Chezbah Special Forces

There are four types of special forces. Surgical Strike, Infiltration, Demolition and Counter Insurgency. The average day in a Chezbah Warrior’s life is counter insurgency so there is no specialist for that role.

Two of the special forces roles are not carried out by Warriors but rather by conscripts these are Infiltration and Demolition. The Surgical Strike role is still the realm of Warriors.

Infiltration – Mask Wearers
The unit called the Mask Wearers are a group of conscripts that are trained to sneak into enemy ranks and gain information or possibly sow dissent. They have equipment that creates a lifelike disguise of either a Scimrahn or a Kelrath although there are rumors of a Earther disguise in use. Only very tall conscripts are chosen to disguise themselves as Kelrath.

Attributes
CON 25
STR 25
AGI 50
REF 50
DEX 60
BTY 30
CHA 60
INT 60
IQ 60
PSY 60
H.P. 7

Equipment

Nanotech Lifelike Masks
These masks are amazingly life like, they read the electrical signals and blood flow in the face to mimic facial expressions and blushing.

Masks cannot be removed unless the wearer wants to remove it. Microscopic hairs grip the skin stronger than most glues. The mechanism that allows the wearer to release this hold is under investigation. The hope is that a way can be found to release the masks remotely.

The masks are powered by chemical solution that is in the mask itself. It is not known how long the masks function but it is thought to be at least several weeks.

Masks stolen from the wearers are rare and so this item is not normally available.
Mass: 50 g
Cost: 10-40 million yen

Demolition – Restorers
This group of conscripts are charged with the task of removing technology made illegally according to Chezbah law. The Restorers do not often use explosives to destroy. Their main tools are electromagnetic pulse generators, magnetic mines and sonic shakers.

Attributes
CON 45
STR 25
AGI 50
REF 50
DEX 60
BTY 30
CHA 30
INT 40
IQ 60
PSY 60
H.P. 15

Equipment

EMP Coil

These compact plasma coils are designed to discharge all their energy in a single burst through an antenna. The coil is robust enough that there is a 25% of the plasma engine can be re-used.

Effect: Active shield generators take a critical hit. Most combat vehicles are hardened so Sensors and other electronic systems have a (30%) chance of being damaged by the pulse. Although QLC computers are undamaged by the pulse, secondary systems that interface with the computer may be damaged (20%).

Blast Range Class: B

Mass: 25.6 Kg

Used once cost:  (25% chance that it will work a second time) 800,000 Yen

Magnetic Mine

These Magnetic mines are more compact than those produced by the Scimrahn.

Magnetic mines are used to reduce or eliminate the effectiveness of force fields in a local area. They work by inducing a powerful magnetic field that disrupts the ion flow in the force fields. Magnetic mines need to be well hidden (usually buried) to prevent them from being detected and destroyed.

PB S Med L Ex
Damage: 1200 1000 700 400 200

Effective Radius Class: C
Duration: 5 minutes
Mass: 136.8 Kg
Cost: ¥9,000,000

Sonic Shaker

This device is planted on a building or vehicle. It looks for a resonant frequency and then sends sound waves through the structure slowly shaking it apart.

Effect: Only effects machines and structures. Ignores force fields and armor. Takes 3d10 minutes to find the resonant frequency.
Damage: 50 per turn
Duration: 3 hours
Mass: 8.2 Kg
Cost: ¥3,000,000

Surgical Strike – The Arm
These Warriors are equipped with long range lasers and Herf guns. The Arm is also given high speed vehicles to get in and out of their combat zones. They are also given advanced combat training.

Attributes
CON 80
STR 80
AGI 90
REF 80
DEX 65
BTY 20
CHA 40
INT 60
IQ 40
PSY 60
H.P. 35
B.P. 250

Equipment

Long Range Laser

PB S Med L Ex
Damage: 40 40 25 20 15

Range Class: E
Payload: 30
Rate of Fire: 1
Mass: 16 Kg
Cost: ¥500,000

HERF Gun
HERF stands for High Energy Radio Frequency. The HERF gun concentrates it’s high energy radio wave in a tight beam. It can disrupt the function of many sensor and servailance equipment rendering them inoperable as long as the beam is focused on a device (Note: water, wet objects, foliage or forcefields in the path of the beam will block the beam).
Effective Range Class: D
Duration: 2 Hours
Mass: 4.6 Kg
Cost: ¥225,000

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Survival Games – Cave

For the last two days I’ve toured the largest cave system in the world, Mammoth Caves. For an explanation on how to use these stats, check out the original Survival Games post.

Cave
A cave can act as shelter for PCs or any number of creatures. Few are likely to travel deep into the cave past the line where light from the outside starts to fail but may be chased further into the cave. Elephants have been seen entering a cave to get at minerals in the rock and dirt. Humans have a deep fascination with caves. In Mammoth Caves, Native Americans traveled deep into the cave using only bundles of reeds for torches. Some areas of the cave floor are covered in these burnt reeds. In some areas that modern cavers are only just exploring with modern equipment, they will find a footprint or a torch of someone who had been there 2-4000 years ago. Why did they travel so deep? We don’t really know.

Players may be tasked with finding ancient artifacts left behind or the cave may surface in a different place, providing a route to travel through.

Surmount Method: Squeezing through tight passages, climbing over rubble strewn floors, up and down rock faces, swimming through subterranean rivers.
Surmounting Attribute: Constitution

Full 1/2 1/4 1/8
1 2 3 4

Surmounting Attribute: Strength (for Climbing)

Full 1/2 1/4 1/8
1 1 1 2

SP 1 per 10 meters

Hazards

Exertion
For every failed Constitution or Strength roll the characters face an exertion hazard. They get a -2 CDF to Str and a -2 CDF to Con (or 5-6% of the attribute).  CDF penalties accumulate until the characters can recover for a period of time. While recovering, the player rolls for the character’s Con. A Full result means 1 point of Str and Con are recovered. A 1/2 result means that 2 points are recovered. A 1/4 result means 3 points and a 1/8 result means 4 points recovered. If the CDF penalties exceed their Con the character must be rescued off the rock face or fall if they fail another Str roll.

Random Hazard

For every survival round the GM should roll once on the following table.

Roll 1D100

1-25 Tight Passage
26-40 Loose Rock
41-60 Dome Pit
61-70 Vertical Climb
71-80 Confusion
81-90 Tunnel Splits
91-95 Tunnel Ends
96-100 Underground River

Tight Passage
Characters must crawl through very tight tunnels to move deeper into the cave. Large packs and equipment must be either disassembled and dragged through or left behind. Passages are so tight that characters may need to exhale to fit through. Characters must make a Psyche roll (willpower) to make it through.

Loose Rock
Loose rocks of various sizes cover the passage floor. Traveling over them is treacherous. While slips and falls are minor hazards the injuries can build up over time. Characters must make an Agility roll. If failed they get a -2 CDF to Con (or 5-6% of the attribute).

Dome Pit
A vertical shaft with a dome at the top intersects the passage. The shaft is 1D6 meters wide and may be too wide to jump across. There is also a 25% possibility that the passage is too short to allow a person to jump. Characters will have to devise a method of crossing.

Vertical Climb
A vertical shaft continues the passage either up or down for 1D10x2 meters. Use the Rock Wall obstacle stats for this part of the passage.

Confusion
The characters must make a Subterranean Navigation skill roll or the party is thrown off course for a period of time. Add 2d6 to the remaining SP of the obstacle.

Tunnel Splits
The Tunnel splits into two main passages. If the players have a specific goal to reach, they must pick one of the tunnels. There may not be any way of knowing which tunnel is the correct one unless someone has already mapped the tunnels. If someone has mapped them, make a Subterranean Navigation skill roll to pick the right one.

Tunnel Ends
The tunnel abruptly ends, possibly by getting so narrow that a human cannot pass through. If there is a goal the players have to reach that has not been accomplished, the GM may decide that there was a branch in the path some way back, possibly obscured by a rock or a rock formation.

Underground River
Most caves are formed by rivers, in this cave’s case the river has carved another passage that is still full or mostly full of water. To keep going the characters will have to swim through the river. There is a 50% chance that the characters will have to hold their breath for 2D10 meters along the river’s path before they emerge again in a dry passage. Players will not know how far they have to go underwater. Con roll is required for every turn underwater to stay focused. If the Con roll is failed they must seek air.

Defenses and Weaknesses
10% Chance Defenses: Foul Air
Caves may not always have breathable air. Methane, Co2 or other gasses may make air unbreathable in some or all of the cave.

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Survival Games – Food Theory

I mentioned that I would take the posts on food in survival games and put them together into a whole concept so here it is. This post is going to take carrying food, rationing and foraging and work them into one system for reference. I’ve talked about why I went with the numbers in the earlier posts so if you’re reading this and want to know why something is working the way it is, here are some links that will explain.

Foraging Carrying Food Rationing

One of the core concepts of making something fun is being able to win. Without the proper mechanics to deal with food problems, the tests all become an issue of loosing. That is to say, running out of food. To fix this, any RPG food theory has to have an element of choice and the possibility for the players to improve their situation.

Food Units

When traveling, the main concerns about food is, how much can the characters bring with them and how fast do they eat it? For simplicity, it is usually best to deal with food in the number of days the characters can sustain themselves so we will use days of food as a unit. However it will also be necessary to break those days up into meals and even half meals when rationing. For our purposes, there are three meals to every day of food and two half meals for every meal.

Traveling

A character can comfortably carry four days of food. This usually takes up one third of their encumbrance if your game uses it.  If the player chooses they can carry more food in their packs and make their supply eight days but the food takes up two thirds of their packs. The GM should severely limit what items they can take with them at this point, only allowing for two large items like a two man tent and a sleeping bag (or items of like size) or ten small items like drinking cups and candles. A character can carry up to twelve days of food but they cannot carry anything else.

This assumes that the characters will be packing food that is lightweight and as calorie dense as is possible. This does require specific knowledge of foods. If the GM wishes to make a skill for this that may allow the players to pack slightly more food in their packs it adds to the players enjoyment of the task. They get to “win” by putting out effort and doing better than the baseline. Any extra food would be on the meal or half meal level instead of days of food.

Rationing

The figures I’ll give here are for The Artifact RPG because rationing has to have an effect on the characters to make it a choice that the players have to think about. To modify it to your system you can read my reasoning on the subject in the Rationing Mechanics post.

When the players decide to ration food to make it go further, it will have an impact on the characters. Characters can comfortably live off five half meals a day (just under three full meals a day). If they ration under those five half meal, they get a -1 CDF to CON for every half meal missed. This minus builds each day until it is offset by eating more food and getting positive CDFs to offset the deficit. If they eat more than five half meals, they get a +1 CDF to CON for that day for every half meal they eat. For every extra half meal over six, the character must roll against their CON to see if they can eat it. Once they fail this CON roll they cannot eat any more for the day.

If the characters CON CDF minus effectively brings their CON to zero, every two days they will loose one Hit Point if they do not bring their CON CDF up.

Foraging

Characters may forage for food and water to offset what they need to bring with them. A skilled forager can find enough food for a day in a matter of hours while a novice forager may only find a half meal a day.

For every two hours of foraging or each Surmount Point they pass, the player may roll against the character’s foraging skill. Use the table below to determine how many half meals the character finds.

Full 1/2 1/4 1/8
1 2 4 6

However not all environments are the same and many harsher environments will have a difficulty modifier for the foraging roll.

Dessert -50
Tundra -40
Plains -30
Winter Forest -30
Swamp -20
Forest -0
Jungle +10
Urban +10 (lots of food in garbage and dumpsters)

Another aspect of foraging is that some of the food may be unfamiliar to characters not native to the environment and not accustomed to foraging. Foraged food can include bitter roots, insects and in an urban environment food taken from the trash. To a character without a foraging skill, they must make a PSY roll (or generically willpower) to be able to eat the food.

Conclusion

In a game about survival, food and water are critical elements of the tension of a story. If the game is not about survival, this is all unnecessary complexity. Make sure the survival aspect of the game is important to your story before using these rules or they will only slow down play. Conversely, if it is important, give the players time to think about their choices and make it part of the story.

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Graveyard

Voice recognition – Starting

Sound Database – Starting

Martin Thomas 94% – Mission report. We’ve crossed the region known as the graveyard. While in the graveyard I couldn’t report on our progress because of the periodic EMP bursts so I had to write my reports on paper. As soon as I can scan them I’ll send them in. In the mean time we found the source of the electromagnetic activity. Equipment that was built onto the plasma conduits act as a coil and an antenna. When a charge built up in the coil the system tripped and emitted the pulses. Our mission objectives did not include interfering with the emitters so we have left them undisturbed.

There is a section in the middle of the graveyard that the EMP does not reach. We are currently investigating this area with the idea that whoever built the emitters may be using them for protection.

We found a Hosent robot when we entered an agricultural hex. It’s just out here laying on the ground. The engineer says it’s circuitry seems to have been damaged by a pulse. He says he can bypass the damaged circuits and then I can try and communicate with it and find out why it’s laying out here. I’m

Sound – mechanical grinding – unknown sound

Jacob Davison 62% – Get back. It’s moving.

Sound – Hosent ultrasonic sonar 81%

Martin Thomas 74% – What’s going on?

Jacob Davison 72% – I don’t know. It just started moving after I bypassed a damaged circuit. My god. It’s standing up. Get the men back.

Martin Thomas 88% – Stand back idiots. You want to get crushed by that thing?

Sound – Hosent ultrasonic sonar 93%

Jacob Davison 45% – It’s not built like a walking robot, It shouldn’t know how to walk on it’s arms like that.

Sound – Parts Rubbing 82 db 60%

Jacob Davison 41% – It’s arm is failing, get away.

Sound – Impact thud 6 sources 40 db 30%

Unknown Speaker 3 sources – (shouting)

Unknown Speaker – It’s attacking. Fire. Fire. Fire.

Sound – G-82 Fire 14 sources 156 db 98%

Sound – AVW Launch 98%

Sound – AVW Detonation 172 db 98%

Unknown Speaker – It’s going down. Move.

Sound – Impact thud 78 db 40%

Martin Thomas 84% – Is it safe?

Unknown Speaker – I don’t know, wait.

Jacob Davison 15% – It’s moving.

Unknown Speaker – Fire.

Sound – G-82 Fire 12 sources 153 db 98%

Sound – ASO Transport Engine Start 50 db 30%

Sound – Impact thud 2 sources 45 db 25%

Unknown Speaker – (shouting)

Martin Thomas 21% – No. No.

Sound – Wind 63 Km/h

Sound – Impact thud 79 db 86%

Sound – AVW Launch 20%

Sound – AVW Detonation 30 db 20%

Possible microphone malfunction please check orientation and make sure the microphone is unobstructed.

Jacob Davison 11% – Thomas. Thomas. No. He’s gone.

Sound – AVW Launch 25%

Sound – AVW Detonation 45 db 25%

Sound – AVW Launch 41%

Sound – AVW Detonation 180 db 98%

No input 5 minutes – sleeping

No input 15 minutes – shutting down

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GPA – And The Winner Is!

This has been a very hard choice with all the great entries! Interestingly, most of the entries describe a slightly different aspect of role play. There are some entries that are big concept, meaning they try to tackle the whole medium. My first thought was that I should prefer those entries because they apply to any situation. Then there are some entries that highlight that there is a wide array of choice in the market and players can hop between them as their interest takes them and that’s a really good concept to convey also.

Then it seems that to get really exciting other entries get into a quick scenario. That’s what this is all about right? Getting people excited about playing? Unfortunately by being specific about a story, we lose that all around universal concept. So on the one hand I like these and on the other hand they’re slightly less useful for everyone.

The other hard part is knowing the audience. Entries like this one . . .

Critical thinking, resource management, probability, asset optimization, strategic movement, negotiation – skills for real life, and skills for players. Make yourself a better person, one die at a time.

Might sound interesting to some but scary to others. Some look at mental exercise as work. I’m not one of those people but I’ve run into plenty that are.

My Favorites

So these are the ones that struck me the most.

Because you can’t put “last of their kind transhuman space-pirate destined to topple the empire” on your actual resume. – Chainsaw Aardvark

The young man in your arms is unconscious, but thankfully your superhuman abilities may get him to the hospital in time…when a fire breaks out between you and the ER. What do you do? – Dan Houser

There is one thing that differentiates these two. I think they’re both very good and exciting. The difference is that Dan’s get’s the person into playing right away by directly asking them how they resolve the problem. But is that good or bad? It might be good for someone that’s outgoing and confident. Someone that’s unsure of themselves might be frightened off by that. It sounds like a small distinction and it really is, I’m splitting straws here. Either one could get people interested (a lot of the entries would, again I’m going with what I think could work better).

Chainsaw Aardvark Wins!

I’ll be getting in contact with you to send you your prize! Again, thank you everyone for your effort!

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GPA Contest Is Closed

Thank You to those brave souls that submitted their RPG Elevator Pitches! It’s August 4th and so the contest is now closed. The official entries are in the comments of the original post and can be viewed HERE. I’ll pick one of the entries tomorrow, in the mean time if one of them grabs your attention, let me know in the comments.

John Michael Crovis submitted this entry

Movies, Video Games, Television, Books – what do these have in common? They are all multibillion dollar industries that tell stories – and we pay a premium price for them. There is an alternative, more interactive than video games, for pocket change! Let me tell you about role playing games…

Bubba Brown recorded some entries for us.

FLAC: http://www.bestwithstuff.com/YoureRolePlayingNow.flac
WAV: http://www.bestwithstuff.com/YoureRolePlayingNow.wav

Chainsaw Aardvark gave us the bulk of our entries

* A book, a few friends, a handful of dice, and limitless possibility.

* Some people play for a couple of points and bragging rights. Others gamble for a few dollars. When we play, we save worlds.

* You take the blue book – the story begins, you wake up in an unknown star-ship, and believe you’re near Centauri Prime. You take the red book – you stay in Wonderland and I show you how deep the Labyrinth goes. (Yes, this paraphrased from “The Matrix”)

* Because you can’t but “last of their kind transhuman space-pirate destined to topple the empire” on your actual resume.

* Batteries, lag, network outages, our style of role-playing has none of that.

* Sixty dollars spent on videogames grants you twenty hours of staring at a screen, shouting at people you’ve never met. Sixty dollars spent on RPG materials means months of adventures with your best friends.

If you want to go anywhere and be anything, all you need is a few rules in your head and dice in your hand.

Its like being the star of your own movie. With no props, script, budget, or back end scale compensation rights. (OK, You might not be Alec McGuninness, but you can still have fun.)

Good stories end when you close the book. Great stories continue when you open the book with friends.

Thrives on Thursday, Smugglers Saturday, Mercenaries Monday – but heroes all the time. RPGs make the world a better place, one roll at a time.

Critical thinking, resource management, probability, asset optimization, strategic movement, negotiation – skills for real life, and skills for players. Make yourself a better person, one die at a time.

The first rule is have fun. The rest is just details.

Rule number one is enjoy the game. Rule seven-hundred fifty-eight has something to do with four-slice toasters, but it probably won’t come to that.

If you don’t find it awesome, you just simply haven’t found the game that fits you yet. Keep trying, there is an RPG for you out there.

Last but not least, Dan Houser came over from RPG.net to give us three entries.

You’ve been shot in the arm by federal agents, you’re on the top of a tenement slum, and they’re just about to break down the roof access door. What do you do?

The young man in your arms is unconscious, but thankfully your superhuman abilities may get him to the hospital in time…when a fire breaks out between you and the ER. What do you do?

I roll dice, and I find out. That’s a role-playing game.

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Survival Games – Rationing Mechanics

So having talked about carrying food and the minimum amount of food that will keep a person moving and functioning, lets talk about rationing food.

The first thing that a player will say when running low on food is “I won’t eat as much.” While that may keep them alive, it also will affect their energy levels and make other tasks harder. Don’t get me wrong, between having a hard time and dying it’s a no brainer. Modeling that hard time is important for the tension in a survival game.

Effects of Rationing

So what does not eating as much do? Most people know how they feel when they’re hungry so this is an easy one. You have less energy, it’s harder to think, your attention is on food so you notice less, you might get the shakes, you get grouchy. One might argue that some cultures fast in order to think more clearly so not eating should give an intelligence boost. While that is true, those cultures are normally sedentary while fasting. Meaning not actively trudging through forests using up energy. Fasting cultures will exempt a faster from even important activities during their fast.

As I mentioned in the last post ultralight backpackers will carry 700 grams of food for the day. But that is really the lower limit of what is likely to sustain a human, especially a big one. 800 grams a day is more manageable and the larger the person, the more they’ll need. Again, the mass of the food isn’t as important as the volume but this becomes important when thinking about rationing.

Starving

The other limit to consider is how long can a human live without food? How long can they function at least semi-normally without food? The answers to those questions are very different. People have lived longer than month without food. They will only be able to function normally for about three days with no food. Those are very different numbers so how can this be modeled effectively? I’ll give an example from The Artifact RPG to use as an example and you can modify the thought process to your own system.

The average person has a Constitution of 30 but they become far less effective in three days. So lets say that for each day with no food they get a -5 CDF per day. In three days their CON is effectively down to 15 making it unlikely they’ll make a CON roll (on a 1d100). In another three days their Con is effectively zero and they’re incapable of doing any strenuous activity. After their CON CDF is higher than their CON they take one point of damage every other day. The average person has 15 Hit Points and so thats another 30 days bringing the total to 36 days. There have been reports of hunger strikes going for 40 days and a tougher character could easily make that so I’ll go with it.

Take it down a notch

So if most people can survive comfortably on 800 grams of food and zero food gives a -5 CDF per day, then each unit of 160 grams (about 1/3 lb) is worth a CDF of +/- 1. Interestingly this could be used to fight fatigue from harsh survival conditions like the ones I’ve been outlining. If a character eats 960 g (about one Kg) of food for the day, they get a +1 CDF to CON. There is a limit to how much a person can eat though so I’d say this effect maxes out at +10 CDF to CON each day (eating 2400 g or 2.4 Kg in a day).

Other effects of rationing would include more CDFs to attributes like IQ Psyche and Charisma. For every -5 to Con, the characters would also get a -1 CDF to IQ, PSY and CHA.

Now we’re getting a more holistic view of how food can fuel strenuous activity and the effects of limiting a diet. It also makes tracking food consumption a possible win for the characters and therefore of interest to the players. The point though is to have a baseline that the players can ignore food issues if they have it available but to be able to increase tension if food is an issue.

So I’ve talked about foraging, carrying food and rationing, the next post will deal with putting it all together and getting the whole picture.

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Survival Games – Carrying Food

Player – Yeah, we’ve got food.

GM – You have enough for the whole trip?

Player – Um, yeah, sure we do.

No one wants to deal with tracking consumables. It’s not fun. Most consumables just get ignored anyway. The player says “I’ve got a hundred, if I don’t bother to erase one or two, it won’t matter.” The GM says “Okay mark it off your equipment.” and hopes the players are keeping an exact accounting. It’s good enough in most games because the players are usually good about being accurate with Hit Points and money but if you try to add any more accounting and everyone starts to gloss over it as unimportant.

But what about when those consumables, like food, is important to the story of a survival game? Even if you tell players it’s important, they don’t want to have to deal with it. Maybe it’s the modern day concept of food that makes tracking food hard. After all if you’re hungry, just pop over to the kitchen and eat something.

The GM can try to keep track of it but it’s not a lot of fun and for some reason the players feel that the GM is just trying to doom them by forcing them to run out of food. The players don’t buy into the idea of food scarcity.

Breaking it down

One of the problems in tracking food is that we don’t eat in units. We eat in meals but how much is a meal? How much volume, how much mass? Backpackers have to think about this question a lot and usually think about how much food they need for the day in terms of mass (or weight). Backpackers fine tune their food for the most calories for it’s weight and it would make sense that an adventurer would do something similar. Ultralight backpackers talk about carrying 0.7 Kg (1.5 Lb) of food per day but most backpackers say that’s too little to subsist on comfortably. It does give us a good baseline though of what a minimum for an active person’s needs.

So then, if we just go by mass, if a character carried 25 Kg of food, they could carry 35 days worth of food. Unfortunately, that’s pretty unrealistic. The reason is that although the food is light, it’s bulky. In my experience when I would go backpacking we could carry four days of food comfortably and we figured that if we wanted to, we could conceivably pack for eight days but that would be almost all we were carrying besides our tent and sleeping bag.

This is our second benchmark then, lets say 4 days of optimally chosen food takes up one third of a large backpack but only has a mass of 2.8-4 Kg.

So what does that do for us? A large backpack represents almost the limit of what a human can practically carry as far as bulk. The GM can now say “How much of your pack(s) are you devoting to food? Four days takes up a third of the pack.” Negotiating a pack’s contents should be a little more manageable for the players. Now everyone knows they can travel for four, eight or twelve days. Just don’t forget to bring water. . .

Next up, Rationing Mechanics.

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Survival Games – Swamp

For an explanation on how to use these stats, check out the original Survival Games post.

Swamp
Water soaked ground, small islands, shallow water, along with plant and animal life all make survival in a swamp hazardous. Although there is plenty of water around, it’s unlikely that it’s drinkable without treatment.

Surmount Method: Slogging through mud and mire, mapping out safer paths, travel by boat.
Surmounting Attribute: Constitution

Full 1/2 1/4 1/8
1 2 3 4

Surmounting Attribute: IQ (for mapping)

Full 1/2 1/4 1/8
1 1 1 2

SP 1 per Km

Hazards

Exertion
For every failed Constitution roll the characters face an exertion hazard. While moving through mud the character has to exert themselves this leads to muscles getting tired. They get a -2 CDF to Str and a -2 CDF to Con (or 5-6% of the attribute).  CDF penalties accumulate until the characters can recover for a period of time. While recovering, the player rolls for the character’s Con. A Full result means 1 point of Str and Con are recovered. A 1/2 result means that 2 points are recovered. A 1/4 result means 3 points and a 1/8 result means 4 points recovered. If the CDF penalties exceed their Con the character must be rescued off the rock face or fall if they fail another Str roll.

Exposure
When using Con as a Surmount attribute, the characters are charging through water and mud. Boots and cloths become heavy and wet making travel more difficult -2 CDF to Str and a -2 CDF to Con. Being exposed to the contaminated water also exposes the character to disease (see disease rules The Artifact RPG).

Random Hazard

For every survival round the GM should roll once on the following table.

Roll 1D100

1-25 none
26-40 Insect Bites
41-60 Poisonous insect Bites
61-70 Animal encounter
71-80 Confusion
81-90 Animal path
91-100 Rain

Insect Bites
Biting insects swarm the characters. They may just be a nuisance (CDF -1 PSY per bite) or they may carry disease 5% chance. Each character can roll against Reflex to avoid or swat the bugs. On a failed roll 2d10 insects bite the character. On a full success roll 1d10 insects bite the character. For a 1/2 column the character gets 1d6 bites. For 1/4 and 1/8 rolls the character gets no bites. Specially designed clothing with netting over exposed skin or vac-suits will protect against bites.

Poisonous insect Bites
Venom usually causes irritation and pain at first (CDFs -1 PSY -1 CON per bite) but if bitten repeatedly can cause illness or death (CON CDF drops CON to zero) and they may carry disease 5% chance.  Each character can roll against Reflex to avoid or swat the bugs. On a failed roll 2d10 insects bite the character. On a full success roll 1d10 insects bite the character. For a 1/2 column the character gets 1d6 bites. For 1/4 and 1/8 rolls the character gets no bites. Specially designed clothing with netting over exposed skin will protect against bites.

Animal Encounter
The characters are traveling toward an animal that is sleeping or hiding so does not hear them coming. The startled animal may attack. GM’s choice of animal.

Confusion
The lead character must make a Land Navigation skill roll or the party is thrown off course for a period of time. Add 2d6 to the remaining SP of the obstacle.

Animal path
A number of animals travel through the undergrowth and have cleared a path. All characters get to reduce twice the SP this survival round.

Rain
Rain makes surfaces slick, makes clothing heavy, makes soil muddy and may damage unprotected equipment causing rust and corrosion. Characters get a CDF of -5 to PSY and -1 to CON.  Characters can protect against this by making shelter.

Defenses and Weaknesses
30% Chance Weakness: Boat
Using a boat doubles the SP that can be reduced per roll when using IQ as the Surmount Attribute.

Defenses: Land Vehicles
Moving a land vehicle through dense undergrowth requires 10 x the number of SP.

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The Puppet Glove

I’ve wanted to make a Chezbah sourcebook for a while now because there’s so much left unsaid about them. The Kelrath have some material written about them in the Player’s Handbook and they’re getting more in Tortuga (which may be near done). So to start things off, I want to explain a picture I’ve used on the GM Advice posts.

Chezbah Puppet Glove

This nanotech device is used by Priests or Warriors for self defense and intimidation. It’s unclear if other Chezbah can use them but it may be possible that pilots or other conscripts would also be able to use the Puppet Glove. The device starts off as a large black ampule shaped like an egg. The device is inert in this form and can be carried until needed. To activate, the ampule is crushed in the hand. The ampule is able to detect the touch of the hand and will not easily break until it is held in the hand.

Once activated, the material inside foams up and around the hand. The foam is a delivery device that greatly expands the size of the material. Carbon nanotube muscles lace themselves around the hand covering it and artificial muscles and bones grow in under 10 seconds (1 turn). The fingers of the glove end in razor sharp claws. These muscles have great strength. When the user flexes their fingers the glove reacts in a similar way as the fingers would move.

The puppet glove uses chemical energy as fuel and is disposable, breaking down after five minutes of use.

Puppet Glove Stats
Claw Damage: 15
Glove STR: 80
Crush Damage: 10 (must break the hold of the glove to escape with STR)
Climb Skill +10

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