En sak som jag ville få in i Dinoblast är att kunna slumpa fram kontakter. Vissa vill kunna välja detta själva och kanske få med det i rollpersonens backstory, men jag tycker det ska finnas regler för att slå fram det också.
Det här är vad jag kommit fram till. För att få lite mer djup så har jag lagt till regler för att, genom färdighetsslag i kontaktskapandet, kunna slumpa fram stolpar till en kort story om vilken händelse som definierar relationen till en kontakt. Tycker det funkar bra även om det kräver att man är lite kreativ. Vad tror ni om detta? Något mer som man skulle vilja ha eller kan lägga till för att göra det roligare och ge inressanta resultat?
(Färdigheter (skills) har ett värde på 1-3 vilket görs om till T6:or som lyckas på 4+. Har man inte färdigheter kan man fortfare slå 1T6 (med disadvantage) men måste rulla om lyckat slag en gång).
(SR står för Show Rummer och är spelledaren)
Starting contacts
When a character is created the player can add the chosen faction as a contact at relation level 1. Family members are also allowed to be added (if the character origin is being born and not awoken) as contacts at appropriate levels based on what relation the character has with them, this can also be randomized using the contact generation rules below. Additionally the player can, together with the SR, choose occupational skill level amount of contacts.
Contact generation
These rules can be used to randomly generate a contact either by following every step or selecting just one or several. Not every possible scenario is covered here and should be seen as the normal in the world as it is when the game starts.
Status: Use this to determine if a contact is dead or alive, it is a dangerous world. Can for example be used for family members (mother, father, siblings) as this might have an impact on the character, other contacts are best to be alive to be used in the game. Roll 1D6 1-4 Alive, 5-6 Dead.
Siblings: Use this rule to determine if the character has any siblings or not. Roll 1D6 - 1 number of siblings.
Age: To determine a contact's age. For parents add 14 plus 2D6 to the character’s age. For other contacts roll 1D6 1-3 Older, 4-6 Younger. If older add- or if younger subtract, 1D6 for siblings and 2D6 for friends/colleges, to the character's age.
Archetype: Roll 1D6 to determine the contacts archetype. 1 Worker, 2 Leader, 3 Soldier, 4 Scientist, 5 Medic, 6 Ranger.
Faction: Roll 3D6 for the contact's faction. 1-3 New Eden, 4-6 Ecotopia, 7-8 The Towers, 9-10 The Ship, 11-12 Red Raptors, 13 Dinofront, 14 The Awakened, 15 The Ark, 16 Free Outpost, 17 P.O.S, 18 Homoultima.
Relation level: Roll 1D6 for the contact’s relation level, read the table below.
Defining moment: Use this rule to determine what the focus of the contact’s relation to the character is. Roll 6D6 two or three times, then the character makes a skill roll for each. Use the results, together with the contact’s archetype and faction to create a mini story about what the defining moment for the relation was about. Successful or failed skill rolls can mean different things and additional rolls can be made if suitable for the story. 1-7 Occupational skill, 8 Education, 9 Close Combat, 10 Ranged Combat, 11 Sneak, 12 Entertainment, 13 Hacking, 14 Sprint, 15 Tracking, 16 Evade, 17 Repair, 18 NIC, 19 Research, 20 Medicine, 21 Leadership, 22 Tactics, 23 Diplomacy, 24 Communication, 25 Management, 26 Craftsmanship, 27 Survival, 28 Demolition, 29 Riding, 30 Driving, 31 Persuasion, 32 Interrogation, 33 Camouflage, 34 Intimidation, 35 Disguise, 36 Animal Handling.
Example: Kathy’s character Rudy (Medic/Doctor) has a contact that will be called Marik. Using the above rules Marik is a soldier, 3 years older from the Towers, their relationship is tense (-1). The defining moment is based on Tracking (1 success), Ranged Combat (0 success) and Evade (1 success). They met during a risky scouting mission in enemy territory. Their tracking skills were essential, but when an unexpected ambush hit, they had to run, and Marik’s ability to evade danger saved them both. Later, however, Marik was blamed for the mission’s failure. This left Marik feeling bitter toward the character. While they still keep in touch, Marik is cautious and only willing to help if there’s something in it for him or if he’s repaid directly.
Another contact is Jinn, a scientist, 2 years younger, from New Eden. Jinn is an ally (2) and the defining moment is based on Engineering (1 success), Negotiation (2 successes). Rudy accompanies Jinn on a mission to gather soil samples from a riverbed. The equipment broke down but they managed to fix it. Later they had to cross Red Raptor territory but got stopped by patrolls. After negotiating a trade, supplies for safe passage and that Rudy helped treat an infected wound (SR proposed a roll for Medicine which succeeded), they could go home. Jinn was impressed with Rudy and is willing to help each time they meet.
Fulla regler finns här:
Det här är vad jag kommit fram till. För att få lite mer djup så har jag lagt till regler för att, genom färdighetsslag i kontaktskapandet, kunna slumpa fram stolpar till en kort story om vilken händelse som definierar relationen till en kontakt. Tycker det funkar bra även om det kräver att man är lite kreativ. Vad tror ni om detta? Något mer som man skulle vilja ha eller kan lägga till för att göra det roligare och ge inressanta resultat?
(Färdigheter (skills) har ett värde på 1-3 vilket görs om till T6:or som lyckas på 4+. Har man inte färdigheter kan man fortfare slå 1T6 (med disadvantage) men måste rulla om lyckat slag en gång).
(SR står för Show Rummer och är spelledaren)
Starting contacts
When a character is created the player can add the chosen faction as a contact at relation level 1. Family members are also allowed to be added (if the character origin is being born and not awoken) as contacts at appropriate levels based on what relation the character has with them, this can also be randomized using the contact generation rules below. Additionally the player can, together with the SR, choose occupational skill level amount of contacts.
Contact generation
These rules can be used to randomly generate a contact either by following every step or selecting just one or several. Not every possible scenario is covered here and should be seen as the normal in the world as it is when the game starts.
Status: Use this to determine if a contact is dead or alive, it is a dangerous world. Can for example be used for family members (mother, father, siblings) as this might have an impact on the character, other contacts are best to be alive to be used in the game. Roll 1D6 1-4 Alive, 5-6 Dead.
Siblings: Use this rule to determine if the character has any siblings or not. Roll 1D6 - 1 number of siblings.
Age: To determine a contact's age. For parents add 14 plus 2D6 to the character’s age. For other contacts roll 1D6 1-3 Older, 4-6 Younger. If older add- or if younger subtract, 1D6 for siblings and 2D6 for friends/colleges, to the character's age.
Archetype: Roll 1D6 to determine the contacts archetype. 1 Worker, 2 Leader, 3 Soldier, 4 Scientist, 5 Medic, 6 Ranger.
Faction: Roll 3D6 for the contact's faction. 1-3 New Eden, 4-6 Ecotopia, 7-8 The Towers, 9-10 The Ship, 11-12 Red Raptors, 13 Dinofront, 14 The Awakened, 15 The Ark, 16 Free Outpost, 17 P.O.S, 18 Homoultima.
Relation level: Roll 1D6 for the contact’s relation level, read the table below.
1D6 | Level | Description |
1 | -3 | Hostile: This contact is an enemy or rival, and will likely work actively against the character’s goals. They may sabotage plans, leak sensitive information, or even attempt to harm the character. Cooperation is almost impossible without major intervention. |
2 | -2 | Antagonistic: The contact dislikes or distrusts the character and may refuse to help or hinder them in minor ways. They might be open to negotiation but are generally unwilling to support the character’s interests. |
3 | -1 | Tense: The contact is wary or uncomfortable with the character, possibly due to a past disagreement or suspicion. They will work with the character, but reluctantly, and may require significant persuasion or compensation. |
- | 0 | Neutral: There is no strong feeling one way or the other. The contact is impartial and willing to work professionally but with no particular interest in the character’s welfare. Interactions are cordial, but there’s little personal connection. |
4 | 1 | Friendly: The contact respects the character and is willing to help within reason. They may offer minor favors, advice, or support and are generally pleasant to interact with. |
5 | 2 | Allied: The contact is loyal to the character and is inclined to go out of their way to help. They will provide significant assistance, advocate for the character, or even offer resources if needed. |
6 | 3 | Devoted: This contact holds the character in the highest regard, treating them like a close friend or family. They are likely to take personal risks for the character, provide critical support, and prioritize the character’s goals, often without any need for payback. |
Defining moment: Use this rule to determine what the focus of the contact’s relation to the character is. Roll 6D6 two or three times, then the character makes a skill roll for each. Use the results, together with the contact’s archetype and faction to create a mini story about what the defining moment for the relation was about. Successful or failed skill rolls can mean different things and additional rolls can be made if suitable for the story. 1-7 Occupational skill, 8 Education, 9 Close Combat, 10 Ranged Combat, 11 Sneak, 12 Entertainment, 13 Hacking, 14 Sprint, 15 Tracking, 16 Evade, 17 Repair, 18 NIC, 19 Research, 20 Medicine, 21 Leadership, 22 Tactics, 23 Diplomacy, 24 Communication, 25 Management, 26 Craftsmanship, 27 Survival, 28 Demolition, 29 Riding, 30 Driving, 31 Persuasion, 32 Interrogation, 33 Camouflage, 34 Intimidation, 35 Disguise, 36 Animal Handling.
Example: Kathy’s character Rudy (Medic/Doctor) has a contact that will be called Marik. Using the above rules Marik is a soldier, 3 years older from the Towers, their relationship is tense (-1). The defining moment is based on Tracking (1 success), Ranged Combat (0 success) and Evade (1 success). They met during a risky scouting mission in enemy territory. Their tracking skills were essential, but when an unexpected ambush hit, they had to run, and Marik’s ability to evade danger saved them both. Later, however, Marik was blamed for the mission’s failure. This left Marik feeling bitter toward the character. While they still keep in touch, Marik is cautious and only willing to help if there’s something in it for him or if he’s repaid directly.
Another contact is Jinn, a scientist, 2 years younger, from New Eden. Jinn is an ally (2) and the defining moment is based on Engineering (1 success), Negotiation (2 successes). Rudy accompanies Jinn on a mission to gather soil samples from a riverbed. The equipment broke down but they managed to fix it. Later they had to cross Red Raptor territory but got stopped by patrolls. After negotiating a trade, supplies for safe passage and that Rudy helped treat an infected wound (SR proposed a roll for Medicine which succeeded), they could go home. Jinn was impressed with Rudy and is willing to help each time they meet.
Fulla regler finns här: