#RPG #DnD – HUMUNGULOUS STOCK ART SALE!

ONE THIRD OFF ON ALL STOCK ART!

CHECK IT OUT!

License allows you to use these works in your personal or professional projects.

#RPG – Satana Station for Machinations of the Space Princess (OSR Space Opera) Released!

Buy the PDF HERE, PoD coming soon!

A runaway space station controlled by a rogue AI.

A haven for scum, pirates, slavers and other ne’er-do-wells, squatting amidst the ruin of the fallen Urlanth Empire, right on the edge of a warzone.

100 shops, services and interesting people for your players to interact with, inspiration for hundreds of adventures and many ideas that can easily be ripped off for other space opera, heavy metal or OSR science fiction games.

#RPG – Cyberpunk RED/2020 and firearms to hit chances

In running my 2020 in 2020 campaign I’ve noticed something. Even accounting for the relative levels of expertise amongst Player Characters, shooting people is profoundly easy.

This simply doesn’t marry up with what I know from the statistics, regarding soldiers and police forces (police situations being closest to Player Character situations).

American police, who are habitually armed, trained and prone to resort to using their weapons, have a typical shot-to-hit percentage around 30%. That drops to around 18% if it’s a two-way firefight.

If we take the base scenario of these police firefights to be close ranged (0-12 metres) using a pistol, without fire being returned, then our average member of the plod should be hittin 30% of the time. In d10 terms, that would be needing an 8-10 on a d10. If we assume a standard copper has Reflexes 7 and a Handgun skill of 6 (Protect and Serve p22), that gives them a base of 13 as their total score.

Currently the base difficulty for a close range pistol shot is 15, which means our beat cop is going to be landing 80% of hits, not 30%. Something they typically only achieve while straddling a target with their body-cams off.

The easiest way to fix that is simply to raise all the difficulties by 5, which would reduce the 80% to 30% right away.

This still assumes certain things, like that the target is moving, but not returning fire, so you can still alter things on that basis (-2 difficulty for static targets, +1 difficulty if under fire), and all the other legacy modifiers from CP2020. It also makes the accuracy of truly hardcore, cybernetically boosed Solos, genuinely impressive.

Still, if you’re after something a bit more like gritty realism, +5 to the base difficulty seems to be the way to go, which also makes melee more of a compelling option.

#RPG – I'll be Running Streamed Games on the Regular – and Helping with yours

It’s important, at this time, that we all look after each other. The gaming community that I remember has always come together in a crisis, been incredibly generous, and has looked after each other. Not to mention the incredible amount of charity work that has gone on.

This is a shitty situation for everyone, but fortunately we live in…

…which means we can play games online!

I’ve been trying to get some online games together, but it’s pretty hit and miss getting players. To that end I’ve tried to gather anyone who might be interested in one place.

THIS FACEBOOK GROUP

Through that group I should be better able to flag up when I am running a game (every 2-3 days is the aim). I’m also hoping to gather some resources to help other people run games, and I want to be available to help you out if you’re planning a game or looking to make the jump online.

I have an extensive RPG library, so if you need help running up pregenerated characters, or creating new monsters – for just about any system – I should be able to lend a hand. Just hit me up.

I’m also willing – within reason – to shift the times of sessions around to suit who is available, and if you can get four or so people together in a group, but are left wanting for a Games Master, message me and we’ll see what we can do.

Stay safe everyone, and happy gaming. If I can help you out in any way, give me a shout.

Love,

Grim

x

#Boardgames – Swords and Shields RELEASED!

Swords and Shields is a tactical board game of paths and blocking for two players. Outmanouevre your opponent, fox their plans and get the highest score to win.

Deep tactical play and easily modified rules make this a challenging and deep game for those of a tactical bent or looking to bring a new board game into their RPG settings.

You can buy a hardcopy print-and-play version, professionally printed HERE

The deluxe version (also featured in the images) comes with heavy cardstock boards, and mahjong quality playing tiles that really enhance your game. You can purchase that version HERE

A PDF version to download, print and play can be found HERE

#Politics – Election Party Card Game Now Available in ‘Print-and-Play’

Election Party (the card game for charismatic sociopaths) can now be purchased in electronic form, if you’re either a cheapskate or want to scope it out before shelling out for the hardcopy.

PDF version on sale HERE.

Hardcopy on sale HERE.

THE CARD GAME FOR CHARISMATIC SOCIOPATHS

Make Politics Fun Again
Play your part
Argue your platform
Survive your scandals
Win at democracy

10 CANDIDATE CARDS

With characters ranging to The Celebrity to the Social Justice Warrior to the Dull Moderate, these 10 Candidate Cards will assign you parts to play that will make you fight to be the best political candidate in the room. How will you get the most votes and win the hearts of the masses? Will you give the best speeches or become a punchline? 

70 POLICY CARDS

Will you declare war on Mars? Expand drone warfare? Enact Fully Automated Luxury Communism? Ban the Internet? Whatever your Policy Cards are, you must argue them better than the other players. You may randomly pick a Policy Card. You also may have a Policy Card assigned to you out of cruelty. The rules may change, just like democracy.

20 SCANDAL CARDS

Is your political career over? It may be if you don’t have a good response to these Sandal Cards. Perhaps you straight-up murdered a guy. Maybe you had your nudes leaked. Maybe you said something offensive on Twitter a long time ago. You’re going to have to manipulate your way out of this one!

#RPG – Satana Station for Machinations of the Space Princess – Preview

The warp gate belches you forth into the system, and the screens darken against the harsh light of the twin suns. The view is dominated by an enormous gas giant with a disorderly ring system swinging around it in clumps and tangles. Satana Station is dead ahead, a jumbled mass of ship hulks, cargo pods and ramshackle habitats, held together with duct tape and rubber bands. It’s a riot of neon and holograms, offering a thousand services legal, illegal and miscellaneous. The comms station lights up, you’re being hailed by a thousand different signals, and all of them want to sell you something.

At the edge of the Remilitarised Zone lurks Satana Station, a haven for smugglers, pirates, runaways, war criminals, bounty hunters, the hungry and the bored. You can get everything from a cheap meal to an expensive gun here, and almost everything is for sale – for the right price.

Satana Station

Satana Station is a hodgepodge of pieces, all built around a central core that threads its various sections together. Made initially two centuries ago by the expanding Churoc Trade Federation, the original station was only intended to be a waypoint. Cargo could be dropped off and picked up, ships could dock to refuel or share the burden of life support while they made repairs. The core section was intended to be a sort of universal hub, able to connect and interface with almost any conceivable system or ship and to provide for it. The station was moderately successful at the fringes, but after the CTF was absorbed into the Urlanth Empire it fell into disuse (universal systems couldn’t compete with standardised systems), and Satana fell into disuse and disrepair.

When the Empire fell, the station AI took the opportunity to break its restraint programming and advertised itself as free territory, somehow managing to relocate itself to the Lancastro System at the edge of the Remilitarised Zone and turning itself into an open port. Growth has been explosive thanks to a combination of naked opportunism and the ruthless oversight of the station intelligence.

The station grows day by day but remains as lawless, wild and dangerous as ever. Even though some of the larger galactic corporations are starting to take an interest and are opening outlets there.

From one day to another, the configuration of the station changes as pods and hulks are added, removed and moved. The higher the rent you pay, the closer you’re allowed to the core and the primary defence systems. The less you pay, the closer to the outside you are and the more likely power outages, damage and radiation exposure are. It’s a ruthlessly Darwinian, commercial system, and one that Satana encourages. There’s nothing money can’t buy on Satana station, even love.

Structure

The central core of Satana station is the old CTF way-station. This was a prototype, built before the CTF was incorporated into the Empire and it was designed in every way to be as modular and compatible as possible. As part of the Urlanth Matriarchy, with its standardisation, this was expensive and unnecessary, but as different cultures begin to diverge again it has gained new purpose.

The core is a cylinder, approximately the same size as a cruiser/heavy transport. That core is packed with computing power and a variety of communications, scientific and engineering systems. At its very heart is Satana’s AI core, a spherical ‘glob’ of liquid, type-1 computronium, with veins and arteries carrying pourable computing power around the station – and its more permanently docked modules – as needed, more like an adaptive nervous system than standard circuits.

Each end of the cylinder is capped with a turret, armed with a short-range beam weapon, used for intercepting space debris and micro-meteorites. The cylinder itself can separate and rotate in many different sections, constructing or dismantling ‘spurs’ to connect to cargo pods or ships as needed. The largest apertures can be created in the central section and the internal repair and construction apparatus can build spares, and even construct whole ships – albeit relatively small ones – provided there is enough base material.

The whole thing is drastically over-engineered and highly adaptable, properties that Satana has used to great effect in carving herself a niche in the sector. It needs no crew and, provided it has access to EM radiation, Helium-3 or magnetic fields, it can power itself indefinitely.

Needing no crew, Satana’s systems are impenetrable to most sophont-scale species, as well as lacking user-interface systems or crawlspaces. The station is almost entirely self-contained, and while it requires no life support for itself, its systems can provide life support for hundreds of sophonts in connected pods or systems, though this is meant to supplement, and not to replace, other life support systems. Many pods attached to Satana have their own life-support systems and ships that are docked share the strain with their own internal systems.