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Notes

Scouts
Fighters (Light, Medium, Heavy)
Cruisers
Destroyers
Battleships

Assault Gunboat
Corvette

Recon Drone
Superiority Dron
Tactical Drone
Assault Drone

Interceptor
Anti-Asset Platform

Cepheus Page 90 — weapon range rules (works great with zones)

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OPR Cover Interpretation
http://onepagerules.proboards.com/thread/836/problem-cover-interpretation

ULTIMATE WARFARE

Consolodate & Format Miniatures Rules (Dragon Rampant Categories with Upgrades)

Armies:
WWII Emulation (One Hour Wargames)
Walker
Jedi (Fear, Immune to Fear, etc.)

Sails of Glory
https://www.amazon.com/Sails-Glory-Ship-Pack-Constitution/dp/B00WFP3V9K/ref=sr_1_2?s=toys-and-games&ie=UTF8&qid=1526399713&sr=1-2&keywords=Sails+of+Glory
https://boardgamegeek.com/thread/1127116/flying-colors-sails-glory-miniatures-and-2-hex-hot
http://theminiaturespage.com/boards/msg.mv?id=410596
http://volsminiatures.blogspot.com/2015/01/ares-sails-of-glory-kit-bash.html

Conan Style Terrain for DicehavenCon:
http://byteknightvol2.blogspot.com/2017/04/my-workbench-quick-rebasing-some.html

List of AoF Point Buy with My Attempt at Stats

GRIMDARK (Already in Pt. Build Rules)
Weapon
AP(X): When rolling to block with this weapon the target gets -X to its Defense roll.
Blast(X): Multiply this weapon’s hits by X.
Deadly(X): Models taking wounds from this weapon multiply the total by X.
Poison: When rolling a result of 6 to hit with this weapon the target takes 1 extra hit.
Sniper: Models firing this weapon count as having Quality 2+ and ignore cover. The attacker may pick which model from the target unit is hit.

Special Rules
Ambush: You may choose not to deploy this model with your army, but instead keep it in reserve. At the beginning of any round after the fist you may place the model anywhere on the table over 12” away from all enemy units. If both players have units with ambush the players must roll-off to see who deploys first.
Fast: This model moves 9” when using Advance and 18” when using Rush/Charge actions.
Fear(X): Enemies without Fear must take a morale test before fighting in melee with this model. If the test is failed the unit takes X automatic wounds.
Fearless: This model gets +1 to its morale rolls.
Flying: This model may move through other units and obstacles, and it may ignore terrain effects.
Furious: This model takes one Quality test when Charging, if successful it deals 1 automatic hit.
Impact(X): This model deals X automatic hits when using Charge actions.
Scout: This model is deployed after all other units have been deployed. Scout units may be placed anywhere over 12” away from enemies. If both players have scout units the players must roll-off to see who deploys first.
Stealth: Enemies get -1 to their shooting rolls when targeting this unit.
Strider: This model can move more than 6” when passing through difficult terrain.

AofF Key Dragon Rampant New Rules
Accusation: Before the game stars pick one enemy model. The hero gets the Deadly and Sniper special rules when attacking it.
Blessing of Lust: The hero and his unit move +1” on Advance and +2” on Rush/Charge actions.
Chariots: Always count as having the Fast and the Impact(3) special rules.
(Modified) Ethereal: This unit is wounded normally by psychic powers or spells, but all other attacks must roll an unmodified 6+ in order to wound it.
Frenzy: This model takes one Quality test when Charging; if successful it deals 2 hits.
(Dup. of Frenzy?) Lance Formation: This model takes one Quality test when Charging, if successful it deals 2 hits.
Phalanx: Enemies charging this unit must take a Dangerous Terrain test before attacking (max. as many tests as models with Phalanx in this unit).
Shieldwall: This unit gets Defense +1 when being charged by enemy units.
Undead: If this unit loses in melee it doesn’t take a morale test, instead it takes as many wounds as the difference in melee result it lost
by.
Venom Sting: When attacking in melee roll one attack separately, this attack is Deadly.

AofF Special Rules
Accusation: Before the game stars pick one enemy model. The hero gets the Deadly and Sniper special rules when attacking it.
Blade Dance: This model gets Defense +2 against melee attacks.
Blessing of Lust: The hero and his unit move +1” on Advance and +2” on Rush/Charge actions.
Blood Fury: When this unit is activated pick one friendly unit within 12”. That unit gets Furious until the end of the round.
Chariots: Always count as having the Fast and the Impact(3) special rules.
Ethereal: This unit is wounded normally by spells, but all other attacks must roll 6+ followed by 4+ in order to wound it.
Fast: This model moves 9” when using Advance and 18” when using Rush/Charge actions.
Fire Breath: Once per game this unit may deal 2D6 automatic hits in melee or to one enemy unit within 12” when shooting.
Frenzy: This model takes one Quality test when Charging, if successful it deals 2 hits.
Grudge: The hero and his unit get +1 to their melee rolls when fighting against an enemy unit that contains a hero.
Horror: Enemy units get -1 to their melee rolls when fighting against this unit.
Inspiring: The hero and his unit get Fearless.
Lance Formation: This model takes one Quality test when Charging, if successful it deals 2 hits.
Lion Cloak: This model gets Defense +2 against shooting attacks.
Lust Speed: This unit moves +3” on Advance and +6” on Rush/Charge actions.
Phalanx: Enemies charging this unit must take a Dangerous Terrain test before attacking (max. as many tests as models with Phalanx in this unit).
Prowess: The hero and his unit get +1 to their melee attack rolls.
Quick Shot: This unit may shoot even after using Rush actions.
Repair: Once per turn, if this unit is inside or within 2” of a Flying Chariot, then it may try to repair it. Roll one die, on a 4+ the Chariot immediately heals one wound.
Shieldwall: This unit gets Defense +1 when being charged by enemy units.
Skirmisher: Enemies get -1 to their shooting rolls against this unit.
Surprise!: On a round in which this unit arrives from Ambush it gets Deadly.
Undead: If this unit loses in melee it doesn’t take a morale test, instead it takes as many wounds as the difference in melee result it lost by.
Vanguard: This model is deployed after all other units have been deployed. Vanguard units may immediately move by up to 12”. If both players have vanguard units the players must roll-off to see who moves first.
Venom Sting: When attacking in melee roll one attack separately, this attack is Deadly.
Very Fast: This model moves 12” when using Advance and 24” when using Rush/Charge.

Mutations: When fighting in melee roll one die and consult the following:
· 1-2: Unit gets AP(1)
· 3-4: Unit gets Poison
· 5-6: Unit gets Regeneration

Minis
My biggest concern is that if one side has a VTOL/Dropship then the other side needs a way to take it down.
http://www.wargamevault.com/product/143154/SpecOps-A-Gruntz-Module

Faces in pictures
Names (first name only, social media optional)
Social Media handles (if any)
On twitter, I’m @StanShinn, <other’s add their handles if they want>. See you next time on the Dicehaven Roundtable!”

48 heavy infantry in 12 bases of four each

16 light infantry four bases of four each

12 heavy cavalry four bases of three each

10 archers five bases of two each

1970s 2D6 RETRO RULES – Zozer Games | DriveThruRPG.com http://www.drivethrurpg.com/product/220791/1970s-2D6-RETRO-RULES?affiliate_id=35844
The RPGPundit: RPGPundit Reviews: These Stars are Ours! http://therpgpundit.blogspot.com/2017/07/rpgpundit-reviews-these-stars-are-ours.html
HOSTILE – PAUL ELLIOTT https://www.paulelliottbooks.com/hostile.html
Old Musky, Episode 1: Heat Seekers | Halfway Station 3.0 https://hws3.wordpress.com/2018/02/08/old-musky-episode-1-heat-seekers/
1970s_2D6_RETRO_RULES.pdf file:///C:/Users/sshinn/Downloads/1970s_2D6_RETRO_RULES.pdf

Point Buy Questions (beta forum)

Reference
GRIMDARK (Already in Pt. Build Rules)
Weapon
AP(X): When rolling to block with this weapon the target gets -X to its Defense roll.
Blast(X): Multiply this weapon’s hits by X.
Deadly(X): Models taking wounds from this weapon multiply the total by X.
Poison: When rolling a result of 6 to hit with this weapon the target takes 1 extra hit.
Sniper: Models firing this weapon count as having Quality 2+ and ignore cover. The attacker may pick which model from the target unit is hit.

Special Rules
Ambush: You may choose not to deploy this model with your army, but instead keep it in reserve. At the beginning of any round after the fist you may place the model anywhere on the table over 12” away from all enemy units. If both players have units with ambush the players must roll-off to see who deploys first.
Fast: This model moves 9” when using Advance and 18” when using Rush/Charge actions.
Fear(X): Enemies without Fear must take a morale test before fighting in melee with this model. If the test is failed the unit takes X automatic wounds.
Fearless: This model gets +1 to its morale rolls.
Flying: This model may move through other units and obstacles, and it may ignore terrain effects.
Furious: This model takes one Quality test when Charging, if successful it deals 1 automatic hit.
Impact(X): This model deals X automatic hits when using Charge actions.
Scout: This model is deployed after all other units have been deployed. Scout units may be placed anywhere over 12” away from enemies. If both players have scout units the players must roll-off to see who deploys first.
Stealth: Enemies get -1 to their shooting rolls when targeting this unit.
Strider: This model can move more than 6” when passing through difficult terrain.

Point Buy Guidance Re: AofF Rules
AofF Special Rules
Accusation: Before the game stars pick one enemy model. The hero gets the Deadly and Sniper special rules when attacking it.
Blade Dance: This model gets Defense +2 against melee attacks.
Blessing of Lust: The hero and his unit move +1” on Advance and +2” on Rush/Charge actions.
Blood Fury: When this unit is activated pick one friendly unit within 12”. That unit gets Furious until the end of the round.
Chariots: Always count as having the Fast and the Impact(3) special rules.
Ethereal: This unit is wounded normally by spells, but all other attacks must roll 6+ followed by 4+ in order to wound it.
Fast: This model moves 9” when using Advance and 18” when using Rush/Charge actions.
Fire Breath: Once per game this unit may deal 2D6 automatic hits in melee or to one enemy unit within 12” when shooting.
Frenzy: This model takes one Quality test when Charging, if successful it deals 2 hits.
Grudge: The hero and his unit get +1 to their melee rolls when fighting against an enemy unit that contains a hero.
Horror: Enemy units get -1 to their melee rolls when fighting against this unit.
Inspiring: The hero and his unit get Fearless.
Lance Formation: This model takes one Quality test when Charging, if successful it deals 2 hits.
Lion Cloak: This model gets Defense +2 against shooting attacks.
Lust Speed: This unit moves +3” on Advance and +6” on Rush/Charge actions.
Phalanx: Enemies charging this unit must take a Dangerous Terrain test before attacking (max. as many tests as models with Phalanx in this unit).
Prowess: The hero and his unit get +1 to their melee attack rolls.
Quick Shot: This unit may shoot even after using Rush actions.
Repair: Once per turn, if this unit is inside or within 2” of a Flying Chariot, then it may try to repair it. Roll one die, on a 4+ the Chariot immediately heals one wound.
Shieldwall: This unit gets Defense +1 when being charged by enemy units.
Skirmisher: Enemies get -1 to their shooting rolls against this unit.
Surprise!: On a round in which this unit arrives from Ambush it gets Deadly.
Undead: If this unit loses in melee it doesn’t take a morale test, instead it takes as many wounds as the difference in melee result it lost by.
Vanguard: This model is deployed after all other units have been deployed. Vanguard units may immediately move by up to 12”. If both players have vanguard units the players must roll-off to see who moves first.
Venom Sting: When attacking in melee roll one attack separately, this attack is Deadly.
Very Fast: This model moves 12” when using Advance and 24” when using Rush/Charge.

Mutations: When fighting in melee roll one die and consult the following:
· 1-2: Unit gets AP(1)
· 3-4: Unit gets Poison
· 5-6: Unit gets Regeneration

Point Buy Guidance Re: Sci Fi Rules
Orion’s Gate Rules
Terrain
Obscuring Terrain (asteroids, nebulas, etc.): If a unit that is being targeted for shooting is within or behind Obscuring Terrain it gets +1 Toughness.
Blocking Terrain (planets, stars, etc.): Units may not move through Blocking Terrain, and units that are pushed into it take one automatic hit at Strength D6. If Blocking Terrain is covering at least half of the target from the perspective of the attacker, then it is treated like a piece of Obscuring Terrain.
Dangerous Terrain (suns, black holes, etc.): If a unit moves into Dangerous Terrain it takes D6 damage.

Major and/or Constant Movement and Deployment Buffs (Q; 1 to 12) 6
Conditional Movement or To Hit Buffs (Q/2; 1 to 6) 6
Negative Buffs (-Q; -1 to -12) 7
Constant Evading Wounds (Linked to Toughness; 6 to 36 or even 72) 7
Constant Morale & Shooting Buffs (Linked to Toughness; 2 to 12 or even 24) 7
Variable Rules (Linked to ‘X’ and a #; 4 to 36?)

Special Rules
<From ‘Age of Fantasy – Dwarves v1.2’ — Repair: Once per turn, if this unit is inside or within 2” of a Flying Chariot, then it may try to repair it. Roll one die, on a 4+ the Chariot immediately heals one wound.>

Repair Bay: Remove one point of damage from a friendly ship within 3”. Note that you may only take 1 repair bay per ship.

ME: Repair: Once per turn, if you are inside or within 2″ of a unit, you may attempt to repair it. Roll one die; on a 4+ you heal one wound.
Conditional Movement or To Hit Buffs (Q/2)

Stealth Generator: The ship may go into stealth mode, getting +2 Toughness and -2 Accuracy until it goes out of stealth mode again.

ME: Stealth Generator: Instead of attacking, the model goes into stealth mode, getting +2 Defense and -2 Quality on attacks until it chooses to come out of stealth mode at the beginning of a future turn.
Major and/or Constant Movement and Deployment Buffs (Q)

Tractor Beam: Target enemy ship within 18” is moved D6” toward the ship. (Toughness < yours)
ME: Tractor Beam: Select one enemy model within 18″ whose Toughness is less than yours; move this model D6″ towards you.
Conditional Movement or To Hit Buffs (Q/2)

Warp Drive: The ship may be placed anywhere within 2D6” of its position.
ME: Warp Drive: Move this model anywhere within 2D6” of its former location.
Major and/or Constant Movement and Deployment Buffs (Q)

Barracks: The ship gets +1 when boarding or being boarded by enemy ships.
Boarding Pods: The ship has +3” range when trying to board enemy ships.

Ramming Rules?

Boarding Parties
An advanced action that ships can take is to launch boarding parties to capture enemy ships. Scouts may not board or be boarded by other ships.
Ships may launch a boarding party onto enemy ships within 3” after moving, and may not shoot or use any components during their activation. Both players roll one die and add +2 for each active component on their ship and +1 for each damaged component. If a player has a higher result than the other, then he captures the enemy ship and may use it as one of his own from the next round on. If the result is a tie then both ships take D3 damage instead.

Missions
1 – Annihilation: After 4 rounds the game ends, and both players sum the point value of all enemy ships that they destroyed. The player with the most points wins.
2 – Territory Control: Before deploying armies place D3+2 objective markers on the table. Roll-off to see who goes first, and then alternate in placing one marker each at least 12” away from any table edge and from any other marker. After 4 rounds the game is over, and both players check if they have any ships within 3” of an objective marker, and if no enemy ships are within 3” of that marker it counts as seized. The player with the most seized objectives wins.
3 – Artifact Hunt: Before deploying armies place 3 artifact markers on the table. Roll-off to see who goes first, and then alternate in placing one artifact marker each at least 12” away from any table edge and from any other artifact marker. If a ship moves into contact with the marker it picks it up, and if it is destroyed the marker is dropped on the spot. Ships holding markers may move off any table edge, removing the ship and the marker. After 4 rounds the game is over, and both players sum how many artifact markers they are holding or they moved off the table. The player with the most artifact markers wins.

4 – Station Assault: Before deploying armies place two space stations on the table. Roll-off to see who goes first, and then place one space station within your deployment zone, at least 6” away from any table edge. If a ship is within 3” of an enemy space station, and no enemy ships are within 3” of that space station, then it is destroyed. After 4 rounds the game is over, and if one of the players destroyed the enemy space station whilst keeping his own space station intact, then he wins.
5 – Breakthrough: After 4 rounds the game ends, and both players sum the point value of all ships that they have in the opponent’s deployment zone. The player with the most points within the opponent’s deployment zone wins.
6 – Capture the Gate: After 4 rounds the game ends, and both players sum the point value of all ships that they have within 12” of the table center. The player with most points in the table center wins.

Minis Systems
10-30 models: LotR SBG,
30-60: Dragon Rampant
More: Hail Caesar or Kings of War

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BACKLOG
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Orr Report Stats
Orr Group Q4 2017 Shows Large D&D Bump http://www.enworld.org/forum/content.php?5009-Orr-Group-Q4-2017-Shows-Large-D-D-Bump
attachment.php (260×1920) http://www.enworld.org/forum/attachment.php?attachmentid=94677&d=1519851695&stc=1

DAMIEN TASKS

RARESCAPE/MYSTIQUE
Use scale, stress, and consequences rules from Dresden; legendary actions from 5e; popcorn initiative, default to no stress, add zones?

SCHEDULE
Rarescape Tactics games
Mystique games on 1st Thursday; record to test podcasts
3 Distinctive categories from Firefly; align with card decks (52 each)

Pasted from <https://rpg.stackexchange.com/questions/2964/what-is-hindering-terrain>

D&D Miniatures
http://irafay.com/DDM/

D&D Minis Maps

New Official DDM Maps For Sale

Heroclix LInks
Point cost for custom dials – HeroClix Realms http://www.hcrealms.com/forum/showthread.php?t=349308
Dial Generators – The HeroClix Community http://heroclix.livejournal.com/246910.html
www.bluntaxe.com http://www.bluntaxe.com/modules.php?op=modload&name=Downloads&file=index&req=viewdownload&cid=1
custom clix mods – The HeroClix Community http://heroclix.livejournal.com/290201.html
Tutorial – Creating your own BBCode Dial [Archive] – HeroClix Realms http://www.hcrealms.com/forum/archive/index.php/t-171438.html
Calculating Point Costs – HeroClix Realms http://www.dicerealms.com/forum/showthread.php?t=500602
Custom Dials Calculator | HeroClix | BoardGameGeek https://boardgamegeek.com/thread/1170535/custom-dials-calculator
Modder’s printable Dial & Card templates – HeroClix Realms http://www.hcrealms.com/forum/showthread.php?t=278631
HCTools – Heroclix dial & cards generators https://hctools.dahkon.com/#cards/search/Vision/*/*/*/*

One-Sheet Trade Dress
http://heroclix.com/wp-content/uploads/2011/09/71996_71997-Star-Trek-Attack-Wing-Monthly-Organized-Play-Kits.pdf

STA Heroclix
http://www.heroclixin.com/wp-content/uploads/2017/12/StarTrekOriginal.pdf
http://www.hcrealms.com/forum/showthread.php?t=583350

Star Trek HeroClix: Away Team

STA Links
https://forum.rpg.net/showthread.php?789406-Star-Trek-scenario-hooks
Uniform Guide – Continuing Mission https://continuingmissionsta.wordpress.com/2018/02/14/uniform-guide/
Starship Attack Guide I created a Starship Attack Guide to help me and my pl… https://plus.google.com/101756476853500321126/posts/ASsrMCmY3wi
sta-starshipattackguide.pdf https://continuingmissionsta.files.wordpress.com/2018/02/sta-starshipattackguide.pdf

https://www.pantone.com/color-finder/2287-XGC

Rarescape Powers
See page 60: http://freelancetraveller.com/magazine/2018-0506/FT087-20180506-ANSI-A.pdf
Print Rarescape

Traveller — Cascading Skills

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Traveller Post:
3 biggest mistakes I’ve seen (or made) in Traveller-style campaigns are: (1) letting the player have a ship debt-free (vs. the trope you mention of paying off ship; right mix is like Firefly where you have to get jobs to keep your starship paid and running). (2) letting you keep ships you find or acquire (ignoring the Salvage rights laws which only gives you a small cut, and (3) letting players using WMDs without inserting concesquences.

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the large gun batteries on the galactica itself are far to slow and in accurate to adequately shoot the cylon interceptors
Fighters = faster, no AP
Pasted from <https://scifi.stackexchange.com/questions/83537/why-do-they-even-bother-sending-out-fighters-in-the-first-episodes-of-battlestar>

the fighters are stoping the enemy fighters from closing in and engaging the ships/fleet, as well as stopping nukes from reaching

Pasted from <https://scifi.stackexchange.com/questions/83537/why-do-they-even-bother-sending-out-fighters-in-the-first-episodes-of-battlestar>

A real-world aircraft carrier does this, it’s called a Combat Air Patrol. Basically the carrier wants to always have something in the air, for quick response and to see further than the carrier’s own sensors (e.g. Radar) can

Pasted from <https://scifi.stackexchange.com/questions/83537/why-do-they-even-bother-sending-out-fighters-in-the-first-episodes-of-battlestar>

basically without the galacticas fighters, the cylon fighters would be free to swarm the fleet, while their ftl drives spool up, as they say in the show the ftl drives take quite a while to actually engage.

Pasted from <https://scifi.stackexchange.com/questions/83537/why-do-they-even-bother-sending-out-fighters-in-the-first-episodes-of-battlestar>

Cylon technology jamming

Pasted from <https://scifi.stackexchange.com/questions/83537/why-do-they-even-bother-sending-out-fighters-in-the-first-episodes-of-battlestar>

It’s essentially surpressing fire. The point isn’t to hit anyone with it, the point is to force your opponent to avoid it, which limits their ability to fire in return.

Pasted from <https://scifi.stackexchange.com/questions/83537/why-do-they-even-bother-sending-out-fighters-in-the-first-episodes-of-battlestar>

From: https://scifi.stackexchange.com/questions/83537/why-do-they-even-bother-sending-out-fighters-in-the-first-episodes-of-battlestar

STA Tech Manual Pics
https://images4.alphacoders.com/554/554185.jpg
star trek galileo – Google Search https://www.google.com/search?hl=en&q=star+trek+galileo&tbm=isch&facrc=_&imgdii=_&imgrc=ZWySv2agz2FfEM%253A;Sjjbnj_Lq9sEtM;http%253A%252F%252Fwww.3darts.com.br%252Fblog%252Fwp-content%252Fuploads%252F2013%252F10%252Fgalileo.jpg;http%253A%252F%252Fwww.3darts.com.br%252Fblog%252F%253Fpage_id%253D112;573;700&cad=h#facrc=_&imgrc=0Fp3LvjNg1jd4M:
(77) Pinterest https://www.pinterest.com/pin/509751251546492553/
galileo-shuttlecraft-cutaway.jpg (1200×827) http://www.karltate.com/wp-content/uploads/2016/06/galileo-shuttlecraft-cutaway.jpg
Star Trek Shuttlecraft Galileo Cutaway – Karl Tate http://www.karltate.com/?p=211
TOS Long-Range-Shuttle Interior by TheShepster on DeviantArt https://theshepster.deviantart.com/art/TOS-Long-Range-Shuttle-Interior-573775598
TOS Shuttle Interior by TheShepster on DeviantArt https://theshepster.deviantart.com/art/TOS-Shuttle-Interior-572922048
Type F Shuttlecraft Cutaway by IanKeenanArts on DeviantArt https://iankeenanarts.deviantart.com/art/Type-F-Shuttlecraft-Cutaway-537212557
e7413f36fafee0256e5a7c70407ba1be_d3brnk6_by_iankeenanarts-d8vubv1.jpg (1000×600) https://orig00.deviantart.net/80a9/f/2015/154/d/e/e7413f36fafee0256e5a7c70407ba1be_d3brnk6_by_iankeenanarts-d8vubv1.jpg
Type F Shuttlecraft Cutaway by IanKeenanArts on DeviantArt https://iankeenanarts.deviantart.com/art/Type-F-Shuttlecraft-Cutaway-537212557
Saladin Class Destroyer Cutaway by IanKeenanArts on DeviantArt https://iankeenanarts.deviantart.com/art/Saladin-Class-Destroyer-Cutaway-537824687

ATP
View all top flows and add customer glitch language if needed

STA Rules
Example: Jack has created a Danger for an adventure – an area of sand where vibrations set off explosive gas pockets hidden underground. He decides that walking carefully (or running to outrace the explosions) is a Challenging (D2) test with a Danger rating of 3. If a character fails to overcome the Danger, they will take 3 dice (A) of damage — equal to the rating of the Danger.

John Carter of Mars specifically avoids the idea of cover as seen in other popular roleplaying games. Cover is factored into the momentum driven damage system (see p. 13). While characters are expected to take cover when they come under attack, there is no special benefit that this universal activity grants, nor is there any penalty to be gained.

2 Alt. Logo Versions

3 Castles — NTRPGCon Extra Boxes

RC PODCASTS (do on Wednesdays?)
RC Roundtable (30 minute talk show; cross-promotes Fantasy AdventureCast)
RC Fantasy Adventure Cast
General Concept: “Prep on the go” — prep while you commute or workout, < 30 minutes to have 1 or more ready-to-play adventures
Odd Weeks: 1-Sheets (Read one-sheet based on Fantasy card maps (54 total); includes a map)
Even Weeks: Bullet Campaigns and Adventure Seeds
— Read and discuss 1 bullet campaign (start with 3 from Varia) (provide Varria and Nimroth maps)
— 2-3 Cinematic games recast into adventure seeds (issue: no map)
— Selections from each of Almanac’s 20 adventures? (issue: no map)
ISSUE: At what level do we set the above?

Free podcasts, content behind a paywall
Season 1: Experimentation on what works best
Season 2: Put ALL behind a paywall?
Idea: take turns, each reading a paragraph in the Adventure
Idea: Ongoing, updated index listing of adventures with 1-paragraph descriptions
RC Sci Fi Adventure Cast
Like the above, tie to Star Trek Adventures?

————–

I just posted an update on this many weeks back where you had to fill out this additional survey: https://goo.gl/forms/MRd74l1Paz9pFR8C3 — to let me know add-on details. However, since you’ve dropped me this note, I’ve just manually adjusted your order to include the Modern deck, so no further action is needed 🙂

— Stan

Background Topics
Quarterly audit of experiences & disclosures
Stan to work with Anupam & Gary re: ownership / changes
Website redesign: http://dev.rushmorelm.forebrain.net/

http://dev.rushmorelm.forebrain.net/

STA
Challenges

2+ Tasks or Extended Tasks. Linear, Gates, & Group Challenges detailed pp. 89-91. Challenges with Opposition and Timed Challenges, and Extended Challenges are detailed pp. 90-91.

Wargame Rules
“PICKING TARGETS First, you must pick the target units for the attacks. In order to attack an enemy unit, an enemy model from that unit must be in range of the attacking weapon (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and visible to the attacker (if unsure, stoop down and get a look from behind the attacking model to see if the target is visible). For the purposes of determining visibility, an attacking model can see through other models in its unit.”
https://www.games-workshop.com/resources/PDF/AoS_Rulesheets/warhammer-aos-rules-en.pdf

“COVER If all models in a unit are within or on a terrain feature, you can add 1 to all save rolls for that unit to represent the cover they receive from the terrain. This modifier does not apply in the combat phase if the unit you are making saves for made a charge move in the same turn.”

“THE MOST IMPORTANT RULE In a game as detailed and wide-ranging as Warhammer: Age of Sigmar, there may be times when you are not sure exactly how to resolve a situation that has come up during play. When this happens, have a quick chat with your opponent, and apply the solution that makes the most sense to you both (or seems the most fun!). If no single solution presents itself, both of you should roll a dice, and whoever rolls higher gets to choose what happens. Then you can get on with the fighting!”

—-

Print “Orion’s Gate Houserules & Minis Resources” for use at the Con etc.
https://docs.google.com/document/d/18_EkyKEqq8XLhUKb0tu46IzxyKSUy5rV59tERKP0Zsw/edit#

—-

Planets for Star Trek game
Looking Towards Home by Gate-To-Nowhere on DeviantArt https://gate-to-nowhere.deviantart.com/art/Looking-Towards-Home-75210894
Fire in the Land of Shadows by Gate-To-Nowhere on DeviantArt https://gate-to-nowhere.deviantart.com/art/Fire-in-the-Land-of-Shadows-79629088
Wheel Of Fire by Gate-To-Nowhere on DeviantArt https://gate-to-nowhere.deviantart.com/art/Wheel-Of-Fire-90813939
Reign of Fire by Gate-To-Nowhere on DeviantArt https://gate-to-nowhere.deviantart.com/art/Reign-of-Fire-71798696
Where Silent Waters Whisper by Gate-To-Nowhere on DeviantArt https://gate-to-nowhere.deviantart.com/art/Where-Silent-Waters-Whisper-86506899
Gateway by Gate-To-Nowhere on DeviantArt https://gate-to-nowhere.deviantart.com/art/Gateway-61857132
Cold Fire by Gate-To-Nowhere on DeviantArt https://gate-to-nowhere.deviantart.com/art/Cold-Fire-106124747
Brown dwarf by JustV23 on DeviantArt https://justv23.deviantart.com/art/Brown-dwarf-458757705

—-

Warstuff New Rules:
Entangle (use for Giant Spider; instead use Venom Sting?)
Fire

Scale Rules — How to increase Toughness so that a Space Battle ship can fight in a Space Dogfight scale battle (for example).

Warstuff Conversion Guide
Armored [+5pts] — This unit receives +1 Defense.
Brutal — Replace with Furious.
Counter-Attack — Replace with Vanguard.
Deadly — Replace with a weapon using Deadly(X).
Entangle — Replace with Venom Sting.
Fire — Replace with Corrosive (OR, add “Fire Breath: Once per round this unit may either deal D6 hits with AP(1) when fighting in melee or to one enemy unit within 12” when shooting.
Header — Replace with Mend.
Intimidating — Replace with Fear(X).
Large — Replace with Toughness(X).
Leader — Replace with Hero?
Pathfinder — Replace with Strider.
Pinning — Replace with Fear(X).
Power Strike — This unit receives +1 Quality.
Scout — Replace with Ambush.
Shooter (Short) — Replace with 12″ range weapon.
Shooter (Medium) — Replace with 18″ range weapon.
Shooter (Long) — Replace with 24” range weapon.
Small — Replace with Skirmisher (possibly rename to “Hard to Hit”, or “Evasive”)
Sweep Attack — Replace with weapon using Rending.
Vicious — Replace with weapon using Deadly.

ADDITIONAL SPECIAL RULES FROM WARSTUFF

Fire Breath: Once per round this unit may either deal D6 hits with AP(1) when fighting in melee or to one enemy unit within 12” when shooting.
Skirmisher (if don’t have?)

—-

Mage Cops DicehavenCon Edition:
Sync 2e Rules Section
HP Setting Name Conversion
Map/Places
Oliver Twist Names
Magic Spells Descriptions
Careers / PC Gen Rules

Game Plot
Names: Whisperwood, Barrowdeep/delve
Transcribe:
Plot
Monster Stats
PCs
Notes

Simpler/Recommended Proposal: 1d6 Hit Location
1= Head, 2 = Right Arm, 3 = Left Arm, 4 = Chest, 5 = Left Leg, 6 = Right Leg

Hit Location Option A – Simple Method/Recommended
Damage Effects by Location (6 or 7 Locations)
Head = Stunned (Bane on all rolls) if ONE stat reduced to 0, until healed
Chest/Abdomen = Breath Knocked out (Bane on all rolls) if ONE stat reduced to 0, until healed
Arm = Cannot Use Arm if ONE stat reduced to 0, until healed (fighting with non-primary arm is bane)
Leg = Cannot Use Leg if ONE stat reduced to 0, until healed (move ½, two legs – no movement)

AIMED SHOT – BANE = Can target a location

Solo rules

Rules Changes (DONE)
Introduced new rule to add target’s Magic Resistance as a negative DM to casting checks.
Removed Characteristic Mod and Wand Bonus from magic resistance check to dispell a spell.
Mages get Magic Resistance skill at 0 to start.
Under point buy rules, the Magic Resistance skill costs five times normal.
Mundane creature have NO magic resistance (not Magic Resistance 0).
Magic Resistance is a negative DM on a casting check.
Counter-spell Want Parries — Use the matching skill (Thaumaturgy or Enchantment).

Wands — add another spell for spell automatically known.
Add mundane skills for familiars (recon, lock-picking).

D6 Hit Locations

1 XP per session
XP — spells cost 3, pay point buy skill costs to level up skills, characteristics are set and cannot be improved

SPELLS
Planestep — If you fail, each delta point is extra lost HP.
Healing — Once per person per scene
Stun — Familiar can unstun? Fight way out of it on your turn?
Invisible — Break it if attacked, is it a glamour, effects like Dodge?

House Rules
“Taken Out” — If your character ‘dies’, you instead have a choice. You can choose to let the character die as normal, or you can instead choose to let the GM control your character’s fate. If you allow the GM this option, the GM is allowed exceptional narrative control over your character’s outcome which other players cannot mechanically interfere with during this scene. Perhaps monsters drag the characters away to be tortured and eaten (and players cannot intervene to stop this but will subsequently have to hunt the monsters down).
“I Know a Guy” — Once per game session, players can introduce a new, off-scene minor NPC which they have met in the past. It is up to the GM whether this PC can be found and contacted.
“Secondary PCs” — Players create backup PCs which they play if taken out?

Future Design Notes
Continuous buffs and debuffs require concentration. Describe 5e concentration skills.
Change it so that EDU and DEX also add to spells.

Setting

Whisperwood — exits to London and other places; some places are RANDOM exit points.
Consider adding Wizard houses to careers

Add contact tables

Careers:
Patrolmen
Sgt
Lt.
Captain

Adv. EDU route vs. Patrolmen

—-

==========================
MAGE COPS
==========================

Mage Cops

I was originally going to run Mage Cats twice during the 1st 2 December Thursday games. Once with one set of Power rules, and another time with potentially another set of power rules. Rather than run the same setting twice with different rules, I’m thinking of instead switching the setting for one of the games and doing Mage Cops (Wizard Police). See below for what could be my con game or could be next Thursdays game, with me running another Mage Cop adventure during DicehavenCon II if there is interest. Thoughts?

Mage Cops: The Forbidden Bottle

Mage Cops is an original modern-fantasy setting inspired by Dresden Files, Harry Potter, and the movie ‘Bright.’ The rules are based off of Mongoose Traveller with a large spell list adapted from a free Harry Potter RPG.

Welcome to the modern-day Wizarding World where you play an officer in the NYMCD (New York Magical Constables Department). The NYMCD is a division of The New York Grand Council, a Magical Authorities organization devoted to protecting the wizarding community of New York City and its surrounding areas. Enforcing wizarding laws and keeping the magical world hidden from the non-magical world around you isn’t easy, especially with practitioners of the dark arts engaging in crimes using forbidden powers to nefarious ends.

You’ll start by creating your character (and hopefully living through the process) and choosing your familiar. You’ll then roll up the characteristics of your wizard’s wand (and your wand chooses you, not the other way around!). The story starts after you’ve joined the NYCD (where you are commonly called ‘Mage Cops’ or just ‘Coppers’). Your squad will encounter forbidden artifacts, the secrets of unicorn blood, leprechauns with poor fashion sense, and monologueing wizards with trigger-happy blasting rods. Can you solve the mystery and redeem yourselves to your displeased (but sultry) boss Commissioner Andromeda Featherlace?

Do Fantasy background cards as part of chargen.

Mage Cops Links
Fictional universe of Harry Potter – Wikipedia https://en.wikipedia.org/wiki/Fictional_universe_of_Harry_Potter
An Overview of the Harry Potter Books and Universe | HobbyLark https://hobbylark.com/fandoms/An-Overview-of-the-Harry-Potter-Books-and-Universe
Dresden Files RPG – Core Vol 1 – Your Story (Preorder).pdf http://pitofdespair.randominsanity.org/pdf/Dresden%20Files%20RPG%20-%20Core%20Vol%201%20-%20Your%20Story%20(Preorder).pdf
Welcome to the New York Aurors Department – Home http://www.wizardcops.com/index.html
NYC rats are genetically different uptown than downtown; here’s how that difference can improve your life | WPIX 11 New York https://pix11.com/2017/11/30/nyc-rats-are-genetically-different-uptown-than-downtown-heres-how-that-difference-can-improve-your-life/
Special Guest: Michael Saqr! – Welcome to the New York Aurors Department http://www.wizardcops.com/special-guest-michael-saqr.html
Ink & Bean Recording Session – Welcome to the New York Aurors Department http://www.wizardcops.com/ink–bean-recording-session.html
DaddysBoy.pdf https://s3-us-west-2.amazonaws.com/peg-one-sheets/DaddysBoy.pdf
DeepDarkWoodsOne-Sheet.pdf https://s3-us-west-2.amazonaws.com/peg-one-sheets/DeepDarkWoodsOne-Sheet.pdf

====

CORE RULES
Add rules for unarmed combat
Add rules for natural healing
Penalties dm s for non verbal casting and no wand casting
If you know a spell if it is cast against you you can as a reaction cast a counter spell check to avoid its effect (beat an opposes roll)?

HOUSE RULES
House rule: you can choose to die, or GM can decide your fate

SCENARIO PREP
Forest Encounters
Central Park Entrances
St. Patricks diagram

PROP
HP Stickers for bottle

RULES
Malloy’s Alamanac (names)
Note: Track your spell casting result. (rework this)

SETTING / PEOPLE PLACES THINGS
The Daily Cauldron / Arcane Times
Prefect or other name for Guards
41.5 street shops
Apothecary, suits and suitors, exotic eggs, rotgut, vague memories, bookstore, games of chance, pipe weed,
Leathers, wigs, ale house, cards, relics of “dubious” sts, rugs, Rat trainer, hammer and hooks, maps, capes and cloaks, chalk and runes, snails, astral trinkets, silver works, wand shop

GM TOOLS
Planner Cover
Planner Printables (Scenario, etc.)
https://en.wikipedia.org/wiki/List_of_Dickensian_characters (List of Dickensian characters – Wikipedia)

Hammer and Tongs
Forbidden artifacts, unicorn blood

Philander Tongs, black market dealer with a store as a front
Slip info. to Auror’s dept and pay off Auror’s dept.
Minor crimes, like week, let him go
Tea pots arrange themselves
Foreign Artifact arrived in city
“I know where those dragon eggs are…” // I was just kidding
I do keep tabs on things of that nature
So many things …. I just wish there was something that could jog my memory
Everflowing bottle with unicorn blood in it.
___ has got their paws on it, selling it to potion make of some renown
No one knows where they are making the exchange

Travel / Itinerantur
Path / semita
Journey / iter
Travectio / passage
transvectio
Ablatio
Interitus
Amotio

Officer ____
Bars

Bright, Dresden Files, and Harry Potter

NYWD
Praesidium (Wizard’s Council)
Constable (e.g. ‘Copper’) in the NY precinct
Grand Inquisitor (detective with no boundary, like FBI)
Wardens
Watchmen
Keeper
Sentinel
NYPD Midtown South Precinct

NYCD
Constable
Sentinel
Watchmen
Keeper
Service

Muggle
Pocket Dimension
Teleport
Conjure
Wand attack

==========================
MAPS
==========================

Pasted from <https://dysonlogos.blog/maps/commercial-maps/>
Prince’s Harbour – Map 2

Mine
! The Goblin Cut Gold Mine https://dysonlogos.blog/2017/01/10/the-goblin-cut-gold-mine/

Great LOTR Tower!
! [Tuesday Map] The Ledge Tower https://dysonlogos.blog/2015/08/11/tuesday-map-the-ledge-tower/

Stonehenge
! Stones of Salanan’s Peril https://dysonlogos.blog/2018/04/13/stones-of-salanans-peril/

Microdungeon
! Wyvernseeker Rock https://dysonlogos.blog/2018/11/05/wyvernseeker-rock/
! What terrors lurk in Grizzly Eye Cave? https://dysonlogos.blog/2017/06/03/what-terrors-lurk-in-grizzly-eye-cave/
The Savage Caves https://dysonlogos.blog/2018/07/05/the-savage-caves/
Circle Crypts of the Ophidian Emperor https://dysonlogos.blog/2018/10/08/circle-crypts-of-the-ophidian-emperor/
The Manticore’s Teeth https://dysonlogos.blog/2018/01/12/10277/
Christmas Kraken 3 – Queen Hazren’s Shrine https://dysonlogos.blog/2017/12/28/christmas-kraken-3-queen-hazrens-shrine/

Woodland Keep
! Guimond’s Tower and Lair of the Druid Lich https://dysonlogos.blog/2018/07/03/guimonds-tower-and-lair-of-the-druid-lich/
Creepy Kraken Time! https://dysonlogos.blog/2018/10/31/creepy-kraken-time/
Release the Kraken on Leeb’s Fortress! https://dysonlogos.blog/2018/08/01/release-the-kraken-on-leebs-fortress/

Farm Ruins
! Goblins at Herlihy Farm https://dysonlogos.blog/2018/08/13/goblins-at-herlihy-farm/

River Caves
! Release the Kraken on The Ten Crown River Caves! https://dysonlogos.blog/2018/01/29/release-the-kraken-on-the-ten-crown-river-caves/

Tower with Dungeon
! The Poisoner’s Tower https://dysonlogos.blog/2017/10/13/the-poisoners-tower/
! Release The Kraken: Wolf Tower! https://dysonlogos.blog/2016/10/27/release-the-kraken-wolf-tower/
[Tuesday Map] Small Fort & Dungeon from the Oak King https://dysonlogos.blog/2015/12/08/tuesday-map-small-fort-dungeon-from-the-oak-king/
Tower of the Blind Seer https://dysonlogos.blog/2017/11/07/tower-of-the-blind-seer/
The Oracle’s Grotto https://dysonlogos.blog/2018/04/06/the-oracles-grotto/
Christmas Kraken 2 – Epherin’s Keep https://dysonlogos.blog/2017/12/27/christmas-kraken-2-epherins-keep/

Island Keep
Greth’s Island Keep https://dysonlogos.blog/2018/11/11/greths-island-keep/

Halls
Blackhall Haunt https://dysonlogos.blog/2018/10/31/creepy-kraken-time/

Wood Ruins
The Toronin Ruins https://dysonlogos.blog/2018/03/09/the-toronin-ruins/

Wood Cottage / Church
Duke Dorian’s “Cottage” https://dysonlogos.blog/2018/02/06/duke-dorians-cottage/
Church of the Huntress in Umber https://dysonlogos.blog/2017/09/08/church-of-the-huntress-in-umber/

Castle Ruins
Fury of the Emerald Hawk https://dysonlogos.blog/2017/11/10/fury-of-the-emerald-hawk/

Fortress
Fortress of Diane the Thrice-Damned https://dysonlogos.blog/2017/03/07/fortress-of-diane-the-thrice-damned/

Tavern and secret tunnels
The Quizling Duck Tavern, and understructures. https://dysonlogos.blog/2016/05/13/the-quizling-duck-tavern-and-understructures/

====
OHW Chapter 22: Solo Wargaming

====

Intranet
Azure / MS Cloud (RLMS Host)

Hex Editor
Hex Grid generator – sizeof(cat) https://sizeof.cat/tools/hexgrid-generator/
Free Online Graph Paper / Hexagonal https://incompetech.com/graphpaper/hexagonal/
mkhexgrid – a hex grid generator http://www.nomic.net/~uckelman/mkhexgrid/
0.75″ = 1.9 CM (convert to 2cm so you use use hex = 2cm or cm measuring tape?)
file://rushmore.local/rlms-ca/Users/sshinn/Desktop/hex50x33.svg

Fantasy Map Generator
Azgaar’s Fantasy Map Generator v. 0.61b https://azgaar.github.io/Fantasy-Map-Generator/
[Enhancement] New Relief Icons editor : FantasyMapGenerator https://www.reddit.com/r/FantasyMapGenerator/comments/9y6x5t/enhancement_new_relief_icons_editor/
[Enhancement] Updated relief icons set : FantasyMapGenerator https://www.reddit.com/r/FantasyMapGenerator/comments/9wp7kt/enhancement_updated_relief_icons_set/
Tutorial Five http://hextml.playest.net/tutorial5.html

====

Hex Grid for Traveller
38.5″ height (should give about 50 0.75″ hexes)
https://sizeof.cat/tools/hexgrid-generator/
https://en.wikipedia.org/wiki/Scalable_Vector_Graphics

https://thetrove.net/

Ports of Call in Traveller Campaign

====

==========================
TRAVELLER
==========================

In short, they own your work in exchange for granting you permission to use their setting IP and a 50% royalty.

“the Community Content Program agreement will grant the publisher and other Community Content Creators a license to use your IP.”

OBS Content Program requires a complete surrender of IP rights, even for derivative works from RPGdesign

Traveller (92 items)
https://www.drivethrurpg.com/browse/pub/45/Mongoose/subcategory/161_25550/Travellers-Aid-Society

Cepheus Engine (264 items)
https://www.drivethrurpg.com/browse.php?keywords=cepheus&x=0&y=0&author=&artist=&pfrom=&pto=

Traveller — http://rpgsuite.com

(1) If multiple weapons are listed, do I get to attack with all those weapons on the creatures turn? For example, in Encounter 4 (the Intimidator), could I attack with BOTH Claws and Teeth on the creatures turn?

(2) I presume you apply the Strength or Dexterity DM from the UPP as normal in melee attacks? So in Encounter 2 (the Hijacker) with UPP 9H91A7, I could choose Dexterity modifier for the Hijacker (‘H’) and get a +3 on its melee attacks?

Cepheus Light — Animals

Melee Attack = 2D6 + appropriate melee combat skill + Strength or Dexterity DM (attacker’s choice)

Unless otherwise noted, animals operate just like characters in combat. The range category of an animal’s weapons can be found in the Animal Weapon Ranges table.

Movement types for creatures: (A for Amphibious, F for Flight, S for Swimming, and W for Walking).
Some movement codes have a number after them; these are an additional Size DM for the animal. (???)

The Explanation
The numbers represent the position of a pseudo-hexadecimal notation of an individual’s characteristic scores. These scores are, in order:
Strength (Str)
Dexterity (Dex)
Endurance (End)
Intelligence (Int)
Education (Edu)
Social Standing (Soc)
Psionic Strength (Psi)

Table: Characteristic Modifier by Score Range
Score Range
PseudoHex
Characteristic Modifier
0 through 2
0-2
-2
3 through 5
3-5
-1
6 through 8
6-8
+0
9 through 11
9-B
+1
12 through 14
C-E
+2
15 through 17
F-H
+3
18 through 20
J-L
+4
21 through 23
M-P
+5
24 through 26
Q-S
+6
27 through 29
T-V
+7
30 through 32
W-Y
+8
33 or higher
Z
+9

====

==========================
TRAVELLER 1e vs. 2e
==========================

Great summary: https://rpg.stackexchange.com/questions/411/which-traveller-editions-are-mostly-compatible

https://rpg.stackexchange.com/questions/78334/what-are-the-major-differences-between-mongoose-traveller-1st-and-2nd-edition/80815
• New mechanic (Bane/Boon): you roll 1 more die, and drop either the highest or lowest roll before determining total
• Jack of all Trades: The skill that can be gained ONLY during character creation.
• Skills: They have been grouped into specializations to remove skill bloat. There is also a nice description under every speciality.
• Dual wielding available
• Equipment: Needed explanations have been added. Armour have been optimized. Their values and costs now make sense. Augments, that boost your abilities have been added. Communication and Computers/Computer software section has been updated and clarified. Weapon section has been upgraded.

Me: Gritty, Pulp, Cinematic HP levels (1, 2 or 3 characteristics at zero mean you’re unconscious or dying)

====

UW
Frontage between 4 and 6 inches

Infantry — 4 units per side per game (medium bases with 5 figs per base, two side by side is 4” wide by 1¼” deep)
Mortars — 2 units per side per game (a weapon with 2 crew on a base 2–3 inches wide),

There are there standard base sizes in Flames Of War;
small measuring 1¼”/32mm wide by 1”/25mm deep,
medium measuring 2”/50mm wide by 1¼”/32mm deep and
large 2”/50mm wide by 2½”/65mm deep.

BUY TANKS
https://www.ebay.com/itm/Flames-of-War-US-Sherman-Company-8x-PAinted-FOW-tanks/332870458490?hash=item4d80a01c7a:g:QAAAAOSwzZNb2RxG:rk:2:pf:0
https://www.ebay.com/itm/Flames-of-War-Painted-German-Panzer-IIIE-Plt-Early-War-4-Tanks/264020004592?hash=item3d78d18ef0:g:Ib4AAOSwV-NbtjqO:sc:USPSPriority!75098!US!-1:rk:6:pf:0

http://www.mindspring.com/~ffilz/Gaming/travellercharacter.html
Classic Traveller Character Generator
† Merchant 3rd Officer Chloe Das 956A69 Age 38
5 terms

Service History:
Attempted to enlist in Merchants.
Enlistment accepted.
Commissioned during first term of service as 4th Officer.
Voluntarily reenlisted for second term.
Voluntarily reenlisted for third term.
Promoted to 3rd Officer.
Voluntarily reenlisted for fourth term.
Voluntarily reenlisted for fifth term.
Death in service.

Army Lieutenant Paul Lin 49D765 Age 26
2 terms Cr40,000

Skills: Air/Raft-1, Gambling-1, Rifle-1, SMG-1

Service History:
Attempted to enlist in Army.
Enlistment accepted.
Commissioned during first term of service as Lieutenant.
Voluntarily reenlisted for second term.
Denied reenlistment after second term.

Editing Workflow
http://johnwickpresents.com/7th-sea-production-schedule/

Suspended Kickstarter
War of the Cross Kickstarter Suspended – John Wick Presents http://johnwickpresents.com/updates/war-of-the-cross-suspended/
War of the Cross: A 7th Sea Strategy Board Game Relaunch (Canceled) by John Wick » Suspending the War of the Cross Kickstarter — Kickstarter https://www.kickstarter.com/projects/johnwickpresents/war-of-the-cross-a-7th-sea-strategy-board-game-rel/posts/2270936

Cepheus Links
Clement Sector: The Rules — a fixed version of Cepheus Engine? https://www.therpgsite.com/showthread.php?36208-Clement-Sector-The-Rules-a-fixed-version-of-Cepheus-Engine
A fool plays Cepheus Engine / Traveller http://www.giantitp.com/forums/showthread.php?536078-A-fool-plays-Cepheus-Engine-Traveller
The Fantasy Traveller Part 8 – The Magic System | Alegis Downport https://alegisdownport.wordpress.com/2015/08/31/the-fantasy-traveller-part-8-the-magic-system/

OBS Mystique Costs
6×9″ 96 Page B&W Softcover = $3.07
6×9″ 96 Page Color Hardcover = $9.74

====

Cam said: “Mobs are great and easy to run. You’d want one with at least 3d6, maybe 4d6. Or drop two separate mobs in at 3d6 and use Doom Dice to bring in more if that’s too easy.

Post
https://www.facebook.com/groups/lonestargameexpo/?multi_permalinks=734977446837743%2C734974380171383%2C733183437017144&notif_id=1536254692977681&notif_t=group_activity

NTRPGCon Traveller game (study skills, note skills used for starship combat, etc.)
https://www.facebook.com/groups/travellerrpg/permalink/1830168060434694/?comment_id=1830367487081418&notif_id=1536552869271155&notif_t=group_comment&ref=notif

Draft email to Fr. Peter re:

SATURDAY NIGHT DICE SCHEDULE
Sept. 15 — NO QUORUM: Stan out, John, Mason out, John out
Sept. 22 — NO QUORUM: Stan out (Greek Food Festival), John out, Mason out
Sept. 29 — NO QUORUM: Stan available to game & host, John Available, Mason out, Jeff out
Oct. 6 — POSSIBLE: Stan would prefer not to game this night, but would do it if we can’t otherwise game twice in Oct. (Janine is out of town that week and just getting home), John out
Oct. 13 — POSSIBLE: Stan available to game & host, John a maybe
Oct. 20 — NO QUORUM: Stan out, John out
Oct. 27 — POSSIBLE: Stan available to game & host, John out
NOV-DEC
Nov. 3 — POSSIBLE: Stan available to game & host, John available
Nov. 10 — POSSIBLE (if different GM): Robert out (MilleniumCon); Stan available to game & host, John available
Nov. 17 — POSSIBLE: Stan available to game & host, John available
Nov. 24 — THANKSGIVING (No Game)
Dec. 1 — POSSIBLE: Stan available to game & host
Dec. 8 — POSSIBLE: Stan available to game & host
Dec. 15 — POSSIBLE: Stan available to game & host
Dec. 22 — POSSIBLE: Stan’s availability TBD
Dec. 29 — POSSIBLE (if different host): Stan’s NOT available

Mystique
Although we’ll give Icons Assembled a spin, aside from that (and maybe Masks if we wanted to try it) what we’ve concluded is there’s not a good, fast-play system that is ideal for narrative Supers gaming. We really like simple systems like Traveller.

I have a ton of rules from Rarescape I can break out and bolt onto a Traveller frame, so I’d like to toy with a Traveller-based multi-genre system that is optimized for podcast gaming. One of my Rogue Comet goals is to have a narrative system like this (that’s what the Mystique logo is meant for — a Rogue Comet story-focused RPG). So let’s call this Traveller+Superpowers hack ‘Mystique’. If we end up liking it, I can publish it commercially and give you folks credit as playtesters and/or game designers (depending on how you want to be involved).

I’ll break out a new GroupMe group and invite all of you to that group, but you can mute it or leave that group if you don’t want to be in on those conversations.

I’ve got two different Rarescape Powers systems that we could potentially use, but one is tied to a grid and the other is tied to the D&D 5e Action economy (bonus actions, etc.). I looked at the Fate SRD and I think the Venture City’s OGL powers could be ported to Traveller without much difficulty (main math is +2 to skill checks and such). You can check them out here: https://fate-srd.com/venture-city/powers-catalog. To make Traveller full multi-genre I’d need to add a few Magic spells and flesh out the Gadgeteering rules, but most other stuff works with little modification. One reason I like Venture City powers is that they use Zones and so would work great for on-air, gridless combat.

==========================
BACKLOG
==========================

File: Places to Eat:
Sticky Rice, Chiloso, McAlister’s Deli, Yanni’s (Greek), Cotton Patch, Cowboy Chicken, La Flor (Mexican), Christina’s (Mexican), Freddy’s Frozen Custard & Steakburgers

Cortex Notes
D&D rather than comic-book vibe meant that more of the action was about creating assets rather than fighting things. This meant that the Doom Pool, especially as it grew larger, became a very noticable burden for the players. I still find that managing the Doom Pool is the hardest part of running this system, though I think I’m getting better at it.

Pasted from <http://www.enworld.org/forum/showthread.php?530990-Into-the-North-Cortex-Plus-Heroic-Fantasy-actual-play>

Question: The heroes were protecting a bus full of civilians when a mob attacked. I wanted the mob to attack the bus, essentially to create a Complication for the heroes (Broke Down Bus). So I grabbed the dice for the mob and went to roll against…? The Doom Pool?

Answer: Yup. Watcher characters that interact with other watcher characters or the environment don’t roll. You pick a die they would ordinarily use, and that’s the effect die. Usually it’s the best one, but you can dial it back if you don’t want it to be that significant.

Pasted from <https://plus.google.com/u/0/107234268155166782577/posts/g4Z24sme3k7>

==========================
CINEMATIC
==========================

Card 1: SITUATION: You are at [d3 LOCATIONs] to do a mission. An enemy and [d3 ALLIES] oppose you. (GM Notes for further story: [1d3 PLOT HOOKS])

AGENTS OF TALON

SUPER DRUGS — You are at (Roll 1d6. 1-2: an underground bunker, 3-4: a penthouse headquarters, 5-6: warehouses near the docks) to stop the manufacture of a mysterious drug which in time turns its users into super-strong, mindless minions. The diabolical mastermind behind the drug , Mindstorm (with telepathic abilities to cause illusions and confusion) (Roll 1d6. 1-2: acts alone, 3-4: along with a super ally Wildsurge (who has electrical powers), 5-6: along with shock-staff wielding minions) will fight to protect the drug’s secret purpose. [GM Notes: The drug’s effects are due to (Roll 1d6. 1-2: alien nanites, 3-4: blood samples from a captured mutant friend, 5-6: blood samples from the heroes themselves.)]

SEWER SPORTS — You are at (Roll 1d6. 1-2: an abandoned subway tunnel, 3-4: a sewer junction, 5-6: an underground building construction area) to stop The Hunter (aka William Clairmont IV, a billionaire big game hunter powered with super-gadgets) who (Roll 1d6. 1-2: acts alone, 3-4: is accompanies with ninja-like hunter companions, 5-6: has two super powered hunting dogs). He seeks to kill for sport a benevolent sentient alien species which has take residence underground seeking peaceful coexistance with surface dwellers. [GM Notes: The species will afterwards (Roll 1d6. 1-2: become aggressive due to fear, 3-4: seek to acquire super technology to protect themselves, 5-6: flee law enforcement after being framed.)]

SUPERS

CYBER-ASSASSIN — You are at (Roll 1d6. 1-2: your team’s headquarters, 3-4: a government installation, 5-6: a restaurant having dinner) and are attacked by an android programmed to find and eliminate superhumans. The android was developed by a covert government agency to fight evil superhumans, but the android’s AI was subverted by the supervillain Chaosia (who has telekinetic abilities to warp reality) who (Roll 1d6. 1-2: fights alongside the android, 3-4: controls the android remotely with her mental powers, 5-6: an army of robot dogs under the android’s control). The android will seek to destroy heroes with superpowers. [GM Notes: If defeated, the android can reconstitute due to (Roll 1d6. 1-2: redundant AI memory nodes, 3-4: earlier prototypes also activating, 5-6: blueprint plans now in the hands of supervillains.)]

4) Jurassic: There’s a nest of velociraptors in the park. It needs to be taken care of. Come on, they’re dinosaurs. You think Animal Control can handle this?
Jurassic Research Institute (JRI)

CARDS FOR THURSDAY
1 Setting Card (Describes TALON and their gear and purpose)
TALON backstory — confirm with group, have futuristic weapons and gear (cf. Gifted wiki)
1 Name Card — layout
Character Sheet Cards (Character Name, Player Name, # Unspent XP, # Sessions)
For each scene in which a GM or players participate, they get 1 XP. Players can spend 2 XP to reroll a dice roll.
If a character survives 5 High Stakes scenes and lives, they become an Icon in the world.
DONE 1 Situation/Scenario Card
DONE Criticals (‘Something Happens’)
DONE Epilogue
SUPERS NAMES — check to verify not too derivative

Card 1: SITUATION: You are at [LOCATION] to [DO SOMETHING].

Card 2: ESCALATION: Confronting you is [OPPOSITION].

—-

I need 21 Super Villains / Teams

GM Cards
X7 GM Scene Part 1: Situation (Location + Mission (with optional reward (OGL Magic Items, etc., or tell GM to roll on their RPG’s treasure tables; or ask players what they want: treasure, patron, holding etc.)))
X7 GM Scene Part 2: Escalation (Threat)
Player Cards
X1 PC Names
X1 PC Encounters (monsters, guardians, NPCs, hazards, traps, friends) — used for multi-scene games

PC CARDS
CORE CARDS
X5 PC Criticals (Ref: ‘H’ — Something Happens — make it bad for players or bad for opposition — 5 or 6 different cards?)
X5 PC Epilogue — Ideas on converting it to hook ((1) People Covet Treasure, Monster Threatens, Revenge, etc.))
X5 PC Segues (Fiasco) — for extended play use
X5 PC Names

Supers Cards
http://portal.roguecomet.com/wp-admin/post.php?post=384&action=edit

Cf. https://www.drivethrurpg.com/product/19871/Modern-Dispatch-66-Superheroic-Adventure-Generator?it=1
http://portal.roguecomet.com/docs/Cinematic/Superheroic-Adventure-Generator.pdf

https://www.namegeneratorfun.com/superhero-name-generator
http://www.fantasynamegenerators.com/hero_names.php
https://www.namegeneratorfun.com/supervillain-name-generator

The Neutron Master
You were working in a secret nuclear laboratory, when a freak explosion gave you unearthly powers!
Absorbing Kinetic Energy – Your abilities mean that any force used against you is instantly absorbed and stored – you can then project it outwards with devastating effects!

Pasted from <https://www.namegeneratorfun.com/superhero-name-generator>

====

https://www.namegeneratorfun.com/supervillain-name-generator

Neuro The Awful

You were a normal university professor – until you cracked a seemingly impossible mathematical conundrum, a feat that unlocked strange and bizarre abilities for you! Now, with your unstoppable brain and lack of morality, your reign of terror can truly begin!

Human Lie-Detector – You can instantly tell whether someone is telling you the truth or lying!

Now, with the aid of your trusty henchman Mr Clean and your army of Chuck Norris clones, you bring terror and chaos to the streets of Clam Town!

Black Volt

You gained your abilities after training overseas with the ancient Shaolin masters, and promptly used their knowledge to embark on the greatest crime spree the world has ever seen!

Shadow Control – You can manipulate and control shadows, using them to hide yourself or even as a mode of transportation, travelling from one shadow to another!

and…

Electrical Powers – You have the ability to control and manipulate electrical power, whether it’s overloading any technological device, or summoning a 10,000 volt charge of lightning to devastate your opponents!

Now, with the aid of your trusty henchman Ice and your army of fast-talking con-artists, you bring terror and chaos to the streets of Bangkok!

Darkstorm The Sarcastic

A humble worker at the CERN Laboratories, your life was normal – until you accidentally fell into the particle accelerator in the middle of a vital experiment! The accident has resulted in you gaining strange new powers that mean nobody will ever boss you around again!

Psychokinesis – You can move objects with the power of your mind, and exert massive pressure upon them, grinding whole buildings into nothing but rubble!

and…

Sarcasm – You have the ability to deliver sarcastic comments so powerful, they can shatter concrete and stop a man’s heart!

Now, with the aid of your trusty henchman Stilleto and your army of corrupt scientists, you bring terror and chaos to the streets of Otisburg!

ME: Medussa (like Olympic god; or controls snakes like Poison Ivy)
ME: Stilleto  (dagger ninja girl)
ME: Voltima
Electro Tyrant

An accident in a laboratory resulted in you gaining amazing electrical powers – but also means that a secret government organisation is out to kill you! Soon, you’re using your powers in a reign of terror across the city, while killing off the secret organisation one by one!

Electrical Powers – You have the ability to control and manipulate electrical power, whether it’s overloading any technological device, or summoning a 10,000 volt charge of lightning to devastate your opponents!

and…

Persuasion – You are able to make anyone do whatever you ask of them, simply with the power of your voice!

Now, with the aid of your trusty henchman Knucklehead and your army of Chuck Norris clones, you bring terror and chaos to the streets of Delhi!

=====

Doctor Dead (Me)
Commander Skull

A late-night encounter with a mysterious, fatally-wounded oriental stranger results in you being gifted with a mystical scroll that curses you with bizarre new abilities, and an insatiable thirst for power!

Summon Skeletons – Your magical powers give you the ability to summon a horde of skeletal warriors to battle your enemies!

Now, with the aid of your trusty henchman Anastasia Onatopp and your army of theatrical ghosts, you bring terror and chaos to the streets of Tomorrow City!

If half or more of the group’s rolls succeed, then you collectively get what you want. For solo games, this means you live and accomplish your objective. For group games …
OR, have entire group’s fate depend on the single roll?
Low-Stakes — success = # of magic items / loot
Add sideways character sheet
Add-on supplements — printable letter docs — Treasure Tables, downtime, etc.
Narrative downtime (Patrons) vs. mechanical options

Treasure?

====

==========================
SUPERS
==========================

Injustice Gang and Injustice League, with perhaps their most iconic roster rearing its head during Grant Morrison’s legendary run with the JLA.

Consisting of some of the most feared archenemies of the seven primary Justice League members, this version of the Injustice Gang nearly succeeded in defeating the entire JLA. Lead by Lex Luthor, the Gang consisted of the Joker, Dr. Light, Circe, Mirror Master, Ocean Master, and the alien Jemm, Son of Saturn.

THE BROTHERHOOD OF EVIL MUTANTS
Originally founded by Magneto, the Brotherhood have been led by Mystique, Exodus and even Magneto’s lackey (and most recently Jean Grey School janitor) Toad.

THE CRIME SYNDICATE OF AMERICA
the core members of the CSA are Ultraman, a violent, sociopathic version of Superman; Superwoman, a domineering, seething opposite to Wonder Woman; Owlman, the murderous, corrupt flipside of Batman; Johnny Quick, a drug-addicted, arrogant version of the Flash; and Power Ring, a weak-willed, cowardly counterpart to the Green Lantern.

ROGUES
Have a code.
The Rogues have, at various times, welcomed characters like the Trickster, Abra Kadabra, and the Pied Piper into their ranks, but the core members have almost always been Captain Cold, Mirror Master, Weather Wizard, Captain Boomerang and Heatwave.

SINISTER SIX
In addition to Doc Ock, traditional members include Electro, Sandman and Mysterio, with the last two spots on the team being taken up, at various times, by Kraven the Hunter, the Vulture, Hobgoblin, and Venom, and recently the Rhino and the Chameleon.

Pasted from <https://www.newsarama.com/15528-the-10-greatest-supervillain-teams-of-all-time.html#s10>

ME: Doomizons: Atlantean
ME: Menagerie (Metal Menagerie?: Gold, Silver, Copper, Bronze, Brass, Iron, Silver, Gold)
ME: Crematoria

ME: Metal Menagerie
Leader Gold, strong man Iron, slow-witted and loyal
Lead, hot-headed Mercury, self-doubting and insecure
Tin, and
Platinum (also called “Tina”), who believed she was a real woman and was in love with her creator.

The group’s personalities mirrored their namesake metals
Gold could stretch his form almost infinitely
Iron was super strong
Lead could block harmful radiation by morphing into thick shields
Mercury could melt and pass through small spaces before reforming
Platinum and Tin could stretch, flatten or spin into fine filaments. (Platinum is an allow)

A heavily mutated Styx and Stone later appear as the leaders of a group violent nihilists called “the Cult of Entropy”.

Cortex Plus campaign
https://sites.google.com/site/wuxiavaliantones/

F Gloria ! Gold Gorilla — could stretch his form almost infinitely (cf. Mr. Fantastic)
F Steve ! Silver Spider — high reflectivity, create illusions to distort vision, blend into wall or ceiling, etc. (cf. Susan on Incredible 4)
M Lennie ! Lead Lion — could block harmful radiation by morphing into thick shields
M Max ! Mercury Monkey — could melt and pass through small spaces before reforming (Terminator)
M Ivan ! Iron Ibis — super strong
F Tina ! Tin Tiger — stretch, flatten or spin into fine filaments
Copper Cheetah — soft, malleable, high thermal and electrical conductivity


Nickel
Plutonium
Titanium
Uranium

Scarlett _____
Evil Eight

Primes: Gadgeteer team wearing numbers such as 2, 3, 5, 7, 11, 13, 17, 19, 23, 29, 31, 37, 41, 43, 47, 53, 59, 61, 67, 71, 73, 79, 83, 89, 97 (2 is the leader, ‘1’ is not a prime and is something else entirely, the secret drive of the Prime team)

Supers Name: Omega’s or Omegans?
(Villain / Magneto speech re: Alpha and Omega, letter is supers, new race)

Supers
25 Threat Groups:
At least 2 supervillain groups (how many supers in each?)
At least 12 solo villains (add 3?) — with motivations and M.O.’s, and a bullet campaign for their diabolical plan
At least 3 major criminal organizations (groups like the Mafia, Cobra, the Brotherhood of Assassins, the Acolytes of Moloch, etc.; may have some supervillains on staff or retainer, and may even be run by someone with superpowers, but the majority of their rank-and file members fall into the goon/mook category.
At least 6 major street gangs (watching The Warriors and ripping it off shamelessly)

Friendly NPCs:
Friendly/neutral NPC’s you want to work up – the nosy reporter, the local police liaison, co-workers for the hero’s secret identity, etc.

Superspy Org:
You also want the campaign’s superspy organization (S.H.I.E.L.D., Checkmate, U.N.C.L.E., etc.) to have a local branch
Me: TALON

====

HELOC
Current:
Total Credit Line
Current Principal Balance
Available Credit Line
Line of Credit Status
Draw Period Close Date
Interest Rate
Escrow Account Balance
Interest Paid YTD
Maturity Date
Statement Method

==

==========================
DICEHAVEN
==========================

Mystique Fate
Use Accelerated as a base.
Stunts: List BOTH Accelerated’s fill-in-the-blanks templates AND Core’s examples.
Stress: Revert back to Core’s rules (vs. static 3 stress box of Accelerated)
NPCs: Use Accelerated, but add in Core’s mooks and mook mobs.
Skills: Use Core. Add in a few more to support Sci Fi etc.
Possibility: AP of all Stan episodes 1 year from now

Cover Tools

FREE online 3D book cover generator


https://mediamodifier.com/product/3d-book-cover-design-mockup-generator/992/edit#

Misc
Fine-tooth comb on text CCN secure homepage and registration page
Gary agreed on 7/14 to add SSL to RooseveltMC.com; working with Chris Merritt’s team to implement

I’m about to send a few messages but the TL;DR question at the end is: “What system and setting are you most jazzed about playing or running Post-Redmark?”

I’m doing some long-term thinking on future campaigns our group might enjoy post-Redmark. Would love to get some feedback and if there are a few clear winners in terms of interest, I’ll start doing a one shot (maybe once a quarter) in some of these systems and settings so that when the day comes we’ll have some experience with the systems.

I’ll explain more in a blog post at some point, but here are the features I’m ideally looking for in a post-Redmark: (1) on-the-fly stat block creation (or selection), (2) minimal need for new maps and new minis each week, (3) emergent gameplay style baked into the setting and system, (4) minimal between-game bookkeeping, and a (5) well-documented setting which helps allow for rotating GMs.

Here are the current systems and settings which I think might fit the above requirements and that I _think_ might have most group appeal:

— Firefly (Cortex Plus rules)
— Traveller (Mongoose Traveller 2e rules)
— Star Wars (WEG d6 rules?)
— Dresden Files (Dresden Files Accelerated rules)
— Supers (Masks, City of Mist, Cortex Prime rules) which taking place exclusively within one city (e.g. Batman in Gotham)

(Post-Redmark we may also do some things like Call of Cthulhu, Bailey’s Supers setting, etc.; I’m just thinking about the next campaign that _I_ run long term. Also, Redmark has quite a lot of life in it so look for another 1+ years of Redmark before that campaign finishes).

Question: Any other settings or systems that you are in love with that you’d recommend adding to the above list?

Established setting with enough documentation so other GMs can take over
Enough room for other GMs to play without disrupting the universe
Village-scale, not trying to save the world

Pasted from <https://chrome.todoist.com/app?lang=en&mini=1#task%2F2759700058>

I’ve been thinking about my ideal weekly campaign setting and system, and here are the ideal things the setting and system would have:

Emergent Stories — D&D is probably 80% GM driven story, and I’d prefer something that is more 50/50% player driven story. Essentially, my ideal game for weekly Gming (at least while I have a busy day job and time is at a premium) would allow me to have some Fronts / Bullet Campaigns outlined (these could fit on a notecard) and not have to have new maps and new minis or a new adventure prepped each week.

— Firefly (Cortex Plus, Fate, or Rarescape)
— Traveller (Mongoose Traveller 2e; located in a small sector with planets just a jump away)
— Star Wars (WEG d6?; located in a small sector with planets just a jump away)
— Dresden Files Accelerated (DFA, or other Urban Fantasy with FAE)
— Supers (Masks, City of Mist) taking place within a city (e.g. Gotham & Batman)

Established setting with enough documentation so other GMs can take over
Enough room for other GMs to play without disrupting the universe
Village-scale, not trying to save the world
Co-GMs each own a ‘Front’ (or Bullet Campaign)

Lemuria/Atlantis (Conan meets John Carter of Mars)

====

Illustration for Tryptic
https://www.dreamstime.com/stock-illustration-man-walking-to-abstract-colorful-landscape-illustration-painting-image69640226

==========================
RC
==========================

80s Things RFP Art
Lit Shacks in strange places
Lit balloons (over viallge, in forest)
Boat / skiff
Cat
Evil cloan with ballon
Boot on clouds
People with umbrella
Titan beasts over city
Strange masks
Labrynth road
Man in goat mask
Light bulmbs
Energy from TV
Evil voodoo doll creature
Giant bird (riding)
Giant raven pet
Gear scapes
Wizard in forest
Wizard on dark throne
Spooky forest
Giant goat-beast in forest
Giant spider in forest
TV & Ballonws
Keys

Tech Level Ideas
https://www.dandwiki.com/wiki/D20_Modern_Equipment

Aim (New Action) — Consider if I want this?

File to Portal:
Art Workflow:
Art Director writes SOW and gets verbal on art commission
Damien gets signatures on MSA and the SOW which Art Director Authored
Art Director notifies Damien of payables and go into master payables spreadsheet

Steal for Podcast?
Fate Codex as setting fluff? All of our contributors also open up their work under the Creative Commons license so that other people can steal, remix, and reuse the ideas that we publish.

ARCHIVED QUESTIONS:

Research SW Forum
GroupMe Question: How to handle RoF 3 or 4 guns like Machine guns that AREN’T Full Auto? (SW assumes multiple attacks?)
Armor & RoF — Light Machine Gun has a Rate of Fire of 4 in Savage Worlds

http://archive.pegforum.com/viewtopic.php?f=56&t=48247&p=436285&hilit=RoF+3RB#p436285
“Any time a character uses ROF 2+, they are firing full auto”

Rarescape: Weapons XLS

====

==========================
Traveller for Thursday
==========================
Scout scenario types
Scarcity tables for blood and steel campaign

Traveller
Scout scenario types
Scarcity tables for blood and steel campaign
Battlestar Galactica Episode Generator https://www.episodegenerator.com/battlestar-galactica?se=1&ep=1

Upload Updated Index

Jadis Gear
Staff (free)
Cloth Cr500
Body Pistol Cr500
ACR Cr1000
Commdot Cr 10
Mobile Comm TL6 (Audio only) Cr50
Mobile Comm TL10 (Computer/0) Cr150
Mobile Comm TL10 (Computer/1) Cr500

Questions
(1) Was the Credit spend cap Cr2,500 or Cr2,000?
(2) The Staff is listed as no-cost. Multifunction pocket tools and Flashlights are not listed in any of the gear lists — can we have those as no / negligible cost items?
(3) They don’t list a TL6 med kit, and RAW doesn’t require a medical kit to apply first aid. So does that mean we don’t need to carry around a medical kit to do first aid?
(4) Did we earn a study period of 1 week due to the jump?
(5) Lastly, did anyone recall what we settled on, was I in the Marines or what services was I in? (The CharGen episode has this answer but haven’t heard it yet).

Top Combat Rules
Melee Attack
2D + Melee (appropriate speciality) +STR or DEX DM

Ranged Attack
2D + Gun Combat (appropriate speciality) + DEX DM

Melee Attack Damage
Add STR DM to damage.
Add Effect (Shift) to damage. An Effect of 6 or more always inflicts at least one point of damage.
Weapons with AP, ignore an amount of Armour equal to their AP score.
Armour reduces the damage sustained in an attack by the value of its Armour score

ACR Rules
Advanced Combat Rifle on p. 119 says “A sling is provided, and the muzzle of the rifle includes an integral flash suppressor and adaptor for launching a 40mm RAM shoot-through grenade.

Auto X: These weapons fire multiple rounds with every pull of the trigger, filling the air with a hail of fire. A weapon with the Auto trait can make attacks in three fire modes: single, burst, and full auto.

Single: Attacks are made using the normal combat rules.

Burst: Add the Auto score to damage. This uses a number of rounds equal to the Auto score.

Full Auto: Make a number of attacks equal to the Auto score. These attacks can be made against separate targets so long as they are all within six metres of one another. Full auto uses a number of rounds equal to three times the Auto score. A weapon cannot use the Auto trait in the same action as the Scope trait or aiming action.

Blast X: This weapon has an explosive component or is otherwise able to affect targets spread across a wide area. Upon a successful attack, damage is rolled against every target within the weapon’s Blast score in metres. Dodge Reactions may not be made against a Blast weapon, but targets may dive for cover. Cover may be taken advantage of if it lies between a target and the centre of the weapon’s Blast.

Scope: The weapon has been fitted with vision enhancing sights, allowing it to put shots on target from far greater ranges. A weapon with the Scope trait ignores the rule that limits all attacks made at a range greater than 100 metres are automatically Extreme Range, so long as the Traveller aims before shooting.

(Extreme Range DM = -4)

——

Check COTI Poll: Spacecraft Rules
http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=39222

RC
OBS card costs
Test deck from OBS

Traveller
Encumbrance Rules
Add Naval Tactics skill
List of Ships (for Ultimate Warfare)
List of Vehicles (for Ultimate Warfare)
Add Improvised Weapon (p. 116) to character sheet

====

Common Traveller Mistakes

10 Common Newbie Combat Mistakes
Forgot to subtract armor
Forgot to add effect

Attack

Rules Flubs
Forgot to subtract armor
Forgot to add effect

Character Gen
Skill specialization

Traveller House Rules
Shift = Effect

Traveller Rules Cheat Sheet Changes
Add Top rules summary to rules cheat sheet
Add Military Call-Signs to Ref sheet
Add Platoon / company size notes
Podcast Show Notes — link to Ref sheet

====

==========================
HOBBY
==========================

MP3 to Mason
Energetic Funk Remix Logo (30sec) ~ Music Loop #40109013 https://www.pond5.com/stock-music/40109013/energetic-funk-remix-logo-30sec.html

Plastic3 ~ Artist Portfolio ~ Art for Sale | Pond5 https://www.pond5.com/artist/plastic3

Stonewalling (WP) 12 Alt1 Bumper ( buddy cop, ending, bright, fun, 80s ) ~ Music #71190380 https://www.pond5.com/stock-music/71190380/stonewalling-wp-12-alt1-bumper-buddy-cop-ending-bright-fun-8.html

Big Win (Stinger) ~ Stock Music Loop #37005768 | Pond5 https://www.pond5.com/stock-music/37005768/big-win-stinger.html

Finessing The Con (WP) 16 Alt1 Bumper 3 ( jazzy, stinger, 80s, ending, upbeat ) ~ Stock Music #71185484 https://www.pond5.com/stock-music/71185484/finessing-con-wp-16-alt1-bumper-3-jazzy-stinger-80s-ending-u.html

Rock Podcast Intro 1 (Six Second Bumper) ~ Music #87092405 https://www.pond5.com/stock-music/87092405/rock-podcast-intro-1-six-second-bumper.html


Episode 296, 19:28 Ken and Robin

From a product perspective, the Savage Worlds tri-fold figure flats approach might be most attractive since you can include them as pages in a book and/or PDF which folks can print out without having to buy figure stands. Other than glue and scissors and improvised terrain, they’d have all they need. You could even create some printable scenery (cut-out lakes, etc.). Then folks could optionally upgrade to real minis and such, but they could get going easily on the cheap with little fuss.

Here’s an example of a product with figure flats, including figure flat assembly instructions. Might want to emulate this.

https://s3-us-west-2.amazonaws.com/peg-freebies/TheWildHuntDownload.pdf

—-

Here’s the article where I got the idea on backups using dual outputs from the sound board: https://www.redpodcast.com/equipment/

We could use this mixer which has the dual outputs, along the audio to USB converter line (but please look this over and see if this looks like the best setup):

Amazon.com: Mackie 1202VLZ4 12-Channel Compact Mixer: Musical Instruments https://www.amazon.com/gp/product/B00EDHVQN6/

Amazon.com: BEHRINGER LINE 2 USB: Musical Instruments https://www.amazon.com/Behringer-LINE-2-USB-BEHRINGER/dp/B01DT827FA

This maybe? http://batintheattic.blogspot.com/2009/04/how-to-make-traveller-sandbox.html

Avatar

Mason Alexander

This one, actually

https://www.freelancetraveller.com/features/preproom/loprep.html

I’ve done some more looking at a solution for a mixer. Here are 2 potential options I found in my searching this morning.

1) BEHRINGER XENYX X1222USB https://www.amazon.com/Behringer-X1222USB-BEHRINGER-XENYX/dp/B0036ECH1M/ref=sr_1_7?ie=UTF8&qid=1528556083&sr=8-7&keywords=studio+mixer+usb&dpID=618Hmw17GrL&preST=_SY300_QL70_&dpSrc=srch

2) ammoon CT80S-USB 8 Channel Digtal Mic Line Audio Mixing Mixer Console with 48V Phantom Power for Recording DJ Stage Karaoke Music Appreciation https://www.amazon.com/ammoon-CT80S-USB-Channel-Recording-Appreciation/dp/B01CRY6CR6/ref=sr_1_1_sspa?ie=UTF8&qid=1528556315&sr=8-1-spons&keywords=8+channel+usb+mixer&psc=1

For the Supers RPG, I’d recommend either Mutants & Masterminds (evolved from D&D 3e, https://mutantsandmasterminds.com/), Icons Assembled (evolved from Fate, https://greenroninstore.com/products/icons-superpowered-roleplaying-the-assembled-edition), Masks (Apocalypse World rules, http://www.magpiegames.com/masks/), or Unmasked (Cypher System rules, https://www.montecookgames.com/unmasked/). I’ve got PDFs of M&M and Icons Assembled, and a hard copy of Unmasked you can look at and use. M&M is most crunchy of them all, but I think might appeal most to John in terms of being ‘solid’ and traditional. John Bailey likes that system.

The Renegade is a less-Serenity looking ship but still more along the lines of the Exeter: http://drivethrurpg.com/product/111655/0hr-Renegade?manufacturers_id=606

It is longer than usual though so map printing might be a challenge

I think the Grendel and Gryphon will be closer to the 3rd Imperium vibe (especially the Grendel which is basically a reskinned Free Trader from Traveller). Deck Plans for the Grendel and Gryphon are here: https://drive.google.com/open?id=1w84cNS7qr8tSiCM38rcNzWUuc1522XiK

==========================
TRAVELLER TUESDAY
==========================

Planet Names

Planet Biomes
http://tvtropes.org/pmwiki/pmwiki.php/Main/SingleBiomePlanet

PC Names
Vance, Beck
Traveller Name: ‘Reader’ <name> or ‘Deacon’
Walder as Traveller last name
Lock and Keyes
Term 1 — Education — 4 Years in Academy. With John Bailey’s character’s help I hacked my Vacc suit to show off my professor (Cambell Cook, now my enemy. After this Kobiyashi Maru style hack was found out I was kicked out of the Academy.
Term 2 — I was able to get back in to the Marines. In a planetary assault during this term, I came to know John Shultz’s character.
Term 3 — During a Black Ops mission, I got an injury which I had to pay to get surgically repaired. During this term I became a Chaplain.

GroupMe Text
https://www.freelancetraveller.com/features/shipyard/tonnage.html
http://forum.mongoosepublishing.com/viewtopic.php?t=37142
Mourning Wolf — 5676 tons
Crew + Passengers: 15-20
Maps to a 400 to 600-ton Traveller ship

400-ton “Type T Patrol Cruiser”.
10 crew + 8-12 troops
https://www.freelancetraveller.com/features/shipyard/classic/ken-pick/typet.html
http://www.downport.com/traveller/tech/Schirf/Trenchant.html

Grendel — 1550 tons
Crew + Passengers: 1-6

Free Trader — 200 tons
Crew + Passengers: 4-6

I think the 0 Hr guys are using tonnage as WEIGHT not tonnage as diametric tons (displacement); the latter being what Traveller uses.
https://www.freelancetraveller.com/features/shipyard/tonnage.html
http://wiki.travellerrpg.com/Imperial_Interstellar_Scout_Service
IISS Qasar class Scout Cruiser
http://wiki.travellerrpg.com/Imperial_Interstellar_Scout_Service
https://wiki.travellerrpg.com/Cruiser#CL

Classic Traveller: Scout Ship Economics


A Sophont is a member of a species (race) generally recognized as sapient that has achieved a presence on an interstellar scale.

==========================
TRAVELLER WEDNESDAY
==========================

Put PC in form-fillable character sheet

Traveller — Scout Dicehaven OP plans
Weapons & Armor
Restriction by law level

Race Names

Planet Codes Sheet
Something I think we will want to have at the table is easy access to the charts covering the planet codes. Would you be able to do your PDF magic and get all those charts on to a one or two sheet thing? It would be super helpful to have at the table.

Collect Pregens

Scouts; OP
Scouts need to be armed well enough to escape if confronted by hostiles. The Navy needs to be armed well enough to go looking for trouble on purpose. Definitely a different scale.

Honestly, I’ve been giving Scouts a lot of thought so this is a thing I’ve already considered, in my ATU the Scouts are a bit more overtly paramilitary as they sometimes function as law enforcement on the frontiers and pathfinders for the military. Plus running into the unknown means possible danger and sending them unarmed is stupid and wasteful.

I think it would work, serving in a role much like the coast guards interdiction, and anti piracy roles.

====

Add AofF Pt Rules to Calc XLS
Pts XLS (Historical / Fantasy)
Pts XLS (Warmachine)

NOT in Pt Calc XLS Yet!:
Ethereal = X (where X = Tough(X)*2 or else X = 2)

Blessing of Lust = Q
Phalanx = Q
Quick Shot = Q
Shieldwall = Q

Frenzy = Q/2
Grudge  = Q/2
Sting (Venom Sting) = Q/2

Weak (Undead) = –Q

Ethereal = X (where X = Tough(X)*2 or else X = 2)

(2) Blessing of Lust: The hero and his unit move +1” on Advance and +2” on Rush/Charge actions.
Blessing of Lust = Q

(3) Ethereal: This unit is wounded normally by psychic powers or spells, but all other attacks must roll an unmodified 6+ in order to wound it. (Note that I modified this rule a bit to fit with Grimdark 2.0 rules; it originally read “all other attacks must roll 6+ followed by 4+ in order to wound it.”).
Ethereal = X (where X = Tough(X)*2 or else X = 2)

(4) Frenzy: This model takes one Quality test when Charging; if successful it deals 2 hits.
Frenzy = Q/2

(5) Grudge: The hero and his unit get +1 to their melee rolls when fighting against an enemy unit that contains a hero.
Grudge = Q/2

(6) Phalanx: Enemies charging this unit must take a Dangerous Terrain test before attacking (max. as many tests as models with Phalanx in this unit).
Phalanx = Q (or maybe it should be Defense?)

(7) Quick Shot: This unit may shoot even after using Rush actions.
Quick Shot = Q

(8) Shieldwall: This unit gets Defense +1 when being charged by enemy units.
Shieldwall = Q (or maybe it should be Defense?)

(9) Undead: If this unit loses in melee it doesn’t take a morale test, instead it takes as many wounds as the difference in melee result it lost by.
Undead = –Q

(10) Venom Sting: When attacking in melee roll one attack separately, this attack is Deadly.
Venom Sting = Q/2

Pasted from <http://onepagerules.proboards.com/thread/932/point-calculations-fantasy-special-rules>

—–

Ethereal: This unit is wounded normally by psychic powers or spells, but all other attacks must roll an unmodified 6+ in order to wound it.
Regarding “Ethereal”, I was thinking it meant that regardless of your Quality score, your Quality roll for attack would need a 6+ to hit. That make sense?

Stats:
48 heavy infantry in 12 bases of four each
16 light infantry four bases of four each
12 heavy cavalry four bases of three each
10 archers five bases of two each

Fast
Frenzy
Furious
Phalanx
Shieldwall
Strider

My impression is that Accusation is too strong or too cheap. Might be a scenario rule instead of a special rule for a figure.
Accusation” is from “Age of Fantasy – Humans v1.3”, but now that you mention it, it is a rule for a Hero called a ‘Bounty Hunter’. So maybe OP if you’re using for a unit, good point. Thematically, I could use the “Grudge” rule in it’s place for a similar effect, but use “Accusation” for Hero type figures.

Ethereal: Is that a further roll, or on the wound roll?
I was thinking it meant that regardless of your Quality score, your Quality roll for attack would need a 6+ to hit. That make sense?

(6) Phalanx: Enemies charging this unit must take a Dangerous Terrain test before attacking (max. as many tests as models with Phalanx in this unit).
Phalanx = Q (or maybe it should be Defense?)

From what I’ve read, it looks like 1.5 points are added per model (Goblins, Dk. Elves, Chiv. King., etc.).

8) Shieldwall: This unit gets Defense +1 when being charged by enemy units.
Shieldwall = Q (or maybe it should be Defense?)

I believe only the Dwarves have this, but I’m unsure of a specific point value.

Hmm,…I’d treat both abilities as skills a soldier (model) could be trained to do, so I think using the unit’s Quality as a standard point cost should be sufficient.

Hope this helps.

====

STA notes
Rules Questions
Setting Questions
Playstyle Questions

Trek Podcast Tasks

Space Trip Sound Files
https://www.pond5.com/artist/plastic3#1/2064/”space,trip”

Trek Sounds
http://www.mediacollege.com/downloads/sound-effects/star-trek/tos/
http://www.trekcore.com/audio/

Shield of Tomorrow
https://www.projectalpha.com/browse/#svod?method=show&showId=ln5DFdVXC_mp1474w62rD6dE8r_EVsoK

Star Trek Google Fonts: Orbitron (Try Michroma and Oswald later from home)

Peppermill Reno Resort Confirmation
Thank you. Your reservation is complete!
Your acknowledgement number is: 32KJ25LL

===
It is not known when Trills and Humans made First Contact, but Tobin Dax once met the famous Cardassian poet Iloja of Prim while the latter was exiled on Vulcan, indicating Trill and Vulcan had contact prior to 2245. (DS9: “Destiny”

Pasted from <http://memory-alpha.wikia.com/wiki/Trill>

Denobulan were present and involved with As of the mid-2150s, the Denobulan inhabitants on their homeworld of Denobula numbered twelve billion, all of whom shared one continent. (ENT: “The Catwalk”)

Pasted from <http://memory-alpha.wikia.com/wiki/Denobulan>

We do not know if or when Denobulan’s joined the Federation, but we have the example of Phlox in the Enterprise series. In 2155, a Denobulan ambassador participated in talks in San Francisco on forming a Coalition of Planets. (ENT: “Demons”)
Although the Coalition of Planets is regarded as a precursor to the United Federation of Planets formed in 2161, no indication has ever been given on-screen as to when the Denobulans joined it or if they joined at all.
Pasted from <http://memory-alpha.wikia.com/wiki/Denobulan>

Bajoran (Bajor wouln’t become a member of the Federation of Planets until the 24th century post-DS9 ERA)

A race present in episodes of TOS.
A race present in episodes of Star Trek E.

Betazed (home of the Betazoids) was not mentioned in TOS, but we know that in the 23rd century, con man Harry Mudd robbed a bank on Betazed. Using a Time crystal, Mudd was able to learn everything about the bank’s security measures.(DIS: “Magic to Make the Sanest Man Go Mad”) Source: <http://memory-alpha.wikia.com/wiki/Betazed>

Trill,

Firefly (Slug Weapons, Rare Anti-grav vehicles, Sub-light Travel, No Shields)

Battlestar Galactica (Slug Weapons, No Anti-grav Vehicles, Jump Travel, No Shields)

Star Wars (Particle Weapons, Anti-grav Vehicles, Hyperspace Travel, Deflector Shields)

Star Trek (Particle Weapons, Anti-grav Vehicles, Warp Travel, Shields/”Shields are at 78%”)

Pasted from <https://plus.google.com/u/0/+StanShinn/posts/HP7RUCVEmjS>

Troupe Play question
Use of asteroids as bombs
Tech on
1) Lethal Use of Transporters — What prevents you from beaming a photon torpedo onto enemy ship bridges. Maybe shields or something normally prevent this?
2) Command Structure — Could be a potential drag to have a captain in your crew giving orders to the other players. Assuming the captain is off-stage as an NPC, and missions are away teams, what techniques can help players on the away team not get frustrated from taking orders from another player?
3) Time Travel — What prevents you from arbitrarily going back in time whenever you feel like it (see the fourth Star Trek movie, and http://en.memory-alpha.org/wiki/Slingshot_effect).
4) Using Subspace Communications for Help — I think I have this one solved; I’ll set things in the Star Trek: The Original Series time, and have the characters on a Federation ship where subspace calls for backup ships for help take days or weeks due to distance.

Pasted from <https://plus.google.com/u/0/+StanShinn/posts/bzZT5tyzdvB>

what prevents Star Trek captains from simply jumping to Warp speed to escape catastrophe when you’re losing a starship battle?

Pasted from <https://plus.google.com/u/0/+StanShinn/posts/eAEtsKwB3Hu>

Resources for above

How do you run a successful Star Trek game with Savage Worlds? Background: Wi… https://plus.google.com/u/0/+StanShinn/posts/48CAtvZKyid
How do you run a successful Star Trek RPG game? Background: With the sad pass… https://plus.google.com/u/0/+StanShinn/posts/bzZT5tyzdvB
RPG peeps, quick Star Trek question: what prevents Star Trek captains from si… https://plus.google.com/u/0/+StanShinn/posts/eAEtsKwB3Hu
Dead Names: Lost Races and Forgotten Ruins – Sine Nomine Publishing | RPGNow.com http://www.rpgnow.com/product/130967/Dead-Names-Lost-Races-and-Forgotten-Ruins
Star Trek Blueprints: Miranda Class Cruiser General Plans – U.S.S. Miranda NCC-1833 http://www.cygnus-x1.net/links/lcars/miranda-class-cruiser.php
Sci-Fi Adventure – Google Docs https://docs.google.com/document/d/1Nir1oZBqQK6Wk7AAbxHyvnZx9p-cQx7WCXMfBASgHrg/edit
From the Sorcerer’s Skull: Want A Science Fiction Adventure? http://sorcerersskull.blogspot.com/2013/01/want-science-fiction-adventure.html?m=1
Sheldon® Comic Strip: Daily webcomic by Dave Kellett http://www.sheldoncomics.com/archive/150423.html
Photo – Google+ https://plus.google.com/u/0/photos/photo/116564845034483079076/6348330422715975010?sqid=103122936225947611622&ssid=ef550df8-26df-4e5f-a586-c45bc5b6833f
stwn – Google Drive https://drive.google.com/drive/folders/0BxxvpvwPDliYbkpFQm90aEpCTUE
STWN sec11/10 — Factions and Adventures – Google Docs https://docs.google.com/document/d/1cqlzXcbg0cpLxH4l4di13R1n8lpv84njkS0LH_me-1Y/edit#
STWN sec9/10 — Encounters and Enemies – Google Docs https://docs.google.com/document/d/1EJxPdJXRKY6MxIlu2quLpQFuo_XCZKh7ljdZHu-LZEI/edit
Star Trek Adventures Resources http://aramis.hostman.us/trek/sta/res.html
Untitled 2.pages http://aramis.hostman.us/trek/sta/Antar_A1.pdf
Star Trek Adventures Resources Wiki | FANDOM powered by Wikia http://stadventures.wikia.com/wiki/Star_Trek_Adventures_Resources_Wiki
Adventures | Star Trek Adventures Resources Wiki | FANDOM powered by Wikia http://stadventures.wikia.com/wiki/Adventures
GM Resources | Star Trek Adventures Resources Wiki | FANDOM powered by Wikia http://stadventures.wikia.com/wiki/GM_Resources
The Negative Paradox – Isaac Priestley – Medium https://medium.com/@isaacpriestley/the-negative-paradox-f5f1ceb116ef

Pregens. I’ll shoot you a link with a link to a folder of pregens and notes on what characters we already have in play later today.

====

15% Fixes
Sci Fi Location Cards
Fantasy Background Cards
Fantasy Location Cards
Modern Location Cards
Modern Background Cards
Traps & Riddles

Sci Fi Location Cards CASE
Modern Background Cards CASE
Traps & Riddles CASE
Fantasy Background Cards CASE
Fantasy Location Cards CASE
Modern Location Cards CASE

IN PROGRESS:
TIP: Use 4×6 cards for names for group

Message Damien re: Increasing brightness by +15%

Presets – The Trick to Getting Good Prints


https://support.blurb.com/hc/en-us/articles/207794956-Avoid-dark-images-in-your-printed-book
http://booksat.scarlettrugers.com/bookcoverdesign/why-did-my-book-print-so-dark-from-createspace/

ADD TO DOC
Title: Stoplight Damage Hit Point Tokens
Vendor Item #: RGC0308
ISBN/UPC: 978-1-948441-08-7
MSRP: TBD (probably $17.95)
Country of Origin: USA

ADD TO DOC
Title: Wooden Card Stands (set of 2)
Vendor Item #: RGC0309
ISBN/UPC: None
MSRP: N/A
Country of Origin: USA