Tuesday, 29 June 2010

Other Weapons in the Goblin Arsenal

As you might have noticed from my post here and my follow-up here, I like using goblins. Particularly Warhammer/Magic the Gathering-esque ones that use crazy techniques to attack the PCs. Apparently, some other people like them that way too, as I've found three nifty links to new ways for goblins to be deadly, silly, and annoying all at the same time:

Sunday, 27 June 2010

[TranStellar RPG] Weird moves

Basic Moves

To break the fourth wall, roll + weird. On a 10+, you receive a genre-aware insight about the current situation and take +1 forward. On a 7-9, you receive an insight but expose yourself to writer anger.

Advanced Moves

To scan minds and influence people, roll + weird. On a 10+, hold 3. On a 7-9, hold 1. Spend one to ask a question from the read person list or compel one person to follow your instructions. If they're a leading character, they can choose not to follow but they mark experience if they do. If you read another psychic's mind, you experience psychic feedback. You take -1 ongoing and can't roll + weird until you shake it off.

To predict the future, roll + weird. On a 10+, you get a good insight into a future event. On a 7-9, you get an incorrect insight into a future event, but take +1 ongoing until you figure out you're wrong or cause it to become true.

To create haute cuisine, roll + weird. On a 10+, choose 3. On a 7-9, choose one.
  • It isn't flammable or explosive.
  • It actually tastes good.
  • It isn't actively poisonous.
  • It doesn't require special ingredients.