Showing posts with label Sci-fi. Show all posts
Showing posts with label Sci-fi. Show all posts

Friday, September 04, 2020

Melee Weapons of the FUTURE!

Coming up with hand-to-hand weapons for sci-fi games is fun.  You can really let your imagination run wild with options.  While what follows are not the craziest things in the world (nothing on the level of, say, the avern flower from Wolfe's The Shadow of the Torturer), they are both easy to imagine by the players (most can be represented by pictures of real weapons from museums to give the basic idea) and yet each has a nice little sci-fi or fantasy twist.  

These, of course, are for Machinations of the Space Princess, my current RPG fascination.  I tried to give every weapon its niche, so that any of them would make sense for the PCs or their foes to use.  

Deflection-dagger - powerful deflection field adds +1 to any Defend action.

One-handed, close-combat weapon.

Damage: 1d6 penetrating or slashing.

Cost: 8 GP


The deflection-dagger is a main gauche with a powerful deflection field in its hilt.  While it can be used to attack, its true utility is in its ability to ward against incoming attacks.  If you don’t use the deflection-dagger to make an attack in the same turn, you may add +1 to any Defend actions (so +2 if Defending with one action and +4 with two Defend actions).  

Gyro-stabilized Cutlass - adds +2 to the attack roll, but skilled warriors eschew the correction for greater damage potential.

One-handed, close-combat weapon.

Damage: d6 + bonus +2 on attack rolls.

Cost: 20 GP


The gyro-stabilized cutlass is a single-edged fighting blade crafted with the neophyte warrior in mind.  Internal stabilizers guide the wielder’s hand, keeping the edge aligned with the target and promoting proper follow-through on draw cuts.  


While the guidance of the cutlass is a boon to the inexperienced, it aggravates experienced warriors who find themselves fighting against the weapon to perform anything but the most generic attacks and parries.  Because of this, the gyro-stabilized cutlass cannot be used to perform any Combat skills.   

Grav-mace - for pounding through armour.

One-handed, close-combat weapon.

Damage: d8 Impact + 2 levels of Armour Defeating

Cost: 40 GP


The grav-mace uses gravitic pulse technology to deliver crushing blows on impact while allowing the wielder to recover quickly and prepare for their next strike.  It’s a favorite among boarding parties who are likely to face heavily armoured opponents but don’t have the room to wield two-handed weapons.  


Kālakūṭa Stiletto - a dagger fashioned from poison.

One-handed, close-combat weapon.

Damage: d8 + concealable + make a Toughness save every round or take an addition 1d4 damage until they succeed on a Toughness save.

Cost: 250 GP


The kālakūṭa stiletto is fashioned from a mysterious dark stone whose depths absorb all light, though the edges are translucent and smokey.  The stone is inimical to nearly all life and beings not immune to poison often take additional damage from any wound caused by such a blade.  Mere cuts can lead to death if the wounds are not swiftly treated.  


As the stiletto has no mechanical or technological components, isn’t made of any sort of normal metal or composite, and must be sheathed in lead to be carried safely, it is completely invisible to most scanner technology, and a carefully hidden kālakūṭa stiletto is nearly impossible to detect.  

Power Hammer - generates ball of energy to cause destructive harm to target. 

Two-handed close-combat weapon.

Damage: d12 energy + 1 level of Armour Defeating or d8 piercing + 2 levels of Armour Defeating

Cost: 280 GP


The power hammer resembles the ancient lucerne hammer.  The spikes on the top and back are fashioned of the same stuff the smallsword is, while the tines of the hammer head can encase itself in a destructive sphere of energy that’s released when it strikes a target.  The wielder must pick before swinging the weapon which they wish to hit with, and may only use one side per target per turn.  


The power hammer is considered the best weapon for cracking heavy armour.  When the wealthiest powers go to war, hulking juggernauts lay into each other with power hammers, battering each other back-and-forth across the battlefield.  

Rondel Dagger - diamond-bladed for punching through armour.

One-handed, close-combat weapon.

Damage: d6 penetrating + 4 levels of Armour Defeating 

Cost: 32 GP


The ultimate in piercing through armour, the triangular “blade” of the rondel dagger is fashioned from nanocomb-reinforced diamond.  Don’t actually try to cut anything with it, however; that “blade” is actually more of a spike, ultra-specialized in punching through resistance and getting at the soft, squishy body hidden inside armour.  The big round disks at either end of the grip protect the hand from sparks, jagged bits of shattered armour, or ablative defenses, while also giving you a good grip in case the dagger gets stuck.  

Scissor Katar - diamond-edged plus it opens up to do more damage!

One-handed, close-combat weapon.

Damage: d10 piercing/slicing + 1 level of Armour Defeating.

Cost: 45 GP


The scissor katar takes the reinforced diamond of the rondel, uses it for the edge of a broad blade, then adds a motorized scissor-action to open the blade up once it’s inside!  While nasty enough in the hands of most combatants, a skilled opponent can literally use the scissor katar to peel your armour right off you; when using the Armour Eater skill, the wielder of a scissor katar only suffers a -3 on their attack roll.  


The scissor katar continues to be favored by infantry and marine officers of the remnants of the Urlanth Matriarchy.

Shock-cestus - electrified gauntlet.

One-handed, close-combat weapon.

Damage: d6 volt + shocking (Toughness save or unable to act on your next turn.)

Cost: 3 GP


The shock-cestus is the calling card of the thug and slaver.  While its power cells and metal framework make it impossible to hide from scans or a professional search, it’s easy enough to veil by a cloak or coat.  In certain regions, thug and gang fashion is dominated by long, loose left sleeves designed to conceal a shock-cestus from casual glances.


Smallsword - favored by Urlanth nobility.  Can attack twice.  Also comes in a concealable cane version.

One-handed, close-combat weapon.

Damage: d8 + 1 levels of Armour Defeating + Double

Cost: 30 GP (80 GP for the sword cane version)


At first glance, the smallsword appears to be a rondel on steroids.  While the blade is the same shape, with its triangular cross-section and no real edge to speak of, it’s of completely different manufacture. The sandwich of memory-ceramics and harder alloys gives the smallsword impressive flexibility without sacrificing much of its penetrating power.  The blade can take a shocking amount of punishment, allowing it to parry attacks from even a sonnenbalger without snapping or melting.  The grip molds to the hand of the wielder, and the active balance gravitics in the pommel give unparalleled accuracy and speed in the hands of a skilled combatant.    


The smallsword is favored by Urlanth nobility and naval officers.  It is the default weapon for settling duels.  Note that while the prices listed represent the bare-bones options, few nobles can resist decorating their weapons in the latest styles.


The sword cane version of the smallsword is popular among well-to-do merchants and uppity middle-class sorts who might not be allowed to wear a sword everywhere they go, but feel the need for a solid self-defense option in a pinch.  Due to its lack of directly offensive tech housed in the weapon itself, a properly crafted sword cane can sneak past even alert security forces.  

Sonnenbalger - plasma-edged arming sword.

One-handed, close-combat weapon.

Damage: d10 heat

Cost: 20 GP


The ubiquitous sonnenbalger is the sidearm of choice among mercenaries and non-coms.  The sturdy weapon with its distinctive s-shaped handguard and heavy “fishtail” pommel is seen by many to be the badge of the “true” soldier, and so is affected by many who aspire to that status.


Such posers run the risk of setting their pants on fire.  The sonnenbalger projects a wave of superheated plasma along both edges of the blade, hot enough to burn through all but the heaviest armour.  The waves occasionally interrupt each other where they meet, making the sonnenbalger mediocre for thrusting.

Wailing Katana - edge shrouded in sonic wave that cuts finer than obsidian!

Two-handed, close-combat weapon.

Damage: d20

Cost: 300 GP


While there are many warrior and combat societies that swear by the deadliness of the wailing katana, there are just as many who will tell you that the weapon is over-hyped.  There are recorded instances of wailing katanas cutting off an arm or a leg from a juggernaut armour suit, but these are the acts of extremely skilled masters of the martial arts, and even they rarely get to do it twice if they’re not also heavily armoured themselves.


The cutting power of the wailing katana comes from the sonic wave it projects around its edge, allowing it to slice finer than even some monofilament weapons.  While the weapon's warbling moan isn’t so loud as to make stealth impossible, it does require an atmosphere to work properly, making the weapon useless in vacuum.  


Monday, November 18, 2019

Sci-fi Treasure

Treasure is easy in fantasy realms. Usually, it's great piles of gold coins, gleaming gems, and works of art. If you're doing a more Bronze Age thing, it can be cauldrons and tripods and drinking vessels like you see in The Odyssey. But what's treasure in a sci-fi universe? Large stacks of credit-vouchers just don't have the same feel as tumbled piles of doubloons and ancient crowns.

Back in the middle of the 20th century, when the future was nuclear, space powers feuded over fissionables the way 20th century powers fought over oil. Later, when the power of the future shifted from fission to fusion, He3 became the thing to fight over.

There's been all sorts of unobtaniums associated with power generation or FTL travel, such as Star Trek's dilithium crystals or the floaty magic rocks in the Avatar movie. This is a common and accepted way of expressing great value in space opera these days.

Mass-to-energy conversion makes this sort of thing difficult (unless the unobtanium is a key component in the process). Energy-to-mass conversion essentially makes anything dirt cheap. At that point, your treasure is going to be works of rare art, especially if you can verify the authenticity of original works. (While AIs might be able to churn out amazing art at astounding speed, the assumption here is that the original creations of idolized artists will still command great value, though potentially only to eccentric collectors.)

There's also the secrets-of-ancient-antiquity version, whether that's the knowledge of a lost (often but not always Golden) age (like the STCs of the Warhammer 40k universe), or dead alien civilizations.

While gemstones can still work (especially if you have a magical tech that can distinguish between natural and artificial) it takes more work. Keep in mind that diamonds are worth as much as they are today in the real world due to the bulk of the natural supply being dribbled out slowly by the principle mine-owners. They're actually quite common, just not in circulation.

Finally, while there's lots of gold and other precious metals potentially floating about, if you're talking about a galaxy-spanning civilization(s) with a population measured in the vigintillions, and most especially if there are practical applications for these metals (conducting electricity is still a thing), demand could still drive up price. This can be especially true if something is disrupting mining efforts; local pirate activity or warfare could drive up the price locally, double so if your FTL travel isn't instantaneous.

I've been casting about for other ideas of what future treasure might look like. If anyone has other suggestions, please feel free to share in the comments.

Thursday, October 03, 2019

Book Review: Gideon the Ninth by Muir

I was really ready to adore this book. Humanity has spread through the universe and (at least part of it) is currently ruled by a necromantic god-emperor who apparently at some point resurrected humanity from extinction (or, at least, a sizeable portion of it?) The Emperor instituted Nine Houses, ruled by powerful necromancers, each with its own character and bailiwick. The empire is tottering, shot through with rot and decay (as you’d expect from an empire built upon necromancy) and most of the Emperor’s champions, super-powered necromancers called Lictors, have fallen over the myriads since the founding of the Empire.

And yes, “myriad” is the right word here, used frequently in the book in its archaic meaning of “a unit of ten thousand.” My inner word-geek squealed in delight at this.

And our heroine spends most of the book running around wearing an almost-kinda black trench coat, totally ‘80s mirrored shades, and a rapier. And she spurts ‘80s quips like a gay action-hero.

This, ladies and gentlemen, is Grade A Brian bait.

But…

You knew there had to be a “but,” right? Brian only giving three stars to a story that looks like it was based on notes by Clark Ashton Smith but strained through ‘80s action and anime tropes? That blurs the line between sci-fi and fantasy? What gives?

What gives is the plot. It’s a mess. Our heroine is enslaved by a sadistic necromancer princess. Their relationship is… plot-convenient? It’s not so much that I didn’t buy it, but rather that I picked up the wrong signals. Our introduction to their relationship felt less like the opening to a romance/buddy cop thing and more like setting the stage of a nasty revenge. Rather than helping us to like both of these characters and straining at the antagonism that separates them, I started off hating the princess and never really warmed to her.

These two are summoned by the Emperor to a conclave of the scions of the Nine Houses (each accompanied by a body-guard/champion and no one else) to a decaying palace on a distant world. Once they get there and we’ve met the other scions and their attendant cavaliers, things devolve quickly into Agatha Christie’s Ten Little Indians.

Things are made worse by the antagonisms of the various scions. Instead of working together (something that should be the obvious move once you understand the rules of the game, since it’s nearly impossible for anyone to succeed without cooperation), they assume (for no good reason I could discern) that only a few can rise to Lictor in spite of being told outright that it’s the Empreror’s dearest hope that they all achieve that status.

But you can’t really blame the scions, because the Emperor himself set this up in an incredibly stupid way. Shuttles we are told are “valuable” are tossed into the ocean and sunk instead of merely being flown away. The rules are poorly explained and even more poorly enforced. Once the secret of attaining Lictorhood is understood, the most devout house of Emperor-worshippers declares that such a thing is blasphemy and does its best to prevent anyone from becoming a Lictor, to the point of actually attempting to murder the other scions.

It’s a neat premise described with excellent word-smithing that falls utterly apart if you poke at it at all.

Still, it’s a fun read for all that. Just understand that this is a romance/mystery/thriller sort of thing, much more Ten Little Indians meets Jane Eyre in space with skeletons than Dune. Also, it’s of the more prudish sort of romances, where things never get to the point where fade-to-black is necessary. Don’t let the frequent references to dirty magazines and the course language of our protagonist fool you on that point, either. This romance is headed towards a union that is purely symbolic and spiritual, so if you’re looking for torrid lesbian shenanigans, this ain’t your book. If you’re cool with all that, and turning off your brain to avoid “fridge logic,” there’s a fun little romp here for you.

Monday, February 25, 2019

Rolling Dice is NOT Playing the Game

I'm going through a review of a sci-fi RPG and the reviewer alluded to something I see a LOT in Space Opera RPGs. (I'm not going to mention the name of the game here because first, the way the reviewer mentioned this implies but does not state outright that this game is guilty of this sin; and second, I don't know this reviewer so I'm not sure how much I can trust there statements yet.)

The problem is starship combat. Designers want everyone to have something to do during the starship fight, so they try fall back on Star Trek bridge stations and try to come up with something everyone can do every round. What usually results is something extremely uneven.

If you're using minis and some sort of hex grid or the like, usually the most avid wargamers will pick the ship's course and speed. Then everyone rolls dice to see if their character's station succeeded that round.

If there's no grid and you're playing theater-of-the-mind, the course of action is usually pretty obvious: flee, chase, whatever. The group might decide together at the beginning of the encounter what they want to do, and they might revisit that choice as the situation changes, but generally that's the last important decision made. After that, everyone rolls dice to see if their station performs a function that contributes to the goal.

Here's the problem: ROLLING DICE IS NOT PLAYING THE GAME!!!

I suppose rolling a die to see if you can squeeze extra speed out of the engines or get a better targeting lock or put a torpedo up someone's tailpipe is better than nothing, but lets not fool ourselves into thinking that this is fun. If the player isn't making an interesting choice, they're not engaged with the game. If the choice of group goal dictates their action for every round until the goal is achieved or changed, all the player does is roll the dice and note the (usually marginal) adjustment this causes to the situation. You don't even get much of a gambling thrill since the stakes are watered down by being spread across four to six stations.

I realize that the starship duel presents a serious challenge to RPG designers. You want this to be an epic moment, you want everyone involved and sitting on the edge of their seats. But you've got to actively engage the players if you want that to be the case. You have to stop falling back on Star Trek as your model. If the gunner's only interesting choice is between "shoot" and "don't shoot," what the hell kind of choice is that? Make it interesting, or it's dictated by circumstances. Give your GMs help crafting interesting starship duels that require players to do something more interesting than just roll dice, that allow the players to be clever, that invite them to use their skills and tools in creative ways.

And don't give me another cockamamy attempt to make the communication station important and "exciting" in combat.

Friday, May 28, 2010

Sci-Fi Armour for Labyrinth Lord

Last time I talked a bit about what I’m doing with firearms, and now I’m going to talk about armour.  Moldvay/Cook/Labyrinth Lord makes armour a pretty big deal.  But descending AC limits me somewhat, and makes the math a bit harder.  So, for my sci-fi project, I’m going to bite the bullet and embrace the ascending AC. 

May Thor have mercy on my poor lost soul.  ;)

The nice thing is, this really gives me no upper limit on AC or on attack roll bonuses for weapons.  I can get really crazy if I want to.  I don’t think I want to, but I like having the option open.

The real handicap here is that this game only has one flavor of AC.  Sure, I could create all sorts of tables for impact vs. energy vs. gravitic attacks, but I really don’t want to deal with all of that.  I may change my mind later, but for now, I think I’m going to try to hew to a single sort of AC. 

Armour is fairly vague in my Labyrinth Lord games.  “Plate Mail” can mean the articulated armour of the Renaissance knight, but it can also mean the breastplate, helm, and grieves of the classical hoplite.  I’m going to be equally vague here.

Soft Armour (+5 AC): this is woven layers of special flexible, cloth-like materials.  It usually means bulky flack-jackets, but if you’re willing to pay ten times the list price you can get stuff that can be hidden under most clothing.  Most space suits count as soft armour, especially those fashioned to be used in construction, mining, or other hazardous activities.

Rigid Armour (+7 AC): fashioned from hard plates of specialized materials.  This can’t be disguised easily.  Armoured space suits are those with rigid plates attached for additional protection.  These are usually only seen on folks expecting to get shot at, though some environments are dangerous enough to warrant their general use.

Light Powered Armour (+9 AC): Powered armour gives a boost to the wearer’s strength, stability via a rigid, robotic exoskeleton while onboard sensors provide enhanced perception.  This results in an effective STR of 18 while wearing the armour. Light powered armour is used primarily for scout units and those expected to fit into small vehicles.  Still, if the power fails, it’s nearly impossible to move in.

Living Armour (+10 AC): Living armour is a biological parasite that fits itself around its wearer, who enjoys additional protection, enhanced strength and reflexes, as well as boosted senses.  The results are a +1 to STR and an increase in the wearer's hit points by 25% (rounded down). The suit's hit points are lost first, but the loss of the last hit point doesn't kill the suit or affect the wearer's AC in any way. In addition, it can never run out of power.  To get a suit of living armour to stop working, you have to kill it.  It’s the armour of choice for those who can afford it.  Unlike other armours, it needs to be fed regularly and can be extremely particular about who wears it.

Heavy Powered Armour (+11 AC): heavier version of the light powered armour.  It grants the wearer a STR of 19 while the power lasts. Generally supplied to shock and forward assault troops, as well as the spearhead of boarding parties.  If the power goes out, you can’t move.  It typically comes with its own internal life-support, making it, in effect, a really fancy, sturdy space suit, though you’ll almost never see it used anywhere besides combat.

Ulta-heavy Powered Armour (+15 AC): really more a small artillery platform than armour per se.  Movement is slow even when it’s powered up, and if the power fails you probably can’t even get out of it! The STR of the wearer is effectively 20 while the suit is operating.

Arachnid Armour (+12 AC): a heavy version of living armour, this adds four additional limbs with diamond claws for combat or climbing.  It can be used to manhandle heavy equipment or weapons, be ferocious in melee, or travel overland at great speed, even over rough terrain.  The wearer has their hit points increased by 50% (rounded down) and the effective strength of the limbs is 18. It needs to be well-fed for optimal performance, however, and it eats like a horse.

UPDATE: Added STR and hit point bonuses to some of the armours.

Photos by ellenm1 and brava_67.

Thursday, May 27, 2010

Gauss Weapons in Labyrinth Lord

Ranged combat in Moldvay/Cook still gives me fits. Yeah, it works well enough, but only being able to shoot once every ten seconds is insane, even for crossbows. Things get worse when you start looking at adding modern or futuristic firearms.

When translating firearms to D&D, most folks start with the damage. They want guns to be as dangerous as they are in real life, so turn to tools like exploding damage dice. This certainly does make firearms dangerous to high-level characters. However, that doesn't quite work with my sense of hit points being the ability and will to continue to fight, rather than structural integrity. Traditionally, fire arms were seen as the great equalizer because they rendered strength, size, expensive equipment, and, in many respects, skill, largely irrelevant. Anyone with a modicum of training and steady hands could too easily slay a knight in the finest armor, atop the most expensive horse, and with a lifetime of training. "The good Lord made all men," as the saying goes, "but it was Samuel Colt who made us equal."

So I'm thinking of approaching fire arms from the other end, and giving them bonuses in the attack roll. These bonuses are going to be pretty hefty. Even a simple firearm like a matchlock or flintlock deserves a +1 or +2. Once you're talking about shotguns and full-auto machineguns, bonuses of +5 or more may not be out of the question. (Keep in mind that the spread of a shotgun and the spray-and-pray firing technique of an assault rifle on full auto are less about putting lots of holes in your target and more about putting lots of lead in the air in order to increase the chances of hitting something.) Firearms will likely do about the same amount of damage as other weapons, since losing hit points is more about stress, distraction, and exhaustion than it is about physical integrity and blood loss.

Because a certain someone is obsessed with gauss weapons, we'll be taking a look at those here. The really cool thing about these weapons is that they allow a wide range of ammunition types. So let's see what we can do with that:

Solid Slug - the most basic projectile. This grants a +3 on the attack roll, +5 with autofire (but keep in mind that this increases the chance of hitting something else as well). It has an effective range of 1,200 feet and does 2d4 damage.

Smart Slug - this is a solid slug with wings. It can’t shoot around corners, but it is far more accurate. It can only be fired in single-shot mode, enjoys a +4 bonus on the attack roll, and an effective range of 2,400 feet. However, this projectile requires additional gear for properly selecting a target. It also does 2d4 damage.

Explosive Slug - a solid slug that goes boom. Using the same targeting gear as the smart slug, this one actually can reach round corners. When it goes off, roll a normal attack roll for every target within a 5 foot radius, adding +3 to all the attack rolls. Those hit take 1d6damage. Autofire is not an option.

Screamer Slug - a solid slug that whistles and then goes boom. The screamer slug has an effective range of only 900 feet. It doesn't require any special targeting equipment. However, it emits a hideous whistle as it flies through the air. It also explodes after it hits the target, doing 2d6 damage after a successful hit. The combined effect is a -2 on the morale rolls of anyone being shot at. However, the wonky aerodynamics give it only a +2 on the attack rolls, +3 with autofire.

Force Slug - a slug that pierces force fields. This is very expensive round generates its own force field designed to penetrate defensive force fields. It has an effective range of 900 feet, but is otherwise just like a solid slug.

Taser Slug - a slug that shocks. This acts just like a solid slug, but only does 1d6 damage and doesn't kill your target.

Needle Shell - a disintegrating shell that releases a swarm of tiny needles. The effective range on this is only 200 feet. The attack roll bonus is +4, +6 on auto fire. The needles can be used to inject a wide variety of toxins into the target. Usually, this at least doubles their cost.

Painter Shell - this shell splatters a gooey substance on the target that calls out to smart slugs. It adds an additional +2 attack bonus to Smart slugs fired at the same target. It only does one point of damage, but is otherwise just like a solid slug.

Am I missing any good ones?

Art by Ludovico Marchetti.