tag:blogger.com,1999:blog-12260866706015758352024-03-05T00:04:18.825-06:00The OSR LibraryBasic D&D, Retro-Clones, D6, and more.David Baymillerhttp://www.blogger.com/profile/18345422887590571509noreply@blogger.comBlogger179125tag:blogger.com,1999:blog-1226086670601575835.post-71078381787260241802023-06-03T16:12:00.009-05:002023-06-13T14:29:53.914-05:00GUARDIANS OSR Superhero RPG- DC Heroics House Rules<p><span style="background-color: black;"><span style="color: white;"> </span></span></p><div class="separator" style="clear: both; text-align: center;"><span style="color: white;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhueIvQxnqHJDoBvc5KkRdEEXSsdoB__I6sgN4UC8fMIAWfYTAXpTCmE6Cedxvt4dk1jMdOpoj92tbGbCJYjPTTKBvLeaoH7YaAmAics_pfszn5Tegv3V3ioEF2QRzsLk-ftoHLdA0G54xZO-Ryh-Gik1pD2aDwiDuPE-rn3X-8aKyKyZgy2XzeRsnZeQ/s1242/dc-superheroes-of-america-fbeg7h3nfzkb5g63.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="952" data-original-width="1242" height="490" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhueIvQxnqHJDoBvc5KkRdEEXSsdoB__I6sgN4UC8fMIAWfYTAXpTCmE6Cedxvt4dk1jMdOpoj92tbGbCJYjPTTKBvLeaoH7YaAmAics_pfszn5Tegv3V3ioEF2QRzsLk-ftoHLdA0G54xZO-Ryh-Gik1pD2aDwiDuPE-rn3X-8aKyKyZgy2XzeRsnZeQ/w640-h490/dc-superheroes-of-america-fbeg7h3nfzkb5g63.jpg" width="640" /></a></span></div><span style="color: white;"><br /></span><p></p><p><span style="background-color: black;"><span style="color: white; font-size: x-small;">It's been a rough year with sickness. But here I am. Let's go.</span></span></p><p><span style="background-color: black;"><span style="color: white; font-size: x-small;">Guardians is a fun little game from Night Owl Workshop games. They have a lot of fun OSR retro feel games: <a href="https://theosrlibrary.blogspot.com/p/osr-pulp.html">Raiders</a>!, Freebooters, and Colonial Troopers are also favorites of mine. All of their games are fantastic. <a href="https://www.nightowlworkshop.com/">CHECK THEM OUT. </a></span></span></p><div class="separator" style="clear: both; text-align: center;"><span style="color: white; font-size: x-small;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNLIP2QTD8fbs5ZTbV1Vw3eQ6Tofowb4WYS8W6F6yPtQwA4t6C0nXTpNRScCTBZDznX_QoYocoe1AYVruOatwVj28GaMf4EJ6ugEnXZwtmj_3WiD7QOErMLfH6752ezrf6iaLgMZnHkUaYVnCvqHkYYoujxVfB8-IW7qB_KI0N41C1e4cVrHU_R_SrMw/s615/Guardians1.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="615" data-original-width="387" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNLIP2QTD8fbs5ZTbV1Vw3eQ6Tofowb4WYS8W6F6yPtQwA4t6C0nXTpNRScCTBZDznX_QoYocoe1AYVruOatwVj28GaMf4EJ6ugEnXZwtmj_3WiD7QOErMLfH6752ezrf6iaLgMZnHkUaYVnCvqHkYYoujxVfB8-IW7qB_KI0N41C1e4cVrHU_R_SrMw/s320/Guardians1.jpg" width="201" /></a></span></div><span style="color: white; font-size: x-small;"><br /></span><p></p><div style="text-align: justify;"><span style="background-color: black;"><span style="color: white; font-size: x-small;">Guardians is pretty good with it's base rule-set. There are some..... issues (pardon the pun!) as there usually are with games that take the old D&D rules concepts and apply them to other genres. The main issue, admittedly, is the attribute chart. Supers go waaaaay above 18 and as currently written the attribute bonuses and extra strength damage are out of proportion to the rest of the game and damage from superpowers. This has been addressed on the forum AND on the discussion tab on the Guardians page on <a href="https://www.drivethrurpg.com/product/172576/Guardians">DrivethruRPG. </a> I personally am ok with this. I love to tinker and a number of us have come up with options and easy fixes for this. It is NOT a deal breaker at all as I see this as an inadvertent way to adjust the POWER level of the game. </span></span></div><p style="text-align: justify;"><span style="background-color: black;"><span style="color: white; font-size: x-small;">Cosmic level Superman? Use as is. Chris Reeves movie level Superman? Use one of our alternatives. It is as simple as changing a bonus to hit and a damage bonus. Kid's stuff compared to what we have done to some other games in the past. </span></span></p><p style="text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhk-DXvW_Hay-23u3aw82nueKG9Gn0GjZYB7uwiPp-rE2dzYuEl0CiLbJE_vVLt_GZZ0EHj9-c2hkaHxJvyLH2ioVrTqSwi1gr5k1HutdWdH3jAFGJFQrw5JT164QOcFxULNsEL24q9mMzynRL5Xt7pNOdVJd7KAT-knRlGcuYiorAzBSJj9uc-JM4I8g/s315/Batman_Role-Playing_Game.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="315" data-original-width="200" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhk-DXvW_Hay-23u3aw82nueKG9Gn0GjZYB7uwiPp-rE2dzYuEl0CiLbJE_vVLt_GZZ0EHj9-c2hkaHxJvyLH2ioVrTqSwi1gr5k1HutdWdH3jAFGJFQrw5JT164QOcFxULNsEL24q9mMzynRL5Xt7pNOdVJd7KAT-knRlGcuYiorAzBSJj9uc-JM4I8g/w127-h200/Batman_Role-Playing_Game.jpg" width="127" /></a></div><span style="background-color: black;"><span style="color: white; font-size: x-small;">With that out of the way.....<br />I wanted to tinker with a few things to bring it inline with what I loved as 'my' period of DC comics from the 1970's to the 2000's. I want to be able to tweak and build Batman, Superman, etc under one rule set. COULD I PLAY ANOTHER GAME FOR THIS? Of course. I've owned versions of DC Heroes, DC Universe, DC Adventures, etc for decades now. Hell I have multiple copies of Batman RPG 1989 (my absolute favorite version of the MEGS line.) But it's something about the classic D&D rule-set. Nostalgia? The touch of a familiar friend? <br /></span></span><p></p><p style="text-align: justify;"><span style="background-color: black;"><span style="color: white; font-size: x-small;">That is the BEAUTY of Guardians, it's familiar rule-set allows easy tinkering and adding various ideas and rules tweaks from other games with related rule-sets. Hell I plan to use a bunch out of the Raiders! game as well as Mark Hunt's Gangbusters for a pulp 1930's game. Plug, tweak, and go!</span></span></p><p style="text-align: justify;"><span style="color: white; font-size: x-small;"><b style="background-color: red;">The House Rules</b><br /><span style="background-color: black;">It's not going to be perfect but it should be fun!</span><br /><span style="background-color: black;">First let's address the attribute chart. Mine is a combination of ideas thrown out by Andrew and others on the forum and discussion tab. It will be in line with the existing rules for damage from existing powers such as Force Bolt, Lightning, etc. I am keeping the carry weight as is and add a distance element taken from DC Heroes and other games to throw things around. </span></span></p><p style="text-align: justify;"><span style="background-color: black;"><span style="font-size: x-small;"><span style="color: #6fa8dc;">Ability Scores</span><br /><span style="color: white;">Use the standard chart up to Ability score 20 (19 and 20 can be achieved by trading a feature point for a +2 to an Ability if non-Human origins.) Once the Super Attribute power is taken the Ability score is doubled as per normal rules, tripled at Superior, and quadrupled at Ultimate. The new BAM modifier is added to the original BAM modifier. (Which can get weird if taken with a score under 10, especially with Strength damage but hey let's roll with it.) For Strength Damage the combined BAM is added to the damage roll.</span></span></span></p><p style="text-align: justify;"><span style="background-color: black;"><span style="color: white; font-size: x-small;">Super: BAM +2<span>, Strength Dmg 4d6</span><span> </span><br />Superior: BAM +4, Strength Dmg 6d6<br />Ultimate: BAM +6, Strength Dmg 8d6</span></span></p><p style="text-align: justify;"><span style="background-color: black;"><span style="color: white; font-size: x-small;">So: A character with a score of 16 (+2 BAM) bumps the attribute up to Superior (16 x 3 = 48). The BAM is now +6 when the original and the Superior BAM is added. If it was Super Strength the Damage would be 6d6+6. Considerable. <br />To avoid character's just obliterating each other with one punch I am placing a Non-Lethal option into the mix below. Also the large hit point values of characters helps negate this 'problem.'</span></span></p><p style="text-align: justify;"><span style="background-color: black;"><span style="color: white; font-size: x-small;">The damage is also added to the damage of any weapon's being used although normal weapons will quickly break. (I would use the breaking objects rule for weapons not imbued with Powers.)</span></span></p><p style="text-align: justify;"><span style="background-color: black;"><span style="color: white; font-size: x-small;">If using standard Energy Point costs it should cost 1 EP to activate this damage. This would emulate the exhaustion of prolonged combat. I address this in Energy Points below.<br /></span></span></p><p style="text-align: justify;"><span style="background-color: black;"><span><span style="color: #6fa8dc; font-size: small;">Powers</span><br /><span style="color: white;"><span style="font-size: x-small;">As per the base rules on page 9 any Origin except Human can opt to take an extra Power by taking an extra Limit or one less Power with one Less Limit. <br /></span></span></span></span><span style="background-color: black; font-size: x-small;"><u>EDIT</u> : Human Origin can take an extra Gift (usually Gadget Point) instead of Power.</span></p><p style="text-align: justify;"><span style="background-color: black;"><span style="color: white; font-size: x-small;">To add more options and to up the number of Powers at lower levels the character may do this twice instead of just once. Humans may do this with Gifts.</span></span></p><p style="text-align: justify;"><span style="background-color: black;"><span style="color: white; font-size: x-small;">In addition, if using Optional Skills below, a Power can be exchanged for three skill bonuses.</span></span></p><p class="x-scope qowt-word-para-14" id="E316" is="qowt-word-para" qowt-eid="E316" qowt-entry="undefined" qowt-lvl="undefined" style="line-height: 1.2; margin-left: 0pt; margin-right: 0pt; padding-bottom: 0pt; padding-top: 0pt; text-indent: 0pt;"><span style="background-color: black;"><span style="font-size: x-small;"><span style="text-align: justify; text-indent: 0pt;"><span style="color: #6fa8dc;">Features</span><br /></span><span style="color: white; text-align: justify;">Allowing Supreme and Ultimate advancement for Features just like regular Powers. It costs one feature point to advance a Feature. This will not affect most Features. Features with mechanical bonuses are treated just like normal Powers for advancements (with the exception of movement rate.)</span></span></span></p><p style="text-align: justify;"><span style="background-color: black;"><span style="color: white; font-size: x-small;">For example: Swinging is taken at Supreme (2 feature points.) The ground speed remains at 1.5 normal as per the basic level of Swinging but the range is now 150' (3x basic), and the Dexterity saving throw receives a +2 bonus (as per Supreme saving throw advancement.)</span></span></p><p style="text-align: justify;"><span style="background-color: black;"><span style="font-size: x-small;"><span style="color: white;">Floating Feature Points</span><br /><span style="color: white;">Instead of sticking three Feature points on one single gadget they can be spread out to other gadgets, vehicles. etc. This makes them a bit more utilitarian. </span><br /><span face="Roboto, Arial, sans-serif" style="font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;"><span style="color: white;">
</span><span style="color: #6fa8dc;">Issues</span><span style="color: white;">
</span></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;">I've added in eight more issues to the twelve introduced in the core rules. The added Issues give a bit more variety and add a few classic tropes. These are inspired by the Drawbacks in DC Heroes. </span></span></span></p><p style="text-align: justify;"><span face="Roboto, Arial, sans-serif" style="background-color: black; font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;"><span style="color: white; font-size: x-small;">1d20
</span></span></p><ol style="text-align: left;"><li><span face="Roboto, Arial, sans-serif" style="background-color: black; font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;"><span style="color: white; font-size: x-small;">Bad Press</span></span></li><li><span face="Roboto, Arial, sans-serif" style="background-color: black; font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;"><span style="color: white; font-size: x-small;">Dark Secret </span></span></li><li><span face="Roboto, Arial, sans-serif" style="background-color: black; font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;"><span style="color: white; font-size: x-small;">Dependency</span></span></li><li><span face="Roboto, Arial, sans-serif" style="background-color: black; font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;"><span style="color: white; font-size: x-small;">Disability</span></span></li><li><span face="Roboto, Arial, sans-serif" style="background-color: black; font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;"><span style="color: white; font-size: x-small;">Duty</span></span></li><li><span face="Roboto, Arial, sans-serif" style="background-color: black; font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;"><span style="color: white; font-size: x-small;">Enemy</span></span></li><li><span face="Roboto, Arial, sans-serif" style="background-color: black; font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;"><span style="color: white; font-size: x-small;">Guilt </span></span></li><li><span face="Roboto, Arial, sans-serif" style="background-color: black; font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;"><span style="color: white; font-size: x-small;">Innocent </span></span></li><li><span face="Roboto, Arial, sans-serif" style="background-color: black; font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;"><span style="color: white; font-size: x-small;">Kid</span></span></li><li><span face="Roboto, Arial, sans-serif" style="background-color: black; font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;"><span style="color: white; font-size: x-small;">Loved One</span></span></li><li><span face="Roboto, Arial, sans-serif" style="background-color: black; font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;"><span style="color: white; font-size: x-small;">Mental Breakdown</span></span></li><li><span face="Roboto, Arial, sans-serif" style="background-color: black; font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;"><span style="color: white; font-size: x-small;">Obsession</span></span></li><li><span face="Roboto, Arial, sans-serif" style="background-color: black; font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;"><span style="color: white; font-size: x-small;">Old</span></span></li><li><span face="Roboto, Arial, sans-serif" style="background-color: black; font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;"><span style="color: white; font-size: x-small;">Phobia</span></span></li><li><span face="Roboto, Arial, sans-serif" style="background-color: black; font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;"><span style="color: white; font-size: x-small;">Rage </span></span></li><li><span face="Roboto, Arial, sans-serif" style="background-color: black; font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;"><span style="color: white; font-size: x-small;">Scarred (Enemy if already Inhuman)</span></span></li><li><span face="Roboto, Arial, sans-serif" style="background-color: black; font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;"><span style="color: white; font-size: x-small;">Secret Identity </span></span></li><li><span face="Roboto, Arial, sans-serif" style="background-color: black; font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;"><span style="color: white; font-size: x-small;">Traumatic Flashbacks </span></span></li><li><span face="Roboto, Arial, sans-serif" style="background-color: black; font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;"><span style="color: white; font-size: x-small;">Uncertain</span></span></li><li><span face="Roboto, Arial, sans-serif" style="background-color: black; font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;"><span style="color: white; font-size: x-small;">Wanted</span></span></li></ol><p></p><p style="text-align: justify;"><span style="background-color: black;"><span style="color: white; font-size: x-small;"><span face="Roboto, Arial, sans-serif" style="font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;">Dark Secret: The character has a secret from the past, an incident in his or her life that if revealed would end the hero's career and lose the character's friends, social standing, and freedom. The character may have to go to extreme lengths to protect the secret. If discovered publicly the Dark Secret would be shifted to the Wanted issue.</span><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;" /><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;" /><span face="Roboto, Arial, sans-serif" style="font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;">Guilt: The hero is plagued by memories of an event or action in the past. Any non-damage rolls connected to the event or action or deemed relevant by the Referee are rolled at disadvantage; roll twice and take the worse result. </span><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;" /><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;" /><span face="Roboto, Arial, sans-serif" style="font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;">Innocent: The character is particularly naive to the darker elements of the world and society believing in the inherit goodness of all. This results in a -4 penalty to saving throws to avoid persuasion, trickery, or other mental manipulations. </span><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;" /><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;" /><span face="Roboto, Arial, sans-serif" style="font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;">Mental Breakdown: The character suffers from psychotic breaks. This could include catatonia, memory loss, split personality, schizophrenic behavior, severe </span><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;" /><span face="Roboto, Arial, sans-serif" style="font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;">depression, etc. This leads to bizarre and possibly violent behavior if their behavior is questioned or challenged. The hero suffers a breakdown any time a 1 or 11 is rolled on attacks, saving, or skill throws. The incident and all social or tactical consequences lasts 1d6 turns. </span><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;" /><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;" /><span face="Roboto, Arial, sans-serif" style="font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;">Obsession: The character is obsessed with a person, object, place, or perhaps a certain behavior. Money, bats, riddles, etc. The obsession dominates the character's life. </span><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;" /><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;" /><span style="text-align: start;"><span face="Roboto, Arial, sans-serif"><span style="font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Rage: The character is prone to fits of extreme violence. When first entering combat and every time the hero is hit he must make a Wisdom save at a -4 penalty or lose control and attempt to kill the enemy. Attacks during the fit or rage are at a +2 bonus to hit.The fit of rage lasts for 2d6 rounds. (This is different from the Brute's Berserk ability as a character with Rage is pissed but mostly still in control.)</span></span></span><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;" /><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;" /><span face="Roboto, Arial, sans-serif" style="font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;">Secret Identity: If the character's true identity is made public it will be a major disruption in his or her life. The hero's job may be lost, family members could become targets for enemies, etc. The loss of anonymity brings many consequences and responsibilities that the character may not want.</span><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;" /><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;" /><span face="Roboto, Arial, sans-serif" style="font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;">Traumatic Flashbacks: When associated with a location or specific item (such as the location of the murder of the character's parents or the gun that killed them) the hero suffers a -4 to all attacks and skill throws due to distraction.</span><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;" /><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;" /><span face="Roboto, Arial, sans-serif" style="font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;">Uncertain: The hero suffers from confidence issues questioning the competency of his or her abilities or perhaps beliefs. This self doubt causes the character to second guess his or her actions causing disadvantage on Initiative rolls; the character rolls two dice and must take the worse result.</span><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;" /><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;" /><span face="Roboto, Arial, sans-serif" style="font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;">Miscellaneous Drawbacks: If something isn't listed make it up. If the Referee approves of it then go for it.</span><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; text-align: start; white-space: pre-wrap;" /></span></span></p><p><span style="background-color: black;"><span style="font-size: x-small;"><span face="Roboto, Arial, sans-serif" style="font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;"><span style="color: #6fa8dc;">Energy Points</span><span style="color: white;">
I'm doubling the energy points available per level. </span></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">I am considering subtracting one from energy point costs. Thus most Powers that require EP will be free to use and the more powerful ones will still have a cost. I feel this is closer to the power levels of DC.</span></span></span></p><p><span style="background-color: black;"><span style="color: white; font-size: x-small;">Characters will now recover 1 EP per level for every minute of rest. Gadgets recover the same.</span></span></p><p><span style="background-color: black;"><span style="color: white; font-size: x-small;"><span face="Roboto, Arial, sans-serif" style="font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Using EP to recover Hit Points
I'm also changing the EP to recover hit points rule. Instead of restoring just one hp by spending one Energy Point in a round the character can now take the full round and </span><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /><span face="Roboto, Arial, sans-serif" style="font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">restore 1d6 hit points by spending one EP, provided his or her hit points are not -10 or worse</span></span></span></p><p><span style="background-color: black;"><span style="color: white; font-size: x-small;"><span face="Roboto, Arial, sans-serif" style="font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Modify Rolls
Using energy points for additional things (ala DC Heroes and other point games).</span><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /><span face="Roboto, Arial, sans-serif" style="font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">In addition to recovering hit points EP can be used in combat. One EP can be spent to add a bonus to an attack, saving throw, or skill throw. This bonus is limited to one point for every odd level of the character.</span></span></span></p><p><span face="Roboto, Arial, sans-serif" style="color: white; font-size: x-small;"><span style="background-color: black; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Soak Damage
This can also be used to help soak damage. One EP can be spent per every odd character level to remove one point of damage. Example: a 5th level character is hit for eight damage. The character can spend three EP to remove three points of damage</span><span style="background-color: black; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">.</span></span></p><p><span face="Roboto, Arial, sans-serif" style="background-color: black; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;"><span style="font-size: x-small;"><span style="color: #6fa8dc;">Healing</span><span style="color: white;">
Damage is still healed after a combat by resting one turn to regain 1d4 hp, doubled it attended by a character with the Medical Background gift.
Double the amount listed on pg 68 for rest. DC characters seem to bounce back fairly quickly! </span></span></span></p><p><span style="font-size: x-small;"><span face="Roboto, Arial, sans-serif" style="background-color: black; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;"><span style="color: #6fa8dc;">Non-Lethal and Lethal Combat (New!)</span></span><span style="background-color: black; color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="background-color: black; color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">The reasoning behind this is that I feel it adds even more of a four color feel to the game if my mega super isn't blowing people to negative hit point bits with each hit. For the gritty feel just ignore!</span><span style="background-color: black; color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="background-color: black; color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">This will require the player to keep track of what hit points were lost from each type of damage. The damage totals for each will be important later for healing.</span><span style="background-color: black; color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="background-color: black; color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Similar to DC Heroes, character damage from natural weapons is considered non-lethal combat unless a character declares that he is trying to do lethal damage. This includes unarmed attacks and damage from powers. The character can never be brought below 0 hp and at 0 hp the character is unconscious. Non-Lethal damage is healed at twice the amount discussed above.</span><span style="background-color: black; color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="background-color: black; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;"><span style="color: white;">Weaponry (melee weapons, firearms, explosives, ect) and environmental damage (drowning, fire, falling, etc) are always considered lethal. </span></span></span></p><p><span face="Roboto, Arial, sans-serif" style="background-color: black; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;"><span style="color: white; font-size: x-small;">The Referee has the final say on what is lethal.</span></span></p><p><span style="background-color: black; color: white; font-family: arial; font-size: x-small;"><span style="text-indent: 0pt;"><b>Skills (New!-ish) SUPER OPTIONAL<br /></b></span><span style="text-indent: 0pt;">I want to add some more flavor to the Super-Agent Class, to help better distinguish one Super-Agent character from another in more than just combat and gadgets. Gifts does this to a degree as is but I would like to have options to further this along. Skill bonuses does this and I can base it on the rules found in other OSR games such as Raiders!.</span></span></p><p><span style="background-color: black; text-indent: 0pt;"><span style="color: white; font-family: arial; font-size: x-small;">They work as follows: a skill gives a +4 bonus to relevant rolls (as judged by the Referee) related to the skill in question. They represent expertise on various subjects.<br /><br />To gain skills: each Power or Gift is worth three skills. Each skill gains the +4 bonus. These can only be taken once each.</span></span></p><p><span style="background-color: black;"><span style="color: white; font-size: x-small;"><span face="Roboto, Arial, sans-serif" style="font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Acrobatics</span><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /><span face="Roboto, Arial, sans-serif" style="font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Appraisal</span><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /><span face="Roboto, Arial, sans-serif" style="font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Artist</span><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /><span face="Roboto, Arial, sans-serif" style="font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Climbing</span><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /><span face="Roboto, Arial, sans-serif" style="font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Demolitions</span><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /><span face="Roboto, Arial, sans-serif" style="font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Disguise</span><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /><span face="Roboto, Arial, sans-serif" style="font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Driving</span><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /><span face="Roboto, Arial, sans-serif" style="font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Gambling</span><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /><span face="Roboto, Arial, sans-serif" style="font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Hide</span><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /><span face="Roboto, Arial, sans-serif" style="font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Horsemanship</span><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /><span face="Roboto, Arial, sans-serif" style="font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Language</span><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /><span face="Roboto, Arial, sans-serif" style="font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Mechanic</span><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /><span face="Roboto, Arial, sans-serif" style="font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Medicine</span><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /><span face="Roboto, Arial, sans-serif" style="font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Pick Pockets</span><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /><span face="Roboto, Arial, sans-serif" style="font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Pilot</span><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /><span face="Roboto, Arial, sans-serif" style="font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Security</span><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /><span face="Roboto, Arial, sans-serif" style="font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Sneak</span><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /><span face="Roboto, Arial, sans-serif" style="font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Swim</span><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /><span face="Roboto, Arial, sans-serif" style="font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Sciences</span><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span></span></p><div style="text-align: left;"><ul style="text-align: left;"><li><span face="Roboto, Arial, sans-serif" style="background-color: black; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;"><span style="color: white; font-size: x-small;">Anthropology</span></span></li><li><span style="background-color: black;"><span style="color: white; font-size: x-small;">Archaeology<br /></span></span></li><li><span style="background-color: black;"><span style="color: white; font-size: x-small;">Biology</span></span></li><li><span style="background-color: black;"><span style="color: white; font-size: x-small;">Chemistry</span></span></li><li><span style="background-color: black;"><span style="color: white; font-size: x-small;">Paleontology</span></span></li><li><span style="background-color: black;"><span style="color: white; font-size: x-small;">Physics</span></span></li><li><span style="background-color: black;"><span style="color: white; font-size: x-small;">Psychology</span></span></li><li><span style="background-color: black;"><span style="color: white; font-size: x-small;">Etc.</span></span></li></ul></div><p></p><p><span style="background-color: black;"><span style="font-size: x-small;"><span face="Roboto, Arial, sans-serif" style="font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;"><span style="color: red;"><b></b></span></span></span></span></p><div class="separator" style="clear: both; text-align: center;"><span style="font-size: x-small;"><span style="color: red;"><b><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiBiWTupHwP0QNFX_KCKrDuhIkJRjOug4DJ0mhgVSL2eaZXTmkwMI5tr43hFZrKV2E2040fjbrZThWQI_Vo0_zEBHwR8qhTIXuCzvhYZCmn3BmoMKkDeEZMme84dH6p1EE5x7L9zfHC0JNP31dKoLG7JmVuOP4GPYm2cQ7dA-Mx_lnmhT_fPQzNVcTXkQ/s1024/dc-comics-dc-comics-collage-232-x-158-cm.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="700" data-original-width="1024" height="219" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiBiWTupHwP0QNFX_KCKrDuhIkJRjOug4DJ0mhgVSL2eaZXTmkwMI5tr43hFZrKV2E2040fjbrZThWQI_Vo0_zEBHwR8qhTIXuCzvhYZCmn3BmoMKkDeEZMme84dH6p1EE5x7L9zfHC0JNP31dKoLG7JmVuOP4GPYm2cQ7dA-Mx_lnmhT_fPQzNVcTXkQ/s320/dc-comics-dc-comics-collage-232-x-158-cm.jpg" width="320" /></a></b></span></span></div><span style="font-size: x-small;"><span style="color: red;"><b>Summary</b></span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;"><u>Ability Scores</u></span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Use the standard chart up to Ability score 20. </span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Once the Super Attribute power is taken the Ability score is doubled as per normal rules, tripled at Superior, and quadrupled at Ultimate. The new BAM modifier is added to the original BAM modifier. </span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">For Strength Damage the combined BAM is added to the damage roll.</span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">*Super: BAM +2, Strength Dmg 4d6 </span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">*Superior: BAM +4, Strength Dmg 6d6</span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">*Ultimate: BAM +6, Strength Dmg 8d6</span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">The damage is also added to the damage of any weapon's being used although normal weapons will quickly break. </span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">If using standard Energy Point costs it should cost 1 EP to activate this damage. </span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;"><u>Powers</u></span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Any Origin except Human can opt to take an extra Power by taking an extra Limit or one less Power with one Less Limit.</span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Character may do this twice instead of just once.</span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Power can be exchanged for three skill bonuses.</span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;"><u>Features</u></span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Allowing Supreme and Ultimate advancement for Features just like regular Powers, one Feature point per advancement.</span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Features with mechanical bonuses are treated just like normal Powers for advancements (with the exception of movement rate.)</span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Can be spent on one single gadget or can be spread out to other gadgets, vehicles. etc. </span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;"><u>Issues</u></span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Bad Press</span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Dark Secret </span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Dependency</span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Disability</span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Duty</span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Enemy</span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Guilt </span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Innocent </span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Kid</span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Loved One</span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Mental Breakdown</span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Obsession</span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Old</span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Phobia</span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Rage </span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Scarred (Enemy if already Inhuman)</span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Secret Identity </span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Traumatic Flashbacks </span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Uncertain</span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Wanted</span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;"><u>Energy Points</u></span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Double the energy points available per level.</span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">OPTIONS: Subtract one from energy point costs.</span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Recover 1 EP per level for every minute of rest. </span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Gadgets recover the same.</span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Take the full round and restore 1d6 hit points by spending one EP, provided his or her hit points are not -10 or worse.</span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">One EP can be spent to add a bonus to an attack, saving throw, or skill throw. </span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">This bonus is limited to one point for every odd level of the character.</span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">One EP can be spent per every odd character level to remove one point of damage.</span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;"><u>Healing </u></span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Rest and treat one turn to regain 1d4 hp, doubled if attended by a character with the Medical Background gift.</span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Double the amount listed on pg 68 for rest. </span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;"><u>Non-Lethal and Lethal Combat (New!)</u></span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Considered non-lethal combat unless a character declares that he is trying to do lethal damage. </span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">This includes unarmed attacks and damage from powers. </span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">The character can never be brought below 0 hp and at 0 hp the character is unconscious. </span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Non-Lethal damage is healed at twice the amount discussed above.</span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Weaponry (melee weapons, firearms, explosives, ect) and environmental damage (drowning, fire, falling, etc) are always considered lethal. </span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;"><u>Skills (New!-ish) SUPER OPTIONAL</u></span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">A skill gives a +4 bonus to relevant rolls (as judged by the Referee) related to the skill in question. </span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Each Power or Gift is worth three skills. </span><span style="color: white;"><br style="font-family: Roboto, Arial, sans-serif; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;" /></span><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">Skills can only be taken once each.</span></span><p></p><p><span face="Roboto, Arial, sans-serif" style="color: white; font-size: x-small;"><span style="font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;"><br /></span></span><span style="background-color: black;"><span style="font-size: x-small;"><span face="Roboto, Arial, sans-serif" style="color: white; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;"></span></span></span></p><div class="separator" style="clear: both; text-align: center;"><span style="font-size: x-small;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXPMPhNMtX0_EoIjKTXHvvters_dZuj23oH0PN2jZNN7wvYQ7JT43DW18eTNbjDuvLsyjhXCdAo_cbuia1EKNfcdkEyWnxqivKAiKMWmZzFHQ4sC6N_NH5QqjBu8v_rD-pLQUPRiYs3WYsAIWnnef_UMPnsiTuvnOmYWSPPo4mkrAr4DsIWUB0S4tAWw/s1920/B3dnwi.webp" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1080" data-original-width="1920" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXPMPhNMtX0_EoIjKTXHvvters_dZuj23oH0PN2jZNN7wvYQ7JT43DW18eTNbjDuvLsyjhXCdAo_cbuia1EKNfcdkEyWnxqivKAiKMWmZzFHQ4sC6N_NH5QqjBu8v_rD-pLQUPRiYs3WYsAIWnnef_UMPnsiTuvnOmYWSPPo4mkrAr4DsIWUB0S4tAWw/w640-h360/B3dnwi.webp" width="640" /></a></span></div><span style="font-size: x-small;"><br /><span style="color: white; font-family: arial;"><span style="font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;">
</span></span></span><p></p><p><span style="background-color: white;"><span face="Roboto, Arial, sans-serif" style="color: #202124;"><span style="font-size: 17.5px; font-variant-ligatures: none; letter-spacing: 0.25px; white-space: pre-wrap;"><br /></span></span></span></p>David Baymillerhttp://www.blogger.com/profile/18345422887590571509noreply@blogger.com2tag:blogger.com,1999:blog-1226086670601575835.post-70276777546943352672022-07-05T12:05:00.003-05:002022-07-05T13:16:19.024-05:00The Cultist, The Torturer, and the Slaver classes for OSR Sword & Sorcery Games.<div style="text-align: left;">Why these three classes? Honestly because I'm bored in my medical retirement and I want a few classes besides my <a href="http://theosrlibrary.blogspot.com/2016/09/new-and-revised-classes-for-osr-games.html">Barbarian, Brute, etc builds</a> to run my Sword & Sorcery and Bronze Age settings and games. Anther huge inspiration is Thulsa's amazing <a href="https://xoth.net/publishing/">Xoth</a>. These types of characters are sprinkled throughout <a href="http://www.eldritchdark.com/">Clark Ashton Smith's Zothique and Hyperborea tales</a>. Many other genre stories haves similar dark, morally questionable characters so here we are. As has been noted before this is simply a <span style="color: #ffa400;">GAME</span>, relax. If your player wants to play a Slaver it doesn't mean he's evil and wants to own slave in real life. Slavery was a common thing in the past especially in the Bronze Age. Relax. It happened. Acting with escapism in a RPG doesn't mean you want to own other people. <span style="color: #ffa400;">Calm down</span>.</div><div style="text-align: left;">Might edit later for clarity....</div><div style="text-align: left;"><br /></div><div style="text-align: left;"><br /></div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi89vU9rfZqnP5hnLdMAmxNXM3T0L9sRCh2ZVlVOrIDFkwtwRL5VumB_xcapH9hdVI2lP7xPzYRF7b-CPColNwFg0jxaKrhKj5BsdqMyUwovkSfxZDPrurXdr8lRt-U4QpGvvJgeAm7mzuJJ--UImHstEatak2bXKesTVPAoKPes4kEwe-H58_gsxq5xw/s400/wiOEQX2A_400x400.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="400" data-original-width="400" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi89vU9rfZqnP5hnLdMAmxNXM3T0L9sRCh2ZVlVOrIDFkwtwRL5VumB_xcapH9hdVI2lP7xPzYRF7b-CPColNwFg0jxaKrhKj5BsdqMyUwovkSfxZDPrurXdr8lRt-U4QpGvvJgeAm7mzuJJ--UImHstEatak2bXKesTVPAoKPes4kEwe-H58_gsxq5xw/s320/wiOEQX2A_400x400.jpg" width="320" /></a></div><br /><span style="color: #ffa400;"><br /></span></div><div style="text-align: left;"><b><span style="color: #e69138; font-size: medium;">Cultist</span></b><br />Hd: 1d6<br />Hit/Save: Cleric<br /><div style="text-align: left;">Exp: Cleric<br />Armor: None. They rely on magic, trickery, and stealth. They come off as a bit cowardly in combat.<br />Weapons: Any small or medium one-handed weapons, any missile weapons. </div><div style="text-align: left;"><br /><span style="color: #ffa400;">Fanatic</span><br />Their devotion their dark gods help fortify their minds against other ways of thinking.<br />+2 Saving throw bonus vs charm, illusions, mind-altering spells and effects.</div><div style="text-align: left;"><br /><span style="color: #ffa400;">Thief Skills</span><br />Cultists become skilled at stealing sacrifices away into the night and other secretive business for their gods. They're shady bastards alright.<br />Backstab, Hide in Shadows, Move Silently</div><div style="text-align: left;"><br /><span style="color: #ffa400;">Sacrifice</span><br />Cultists sacrifice animals or intelligent creatures to increase the power or efficiency of a spell. Each sacrifice is dedicated to a specific spell the Cultist may cast that day. To earn the bonus the sacrifice can be made at anytime before the spell is cast. <br /> <br />A sacrifice ritual itself takes 1d4 rounds. The sacrifice must be unconscious or helpless to resist, death in combat is not a sacrifice. Often the spilling of the creature's blood is required.</div><div style="text-align: left;"><br />Once the sacrificial ritual is conducted the Cultist must choose ONE and only one of the following bonuses from a sacrifice (the bonus is listed as Animal sacrifice /Intelligent creature sacrifice):<br />⦁<span style="white-space: pre;"> </span>Caster Level: +1 level /+2 levels. For example, a Dispel Magic spell cast by a 3rd level Cultist with an animal sacrifice on the spell would be treated as if the Cultist were 4th level.<br />⦁<span style="white-space: pre;"> </span>Dice Bonus: +1 dice/+2 dice. For example, a Cause Light Wounds spell cast with an intelligent sacrifice on the spell would cause 3d6+1 damage instead of 1d6+1.<br />⦁<span style="white-space: pre;"> </span>Duration: adds 20%, round up (multiply by 1.2)/ adds 50%, round up (multiply by 1.5.) For example, a Protection from Evil spell with an intelligent sacrifice on the spell would have a duration of 18 turns instead of 12.<br />⦁<span style="white-space: pre;"> </span>Range: adds 20%, round up (multiply by 1.2)/ adds 50%, round up (multipy by 1.5.) For example, a Sleep spell with an animal sacrifice on the spell would have a range of 288' instead of 240'.<br />⦁<span style="white-space: pre;"> </span>Saving Throw: +2 penalty/ +4 penalty to the targets saving throw. You get the point.</div></div><blockquote style="border: none; margin: 0px 0px 0px 40px; padding: 0px;"><blockquote style="border: none; margin: 0px 0px 0px 40px; padding: 0px;"><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPgXmyhmgToQvyHsAL9pKaSUMf6x2fByhGyHr2hcE6vPdmvhPFLKgvMi3AIdodyRhvWq63wHhLnagr0ArbEzha3WUi6ludBa7ULOIqJ1rR80iZxZN-64Oqikn18Us2tk75mRN0s6N4CkAUjceirbp9V3OBB0PLJY7bdaKq6NBAA2-MuLT3a9kF3QRlJg/s2560/malakai-black-9-23-21-scaled.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="1707" data-original-width="2560" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPgXmyhmgToQvyHsAL9pKaSUMf6x2fByhGyHr2hcE6vPdmvhPFLKgvMi3AIdodyRhvWq63wHhLnagr0ArbEzha3WUi6ludBa7ULOIqJ1rR80iZxZN-64Oqikn18Us2tk75mRN0s6N4CkAUjceirbp9V3OBB0PLJY7bdaKq6NBAA2-MuLT3a9kF3QRlJg/s320/malakai-black-9-23-21-scaled.jpg" width="320" /></a></div></div></blockquote></blockquote><div style="text-align: left;"><div style="text-align: left;"><br /><span style="color: #ffa400;">Spells</span><br />Cultists are given power in the form of spells for the loyalty to their dark gods. If the Cultists angers his masters he will lose his spell abilities and most likely be hunted by other members of the cult if he is part of a group. It may be possible for the Cultist to make amends to his masters with special sacrifices and most likely a difficult task to be performed. </div><div style="text-align: left;"><br />Cultists cast a number of spells per day equal to the Cleric<br />They are not confined to just clerical magic, their masters' gifts include a few magic user spells.<br /> <br />Due to the infernal or eldritch nature of their gods they cannot heal or comfort others, they cannot purify or return life. Their masters take, they rarely give. Cultists can only cast the reverse of the following spells (taken from Labyrinth Lord version of Basic):<br />⦁<span style="white-space: pre;"> </span>Bless, Continual Light, Cures, Heal, Holy Word, Light, Raise Dead, Regenerate, Remove Curse, Remove Fear, Restoration, Resurrection, etc. </div><div style="text-align: left;"><br />For more advanced games (such as Labyrinth Lord Advanced Ed, etc) other spells that the DM deems appropriate can be added to the lists. Also games supplements such a the Complete Book of Necromancers can add some spice to the spell lists.</div><div style="text-align: left;">In the event of a duplicate spell being on both clerical and magic user lists use the clerical version.</div><div style="text-align: left;"><br /><u>1) <span style="white-space: pre;"> </span>Cleric: <span style="white-space: pre;"> </span>Magic User:</u><br />(Cure) Cause Light Wounds<span style="white-space: pre;"> </span>Charm Person<br />Detect Evil<span style="white-space: pre;"> </span>Read Language<span style="white-space: pre;"> <br /></span>Detect Magic<span style="white-space: pre;"> </span>Read Magic<span style="white-space: pre;"> <br /></span>(Light) Darkness<span style="white-space: pre;"> </span>Shield<span style="white-space: pre;"> <br /></span>(Remove) Cause Fear<span style="white-space: pre;"> </span>Sleep<span style="white-space: pre;"> </span></div><div style="text-align: left;"><br /><u>2) <span style="white-space: pre;"> </span>Cleric: <span style="white-space: pre;"> </span>Magic User:</u><br />(Bless) Curse<span style="white-space: pre;"> </span>Detect Invisible<br />Know Alignment<span style="white-space: pre;"> </span>ESP<br />Hold Person<span style="white-space: pre;"> </span>Web<span style="white-space: pre;"> <br /></span>Silence<span style="white-space: pre;"> <br /></span>Speak with Animals<span style="white-space: pre;"> <br /></span><span style="white-space: pre;"> <br /></span><u>3) <span style="white-space: pre;"> </span>Cleric: <span style="white-space: pre;"> </span>Magic User:</u><br />Animate Dead<span style="white-space: pre;"> </span>Clairvoyance<span style="white-space: pre;"> <br /></span>Continual (Light) Darkness<span style="white-space: pre;"> </span>Infravison<span style="white-space: pre;"> <br /></span>Dispel Magic<span style="white-space: pre;"> </span>Protection from Normal Missiles<br />Locate Object<span style="white-space: pre;"> <br /></span>(Remove) Curse</div><div style="text-align: left;"><span style="white-space: pre;"> </span><br /><u>4) <span style="white-space: pre;"> </span>Cleric: <span style="white-space: pre;"> </span>Magic User:</u><br />(Detect) Lie<span style="white-space: pre;"> </span>Arcane Eye<span style="white-space: pre;"> <br /></span>(Cause) Cure Serious Wounds<span style="white-space: pre;"> </span>Charm Monster<span style="white-space: pre;"> <br /></span>Protection from Evil 10'<span style="white-space: pre;"> </span>Confusion<span style="white-space: pre;"> <br /></span>Dimension Door<br />(Remove) Curse</div><div style="text-align: left;"><br /><u>5) <span style="white-space: pre;"> </span>Cleric: <span style="white-space: pre;"> </span>Magic User:</u><br />Commune<span style="white-space: pre;"> </span>Cloudkill<span style="white-space: pre;"> <br /></span>(Cure) Cause Serious Wounds<span style="white-space: pre;"> </span>Contact Other Plane<span style="white-space: pre;"> <br /></span>Insect Plague<span style="white-space: pre;"> </span>Feeblemind<br />(Raise Dead) Ray of Death<span style="white-space: pre;"> </span>Hold Monster</div><div style="text-align: left;"><br /><u>6) <span style="white-space: pre;"> </span>Cleric: <span style="white-space: pre;"> </span>Magic User:</u><br />Blade Barrier<span style="white-space: pre;"> </span>Anti-Magic Shell<span style="white-space: pre;"> <br /></span>Conjure Animals<span style="white-space: pre;"> </span>Death Spell<span style="white-space: pre;"> <br /></span>(Heal) Harm<span style="white-space: pre;"> </span>Disintegrate<br /><span style="white-space: pre;"> </span>(Stone to Flesh) Flesh to Stone<br /><span style="white-space: pre;"> <br /></span><u>7) <span style="white-space: pre;"> </span>Cleric: <span style="white-space: pre;"> </span>Magic User:</u><br />(Holy) Unholy Word<span style="white-space: pre;"> </span>Instant Summons<br />(Regeneration) Necrosis<span style="white-space: pre;"> </span>Simulacrum<span style="white-space: pre;"> <br /></span>(Restoration) Drain Energy<span style="white-space: pre;"> </span>Statue<span style="white-space: pre;"> <br /></span>Symbol<span style="white-space: pre;"> </span></div></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh1y2rFyKV4fgqnk4XHIab-BkRyVV9Iales0uKEktV6k35LDS-5eLinILQiB55SLQdRQofN4rzFsnD_anZSIEaK9fwHFfg098hE0OECRVUDxTC4sdNDwIsz2H2RZsfn12SCAIYPlHYL7kGVWXPlBmV17hKgiJ2ONNmJa5bWxUFcWaenOh9BOC4RIpGHeg/s559/Untitled.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="559" data-original-width="368" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh1y2rFyKV4fgqnk4XHIab-BkRyVV9Iales0uKEktV6k35LDS-5eLinILQiB55SLQdRQofN4rzFsnD_anZSIEaK9fwHFfg098hE0OECRVUDxTC4sdNDwIsz2H2RZsfn12SCAIYPlHYL7kGVWXPlBmV17hKgiJ2ONNmJa5bWxUFcWaenOh9BOC4RIpGHeg/s320/Untitled.png" width="211" /></a></div><div><br /></div><div><div><span style="color: #e69138; font-size: medium;"><b>Slaver</b></span></div><div>Hd: 1d6</div><div>Hit/Save: Thief</div><div>Exp: Thief</div><div>Armor: Leather and shield</div><div>Weapons: Any, prefer the whip and club to capture potential slaves.</div><div><br /></div><div><span style="color: #ffa400;">Sap</span></div><div>Slavers want living prisoners for profit and are masters of knocking victims senseless and making off with their new acquisitions. To sap a victim the slaver must use a blunt object such as a club, mace, etc and catch a target <span>unaware. He attacks with a +4 to hit and x2 potential damage as per a backstab</span>. </div><div><br /></div><div>The chance to sap the victim is 5% per point of potential damage done and if successful the</div><div> victims is completely incapacitated for a number of rounds equal to the potential damage inflicted.</div><div><br /></div><div>Actual hp damage dealt is the minimum amount as the Slaver controls the blow.</div><div><br /></div><div><span style="color: #ffa400;">Thief Skills</span> </div><div>Slavers learn a variety of skills to obtain their merchandise. It's a rough and tumble business and sometimes requires a bit of stealth. </div><div>Backstab, Climb Walls, Hide in Shadows, Move Silently , Open Locks</div><div><br /></div><div><span style="color: #ffa400;">Whip Mastery</span></div><div>The primary tool of obedience in their trade; Slavers know how to most effectively use a whip. </div><div>+1 to hit with a whip, deals 1d4 damage. Slavers can inflict only one point or even no damage if they choose. </div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhLxDXSnvaW9NflB0jvHLHXkDrFQxWh_-A-g9HqjqKUF61wLyKxDMvXN0a8q0Xv1fnmKHRLJPgC_Pju1SApgOzEXGL7EGX_tIGMrJKoMOIEhpS_yFcGXrF8Vb2uK8Bzq15Q0BOIdoEqTTuP-B6Od-iZb8aLbjEp2yraLGDJOcXDoL8GbLMhuMeUYcfNyA/s993/download.jpeg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="618" data-original-width="993" height="199" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhLxDXSnvaW9NflB0jvHLHXkDrFQxWh_-A-g9HqjqKUF61wLyKxDMvXN0a8q0Xv1fnmKHRLJPgC_Pju1SApgOzEXGL7EGX_tIGMrJKoMOIEhpS_yFcGXrF8Vb2uK8Bzq15Q0BOIdoEqTTuP-B6Od-iZb8aLbjEp2yraLGDJOcXDoL8GbLMhuMeUYcfNyA/s320/download.jpeg" width="320" /></a></div><br /><div><br /></div><div><div><b><span style="color: #ffa400; font-size: medium;">Torturer</span></b></div><div>Hd: 1d6</div><div>Hit/Save: Fighter</div><div>Exp: Fighter</div><div>Armor: Chainmail and shield</div><div>Weapons: Any, have a preference for blades and whips.</div><div><br /></div><div><span style="color: #ffa400;">Know Pain</span></div><div>The torturer can take one round to examine a creature and make a roll to know the exact amount of hit points the creature has taken from damage, poison, sickness, etc. </div><div>40% plus 5% per level. </div><div><br /></div><div><span style="color: #ffa400;">Menace</span></div><div>Torturers exude an air of menace and fear to those around them.</div><div>Once/day/level the Torturer can menace creatures with a total HD equal to his level. Thus a fifth level Torturer can menace up to five HD of creatures with the lowest HD creatures affected first. The targets are allowed a saving throw vs spells or suffer a 2 penalty on all rolls involving melee combat against the Torturer, saving throws involving torture, etc. </div><div><br /></div><div><span style="color: #ffa400;">Sawbones</span></div><div>The torturer can heal 1d3 hp of damage by cauterization, crude stitching, etc. The treatment takes 1d6 rounds and can lead to scarring with a 5% chance per point healed of leaving a large scar. If on the face the character receives a 1 Cha penalty. </div><div><br /></div><div><span style="color: #ffa400;">Torture</span></div><div>Inflicts 1d2 hp dmg per turn (10 minutes) of torture and a saving throw vs death ray/poison is rolled at the end of each turn or answer one question truthfully. </div><div>-1 per point of dmg taken.</div><div>-1 per 4 hours without rest, food, etc.</div><div>-4 if drugged.</div><div>If allowed to rest for at least one minute, start over. </div></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiBHhX8T1iz7PBAnP5CTcrcxqqhWq3jJQbqOlNswULRuo6Td7-1fUQVBOHqB6NtLm1lnRwNqRwLsSp-4KRfxI--Qs4W0Oe28PWyQ3X7mtcaoyKizla4vZXob9Qa99VpOpBGaLH4Ih6gTmjmI-g8HowPUjxLFlDRX-UvN_jSBwOPb62LWYcwr_Aga5PjMg/s603/intro-1573586732.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="558" data-original-width="603" height="296" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiBHhX8T1iz7PBAnP5CTcrcxqqhWq3jJQbqOlNswULRuo6Td7-1fUQVBOHqB6NtLm1lnRwNqRwLsSp-4KRfxI--Qs4W0Oe28PWyQ3X7mtcaoyKizla4vZXob9Qa99VpOpBGaLH4Ih6gTmjmI-g8HowPUjxLFlDRX-UvN_jSBwOPb62LWYcwr_Aga5PjMg/s320/intro-1573586732.jpg" width="320" /></a></div><br /><div><br /></div><div><br /></div><div><br /></div></div>David Baymillerhttp://www.blogger.com/profile/18345422887590571509noreply@blogger.com0tag:blogger.com,1999:blog-1226086670601575835.post-77280664776198147942022-04-17T13:47:00.004-05:002022-04-17T13:51:25.610-05:00Horror Trilogy: Bare Bones notes from an as yet unfinished adventure book.<p><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhOX13agCEVKz0xuFijAXuuJKdo_2oMx1imJIBt_SGqW-rX9ZSmKFX71vwTAZCyd3rrszpfcn_s3XHnPTaK9sOU8Pil6Y4Tc6tbYt07yqMyUhDAol8uWCfiK_0dLYu4ZhTXp03QBbGA82QZ-B00KTtrBgHF09_6Zzj8Q-khmIBTs65ZpNuCzHnnHbtLNg/s640/dawndead.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em; text-align: center;"><img border="0" data-original-height="346" data-original-width="640" height="173" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhOX13agCEVKz0xuFijAXuuJKdo_2oMx1imJIBt_SGqW-rX9ZSmKFX71vwTAZCyd3rrszpfcn_s3XHnPTaK9sOU8Pil6Y4Tc6tbYt07yqMyUhDAol8uWCfiK_0dLYu4ZhTXp03QBbGA82QZ-B00KTtrBgHF09_6Zzj8Q-khmIBTs65ZpNuCzHnnHbtLNg/s320/dawndead.jpg" width="320" /></a> <br />I made these notes at least ten years ago. It was originally for a friend's gaming company, <a href="https://index.rpg.net/display-search.phtml?key=publisher&value=Silver%2BGryphon%2BGames&sort=system,systemversion">Silver Gryphon Games</a>. Life got in the way, especially on the owner's part and this project and others languished. </p><p>I'm currently revisiting a horror game for my group using the Black Hack variations which are out there. As such I decided to put these up here. Perhaps some DM out there will be inspired by them and use what they want or flesh them out for their own game. I'll probably flesh them out later for mine.</p><p>The book was to be a homage to seventies horror investigative shows such as <a href="https://www.youtube.com/watch?v=R0isH8D5Lcs">Kolchak the Night Stalker </a>and the <a href="https://www.youtube.com/watch?v=crNstutYXik&ab_channel=LastWritesInk">Norliss Tapes</a>. God bless you Dan Curtis.</p><p>The notes are EXTREMELY bare bones. </p><div style="text-align: left;"><b><span style="color: #e69138;">Horror Trilogy: The Axeman</span></b><br />SYNOPSIS<br />Trapped in the eye of a hurricane, the PC's take shelter in an old run-down<br />hotel with other refugees. But they are not safe as a series of gruesome axe<br />murders takes place during the storm. Allied with a paranoid PI who<br />believes the killer is the<a href="https://en.wikipedia.org/wiki/Axeman_of_New_Orleans"> Axeman of New Orleans</a> and an immortal serial murderer. On their own, surrounded by booby traps, a growing body<br />count, and a psychotic possible immortal killing machine they must survive<br />the storm and the Axeman.<div class="separator" style="clear: both; text-align: center;"><br /></div></div><div style="text-align: left;">THE ADVENTURE<br />Bakersville, LA<br />Hurricane Lolita</div><div style="text-align: left;"><br />The PC's<br />Trapped by the storm in the run-down Gloriana hotel. Flood is rising and<br />help is hopefully on the way.<br />Murders in old cheap Hotel (three stories??)</div><div style="text-align: left;"><br />NPC's<br />Eddie and Edith Vachelli, 60's, owners of the Gloriana. A harmless old Italian couple. They are scared to death of the hurricane.</div><div style="text-align: left;"><br />Pauline Adderson, 36, maid at the hotel. Pauline is a struggling single mom. The hotel barely pays her bills but she is treated well and very loyal to the Vachelli's.</div><div style="text-align: left;"><br />Billy Keene, 46, cook. Billy is a mild-mannered man with a slight creole accent. He generally keeps to himself.</div><div style="text-align: left;"><br />Henry Martin, 42, handyman. Henry is a large but quiet man. He rarely associates with anyone in the hotel except Billy Keene whom he is friends with.</div><div style="text-align: left;"><br />5 trapped guests.<br />Oliver Monroe, 58, reporter, currently unemployed.</div><div style="text-align: left;"><br />Immortal Serial Killer. The infamous Axeman of New Orleans.</div><div style="text-align: left;"><br />Paranoid retired detective on the trail.</div><div style="text-align: left;"><br />NO EXPLANATION FOR KILLER'S IMMORTALITY. NONE NEEDED.<br />IT IS.<br /><br /><div><b><span style="color: #e69138;">Horror Trilogy: In Dreams</span></b></div><div>SYNOPSIS</div><div>Ronnie Campbell is a very unusual boy. The traumatic death of his mother</div><div>and the constant bullying from a pack of teens at school have unlocked his</div><div>latent psi power. Immersed in the world of his books, games, and movies,</div><div>Ronnie dreams of the death of his tormentors, and in Ronnie's dreams the</div><div>heroes and villians of his stories come to life to kill.</div><div><br /></div><div>THE ADVENTURE</div><div>Liberty, Arkansas</div><div>Ronnie Campbell, age 10. Trauma from his mother's death and bullying at school has unlocked his latent psi ability.</div><div>Popular movies, horror and sci-fi. Characters come to life as thoughtforms he</div><div>dreams up and kills his tormentors.</div><div>His dream doppelganger watches the murder from a distance as the killings</div><div>happen.</div><div><br /></div><div>Clues to who is killed ( a little gang of bullies.)</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiGqpYpmBHqfxw919sJ5i1u0K6ooxjKM4xUe7LVHRHIiLuSPW-KjbGm-slpckD4EtbAf3oQDwxPyVbUQ7NjqyJZ0DPh688vm2aAM3eW3kO3C65KdV8rcvztk9-TUFmIJxT1GP6z18cZZw-142YjuQCQ8b_n0TlxX_mX9hwbbfKCOEkdQDy_p4S9IzWRKQ/s280/images.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="280" data-original-width="180" height="280" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiGqpYpmBHqfxw919sJ5i1u0K6ooxjKM4xUe7LVHRHIiLuSPW-KjbGm-slpckD4EtbAf3oQDwxPyVbUQ7NjqyJZ0DPh688vm2aAM3eW3kO3C65KdV8rcvztk9-TUFmIJxT1GP6z18cZZw-142YjuQCQ8b_n0TlxX_mX9hwbbfKCOEkdQDy_p4S9IzWRKQ/s1600/images.jpg" width="180" /></a></div>THOUGHT FORMS</div><div>Wolfman</div><div>The first. Killed Ryan Washington while walking home from the basketball</div><div>court one night. Claw marks and tracks are the clues (false conclusion:</div><div>animal, werewolf, etc).</div><div><br /></div><div>Jason Voorhees</div><div>The second. Killed Dylan Petesky by hacking the boy to pieces with a</div><div>machete in the park while the boys were sneaking around smoking</div><div>marijuana. The other boys saw the killing. They also witnessed Ronnie's</div><div>doppelganger, but didn't recognize him.</div><div><br /></div><div>Darth Vader</div><div>Attacks Paulie Peterson. PC's witness it. They also witness the doppelganger</div><div>at a distance.</div><div><br /></div><div>Leatherface</div><div>Attacks Joey Gibbs.</div><div>PC's should find the link and be there. We hope.</div><div><br /></div><div>Kong</div><div>Once the PC's have become a threat to Ronnie's subconscious, it will send</div><div>Kong after them. It will pursue them to the death. </div><div>This is a good opportunity for a LOT of chaos. </div><div><br /></div><div>STOPPING RONNIE</div><div>The only way to stop Ronnie permanently is to stop his dreaming.</div><div>This can be done with drugs, a lobotomy, death, or some other permanent</div><div>solution to keep from dreaming.</div><div><br /></div><div>INTRO</div><div>The Town</div><div>The Murders</div><div>PC Involvement</div><div><br /></div><div>CLUES</div><div>Bodies</div><div>Witness to second killing.</div><div><br /></div><div>THE TIMELINE</div><div>xxxx</div><div><br /></div><div>LOCATIONS</div><div>xxxxx</div><div><br /></div><div>NPC's</div><div>Ronnie</div><div>The Bullies</div><div>Parents</div><div>The Thoughtforms</div><div>The Cops</div><div>The Dr's</div><div>National Guard</div><br /><div><b><span style="color: #e69138;">Horror Trilogy: The Pentagram Murders</span></b></div><div>Prominent members of a small town are being torn apart by a demon. They</div><div>have publicly admitted they are former members of a satanic cult and accuse</div><div>their leader, a witch, of summoning the demon to murder them and take their</div><div>souls. As a skeptical police force and citizenry do nothing, the PC's must</div><div>stop the witch and her demon before they cause further death and destruction</div><div>beyond her former cult members. AND since the PC's are now actively</div><div>involved they become targets too</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhiGrdBGIYGNyPrRFO18sfS6maFh_LHHiT8SHCzzHCJpBkFaRI9NyAZIsRXsVzYxZCwshtfB19bJezFD5_27Ts9IMiwbPnJaHoYqnNBv120_RMC20PoojlZzv_tgsSPHmZnKW7KDPBZzKgsLZCiC7UDXCsq3RShiXBUT3xOLc6ywNsOF50n5LbaFF_dRA/s814/Night-Stalker.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="400" data-original-width="814" height="157" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhiGrdBGIYGNyPrRFO18sfS6maFh_LHHiT8SHCzzHCJpBkFaRI9NyAZIsRXsVzYxZCwshtfB19bJezFD5_27Ts9IMiwbPnJaHoYqnNBv120_RMC20PoojlZzv_tgsSPHmZnKW7KDPBZzKgsLZCiC7UDXCsq3RShiXBUT3xOLc6ywNsOF50n5LbaFF_dRA/s320/Night-Stalker.jpg" width="320" /></a></div><br /><div><br /></div></div><br /><p style="text-align: left;"><br /></p><p><br /></p>David Baymillerhttp://www.blogger.com/profile/18345422887590571509noreply@blogger.com0tag:blogger.com,1999:blog-1226086670601575835.post-27910931116152955192021-09-21T16:15:00.001-05:002021-09-21T16:51:46.654-05:00Raiders of the Lost Artifacts: New Backgrounds and Alternate Skill System<p>A few quick ideas.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg5TwVdAViPA7F0EqISXZktFsy_tHmMUv_e5tTAQnyUlQwrM1bJRxgTyn5oLubE70E6ILq-xrc9VfyK-pvpHrKs2FVwf-NHYKrYI7kVctlcgCb-tV5yU2_mJUYNV8cvO0jaRpr_xpjGRxBu/s400/s-l400.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="400" data-original-width="327" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg5TwVdAViPA7F0EqISXZktFsy_tHmMUv_e5tTAQnyUlQwrM1bJRxgTyn5oLubE70E6ILq-xrc9VfyK-pvpHrKs2FVwf-NHYKrYI7kVctlcgCb-tV5yU2_mJUYNV8cvO0jaRpr_xpjGRxBu/s320/s-l400.jpg" width="262" /></a></div><br /><p></p><p><b><span style="color: #ffa400;">New Backgrounds</span></b><br />Blue Collar<br />The character has extensive experience as a factory worker, in commercial fishing, construction, taxi driver, postal worker, and other jobs not considered a desk job. When dealing with a situation that falls into a skill or knowledge involved with their job experience they may have a bonus on die rolls. Factory workers may know how to drive forklifts and metal working machines, taxi drivers may know how to handle traffic and find locations around town, etc. </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRrNkW56Bgp1qV97qXTGs9ZnWqeT02fDOQvvi9JxqfEAn8m38sl9eVmJobvWcdKs0SmB2EnJWM87VPmKgEJw88bc1JBLj6h7Yn4PZDnQp2lUcoY5l_hgb19Bff6kJ0wWo3jbP8ZStkxKV9/s266/images.jpeg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="266" data-original-width="190" height="266" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRrNkW56Bgp1qV97qXTGs9ZnWqeT02fDOQvvi9JxqfEAn8m38sl9eVmJobvWcdKs0SmB2EnJWM87VPmKgEJw88bc1JBLj6h7Yn4PZDnQp2lUcoY5l_hgb19Bff6kJ0wWo3jbP8ZStkxKV9/s0/images.jpeg" width="190" /></a></div><br /><p></p><p>Crime<br />Similar to the Law background but involving the underworld and seedy side of life. The character may be a reformed criminal, a bounty hunter, or perhaps even still doing some shady things on the side.</p><p><b><span style="color: #ffa400;">Alternate Skill System</span></b><br />Another alternate to the existing skill system is the also used method of using the Luck roll as a skill roll with the attribute bonus added to the roll. This works well as a simple skill check, the skill improves with each level, and one does not have to worry about assigning a difficulty number. Of course a bonus or penalty can be added to the roll as desired.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjDqSWjH5Co40taF1NDgI8B4XocsgafAoZ8l8QBbQBADSmzp2wioD8YSIqt-zQH8bnJWZdel8ciIyHCad_rddWNoFsvsfn_OacvNXeOaxgC2t4HZP58C__GM7mxNIif-y3AocJPBurpRmm/s339/Untitledhhhh.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="339" data-original-width="320" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjDqSWjH5Co40taF1NDgI8B4XocsgafAoZ8l8QBbQBADSmzp2wioD8YSIqt-zQH8bnJWZdel8ciIyHCad_rddWNoFsvsfn_OacvNXeOaxgC2t4HZP58C__GM7mxNIif-y3AocJPBurpRmm/s320/Untitledhhhh.jpg" width="302" /></a></div><br /><p><br /></p><div><br /></div>David Baymillerhttp://www.blogger.com/profile/18345422887590571509noreply@blogger.com0tag:blogger.com,1999:blog-1226086670601575835.post-21339490019039111442021-09-18T11:05:00.005-05:002021-09-18T11:05:54.288-05:00Raiders of the Lost Artifacts: Explorer<p><span style="color: #6aa84f;">Explorers are men and women who travel to distant lands to find new cultures, animals, and treasures. Some do it for science, others do it for fortune and glory. This class differs from the Treasure Hunter being more robust and focused on outdoor exploration as opposed to specialized tomb/ruin raiding.</span></p><p><span style="color: #6aa84f;">This class can represent explorers, hunters, scouts, and any other outdoor orientated character concept.</span></p><p><span style="color: #6aa84f;">Military, aristocracy, and science are excellent backgrounds for the Explorer.</span></p><div class="separator" style="clear: both; text-align: center;"><span style="color: #6aa84f;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwWzsxBO03lW4DYmp01Mq1Da5uuXqAn84Z8yeDScgf9kTHy2mCRP2V_-UyTcKc0jEpSDw4KVw9-LmK8jDAuoV2ALXD2EEvnYBZJy6eFelcYEBJo8cHeCpO4FHWCZnBLYi2hxDyA6A0hcj1/s500/Adventure4907_FrontCover.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="500" data-original-width="347" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwWzsxBO03lW4DYmp01Mq1Da5uuXqAn84Z8yeDScgf9kTHy2mCRP2V_-UyTcKc0jEpSDw4KVw9-LmK8jDAuoV2ALXD2EEvnYBZJy6eFelcYEBJo8cHeCpO4FHWCZnBLYi2hxDyA6A0hcj1/s320/Adventure4907_FrontCover.jpg" width="222" /></a></span></div><p></p><p><b>Explorer<br /></b>XP, HD, BHB, and Luck as Mercenary.</p><p>Explorers can use any weapon or armor.</p><p>Climbing<br />As a Treasure Hunter. Explorers are experienced at moving over rough terrain and climbing through hills, mountains, and ruins. </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjCb2Niht4EwDcqoBdwPxtVBngwVj1BNhsrclnB2cu4TNTxEEVhutdSMnQRb5TkOVcSH_KVAl1FaEBWHu8QJftxhI7Ne3PRGrA1sfEFDRHsF_7yCMpkp_vjnNdvdY1f2xHj9-x9wkzYfYWr/s276/images.jpeg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="276" data-original-width="182" height="276" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjCb2Niht4EwDcqoBdwPxtVBngwVj1BNhsrclnB2cu4TNTxEEVhutdSMnQRb5TkOVcSH_KVAl1FaEBWHu8QJftxhI7Ne3PRGrA1sfEFDRHsF_7yCMpkp_vjnNdvdY1f2xHj9-x9wkzYfYWr/s0/images.jpeg" width="182" /></a></div><p></p><p>Hunter<br />Using a ranged weapon an Explorer can aim for one full round, taking no other actions, and receive a +2 to the attack. This increases to +3 at 5th level and +4 at 10th level.</p><p>Languages<br />As a Treasure Hunter. Useful to the Explorer as he encounters new people and lands. </p><p>Stealth<br />As a Treasure Hunter. Explorers are experienced at stalking game.</p><p>Survival<br />The Explorer is experienced at finding food, water, and shelter in the wild. This also allows for navigation and tracking with difficulties set by the Referee. This ability is based on Intelligence.</p><p><u>Optional Skills</u><br />Less combat orientated and more versatile than Mercenaries. If the optional skills system is used they are treated as a Treasure Hunter.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTDzdoraQfzopPwm0V-eHPj6zNO_JGvbL2Htl4Chig2LgkP3h43rD1CwHvrq9zU5Mq-p91tJx6_rRFcEIENwpirYnDx23WbLjky-cs62K1edA2AUGzK-w5CayWHUyybSeaYLWkgk_unY9w/s2048/mort-alaska-national-guard.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1510" data-original-width="2048" height="295" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTDzdoraQfzopPwm0V-eHPj6zNO_JGvbL2Htl4Chig2LgkP3h43rD1CwHvrq9zU5Mq-p91tJx6_rRFcEIENwpirYnDx23WbLjky-cs62K1edA2AUGzK-w5CayWHUyybSeaYLWkgk_unY9w/w400-h295/mort-alaska-national-guard.jpg" width="400" /></a></div><br /><p></p><div><br /></div>David Baymillerhttp://www.blogger.com/profile/18345422887590571509noreply@blogger.com4tag:blogger.com,1999:blog-1226086670601575835.post-58268680178865626772021-09-17T18:18:00.003-05:002021-09-20T00:26:09.467-05:00Raiders of the Lost Artifacts: Sailor<p><span style="color: #9fc5e8;"> Professional seamen such as Captains, experienced deckhands and fishermen, etc. The high end of men sailing the seas. Military, Aristocracy, and Science are appropriate backgrounds. This class will also benefit from multiclassing with others for a well-rounded adventurer.</span></p><div class="separator" style="clear: both; color: #2b00fe; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEji9wtFZsDeI1ip-lhhEWbwHCjV8n2rPLTDxJ5BDG20CTiKmcc9ei2c9CPBBfWLwdWeOsDBG0YRhXJpyUsjOaA1t63fIGhTxbLvAeFi9sl25_4s3YzlywHd4-3zUmGLMXy_GI1ssJw28l0w/s400/dd84c93ccd52eb4c47520599168220fc--pulp-fiction-sunday-morning.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="400" data-original-width="281" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEji9wtFZsDeI1ip-lhhEWbwHCjV8n2rPLTDxJ5BDG20CTiKmcc9ei2c9CPBBfWLwdWeOsDBG0YRhXJpyUsjOaA1t63fIGhTxbLvAeFi9sl25_4s3YzlywHd4-3zUmGLMXy_GI1ssJw28l0w/s320/dd84c93ccd52eb4c47520599168220fc--pulp-fiction-sunday-morning.jpg" width="225" /></a></div><p></p><p><b>Sailor</b><br />XP, HD, BHB, and Luck as Mercenary.</p><p>Sailors can use any weapon or armor, but cannot always swim with it.</p><p>Climbing<br />As a Treasure Hunter. Sailors often have to clamber all over ships be they sail, steam, or diesel.</p><p>Gambling<br />Sailors are notorious gamblers. Ship life is routinely boring and the cards and dice add a bit of spice as well as causing the occasional assault. The Sailor enters into an opposed roll against other gamblers, high roll wins, and gets to add an additional cumulative +1 bonus to this opposed roll at levels 1, 4, 7, and 10. Roll the bones!</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6VKr7eotgCmIh0Z0T_3knqFTGTTPa-CU7mAj7X53LgCGKhcL31EKX_UwF4fWK0GI4b8QWJKbc004iOlqlm86oGdap6UJFhfkngm-DoHT-_6tsZzMGAaUsFamCByAlpNoVPXOgAZfOqaqV/s807/20392090-formenonly60jun_cohen1-600x807.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="807" data-original-width="600" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6VKr7eotgCmIh0Z0T_3knqFTGTTPa-CU7mAj7X53LgCGKhcL31EKX_UwF4fWK0GI4b8QWJKbc004iOlqlm86oGdap6UJFhfkngm-DoHT-_6tsZzMGAaUsFamCByAlpNoVPXOgAZfOqaqV/s320/20392090-formenonly60jun_cohen1-600x807.jpg" width="238" /></a></div><br /><p></p><p>Salty<br />+1 to attack unarmed and melee attacks.</p><p>Seamanship<br />When controlling or working a sea vessel a Sailor receives a +1 bonus to Sailing rolls at levels 1,3,6,9, and 10. </p><p>The Referee should set a difficulty number for this roll based on the optional Skill rules in Appendix Four. Roll d20, add Level, Dexterity, and the Seamanship Bonus to the roll.</p><p>This ability also includes the art of navigating or finding ones position using Intelligence instead of Dexterity. Bonuses may be given for good charts, maps, etc.</p><p>Swimming<br />Sailors are skilled at swimming, holding their breath underwater up to a full minute, etc. This ability is based on a Constitution Luck roll. </p><p><u>Optional Skills</u><br />If the optional skills system is used the Sailor is treated as a Mercenary.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJB1lKmxfdZXs5FxTKMTo8vBHlP6Gv_NYFfEKQoPRVOsu9xp-dEgdbj3iDLlQCDCyiRwfIL-h6HIQisjSAyTRy0bKY9OVqpNrfpANvA8Pn-3q_rd4trpBJ6whutdcYf3tnDDWoteTVhI6W/s2048/168ec5803b6d5d1bf5c9cf8efba6c585.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2048" data-original-width="1420" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJB1lKmxfdZXs5FxTKMTo8vBHlP6Gv_NYFfEKQoPRVOsu9xp-dEgdbj3iDLlQCDCyiRwfIL-h6HIQisjSAyTRy0bKY9OVqpNrfpANvA8Pn-3q_rd4trpBJ6whutdcYf3tnDDWoteTVhI6W/s320/168ec5803b6d5d1bf5c9cf8efba6c585.jpg" width="222" /></a></div><br /><p><br /></p><br /><div><br /></div>David Baymillerhttp://www.blogger.com/profile/18345422887590571509noreply@blogger.com0tag:blogger.com,1999:blog-1226086670601575835.post-18799274274557933742021-09-17T17:27:00.003-05:002021-11-19T00:20:10.838-06:00Raiders of the Lost Artifacts: Heavy<p><span style="color: #e06666;">Edit: Changed class name from Thug to Heavy. Thug was just too generic and boring.</span></p><p><span style="color: #c27ba0;">Heavies have a taste and talent for violence and hard living. They are gangsters, leg-breakers, or other tough guys who makes their living with fists and guts. Any background will work depending on how the character came to be in their current state. I would also allow a new background, Crime. It works as Law does but in dealing with criminals and the underworld.</span></p><p><span style="color: #c27ba0;">Heavies in a group of adventurers can be former criminals, tough as nails street toughs, and others with less than sterling pasts. </span></p><div class="separator" style="clear: both; text-align: center;"><span style="color: #3d85c6;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhvTrMZ3O_6qCt_vCXM-O77KmesKhl5w7-69V8X9ueoaQNUAI9pJRehLLlhkmxKR8tXshwLhy0sfz7cFHzyxNsHGJB1Jl_sIJCCw5kPg6BpNy6zZ7gxfpYcBG2j14wopMArPdOQxtkL6WTg/s1024/7c3b5379cdb6b93c561adc4ee60da2fc.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="888" data-original-width="1024" height="278" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhvTrMZ3O_6qCt_vCXM-O77KmesKhl5w7-69V8X9ueoaQNUAI9pJRehLLlhkmxKR8tXshwLhy0sfz7cFHzyxNsHGJB1Jl_sIJCCw5kPg6BpNy6zZ7gxfpYcBG2j14wopMArPdOQxtkL6WTg/s320/7c3b5379cdb6b93c561adc4ee60da2fc.jpg" width="320" /></a></span></div><p></p><p><b>Heavy</b><br />XP, HD, BHB, and Luck as Mercenary<br />Heavies can use any weapon or armor.</p><p>Backstab<br />Heavies are experienced at knocking a guy over the head from behind or stabbing him in the back. When catching a target unaware from behind the Heavy receives +4 bonus to attack and does double damage.</p><p>Brawler<br />+1 to hit on melee and unarmed attacks. Crime is a rough business for the Heavy and he has to know how to lay down a beating now and again.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi0s_zx0m4VAgEFQ-NXuuW6ZkZFk_m3xL8HU6g1K-_0L0QLSWezMXWe7qMrPvJu_21KTggcnFTb1BYkgTywp1-8KfP8t-I4TduPFvtCFYHMApvu-nl8jX36Qg46CZ0E0yNdzcjm6iPIkH_5/s608/gangs_of_tokyo_06.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="608" data-original-width="433" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi0s_zx0m4VAgEFQ-NXuuW6ZkZFk_m3xL8HU6g1K-_0L0QLSWezMXWe7qMrPvJu_21KTggcnFTb1BYkgTywp1-8KfP8t-I4TduPFvtCFYHMApvu-nl8jX36Qg46CZ0E0yNdzcjm6iPIkH_5/s320/gangs_of_tokyo_06.jpg" width="228" /></a></div><p></p><p>Gambling<br />The Heavy often supplements his income with a bit of cards and dice or a day at the races. The gambler enters into an opposed roll against other bettors, high roll wins, and a gambler gets to add an additional cumulative +1 bonus to this opposed roll at levels 1, 4, 7, and 10. Good luck!</p><p>Pick Pockets<br />A Heavy has to supplement his income at times by lifting a wallet or snatching an item.<br />The Referee should set a difficulty number for this roll based on the optional Skill rules in Appendix Four. Roll d20, add Level and Dexterity Bonus to the roll.</p><p>Sneak<br />As the Treasure Hunter. Heavies are at home skulking in the shadows and ambushing the unwary.</p><p><u>Optional Skills</u><br />If the optional skills system is used the Heavy is treated as the Mercenary.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKKneSeDvXvNSxwv9cJ3hgyI27vHPgDKJjm-oaSk9HeujRLglU4mz4mo4sBi_KIyiNBlLSOLzOo2NcWdEhmX-IHlQcteFCPezIbKtnrvEpxq9Hzz994H87gG0M7GqW89RRAOtNxap0Ozfs/s930/c00526c4f41eebf86757e15cd5b7f3c7.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="930" data-original-width="650" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKKneSeDvXvNSxwv9cJ3hgyI27vHPgDKJjm-oaSk9HeujRLglU4mz4mo4sBi_KIyiNBlLSOLzOo2NcWdEhmX-IHlQcteFCPezIbKtnrvEpxq9Hzz994H87gG0M7GqW89RRAOtNxap0Ozfs/s320/c00526c4f41eebf86757e15cd5b7f3c7.jpg" width="224" /></a></div><br /><div><br /></div>David Baymillerhttp://www.blogger.com/profile/18345422887590571509noreply@blogger.com0tag:blogger.com,1999:blog-1226086670601575835.post-64570341231712107672021-09-17T16:07:00.004-05:002021-09-22T19:43:14.939-05:00Raiders of the Lost Artifacts: Spy<p><span style="color: #e69138;"> In the years leading up to WW2 espionage activity escalated. The Spy class specializes in infiltration, information gathering, and even assassination. It would be interesting for a character to work as an agent keeping track of the other players and any interesting artifacts or locations they find. "Legit" spy-work would be very appropriate with the Military or Government background although any background would work with the right backstory.</span></p><p><span style="color: #e69138;">Another possibility for this class is of a criminal or reformed criminal such as thieves or cat burglars or even bounty hunters. In this case I would also allow a new background, Crime. It works as Law does but in dealing with criminals and the underworld.</span></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjLum4BV6_loXrJ76UfVAZLYVI2fp_v0gJTiA7A3Nxyldo__sKAOc4m3MwxUATGgGuQymRjAkW-IgnbyesYWdaJwxkrnNU7TIdnFxWPQEQvDwV4SWL0DqnElkuh-pgI6ykso_wgi9SNEg-2/s630/08_serialpictorial_04_spysmasher_richmond_misc-630x420.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="420" data-original-width="630" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjLum4BV6_loXrJ76UfVAZLYVI2fp_v0gJTiA7A3Nxyldo__sKAOc4m3MwxUATGgGuQymRjAkW-IgnbyesYWdaJwxkrnNU7TIdnFxWPQEQvDwV4SWL0DqnElkuh-pgI6ykso_wgi9SNEg-2/s320/08_serialpictorial_04_spysmasher_richmond_misc-630x420.jpg" width="320" /></a></div><p></p><p><b><span style="color: #ffa400;">Spy</span><br /></b>XP, HD, BHB, and Luck as Treasure Hunter.<br />Spies can use any weapon or armor.</p><p>Backstab<br />If a Spy can get behind an enemy without being detected he can attack the unaware target receiving a +4 to hit bonus and doing double damage. This attack applies to melee and unarmed attacks only. The target must also have a back and vulnerable points to attack, for example a blob monster would not be able to be backstabbed.</p><p>Fast Talk<br />Through deceit, persuasion, seduction, or other tactics a Spy is often capable of manipulating a person to get what he wants. If the Referee decides that the target is capable of being manipulated the target must make a an opposed Wisdom Luck roll vs the Spy's Charisma Luck roll. If failed the target has been manipulated by the Spy. The degree to which the target complies is determined by the Referee.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2xPsGHzlBnHCMEbPKiZIuTSKlwD8hyphenhyphenRN5ovR49Rlh61PVpjLLw46rkHCr0f3cTbe_YJ-y9asS4sOgauacRHrqEKK8iUmXyGggBbzl9dj9xcWyllpf5Y3ZUe7Waeoj9TBAueaNmCcg5Pcn/s285/the-shadow-391201.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="285" data-original-width="200" height="285" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2xPsGHzlBnHCMEbPKiZIuTSKlwD8hyphenhyphenRN5ovR49Rlh61PVpjLLw46rkHCr0f3cTbe_YJ-y9asS4sOgauacRHrqEKK8iUmXyGggBbzl9dj9xcWyllpf5Y3ZUe7Waeoj9TBAueaNmCcg5Pcn/s0/the-shadow-391201.jpg" width="200" /></a></div><p></p><p>Hear Noise<br />A useful ability allowing the Spy to detect noise or eavesdrop conversation in crowded rooms or behind locked doors and walls. Attempts to use this ability takes a full round and no other actions can be performed as the Spy focus on listening.</p><p>The Referee should set a difficulty number for this roll based on the optional Skill rules in Appendix Four. Roll d20, add Level and Wisdom Bonus to the roll.</p><p>Hide<br />As a Treasure Hunter. An essential skill for infiltrating and observation.</p><p>Languages <br />As a Treasure Hunter. The Spy often needs to learn multiple languages to apply his craft.</p><p>Open Locks<br />As a Treasure Hunter. Another essential skill in infiltration and information gathering.</p><p>Stealth<br />As a Treasure Hunter. Spies sneak around and can use this ability to deliver a Backstab.</p><p><u>Optional Skills</u><br />If the optional skills system is used the Spy is treated as a Treasure Hunter.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFFPZmHNsXD5ITnBQUCqScRjZFs21nXki4wCiJ1EqbFoX6A8nJoQ-ba_ph8BHNy1SePAuTVXdr4nQVQwHsH1BL09i_07DTKVsbXEKsJcU64Bc8qa9xeMFN78shPG2pujRVENLRTukggzSe/s800/c2791bdbf1b2b0e427cdcaf2ace42589-800.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="800" data-original-width="573" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFFPZmHNsXD5ITnBQUCqScRjZFs21nXki4wCiJ1EqbFoX6A8nJoQ-ba_ph8BHNy1SePAuTVXdr4nQVQwHsH1BL09i_07DTKVsbXEKsJcU64Bc8qa9xeMFN78shPG2pujRVENLRTukggzSe/s320/c2791bdbf1b2b0e427cdcaf2ace42589-800.jpg" width="229" /></a></div><br /><div><br /></div>David Baymillerhttp://www.blogger.com/profile/18345422887590571509noreply@blogger.com0tag:blogger.com,1999:blog-1226086670601575835.post-68553334259506478682021-09-14T14:46:00.003-05:002021-09-14T18:09:25.883-05:00Raiders of the Lost Artifacts: Pilot/Driver<p><span style="color: #ffa400;">Pilots and Drivers specialize in vehicle control and combat. This class represents fighter pilots, smugglers, professional drivers, bootleggers, etc. They are best in their vehicle but are capable adventurers outside of their machines.</span></p><p>All Backgrounds work well with Pilot/Driver and the Military, Government, and Show Business Backgrounds should work particularly well with this class.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiBlh1J4VEFvmk2w-m2O2iOtvWOQvAkzoX8sN8qyVXO8aELeJarQ0TxgI0gDDZVObXFJV07_UFHYES46hN8R-4EgV9vmEKtrAJ2VLSxs0xFcVN7H5p2jCEyNsTSGSbEHtzfnhkUufwRzLAq/s960/gi+combat+airplane.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="960" data-original-width="667" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiBlh1J4VEFvmk2w-m2O2iOtvWOQvAkzoX8sN8qyVXO8aELeJarQ0TxgI0gDDZVObXFJV07_UFHYES46hN8R-4EgV9vmEKtrAJ2VLSxs0xFcVN7H5p2jCEyNsTSGSbEHtzfnhkUufwRzLAq/s320/gi+combat+airplane.jpg" width="222" /></a></div><p><b>Pilot/Driver</b><br />XP, HD, BHB, and Luck as Mercenary.<br />Pilots/Drivers can use any weapon or armor.</p><p>This character can use his abilities while flying or driving thus the combination designation Pilot/Driver.</p><p>Ace<br />The Pilot/Driver is incredibly skilled at controlling his vehicle as compared to the average vehicle operator. He receives a +1 bonus to Pilot/Drive rolls at levels 1,3,6,9, and 10. </p><p>The Referee should set a difficulty number for this roll based on the optional Skill rules in Appendix Four. Roll d20, add Level, Dexterity, and the Ace Bonus to the roll.</p><p>This ability also includes the art of navigating or finding ones position using Intelligence instead of Dexterity. Bonuses may be given for good charts, maps, etc.</p><p><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgD9Ct0_fpLu8stDBVhWveMVELW5CaP8s6CCb-K4ULMWHu01HzwEQxcpWdW662iGOddDTezYo5lB27h75-p5goJuxa9S51hsSjRcLsBgakO23y1Xs0YIXD_iH8GLy6b7JcWCwBohna1-CQ9/s730/d76e4e1c0df2e3d490454d3506532a71.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em; text-align: center;"><img border="0" data-original-height="730" data-original-width="425" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgD9Ct0_fpLu8stDBVhWveMVELW5CaP8s6CCb-K4ULMWHu01HzwEQxcpWdW662iGOddDTezYo5lB27h75-p5goJuxa9S51hsSjRcLsBgakO23y1Xs0YIXD_iH8GLy6b7JcWCwBohna1-CQ9/s320/d76e4e1c0df2e3d490454d3506532a71.jpg" width="186" /></a>A Pilot/Driver also adds his Ace bonus to the vehicle's AC when at the controls.</p><p>Daring<br />Steely nerves are essential when behind the wheel of a ton of screaming motor and steel chassis hurtling along at high speeds. It's even worse with bullets flying at you and God knows what else during a Pulp adventure. The Pilot/Driver receives a +2 bonus to Luck saves involving fear or stress.<br /></p><p>Grease Monkey <br />Pilots/Drivers are often called upon to make field repairs on their damaged vehicle. To fix it they must have the parts, take the time set by the DM, and make a successful d20 skill roll adding Level and Intelligence Bonus to the roll.</p><p>Quick Reflexes<br />The Pilot/Driver gains a +1 bonus to initiative. In Group initiative this does not stack, only one bonus is gained per side.</p><p>Steady Hands<br />The natural skill or experience of a Pilot/Driver gives him a +1 to attacks with vehicle weapons at 1st level, +2 at 5th level, and +3 at 10th level. </p><div><div><u>Optional Skills</u></div><div>If the optional skills system is used the Pilot/Driver is treated as a Mercenary.</div></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwyZ4eW0wAKO75RkIrbXOW9vk89fIaeCAY_XBx5ZqTkllqyGLVmKXl1aHDSFFZt_IErXW9nqf8Sb5AxQILwI8Ae4YevJldgtSVnbMeF131r_hejgGjhyphenhyphen2uFT18rvLhQXW6CG2GmL6ufKT4/s630/gold+monkey.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="630" data-original-width="600" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwyZ4eW0wAKO75RkIrbXOW9vk89fIaeCAY_XBx5ZqTkllqyGLVmKXl1aHDSFFZt_IErXW9nqf8Sb5AxQILwI8Ae4YevJldgtSVnbMeF131r_hejgGjhyphenhyphen2uFT18rvLhQXW6CG2GmL6ufKT4/s320/gold+monkey.jpg" width="305" /></a></div><br /><div><br /></div><div><br /></div><div><br /></div><div><br /></div>David Baymillerhttp://www.blogger.com/profile/18345422887590571509noreply@blogger.com0tag:blogger.com,1999:blog-1226086670601575835.post-66582738355061184582021-09-13T13:53:00.006-05:002021-09-14T14:45:36.806-05:00Raiders of the Lost Artifacts: Investigator<p><span style="color: #ffa400;">Those who use their wits and skills to gather information and solve mysteries for a living. Examples of the Investigator include detectives, insurance investigators, reporters, etc.</span> </p><p>The Law and Journalism Backgrounds should work particularly well with this class.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjfKPqAI7ObEIqAPm2n18STOB8Aphkj6MGbF_GdZDluViE3tFbCU81HuWn05nUjrhkbHbleeVQ9BykVRJFD08lrfX89oC3jTmSBRcLUm7bLqdlcUVNgths_cuviDctM7ygrOhtyvyK3Nt5P/s320/26929102923_9d1b9457ee_n.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="320" data-original-width="262" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjfKPqAI7ObEIqAPm2n18STOB8Aphkj6MGbF_GdZDluViE3tFbCU81HuWn05nUjrhkbHbleeVQ9BykVRJFD08lrfX89oC3jTmSBRcLUm7bLqdlcUVNgths_cuviDctM7ygrOhtyvyK3Nt5P/s0/26929102923_9d1b9457ee_n.jpg" width="262" /></a></div><p><b><span style="color: #ffa400;">Investigator</span></b><br />XP, HD, BHB, and Luck as Treasure Hunter</p><p>Investigators can use any weapon or armor.</p><p><span style="color: #ffa400;">Assess</span><br />The Investigator can use this ability to observe a person for a single round and then make a conclusion as to that persons age, character level, nationality, recent activities, etc based on the Investigator's experience and training. </p><p>The Referee should set a difficulty number for this roll based on the optional Skill rules in Appendix Four. Roll d20, add Level and Intelligence Bonus to the roll.</p><p><span style="color: #ffa400;">Contacts</span><br />With a successful Charisma Luck roll the Investigator may ask one favor of a contact such as a coroner to view a body, a lawman to talk to a prisoner, etc. The favor will be things not generally available to the average citizen. The contact will not endanger himself or his employment and may negotiate a payment or favor in return if the request by the Investigator is difficult or unpleasant. </p><p>He may call upon these contacts twice per adventure at first level. He may add an extra time for each bonus to his Charisma check due to higher levels. </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivP5HoJ4GXTuBEJOzlIslSy0vqnWKYvR7TKLms30NVshz1yXNbdmtiEyG-m2sQrh9EYbuHvv1H_FYeGofFnhkqn6bpSb0KMCjjKf9K5HAkKQBIvlzAF9qVTyHqdYMXrJOyAHZ6ymCecnVU/s640/8cb75783f65b99fb3f946439ce2399a0.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="640" data-original-width="453" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivP5HoJ4GXTuBEJOzlIslSy0vqnWKYvR7TKLms30NVshz1yXNbdmtiEyG-m2sQrh9EYbuHvv1H_FYeGofFnhkqn6bpSb0KMCjjKf9K5HAkKQBIvlzAF9qVTyHqdYMXrJOyAHZ6ymCecnVU/s320/8cb75783f65b99fb3f946439ce2399a0.jpg" width="227" /></a></div><p></p><p><span style="color: #ffa400;">Deduction</span><br />After reviewing clues, interviewing witnesses, visiting crime scenes, etc the Investigator can make an Intelligence Luck roll.</p><p>If successful the Investigator may ask the DM a single yes or no question which the DM must answer honestly. The Investigator can do this once per adventure at 1st level and can ask more one more question at levels 5 and10.</p><p><span style="color: #ffa400;">Observation</span><br />The Investigator has a keen eye for spotting small details. When actively looking for clues or difficult to spot items such as a torn piece of matchbook, bloodstains, footprints, hidden doors, etc. </p><p>The Referee should set a difficulty number for this roll based on the optional Skill rules in Appendix Four. Roll d20, add Level and Intelligence Bonus to the roll.</p><p><span style="color: #ffa400;">Open Locks </span><br />Investigators are often called upon to enter places they are not wanted. </p><p>They can pick locks and otherwise get past mechanical barriers. For most locks this is automatic. Particularly challenging locks such as a safe will require a difficulty number to overcome based on the optional Skill rules in Appendix Four. Roll d20 add Level and Dexterity Bonus to the roll.</p><p><span style="color: #ffa400;">Snoop</span><br />Investigators are fantastic at listening and picking up bits of conversation and other useful sound bits. By taking a full round and performing no other actions they can attempt to focus on snippets of conversations in a crowd, listen through doors, and hear other faint noises. </p><p>The Referee should set a difficulty number for this roll based on the optional Skill rules in Appendix Four. Roll d20, add Level and Wisdom Bonus to the roll.</p><p><u><span style="color: #93c47d;">Optional Skills</span></u><br />If the optional skills system is used the Investigator is treated as a Treasure Hunter.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi07olfQ4IBcgApATN3m2gxEmscbH9-KEm6R5vfY_hponT59xYXIPjakmBMYMUaoDH4an5J_9s7AHFoRDRrgOt8Ja1jNTD3NRYPYYUIdLa-ekY8bbr6RCdcTlbhOy2Y0B3o29tzCzvOjVLJ/s458/d3ff9nb-1a0e32ef-bc64-47e5-bd1b-dcc9300cc5f8.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="432" data-original-width="458" height="302" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi07olfQ4IBcgApATN3m2gxEmscbH9-KEm6R5vfY_hponT59xYXIPjakmBMYMUaoDH4an5J_9s7AHFoRDRrgOt8Ja1jNTD3NRYPYYUIdLa-ekY8bbr6RCdcTlbhOy2Y0B3o29tzCzvOjVLJ/s320/d3ff9nb-1a0e32ef-bc64-47e5-bd1b-dcc9300cc5f8.jpg" width="320" /></a></div><br /><div><br /></div>David Baymillerhttp://www.blogger.com/profile/18345422887590571509noreply@blogger.com0tag:blogger.com,1999:blog-1226086670601575835.post-50268383494838730572021-09-12T18:01:00.002-05:002021-09-14T12:37:25.983-05:00Raiders of the Lost Artifacts: Martial Artist<p><span><span style="color: #ffa400;"> I have become enamored with<a href="https://www.nightowlworkshop.com/" target="_blank"> Night Owl Workshop</a> games. Especially Raiders of </span><span style="color: #ffa400;">the Lost Artifacts. I have decided to rework some of my own pulp classes to fit with Raiders for a few more options. First up is the Martial Artist.</span></span></p><p><span></span></p><div class="separator" style="clear: both; text-align: center;"><span><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5SyGe8LiCWnP-4-wMXUFDIXKqIn09kHrFJrstiJa6bvcUTXcPRSBc4dsnVeDE4Ur-VlUTYSO90V8nhwV0z1B-hbqnMJHTZGalsHZ-bzhgcg-nmipWTb568uACgF7oso67QTd_1fDWKJFl/s2048/shang+chi.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2048" data-original-width="1391" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5SyGe8LiCWnP-4-wMXUFDIXKqIn09kHrFJrstiJa6bvcUTXcPRSBc4dsnVeDE4Ur-VlUTYSO90V8nhwV0z1B-hbqnMJHTZGalsHZ-bzhgcg-nmipWTb568uACgF7oso67QTd_1fDWKJFl/s320/shang+chi.jpg" width="217" /></a></span></div><p></p><p><span>There are brawlers and then there are those who are on the next level in unarmed combat. Mercenaries are more likely to be better trained at ranged combat and can utilize heavier armor as well as having their role in coordinating bonuses to their allies. Martial Artists are hyper-focused on hand-to-hand fighting and are less skilled at unit tactics.</span></p><p><span><u>Examples of such characters would be:<br /></u>Sailor Steve Costigan <br />Doc Savage (multiclass with Scientist)<br />Batman (multiclass with Scientist)<br />Shang Chi (70's and early 90's Master Kung Fu comics especially)<br />Judomaster</span><span> </span></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHQSM1uK9-dCA0GREH7YUOY20cunT2MCptezzgCxJU67IRyie7Ewuug9dT6hK2o8nwcIKyE40Qn6njNhyC930JB18OpURLyjH2uvSeF703hRv-uLmgOj5dCvk8U6Bpl73Tvt4BTR2DXRyW/s400/400full-judomaster-%2528sonia-sato%2529.jpg" style="margin-left: 1em; margin-right: 1em;"><span style="color: black;"><img border="0" data-original-height="357" data-original-width="400" height="286" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHQSM1uK9-dCA0GREH7YUOY20cunT2MCptezzgCxJU67IRyie7Ewuug9dT6hK2o8nwcIKyE40Qn6njNhyC930JB18OpURLyjH2uvSeF703hRv-uLmgOj5dCvk8U6Bpl73Tvt4BTR2DXRyW/s320/400full-judomaster-%2528sonia-sato%2529.jpg" width="320" /></span></a></div><span><b>Martial Artist<br /></b></span><span>XP, HD, BHB, and Luck as Mercenary</span><p></p><p><span>The Martial Artist choices in armor are limited to leather jacket and long leather coat. Any other armor hampers the Martial Artist and he cannot use his class abilities effectively. </span></p><p><span><u>Unarmed Combat (Karate, Kung Fu, Boxing, Savate, etc)<br /></u>The Martial Artist hits harder and more often with his natural weapons and is more difficult to hit in unarmed and melee combat due to his training or natural talents.</span></p><p><span>He gains a +1 to hit with Unarmed Attacks and an armor class bonus while engaged in unarmed and melee combat.</span></p><p><span style="white-space: pre;"><span></span></span></p><div class="separator" style="clear: both; text-align: center;"><span><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhezBkHnS6829HoJYAk9Vc3LgoUnHvk1jJ49q9iNqbU41QNNQgQCmsGvREPX0GR9aY6922ovJhti21EXmisJCV_8WnbwF4NJJZ9UFn5YAq9_KP2k941YdM2cP8y9C6Ls8UlzUFuHUOu0a22/s431/m+artist+chart.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="207" data-original-width="431" height="154" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhezBkHnS6829HoJYAk9Vc3LgoUnHvk1jJ49q9iNqbU41QNNQgQCmsGvREPX0GR9aY6922ovJhti21EXmisJCV_8WnbwF4NJJZ9UFn5YAq9_KP2k941YdM2cP8y9C6Ls8UlzUFuHUOu0a22/s320/m+artist+chart.jpg" width="320" /></a></span></div><p><span><u>Combo<br /></u>The Martial Artist can attack with two unarmed attacks per round with a penalty of -2 to hit with each attack. This ability can only be used with unarmed attacks. It cannot be mixed with a melee or ranged attack. Use normal two-weapon rules for those situations.</span></p><p><span><u>KO</u> <br />The Martial Artist can fire off a powerful kick, chop, uppercut, etc to do extra damage in unarmed combat. The attack is made at a -2 penalty to hit. If successful the damage is doubled. </span></p><p><span>This ability can be used once per day at 2nd level, twice per day at 5th level, and three times per day at 7th level.</span></p><p><span><u>Second Wind<br /></u>If the Martial Artist takes a full round to rest he can regain 1d4 hit points. He must do no other action in this round but rest. He cannot defend himself, move, etc. He receives no Dex or Martial Arts bonus. He can still receive a bonus from armor worn and from cover. </span></p><p><span>This ability can be used once per day at 3rd level, twice per day at 6th level, and three times per day at 9th level.</span></p><p><span><u>Optional Skills<br /></u>If the optional skills system is used the Martial Artist is treated as the Mercenary.</span></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpzLIaXflm2taPfHtjXhOHECKbDqTQuDvsmIB56VSCoL849YPF6PKl-4lzWK39OvXojbIH_DA1f_ib703jSp36Yg0h-9UZs6_VW7OzjUOHRK2OjHlgLLrhLdf2sIgtDtrcz5bmoYhquxI0/s236/boxer.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="173" data-original-width="236" height="173" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpzLIaXflm2taPfHtjXhOHECKbDqTQuDvsmIB56VSCoL849YPF6PKl-4lzWK39OvXojbIH_DA1f_ib703jSp36Yg0h-9UZs6_VW7OzjUOHRK2OjHlgLLrhLdf2sIgtDtrcz5bmoYhquxI0/s0/boxer.jpg" width="236" /></a></div><br /><span style="color: #04ff00;"><br /></span><p></p><p><span style="color: #04ff00;"><br /></span></p><div><br /></div>David Baymillerhttp://www.blogger.com/profile/18345422887590571509noreply@blogger.com0tag:blogger.com,1999:blog-1226086670601575835.post-27943615893907939462021-09-12T13:37:00.003-05:002021-09-12T13:37:37.197-05:00Pulp Gaming with OSR rules.<p><br /></p><div class="separator" style="clear: both; text-align: center;"><span style="color: #ffa400;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj8dcO8DXehs7OdZhXOAJcuFU_esAzRdMtKYN33JdqoCiRrICie5PfE_8xveGKifzo3T0xHVjtmLWGPq_f4AOkETWKYln_K46M_GssfwjvvIwmuTwUrfHEk6RpuoJwQOygl2Gw9gOha2zFM/s343/adventure-magazine-1_6873.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="343" data-original-width="255" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj8dcO8DXehs7OdZhXOAJcuFU_esAzRdMtKYN33JdqoCiRrICie5PfE_8xveGKifzo3T0xHVjtmLWGPq_f4AOkETWKYln_K46M_GssfwjvvIwmuTwUrfHEk6RpuoJwQOygl2Gw9gOha2zFM/s320/adventure-magazine-1_6873.jpg" width="238" /></a></span></div><p><span style="color: #ffa400;"><br /></span></p><p></p><p><span style="color: #ffa400;">For Pulp style games I have used my classes for Mythos and Mayhem disregarding the hit point cap at 5th level/HD. </span></p><p><span style="color: #ffa400;">Also of use are my rules for firearms, vehicles (land and air combat), etc. These can be found in the Mythos and Mayhem page and the Operation White Box WW2 page.</span></p><p><span style="color: #ffa400;">I will be re-editing the Mythos and Mayhem classes for Pulp specific posts and revamping this page with direct links to specific rules such as firearms, air combat, etc. </span></p><p><span style="color: #f1c232;">I am also in love with <a href="https://www.nightowlworkshop.com/" target="_blank">Night Owl Workshop</a>'s Raider of the Lost Artifacts game. I will be posting a few of my classes revamped for that system. </span></p><p><a href="https://theosrlibrary.blogspot.com/p/mythos-and-mayhem-osr-call-of.html" target="_blank">Mythos and Mayhem</a></p><p><a href="https://theosrlibrary.blogspot.com/p/operation-white-box-an.html">Operation White Box WW2</a></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9MPMSO_7oB5M4Y97bsTpjWScnyYVG6yFbW2juRuMiUnxNasCUj8k62O1UqF5DE1x3q52J1HFfwA9D946hPNGiFP_U449KUYwVBxfElVNde6bOysA-JKiwtlGLr4Iy23AxyDo3RpMNNxuX/s652/35-1.jpg" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="652" data-original-width="420" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9MPMSO_7oB5M4Y97bsTpjWScnyYVG6yFbW2juRuMiUnxNasCUj8k62O1UqF5DE1x3q52J1HFfwA9D946hPNGiFP_U449KUYwVBxfElVNde6bOysA-JKiwtlGLr4Iy23AxyDo3RpMNNxuX/w258-h400/35-1.jpg" width="258" /></a></div><p></p>David Baymillerhttp://www.blogger.com/profile/18345422887590571509noreply@blogger.com0tag:blogger.com,1999:blog-1226086670601575835.post-19964461440495513432020-08-11T10:55:00.001-05:002020-08-11T10:55:16.393-05:00Still Alive<p> It's been a crazy year since the last post.</p><p>I got married last Halloween. Yay!</p><p>My diabetes kicked my ass. Boo!</p><p>I've been in physical decline since before winter. My balance and stamina have been severely compromised. I am on oxygen. I cannot do physical activity for more than a few minutes before I get exhausted and faint. I fall a lot if I'm not using my walker or near something to grab. I am healing a wound on my belly and after that we are removing my big toes due to chronic ulcers. </p><p>With that said.... I am pretty darn happy. I love my wife and family and am on new routines for depression. I'm getting more activity in. I'm playing games again and have enough umph to start running them again soon. I am much better than I was a few months ago with a bit more stamina and actual energy to do my hobbies. Thank God and my wife.</p><p>So I am starting to write again as well and will try to update here and there.</p><p><br /></p><p>Dave</p>David Baymillerhttp://www.blogger.com/profile/18345422887590571509noreply@blogger.com9tag:blogger.com,1999:blog-1226086670601575835.post-75078903270710443572019-08-07T16:55:00.002-05:002021-09-12T14:38:57.775-05:00Basic Land Cannons: Classic and OSR <span style="color: orange; font-size: large;">Basic Land Cannons</span><br />
Threw together some basic cannon rules for a bit of fun carnage.<br />
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First up: I'm keeping it simple.<br />
Cannons are complicated; there are many different types and designs over the centuries. Ammunition sizes vary greatly depending on the size of the cannon and its purpose. Even the name cannon does not apply to what we generally call 'cannons.' Culverins, demi-culverins, demi-cannons, guns, etc. That's more than I want to get into so I'm keeping it simple for these land cannon rules. Galloper, field, and siege.<br />
<br />
Galloper<br />
Lighter artillery guns firing smaller shells they were designed to be pulled by a single horse in front of the gun and carriage with the intention of keeping pace with fast troops and possiblly cavalry. This was often not the case as gun crews were still on foot and the ammunition trundled along behind in ox-carts. This category can also represent small swivel guns.<br />
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Field Cannon<br />
Standard artillery guns used by most nations which were typically sited before a battle and not moved until after. This the the type of gun most people think of on a battlefield with wheels on the sides for easier placement and transport. They were used on ships and fort walls. These guns were often captured as the battles swept across the field and their loss was considered a typical even.<br />
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Siege Cannon<br />
Massive guns firing up to 60lb or larger shells. These monstrosities were mostly used to batter down walls.<br />
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<u>Cannon<span style="white-space: pre;"> </span>Damage<span style="white-space: pre;">, </span>Range Inc.<span style="white-space: pre;">, </span>Rate of Fire</u><span style="white-space: pre;"> </span><br />
Galloper<span style="white-space: pre;">: </span>2d6x2, 200'<span style="white-space: pre;">, 1 shot every 1.5 to 2 minutes</span><br />
Field<span style="white-space: pre;">: </span>2d6x5, 300', <span style="white-space: pre;">1 shot every 1.5 to 2 minutes </span><br />
Siege<span style="white-space: pre;"> </span>2d6x10<span style="white-space: pre;">, </span>400',<span style="white-space: pre;"> </span>1 shot every 5 minutes<span style="white-space: pre;"> </span><br />
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<b><span style="color: orange;">Ammunition</span></b><br />
<a href="https://www.youtube.com/watch?v=BcaQerCQdk0" target="_blank">Round Shot</a> (link)<br />
Standard iron ball.<br />
Rolls 1d4x10' from point of impact. If plowing through ranks of men it does possible damage to everyone or thing in a 5' path along its trajectory. Those in its path may make a saving throw to take half damage. If the save is made by 5 or more the victim takes no damage.<br />
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Chain Shot<br />
As above except the damage path increases to 10'.<br />
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<a href="https://www.youtube.com/watch?v=uFxxY28gnLE" target="_blank">Canister Shot</a> (link)<br />
Used with Gallopers and Field cannon. A Canister round is a can or other container packed with dozens of musketballs or other projectiles which fires out in a cone like a giant shotgun.<br />
<br />
The CS fires a cone a width of 30' per 300' it travels. Every target in its zone must make a Saving throw or take 2d6 damage from the shot. Every 300' past the first increment the target gains a +4 bonus to the Saving throw as the shots spread out. A troop 380' out or example would get a +4 bonus. A target out 670' gets a +8 bonus, etc.<br />
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Canister rounds are not designed specifically to penetrate cover. They are best vs masses of troops in open fields or open decks. All cover bonuses are added to the Saving throw of those under cover.<br />
<br />
Grapeshot<br />
Similar to Canister Shot this load was primarily (but not always) a naval round using fewer and larger balls, had a much shorter effective range, and was expected to hit targets behind cover. When fired it comes out in a cone with a width of 30' per 100' travelled. Every target in its zone must make a Saving throw with a +2 bonus (fewer balls) or take 2d6 damage from the shot. Every 100' past this the target gains a +4 to their Saving throw.<br />
In addition GS ignores 4 points of cover bonus to the Saving throw.<br />
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<b><span style="color: orange;">Improvised Explosives</span></b><br />
Simple iron balls with gunpowder and fuse were used as grenades.<br />
Sometimes you really had to kill a bunch of motherf@ckers and roll a lit powderkeg at them.<br />
<br />
Fused Grenade<br />
2d6, 10' blast radius.<br />
Roll 1d6<br />
⦁<span style="white-space: pre;"> </span>1-3 explodes at end of round thrown<br />
⦁<span style="white-space: pre;"> </span>4-6 explodes on thrower' initiative the next round<br />
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Powder Keg<br />
4d6, 15' blast radius.<br />
Each additional keg adds +1d6 to damage and 5' to the radius.<br />
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<br />David Baymillerhttp://www.blogger.com/profile/18345422887590571509noreply@blogger.com4tag:blogger.com,1999:blog-1226086670601575835.post-73361899576856257782019-08-07T14:23:00.000-05:002019-08-07T14:26:54.347-05:00The Island Fiend. An OSR WW2 AdventureHere's a spooky Pacific island military adventure set in 1941. <a href="http://theosrlibrary.blogspot.com/2015/04/the-island-fiend-18-page-free-adventure.html" target="_blank">It was originally for Savage World</a>s and then re-statted for basic OSR games.<br />
<b><br /></b>
<b><span style="color: cyan; font-size: x-large;">THE ISLAND FIEND</span></b><br />
<span style="color: #f9cb9c;">Tannaroa Island</span><br />
<span style="color: #f9cb9c;">Pacific Ocean</span><br />
<span style="color: #f9cb9c;">Fall,1941</span><br />
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Tannaroa is a small island, roughly kidney shaped, with a north to south length of five miles and an east to west width of 10 miles. It is a tropical jungle island with heavy rainfall throughout the year. The northern half of the island is dominated by jungle and cliffs a hundred feet above sea level. The island gently slopes towards the middle of the land mass; the southern half is only a few feet above sea level and terminates at a strip of beach on the southern end of the island. Tannaroa Village is located at the beach.<br />
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Freshwater is collected from the heavy rains in several natural cisterns and wells around the island and is fairly easy to find. The jungle is home to a number of wild boars, chickens, parrots, lizards, and a small population of boa constrictors. The primary food sources for the natives is fish and other seafood, domesticated chickens, domesticated goats, small family gardens, tropical fruit, and an occasional boar hunt for fresh meat although they are careful not to over hunt the boar population. Trade is also not uncommon as boats are sent to neighboring islands to share news and trade goods.<br />
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Life on Tannaroa is relaxed and pleasant for the most part. Native crime is rare and dealt with harshly by the villagers. The population spends most of the daylight hours hunting, fishing, foraging, and making repairs to their boats, homes, and implements of daily life. Nights are often spent round campfires and drinking a local alcohol made from jungle fruit and American beer and whiskey brought into the trading post. American cigarettes have become popular with the villagers and they have begun to buy and trade American goods with the neighboring islanders. The chief of the village is an canny old hunter and fisherman in his mid-60's, Chief Tanukko.<br />
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The island is currently being used by the US Navy as a minor refueling station, a fuel depot, and a relay station while keeping an eye on the Japanese Navy in the Pacific. It is staffed by a small unit of Navy and Marine personnel.<br />
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The one village on the island, Tannaroa Village, is home to over 200 villagers whose primary occupation is fishing, hunting, gardening, and support for the base. The village is composed of a number of quaint huts set around a village common and within sight of the beach. A sturdy trading post has been built by the American trader Jack Miller.<br />
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A missionary church was built here twenty years ago and is currently overseen by Father Joseph Kagen and Sisters Amelia and Sister Jennifer. Before two doctors arrived on a shipwreck several months ago the priest and sisters were the only modern medical providers for the village. The church provides a sturdy shelter during storms, reading classes for the children, and of course, religious services for the converted Christian population and several military personnel who attend services.<br />
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A small hospital is on the island. It was built several years ago by an English doctor whom died of an infection late last year. It is currently staffed by an American doctor and his assistant. They arrived nearly six months ago on a ship wrecked on the cliffs and have stayed on to treat sick natives, military personnel, and crew of the ships in the Japanese harried trade lane. A few of the island women have been trained as caregivers in the hospital.<br />
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<b><span style="color: cyan; font-size: large;">THE SETUP</span></b></div>
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<span style="color: #ffe599;">The Player Characters are a unit or squad of soldiers on a layover of three days, waiting to be picked up by a Navy ship to take them to Pearl Harbor for rest and then redeployment. </span></div>
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<span style="color: #ffe599;">They arrived early this morning and severe weather seems imminent and will most likely delay their departure.</span></div>
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<span style="color: #ffe599;">They have been enjoying their first day of sun, surf, quiet, and the cute native women. Cold beer can be found at the trading post and life, for just a little bit, is quiet.</span></div>
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<span style="color: #ffe599;">That all ends in the evening as they are summoned by Marine Captain Tyneberger to his offices at the Base on the other side of the Village. </span></div>
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<span style="color: #ffe599;">Crusty and tanned walnut brown, Marine Sgt. Brogan is sent to pick the PC's up and the tight-lipped old soldier isn't saying a thing til the Captain gives the rundown.</span></div>
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<span style="color: #ffe599;">Captain Tyneberger welcomes them into his office and waves them into wooden folding chairs.</span></div>
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<span style="color: #ffe599;">Several cold beers are waiting for them as a sweating Tyneberger gives them a rundown on what has been happening the last few days here in paradise.</span></div>
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⦁ Five Days Ago: One of the Marines, Pvt Teddy Tedesco, drowned on the reef while on a midnight swim. His buddies brought him immediately to the hospital but it was too late to save him. He was buried in the cemetery next to the village. </div>
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⦁<span style="white-space: pre;"> </span>Three Days Ago: The Marine's grave and a couple of the older village graves near his have been dug up and the corpses torn apart. </div>
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Pvt. Tedesco's body is missing.</div>
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The graves were clawed open as if by a beast. Boot prints (G.I. issue to all the personnel on the island) were found at the scene.</div>
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Captain Tyneberger and his Marines reburied the bodies and tidied up to avoid a panic and posted a watch each night on the graveyard.</div>
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Chief Tannuko, the head of the village, was told but kept quiet about the incident upon request by Captain Tyneberger.. </div>
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⦁<span style="white-space: pre;"> </span>Last Night: A murder happened on the outskirts of the Village, near the Graveyard. A young boy was found torn apart and partially eaten. The sentries heard a muffled cry and ran to the help of the boy but it was too late. Something big ran off into the jungle.</div>
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Everyone in the Village has been alerted and they are frightened.</div>
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<span style="color: #ffe599;">As the PC's arrived this morning by ship, they could have no possible connection to the atrocities. Therefore Captain Tyneberger has ordered/asked the PC's to investigate the killing and the grave robberies.</span></div>
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They will be given (theoretically) all cooperation by every member of the Military and Chief Tannuko has assured the cooperation of his people. Tyneberger is sure that the American doctors, the priest and sister, and the owner of the Trading Post will be helpful as well.</div>
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The PC's are given free reign to investigate, ask questions, go where they need to (within reason: they will not be allowed to search private residences without good cause and not without military escort.)</div>
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Tyneberger suggests they meet with Dr. Winslow first as he is the lead doctor and handled the bodies involved in the incidents.</div>
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With a brisk salute the PC's are left to their tasks.</div>
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<b><span style="color: cyan; font-size: large;">WHAT'S GOING ON</span></b></div>
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Dr. Henry WInslow does not exist. </div>
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He is, in fact, the infamous physician Dr. Herbert West, late of Arkham Mass, also known in some hidden circles as the Reanimator.</div>
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West is continuing his decades long experiments with reanimating the dead. His reanimated subjects, even those whom are freshly dead, still suffer from psychosis and other mental abberations. Despite years of research he has not been able to overcome this flaw in reanimation but he obsessively continues to experiment.</div>
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In early 1941, six months before the adventure begins, West was on a ship with his assistant, Dr. Wolpeski. They had spent the last five years fleeing from authorities in the United States and Mexico and had embarked on a tradeship named the Silverfish to Australia. The ship was driven into the Tannaroan cliffs during a violent storm. Rescued by the marines, sailors, and villagers, the two doctors have remained on the island. Not wanting to push their luck due to their status as fugitives they have laid low on the island taking over the the hospital and acting as respectable but aloof medical men until it becomes easier to continue their journey. </div>
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West has been able to control his urges and had confined his current work to animal experimentation at a hidden cave laboratory in the cliffs to further refine his serums. That all changed five nights ago when Pvt Tedesco drowned on his midnight swim. The next night West gave into his urges and dug up and reanimated the corpse which promptly went berserk and broke free of the laboratory and fled into the jungle. The next night the reanimated Tedesco dug up is grave in horror. In a maddened rage the brain damaged walking corpse opened a few other graves, tore the withered corpses apart, and fled back into the jungle. Last night he killed and devoured a child. </div>
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<b><span style="color: #d5a6bd;">SIDEBAR: The Serum</span></b></div>
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<span style="color: #d5a6bd;">An evilly glowing viscous fluid, injected into the veins of the deceased. Herbert West has spent decades experimenting and refining his great discovery: the reanimation serum; the fluid that brings the dead back to the world of the living. </span></div>
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<span style="color: #d5a6bd;">Unfortunately he can't get the damn thing to work quite right.</span></div>
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<span style="color: #d5a6bd;">The reanimated do not retain all of their higher brain functions. In fact, the less 'fresh' the corpse the worse the reaction is. Early versions of serum produced violent animalistic reanimated corpses. West later tried to refine the serum and its doses but the results were uneven as many of the corpses only blinked, gave horrible expressions, or cried out before sinking back into the oblivion of death. West has since gone back to the stronger earlier version of the serum which produces the psychotic effects but he is more than willing to inflict them on the world to study them and hopefully find out what is wrong with the formula and hindering his 'great work.'</span></div>
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<span style="color: #d5a6bd;">The subjects appear to be dead: their skin is pale, blood is pooled as there no heart beat, they foam at the mouth, and any wounds they have at death are not healed. Most are unpleasant to look at. </span></div>
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<span style="color: #d5a6bd;">Private Tedesco's formula was different than the standard reanimation serum. It was created with less than perfect laboratory conditions and substandard chemicals due to primitive conditions on the island. It was the only batch of its kind created while West was waiting for his chemicals to arrive from Jack Miller at the Trading Post and he had been anxious to try it on a human subject even though he has made more of the standard serum with the ordered chemicals. West used the opportunity to reanimate Tedesco as a field test for the non-standard serum. Tedesco took over an hour to reanimate, a length of time West had not seen in years, and when reanimated has exhibited greater strength and toughness than many of the subjects of the past. Tedesco also lacks the fear of fire that the typical reanimated subject displays. Considering it a failure, West threw out the experimental batch and will return to using the normal serum.</span></div>
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<span style="color: #ffe599;">The normal reanimation serum works as follows: </span></div>
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<span style="color: #ffe599;">Reanimation occurs within 2d6 rounds of injection and the subject doesn't come back with the same amount of Intelligence, Wisdom, and Charisma that it had in life. The degree of liability loss depends on how long the subject has been dead. The less fresh the corpse, the more the brain is deteriorated.</span></div>
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<span style="color: #ffe599;">Less than five minutes:</span></div>
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<span style="color: #ffe599;">Int, Wis, Chs drop to 8 unless already lower.</span></div>
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<span style="color: #ffe599;">Five minutes to an Hour: </span></div>
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<span style="color: #ffe599;">Int, Wis, Chs drop to 6 unless already lower.</span></div>
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<span style="color: #ffe599;">Longer than an Hour: </span></div>
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<span style="color: #ffe599;">Int, Wis, Chs drop to 4 unless already lower.</span></div>
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<span style="color: #ffe599;">The reanimated also gain the following Special Abilities:</span></div>
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<span style="color: #ffe599;">⦁<span style="white-space: pre;"> </span>Bite and Pummel attack, 1 each per round: 1d3 damage each.</span></div>
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<span style="color: #ffe599;">⦁<span style="white-space: pre;"> </span>Necrophage: The reanimated can only heal lost hit points by eating fresh meat, preferably living meat. Every 2 hit points eaten returns 1 hp to the reanimate.</span></div>
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<span style="color: #ffe599;">⦁<span style="white-space: pre;"> </span>Undead: These reanimated do not need to eat, drink, sleep, or breathe. They are immune to disease and poison. They are subject to charm and sleep spells. +2 ro AC.</span></div>
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<span style="color: #ffe599;">⦁<span style="white-space: pre;"> </span>Weakness (Fire): These reanimated have an instinctive fear of fire. If confronted with a source of fire torch sized or larger they must make a Saving throw or be unable to approach within 10' of the source of the fire.</span></div>
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<span style="color: #ffe599;">Those with more than 4 in Intelligence may try to use some use of abilities they had in life, although they are still dangerously psychotic and barely able to pass for human even in disguise. They may, with penalties assigned by a DM attempt to ride a horse, drive a car, pick a pocket, etc They will never be able to cast spells. </span></div>
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<span style="color: #ffe599;">There may be a compulsion in some reanimated to try to talk to loved ones, take momentos, to try to sleep, etc. They do not need to do these things but it is possibly a left over instinct from their former lives buried in their damaged brains. This behavior will usually only be exhibited if exposed to the stimulus, such as a glass of wine on a table or encountering a woman who looks like a daughter, etc. The act will be a sloppy parody of normal behavior. </span></div>
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<span style="color: #ffe599;">Above all else, remember that the serum is a plot device, a tool for you to use as you see fit to have a good time. Roll with it.</span></div>
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<span style="color: cyan; font-size: large;">The Village</span></div>
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The village is located several hundred yards North of the beach just to the East of the center of the Southern shore of the island. It sits on a strip of grass and flowers, roughly a half mile wide, separating the beach from the jungle.</div>
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The heart of the village is the communal area. Here are two large cisterns of community water gathered from the rains, a large community garden, and large fire pits for community cookouts and celebrations. Buildings are on all sides except for the South, which is open to the beach.</div>
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Surrounding the communal area in a horseshoe formation open to the South is the three most prominent buildings in the village: the Church on the West, Miller's Trading Post on the North, and the Hospital on the East. The Chief's hut and the huts of wealthier citizens are also located here, between the three main buildings Other huts radiate out in this pattern. </div>
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The huts are tall and roomy with thatched roofs. Many of the Westerners such as the Doctors and Jack Miller live in plank board huts with thatched roofs.</div>
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The Church</div>
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The church is a large plank building with rows of rough pews, an alter with a large crucifix behind it, and a small piano and bench in a corner. It is lit with oil lamps. A storage room is attached to the back of the building and contains tools and lumber for repairs, a number of hymnals, spare bibles, schoolbooks, pencils and notebooks, candles, and other items for church and school use. </div>
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Father Kagen lives in a modest native hut behind the church.</div>
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The two Sisters share another native hut next to Father Kagen's.</div>
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Miller's Trading Post</div>
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Miller's trading post is the second largest building in the village. It is a large single room structure with a solid roof. The majority of the inside is packed with tables and cabinets stuffed with bolts of cloth, beads, thread, rope, tools, ammunition, knives, axes, batteries, flashlights, wire, barrels of oil, dry and canned foods, salt, herbs, as well as a vast amount of other knick nacks, junk, and individual useful items. </div>
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In one corner is a bar with an old fashioned cash register and a cluster of four small tables and chairs. A large mirror is on the wall behind the bar. A variety of alcohol, cigarettes, tobacco, candy, and gun line the bar and the walls behind. Miller is usually behind the bar the sailors and Marines on the island use the post to send regular mail, as a lounge/bar, and as a place to hang out and get a taste of home.</div>
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The trading post also serves as a post office for the island, sending mail out via civilian plane and ship as well as military ships.</div>
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Miller has a number of contacts in the black market in the trade routes. For the right price he can often place orders for unusual items which do not appear on ship cargo manifests. It may not always arrive thanks to the Japanese, but the order can be placed.</div>
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The Hospital</div>
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The largest building in the village the Hospital is a single story white washed building with planked floors, a sturdy roof, and electricity from a generator. During the daytime and storms the generator will be off and oil lanterns will be used for lighting. </div>
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An intercom connects the reception desk with the doctor's office, examination room, the surgery, and the ward.</div>
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Reception</div>
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A small room with a few chairs, a couch, and a desk for the hospital receptionist. </div>
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Ward</div>
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The ward is a roomy area containing a dozen beds with mosqito netting and privacy curtains. The walls are lined with shelves and drawers filled with sheets, bedpans, etc. </div>
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Doctor's Office</div>
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Dr's Winslow and Wolpeski both have writing desks and files in this room. It is crammed and cluttered with various notes, journals, books, photographs, specimin jars, and a number of filing cabinets. The door to this room can be locked. The only keys to this room are with the two doctors.</div>
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Locked in his desk Winslow/West keeps a spare .45 revolver and twenty rounds of ammunition, two spare bottles of his current reanimation formula, and his private journal.</div>
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Examination Room</div>
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This small room is a private room with a cushioned table, a table of examination instruments, a wash basin, and cabinets of towels, hospital gowns, and other items. The door to this room can be latched from the inside.</div>
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Surgery</div>
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This room is dominated by a large wooden table with padded straps. Over the table is a large electric light. A table of gleaming surgical instruments sits next to it. Another table for blood pressure and vital sign equipment sits on the other side. Cabinets line the walls filled with surgical apparel, antiseptics, towels, spare instruments, and bottles of ether to use as an anesthetic.</div>
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A section of the surgery is curtained off as a scrub room. A large wash basin is located here on a table with antiseptic soap and towels.</div>
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The entire room smells of disinfectant. </div>
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Storage</div>
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Any extra items such as spare bandages, sheets, towels, tools, etc are stored here. A pair of mop and buckets and a few brooms are located here as well.</div>
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The Doctors share a large planked hut located beside the hospital.</div>
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The Graveyard</div>
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The Graveyard is located two hundred yards to the Northeast of the village. The cemetery is not more than twenty years old. It consists of 32 graves with wooden head markers or crosses and is surrounded by a rickety wooden fence. A variety of flowers bloom on many of the graves and many carved wooden and metal trinkets are hung from the markers, cross, and fencing. Several windchimes are attached to the trees outside of the fence.</div>
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The empty grave of Pvt Tedesco lies in the back Northeast corner. It has been filled back in. The disturbed graves were those next to the Pvt's. They too have been refilled.</div>
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<span style="color: cyan; font-size: large;"><b>The Base</b></span></div>
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To the East of the village, about a half mile away lies the American military base, sitting not more than a hundred yards from the beach.</div>
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As Tannaroa is a hastily flung together as an emergency landing and refueling station it has been staffed with a minimum of personnel. Currently two officers command a force of nine marines and ten navy sailors. Their job is to guard the small landing strip and fuel depot and to help load and unload supplies on ships and planes which dock at the island. They also are to report any unusual activity in the area.</div>
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The center of the base is a large 100 foot by 100 foot tarmac square.</div>
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There is a large water tank located at the edge of the tarmac. </div>
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A large generator located in a building attached to the Officer's Offices supplies electricity.</div>
<div>
<br /></div>
<div>
Dirt paths, driven by the jeeps, lead West to the Village, South to the dock, and East to the air strip and hanger.</div>
<div>
<br /></div>
<div>
A number of sandbags have been piled around the base perimeter to provide some cover in case of attack.</div>
<div>
<br /></div>
<div>
The Office</div>
<div>
A fairly large shack, both Captain Tyneberger and Sgt. Brogan both have small desks here. The walls are surrounded by file cabinets containing orders, manuals, and lists pertaining to the fuel and supply dumps. A small table is in one corner with a lamp and a coffee pot and cups. Next to this is the base radio. A large aerial is attached to the shack.</div>
<div>
<br /></div>
<div>
Officers Quarters</div>
<div>
Tyneberger and Brogan bunk here. Their rooms are separated by a thin wall and each has his own door and window. Personal effects and other objects are in each men's room. </div>
<div>
<br /></div>
<div>
Marine Quarters</div>
<div>
The nine remaining Marines are quartered here.</div>
<div>
<div class="separator" style="clear: both; text-align: center;">
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<br /></div>
<div>
Navy Quarters</div>
<div>
The ten Sailors are quartered here.</div>
<div>
<div class="separator" style="clear: both; text-align: center;">
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<br /></div>
<div>
The Armory</div>
<div>
A sturdy steel building with one heavy locked door.</div>
<div>
Due to wartime shortages and the relatively out of the way location of Tannaroa, weaponry has been given out sparingly to the base. The armory consisting of the following:</div>
<div>
⦁<span style="white-space: pre;"> </span>Two crates containing six Mk II grenades in each crate.</div>
<div>
⦁<span style="white-space: pre;"> </span>20 Steel helmets </div>
<div>
⦁<span style="white-space: pre;"> </span>10 M1 Garands (for the Marines) with 40 strip clips.</div>
<div>
⦁<span style="white-space: pre;"> </span>15 M1903 Springfield Rifles.</div>
<div>
⦁<span style="white-space: pre;"> </span>1500 rounds of ammo for the rifles..</div>
<div>
⦁<span style="white-space: pre;"> </span>10 1911 Colt .45's with 20 magazines and 300 rounds of ammo.</div>
<div>
⦁<span style="white-space: pre;"> </span>Two .30 Machine guns and 2000 rounds of belt fed ammo.</div>
<div>
<br /></div>
<div>
Captain Tyneberger will not condone the PC's running all over the island firing shots and blowing things up with hand grenades. They will each be issued one rifle and one sidearm with two reloads each and the PC's will be expect to use them cautiously. </div>
<div>
<div class="separator" style="clear: both; text-align: center;">
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<br /></div>
<div>
Both he and Sgt. Brogan have a key to the armory.</div>
<div>
<div class="separator" style="clear: both; text-align: center;">
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<br /></div>
<div>
Mess Shack</div>
<div>
Build like a sit down hotdog shack complete with wooden stools. The inside contains a grill, a stove, a stocked freezer, a stocked fridge, and a lot of cabinets with canned food, condiments, baking goods, plates, cups, and other eating necessities. It gets its eletricity from the generator at the Office.</div>
<div>
<br /></div>
<div>
Supply Shack</div>
<div>
Filled with blankets, spare clothing, spare paper, spare batteries, spare water drums, and any other spare thing they can cram into it.</div>
<div>
<br /></div>
<div>
Motor Depot</div>
<div>
This consists of two jeeps and a flatbed truck parked at the side of the tarmac, near the supply shack. They are covered with tarps when not in use.</div>
<div>
<br /></div>
<div>
Dock</div>
<div>
The dock is a sturdy wooden platform on the beach with an actual dock running fifty feet out into the sea where the reef drops steeply. It is mainly used for smaller boats and to anchor seaplanes. </div>
<div>
<br /></div>
<div>
Fuel Depot</div>
<div>
Situated five hundred yards from the Base. </div>
<div>
Fuel is pumped into barrels and transported via flatbed truck to the airstrip, the dock, or beach. The small depot consists of four large tanks holding a total of 2 million gallons of fuel (roughly 5,625 tons.)</div>
<div>
<br /></div>
<div>
They are buried underground and have a manual pump system to bring the fuel up and into the large 100 and 50 gallon steel drums which are stacked neatly nearby. </div>
<div>
<br /></div>
<div>
A small freight ship will use 10 tons per day while a large container/cargo ship will use 200 tons of fuel per day. The depot is mainly used for small refuelings to get ships or planes to a larger station.</div>
<div>
<br /></div>
<div>
(If the PC's manage to catch this thing on fire and it explodes it will be a major fireball/explosion and bad news for anyone with a 300 hundred yards of the tanks (5d6 fire damage for 2d6+6 rounds, Save for half.) However, due to the tanks being underground it will not destroy the nearby base. It will shake everyone out of their bunks and chairs and the massive boom and fireball will be seen from the Village a half mile away.)</div>
<div>
<br /></div>
<div>
Airstrip</div>
<div>
Five hundred yards of cleared grass and compacted dirt. The airstrip is built for small ships such as scout planes, fighter planes, and civilian models in need of a refueling on their way to their major destination. Lights are wired and powered by a generator in the hanger. </div>
<div>
<br /></div>
<div>
Hanger</div>
<div>
Sitting next to the airstrip the 'hanger' is an open air shack with tarps to pull down against bad weather. A number of tools, a few common parts, wheel blocks, ropes and anchors, wiring, a couple of old parachutes, several barrels of fuel, and other bits sit here. A generator is here to supply power for the few runway lights.</div>
<div>
<br /></div>
</div>
<div>
<div>
<b><span style="color: cyan; font-size: large;">Jungle</span></b></div>
<div>
The majority of the island is covered in a lush tropical jungle of tall trees, vines, ferns, grasses, and flowers wet with the frequent rains. A number of trails are cut through the jungle by the natives but it is not difficult to get turned around and lost in the thick undergrowth, especially at night. A number of deep ground level cisterns have been formed over the centuries making natural waterholes with the heavy rains.</div>
<div>
<br /></div>
<div>
The most notable fauna on the island are wild boars, snakes, many types of birds and parrots, and a huge variety of lizards, spiders, and bugs. Mosquitoes are a common pest, especially after the rains.</div>
<div>
<br /></div>
<div>
The most dangerous animals are the boars and the occasional boa constrictor in the deepest parts of the jungles. Children have gone missing in the past.</div>
<div>
<br /></div>
<div>
Another hazard, although rare, are traps set by hunters to snare small animals and boars. Pitfalls, snare traps, and spikes are but a few of the possible obstacles to be encountered by PC's blundering around the jungle without a native to guide them.</div>
<div>
<br /></div>
<div>
Pvt. Tedesco hides out in the thickest part of the jungle near the cliffs during the daytime. At night he is drawn to the village by a murderous craving. </div>
<div>
<div class="separator" style="clear: both; text-align: center;">
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<br /></div>
<div>
<b><span style="color: cyan; font-size: large;">The Beach</span></b></div>
<div>
Along the southern border of the island is a rather pleasant strip of beach. A number of islander boats are dragged onto the sand and nets and other fishing equipment stored under the overturned craft. </div>
<div>
</div>
<div>
During the day the beach is filled with children playing, mothers washing clothing, men fishing, and boats bobbing along to net fish and other sea life. Coconuts from the nearby jungle are gathered and prepared here as well. </div>
<div>
<br /></div>
<div>
<b>Cliffs</b></div>
<div>
The cliffs stretch across the northern length of the island and stand nearly 100 feet above the sea. The natives of Tannaroa consider the cliffs taboo and will not come to them unless it is a burial ceremony. Even these are conducted quickly and the islanders flee from the cliffs.</div>
<div>
<br /></div>
<div>
The ceremony consists of bringing the corpse, wrapped tightly in cloth and weighted down, to the cliff edge. The Chief says a few words to the spirits, incense and food is burned as offerings, spirits and juices are left on the cliff edge, and the corpse is then flung to sink among the rocks below the cliff.</div>
<div>
<br /></div>
<div>
At the base of the cliffs is the wreck of the tradeship 'Silverfish', the vessel which brought West and Wolpeski to the island. There is nothing of value left aboard the broken ship. Everything of use was washed out to sea or sunken in the wreck. The twisted stern can barely be seen above the crash of waves on rock.</div>
<div>
<br /></div>
<div>
Halfway down the cliff, hidden from above by an outcropping, is an opening to a cave system in the cliff. These caves may have been known to the islanders in their distant past but none now remember of its existence. A small path leads down to the opening.</div>
<div>
<div class="separator" style="clear: both; text-align: center;">
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<br /></div>
<div>
<b>Cave Laboratory </b></div>
<div>
The cave was discovered by West not long after the shipwreck. Exploring the island for a suitable location for his hidden laboratory he spotted a path leading down which led to a small opening in the side of the cliff. This leads to a large cave chamber and another smaller cave further in. </div>
<div>
<br /></div>
<div>
The caves are a perfect hiding spot. The natives avoid the cliffs except for funerals, the entrance is not easily spotted from the waters where the rocks and surf make approaching difficult, and the Marines and Sailors have no interest on anything near this side of the island.</div>
<div>
<br /></div>
<div>
West and Wolpeski managed to construct primitive tables and shelves for lab use. The medical supplies, chemicals, lamps, oil, and other necessary objects were lowered with pulley and rope. </div>
<div>
<br /></div>
<div>
The opening to the caves is a six foot tall by three feet wide crack in the cliff face approximately fifty feet down cliffside. The West and Wolpeski have built a crude door frame and a tent flap to close the entrance from the elements. </div>
<div>
<br /></div>
<div>
The main cave is a rough rectangle shape 30 feet long and 20 feet wide. The ceiling is a near uniform fifteen feet in height. </div>
<div>
<br /></div>
<div>
Two crude wooden tables sit in the middle of the cave. Along the walls are makeshift shelves holding a number of chemical racks, beakers, test tubes, bottles, chemicals, hypodermics, gloves, towels, hacksaws and a few legitimate surgical instruments as well as a stethoscope and blood pressure cuff. Several bottles of the glowing serum are stored in this area.</div>
<div>
<br /></div>
<div>
A small wire cage sits on one of the tables, which is covered in deep scratches in the wooden table planks. It has been used to hold reanimated animals until dissection for study.</div>
<div>
<br /></div>
<div>
On the same table are a number of texts: anatomy, chemistry, and other technical books. West has a notebook here with his animal testing results. Anyone who compares this to his journal in 'Winslow's' office can easily see it's the same handwriting.</div>
<div>
<br /></div>
<div>
In the back left corner a natural outcropping serves as a table for a large wooden bowl which serves as a basic sink. Several buckets with ropes for dipping into the water below the cliffs are nearby.</div>
<div>
<br /></div>
<div>
A firepit with a rack for boiling water and for heating chemicals in a small iron pot are in the opposite corner. </div>
<div>
<br /></div>
<div>
A rough five feet tall by two feet wide crack in the center of the back wall leads to the smaller cave. It is an oval chamber with a length of ten feet, a width of no more than six feet at its widest, and a height of eight feet. Two short length of heavy chain are attached to spikes hammered into the rock of the back wall. West intends to use this for holding human subjects until they can be dissected for study.</div>
<div>
<br /></div>
<div>
The animal corpses and future human corpses are to be dumped over the edge of the cliff path onto the rocks below. </div>
</div>
<div>
<br /></div>
<div>
<div>
<b><span style="color: orange; font-size: large;">EVENTS</span></b></div>
<div>
<span style="color: orange;">A number of events will be going on during the adventure.</span></div>
<div>
<span style="color: orange;"><br /></span></div>
<div>
<span style="color: orange;">Pvt Teddy Tedesco will continue to stalk the Village and Jungle at night. It is possible that he may pick off lone Marines in ambush attacks. </span></div>
<div>
<span style="color: orange;"><br /></span></div>
<div>
<span style="color: orange;">If the PC's encounter him there will surely be a fight. He will also try to ambush them if possible. He is also looking for West and Wolpeski and will do what he can to kill them, including a possible breakin and fight at the hospital if he sees them enter or leave the building.</span></div>
<div>
<span style="color: orange;"><br /></span></div>
<div>
<span style="color: orange;">The PC's may will probably decide to investigate or even get a native to try and track the fiend in the jungle. Tracking Teddy's military boot prints in the village will be confusing when his tracks cross with other soldiers. A few of the villagers working at the base may have military boots themselves. Throw them at the PC's as suspects to keep the tension flowing.</span></div>
<div>
<span style="color: orange;"><br /></span></div>
<div>
<span style="color: orange;">If the PC's take off into the jungle by themselves they can blunder into combat with a wild boar or a boa constrictor or set off a hunter's trap. Injuries will be treated by Dr. 'Winslow' and Wolpeski of course.</span></div>
<div>
<span style="color: orange;"><br /></span></div>
<div>
<span style="color: orange;">West is trying to cover his tracks but his madness is a factor in his actions. If Tedesco keeps killing people he will be the 'medical examiner' and their bodies will be give to his care. He won't be able to stop himself. He will inject them with serum and take notes. If he can he will abscond to the cave laboratory with one or two for examination and claim the bodies were stolen out of the hospital. (See the Sidebar "What Will West Do?" for more information.)</span></div>
<div>
<span style="color: orange;"><br /></span></div>
<div>
<span style="color: orange;">Wolpeski is another problem. His addiction and his growing madness are liabilities to West. If Wolpeski starts cracking under pressure West may kill him in the cave and then reanimate him for study.</span></div>
<div>
</div>
<div>
<span style="color: orange;">The villagers are another factor. If they will, for the most part, stay in their homes and defend their families while the killings start. Once a few more happen Chief Tannuko will organize at least a dozen hunters to stand watch with torches in the Village to guard his people and to avoid a complete panic. </span></div>
<div>
<span style="color: orange;"><br /></span></div>
<div>
<span style="color: orange;">Do what you can to keep the adventure moving: </span></div>
<div>
<span style="color: orange;">⦁<span style="white-space: pre;"> </span>Keep throwing clues at the PC's. </span></div>
<div>
<span style="color: orange;">Physical clues such as the boot prints and tissue clinging to victims, etc; clues from NPC's with suspicion on the doctors, the other soldiers, etc; false clues thrown out by West to avert suspicion; etc</span></div>
<div>
<span style="color: orange;">⦁<span style="white-space: pre;"> </span>Don't forget the bad weather, the plot device for keeping the PC's on the island for a while. </span></div>
<div>
<span style="color: orange;">It's storm season, winds are high, rains gust and blind a person making activities such as climbing on cliff paths treacherous, and fighting knee deep in jungle mud while a bloody fiend is trying to bite your throat out surely calls for some modifiers from the Game Master!</span></div>
<div>
<span style="color: orange;">⦁<span style="white-space: pre;"> </span>Keep animating those bodies to escalate the tension and the urgency and horror of being trapped on this small island where you can die and come back at any time. If a PC is killed get his body animated and on the move again to face his old friends!</span></div>
<div>
<br /></div>
</div>
<div>
<div>
<b><span style="color: #ead1dc;">SIDEBAR: What will West Do?</span></b></div>
<div>
<span style="color: #ead1dc;">West will be trying to avert suspicion away from he and Wolpeski, but his obsession and madness will keep pushing him to take chances. Over the decades he has become lax with how own personal safety. Why not? He can heal himself with spare body parts and serum injections and he's handy with his sidearm. He is truly arrogant and insane.</span></div>
<div>
<span style="color: #ead1dc;"><br /></span></div>
<div>
<span style="color: #ead1dc;">He will use his medical authority with Captain Tyneberger and the others to come up with any number of 'plausible' explanations for those ignorant of medical knowledge. "Jungle fever" to explain the reanimated's foaming at the mouth and raging attacks. Perhaps some unknown "jungle or island disease, caught from an animal perhaps". He will make all sorts of excuses and wild guesses to muddy the investigation and throw suspicion away from him.</span></div>
<div>
<span style="color: #ead1dc;"><br /></span></div>
<div>
<span style="color: #ead1dc;">Any corpse brought to him, he will reanimate to study the reactions. He will do this in the cave if he can steal the body; if he can't he will reanimate the corpse at the hospital when he has privacy and turn the corpse loose. He can then study it in the field and it might make more corpses available for reanimation and study.</span></div>
<div>
<span style="color: #ead1dc;"><br /></span></div>
<div>
<span style="color: #ead1dc;">If the PC's become a nuisance or openly suspect him of being involved with what's going on he will not hesitate to poison them either by food, drink, or forcible injection when alone. Sickened or dying he can make up any excuse as the resident doctor on the island. </span></div>
<div>
<span style="color: #ead1dc;"><br /></span></div>
<div>
<span style="color: #ead1dc;">If tissue or other samples are brought to him for some sort of tests, he can read the results any way he wishes to keep himself in the clear or throw the blame on anyone he can. </span></div>
<div>
<span style="color: #ead1dc;"><br /></span></div>
<div>
<span style="color: #ead1dc;">If he learns that Captain Tyneberger has been blocking his and Wolpeski's attempts at leaving the island he will kill the Captain at the first available opportunity with poison or even acid in the man's alcohol. He will then reanimate Tyneberger as a sort of revenge and turn him loose to cause more chaos. He will blame it on his 'jungle fever' or other 'mystery disease' theory to cover his actions.</span></div>
<div>
<span style="color: #ead1dc;"><br /></span></div>
<div>
<span style="color: #ead1dc;">And remember: any injuries the PC's suffer will most likely be treated by West and Wolpeski. They will be at the doctors' mercy. It would also be a good time to feed the PC's clues from Wolpeski and disinformation from both men.</span></div>
<div>
<br /></div>
</div>
<div>
<div>
<span style="color: cyan; font-size: large;"><b>NPC'S</b></span></div>
<div>
<b>Tannaroa Native (200 Villagers on the island)</b></div>
<div>
The Natives are a friendly and hardworking lot. They live a simple life with a few comforts brought in by traders and the Americans. Most are simple fishers, gatherers, and hunters. A few work as laborers and handymen for the hospital and the Marine base.</div>
<div>
<br /></div>
<div>
They are a short, dark complexioned, wizened people dressed in loose, worn clothing and sandals. They smile a lot, sing, chant, and generally seem happy with their existence.</div>
<div>
HD 1</div>
<div>
AC 10</div>
<div>
HP 5</div>
<div>
Attack Old Rifle, Machete, Fishing spear</div>
<div>
Save 15/F1</div>
<div>
Special Sneak in jungle/village 45%, Survival 65%, Track 55%</div>
<div>
</div>
<div>
<b>Chief Tannuko, 66</b></div>
<div>
Tannuko is an unusually tall, tanned, and grey haired native. He is lean and hard as whale-bone and leather. A hunter and fisherman he has been chief of the village for almost twenty years. His wife died in a fishing accident years ago and he has two daughters who are married and living on neighboring islands. Tannuko is a tough and clever old man and respected by those under his charge. He is friendly with the Americans on base as well as those in the village. He will help the military personnel with any reasonable request as long as it does not endanger his people. He realizes that it is better to be under the eyes of the American forces than to be conquered by the Japanese.</div>
<div>
<br /></div>
<div>
He will do what he can to aide the PC's. He and half a dozen of his best hunters will aid them in entering the jungle, boatwork, tracking, etc. If the PC's find themselves in a very tough spot, perhaps in combat with a number of reanimated NPC's, Tannuko and his warriors may be used to aide the PC's in combat. </div>
<div>
<br /></div>
<div>
Tannuko does not trust Dr. 'Winslow'. He has seen the Doctor walking to and from the graveyard late at night over the past months as if searching for something. Tannuko has a sinister feeling about the man, but does not have enough proof to accuse him of anything, especially not murder and mayhem. He keeps a close eye on 'Winslow' and Dr. Wolpeski. </div>
<div>
If the PC's are kind to him and his people he will volunteer this information to them. </div>
<div>
HD 1</div>
<div>
AC 10</div>
<div>
HP 5</div>
<div>
Attack Old Rifle, Knife</div>
<div>
Save 15/F1</div>
<div>
Special Backstab (+4 hit, 2 dmg), Sneak in jungle/village 45%, Survival 65%, Track 55%, also speaks French</div>
<div>
Int 13, Wis 16, Cha 14</div>
<div>
Gear: Old watch, pack of American cigarettes, lighter.</div>
<div>
<br /></div>
<div>
<b>Marine Captain Jonas Tyneberger, 46</b></div>
<div>
Tyneberger was a promising officer until his alcoholism began to kill his career and is the reason he has ended up in command of the tiny base on Tannaroa. This has led him to drink even more. He hates his current assignment and is eager to 'get back into the real war.' Tyneburger is unintentionally condescending to the beliefs of the native people, believing them to be ignorant and superstitious compared to the Americans. Growing lax on discipline due to his increased consumption of liquor, he relies heavily on Sgt. Brogan to keep the troops in line and keep the base ready for ships and planes requiring a refuel and resupply.</div>
<div>
<br /></div>
<div>
Tyneberger has been secretly blocking Doctor 'Winslow' and Wolpeski's attempts to leave the island. He is paranoid of getting sick, especially jungle fever or malaria, and will not willingly let the only source of Western medicine leave his island. If the PC's gain his confidence, and he has been drinking, if the subject of the Doctor's come up he will confide that he will not let them leave. </div>
<div>
<br /></div>
<div>
The atrocities in the graveyard and the murders have taken him completely by surprise and spooked him. He has become a bit paranoid of his own men over this as he suspects one of them is the killer from the G.I. boot prints at the scene. He is on constant alert when around everyone but the PC's. </div>
<div>
<br /></div>
<div>
If confronted with Pvt Winslow's reanimated condition Tyneberger will go mad with fear and loathing. He will be a trembling wreck unable to give commands and all actions will be at a -2 penalty. Sgt. Brogan will have to take command.</div>
<div>
<br /></div>
<div>
If West discovers that Tyneberger has delayed his and Wolpeski's departure from the island he will be furious enough to try and kill Tyneberger, most likely with poison or acid in his drinks. He will then reanimate him for further study and dissection. If he needs a distraction he will loose the reanimated Captain in the Village.</div>
<div>
HD 3</div>
<div>
AC 12</div>
<div>
HP 16</div>
<div>
Attack .45 pistol</div>
<div>
Save 13/F3</div>
<div>
Special: +1 hit/dmg melee, +1 hit ranged/AC</div>
<div>
Str 13, Dex 13, Int 15, Wis 14, Cha 13</div>
<div>
Gear: Binoculars, dogtags, pack of American cigarettes, lighter.</div>
<div>
<br /></div>
<div>
<b>Marine Sgt. Mac Brogan, 38</b></div>
<div>
Brogan is a career Marine and a tough son of a bitch. He is a seasoned and wily veteran of the Great War, having fought in the trenches of France. He will take no lip about the Marine's and has been busted by the MP's a number of times in his twenty years of service for fighting. Realizing that Captain Tyneberger is on the edge of a possible alcoholic collapse Brogan looks out for the boys under his command and is eager to find the fiend responsible for the atrocities and murders. </div>
<div>
<br /></div>
<div>
If confronted by the true nature of the fiend Brogan will soldier on and attempt to kill the creature and any others encountered. He will assume command if Captain Tyneberger collapses and will keep the Marines and Sailors together as best he can.</div>
<div>
HD 3</div>
<div>
AC 13</div>
<div>
HP 23</div>
<div>
Attack .45 pistol, combat knife</div>
<div>
Save 13/F3</div>
<div>
Special: +1 hit/dmg melee, +1 hit ranged/AC, also speaks French</div>
<div>
Str 15, Dex 13, Con 13, Int 13, Wis 12, Cha 13</div>
<div>
Gear: Flask of whiskey, dogtags, pack of American cigarettes, lighter.</div>
<div>
<br /></div>
<div>
<b>Marines</b></div>
<div>
Deployed on the tiny base to guard the depot and defend the island in the unlikely even of Japanese invasion. The Marines have a friendly rivalry with the sailors and a rare fist fight will break out, usually with no hard feelings once everyone sobers up. They've been pretty depressed since Pvt Tedesco drowned earlier in the week and the desecration of his and the other graves, not to mention the hushed up murders, have them hopping mad and ready to tear up whomever did the deeds.</div>
<div>
HD 1</div>
<div>
AC 12</div>
<div>
HP 8</div>
<div>
Attack Knife, M1 Garand rifle (if equipped)</div>
<div>
Save 15/F1</div>
<div>
Special +1 hit/dmg melee</div>
<div>
Str 13, Con 13 </div>
<div>
Gear: Dogtags, knife, pack of American cigarettes, lighter.</div>
<div>
<br /></div>
<div>
<b>Sailors</b></div>
<div>
Deployed on the tiny base to help guard the depot and help in the refueling of the occasional ship or plane. They are as mad as the Marines over the desecrations and the murders and are itching for a fight.</div>
<div>
HD 1</div>
<div>
AC 12</div>
<div>
HP 6</div>
<div>
Attack Knife, Springfield rifle (if equipped)</div>
<div>
Save 15/F1</div>
<div>
Special +2 to swim checks</div>
<div>
Gear: Dogtags, knife, pack of American cigarettes, lighter.</div>
<div>
<br /></div>
<div>
<b>Father Thomas Kagen, 52</b></div>
<div>
Kagen is a large, red faced priest with raw work-calloused hands. He is an engergetic American and is devoted to making the natives lives better with supplies, education, and regular sermons. He is respected and loved by the locals for his friendly demeanor and his willingness to work just as hard as those around him to bring in food and water as well as his hard work in making repairs to the dock and huts around the village. He is devoted to his flock and will do he can, short of killing, for their well being.</div>
<div>
<br /></div>
<div>
Kagen will do what he can to assist in finding the fiend and help with the wounded. If he discovers the unnatural state of the reanimated he will do what he can to destroy his body and lay them to rest.</div>
<div>
HD 1</div>
<div>
AC 10</div>
<div>
HP 5</div>
<div>
Attack hammer, shovel</div>
<div>
Save 15/F1</div>
<div>
Special +2 Saves vs fear, also speaks French, Islander, Latin</div>
<div>
Str 15, Int 14, Wis 14, Cha 15</div>
<div>
Gear: Bible, Catholic robes, overalls, carpenter tools, French cigarettes, matches.</div>
<div>
<br /></div>
<div>
<b>Sister Amelia, 63</b></div>
<div>
Amelia is French by birth and has been involved in missionary work in the islands for over twenty years. She is calm and steady having seen nearly every wondrous and horrible things man has to offer. She also served as a nurse in the Great War and has a bit of medical knowledge from that experience. She is the primary school teacher for the village youth.</div>
<div>
HD 1</div>
<div>
AC 10</div>
<div>
HP 5</div>
<div>
Save 15/F1</div>
<div>
Special +2 Saves vs fear, binds wounds with Int check (1d6 hp's), also speaks English, Islander, Latin</div>
<div>
Int 13, Wis 14, Cha 14</div>
<div>
Gear: Bible, Catholic robes,school books, rosary.</div>
<div>
<br /></div>
<div>
<b>Sister Jennifer, 19</b></div>
<div>
Jennifer is an American and Tannaroa is her first missionary assignment. She is learning quite a bit from Sister Amelia but is still a bit shy and slightly overwhelmed by the tropics, the exotic people, and the war.</div>
<div>
HD 1</div>
<div>
AC 10</div>
<div>
HP 4</div>
<div>
Save 15/F1</div>
<div>
Special also speaks some French, some Islander, Latin</div>
<div>
Int 13, Cha 16</div>
<div>
Gear: Bible, Catholic robes,school books, rosary.</div>
<div>
<br /></div>
<div>
<b>Jack Miller, 39</b></div>
<div>
Miller is a former pilot and sailor well travelled in the Pacific islands. His leg was severely injured in a seaplane crash in '36 leaving him with a bum leg and a need to walk with a cane. He settled on Tannaroa three years ago in 1938 after falling in love with it and the villagers on a two week layover on the island for rest and relaxation. He built and stocked the trading post with his savings and has made a tidy profit selling and trading beer and tobacco as well as basic supplies such as matches and oil to the natives of Tannaroa and the surrounding islands. </div>
<div>
<br /></div>
<div>
Miller has received a few black market orders from the doctors over the last few months; mostly chemicals and drugs. He has managed to acquire what they need and asks no questions, even about the cocaine ordered with the normal medical drugs. If the doctors come under suspicion he will reveal what he has been bringing in for them, although he will spin it as much as possible to try and weasel out of trouble with the Chief and the military officers. He will spend most of the adventure holed up at the Trading Post, drinking and pistol at his ready to defend himself and his property.</div>
<div>
HD 3</div>
<div>
AC 12</div>
<div>
HP 17</div>
<div>
Attack Webley pistol, cane</div>
<div>
Save 13/F3</div>
<div>
Special: +1 hit/dmg melee, +1 hit ranged/AC, base move 9 (leg injury), Piloting, also speaks French and Islander</div>
<div>
Str 13, Dex 15, Int 15, Wis 14, Cha 16</div>
<div>
Gear: Worn white suit and fedora, Webley revolver, waking cane, pipe, tobacco, matches.</div>
<div>
<br /></div>
<div>
<b>Dr. Lazlo Wolpeski, 52</b><br />
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<b><br /></b></div>
<div>
A disgraced doctor of Eastern European descent, West found Wolpeski doing back alley procedures in Chicago in 1933. Being of some skill Wolpeski was recruited by West for his experiments. Years of gruesome experimentation and horrific sights have eroded Wolpeski's sanity. He began to use sedative injections to sedate himself to sleep without nightmares of their work. West has been monitoring Wolpeski's injections while they have been on the island and keeps a close watch on Wolpeski for fear of him blowing their cover.</div>
<div>
<br /></div>
<div>
Wolpeski appears as a dapper and friendly gentleman in his early fifties with greying hair and beard. When angered his demeanor hardens and he can be a vicious killer if provoked. </div>
<div>
<br /></div>
<div>
Wolpeski spends most of his days at the hospital and a few nights a week at the cave laboratory with West. His nights off he spends in their hut, heavily sedated on injections. </div>
<div>
HD 2</div>
<div>
AC 10</div>
<div>
HP 10</div>
<div>
Attack .45 revolver, operation knife</div>
<div>
Save 14/F2</div>
<div>
Special: Can heal 1d4 hit points to each character after a combat/damage round with an Int check, also speaks Polish.</div>
<div>
Int 15, Cha 12</div>
<div>
Gear: Medical bag, .45 revolver, operating knife, sedatives.</div>
<div>
<br /></div>
<div>
<b>Dr. Henry Winslow, 55 (Dr. Herbert West)</b><br />
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<b><br /></b></div>
<div>
West is obsessed with the reanimation of dead tissue with the ultimate goal of defeating death. His obsession led to decades of experimentation and ultimately to murder and madness. West disappeared in the years following the Great War. His death at the hands of his reanimated subjects was reported by his assistant, a madman who died years later in an asylum, his interviews and journals suppressed by the authorities. But West did not die, the madman hallucinated his death in a final break with reality as the tomb legions attacked the two men. Herbert West was gravely wounded but was in fact not killed. Because of the injuries suffered in the attack, and later incidents, he was forced to replace damaged body parts with reanimated tissue or organs to stay alive. This has left him scarred, necessitating the covering up of his body at all times by clothing and his wearing a glove over his left hand. He also wears glasses with a slightly smoky lense over the left eye. He explains these injuries away by claiming to have survived a fire at a younger age. </div>
<div>
<br /></div>
<div>
Regular injections of his serum and the reanimated organs have also slowed his natural aging but he is now addicted to his own serum and must have regular injections or suffer withdrawal symptoms.</div>
<div>
<br /></div>
<div>
West robs fresh graves for subjects to reanimate. Intact bodies with no brain injuries or disease are desired. During a time of low deaths West will eventually give into his obsession and find a healthy living specimen to kill and reanimate. He prefers a powerful poison that will not damage the subject's brain. Unfortunately the results have all been the same: the reanimate subject exhibits various degrees of violent psychosis. No matter how he changes his serum the result is the same; failure to reanimate with the original personality intact.</div>
<div>
<br /></div>
<div>
West has been on the island for months experimenting on animals and is growing restless to obtain a fresh human corpse. He was formulating a plan to kill a young village boy when Private Tedesco drowned on the reef. He reanimated the corpse as soon as he and Wolpeski were alone with it.</div>
<div>
HD 4</div>
<div>
AC 13</div>
<div>
HP 22</div>
<div>
Attack Colt 1911, operating knife</div>
<div>
Save 14/F2</div>
<div>
Special: +2 hit/dmg melee, +1 hit ranged/AC . Can heal 1d6 hit points to each character after a combat/damage round with an Int check, also speaks French, German, and Latin.</div>
<div>
Str 16, Dex 13, Con 16, Int 17, Wis 15</div>
<div>
Gear: Medical bag, 10 doses of reanimation serum, Colt 1911 pistol, operating knife.</div>
<div>
Abilities:</div>
<div>
⦁<span style="white-space: pre;"> </span>Steal Body Parts: If he has fresh body parts to work with and a dose of his reanimation serum to inject he can attempt an Intelligence check to heal himself. The attempt heals half of all hit point and ability score damage lost from the maximum scores. If the roll is failed he has wasted his time, serum, and the fresh parts. Each attempt takes 10 minutes to complete and cannot be reattempted without fresh body parts and a dose of serum. He can graft new flesh into and over wounds, burns, etc and can even replace missing limbs or damaged organs with this procedure. The use of this procedure leaves a nasty scar on the body which West does his best to hide with his clothing. </div>
<div>
⦁<span style="white-space: pre;"> </span>Slowed Aging: Repeated injections of his reanimation serum have slowed West's natural aging. In 1943 he is nearly 60 years old but, despite his scarring, doesn't look a day over 40. </div>
<div>
⦁<span style="white-space: pre;"> </span>Increased Strength and Constitution. His reanimated flesh also increases his AC by 2 points.</div>
<div>
⦁<span style="white-space: pre;"> </span>Addicted: West must have at least a dose of his serum daily or suffer withdrawal. His stats drop by two points each and all attack, saving throws, and ability score checks are at a penalty of four until he has an injection. </div>
<div>
<br /></div>
<div>
<b>Private Theodore ' Teddy' Tedesco: Reanimated Fiend</b></div>
<div>
Tedesco was a decent soldier and good guy in life, a kid from a small town in Minnesota who joined up to serve his country and escape the poverty he grew up in. He never suspected in his wildest dreams he would die swimming off of the shores of an exotic tropical island in the Pacific Ocean.</div>
<div>
<br /></div>
<div>
West had to wait too long to reanimate Teddy and he came back as a rampaging nearly mindless fiend. He recognizes his name and those he knew in life in a hazy, half-remembered way but the pain, frustration, and rage in his damaged mind soon take over causing him to attack in a gory berserk fury.</div>
<div>
<br /></div>
<div>
West used a modified version of his reanimation formula, an necessity given the limitations of a decent laboratory and supplies. After reanimation failed to occur for an hour West and Wolpeski believed the modified serum was a failure. They were wrong. Teddy reanimated at an hour and six minutes catching the arguing doctors by surprise. Teddy savagely attacked them and then fled the cave into the jungle. </div>
<div>
<br /></div>
<div>
An instinct in his mind led him to his grave and he tried to claw his way back into it. Unable to seek rest he tore his cheap wooden coffin to splinters in frustration and then dug up the other graves with his bare hands and ripped the corpses to shreds in a mad bestial rage. </div>
<div>
<br /></div>
<div>
Slinking off to hide in the jungle he has come out at night to watch the Marines guard the Graveyard and creeps around the Village, watching and waiting in the dark. When he saw the native boy sneak out of his sleeping parents hut and head past the Graveyard Teddy could not help himself and attacked the child, killing him and devouring part of the corpse. He fled to the jungle as the Marines approached. </div>
<div>
<br /></div>
<div>
Teddy will attack anyone he can get his hands and teeth on. Despite his reduced intelligence he is still a cunning hunter. He prefers to attack from ambush and will not attack large numbers of people unless he his backed in a corner and has no choice. He recognizes firearms and explosives as major threats to his being and will try to avoid damage from them if possible. If he gets his hands on firearms or explosives there is enough left in his mind to use them but he will not be able to reload a weapon.</div>
<div>
<br /></div>
<div>
He will recognize 'Winslow' and Wolpeski on sight and will try to attack and kill them as his first targets if he gets a chance. PC's may use this as an advantage if they can get the doctors to act as bait. Wolpeski will refuse but 'Winslow' may allow himself to be used in this way in an attempt to kill Teddy again to cover up his secrets.</div>
<div>
HD 3</div>
<div>
AC 13</div>
<div>
HP 25</div>
<div>
Attack Bite/pummel (1d3+2) or club</div>
<div>
Save 13/F3</div>
<div>
Special: +2 hit/dmg melee, +1 hit ranged/AC </div>
<div>
Str 16, Dex 12, Con 16, Int 4, Wis 4, Chs 4</div>
<div>
Abilities:</div>
<div>
⦁<span style="white-space: pre;"> </span>Bite/pummel, 2 attacks per round, 1d3+2 dmg.</div>
<div>
⦁<span style="white-space: pre;"> </span>Undead: Does not need to eat, drink, sleep, or breathe. Immune to disease and poison. Subject to charm and sleep spells. +2 ro AC.</div>
<div>
⦁<span style="white-space: pre;"> </span>Necrophage: Does not heal. Every 2 hit points of live or extremely fresh meat eaten returns 1 hit point.</div>
<div>
⦁<span style="white-space: pre;"> </span>Weakness (Fire): If confronted with a source of fire torch sized or larger must make a Saving throw or be unable to approach within 10' of the source of the fire.</div>
<div>
<br /></div>
<div>
<b>The Other Reanimated</b></div>
<div>
Villagers and NPC's possibly reanimated by West during the adventure.</div>
<div>
HD 1</div>
<div>
AC 12</div>
<div>
HP 6</div>
<div>
Attack Bite/pummel (1d3) or club</div>
<div>
Save 15/F1</div>
<div>
Int 4, Wis 4, Chs 4</div>
<div>
Abilities:</div>
<div>
⦁<span style="white-space: pre;"> </span>Bite/pummel, 2 attacks per round, 1d3 dmg.</div>
<div>
⦁<span style="white-space: pre;"> </span>Undead: Does not need to eat, drink, sleep, or breathe. Immune to disease and poison. Subject to charm and sleep spells. +2 ro AC.</div>
<div>
⦁<span style="white-space: pre;"> </span>Necrophage: Does not heal. Every 2 hit points of live or extremely fresh meat eaten returns 1 hit point.</div>
<div>
⦁<span style="white-space: pre;"> </span>Weakness (Fire): If confronted with a source of fire torch sized or larger must make a Saving throw or be unable to approach within 10' of the source of the fire.</div>
</div>
<div>
<br /></div>
<div>
<br /></div>
<div>
<br /></div>
David Baymillerhttp://www.blogger.com/profile/18345422887590571509noreply@blogger.com4tag:blogger.com,1999:blog-1226086670601575835.post-16739468636072584052019-07-04T00:42:00.002-05:002019-07-04T00:59:06.874-05:00Retrieval at Felcamp An Operation White Box WW2 Adventure<b><span style="color: orange; font-size: large;">Retrieval at Felcamp </span></b><br />
This adventure is a large battle set piece. It is potentially very lethal. I would imagine the characters would work best if at least 3rd level. A second PC to play would also be a good idea.<br />
<br />
<span style="color: magenta;"><b>France</b> </span><br />
May 6, 1944<br />
Five days ago, on May 1, the Resistance managed to obtain an important SS file and attempted to smuggle it to the allies. Before dawn toda, their agent, Michel Bede', was captured near Felcamp, a small (and fictional) village on the English Channel not far from the town of Fecamp, trying to rendezvous with an escape boat. Michel and the documents were captured and the boat was sunk by aircraft fire. Michel and the documents are being held in Felcamp until a special detachment of SS come to retrieve both prizes. They should arrive tomorrow.<br />
<br />
Army Intel became aware of the failed extraction when they intercepted a coded German transmission. Operation Felcamp was immediately thrown together with available personnel, launch to commence immediately after dark. Intel wants those documents at all costs. The PC's and NPC's are the only available troops within the acceptable operation time frame.<br />
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<br />
<b><span style="color: lime;">Objective</span></b><br />
At 2200 the PC's, accompanied by a mixed group of 22 Marine Raiders scheduled to be under training by British Commandos, will be flown in by C-47 transport plane under the cover of an air raid. They will follow behind air fighters and bombers who will be keeping the Luftwaffe busy somewhere far away from the drop zone. By 2230 the plane will be near Felcamp, the team will parachute two miles East of town, make their way into town, and do whatever actions they deem necessary to retrieve those documents at all costs.<br />
<br />
Once the package is secured, they will make their way Northeast three miles up the coast to the proper map coordinates where they will pop a flare to signal the awaiting escape boat.<br />
<br />
There is a Captain and Sergeant among the Marines and the Captain is the ranking officer on the mission.<br />
⦁<span style="white-space: pre;"> </span>WM's will have to decide how cooperative the Captain is with the PC's. He could be a tyrant or open to suggestions. Your call.<br />
<br />
<b><span style="color: lime;">The Plan</span></b><br />
The Marine Officers and the PC's pour over maps available before the flight. They have little time.<br />
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<br />
The Captain's plans are:<br />
<br />
<u>Phase One</u><br />
Marine Unit One<br />
⦁<span style="white-space: pre;"> </span>The PC's will be joined by the Marine Sgt and 10 marines. They are to sneak into the northern edge of the field just south of North Felcamp. From there they have a clear view of the machine gun nest at the middle of the map and the barracks. They are to take out the machine gun nest on the road, and the machine gun nest atop the barracks using the suppressed rifles or other means. The barracks has spot lights on all four corners of the fence.<br />
⦁<span style="white-space: pre;"> </span>Once the nests are managed Marine Unit One is to move to the western field, just behind the Barracks and prefab storage sheds. They will cross the darkened areas between two spotlights, and cut a hole in the base's western fence with bolt cutters, then enter and take out anyone inside. A search of the base will commence.<br />
<br />
Marine Unit Two<br />
⦁<span style="white-space: pre;"> </span>The remaining 10 marines, led by the Captain, will hold position in the eastern field.<br />
<br />
<u>Phase Two</u><br />
⦁<span style="white-space: pre;"> </span>Twenty minutes after everyone moves out, the wire should be cut and Marine Unit Two will exit the eastern field and move into and sweep the north village.<br />
<br />
If the Captain is cooperative he will listen to PC's suggestions to modify or come up with their own plan.<br />
<br />
<u>Current Intel on Felcamp</u> shows a single squad of Wehrmacht guarding the town. A broken down WIrbelwind sits in a large garage. It was used for anti-aircraft and protection from attack by sea.<br />
A full crew of five tankers are with the vehicle awaiting parts for repair.<br />
<br />
It is believed that Msr Bede' is being held in either the north village or the barracks compound.<br />
Special focus is given to these two locations.<br />
<br />
Unfortunately for the PC's the Intel is bad, outdated. See Opposition below.<br />
<div class="separator" style="clear: both; text-align: center;">
</div>
<div>
<br /></div>
<div>
<div>
<b><span style="color: magenta;">Felcamp</span></b></div>
<div>
Felcamp was a sleepy fishing village that has been turned into a fuel depot for the German Navy (Kriegsmarine) patrolling the channel. The Wehrmacht have not been overly cruel as the Sergeant (Unteroffizier) in charge has a tight rein on his men. A few men were shot to show the Nazi's power over the villagers. This quieted any opposition and the villagers obey.</div>
<div>
<br />
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</div>
<div>
<br />
There are twenty Nazi's spread out amongst the fuel depot, barracks, the north village, and the south village. Two SS soldiers are with the prisoner and documents in the mayor's house, the large square house on the north of 4 on the map, with the red machine gun nest next to it. Their armored car is parked on the west side of the house. It is locked and keys are on the driver.</div>
<div>
<br /></div>
<div>
Machinegun nests are manned with two Wehrmacht, a gunner and loader for the MG42 (heavy machinegun) behind the waist high sandbags. Some may have a panzerfaust at the WM's discretion. All will have two to three hand grenades. Whistles and flares are used to alert other locations that something is wrong. An electric alarm is attached to the machinegun nest on the barracks as well as an electric alarm by the front door. </div>
<div>
⦁<span style="white-space: pre;"> </span>The men however have grown complacent with their assignment and extra Wehrmacht. They usually take turns one on watch and one sleeping. </div>
<div>
⦁<span style="white-space: pre;"> </span>There is a 50% chance both men are bundled up and asleep thanks to a bit of confiscated French brandy or wine. </div>
<div>
<br /></div>
<div>
<b><span style="color: lime;">Opposition</span></b> </div>
<div>
An SS Major (Sturmbannführer) and his Sergeant (Oberscharführer) driver accompanied by a squad of Wehrmacht (unknown to raiding party.) </div>
<div>
⦁<span style="white-space: pre;"> </span>Their squad was the closest to Felcamp. Early in the morning they arrived in town to reinforce the small garrison at Felcamp and to protect the prisoner and documents.</div>
<div>
⦁<span style="white-space: pre;"> </span>The Major arrived in his armored car, the troops followed the tank on foot.</div>
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<div>
<br /></div>
<div>
Three squads of Wehrmacht soldiers (thirty in total, twenty unknown to raiding party.) </div>
<div>
⦁<span style="white-space: pre;"> </span>One was there to provide security for the fuel supply and ammo dump, the other two were attached to the SS Major for security. </div>
<div>
<br /></div>
<div>
One Panther tank and crew (Panzertruppe) and a broken Wirbelwind and crew. (10 crewmen total, Panther and its crew unknown to raiding party.)</div>
<div>
⦁<span style="white-space: pre;"> </span>The Wirbelwind threw a transaxle a week ago and barely made it into the shed before losing all mobility. The tankers are waiting for replacement parts. They still have battery power and their turret works just fine if they need to shoot out of or through the vehicle shed. </div>
<div>
⦁<span style="white-space: pre;"> </span>The Panther and crew are new and arrived midday for security. </div>
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<div>
<br /></div>
<div>
<u>Probable Event Chain: </u></div>
<div>
1 PC's briefing and takeoff from airfield near Brighton, England </div>
<div>
2 Encounter with stray fighter plane over the Channel </div>
<div>
3 Parachute drop and move into Felcamp </div>
<div>
4 PC's begin search for Michel and the documents </div>
<div>
5 A group of the Marine Raiders wander into the minefield hidden on the west side of the village alerting the town to their presence if not already alerted.</div>
<div>
6 The SS and the Panther enter the search for the Team </div>
<div>
<br /></div>
<div>
<u>Complications</u></div>
<div>
A stray German fighter spots the transport plane and attacks. </div>
<div>
<br /></div>
<div>
<b><span style="color: lime;">Final Preparations </span></b></div>
<div>
The PC's raiding party is briefed at the airfield in England. </div>
<div>
They have four hours to prepare for the mission. "At all costs" is given permission to not worry about collateral damage of civilians and property.</div>
<div>
⦁<span style="white-space: pre;"> </span>Grenades, two bazookas, and explosives are available for the PC's use. The Brass aren't fooling around and are taking no chances in case the WIrbelwind is operational.</div>
<div>
⦁<span style="white-space: pre;"> </span>Two rifles with sound suppressors are also available.</div>
<div>
⦁<span style="white-space: pre;"> </span>PC's are free to choose rifles, submachine guns, and pistols to their taste.</div>
<div>
<br /></div>
<div>
The Marine Raiders are each armed with Thompson SMG's, a .45 pistol, two grenades, and combat knives.The Marine Captain and Sgt. both speak French. </div>
<div>
<br /></div>
<div>
At just prior to 2200, the team loads up into the Skytrain and wait for the air raiders to take off. They follow the raiders, several miles behind. </div>
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<div class="separator" style="clear: both; text-align: center;">
</div>
<div>
<br /></div>
<div>
<b><span style="color: lime;">Death Flight</span></b></div>
<div>
The flight goes smoothly for the first twenty minutes. </div>
<div>
The raiders go on ahead and the C-47 veers off towards Felcamp. Unfortunately, at 10 minutes to drop, they are spotted by a stray Messerschmitt Bf 109 fighter over the channel. The plane sustained damage from the Allied fighters ahead of the Skytrain. It's nose cannon is empty but it's linked 13mm (large) machineguns have a few bursts left.</div>
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<div>
<br /></div>
<div>
The fighter veers in raking the Skytrain from front to back with it's twin machine guns. </div>
<div>
The Skytrain is a sitting duck. Bullets rip through the fuselage and into the raiding party.</div>
<div>
⦁<span style="white-space: pre;"> </span>The damage is 2d6+2 and it attacks for five rounds.</div>
<div>
⦁<span style="white-space: pre;"> </span>1d4 Marines are hit each round and take damage. </div>
<div>
⦁<span style="white-space: pre;"> </span>Each PC and the Marine Captain and Sgt must roll a 1d6. If a one is rolled that character is targeted. Attack roll is at +2 and the PC's have an armor class bonus of +2 from the fuselage.</div>
<div>
<br /></div>
<div>
After three rounds the Messerschmitt flies off towards whatever base it came from.</div>
<div>
Blood sloshes around the hull of the ship as cold wind from dozens of bullet holes whistles in. </div>
<div>
The Skytrain is barely flying but can make its drop zone. The co-pilot and radio man are both dead. </div>
<div>
<br /></div>
<div>
At the drop zone the raiders are free to leap from the plane to parachute in.</div>
<div>
The character rolls a 1d20. On a one the chute fails to open. Do it again for the reserve chute. Don't roll a one again. 20d6 fall damage.</div>
<div>
<br /></div>
<div>
Getting to the ground requires a Dex check with a few modifiers.</div>
<div>
⦁<span style="white-space: pre;"> </span>Flat open area: +4 bonus</div>
<div>
⦁<span style="white-space: pre;"> </span>Rough/Rocky: 0 bonus or penalty</div>
<div>
⦁<span style="white-space: pre;"> </span>Forest: -2 penalty</div>
<div>
⦁<span style="white-space: pre;"> </span>Town/City: -4 penalty</div>
<div>
</div>
<div>
Failure causes 1d6 damage as the trooper hits obstacles, etc during landing. If the roll fails by five or more points the trooper has a complication and turns an ankle (half move), gets hung up in trees or on buildings, etc. A natural 20 is a crit fail on the Dex check and the trooper takes double damage as well as a complication. </div>
<div>
<br /></div>
<div>
<b><span style="color: lime;">On the Ground</span></b></div>
<div>
Once on the ground and after getting their act together the surviving members of the raiders move out and cover the two+ miles as quickly as possible with their wounded.. </div>
<div>
<br /></div>
<div>
There is no patrols out tonight due to lack of manpower and fear of Allied planes. The Nazis are huddled up and keeping their heads down in Felcamp. </div>
<div>
<br /></div>
<div>
The raiders go through a small strip of light woods, coming upon a field of wheat on the East side of the village. They make their way through the wheat and emerge next to the north village proper where the Marine Captain confers with or gives order to the PC's. </div>
<div>
<br /></div>
<div>
<u>Phase One</u></div>
<div>
Surviving Marines are split equally among the two raiding group and Phase One commences.</div>
<div>
If all goes well and no alarms are set off, Phase Two commences and disaster hits.</div>
<div>
<br /></div>
<div>
<u>Phase Two</u></div>
<div>
Marine Unit One exits the western field and makes it to the wire. They begin to cut it with their bolt cutters. </div>
<div>
<br /></div>
<div>
Marine Unit Two exit the eastern field, crossing over freshly dug dirt they do not see in the dark. The Captain and 1d6 other Marines step on landmines and are instantly killed, the blast waking up everyone in the area. Surviving Marines, shocked, hit the dirt and stay put. </div>
<div>
<br /></div>
<div>
Alarms begin going off across the compound.</div>
<div>
<br /></div>
<div>
<u>The Minefield</u></div>
<div>
The surviving Marines and any PC's with them if the plan was altered get to traverse a minefield.</div>
<div>
Each round each character moving must roll a 1d12. On a 1 to 4 the character has stepped on a mine. He will need to make a Dex check to stop and not set it off. If set off the damage is 2d6+2 damage in a 20' radius. Characters caught in the blast must make a Saving Throw or be unconscious for a number of rounds equal to damage taken x2. </div>
<div>
<br /></div>
<div>
If a character is on the primed mine he or someone can try to disarm the mine or put try to put a weight on the pressure plate to keep it from blowing. A Dex check with a -4 penalty is required. If helped the penalty is -2. </div>
<div>
On a failure the mine explodes and the characters working on it takes full damage from the blast. </div>
<div>
<br /></div>
<div>
To find the mines to get out of the field safely a character must go slow, no more than five feet per minute. Roll the 1d12 as above. If a mine is indicated the character can attempt to find it with an Int check. If successful he has found and marked a mine. If he has missed it, has no idea it's there, and the WM must roll the 1d12 again to see if he set it off. If he didn't anyone else moving through rolls the 1d12 normally to see if they hit it. </div>
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<div>
<br /></div>
<div>
<u>Complications</u></div>
<div>
The WM can throw all sorts of problems in the way.</div>
<div>
⦁<span style="white-space: pre;"> </span>The two men manning the machinegun nests may squeeze off a shot before they are taken out. They may also blow whistles, fire a flare, or set off the electric alarm on the barracks roof.</div>
<div>
⦁<span style="white-space: pre;"> </span>Random soldiers may be outside relieving themselves or smoking. They may have to be killed to get where the Units are supposed to be.</div>
<div>
⦁<span style="white-space: pre;"> </span>A hidden machinegun nest in the forest. It will open up possibly pinning down the raiders.</div>
<div>
⦁<span style="white-space: pre;"> </span>Guard dogs in the compound. They can injure raiders, alert the Nazis, drain valuable ammmo resources, etc.</div>
<div>
⦁<span style="white-space: pre;"> </span>A drunken villager wakes up and wanders into the line of fire.</div>
<div>
⦁<span style="white-space: pre;"> </span>The SS Major uses women and children as hostages.</div>
<div>
<br /></div>
<div>
<b><span style="color: magenta;">Death and Destruction</span></b></div>
<div>
When an alarm or the mine field is set off...</div>
<div>
⦁<span style="white-space: pre;"> </span>Two Wehrmacht Sergeants and three Corporals (Obergefreiter) emerge from the northern village and run towards the barracks compound.</div>
<div>
⦁<span style="white-space: pre;"> </span>Four Wehrmacht Riflemen (Oberschütze) emerge from their sleeping spots in the southern village. They move cautiously heading towards the barracks, using the buildings as cover. They are making their way around towards the rear of the barracks to sweep for infiltrators.</div>
<div>
⦁<span style="white-space: pre;"> </span>Two Wehrmacht Riflemen are guarding the fuel depot and will not leave their post at the machinegun nest on the roof. They will cover the north of the village.</div>
<div>
⦁<span style="white-space: pre;"> </span>Thirteen Wehrmacht (including one Sergeant) are sleeping in the barracks.</div>
<div>
⦁<span style="white-space: pre;"> </span>In three rounds a diesel engine roar to life in the large metal sheds next to the compound. In three more rounds the Panther will roll out. ready for combat.</div>
<div>
⦁<span style="white-space: pre;"> </span>Marine Unit Two is still stuck in the minefield and the three survivors take their chances to get into the firefight. </div>
<div>
<br /></div>
<div>
The Panther has a spotlight on it's turret, and swivels it along the southern road looking for intruders.</div>
<div>
They will first machinegun any opposition they find, saving the cannon for those hiding in field or forest. If damaged they do not hesitate to use the cannon.</div>
<div>
</div>
<div>
A single Wirbelwind tanker lays near the door peeking out acting as a spotter for the vehicle. If any of the raiding party tries to enter the shed or attack it/the Wirbelwind the crew opens up with the quad 20mm guided by the spotter. The Panther can also use its radio to call for support.</div>
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<div>
<br /></div>
<div>
The Thirteen Wehrmacht are stirring in the barracks building. </div>
<div>
⦁<span style="white-space: pre;"> </span>If still alive the Marine Sergeant will suggest lobbing grenades through the open windows. </div>
<div>
<br /></div>
<div>
After five rounds the SS Major and driver enter their armored vehicle and head towards the largest firefight to add fire support from the car's MG42 manned by the Major.</div>
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<b><span style="color: lime;">The Battle takes its course.</span></b></div>
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⦁<span style="white-space: pre;"> </span>Survivors of the raiding party are treated as heroes. Food, water, wine, and medical treatment are thrown upon them. </div>
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⦁<span style="white-space: pre;"> </span>They find Michel locked in the Mayor's house and discover the documents, locked in a chest in the commandeered Mayor's bedroom. The documents are plans, in German and sealed with an SS symbol. The contents are left up to the WM to fit his campaign. </div>
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⦁<span style="white-space: pre;"> </span>The villagers offer a ride in a fishing boat to the pickup coordinates. Continued aircover and patrols in the channel allows them a quiet ride back to England.</div>
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⦁<span style="white-space: pre;"> </span>The raiders may think to blow up the ammo dump and fuel depot before they leave.</div>
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⦁<span style="white-space: pre;"> </span>The villagers desert the village heading to stay with relatives, friends, and sympathizers in nearby villages. Many are taken in by French Resistance members.</div>
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Mission completed.</div>
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<span style="color: lime;"><b>Marine Raiders </b> </span></div>
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Captain (3HD): Submachine Gun, heavy handgun, knife, two grenades.</div>
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Sgt (2 HD): Submachine Gun, heavy handgun, knife, two grenades.</div>
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Page 87 OWB Base Rules (Allied Officers)</div>
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20 Marines (2 HD): Submachine Gun, heavy handgun, knife, two grenades.</div>
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Page 87 OWB Base Rules (Allied Soldiers)</div>
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<b><span style="color: lime;">Wehrmacht</span> </b></div>
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3 Sgts (2 HD): Large Rifle, Pistol, two grenades, bayonet.</div>
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3 Corporals: Large Rifle, two grenades, bayonet.</div>
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Page 84 OWB Base Rules (German Officers)</div>
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16 Riflemen: Large Rifle, two grenades, bayonet.</div>
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8 MG crew: Medium machinegun, 1 large rifle, 1 submachinegun, 2 to 3 grenades, possible heavy RPG..</div>
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Page 83 OWB Base Rules (German Soldier)</div>
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<b><span style="color: lime;">Panzer Tankers</span></b></div>
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10 Tankers: Medium handgun.</div>
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Page 83 OWB Base Rules (German Soldier)</div>
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<span style="color: lime;"><b>SS </b> </span></div>
<div>
Major (3HD): Submachine Gun, medium handgun, knife.</div>
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Sgt (2 HD): Submachine Gun, medium handgun, knife.</div>
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Page 84 OWB Base Rules (SS Officer)</div>
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<b><span style="color: lime;">Townsfolk</span></b></div>
<div>
Page 83 OWB Base Rules</div>
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<b><span style="color: orange;">Vehicles</span></b></div>
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Armored Car</div>
<div>
Page 63 OWB Base Rules (Armored car with medium machinegun.)</div>
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<div>
Wirbelwind (Medium tank.)</div>
<div>
Page 64 OWB Base Rules </div>
<div>
Built on a Panzer chassis the vehicle does not have the Panzer cannon or machineguns. </div>
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The turret has a quad autocannon (TR2.) This configuration gives the gunner a +2 to hit and damage is 2d6+2 per burst. The vehicle also has a bow heavy machinegun (F.)</div>
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<div>
Panther Tank</div>
<div>
Page 64 OWB Base Rules (Medium tank.)</div>
<div>
This vehicle includes a turret mounted spotlight.</div>
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Vehicle stats are also in Common Vehicles of WW2. Good stuff.</div>
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Check out OWB Tactical for more as well as a lot of extra rules for vehicle and personal combat. Fantastic.</div>
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David Baymillerhttp://www.blogger.com/profile/18345422887590571509noreply@blogger.com0tag:blogger.com,1999:blog-1226086670601575835.post-42748216256196558802019-04-02T19:22:00.001-05:002019-04-02T19:25:24.851-05:00OWB Air War: The Mighty Mitchell B-25Had a request for the B-25. I was going to just edit it into the post <a href="https://theosrlibrary.blogspot.com/2019/03/owb-air-combat-american-planes.html#comments" target="_blank">here </a>but I found it to be a fascinating plane and the more I dug into it the more pics I wanted to post. Therefore it gets its own post.<br />
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Here you go Rod Thompson.<br />
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<span style="color: lime;"><b>The B-25</b></span><br />
Twin-engine medium bomber famous for the<a href="https://en.wikipedia.org/wiki/Doolittle_Raid" target="_blank"> Doolittle April 1942 bombing raid on Tokyo</a> following Pearl Harbor. Variations of the ship served in every theatre of the War. It acted as a bomber, ground attack fighter, torpedo bomber and many other roles. It was a rugged plane and had many different armament configurations based on its role over its service history.<br />
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The configurations of weaponry on these things is amazing. The War Master can have a lot of fun with different versions in the hands of the player soldiers.<br />
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<b style="color: lime;">Mitchell B-25B </b><span style="color: lime;">(as per the Doolittle Raid)</span><br />
AC: 3 [16]<br />
HP: 36 (HD 6) <br />
Move: 9/27 flying, +4 airspeed bonus<br />
Attack:<br />
⦁<span style="white-space: pre;"> </span>x1 .30 Medium Machinegun (1d6+2), nose, gunner<br />
⦁<span style="white-space: pre;"> </span>x2 fire-linked .50 Heavy Machinegun (+1 hit, 2d6) in 3 positions: Dorsal turret, Ventral turret, gunners (the B was a rare variation with no tail gun position)<br />
⦁<span style="white-space: pre;"> </span>Bombs: up to 3600 lbs in its bay.<br />
Mods: Aerial, Communications<br />
Country: USA<br />
Year: 1941<br />
Crew: 5 (one pilot, navigator/bombardier/nose gunner, engineer/turret gunner, radio operator/turret gunner, tail gunner)<br />
Range: 1350 miles<br />
Ceiling: 24,196'<br />
Climb: 1666' per minute<br />
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<span style="color: lime;">Armament:</span><br />
Later Variations included:<br />
⦁<span style="white-space: pre;"> </span>x6 fire-linked .50 Large Machinegun (+3 hit, 2d6+4), nose, left/right fuselage [operator-linked]<br />
⦁<span style="white-space: pre;"> </span>x2 fire-linked .50 Heavy Machinegun (+1 hit, 2d6) rear turret, gunner<br />
or<br />
⦁<span style="white-space: pre;"> </span>x8 fire-linked .50 Large Machinegun (+4 hit, 2d6+6), nose, left/right fuselage [operator-linked]<br />
⦁<span style="white-space: pre;"> </span>x2 fire-linked .50 Heavy Machinegun (+1 hit, 2d6) rear turret, gunner<br />
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<b><span style="color: lime;">B-25H</span></b><br />
Introduced in 1944. Ground fighter/gunship configuration. Removed the co-pilot position and adding a gunner/camera operator.<br />
Crew: 5 (pilot, navigator/radio operator/cannoneer, flight engineer/dorsal gunner, midships gunner/camera operator, and tail gunner)<br />
⦁<span style="white-space: pre;"> </span>x8 fire-linked .50 Large Machinegun (+4 hit, 2d6+6), nose, left/right fuselage [operator-linked]<br />
⦁<span style="white-space: pre;"> </span>75mm Cannon (8d6), nose, cannoneer<br />
⦁<span style="white-space: pre;"> </span>x1 .50 Medium Machinegun (2d6), each left and right waist, radio operator/gunner<br />
⦁<span style="white-space: pre;"> </span>x2 fire-linked .50 Heavy Machinegun (+1 hit, 2d6) in 2 positions: Dorsal turret, Tail, gunners<br />
⦁<span style="white-space: pre;"> </span>3200 pounds of bombs or a 2000-pound torpedo. 2000-pound bombs were deleted, since such large bombs were very rarely carried in actual practice and their hoists took up a lot of space in the bomb bay.<br />
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David Baymillerhttp://www.blogger.com/profile/18345422887590571509noreply@blogger.com0tag:blogger.com,1999:blog-1226086670601575835.post-26079663207218911932019-04-01T19:58:00.002-05:002019-04-01T19:58:46.691-05:00OWB Air Combat: Luftwaffe<br />
<span style="color: magenta;">Airplanes of the Luftwaffe.</span><br />
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<span style="color: cyan;">Messerschmitt Bf 109 </span><br />
By far the most-produced fighter ever (over 33,000 estimated), the Bf 109 was small, agile, and well-armed, it proved a serious weapon in the hands of an experienced pilot. A sturdy and dangerous fighter. Later in the War drop bombs and rockets could be added.<br />
AC: 6 [13]<br />
HP: 20 (HD 4) <br />
Move: 9/35 flying, +6 airspeed bonus<br />
Attack: All [operator-linked]<br />
⦁<span style="white-space: pre;"> </span>x2 fire-linked 13mm Large MG (+2 hit, 2d6+2),wings<br />
⦁<span style="white-space: pre;"> </span>x1 20mm Medium Autocannon (2d6+2), nose<br />
Mods: Aerial, Communications<br />
Country: Germany<br />
Year: 1937<br />
Crew: 1<br />
Range: 680 miles<br />
Ceiling: 36,500'<br />
Climb: 3300' per minute<br />
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<span style="color: cyan;">Messerschmitt Bf 110 "Zerstorer"</span><br />
The Zerstorer (Destroyer) was a heavy fighter/fighter-bomber. It was not a nimble fighter but was heavily armed. It was a formidable night fighter later equipped with radar. Up to 4000 lbs of drop bombs could be carried.<br />
AC: 4 [15]<br />
HP: 24 (HD 4) <br />
Move: 9/34 flying, +5 airspeed bonus<br />
Attack:<br />
⦁<span style="white-space: pre;"> </span>x2 fire-linked 20mm Medium Autocannon (+1 hit, 2d6+2), nose, [operator-linked]<br />
⦁<span style="white-space: pre;"> </span>x4 fire-linked 7.92 mm Medium Machinegun (+2 hit, 1d6+4), nose, [operator-linked]<br />
⦁<span style="white-space: pre;"> </span>x1 7.92 mm Medium Machinegun (1d6+2), rear, gunner<br />
Mods: Aerial, Communications<br />
Country: Germany<br />
Year: 1937<br />
Crew: 2 (pilot, gunner)<br />
Range: 1305 miles<br />
Ceiling: 26,247'<br />
Climb: 2170' per minute<br />
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<span style="color: cyan;">Focke-Wulf FW 190 "Wurger"</span><br />
Probably the best German fighter plane during the war. It was heavily armed, highly configurable, and could also serve as a fighter-bomber and ground attack plane. It can also fit bombs and rockets as well as more machine guns or autocannons on underwing gun pods.<br />
AC: 5 [15]<br />
HP: 22 (HD 4) <br />
Move: 9/43 flying, +7 airspeed bonus<br />
<a href="https://aviation.stackexchange.com/questions/31168/how-were-bullets-fired-through-the-propeller-in-the-focke-wulf-190" target="_blank">Attack: All [operator-linked] </a><br />
⦁<span style="white-space: pre;"> </span>x2 fire-linked 7.92 mm Medium Machinegun (+1 hit, 1d6+2), nose<br />
⦁<span style="white-space: pre;"> </span>x4 fire-linked 20mm Medium Autocannon (+2 hit, 2d6+4), wings<br />
Mods: Aerial, Communications<br />
Country: Germany<br />
Year: 1941<br />
Crew: 1<br />
Range: 519 miles<br />
Ceiling: 39,370'<br />
Climb: 2812' per minute<br />
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<span style="color: cyan;">Junkers Ju-87 "Stuka"</span><br />
The famous dive-bomber and ground attack aircraft. The Stuka was a symbol of terror during the Blitzkrieg. Air sirens were mounted on it's landing struts giving it a wailing noise as it dive bombed its targets. It's initial successes were hampered later by its slower speed and it would require fighter escorts to be effective. The typical bomb load for a Stuka include one 550 lb bomb beneath the fuselage and four 110 lb, two bombs underneath each wing. Alternately the Stuka could carry two 37mm cannon or anti-tank rockets under its wings.<br />
AC: 5 [14]<br />
HP: 20 (HD 4) <br />
Move: 9/25 flying, +4 airspeed bonus<br />
Attack:<br />
⦁<span style="white-space: pre;"> </span>x2 fire-linked 7.92 mm Medium Machinegun (+1 hit, 1d6+2), [operator-linked]<br />
⦁<span style="white-space: pre;"> </span>x2 fire-linked 7.92 mm Medium Machinegun (+1 hit, 1d6+2), rear, gunner<br />
Mods: Aerial, Communications<br />
Country: Germany<br />
Year: 1937<br />
Crew: 2 (pilot, gunner)<br />
Range: 954 miles<br />
Ceiling: 23,917'<br />
Climb: 450' per minute<br />
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<span style="color: cyan;">Junkers Ju 52 Transport</span><br />
A tri-engined transport plane used extensively by Germany. A civilian airliner before the War the Nazis used it to transport and drop supplies, 18 troops, or 12 stretchers of wounded. It could be armed and used as a bomber if need be holding up to 3300 lbs of bombs in its twin bays.<br />
AC: 6 [13]<br />
HP: 30 (HD 5) <br />
Move: 9/16 flying, +2 airspeed bonus<br />
Attack: (Optional)<br />
⦁<span style="white-space: pre;"> </span>x2 fire-linked 7.92 mm Medium Machinegun (+1 hit, 1d6+2), wing pod, [operator-linked]<br />
or<br />
⦁<span style="white-space: pre;"> </span>x4 fire-linked 7.92 mm Medium Machinegun (+2 hit, 1d6+4), wng pod, [operator-linked]<br />
Mods: Aerial, Communications <br />
Country: USA<br />
Year: 1932<br />
Crew: 2 (pilot, co-pilot)<br />
Range: 541 miles<br />
Ceiling: 18,012'<br />
Climb: 588' per minute<br />
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<span style="color: cyan;">Junkers Ju-88</span><br />
One of the most used and versatile planes of the Luftwaffe the 52 was a medium bomber and versatile multi-role aircraft. Variations and roles included dive bomber, night fighter, bomber destroyer, ground attack fighter, etc. It was used heavily on all fronts.<br />
AC: 4 [15]<br />
HP: 30 (HD 6) <br />
Move: 9/31 flying, +2 airspeed bonus<br />
Attack:<br />
⦁<span style="white-space: pre;"> </span>x1 7.92 mm Medium Machinegun (1d6+2), flex, front wind screen, pilot<br />
⦁<span style="white-space: pre;"> </span>x2 fire-linked 7.92 mm Medium Machinegun (+1 hit, 1d6+2), flex, rear cockpit, gunner<br />
⦁<span style="white-space: pre;"> </span>x1 7.92 mm Medium Machinegun (1d6+2), flex, lower fuselage, gunner<br />
⦁<span style="white-space: pre;"> </span>x1 7.92 mm Medium Machinegun (1d6+2), flex, rear/aft, gunner<br />
Bombs: 6000 lbs<br />
Mods: Aerial, Communications<br />
Country: Germany<br />
Year: 1932<br />
Crew: 4 (pilot, bombardier/front gunner, radio operator/rear gunner, navigator/ventral gunner)<br />
Range: 541 miles<br />
Ceiling: 18,012'<br />
Climb: 588' per minute<br />
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<b>Armament options</b><br />
Additional option for a pair of 7.92 mm Medium machineguns on flexible "Donut" mountings firing laterally, one on each side of the cockpit canopy.<br />
<br />
A single 13 mm Heavy machinegun was sometimes used instead of the 7.92 mm.<br />
<br />
Aircraft may carry one 20 mm autocannon in the nose for ground attack purposes, with 90 rounds of ammunition, in place of the Lotfernrohr 7 bombsight.<br />
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A modification of the <span style="color: cyan;">Ju 88 A-4</span>, the <span style="color: cyan;">Ju 88 A-13 </span>could mount gun pods on the external bomb racks for ground attack duties, each "watering can" containing three 7.92 mm Medium machineguns, for strafing enemy troops.<br />
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<span style="color: cyan;">Ju 88 G-1</span><br />
Night fighter version.<br />
Crew: 3<br />
Armament<br />
4 × 20 mm autocannons, firing forwards from an integral ventral gun pod.<br />
1 or 2 × 13 mm (.51 in) MG 131 machine guns in the rear cockpit, firing rearwards.<br />
1 or 2 × 20 mm MG 151/20s as Schräge Musik, firing forwards and upwards at a 30- to 45-degree angle, Optional.<br />
<br />
<span style="color: cyan;">Ju 88 P-3</span><br />
Heavily armed anti-tank and anti-bomber version.<br />
Crew: 3<br />
Guns:<br />
2 × 37 mm cannon in a conformal gun pod under the front fuselage, firing forwards.<br />
up to 6 × 7.92 mm machine guns.<br />
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<br />David Baymillerhttp://www.blogger.com/profile/18345422887590571509noreply@blogger.com0tag:blogger.com,1999:blog-1226086670601575835.post-7080434693844557982019-03-31T16:29:00.000-05:002019-03-31T16:30:34.477-05:00OWB Air Combat: American Planes<br />
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<a href="https://theosrlibrary.blogspot.com/2019/03/operation-white-box-wwii-air-combat.html">https://theosrlibrary.blogspot.com/2019/03/operation-white-box-wwii-air-combat.html</a><br />
American planes used in Europe and the Pacific theatres.<br />
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<b><span style="color: orange;">American Fighters/Fighter-Bombers</span></b><br />
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<span style="color: lime;">P38 Lightning</span><span style="white-space: pre;"><span style="color: lime;"> </span> </span><br />
Saw service in Europe and most extensively in the Pacific. The P-38 was used for interception, dive bombing, level bombing, ground attack, night fighting, photo reconnaissance, radar and visual pathfinding for bombers and evacuation missions, and extensively as a long-range escort fighter when equipped with drop tanks under its wings. It can be fitted with rockets and bombs.<br />
AC: 5 [14]<br />
HP: 20 (HD 4) <br />
Move: 9/41 flying, +7 airspeed bonus<br />
Attack: All [operator-linked]<br />
⦁<span style="white-space: pre;"> </span>x4 fire-linked .50 Large MG (+2 hit, 2d6+2), nose<br />
⦁<span style="white-space: pre;"> </span>1 20mm Medium Autocannon (2d6+2), nose<br />
Mods: Aerial, Communications<br />
Country: USA<br />
Year: 1939<br />
Crew: 1<br />
Range: 2237 miles<br />
Ceiling: 43.963'<br />
Climb: 2500' per minute<br />
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<span style="color: lime;">P-40 Warhawk</span><br />
The most common type of fighter in the U.S. Army Air Corps (USAAC) when the United States entered the War. The Lockheed P-38 Lightning could outperform the P-40, especially at high altitude, but the tough P-40 was less expensive, easier to build and maintain, and was in large-scale production at a critical period in the nation’s history when fighter planes were needed in large numbers. The solid, reliable Warhawk was used in all theatres and some were sent to Russia. Can be fitted with bombs.<br />
AC: 4 [15]<br />
HP: 24 (HD 4) <br />
Move: 9/38 flying, +6 airspeed bonus<br />
Attack: All [operator-linked]<br />
⦁<span style="white-space: pre;"> </span>x6 fire-linked .50 Large MG (+3 hit, 2d6+4), wings<br />
Mods: Aerial, Communications<br />
Country: USA<br />
Year: 1941<br />
Crew: 1<br />
Range: 240 miles<br />
Ceiling: 38,156'<br />
Climb: 2142' per minute<br />
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<span style="color: lime;">P-47 ThunderBolt</span><span style="white-space: pre;"><span style="color: lime;"> </span> </span><br />
Used as both a high-altitude escort fighter and a low-level fighter-bomber, the P-47 quickly gained a reputation for ruggedness. Its sturdy construction and air-cooled radial engine enabled the Thunderbolt to absorb severe battle damage and keep flying. During WWII, the P-47 served in almost every active war theater and in the forces of several Allied nations. The most important U.S. fighter in Europe by the end of the War, outnumbering P-38 Lightnings and P-51 Mustangs combined. Can be fitted with rockets and bombs.<br />
AC: 4 [15]<br />
HP: 22 (HD 4) <br />
Move: 9/43 flying, +7 airspeed bonus<br />
Attack: All [operator-linked]<br />
⦁<span style="white-space: pre;"> </span>x8 fire-linked .50 Large MG (+4 hit, 2d6+6), wings<br />
Mods: Aerial, Communications<br />
Country: USA<br />
Year: 1942<br />
Crew: 1<br />
Range: 449 miles<br />
Ceiling: 40,994'<br />
Climb: 3200' per minute<br />
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<span style="color: lime;">P-51 Mustang</span><span style="white-space: pre;"><span style="color: lime;"> </span> </span><br />
The Mustang was among the best and most well-known fighters used by the U.S. Army Air Forces during World War II. Possessing excellent range and maneuverability, the P-51 operated primarily as a long-range escort fighter and also as a ground attack fighter-bomber. The Mustang served in nearly every combat zone during the War. It could be fitted with rockets and bombs.<br />
AC: 5 [14]<br />
HP: 22 (HD 4) <br />
Move: 9/44 flying, +7 airspeed bonus<br />
Attack: All [operator-linked]<br />
⦁<span style="white-space: pre;"> </span>x4 fire-linked .50 Large MG (+2 hit, 2d6+2)<br />
⦁<span style="white-space: pre;"> </span>x4 fire-linked 20 mm Medium Autocannon (+2 hit, 2d6+4)<br />
Mods: Aerial, Communications<br />
Country: USA<br />
Year: 1942<br />
Crew: 1<br />
Range: 851 miles<br />
Ceiling: 41,900'<br />
Climb: 3475' per minute<br />
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<span style="color: lime;">F4U Corsair</span><br />
Navy and Marine fighter/bomber. It was tough, fast, and well armed. Corsairs were used in the Pacific. An alternate armament was x4 fire-linked 20mm cannons and could be fitted with two 1,000 lb bombs or eight 5 inch rockets.<br />
AC: 4 [15]<br />
HP: 20 (HD 4) <br />
Move: 9/45 flying, +8 airspeed bonus<br />
Attack: All [operator-linked]<br />
⦁<span style="white-space: pre;"> </span>x6 fire-linked .50 Large Machinegun (+3 hit, 2d6+4)<br />
Mods: Aerial, Communications<br />
Country: USA<br />
Year: 1942<br />
Crew: 1<br />
Range: 1005 miles<br />
Ceiling: 41,339'<br />
Climb: 4360' per minute<br />
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<span style="color: lime;">Grumman F4F Wildcat</span><br />
The main Navy fighter at the start of the War it was outclassed by the Zero. Saw extensive action in the Pacific Battles of the Coral Sea and Midway. It was replaced by the Hellcat in 1943. It could be fitted with two 250 lb bombs.<br />
AC: 5 [14]<br />
HP: 15 (HD 3) <br />
Move: 9/33 flying, +5 airspeed bonus<br />
Attack: All [operator-linked]<br />
⦁<span style="white-space: pre;"> </span>x4 fire-linked .50 Large Machinegun (+2 hit, 2d6+2)<br />
Mods: Aerial, Communications<br />
Country: USA<br />
Year: 1940<br />
Crew: 1<br />
Range: 900 miles<br />
Ceiling: 34,698'<br />
Climb: 2000' per minute<br />
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<span style="color: lime;">Grumman F6F Hellcat</span><br />
Designed to counter the Zero it replaced the Wildcat in 1943. It had a high rate of climb, good dive speed, armor, and weapons and yet was maneuverable. It could be fitted with a variety of rockets and bombs.<br />
AC: 5 [14]<br />
HP: 22 (HD 4) <br />
Move: 9/39 flying, +6 airspeed bonus<br />
Attack: All [operator-linked]<br />
⦁<span style="white-space: pre;"> </span>x6 fire-linked .50 Large Machinegun (+3 hit, 2d6+4)<br />
Mods: Aerial, Communications<br />
Country: USA<br />
Year: 1943<br />
Crew: 1<br />
Range: 944 miles<br />
Ceiling: 37,300'<br />
Climb: 3400' per minute<br />
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<span style="color: lime;">Douglas SBD Dauntless</span><br />
The Navy's standard ship-based dive bomber in the Pacific, they were also used as land based bombers by the Marines. They carried the victory at the Battle of Midway sinking four Japanese aircraft carriers, crippling their fleet. A rugged plane with good defensive firepower.<br />
AC: 4 [15]<br />
HP: 24 (HD 4) <br />
Move: 9/26 flying, +4 airspeed bonus<br />
Attack:<br />
⦁<span style="white-space: pre;"> </span>x6 fire-linked .50 Large Machinegun (+3 hit, 2d6+4), nose, [operator-linked]<br />
⦁<span style="white-space: pre;"> </span>x2 fire-linked .30 Medium Machinegun (+1 hit, 1d6+3), dorsal turret, gunner<br />
⦁<span style="white-space: pre;"> </span>2,000 lbs of bombs<br />
Mods: Aerial, Communications<br />
Country: USA<br />
Year: 1938<br />
Crew: 2 (pilot, gunner)<br />
Range: 1,115 miles<br />
Ceiling: 25,525'<br />
Climb: 1700' per minute<br />
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<span style="color: lime;">Grumman TBM Avenger</span><br />
Designed to replace the obsolete pre-War Devastator. It carries bombs or a torpedo in an enclosed bay. It is bristling with defensive machine guns. Only one of six deployed survived the battle of Midway, but despite this the Avenger became the Navy's main torpedo plane.<br />
AC: 4 [15]<br />
HP: 22 (HD 4) <br />
Move: 9/27 flying, +4 airspeed bonus<br />
Attack:<br />
⦁<span style="white-space: pre;"> </span>x2 fire-linked .50 Large Machinegun (+1 hit, 2d6+1), [operator-linked]<br />
⦁<span style="white-space: pre;"> </span>x1 .50 Large Machinegun (2d6), rear turret, gunner<br />
⦁<span style="white-space: pre;"> </span>x1 .30 Medium Machinegun (1d6+2), ventral, torp officer<br />
⦁<span style="white-space: pre;"> </span>2,000 lbs of bombs or torpedo<br />
Mods: Aerial, Communications<br />
Country: USA<br />
Year: 1942<br />
Crew: 3 (pilot, gunner, torpedo officer)<br />
Range: 1,215 miles<br />
Ceiling: 22,402'<br />
Climb: 2060' per minute<br />
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<b><span style="color: lime;">BOMBERS</span></b><br />
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<span style="color: lime;">Boeing B-17 Flying Fortress</span><br />
Nicknamed the Flying Fortress the B-17 was the most famous bomber of the war having seen action in every theater. It could sustain heavy damage and keep flying. It bristled with .50 machineguns and was most used for daylight bomb raids to avoid as many civilian casualties as possible. This policy cost a lot of airmen's lives.<br />
AC: 3 [16]<br />
HP: 48 (HD 8) <br />
Move: 9/28 flying, +4 airspeed bonus<br />
Attack:<br />
⦁<span style="white-space: pre;"> </span> x2 fire-linked .50 Heavy Machinegun (+1 hit, 2d6) in 9 positions (2 in the Bendix chin turret, 2 on nose cheeks, 2 staggered waist guns, 2 in upper Sperry turret, 2 in Sperry ball turret in belly, 2 in the tail and one (2d6) firing upwards from radio compartment behind bomb bay) all gunner positions<br />
⦁<span style="white-space: pre;"> </span>Bombs: 8ooo to 17,600 lbs.<br />
⦁<span style="white-space: pre;"> </span>Up to 3 gunners can target one aircraft from the firing arcs<br />
Mods: Aerial, Communications<br />
Country: USA<br />
Year: 1937<br />
Crew: 10 (pilot, co-pilot, navigator, bombardier/nose gunner, flight engineer/top turret gunner, radio operator, waist gunners (2), ball turret gunner, tail gunner)<br />
Range: 2001 miles<br />
Ceiling: 35,600'<br />
Climb: 540' per minute<br />
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<span style="color: lime;">Douglas A20 Havoc</span><br />
Light bomber, attack, and night-fighter aircraft. It was one of the first American aircraft to serve in the War. It was said to be easy to fly and handled well. It was also a stable gun-platform for night-fighter missions. A sturdy, tough, well designed plane. Can be fitted with up to 4,000 lbs of bombs.<br />
AC: 4 [15]<br />
HP: 25 (HD 5) <br />
Move: 9/34 flying, +5 airspeed bonus<br />
Attack:<br />
⦁<span style="white-space: pre;"> </span>x6 fire-linked .50 Heavy Machinegun (+3 hit, 2d6+4), Nose [operator-linked]<br />
⦁<span style="white-space: pre;"> </span>x2 fire-linked .50 Heavy Machinegun (+1 hit, 2d6), rear turret, gunner<br />
Mods: Aerial, Communications<br />
Country: USA<br />
Year: 1941<br />
Crew: 3 (pilot, co-pilot, gunner)<br />
Range: 1091 miles<br />
Ceiling: 25,098'<br />
Climb: 1500' per minute<br />
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<span style="color: lime;">Douglas A-26 Invader</span><br />
Medium bomber and heavy attack aircraft. It is a tougher, faster, and better armed option to the A20. In the summer of 1945 the armament was upgraded for its ground attack roll to 8 firelinked Heavy Machine Guns on the nose (+4 hit, 2d6+6, 150') and 6 firelinked Heavy Machine Guns in the wings, 3 per wing ((+3 hit, 2d6+4).<br />
AC: 4 [15]<br />
HP: 30 (HD 6) <br />
Move: 9/35 flying, +6 airspeed bonus<br />
Attack:<br />
⦁<span style="white-space: pre;"> </span> x6 fire-linked .50 Heavy Machinegun (+3 hit, 2d6+4), Nose [operator-linked]<br />
⦁<span style="white-space: pre;"> </span> x2 fire-linked .50 Heavy Machinegun (+1 hit, 2d6), Dorsal turret, gunner<br />
⦁<span style="white-space: pre;"> </span> x2 fire-linked .50 Heavy Machinegun (+1 hit, 2d6), Ventral turret, gunner<br />
⦁<span style="white-space: pre;"> </span>x10 Rockets (5 per wing)<br />
⦁<span style="white-space: pre;"> </span> Bombs: 6000 lbs<br />
Mods: Aerial, Communications<br />
Country: USA<br />
Year: 1944<br />
Crew: 3 (pilot, 2 gunners)<br />
Range: 1300 miles<br />
Ceiling: 22,100'<br />
Climb: 1250' per minute<br />
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<b><span style="color: orange;">OTHER</span></b><br />
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<span style="color: lime;">Douglas C-47 Skytrain</span><br />
One of the main transport planes of the allies. It can carry up to 6000 lbs of cargo or 28 troops. 50k paratroopers were dropped over Normandy from Skytrains. The plane could be fitted with cargo doors, hoists, and even mooring for gliders. It is unarmed.<br />
AC: 6 [13]<br />
HP: 30 (HD 5) <br />
Move: 9/22 flying, +3 airspeed bonus<br />
Attack: All [operator-linked]<br />
⦁<span style="white-space: pre;"> </span>None.<br />
Mods: Aerial, Communications<br />
Country: USA<br />
Year: 1942<br />
Crew: 4 (pilot, co-pilot, navigator, radio operator)<br />
Range: 1600 miles<br />
Ceiling: 24,000'<br />
Climb: 1041' per minute<br />
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David Baymillerhttp://www.blogger.com/profile/18345422887590571509noreply@blogger.com3tag:blogger.com,1999:blog-1226086670601575835.post-67279331793534331112019-03-22T16:37:00.000-05:002019-03-22T16:37:22.798-05:00Operation White Box vs DC: Axis VillainsA pair of villains for your DC War Game.............<br />
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<span style="color: cyan; font-size: large;"><b>The Iron Major</b></span><br />
<span style="color: #76a5af;">ARMOR CLASS: </span>14 (Special forces, Dex bonus, BDU's)<br />
<span style="color: #76a5af;">HIT DICE:</span> 5<br />
<span style="color: #76a5af;">HIT POINTS: </span>30 (5d6 +2 +1 Con bonus)<br />
<span style="color: #76a5af;">TOTAL HIT BONUS: </span>+4<br />
<span style="color: #76a5af;">ATTACKS: </span>weapons or unarmed<br />
<span style="color: #76a5af;">SAVING THROW:</span> 10<br />
<span style="color: #76a5af;">MOVEMENT: </span>12<br />
Str: 16<br />
Dex: 15<br />
Con: 15<br />
Int: 17<br />
Wis:15<br />
Chs: 16<br />
<span style="color: #76a5af;">Special Abilities:</span><br />
⦁<span style="white-space: pre;"> </span>Iron Hand: 1d6+1 damage per hit. The major has been seen splitting steel helmets and puncing through a brick wall with the hand.<br />
⦁<span style="white-space: pre;"> </span>Iron WIll: +4 to Saving throws to resist torture or fear.<br />
⦁<span style="white-space: pre;"> </span>Commander: The Iron Major has access to a large number of troops and resources. Men, tanks, all at his command.<br />
⦁<span style="white-space: pre;"> </span>Rally: He is an impressive command figure and has the respect of his men. He can take one full round to rouse his men with speech or actions, using his forceful personality to motivate them. After one full round his men receive a +2 to AC and a +2 to Hit. This lasts for six turns and he can do this five times per day.<br />
<span style="color: #76a5af;">Equipment:</span><br />
⦁<span style="white-space: pre;"> </span>Luger Medium Handgun (1d6-1, 75')<br />
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From <a href="https://www.writeups.org/iron-major-sergeant-rock-dc-comics/" target="_blank">Writeups.org:</a></div>
This man was born and raised in the small German village of Mannlich. Since he was but a little boy, he prepared as much as he could for a career in the <a href="https://en.wikipedia.org/wiki/Wehrmacht">Wehrmacht </a>. Thus, he already was a Major by the early days of the second World War.<br />
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The Major was part of <a href="https://en.wikipedia.org/wiki/Friedrich_Paulus">Marshal Paulus </a>’ 6th Army, on the Eastern Front. He and his men were retreating across the frozen <a href="https://en.wikipedia.org/wiki/Don_River_(Russia)">Don river </a> when a Russian plane’s fire shattered the ice. This plunged the Major’s closest friend into frigid waters. The Major managed to fish out his comrade in time, but his right hand was now hideously frostbitten.<br />
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By the time the Major was able to reach medical aid, his frostbitten hand had become gangrenous and had to be amputated. As a symbol to his troops, the major had his missing hand replaced with one of solid iron, then he was sent home to Mannlich to recuperate.<br />
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Because of his iron hand and his iron will, his rigid moral code and his strict adherence to the rules, his men began to call him the Iron Major. It was a name he took to well.<br />
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<span style="color: #76a5af;">Stalag 9</span><br />
No longer considered fit for duty in the front lines, the Iron Major was made commandant of Stalag 9. This was an ancient castle that was serving as a prisoner of war camp. It was there the Iron Major first met the American soldier who was to become his greatest adversary – Sgt. Frank Rock.<br />
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Rock was the first prisoner ever to escape Stalag 9, only to be pursued by the Major in the Forest of Forgotten Skulls. There, during a battle to the death, the Iron Major was thought slain by an exploding land mine.<br />
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But the Iron Major survived the explosion. He crossed paths with Sgt. Rock several more times before the end of the war.</div>
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<b><span style="color: cyan; font-size: large;">Killer Shark</span></b></div>
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<span style="color: cyan;">General Haifisch</span></div>
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<span style="color: #76a5af;">ARMOR CLASS: </span>16 ( +2 Special forces, +1 Dex bonus, +2 Enhanced, +1 Costume)</div>
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<span style="color: #76a5af;">HIT DICE: </span>5</div>
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<span style="color: #76a5af;">HIT POINTS: </span>30 (7d6 +2 +1 Con bonus)</div>
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<span style="color: #76a5af;">TOTAL HIT BONUS: </span>+6 </div>
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<span style="color: #76a5af;">ATTACKS: </span>weapons or unarmed</div>
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<span style="color: #76a5af;">SAVING THROW:</span> 10 </div>
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<span style="color: #76a5af;">MOVEMENT: </span>12</div>
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Str: 18+</div>
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Dex: 16</div>
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Con: 18</div>
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Int: 13</div>
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Wis:13</div>
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Chs: 10</div>
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<span style="color: #76a5af;">Special Abilities:</span></div>
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⦁<span style="white-space: pre;"> </span>Enhanced Strength: Killer Shark can lift two tons with difficulty. His unarmed damage is 2d6+1 and he gets two attacks per round. He has easily breached unarmed doors and broken statues to pieces with one hit.<br />
⦁<span style="white-space: pre;"> </span>Enhanced Physique: Killer Shark gains a +2 to his AC due to his muscle mass and increased reflexes..<br />
⦁<span style="white-space: pre;"> </span>Saving Throw: +2 to Saving throws vs poison, explosions, and suppressive fire. His enhanced reflexes allow him to avoid all suppressive fire damage (even without cover) with a successful Save.<br />
⦁<span style="white-space: pre;"> </span>Hero of the Reich: Killer Shark commands much respect among the troops. When under his command his men receive a +2 bonus to Saving throws and +1 to Hit. His men must see him in action to receive this bonus.</div>
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<span style="color: #76a5af;">Equipment:</span></div>
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⦁<span style="white-space: pre;"> </span>Luger Medium Handgun (1d6-1, 75')</div>
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⦁<span style="white-space: pre;"> </span>9mm SMG (1d6, 75')</div>
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From <a href="https://www.writeups.org/killer-shark-blackhawk-dc-comics/" target="_blank">Writeups.org:</a></div>
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General Haifisch was a prominent officer of the German army during WWII. Apparently he was subjected to biological experimentations by Nazi scientists, for he possessed superhuman strength.</div>
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Haifisch underwent special training supervised by Adolf Hitler himself, and has been called “the model soldier of Third Reich”. Trained as a killing machine, he was code named the Killer Shark. Haifisch quickly became the leader for the Führer’s personal shock battalion, undertaking special missions.</div>
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Hawka!</div>
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While crippling partisans activity in a town on the Franco-Belgian border, Killer Shark and his men took all of the Blackhawks prisoners, except for Blackhawk himself. Blackhawk caught up with the submarine in which Killer Shark was transporting his men, and fought Killer Shark hand-to-hand atop the submarine after it surfaced.</div>
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Blackhawk finally knocked Killer Shark in the water, where the Nazi apparently drowned.</div>
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Of course, Haifisch survived. </div>
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David Baymillerhttp://www.blogger.com/profile/18345422887590571509noreply@blogger.com0tag:blogger.com,1999:blog-1226086670601575835.post-3523699562237888382019-03-20T14:40:00.000-05:002019-03-20T14:40:55.907-05:00Operation White Box vs DC: Sgt ROCK and Easy Co.<b><span style="color: lime; font-size: large;"><a href="https://en.wikipedia.org/wiki/Sgt._Rock" target="_blank">Sgt. Rock and the Combat Happy Joes of Easy Company</a></span></b><br />
The most famous group of characters in the DC War Comics line. Sgt. Rock is the iconic soldier of WWII. He and Easy can make an appearance in Operation White Box games, heck, your guys might even join Easy for a few special missions.<br />
Here they are......<br />
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<span style="color: lime; font-size: large;"><b>Sgt. Franklin "Frank" John Rock</b></span><br />
<span style="color: #6aa84f;">US Army</span><br />
<span style="color: #6aa84f;">Grunt:</span> 5<br />
<span style="color: #6aa84f;">ARMOR CLASS: </span>17 (Special forces, Uncanny toughness, Dex bonus, BDU's)<br />
<span style="color: #6aa84f;">HIT POINTS: </span> 33 (6d6+1 Con bonus)<br />
<span style="color: #6aa84f;">TOTAL HIT BONUS: </span>+6<br />
<span style="color: #6aa84f;">ATTACKS:</span> weapons or unarmed<br />
<span style="color: #6aa84f;">SAVING THROW: </span>10 (+2 bonus vs explosions and suppressive fire)<br />
<span style="color: #6aa84f;">MOVEMENT: </span>12<br />
Str: 16<br />
Dex: 15<br />
Con: 18<br />
Int: 15<br />
Wis:17<br />
Chs: 16<br />
<span style="color: #6aa84f;">Special Abilities:</span><br />
⦁<span style="white-space: pre;"> </span>Combat Machine: Against foes of 1HD or less Rock gets 5 free extra attack per round. This can only be used against the 1HD or less foes.<br />
⦁<span style="white-space: pre;"> </span>Uncanny Toughness: Rock gains a +3 bonus to his AC.<br />
⦁<span style="white-space: pre;"> </span>Saving Throw Bonus: Rock gains a +2 bonus to Saving Throws versus explosions and suppressive fire.<br />
⦁<span style="white-space: pre;"> </span>Camaraderie: Rock gains a +1 bonus to Hit when fighting along side members of Easy Company. Once per round he may use his body to shield one of them and absorb up to half of the damage done to that soldier in that round.<br />
<span style="color: #6aa84f;">Equipment:</span><br />
⦁<span style="white-space: pre;"> </span>BDU, boots, helmet, dogtags, shit ton of ammo.<br />
⦁<span style="white-space: pre;"> </span>2 belts of Heavy Machinegun ammo.<br />
⦁<span style="white-space: pre;"> </span>SMG (1d6, 75')<br />
⦁<span style="white-space: pre;"> </span>Larger Handgun (1d6, 75')<br />
⦁<span style="white-space: pre;"> </span>Knife (1d6 -2 +1)<br />
⦁<span style="white-space: pre;"> </span>Grenades (2d6+2)<br />
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<b><span style="color: lime;">Note:</span></b><br />
As Rock is a special character I built him with the Grunt class as a PC. The other members of Easy are built as NPC's with a few special abilities to each character to represent their particular specialties and traits.<br />
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<span style="color: lime; font-size: large;"><b>Easy Company</b></span><br />
Rock's companions and brothers in arms. He was their leader through Hell and back, they fought and bled together and many died. They were in the theatres of North Africa, Sicily, Italy, France, and likely the Pacific. Any man in Easy would do anything Rock asked of them up to and including disobeying stupid or incompetent orders from higher up the chain of command.<br />
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Sgt. Rock has confirmed that he gave nicknames to Easy Company men because during battle, they would be required to do things their civilian identities might not be able to live with; once the war was over, the nicknames could be left behind once the soldiers resumed their civilian lives. This accounts for the proliferation of unusual character names in Easy Company over the years. Some went by their given names despite this consideration.<br />
<br />
Easy is dedicated to the 2nd Battalion of the 141st infantry.<br />
The men of Easy were nick-named "The Combat Happy Joes."<br />
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<b style="color: lime;">Easy Company Soldier</b><br />
<span style="color: #6aa84f;">ARMOR CLASS: </span>13 (Special forces, BDU's)<br />
<span style="color: #6aa84f;">HIT DICE: </span>2d6 (10 hit points)<br />
<span style="color: #6aa84f;">TOTAL HIT BONUS:</span> +2<br />
<span style="color: #6aa84f;">ATTACKS:</span> weapons or unarmed<br />
<span style="color: #6aa84f;">SAVING THROW: </span>14 (+2 bonus vs explosions and suppressive fire)<br />
<span style="color: #6aa84f;">MOVEMENT:</span> 12<br />
<span style="color: #6aa84f;">Equipment:</span><br />
⦁<span style="white-space: pre;"> </span>BDU, boots, helmet, dogtags, shit ton of ammo.<br />
⦁<span style="white-space: pre;"> </span>M1 Garand Large Rifle (1d6+1, 150')<br />
⦁<span style="white-space: pre;"> </span>Knife (1d6-2)<br />
⦁<span style="white-space: pre;"> </span>Grenades (2d6+2)<br />
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Members of Easy are survivors of some of the toughest battles in the war. Easy is one of the finest and capable units to serve. This experience and knowledge accounts for their Special Forces AC bonus and higher HD and associated abilities over the average soldier.<br />
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A number of the men survived to form the trusted core of Easy Company soldiers. This was the group most seen in the comics and they each had a specialty or special quality to their character to differentiate them from other soldiers serving in Easy.<br />
They included:<br />
<br />
<b><span style="color: lime;">Zack Nolan</span></b><br />
Corporal, Second in command. Black haired and ragged. Nolan is fearless in combat with is bazooka. He is haunted by the loss of his father in WWI.<br />
⦁<span style="white-space: pre;"> </span><span style="color: #6aa84f;">AC:</span> 14<br />
⦁<span style="white-space: pre;"> </span><span style="color: #6aa84f;">HD:</span> 3d6 (15 hp)<br />
⦁<span style="white-space: pre;"> </span><span style="color: #6aa84f;">Total Hit Bonus: </span>+3 melee, +4 ranged +6 bazooka<br />
⦁<span style="white-space: pre;"> </span><span style="color: #6aa84f;">Saving Throw:</span> 13<br />
⦁<span style="white-space: pre;"> </span><span style="color: #6aa84f;">Special:</span> +2 to hit with a bazooka, +4 total to Saving throws vs explosions<br />
⦁<span style="white-space: pre;"> </span>RPG Medium (8d6 vs tank/structures, as grenade vs characters)<br />
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<b><span style="color: lime;">Bulldozer </span></b><br />
Corporal Horace Canfield. Huge, built like a bull, blonde, and strong. Lugs around a medium (.30) machinegun.<br />
⦁<span style="white-space: pre;"> </span><span style="color: #6aa84f;">HD: </span>3d6 (18 hp)<br />
⦁<span style="white-space: pre;"> </span><span style="color: #6aa84f;">Total Hit Bonus:</span> +4 melee, +3 ranged<br />
⦁<span style="white-space: pre;"> </span><span style="color: #6aa84f;">Saving Throw: </span>13<br />
⦁<span style="white-space: pre;"> </span><span style="color: #6aa84f;">Special: </span>+1 Str and Con bonuses, incredibly strong, can hip-fire up to a medium machinegun alone.<br />
⦁<span style="white-space: pre;"> </span>Medium Machinegun (1d6+2, 150')<br />
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<span style="color: lime;"><b>Little Sure Shot</b></span><br />
Corporal Louis Kiyahani. Apache and excellent pointman and sniper. Sharp-eyed and has a habit of wearing feathers on his helmet.<br />
⦁<span style="white-space: pre;"> </span><span style="color: #6aa84f;">AC:</span> 14<br />
⦁<span style="white-space: pre;"> </span><span style="color: #6aa84f;">HD: </span>3d6 (15 hp)<br />
⦁<span style="white-space: pre;"> </span><span style="color: #6aa84f;">Total Hit Bonus:</span> +3 melee, +4 ranged<br />
⦁<span style="white-space: pre;"> </span><span style="color: #6aa84f;">Saving Throw:</span> 13<br />
⦁<span style="white-space: pre;"> </span><span style="color: #6aa84f;">Special:</span> 1-3 on 1d6 to avoid and Ambush, adept at wilderness survival and tracking (base roll of 1-7 on 1d10)<br />
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<b><span style="color: lime;">Jackie Johnson</span></b><br />
Private. Tall and muscled African American, former heavy weight boxing champ. Skilled combatant and outstanding soldier.<br />
⦁<span style="white-space: pre;"> </span><span style="color: #6aa84f;">AC:</span> 14<br />
⦁<span style="white-space: pre;"> </span><span style="color: #6aa84f;">HD: </span>3d6 (15 hp)<br />
⦁<span style="white-space: pre;"> </span><span style="color: #6aa84f;">Total Hit Bonus:</span> +4 melee, +3 ranged, +6 melee<br />
⦁<span style="white-space: pre;"> </span><span style="color: #6aa84f;">Saving Throw: </span>13<br />
⦁<span style="white-space: pre;"> </span><span style="color: #6aa84f;">Special: </span>+1 Str and Con bonuses, +2 to hit and damage with fists<br />
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<b><span style="color: lime;">Wildman</span></b><br />
Corporal Harold Shapiro. Tall, red bearded rifleman and an English teacher from Colorado. Known for going almost recklessly beserk in combat.<br />
⦁<span style="white-space: pre;"> </span><span style="color: #6aa84f;">AC:</span> 14/12<br />
⦁<span style="white-space: pre;"> </span><span style="color: #6aa84f;">HD:</span> 3d6 (15 hp)<br />
⦁<span style="white-space: pre;"> </span><span style="color: #6aa84f;">Total Hit Bonus: </span>+3 melee, +4 ranged<br />
⦁<span style="white-space: pre;"> </span><span style="color: #6aa84f;">Saving Throw: </span>13<br />
⦁<span style="white-space: pre;"> </span><span style="color: #6aa84f;">Special:</span> +1 Dex bonus, can attack twice per round in combat but AC drops to 12 in the round doing so<br />
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<b><span style="color: lime;">Ice Cream Soldier </span></b><br />
Private Phillip Mason. Young and freckle-faced. Cool as ice in combat, thus his nick-name<br />
⦁<span style="white-space: pre;"> </span><span style="color: #6aa84f;">AC:</span> 14<br />
⦁<span style="white-space: pre;"> </span><span style="color: #6aa84f;">HD: </span>3d6 (15 hp)<br />
⦁<span style="white-space: pre;"> </span><span style="color: #6aa84f;">Total Hit Bonus:</span> +3 melee, +4 ranged<br />
⦁<span style="white-space: pre;"> </span><span style="color: #6aa84f;">Saving Throw:</span> 13<br />
⦁<span style="white-space: pre;"> </span><span style="color: #6aa84f;">Special:</span> +2 to Saving throws vs fear effects, +4 total vs suppressive fire and allows him to avoid all suppressive fire damage (even without cover)<br />
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<b><span style="color: lime;">4-Eyes</span></b><br />
Private. Name unknown. Perfectly average looking except for his thick glasses. Blind as a bat without the them. With them he is the best shot of the riflemen.<br />
⦁<span style="white-space: pre;"> </span><span style="color: #6aa84f;">AC:</span> 14<br />
⦁<span style="white-space: pre;"> </span><span style="color: #6aa84f;">HD: </span>3d6 (12 hp)<br />
⦁<span style="white-space: pre;"> </span><span style="color: #6aa84f;">Total Hit Bonus:</span> +3 melee, +4 ranged, +6 rifles<br />
⦁<span style="white-space: pre;"> </span><span style="color: #6aa84f;">Saving Throw:</span> 13<br />
⦁<span style="white-space: pre;"> </span><span style="color: #6aa84f;">Special:</span> +1 Int bonus, +2 to hit and damage with rifles when wearing his glasses, -4 to all attacks without them<br />
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<br />
Many members came and went throughout the decades of printed Sgt Rock adventures.<br />
Some were 'star' characters, most were minor. Here is a list of known survivors, deceased, wounded, and missing as of 1944.<br />
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<br />David Baymillerhttp://www.blogger.com/profile/18345422887590571509noreply@blogger.com0tag:blogger.com,1999:blog-1226086670601575835.post-69469510913929523982019-03-18T16:33:00.000-05:002019-03-18T17:33:01.189-05:00Operation White Box vs DC: The GI RobotOne of my favorite DC War characters from my childhood in the seventies and eighties, from Weird War Tales: <a href="https://en.wikipedia.org/wiki/G.I._Robot#J.A.K.E._1" target="_blank">J.A.K.E. The GI Robot</a><br />
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<span style="color: lime;"><b>J.A.K.E. the GI Robot</b></span><br />
<span style="color: lime;">(Jungle Automatic Killer Experimental)</span><br />
<b>ARMOR CLASS:</b> 2 [17] (armor plate and Dex)<br />
<b>HIT DICE:</b> 8<br />
<b>TOTAL HIT BONUS:</b> +8<br />
<b>ATTACKS:</b> 2 fists or weapons<br />
<b>SAVING THROW:</b> 12<br />
<b>SPECIAL:</b> see below<br />
<b>MOVEMENT:</b> 12 (running 18/swimming 18)<br />
The GI Robot's body is hardened steel. It is stronger, faster, and tougher than a normal man.<br />
⦁<span style="white-space: pre;"> </span>Strength: J.A.K.E. is very strong and possesses incredible strength. It gains a +3 to all melee damage. It can lift up to six tons and bend a crowbar.<br />
⦁<span style="white-space: pre;"> </span>Speed: As a Robot J.A.K.E. can run and move at speeds that are beyond human physical limits. It can run at a rate of 18. The Robot is also designed to swim like a torpedo through water at a move rate of 18. It is surprisingly buoyant and can surface easily.<br />
⦁<span style="white-space: pre;"> </span>Agility: As a Robot J.A.K.E. agility, balance, and bodily coordination are enhanced to levels that are beyond the natural physical limits of the finest human athlete. +3 to his AC.<br />
⦁<span style="white-space: pre;"> </span>Stamina: As a Robot J.A.K.E. can exert itself well beyond the human limit as long as he has sufficient power. J.A.K.E. automatically succeeds on any Constitution checks.<br />
⦁<span style="white-space: pre;"> </span>Reinforced Hull: J.A.K.E.'s body is composed of armor plated steel, making it durable to most attacks. +4 to AC and Reinforced Hull x1 as per vehicle rules (immune to personal weapons, 1/2 damage from autocannons, 1/4 damage from grenades.)<br />
⦁<span style="white-space: pre;"> </span>Intelligence: J.A.K.E. is capable of rapid analysis of huge amounts of data. Although he must follow commands from the soldier he is assigned to J.A.K.E. is a learning machine and capable of making decisions on its own.<br />
⦁<span style="white-space: pre;"> </span>Ambidextrous: J.A.K.E. can use both hands equally well, often firing both hand machineguns together.<br />
⦁<span style="white-space: pre;"> </span>Rocket Jet Boots: J.A.K.E. has been equipped with short-range jets running off of its power source. They allow a short flight of three rounds with a movement of 12 per round.<br />
⦁<span style="white-space: pre;"> </span>Senses: J.A.K.E. has infravision and night vision allowing it to see perfectly in darkness out to 90' as well as acute hearing. It is only surprised on a 1 on a 1d6.<br />
⦁<span style="white-space: pre;"> </span>Limitation: J.A.K.E. is not able to communicate verbally nor show emotions, if he truly has any.<br />
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J.A.K.E. is equipped with a number of lethal weapons:<br />
Its metal fists do 1d6 +3 with each hit. It can attack with both fists each round.<br />
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J.A.K.E.'s arms have an internal gun/launcher system with a variety of ammunition. When firing, the projectiles emerge from his fingertips. Spent brass is ejected through ports in the top of the hands. Ammo for each is stored inside of J.A.K.E. and there is enough for 12 combat rounds of each type.<br />
⦁<span style="white-space: pre;"> </span>Light MG (1D6+1) The most common ammo used by the robot.<br />
⦁<span style="white-space: pre;"> </span>Flamethrower (1d6, no chance to explode) Often used against tanks or large numbers of infantry. 12<br />
⦁<span style="white-space: pre;"> </span>Mini-Rockets/Torpedoes(2d6+2, 15' explosive radius, 75' range) Also used against large numbers of infantry and boats or submersibles.<br />
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J.A.K.E. can use conventional weaponry as well as attach specialty equipment by removing his lower arms and attaching one or two of the following:<br />
⦁<span style="white-space: pre;"> </span>Medium Machinegun and ammo belt can.<br />
⦁<span style="white-space: pre;"> </span>Multi-shot RPG/Mortar Launcher<br />
⦁<span style="white-space: pre;"> </span>Larger Flamethrower<br />
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J.A.K.E. is normally dressed in marine fatigues, boots, and helmet with a backpack of spare parts and tools.<br />
<br />
J.A.K.E.could be assigned to a PC in the squad, perhaps his original handler Sgt Coker has died.<br />
I might stat up the robot dog, cat, samurai, sumo, etc later. Yes I'm serious those are a thing.<br />
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<br />David Baymillerhttp://www.blogger.com/profile/18345422887590571509noreply@blogger.com0tag:blogger.com,1999:blog-1226086670601575835.post-38743649088854251092019-03-11T19:26:00.000-05:002019-03-11T19:35:44.940-05:00Operation Whitebox vs DC: The War WheelRolling death from DC WWII war comics....<br />
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<b><span style="color: lime;">THE WAR WHEEL</span></b><br />
Ultra-Heavy Rolling Tank<br />
<b>ARMOR CLASS</b> 3 [16]<br />
<b>HIT POINTS </b>120 (HD 20)<br />
<b>MOVEMENT </b>18 (L150 x W150)<br />
<b>ATTACK </b>x2 Heavy Tank Gun (F), x2 Heavy Tank Gun (R), x5 Heavy Tank Gun (L), x5 Heavy Tank Gun (R)<br />
<b>MODIFICATIONS </b>Communications, Firing Port x3 (14 Heavy Tank Guns), Reinforced Hull (x6, 0 damage from Heavy Weapons due to mass and armor), Supercharged Engine<br />
<br />
<b>SPECIAL</b><br />
Crush -<br />
The War Wheel's spiked exterior is made to crush and roll over enemies. It does x6 damage to objects it is rolling over and with it's Reinforced Hull x6 it takes no damage from anything less than another ultra-heavy vehicle or objects (at the War Master's discretion.) It's crew take no damage in a collision unless the War Wheel is actually damaged in a collision.<br />
<br />
<b><span style="color: lime;">Vehicle Mishap (OWB Tactical Combat, pg 33)</span></b><br />
Due to its gyroscopic design and size the War Wheel ignores the Roll Over result. Roll again.<br />
If a raiding party manages to destroy the gyroscopic mechanism from within the War Wheel may fall on its side if the Roll Over result comes up.<br />
<br />
<b><a href="http://www.ourworlds.net/blackhawk/models/mod_whel.html" target="_blank"><span style="color: lime;">History</span></a></b><br />
A massive Nazi super weapon crewed by 22 men: fourteen gunners, two drivers, four technicians, a Sgt, and a Captain (Commander.)<br />
<br />
The dreadnaught is 150' in diameter and covered in massive spikes. It is incredibly armored and can survive artillery fire. It is vulnerable to bogging down in wetlands.<br />
<br />
The first Wheel also had another flaw: electricity. If coming into contact with power lines or other major electrical source the crew will suffer 4d6 damage, Save for half. Later Wheels were insulated against this.<br />
<br />
If a squad can get on the Wheel and inside they can shoot their way through several levels of the goliath machine.<br />
<br />
Another adventure would be the Allies creating an ultra-damage weapon to do full damage and the squad having to bring it, position it, attack, etc.<br />
<br />
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David Baymillerhttp://www.blogger.com/profile/18345422887590571509noreply@blogger.com0tag:blogger.com,1999:blog-1226086670601575835.post-90171816960627062072019-03-08T22:15:00.000-06:002019-03-22T20:39:05.511-05:00Operation White Box WWII: Air Combat Options, Planes, Flyboy Class<br />
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Almost finished with this one. Need to finish a few airplane stats (mostly German and Japanese), work over some Flak and Bombing Rules and reconsider the final ability of the Flyboy class.<br />
So a mostly finished post. A work in progress. I'll re-up it with pics when I get done.<br />
But for now............<br />
<br />
<b><span style="color: magenta;">EDIT:</span></b><br />
Cleaned up the post, modified a few small rules, finished the Flyboy class.<br />
More planes (especially enemy and bombers), flak rules, and bomb rules on the way soon.<br />
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<b><span style="color: lime;"><br /></span></b>
<b><span style="color: lime;">DAVE'S OWB WWII AIR COMBAT</span></b><br />
Combat Proceeds As:<br />
1.<span style="white-space: pre;"> </span>Spot Foe<br />
2.<span style="white-space: pre;"> </span>Maneuver Roll<br />
3.<span style="white-space: pre;"> </span>Initiative<br />
4.<span style="white-space: pre;"> </span>Movement<br />
5. Attacks, etc<br />
<br />
<b><span style="color: orange;">SPOT FOE</span></b><br />
Normal Ambush/surprise checks with bonus/penalty as applied by the War Master.<br />
Came out of the sun, came from behind, etc.<br />
<br />
<b><span style="color: orange;">MANEUVER ROLL</span></b><br />
This is an opposed Piloting check (Dex checks + bonus from the Death from Above ability) between Flyboys involved in battle.<br />
<br />
The Flyboys are dog-fighting and doing other combat tricks to gain the advantage.<br />
A Flyboy must make their check by rolling their Dex score (+ bonus) or less on a 1d20. If both make their check whomever made by the most wins.<br />
<br />
<ul>
<li>The winner has maneuvered into an advantageous position over his foe and gets a +2 to hit and +2 to Initiative bonus until the beginning of the next round. He also receives a +2 bonus to his Piloting Maneuver roll the next round.</li>
<li>A tie equals no bonus to either Flyboy.</li>
</ul>
<br />
<u>For Example: </u><br />
A 1st level Flyboy with a Dex of 14 (and a +1 Death from Above bonus for a total of 15) runs into combat with a 3rd level Flyboy with a 14 Dex (and a bonus of +2 for a total of 16.) Both roll. The 1st level Flyboy rolls an 8, the 3rd level Flyboy rolls a 12.<br />
<br />
The 1st level Flyboy made his roll by 7, the 3rd level Flyboy made his by 4. The 1st level Flyboy gains the Maneuver bonuses this round and has a +2 to initiative next round.<br />
<br />
Not every pilot in the sky is a Flyboy.<br />
If a pilot flying an aircraft is not of the Flyboy class their maneuver roll is at a -4 penalty.<br />
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<b><span style="color: orange;">INITIATIVE</span></b><br />
Normal 1d6.<br />
+2 bonus for a Flyboy's All in the Reflexes ability.<br />
+2 if a Maneuver roll was won the previous round.<br />
<br />
<b><span style="color: orange;">MOVEMENT</span></b><br />
Movement is tracked with normal OWB rules. The following applies in combat:<br />
The loser of Initiative moves first to allow the Maneuver winner to see where the loser places his plane and then place his own plane.<br />
<br />
<span style="color: lime;">AC Bonus and Air Speed</span><br />
Airplanes move a LOT faster than ground vehicles, often going hundreds of miles per hour. Unlike ground vehicles where you multiply the speed by yards x 10 (or 30'), with aircraft you multiply the aircraft speed by yards x 30 (or 90') to get it's movement in feet per round.<br />
https://www.militaryfactory.com/aircraft/ww2-aircraft-ranked-by-speed.asp<br />
<br />
Their speed also makes them harder to hit.<br />
<br />
<span style="color: lime;">Speed Categories</span><br />
Current Speed AC Bonus<br />
10<span style="white-space: pre;"> </span>+1<br />
15<span style="white-space: pre;"> </span>+2<br />
20 <span style="white-space: pre;"> </span>+3<br />
25 <span style="white-space: pre;"> </span>+4<br />
30 <span style="white-space: pre;"> </span>+5<br />
35<span style="white-space: pre;"> </span>+6<br />
40 <span style="white-space: pre;"> </span>+7<br />
45 +<span style="white-space: pre;"> </span>+8<br />
<br />
In a plane vs plane combat the speed AC bonus of a slower flying plane subtracted from the bonus of a faster flying plane. The remainder is added as an AC bonus to the faster plane. (The faster plane is better but doesn't completely overwhelm it as it does a ground target.) A P-51 going all-out vs a Messerschmidt 110 going all- out has a +1 AC bonus (7 -6 = 1.)<br />
<br />
When speed is reduced either by choice or damage use the lower speeds bonus.<br />
<br />
<b><span style="color: orange;">ATTACKS, ETC</span></b><br />
<span style="color: lime;">Armor Class</span><br />
Vehicle AC<br />
+ Dex bonus<br />
+ Speed Factor<br />
+ bonus from Flyboy Ace ability<br />
+4 Flying defensively (no attack attempt)<br />
<div>
<br /></div>
<span style="color: lime;">To Hit</span><br />
Normal 1d20 plus pilot's Ranged Hit<br />
-2 non-Flyboy or Grunt class<br />
+2 maneuver bonus if gained<br />
+ linked weapon bonus if applicable<br />
<br />
<span style="color: lime;">Damage to Aircraft</span><br />
1. IF aircraft is at half Hp's or less, -4 to Piloting rolls.<br />
2. When at half Hp's or less every damaging hit is a critical hit.<br />
3. A natural 20 is a critical hit.<br />
<br />
Roll 1d6.<br />
On a 1-4: an engine/critical system hit. See engine criticals below.<br />
On a 5-6: 1d3 crew are hit. Save for half damage.<br />
<br />
Aircraft at 0 hp or less, roll a 1d6. On a 1 it explodes for 6d6 damage. On a 2 it bursts into flame causing 1d6 per round to crew. On a 3-6 it falls from the sky trailing smoke and impacting in 1d4 +2 rounds.<br />
<br />
<span style="color: lime;">Targeting the Engine or Pilot</span><br />
-6 to attack the engine or cockpit/crew (due to position and better armor at these locations.)<br />
See Engine/Critical System damage below.<br />
<div>
<br /></div>
<span style="color: lime;">Engine/Critical System</span><br />
<ul>
<li>x2 damage.</li>
<li>The total damage done is the percentage chance on a 1d100 that the plane's performance is impacted. Roll for each successful attack successfully.</li>
<li>IF this roll is successful drop speed by 1/4 of full speed on the first hit.</li>
<li>Each additional hit and successful percent roll drops the speed by another 1/4 of full speed until the plane reaches 0 speed and falls from the sky.</li>
</ul>
<span style="color: lime;">Stalling</span><br />
IF a natural 1-5 percent is rolled on any of the engine/critical system percentile rolls the engine stalls and the plane begins to fall from the sky.<br />
<ul>
<li>The Pilot must make an Int check (+ Pilot bonus) - total engine damage to restart it.</li>
<li>The Pilot has 1d4 +2 rounds to get restart or get out.</li>
</ul>
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<span style="color: lime;">Linked Weapons</span><br />
Multiple machineguns liked to fire at the same time and same target. Each extra weapon gives a bonus to hit or damage as seen on the chart below. If more than one caliber of weapon is linked choose the highest damage for the base damage. Remember: the guns fire three times per combat round.<br />
<br />
<u>Linked Weapons</u><br />
2 guns +1 hit<br />
3 guns +2 dmg<br />
4 guns +2 hit/+2 dmg<br />
5 guns +2 hit/+4 dmg<br />
6 guns +3 hit/+4 dmg<br />
7 guns +3 hit/+6 dmg<br />
8 guns +4 hit/+6 dmg<br />
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<span style="color: lime;">Autocannon</span><span style="white-space: pre;"><span style="color: lime;"> </span> </span><br />
Autocannon, small 15mm<span style="white-space: pre;"> </span>2d6<br />
Autocannon, medium 20mm<span style="white-space: pre;"> </span>2d6+2<br />
Autocannon, large 30mm<span style="white-space: pre;"> </span>3d6<br />
vs Personnel: Explosive Radius 30'<br />
<br />
<span style="color: lime;">Airplane Bursts</span><br />
Three attacks per round, 10 bullets per weapon per burst.<br />
The pilot can choose to use only one or two bursts to conserve ammo.<br />
<br />
<span style="color: lime;">Rockets</span><br />
Airplanes equipped with rockets under their wings were great at knocking out enemy armored vehicles and other hard targets.<br />
<br />
Treat the rockets as a Heavy RPG (8d6 damage) with a 200' range increment.<br />
They can be fired in pairs or even larger groups of four, six, etc. Treat bonuses to hit and damage as if fire-linked. Two rockets fired would be a +1 to hit, 4 would be a +2 hit/+2 dmg, etc.<br />
<b><span style="color: lime;"><br /></span></b>
<b><span style="color: lime;">AC Bonus and Air Speed</span></b><br />
Airplanes move a LOT faster than ground vehicles, often going hundreds of miles per hour. Unlike ground vehicles where you multiply the speed by yards x 10 (or 30'), with aircraft you multiply the aircraft speed by yards x 30 (or 90') to get it's movement in feet per round.<br />
<a href="https://www.militaryfactory.com/aircraft/ww2-aircraft-ranked-by-speed.asp" target="_blank">Their speed also makes them harder to hit.</a><br />
<br />
<u>Speed Categories</u><br />
Current Speed /AC Bonus<br />
10<span style="white-space: pre;"> </span>+1<br />
15<span style="white-space: pre;"> </span>+2<br />
20 <span style="white-space: pre;"> </span>+3<br />
25 <span style="white-space: pre;"> </span>+4<br />
30 <span style="white-space: pre;"> </span>+5<br />
35<span style="white-space: pre;"> </span>+6<br />
40 <span style="white-space: pre;"> </span>+7<br />
45 +<span style="white-space: pre;"> </span>+8<br />
<br />
In a plane vs plane combat the speed AC bonus of a slower flying plane subtracted from the bonus of a faster flying plane. The remainder is added as an AC bonus to the faster plane. (The faster plane is better but doesn't completely overwhelm it as it does a ground target.) A P-51 going all-out vs a Messerschmidt 110 going all- out has a +1 AC bonus (7 -6 = 1.)<br />
<br />
When speed is reduced either by choice or damage use the lower speeds bonus.<br />
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<b><span style="color: lime;">Alternate Strafing Run</span></b><br />
<span style="color: orange;">Operation Whitebox gives rules for Strafing Runs on page 59.</span><br />
As an alternate system we can use the Speed AC Bonus above:<br />
A soldier on the ground is firing at a P-51 mustang. The AC of the plane receives a +7 bonus as it roars by at over 400 mph bumping its AC up to 20 + the Pilot's Dex bonus + his Death From Above bonus.<br />
<br />
Unfortunately for the pilot it is harder to hit man-sized targets while you're roaring through at 400+ mph. Using all three Machine Gun attacks per each set of available linked weapons allows the Pilot attack an area 30' wide by a number of feet equal to current airspeed. Everyone in this area is rolled against as possible targets but get a bonus to AC equal to the plane's current airspeed bonus plus a cover bonus if they are under partial or soft cover and the War Master rules they can be hit.<br />
<br />
Our soldier above who fired at the P-51 gets a +7 to his AC bonus against the plane and since he is standing behind a brick barricade the War Master gives him a +4 cover bonus for a total of +11 to his AC vs the plane.<br />
<br />
<b><span style="color: lime;">Airplane Profiles</span></b><br />
<span style="color: orange;">Generic Small Plane </span>(via OWB)<br />
AC: 7 [12]<br />
HP: 12 (HD 3) <br />
Move: 9/36, +6 airspeed bonus<br />
Attacks: Medium Machine Gun (x2) [operator-linked]<br />
Mods: Aerial, Communications<br />
Country: Any<br />
Year: late 1930's<br />
Crew: 1<br />
Range: 1000 miles<br />
Ceiling: 27,000'<br />
Climb: 2000' per minute<br />
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<span style="color: orange;">P38 Lightning<span style="white-space: pre;"> </span></span><br />
AC: 13<br />
HP: 18 (HD 3) <br />
Move: 9/41 flying, +7 airspeed bonus<br />
Attack: All [operator-linked]<br />
⦁<span style="white-space: pre;"> </span>x4 fire-linked Large Machine Gun (+2 hit, 2d6+2)<br />
⦁<span style="white-space: pre;"> </span>1 medium Autocannon (2d6+2)<br />
⦁<span style="white-space: pre;"> </span>x10 Rockets<br />
Mods: Aerial, Communications<br />
Country: USA<br />
Year: 1939<br />
Crew: 1<br />
Range: 2237 miles<br />
Ceiling: 43.963'<br />
Climb: 2500' per minute<br />
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<span style="color: orange;">F4U Corsair</span><br />
AC: 13<br />
HP: 15 (HD 3) <br />
Move: 9/42 flying, +7 airspeed bonus<br />
Attack: All [operator-linked]<br />
⦁<span style="white-space: pre;"> </span>x6 fire-linked Large Machine Gun (+3 hit, 2d6+4)<br />
Mods: Aerial, Communications<br />
Country: USA<br />
Year: 1942<br />
Crew: 1<br />
Range: 1016 miles<br />
Ceiling: 36,909'<br />
Climb: 3000' per minute<br />
<br />
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<br />
<span style="color: orange;">P-40 Warhawk</span><br />
AC: 13<br />
HP: 15 (HD 3) <br />
Move: 9/42 flying, +7 airspeed bonus<br />
Attack: All [operator-linked]<br />
⦁<span style="white-space: pre;"> </span>x6 fire-linked Large Machine Gun (+3 hit, 2d6+4)<br />
Mods: Aerial, Communications<br />
Country: USA<br />
Year: 1941<br />
Crew: 1<br />
Range: 240 miles<br />
Ceiling: 38,156'<br />
Climb: 2142' per minute<br />
<br />
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<span style="color: orange;">P-47 ThunderBolt</span><span style="white-space: pre;"><span style="color: orange;"> </span> </span><br />
AC: 13<br />
HP: 15 (HD 3) <br />
Move: 9/43 flying, +7 airspeed bonus<br />
Attack: All [operator-linked]<br />
⦁<span style="white-space: pre;"> </span>x8 fire-linked Large Machine Gun (+4 hit, 2d6+6)<br />
⦁<span style="white-space: pre;"> </span>x10 Rockets<br />
Mods: Aerial, Communications<br />
Country: USA<br />
Year: 1942<br />
Crew: 1<br />
Range: 449 miles<br />
Ceiling: 49,994'<br />
Climb: 3200' per minute<br />
<br />
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<span style="color: orange;">P-51 Mustang</span><span style="white-space: pre;"><span style="color: orange;"> </span> </span><br />
AC: 13<br />
HP: 15 (HD 3) <br />
Move: 9/44 flying, +7 airspeed bonus<br />
Attack: All [operator-linked]<br />
⦁<span style="white-space: pre;"> </span>x4 fire-linked Large Machine Gun (+2 hit, 2d6+2)<br />
⦁<span style="white-space: pre;"> </span>x4 fire-linked Medium Autocannon (+2 hit, 2d6+4)<br />
Mods: Aerial, Communications<br />
Country: USA<br />
Year: 1942<br />
Crew: 1<br />
Range: 851 miles<br />
Ceiling: 41,900'<br />
Climb: 3475' per minute<br />
<br />
<span style="color: lime;"><b>FLYBOY CLASS</b></span><br />
Identical to Wheelman with the following Class Abilities:<br />
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<br />
<span style="color: #93c47d;">Death from Above</span><br />
A Flyboy adds a +1 bonus to Piloting (Dex) checks at first level. The bonus increases to +2 at third level and +3 at fifth level.<br />
<br />
This applies to all Piloting checks called for by the War Master but will be most useful in combat as it will help win the opposed Piloting check at the beginning of Airplane combat rounds for the +2 Maneuver bonus.<br />
<br />
This bonus also applies to his vehicle's AC when flying.<br />
<br />
<span style="color: #93c47d;">All in the Reflexes</span><br />
The Flyboy receives a +2 bonus to initiative while behind the stick of a plane in Vehicle Combat.<br />
<br />
<span style="color: #93c47d;">Grease Monkey</span><br />
Pilots are often called upon to make field repairs on their damaged vehicle engines or other mechanical parts. To fix a vehicle they must have the parts, take the time set by the DM, and make a successful Int check with a +1 bonus at first level, +2 at third level and +3 at fifth level.<br />
<br />
<span style="color: #93c47d;">Saving Throw</span><br />
When flying a plane a Flyboy receives a +2 bonus to all Saving Throws made to resist the effects of flax and crew damage.<br />
<br />
<span style="color: #93c47d;">XP Bonus for Dexterity</span><br />
Flyboys with a Dexterity of 13 or 14 receive a 5% Experience Bonus, and those with 15 or higher get 10%.<br />
<br />
<span style="color: #93c47d;">Ace (3rd)</span><br />
At 3rd level the Flyboy has a reputation as a skilled dog-fighter and Ace. At this level any vehicle weapon used by the Ace does one extra dice of damage.<br />
<div>
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David Baymillerhttp://www.blogger.com/profile/18345422887590571509noreply@blogger.com0tag:blogger.com,1999:blog-1226086670601575835.post-47509463408656736372019-03-07T20:08:00.000-06:002019-03-07T20:08:45.042-06:00OSR In Country: Vietnam. Heavy Vehicles<br />
A post on running Armored Vehicle combat and stats for such during the Vietnam war.<br />
Not an expert so a few things are probably off to Veteran eye's. I did my best.<br />
<br />
<a href="https://theosrlibrary.blogspot.com/2015/01/osr-vehicle-rules-my-take-on-them.html" target="_blank">Here are the original vehicle rules these are modified from.</a> The original rules should be used with unarmored normal vehicles such as jeeps, cars, trucks, etc.<br />
<br />
<b><span style="color: lime; font-size: large;">Armored Vehicle Movement</span></b><br />
<b><span style="color: lime;">Driving Checks</span></b><br />
The Drive Check is simply a normal Dex roll modified by road conditions, damage, and perhaps even a Class Ability. All penalties and bonuses are cumulative.<br />
<br />
Most situations won't call for a check.<br />
Taking damage, encountering and obstacle, a damaged Driver, etc will require a check to maintain control if the tank was moving.<br />
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<br />
<span style="color: lime;">Failure</span><br />
IF the Drive Check is failed by 1-5 on the roll of d20: Slip<br />
IF the Drive Check is failed by 6-10 on the roll of d20: Skid<br />
IF the Drive Check is failed by 11+ on the roll of d20: Spin<br />
<br />
Slip<br />
The vehicle slips to the right or left (random) a number of feet equal to half of the speed it is travelling while continuing to move forward. This can bring it into a collision with another vehicle or objects.<br />
On the Driver's initiative the next round he can roll with no penalty to the Drive check to recover. Otherwise the vehicle must be braked or it plows ahead off course.<br />
<br />
Skid<br />
The nose of the vehicle skews to the right or left but the vehicle continue to travels in the direction it was heading side-ways for a distance of feet equal to 1/2 of the speed it was travelling in mph. The Driver must make a Drive Check at the end of the skid or the vehicle comes to an abrupt halt. While skidding out of control it may collide with another vehicles or objects.<br />
<br />
Spin<br />
The vehicle spins wildly for the round and ends up facing a random (1d8) direction. If the Driver makes a successful Drive Check with a -4 penalty the vehicle can continue at normal speed if. If failed it skids to a stop after a distance in feet equal to 1/2 of the speed it was travelling in mph, now facing the new direction. If the vehicle hits an object both take damage as per normal collision rules. <br />
<br />
<span style="color: lime;">Bog Down/Hung Up</span><br />
Wet environments can suck a tire or tread down fast, bogging the vehicle into an immobile state.<br />
Mud, swampy ground, rice paddies, etc can stop a vehicle fast if care is not taken.<br />
<br />
Trying to cross over rubble, tree piles, wide trenches, etc can have the same effect, hanging up the tank and stalling movement.<br />
<br />
Whenever failing a Driving check by 5+ while crossing the above conditions or obstacles the Driver must immediately make another check with no penalty. If he fails this one he has become bogged down and unable to continue. He can make one more Drive check with a -8 penalty to free himself otherwise he cannot move without help from another vehicle or a major digging project.<br />
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<br />
<b><span style="color: lime; font-size: large;">Armored Vehicle Combat</span></b><br />
<span style="color: lime;">Armor and Weapon Ratings</span><br />
All armored vehicles have an armor rating of Light, Medium, or Heavy.<br />
All armor vehicles are immune to small arms fire, machineguns, and grenades.<br />
<br />
Heavy weaponry have the same ratings and affect how they damage vehicle armor based on these ratings.<br />
⦁<span style="white-space: pre;"> </span>If the weapon is the same rating as armor the vehicle will take full damage.<br />
⦁<span style="white-space: pre;"> </span>If the weapon is one rating lower than the armor the vehicle will take half damage.<br />
⦁<span style="white-space: pre;"> </span>If the weapon is two ratings lower than the armor the vehicle will take no damage.<br />
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<br />
<span style="color: lime;">Hard and Soft Targets</span><br />
Sometimes in tank combat it's important to know how hard or soft a target is that you're shooting or ramming into. If it comes up here are guidelines:<br />
⦁<span style="white-space: pre;"> </span>Hard Target: Armored vehicles, metal and concrete buildings and bunkers.<br />
⦁<span style="white-space: pre;"> </span>Soft Target: Open trenches, unarmored vehicles, wooden buildings, etc.<br />
<br />
<span style="color: lime;"><b>Vehicle Damage</b></span><br />
⦁<span style="white-space: pre;"> </span>At half hit points the vehicle is at a -2 penalty to drive due to damage.<br />
⦁<span style="white-space: pre;"> </span>At 0 hit points the vehicle is immobile.<br />
⦁<span style="white-space: pre;"> </span>At -10 hit points the vehicle is either on fire as per the Fire critical result<br />
⦁<span style="white-space: pre;"> </span>At -20 or lover the vehicle explodes as per the Boom critical result.<br />
<br />
<span style="color: lime;">Critical Hits</span><br />
A roll of a natural 20 on the 1d20 attack roll is considered a critical hit and, if it does damage to an armored vehicle, causes a roll on the critical hit chart in addition to damage to the vehicle hit points. Because of the armor rules a Light vehicle weapon might hit a Heavy armor vehicle doing no damage and negating the critical hit.<br />
<br />
Every damaging hit to the vehicle when it is at half of it's current hit points or greater is cause for a roll on the critical chart.<br />
<br />
Find where the gunner was aiming and roll in the appropriate area (Turret, Hull, Treads) to see what happened.<br />
<br />
<span style="color: lime;"><u>APC Crits</u></span><br />
1.<span style="white-space: pre;"> </span>Driver compartment hit. Driver takes full damage, Save for 1/2 damage. See Crew<br />
2.<span style="white-space: pre;"> </span>Gunner MG:Destroyed.<br />
3.<span style="white-space: pre;"> </span>Gunner hit. Gunner takes full damage, Save for 1/2.<br />
4.<span style="white-space: pre;"> </span>Radio: Destroyed<br />
5.<span style="white-space: pre;"> </span>Passengers: Random roll for full passengers ( 8 passengers = 1d8, etc.) hit for full damage, Save for 1/2 damage.<br />
6.<span style="white-space: pre;"> </span>Engine Hit: The vehicle is now at half speed. If hit again the engine is destroyed. If the first hit is by five or more over the AC the engine is immediately taken out.<br />
7.<span style="white-space: pre;"> </span>Fire: The vehicle is burning. The vehicle and all crew take 2d6 damage per round. It increases by 1d6 per round until the vehicle destroyed.<br />
8.<span style="white-space: pre;"> </span>Boom: The vehicle explodes in fire and shrapnel as fuel or ammo or both ignite. The crew takes full damage from the attack and an additional 3d6 fire damage each round inside the vehicle. Those within a 50' radius of the vehicle takes half damage from the attack damage, Save for 1/4 damage.<br />
<br />
Treads/Tires<br />
There is no chart to roll. The treads are hit and damaged. Drive rolls suffer a -4 penalty. If hit again the vehicle is immobilized. If the first hit is by five or more over the AC the vehicle is immobilized.<br />
<br />
<span style="color: lime;"><u>Tank Crits</u></span><br />
<u>Turret</u><br />
1.<span style="white-space: pre;"> </span>Main Gun: The first hit causes a -4 penalty to all shots from damage. A second hit destroys it. If the first hit is by five or more over the AC the gun is immediately destroyed.<br />
2. Crew: 1d3 crew (commander, gunner, loader) hit for full damage, Save for 1/2 damage. See Crew Hit Chart below.<br />
3.<span style="white-space: pre;"> </span>Turret Jam: Stuck at current position.<br />
4.<span style="white-space: pre;"> </span>Co-Ax (turret) MG:Destroyed.<br />
5.<span style="white-space: pre;"> </span>Hatch torn off. If Commander standing in it he takes full damage, Save for 1/2.<br />
6.<span style="white-space: pre;"> </span>Turret Explosion: It's gone. All crew take 5d6 damage, Save for half.<br />
<br />
<u>Hull</u><br />
1.<span style="white-space: pre;"> </span>Radio: Destroyed<br />
2.<span style="white-space: pre;"> </span>Bow MG: Destroyed<br />
3.<span style="white-space: pre;"> </span>Crew: 1d4 crew (see below for random crew hit chart) hit for full damage, Save for 1/2 damage.<br />
4.<span style="white-space: pre;"> </span>Engine Hit: The vehicle is now at half speed. If hit again the engine is destroyed. If the first hit is by five or more over the AC the engine is immediately taken out.<br />
5.<span style="white-space: pre;"> </span>Fire: The vehicle is burning. The vehicle and all crew take 2d6 damage per round. It increases by 1d6 per round until the vehicle destroyed.<br />
6.<span style="white-space: pre;"> </span> Boom: The vehicle explodes in fire and shrapnel as fuel or ammo or both ignite. The crew takes full damage from the attack and an additional 3d6 fire damage each round inside the vehicle. Those within a 50' radius of the vehicle takes half damage from the attack damage, Save for 1/4 damage.<br />
<br />
<u>Treads/Tires</u><br />
There is no chart to roll. The treads are hit and damaged. Drive rolls suffer a -4 penalty. If hit again the vehicle is immobilized. If the first hit is by five or more over the AC the vehicle is immobilized.<br />
<br />
Crew Hit Chart<br />
(multiple hits on the same crew member count and diminishes hits due to other crew.)<br />
⦁<span style="white-space: pre;"> </span>1-2 Commander<br />
⦁<span style="white-space: pre;"> </span>3-4 Gunner<br />
⦁<span style="white-space: pre;"> </span>5-6 Loader<br />
⦁<span style="white-space: pre;"> </span>7-8 Driver<br />
<br />
<span style="color: lime;">Aiming At an Armored Vehicle</span><br />
With an extra -4 penalty on the roll the attacker, if a crit is scored, can choose a critical effect.<br />
⦁<span style="white-space: pre;"> </span>Turret: Main Gun, Crew, or Turret Jam<br />
⦁<span style="white-space: pre;"> </span>Hull: Crew or Engine Hit<br />
⦁<span style="white-space: pre;"> </span>Treads/TIres<br />
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<br />
<span style="color: lime;"><b>Ramming and Collisions</b></span><br />
To successfully ram a vehicle or other object a Driver must make a Drive Check with a +4 bonus. If successful the vehicle plow into its target. Tanks are good at ramming things, especially smaller vehicles.<br />
<br />
If a vehicle is hit the rammed Driver must make a Drive Check or lose control. If the attacking Driver fails and rolls a natural 1 or 2 on the d20 the attacking Driver must make a Drive Check of his own or lose control.<br />
<br />
If two vehicles are attempting to ram each other, each Driver makes a normal Drive Check with a +4 bonus. Whomever makes the highest roll has the advantage; the other Driver must make a second Drive Check or wreck his vehicle. If both miss, nobody hit. If it's a tied roll, both take damage and both make Drive Check to see if they lose control.<br />
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<br />
<span style="color: lime;">Damage</span><br />
Crashing or ramming vehicles take 1d6 points of damage for every ten miles per hour they are travelling. Armored vehicles multiply this damage: x2 for Light armor, x4 for Medium armor, x8 for Heavy armor.<br />
<br />
Against unarmored vehicles a Light armored vehicle takes 1/4 damage. For collisions with other armored vehicles damage is reduced the same as if the opposing AV is a weapon of the same rating as its armor. Thus a Heavy armor tank ramming a Light armor tank would take no damage; the light tank would take full damage.<br />
⦁<span style="white-space: pre;"> </span>If a Vehicle rams another from behind subtract the target Vehicle's mph from the ramming Vehicle's mph. The remainder is the damage to both Vehicles and Drive Checks are required as normal. .<br />
⦁<span style="white-space: pre;"> </span>If a Vehicle T-bones another vehicle both take the damage from the ramming vehicle's mph. Unarmored vehicles or armored of the same rating come to a dead stop. Smaller armored vehicles are knocked aside. An armored vehicle will plow over or through a smaller unarmored vehicle.<br />
⦁<span style="white-space: pre;"> </span>If two Vehicles hit head-on add the amount of d6 damage from BOTH Vehicles mph and add them together for damage. Unarmored vehicles or armored of the same rating come to a dead stop. An armored vehicle will plow over or through a smaller unarmored vehicle.<br />
<br />
When ramming buildings etc use the following guidelines adjusted for fortifications, etc.<br />
⦁<span style="white-space: pre;"> </span>Hard targets: concrete buildings and barricades rate as Light armor, heavy steel rates as Medium armor.<br />
⦁<span style="white-space: pre;"> </span>Soft Targets: Normal wood and earth rate as no armor or Light armor if thick trees, etc.<br />
<br />
<span style="color: lime;">Sideswipe/Grazing//Pushing</span><br />
Grazing a vehicle as a sideswipe does 2d6 damage to each vehicle and none to the Passengers. For armored vehicles follow the same damage guidelines as above. A sideswiped Driver must make a Driving check or lose control.<br />
<br />
Pushing another Vehicle off the road or into obstacles is a Ramming Maneuver as above.<br />
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<br />
<span style="color: lime;"><b>Passenger Damage</b></span><br />
Passengers take half damage from all wrecks and collisions (except for grazing/sideswiping.)<br />
Damage is whatever is left over from a vehicle after being reduced by armor, etc.<br />
Passenger damage can be reduced by the following:<br />
⦁<span style="white-space: pre;"> </span>A seat belt reduces the damage by 25 percent.<br />
⦁<span style="white-space: pre;"> </span>A Saving Throw (Death) allows the Passenger to reduce the remaining damage by 50 percent.<br />
<br />
Damage reduction is cumulative and follows the order of seat belt then Save.<br />
<br />
If a Passenger in the Vehicle is brought below 0 hp but has more than -10hp he can make a Saving Throw (Death). IF successful the Passenger is stabilized but unconscious and in critical condition. For each hour they are without medical help they must roll another Saving Throw or die.<br />
<br />
If they are at -10 hp or lower or the after wreck Saving Throw is failed the Passenger is dead at the wreck.<br />
<br />
<span style="color: lime;">Injured Driver</span><br />
A Driver at half hit points or lower have a Drive check penalty of -4.<br />
<br />
<span style="color: lime; font-size: large;"><b>Armored Vehicle Profiles</b></span><br />
A quick explanation of a few vehicle game stats.<br />
<br />
<span style="color: #e69138;">Armor Class </span>(Ac)<br />
Normal armor class to be hit. (Light, Medium, or Heavy armor.)<br />
<br />
<span style="color: orange;">Hit Points </span>(HP)<br />
How many hit points the vehicle normally has.<br />
<br />
<span style="color: orange;">Move</span><br />
Maximum mph for the vehicle. To find combat movement in relation to characters us the following quick and easy way: Every 1 mph the vehicle is moving multiply by 10'.<br />
(ex: 25 mph equals 250 feet per round.)<br />
<br />
<span style="color: orange;">Range</span><br />
The miles the tank can travel on a full tank of fuel.<br />
<br />
<span style="color: orange;">Armament</span><br />
Where the weapon is mounted:<br />
⦁<span style="white-space: pre;"> </span><span style="color: #b6d7a8;">Turret</span>: the main weapon of the vehicle, usually a cannon or launcher.<br />
⦁<span style="white-space: pre;"> </span><span style="color: #b6d7a8;">Pintle</span>: a machine gun on a swivel mount, placed near a gunner hatch on an APC and a Commander's hatch on a tank.<br />
⦁<span style="white-space: pre;"> </span><span style="color: #b6d7a8;">Coaxial</span>: a machine gun mounted in the turret aligned next to the cannon. It moves with the turret.<br />
⦁<span style="white-space: pre;"> </span><span style="color: #b6d7a8;">Bow</span>: a machine gun mounted on a swivel in the front hull of the tank.<br />
<br />
<b><span style="color: lime;">USA/ARVN</span></b><br />
<span style="color: #93c47d;">M113 Personnel Carrier</span><br />
Ac: 13 (Light Armor)<br />
Hp: 70<br />
Move: 37 mph/ 3.6 mph amphibious<br />
Weight: 12.1 tons<br />
Range: 300 miles<br />
Crew: 2<br />
Passengers: 11 troopers<br />
Armament:<br />
⦁<span style="white-space: pre;"> </span>Pintle: .50 MG: 2d12, 200', 100 belt, 2K rounds.<br />
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<br />
<span style="color: #b6d7a8;">M-125 81mm Mortar Carrier </span><span style="white-space: pre;"> </span><br />
Ac: 13 (Light Armor)<br />
Hp: 70<br />
Move: 40 mph/ 3.6 mph amphibious<br />
Weight: 12.3 tons<br />
Range: 300 miles<br />
Crew: 6<br />
Armament:<br />
⦁<span style="white-space: pre;"> </span>Rear: 81mm Mortar: 6d8, 20' radius, 1000' range inc, 114 rounds<br />
⦁<span style="white-space: pre;"> </span>Pintle: .50 MG: 2d12, 200', 100 belt, 2K rounds.<br />
<br />
On a critical hit result of 'Passengers' the mortar and all crew are all hit as the rear of the APC is open top to accommodate the mortar.<br />
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<br />
<span style="color: #b6d7a8;">M-577Al Carrier Command Post <span style="white-space: pre;"> </span></span><br />
Ac: 13 (Light Armor)<br />
Hp: 70<br />
Move: 40 mph<br />
Weight: 12.7 tons<br />
Range: 300 miles<br />
Crew: 8<br />
Armament:<br />
⦁<span style="white-space: pre;"> </span>None<br />
<br />
On a critical hit result ignore 'Gunner MG' and 'Gunner' results.<br />
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<span style="color: #b6d7a8;">M551 Sheridan Tank</span><span style="white-space: pre;"><span style="color: #b6d7a8;"> </span> </span><br />
Ac: 14 (Light Armor)<br />
Hp: 120<br />
Move: 40 mph/ 3.6 mph amphibious<br />
Weight: 17 tons<br />
Range: 470 miles<br />
Crew: 4<br />
Armament:<br />
⦁<span style="white-space: pre;"> </span>Turret: 152mm Heavy Cannon: 5d6x6 HE/HEAT,30'/15' radius, 600' range inc., 20 rounds (AP, HE, HEAT)<br />
⦁<span style="white-space: pre;"> </span>Pintle: .50 MG: 2d12, 200', 100 belt, 1K rounds<br />
⦁<span style="white-space: pre;"> </span>Bow: 7.62 MG: 2d8, 200', 100 belt, 3k rounds<br />
<br />
Caseless Ammo: When hit with a turret or hull critical there is a 70% that the rocket or mine sets off the ammo outright destroying the tank and killing everyone inside in an inferno.<br />
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<br />
<span style="color: #d9ead3;">M41 A3 Walker Bulldog Tank</span><span style="white-space: pre;"> </span><br />
Ac: 14 (Light Armor)<br />
Hp: 170<br />
Move: 46 mph<br />
Weight: 23.5 tons<br />
Range: 100 miles<br />
Crew: 4<br />
Armament:<br />
⦁<span style="white-space: pre;"> </span>Turret: 76 mm Medium Cannon, 5d6x2 HE, 20' radius, 600' range inc., 57 rounds (AP, HE, HEAT, WP)<br />
⦁<span style="white-space: pre;"> </span>Pintle: .50 MG: 2d12, 200', 100 belt, 600 rounds<br />
⦁<span style="white-space: pre;"> </span>Coaxial: .30 MG: 2d6, 200',100 belt, 5.225K rounds<br />
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<span style="color: #b6d7a8;">M48 A3 Patton II</span><span style="white-space: pre;"><span style="color: #b6d7a8;"> </span> </span><br />
Ac: 15 (Medium Armor)<br />
Hp: 200<br />
Move: 40 mph<br />
Weight: 52 tons<br />
Range: 287 miles<br />
Crew: 4<br />
Armament:<br />
⦁<span style="white-space: pre;"> </span>Turret: 90 mm Medium Cannon: 5d6x3 HE/HEAT, 25'/15' radius, 600' range inc., 64 rounds (AP, HE, HEAT, WP, Beehive<br />
⦁<span style="white-space: pre;"> </span>Pintle: .50 MG: 2d12, 200', 100 belt, 3K rounds<br />
⦁<span style="white-space: pre;"> </span>Coaxial: .7.62mm: 2d8, 200', 100 belt, 10K rounds<br />
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<span style="color: #b6d7a8;">M60 Main Battle Tank<span style="white-space: pre;"> </span></span><br />
Ac: 15 (Heavy Armor)<br />
Hp: 240<br />
Move: 30 mph<br />
Weight: 60 tons<br />
Range: 310 miles<br />
Crew: 4<br />
Armament:<br />
⦁<span style="white-space: pre;"> </span>Turret: 105mm Heavy Cannon, 5d6x5 HE/HEAT, 25'/15' radius, 600' range inc.,<br />
⦁<span style="white-space: pre;"> </span>Pintle: .50 MG: 2d12, 200', 100 belt, 3K rounds<br />
⦁<span style="white-space: pre;"> </span>Coaxial: .7.62mm: 2d8, 200', 100 belt, 10K rounds<br />
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<b><span style="color: orange;">NVA</span></b><br />
<span style="color: #f6b26b;">Soviet PT-76<span style="white-space: pre;"> </span></span> <span style="white-space: pre;"> </span><br />
Ac: 14 (Light Armor)<br />
Hp: 120<br />
Move: 27 mph / 6 mph amphibious<br />
Weight: 14 tons<br />
Range: 155 miles<br />
Crew: 3<br />
Armament:<br />
⦁<span style="white-space: pre;"> </span>Turret: 76mm Medium Cannon: 5d6x2 HE, 20' radius 600' range inc., 40 rounds (AP, HE)<br />
⦁<span style="white-space: pre;"> </span>Coaxial: .7.62mm: 2d8, 200', 100 belt, 1K rounds<br />
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<span style="color: #f9cb9c;">Soviet T-55<span style="white-space: pre;"> </span></span> <span style="white-space: pre;"> </span><br />
Ac: 14 (Medium Armor)<br />
Hp: 170<br />
Move: 30 mph<br />
Weight: 36 tons<br />
Range: 310 miles<br />
Crew: 4<br />
Armament:<br />
⦁<span style="white-space: pre;"> </span>Turret: 100mm Medium Cannon: 5d6x4 HE/HEAT, 25'/15' radius, 600' range inc., 43 rounds (AP, HE, HEAT)<br />
⦁<span style="white-space: pre;"> </span>Coaxial: .7.62mm: 2d8, 200', 100 belt, 1K rounds<br />
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<span style="color: orange;"><b><span style="color: lime;">Tank Cannon/Guns </span><span style="white-space: pre;"><span style="color: lime;"> </span><span style="color: orange;"> </span></span></b></span><br />
Here are some cannon stats for tanks.<br />
The base damage is based on the High Explosive (HE) shell. There are three increments to the radius as in my Artillery rules <a href="https://theosrlibrary.blogspot.com/2019/03/osr-in-country-vietnam-artillery.html" target="_blank">here</a>. This damage is used and modified for other shells.<br />
<br />
<span style="color: lime;">Shell Types</span><br />
<span style="color: #b6d7a8;">High Explosive </span>(HE, tipped with an explosive warhead.)<br />
Standard damage round. Most effective against soft targets and infantry.<br />
<br />
<span style="color: #b6d7a8;">High Explosive Anti-Tank</span> (HEAT, a shaped HE warhead designed to penetrate tank armor.)<br />
An extra x1 to damage vs vehicle. Explosion arcs out in a 180' arc from point impact on vehicle or hard target. Automatic half damage to soft targets (personnel, animals, etc.) and may Save for another half damage.<br />
<br />
<span style="color: #b6d7a8;">White Phosphorus </span>(WP, incendiary shell.)<br />
Explodes in the normal radius for the shell. It burns for 2d6 damage for six rounds.<br />
Damage is not reduced by radius increment but those hit do receive a bonus to their Saving throw for half damage. The second increment gives a +2 bonus to the Save and the third increment gives a +4 bonus to the Save.<br />
<br />
<span style="color: #b6d7a8;">Canister//Beehive round</span>.<br />
Similar to the artillery version it is a shell packed with thousands of flechettes (small darts like nails). It is a vicious area effect weapon used against personnel especially those hidden in dense foliage. this shell does 3d6 damage to all targets in a cone attack starting 2' wide at the firing weapon and extending in a cone 1200' in length and a 300' width at it's end.<br />
⦁<span style="white-space: pre;"> </span>Everyone and everything not undercover can make a Saving Throw for half damage.<br />
⦁<span style="white-space: pre;"> </span>Those under soft cover automatically take half damage and can make a Save to halve it again with a bonus to the Save equal to cover bonus.<br />
⦁<span style="white-space: pre;"> </span>Those under hard cover or in an armored vehicle take no damage if totally covered. If partially exposed they will take damage and Save as if under soft cover above.<br />
<br />
Because if the rarity of tank to tank combat the most popular shells were HE and canister. WP was useful but dangerous if hit in a tank. AP and HEAT were the least used.<br />
<br />
<span style="color: #b6d7a8;">Armor Piercing</span> (AP, non-explosive solid rounds.) Rarely use in Vietnam.<br />
An extra x1 to damage vs vehicle.<br />
(Ex: a 75mm AP round would do 5d6x3, not x2.)<br />
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<u>Light</u> <b><span style="color: lime;">Dmg (HE) <span style="white-space: pre;"> </span>Radius<span style="white-space: pre;"> </span>Notes<span style="white-space: pre;"> </span>Range Inc 600'</span></b><br />
20mm<span style="white-space: pre;"> </span>3d6<span style="white-space: pre;"> </span> 5'<span style="white-space: pre;"> </span>Auto 3/rnd<br />
40mm<span style="white-space: pre;"> </span>5d6 <span style="white-space: pre;"> </span> 5'<br />
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<u>Medium </u> <b><span style="color: lime;">Dmg (HE) <span style="white-space: pre;"> </span>Radius<span style="white-space: pre;"> </span>Notes<span style="white-space: pre;"> </span>Range Inc 600'</span></b><br />
75mm<span style="white-space: pre;"> </span>5d6x2<span style="white-space: pre;"> </span>20'<br />
88mm <span style="white-space: pre;"> </span> 5d6x3<span style="white-space: pre;"> </span>20'<br />
90mm <span style="white-space: pre;"> </span> 5d6x3<span style="white-space: pre;"> </span>25'<br />
95mm <span style="white-space: pre;"> </span> 5d6x4<span style="white-space: pre;"> </span>25'<span style="white-space: pre;"> </span>HEAT Radius- 15'<br />
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<u>Heavy</u><span style="white-space: pre;"> </span> <b><span style="color: lime;">Dmg (HE) <span style="white-space: pre;"> </span>Radius<span style="white-space: pre;"> </span>Notes<span style="white-space: pre;"> </span>Range Inc 600'</span></b><br />
105mm <span style="white-space: pre;"> </span> 5d6x5<span style="white-space: pre;"> </span>25'<span style="white-space: pre;"> </span>HEAT Radius- 15'<br />
150mm <span style="white-space: pre;"> </span> 5d6x6<span style="white-space: pre;"> </span>30'<span style="white-space: pre;"> </span>HEAT Radius- 15'<br />
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<b><span style="color: orange;">NVA/VC Anti-Tank Weapons</span></b><br />
The communists used a popular Chinese 75mm Recoilless Rifle. It was light and had a good punch.<br />
Functions the same as the 75mm tank cannon.<br />
Armed with HE and HEAT rounds.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh0y-4S3-DGUWuR4T1mh9FnPwqtS1JzoJJdgkwMY6fagfpefI4wEB-URaX8hOyJOxE0Yk2mNP8xuefPwl4SJecQNFkr31EiV_iU0cTXSx6NUUbWkpF8kLIziVVdkSm9j40hEGUFq9knpLj6/s1600/75mm-1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="241" data-original-width="303" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh0y-4S3-DGUWuR4T1mh9FnPwqtS1JzoJJdgkwMY6fagfpefI4wEB-URaX8hOyJOxE0Yk2mNP8xuefPwl4SJecQNFkr31EiV_iU0cTXSx6NUUbWkpF8kLIziVVdkSm9j40hEGUFq9knpLj6/s1600/75mm-1.jpg" /></a></div>
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<span style="color: lime;"><b>Smoke/Smoke Mortars</b></span><br />
Smoke from explosions, fires, etc can play havoc in vehicle combat. An obscured vehicle is more difficult to hit, just as an obscured character is, and can hide movements. An obscured vehicle receives an AC bonus or +2 to +6, but it also takes a penalty equal to this amount if attacking from within the smoke. If an obscured vehicle fires from within the smoke it gives its position away and its AC bonus is halved. .<br />
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Smoke mortars on vehicles create a wall of smoke that will obscure it and its movement for 1d6+2 rounds. Smoke/WP shells could also be fired towards an enemy to cause confusion.<br />
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<span style="color: lime;"><b>Cover</b></span><br />
Vehicles can take advantage of cover such as burned out buildings, trees, and shallow depressions in the ground (going 'hull down.') Cover works the same as for a character giving a bonus based on how much of the vehicle is hidden. Camouflage netting may aid in the cover bonus.<br />
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For hard cover such as a concrete/brick walls or hiding behind a rocky hillside or burnt out tank:<br />
+2 AC light, +4 for medium, and +6 for heavy cover.<br />
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For soft cover such as trees, an earthen hillside, etc. halve the cover bonus.<br />
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<br />David Baymillerhttp://www.blogger.com/profile/18345422887590571509noreply@blogger.com0