sunnuntai 7. helmikuuta 2021

Burner technology in Dark Space

 Here's a little conversion / adaptation of the burner weapons in Dark Space into RMFRP/SM:P rules. I've also added a few new weapons for flavor.

My design philosophy here was to roughly match the damage potential of the burners (i.e. Mark 2 blasters/half-damage Plasma bolt, and Plasma Repeaters / normal Plasma bolts) in SM2 into Blaster Law tables, and considering they could be replaced by Plasma Bolts, they will also cause Plasma criticals. They are by far the strongest weapons in Twenty Weapons but they have severe limitations and risk to use, and their effective range is short, making bows, crossbows, and various magic bolts viable options in combat.

Burners

Typical burners come in two varieties: Burner pistols, and heavy burners. Weapon stats are given below. To use a burner weapon, it has to be primed. This is a 50% action in RMFRP/SM:P, or 2 AP if using RMU Beta v2 action points.

When a burner is primed, it makes a continuous hissing noise. Once primed, the weapon can be fired normally (as a semi-automatic or in burst mode, if applicable). Keeping the weapon in a primed state is dangerous, as any sudden movements (Medium moving maneuver or harder) causes 10% chance that the weapon will explode as a Grenade inflicting Plasma criticals. The explosion happens within 1 round of the occurrence.

Weapon Technology (Light) maneuver can be used to trigger the explosion manually (after which the weapon will explode after 1 round). Fumble (absolute failure or worse) causes it to explode immediately.

Burners (except for the oldtech ones) are typically powered by an organic battery that can power it a few dozen shots per day. After each 10 shots, the bio battery rolls for Fatigue: typical bonus of an organic battery is +30. Penalty accumulated this way is applied to the weapon’s bonus.

Burn bomb: This is a regular plasma grenade, attacking on the Grenade Attack Table and causing Plasma criticals. To fire it up, it’s primed (50% action) similar to a regular burner and then it explodes after a set amount of time as determined by the user (5-30 seconds). A single burn bomb costs 1000 tradits but they are only sold to militaries (though Cartel makes an exception to its allies).

Cartel burner: Standard burner pistol that attacks as PE 2 (Blaster Law) with semi-automatic fire. Fumble range is 1-3, breakage number is 7, reliability is 60. Range categories are: PB 2 m, Sh 4 m, Me 6 m, Lo 8 m, Ex 15 m.

Cartel heavy burner: Standard heavy burner attacks as PE 4 (Blaster Law) with both semi-automatic and burst modes (i.e. it is an automatic weapon). Fumble range is 3, breakage number is 8, reliability is 45. Range categories are: PB 2 m, Sh 5 m, Me 10 m, Lo 50 m, Ex 100 m.

Cartel heavy-service lighter: This is a heavy lighter produced by Cartel. It’s mainly used to ignite fireworks, but it does it a bit too well, attacking on the PE1 (Blaster Law) causing Heat criticals only (instead of Plasma). Range categories are: PB 0.1 m, Sh 0.5 m, Me 1 m, Lo 1.5 m, Ex 2 m.

Deatharms Ignitor: This is an oldtech plasma pistol produced by an old arm of Cartel specializing in firing arms. These aren’t being produced anymore so they are quite rare. They are powered by power cells (32 shots per cell), also not being produced any longer but magic may be used to restore the cells once depleted. Their range categories are the same as for Carter burner. Their reliability is 80 and thus a lot better than the regular ones, and they even give out a +10 bonus to firing. They still have the chance of explosion but it’s down to 5%. They attack on PE3 (Blaster Law) plasma energy table. It used to cost 15000 tradits but street price now goes to 50000 and up.

Deatharms Howling Death: This oldtech heavy burner was produced by the Deatharms branch of Cartel but it’s not produced any longer. It attacks on PE5 (Blaster Law) with reliability of 95 and it’s capable of burst fire. When primed (50% action to do as regular), the waepon produces a rather loud humming sound, giving out its name. They are powered by heavy-duty power cells (128 shots per pack) that are no longer supplied but can be restored through elaborate magic. Their range categories are the same as for Carter heavy burner. It has the same safety regulations and effects as Carter heavy burner. HDs cost roughly 200k tradits and up.

My "The Verge" campaign in Dark Space starting up

Here's my little ad for an upcoming Rolemaster campaign.

I'll be posting the house rules and Dark Space conversion to RMFRP here in the upcoming days and weeks.

https://images-na.ssl-images-amazon.com/images/I/51P8AotTVcL.jpg

The Verge, Rolemaster campaign

Looking for interest + potential players for hybrid tabletop / play-by-post mini campaign on Discord

Trouble is stirring on Twenty Worlds. Nations are vying for control while their allies, Church of Citadel and the mega-corporation Cartel scheme for power.
Meanwhile, an ancient evil is plotting for the demise of them all. Only few privileged individuals have any clues of this conspiracy or have their destinies tangled within it.

You are one of those individuals.

Inspired particularly by Arkham Horror (2003) and also to certain extent Android (2008), in The Verge players take control of people living and/or visiting Kaelot, where they investigate various issues and odd occurrences.

Game system: Rolemaster Fantasy Roleplaying Game with its Companions, modded and supplemented with rules from Spacemaster: Privateers, Rolemaster Classic and RMU Beta V2
Setting: Dark Space sci-fi fantasy setting for Rolemaster, converted to RMFRP. It's a sci-fi fantasy setting about high magic, organic tech, intrigue, and unknown dread.
PCs: Both pre-made characters and your own characters possible, whatever's preferred by the would-be players. Some house rules, options, and adaptations apply. Character levels are between 5-10, possibly level-up or two along the way.
Play method: Via Discord play-by-post (PBP) or online sessions through voice app (like Discord itself), probably partly both.
Theme: Planet-wide investigation, focusing on activities within cities, including mystery solving through investigation, politics, and societal funtions. There are some potential horror elements. Probably few combat elements: focus is on mystery solving and roleplaying.
How many players: 3-6 acting simultaneously or sometimes asynchronously in different locations. Party is a loose concept - they are not together all the time, even if they usually act in cooperation.
Platforms: Not decided yet. Will at least use Discord, modded ERA for RMFRP, and Scabard. Considering between Roll20, Foundry, or FantasyGrounds.
Time zone: For potential online tabletop gaming purposes, my time zone is GMT+2 (Eastern European Time Zone) and I am most able to play between 16-02 GMT+2. For Discord PBP, this matters less.

Interested? Send me a message via Discord to Twistor#3787. The recruitment will last about 2-4 weeks, depending on how fast I can find a group.