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Subject: Better Games: Q&D Apotheosis Table
Quick & Dirty (tm) Apotheosis Table
copyright 1992 by Dave Van Domelen
This is for those cosmic times when someone gains Ultimate Power, as
happens every so often in the comics. Roll a D8 for the result. If the result
calls for the subject leaving, they may return at some later date either at
their original power level or still as a Cosmic Being (no doubt working on a
small part in an overall larger scheme).
1 - "Things Man Was Not Meant To Know" - Subject cannot psychologically deal
with the infinities now experienced, and either lapses into a coma or
sits in a corner babbling incoherencies about contradictory truths.
2 - "I Can't Believe I Ate The Whole Thing" - Subject cannot *physically*
deal with the power he has absorbed. He either (D8) 1-2: Explodes
violently for a Vicious to all in area, 3-4: Expands and diffuses to
infinite (or Really Big) size, 5-7: Loses the power in one big rush and
suffers a Vicious wound, or 8: Loses most of the power but retains
enough on a subconscious level to add one new Trait at random. For
game systems not using Traits, gain a new power.
3 - "Acton Figures" - Subject is absolutely corrupted by his absolute power.
Luckily, Earth is now beneath his notice and he leaves in a burst of
cosmic pyrotechinics.
4 - "Acton Was A Halfbright Twit" - Subject's absolute power opens his eyes to
the Cosmic Balance. Subject chooses to leave Earth to fight to preserve
this balance.
5 - "Flowers For Red" - Subject's Traits are enhanced to the Ultimate Degree
(+7 on all Traits, or double strength of all powers in non-Better games)
but he loses sight of the details, concentrating on the Big Picture.
However, this is only temporary, and after a few issues (runs) the
subject will return to his earlier power level, less one on all his
traits. If a trait has no plusses, he loses the trait until it can
somehow be regained. Slight power reductions for non-Better games.
6 - "I'm A Monster!!!" - With his last shreds of humanity, the subject realizes
he will be a greater threat to Earth than any before (even villains
generally don't want to totally destroy the world). To avoid this,
subject will (D8) 1-2: Commit suicide in a flashy manner, 3-5: leave
Earth and go into self-imposed exile, or 6-8: Give up most of the power
but can take a +1 on any trait as a result of the experience.
7 - "He's A Monster!!!" - Subject comes to realization from #6, but has
insufficient will to self-terminate. He will have to be defeated, but
will sabotage himself, as he possesses at least that much will. Subject
will become a Cosmic Entity with 7 Attack Modes (700 Active Points in
Hero) all usable at once, and will be immune to all but one Attack Mode.
However, the self-sabotage will manifest as the attacks will be ones that
the PCs are best defended against, and the one missing defense mode will
be the most common attack among the PCs, or the main attack of the
strongest PC.
8 - "We're In Deep Chease Now" - Subject is now Cosmic Foe with *no* regrets
for his lost humanity. The PCs must stop him or he will surely destroy
the world, starting with the PCs of course. Subject has 10 simultaneous
Attack Modes (2500 Active Points) and ALL Defense modes. Subject's
lone weakness will derive from the method by which the power was gained,
so if he gained godhood by draining the Cosmic Spheroid, perhaps a well-
placed chop to the spheroid will defeat him. Hey, it worked for Marvel.
A Tasking Brains (Mental) degree to surmise this weakness.
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From: dvandom@magnus.acs.ohio-state.edu (Dave Van Domelen)
Newsgroups: rec.games.frp.misc
Subject: Better Games: Q&D Crowd Fleeing Superhero Combat
Message-ID: <1993Feb23.192816.10971@magnus.acs.ohio-state.edu>
Date: 23 Feb 93 19:28:16 GMT
Sender: news@magnus.acs.ohio-state.edu
Organization: The Ohio State University
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Quick & Dirty (tm) Crowd Fleeing Superpowered Combat
copyright 1992 Dave Van Domelen
Only bother with this table if you have hero PCs. Villain PCs really
don't care what the crowd does. Roll on this until you think the crowd will
have had time to disperse.
1 - "Stampede!" - Several people are Downed in the press. Heroes suffer
an attack of mode Emotional from the sight.
2 - "Gawrsh! They Don't Have This In Des Moines!" - Some tourists stay
behind to take pictures of the fight. They might be taken hostage
by unscrupulous villains (is there any other kind?)
3 - "Did We Err?" - Riot Starts, beginning with result "Human Wave". Now
PCs must roll each round on the Q&D Riot Control Table until they disperse
the riot.
4 - "Trojan Horse" - Henchmen of the Nemesis are hiding in the crowd and will
either (flip a coin) Heads: take hostages, Tails: fire at the PCs, causing
one at random to suffer a Fatigue Wound. They will then blend back into
the crowd.
5 - "Cul De Sac" - Crowd is trapped in a corner, surges back onto field of
battle. Same effect as a Human Wave from Riot Control, but no riot
starts.
6 - "Ten Bucks On Masochist!" - Crowd doesn't flee, but stays to cheer on the
heroes and place bets. All heroes heal back any damage suffered from
Mode Emotional due to crowd support, but Nemesis may fire on crowd.
7 - "Live With THIS, Hero!" - Nemesis fires into crowd, Downing several. All
PCs take an attack on Emotional at +3, and must act on Advantage Phase
next round unless they make a Tasking Roll.
8 - "Have A Taste Of The Lead White And Blue" or "I *AM* The NRA" - Several
in crowd pull out semiautomatic assault hunting rifles and open up on
the Nemesis (D8 Ballistic Wound attacks per round). After the Nemesis is
defeated, the heroes may have to fight riled up citizens that don't want
to stop shooting or give up their guns.
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From: dvandom@magnus.acs.ohio-state.edu (Dave Van Domelen)
Newsgroups: rec.games.frp.misc
Subject: Better Games: Q&D Riot Control for Superheroes
Message-ID: <1993Feb23.192849.11029@magnus.acs.ohio-state.edu>
Date: 23 Feb 93 19:28:49 GMT
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Quick & Dirty Riot Control Table
copyright 1993 by Dave Van Domelen
Roll until the riot ends or the heroes flee the area.
1 - "Human Wave" - Rioters surge forward, ignoring attacks. Groundbound
heroes take a Fatigue Wound and must make a Tasking Roll (Routine
if Courage or Physical) to avoid accidentally (or intentionally)
Downing a person in the crowd. Characters with the ability to leave
the ground need only a Routine check to get out of the way.
2 - "Show Off" - Degree Tasking (Difficult if you have a really showy power)
and disperse the crowd. Failure and crowd stays angered, Mishap and they
panic, Downing several.
3 - "Hidden Persuader" - Minor Nemesis (or Hunted) is in the crowd. He will
take pot shots with up to three attack modes on a random character.
Any shots aimed at Nemesis that miss WILL hit the crowd, causing the
hero to suffer an Emotional attack.
4 - "Guns *Do* Kill People" - Several rioters have guns, and the will to use
them. D8 rioters will start making Ballistic attacks on random targets,
but will drop the guns on any wound suffered. However, missing them
brings the same problem as #3.
5 - "Hammer Into Anvil" - Some force (like traffic) is forcing the rioters in
the direction of the heroes. Riot will not end until that force is
neutralized.
6 - "What Riot?" - "Rioters" are actually festival participants, Degree
Difficult (Routine if Brains/Mental) to avoid making a fool of yourself.
If it has already been established that this is a riot, roll again.
7 - "If Ya Can't Beat 'Em...." - Heroes sympathize with the rioters' cause, and
can convincingly rally them into a less destructive display if successful
on Degree Difficult, Routine if a really good speech is given by PLAYER.
Roll a Mishap, however, and get swept along with your own rhetoric and
join the riot. Oops.
8 - "Gee, That Was Easy." - Riot was about to run out of steam on its own,
Degree Routine to end it now.