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/tg/ - Traditional Games


last thread: http://suptg.thisisnotatrueending.com/archive/40064853/

Last night a couple anons got together to hash out a homebrew tabletop RPG for playing a Mad Max game. Mostly inspired by the release of Fury Road, this is what we have so far.

STATS: The characters have three basic STATS. They are KILL/DRIVE/SURVIVE. KILL represents the characters willingness to turn people into corpses. Essentially it signifies both their combat ability, but more importantly it represents their ruthlessness. DRIVE represents how much of a risk taker the character is, as well as their ability to do wild actions in a car. It represents their ability to throw their self-preservation out the window. Leaping from a moving car onto a truck. Driving a car over a yawning gap to get a couple mils on a bandit. Stuff like that. SURVIVE is their sense of self-preservation. DRIVE lets them jump, SURVIVE makes sure they land. KILL represents their willingness to fight, SURVIVE makes sure they do so without being stupid. It impacts their ability to scavenge and take care of themselves in crazy situations.

SKILLS: Skills are what the character is actually good at. Things like 'fighting' (shooter/brawler) 'repairing' (weapons/vehicles) 'stunts' (vehicle/physical) and many more. They rank from zero to five. Zero being untrained, five being the best in the wasteland at that skill.

WOUNDS: A character starts with two MAJOR wounds and eight MINOR wounds. The ability to resist taking wounds, recover lost wounds, and possibly gain more wounds are covered in SKILLS and TRAITS.

TRAITS: These are the characteristics of the characters. Things like 'Born Perfect In Every Way', 'Road Warrior' (+1 rank to a starting skill), 'Warrior Caste' (add two minor wounds) or 'Mutant' (roll on mutation table for affects both positive and negative). Traits have multiple effects from the starting stats, the wound allocation and the skill ranks.
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And last but not least there is MAD.

MAD is both a dicepool and a sanity mechanic. A character can opt to invoke MAD to achieve a result on a dangerous manouvre. This will give them a bonus dice, but add to their MAD score. Once the MAD score goes beyond a certain point, bad things start happening. The character turns PSYCHO. If things go to far past that point, he eventually becomes FERAL and is no longer a playable character.

Right now we are looking at a primarily d10 system, with sub dice possibly focusing on d6. It's still very much up in the air. A work in progress. Anyone can jump in. Have a read through the last thread and give opinions. Let's hash this out.
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Updated slightly from the last thread.

EXAMPLE CHARACTER SHEET:

NUX OF THE WAR BOYS

MAD: 1

KILL 6
DRIVE 8
SURVIVE 7

WOUNDS: 1 major wound, 8 minor wounds

SKILLS: drive (runner 2/killer 1) stunt (vehicle 1/physical 0) fight (brawler 1/shooter 1) repair (car 1/firearms0)

TRAITS: SICKLY (-1 major wound) FANATIC (+1 to MAD pool) WARRIOR CASTE (+2 minor wounds)
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https://www.youtube.com/watch?v=eqQjrSWB84c

Music to set the mood. Let's get some discussion going.
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>tfw not perfect in every way.
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>>40083348
Anon, good to see you. I've already made a thread for this, but I'll join, since that thread was shit. By the way, how was your sleep? And why are stunts lumped with driving?
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>>40083727
I thought having DRIVE just be literal driving was a bit too narrow and decided to make it just general recklessness with your own physical safety. Being particularly good at stunts in cars or on foot would be boosted by having ranks in those skills. You can attept them either way, but being ranked in it just makes you that much better.

First rule of homebrew though: It can be changed.
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>>40083763
Yeah. It was kind of weird, but I'll budge. So, how will car combat be?
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>>40083763
By the way, how long do we want this to be? I'm thinking 8 pages for the players, 5 for the GM, and 3 extra pages for errata.

We still haven't thought on a currency system. Maybe gas, bullets, car parts?
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>>40083834
I was thinking you can do a couple of things depending on the car, passengers and driver. Some of the stuff from the other thread like:

>Outrun - The player decides to outrun any chasing vehicles. Roll d10+DRIVE+(ENGINE/2, round down).
>Peril: On a failed opposed test, the chasing vehicles catch up.

Which is just getting away from the person is fine, build some distance. However I think making:

>Shoot - Any player with any ranged weapon may attempt to fire at a moving vehicle or any person which they can see. Roll d10+KILL+SKILL
>Peril: You fail, and you are in clear sight to be fired at.

Separate is a mistake. Characters can perform shoot at any time during the CHASE. Distance and speed will make it harder to score reliable hits, modifiers applied depending on weapons (scoped rifles would suffer less than a pistol for instance)

And this is pretty much the opposite of outrun, so it fits:

>Chase - You decide to chase a particular vehicle. Roll d10+DRIVE+(ENGINE/2, round down).
>Peril: You fail to keep up.

But if its successful I'd have the chasing car be able to perform multiple actions.

If a Chase test is successful, the car can attempt to RAM or the passengers can attempt to BOARD the enemy vehicle. With accompanied dice rolls and skill checks.

The particulars are still to be sorted out.

>>40083946
As long as it needs to be. I think that's okay for a rough outline, but lets not get married to anything specific yet.
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>>40084007
Okay, but scoped weapons should have bigger penalties when shooting on the move. I have some ideas for combat, but not now.
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>>40083348
Just putting up a picture because I love the idea of this game and can't wait until it's out.

Sounds a lot faster than Atomic Highway, which is my go-to for any flavor of post-apocalyptic game. And that is saying a lot. AH is fast as hell.
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https://www.youtube.com/watch?v=jkcPYdD2gSo

The video game looks like it could provide some good inspiration.
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>>40083348
How would character generation work, maybe like a d6x2 + 5 total starting points to split up amongst the tree stats?
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>>40084007
So, I'm thinking about car combat. I think that a chase should only consist of a few actions: CHASE, OUTRUN, BOARD, SHOOT and RAM. Initiative is determined on who wins in a CHASE test. For example, two players might decide that they would try to OUTRUN the chasers and then the fighter tries to shoot at them to force them to slow down. Basically combining actions and shit.
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>>40084222
Nah. Just give the players 24 points to allocate around their stats.
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>>40084222
24 point allocation to stats. One 2 rank skill and five 1 rank skills. Two major wounds, 6 minor wounds. And possibly three traits.
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>>40084234
Works for me.
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Sorry, my attention is split three ways.
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Rolled 8, 3 = 11 (2d8)

>>40084365
We'll work on traits later. What we should work on now is the combat.

I have never been a fan of turns. Its a relatively complicated way of giving frame to the action. My idea's very simple: The player's describe what they want to do before and into the action. For example, the driver says he wants to ram Immortan Joe's muscle truck, and the fighter says he'll provide covering fire with the machinegun. That's a RAM and SHOOT action. The other two decides to stand-by and try to seek an opportunity.

The War Rig plows through the warband, making a beeline to Immortan Joe. The GM describes several cars and trucks opening fire on the driver's cabin, forcing the player to make a DRIVE check. He passes, and now it is the fighter's turn to open fire. He starts rolling a 2d8 to determine how many d6's he adds to his base roll.
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Rolled 4 + 11 (1d10 + 11)

>>40084545
The fighter gets 11 extra d6 to add to his KILL roll. He chooses to fire on a Beetle near him, Warboy on the hood preparing to board. He rolls a 1d10+27+11d6
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Rolled 5 + 23 (1d10 + 23)

>>4008dice4572
The Beetle attempts to dodge the bullets, trying to close in. Adding his 23 DRIVE, he makes the roll.
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Basically:

>Players decide on what they plan to do before the encounter starts.
>The player with the first initiative has his action happen, while the GM describes the obstacles he will face.
>Both player and GM make an opposed test, adding stats, modifiers, etc.
>The winner of the test decides on the outcome.
>Repeat with next player.
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>>40084716
So action is simultaneous between player and GM, and whoever the obstacle succeeds in that acts?

Say if a War Boy ran at a Rigger and they were both looking to fight, neither looking to runaway, instead of a back and forth they both roll their fight skill/KILL and whichever wins is the guy that does damage.

Right?

I can dig it.
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>>40084766
Yup, that's basically it. Its fast, its good.
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>>40084766
So, do you like it? Is it too fast? Too light?
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>>40084868
Yeah, I like it.
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>>40084877
Okay. So let's move on to currency. What would you use to buy stuff? Gas? Weapons? Bullets? What can you buy with them?
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>>40084906
There is no currency. You either pillage it, scavenge it, or barter for it. No one is exchanging cash. So if someone has a tank of water and you want it, it'll be up to a character to try and take it with force, or bargain for it in some way.
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>>40084943
Yeah. What I meant was, how much can a box of ammo get you? A rifle? Gas? Some car parts?
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>>40084982
It would come down to who you were trying to barter with. I don't think that kind of roleplay should be set up as rules too much. Maybe a trait will lend barters in your favour, but there shouldn't be a barter check. No one is going to give up a tank of gas for a bunch of flowers just because the guy has 25 charisma. They might be willing to give the characters have the tank in exchange for protection in traveling to the nearest haven though.

Nothing is outright bought, nothing has inherent value outside what the characters give it or are willing to part for it.

A hard and fast 'value' system would be detrimental to the immersion of playing in the Wasteland.
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>>40085045
>No one is going to give up a tank of gas for a bunch of flowers just because the guy has 25 charisma. They might be willing to give the characters have the tank

(correction: just because the guy has 25 charisma roll)

(correction: They might be willing to give the characters half the tank)
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>>40085045
Good point. What are we still missing here?
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>>40085078
How armour works, how a few skills work, maybe another run through on how damage is actually taken. And at least an example of a properly stated out Ride.
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>>
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I'm really exhausted today. I'll try and muster some strength for homebrewing, but until then I need a bit of down time.
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>>40085129
Armour works by taking wounds meant for you. For example, you get hit by a revolver. It inflicts a Major Wound. Your armor is a Leather Jacket, which can take two Major Wounds and a 3 Minor Wounds. It takes a Major Wound for you, reducing the bullets it can receive by one. Weapons have base damage as well. A machine pistol can inflict two minor wounds per bullet.

bump
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I've reworked the full-auto fire. Machine-guns are now 2d4. Assault rifles will be a basic 1d6. Machine pistols will be 1d4. Does any anon have any thoughts anons?

bump
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>>40086027
Now if anyone still doesn't know what full-auto does, or how it matters, let me walk you through it.

Whenever you want to shoot a lot of things, just roll its full-auto value; referring to the dice you'll roll to see how many d6 you add to your roll. Revolvers have an inbuilt full-auto representing when you fan the hammer. Machine-guns have 2d4, meaning that you can add up to 8 d6 in a roll. Machine-guns have an extra ability that allows them to target multiple enemies with a d3.
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bumpan
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>>40086217
so are these d4/d6/d3's just hits, or do they signify wounds as well?
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>>40086742
The 1d6 and 2d4 determine how many you d6 you add when you're going full-auto. The d3 means how many you can target. So if you roll an eight, and then roll a 2, than means you can allocate four bullets to both vehicles, or seven and one. How much ammo does a Warboys machine-gun hold anyway? The drum mag one?
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How should skills work? Should it just add dice, or should it simply add bonuses?
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bump
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>>40086938
Add dice. I'm not too big a fan of flat numerical bonuses.

>>40086813
I think I get what you're saying. Maybe run an example?
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Rolled 4 (1d4)

>>40087080
Okay. I'll add dice.

Sure. I'll give you an example.

Nux is fighting against a Warboy on top of a War Rig. Since Nux has a machine-pistol he rolls a 1d4 to determine how many shots he gets off.
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Rolled 4, 2, 1, 3 = 10 (4d6)

>>40087115
I'll just be using a trip.

Rolling a 4, Nux gets to add 4d6 to his roll. To make shit easy, let's just roll the 4d6 for now, then add the base roll later.
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Rolled 6 (1d10)

>>40087136
Now let's combine the two together. Since Nux KILL is 12, 10+12=22.
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Rolled 8 + 13 (1d10 + 13)

>>40087159
Nux gets a 28

The Warboy now rolls his 1d10+SURVIVE (13)
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>>40087177
The Warboy gets a 21. Nux Wins!!

OK, but is this too complicated? The base system might make this awkward.
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>>40087220
What's your opinion on this >>40084716 ? I like what I've made, but is it too light?
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>>40087230
It's fine. I like things light and fast.

Nux wins, but what has he done by winning? How many wounds has he inflicted on the Warboy? Calculate the damage.
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>>40087269
Every bullet inflicts two Minor Wounds. Since we shot four bullets, that means the Warboy takes eight Minor Wounds.
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Anyone still here? Anons?
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>>40087343
I'm here. Just thinking things over before throwing out feedback.
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>>40087354
Are you still there, anon?

bump
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Just throwing an idea out:

What if characters had WITNESS? Its like a measure of how great and legendary you are, but with a double edge. Encounters are more common, badder dudes try to hunt you down, that sort of thing. Yay or nay?
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>>40087683
>Yay or nay?
Come on, /tg/.
You of all places should know it's yea, not yay.
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>>40087734
OK. Still, is it any good? I think its good.
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>>40087655
Got dragged away.

Yeah, I got no problems with the way combat works. I've been thinking it over and have just decided to give it a thumbs up.
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>>40087825
Well, that's good. So now, we move on to the obstacles. What sort of enemies would a party face on the Badroads? Should we just rip off Immortan Joe, the Bullet Farmer and People Eater?
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>>40087855
I'd keep it to general types of bandits and scavengers, rather than going for any kind of characters yet.

So stat poles for guys like War Boys, guys like Pole Cats, guys like the Rock Rider biker gang or the Vuvalani. All of these guys are potential enemies a party might come across - and their leaders are a reflection of their gang.

Rather than making them specificly the gangs from the films though, better to make something that emulates them so that a GM can provide more unique options. Like a template for 'biker' rather than just 'rock rider'. Stat blocks that can be pulled out on the fly or tweaked to provide something different - but not married to any set in-universe gang.
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>>40083353
You really should attach some additional mechanic to MAD that allows you to go down various paths of ~actual~ insanity, almost like picking a class.

Live dangerously, and you might get "mad" enough to become a berserking death-seeker with zero self preservation (easier to preform MAD feats and sustain more damage), or become some kind of insane survivalist who will always find a way to survive whatever MAD shit goes down, no matter how many allies are lost or how bad things become.

>the idea is that by the end, you're no longer a normal human being... by the end, you look down upon an army storming your position and all you say is "WHAT A LOVELY DAY!"
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>>40087915
OK. So a standard enemy has 13 points around to spend. Let's start with a Warboy.

KILL 6
DRIVE 2
SURVIVE 5

TRAITS: Warrior Caste (+2 wounds), Radiation Sickness (-1 KILL in melee), Anemic (every time they get a wound, add an extra minor wound)

There, we good?
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God damn I'm just tired today. Sorry I'm not contributing as much as last night.
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>>40088211
Okay on the Biker.

KILL 4
DRIVE 7
SURVIVE 2

TRAITS: Familiar Terrain (+2 to Drive in the Killing Grounds), Ol' Irons (+1 rolls to any explosion), Scarred Muscle (-1 to melee)

Speed it up anons. I'm going to sleep in a few minutes.
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>>40084219
Jimmies Status:
[X] Rustled
[ ] Unrustled

Looks good.
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>>40087308
Then the warboy is still alive, 8 base + 2 from warrior caste, does he get to attack back or is it new round?
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>>40088448
I think a new round is in order, anon.
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>>40084219
This somehow looks like it won't be a good game, yet I can't wait to play it
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>>40088448
Anons, how would you solve this problem?
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>>40088851
A second round of combat seems appropriate.
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>>40088876
So what is the Warboy armed with and how does melee weapons work?
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>>40088918
Hmmm. That's something I'm not sure about.
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>>40088918
Melee weapons work the same as ranged ones: Both function on a d10+KILL, and have a base damage. Melee weapons can only work in melee, or you can throw it, which is stupid but okay.

>>40088876
OK. We've agreed on that.

I'm going to sleep. Keep working on it anons! We still don't know how to damage cars!
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>>40088974
Fair enough, Guns seem mad lethal in the system but I suppose that's appropriate.

I would maybe suggest that unlike guns, melee weapons do a single hit but with maybe beefier damage than say a single bullet of a fairly weedy gun.

As to vehicles maybe have a up tier of wounds with vehicles having both A vehicle wounds (vehicle/mega/large wounds) and Major wounds with Minor wounds being disregarded (apart from maybe scratching the paint).

How complex is the damage system, should we delve into hit locations (for bodies, vehicles or both) or are people fine with abstract given that for most vehicles like bikes or small cars that loss of wounds = death away given the careens of the films.
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>>40089052
I don't think it needs to be detailed except in the way specific weapons do damage to the body differently. Like blunt trauma as opposed to cuts.
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>>40089075
Fair enough, would blunt trauma be the same, worse or better than cutting?
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>>40089052
You want to apply the wound system to the vehicles? I'm sure there's a better way. Maybe parts of the car can take a certain number of wounds before being destroyed, just to mix it up?

>>40089075
I don't think that's neccessary.
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>>40089118
Different, in the sense blunt trauma can more easily disable an opponent rather than straight up kill them. Bust a knee or arm.
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>>40089122
Then surely that is the wound system applied to vehicles but just with locational damage?
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I think that the system should be kept simple enough to keep it fast like the rest of the system. Adding parts/locational damage might slow things down
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>>40089230
This anon gets it. Weapons should be simple. Damage should be simple. Hell, I'm even thinking on making full-auto simpler. Vehicles should only have a few hit locations making shit easier.

So that's it. I'm going to sleep. See you tomorrow, Warboys.
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>>40089143
Yes. It keeps bookkeeping to a minimum.
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>>40089302
Laters, Imperator.

Fair enough. Seems I'm outvoted.

So Perhaps then Main Components; Body, Engine, Wheels (and the option to shoot at passengers).
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>>40089339
From the last thread, when it came to the building blocks of a car we had: CLASS/ENGINE/CHASSIS

For determining things like speed, durability and junk.

But in terms of attacking the car I think engine, wheels and body are good things to be targeted and should be reflected some how.
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>>40083348
It's a little weird having your capability as a driver equal you capability at jumping and doing crazy shit. Shouldn't your mechanical skill fit into this somewhere? Also, while I'm down with rules-light, reducing things to just three stats seems a bit thin, though I guess how you handle skills can make up for this.

I must admit that when I see stats like this, I start trying to quantify their boundaries--what actions fit into what--find them a bit lacking, tweak things in my head a bit, and ultimately arrive back at tried-and-true categories like strength, dexterity and so forth (though not necessarily by those exact names).

By the way, in the end credits, one guy's job was listed as "Wheels and Skulls". It seems like you could use Wheels as category if you were looking at combining driving and mechanical skill (though as soon as I mention something like this, I immediately think of a bunch of mechanic characters who wouldn't be great drivers). Skulls is also a bit more colorful than Kill, though I'm not sure what else you could pair with those terms. Fuel (vitality, stamina)? Fire (leadership/authority/resolve)? Grit (resolve, brawl)?

Anyway, the obvious shit that occurs to me is:
Driving
----agility
Mechanics
----smarts
Brawling
----toughness
Shooting
----awareness or coolness under fire

Though this particular scheme does put agility under drive, which seems weird to me.
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>>40089415
That's because they aren't literal physical characteristics or aptitudes. They're more about motivation and characterization than 'drives good' or 'is a skilled fighter'.

KILL isn't about how good you are at fighting. It's your willingness to shank a bitch. Old man, little kid, pregnant woman. Higher the KILL the less you care.

DRIVE isn't your ability to drive. It's your willingness to slam through a road block while ignoring the bandits on your arse. It's your willingness to commit to a game of chicken or stare down crazy when its spitting in your face.

SURVIVE isn't your practical knowledge. Its your willingness to drink piss in place of water and eat human flesh when you're starving, and your natural ability to just know when bad shit is about to go down. It's your ingrained survival instinct, not your wilderness survival training.

I don't think your suggestions are particularly effective or flavourful replacements.
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>>40089415
Wheels = drive and fix shit
Skulls = chance to hit in combat
Grit = toughness and resolve, hit points
Fire = daring, crazy actions, agility
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>>40089484
Eh, do whatever you want. But this seems to put a whole lot of emphasis on state of mind and very little on talent / skill. All those guys attacking the tanker truck seemed very willing to shank a bitch (sometimes suicidally so), but they didn't end up carrying the day.
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>>40089573
>and very little on talent / skill

That's what talents and traits are for.

You should at least read through the threads instead of trying to tear it all up and replace it with your own thing.
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>>40089588
Sorry 'Skills and Traits'. It's nearly one where I am and I've had a busy day.
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>>40089598
I'll admit that I think primarily in terms of attribute-based systems, viewing more than a rudimentary skill system* as being unnecessary hassle for a rules-light game, so maybe I'm not giving proper consideration/emphasis to that aspect of the system.

*Something like you either have a skill or you don't and if you do, you get the better of two rolls. Maybe there's a mastery level where you get the best of three rolls or something.
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>>40089388
What about maybe, just a as a spitball;

Value = Class + Engine + Chassis

Engine = Speed
Carry = Class
Damage (i.e ramming) = Class

Hits
Wheel wounds = Class + Chassis
Engine Wounds = Engine
Body Hits = Chassis x2
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>>40089709
I think the plan with ramming damage was speed+class or something like that, with equipped weapons/customization modifying the potential damage.

But that can be changed.

To keep it in the immediate here and now, I like what I'm seeing as a basic starting point.
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I gotta agree with KILL, DRIVE, SURVIVE being all that's necessary. I think skills should play a bigger role than they appear to, maybe by doing other things at different levels than add to your dice pool.

Like give you access to different/new actions.
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>>40089790
I definitely agree that skills should provide more than just bonus dice. Like someone with a sufficiently advanced repair skill shouldn't have to roll anything to patch up the car in down time. It should just be an action check or something like that, eats a turn rather than having to roll against some kind of DC.
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>>40089757
Yeah, that sortof makes sense. My only concern is that if that was the case speed would be kind of too good and unrealistic; speed is important to a good ram but for example the War rig didn't take much damage when things like Nux's Car rammed it because small cars weigh like nothing next to a armoured truck.

My envisaging of it was that weapons are easy, with them taking up/deducting from your vehicles carry.

For extended example; Lets take Nux's ride, glory of V8 that is is

I'd probably say its a value 10 ride

Something along the profile of;
Class: 3 (It's a small car)
Engine: 5 (that thing was fast, easily outpacing the main warband plus its loaded with nitro)
Chassis: 2 (its got a partial bodyshell? and

Speed = 5
Carry = 3
Damage = 3

Hits
Wheels: 5
Engine: 5
Body: 4 (makes sense, it was pretty lightweight and largely open)

Of this one carry would presumably be given over to Slit + a load of explosive lances.

Another one possibly being given over to Max when he was tied up (Nux was mindful about the weight limits and Max took up most of the back seats when he was fighting with Nux).

Not sure between the number of hits/damage numbers and conversion of that into wounds, is it too much to just say those are majors? I mean it makes sense, 4-5 bullet holes will kill any of those components realistically and noone is getting up after being rammed by that thing at full speed which would be appropriate if it did 3 majors ramming.
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>>40090164
>ot sure between the number of hits/damage numbers and conversion of that into wounds, is it too much to just say those are majors? I mean it makes sense, 4-5 bullet holes will kill any of those components realistically and noone is getting up after being rammed by that thing at full speed which would be appropriate if it did 3 majors ramming.
I'd say that's a good way to read it.
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I love that the vehicles nearly all have individual names. Like 'Prince Valiant'.

I think naming the cars should as important as naming a character.
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>>40090376
Hell, cars should be their own character.
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>>40090395
Nah. I think that's going a step too far. I think the car should be very important to the party, like a pet. The players should get as angry over the car getting smashed up or threatened as the characters.

To get /a/ for a second, they should treat the car the way the Straw Hats treat the Going Merry in One Piece.
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>>40090164
See whereas the War rig would be something like a 18:

Class: 8 (massive articulated tanker)
Speed: 4 (It's fast for a truck with a oversized engine)
Chassis: 6 (its a big armoured truck)

Speed: 4
Carry: 8 (room for like 7-8 passengers + 2 armoured crows nests, a adjustable plough, Tanker for Water + Mother's milk, possibly with extra carry being put to armour)
Damage: 8 Major wounds (I swear, I saw that thing crush cars on three seperate occasions just by siding onto them)

Hits
Wheels: 12 (Large solid rubber truckers tires)
Engine: 4
Body: 12
Possibly with a bucket load of extra wounds/ Damage resistance from all the armour strapped on.
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>>40090424
Oh no, I didn't mean a PC. But I like the thought of each car having a personality and unique characteristics.
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>>40090473
Well, we're agreed in full on that.
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Motorcycles should have higher speed but lower armor, and maybe a bonus to boarding to and from them because they don't have a cab to climb into or out of first.
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>>40090545
Yeah. Fragile but fast and able to board better, but a single ram success is a bad day for a biker character.
>>
File: War Boy Bike.jpg (95 KB, 640x426)
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War Bike

Value: 6

Class: 1 (Its a bike)
Speed: 4 (It's a fast bike)
Chassis: 1 (It's a bike)

Speed: 4
Carry: 1 (Lances)
Damage: 1

Hits
Wheels: 2
Engine: 4
Body: 2

Traits: Open topped (Driver/Passengers are unarmoured but have 360' firing arc), Easy to Dis/mount (+bonus to boarding)

Acceptable?
>>
Sorry for my ignorance, but how will firing arcs work?
>>
Will there be crunch for that or what?
>>
>>40090768
I presumed it would largely be narrative but if you think about it if you are driving or in the front then largely you got a 180 degree arc ahead of you.

I doubt firing arcs will be hard coded into the system.
>>
Yeah, that sounds good. Another thing for players to do in vehicle creation, I guess (back windows and stuff)
>>
>>40084007
currency could be similar to SW Broken Earth, in the sense that it doesn't truly exist. Instead, everything has a "trade" value, which can fluctuate between areas.
>>
Do things need a set value? I imagine the GM just telling the players (through narrative, ofc) what the person they're trading with wants/values and the players can barter from there (maybe rolls involved)
>>
>>40090986
I agree with this, people won't need a currency or value for things, just have players say what they are willing to trade (I'll trade these two rifles for that car) or what they want to buy (I want a car). If its feasible that they could get it, hash it out as a roleplay. If not, then it doesn't happen.
>>
>>40091028
>>40090986

That's certainly how I see it. RPGs have become too focused on rolling for every little thing that it becomes way too abstracted. I blame DnD.
>>
Roll-less bartering sounds like the best option, then.
>>
I still want to put in a food, water and fuel mechanic. Survival is important. Scavenging and murdering over a bottle of clean water is something that should be in there.
>>
>>40090748
Looks good to me.
>>
>>40091403
Do we need actual rules for that or can we just say "Hey, you need this or you'll die. Go find some". And leave it up to the DM where and how they'll find some?
>>
>>40091530
Well its a split road; we can either say, you have 5 units of water, thats 5 days then you start taking a minor wound a day, or it can be almost like a narrative trait; Smokey joe has water, but after the bandit attack where they stole it, he's only got 3 days to find some or he's toast.
>>
>>40091530
I think if the players and DM prefer that, they can do it, but I'd like a rules version of it for 'hard core' campaigns.
>>
I like the idea of just incorporating it into the narrative, rather than having a set system for water and gas and such
>>
How do wounds work? What happens if someone runs out if minor wounds but still has major wounds or vice versa?
>>
>>40091654
I have some ideas on that, but first can someone clarify to me how armour has been discussed as working?

I'm not sure if its ablative hits or if its downgrading of hits.
>>
>>40091654
Once you run out of minor wounds, you start automatically taking major wounds. If you run out of major wounds, you start bleeding out your remaining minor wounds every turn until your dead or stabilized.

>>40091704
Yeah, I'm not sure about that either. From last thread I thought it was certain armour is only effective against certain weapons (like the difference between a bullet proof and stab proof vest)
>>
>>40091704
As far as I know it just takes a certain number of wounds for you.
>>
>>40091729
>>40091738
Right, I see. So Guns are REALLY lethal then; most peeps only have one major wound (at least base) and a normal pistol does 1 major, 1 minor.
>>
>>40091802
Most people have two major wounds and six minor wounds unless they have a negative mutation that lowers their wounds (or, inversely, a positive mutation or trait that gives them more).

Though that said, I'm not against raising the number of wounds to a character or changing the effects of armour.
>>
High lethality seems good, but we don't want the PC's getting one-shotted. Also, armor would have a certain number of wounds against guns, and a certain number against knives/etc.?
>>
>>40091928
Hmm, 2 majors isn't so bad; ammo is supposed to be scarce and presumably people won't hit all the time anyway.
>>
>>40091928
Can somebody start working on a mutation table? I don't think it should be quite as ridiculous as I've heard Gamma World's is, but it shouldn't be /too/ realistic.
>>
>>40091962
I would say that certain types of armor protect against certain types of weapons, but do nothing against others. So a ballistic vest would protect against small arms, a knife vest would protect against blades, and nothing would protect against things like mounted machine guns.
>>
>>40092022
Whoa, that formatting.
>>
What about starting equipment? Has that been covered?
>>
>>40092056
Not yet, I don't think anyone has got close to character generation, we're still working on core mechanics so far.
>>
>>40091988
I'm working on it, how negative do we want mutations to be?
>>
>>40092388
I'd say some negative and some positive, say +1 to a specific type of roll versus having Larries and Barries.
>>
>>40091988
I'll give it a quick shot. All just to give you an idea. Based on a standard d100 chart.

1-20: Born Perfect In Every Way: You are a healthy specimen of a human being. The closest thing in the Wasteland to a Before Man from the Long, Long Ago. (+1 major wound)
21-30: Frail Bones: The Bad Blast got into your blood, made your body weak. (-2 minor wounds)
31-40: Skin Like Leather: When you were born you were marked by the Wastelands. Bred for surviving it. (+1 major wound Trait: Visible Mutant)
41-50: More Than You Need: You've got an extra limb. It just hangs there making you look like a right numpty. (Trait: Visible Mutant)
51-60: Scrambled Eggs: The Bad Blast blew the wits out of everyone in your family, and they passed it on to you. (Trait: Simple)
61-70: Big Bastard: Something in the water made you grow up bigger and stronger than the rest. Lucky duck. (+1 rank brawler, +2 minor wounds)
71-80: Fucked Fingers: One of your hands has fused fingers, making it a flipper and you a silly looking sod, but it doesn't slow you down much. (Trait: Visible Mutant)
81-90: Little Mates: You got little mates growing on your body. They aren't the good kind of mates (-1 major wound)
91-100: Sky Calling: The Sky sends you Visions. You hear them off the Satellites, sending you Messages. (Not sure, a mild psychic ability)

These are just examples. Everything can be changed.
>>
>>40092643
>81-90: Little Mates: You got little mates growing on your body. They aren't the good kind of mates (-1 major wound)

That was a weirdly touching scene. It kinda drove home how tough Nux's life had been, that he would treat malignant tumors as a joke, without needing a ton of unneccesary exposition like many movies would have used.
>>
>>
>>40091988
Heres what I got so far; Differant to this chart >>40092643

Anaemic – You have a blood disease or cancer, you need a blood transfusion once a month to keep you healthy from a LIVE donor of an appropriate blood type.
Crippled arm – You have a bad arm - -1 to rolls when doing things that need to two hands
Crippled leg – You have a wretched leg – You cannot run and find it difficult to operate non-adapted vehicles (typically all of them) -1 drive
Dwarf – You are miniature, standing 4.5 ft or less – Trait: Small
Fits/Seizures
Grossly fat – You are corpulent and obsese - +3 minor wounds, -1 Survive
Grotesquery – You are obviously ear-marked by mutation such as a hunched-back, changed skin, ravaged features or a useless atrophied limb. - Roll d3 more times on this table and all your mutations are obvious.
Impaired sense – One of your five senses (Hearing, sight, smell, touch or taste) is impaired, totally for taste or smell, partially for the others. (Roll to decide which sense is affected)
Insensible (Reduced pain) – -1 Minor wound, but each session you have d4 extra minor wounds rolled in secret by the GM.
Over-Muscled – You are massively muscled, a unusual trait in the straved days of the waste - +1 Kill, -1 Survive. +1 major wound.
Tumours – Tumours and polyps have infested your body. Even if you a born survivor, you’ll never see 30 – -1 major wound
Thick skin – You skin is toughened, possibly elephantine or covered in bark like nodules - +2 minor wounds.
Ruined lungs – they were born too small or don’t work right – without specific respiratory equipment, such as a oxygen tank and respirator, you are at a -1 to all physical rolls.

If I was making this a table, I would also add on 2-7 non-mechanical mutations that were obvious but didn't affect stats.
>>
Do we have rules for vehicle armor yet? That seems like it would be quintessential to this system.
>>
>>40093497
Y'know, I don't think we do.
>>
>>40093510
We could say that it does the same as armor for people, but I don't think we'd need different types because I don't think stabbing a vehicle would be very effective.
>>
>>40093497
Vehicle anon here, in my understanding Vehicle amour works by taking up Carry (stat based off Class attribute) and providing additional wounds to locations that inured to narrative problems when they are ticked off.

If you are referring to armor for shooting at occupants then maybe unless you specifically aim at unarmored sections (which would entail a penalty) then the damage is split 50/50 between the target and the vehicle logically closest component.
>>
I have a weekly session coming up on Sunday, so I can try to run a playtest ifor you anons want.
>>
>>40093625
That'd be cool.
>>
As a member of that Anon's group, I'd think we need to flesh out character creation before we can start.
>>
>>40093698
In which case, Anons, how do we want to do this? Do we want rough class/clade based? Point allocation or Full point buy?

Similarly, what is a 'average' wastelander and how close do we want pc's to be to that?
>>
>>40093860
I'd like to have a point allocation system. I don't think that there would be an average wastelander because everyone has different mutations and is part of a gang.
>>
>>40093993
>>40093993
If there is no average, maybe randomised K/S/D?

That aside, I was more meaning by an 'average' what would be the stats of a normal non-heroic Human? What is their total K+S+D for example?
>>
>>40094066
If the system uses d10s mainly, I'd say five is a good average human.
>>
>>40094127
Fair enough.

So perhaps lets say;
17 KDS (So PC's are slightly better than normies and HAVE to have a strong/weak stat)

7 Skill points to split amongst the skills
1 trait

Would people want notable gear options (you get average appropriate gear except for one expensive/significant) or a fast and loose point buy?
>>
>>40094271
I like the concept of having to take a weak stat.

On another note, do we want or need any fluff for this?
>>
>>40094302
I suspect that is up to you, some people know Mad Max quite well and won't need an explanation, others might.

Does anyone know if we have a true skills list though?
>>
>>40094427
We don't have one. I think some were mentioned offhand in the other thread, but no one's made a list yet.
>>
>>40094471
Alright, sorry for my extended absence but I'm beginning to codify the thread into a cohesive file.

Once I top it then I will try and write up a trial skill list
>>
>>40095031
You're doing God's work anon.
>>
>>40095310
Np, Anon, try to keep things alive till I've got some new material.
>>
Only specific weapons should be able to harm vehicles, like machine guns and those rocket spears. I can't see a handgun destroying anything larger than a motorcycle.
>>
>>40095802
Anything should be able to damage a car, it's just a question of how much and how easily. You could probably manage to destroy a car with a handgun, but it would need to hit the fuel tank or some shit. I'd say certain weapons should get penalties against cars, but still be able to harm them if you roll well.
>>
>>40095907
Do cars have minor and major wounds? If they do I'd say that small arms would only be able to do minor wounds to them while bigger weapons and a ram from another car does major wounds.
>>
>>40095959
In my trial system, they only have major wounds and bounce minor ones which mitigates alot of the damage that weapons do.
>>
>>40095959
If I stab a guy in the heart with a pallet knife instead of a dagger he's still in some deep shit.

I think the same principle would apply here. Small arms should be able to damage cars, but it should be a lot easier with bigger weapons.
>>
1d4chan page when?
>>
>>40096222
When we have this fleshed out more and that anon comes back with his file on this.
>>
>>40096222
>>40096371
Does this actually have a name yet? If not, I propose something like Wasteland.
>>
>>40096484
It's been called a lot of things, but the one that stood out to me was Maximum Madness.
>>
We've done some good work on this, but we need a list of things that it needs. I'll start:
1. A consensus on character creation. Point buy or rolling for it?
2. A set mutation table. Gotta have a way to find out if you've got some little mates.
3. Car creation. We all know that we all want to make a badass hotrod, but what's keeping us from rolling out a full blown Leman Russ?

These are all things we should consider, but I'm sure there are things that I've missed. Please continue the list if you think of anything.
>>
>>40096882
1. People seem to like Point allocation
2. Yes, the mutation table needs to be constructed, we have plenty of ideas but one needs to be made and finalised
3. The value of a vehicle in effect determines all its other stats and allows easy creation. That being said there are no rules governing how characters get vehicles and what value those are i.e some people might want their players to start with vehicles (thats fine and cool, Max is famed for always having his interceptor) but what value should they be allowed to take.

We also haven't touched on;

Damage/armour values for any piece of equipment (both personal and vehicluar)

Skills list

Melee combat

Traits

How autofire and multiple shots works.
>>
>>40091600
How about:
>You can live for a number of days equal to your major wounds without water.
>You can live for a number of days equal to your minor wounds without food.
>Water and food are not tracked. You either have it or you do not. GM decides when you run out.

It meshes with the existing system while leaving it mostly rules-light and narrative-based.

>Each day when a vehicle is active, it consumes a unit of fuel (unless otherwise stated)
>The maximum capacity of a vehicle's fuel tank is half of its Class, rounded up. (unless otherwise stated)
>Two units of fuel can occupy one point of Carry, if you want to store cans of fuel on your vehicle. (unless otherwise stated)

This is a bit more mechanical and with lots of exceptions involved. Some vehicles guzzle way more gas than others, others have larger tanks which let them go on for longer without needing to stop and refuel and tankers like the Tatra 6x6 can probably contain loads more fuel. It's a simple enough system though.

For the more narrative-minded, you might just like to stick to 'YOU HAVE FUEL' and 'YOU RUN OUT OF FUEL.'
>>
>>40097050
I like this. It's good, it works.
>>
File: Bane.gif (1.47 MB, 300x225)
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>>40096739
>Maximum Madness.
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>>40097110
it was either that or Mad Murderhobos, which was my suggestion.
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>>40097050
Let's go with this.
>>
>>40096484
A Mad Mad World?
It's a Mad Mad World?
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>>40097243
Wasn't that a movie?
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>>40097187
>Mad Murderhobos
>Maximum Madness

These are both really good.
>>
>>40097257
Not quite there was one additional Mad in that film title.
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>>40097257
It was a pretty good movie.
>>
>>40096484
What about relating it to the central mechanics and just make it Kill/Drive/Survive?
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>>40097015
Have we decided what exactly MAD does?
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>>40097050
Taking >>40090164 as an example for the fuel rules:

>Consumption: 1 unit daily
>Tank Size: 2 units. 3/2 then rounded up is 2.
>No extra storage slots.

Then for something like the Tatra in >>40090470:

>Consumption: 2 units daily because GM and group decide something that big has to be a fuel-guzzler.
>Tank Size: 8 units. GM and group decide that something that big also has a massive gas tank, so they just go with class and don't bother halving it.
>GM and group represent the gigantic tank by saying it can contain up to 60 units of fuel, if used for fuel. It can also be used to contain water, milk or any other liquid commodity, up to a maximum of 'fucking lots.'

How's this?
>>
>>40097328
Kind of, supposedly it works as a ratcheting scale where in dire situations can push it up one to gain a extra dice (presumably a d10).

At some undetermined point then bad things happen, then later Very bad things happen and eventually character removal.
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>>40097385
So it lets you do things like this?
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>>40097375
I think that looks good.
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>>40097451
I believe that is the general intention.
>>
>>40090470
>>40090748
The thing that pops out at me here is that there doesn't appear to be anything to represent how each vehicle handles. With that stat set the War Rig can, mechanics wise, move around just as easily as the the bike when we all know a bike has absurdly high agility when compared to the fast but cantakerous Rig.

How would you represent stuff like that?
>>
>>40097567
For that matter, how do we represent these things on the tabletop? Hexes sound like they'd be good if we want to simulate turning speed.
>>
>>40097375
>>40097050
And one last suggestion on the whole fuel thing:

For the sake of keeping the system simple, nitro also falls under fuel. Boosting your vehicle with nitro costs a unit of fuel immediately, with the benefits lasting for the duration of the encounter. Let's say that nitro increases your speed by half of your existing speed, rounded up.

So, taking the example of >>40090164 again:
>Nux consumes a unit of fuel for a nitro boost. His vehicle's speed is 5. Divide that by two and round up, he gets to add 3 to his speed, raising it 8 for the rest of the encounter.

If you can want to make the system more complicated, here's a few possible additions:
>You can use nitro twice in a single encounter. If you do, the second use raises your speed to double its original value. However, the engine might fail as a result of overuse of nitrous. You can either have the GM decide when, or you can roll some dice to determine the number of rounds/turns before it fails. When the engines dies, some repairs will be needed.
>Some vehicles will have nitrous injectors, if the GM allows it. The vast majority will not, as seen in the film. Manual nitrous injection is risky business, man.

I'm just throwing ideas at the wall.
>>
>>40097567

Traits, totally traits; either give it a negative trait to specifically its maneuverability or reduce its speed and give it a top speed positive trait.

>>40097630
Depends how much minutiae you want to deal with, you could use hexes.

Once I have thoughtspace, I could try to rig a table converting speed into MPH and top speed.

Narratively though (i.e without boards), I'd rule that in a normal turn the pursuer has to test his cornering (Drive+vehicle piloting) if they have lower speed than their quarry.

If they are deliberately trying to ditch them then its as (far) bove as a Drive + pilot + vehicle speed contest.
>>
>>40097722
I'd prefer the simpler version of the rules to keep combat hard and fast.
>>
>>40097759
Also, bigger vehicles should require more traits regarding turning speed.
>>
>>40097722
Alternatively, Nitro boosters could be a Carry-based piece of Vehicle equipment that give a flat speed boost for a scene (but not over long term) that recharges by consuming a unit of gas.
>>
>>40097811
I like this better.
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>>40097811
Sounds like a good idea to me, also allows nitrous boosters to vary in quality.
>>
What kinds of gear should vehicles be allowed to have? I'm thinking things like the aforementioned nitro booster, a mounted gun, and the poles that they used in the movie. Anything other anons can think of?
>>
>>40097949
Stuff for ramming other cars?
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>>40097949
The gun would enhance your ability to shoot down other vehicles and the pole would give a huge bonus to boarding actions and possibly allow you to abduct others.
>>
>>40097949
Additional armour
Smoke Launchers
Harpoon guns
Mounted buzzsaws
Ramming Spikes
Bulldozer plough
>>
>>40098013
Sounds good. I'll attempt to stat them
Armor is obvious
Smoke launchers slow down the affected vehicle by 1d4 tiles per turn for 1d4 turns
Harpoon guns prevent the vehicle from getting 1d4 tiles away from your car and give you a boarding bonus relative to your KILL
Buzzsaws give a bonus against armor while adjacent to your enemy
Spikes and Plow give a bonus to ramming and possibly ignore armor
>>
I love you guys. All homo.
/tg/ makes the best homebrewz
>>
>>40097949
Fuel canisters as mentioned in >>40097050.
Loudspeakers, if you want to imitate the Doof.
Larger guns might take several slots.
Melee weapons, like how one of the spike buggies had a damn excavator attached.
Various vanity and morale items.
>>
We should also stat melee weapons as well as guns.

Crap: Shiv, brick

Medium: Lead pipe, baseball bat

Good: Machete, fist blades

Amazing: Chainsaw
>>
>>40097949
Spike strips are another possibility, along with any significant on-the-move repair and/or salvaging equipment.
>>
>>40098102
Yeah, this guy is right. You should be able to take dedicated storage things which permanently take up Carry (till uninstalled) but can only carry a set thing (or group of things) but in greater quantities than what normal flexible carry allows.
>>
>>40098128
Spike strips could be a more permanent version of smoke bombs but have a harder check to successfully throw them the right way.
>>
Anyone know when the thread will be deleted? We should probably archive it before then. I know it's been up for at least twelve hours.
>>
>>40098265
Postlimit is at 300 I think and more auto archive. Someone should put it up at suptg nonetheless though.
>>
Anything can be put into a Carry slot, practically anything can occupy it. GMs shouldn't be afraid to rule how stuff works on the spot, although I'd say that stuff like mounted guns or big melee attachments.

Dump a load of looted guns on a seat? That's a Carry slot.
Got a passenger? That's a Carry slot.
A couple of jerry cans? That's a Carry slot.

Anything that'd take up a car seat, that's a Carry slot. No need to be more complex than that.
>>
>>40098453
Yes, thats exactly how it's intended. You have loose Carry that you can shove anything into.

Vehicle equipment is generally big stuff that is deliberately installed during a relative downtime that effectively permanently takes up some carry till it is uninstalled in another relative downtime.
>>
>>40098547
Say a pickup truck has two seats in the cab, that's two carry slots. It also has room for four people in the back, that's four carry slots. I'd say that you always have to keep a carry slot free for the driver unless your put something like windshield armor on.
>>
>>40098453
>Anything car-seatish takes a carry slot.
This got my vote, makes vehicles much more customizable as well if we assume a stock car can be stripped to allow more carry. -2 body for 1 Carry?
>>
>>40098630
My general thinking is that 1 carry is ~2 people if they are crammed in but we are on the same wavelength.

Driver and required crew, to me, never need dedicated carry, carry is Spare space. I.e there always space for the driver and you don't need additional carry for gunners if you take a turret gun.

Thats another piece of equipment you could have; armoured cockpit and bullet glass (dedicated driver armour)
>>
>>40098732
Oh okay, that sounds better than what I had in mind. It seems like the way this system is going is for strategy when not in combat so you've got a rig that you hope can match anything you meet on the road, and then frantic combat without that much need for thinking.
>>
I'm going to be away for a whole of days but by the time I'll come back I hope you guys got a rudementary PDF up and running. Otherwise I'll make it myself
>>
>>40098807
That was at least my intention when I made the CSC/SCD system, plenty of swing in downtime for individualisation but hard and simple during combat and action.

>>40098848
I'm writing up a google doc as we speak.
>>
>>40098865
May you McFeast in Valhall brother
>>
>>40098865
After you finish the doc you should make a 1d4chan page and post the threads where the system was concieved so we don't lose them.
>>
>>40098865
>I'm writing up a google doc as we speak.
You do this and I will carry you myself to the gates of Valhalla, shiny and chrome!
>>
Hello, Warboys! What happened when I was lost? Is car combat done now?
>>
>>40098167
For dedicated equipments slots, I'd suggest something like this:

You install a weapon rack using one Carry slot, you can store a number of weapons in it that would usually occupy two Carry slots.

Same with installing a larder and food, or a water tank and water or any other method of storage and the item it is intended to store.
>>
>>40099296
And who's the V8 Worshipper? Has he done well in my absence?
>>
>>40099296
We worked on some equipment and invented the concept of carry space. Unless you were here for that.
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>>40099380
I've worked in earnest, Imperator.

Vehicle stats have been devised, and to a degree vehicle combat. Optional rules for food, water and gasoline have been suggested.

Mutation lists have been drafted and contemplation has been given to character generation.
>>
>>40099358
Sound good. Abstract and get pretty believable. We shouldn't set anything in stone yet though.

>>40099380
No idea but he's compiling a google doc that will help is immemsly with organizing this project.
>>
Good. What is carry? Its going to take too long to skim. I remember you anons had the idea of vehicle wounds. Wheels are Class+Chassis, right? I can't remember the others.
>>
>>40099492
Good job. You have done well. So let me hear what you did on vehicle combat. I know its going to be smashing. Survival rules should be included too.
>>
>>40099531
>What is carry?
Carry is an abstract value of the amount of stuff you can fit onto your vehicle.think hard-points from Edge of the Empire.

At least that's the way I see it. I love that this system is so free for interperson and improvisation
>>
>>40099531
So basically each vehicle has a set amount if carry slots that we've sized as "about as large as a car seat" and you can use them for passenger space, equipment slots, or just carrying things.
>>
>>40099672
I see nothing wrong with that idea. Carry it on. I guess I should now try to do a rough draft of survival rules.
>>
>>40099531
https://docs.google.com/document/d/1hNm4nyED6IZlbdoYo-NOZlxPKq4rlvD-FaZJMNtcVfA/edit?usp=sharing

Witness! Shiny and Chrome and New!

>>40099582
As yet, we have devised vehicles to have simplistic stat blocks that determine a couple of characteristics (such as its health and how much damage it does on a ram) and some which add onto skill checks (such as speed rating).

From this characters can shoot at vehicles (there are provisional rules for this now), ram each other and there is space now for fun gubbinz (which is at a placeholder status whilst we devise up vehicle equipment).
>>
>>40099531
Carry is non-essential space on the vehicle in question. Any space that is not used to operate the vehicle, hold the driver or keep it running.

The Carry value is equal to the vehicle's class.

Carry can be occupied by:
>Additional Armor
>Smoke Launchers
>Mounted Guns
>Mounted Ramming Weapons
>Repair/Salvage Equipment
>Fuel Canisters
>Vanity Items (loudspeakers, trophy racks, etc)
>Storage containers
>Spike strips
>Nitro boosters
>Boarding mast (my name for the swinging poles used by the warboys in the final chase scene)
>And any miscellaneous equipment dumped in the vehicle.
>>
>>40099766
Bookmarked. Gonna show this to my über autistic friend whose insanely into Fallout. He will likely try to RP as some weird foxgirl or something but it will be fun nontheless. Thanks man and all you anons
>>
>>40099766
>>40099871
It's in comment mode as well, so you guys can insert your own suggested changes, although perhaps keep anything too significant in the thread.
>>
>>40099707
OK. So instead of "If you take water in X amount of time, you lose a minor wound", how about let's give them a tag. Let's say the player hasn't taken water in 15 minutes of real time, he gets the tag "THIRSTY". Getting a tag means that your stats start degrading until you get some water. Same for hunger, "HUNGRY" starts degrading your stats and (maybe) starting to raise your MAD up.

A car's engine has a set amount of consumption. If we used Nux's car, it would have 15 fuel, and uses 1 fuel every scene. If it goes TURBO, it uses 3 fuel.

>>40099766
Google Docs don't work well for me. But it's nice. When this is done I'd like to be in pdf. with a good character sheet.
>>
>>40099990
Np, I like google docs because they are shareable and easily changed, which is good for in progress works.
>>
>>40099990
We had some ideas for water:

>You can live for a number of days equal to your major wounds without water.
>You can live for a number of days equal to your minor wounds without food.
>Water and food are not tracked. You either have it or you do not. GM decides when you run out.

It's a bit more abstract and takes a little less paper-work. Whether that's good or bad, it's up to you.
>>
>>40099990
It's important to keep in mind that MAD isn't necessarily a bad thing, like sanity would be in CoC. It's something that you need to survive in a world that has gone mad itself. I'd say hunger would give you some penalties but I don't think giving them a bonus to rolls would adequately represent it.
>>
>>40100071
Its not bad. I like how you use wounds to determine how much time you've got. And bump the player's stat points to 18. Should I be statting weapons now?

Fuel should have consumption now.
>>
>>40100199
And rules for fuel as well, equally abstract:


>Each day when a vehicle is active, it consumes a unit of fuel (unless otherwise stated)
>The maximum capacity of a vehicle's fuel tank is half of its Class, rounded up. (unless otherwise stated)
>Two units of fuel can occupy one point of Carry, if you want to store cans of fuel on your vehicle. (unless otherwise stated)

It's all very abstract - there's no way to simulate the disadvantages of thirst or a low tank, it's just an 'on' or 'off' thing.
>>
>>40100258
Huh. Seems you guys have it all done without me. Guess I should be statting weapons now.

Mounted machine-gun (Bullet Farmer)
Damage: one Major Wound, two Minor Wounds.
Ammo Cap: 75
Full-auto: 2d4
Quality: Good
>>
>>40100258
I guess as a GM I would give the hungry/thirsty player a negative trait. Also
>You can live for a number of days equal to your major wounds without water.
>You can live for a number of days equal to your minor wounds without food.

I would make the player roll Survive for each day without food or water. Insta-dying ain't fun and living through a deathmarch across the desert ala Lawrence of Arabia would be my archetypal Survive challenge. Just me though
>>
>>40100337
I think that we shouldn't have names directly from the movies. I like the idea of the game being an homage to the genre rather than taking place in the same setting.
>>
Why not just give vehicles three base stats?

BOOM, which is how bad it fucks up your target

ZOOM, which is how fast it goes

DOOM, which is how awesome it looks (and thus how much damage it can take before it wrecks)

You can add your Zoom to your Boom for extra damage, in exchange for decreasing your Doom; you can also use your Doom to get guaranteed successes on Boom, in exchange for wrecking your ride.
>>
>>40100366
Nah. What about giving them penalties before they die? Like if you don't drink water in X days you will die. But it should degrade stats too when you're thirsty and regain them when fully-rested.

>>40100414
Yeah, I'm just trying to make an example. Though that should be the statblock of a gun
>>
>>40100414
Not >>40100337 but it helps to have a reference to the movies to visualize. I agree that we should make the game a homage more than a movie adoptation but with the kick-ass still in our collective minds it is a great way to have a common source of inspitation. Sorry for rambling
>>
>>40100500
Yeah, that's what I was thinking. I worded it weirdly.

Alternatively this is another way to handle it.
>A negative (removable trait) modifier that lowers all stats (or only Survive?) by one for each day without water, every two days without sleep and every three days without food.
>When survive hits 0 you die (something with MAD should keep you alive for just a moment longer at a cost)
>>
>>40100496
To expand on this a bit, you can use your Boom to target your enemy's Boom or Zoom directly, if you want to have a better shot at catching them alive, just want to escape, or whatever other reason you might have for not wanting to just blow up their vehicle. The downside of trying to cripple them is that they can, as a last resort, always choose to turn their Doom into guaranteed Boom as a kamikaze attack on you.

And, of course, you can always use Mad to affect the rolls.

For a chase, it's a Zoom test; the vehicles start a certain Distance away from each other and then each round the Distance changes by the difference in their Zoom. If Distance becomes large enough, the vehicle in front escapes; if it becomes zero, the pursuit has caught up and personal combat can occur.

Traits can give your vehicle bonuses to various things; in particular, bonuses based on what the Distance is between your car/bike/whatever and theirs. This includes negative Distance, so it can be advantageous to get in front of another car or to drop behind a car if you have the right Traits.
>>
Can I ask, is there a way to temper the damage of automatic weapons?

I like that their chance to hit escalates with shots fired, but is there a way to scale their damage so its not, all bullets hit or none of them?

Perhaps the number of shots hitting could be based a number based on the difference of success of the contested rolls or perhaps the number hitting being randomized once the attacker successful (you shot 4 shots, now roll a 1d4 to see how many hit).
>>
>>40101023
Perhaps we roll to hit for each bullet but we add one per bullet already fired to the roll for the current bullet?
>>
>>40100952
The Stats themselves are somewhat broad; Zoom, for example, is pretty much your ability to escape from or catch up to other cars, whether that be raw speed, improved maneuverability, being huge enough to smash most obstacles, and so on. Boom is both ordinary firepower and things like intimidation or kickass music or displaying things the other guy doesn't want to shoot. Doom is how much damage the car can take, how well it can evade, how much its appearance throws off the enemy, and how big an explosion it'll make when it wrecks.
>>
>>40100496
>>40100952
>>40101162
So how does this sound as a way to run vehicles? It means they use the same basic system as the person-to-person stuff, while still having their own stats to differentiate them from both each other and the people who drive them.
>>
>>40101162
Could connect them to the stats we've already drawn out.

Zoom for Engine, Boom for Class, Doom for Chassis.
>>
>>40101129
That's possible although it means lots of successive rolls.

Tbh I'm quite tired and I'm going to go to bed.

Best of Luck Yoofs, I'll review the thread in the morning and incorporate any changes agreed by concensus.

Remember to archive the thread.
REMEMBER TO ARCHIVE THE THREAD.

Also 1d4chan.

Laters.
>>
>>40101246
Sounds reasonable, though I'd say make the number of people it can carry besides its driver either a Trait each vehicle automatically has or related to its Doom; that number, after all, isn't just passengers, it's literally how many people you can fit on it at a time, including people attacking it.

Abstract fuel into a condition affecting Zoom based on total Distance traveled during a chase; when not in a chase, running out of fuel should be a thing that happens because of plot and not because of a bookkeeping issue. Same with water, really; it should always be assumed that you somehow had enough to get from the previous section of plot to the current one.
>>
>>40101377
Thread archived http://suptg.thisisnotatrueending.com/archive/40083348/
>>
>>40101538
Good work!
Now get in there and vote warpups!

Can someone scrounge up the last thread on moe?
>>
>>40101486
I personally believe that games work best when mechanical book-keeping can actually be relevant to the plot.

Regarding fuel though, you are unlikely to ever run out of it in an event as short as a chase. It's only likely to matter in the long term.

As for water and food, I agree with that being narrative. When it comes to fuel though, keep in mind this is a vehicle-centric game. Fuel is something that matters - without fuel you are stranded and that is a far worse fate than being thirsty for a few days.
>>
>>40101486
Further thought: have the difference between things like the Buzzer cars or Doof Wagon and the guns of the other vehicles be that gun vehicles generally have a higher inherent Boom, but they can only use it a number of rounds equal to their Boom before they run dry and need to either break off the chase or scavenge Boom from another gun vehicle before they can use their Boom again. Vehicles whose Boom doesn't rely on ammo, meanwhile, can keep using it every round without worrying that they'll run out.

For interactions with personal combat, I'd say that a vehicle whose driver is killed has one round for another person to take control before it wrecks and does its Doom in damage to the vehicles within one Distance that fail their own Doom test to evade.
>>
>>40101630
I have the thread itself, if that helps. >>40069510
>>
>>40101647
I'd say it's the other way around on fuel. In the long term, you can scrounge for more, assuming that the next plot event isn't "go into Gastown and fill up some jerrycans to take to your stalled vehicle" or the like. A chase is when running out of fuel would be problematic in that you can't just break off and get more.
>>
>>40101892
The way you phrase it, you make it sound like outside of combat, the only way of running out of fuel is through GM fiat but while in combat, the risk of running out of fuel is somehow so much higher. Either fuel is handled as a matter of book-keeping or fuel does not matter outside of a narrative point in all situations.

Having fuel suddenly matter in combat but never matter at any other point just feels forced.
>>
>>40101964
It’s more that in combat the risk IF you run out of fuel is so much higher.

I mean, in the movies control of the fuel supply was more a large-scale thing. Max himself never had a problem running out of fuel between towns and being stranded, IIRC; his problem was that people kept stealing and/or destroying his stuff.

That said, fuel would only come up in an extended chase scene. Most of the time it's not a problem on the PC level, but a plot one, with its acquisition and control being what the Johnsons are fighting over or affecting their ability to fight over something else.
>>
>>40083464
Shouldn't he have 10 minor wounds?
>>
bump
>>
Seems you've done good. Sorry I've been late on the posts, computer's charger drokked on me. Archive this shit, warboys.
>>
Should defending well reduce amount of hits done to your character? Or if someone shoot 3 bullets at you and you fail the defense they all hit?
>>
>>40106669
They all hit, but mark off your armour rating before inflicting wounds. (maybe)
>>
>>40083348
Hey, you, faggot!
Yeah, you!

There are already existing - and good - games for that. And also - go watch the entire series, instead of wanking to a forced "midquel"
>>
>>40107497
Thank you for the criticism, it's been noted.
>>
>>40107520
Then how about you go now and play some Neuroshima. Or Twilight 2000. Or Reign of Steel.

I can bet that in two weeks we will be overcrowded with "How to make a game where you have dinosaurs" threads. Luckily the Polefags who are doing the translation of Witcher, pen and paper, are now busy playing new vidya, but at least they have enough dignity to just translate existing game instead of "making it"
>>
>>40107537
This is a way for people to get some creativity out of their system even if it never sees the light of day. There might already be systems that represent this stuff but if they have their own vision of how a Mad Max style game should work, they will try and make that until they complete the project or lose interest. It's how inspiration works, or you could call it autism if you like.

I do not think they are going to abandon a project just because there are already games that exist though.
>>
>>40107604
>Watch shitty movie
>Rip it off
>Creativity
>Inspiration
Sure, of course...
>>
>>40107604
>I do not think they are going to abandon a project just because there are already games that exist though
Or maybe they are simply too green in the subject to even realise the original trilogy inspired ENTIRE FUCKING GENRE, with tons of games in it. You know, that happens when old stuff suddenly gain new fans after 30 years of sequel gap.
>>
>>40107633
If it helps you understand, then just call it autism. Their autism demands that they must codify everything they find cool with rules and that they must make a system of their own for it.

No matter how much you dislike it, you cannot alter another person's autism. So just hide the thread and move on.
>>
>>40107497
Hey, you, faggot!
Yeah, you!

There are already existing - and better - shitposters then you. Go watch them here >>>/b/ instead of wanking your summer break away pretending your opinions mean shit here.
>>
>>40107722
Nah, its just all the other post-apoc games are pretty shit.
>>
>>40107497
Go screw yourself. Making a homebrew means that we make our unique way of doing shit. /tg/ gets shit done, you are the problem.

So warboys, I've heard there was some discussion on full-auto and that there was an idea that you should roll for SURVIVE for every bullet. I say that it should be one roll only. Sorry I'm late on posting.
>>
>>40107954
I agree, I wouldn't want to complicate the system by having loads of additional rolls for each action.

That being said I'm not entirely certain on the all or nothing of the damage of multi-shot automatic weapons.
>>
>>40107915
>I've never played Twilight 2000
>Or Reign of Steel
>Or fan-translation of Neuroshima
Post-apo casual detected
>>
>>40107954
> /tg/ gets shit done
What planet are you living on? Because that must be some kind of alternative Earth.
>>
>>40097110
>Not Madimum Maxness
>>
>>40107977
>>40107954
Having read the Game of Thrones system recently, I am tempted to use degrees for success here.

If you want to be gamey, have each individual full auto bullet do much less than a single bullet - but for every 2 that the result exceeds the target number by, an additional bullet hits.

And I think that adding a d6 on is a bit too much and maybe a bit more random - how about that every bullet after the first just gives a +1 modifier to the to-hit roll? So, here's my suggestion:

>When firing more than one shot, your attack roll gets a +1 modifier for each bullet fired.
>If you beat the target number with your attack roll, you hit once. For every 2 you exceed the target number by, you hit again.
>The maximum number of hits you can achieve in a single attack roll is equal to the number of bullets expended in the attack.

>As an example, let's say that a biker is firing a three-bullet burst from an assault rifle at another character. The target number is 11.
>As there are two more bullets after the first, the biker gets a +2 modifier to his attack roll.
>The biker rolls a 14, beating the target number by 3. As such, one bullet hits and because he beat the target number by at least 2, another bullet hits.

To help balance this so that bullet hoses are not automatically the best weapon, I'd cap out the attack roll modifier at +5 and suggest that a lot of full auto bullet-hose style weapons have all sorts of disadvantages. But these are just suggestions.
>>
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>>40107497
>>40107537
>>40107633
>>40107722
>>40108064
>>40108070
>waaah stop having bad wrong fun
Kill yourself faggot.
>>
>>40108141
Sounds good although I would maybe tweak it to one shot per 3 rather that 2. It would allow a greater skill influence, as with 2, against a opponent dodging with equal skill to the shooter's gun, 75% or so of the shots will hit on average.

If I know my maths right then shooting lots of bullets will form a bellcurve of how many hit, so a low skilled character firing lots will hit with a few whilst a high skill character will hit with most but not all.
>>
>>40108224
That sounds perfect. I'm an anon from last night and I'm glad that we kept working on this after I left.
>>
>>40108141
Good idea. But target numbers might complicate things. Maybe a stopgap is that for every 2 above the opponent's score, he hits an extra time?

So if a warboy rolls a 17 and Max rolls a 21, he gets to hit an extra time? I want to make it simple here.
>>
>>40108224
It's a problem that most modern and science fiction games have.

We need a way to balance it so that you can't just have any idiot pick up a LMG and turn a target into swiss cheese with an output of ten or more bullets per turn.
>>
>>40108141
I would get rid of target numbers. While they're good for simplifying unopposed tests, that just adds another layer of numbers the players should handle.
>>
>>40108381
Yeah, if we get rid of target numbers thenext the DM can just make a verdict about how well they do based in how well they roll and their skill, which makes for more creativity and emphasizes the importance of skills and stats.
>>
>>40108396
Yeah. I was thinking that actions can have modifiers depending on the situation. Makes things simplier. By the way has anyone seen V8 Worshipper?
>>
>>40108406
I'm here.
>>
>>40108415
Ah, good. What did I miss? My laptop's fucked to kingdom come and I think you're the best guy to lead the effort. Oh and who the hell decided that target numbers should be used in opposed tests? What have we done? I think that we'll be finished in the next thread. Or the thread after that.
>>
>>40108446
Oh byeah the way I'm having a weekly session in sunday, I'll see if I can convince my group to playtest this. Do we have character creation down?
>>
>>40108465
Jesus, mobile is not a good place to type things.
>>
>>40108446
You haven't missed too much, I had to sleep shortly after you came back and your laptop blew out so not too much happened.

Target numbers are not so far used in opposed tests, in my write up there are TNs but they are only for when there is no identifiable active opponent.
>>
>>40108476
The only significant thing that happened is some anon suggested an alternative vehicles system >>40100496 (based on Boom, Doom, Zoom)
>>
>>40108064
Twilight 2000 works better as a straightforward military game than post-apoc. It is also so fucking math heavy it would never work for something like Mad Max. I like the game but it is an absolute fuck to run. It is Palladium Rifts level math fuckery.

Neuroshima is shit, trust me I'm Polish. The setting is just a heap of post-apoc ideas slapped together like Pathfinder does with fantasy stuff, which is fine I guess. The core mechanic is fucking dumb, it is literally d20 but they didn't want to pay for the license so they added 2 more d20s and made the numbers bigger.

Reign of Steel is just GURPS. Don't treat it like it is its own separate thing, what you're actually trying to say when you say 'play Reign of Steel' is 'play this terminator inspired GURPS setting'.
>>
>>40108476
Oh. Just posting ideas because I might miss the next thread.

Fixer can return a number of Wounds on a Vehicle part (Wheels, Engine, Chassis), with a stat check (SURVIVE). Players with a starting rank cn return 1d4 Wounds. Something like that. Also making weapons, or improving them.

Fighter can increase the cap of how much of a bonus full-auto gives, as well as making melee weapons more effective (being capable of attaxking more than one enemy).

Stuntman makes dangerous situations more survivable? Maybe adding some bonuses at other rolls? Fairly straightforward.

Is Driver still included?
>>
>>40108522

>Reign of Steel is just GURPS. Don't treat it like it is its own separate thing, what you're actually trying to say when you say 'play Reign of Steel' is 'play this terminator inspired GURPS setting'.

Why he didn't say GURPS Autoduel I don't know. But fuck it - Reign of Steel is pretty great as well. A hybrid where the Machines went dormant due to using up most of the Earth's resources and now solar-powered survivors struggle to survive in the wastelands, occasionally running across sleeping death machines...

Anyway Autoduel is basically Mad Max, but slightly less apocalyptic - more functioning communities, and therefore more opportunities to refuel and wreck shit.

>>40108293

Straight up scarcity of ammunition should do that. It's a part of the movies that Max saved ammo for when he really needed it, and then just stomped a few encounters.

But, perhaps a cap on number of hits based on a stat? Say your Kill, or half of it.

Could be part of a trait for weapons.
>>
>>40108621
Don't know, we haven't really discussed classes or traits.

Heres the list of stuff, I surmise, that needs to be worked on.

Weapon lists
Skill list
Traits
Classes
Completed mutation table
More definition to the MAD system
Vehicle equipment
1d4chan page
>>
>>40108722
>>40108621
>Classes
Pretty sure we already agreed on a classless system. A couple of times in fact.
>>
>>40108766
I thought we had as well, or is Warboy meaning these things as traits?
>>
I think weapons should be kept fairly simple like the rest of system, perhaps with a few base weapons and weapon traits? Just an idea, might be too complicated
>>
>>40108861

So perhaps something like?

Pipe/Mace/Club/brick
Damage: 1 Major, 3 minor

Dagger/Shiv/Rusty blade
Damage: 4 minor

Sword/machete/etc
Damage: 1 Major, 3 minor
>>
>>40109025
Why do two types of weapons do the same damage?
>>
>>40109322
Dunno, felt odd to lump them all into one big category.
>>
>>40109335
Oh right I forgot that we're having different armors protect against different things.
>>
>>40109457
Indeed that is true in which case they probably should have a type as well;

Appropriate types seem to be; Blunt, Edge, Bullet, Flame and explosive.

But that might just be me.
>>
>>40084982
I think that would vary widely with setting. Depending on location, water may be more valuable than gas, or the other way around. An inhabited car graveyard would probably be in the business of selling car parts/repairs, and not taking many in. Gas/water/food may be the instruments of trade there.

TL;DR: relies on rule 0
>>
>>40108381
>>40108292
>>40108224
All right then, rewriting that rules suggestion.

>When expend more than one bullet in an attack, your attack roll gets a +1 modifier for each bullet expended after the first. This modifier cannot be higher than your KILL.
>If you beat your opponent's opposing roll with your attack roll, you hit once. For every 3 you exceed the opposing roll by, you hit again.
>The maximum number of hits you can achieve in a single attack roll is equal to the number of bullets expended in the attack.
>>
Where did V8 and Radioactive go?



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