Here we are again, talking a bit more about how to transport your Labyrinth Lord/Mutant Future game into the Weird Sixties (which totally should be a thing, btw, but isn't). More Grindhouse aesthetic, more gory violence, more funky stuff. All optional, of course. Today we'll explore a bit the classes for be67, ability scores, skills, weapon mastery and some random character generation. Here we go ...
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(Random) Character generation
I had it all a bit backwards, since I wanted to show you guys the "extraordinary splatter" part of the game (and because those parts adapt well to all basic editions). However, this (probably) last part of the series will give you the complete character creation process in the order I'd do it at the table. If you know D&D/LL/MF or any other game like it, you'll know your way around and spot the differences easily enough.
Most of the changes here are cosmetic to some degree or another, because we are playing the Weird Sixties, baby ...
1. ABILITY SCORES
Roll 3d6 per ability score, in order. Re-roll one ability score (keep better result). The ability scores are (names will defer from the editions you know):
- POWER! – a character’s strength (bonus to attack)
- Dex (was here) – a character’s finesse (bonus to AC)
- Con is for Constitution (bonus to hp per level)
- Wits – a character’s intelligence (skill points)
- Zen – a character’s wisdom (bonus to social interaction & Initiative)
- Funk – a character’s groove (luck pool)
A player may take any amount from his Funk score as a bonus to Saves or rolls or to reduce damage he received. The only ways to regain those points are (1) whenever a character gains a new level (restore up to the original maximum), (2) a wish and (3) a heavy psychedelic experience.
I may offer an alternative way in the rules to roll up ability scores (the rule originates here):
Players may roll 18d6, and note every single result. For every rolled 6, players may re-roll a lower result and take the new roll instead. Three digits make an ability score, players can combine as they see fit (and can do so after they (or the dice!) decided on their class, see below).
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2. CLASSES
(roll 3d6: 1. is the class, 2. is some flavor (see class entry and 3. is the character’s level … follow class descriptions for individual results)
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1. Convict – A tough criminal (+3 to physical saves) that has “reasons” to join the party (2nd d6):
- he’s fighting for his freedom
- his sister, a prostitute, is in trouble
- he gets paid a giant sum to do one specific task here (and keeps it secret, needs to talk to DM)
- someone has his wife and child as a hostage to exploit him for his skills
- he’s in debt and this solves it
- Revenge!
- HD: 1d10 per level
Weapon Mastery: All weapons damages for ranged are d4, Brawl and Close Combat are d6. Everything else needs to get learned separately. 1d6 (your 3rd) points to raise or learn a new one … 1 point from d4 to d6, 2 points from d6 to d8, 3 points from d8 to d10). Exotic is zero.
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- steal some documents
- save the world, of course
- kill a target that knows too much
- destroy evidence
- contact a source
- extract a double agent
- HD: 1d6 per level
Weapon Mastery: Small Ranged and Heavy Ranged are d6, the rest is d4. 1d6 (your 3rd) points to raise or learn a new one … 1 point from d4 to d6, 2 points from d6 to d8, 3 points from d8 to d10.
Spies double their Dex bonus to AC.
3. Military – You are a grunt (double hp-result when rolled, always) and you are here to follow orders from (2nd d6):
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3. Military – You are a grunt (double hp-result when rolled, always) and you are here to follow orders from (2nd d6):
- no one, this shit should be in your past … in Vietnam
- one of the other players is your superior (true for all military, even if they might have someone else, too … choose player randomly and give it a reason)
- your rank makes you the superior
- the president gave you those orders
- this is a personal matter
- black ops, bitches
If there’s more than one soldier in the group, chose the d6 with the higher number for the motivation and the lower number as the level of one additional NPC soldier in this task force. Add a soldier like that each time (so with 3 player soldiers, you'd have a troupe of 5 soldiers: 3 players and 2 non player characters).
- HD: 1d8 per level
Nuke ‘em from orbit (one time, all Soldiers in the team) – collect all the hp the troupe loses during the mission. One time, as a last resort, you can roll a d100 with the lost xp as an upper limit. If the roll is below, you can give the order to nuke the place from orbit. Radio contact needs to be established, the strike will be 3d6 minutes later.
Weapon Mastery: If it is a weapon, you can use it with d6. 1d6 (your 3rd) points to raise or learn a new one … 1 point from d4 to d6, 2 points from d6 to d8, 3 points from d8 to d10. Exotic is zero.
4. Activist – You are fighting The Man and your cause is (2nd d6):
Weapon Mastery: If it is a weapon, you can use it with d6. 1d6 (your 3rd) points to raise or learn a new one … 1 point from d4 to d6, 2 points from d6 to d8, 3 points from d8 to d10. Exotic is zero.
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4. Activist – You are fighting The Man and your cause is (2nd d6):
- fighting fascism
- fighting gene experiments
- fighting pollution
- fighting big corp
- world piece
- no, this is a family matter
- HD: 1d8
Weapon Mastery: Activists get Brawl and Small Ranged as a d6 and no other weapons. 1d6 (your 3rd) points to raise or learn a new one … 1 point from d4 to d6, 2 points from d6 to d8, 3 points from d8 to d10. Exotic is zero.
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5. Journalist – The story is the thing, man. You want it all and pictures (2nd d6 times 200 is the currency you have left to work the story where it happens … getting there, equipment and all that are all already payed for).
- HD: 1d8 per level
Journalistic Immunity – You get [level times] combats ignored as long as you do nothing but non-combative actions (taking photos, giving First Aid and so on).
Weapon Mastery: Your camera is your weapon, but roll 1d6 (your 3rd) and buy weapon skills for 1 point from d4 to d6, 2 points from d6 to d8, 3 points from d8 to d10. You always start buying the d4, every stage needs to be bought.
Weapon Mastery: Your camera is your weapon, but roll 1d6 (your 3rd) and buy weapon skills for 1 point from d4 to d6, 2 points from d6 to d8, 3 points from d8 to d10. You always start buying the d4, every stage needs to be bought.
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6. Flower Child – Religious nut, inspired being or just a drug addict that’s on the wrong party … you are the hippie of the group. The result of the d6 is the number of drug doses you have at your disposal right now (LSD, most likely). You could share, if you want to … you are highly immune anyway (+5 to Saves against poison when perusing drugs).
- HD 1d12 per level
Seeing it as it is – They have no filter and see the monsters that hide amongst humanity for what they are. This is active all the time, but nobody believes them. They take lots of drugs, after all.
Weapon Mastery: No weapon skills to begin with (love, not war, baby). But roll 1d6 (your 3rd) and buy weapon skills for 1 point from d4 to d6, 2 points from d6 to d8, 3 points from d8 to d10. You always start buying the d4, every stage needs to be bought.
Flower children also double their skill points.
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At this point players have their ability scores (or a pool of numbers to distribute), a (random) class, guidelines for weapon mastery and an idea what the group will look like. Each player can also roll hit points at this point. Before we get to skills and what weapon mastery is, though, I'd like to introduce another feature here:
3. THE RANDOM TRAIT GENERATOR (1D20)
1-2 Thin (-1 to Strength)
3-4 Choleric (-1 to Wisdom, +1 to Constitution)
5-6 Melancholic (+1 to Intelligence)
7-8 Nimble (+1 to Dexterity)
9-12 Normal
13-14 Serene (+1 to Wisdom)
15-16 Vivid (+1 to Luck/Charisma)
17-18 Brawny (+1 to Strength)
19-20 Fat (+1 Constitution, -1 Dexterity)
I've introduced this here. Usually I'll allow players to chose if they want to try their hands on this, since negative consequences are possible. But if they decide to test this table, they roll after they decided on a class and the ability scores are settled.
4. SKILLS
Characters get at character generation 1 skill point for every point Wits above 10. Each point buys a character a "+1" on a chosen skill. A list of skills might follow, for now I just go with what players think appropriate for their character. Other than that it is assumed that character have the skills necessary to play their class. Basic education or driving skills, for instance, are assumed and tested via the ability scores.
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A skilled character just has an edge on the other characters. So having a "+1" on any skill means that characters will automatically have a partial success if their roll to test the skill (basically 1D20 + ability score vs. difficulty) comes up with a 10 or higher.
Characters get another skill point (+Wits bonus) to distribute like this every 3 levels.
I might go all in here and add the rules I wrote for Lost Songs of the Nibelungs here, as they easily add some depth. Might keep it optional, though.
5. WEAPON MASTERY
Weapon Mastery needs to match the rules discussed in Parts 1 & 2 in that not the weapon itself determines the damage, but the ability of a user to deal damage is what makes the difference. A man that knows how to use a knife might be just as dangerous as one knowing how to use a pistol (at least in the genre we are playing here, ha!). The Weapon Mastery for a modern times game might be a bit different than you'd need for a fantasy game, so here is how I split it:
- Brawl (Boxing, Judo, Kung Fu)
- Close Combat (knives and shit)
- Small Ranged (pistols, semi-automatics)
- Medium Ranged (shotguns, rifles)
- Heavy Ranged (sniper rifles, mounted guns)
- Explosives (c4, dynamite)
- Exotic (swords or ninjutsu and shit)
Damage dice as per class description. Characters can get 1 damage die raised by one stage every 3 levels.
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The last thing you'll need is a mission
I'll offer a couple of scenarios and mini-adventures for be67 and the Weird Sixties here on the blog. I'm also currently writing a module for this system called "The Rise of Robo-Hitler" and it will hit shelves in December. That said, you could quite easily come up with your own scenario by checking out a vast library of Grindhouse inspired movies and comics and (computer) games from the sixties to today (check the posters alone, here for instance).
Or just take your favorite D&D adventure and twist a bit to work in the Weird Sixties (man, a rewrite of something like B2 to fit the era would be tons of fun ...).
The rules described here will offer wild shot-outs, motivated and colorful characters and bloody action. The rest is what the rules you use provide.
The game of your choice and be67
And that's that. Anything else you might need to make this work is the basic edition compatible game of your choosing: xp, level advancement, saves, everything that is missing so far. I might do some character sheets for LL, MF when I do the one for be67 (or maybe just a mini-sheet for the additional rules?).
I'll twist be67 into form in the next couple of months and it'll be available for free (probably PWYW). A fourth part of this series will probably address loose ends like armor and maybe a table for random splatter events. You don't have to change much with the original rules you are using to make this work for you. For combats, just take a monsters already existing damage dice for the weapons they
carry, handle the tokens for them as the players do and you are good to
go.
Everything else should apply naturally. Mortality shouldn't be much higher, but people will get crippled more and the game will be way more gritty. As I like it, actually. If you use any of this in your games, I'd be happy to hear how it worked for you, of course. Happy gaming!