Saturday, July 18, 2015

Random Charts for AFMBE and other Zombie RPGs

Here are thirteen charts for use with All Tomorrow's Zombies. The charts will also work for Rotworld and World of Darkness Infinite Macabre games that feature science fiction elements.



The charts range from random space ships to random rooms and stuff in those ships to random weapons and rounds of ammunition. Good luck versus the zombies, you're going to need it!

Roll 2D10 Ship Type Size
2 Glider Landing Craft 0
3 One-Man Shuttlecraft / Launch 0
4 Basic Troop Transport 1
5 Snub Fighter 1
6 Ship's Boat 1
7 Small Transport Shuttle 1
8 Medium Transport Shuttle 2
9 Average Cargo Ship 3
10 Scout Ship 4
11 Large Freighter 5
12 Attack Ship 5
13 Large Cruiser 7
14 Battle Ship 7
15 Battle Cruiser 8
16 Destroyer 8
17 Moving Starbase 9
18 Carrier 9
19 Town-sized mother ship 10
20 Roll on Special Ship Types table -
Roll 1D10 Special Ship Types Size Range
1 Deep Space Ark 8-10
2 Prison Hulk 5-10
3 Tanker 3-9
4 Orbital Station 2-4
5 Satellite Station 2-4
6 Luxery Liner 5-9
7 Nobleman's Yacht 2-5
8 Safari Ship 2-5
9 Fighter Base 7-10
10 Research Lab 2-4
Roll 3D10 Room Type Table
3 Airlock
4-5 Escape Pod
6 Storage Room
7 Med Lab
8 Science Lab
9 Main Bridge / Control Room
10 Communications 
11 Engine Room
12 Mechanical 
13 Electrical
14 Lounge
15-16 Crew Cabins
17 Hypersleep Chambers
18-19 Stateroom/s
20 Passenger Cabin/s
21 Armory
22 Holding Cells
23 Security Office
24 Library
25 Kitchen
26 Cargo Bay
27 Hanger Bay
28 Fuel Bay
29 Weapons Bay
30 Breeding Chamber
Roll 3D10 What's in the room? Quantity
3-10 Nothing of interest -
11-12 Zombies 1D4 (2)
13-14 More Zombies 1D10 (5)
15 Even More Zombies 1D10 x 3 (15)
16 Norms, unarmed 1D4 (2)
17 More Norms, unarmed 1D10 (5)
18 Ranged Weapon See Ranged Weapon table
19 Close Combat Weapon See Close Combat Weapon table
20 Explosive Weapon See Explosive Weapon table
21 Body Armor See Body Armor table
22-24 Gear See Gear table
25-26 Ammunition for Ranged Weapon See Ammunition table
27-28 Dead People 1D10 (5)
29 Nothing - blown airlock! -
30 Dead Zombies 1D4 (2)



Roll 2D10
Ranged Weapons Table
Quantity of Rounds
in the Weapon
2-3
Pistol
1D10 (5)
4
Heavy Revolver
1D6 (3)
5
Submachine Gun
4D10 (20)
6
Assault Rifle
3D10 (15)
7-8
Shotgun
1D8 (4)
9
Flechette Gun
1D10 + 5 (10)
10-11
Blaster
5D10 (25)
12
Heavy Blaster
7D10 (35)
13
Disruption Field Gun
1D100 (50)
14
EMF Gun
1D100 (50)
15
Pulse Rifle
4D10 (20)
16
Stun Gun
5D10 (25)
17
Sonic Blaster
5D10 (25)
18
Plasma Claw [d6 x 8 (24) fire /
plasma damage]
1 per 2 rounds
19
Rail Gun [D8 x 6 (24), ignores armor]
1D10 (5)
20
Psi-Enhancer (+1 Strength
for all pyschic abilities)
1D6 (3) doses
Roll 1D8
Close Combat Weapons Table
Quantity
1
Energy Sword
1
2
Monofilament Flail
1
3
Vibroaxe
1D4 (2)
4
Vibroknife
1D4 (2)
5
Vibrosword
1D4 (2)
6
Make-shift Club
1D4 (2)
7
Make-shift Machete
1D4 (2)
8
Make-shift Knife
1D4 (2)
Roll 1D4
Explosive Weapons Table
Quantity of Devices
1
Flechette Grenade
1D8 (4)
2
Anitmatter Grenade
1D6 (3)
3
Thermal Detonator
1D6 (3)
4
EMP
1D8 (4)
Roll 1D10
Body Armor Table
Quantity
1-2
Inertia Field
1D4 (2)
3-4
Nanoweave Armor
1D6 (3)
5-6
Personal Forcefield
1D4 (2)
7-8
Reflective Body Suit
1D6 (3)
9-10
Kevlar Vest
1D6 (3)
Roll 1D10
Special Rounds Table
Quantity
1
Explosive Bullet
2D10 (10) rounds
2
Flechette Bullet
2D10 (10) rounds
3
Flower Power
1D10 (5) rounds
4
Energy
1D6 (3) magazines
5
Pistol Rounds
1D6 (3) magazines
6
Rifle Rounds
1D6 (3) magazines
7
Shotgun Shells
1D8 (4) shells
8
Armor Piercing (halve Armor,
but damage is not modified)
1D6 (3) magazines
9
Hollow-Point Bullets (double
armor, but damage is tripled)
1D6 (3) magazines
10
Tracer Bullets (+1 to aiming
rolls after the first shot)
1d10 (5) rounds



Roll 1D4
Equipment Chart
1
Clothing
2
Security
3-4
Tools
Roll 1D10
Clothing
1-2
Body Suit
3-4
Spacesuit
5
Biohazard Spacesuit
6
Radiation Suit
7
Gas Mask
8
Goggles, Infrared
9
Goggles, Night-Vision
10
Power Loader Exoskeleton
Roll 1D8
Security
1
Pepper Spray
2
Ranged Weapon
3
Close Combat Weapon
4
Security Key
5
Crown of Thorns
6
Electronic Lockpick
7
Fire Extinguisher
8
Nanogoo
Roll 2D10
Tools
2
Scanner
3
Teleport Anchor
4
Ship Repair Tools
5
Flashlight
6
Geiger Counter
7
Electrician's Equipment
8
Mechanic's Tools
9
Radar, Portable
10
Motion Sensor
11
GPS / Ship's Map
12
Communication Equipment
13
Geiger Counter
14
Nanogel
15
Cutting Torch
16
Multitool
17
Medpack
18
0G Stick
19
Food Processor
20
Water Dispenser


edited 7/22/2015 to update charts

Sunday, May 17, 2015

Agents of Armageddon in the Cinematic Unisystem



Armageddon uses the classic Unisystem rules. The structure of the angelic and pagan powers are not directly compatible with All Flesh Must Be Eaten, Conspiracy X, nor the cinematic Unisystem rules. Basic rules for converting magic can be gleaned via Magic Box and the web enhancement for Dungeons & Zombies. The easiest way to convert Armageddon abilities to a cinematic game is to not convert them and simply import the Essence rules into the cinematic game. Barring that, these notes may help you run Armageddon using cinematic rules.

Seraphim

Providence
This becomes a Simple Willpower test versus the chart on page 256. Each level is a difficulty added to the roll. 1 in 3 has a -1 modifier and 1 in 10,000 has a -50 modifier.

Healing
Seraphim heal at a rate of d10 x Simple Willpower test.

Seraphim Theophanies
Seraphim use this skill with their powers. Note it as Wild Card:  Theophany on the character sheet.

Binder
6-point Power
Seraphim uses Dexterity +Theophany versus target’s Dexterity + Acrobatics. The strength of the bonds is equal to the Willpower of the Seraphim. The bonds become barbed at the Seraphim’s command and inflict D6 Willpower in slashing damage. The bonds stay in existence as long as the Seraphim concentrates on them. If the Seraphim stops concentrating on the bonds, they disappear in a number of rounds equal to the Serpahim’s Theophany rating. If the target’s origin is not the current realm, the Seraphim can attempt to send the target home with a Willpower + Theophany versus simple Willpower test.

Destroyer
8-point Power
Destruction:  These bolts inflict D10 x Willpower in damage using either Dexterity or Dexterity + Theophany to hit the target.
Oblivion:  There is no easy way to use this power in a cinematic game. The power destroys the existence of the target from mortal and most supernatural creatures’ memories. The Seraphim makes an opposed Willpower + Theophany versus Simple Willpower test and permanently sacrifices Willpower points equal to the target’s Willpower. Simple objects will only cost one point, but simple objects that are embued with magic cost their Power Level

Target Object:  Willpower Cost
Object:  1
Magic Object:  Power Level
Magic Weapon:  Damage Multiplier
Mortal:  Willpower rating         
Supernatural Creature or Spirit:  Double Willpower rating

Traveler
7-point Power
With a round of concentration, the Seraphim can transport themselves and other between planes and from place-to-place on Earth. The power requires one turn of concentration and a Willpower + Theophany test. Transporting to a place within 5 miles has no raised difficulties. However, each additional person the Seraphim transports raises the difficulty by 1. 10 miles requires a Decent Success Level and each additional person raises the difficulty by 3. Up to 100 miles requires a Good Success Level and each additional person raises the difficulty by 5. Greater distances require an Excellent Success Level and additional travelers raise the difficulty by 10 per person.

Travelling to other realms is much harder. The Seraphim must concentrate on the location for five minutes and then succeed at a Willpower + Theophany test at the Excellent Success level. Additional travelers raise the difficulty by 10 per person.

First Edition Cover

Kerubim
Kerubim Providence, Healing, and Thoephanices function identically to a Seraphim’s.

Kerubim Theophanies

Battler
7-point Point
To activate this power, the Kerubim spends a turn concentrating and then succeeds on a Willpower + Theophany test. If the Trance is cut short, the Kerubim’s Willpower is halved for D10 x Willpower in minutes.

Revealer
4-point Power
Using this power requires a Willpower + Theophany test per hour of use. It must be re-rolled at the end of the hour for continued use. Once the roll fails, the Revealer cannot use it again for another hour. Each Success Level adds another layer of truth discovered.

2nd edition cover

Primal Powers
Characters using Aspects and Primal Powers must have the Wild Card:  Primal Skill to use them.

Awe
Aura of Power
3-point Power
The Primal gains bonuses equal to Success Levels rolled on a Willpower + Primal test.

Dominion
8-point Power
The Primal makes a Willpower + Primal test versus a Simple Willpower test by the victim. Gifted and supernatural characters may make other resistance rolls as appropriate.

Battle Rage
Berserk
5-point Power
The Primal makes a Willpower + Primal test and must gain a Very Good Success level. If the test is successful, the power last in minutes equal to each actual Success Level.

Berserk Leader
5-point Power
Each Success Level on a Willpower + Primal Skill test results in one person affected by this power. Gifted and supernatural can resist.

Cold Fury
10-point Power
This power removes the penalties of the Berserk Power. The character must succeed on an Extraordinary Success Level.

Primal Fire
Fire Magic
10-point Power
Allows the Primal to cast the Elemental Fire spell. Damage is equal to (Willpower + 3) x Primal Skill.

Flame Incarnate
14-point Power
The power is activated with a Willpower + Primal Skill test at the Good Success Level. The flames remain for a number of turns equal to Success Levels. The flames inflict damage equal to D4 x Willpower. The Primal can cast fire bolts with a successful Dexterity + Gun Fu or Primal Skill test. These inflict damage equal to D6 x Willpower.

Primal Wind
Air Magic
10-point Power
Per magic conversion rules.

Summon Elemental
6-point Power
This ability summons a being from the elemental planes. Upon a successful Willpower + Primal Skill test, the summoned being appears. Its Primary Attributes are equal to double the summoner’s Willpower x levels of success.

Wind Incarnate
12-point Power
The character must succeed at a Good Willpower + Primal Skill roll. The power lasts one minute per success level. Everything else is per the rules.

Wings of Air
5-point Power
The character must succeed at a Willpower + Primal Skill test. The power lasts one minute per success level.

Storm
Lightning Bolt
8-point Power
A Willpower + Primal Skill or Gun Fu or Targeting is required to hit with this power. Damage is equal to D8 x (Willpower + Success Levels).

Lightning Storm
15-point Power
The power requires a Willpower + Primal Skill test equal to Very Good. Everything else is per the rules.

Thunderbolt
15-point Power
This power requires a Willpower + Primal Skill test equal to Good. Each Success Level rolled adds one to the damage multiplier. Everything else is per the rules.

Thunderclap
6-point Power
A Successful Willpower + Primal Skill is all that is needed to activate this power. Everything else is per the rules.

Weather Lordship
12-point Power
Per magic conversion rules.




Sunday, May 10, 2015

Quick and Dirty: Znamenskoye, Chechnya

Znamenskoye, Chechnya
(Quick & Dirty)




Description:  This town is in the Nadterechny District of the Chechen Republic and is the administrative center of the district. The area is a known hotspot for rebellious activities, including Black Widows. There is a tent city outside the city housing several thousand residents. Many homes in the city have bullet holes. War is commonplace. Children with no parents are sent to boarding schools or join the various gangs operating in the area. Millions of dollars have been earmarked by the Russian government to provide assistance that never arrives. UNICEF and other charitable organizations have attempted to make inroads in Znamenskoye. However, they concentrate their efforts in nearby Vladikavkas and not much makes it to Znamenskoye.

Population:  10,286 (Vardenis, Armenia or East Rockaway, New York)
Conflict:  Chechen rebels use terrorist tactics in an attempt to control the area. Government buildings are destroyed by car bombs, politicians are assassinated, and skirmishes with the Russian military are not uncommon. The Russian government has detention camps in the Nadterechny District used to hold active terrorists and those on the run from activities in nearby Grozny. Znamenskoye and nearby Rubezhnoye are known as places for Chechen rebels to hide.




Backdrops: 
1.      Tent City:  Located to the east of the city, some 3,000+ residents live in this area, nearly a third of the number of residents in the city proper. The quality of living here is horrible. Open pit latrines, trash, and used drug needles are common sights when walking the area. Disgruntled Chechens share horror stories of Russian military atrocities, children handicapped by bombings in Grozny sit and stare at the sky, and Red Cross workers try to make a difference.
2.      Rubezhnoye:  This nearby town is more of a neighborhood, with maybe twenty total roads. It is completely controlled by rebels and many operate from buildings here. Anyone travelling into or through the town is closely watched by eyes from behind curtains. A fortified building on the south end of town is the home of the town warlord. The property is surrounded by trees.
3.       Government Buildings:  The government buildings were mostly destroyed in a car bombing that occurred in May 2003. Fifty-nine were killed, including the mayor. His successor would be assassinated later. Some might speculate this as the reason it took several years for anyone to rebuild the offices. Others point to the lack of humanitarian supplies coming into the city and suggest perhaps if basic necessities cannot make it to the city, why would building materials arrive any sooner? Today, the government buildings are rebuilt, complete with shiny, new, metal roofs.



Three Hooks: 
1.       Missing Persons:  Residents of the tent city disappear. It’s expected, really. As of late, however, most of those going missing are young, blonde women in their late teens/early twenties. Some speculate it has to do with human trafficking. It could be, though, that a vampire with a particular taste in blood is claiming victims from among those with nowhere else to call home.
2.       Rubezhnoye Warlord:  This warlord is alternately one of two things. He is either a local Chechen warlord, bent on controlling and protecting his territory or he is a vampire pretending to be a local warlord. Either way, the building has metal reinforcing on the inside of the walls to protect it from gunfire. The property is lined with trees and gun thugs. Jeeps and armored trucks round out the scene on this property. The warlord’s time is divided between trafficking (humans and weapons) and sending his men out to strike terror into the hearts of those who would rebuild a world of peace. If the missing persons are an issue, he is likely responsible for them.
3.       Humanitarian Efforts:  Humanitarian camps are found throughout the district. They are a source of food, shelter, and other supplies. Agents on the run from the Conspiracy may be able to sneak into one of these communities to lie low and lower their Heat. Humanitarian camps may also draw in lone vampires looking for easy prey. A smart, lone vampire, may even travel from camp to camp, slowly picking off loners who will not be missed by anyone.