Mutant Space Cowboys.pdf

(117 KB) Pobierz
C:\JohnsFiles\Cowboy.wpd
Page 1
Mutant Space Cowboys: A Time Travel Game
By John Frazer
Table of Contents
Introduction
Page 2
Creating Your Cowboy
Page 3
Resolving Actions
Page 5
Combat
Page 6
Chronoskimmers
Page 7
Running the Game
Page 10
Dealing with Time Travel
Page 11
The Setting
Page 11
Page 2
Introduction
Far above the planet Clymexia, a Behemoth class starship slides through the
chronoluminiferous ether. The fabric of space and time distort around it, a miracle of technology,
possessed by few, and understood by fewer still. Inside, a man paces, bothered by an
unidentifiable something. In a previous century, they might have called it “conscience,” but for
Herr Grodz, “conscience” was an unfamiliar word. He was a cyborg, created to carry out the will
of the Galactic Grand Emperor, and no force in this universe or any other, could stop him from
doing his duty.
The planet of Clymexia was a peaceful world. Its people were primarily farmers and
simple craftsmen. They obeyed the law, paid their taxes, and saluted the Emperor. Unfortunately
for them, that wasn’t enough. His Most High Celestial Eminence demanded absolute loyalty, and
when the citizens of Clymexia refused to be relocated to another sector to make way for the
Transdimensional Conduit, they ceased to have any value to the Empire. Herr Grodz would do
his duty. He would eliminate them.
Dynamos deep within the bowels of the ship whirred to life. Driven by a fusion reaction,
they would generate the massive amounts of electrical power necessary to activate the Oblititron.
The citizens of Clymexia had precisely six minutes to live.
Time passes; T-minus 3:00. The generators thrum with an ominous power. More time
passes; T-minus 1:30. Herr Grodz’s aural filter kicks in, protecting him from the deafening noise
coming from the ship’s reactors. The sensor’s tiny alarm was lost under the shrieking wail of the
charging Oblititron, but its blinking red light was not. Some object, within one AU, was
generating a chronetheric field. That could mean only one thing: company.
At that moment, T-minus 0:45, the Behemoth class starship shook and rattled. It didn’t
feel like a collision. It felt more like the ship’s walls were collapsing from within. Herr Grodz
spun around, and was stopped cold in his tracks. Somehow, the intruders have managed to
materialize their ship in the middle of his bridge. With one well-aimed shot from his lazon pistol,
the be-Stetsoned creature blasted the main control panel to smithereens. Then, with a tip of his
hat, he stepped back into his improbably placed ship and vanished for parts unknown.
Deprived of control protocols, the Oblititron’s dynamos took on a new sound. It was a
sound all aboard recognized from their training. The generators have entered overload . . .
Meanwhile, the grateful citizens of Clymexia waited to welcome their savior, but for
Duke Starseed, the deed was thanks enough.
Welcome to the world of Mutant Space Cowboys , where saving planets is all in a day’s
work. Within these pages, you’ll not only find rules to create your own Mutant Space Cowboy,
but also spaceships, time travel devices, weapons, sidekicks, and enemies. So strap yourself in,
and get ready to defend the underdog from the forces of greed, tyranny, and injustice.
Page 3
Creating Your Cowboy
Characters in Mutant Space Cowboys are painted in broad strokes. They don’t have lots
of subtle or unusual abilities. You won’t see them lounging around old Earth, politicking and
scheming in the center of the Galactic Empire. You won’t see them hacking into computers or
picking locks. You certainly won’t see them hiding or sneaking around. Space Cowboys are an
adventurous and straightforward breed, and Mutant Space Cowboys are doubly so. To them, the
best solution is the most direct solution. Kick in the door, shoot the bad-guy, and tell those
stuffed shirts exactly what you think of them and their rules. It’s the cowboy way.
That’s not to say that all Mutant Space Cowboy characters have to be exactly the same.
Look to the variety of movie-western characters as inspiration: the callow youth, eager to prove
himself, the drunken gunfighter whose seen too much bloodshed, and the adventurous soul,
always wanting to see what’s over the next hill (or on the next planet) – the differences between
these characters are both obvious and significant, but the two traits they all share, an independent
spirit and a compulsion to do the right thing, are what makes them cowboys.
So, the first thing to think about when you create your character is what sort of person
you want your cowboy to be like. Does he love the itinerant life, or does he want nothing more
than a homestead to call his own? Does he like to fight, or does he dread every time he has to
pull his gun? Does he have any family? Any enemies? Any former lovers, partners, or rivals that
he might run into? Does he crave attention, or prefer to work anonymously? Does he enjoy the
solitude of deep space, or does he crave companionship on his long journey between the stars? Is
he an idealist, or does he just to live day to day?
Answering these questions can go a long way towards defining your character, and
separating him or her from those of the other players. There are two additional things to keep in
mind as well: 1)All Mutant Space Cowboys characters share the same five basic abilities, so,
unlike many other roleplaying games, you can’t count on a character’s skills to make him or her
unique. 2)All Mutant Space Cowboys characters should at least be somewhat heroic. You might
play a bandit who refuses to kill unarmed men, a gruff old man that, despite wanting nothing
more than to be left alone, finds himself dragged into helping people, or a person who fits the
“hero” mold precisely, but any way you choose to make your character, he or she should always
be willing to stare down evil in a pinch.
Now that you have an idea of what you want your cowboy to be like, it’s time to decide
what sort of mutations she has. It can be anything, but you should try to aim for something that
makes for an evocative character description. Start with the cosmetic details like skin color,
presence or absence of fur or scales, etc. If you want more substantial mutations, like legs that
will allow you to jump higher, or antennae that allow you to see in the dark, you’ll have to buy
them with virtue points.
You get five virtue points to spend on you starting abilities and mutations. You can get
extra virtue points by taking negative mutations. Consult the following table.
Page 4
Virtue Cost
Virtue
Description
-4
Deafness
-3 survival rating when avoiding ambushes. The character
has difficulty communicating with other characters.
-3
Phobia
Add an extra difficulty class to all contests in the presence
of your phobia.
-2
Ability Penalty
Add an extra difficulty class to all contests with a given
ability.
-1
Night Blindness
Add an extra difficulty class to Pistols contests in the dark.
-1
Vehicle Ineptitude
Add one difficulty class to Pilot contests with a given class
of vehicles (spacecraft, riding, cars, or planes).
-1
Weapon Ineptitude
Add one difficulty class to Brawl contests when wielding
melee weapons
-1
Ability Cap
Your maximum rating in a given ability is decreased by one
-1
Small
You have one less health level than normal
-1
Vulnerability
The damage rating for a given type of weapon (plasma,
lazon, particle, unarmed, or melee) is increased by one
0
Cosmetic Mutations Any number of changes to your appearance that have no
concrete game effect
+1
Night Vision
Any increase to Pistols difficulty class due to darkness is
reduced by one
+1
Spring Legs
The difficulty class for Stunts contests involving jumping is
reduced one.
+1
Martial Artist
Add one to your effective Brawl rating when fighting
unarmed
+1
Claws
Your damage rating in unarmed combat is increased by 1
+2
Increased Ability
Increase the rating of one of your abilities by one
+2
Thick Skin
Increase your effective survival rating by one when resisting
damage.
+2
Large
You have one extra health level. Tentacle
+2
Tentacle
You have a dexterous tentacle. You can hold items, but it’s
not as effective as an extra arm.
268833644.001.png 268833644.002.png
Page 5
+3
Ability Aptitude
Decrease the difficulty rating for all contests involving a
given ability.
+3
Sonar
Difficulty classes are not increased by adverse vision
conditions.
+3
Extra Arm
You have one extra arm.
+3
Wings
You can use your Stunts ability to fly.
+4
Vacuum Adaptation Your character can survive in the vacuum, by winning a
contest against a difficulty class equal to the number of
minutes you’ve been exposed to vacuum.
+5
Extraordinary Luck
Once per game session, you can automatically win a single
contest.
+5
Invulnerability
You take no damage from one type of weapon (plasma,
lazon, particle, melee, or unarmed).
You can take the same virtue more than once. In that case, the effects are cumulative.
Characters have five abilities, Pistols, Pilot, Stunts, Brawl, and Survival, that each start
out at rating zero. The maximum rating for any ability is five.
Pistols: You use the pistols ability whenever your character fires a gun, shoots a bow and arrow,
or throws a rock. You also use the pistols ability for quick draws.
Pilot: The Pilot ability governs the operation of all sorts of vehicles, not merely spaceships and
airplanes, but also riding animals, sailing boats or submarines, and driving cars.
Stunts: This ability is a catchall for the wide variety of cool cowboy stuff you may want to do.
Whether it’s jumping from a second story balcony to tackle a person below, or hanging from the
edge of a cliff, the stunts ability is used for all physical, non-combat related activities. It also
covers the use of lassos, both rope and electromagnetic.
Brawl: This covers all close-quarters, hand-to-hand combat, both armed and unarmed. Boxing,
wrestling, swords, spears, axes - all use the brawl ability.
Survival: In addition to keeping you alive in the wilderness and allowing you to set and detect
ambushes, this ability represents your character’s skill in watching his back in combat. It also
represents the ability to resist and avoid damage from weapons, poison, and disease.
Resolving Actions
For the characters to accomplish any action with a chance of failure, or any action that’s
opposed by another character, they must make ability contests. At its most basic, an ability
contest is a game of rock-paper-scissors. If the player wins, his character succeeds at the action.
There is one slight complication, however. A player can use his ability rating as “retries” or
“tiebreakers.” If the action is particularly difficult, or opposed by another character, the action
will have a difficulty class. The difficulty class reduces the player’s effective ability rating by its
268833644.003.png
Zgłoś jeśli naruszono regulamin