Monday, 7 March 2016

City of Thieves- A Heistbox System- Part 2

So, I was planning on having this system ready to playtest by the end of February. Sadly that didn't happen. While far from complete, in a week or two I may be ready for playtests. Here are most of the core mechanics of the game. Some crucial stuff is missing and it hasn't been edited for clarity, but I figured I'd throw an update up here, just to prove it's not another one of my half-abandoned projects. Considering I'm writing this as a replacement for my Hexcrawl game, I can't let it languish.

Resolution Mechanics

Players roll dice in two situations: When they are opposed and when they have a time constraint. For example, a leisurely drive during planning would not require a roll, but a car chase after a heist would.

Players roll a number of six-sided dice equal to the relevant skill plus the connected ability and keep a number of those dice equal to the ability. These dice are referred to as the dice pool. They add up the value of the kept dice and compare it to the difficulty. Rolling all 1s is a Catastrophe and has effects beyond failing accomplish the intended goal.

Certain factors such as planning, gear or circumstances can add or subtract from the dice pool.

The difficulty of a roll is set by the Game Master or the opponent of an opposed roll. The base difficulty for a roll is 9, but can be higher or lower depending on the circumstances of the roll. During an opposed roll, the opponent rolls first and the result of their roll determines the difficulty of the second roll.

Stages and Initiative


Stages:
A Job is divided into several Stages. The situation in a Stage determine its type and the type of Stage then determines what skills and actions are available to the characters within that scene. The stages are listed below, along with how long a round of that kind of stage lasts.

Prep: 1 day
Social Call: 10 minutes
Heist: 5 minutes
Action: 1 minute

If multiple scenes are taking place at once, start at the smallest unit of time and resolve until it reaches the threshold for the next highest scene. If a scene resolves before it exceeds the threshold then consider it a full round of the next highest unit of time. For example, 2 Heist rounds equal 1 round in a Social Call, but 3 Heist rounds equal 2 rounds in a Social Call.

Regardless of the Stage, characters may take two types of actions:
Bolster: Skip your turn, but add +1k0 to the next roll a character of your choice make. If they don't make a roll on their next turn, they lose this bonus.
Wait: Skip your turn with no additional effects.

Initiative

If multiple groups are competing or the order in which things happen is a factor in a given scene, then roll Initiative as a group. How the group rolls initiative depends on the scene they are taking part in. Listed below are the type of rolls required to determine initiative and their corresponding scenes

Heists and Prep: Brains+Planning
Social Call: It+ Size Up
Violence and Foot Chases: Muscle+ Athletics
Vehicle Chases: Fingers+ Driving
Once the group rolls for initiative, the Game Master gathers the totals from the rolls and writes them down from highest to lowest, marking which specific side of the conflict the value belongs to. These values create the Slots that characters then use to take their turn.
At the highest value, the person or people responsible for playing the owning faction choose a character to take their turn in that slot. Once their turn is over, it moves down to the next highest slot. Once all the available Slots have been used to take a turn, the round is over. Normally, each character involved in that specific conflict must claim a Slot each turn, however, members of the Crew have access to a Focus Round.

During a Focus Round, a particular character may claim as many slots as other players on the crew are willing to give them. A character may only take one Focus Round per session.


Abilities and Skills

Muscles: Violence and unsubtle physical actions

Shooting: Governs the use of firearms and other projectile weapons (Action)

Hand to Hand: Governs the use of unarmed and melee weapons (Action)

Athletics: Used from swimming, climbing, running, lifting, and all manner of physical activity as long as subtlety is not the main concern (Action/ Heist)

Intimidate: Influencing others through threats and causing fear (Social)

Resist: Used during violence to avoid damage by taking cover or dodging. (Action)

Explosives: Used for the production and implementation of explosives, planted or thrown. (Action/ Heist)


Fingers: Daring and subtle physical actions, technical skills

Driving: Use and control of automobiles and stormers in stressful situations (Action)
Cat Burglary: Used from swimming, climbing, running, lifting, and all manner of strenuous physical activity as long as the main concern is subtlety (Heist)

Palming: Pick pocketing and other sleight of hand tricks (Heist)

Sneak: The capacity to conceal oneself while not exerting oneself physically (Heist)

Lockpicking: Knowledge of how to force simple locks open (Heist)

Build: Construction or modification of spaces and devices (Prep)


Brains: Knowledge, Planning and Observation

Mysticism: Mastery of one of the great magical Traditions, as well as general information about arcane matters (Prep)

Planning: The capacity to perform research and run schemes (Prep)

Lookout: General situational awareness (Heist)

Safecracking: Knowledge of the methods used to force open safes (Heist)

Appraisal: The ability to assess the worth of valuables and to detect forgeries (Prep)

Forgery: Knowledge of how to create fake documents and valuables such as art (Prep)


It: Sex Appeal, Social Skills & Social Connections

Connections: Knowledge of potentially useful people, such as fences, and how to reach them (Prep)

Size up: The ability to identify potential marks and to get a read for their loyalties and intentions (Social)

Con: Knowledge of confidence schemes and skills relevant to their execution as well as the creation of disguises and false identities (Social/Prep)
Impress: Influencing people through charisma, talent or sex appeal (Social)

Manipulate: Influencing people through lies and trickery (Social)

Convince: Influencing people through rhetoric and persuading with the truth (Social)

Action Scenes

Violence

Getting The Drop:
If your target is unaware that you are in the same zone as them, you are able to get the Drop. You make a roll with Hand to Hand, Shooting, or Explosives versus the opponent's Training Score. If attacking with fists or a weapon with the Blunt tag, then this is a Subdue roll. If attacking with another weapon, then this is a Murder roll. In either case, add the bonus from any wielded weapon.

While getting the Drop is safer than Gang Warfare, there is still a strong chance of killing your opponent, even if that is not your intention. The goal of these rules is to set a middle group between the harmless knock-out punch seen in fiction and the reality of head injuries.

Subdue Rolls and their results:
Attacker Fails: Target is Aware
Attacker Succeeds: Target is Aware but Unconscious
Attacker Succeeds by 3+: Target is Dead
Attacker Succeeds by 6+: Target is Unconscious

Murder Rolls and their results:
Attacker Fails: Target is Aware
Attacker Succeeds: Target is Wounded and Aware
Attacker Succeeds by 3+: Target is Dead

If the target is Conscious and Aware they may attempt to Flee, which may begins a Chase of the relevant type, Call for Help, which raises the guards' Awareness Scores, or they could Square Up, which may start Gang Warfare. If the target is Unconscious but Aware, they know their attacker's description, although the use of disguises mitigate the danger somewhat.

When getting the Drop on multiple people, any result where the target is Aware or made with a firearm will also make the target's allies Aware.

Gang Warfare:
A measure of last resort for a desperate crew of thieves. Gang Warfare is when two or more people engage in combat where both sides are Aware of the other.
After rolling Initiative as outlined in Chapter 1 (pg XX). After rolling Initiative, everyone rolls Resist with any armour bonuses, and records the number as their Cover Score.
When the round reaches a character's claimed initiative slot there are several actions they can take.

Flee: The character moves to exit the Zone, Every slot between this action and the character's next action gets a chance to join in. If an enemy joins in, then a Chase begins. On the character's next action, they leave the Zone and the Gang Warfare.

Reposition: The character moves within the Zone. This may give them access to different gear or circumstances, but also allows a character to re-roll their Cover Score.

Attack: The character uses weapons or their own body to attempt to harm another character. The aggressor rolls Muscle+the relevant skill with their opponent's Cover Score as thedifficulty.
Skills useful in an attack are Shooting, Hand to Hand, and Explosives. Shooting and Explosives require specific gear to use in combat. If the character is in a vehicle, they can also make an Attack with Fingers+Driving, but must make another Fingers+Driving check to avoid crashing if the circumstances warrant it.
If a character attacks using the Hand to Hand skill, it is assumed they move the distance to their target as part of their Attack. They do not re-roll their Cover Score.
If the character is using the Hand to Hand skill and successfully hits, they can choose to Restrain. A Restrained character cannot Flee or Reposition on their turn. To break free from a Restraining character, the two characters may roll opposed Muscle+ Athletics.
Any Attack in which the aggressor's roll is not a Catastrophe reduces the target's Cover Score by 1. Exceeding the target's Cover Score reduces the value by however much the Attack exceeded the Score.
If the target's Cover Score drops to 0, then they become wounded and any leftover damage is the number of days until they recover.
If the target is already wounded and their Cover Score drops to 0, they are Dead.

Chases

Chases have two scales for Velocity, Speed and Muscles.
Speed is typically used when a vehicle can use its full capacity such as on a road with normal traffic. Vehicles have a set Speed rating. Certain characters, through the use of advanced technology or magic also have a Speed Rating. Their Speed is set by whatever means they obtained it.
Making rolls using Speed involves rolling a pool of Speed+Driving.
If a character is unable to use their vehicles full capacity, they roll Fingers+Driving and are considered to be traveling at Muscles velocity.
Similarly, if someone on foot is granted Speed but is unable to use it due to cramped conditions, they use their Muscle+Athletics and are considered to traveling at Muscles velocity.
Characters traveling at Muscles velocity roll Muscle+Athletics.

Chases begin with the sides rolling initiative as outlined in Chapter 1 (pg XX). Participants roll Resist with any armour bonuses, and records the number as their Cover Score. The GM then sets an initial Distance.
The Distance is how much ground separates the groups. Each chase has one Target and every other participant is considered a Pursuer. If there are multiple people in the Target group and they split up, chasing after each group of Targets is considered a separate Chase. A Target may consist of multiple people, as long as they are moving together. These classifications determine which actions are available to a participant.

Targets may, on their turn:

Attack: A character may attempt to Attack, as in Gang Warfare, during a chase. Attacking with a melee weapon requires a Distance of 0. Attacks against a Vehicle target its Body Score, attacks against a Passenger or Pedestrian target their Cover Score.

Accelerate: This action allows a character to increase the distance between them and their Pursuers. They make an opposed roll versus their Pursuers and if successful, increase the Distance by 1. If there are multiple Pursuers, then each group able to Close rolls. If in a vehicle, only the driver may Accelerate.

Shake: Characters may use this action in a variety of ways, all representing careful maneuvering as a means of deterring their Pursuers. If in a vehicle, only the driver may Shake. The most basic application is entering a crowded space. Participants in the chase then use the rules for cramped conditions. The target may attempt to surmount an obstacle. The Target sets a difficulty and rolls against it. Similarly, their Pursuers also roll against it. If the Target is successful, increase the Distance by 1. If the Pursuers are unsuccessful, increase the Distance by another 1. This action may also be use to dislodge someone who has taken the Board action. The Character rolls Fingers+ Driving versus the Pursuers Muscle+Athletics, if successful, the Pursuer is thrown from the Vehicle.

Escape: This action allows a character to leave a chase victorious. To escape, a character must have distance from their pursuers equal to the fastest Pursuer's Velocity Rating and be able to Accelerate.

Pursuers may, on their turn:

Takedown: Only available to Pursuers at Distance 0. Characters make the relevant opposed rolls. If the Pursuer succeeds, they end the chase, Victorious. If they fail, then Distance increases by 2. If the Pursuer performs a successful Takedown while on foot, they may immediately initiate a hold against a Target. If the Pursuer is in a Vehicle and successfully performs a Takedown, the Target is subject to an immediate Ram attack.

Board: Only available to Pursuers in Vehicles against Targets in Vehicles at Distance 0. This action allows a character to move from one Vehicle to another. The Pursuer rolls Muscle+Athletics versus their Opponents Fingers+Driving. If Successful, the Pursuer is always considered to be at Distance 0 to the target.

Attack: A character may attempt to Attack, as in Gang Warfare, during a chase. Attacking with a melee weapon requires a Distance of 0. Attacks against a Vehicle target its Body Score, attacks against a Passenger or Pedestrian target their Cover Score.

Ram: A ram is a special form of the Attack action, only available to the driver of a vehicle. If the Distance is a 0, then the Pursuer may attack using Fingers+Driving against the Body or Cover Score of the Defender, dealing damage as normal. The attacker's Vehicle grants a weapon bonus.

Close: This action allows a character to decrease the distance between them and their Target. They make an opposed roll versus their Target and if successful, decrease the Distance by 1. If in a vehicle, only the driver may Close. Additionally, if the Pursuer has a Speed Velocity Rating and the Target has a Muscles Velocity Rating, attempting to Close reduces the Distance to 0. On a successful roll, the Pursuer may also attempt a Takedown or Ram.

Fall Off: This action allows a character to leave a chase without having caught the Target. No roll is needed but in the case of a Vehicle, only the driver may perform this action.

Heists

Spots and Zones

Heists take place in a Spot. A Spot is a small area, no larger than a few city blocks. Spots are made up of Zones. Characters begin a Heist outside the Spot and Concealed.
Zones are spaces denoted by a character's ability to move from one point in the Zone to any other point within the span of a single Heist Round. Unless a Tag says otherwise, characters can move through a Zone without a roll, or with a Stealth roll if they wish to remain undiscovered. An Aware Guard in the Zone prevents a character from moving with Stealth.
Zones come with two qualifiers, Tags and Barriers.
Tags denote special circumstances that make a Heist more or less difficult.
Barriers divide Zones within a Spot. Barriers may have one or more Securities. Each Security has a Tag and a Score. The Tag denotes what kind of obstacle prevents movement between zones. The Security Score marks how difficult overcoming those obstacles are.

Zone Tags:
Hazardous: Movement in this zone requires either an Athletics or Cat Burglar Roll
Noisy: Stealth rolls are permitted against Aware Guards
Hidden:Rolls to discover the Layout of a Spot do not uncover the presence of these Zones. Discovering Zones with this tag requires a special roll as detailed below under the heading “Research”.
Crowded: Rolls made with Cat Burglar, as well any Subdue or Murder Rolls cause all Guards in the Zone to become Aware.

Barrier Tags:
Lock: Bypassing requires a Lockpicking roll
Vault: Bypassing requires a Safecracking roll
Height: Bypassing requires an Athletics or Cat Burglar roll
Structure: Bypassing requires an Athletics or Build roll

Guards
Non-Player characters present at the Spot with an interest in keeping people out of the spot or particular zones within it, and/or keeping them away from the Loot are designated as Guards. Guards are mostly built like regular characters, but have two Scores that determine their interactions on the Heist Time frame until they gain the Aware state.
Both of these scores are determined with the following formula:
Score= 3x Kept Dice +(1 per additional rolled die)
Awareness: Tied to the guard's Brains + Lookout Pool
Training: Tied to the guard's Muscle+ Resist Poll

In a Zone with multiple guards, use the highest Awareness score for all.

Research
Research takes place during the Prep Stage and lets the characters discover important information about the Heist. The standard skill for Research is Planning. Planning takes more time but doesn't require risks or payment.
Alternatively, a character may roll Connections to draw on their contacts. This halves the difficulty of the roll but you must pay 1 Reputation per roll made.
Another option, which also halves the difficulty of the roll, is a stakeout. In a stakeout, the characters roll Lookout against the difficulty of their Research goal, but also roll stealth against the Awareness Score of the Guard(s) nearest the edge of the Spot. Failure on the Stealth roll raises the Crew's Heat.

Layout: Base difficulty of 6 with +1 per zone.
Characters wishing to discover a Hidden Zone roll their research skill and declare they are looking for Hidden Zones. If the roll meets or exceeds the rating attracted to the Zones in the Spot with the Hidden Tag, the character discovers them as part of their research.

Mark: Identify people of interest to the Heist. The base difficulty for this roll is 25-(The Target's Connections Skill)

Itinerary: Learn the schedule of a Character or Spot. The base difficulty for this roll is 20.

Schemes
Planning can accumulate Foresight which acts as a specialized currency to be spent on Schemes
When using a planning roll to accumulate Foresight, the threshold for gaining 1 Foresight is 3
Each player can have a pool of Foresight equal to their Brains+Planning

Schemes
1) Ambush- Reposition a member of the Crew instantly within a Spot- 1 Foresight per Zone moved
2) Training- Add dice on action- 1 Foresight per rolled die and 2 Foresight per kept die added
3) Secrets- Allows someone to make a regular Connections, Planning, or Mysticism roll- 3 Foresight per roll
4) Cache- Spend Resources retroactively, if used to purchase gear, the character of your choice gains the items-1 Foresight per Resource spent
5) Blueprint- Add a Zone with the Hidden Tag between two other Zones-If the Zone connects to the edge of the Spot the base cost is 3 Foresight, if not, the base cost is 1 Foresight. In both cases, the cost increases by 1 per Zone the new Zone bypasses.
6) Switch- Allows someone to make a con schemes roll for disguises or a regular forgery roll- 3 Foresight per roll

Social Calls

Loyalties

Loyaties are representative of the ideals and relationships that drive your character forwards. Players have a maximum of 4 Loyalties, one of which is their Prime Loyalty. The Prime Loyalty is the most important connection your character has, something that they will only forgo under the most strenuous of circumstances. Loyalties are short descriptions, focusing on the person or idea and the type of relationship.
Some example Loyalties:

Hatred: Germans
Devoted: Spouse
Devoted: Crew
Hated: Police
Desire: Knowledge
Desire: Ruth the Flapper

Loyalties may be manipulated by others during Social Calls, either changing the regular Loyalties to something different, or switching one of their existing Loyalites with the Prime Loyalty. Characters may only alter one Loyalty per Social Call. A Character may alter one of their Loyalties in the same way at the beginning of a session. Characters can also use their Loyalties in two other ways.

Lean Onto: When Leaning Onto a Loyalty, you are using your connections, or the connections of another to add 1k0 to a roll. Leaning Onto your own Loyalties, you can apply the bonus from any Loyalty of immediate relevance to any type of action. For example, you could Lean Onto your Hatred of Police in a shootout, but couldn't add your Devotion to your Crew unless someone in your crew were threatened beyond the circumstances of the shootout such as being wounded. When Leaning Onto another person's Loyalty, you can only use it during social calls. Furthermore, if you are attempting to alter another character's Loyalties, you cannot Lean Onto the Loyalty you are attempting to alter. To put it another way, you can't use a person's love for their job to get them to take a bribe, but you could use their fear of their loan shark to get them to risk the job they love.

Lean Into: People refuse to compromise their morals, connections, and biases. Leaning Into a Loyalty is how a character can shut down an attempt to manipulate them. If an attempt at pushing an agenda goes against one of your Loyalties, you may Lean Into that Loyalty in order to deny the attempt. The exception to this rule is if someone is trying to alter that Loyalty. The character can still Lean Into other Loyalties that apply. For example: A handsome German man were trying to seduce a married woman. The German man attempts to alter her Loyalty, Devoted: Husband, to Desire: Handsome German. The married woman could not Lean Into Devoted: Husband, but could Lean Into Hatred: Germans in order to negate the pushed agenda.

Social Calls

A Social Call is when one or more parties attempt to push an agenda or agendas on others. This could be something like seduction, bribery, or running a confidence trick.

Social Calls use skills with the Social tag.

To begin a Social Call, roll Initiative as outline in Chapter 1 (pg XX). When you claim a slot on the initiative order, you may either attempt to Read Room, or Push Agenda. After players make their roll, and the results are determined, the group can roleplay however much of the interaction they like, with the goal of reaching the predetermined result.

Read Room: In order to achieve a goal, characters need to know who they need to talk to in order to make that happen. A character attempting to Read Room rolls Size Up versus their opponent's Size Up. If the aggressor succeeds, the character learns the identity of their target. If their opponent succeeds, the aggressor still learns the identity of their target, but the target also learns the presented identity of the aggressor.

If your target has already been identified, you can use a Read Room roll to determine a single Loyalty of your choice, you are able to ask if there are any Loyalties that would impede your current Agenda. If the opponent it aware of your identity, on a failed roll they learn which Loyalty you were trying to uncover. If the opponent is unaware of your identity, they learn it on a failed roll. On a success, you learn the relevant loyalty, but your opponent remains in the dark about your identity or intentions.

Push Agenda: If your character know who their target is, you can then attempt to Push Agenda.

The first step is to set an Agenda. Your Agenda is what you want to get from your target. This is not, for example, seducing the target. Seduction is the means to an end, the Agenda is what you gain from that seduction, it could be as simple as getting someone alone or it could be something complex like convincing them to lend the crew their car.

The next step is to create the Build Up. This stage is creating the emotion state you want in your target. These states are either negative or positive. A failed roll versus your opponent's Size Up yields the negative emotional state for the skill used to Build Up. On a successful roll, you create a positive emotional state. The emotional state is set and cannot be altered until another character attempts a Build Up. Furthermore, if a character is in a negative emotional state, the character responsible for the Build Up that invoked that state cannot Follow Through. If they change their presented identity, for instance, through a disguise, they can attempt to Build Up, or Follow Through.

The skills used in the Build Up and the Positive/Negative Emotional States they create are listed below:

Intimidate: Fearful/Angry
Con: Mark/Wise
Impress: Devoted/Envious
Manipulate: Accepting/Suspicious
Convince: Engaged/Stubborn

To complete your agenda, you need to Follow Through on the Emotional State you, or another character created. To Follow Through you roll Intimidate, Impress, Manipulate or Convince against your target's Read Room. If successful, you achieve your agenda. On a failed roll, their Emotional State changes to the relevant Negative Emotional State, depending on what skill you used.

Emotional States

Accepting: The target buys into whatever lie the aggressor is spinning.

Angry: The target is furious with the aggressor and will resist their agenda.

Devoted: The target wants to be like the aggressor or to be with the aggressor.

Engaged: The target is considering the aggressor's rhetoric and may change their stance on whatever the debate concerns.

Envious: The target hates the aggressor for showing off their talents or being better than the target.

Fearful: The target is afraid of the aggressor and will comply with their wishes.

Mark: The target buys into the Con the aggressor is pushing.

Stubborn: The target is set in their opinion concerning the debated subject and will not accept the aggressor's stance.

Suspicious: The target does not believe the lie or lies that the aggressor tells them.

Wise: The target recognizes the nature of the aggressor's Con.


Wednesday, 13 January 2016

City of Thieves- A Heistbox System- Part 1

As I mentioned at the end of my last post, I'm going to be posting details about the setting and rules I'm creating for my Heistbox game.
(For details on what a Heistbox is, check aforementioned previous post)

To start off, I'm going to list the game systems I considered before settling on creating my own and a brief reason why I didn't go for those.
FATE (Strange or Core): Narrative, it placed equal emphasis on social, mental, and physical conflicts but didn't do anything special to support the Heist structure. I also didn't want as much emphasis on physical conflicts.
As I've mentioned before, my design philosophy includes the idea that the amount of rules in a game shapes the nature of play. If a game says it is about tense intrigue in an imperial court but only includes detailed rules for combat and leaves intrigue as a set of simple rolls, then the game is really about combat.

I also looked at the Powered by the Apocalypse engine which would have been fairly easy to adapt, just by writing some custom playbooks, and maybe some custom rules. However, I wanted to focus on the structure portrayed in some heist movies, with game rules simulating the cuts between the planning stage and the actual heist. I thought this would be too difficult to do in PBtA.

GUMSHOE has a pair of major issues. It solves one of the problems of the PBtA engine in that the preparedness mechanic could be modified to simulate the narrative structure mentioned above. The downside that GUMSHOE and, in fact, all of the systems listed so far, do not have a complicated set of social mechanics that replicate real-life social systems, which one of my players professed interest in. The second issue is the idea of spends. GUMSHOE is primarily based around the expenditure of points for bonuses or simply to gain certain information. While this plays in nicely to the tactical side of things, I feel as though my current system can do timing based tension better. Also I have concerns about balancing the economy when shifting from the investigation narrative structure to the heist structure.

The Leverage RPG which uses the Cortex Plus system was recommended as a system to look into for heists. While there are some interesting ideas to pull from the book, it's pretty inflexible in setting and roles. There are five roles which function something like character classes, and all of them seem pretty important for play. One of those roles is the Hacker. In a Heistbox with a rotating cast and pre-digital setting, this system just doesn't look like a good fit.

Now, for here on, I'll be describing the setting and rules, but everything here is subject to change as time goes on.

After talking to my players, I've decided on a 1920's Dieselpunk setting. World War I went on longer than in our universe, and I'm thinking that some actions during the war are responsible for less racism and sexism in the era compared to our own universe- as that's not really something I want to include in my game. In addition to the societal changes, it wouldn't be dieselpunk without some weird technology. I'm thinking of having robots programmed with punch-cards (German made-responsible for prolonging the war and keeping the Weimar Republic stable), hovercraft, and hand-held versions of Tesla's teleforce weapons (particle beam weaponry, in essence). I'm also including magic, although it won't be as big a factor in shaping the world as the new technology is.

The basic resolution mechanic is a Roll & Keep system similar to the one I detailed in an earlier post. The main difference is that this one uses pools of d6s. There are no 'exploding' dice, but players can re-roll against a diminishing difficulty- the main resource here is time.

Stats determine how many dice are kept and skills determine how many are rolls. I'm not sure if there is some kind of bonus for being proficient in a skill and characters base pool is determined by their kept dice, or if the rolled pool is determined by stats+skills. I'm leaning towards the latter right now.

I'm thinking of doing initiative similar to the 'slot' system seen in the Fantasy Flight Star Wars games. Players roll to mark places in the initiative order and then everyone fills them as they see fit. Normally everyone must take a turn every round, but I'm thinking of adding in the ability to take what I'm calling 'focus rounds' where a single character can take as many turns in a round as their teammates allow. This would be limited in some way, either by cost, or just a flat once per session/heist.

The stats are:
Muscles: Violence and unsubtle physical actions
Fingers: Daring and subtle physical actions, technical skills
Brains: Knowledge, Planning and Observation
It: Sex Appeal, Social Skills & Social Connections

And here's what I'm thinking for skills:

Muscles:
Shooting
Hand to Hand
Athletics
Intimidate
Resist
Explosives

Fingers:
Driving
Cat Burglary
Palming
Sneak
Lockpicking
Build

Brains:
Mysticism
Planning
Lookout
Safecracking
Appraisal
Forgery

It:
Connections
Size up
Con Schemes
Impress
Manipulate
Convince

As you can see, they're divided up by their governing stat. I wanted to keep the number of skills under each stat equal so no stat is immediately better than others.
In regards to the stats, I've gone for more of an abstract take on them, partially in order to keep them all relevant, but also to cut down on the number of stats. Taken with the small skill list, it should make character creation simple and fast. I wanted fast character creation, to not slow down play too much with the rotating cast. One of my players wanted simple character creation because she sometimes get bogged down with choices in a game like Eclipse Phase or D&D. I'm looking to throw together skill packages in order to streamline character creation even further. Some of these would act as classes, and some would be smaller amounts of skills to piece together in a character. As you might imagine, I'm looking to make character creation a points-buy affair.


So that's most of what I have so far. I have some other ideas, but nothing cohesive right now. Hopefully I'll be able to post more about this soon.  

Friday, 8 January 2016

The Heist Structure and Heistboxes

I can think of three major “plot” structures for an individual game off the top of my head. I put plot in quotations because I think a properly run game shouldn't have plot so much as theme, but then again, I'm a big fan of sandboxes.

The three structures are:
Dungeon Crawl- the core components are combat, exploring and retrieving loot

Investigation- exploration comes in the form of information and social networks and the”loot” takes the form of clues integral to the investigation

The third is a blend of the two styles, the Heist.

Heists usually deemphasize combat and emphasize loot. Like in an Investigation, exploration takes place outside of the “dungeon”. To put it another way, while exploration in a dungeon crawl takes place in the dungeon, with the players/characters slowly learning the lay of the land as they travel through it, a heist typically involves the players/characters getting access to a map of the location before venturing inside. The primary challenge is obtaining information about the location and then using it to plan a route or method of metaphorical attack.

The three styles exist on a spectrum of method to goal oriented, with dungeon crawls being primarily method oriented, investigations blending the two, and heists taking the position on the far right of the spectrum as mainly goal oriented. As an aside, assassinations are structured similarly to a heist, but the end goal is someones death.

What does all this junk mean for a game?

Handouts are important. Especially maps. This gives players information they can all see and reference while planning. As part of this, an easily accessible reference to character abilities is very useful.

Improvisation is back loaded on the part of the GM. The guts of the heist shouldn't be thought up on the spot, as it may make it difficult for the players to generate a plan. Complications and antagonist reactions to the plan may be improvised.

Speaking of complications, in other pieces of fiction, the more the audience knows about the plan of a heist, the more things are going to go wrong. To make this a gameable concept, the more the GM knows about the plan, the more complications are going to take place. This could take the form of a token economy, players buy information and the GM uses those tokens to buy complications, possibly in the form of a random roll table.

Heists usually have a complication. Everything can't go smoothly for the players, or there is not challenge during the heist itself. To offset this, consider the concept of the Tilt from Fiasco. While Fiasco games don't usually follow the narrative structure of the heist, midway through the game, it introduces a complication called the Tilt. This is something that helps turn everything on its head. These are short phrases like “something valuable catches fire” or “magnificent self destruction” that guide the players into setting up a situation where everything goes wrong.

Another concept that Fiasco embraces is the flashback. It doesn't come up much in the rules of other games, but it is a perfect way for a character to say “I saw this coming” while keeping the player in suspense.
The GUMSHOE system, with it's concept of the preparedness skill could easily translate into a set-up for flashbacks.

Action scenes aren't as important in the heist model. Think of the Thief video games, combat is dangerous and loud. If you have to fight, you want the advantage over your opponent. So while you could run a heist game using something combat focused like D&D, games focused on investigation might be a better choice as they hopefully inject more detail into the use of skills.

Now that we know what a heist is, what is a heistbox?

Well, like a sandbox game, it is player focused. It is similar to the ocean-centric saltbox in that it is a sub-type of the sandbox structure. A heistbox is a game structure focused around player devised/selected heists and/or games with the heist structure.

In my regular game right now, I'm running a sandbox in the hexcrawl style, where wilderness is traversed much in the same way as a dungeon crawl. I chose this style because it allowed players to drop in and out without disruption to the overall flow of the game. A major facet of the game is that the players wanted to create an organization, in this case, a guild of adventurers.

A heistbox is the perfect setup for this. There are multiple examples in fiction and real life of criminal organizations: the crew from a heist movie like Ocean's 11, organized crime families, gangs, thieves guilds, and so on.

The framework of a criminal gang also makes it easy for players to slip in and out of the game. The idea of a gang comes with the implication that there is a headquarters, or hideout. My previous sandbox game divided the headquarters role between the town and a central inn/tavern. Town was a safe area, and characters couldn't come to harm during sessions where they weren't present. During play, the characters always started, and planned their activities for the session from this central tavern, it also was the location where they gained information about local events and interacted with some recurring NPCs. My thought for the Heistbox was to combine the two. Since the action of the other sandbox took place in the area surrounding the city, it made sense that the city would be a safe zone. Conversely, the action of the Heistbox takes place entirely in a single city so they cannot be safe there. Additionally, when I spoke to my players about the idea of the Heistbox, one of the notes I made was that they were very invested in the idea of a hideout, and one of them even mentioned the potential for raids. So safety is not an option for anyone present at a session. As for the other players, as thieves and rogues of all kinds, I would imagine personal safehouses and boltholes would be a common investment, making their safety a moot point.

In my previous Sandbox, I made use of the faction turn from the Sine Nomine game line. In between sessions, I used rules to simulate the power struggles of the various factions of the region in order to generate content. While interested, it was time consuming. For the Heistbox, I want to create a set of tools to easily generate Heists, especially at the player's direction. An example of this would be, one player saying “I want to pull a bank heist” or “I want to rob a mafia poker game”. While I could try to predict the wants of my players, or have them wait a session before embarking on the heist of their design, it would be best to have the tools available to generate these situations on the fly. The second system paralleling the faction turn would be something to simulate the power struggles of the local factions. My current thoughts are to create two 'currencies' Reputation and Heat. Law enforcement factions distribute their Heat among the various criminal factions, making jobs harder for them. Criminal factions gain Reputation at the expense of the other factions (representing the transfer of power and standing in the criminal underworld) for their jobs. Jobs would be simple, one chosen per 'faction turn' and from a specific list of general jobs, like burglary, heists, protection rackets, or smuggling. Law enforcement would then distribute Heat and the factions would make a single roll. The players would also interact with this subsystem as a group, build/losing Heat and Reputation based on their performance which would apply to the other factions before they took their turns. These are just my current thoughts and it's likely to change as time goes on.

As I develop the setting and rules for the Heistbox, I'll try to post them here so you get a glimpse of what I'm building in real time, and my process for designing them.


Further Reading/Listening:

Transcription of linked episoder: http://wetranscripts.livejournal.com/60653.html

Makers of the GUMSHOE system: http://pelgranepress.com/

Thursday, 1 October 2015

Mega Monster Mash

Hello again. I'm not dead, I've just been busy. When I haven't been busy, I've been working on some of my projects, but sadly don't have anything to show for it quite yet.
On the flip side, the players in my 5e game have been fighting a plethora of custom monsters. So, since they fought three of these in the last session alone, I decided to bundle them together for your enjoyment.
The Manavore originally had resistance to bludgeoning and piercing damage from non-magical weapons, but my players recommended I change it to what it is now.
I have a whole adventure based around The Pilgrim and the concept of an unexpected genre shift, hopefully, I'll get around to posting that in the near future. Pa-Ag is an Elder God (think Lovecraft) heavily themed around night. The Pilgrim is also my first attempt at a creature with legendary actions.
I've babbled enough. Here, have some monsters!

Manavore
Appearing as a floating orb in dull colours like gray or beige, these creatures feed on ambient magic. When it detects movement, it unfolds a mucously mass of bright green tendrils and narrow eyestalks that are concealed as part of the sphere shape. The creature then spits raw magical energy at it's enemies.
Medium Beast, unaligned

Armour Class 11
Hit Points 33 (3d8 +6)
Speed Fly 30ft.

STR    DEX    CON     INT   WIS CHA
10 (+0) 12(+1) 14 (+2) 4 (-3) 6 (-2) 16 (+3)

Damage Resistances bludgeoning and piercing damage from magical weapons
Condition Immunities charmed, deafened, prone
Senses blindsight 120ft., passive perception 8
Languages Understands Common but cannot speak
Challenge 1 (200 XP)

Magic Resistance. The manavore has advantage on saving throws against spells and other magical effects.

Actions

Overload. Ranged Spell Attack: +5 to hit, range 60ft/120ft., one target.
Hit: 12 (2d8+3) force damage


Walking Womb
The result of extensive research into creating a massive army quickly was the Walking Womb, a four legged construct, mostly built of glass and brass fixtures. The main body of this construct is a roughly ovoid platform with legs that look like a cross between an insect's leg and a blunted scythe blade. On the creature's back is a 7 foot tall grass tube in which a mixture of magical essence and the conjured blood of lesser fiends combine to create a degenerate and temporary Tiefling-like creature. It's legs are useless in defending itself, but it is able to spit poisonous fiendish blood at it's foes.
Medium Construct, unaligned

Armour Class 13 (Natural Armour)
Hit Points 60 (10d8 +30)
Speed 20ft.

STR      DEX CON       INT WIS   CHA
10 (+0) 12(+1) 16 (+3) 4 (-3) 6 (-2) 6 (-2)

Damage Vulnerabilities thunder, bludgeoning
Damage Resistances piercing
Damage Immunities psychic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft., passive perception 8
Languages Understands Common but cannot speak
Challenge 1 (200 XP)

Corrupted Conjuration. Whenever the Walking Womb starts its turn near a free space, it produces a single Infernal Simulacrum.

Actions

Caustic Ichor. Ranged Weapon Attack: +3 to hit, range 30ft/60ftft., one target.
Hit: 5 (1d8+1) poison damage

Accelerated Growth (Recharge 6). If the Walking Womb is next to a free space, it can produce an additional Demonic Simulacrum as a bonus action.


Infernal Simulacrum
The misbegotten spawn of the Walking Wombs, these creatures are formed from demonic blood and magical essence. They are soulless, feral, and animalistic. Luckily for the world at large, they are highly unstable and only their prodigious birthrate from the Walking Wombs keeps their population up. Their appearance is similar to that of a Tiefling, save their pale, slimy skin, milk white eyes, sexless bodies, and obvious deformity.
Medium Monstrosity, Chaotic Evil

Armour Class 10
Hit Points 5 (1d8+2)
Speed 30ft.

STR      DEX   CON    INT   WIS    CHA
14 (+2) 10(+0) 14 (+2) 3 (-4) 10 (+0) 10 (+0)

Damage Resistances fire
Senses darkvision 60ft., passive perception 8
Languages Understands Infernal but cannot speak
Challenge 0 (10 XP)

Mutations. When an Infernal Simulacrum is born, it varies from the template in some significant way, roll 1d10 and consult the table below to find out what mutation they have
1) Infernal Instability. This simulacrum is bloated with infernal ichor and will explode at the end of its turn, dealing 1d8 necrotic damage to everything within 5 ft.
2) Leathery Skin. The simulacrum has an Armour Class of 12 (Natural Armour).
3) Jagged Claws. Replace the simulacrum's Slam attack with a Claw attack which deals 4 (1d6+2). slashing damage but is otherwise identical to it's normal slam attack.
4) Stillbirth. The simulacrum dies immediately after birth.
5) Keen Mind. The Simulacrum has an intelligence score of 14 (+2) and can make a special attack (Mind Lash. Ranged Spell Attack: +4 to hit, range 20ft/40ft., one target. Hit: 3 [1d4+2] psychic damage).
6) Essence Overflow. Immediately upon birth, this simulacrum dies and creates a 15ft cone of magical energy in a direction of its choosing, causing 5 (2d8) force damage.
7) Unstable Growth. On it's first turn, the simulacrum splits into two identical copies with the Infernal Instability mutation
8) Wings. This simulacrum replaces it's movement with a Fly speed of 30ft.
9) Stinger. The simulacrum has either a large, scorpion-like tail or a massive proboscis instead of a mouth. Whatever the source, replace its Slam attack with a Sting attack which deals 4 (1d4+2). piercing damage and 2 (1d4) poison damage but is otherwise identical to it's normal slam attack.
10) Massive Mutations. Roll twice on this table, ignoring this result. Apply both results to the simulacrum.

Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one target.
Hit: 4 (1d4+2) bludgeoning damage


Silk Gargoyle
Created by a powerful Tiefling Wizard to protect his research, the constructs are more similar to harpies in appearance than gargoyles. They are built of soft or brittle materials like wood, bone, cloth, leather, and glass.
Medium Construct, Unaligned

Armour Class 11
Hit Points 9 (2d8)
Speed 10ft., fly 30ft.

STR     DEX    CON    INT   WIS    CHA
15 (+2) 12(+1) 11 (+0) 8 (-1) 10 (+0) 8 (-1)

Damage Vulnerabilities fire, bludgeoning
Damage Resistances piercing
Damage Immunities psychic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft., passive perception 10
Languages Understands Infernal but cannot speak
Challenge 1/8 (25 XP)

Actions
Talons. Melee Weapon Attack: +4 to hit, reach 5ft., one target.
Hit: 4 (1d6+2) slashing damage

Flying Bodyslam. During a dash action, the Silk Gargoyle may spend a bonus action to push a single creature of size medium or smaller 5ft. away from it if the creature fails a DC 14 Dexterity saving throw.


The Pilgrim, Herald of Pa-Ag
A creature from beyond the stars which guards a site at the behest of its ineffable patron. It appears as a mass of tar-like ooze with multiple eyes. Its presence locks the site away in a demi-plane under the control of its ineffable master.
Large Aberration, Chaotic Evil

Armour Class 14 (natural armour)
Hit Points 85 (10d10 +30)
Speed 40ft., Climb 40ft.

STR       DEX    CON   INT     WIS     CHA
18 (+4) 12(+1) 16 (+3) 12 (+1) 14 (+2) 16 (+3)

Skills Stealth +7, Athletics +7, Perception +5
Saving Throws Wis +5, Con +6
Damage Immunities radiant, psychic
Damage Resistances bludgeoning, slashing and piercing damage
Condition Immunity prone, charmed, frightened
Senses truesight 60ft., blindsight 30ft, passive perception 15
Languages all, Telepathy 120ft
Challenge 7 (2900 XP)

Controlled Lash. When making a Radiant Lash attack against a target withing 5ft, The Pilgrim doesn't have disadvantage.

Amorphous. The Pilgrim can move through a space as narrow as 1 inch wide without squeezing

Psychic Scream. The Pilgrim is surround by an aura that radiates 10ft away from its body, any creature that enters this area or starts their turn in it takes 5 psychic damage.

Actions

Multiattack. The Pilgrim can make two Claw attacks or a single Radiant Lash when it takes an action.
Claw. Melee Weapon Attack: +7 to hit, reach 15ft., one target.
Hit: 13 (2d8+4) slashing damage

Radiant Lash. Ranged Spell Attack: +6 to hit, range 60ft., one target.
Hit: 8 (1d10+3) radiant damage

Legendary Actions

The Pilgrim can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Pilgrim regains spent legendary actions at the start of its turn.

Radiant Lash. The Pilgrim makes one attack with its Radiant Lash.
Relocate (Costs 2 Actions) The Pilgrim may teleport anywhere within its demiplane, regaining 1d10+3 Hit Points when it does.
Psychic Maelstrom (Costs 3 Actions) The Pilgrim increases the size of it's psychic scream to 15ft and automatically deals 5 psychic damage to anyone caught in the radius.

Sunday, 14 June 2015

5e Monster Mash: Blood Ooze

My players encountered their second custom monster in my 5e game. Again, they didn't actually fight it. Thanks to a mind controlled cultist, they were able to get around it without a fight. So, here's the Blood Ooze:

Blood Ooze
Created by the Cult of The Leech God from demonic blood and foul magics, they are frequently left around their haunts to devour intruders (and the occasional unwary acolyte). This monster's main means of attack is to wait until someone is right beside it, then strike with it's thin, blood draining pseudopod.
Medium Ooze, Chaotic Evil

Armour Class 8
Hit Points 22 (3d8 +9)
Speed 20ft, Climb 20ft

STR     DEX     CON   INT   WIS   CHA
12 (+1) 6(-2)   16 (+3) 1 (-5)   6 (-2) 2 (-4)

Skills Stealth +2
Damage Resistances acid, cold, fire
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60ft. (blind beyond this radius), passive perception 8
Languages --
Challenge 1/2 (100 XP)

Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing

Fetid Blood. If hit with a slashing weapon, everyone in a 5ft radius must make a DC 13 Constitution Saving Throw or be Poisoned for 1 hour.

False Appearance. While the ooze remains motionless, it is indistinguishable from an ordinary pool of blood.

Actions

Pseudopod. Melee Weapon Attack: +3 to hit, reach 5ft., one target.

Hit: 4 (1d6 + 1) piercing damage plus the target loses 5 (1d4+3) hit points due to blood loss. The ooze then recovers hit points equal to half of the hit point loss.

Not much to say about this one. Again, mostly a monster of convenience. Also, it's pretty similar, stat-wise, to a Gray Ooze. I do particularly like the image of this ooze's pseudopod being a bloodsucking proboscis instead of an acidic bludgeon 

Sunday, 24 May 2015

5e Monster Mash: Shattered Skeletons

As part of my regular 5e game, I've been creating quite a few monsters and other stat blocks. A week or two ago, my players encountered the first of my custom monsters. I've been holding off on posting the stats for these custom beasties, but since my players have already run into these, damage done, so to speak. Without further ado, I present the first of my custom 5e monsters:

Shattered Skeletons
The partially destroyed remains of an animated skeleton. They lack some their limbs and attack with the splintered and broken ends of their bony digits.
Small Undead, Lawful Evil

Armour Class 13
Hit Points 7 (2d6)
Speed 20ft

STR DEX CON INT WIS CHA
10 (+0) 14(+2) 10 (+0) 6 (-2) 8 (-1) 5 (-3)

Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60ft., passive Perception 9
Languages --
Challenge 1/8 (25 XP)

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target.
Hit: 4 (1d4 + 2) piercing damage

Now, the Shattered Skeletons aren't too complex. I needed a stat block for the skeletal remains of medium humanoids that was CR 1/8. I tried to make them a little more interesting than “like the skeletons in the book but with less hp”. There is, however, so much you can do with low CR humanoid skeletons.


Don't worry, I promise they get more interesting (read: weirder) as time goes on.

Monday, 27 April 2015

Salt and Cod Menu

In my ongoing 5th Edition D&D campaign, the characters start each game in a tavern called the Salt and Cod. My efforts to create an atmosphere include a menu created by tavern keeper and proprietor Advi, son of Advi. I recently created a table to randomly generate the meals for the day, so as to save myself from coming up with the daily fare on the fly.

To use it, choose breakfast, lunch or dinner.
For lunch and dinner, roll d100 once for the entree and twice for the sides
For Breakfast, roll d100 once if using the entree column and twice if using the sides column
Add another d100 for the beverage, and you're good to go.