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Showing posts with label StarSlinger. Show all posts
Showing posts with label StarSlinger. Show all posts

Friday, November 11, 2016

Some thoughts on StarSlinger - Light

Its been a while since I've touched upon StarSlinger, the western SciFi setting I was working on for White Star. Swords & Wizardry Light sort of took precedence and then some.

Now, I'm not sure if I've discussed this, but my original thought for what became StarSlinger didn't involve SciFi as much as lighter than air ships and a solar system with three inhabitable planets. Inspired by Spelljammer and Calidar as much as from spaghetti westerns and Firefly, all wrapped up in more or less traditional fantasy.

I think I'm going to revisit that idea in a series of one sheets.

Just thinking out loud at the moment, but open to feedback. And I'm not saying that StarSlinger won't make an eventual appearance using the White Star ruleset, just that Swords & Wizardry Light is my focus at the moment...

Hmmm... maybe a four page OSR sci-fi ruleset titled StarLight...

Thursday, June 2, 2016

NTRPG Con - Tavern Community Room - StarSlinger Session 7PM to 10PM Tonight - Players Wanted

I'll be running a White Star / StarSlinger session tonight at 7PM at the open table in the Tavern's Community Room - Trinity I.

Kyn Vittman has something he needs recovered to give a kick to his gambling establishment and it's up to the party to bring it back. Of course, Careth the Hut and Pystule have different ideas. As the saying goes, there is no honor among thieves, and these are the most notorious thieves in the town of Eastwood.

Can the party of Snake Oil Salesmen, Star Crusaders, Men With No Name, Scoundrels and Star Marshals come out of this without their heads in a noose?

Looking for 3 to 5 players (Rach is the sixth)

Its going to be a very free flowing session. Characters will be provided, but you must provide the names.

Drop a comment if you're here at NTRPG Con if you're interested.

After the game we will be moving on to the hotel bar and possibly some Drinking Quest ;)


Sunday, April 10, 2016

StarSlinger Saturday - Three Planets, Three Rival Governments, One Pot to Actively Stir

Before I wrap up today's StarSlinger Saturday, I'd like to go a little bit further with the currently unnamed three core worlds from the last post.

-The first world will be a combination a direct democracy. All citizens of the core world get to vote electronically on most major policy decisions. There is an entrenched administrative class that actually does the day to day running of the government, and they are less beholden to the voting citizenship than would appear on the surface. Colonists can vote on issues that effect their colony but not the core world (core votes on all issues), but in reality the administrators run the colonies as they see fit while paying lip service to the citizens.

-The second world is a monarchy with minimal representative democracy at the local level. Regional governors are elected by citizens from a list of candidates approved by the monarch. Much of the military swears allegiance to the monarch but some units of the military and much of the colonial forces swear allegiance to a local lord who in turn swears allegiance to the monarchy. Wheels within wheels play out at times.

-The third world is a theocracy. This is where the Star Crusaders come from. What the Church is on it's surface and what it is behind the closed doors of The Sanctuary are quite possibly two different things. The Church has one goal, or more precisely, one visible goal - to expand the faith. If that can be done within the confines of another world's jurisdiction without conflict, so be it. If there is conflict, so be it.

Saturday, April 9, 2016

StarSlinger Saturday - How Big a Star or Planet Filled Sandbox?

I've been going back and forth between a sector of space with multiple systems and a single system with numerous inhabited planets and moons for the StarSlinger.

The sector of space allows for interstellar travel and potentially more nonhuman species. It's spacial footprint is huge - virtually infinite. Jump drive, hyper drive, warp drive, jump gates - you need to find a way to significantly exceed the speed of light, or go around the speed of light, to make this work.

A single planetary star system, with maybe a baker's dozen of habitable planets and moons, limits the sandbox but still allows for night infinite space, especially as ships will be traveling at less than the speed of light.

Both allow for sandbox play while the single planetary star system allows for more focus, or at least that's how I'm viewing it.

So, after long thought, I'm going with a single planetary star system.

Three planets, along with two habitable moons, will lie in the temperate belt (yep, I'm mapping this in my head like a globe of the earth) Mostly earth like with some variations amongst the three worlds, these are the core worlds. Three super powers of different values and strengths.

Two inner planets (one with a habitable moon) will default to more arid conditions, especially around the equator.

Three outer planets with one habitable moon. Temperate around the equator, traveling any distance from the equator leads to severe arctic conditions rather quickly. The moon itself is barely hospitable to life.

The three core planets are attempting to colonize the inner and outer planets, for resources and military influence. Homesteading is common place, but with the exception of military bases and the occasional high tech urban center, most colonists are doing what they can do to get by. Self sufficient and for the most part, anti government - all government for a large part. The colonists aren't drawing lines between the powers, they are drawing a line around themselves.

With three powers vying for influence and secret treaties the norm, rarely is there open conflict near any of the core worlds. Too much to risk for to little in return. Instead, the colonies are much like pieces on a chess board, occasionally sacrificed to strengthen a position elsewhere. They know the role they play and none are happy with it.

Banking is independent of these governments and can be considered a fourth power unto themselves. It is headquartered on the moon that orbits one of the three core worlds and is responsible for the transplanetary monetary credit system. It has it's own planetary defenses and authorizes the Star Marshals with their power to arrest on all worlds (Law enforcement whose jurisdiction ends at it planet's borders would be the Planetary Sheriffs

Smuggling between planetary powers is a way of life for many traders, as taxes on goods can change in the time it takes to traverse between the two ends of the trip.

(all for now)

Tuesday, February 9, 2016

Some New Gear for StarSlinger

Hey guys, it's +James Spahn  again. Wanted to throw out some more StarSlinger stuff your way. So here's some cybernetics, weapons, armor and equipment. Hope you like it.


Cybernetics
Palm Shuffler: This enhancement can be installed into a cybernetic hand. A small chamber inside the cybernetic hand stores a single deck of cards which can be shuffled and dispensed at the character's mental command. These can be (and often are) modified to shuffle the cards in a fashion that ensures that specific cards are dealt to specific players. Because of this, the gamblers who use them are regarded with particular distrust. They do not count against a character's normal limit on cybernetic enhancements.

Dead Eye: This large, bulky modification to the a cybernetic eye is obvious to anyone who sees it, typically appearing as a single goggle-like cover over one of the character's eyes. It is typically colored red, though others are possible. Characters with this modification have a +1 to all ranged “to-hit” rolls.

Lasso Launcher: A coiled cable of highly flexible steel mesh is installed into a character who already has both a cybernetic arm and cybernetic hand. At the character's command, a length of this cord can spring forth already knotted in a lasso. If the character declares they are using a lasso before initiative is rolled during combat, they receive a +1 bonus to initiative.

Knuckleduster: These are little more than retactable metal studs installed into the knuckles of a cybernetic hand. The character must already have a cybernetic hand to make use of knuckledusters. They grant a +1 bonus to all unarmed melee damage and do not count against a character's normal limit on cybernetic enhancements.

Internal Holster: A portion of the character's cybernetic leg is hollowed out, allowing for a retractable holster to be installed. This holster can hold pistols and other one-handed weapons. Some characters even store daggers or other small melee weapons in them. The character must already have at least one cybernetic leg to receive this modification. These are often used to conceal weapons, but do not count against a character's normal limit on cybernetic enhancements.

Hand Laser: Similar to a Lasso Launcher, this modification for a cybernetic hand allows the character to fire a laser beam from their index finger if this is installed. This does the same damage as a laser pistol. Larger versions of this can be installed, doing damage as a laser rifle, though these larger modifications are obvious. Hand lasers require an energy cell, and large hand lasers consume energy cells twice as fast as normal and are capable of only ten shots before the cell must be replaced.

Teetotaler's Filter: Characters with cybernetic modification cannot get drunk, no matter how much alcohol they consume. They also receive +1 to all saving throws made to resist poisons.

Counter's Computer: This small chip is installed at the base of the character's neck, easily concealed by a human's hair. It allows the character to count cards without error as well as perform basic mathematical equations instantly.

Weapons
Buckstar: Similar to Star Swords, these are heavy handles (often of ivory) that cause a short broad bladed blade of laser energy to spring to life. They do not do as much damage a Star Sword, but are still quite deadly. Any character capable of wielding a Star Sword can use a Buckstar.

Electro-Lasso: Favored by those who herd cattle and atomic bovines, these long cords of flexible metal mesh can be used to restrain and subdue creatures large and small. Once a target has been roped (see below), the attacker can activate a small power cell which causes target to suffer the listed damage.  Robots suffer double damage from the charge of an electro-lasso.




Plasma Shotgun: These double-barreled monstrosities are short ranged and brutal. Their long barrels are often sawed down to make the weapon more concealable at the expense of a shortened range. They fire a massive blast of white-hot plasma that does extraordinary damage, but are only capable of two shots before requiring a new power cell.

Boomer's Rang: These appear to be truncated boomerangs, but when thrown two small laser beams (similar to the full length blades of a Star Sword) spring to life, making this a deadly weapon. After being thrown the attacker must roll a d20 and score equal to or under his Dexterity ability score. If successful, the weapon returns to the attacker's hand whether or not the attack misses.

Armor
Atomic Duster: Made from the hide of atomic bovines, these dusters can be worn over light or medium armor and provide some minor additional protection. These long, bovine leather coats are often dyed black or brown for style. Any character who is able to wear light armor can wear an Atomic Duster. It can be combined with the benefits of light armor, medium armor or shields, but not with heavy armor.

Equipment
Peacemaker Pack: This special cylindrical energy cell can only be used in laser pistols and laser rifles. These laser weapons require special modification to even accept the Peacemaker Packs, which costs 25% of the weapon's purchase price. Peacemaker Packs draw enormous amounts of energy to fire deadly, but short ranged blasts. They are expended after six shots and any weapon using a Peacemaker Pack has its range reduced by one-half. However, the weapon receives a +2 bonus to damage.

Melee Weapon Damage Cost Weight
Buckstar 1d6+2 75 credits 2 lbs
Eletro-Lasso 1d6 50 credits 3 lbs

Ranged Weapons
Damage
Rate of Fire
Ammo Capacity
Range
Cost
Weight
Boomer's Rang
1d6+2
1
40 feet
35 credits
2 lbs
Plasma Shotgun
3d6
1
2
30 feet
175 credits
10 lbs

Armor
AC [AAC]
Cost
Weight
Atomic Duster
-1 [+1]
15 credits
10 lbs

Equipment
Weight
Cost
Peacemaker Pack
0.5 lbs
20 credits

Head 'em Up

When a character attacks with a regular lasso or electro-lasso they can attempt to disable a target. If the attack roll is successful, the target must make a saving throw. If the saving throw is failed, the target is unable to move or attack for one round. Each following round, the attacker can choose to maintain their grip and the target may make a new saving throw to slip free. Attempting to break free is extraordinarily difficult, requiring the defender to roll a d20 and add their Strength ability score modifier. If this is successful, they have broken the lasso. The defender is free and the lasso is destroyed. 

Friday, February 5, 2016

Quick Draw Rules for StarSlinger

Hey gamers. It's +James Spahn here. Since StarSlinger is kinda my fault, I agreed to write the quick draw gunfighting rules for +Erik Tenkar. With his permission, I'm posting them here for your enjoyment. I wanted something that evoked the tension and feel of classic old west gunfights - something that built to a tense and climactic confrontation, but still kept it simple and quick. A gunfight in all the classic westerns was always something that was as much in the mind of the combatants as in their speed and accuracy.

 So if'n ye ain't yellah, give 'em a read.


I'm calling you out. Draw, if y' ain't yella'.”


The Quick Draw Duel
Two men. One street. The blink of an eye and the crack of a pistol. A long silence. Justice is served. In StarSlinger there are two kinds of people: the quick and the dead.

The only way to determine who is quick and who is dead is a Quick Draw Duel. But there's a lot more to this than just two intergalactic hombres steppin' into the street and skinnin' their smoke wagons. A Quick Draw Duel has several steps and its as much a test of the gunslinger's gumption as it is his speed. All bonuses to Quick Draw Initiative are cumulative.

Step One: The Call Out

A Quick Draw Duel begins with a formal challenge from one gunfighter to another. This can be as blatant as one of approaching the other and quite literally saying “I'm callin' you out,” but it's usually a bit different in each instance. The more subtle instances are simply when both gunfighters look at each other and nod – they both know the challenge has been issued and it won't be settled until one man is dead. In other cases, it's a large public display where one man insults the other in front of a crowd.

Though player characters can call out NPCs whenever they wish, the referee is the final arbiter of whether or not a formal Call Out has been issued. Once a call out has been issued, both the challenger and the challenged must make a saving throw. They may add their Wisdom modifier to this saving throw roll. Other modifiers may apply based on the classes of the challenged and challenger as well as how well the scene is role-played. If the Quick Draw Duel isn't occurring immediately, this is typically when the time and place of the fight is named.

If the saving throw is successful, both the challenged and the challenger receive a +1d6 bonus to their Quick Draw Initiative. The Quick Draw Duel then moves into Step Two: The Crowd

Step Two: The Crowd

Quick Draw Duels rarely take place privately. The occur out on the street, in the open – a public display of blood and speed. The townsfolk and witnesses to the both the Call Out and the Draw itself have a subtle impact on the Duel. If the townsfolk strongly support one gunfighter over the other, their subconscious hope in their champion's victory can actually grant him a benefit during the duel.

If the Quick Draw Duel isn't occurring immediately after the Call Out, both challenger and challenged can attempt to sway the witnesses to their side. This is done through roleplaying and thematic actions. A heroic gunfighter might try to convince the townsfolk that the time has come to end the rule of a villainous murderer, while a dastardly gunslinger might bribe or intimidate the town into supporting him.

Just before Step Three: Staredown begins each gunfighter makes a Charisma saving throw. Based on their actions they may receive anywhere from a -2 to a +2 modifier to this saving throw. If it is successful, then the gunfighter adds +1d6 to their Quick Draw Initiative.

Step Three: Staredown

The Quick Draw Duel is fought in the mind as much as with the hand. When the two gunfighters face off in the street, they often spend moments staring at one another. They size up their foe or trade hard words before blood is shed. Each gunfighter makes a saving throw, adding his level to the roll. If the saving throw is successful the gunfighter adds +2d6 to their Quick Draw Initiative.

Step Four: Draw!

Finally, the moment of truth comes and lead leaves leather. The moment of truth has come. Each gunfighter rolls their Initiative, applying both their Dexterity bonus and any Quick Draw Initiative dice they have earned. So a gunfighter who succeeded in the saving throws for all three steps would roll 5d6 (1d6 base, 1d6 call out, 1d6 townfolk, 2d6 staredown), plus their Dexterity modifier.

The winner has drawn and fired first. He then makes an attack roll against an AC of 9 [10]. His target is, after all standing still and unprotected. If the attack is successful the winning gunfighter rolls his weapon damage PLUS the total of the initiative roll and inflicts that much damage on his opponent – likely killing him.

If the loser is not dead, he can return fire – but he receives no bonus from his initiative roll. Combat proceeds normally from this point with one exception. If both gunfighters roll the exact same number on their initiative then both draw and fire at the exact same moment and both of them add their initiative total to the damage rolled. In all likelihood, this will leave both of them dead.


House Rule: Quick or Dead
If the referee wants to reinforce the climactic tension and deadly nature of the Quick Draw Duel, he can forgo the attack roll made during Step Four: Draw! and assume that the winner of initiative automatically hits with their attack.

House Rule: Hot Lead, Burning Laser

If the winner of the Quick Draw Duel rolls an unmodified, natural 20 on their attack roll, the damage for both the weapon and the added damage dice from initiative are all doubled - almost guaranteeing a lethal attack.This House Rule cannot be combined with the Quick or Dead House Rule.


So, there you have it. It ain't all sunshine and gold panning in StarSlinger - so be quick, or be dead.

Sunday, January 31, 2016

Some of the House Rules I've Added for the StarSlinger Setting (White Star)

Part of running an OSR styled game is house ruling. Well, at least that's how it is for me. I've been adding house rules to my games since we ignored weapon speed in AD&D 1e (I think most people ignore that)

I've got a few house rules that stray from the White Star as written, but that's not surprising, as I've added a half dozen or so classes to the StarSlinger setting thus far.

  • First, I've expanded the bonuses for high stats slightly. A score of 13-16 gives a + 1 and a score of 17 or 18 gives a + 2. Nothing huge, but it can me a life saver.


  • Death is at zero HP, with the ability to save vs death  to hold on until help arrives. The roll to save is adjusted by the negative amount of HP the PC is at, so going down to - 5 means a minus 5 on the save to no die. Natural 20s always save.


  • If you want to attempt something not covered by the rules (and as this is an OSR game, it's quite likely to occur multiple times per session) such as picking a lock, hacking a computer and the like, it's a save adjusted by any relevant stat bonus and a modifier chosen by the GM (me) based on difficulty. Covers a whole lot of ground this way and does not slow down play.
Those are the main ones thus far. There are others that aren't fleshed out yet and I'm not even sure they'll come into play (or are even needed)



Tim Shorts / Chicago Jones Shot First (White Star / StarSlinger)



Thanks to +Tim Shorts we now have our third of three recaps of Friday Night's "B Team" session of White Star / Star Slinger. A virtual trifecta.

It was strange to watch Tim rolling well for a whole session of play ;)

Here's a piece of Tim's write up:
When we left the ship there were three men waiting for us.  A little guy who did the talking and two meatheads.  I used my Scoundrel skill of attacking before anyone else.  Chicago allowed the little talking man to finish his ultimatum before shooting him in the heart.  While the little gurgling man lay on the ground, the two meatheads raised their hands and walked off.
With a set up like that you know it was good ;)

Here's the rest of it at Gotheridge Manor.

Saturday, January 30, 2016

Session Recaps - The "B Team" Matches Wits with Vitmann (StarSlinger / White Star)

Last night was the first playtest session of the StarSlinger setting for White Star, and it was a hoot!

The group, consisting of +Tim Shorts , +Douglas Cole and +Peter V. Dell'Orto accomplished a lot in the little time we had.

Douglas has his session recap over at the Gaming Ballistic Blog.

Peter has his session recap over at the Dungeon Fantastic Blog.

Tim doesn't have a session recap up yet at Gotheridge Manor. I guess the 10% bonus expo I award for posting session recaps isn't enough of a deal for a Scoundrel like Tim ;)

We all had a good time last night and it was fun watching the players turn the tables on Vitmann :)

(note, StarSlinger includes certain house rules, so it wasn't BTB White Star... but what is? heh

Friday, January 29, 2016

StarSlinger - Tonight The "B Team" Investigates The Case of the Missing Avionic Bovine DNA (White Star)


Tonight will begin an organic playtest of the StarSlinger setting and rules addendum to White Star with the famous "B Team". Play with the classes, the slightly more powerful stats (bonuses start at 13 and a 17 or 18 are + 2) and of course allow the setting to grow with the player's actions.

Their mission, which will be given to them by the ever luvable lug Kyn Vitmann at The Bloody Leech. They'll need to recover some Avionic Bovine DNA that went missing when it's transport mysteriously crashed without it's transponder reporting in. Now the transponder is working and it's a race to recover the package from the downed transport. All, however, is not as it seems.

I can't map for shit so I'll sketch the map by hand in Roll20 as the sessions progresses.

It will be interesting to see how this all plays out :)

Tuesday, January 26, 2016

A Piece of Art That Oozes StarSlinger Inspiration


I found the above piece of art on Deviant Art. Western and alien at the same time. Evocative. Damn but its a good piece. It oozes StarSlinger.

I may just need to reach out to the author and see how much he wants for the rights to use it.

In any case, I do need to stat out this riding beast ;)


Sunday, January 24, 2016

White Star - Snake Oil Salesman (Character Class - StarSlinger Setting)

Let me tell ya what we've got! This here little bottle can cure what ails you! Got cuts, it'll close them. Burns? Heals right before your eyes. Stomach pains? It's like a silk sheet for your belly. Got something that don't feel right in your privates? It'll flush them right out. Need an ointment? We got it. Restorative? You're talking to the right man. Libation? None better than what you see in front of you. How much? Well now, how much ya got to spend? Whatcha mean "Snake Oil Salesman?" I'm an honest Nostrum Agent. Says so right here on my license.

No matter how they refer to themselves, the common title of Snake Oil Salesman has stuck to them like mud on a pig. Still, the concoctions that they make have been known to have true effects, although not necessarily of the type told to the purchaser. Of course, when partaking of his own product, the Snake Oils Salesman always knows what to expect, more or less.

Nostrum Agent

LEVEL      XP      HD      BHB      ST
1                  0        1           +0        14
2              2,500     1+1       +1        13
3              5,000     2           +1        12
4            10,000     2+1       +2        11
5            20,000     3           +2        10
6            40,000     4           +3          9
7            80,000     4+1       +3          8
8          160000      5           +4          7
9          320,000     5+1       +4          6
10        640,000     6           +5          5

Libation Level - Known
     1   2   3  4  
1   1
2   2
3   3
4   3   1
5   3   2  
6   3   3
7   3   3   1
8   3   3   2
9   3   3   3
10 3   3   3  1

Libation Level - Actively Prepared
     1   2   3  4  
1   2
2   3
3   4
4   5   2
5   5   3  
6   5   4
7   6   5   2
8   6   5   3
9   6   5   4
10 6   6   4  1

Weapons / Armor Restrictions - One Handed Weapons, Light Armor

My Momma Made Worse Than That - Due to their constant experimentation with concoctions either contacting their skin or ingested, Nostrum Agents have a + 4 adjustment to their saving throws vs. Poison.

XP Bonus for Intelligence - A Nostrum Agent with a Intelligence of 13 or 14 receives a 5% Experience Bonus. Those with a 15 or higher get a 10% bonus.

Libations - Libations allow the Nostrum Agent to prepare concoctions for their benefit and the benefit of others. Libations, ointments, medicines - they are all things prepared by the Nostrum Agent. The NA knows a certain number of recipes and has a maximum number of Libations that can be prepared at one time as indicated by level.

Libations cost "Libation Level x Libation Level x 100 credits" to prepare and take 1 hour x Libation Level to prepare.

Level 1 Libations

Wound Cleaning Ointment - Applied within 10 minutes of receiving the wound, heals 1d6 HP (+1 HP if the Nostrum Agent uses it on himself)

Water Purification Dose - Added to a water source, will purify up to 10 gallons of water

Visual Clarity Ointment - Doubles the distance of missile weapon attack ranges for 1 hour

Water Proofing Ointment - Lasts for 2 hours. Makes 1 human sized subject and their basic equipment (including 1 handed weapons) shed water like a duck

Level 2 Libations

Fire Resistance Ointment - Lasts for 2 hours. Gives a + 4 save vs. heat / fire effects / attacks

Cold Resistance Ointment - Lasts for 2 hours. Gives a + 4 save vs. cold / frost effects / attacks

Bot Juice - Applied within 10 minutes of the bot receiving damage, heals 1d6 HP

Good for a Day - Provides nourishment and liquid requirements for 24 hours

Level 3 Libations

Joltola - Lasts 1d4 Rounds. Adds 2 points to the imbibers initiative score, enabling him to attack before the rest of his party and hopefully before the enemy. Adjusted initiative scores of 7+ result in an extra attack. When the effect wears off, the character suffers a minus 2 penalty to the initiative roll for 1d6 rounds. Adjusted initiative scores of 0 or less result in the loss of the character's attacks for that round.

Reflective Ointment - Last 2 hours. Laser / Energy weapons do 2 points less damage per successful attack (minimum damage 0 points)

Patzy's Putrid Poison Purger - Imbibed within 2 rounds of a failed Poison Save, this allows a second save at + 2 to the roll to avoid the effects (including death)

Level 4 Libations

Two Minds are More Fun - Lasts 10-60 minutes. Allows the imbiber to do two completely different tasks at the same time, such as fire at a target and drive a vehicle evasively without penalty, hold two independent conversations, use an innate power and attack, other as GM sees fit to allow.

Breath of Fire - Can breath a Cone of Fire 5' wide at base, 20' long and 20' wide. Targets inside the AOE take 3d6 fire damage  (save for half)

(Fits White Box without any real changes)

OGL

Wednesday, January 20, 2016

White Star / StarSlinger - Kyn Vitmann (NPC - Scoundral Class) - The Bloody Leech (Gambling Hall)

Kyn Vitmann, alternately know as "The Vit" came to Eastwood shortly after the town was founded nearly 20 years ago. A con man by nature and a Scoundrel by trade, he worked the angles for 10 years, both on planet and the orbital stations above. It was at that point he hit it big.

It wasn't a low stakes poker game, nor even a high stakes game. It was a game Kyn had literally staked not only his own life, but that of his kin (assuming he had any, but Kyn swore he did and had signed statements from said kin agreeing to put their lives up in the betting pool). Death would not have been quick, as the Atotyl (alien race to be worked on later) his poker hand was up against fed on blood, and those they fed on most often lasted for weeks. Kyn was a large man - he may have wasted away for months.

Kyn was feeling lucky, and as luck would have it (and the literal Ace up his sleeve that none saw him  palm) his hand was the winning hand. Thus he won The Bloody Leech. Gambling hall, bar and occasional bordello, it was a profit making machine without Kyn's usual manipulations. With his manipulations, it is both a money machine and a money pit. Still, he's practically an honest business man these days with a side business in that which is less than honest.

The Bloody Leech is never without excitement and an inquisitive person with the right reputation may find employment offered, jobs big and small. On the books and off to the side. On planet or elsewhere in the vast. Just make sure you get a retainer up front or you might get stuck with empty pockets in the end.

Kyn Vitmann

Strength        11
Intelligence  14
Wisdom        11
Dexterity      14
Constitution 12
Charisma     15

Armor - Usually None
Weapon - Pocket Laser Pistol (2 shot)



OGL

Tuesday, January 19, 2016

StarSlinger - Thoughts on Setting (White Star)

Part of the StarSlinger experiment is posting the progress "real time". Classes, creatures, NPCs, setting aspects - al available for the community to respond to and critique as they are brought to the front.

Today, I'm thinking of the actual setting.

Not sure thus far of the name of the world but I do have the name of two of the towns:

Eastwood is the town built upon the business of surrounding ranches. Buildings are built using local materials, using both wood and peat. Relatively low key as towns on the frontier go, it is the home to two bars, a gambling hall as well as vendors of the usual type one would expect in a sci-fi rpg setting ;)

Wildemann is a mining town, grown from a simple general store to a town that caters to the vices of Eastwood is considered, if not classy at the very least subdued, Wildemann is life on the edge, where deals are made and fortunes are lost and won at the poker table or the roulette wheel. It also is the home the only starport on the world as well as refineries of Dasrand.
miners and those with money to spend. Bars, gambling halls and possible even a high end brothel or two. Whereas

Wilder Mine or The Wild Mine is where most of the miners make their money mining Dasurand, used in fueling intersteller aircraft. The mine's close proximity to the town of Wildemann results in low transportation costs and maximum profits.

The Church of the Old Ones has it's main headquarters in Wildemann. Averse to vices of the flesh, Crusaders have been know to search the bars and gambling halls for soldiers of the church in order to extract penance from believers on the spot. The occasional deceased believer (or non-believer) is generally dealt with in an unofficial manner with the local authorities.

Monday, January 18, 2016

White Star - Dragon Cow (Creature - StarSlinger Setting)

David Revoy - CC BY 4.0
Ah, the Dragon Cow. A single beast can keep a dozen families in milk and cheese for a year. A small herd can do the same for a town. Amazing creatures, subject to neither heat nor cold nor the deprivations of space, it has been found that the best milking of such is in a low gravity environment. Thus the cattle drive to low orbit satellite milking stations. Best to keep a close eye on the cattle drive, as strays are often snagged by rustlers and quickly sold for the meat they can provide.

The female of the species is generally docile. The adult male is as aggressive as a space savage on steroids. They've been known to knock small ships out of orbit and have destroyed many a town that couldn't keep them in check.

Dragon Cow
Armor Class: 5 [14] Male 3 [16]
Hit Dice: 5 / Male 7
Attacks: Bite 1d6 / Male Bite 2d6
Special: Flatulence - Once per day may pass a gaseous cloud on a 30' diameter. All within the cloud must Save or suffer -2 on attacks. Could lasts 10 + 1d6 rounds.
Move: 18 / Fly 24
HDE/XP: 6/300 Male 7/400

(for White Box, leave out the low gravity space station stuff ;)

OGL

PS - Check out David's Patreon here

Sunday, January 17, 2016

White Star - Star Crusader (Character Class - StarSlinger Setting)

Some men put their faith in strength of arms. Others in the speed of their ship. I put my faith in The Old Ones. I know what they want. I know what they need. Sacrifice in combat. Blood on steel. The smell of burned flesh. I serve Them well and in turn I keep my compatriots alive. For they serve The Old Ones too, even if they know it not. There is an object I seek, from before this world was colonized. Come, we shall find it together and be well rewarded.

Star Crusaders are hard to miss. Often well armored (and armed) hulking brutes, they have a presence that says "Don't fuck with me." They rarely travel alone, preferring the company of others. Strength in numbers and all that. Rumors often trail behind them, blaming the recently missing on the Star Crusader and incomplete knowledge of the sacrifices they make to The Old Ones. Few mention such rumors in their presence. None mention it a second time. It is said they have powers unknown to mortal man, but few have lived to see such and fewer yet will talk about what they have seen.

Star Crusader

LEVEL      XP      HD      BHB      ST
1                  0        1           +0        14
2              3,000     2           +1        13
3              6,000     3           +2        12
4            12,000     3+1       +3        11
5            24,000     4           +3        10
6            48,000     5           +4          9
7            96,000     6           +5          8
8          192,000     6+1       +5          7
9          384,000     7           +6          6
10        768,000     8           +7          5

      Miracle Level
     1   2   3  4  5  
1   0  
2   1
3   2   0
4   2   1
5   2   2   1
6   3   2   1
7   3   2   2  1
8   3   3   3  1
9   4   3   3  2  1
10 4   4   3  2  2

Note - High Wisdom can grant Miracles where the number available is "0"

Weapons / Armor Restrictions - Any / Any - The larger and more impressive, the better

Miracles - Starting at 2nd level, the Star Crusader has access to Miracles. He regains 1 Miracle of his choice after a night of sleep and prayer, plus 1 Miracle per killing blow in the previous 24 hours. He can't have more Miracles prepared at any time than exceeds the chart (plus possible Wisdom Bonus) no matter how many killing blows he's made.

Miracle Bonus For High Wisdom - Star Crusaders with a Wisdom of 13 or Higher get 1 extra Level 1 Miracle than is indicated by the chart. Star Crusaders with a Wisdom of 16 or Higher also get 1 extra Level 2 Miracle than is indicated by the chart.

XP Bonus For High Wisdom - A Star Crusader with a Wisdom of 13 or 14 receives a 5% Experience Bonus. Those with a 15 or higher get a 10% bonus.

Miracles:

Level 1

Cure Wounds - Range: Touch - Effect: Cures 1d6 HP
Cause Wounds - Range: Touch (unwilling targets are treated as unarmored for purposes of chance to hit) - Effect: Causes 1d6+1 Damage to target
Detect Intelligent Life - Range: 60' - Duration: 20 minutes - Effect: The Star Crusader can detect the presence of Intelligent life. Note, it does not reveal the type of intelligent life
Darkness - Range: 60' - Duration: 1d6 rounds - Effect: Causes unnatural darkness in a 60' radius. Darkness can be penetrated by technological lighting for 20' directly in front of the light source. Natural lighting can not penetrate the darkness. Note, the Star Crusader can see in this darkness
Hold Portal - Range: Touch - Duration: 2d6 rounds - Effect: Keeps a door or gate closed (or open) for the duration. The object can still be destroyed by conventional means

Level 2

Curse - Range: 1 NPC not in combat - Effect: -1 to attacks for 1 hour (Save)
Cause Disease - Range:10' Effect - Infect one creature with a random disease (Save)
Light - Range: 60' - Duration: 2d6 Turns - Effect: The target person or object (at a range of up to 120 ft) produces light about as bright as a torch, to a radius of 20 ft.

Level 3

Cure Disease - Range: Touch - Duration: Immediate - Effect: This spell cures a creature of any diseases
Locate Object - Range: 90' - Duration: 1 Round per level - Effect: This Miracle gives the Star Crusader the correct direction (as the crow flies) toward an object the casters specifies with a description. The object can be something the Star Crusader has never seen if it is an object his order is searching for.
Protection From Projectiles - Range: Self - Duration: 1 hour - Effect: The Star Crusader becomes immune to small weapon fire

Level 4

Poison - Range: Touch (unwilling targets are treated as unarmored for purposes of chance to hit) - Effect: Target must save or die (Save)
Lightning Bolt - Range: 240' - Effect: A bolt of lightning extends 60 ft from the targeted point, almost ten feet wide. Anyone in its path suffers 6d6 points of damage (half with a successful saving throw). The bolt always extends 60 ft, even if this means that it ricochets backward from something that blocks its path.

Level 5

Insect Plague - Range:240' - Duration: 1 Day - Effect: This spell only works outdoors. A storm of insects gathers, and goes wherever the caster directs. The cloud is approximately 400 sq ft (20 ft by 20 ft, with roughly corresponding height). Any creature of 2 HD or fewer that is exposed to the cloud of insects flees in terror (no saving throw).
Neutralize Poison - Range: Touch - Effect: Counteracts poison

OGL


White Star - StarSlinger (Cinematic Pulp Western Sci-Fi Setting)

So, after last night's White Star session wrapped up, +James Spahn and I continued the G+ Hangout for another 2 hours or so. We talked about White Box, White Star, the hobby, current events - the usual crap when you are playing catch up with a good friend.

At one point, James finally said:

"I know what your doing."

"What am I doing, James?"

"All these classes you've been writing for White Star. You're working on a Cinematic Pulp Western Sci-fi setting."

I sat in silence, not knowing what to say, because James was right, of course. It's exactly what I was doing without even realizing it.

Thus was born StarSlinger.

Bootlegging, smuggling, cattle rustling, prospecting and all the other boons and ills of a frontier world.

Figure 6 classes, overall world write up, a regional write up with a town or two detailed, a mine mapped out, an adventure, a page or two of plot hooks and rumors that the DM decides if they are true or not, equipment list, lists of miracles for the 2 priestly classes and more as it comes to me.

I'll work it out real time on the blog (so you get to see revisions, brainstorming and the like), send 4 page 1 sheets in PDF as they get completed to my Patreon backers ( aiming for 2 a month, but might only be 1 a month through March) and and printed 4 page 1 sheets to the higher backers in batches of 2 to 4 sheets (hopefully once a month more or less) Completed project would go up on RPGNow in Print / POD with art. I'm guessing 28-40 pages before it's over.

I scratched out random thoughts after I logged off from James and now I need to plot some stuff out. Oh, and need to work on the Star Crusader (warrior-like priestly class) If I'm lucky it may get done tonight.

Saturday, January 16, 2016

White Star - Further Thoughts on the Star Preacher & Star Priest - or - Who Put Miracles in my Sci-Fi?

As I find myself going deeper down the rabbit hole of miraculous powers in White Star, it becomes even clearer to me that the Star Preacher and the Star Priest will need to be two totally separate classes with two nearly unique sets of miraculous powers.

The Star Preacher would get powers similar to sanctuary, CLW (at a roll of + 1 to the die), protection from evil / enemies, purify food and drink, light, shield (as the magic-user spell - admittedly not in white box), detect evil thoughts, bless, find traps, neutralize poison and the like. Most powers would take a full round to activate, where he goes through a whole bunch of rituals. Non-believers would suspect it's all smoke and mirrors to hide the fact that science is being used. Light to no armor with a limited weapon selection. He's the medic and support for a well rounded party, able to defend his friends while still trying to find an inner peace. God needs him in the universe and wherever he lands there will be broken beings that need to be fixed, physically if not spiritually.

The Star Priest is the clergy that wades into battle. He inspires his troops as much as he puts fear into his enemy. While the appearance of the Star Preacher would generally be subdued, the Star Priest goes over the top. He wants to be seen by both friends and foe. CLW and well as Cause (with a + 1 to the roll when used to cause wounds), darkness, fear, bless / curse, cause poison, locate object, hold person / monster and the like. All weapons and all armor. He's on a mission for the church and the rest of the party is just along for the ride, and if necessary, the sacrifice. The mission can be a long one to complete and even the priest knows not to question the circumstances his god has placed him in.


White Star - The Man With No Name (Character Class)

You've seen them even if you didn't remark about it at the time. Drifters, yet something more. They have a purpose, something that drives them. Maybe it's revenge, but they don't seem to take things all that personal. You should know their name, but it really isn't all that important, is it? Joe? Blondie? You know, "that guy". The Man With No Name. Damn if he ain't a good shot with that gun though. When did he land on planet anyway?

The Man With No Name blends easily into a crowd, but that's the point, isn't it? Loose, nondescript clothing is the only thing in style. If you do have to take a life in the city, it's best no one remembers much about you. Of course, if you do need to take a life, it's simply justice. The law doesn't always put a value on that, and being spaced or hung is not the way for an honest man to die. Keep your head down and keep walking. Much obliged.

LEVEL      XP      HD      BHB      ST
1                  0        1           +0        15  
2              2,250     2           +1        14
3              4,500     3           +2        13
4              9,000     4           +3        12
5            18,000     4+1       +3        11
6            36,000     5           +4        10
7            72,000     6           +5          9
8          144,000     6+1       +5          8
9          288,000     7           +6          7
10        576,000     7+1       +6          6

Weapons / Armor Restrictions - Any weapon in wilderness. Any weapon concealable under his poncho or clothing in an urban environment. Any armor in wilderness. Light Armor in urban environments (unless the default armor is higher in that local) The point, as always, is to blend.

Always Has A Credit - Although The Man With No Name is limited in his belongings to what he can carry, he always has enough credit to pay for a cheap meal and a dump of a lodging. Even if he has more credit than he knows what to do with, he always goes for the cheap meal and the dump of a lodging.

Take 'Em Down Hard - Once per combat, The Man With No Name can take a -2 penalty to hit in return for rolling twice the number of damage dice if he does hit.

Saving Throw - + 2 to any saving throw that is a dodge or reflex type more

XP Bonus for High Constitution - The Man With No Name with a Constitution of 13 or 14 receives a 5% Experience Bonus. Those with a 15 or higher get a 10% bonus.

May Never Have Assistants - He's (un)lucky enough to have adventuring companions. Assistants would bring undo attention.

Fast Healer - The Man With No Name heals faster than normal folk. He heals at a rate of 1 HP of damage per day WITHOUT rest, 2 HP per day with rest.

(easy enough to use in a more standard White Box campaign pretty much as is)

OGL






Friday, January 15, 2016

White Star - Thoughts on the Star Preacher / Star Priest

As I twiddle away at the Star Preacher class for White Star, it occurs to me it might be better suited as two classes.

One class, the Star Preacher, for the independent wandering preacher who really isn't tied down to an organized religion per se and aStar Priest - part of an organized religion with a hierarchy, possible military links and what not.

One who find his strength based on faith, one finds it rooted in the organization itself.

The Star Priest would resonate in a Warhammer 40k type campaign or The Dark Side in Star Wars whereas the Star Preacher would have his inspiration in Pale Rider and the like. Yeah, I'm certainly in an Eastwood frame of mind...
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