Hmmm...I seem to have missed a post last week. Sorry.
The script for the next episode of "Voice From The Void" is complete. I'll be able to record it this weekend, hopefully, and get that into the feed by Monday or Tuesday. The ep is on Artificial Gravity, previewed in this blog a couple weeks ago. It should be fun if you're into imaginary technology. (And why wouldn't you be?)
The next audio short story, "The Prince of Ramador" will be getting some attention coming up. Look for more news on that, including a release date, in the next blog post. I think it'll be a hoot, because it's something different for Stardrifter, and frankly, something I've always wanted to do. If I can craft in reality what I'm hearing in my head, then it should be pretty enjoyable.
"All He Surveys" is still simmering. More on that soon, but for now, that's the news.
Below is an excerpt of some new rules I've put together for the Stardrifter Role-playing Game. I tend to work on this when inspiration strikes; the new ideas have to get written down when they come, or else I risk forgetting it entirely. (It's a condition, but I'm coping.)
For those not familiar with the Stardrifter game, be sure to grab a copy of the latest rulebook. You and your friends can run through Ejoq's galaxy, and cause all sorts of mayhem. It's fun and it's free!
Called Shots
In combat, a character may attempt a Called Shot, that is, they may attempt to hit or strike a very particular spot on a target. For snipers, this may be to a specific point on the body, but other weapons, even hand-held weapons, can be used in this manner.
Called Shots are not just for use against people: a character may state they are attempting to hit a particular point on an object, machine, or really, anything else. The GM must determine, on-the-fly, what sort of damage or effect the attack might have, and make a judgment on what is possible, and what isn't. As a result, the exact way in which this rule can be applied will vary from circumstance to circumstance. GM adjudication is always required, but otherwise, players are encouraged to exercise their imaginations in the use of this rule.
To make a Called Shot:
1.) First off, any character that wishes to make a Called Shot in combat must possess the Skill they are attempting to use; no substitute Attribute rolls are allowed.
2.) Before rolling for Initiative, the character must either state that they wish to make a Called Shot, or the GM must state that in order for the character to do what they want, a successful Called Shot is required. Either way, it must be stated clearly what, exactly, is being targeted, and what result is desired. Vagueness here is not acceptable.
3.) The player rolls 1d4. This is the number of rounds they must spend preparing for the Called Shot attempt. They may not use any other Skill during this time, so they may not make any other attacks — though they may actively defend against the attacks of others. If they are Stunned or rendered unconscious while preparing for the Called Shot, it automatically fails. If they are using a ranged weapon, they are assumed to be adjusting for distance during this time, settling their breathing, and taking very careful aim. If they are in the midst of combat, wherein they are being actively attacked, the character is assumed to be analyzing the opponent's defenses, watching for an opening. Either way, the character must keep their target more-or-less in sight the whole time.
4.) When the chance comes to make the Called Shot attempt (that is, at the end of the 1d4 rounds), Initiative is rolled as normal. When it is the character's turn to go, they roll versus the Skill they are using for the Called Shot.
If the roll is unsuccessful, the character is allowed an immediate Second Chance roll, should they want it, simulating the extra care they took in lining up the attack.
If successful, one of the following occurs, depending upon the GM's preference, the house rules, or the circumstances:
A.) The character's stated desire for the Called Shot occurs just as they described it.
B.) The character inflicts a Critical Success upon their target -- a "Natural 1" is not required in this case, only a successful roll.
C.) The target must roll a SAVE: Physical or be immediately reduced to zero (0) HP, regardless of how many HP or STAM they had before the attack. If the SAVE is successful, it is still a normal hit.
Armor and Called Shots
If the target is wearing Armor, the Weapon DC of the attacker matters, and must be determined. If the Armor protects against a particular Damage Category, then a weapon with a greater DC than that is required to successfully perform the Called Shot -- or, indeed, to hit the target at all. Anything else just bounces off.
On the other hand, neither an Armor's Protective Rating (PR) nor its Structural Rating (SR) matter for Called Shots. The idea here is that the attacker spent the time to line up the attack in such a way that it gets past the Armor, to strike the person inside. The Armor absorbs no damage in this case, nor does it take any, itself, since it was bypassed by the successful Called Shot.
Example:
Remi is being chased by bounty hunters. The hunters know his general location on a planet's surface, and are coming down in a shuttle at a remote landing strip. Remi, on the other hand, knows exactly where they will be arriving. The shuttle comes in as a glider, and Remi is hiding in the woods nearby with his rifle. He states that he'd like to shoot the landing gear of the shuttle just before it touches down, in the hopes of causing it to crash. The GM decides that this will require a Called Shot. Initiative rolls aren't required in this circumstance, so Remi just rolls 1d4 to see how long he'll have to line up his shot. He gets a 3, so for three rounds, he tracks the descending shuttle as it makes its approach. His Combat: Rifle Skill is level 2, score 17, but the GM assigns a modifier of -3, due to the speed the shuttle will be traveling when it passes Remi's hiding spot. That makes his Skill score a 14 in this situation. Remi rolls his attack with 1d20, just as the shuttle passes his hiding spot, and gets an 18...fail! But wait, because this was a Called Shot, Remi gets an immediate Second Chance roll if he wants it -- and he does. This time, he rolls 11, which is a success! He has shot the front tire of the shuttle's landing gear, just as it sets down on the runway. The GM now decides:
1.) The front tire is not bullet-proof and can actually be shot out.
2.) Remi's success with the Called Shot means that it was, in fact, shot out.
The bounty hunter pilot must now roll versus her Piloting: Air Skill (which includes ground-to-orbit shuttles). As a regular NPC, her Skill level is 1, and her score is 11. The GM rolls 1d20 for her, and gets a 6. That's a success. But the Called Shot was a success as well. What to do? In this case, the GM decides that these successes do not cancel each other out; rather, they mitigate each other. Instead of losing control and crashing, the pilot is able to set the shuttle down safely; however she's unable to keep it from swerving off the runway into a drainage ditch. Remi didn't prevent the hunters from landing, but they sure won't be leaving so easily.
Example:
Zaren is an assassin, hired to kill a politician aboard a space station. The target is set to make a speech at an outdoor rally, and Zaren finds a rooftop three blocks away. She'll be using a sniper rifle for this. There are security agents all over, but she remains hidden behind a box until the politician makes his appearance. When the target steps up to the podium, Zaren moves from behind the box, over to the edge of the rooftop. This will give her a clear shot, though she is now somewhat exposed. She states she'll be going for a Called Shot -- specifically to the target's center-of-mass, hoping for a kill. She rolls 1d4 for the number of rounds it will require, and gets a 4. It will take four rounds to truly zero in on the target. The GM determines that a security agent on another nearby rooftop spots her. Time for Initiative! The GM uses the Basic Initiative rules, and decides that, in this situation, combat rounds are equal to mere seconds (remember, "rounds" are subjective, and can be different from situation to situation). Zaren rolls 1d20 for Initiative, getting a 13. The GM rolls for the agent and gets a 9. The agent goes first. While calling out the emergency word, "Gun!" to his comrades over a collar mic, he draws his own weapon and fires. His Combat: Pistol Skill is level 2, score 12. He rolls 1d20, and gets a 14. Miss! Zaren cannot let herself be distracted from the shot, and she continues to aim. This is the end of the Combat round, so that's one round down for her Called Shot preparation. No other agent is close enough to get to her before she'll be able to make her attack, though there are now quite a few on the way. Initiative is rolled, and this time, Zaren wins. Still, she is aiming. That's all she can do. The agent then gets his turn, and fires again. This time, she's hit. Zaren wears some body armor that collectively affords her PR 3, SR 30. The agent rolls 1d6+2 for damage, getting a total of 4. the Armor PR absorbs three of those points, while she takes one point off her Stamina score (STAM). That hurts, but it doesn't distract her. Over at the podium, security agents have responded to the alarm, as well as to the gun shots, and have collected around the politician to hustle him off. The GM determines that, from Zaren's vantage point, he'll still be visible for two rounds before they can get him inside a building, and out of sight (this is one of the reasons she chose this spot to begin with). She follows the politician through the scope of her rifle. Next round, she and the agent roll Initiative. She wins, and stays locked on the target. The agent fires again, hitting her once more, this time for 5 points. Again, her Armor is her friend, though she still takes two points off her STAM. That was a heavy graze; it's adding up. The security agents and the politician are nearing the door. Next round, Initiative is rolled, and Zaren wins. This is the fourth round into her Called Shot preparation, so she finally gets to roll to hit. The GM determines that there will be a penalty of -5 on Zaren's Skill for this attack, due to the target being on the move, and because he's surrounded by security agents. Zaren has Combat: Rifle at level 3, score 19. At -5, that makes her score a 14. Zaren rolls 1d20 to hit, and gets a 7. That's a success! The politician is hit squarely in the back, just as they hustle him through the door. The GM determines that the Called Shot immediately brings the target politician down to zero (0) Hit Points. Baring some sort of miracle, he's dead. Zaren has succeeded in her mission, but now she has the problem of getting away. The agent on the nearby rooftop is still shooting, and, while she was lining up her attack all that time, other agents have been converging on her location. The excitement is far from over!
And that's it for this one. I hope your week is filled with wonder and joy! Or, at the least, minor interest and slight amusement; something's better than nothing.
Take care,
-David