- Chain saw, 3d6 (slashing) +1 initiative vs. plant-based aliens and they must also make morale check
- Shovel
- Complete collection of Choose Your Own Adventure books, page 42 in each one is torn out
- Sunday flyer for Starr-Mart, coupons included: 10% off, 50 credits off any electronics purchases over 800 cr., 20% off all washer dryers, DynaQuark™ on sale (Four 12-packs for the price of three)
- Scotch brand packaging tape (8 rolls)
- Holo photo frame, built-in camera, memory empty, for some reason won't display any photos that are uploaded, "send" light blinks when images captured
- 2 tons of limes
- Hoversled anti-grav generator, needs overhaul
- Furry mascot costume from your alma mater, previous owner still occupying
- Swiss Armada knife
Sunday, June 6, 2010
Random Space Finds #17
Floating flotsam and jetsam, tumbling slowly in the void (1d10):
Labels:
random,
space junk
Sunday, May 30, 2010
Random Space Finds #16
Floating flotsam and jetsam, tumbling slowly in the void (1d12):
- Field surgeon's kit: assorted scissors, clamps, tweezers, probes, sutures, scalpel, hemostat, headlamp, disinfection wipes, antibacterial ointment, bandage tape, and gauze
- Two-headed silver dollar
- Hadarian mindbendlingly hot, hot peppers (if user makes a save vs. poison for heartburn, gives user pyrokinesis ability for 6 rounds at 3d6 damage)
- Mass spectrometer
- 25 horse-power, all-wheel steering, variable blade height riding lawn mower keys still in ignition
- Sealed jar with three brains (at least one human) floating in yellowish liquid, interconnected by some sort of tendrils
- Cash register, 128.33 credits (in cash) in the till
- Pterosaur whistle
- Vending machine, half stocked with various selections/flavors (1d4: 1-soda, 2-junk food, 3-packages of squishy alien to-fu substance, 4-ramen noodles, GM's choice to mix/match)
- Sealed jar with three large pickles floating in a yellowish liquid, interconnected by some sort of tendrils
- Positronic android brain in clamshell titanium case, activation codes missing
- Pool skimmer (handle is 3.8 meters long)
Labels:
random,
space junk
Wednesday, May 26, 2010
Tuesday, May 25, 2010
Expanding Skills in X-plorers with Specializations
Fear Agent's Heath Huston gains a +1 in giant wrenches under weapons specialization. No bonuses in fixing stuff though.
Sci-fi settings lend themselves to skill-based systems and I’d griped earlier about trying to keep things simple while I work up additional classes for X-plorers.
I really like the system that Jeff Rients proposed in the comments of my earlier post, which was to use skill specializations (rather than expanding the list of skills themselves). Star Wars, West End Games 2nd edition (hereafter referred to as WEG) has a good list of skills covering a wide array, so I thought that’d be a good place to start.
The Attribute scores in WEG are:
- Dexterity
- Knowledge
- Mechanical
- Perception
- Strength
- Technical
- Agility
- Intelligence
- Physique
- Presence
Following is my first stab at skill specializations as they might fall within the X-plorers ruleset. If you’re aware of this already being done, let me know as I’d like to take compare. Most of this is best guess at this point, so I reserve the right to revise(!). I’ve already got some misgivings about a few, Droid Repair being one (see complete list).
Two items of note: in the current X-plorers rule book, no Physique skills are listed, but the description for Martial Arts mentions it. Weapons Specialty is another un-associated X-plorers skill that I matched with Dexterity in WEG—making it Agility related in X-plorers. I've uploaded a complete list for you to download (see the file box in the column at right), and since I'm no good at HTML tables, I made a graphic of some sample skills:
Let me just state for the record that I think many of these skills are redundant so they could be eliminated or at least grouped/named differently. This table is only a portion of the one I’m working on. The column(s) not seen here are what I’d do in my own setting (which is still in progress). I’ll also add a few skills here and there that I don’t see represented in either system.
Anyway, if you’re converting between WEG to X-Plorers or want to expand skills in X-plorers and need a place to start, I hope this comes in handy. Again, the file is available for download at right. Oh, and thanks to Albert over at Terminal Space for posting that great file widget, which works great!
Now hopefully I'll get to finish a "Step 2" which would have my preferred specializations.
UPDATE: see the downloadable skills conversion document on the side of the blog? That was the result of this little exercise. G'head--take it, it's free!
Monday, May 24, 2010
Galactic Outfitters Sale! Megafauna Wetwire Package
The MEGAFUN MEGAFAUNA™ Wetwire Package is a new item for X-plorers RPG
Take the Triceratops by the the Horns with the MEGAFUN MEGAFAUNA™ Wetwire Package! Have you landed on a hostile world teeming with ginormous pests? Did you go back in time and end up snout-to-snout with hungry dinosaurian lifeforms? Looking for a cost-effective solution to execute colonial construction projects? Then let us help you get the upper femur on your competition!
The MegaFun Megafauna™ package is perfect for:
- Perimeter patrols and homeland security!
- Territorial disputes!
- Mobile artillery!
- Terraforming and outpost construction!
- Public transportation!
- Gladitorial events! (May be illegal in some sectors)
- Parades and birthday parties! (May also be illegal in some sectors)
- And much, much more!
- 1 neuronal wetwire kit to plug directly into creature's central nervous system*
- 1 "brain box" control console, supports fiber optic patch cables and sports a stylish, yet durable, titanium casing
- 1 veterinarian-grade plasma torch*
- 250 gallons of Synapsegel™ to cover cybernetic contact points and improve conductivity performance
- 48 pack of synaptic gold-plated connectors to be used at contact junctions, 360 degree swivel-motorized action
- 1 set, jumper cables
- 2 ocular particle beam emitters
- 2 hip mounted concussion missile pods (3 missiles per pod)
- 6 veterinarian dental and nail files (various sizes)
- 4 pack XXXXL gauge hide-puncture syringe
- 340 gallons of Xanax™
STATS (UPDATED)
Two weapon types come standard with the package, but literally any other weapon that can be attached to a vehicle can be mounted to the MegaFun MegaFauna™ Wetwire assembly using the synaptic connectors.
Ocular Particle BeamAnd what would you expect to pay for this incredible offer? 20,000 CR? 25,000 CR? How about the barrel-busting price of only 8,000 CR! But wait, there's MORE:
Damage: Can be set to fire two 2d6+2 blasts/round or four 1d6 +1 pulses/round)
Range: dual shots 250, four pulse blasts 100
Separate cost/baseline trade-in value: 150 CR for both eye sockets
Hip-mounted Concussion Missiles
Damage: One missile from each hip can be fired per round (2 total/per round) target takes 2d6 +2 damage on knockback at close range/1d6 knockback at long range; rolls save vs. stun on any hit
Range: close range - up to 150, long 150-350
Separate cost/baseline trade-in value: 75 CR each
Bonuses: See creature template for any natural bonuses or abilities
Total Package Cost: 8,000 credits, accessories and add-ons sold separately
Special conditions: Ocular beams can only fire when target has been sited and cannot select independent targets. Hip missiles may use be fired independently. Megafauna must be fed and cared for as any other animal. You'll need to do research to find out how much food your animal consumes. Re-animated animals cannot digest food without a bio-metabolic converter kit and all systems will fail in 2d4 rounds without sustenance.
EXCLUSIVE Limited Offer!!
Order your wetwire kit in the next 30 minutes and we'll thrown in the Megafauna Reanimation Kit for another 1,000 CR! Beasts once downed by plasma bolts and stinger missiles no longer need lay useless in a burned out crater. Try the ECO-FRIENDLY solution. Why waste a perfectly good giant corpse when you can REDUCE, REUSE, and RE-ANIMATE! This is normally a 2,500 CR value but we're extending this special opportunity to customers who contact us via interstellar comm buoy today!
The Re-animation Kit includes:
- 2 skull shovels
- 1 wet vac (12 gallon)
- 1 single-occupant cranium control cockpit (ask about our two and four-seater upgrades!)
- 1 spool of high-tension steel cabling (2" diameter, 33 meters length)
- 20 Saur-o-servos™ for musculature replacement
- 50 gallons of Baxter's Bone Solvent™
- 1 bio-metabollic converter kit
- 500 feet of fiber optic cable
- 1 ocular sensor module (upgrades for two or more available)
- 20 tons of premium megafauna nutrition supplements
- We'll even throw in your choice of a dozer shovel or backhoe!
Decorate and Annihilate!
You've shown your neighbors you mean business--now show them your FUN side! Put the F-U-N in your megafauna project and create your own custom designs, or maybe you just want to show that special pet how much they mean to you. Outfit your pals with these great accessories:
BeDazzler!
Gravity Spray Gun!
Holiday Lights!
Siren Light!
Customers who bought this items, also purchased:
- Supersurge™ Vehicle Battery Pack
- Venom Class 4 Tachyon Missile blister pack
- Halibustin™ Heavy Armor Upgrade Kit
- Catapillar™ Tractor Treads (various sizes)
- Ortho-rest Comfort Labs™ Single-person Seat
Labels:
galactic outfitters,
ginormous,
monsters,
pioneers,
weapons
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