first began to come up with the ideas for Garden, they were cemented around this idea of "immigration", not just of people but of objects. Everything was "imported". However, if you have people from many worlds with a massive, diverse range of firearms (look how many bullshit calibers we have, and that's just one world) there's no way that you'd ever be able to use a firearm besides what you brought with you at the time when you ended up there. So guns became like treasures, more then anything- even at some point being ultra-rare but magical. But at the time, I was getting super into scrap metal guns for some reason; probably a combination of different aesthetic images (Fallout 4?) and image-boards that collected cool pictures for stuff like that. So I switched the idea over to scrap metal guns.

Of course, the idea of guns being rare and special stuck; so they had to all be handmade. It fit well with this idea of the city being a sort of closed system, getting shittier and more run down the longer it goes on, endlessly recycling and reusing everything. I still like that idea a lot, and it's something that I want to keep going with.

However- while I don't have a problem with the realism aspect of guns being prolific or commonly used, I DO have a problem with the setting implications from that. Fights are more deadly, of course, and threats have to scale to it. At least partially, I wanted Garden to be a sort of borough-crawling game, with powerful monsters and psychic entities or rival criminal gangs you had to fight against as the primary antagonism of the setting. So to a degree, things had to scale up to be able to "match" the player's powerful gun game.

But that escalation and "high power level" if you will isn't something I'm after as much any more. I like to think of Garden as being more intimate. You have characters which you can see multiple times. It's got a much smaller "world" then most high fantasy settings. Even though I imagine Garden as being huge, it still ends eventually, there's a limit. It was very heavily inspired by Bastion as well when I was first thinking about it, reading and stealing everything from Into The Odd as I could, so you can imagine a massive urban sprawl- but still, it's not like a fantasy world with continents of space and world to explore.

Is this rambling? Probably. I hope you get what I mean.

What's the replacement?

Now one problem here is, if you create a system and even a setting with such a focus on a certain resolution mechanic, if that be combat (with guns), magic, or whatever else- and then you suddenly throw that out, you need something to replace it. Something to fill that hole.

I already spoiled it above; but why not fist fights? Cool brawling, martial arts, boxers. Instantly, character ideas and cinematic fight scene play out in your head. Using random objects lying around as improvised weapons, beating up (and getting beaten up by) thugs and mobsters and earning respect in the underground world.

Like I said, it's a trope and media-based concept. Not realism. Don't get it confused.

Do I have a good system for this yet? (No.) I'm working on it. Out of everything on this blog, I tended towards Garden being one of the largest and most "complete" things I've wanted to work on, putting forward a cohesive narrative with a cohesive game engine. Much more complete then my fantasy heartbreaker/untested shitbrew that goes through a revision every 6 months.

But I guess I'm breaking that promise with this post, huh? That's alright- I think this is a better change, ultimately. 

How does the setting change?

When it comes to setting and world changes to push forward these changes; how do you change it up? How do you maintain an internal consistency with the newfound rules. It's a multifaceted thing in the case of Garden, since the setting has a lot of shit going on.

Let's get this out of the way- There ARE still guns. This isn't some kung fu world. It's all about the boxer and grapplers and kickboxers, but people still fight with knives and baseball bats and stuff. Guns are still rare. They're deep in the criminal underworld; it requires very specialized skills to make a gun out of scrap metal and old tuna cans and little chain links twisted up into springs. The bullets are even more of a fucking problem. You have to make them yourself, buy them from rare and exclusive gun-smiths, or steal them from somebody else who also has them.

Now what about the "immigrants"? I always imagine Garden as being a city full of people who end up "lost" in their home worlds, and end up in the city, never able to escape. It's a dimensional funnel. You can slip down, but you can't crawl back up. So people end up here with only whatever they were traveling in, or whatever they had on their back. So what about people who had guns? Lost police officers who fell asleep on highway patrol, hunters with a rifle over their shoulder, and so on. Where do their guns go once they get into the city?

Well, I'd like to say the government destroys them. I've always imagined Garden as a setting with either no government, a sort of totally anarchist pipedream world of anarcho-capitalist power struggles OR a city with a very limited, way understaffed and underfunded cardboard government. This fits better, I think. The only problem then comes with how people actually come into the city, physically, from their home dimension. I always went with the idea they arrived from out of the forest surrounding the city, or maybe woke up on a park bench, or turned a corner in a bad part of their home town and then all the sudden it's night time and why does that guy have four eyes and purple skin?

That definitely seems like the most cohesive method of people getting there. But what if everyone came in from a single location?

Maybe it's like a train station. The "immigration office" they call it. Subway train rolls in. Everyone on the train car doesn't know how they got there. They've got missing time. They are all dressed up in whatever they were wearing; you got an alien wearing a military uniform next to a businessman next to a hobo next to an idol pop singer. They get off the train, confused as hell, guided to the immigration desk. They get a passport, certain items are confiscated. The firearms are taken, the people given a handful of shitty city money, and later the weapons are destroyed. Because pretty much everyone comes in through here- it's pretty much impossible to smuggle stuff in. Hence; the crafted guns.

EDIT: After writing this, I am only now realizing how good this concept fits for Heap actually. Maybe it even works better. Less magic, more dystopian. It also makes sense why people would need to genetically modify themselves with disgusting biological weapons; they can't smuggle things in.

How about them fights?

Let me be honest here- this totally wasn't inspired by the many, many hours of Yakuza 0 I played over the Corona-virus lock downs last year. No way. But Garden has a few setting particulars that make this transition slightly more difficulty.

Firstly; the aliens. There are hundreds, if not thousands, of different species in Garden. All of them will have a unique biology, size, weight, muscle, etc. At least how I envision Garden, I think of WEIRD aliens. Like not just rubber forehead aliens but like weird, sometimes even esoteric. But I usually stay away from the Barlowe aliens, for the most part. The people here are bounded to an extent. But even with that, fighting in real life is divided into weight classes for a reason. If a race of beings are built like 350+ pound brick shithouses with arms the size of tree trunks then yeah, you're dead. No human is going to be able to beat that up.

But what if they were more grounded? The humans, aliens, they all have a certain, pretty typical range of sizes, weights, and general physicalities they can draw from. Does that bore you? Well maybe. But in a way, I almost like it more. It almost makes the setting feel weirder, and, in a way, makes all the weird disparate species seem to fit together better. Think of it this way; every species in Garden all evolved independently, on all their different planets, all in planets that had a single primary star that was their "Sun". They all believe in Christmas. They can all end up as Psychics. And, they all evolved to maximize their intelligence, like humans. Evolving from the prehistory means that other traits like biological weapons, strength, senses and the like were all dulled a bit. I kind of like this, because it implies you aren't totally out of your league as a human against one of these beings; but there are still differences. They may be ancestral, but humans get their endurance, grasshopper aliens get strong kicks, a few aliens have claws, or poison spit- but their poison is like pepper spray tier- too biologically expensive to keep lethal venom for an intelligence species that cooks its food and relies on spears and shit for thousands of years.

Of course, this naturally leads to good explanations for things like weird or esoteric fighting styles, randomly generated characters, interesting combat encounters, all that fun stuff.

What are the new gun rules?

New rules? These ones work great!

Of course, using a d20ish combat system wouldn't work for this. I'd say it'd be something like the Unknown Armies system- melee attacks deal the result of your successful attack roll (so 54 = 5+4 = 9 damage) where as guns deal the roll result of your successful attack. (54 = 54 points of damage- with characters having between 30-80 HP most of the time). Or it could be like RIFTS where guns deal something like mega-damage which just blows the fuck out of anything that isn't a mega-durability creature or however that works. Maybe it just kills people on a roll of 6 or higher, everything less just puts you into the dying state, perhaps? Maybe it's the number of major limbs broken; so high rolls can "break" your head which means you die?

The jamming rules are still great though. Guns parts are not. Roll d20 + number of shots fired, get over 20 and it jams. ez pz. I'll proudly display that rule-addition I made like my life depended on it.

Tuesday, June 8, 2021

Garden- Gun Rules & Chimney Generator

Garden Guns
In Garden, guns are the tool of the masses to protect themselves, and for many, a way to earn their weekly paycheck. Guns are both the tools of the gang, as well as tools of the citizens. Needless to say, players will be using them a lot.

For this ruleset, we are stealing Goblin Punch's gun rules from his Eldritch Americana game system/setting, which was a big inspiration for Garden in the first place.

Gun Fighting
Whenever you shoot a Firearm, you must declare how many bullets you are firing during the round. For every shot you shoot including the first, you get the additional shots benefit for your munition type. For example, a pistol firing bullets would have +1 to hit and deal d6+1 damage on a hit if you fired a single round. If you dumped your magazine of 8 bullets, you'd get +8 to hit and +8 damage.

If you roll a 20 or higher when firing your weapon, your gun jams. Gun jams can be cleared by taking a round to clear the jam. If the gun jam was especially bad (30 or higher on attack roll), you'll need to use field repairs which take an exploration turn or short rest to clear.

If you run out of capacity during a firefight, you must take a round to reload.


Chimney Generator

Gardeners need tools of the trade if they want to survive and thrive within their city. Almost all city-folk either own a firearm or can get one through a friend or college.

All firearms are made of parts. Sidearms are simplified weapons made only of a Munition, Barrel, and Receiver, but they have no inherent flaws. Take the lower, second number in parenthesis for both damage and capacity when creating sidearms. Sidearms only take one hand. (Base Load 1)

Chimneys are the big toys that are made up of a Munition, Barrel, Receiver, Stock, and Flaw. While having greater damage and capacity their flaws make them less reliable then Sidearms. Chimneys take +1 round(s) to reload, takes both hands to aim, and cannot be concealed as easily. Gardeners call two handed guns chimneys because of the soot, smoke, and need for constant cleaning. (Base Load 2)

-Munition-

Name

Base Dmg.

Cap. Mod

Additional Shots

Bullet

d6 (d4)

x3

+1 to hit and damage

Shell

d8 (d6)

x1

+1d4 to damage, knocks off -1 armor per extra shot on a miss

Cartridge

d10 (d8)

x1.5

+1 to damage; (Passive) Half penalties each round you aim.

Payloads

d8 (d8)

x0.5

Can hit 1 additional target; if jams save or gun explodes

-Receiver-

Name

Capacity

Dmg. Size Bonus

Accuracy

Extra

Revolving

4 (2)

x

x

+1 Round to reload

Magazine

8 (4)

-1

x

x

Drum

10 (6)

-1

-1

Drums count as 1 Load items

Break-Action

2 (2)

1

1

Can only fire once per round

-Barrel-

Name

Accuracy

Load

Damage-Die Size Bonus

Extras

Snub

-2

-1

x

Can fire while grappled.

Thick

-2

1

1

x

Suppress'd

-1

1

-1

Quieter Firing

Long

2

2

x

Cannot fire at close combat attackers

Needle

1

x

x

Gun Damage-die size -1 vs Armored

Perforated

-1

1

-1

Roll -1 Flaw (Minimum 1 for Chimneys)

-Stock-

Name

Accuracy

Load

Capacity

Damage Sz+

Extra

Shoulder

2

1

x

x

Aiming cuts penalties to zero

Butt

x

1

x

1

x

Wire

-1

-1

x

x

x

Folding

x

x

x

x

-1 Rounds to Reload (min 1)

Heavy Weapons

x

2

+1/2

x

Roll +1 Flaw

-Flaw-

d10

Name

Effect

1

Fragile

On melee hit or explosion, gun breaks/jams. Requires field Repairs.

2

Hair Trigger

Can only aim the gun for one round at a time.

3

Sloppy

Reloading takes +1 round.

4

Overheats

Roll any >20 on attack roll; gun must cool down to fire again safely.

5

Sparse

Treat base Capacity as if Sidearm sized. Reroll if sidearm or Heavy stock.

6

Rattles

-2 to Sneaking when equipped.

7

Bulky

+1 to Load

8

Unreliable

Jams on a roll of 19 or higher.

9

Greasy

Needs greasing every 1d4+1 turns, or will jam next time it fires.

10

Kicks

After firing you get -2 Accuracy if you shoot again the next round.

Tuesday, August 27, 2019

Garden- 10 Garden Gun Stores

This table only generates Gun-Stores. If you need another appearance and personality for a store owner, roll on the Random Merchant tables for Garden. Roll 1d10 to see which one is in your neighborhood- Each district of Garden only gets one unique gun shop- the rest are rinky dink mom & pop shooteries that are serviceable, but nothing special.

10 Garden Gun Stores
[1] Full-Service Jackets
The owner and two employees wear gray jackets and faded yellow patches. The place is worn down and clearly very old. The gun racks only have a handful of functioning guns, with the rest having their parts gutted or missing their barrels. The owner says you can reserve the guns for a low price, and he'll have them completed shortly (they will not.)

However, this store is quite proficient at repairs. Whenever you repair your weapon at this store, there is a 1 in 8 chance they found the source of one of your gun's flaws and fixed it.

[2] Minecart Armaments Emporium
This store was created to tap in on the market of the (obviously doomed) underground minecart and electric tram network tunnel that was being set up in the service tunnels underneath Garden. While their clientele dried up pretty quick with the project's collapse and slide into obscurity; they still specialize in making snub nosed and short-stock fire arms.

All weapons purchased from this store have half the normal damage and accuracy penalties for their snub-nosed parts, which confer negatives to damage and accuracy in exchange for handling.

[3] Fatal Weaponry Inc.
This burgeoning weapon manufacturing corporation has a very strong presence, and hires their own private armies to fight off gangs nearby their headquarters. They keep the area safe, but are considering taking over local businesses and only paying the workers in corporate dollars; thus making the money useless anywhere else and having a total stranglehold on the surrounding area. They sell overpriced guns but of every variety and with a huge inventory.

Actually trying to get any of your weapons fixed or owned here is also a massive pain in the ass, and always more expensive then you expected with hidden fees, but they have a specialist or department that can work with any weapon with its rare quirks and ammo types. Even your unique one of a kind lightning cannon; somebody here can fix it.

[4] Hunter Firearms and Wildlife Supply
This rugged, outdoorsy shop is located in a very wooded and heavily forested area, just like the Treebranch district. The shop itself is little more then a log cabin hidden by its own grove of trees. The shop is small and decorated with mounted heads of various midnight forest creatures, along with a small shrine of bullet casings for fallen comrades in the back for the owner's old friends. The owner is a kindly and stern old stegosaurus man with a straw hat. He prefers rifles and thinks automatic weapons are for spoiled brats and people who can't shoot.

This seller specializes in rifles. If your gun is bought here, it will have a bonus +1 to hit with all rolls from being so well scoped. Beautiful wood grain finish.

[5] The Post
What was once Garden's first and only post office; this historic squat brick building once ferried mail and packages all over the city in heavily armored conveys back when the gangs were even more ruthless and imperious then they are now. Which they are. The Post has since lost much of this prestige and no longer delivers mail, much to the chagrin of its turtloid owner. The owner is named Chancey and is in fact one of the oldest members of the city, given his species's long lifespans. Using his guidance, the post has still found itself in relevant by collecting and trading weapons with some of the most obscure, out of the way, and otherwise secretive communities based on Chancey's knoweldge of the city.

The weapons once carried by the infamous postmen must be as lightweight and easy to use as possible. All weapons purchased here have their total load reduced by -1, to a minimum of 1.

[6] Military Surplus
This store almost exclusively buys old weapons from military units and veterans that come to Garden. The vast majority of these people are alone; either deserters or separated from their units, getting lost, and ending up in the Garden's alternate dimension, which is probably why no random military detachment from an alien world hasn't conquered the place yet. Like most business that target new arrivals, they tend to under price everything they buy from the arrivals, using their ignorance to their advantage, but they do offer a military discount. Guns from other worlds are broken down into parts to repair Garden's own brand of weapons here, since wholesale military hardware will break down quickly anyway, and can't use Garden's own homebrand of bullets and bombs.

This store specializes in explosives; increase the damage die of any weapon that fires Payloads here by one higher size. If this would exceed a d12, make it a +1 to damage instead. Besides this, regulars and those with special access and can browse the collection part of the store; containing fully functioning weapons from other worlds straight from the manufacturers, well maintained and with their own special ammunition types and parts. These special weapons may have totally different rules then normal Garden weapons, and they do not jam on very high attack rolls- they don't even have flaws! However, these weapons are almost like collectors' items and rely on parts and ammunition that isn't made in Garden; as well as being prohibitively expensive.

[7] Fruit Stand
The store is hidden as a simple, humble fruit stand with many sturdy display shelves and very little actual fruit. Much of the shelves contain plastic fruit, and at least one of the baskets has a little man hiding inside with a gun to make any muggers or thieves eat hot lead. Beyond the penchant for secrecy, the owner of this store likes to keep a low profile and keeps all their lucrative deals on the down low.

The Fruit Stand sells weapons that are stealthy and low in rattling parts and poorly painted chrome. You ignore any penalties to stealth while carrying this weapon. Silencers are half off. Additionally, you can schedule a meeting with the mobile fruit stand- meaning you can make the guns come to your headquarters and have no risk of ferrying them around.

[8] Delilah's Gun Shop
Delilah is an older woman, coming from an alien world whose primary inhabitants are large, powerful jaguar people with 4 arms. She is still quite strong despite her age, and uses a ridiculously large heavy chaingun the last time her shop was robbed. But that was years ago, and she doubts she could lug it out of the office like that again. The store is very cozy and smells of grease.

This store specializes in heavy weapons. Most of the weapons they sell like this should be fitted onto vehicles or buildings as defensive fixtures, but exceptionally strong individuals could actually lift them if they needed to. It's very rare to find heavy duty weapons like this anywhere else in the city except for one offs or special projects by private gunsmiths.

[9] Kingpin Grocery
Once a store exclusively used to sell weapons to thugs and gangsters, it has now slowly become more family friendly and devolved into an actual grocery store. The place even has a friendly greeter, and a little statue of a fat kingpin alien holding a cigar to his mouth and a gun safely holstered on his hip. They still sell guns in the back. The owner of the place, the Kingpin himself, was never much of a gangster and is really a big softy.

Kingpin Grocery doesn't sell anything special, it just gives good deals and discounts. If you buy guns and ammo in bundles, you'll receive an ever larger discounted rate of up to 20% off all your weapons. Also, he'll throw in a free orange.

[10] Dopend's Wholesale
Weapon store owned by a large stick-insectoid man, incredible strength in his spindly arms. Many high shelves filled with uncomfortably packed and unsecured explosives and ammunition. Hasn't been an accident, yet. Gives repeat customers obnoxiously long punchcards- 'Buy 130 ammo belts and the next one is free!'

Dopend is good for one thing beyond his stinginess; volume. He's skimped and saved on bullets and guns over the years and is one of the few places in Garden you can get bullets, shells, or cartridges in bulk without having to steal them from a gang stockpile or making them yourself. You could outfit a small army with these, essentially unlimited supply, but it will cost you dearly.

Wednesday, May 16, 2018

Garden City General Encounters

[13]
[1] Giant Electric Thrips (2 HD, 1d6 electric shock attack, attack can chain to adjacent person up to three times, can climb)
Number Appearing: 1d4

These giant bugs crawl up the sides of buildings and use their long antennae to drain and feed on small amounts of power from light and electricity fixtures. They glow dimly depending on how much they have charged up, sometimes the alleyway they hide in can glow bright enough to be visible from the street. When fully charged the thrips can mate and unleash a 1d8 electric attack.

[2] The paperboy runs by and shakes you down for a dollar for today's paper. News is bland as usual, but the paper contains 1d4 useful rumors in the classified section.

[3] Hover-limo floats by. If the party looks professional or well dressed, the person inside may invite them inside for a ride and to discuss a business proposition. If the party is especially ratty or poor looking, the rich person inside rolls the window down a crack, throws out 1d10 glow-in-the-dark bucks, and then drives away with an evil, mocking laugh.

[4] Bloodsucking Ivy (3 HD, 1d4 blood draining thorns, attack entangles, takes x2 damage from fire, immune to damage from firearms)
Number Appearing: 1

This predatory ivy-like plant appears green when inert, but quickly turns red when it attacks. The ivy entangles people and sucks blood out of them. Due to literally being a large number of ivy vines that animate and attack people, it can't really be shot with bullets and must be fought with melee weapons, fire, and psychic abilities. The bloodsucking ivy is the reason many sweeps carry machetes, spades, or sharpened gardening sheers. Usually places where this ivy lives contains the bones of small animals caught in its grip, and only rarely do they get big enough to attack the residents of the city. Because it is stationary once you escape its grasp or know where it hides it is easy to avoid.

[5] Two small bands of orange alien lemurs are fighting it out in a deserted street or down a wide alley. As long as the party doesn't interfere or make any noise, the lemurs will battle. The lemurs fight by jumping at each other, aggressively posturing, and flicking scented hormones from their tails at each other. If a lemur is captured or the fight is interrupted they'll scatter; but you can sell a lemur's scent gland in their butt for 5$ and sell the rest of the lemur for meat at a meat stand for 2$

[6] Sidewalk Sam/Sally (1 HD, 1d6 knife, 3 armor AND psychic resistance)
Number Appearing: 1 or 2

Sidewalk Sams/Sally are psychic manifestations of pedestrians, forgotten faces, and the feeling of being followed. Some powerful psychics create them to stalk and attack their foes, and others unintentionally create them by remembering faces of passersby. Sidewalk Sams/Sallys look like normal people that attack immediately if you acknowledge or try to speak to them. They're not very common or strong, but their bodies are made of smog and they “bleed” small amounts of vapor when injured.

[7] No matter where you are; a dance floor made of wooden boards and music blares from a gramophone accompanies 1d20 folks dancing to swing. If you join in, each party member that dances should state their dance moves and the one with the best dance moves gets to roll a reaction check. If successful; you bump into a powerful character from a random district of the city at the party and get +1 clout with them.

[8] There is a small shrine set up here with several candles, flowers, and sunshine drawings to a dead man or woman. Also along the shrine their gun is hung, though without bullets it still works otherwise. There is someone tending to the shrine, but you could steal the gun if you're quick.

[9] Samurai Hobos (2 HD, 2 armor, 1d8 scrap swords and 1d6 scrap shortbows)
Number Appearing: 1d6 + 1

Several homeless people have joined forces to steal from Garden's residents in this area. Not quite large and influential enough to be a gang, plus they just rob and kill everyone they get their hands on instead of a normal gang racket. Do not roll reaction check; they simply jump from the shadows and attack, wearing suits of scrap metal armor and their hands on large scraps of metal sharpened into swords.

[10] 1d8 wild hogs escaped from the pig farm and ended up here. They root through the trash and soil of the front gardens of the nearby homes, looking for mushrooms. Each hog could be sold whole to a butchery for 10$, but the more you sell the more heat you'll gain from the butcher's gang without paying your meat dues.

The hogs may get aggressive if the party members disturb it; Treat them as wild hogs.
Wild Hogs (2 HD, 1d6+1 tusks, +1 armor)

[11] Film crew recording some staged performance about love and drama. If the party is being followed by [12], then it has a 1 in 4 chance of appearing at this moment. The camera crew will film it and launch the party into action movie hero stardom.

[12] Slasher (2 HD, +1 HD per victim close to party members killed, nearly unkillable, 1d10 brutal melee weapons like hatchets, swords, or power tools)
Number Appearing: 1

Slashers are people in Garden who have tapped into the power of fear and violence to give themselves more power. They slowly lose their minds as they put more and more of themselves into a murderous, silent persona. Each person they kill grants them power over those close to the victim, as well as letting them absorb some of their lifeforce and extend their lifespan. Whenever the slasher is killed, their body disappears in 1d4 turns as soon as it is not being watched, even escaping from locked and guarded rooms or airtight containers. Eventually they will return, regain their strength, and stalk the night again.

Unlike many of the other dangers of Garden, Slashers are almost always people who have chosen to become them to gain immortality and feed off the life force of other citizens of the city. It is for this reason that Slashers are hated and presenting a valid Slasher token (an article of their appearance that is always constant regardless of their incarnation) gets you paid $100. However it is almost impossible to hunt down and kill a Slasher, as they are the ones who do the hunting.

[13] Arrogant purple-skinned antelope Pyrokinetic psychic with bat wings where his ears should be wanders into the party. He has three tiny wisps of fire vertically suspended between his horns. If he senses a psychic in the player's party he demands they engage in a psychic contest with him so he can offload his psychic stress onto them.

Arrogant Pyrokinetic (2 HD, 1d4 derringer stuffed in pocket, can fire 1 damage wicks from between horns at start of a gunfight, starts with 1d6 Psychic Stress)
Major/Minor Pyrokinesis

[14] Rusted hovercar drives by slow, with their lights off, before unleashing a hail of bullets. Save or take 3d6 damage from the flurry of bullets. The drive by will always be from the gang that you have the most heat with. If you don't have any heat with any gang, it will be a random gang that mistook your party for members of another gang.

[15] Saucy dame in a red dress walks by. Her eyes are bright like stars, her legs go on for miles and her neck doesn't quit. She also has two fuzzy horns and spots because she's a giraffe person. If you stop her she'll give you a business card to a club where she sings once in a while. If you roll this again, you meet a very noir private detective looking for her.

[16] Random worker strike at a small sweatshop factory. Workers are throwing rocks up at the windows and the guards on the rooftop aren't doing much about it. If you spend 1 clout you can get inside to talk to the big boss, or you can rally the workers with a reaction check and storm the place. If you end the strike or take over the factory whoever wins will reward you with 1d6x10 $ for your trouble.

[17] You see a very confused looking creature walking down the street, wearing clothes and trying to get a signal on his electronic pocket communicator. He's a new arrival and doesn't know anything about Garden yet. You could either trick him and get his valuables or you could show him the ropes and make yourself a friend.

[18] You see 1d8 troublemaking kids trying to break open a lockbox on the ground. They'll ask you to help them and split the contents 50/50, but only because they aren't armed and couldn't stop you if you wanted to take it from them. The box contains a single weird artifact, as though it was from a Locker beneath the city.

[19] You meet a street vendor. Roll on the Street Vendor Generator

[20] With a horrifying click, the power on this block goes out. Roll 1d12 on the Midnight Monster Table; you encounter it. The blackout lasts 1d20 minutes.

Monday, May 7, 2018

Garden Street Vendor Generator

Appearance – 1d20
[1] Bipedal cat-like alien with a tall cylindrical head. Eyes are placed evenly around the top of the cylinder, granting 360 degree vision.

[2] Goldfish in a jar of green liquid; moved around by steam-robot skeleton. Occasionally the goldfish flicks a lever to drain some of the green liquid down into the robot's engine.

[3] Green skinned alien with a mass of angel-hair pasta style digits for fingers on both hands. Grip is so strong a handshake feels almost like you'll break your bones.

[4] Quadrupedal fuzzy crocodile-bear-dinosaur creature with armored ridges along its head and legs. Uses its long whip-like tail to grasp things but is still very clumsy.

[5] Twin Ratmen. One is my shrew-like and slim and the other has dumbo style ears and is fat. They move in unison and finish each others sentences.

[6] Raincoat wearing alien with bulbous orange skin. Convinced it could rain any second. The water from this dimension burns his species skin horribly.

[7] Cybernetic man with no bottom legs, held afloat by a single car hover-plate.

[8] Shady booth. The inside has a wall and slot with a curtain to make it impossible to see the seller's full body like a church confessional.

[9] Black cockroach man with two arms and legs. Wears a loose coat; actually has two shrimpy middle arms underneath clutching his pistols in case things go south.

[10] Pinstripe suite wearing giraffe person. Cranes their neck around like a snake to talk to you.

[11] Head of a jackal, body of a dark skinned humanoid creature with an extra thumb. Smells of sulfur and has a little pin with a devil on it.

[12] Hoodie wearing teenage alien girl with huge ears. Her hands are like 3 feet long each; keeps all her stuff in her pockets.

[13] Red skinned ogre creature with a bulbous nose. Dressed in farmer overalls and straw hat.

[14] Bone-thin, large feet. Seems like a mystic, is balanced on a telephone pole.

[15] Almost flat jellyfish-like man. Has globs of paint floating through his circulatory system just so people don't walk into him, as he is nearly transparent.

[16] Lean alien creature constantly emitting some kind of wispy purple smoke. That's just how it breathes, but if you stand in it you take 1d4 Agility damage per round.

[17] Wrapped up in bandages from head to toe, weird triangular feet. Carries a metal box with products tied to its waist.

[18] Animate doll. It's a psychic projection, given false life. Can make other toys and objects move by touching them.

[19] Three young hen-women. They whisper to each other constantly.

[20] Totally normal looking human man in a threadbare pinstripe suit and a busted tophat.

Personality – 1d20
[1] Nervous, selling their goods at lower prices then usual. Obviously trying to fence some stolen property. 50% chance stolen goods are from local gang.

[2] Cheery and drunk. Constantly sips from a flask of alcoholic cheery-juice.

[3] Peevish. Hates crumpled bills and bartering. In a hurry.

[4] Happy-Go-Lucky. Seems inexperienced, hands a business card to everyone in party.

[5] Speaks in a groggy voice. Homeless. Looks tired and cold, carries goods in various packs.

[6] Mysteriously quiet. Communicates by holding up small cards instead of talking.

[7] Psychic, prefers to communicate telepathically. Has a good hunch what the party needs and tries to offer it at an inflated price.

[8] To the point businessman. Always gives a fair price, but never haggles.

[9] Religious. Carries a symbol of their religion even in this cynical city.

[10] Extremely racist towards a random party member.

[11] Hams everything up. Constantly yells “CRAZY PRICES!!!” and “GENTLY USED!”

[12] Seems to know or have a distant relation to everyone in the city, including one of your party members or someone tagging along.

[13] Currently corralling and managing several children of their kind while making the deal. Seems stressed but more then capable of it.

[14] Friendly, but hides a dark secret. Has a very violent and tremendous response to a very common and unassuming word, like “meat” or “detective”.

[15] Mistakes party members for royalty from their respective worlds, bows and kisses rings. This is a trick to make you buy more of their products.

[16] Is working for someone else. Seems dismissive of the product any only wants to get this over with so they can go home.

[17] Thick accent, freely offers party to join their family for dinner.

[18] Byzantine pricing and restrictions for their own goods. Extremely particulate about what you can buy and in what quantities- you will often have to purchase 2 or 3 useless trinkets to purchase 1 useful item from his wares. If you break any of the rules he gets mad and refuses to sell to you.

[19] Seems kind, but distracted by something. Claims to have inherited a house but it's infested with dangerous creatures; will offer you wares in exchange for a favor.

[20] Extremely depressed. Quite obviously hates what they do. Would be very open to the idea of joining the party as a tag-along or if they can get them a job somewhere.

Wares – 1d20
[1] Street Lemurs. Recently caught and hung up for sale. Their meat is commonly sold and eaten, especially among the lower classes of the city, and their fur is sometimes valuable for their tails or the bright orange mohawks the males possess.

[2] High powered explosives.

[3] Selling four random chimney-guns, slung around their body on long white straps.

[4] Very inexpensive medical supplies. All homemade. 1 in 6 chance of getting a weird rash for a week after using any of the drugs.

[5] Selling bandoleers of ammunition along with a few boxes of brand name stuff. Has 1d4 special bullets in a velvet purse.

[6] Merchant is wheeling around a wide flat-top cart with a layer of dirt and grass. Selling herbs and tubers that grow directly in his cart. Cannot get any fresher.

[7] Selling “Lucky Tickets” he found in an underground locker. Grant +1 to your next save, then you find them all ripped up in your pocket. Only has 1d12 of them left.

[8] Selling bonds to several local businesses. Each business has a 1 in 4 chance of making it through the next year, and increasing the bonds value by +1d6x5% every year it survives. The player's actions can easily help the business or destroy its competition to ensure payouts.

[9] Bloodsucking Ivy repellent. Works like a charm, forces Ivy to turn away and leave you alone for a few minutes. Each can has 2d6 uses. Has a 50% chance to work on other plant-based monsters.

[10] Traveling repairman. Keeps all their tools on their person. Repairs lanterns, guns, gadgets, gizmos, cars, and much more. Will continually find minor problems and offer more repairs for a price.

[11] Advice and directions. Knows this district of the city well.

[12] Is selling 1d4 Calming Bands. Can be worn on the head of a psychic person can absorb 1d6 stress before breaking. The bands are made of a weird metal from an obscure world and enchanted with calming psychic energy making them hard to mass produce.

[13] Color photographs of recent happenings from various alien worlds. Probably stolen from a newcomer. These are actually valuable due to not having any communication besides what is imported with the original worlds everyone is from. 1% chance it's from Earth with some new things that have happened that none of the humans in the party knows about, like a new president or a famous new landmark is being constructed.

[14] Brand new hover car. It's actually a refurbished older model with a new coat of paint. Has more problems then they let on, but the price is still pretty good.

[15] Eclectic collection of small items, knick knacks, and useful bits and bobs. Sewing needles can be used for repairing items, grease for gun cleaning, and flashlight batteries. Has a few rounds of ammunition, inexpensive rations, and other necessities in small amounts.

[16] Hard drugs. Raka spine-sticks, Illuminated dust, gloves of ceaseless pleasures, etc.

[17] Delicious exotic alien spices. Offers a free sniff to see if you can recognize any from your homeworld.

[18] Fortune Teller. If you buy a “premium fortune” you get +1 to your next save.

[19] Psychic emitter crystals. Can be used by psychic people to boost their powers or to power a few rare psionic weapons or items.

[20] They are a prostitute.

Sunday, May 6, 2018

Garden Ammunition Brands

Garden is a city with a big gun culture. This should be obvious, since “always carry a gun” is the third thing you learn here. The first being “it's always dark out” and the second being “you're never going back home so suck it up and integrate”. While weapons are homemade, hand crafted, and traded among its residents like scrappy cars the ammunition they use is universal for its type.

Every gun that loads shells can load any manufacturer's shells. Simply put, everyone makes their bullets the same size so whatever bullshit weapon you cook up can reliably use any bullet it finds. Since there is no copyright law in Garden, the most popular types of bullets were just copied until they became ubiquitous. There are four primary types of ammunition used in Garden- here are 1d4 common brands for each. A roll of 4 means you find or have available for purchase a deluxe brand, which actually has a mechanical advantage.

Bullets
Small, smooth ended, extremely common. Mostly used in pistols and SMGs, but can be used in any low firepower weapon. Prized for their cost effectiveness, but lacking in stopping power. Unlike in real life, bullets in Garden tend to have a silvery/tin jacket instead of brass since the metal is recycled from various sources and different dimensions where they may have different metals.

[1] Pissers. The symbol of the desperate, extremely poor, or just really cheap. As the name implies, they are thought of as being weak and unreliable bullets that are also made in combination with piss from a few of the alien races in Garden with especially flammable bodily fluids. Firing one creates a yellow tinted cloud of smoke and a faint foul smell, so they remain unpopular and extremely cheap.

[2] Straightjackets. So named for the white string tied around the box in a very specific way, similar to a straightjacket. Otherwise has no labels. The actual name for these is “Uijaa family's self defense munitions” but nobody really knows that unless you worked in their factory. Somewhat popular with murderers and hit-men due to the obscurity of the brand.

[3] Full Power. Name for a manufacturer who packs their bullets with extra powder just to create an extra loud bang. Has a bit more strength then a standard bullet, but not enough to make a difference in game stats. The real advantage is a distinctive, goddamn loud blast. Popular as a self defense ammunition due to its ability to scare off animals or weak willed thugs.

[4] Bees. Bullets painted with black and yellow stripes, these bullets are rigorously designed to be as accurate and clean-shooting as possible. They grant +1 to accuracy when firing. Trick shooters swear by them, and the manufacturer has been interested in expanded their munitions to a new “Wasp” line- specially made cartridges as accurate as their Bee line of bullets. Needless to say, these would be incredibly popular with rifle and sniper enthusiasts.

Shells
Long, rounded, plastic casing with a flat top. These go into shotgun style weapons and have a spread of buckshot when firing. Do incredible damage up close, and a little less accurate at a distance because we're going by video game rules instead of realism. Weapons that load shells tend to have much smaller ammo capacity then other weapons, and the shells themselves are a bit heavier and more expensive, but valuable for their strength in close quarters combat.

[1] White Dot Shells. Each and every one is hand painted with a white dot on the top of the shell. Mass produced by a specific gang to fund their assassinations and political schemes. All around solid ammunition, no complains by its users.

[2] Charities. These shells are put together by orphans, a portion of each box sold goes towards finding them a good home or education for the kids. People who buy these are often totally elitist and holier-then-thou for their good deed purchases- 1 in 10 chance any given bar bouncer with a shotgun that blows people's head off berates you for not buying charity-ammo like he does.

[3] Fingers of Isk'Kassa. Name for an exotic type of shotgun shell- similar in consistency to a dried out pumice stone. The powder charge in this shell blows the stone into shards to fire in the same manner as regular buckshot. They are made and imported exclusively by the race of pink eyeless rhino people of which the rock is native to their homeworld.

[4] Whistlers. These shells contain specially carved balls that 'roll' in the air in a specific pattern to create a very loud whistling noise. The specific frequency of this noise allows it to disturb the concentration of psychic beings and anomalies- as such this type of ammunition can be used to penetrate through a bullet shield being projected by a psychic, or can easily rip apart a Sidewalk Sam.

Cartridges
Long, skinny casings with a pointed metal tip, used in longer guns or more serious armor piercing weapons. The ammunition of this type is sold at a premium, much higher then a bullet, so automatic rifles that use this type tend to focus more on stopping power and accuracy then spray-and-pray bullet weapons. Cartridges have lower capacity then bullets, but great damage to compensate.

[1] K-Tech Custom Tool Cartridges. Founded by a species from the island-chain world of Kullergia, hence the K in the name. Despite incredibly attention to detail and technology, they're very overpriced. The bullets are incredibly uniform and make for easy loading and rarely are there any duds, but the price is much higher then other cartridge brands without much to show for it.

[2] Game Wardens. Used primarily by the wilderness explorers and settlers outside of the main city. Have a reputation as a rugged, dependable brand. Everyone out there has a story of finding a fallen case of these out in the woods and having them still working fine, saving them from the horrors in the forest so they swear by them. Boxes often placed out near heavily traffic areas by the company to contribute to their mythological status.

[3] Ricky Slims. Really shitty brand of cartridges, leave gray dust inside your gun barrel after even light use. Very cheap. Said to secretly be made by stretching out bullets and filing the tips into points, contributing to their poor quality. The owner of this brand is always looking for young city slickers to help him take care of his many neglected, monster infested properties.

[4] Heartless Rounds. These bullets are sharpened and made into tips with hollow points. When they enter the body, they split and shatter causing immense internal damage. In game rules there is no change to damage, but trying to heal the wound with field first aid is impossible. Requires a doctor to heal wounds caused by these.

Payloads
Short, fat, round ended munitions with an explosive charge. The explosive power of a payload is rather small, but simply having an explosive weapon is of great value to many in this city. Far more expensive and heavy then any other kind of ammo. Known to be extremely dangerous, as gun jams with this type of ammo will cause an explosion.

[1] Showtime Cases. These payloads are made by an absolute madman on Dazzle street- combining colorful fireworks with explosive weaponry. Firing these creature the same whistles and pops as a firework, but send out hot sparks along with the explosive bang to hurt anyone nearby. Could be fired into the air for a make-shift fireworks show, but not recommended.

[2] Auntie Jiyya's Hard-Boiled Eggs. Named firstly for their white paint job, and secondly for a legend of Garden City. Auntie Jiyya was a woman who killed a rampaging 45 ft tall beast by lobbing grenades into its mouth. The makers of these have no relation to the woman and it is said she's a homeless crazy person now, many years after wasting her fortunes and fame.

[3] Rainmakers. Even heavier then a normal payload, this one is said to be filled with some ball bearings and metal shrapnel to improve the deadliness of the blast, but as a side effect has less powder for a weaker explosive. Known mostly for the falling spray of metal after each use which sounds like a heavy pinging rain, hence the name.

[4] Terroll Charges. So named for a highly flammable, sticky substance like napalm shoved into each payload; these weapons are capable of starting fires if detonated near flammable objects or even people with close hits. The maker's secret ingredient are special imported mushrooms in his basement, which he keeps a secret from everyone as to not steal it. Deal additional damage from fire, fire spreads.

Other Ammunition
While almost all guns in Garden use the above standard ammunition for normal use, a few special weapons require unique ammunition and special weapons makers have created their own unique ammunition types.

Electric Gel Capsules. Launched in unison with a bundle of wires to transfer a current. When charged; the capsule pulses for half a second before exploding outwards in an electrical explosion that causes electrical blackouts to devices, stuns living creatures, causes minor antigravity on light objects, and many other strange anomalies. The electrical gel is made from a mix of ichor from giant thrips bugs and some strange substances found in the dangerous underground service tunnels between the city. The company who makes the capsules has to keep lying and searching for new gatherers constantly.

Acid Vials. Sold by a guy who lives in a sewer; vials that can be loaded into weapons that squirt out acid at close ranges. Used just as often to melt away padlocks as fired at enemies. It is possible to safely handle the acid if you soaked your skin in milk for a few minutes before touching the acid. Even a small amount of milk poured into a storage vial can neutralize the corrosive.

Ember Brand Flame Batteries. Created by a few scholars from a world where it was possible to use psychic powers to imprison raw elements in stasis; these beings wound up in Garden and are using their powers to suppor themselves. By trapping fire into a plastic and metal shell similar to a battery pack; the flame can be unleashed in a high energy form by the right weapon. These weapons fire lasers that can cut steel from the intense heat, and easily burn a hole through a man. Only their makers know the secret to reloading the cartridges.

Sunday, October 15, 2017

WASTED OSR Roleplaying Game

This is an OSR-ish dungeon crawling game based on the mechanics and setting of the Adult Swim Game WASTED- A post Apocalyptic pub crawler. Look, it even has Crawler in the name. Not only do I really enjoy this game on its own, but the system of gaining mutational hangovers from radioactive alcohol deep within Coolers fascinated me. 

Oldschool Dungeons and Dragons had the similar concept, going into dungeons to become more powerful, and created a weird gameplay style where you might get involved in politics and warfare but the only way to get personally stronger is from dungeon delving. This game takes that idea and refines it for an in-universe reason for it.

In the 1980s, the world was consumed by nuclear war between the United States and the USSR, destroying all civilization. The smartest, richest, and most politically connected men and women sought to stay off the devastation by cryogenic freezing in the Cool-Air bomb shelters. Unfortunately, a radiation leak failure killed and mutated all within the Cooler's, and now only the stupid and violent wasters remain to carry on.

Welcome to the Western Wastes, the bombed out hell-hole that was once called California. There are many gangs and factions fighting for control of this place; trying to amass power in the form of wealth or might or influence.

But the most precious of all resources is locked up in the Cool-Air shelters; Booze. Radiation has infused the potent alcohol in the shelters, giving those who drink it mutational hangovers. Those who seek a drop of the good stuff are called Wasters. This is you, and what you're after.

Character Creation
First, roll your stats, then roll your character background. Stats are SHOTS

Shoot- Increases firearm damage and increases reload soak.
Hit- Increases melee damage and increases damage soak per combat encounter.
Oblit- Increases explosive damage and decreases explosive damage you take from traps.
Tinker- Increases energy weapons damage and increases your ability to craft and open locks.
Stealth- Increases the damage you deal on sneak attacks and how well you can sneak past enemies.

Roll 3d6 for each category. Each 6 is a +1, each 1 is a -1, the total is the stat's modifier.
 
Character Backgrounds
Your character has experience and a background from before they became a Waster. Roll 1d12

(1) Generic Raider
There are hundreds of tiny, insignificant raider gangs all over the Western Wastes. Mostly just an excuse to hang out and shoot at people, raiders are a common threat in the wastes to travelers and Cooler Runners alike.

Perhaps your gang was disbanded, absorbed by another you didn't agree with, or you just wanted to ditch your guys to find someone better to dive for Booze with.

Gain +1 Hit and choose a positive quirk for one of your starting weapons.

(2) Tater Farmer
Once, you tried to make an honest living. You farmed Taters, hunted mutants for their meat, crafted scrap and so on. Just to get your daily TP.

Your ranch was overrun by mutants, taken by raiders, maybe you lost your job or couldn't take the boring life anymore. You took your life savings, and became a Waster.

Gain +300 Starting TP

(3) Bartender
Alcohol is the lifeblood of the wastes, and you make it special. Most bartenders are from Barstown, and though the swill they create there isn't as good as the stuff deep in the Coolers, its still welcome to any strung out waster.

Perhaps you sampled too much from the tap over there and got kicked out, or maybe you're seeking some excitement or new tastes in the coolers.

You can attempt to identify the effects of a flask. The DM will secretly roll a 1d6. On a roll of 5 or 6, you'll know what the flask's buzz effect is. On a roll of 1 you'll get a misleading false positive. On a 2, 3, or 4, you won't learn anything.

(4) Culture Vultures
Some wasters value the old world more then others. The Culture Vultures are a gang of fashion-friendly raiders who like to collect, buy, and sell outfits and clothes from the past era, as well as anything else they happen to find.

You might have accidentally stained your leader's favorite shirt, or scavenging dead bodies for their clothing wasn't lucrative enough for you. You maybe just dreamed of finding a pristine outfit, wrinkle-free somewhere down in a Cooler.

You start with an outfit that grants +4 total stat points. It is ruined once you take damage to your health while wearing it. Plus start with +100 TP

(5) Road Couriers
The Road Couriers are a neutral gang all about delivering packages and mail throughout the western wastes.

You may have become too friendly with a gang that compromised your neutral position. Maybe you took something valuable from a package instead of delivering it, or maybe you just got thirsty after all that time delivering packages.

Gain +1 Oblit. and an unmarked brown box. Once per Cooler run you can open the box and declare what you had in it all along; limited to one supply item or a small amount of common ammunition.

(6) Cervezmen
Hailing from the South, in a land once called Mexico, the Cervezmen are conquers seeking to steal the military might of the old world and expand their reach into the Western Wastes. The Cervezmen are ruled by Coyotes; men who have been mutated by radiation in the military bases they raid. They wear luchadore masks, and are the most fearsome fighters of the Cervezmen.

Due to a distaste for war, greed, or maybe just looking one of the coyotes in the eye too long, You now fight for yourself.

Gain +1 to Shoot and you can speak in an Enchanted Tongue (Spanish)

(7) The Beez
When the bombs fell, a group of young girls called the Bella Scouts were trapped in Goner park, far away from the safety of the Coolers. They used their survival skills to scavenge and live after the bombs, and befriended the mutants of that place. Their rivals, the Dinner Party, have driven them to find new lands and a hive to call home.

You might have once fallen in love with a man, forbidden to the Beez. Maybe you tried to usurp the queen bee, or wanted to put your skills to your own use.

Gain +1 Stealth and +1 to reaction checks with mutant animals.

(8) Junk Dogs
The Junk Dogs are a gang who love technology and cheap electronics. They use energy weapons and are delving the Coolers for rare pre-war technology.

Perhaps you failed Saurabi training and were disgraced, or maybe you insulted the leader, Master Y. Maybe you stole some technology just for your own personal gain.

Gain +1 Tinker in the field and you speak a Heartless Tongue (Korean).

(9) New Skeleton Army
The New Skeleton Army, or just called the Skellies, is a loose organization of Raiders dedicated to wiping the S.O.B. presence from the Western Wastes once and for all. They operate in secrecy, most raiders gangs having a few agents as spies with true loyalty to the skellies.

Maybe your cover was blown and you left, or you just sort of are doing what you used to do- you never left the group. Skellies aren't exactly known for being principled.

Gain +1 Hit and you know a secret code phrase you can use to communicate to other skellies and ask them for aid. You're also expected to help others if they come to you.

(10) SOB Deserter
The SOB, or Syndicate of Buzzkills, is a religious, puritanical organization who wants to wipe out all Wasters and mutants. Anyone who drinks booze is considered only worthy of death.

The curiosity got the better of you. The moment the booze touched your tongue your time with the SOB was over. Or maybe you just didn't see eye to eye, either way you're dead to them.

Once per Cooler run you can summon forth the powers of Sobriety. You can do this to shrug off a negative buzz effect or to act lucid for one exploration turn once you get Wasted.

(11) Mutant
While not much of a background on its own, mutants aren't as common as they used to be due to less radiation in the more modern years of the Western Wastes. However, enough exposure can still make them.

You've mostly lived on your own already, perhaps you found a group of friends that can finally tolerate you, or you just seek the power of Booze. As a mutant, you have some kind of physical tell that is hard to hide, like a second head, a tail, strangely colored skin, and so on.

You are immune to, but not healed by, pools of radiation and radiation poisoning from mutant attacks. Plus start with +2 HP.

(12) The Chimps
Hailing from Patrolia, the Chimps are the remains of the pre-war police in California and still use modified versions of their armor and equipment. They have become a fierce and independent gang.

After being outed, losing your rank, or betraying the gang you may seek the wastes for your own benefit and a drink of that sweet Booze.

Once per Cooler run you can speak a command in an authoritative voice that weak willed raider or waster scum must obey. Plus, you start with a +1 piece of armor equipment.

Combat
Each round, you may make an attack. Roll your weapon's damage against the enemy you want to hit. Enemies have damage reduction in the form of armor (automatically reduces incoming damage by an amount equal to armor) and the rest goes to HP.

Whenever you take damage, you will also reduce damage taken if you're wearing armor and the rest of the damage can be soaked by using your HIT score. Each point of Hit you have, either naturally, from a buzz or hangover, or from equipment lets you absorb 1 point of damage per combat encounter. Once you run out of soak then the rest of the damage must go directly to health.

Your weapon and attack determines when you go in the initiative order;
1st – Stealth Attacks
2nd – Pistol-Type Weapons
3rd – Mutant Animals
4th – Rifle-Type Weapons
5th – Melee Weapons

When using firearms, you can shoot 3 times before needing to reload. Whenever you do, you gain reload soak, which lets you soak damage only from ranged weapons equal to your Shoot score. This is because you always dive for cover when reloading. You can also choose to gain your reload soak any round you don't attack or run at enemies. Melee attacks are not effected by this, so when enemies reload that's the time to get in close.

Energy weapons instead only need to 'cool off' for a round after rolling maximum damage. You do not receive reload soak when using energy weapons, but energy weapons have high damage.

Equipment
To purchase starting equipment, each character begins with 50x1d6 TP to spend.

Attire
SHOOT clothes- Any western, cowboy, mexican or action hero themed clothing. Adds a bonus to your Shoot stat while worn.
100 TP for +1 or 250 TP for +2

HIT clothes- Tough clothes like biker jacket, trucker flan, workout outfits and so on. Adds a bonus to your Hit stat when worn.
100 TP for +1 or 250 TP for +2

OBLIT clothes- Any types of clothes related to exposure to elements, or hazard protection gear. Adds a bonus to your Oblit stat when worn.
100 TP for +1 or 250 TP for +2

TINKER clothes- Scientific or nerdy clothing. Doctor's labcoat or patient smock, sweater vest, etc. Adds a bonus to Tinker stat when worn.
100 TP for +1 or 250 TP for +2

STEALTH clothes- Stealthy or secret agent themed clothes. Business attire, wetsuits, balaklava. Adds bonus to Stealth stat when worn.
100 TP for +1 or 250 TP for +2

Armor- Armor plating includes scavenged and left over bits of protection. You CAN wear +1 armor over an outfit, but the outfit gives maximum of ½ stat bonus. +2 armor = no outfit bonus.
200 TP for 1 armor, or 450 for 2 armor.

Weapons
Melee Weapons- Add your Hit stat to the damage roll for these weapons. Deals 1d6 damage.
20 TP for a negative quirk weapons, 50 TP for a normal weapon, and 100 TP for a positive quirk.

Firearms- Add your Shoot stat to the rolls for these weapons. There are many kinds, each with its own ammunition.
Pistols deal 1d6 damage. 50 TP for negative quirk, 100 TP for normal, and 180 for positive quirk.
Revolvers deal 1d8 damage, but have uncommon ammunition. 100 TP for negative quirk, 240 TP for normal, and 320 TP for positive quirk.
Shotguns deal 1d8 damage, but deal 1d4 at longer ranges then a single room. 80 TP for negative quirk, 160 TP for normal, 250 for positive quirk.
Automatic Rifles deal 1d6 damage; roll twice and take the better result. 120 TP for negative quirk, 220 TP for normal, 350 TP for positive quirk.
Sniper Rifles deal 1d10 damage, but cannot be used in close quarters. 150 TP for negative quirk, 260 TP for normal, and 400 TP for a positive.

Energy Weapons- Add your Tinker stat to the rolls for these weapons. All of them use Powerpaks to shoot, with charge drained equal to the bonus damage added to the roll. Overheat on a maximum damage roll.
Lasers deal 1d6+2 damage. 70 TP for negative quirk, 150 TP for normal, 240 TP for positive quirk. Pistol grip adds +40 TP to the cost.
Plasma deals 1d6+4 damage. Expensive shots. 130 TP for negative quirk, 240 TP for normal. 450 TP for a positive quirk. Pistol grip costs +60 TP

Explosives- Add your Oblit. stat to the damage roll for these weapons.
Mines are set up and will explode when enemies trigger them. Deal 1d10+2 damage. 150 TP for a single mine, 280 TP for a double pack.
Grenades are thrown and deal 1d6+1 damage to all enemies in a room or small area. 80 TP for a single grenade, 200 TP for a three pack.

Supplies
Ammunition
Pistol ammo- 20 for 10 TP
Revolvers ammo- 10 for 50 TP
Shotgun ammo- 10 for 30 TP
Automatic Rifle Ammo- 10 for 20 TP
Sniper Ammo- 2 for 30 TP
Powerpaks- Battery of 20 for 50 TP

Swill Flasks filled with highly strained, watered down alcohol from Barstown. Heals 1d6+level hit points, with a 3 in 4 chance of a negative buzz.
Each flask costs 150 TP

Medistim are special injected drugs that let you get over the effects of mutant poisoning, radiation sickness, and other negative effects. Will always remove a random buzz when used.
Each stim costs 100 TP

Rubber Duckies can be thrown to make a lot of loud noise and can be given to Mutamutts.
Each ducky costs 40 TP

Fanny Packs can be used as a way to easily carry flasks, ammo, or other goodies. You can wear up to 3 fanny packs at once.
Each fanny pack costs 100 TP

Can Openers can be used to try and open locked doors or containers in the Coolers. They pick 1d6 + Tinker points off the door's lock strength.
Each Can Opener costs 30 TP

Cooler Maps give a general overview of the Cooler's floors and their layouts.

Weapon Perks
Each weapon can have perks or quirks. These may be specific to the make and model of the weapon itself, since the actual brand or type of category the weapon is is kept vague in the rules, or it could be due to modification or deterioration of the weapon in the post-apocalypse's rough condition.

Weapons held by normal enemies or found on moderately deep Cooler floors will usually have no perks. Scavenged weapons or those found on rookie or recruit enemies will often have negative quirks, and weapons held by commanders or the most pristine caches of weapons in the deepest Coolers will usually have a positive perk or two.

Firearm Quirks
Positive
(1) Gain +1 reload soak.
(2) Deal +1 damage vs those using the same gun
(3) 1 in 6 chance to recover 1 ammo after fight
(4) Can shoot 1 extra time before reloading
(5) Can be used as 1d6 melee weapon
(6) Enemy morale checks get -1 against it

Negative
(1) Can shoot one less time per reload.
(2) Takes 2 people or an extra round to reload.
(3) Jams on first max damage roll.
(4) Deals -1 damage.
(5) Rattles; -1 Stealth while carried.
(6) Takes up double ammo on max damage roll.

Energy Weapon Quirks
Positive
(1) Overcharged; +1 bonus damage/ammo cost
(2) Ignores 1 point of armor
(3) High heat- 10 units to count as 1 can opener
(4) Energy Cycling. Uses no ammo roll of 1 or 2
(5) Enemy morale checks get -1 against it
(6) Silent Firing.

Negative
(1) 1 in 6 chance to break from melee or fall
(2) Loud whirring on startup, no sneak attacks
(3) Drains double battery on max damage roll
(4) Use 1d4 for damage roll.
(5) Overheat takes 2 rounds to cool off
(6) Requires 1 turn to replace batteries.

Melee Weapon Quirks
Positive
(1) Add +1 armor vs other melee
(2) Add +1 damage vs those holding guns
(3) Ignores 50% of armor
(4) Go one initiative step sooner (Rifle-Type)
(5) Deals +1 damage vs mutants
(6) Counts as 1d8 damage roll

Negative
(1) Breaks on maximum damage roll
(2) Go after other melee weapons.
(3) Counts as 1d4 damage roll
(4) Guns deal +1 damage against you
(5) Energy weapons deal +1 damage against you
(6) Looks stupid and people make fun of you
Alcohol
There are two types of alcohol that you will encounter. The first are flasks. Flasks heal and grant buzzes, which are semi-permanent effects that last until you finish a Cooler run. The Swill Flasks in town are much weaker and have more negative buzz effects then the ones you'll find in the Coolers.

The second type of alcohol is Booze. Booze glows a bright green color and can only be found in the Coolers. The ones nearer to the surface tend to have weaker effects then the ones deeper in. Booze makes you WASTED and grants permanent Hangover effects. These mutational effects are, according to the New Skeleton Army, the next stage in human evolution.

Cooler Flasks heal 2d6 + level and have a 50% chance to grant a positive or negative flask effect.

Whenever you drink Booze, count the healing as the same as a Cooler flask but you get a Hangover instead, and become WASTED

WASTED
Once your character drinks Booze and becomes Wasted, the player controlling that character is no longer allowed to look at the party's map. Booze's effects are very powerful and people remain Wasted for days, unable to remember anything. Once the entire party is Wasted, you'll wake up at your stronghold with your newfound powers.

Buzz Effects
Positive
# Roll
Negative
+1 Armor
1
-1 Armor
+1d4 Random Stat
2
-1d4 Random Stat
Float a few inches
3
Constant sneezing
Mutamutts ignore
4
-50% Radiation Res
Find +50% TP
5
Find no TP
Random Hangover
6
Must chug 1st Booze
Ignore bad quirks
7
Ignore good quirks
+2 to saves
8
First save auto-fail

First Time Hangovers
Gain +4 maximum health and Roll 1d10. The idea behind these Hangovers is that the first time one is stronger and redefines what your character is all about, and you have to chase that dragon with further hangovers that are still useful.

[1] Brawler's Beer
You gain +1 Hit. If you rush at people or objects you deal +1 damage with unarmed attacks. Deal +3 damage instead of you're obese.

[2] Lightweight Lager
Gain +1 Stealth and you no longer trigger floor traps, but take +2 damage from melee attacks.

[3] Gunner Gin
You can spend double the normal ammo amount to hit up to 3 enemies with a firearm attack.

[4] Survivor's Sake
The first time you would take lethal damage in a Cooler, you instead slump to the floor for 1 exploration turn before getting back up again with 1 hit point.

[5] Apocalypse Ale
You always receive a minimum of +1 stat bonus from your outfit, even when ragged and worn. You also can make any weapon, no matter how worn, function but it will have a negative quirk.

[6] Cinder Cider
Gain +2 Oblit and all of your fire based attacks light enemies up, dealing 1d4 damage per turn.

[7] Pupae Pilsner
The first time you take damage on each Cooler floor, you release 1d6 Mutapupae that seek out and attack, slow, and poison enemies. You can also release them by injuring yourself freely.

[8] Wicked Whisky
You deal +1 damage with all weapons. Little children and mutamutts are afraid of you.

[9] Techies Tequila
Gain +2 Tinker and you have an innate sense for the purpose of old complex technology.

[10] Reaper's Rum
Gain +1 Shoot. If you killed something with a gun last round, gain +1 Shoot this round.

Subsequent Hangovers
After your first Hangover, all further Hangovers have basic effects.
Gain +2 maximum health and Roll 1d8

[1] Increase or improve the power of your first hangover's ability.

[2] Gain +1 to a stat of your choice.

[3] Once per Cooler run your body can act as a medistim; letting you remove a poison effect. You can also choose what buzz you lose with this.

[4] Your Unarmed attacks deal 1d6. Each time this is gained, it goes up a die size. 1d6 → 1d8, etc.

[5] You no longer take damage from radiation or mutant radiation poisoning. If gained again, you gain a minor mutation.
Each time after, you gain yet another minor mutation or improve old ones. If you were already a mutant you skip the first two steps and go straight to new/better mutations.

[6] Permanent +1 to reaction checks

[7] When at full life you have +2 damage soak per combat encounter.

[8] Gain 1 armor vs a random damage type.
Roll 1d6-
  1. Bullets
  2. Melee Weapons
  3. Mutant/Natural Attacks
  4. Energy Weapons
  5. Explosives
  6. Fire
Characters can have a maximum of 9 Hangovers.