Robots & Rapiers Scenario Generator, Podreczniki RPG, Robots & Rapiers

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Scenario Generator
This section contains a series of randomizer charts to provide the seed of adventure ideas for
the GM. This system is meant to portray the “built in” and periodically recycled story lines
created by the Tapestry through the interaction of various robots who are following their role
programming. As the players characters become more and more self aware they should
begin to drive their own adventures, making their own decisions about what to do and where
to go next.
Common Tables
1. First roll on Table I to find out the general category of scenario. Make note of the
lettered section that corresponds to the category as well as the items in brackets which
refer to other common tables.
2. Proceed to the lettered Goal Section and follow the instructions found there.
3. Finally, proceed to the Scenario Structure section to assemble the scenes of the story.
Table I provides several standard adventure types that are common in Auvernais. GMs are
encouraged to add additional tables to expand the selection.
Table II determines how the scenario will get kicked off. This is the hook that will start the
player characters going. Robotic characters are programmed to respond to these hooks and
can only refuse to do so with a Self Awareness Save.
Tables III and IV contain the innocents and foes that are involved in most of the scenarios.
Table I: Scenario Goal
1d10 Roll
Scenario Goal
1
Rescue the [innocent] from the [foe]. Section A
2
Recover the [item] belonging to [innocent] from the [foe] Section B
3
Deliver the [item] from [innocent] #1 to [innocent] #2 without being stopped by
the [foe] Section C
4
Escort the [innocent] without being stopped by the [foe] Section D
5
Escort the prisoner who is a subordinate of the [foe] Section E
6
Get attacked by the [foe]’s men Section F
7
Interrupt an altercation between [innocent] and 1d10:
1-5
= another [innocent],
6-0
= a [foe] Section G
8
Locate and engage the [foe] Section H
9
Roll twice and combine
0
GMs own invention
 Table II: How the Scenario Begins
Roll on Table II(a) to determine which “How the Scenario Begins” table to use. This currently
has only 2 entries, but can be altered and expanded to accommodate additional Tables as
needed.
Where a non specified individual is indicated on these tables, GMs may incorporate a
character already involved in their campaign, or roll on Table III for their identity.
Table II(a): Which Scenario Introduction Table to Use?
1d10 Roll
Which Scenario Introduction Table to Use
1-5
Roll on Table II(b)
6-0
Roll on Table II(c)
Table II(b): Scenario Introduction Table #1
1d10 Roll
How the Scenario Begins
1
A lad runs up on the street and delivers a message
2
A mysterious letter is found containing instructions
3
Hired by someone at the Tavern on the Green
4
Summoned to Court to receive instructions from the King
5
Met by an agent in a dark alley way
6
A desperate woman pleads for aid
7
Several thugs from the Shadow Guild apply pressure
8
A lady at a ball secretly asks for help
9
A desperate man has no where else to turn
0
GMs own invention
Table II(c): Scenario Introduction Table #2
1d10 Roll
How the Scenario Begins
1
Characters stumble into the event as its being perpetrated
2
Job is advertised for in one of the weekly broadsheets
3
An offer of a reward is posted
4
An exotic woman has an exciting tale to tell
5
A stranger tells a sad story of loss at the Tavern on the Green
6
Instructions are received from the leader of the characters faction, a patron, or
someone to whom they are beholden to.
7
The characters are black mailed into it
8
A dying man begs the characters to complete the quest for him
9
The characters heard a rumor about the event and decide to go themselves
0
GMs own invention
 Table III: Who’s the Innocent
1. Roll on Table III(a) to determine the social status of the innocent in question.
2. Roll on Table III(b) to determine if the innocent in question is actually the individual
listed on one of the subsequent tables, or a relative of such a person.
3. Roll on one of Table III(c) to III(f) as directed by social status.
Table III(a): Social Status of Innocent
1d10 Roll
Social Status of Innocent.
1-3
Commoner
4-6
Bourgeoisie
7-9
Aristocracy
0
Important Tapestry Character
Table III(b): Innocent is the Individual or the Individual’s Relative
1d10 Roll
Innocent is:
1-6
The individual indicated
4-10
The individual’s…
1-2
Spouse
3-4
Daughter
5-6
Son
7
Father
8
Mother
9-10
Other
Table III (c): Who’s the Commoner Innocent
1d10 Roll
Who’s the Commoner Innocent.
1
An old farmer
2
A poor laborer
3
A pretty barmaid from the Tavern on the Green
4
A retired veteran soldier
5
A blind beggar
6
A woman of questionable morals
7
A poor mother
8
A known thief / scallywag / or scoundrel
9
Someone the character knows
0
GMs own invention
Table III (d): Who’s the Bourgeoisie Innocent
1d10 Roll
Who’s the Bourgeoisie Innocent
1
A shopkeeper
2
A highly respected professional
3
A greedy banker
4
A well to-do land lord
5
A hated slum lord
6
A beloved parish priest
7
A gossiping busy body
 8
A highly skilled and needed craftsman
9
Someone the character knows
0
GMs own invention
Table III (e): Who’s the Aristocratic Innocent
1d10 Roll
Who’s the Aristocratic Innocent
1
One of the queen’s ladies in waiting
2
A high strung socialite
3
A visiting dignitary
4
One of the King’s important ministers
5
A high ranking member of the Cardinal’s Curia
6
A scorned black sheep of an important family
7
A debauched drunken nobleman
8
An eccentric old scion
9
Someone important to the character
0
GMs own invention
Table III (f): Who’s the Important Tapestry Character
1d10 Roll
Who’s the Important Innocent
1
The King!
2
The Queen!
3
The Cardinal!
4
The Captain of the King’s Guard!
5
The Gray Eminence!
6
Rork, the leader of Rork’s Gang
7
Father Donovan
8
9
0
GMs own invention
 Table IV: Who’s the Foe
1. Either roll on Table IV (a) to determine which Foe list to Roll on, or
2. The GM selects a Foe list based on the factional alliances of the characters.
3. Roll on Table IV (b)-(d) as appropriate to determine the foe.
Note:
The implication of the choice of Foes table is that the adventure or mission favors the
indicated faction, hence the Foe is someone against that faction. If the characters are also
against that faction (perhaps allied to the indicated Foe) than they may be in a position where
they don’t want to take the mission, or offer their assistance. The GM may feel free to
choose a more appropriate Foe, or the GM may judge that the conflict is an interesting one.
The player characters may actually take the side of the foe in the given adventure.
Also note that the choice of Foes list is based on the state of Auvernais as it exists at the
beginning of play. The Tapestry is a fairly robust creation and can, especially with the aid of
the King, adapt to incorporate many additions to its world view. The GM should feel free to
add new Foe lists as the campaign develops. A “Foes of Auvernais” list might involve forces
external to Auvernais (like other resorts detailed in future supplements) who wish Auvernais
harm. The players may join or create their own faction with its own interests, and its own
selection of foes. Other NPCs (like perhaps the Gray Eminence) may grow to greater
importance in your campaign and warrant a Foe list unique to them. These lists should get
you started.
Table IV (a): Which Foe List?
1d10 Roll
Which Foe List
1-4
Foes of the King
5-7
Foes of the Cardinal
8-9
Foes of the Queen
0
Foes of the Bandits
Table IV (b): Foes of the King
1d10 Roll
Foes of the King
1
A group of bandits from Rork’s Gang
2
A new upstart bandit gang looking to make a name for themselves
3
Individuals believed to be connected with the Shadow Guild
4
Soldiers from La Roche are behind it.
5
An ambitious noble looking to increase their power
6
An ordinary citizen motivated by greed.
7
Agents of the Cardinal or the Cardinal’s Guard overstepping their authority.
8
A plot by the Queen and her agents against the king’s wishes
9
One of the King’s own ministers looking for political leverage
0
GMs own invention, or -- roll twice, it’s a conspiracy!
Table IV (c): Foes of the Cardinal
1d10 Roll
Foes of the Cardinal
1
An enemy of the state. Roll on the Foes of the King Table
2
A spy from La Roche
3
A band of drunken trouble makers from the King’s Guard
4
A mob of rabble rousing commoners
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