BRP Character: Sergeant Frank “Nails” Braddock

Wherein your humble scribe presents an NPC for use with Basic RolePlaying.

Like his nickname, Sergeant Frank “Nails” Braddock is as tough as they come. But it’s not easy being a squad leader in November Company – not with the Desert Fox panting down your neck and the sand and heat dogging your every step. Still, just like his pop before him, the son of Colonel Nathaniel “Tombstone” Braddock knows that man’s gotta do what a man’s gotta do. And in 1943 that means that brave men must do their part and stand up to the Axis so that world can be made safe for truth and justice.

STR 14 CON 16 SIZ 11 INT 12 POW 10 DEX 10 APP 13
Hit Points 14 Major Wound 7 Power Points 10

Damage Bonus: +1d4
Weapons: Rifle 70%, damage 2d6+2
Revolver 70%, 1d8
Fist 70%, 1d3+1d4
Grenade 55%, 4d6
Armor: none
Skills: Brawling 70%, Climb 60%, Command 35%, Dodge 75%, First Aid 55%, Firearm: Rifle 75%, Firearm: Revolver 65%, Gaming 32%, Grapple 60%, Heavy Machine: Tank 40%, Heavy Weapon: Machinegun Turret 22%, Heavy Weapon: Tank Gun 22%, Insight 25%, Jump 45%, Knowledge: Military History 20%, Language: German 25%, Ride: Horse 30%, Sense 30%, Spot 40%, Status: Army 45%, Stealth 30%, Swim 45%, Throw 55%

Barbarians of Heavy Metal Design Diary 7

Hi folks, Nathaniel here again for my weekly BoHM update. The conceptual design is moving along quite swimmingly and I’d like to thank TVP again for letting me host this Diary on his blog. It has been very useful for gathering my thoughts and getting feedback on them. Now onto…

THE GM SECTION

Any GM section must do three things:

1. Instruct GMs in their duties and provide examples of running the game.

This is pretty standard stuff and doesn’t require a lot in the way of explanation. Tell them their role, show a few examples of play, etc. What a lot of modern games fail to do, however, is to emphasize the total freedom the GM really has to make stuff up on the fly and how to play fast and loose with the rules. I plan to approach this discussion from the old school ‘Rulings, Not Rules’ approach, and provide ample examples of that as well.

2. Provide tools for managing the game.

Those of you who are familiar with Barbarians of the Aftermath will know that I favor utility and love to automate the GM’s duties wherever and whenever possible so the contents of this section should be of little surprise to you.

The Force Generator: A series of charts to generate anything form small groups of bandits to full on military forces, PC and NPC alike.

The Mission Generator: An adventure generator for creating missions, their objectives and a random event table that will spice up any mission.

The Stellar Generator: For developing a Star System, it’s planets and their resources. For those who have seen my Planet and Alien generators in the DW:AiTaS Aliens & Creatures supplement, you’ll have some idea of what it will look like (only more Metal of course).

The Petty Kingdom Generator: For creating a feudal empire, including it’s political resources, for both PCs and NPCs. The Stellar Generator can then be used to flesh out the individual systems.

3. Provide ideas on adventure design and adventures to get them started.

Discussion of creating an adventure will be approached from the ‘less is more’ school of thought, with outlines and brief write-ups being the basic building block of BoHM adventure design. This will encourage GMs to approach the game from the ‘Rulings, not Rules’ perspective I mentioned earlier.

Along with that, I will be introducing the ‘Campaign Album’ approach to adventure design for BoHM. Basically, I’ll show how to take any record and turn it into a short campaign with the song titles being used as the basis for short adventures within the campaign. To illustrate, I plan on using the Warp Riders album by The Sword as an example, providing a general outline and adventure seeds for a campaign set on Acheron (assuming I can get The Sword’s blessing to do so). Of course, it’s easy to make a campaign out of a concept album like Warp Riders, but it also is the best example of a BoHM style campaign that I can think of.

To sum up: the GM section is about providing GMs not only with the right tools to run a game, but the right attitude as well: BoHM isn’t about endlessly poring over rules and details, its about grabbing the game by the balls and using it to rock & roll…

Up Next: Warp Ships (no, really, I mean it this time)…

BoL Bestiary: Hueyacoatl – Giant Snakes Of Tlactoztlan

With a tip of the hat to Jeff Mejia of Evil DM Productions for his outstanding work in the BoL version of Legends of Steel, I present the Giant Snake (Tlactoztol variants).

From the tall grasses of the plains, to the dark depth of the jungles, to the fetid swamps, and sometimes even in the sewers and catacombs beneath the cities – cold-blooded death awaits the unwary in the lost valley. Whether striking with poisonous fangs, constricting with powerful muscles, or killing freely with both approaches, Hueyacoatl – the giant snakes of Tlactoztlan – pose a serious threat to human and animal alike.

Hueyiztlacoatl (Giant Venomous Snake)

Hueyiztlacoatl venom is a neurotoxin that impedes muscle movement, including the functioning of heart and lungs. Victims of a Hueyiztlacoatl bite must make a Hard Strength-based task check or be paralyzed for one hour. At the end of the hour – if the victim has somehow not been consumed by the snake – a second task check, of Tricky difficulty, must be made. On a success the victim shakes off the effects of the poison and recovers. On a failure, however, the victim expires.

Attributes
Strength 4
Agility 3
Mind -2

Combat Abilities
Attack with Bite +2; d6+1 + poison
Defense: 2
Protection: none
Lifeblood: 25

Hueyaquilpicoatl (Giant Constrictor Snake)

A victim of a Hueyaquilpicoatl’s constriction attack may attempt to break free each round after the initial successful strike by making a Strength-based task check with the snake’s own Strength as a negative modifier. You might want to spend a Hero Point on that, son.

Attributes
Strength 6
Agility 1
Mind -2

Combat Abilities
Attack with constriction +1; 2d6
Defense: 0
Protection: d3-1 (tough hide)
Lifeblood: 35

Miquiztlicoatl (Giant Venomous Constrictor Snake)

Miquiztlicoatl show an almost human level of intelligence and appear to delight in tormenting their victims. See above for information on venom and constriction attacks.

Attributes
Strength 5
Agility 2
Mind -1

Combat Abilities
Attack with Bite +1; d6 + poison
Attack with constriction +0; 2d6-1
Defense: 1
Protection: d2-1 (tough hide)
Lifeblood: 30

BoL: The Great Cities Of Tlactoztlan

Tlactoztlan Map

Much has been discussed about the inhabitants, both human and otherwise, of Tlactoztlan. But so far, little has been revealed of its nature. Below are some verbal sketches of the three major Tlactozotl cities as well as an indication of things that are frequently seen in those cities.

The current map of Tlactoztlan is reproduced here for reference. Click on it for a larger version.

Xotepeclan
The Capital city of Tlactoztlan, Xotepeclan is a teeming metropolis at the foot of Cuhtlipocapetl, a smoldering but dormant volcano. Temples and royal palaces dot the skyline of Xotepeclan, with multiple markets scattered throughout the city.

Common sights within Xotepeclan include:

  • A royal procession featuring King Cuhuitlazcaltiacapan
  • A royal procession featuring a lesser noble
  • Eagle Knights en route to an audience with the king
  • Texotli traveling intently from one temple to another
  • Merchants haggling in the market, or offering their wares to passersby
  • Coztli patrolling the city, on guard for criminals
  • Commoners bringing their produce to market
  • Izatacli relaxing by a fountain, discussing the nature of the universe
  • Jaguar Warriors recruiting Coztli to join their ranks
  • A group of performers from the house of song and dance
  • Servants of Nezatl Xomec, up to no good

Tecali
Called the City of Temples, Tecali is the spiritual capital of Tlactoztlan. Countless temples to the innumerable Tlactozotl gods rise along the shores of Lake Xiachitlatl, the tallest of which afford a view of Xotepeclan to the northwest. Nearly as large as the Capital itself, Tecali is a bustling center of trade, knowledge, and, occasionally, danger.

Common sights within Tecali include:

  • The Great Tlatoani, high priest of Huitzilopochtli, leading a sacrifice ceremony at the great temple
  • Priestesses of Xochiquetzal blessing young lovers with flower garlands
  • Priests of Chicomexochtli overseeing a group of painters working on a codex
  • Priests of Ixtlilton tending to the sick
  • Priests of Itzlacoliuhque receiving shipments of obsidian from traveling merchants
  • Priests of Tlaloc listening to the entreaties of famers in need of rain
  • A group of traveling merchants waiting to be blessed by priests of Yacatecuhtli
  • Coztli nervously standing guard outside the temple of Xipetotec
  • A street festival with costumed dancers and poetry recitals
  • A group of slaves being lead to a temple where they will be sacrificed to please the gods

Quanoac
Nestled within the hills that separate the northern and southern jungles of Tlactoztlan, Quanoac is renown as the center of Tlactozotl artistry and commerce. Here, with easy access to natural resources and precious metals, artisans from across the lost valley set up their workshops and storefronts, selling to traveling merchants, minor nobles, and free commoners alike.

Common sights within Quanoac include:

  • A group of merchants engaged in a bidding war over a particularly spectacular work
  • Miners delivering cartloads of ore and semi-precious stones to the largest artisan houses
  • Women dyeing fabrics in an alley behind a shop
  • Children playing “the bartering game” in a public square
  • Young couples strolling through the city, dressed in fine new clothes for their weddings
  • Toothless beggars and street urchins begging for alms
  • Coztli collecting taxes from a newly arrived traveling merchant
  • Izatacli in deep discussion with artisans regarding talismans they need created
  • Commoners being whipped for purchasing or wearing clothing adorned with feathers

Traveller: The Cat Is In The Bag

Wherein your humble scribe presents a group of three characters for (classic) Traveller. All of these were rolled up by-the-book from Book 1: Characters And Combat.

Kicking around the ‘roids of Emental in the Claybourne Subsector after mustering out, this group of relative striplings are in desperate need of a patron. But what can an army sawbones, the troubled young woman he got booted from the service for, a jarhead grease monkey, and brainy ex-scout do to earn an honest living?

Well, there was that fancy guy at the starport casino, talking about needing help recapturing the grex panthera (or whatever he called it) that had gotten loose from its enclosure at his villa. That didn’t sound too difficult. Sam and Roy should be able to figure out the best way to tranquilize the thing, and Allan can certainly solomani-rig some kind of trap if need be. And Noemi? Well, maybe she can keep that sissy noble company by showing him just how grunts play cards. Really, what could possibly go wrong?

Samuel Lazarus
994694 Age 22 1 Term (Service: Army, Final Rank: Captain)
Rifle-1, Medical-3
Cr5,000

Noemi Gaccione
894577 Age 22 1 Terms (Service: Army, Final Rank: Lieutenant)
Rifle-1, SMG-1, Gambling-2
Cr10,000

Allan Kamin
699684 Age 30 3 Terms (Service: Marines, Final Rank: Captain)
Cutlass-1, Mechanical-3, Brawling-1, Gambling-1
TAS
Cr20,000

Roy Boatright
77AA78 Age 34 4 Terms (Service: Scouts)
Pilot-1, Navigation-2, Vacc Suit-1, SMG-1, Jack of All Trades-1, Mechanical-1
SMG
Cr40,000

BoL Bestiary: Xotlatocazatl – Giant Centipedes Of Tlactoztlan

Somewhere in the world lies the lost valley of Tlactoztlan. The strange natives of this hidden place practice human sacrifice, pray to bizarre gods, adorn themselves with brightly-colored feathers, and – it is rumored – live in cities made of gold. Only the bravest and luckiest adventurers find their way to Tlactoztlan!

Deep within the jungles of Tlactoztlan there are giant red and black centipedes, some measuring well over 4 feet long. These horrifying predators possess a deadly, necrotizing poison which continues to harm those it has afflicted for days after they have been bitten.

Xotlatocazatl, as they are called in Tlacuatl, live primarily on the floor of the jungle, nesting under stones and dead wood, as well as inside logs. They do occasionally climb high into the canopy in search of prey, and sometimes drop form branches to ambush unwary travelers.

Anyone bitten by a Xotlatocazatl must make a Tough Strength-based task check when the adrenaline of combat has cleared his or her system. Failure indicates that d3 of damage is dealt from the poison. Success results in only a single point of damage. Twenty-four hours later a new Strength-based task check, which will either be Tough (if the initial check failed) or Hard (if the initial check succeeded). Failure of this check again results in d3 damage, while success yields a single point of damage. This cycle continues every twenty-four hours, with the task check becoming progressively easier after a successful check (up to Moderate difficulty) or remaining at the difficulty level of the last successful check. Once a character has succeeded in four successive task checks the poison ceases to be damaging.

Damage done by Xotlatocazatl poison cannot be healed by any normal means until the poison has been purged from the victim’s system.

Attributes
Strength 1
Agility 2
Mind -2

Combat Abilities
Attack with Bite +2; d3 + poison
Defense: 1
Protection: d2-1 (chitinous hide)
Lifeblood: 8

LL/AEC Rogues Gallery: The Sisters of True Desire

Wherein your humble scribe presents what might be an Adventuring Party for Labyrinth Lord/Advanced Edition Companion. These characters are all 1st level, were granted maximum HP (Advanced Style), and have a bare minimum of equipment. They were all created with 3d6 for stats, more often than not in order. And, as is now commonplace, they all have some snappy headgear.

Sent forth from their sacred temple in the Wieghorst mountains by the high priestess of Lofn, the goddess of forbidden love and illicit unions, the Sisters Jytte, Anne-Lis, and Rakel are on a mission to convince the great Jarl Valdemar that his seven sons should be allowed to marry the women of their choosing, rather than the “proper” brides the Jarl will soon announce he has selected. The brothers Lundgaard, favorites of the clergy of Lofn for their strict vows of non-alignment, serve as the Sisters’ guardians. Unbeknownst to these travelers, agents of Markgreve Torbjorn – whose seven daughters are the most likely candidates for official selection as brides – pursue this band and aim to prevent them from ever reaching the halls – and ears – of Jarl Valdemar.

Sister Jytte / Human Cleric 1 CG
Head Gear: A heavy, fur-lined hood
STR 8 INT 12 WIS 16 DEX 9 CON 13 CHR 12
HP 9 AC 4 Gold 43
Mace, Sling & 10 bullets, Chainmail, Shield, Silver Holy Symbol
Cleric Spells: Create Water, Cure Light Wounds, Resist Cold

Sister Anne-Lis / Human Cleric 1 CG
Head Gear: A heavy, fur-lined hood
STR 11 INT 8 WIS 14 DEX 13 CON 9 CHR 15
HP 8 AC 3 Gold 3
Mace, Sling & 10 bullets, Chainmail, Shield, Silver Holy Symbol
Cleric Spells: Cure Light Wounds, Detect Magic, Resist Cold

Sister Rakel / Human Cleric 1 CG
Head Gear: A heavy, fur-lined hood
STR 6 INT 10 WIS 13 DEX 8 CON 9 CHR 14
HP 8 AC 5 Gold 13
Mace, Sling & 10 bullets, Chainmail, Shield, Silver Holy Symbol
Cleric Spells: Protection from Evil, Purify Food & Drink, Resist Cold

Mogens Lundgaard / Human Fighter 1 N
Head Gear: A “bear face” masked helm
STR 16 INT 15 WIS 7 DEX 9 CON 11 CHR 10
HP 10 AC 4 Gold 57
Battle Axe, Hand Axe, Light Crossbow & 10 quarrels, Chainmail, Shield

Niels Lundgaard / Human Fighter 1 N
Head Gear: A “bear face” masked helm
STR 14 INT 11 WIS 10 DEX 16 CON 11 CHR 11
HP 10 AC 2 Gold 34
Spear, Hand Axe, Light Crossbow & 10 quarrels, Chainmail, Shield

Barbarians of Heavy Metal Design Diary 6

Editor’s Note: The following post is from Nathaniel, he of Barbarians of the Aftermath and Barbarians of Heavy Metal fame. It should indicate that right up there below the title. I just wanted to make sure that everyone knew he wrote this, not me 🙂

THE RULES (PART 2) – EQUIPMENT

Ok, so I promised info on Warp Ships and interstellar travel. Unfortunately (on fortunately from my point of view) Aaron Smith has pointed out a number of good additions to my basic concepts and pointed out a few flaws as well, and as our conversation on the subject is still ongoing, I’m going to give that a miss for now and talk on the equipment of the setting instead.

Equipment in the 31st century will fall into the same four categories as BotA: Common, Uncommon, Rare and Unique. This is to not only keep them inline with the alchemy structure set forth in BoL but to make the ability to exchange equipment between the three games easier. So if you want a Stratoblaster in your BotA setting or a plasma gun to turn up in Lemuria, you’re set.

The biggest difference will be that the various categories also describe what knowledge has been lost to the people’s of the future after the widespread destruction of the 1000 Psychic Wars that tore the galaxy apart and reduced the once great Earth Empire into a collection of petty kingdoms and warring factions. The categories are:

Common: Items that are easily reproduced using the common level of technology available to those in the Dark Ages. This is the highest level of availability on barbarian worlds for the most part, although the occasional ‘hero’ finds, or is given a ‘weapon’ of the gods which might be of any tech level.

Uncommon: Items that are easily reproduced using the common level of technology available to the 21st century. This is the highest level of tech on most common worlds.

Rare: These items can only be reproduced with knowledge possessed only by Monks or the Sisterhood and are typically only available to the extremely wealthy or well-connected individual. Although basic maintenance can be carried out by highly skilled Roadies, repairs and replacement can only be done through a representative of the Church. This includes basic Titan Parts and most advanced equipment of the 22nd or later centuries.

Unique: These knowledge behind these items was lost in the 1000 Psychic Wars. There are still automated factories (AIFacs) that produce these items in limited quantities and these factories are highly prized targets for raids and invasions, although no one dares to harm them for fear of Excommunication by the Church (which means no technical assistance, no warp flight and no high tech goodies). Only the most skilled Monks and Sisters can do basic repairs on these items, but they are so advanced that even the Church holds them in awe as relics of  religious significance. This includes key parts of Titan function, high energy weapons, the Harmonic Forks that power sonic technology and, of course, Singularity Generators.

Technology can vary from world to world, with the main worlds of the Great Houses having modern 21st century style cities with a smattering of Rare tech to feudal worlds where the slave-peasants have cell phones and heavy equipment for farming but are only permitted primitive pre-gunpowder weaponry and live in primitive huts with no electricity. Barbaric worlds on the fringes of the metalsphere might not even know there is a universe outside their world and still carry on like a bunch of Dark Age savages, occasionally visited by ‘gods’ in ‘sky chariots’ who trade ‘magic weapons’ to them for raw resources (like Acheron).

One of the signature pieces of BoHM equipment is the Harmonic Fork. It makes everything from musical weapons to communications gear to  Warp Ships possible. They are incredibly tough, surviving the destruction of their host technology many times, and are highly sought after as, even though each fork has a specific tuning that gives it a specific functional specialty, they can be used interchangeably in almost any piece of sonic equipment and can even give primitive equipment special abilities (like the Vibrosword or the Harmonic Arrow) with a little work.

The other signature piece of equipment is the Titan. While many of the systems are within the scope of skilled Roadies to maintain, some of them can only be attended to by Monks and the critical systems like the neural net gear, artificial musculature and high energy weaponry cannot be recreated and must be scavenged or purchased from one of the remaining AIFacs at incredible cost. Titans were covered in the previous Design Diary, but just think about giant fighting robots pimped out by metalheads and you’ll get the general idea.

Another signature piece of equipment, and one that is essential to the central thematic thrust of the game, is the sonic weapon. Each weapon is a work of art, hand crafted by the monks of the Great Church and is a highly cherished heirloom of great power. They function as normal instruments in most cases, but by taking the safeties off and engaging their internal Harmonic Forks, they can create vibrations in reality that can alter moods, cause unreasoning terror, give unique abilities like flight to the user or just blast away at one’s mortal enemies. I’ll talk more on these in the Diary on Musical Duelling.

BoHM will use the firearms rules from BotA, including ammo checks, Penetration and all the rules for explosive ordinance. This will make it easy to transfer weapons back and forth from one game to the next. Vehicle construction and vehicle equipment will be different in BoHM to fit into the new vehicle combat rules for Titans in this game, but there should be minimal work needed to convert for use with either system.

Purchasing Equipment will be handled differently to BoTA, with your careers determining what you are likely to start out with at character creation. Almost everyone will receive some sort of close combat weapon, for instance, but only Titan Riders will have access to Titans, and their rank will determine the size and functionality of that Titan. Every PC will have the option of taking a Sonic Weapon, of course, because not allowing them to would make me incredibly un-metal in the eyes of the Inquisition, who would see me reduced to the rank of slave, as death would be too good for me.

The rules for purchasing equipment will only really concern really useful manufactured stuff and weapons, as it is assumed that everyone has a ‘Credit Pick’ that will allow them to eat, drink and otherwise supply themselves at a particular level based on their highest career. So Nobles will always be able to spend the night in the swankiest joints a planet has to offer, but the Barbarians will likely end up sleeping outside and Scavengers will be eating out of dumpsters. Of course, if you are out on a mission and stuck far outside your supply line, you’ll be thanking your Patron Saint that you have a Barbarian or Scavenger along for the ride…

Next Up: The GM Section…

BoL Foes: Eagle Knights & Jaguar Warriors

Eagle Knights & Jaguar Warriors (Cuauhtli and Ocelotli in Tlacuatl), though representing two distinct orders within Tlactoztol society, ultimately serve very similar roles and are often considered sides of the same coin both inside and outside the lost valley. These two groups are primarily comprised of older, accomplished soldiers of noble birth, though truly valiant or noteworthy commoners are occasionally elevated into their ranks. To attain true membership in either the Eagle Knights or the Jaguar Warriors, a warrior (regardless of supposed birthright) must have successfully taken no less than four significant opponents alive in battle.

Despite their efforts to claim certain additional rights and assert themselves within Tlactozotl politics, these two groups have no true authority of their own and function more as “open” secret societies or fraternal orders than as actual power blocs. This in no way diminishes their role during time of war, nor does it make any particular Eagle Knight or Jaguar Warrior less dangerous a foe.

Both Cuauhtli and Ocelotli forego the traditional yellow-feathered headdress worn by the Coztli (the warrior caste of Tlactoztlan) in favor of their own order’s preferred helmets, which resemble the heads of their respective avatars.

Essences
Lifeblood 12

Attributes
Strength 2
Agility 1
Mind 0
Appeal 0

Combat Abilities
Brawl 0
Melee 2
Ranged 1
Defense 0

Career
Soldier 2
Noble 1

Protection: 1d6-1 (quilted cotton armor & shield)
Weapons:
Macuahuitl (obsidian-toothed wooden swords) 1d6+3 (-1 to hit)
Atlatl (dart thrower) 1d6+1
Tepoztopilli (spear), 1d6+2

Traveller: Baby You Can Drive My… Hovercraft? Submarine? Helicopter?

Wherein your humble scribe presents a group of three characters for (classic) Traveller. All of these were rolled up by-the-book from Book 4: Citizens of the Imperium.

This group of well-educated, yet oddly not very bright, folks met after mustering out of their various careers on Hepaxion in the Claybourne Subsector. They’re not entirely sure what they want to do with the rest of their lives, but between the three of them they have a good grasp on the mechanics of getting there. It’s only a matter of time before one of them reads a good idea that someone else thought of and works out how to put it into action. That, or some quick-witted patron will realize that his transportation needs are covered by this largely non-threatening trio.

Reuben Matusiak
4996B8 Age 34 4 Terms (Service: Bureaucrat, Final Rank: Assistant Manager)
Vehicle: Hovercraft-2, AutoPistol-1, Admin-2, Computer-1, Recruiting-1
AutoPistol
Cr130,000

Stefan Ozols
8764A6 Age 22 2 Terms (Service: Sailors, Final Rank: Lieutenant)
Water Craft-2, Demolition-1, Electronic-1, Communications-1
SMG
Cr30,000

Teresa Ballinger
8675C5 Age 38 5 Terms (Service: Flyers, Final Rank: Staff Major)
Air Craft: Helicopter-2, Survival-2, SMG-1, Medical-1, Admin-1, Gambling-1, Carousing-1
SMG, High Psg
Cr20,000