Showing posts with label rules. Show all posts
Showing posts with label rules. Show all posts
Monday, August 17, 2020
SEX DRUGS & ROCK & ROLL : THE TTRPG and other updates too
Hey everyone, I haven't been posting much but that doesn't mean I haven't been doing anything. I am still working on the Sunscorched Marshes, right now I am doing the hexmap which is gonna be really big, and contributing to a really exciting GLOG zine I will post more about when it is released. But as a fun little distraction I also started writing SEX DRUGS AND ROCK & ROLL: THE TTRPG, a lite silly game with lots of random tables. Here are a bunch of scraps I have so far, with random tables and very basic rules. content warning for discussion of sex and drugs, of course
Tuesday, June 2, 2020
Sailing the Sunscorched Marshes
I'm working on writing a hexcrawl through the Sunscorched Marshes, which are a fantastical analogue to the Florida Everglades.
The slow-moving river that flows towards the northeast throughout the entirety of the Sunscorched Marshes is navigable by foot, but it’s a slow, arduous, and muddy endeavor. A boat can help. Any boat has four stats:
Boats get damaged by all the things you’d expect. When that happens, add a point of Damage. When the Damage total is higher than its Bulk stat, the boat begins to sink.
To stop a ship from sinking, it must be fully crewed with an acceptable amount of Damage and Cargo. Each crew member must devote 1d4 turns to rescuing the boat.
When a boat must face one of the vicious storms of the Marshes, roll on this table once per hour and whenever the boat does anything risky:
The slow-moving river that flows towards the northeast throughout the entirety of the Sunscorched Marshes is navigable by foot, but it’s a slow, arduous, and muddy endeavor. A boat can help. Any boat has four stats:
- Crew, the number of people who must be actively engaged in propelling the boat and keeping it functional in order for it to move. If the boat is not sufficiently crewed, it may travel only one hex per day.
- Float, the measure of a boat’s maneuverability, stealth, and speed. The number of hexes a boat can travel per day (assuming nothing goes wrong) is equal to its Float stat. When the boat makes a tricky maneuver, roll a d20 and add its Float stat to find out how well it does.
- Bulk, the structural integrity and sturdiness of the boat. When the boat must defend against damage, ram into something, or otherwise utilize its strength, roll a d20 and add its Bulk stat.
- Cargo, the amount of stuff a boat can hold before it gets too heavy, given as a number of abstracted inventory slots. When a boat has too much Cargo on it, it will begin to sink. Only significantly heavy things are Cargo- a single ration doesn’t weigh the boat down but a crate containing enough to feed the party for a week counts.
Boats get damaged by all the things you’d expect. When that happens, add a point of Damage. When the Damage total is higher than its Bulk stat, the boat begins to sink.
To stop a ship from sinking, it must be fully crewed with an acceptable amount of Damage and Cargo. Each crew member must devote 1d4 turns to rescuing the boat.
When a boat must face one of the vicious storms of the Marshes, roll on this table once per hour and whenever the boat does anything risky:
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