https://www.nullsheen.com/posts/silver-angel-review/
Normal Small Corp Facility Floors 1 to 3
I was deeply inspired by the Mothership adventure Interloper to include an ecology section for an adventure idea I had. Part of that ended up unravelling the unstated rules behind the food web in the module as the prelude for using it elsewhere.
- There are 4 trophic levels,
Primary Producers (usually plants) -> Primary Consumers -> Secondary Consumers -> Tertiary Consumers
- Each Secondary Consumers species needs to feed on 2 prey species,
- Each Tertiary Consumers species needs to feed on 3 prey species,
- A Primary Consumers species can be prey for 3 other species if obligatory herbivores (like deer) or 2 if occasionally omnivores (like pigs).
- Species with different diets/niches to stages in their lifecycle can occupy different trophic levels across their lifecycle.
I couldn't quite define this as a rule but it appeared that each species should have a different feeding strategy.
Extras
I arbitrarily require 1 grass/ground-level, one-bush/short and one-tree/tall plant species for Primary Producers, as the only other ecology minigame I know is Spore.
There should probably be just as many insect/small animal species as big animals.,
One big animal and insect species must be a scavenger/detritivore. This is bourne out of nothing but the sample food web had a Primary Consumers detritivore, several slightly different scavening species and in general something should be breaking down biological matter.
Fantasy Violence might be an alternative to the standad Violence in the Street rules for my pair of Violence hacks.
https://pressthebeast.bearblog.dev/fantasy-violence/
Would have to readjust the Reach and Lethality for all natural weapons again.
Reach starts a 0 for claws, gos to 1 for antlers and projecting defences and 2 for tusks.
Optional - And then -/+1 for every final 4 Growth stages they are from 8-12 according to the growth rules.
Damage dice start at Lethality 0 for 1d4 nd go up by +1 until 2D6 = 4.
Cardinal System
Thre have been a few iteration of this system. Which fits uneasily into that category post-D&D go where they have skills and dangerous combat, but no fromwork of proceedures for what to do as the players cross the campaign space except roll dice whenever the "Narrator" feels justified. It's a dice pool system a bit like Savage Worldssauguine press
.
2010 Ironclaw 2E
6 traits BODY SPEED MIND WILL SPECIES CAREER
Species 3 Skills
Species 3 Gifts
Career 3 Gifts
Career 3 Skills
Personality + Local Knowledge 2 Gifts
13 Skill Marks
3 Gifts
TOTAL
6 Skills + 13 marks
11 Gifts (9+2)
2011 Noggle Stones
6 traits BODY SPEED MIND WILL NATURE(Species) NURTURE(Career)
Species 3 Skills
Species 2 Gifts
Career 3 Skills
Career 2 Gifts
Personality + Combat Save 2 Gifts
9 Skill Marks
3 Gifts
TOTAL
6 skills + 9 marks
9 Gifts
2013 Myriad Songs
6 traits BODY SPEED MIND WILL LEGACY(Species) CAREER
Species 3 Skills
Species 2 Gifts
Upbringing 2 Gifts
Career 3 Skills
Career 2 Gifts
Personality + Combat Save 2 Gifts
9 Skill Marks
3 Gifts
TOTAL
6 skills + 9 marks
11 Gifts
2016 Urban Jungle
7 traits BODY SPEED MIND WILL SPECIES CAREER TYPE
Species 3 Skills
Type 3 Skills
Career 3 Skills
Species 2 Gifts
Career 2 Gifts
Type 0/1 Gifts
Type 1/2 Soaks
Personality 1 Gifts
TOTAL
9 Skills
5/6 Gifts
1 to 2 automatic soaks
There has definitely been a series of reduction, if not
refinement in how games from the Cardinal system work. Noggle Stone was explicitly
dubbed "lean" but the writers. But even then, they have been reducing
the number of Gifts a playable character gets and can spend and reducing skills
as well. But Skills are consistent here, finding a good number and moving the
burden onto automatic Gifts like Area Knowledge to provide basic-level rolls.
Urban Jungle is interesting as its inclusion of a 7th characteristic; Type does
three things. Besides being a refinement of Upbringing from Myriad Song. It
provides another automatic dice for a bevy of skills and so compensates for the
smaller number characters get in that game, it generally coms with an automatic
Soak (defence) and so educes the main thing Gifts were being spent on and it
allows for a standardisation of what the species and career dice apply to
compared to Ironclaw.
Ironclaw Standard Fantasy Races
Back in the early 2000s, Ironclaw 1E had the option of playing a selection of non-animal fantasy races. This was never updated to 2E offically. But I think I found someone else's draft and added Tieflings and Dragonborn from 4E, as that's when I stumbled onto Ironclaw 2E around 2012/2013?
I don't remeber where I got this from or even if I was the one to make the conversion of someone elses Ironclaw 1E write-ups. The 1E write-ups had 2 more human types for Tolkien-style things and didn't have Warforged.
Those last two are probably the iffiest of them all. As one is missing an inherent magical nature and the other has one in defiance of how the rest of Ironclaw species/races are written up.
>Human
Habitat: Choose One
Cycle: Day
Senses: None
Natural Weapons: None
Include Racial Dice with: Academics, Tactics, choice of
Social or Culture skill
Racial Gifts: Geography, Increased Trait: Wits, Diplomacy
>Dwarves
Habitat: Mountains
Cycle: Night
Senses: None
Natural Weapons: None
Include Racial Dice with: Climbing, Digging, Endurance
Racial Gifts: Night Vision, Sure-footed, Spelunking
>Wood Elves
Habitat: Forest
Cycle: Choose
Senses: Hearing
Natural Weapon: None
Include Racial Dice with: Observation, Stealth, Weathersense
Racial Gifts: Acrobat, Keen Ears, Fast Climber
>High Elves
Habitat: Coastal
Cycle: Choose
Senses: Hearing
Natural Weapon: None
Include Racial Dice with: Observation, Academics,
Supernatural
Racial Gifts: Acrobat, Keen Ears, Increased Trait: Mind
>Plain Orcs
Habitat: Plains
Cycle: Day
Senses: Smell
Natural Weapon: Tusks
Include Racial Dice with: Endurance, Presence, Tactics
Racial Gifts: Frenzy, Hiking, Animal Handling
>War Orcs
Habitat: Plains
Cycle: Night
Senses: Smell
Natural Weapon: Tusks
Include Racial Dice with: Endurance, Presence, Melee Combat
Racial Gifts: Frenzy, Hiking, Increased Trait: Body
>Ogres
Habitat: Choose (Plains, Forest, Mountain)
Cycle: Day
Senses: None
Natural Weapon: Wrestle
Include Racial Dice with: Brawling, Endurance, Supernatural
Racial Gifts: Increased Trait: Body, Charging Strike, Choice
of (Coward, Frenzy)
>Troll
Habitat: Mountain
Cycle: Twilight
Senses: Listen, Smell
Natural Weapon: Claws, Teeth, Wrestle
Include Racial Dice with: Brawling, Endurance, Choice of
(Stealth, Presence)
Racial Gifts: Increased Trait: Body, Charging Strike,
Natural Armour
>Tiefling
Habitat: Choose (Plains, Forest, Mountain)
Cycle: Night
Senses: None
Natural Weapon: Horns, Hooves
Include Racial Dice with: Deceit, Stealth, Supernatural
Racial Gifts: Fast Jumper, Sure-footed, Unshakeable Fighter
>Warforged
Habitat: None
Cycle: None (or, As Group Majority)
Senses: None
Natural Weapon: Wrestle
Include Racial Dice with: Endurance, Brawling, Melee Combat,
Ranged Combat
Racial Gifts: Sure-footed, Clear-headed, Unshakeable Fighter
>Dragonborn
Habitat: Choose
Cycle: Day
Senses: Listen, Smell, Spot
Natural Weapon: Claw, Teeth, Torch (Torch@ Close d8, d4-
Damage + 1 Weak, On Fire)
Include Racial Dice with: Endurance, Supernatural, Presence,
Tactics
Racial Gifts: Increased trait: Body, Mystic (Elementalism), Natural Weapon: Torch
Genesys/Edge of the Empire
I played a bit of Star Wars Edge of the Empire and Genesys, it's refinement tended to build it's character archtypes/species/races on a smaller budget. So when I found Adventures in Azeroth, the Warcraft hack. I was idlely curious about how they would differ from the original EotE set. According to one writer on the long-gone FFG forums, he built Star Wars species to a 120 to 130 XP budget. And not going too hard on high stats or reduced Starting Experience. So, I tried calculating and rebuilding the Warcraft races/species to the same totals and trends.
Most Genesys material including Adventures in Azeroth, says Wounds and Strain are 5 XP for a change of 2/1 Wounds/Strain and 15 XP for 3/2. But the writer comment on the old forums said he used 5 XP for each, with an addition 5XP if the core was 1 or 3 as that was compounding. Somtimes it worked out the same either way.
Night Elves +5 XP
High Elves +10 XP
Blood Elves +0 XP
IronForge Dwarves Fine
Wildhammer Dwarves -5 XP
Fine as is for 120 XP total +10 XP if using 130 XP total
Gnomes Fine
Orcs Fine
Darkspear Tribe Fine but very unbalanced, I would give them a choice of either skill but not both and add 10 XP to Starting Experience
Revantusk Tribe -10 XP or make the two skills a choice between but not both
Zandalari Trolls -10 XP or make the two skills a choice between but not both
Tauren I would deduct 1 from Brawn and add 20 XP
Ogres Fine but very unbalanced
Goblin +5 XP but again, very imbalanced
Draenei (Eredar) fine but still two 3 values is not normal flor Edge of the Empire
Draenei (Broken) +10 XP
Forsaken Fine
Worgen Fine
Furbolgs Fine but tempting to give them +5 XP
Pandaren Fine but too unbalanced
Naga +10 XP, the divergent Biology thing makes the difference too large
Mok'Nathal +20 XP, Silhouette 2 already accounts for increased Encumberance Threshold and isn't worth as much as it's been costed.
Wasteland Violence! and Mutant Violence! Redux
https://lukegearing.blot.im/violence#ref-1L37
Now there has been some changes since I last tried to make a Violence hack. Pseudo-Historic
Violence and its melee table have been replaced with a slightly modified
version of Violence in the Streets. A much closer and finely grained system. So
mutant equivalences will need to undergo a major adjustment.
Wasteland Violence is simple from a creation stand-point.
Why do the extra work when you can just remix D20 Modern Apocalypse?
Now Violence doesn’t really do skills and certainly not a D&D 3E-inspired
skill rank system, so the D20 roll needs to be adjusted.
I originally had an idea of taking the DC after 10, dividing
it by 2, rounding down and adding it back to 10. So, 15 = 12, 20 = 15, 25 = 17
and 30 = 20 etc. But in the end, it was simpler to just divide all DC by 2
and round down. This does have the nice synergy of making the DC 5 survival
check a DC of 2 or only fails on a roll of 1.
D20 loves modifiers and they come in blocks of 5 in D20 Apocalypse.
Therefore, it’s simple enough to treat each modifier of +/-5 as an Advantage
or Disadvantage.
The details of the carnage start on page 14 but the relevant
rules for exploring, scavenging and bartering start on page 17. After page 25
though it gets more into D&D weapon rules, which are ignorable. These stop
at page 29, since after that are vehicle rules which I’ll get into later.
The rarity og guns can be represented with roll on this tool for The Country (Luke Gearing/Violence Jam 1). Where you can roll to see what customisation and markings make your gun unique and traceable.
https://perchance.org/countryselect
Since Violence at the Street Level doesn’t do spears, I had to make some up.
Vehicles
A vehicle is a separate character that has the D20 stat
line. Since 90% of these are real-life stats that are found online, it can just
be elided like how Violence expects most things to be treated.
But really what is important is the Fuel Capacity and the
Gas Mileage. The thing that tells players how far they can go in the vehicle on
a single point of fuel.
For vehicular combat, play as normal Hand to hand combat,
except no one really has any skill in it. Additional things like spikes and
armour take up space and weight but increase Lethality. D20 Apocalypse has a
list of modifications that can serve as inspiration on pages 32-34.
A faster vehicle will eventually catch up with a slower one unless
th driver can somehow manoeuvre it into a location the overtaking vehicle cannot go.
Vehicles can have Injuries which effect their manoeuvrability
and a scavenged vehicle starts with 1d6 Injuries. Downed vehicles need repairs to
work again. Injuries to the Fuel Capacity and Gas Mileage reduce their value by
¼ per Injury.
Wilderness Survival and Travel
Violence doesn’t have much to say on the subject. The Empire
of Texas by Luke Gearing (the creator of Violence) has a person move one
24-mile hex while on foot/by wagon or two on horseback. There was seemingly no
adjustment for terrain.
For a 12-mile hex, I would say foot/wagon moves two hexes or
one when in rough terrain. A mounted character moved 4 hexes or 2 when in rough
terrain.
But I found a good version for 3-mile hexes, which agrees
with D20 Apocalypse, that the normal adult walking rate is 3 miles an hour. D20
Apocalypse also says vehicles are restricted to 30 miles an hour due to debris,
so that’s nice and simple.
I would like to credit someone, but I don’t remember who I
got these from.
Intended for use with
pseudohistorical Violence rules for tracking outdoor hexcrawls, but should be
generic enough to be usable across the board. Assumes 3-mile hexes or squares.
## Ailments
Life-threatening conditions such
as poison, hypothermia, bleeding, exhaustion, hunger, thirst etc should be
tracked the same as injuries and inflict stacking disadvantages.
Fast-acting conditions (i.e.
hypothermia, bleeding, petrification) should be checked against every hour to
avoid another stack of the same condition. Slower conditions (i.e. exhaustion,
hunger, curse) should be checked against daily.
A character may sustain up to 3
stacks of a given condition - any more and they are Downed, requiring
intervention by another character to avoid death.
## Travel
Average human walking speed is
3mph and therefore can cover 1 hex per hour 'as the crow flies' at a steady
pace. If running, 2 hexes per hour can be covered but untrained characters must
check against exhaustion. Exploring a hex thoroughly takes 3 hours.
## Rest
6 hours of sleep is the minimum
to clear 1 stack of exhaustion. Food, shelter and a source of heat are
required. Lacking one or more incurs a check to clear the exhaustion, two or
more is at disadvantage.
The rest of the rules (bar one exception) are from The Empire of Texas
The day is divided into 4 6-hour Watches. Once per Watch, check for Encounters. It is assumed two of these are spent travelling, one establishing camp and resting, and the last sleeping.
Me - I like 8 hour blocks better because 12 hours is a bit too subject to the weather and daylight. But either can use the table from here:
https://mythlands-erce.blogspot.com/2024/04/the-3-mile-hex-natural-unit-for.html
Hours with walking per 3 mile Hex, half the time for horses and 1/10th (6 minutes) by vehicle. Unless an off-road vehicle, vehicles treats any terrain with just a trail as rugged terrain and any without any track as very rugged. Like many this in Violence, carrying capacity is an exercise for the Referee.
If food and water are not found, each member (and horse)in the caravan consumes 1 Food and Water ration. Horses require double rations in the desert.
Back to Texas
Encounters
Roll a d6 - on a 6, an Encounter occurs. Determine Surprise, Distance and Disposition. If an item of interest is present in the hex, the encounter swill resolve nearby. In some cases, the disposition and surprise may result in ‘no encounter’ - a small group warily watches the unaware players.
Surprise
For each party, roll a d6. On a result of 1 or 2, that party is Surprised - they are unaware of the encounter.
Distance
If the PCs are surprised, the encounter happens at a range of d20*10 feet. This might represent an ambush or a stealthy band, as determined by Disposition. The NPCs may not engage, and simply observe.
If the NPCs are surprised, or neither are surprised, the encounter happens at a range of d20*100 feet – the other group spotted at a significant range. Depending on Disposition, unsurprised NPCs may attempt to approach or flee.
Disposition
For NPC parties, roll 1d6:
1) Violent.
2) Hostile.
3) Cautious.
4) Wary.
5) Friendly.
6) Desperate.
Desperate groups may be starving, dehydrated, injured or out of ammunition.
Revising Mutants
A mutant has four points split between Animal/Human. These detrmine how human or animal-looking the mutant is. The five mutant shapes are also reflected by the five possible states of mutant. So, no Human Features needed and not BIO-E either unless you are buying species abilities for finer details.
Every point on Man is a Competencies and every point on Animal is a Trait from the species entry in TMNT&OS. Competencies got moved from the main Violence document to page 4 of a PDF called Special Investigation Unit, currently linked at the top of the webpage. If you don't want to treat a Trait as one line on the write-up, be more granular and optionally treat it as 20 BIO-E. Bonuses granted by Species can be used to fill a Trait slot. Every point of Animal is -1 to DV for social interactions with humans.
Extra Attacks from Species Traits is Advantage. For Heroic games, each hero gets four Plot Points to revese the Down status and major NPCs get two.
Traits that only gives S.D.C give -2 to Down Checks. Light/Medium/Heavy/Extra-Heavy Armour is -1 per tier to Injury checks. It can be hard or fleshy but is still tissue and/or layers of minerals.
Since we are revising for Violence in the Streets, natural weapons must be accounted for. The easiest answer for Reach is 0, since natural weapons are parts of the body touching another, but many animals keeps foes at bay without bodily risk. You could still keep it simple with Reach 1.
Look at the species' intial Growth value (1 to 20). Every 2 points above or below 10 is -1/+1 Reach.
Add/Subtract 1.5 Reach for each point towards Human, stopping at Reach 0, round other final results down in all cases. A Growth 1 (-5 Reach) bug can be kept away with a short stick, a Growth 20 (+5 Reach) elephant just pushes past in a fist fight.
Natural Weapons are by definition, dangerous. So the Lethality of them goes up by the damage dice.
D4 = 0 D6 = +2 D8 = +3 D10 = +4 2D6 = +5
While it's simpler to say mutants turninng into human-looking pizza-eaters implies they become omnivorous and lactate-digesting by default. It's too tempting to pass up mutant scavenging rules.
Mutants need a majority of whatever protein their base species eats; vegetable or animal. A Ration of the right type is Good Food and they need one ration per day. Otherwise, they can eat two Bad Rations to get the same effect. This includes food of the wrong type, has no real nutritional value or what has spoilt. Eating only Bad Food give Disadvantage the next day, as does eating only 1 Bad Food in a day. Some species which scavenge garbage are find with eating Bad Food and grazing herbivores can spend a Watch (6 hours) solely stationary grazing to generate 1 Bad Food for themselves.
Making an NPC
So compared to Violence, a mutant NPC sounds complex. But not really, a foe is still just a bonus to hit and a weapon. Just a Referee must also decide if they have a natural weapon as a backup or primary weapon and if they are naturally outsie the human body range. Giving a Lethality and Reach modifer as the Referee feels like it. A mutant is just as likely to have functioning giant ears, a sharp nose, natural body armour as a human is to have a radio reciever or spare grenade. Whatever is needed to to make the foe engaging for the players.
And I reflected on how TMNT&OS was also a bit of a pain to make characters, and neither really fitted a vision of fast mutant action.
So I tried mixing TMNT&OS with Luke Gearing's Violence to make it a bit more speedy. It ended up being Violence with mutants, rather than Violence attached to TMNT&OS, but I sort of like it.
https://lukegearing.blot.im/violence#ref-1L37
Mutant Violence
A mutant has four points split between Animal/Man.
Every point on Man is a Competencies and every point on
Animal is a Trait from the species entry in TMNT&OS. Every point of Animal
is -1 to DV for social interactions with humans.
The five mutant shapes are also reflected by the five possible states of mutant. So, no Human Features needed and not BIO-E either.
Extra Attacks from Species Traits is Advantage.
Now for something contradictory to Violence.
Major Characters have 4 Plot Points which can reverse a
Downed state. Named NPCs have 2 and likewise have only 2 points to split
between Animal/Man.
Optional Melee Table
Martial Arts for a mutant-style game increases Fist bonus by
1 as if a shield. Natural Weapons simulated by damage; D4 = Dagger, D6 = short
sword etc, but count as Fists for Weapon vs.
A random roll got me Alpha the Killer Hamster
Trained by the military to kill, he escaped with $100,000 of
1980s money in weapons and equipment. His flight or fight response is all outta
flight.
Rating 2/2 Plot 4 Social Penalty -2
Trait – Claws
Trait – Digging
Competency – Driving
Competency - Squad Automatic Weapon
Melee +4, +2 From Claws +2 Training
M60 machine gun
Garish Van
Modified Melee Procedure. Trained (3) Claws attack as Short
Sword and defend as Fist