Ron Gianti
SOC-11
I'm working on a couple dozen "Mini games" that I can use while playing / learning Traveler. One that I'm close to fleshing out is simulating being a bounty hunter. The idea is that 4 or so characters are just mustered out and looking for something to do to make a quick living and an excuse to roll the dice and use as much of LBB 1-3 as possible. I will branch out to the other of the 8 books later.
If anyone has any ideas, please post. Especially I'm looking to flesh out the idea and make nice long tables for variety but keep it simple and later on to playtest it to get the numbers right.
This is in a very rough draft and now that its nice weather I don't have a lot of time to work on this so progress will be slow.
Mini Game – Bounty Hunting
Each bounty is split into 3 phases:
1.The undercover operation – 10 days long
2.The shakeout operation – The next 3 days of the 2nd week.
3.The bust – The last day of the 2nd week.
During the undercover operation (phase 1), characters are spending time discreetly trying to gather information about the perpetrator. Each character who spends time looking for information for one day is allowed to roll on the Detail category page for that day. Only one character can do research on each category per day.
During the shakeout operation, they are actively pursuing the bounty and no longer working under cover. They are trying to get him / her to panic, make a mistake, and catch them on the move.
The more information they gather, the more likely it is to corner the suspect and make the arrest.
Getting to roll on the detail page takes time, dedication and (sometimes) credits (bribery, getting through red tape, etc).
Detail Category Pages:
Shake out +1
1 : Grand Theft
2 : Murder (Bounty * 3, Henchmen +1)
3 : Terrorism (Bounty * 10, Henchmen +5)
4 : Embezzlement
Shake out +1
1D – 2
Each Henchman = +10,000 bounty.
Shake out +2
1 : Family
2 : Gang members
3 : Friends
4 : Guard Pet
5 :
Shake out +2
1 :Opposite Sex (specific)
2 :Opposite Sex (general)
3 : Gambling (&)
4 : Drugs (#)
5 : Family ties
6 : Friends
7 : Alcohol
8 : Gourmet Foods
9 : Social Scene (Parties)
10: Music / Theatre scene
Shake out +1
(Known on 10+ bonus = ??
(bounty will always have one weapon on person for each skill and minimum stat to avoid penalty's):
1 : Blade
2 : Auto Pistol
3 : Foil
4 : Laser Carbine
Roll for stats
Shake out +1
(Known on 10+ bonus = Medical)
Shake out +1
(Known on 8+ bonus = Social Skill)
1 – 2 :Imperium
2 – 4 :Local government (if crime = Terrorism, bounty *3)
5 – 6 :Corporation (if crime = Embezzlement, bounty *3)
(Known on 8+ bonus = bribery)
1 : Tattoo
2 : Specific hair style
3 : Specific clothing
4 : Specific vehicle (+)
Specials (if any) are not known until encounter happens.
2 – 11 : No Specials
12 : Roll on Specials table
Specials
1 : Super PSI use, roll for ability's
2 : Henchmen +5
3 : User in Combat Armor (gets Vacc Suit +2)
4 : User in Battle Dress (Gets Vacc Suit +2)
5 : Guard Pets +3
6 : G Carrier Laser Rifle (x2) turret and Henchmen +5
7 : Players setup by old bounty and Henchmen +10
(Known on 5+)
1 – 4 :dead or alive
5 :dead
6 :alive
(Known on 10+ bonus = Computer)
1 : Starport
2 : Family home
3 : Gang member home
4 : Brothel
5 : Opposite Sex home
6 : Starport
7 : Abandoned building
8 : Office Building
9 : Coffee Shop
10 : Casino
11 : Amusement Park
12 : Theatre
13 : Night club
14 : Exclusive Party (need SOC 10+ to attend)
Roll 2D – 1.
Characters planet is 1.
Starting to the “north” or coreward, count planets (not empty hexes) in a circle around your current system. Go out to the next surrounding hexes until the planet is decided on.
Shake out +1
(Known on 10+ bonus = navigation)
3 – 6 : On foot
7 : Local car
8 : Public Transit *
9 : Air / Raft
10 : Hovercraft
11 : ATV tracked
12 : ATV wheeled
13 : AFV wheeled
14 : AFV tracked
15 : Helicopter
16 : Airplane *
17 :G carrier
18 : Ships Boat *
2D * 10,000 cr
(*) = Last known area, now known – Public Transit = subway, Airplane = airport, Ships Boat = Starport.
(+) = Vehicle now known, roll on Vehicle table
(&) = Last known area now known, Casino
(#) = Medical skill now can be used as + for Last known area, if not yet known.
1 : Perpetrator gets the jump on the bounty hunters, automatic win of first initiative, combat begins.
2 : Perpetrator gets ahead of the bounty hunters. Initiative +3
3 : Bounty and hunters show up at location together, combat begins normally
4 - 8 : Bounty gets wind scared, leaves planet, scenario ends.
9 : Hunters ahead of bounty, Initiative +3
10 : Hunters get the jump, automatic win of first initiative, combat begins.
11 – 12: Hunters surround bounty; make it clear that one move and he’s done. Bounty surrenders on 8- (dms: +1 per bounty henchmen, -1 per hunters, Leader skill). If 9+, bounty begins shooting
Takedown dm’s (in addition to the tables above):
Per bounty hunter over 4 involved in the operation -1
Per bounty hunter over 4 involved in the shake down -1
Car chases:
Roll for total reward: First add all + amounts, second multiply all * amounts. So 2d * 10,000 + 10,000 + 20,000 * 2 * 3 , roll a 5 = 80,000 * 2 * 3 = 400,000cr.
If anyone has any ideas, please post. Especially I'm looking to flesh out the idea and make nice long tables for variety but keep it simple and later on to playtest it to get the numbers right.
This is in a very rough draft and now that its nice weather I don't have a lot of time to work on this so progress will be slow.
Mini Game – Bounty Hunting
Each bounty is split into 3 phases:
1.The undercover operation – 10 days long
2.The shakeout operation – The next 3 days of the 2nd week.
3.The bust – The last day of the 2nd week.
During the undercover operation (phase 1), characters are spending time discreetly trying to gather information about the perpetrator. Each character who spends time looking for information for one day is allowed to roll on the Detail category page for that day. Only one character can do research on each category per day.
During the shakeout operation, they are actively pursuing the bounty and no longer working under cover. They are trying to get him / her to panic, make a mistake, and catch them on the move.
The more information they gather, the more likely it is to corner the suspect and make the arrest.
Getting to roll on the detail page takes time, dedication and (sometimes) credits (bribery, getting through red tape, etc).
Detail Category Pages:
Roll for type of crime
(Known on 3+. If not known, bounty *10)Shake out +1
1 : Grand Theft
2 : Murder (Bounty * 3, Henchmen +1)
3 : Terrorism (Bounty * 10, Henchmen +5)
4 : Embezzlement
Roll for # of Henchmen
(Known on 10+ bonus = streetwise)Shake out +1
1D – 2
Each Henchman = +10,000 bounty.
Roll for known associates:
(Known on 10+ bonus = Admin)Shake out +2
1 : Family
2 : Gang members
3 : Friends
4 : Guard Pet
5 :
Roll for habits / hobbies / vices
(Known on 10+ bonus = streetwise)Shake out +2
1 :Opposite Sex (specific)
2 :Opposite Sex (general)
3 : Gambling (&)
4 : Drugs (#)
5 : Family ties
6 : Friends
7 : Alcohol
8 : Gourmet Foods
9 : Social Scene (Parties)
10: Music / Theatre scene
Roll for weapon skills
Shake out +1
(Known on 10+ bonus = ??
(bounty will always have one weapon on person for each skill and minimum stat to avoid penalty's):
1 : Blade
2 : Auto Pistol
3 : Foil
4 : Laser Carbine
Roll for stats
Shake out +1
(Known on 10+ bonus = Medical)
Roll for bounty provider:
Shake out +1
(Known on 8+ bonus = Social Skill)
1 – 2 :Imperium
2 – 4 :Local government (if crime = Terrorism, bounty *3)
5 – 6 :Corporation (if crime = Embezzlement, bounty *3)
Roll for ID marks (tatoos, etc):
Shake out +1(Known on 8+ bonus = bribery)
1 : Tattoo
2 : Specific hair style
3 : Specific clothing
4 : Specific vehicle (+)
Roll for specials
Specials (if any) are not known until encounter happens.
2 – 11 : No Specials
12 : Roll on Specials table
Specials
1 : Super PSI use, roll for ability's
2 : Henchmen +5
3 : User in Combat Armor (gets Vacc Suit +2)
4 : User in Battle Dress (Gets Vacc Suit +2)
5 : Guard Pets +3
6 : G Carrier Laser Rifle (x2) turret and Henchmen +5
7 : Players setup by old bounty and Henchmen +10
Roll for wanted condition:
Shake out +1
(Known on 5+)
1 – 4 :dead or alive
5 :dead
6 :alive
Roll for Frequented Local location:
Shake out +1(Known on 10+ bonus = Computer)
1 : Starport
2 : Family home
3 : Gang member home
4 : Brothel
5 : Opposite Sex home
6 : Starport
7 : Abandoned building
8 : Office Building
9 : Coffee Shop
10 : Casino
11 : Amusement Park
12 : Theatre
13 : Night club
14 : Exclusive Party (need SOC 10+ to attend)
Roll for last known Planet location:
Roll 2D – 1.
Characters planet is 1.
Starting to the “north” or coreward, count planets (not empty hexes) in a circle around your current system. Go out to the next surrounding hexes until the planet is decided on.
Roll for vehicle (3D)
Shake out +1
(Known on 10+ bonus = navigation)
3 – 6 : On foot
7 : Local car
8 : Public Transit *
9 : Air / Raft
10 : Hovercraft
11 : ATV tracked
12 : ATV wheeled
13 : AFV wheeled
14 : AFV tracked
15 : Helicopter
16 : Airplane *
17 :G carrier
18 : Ships Boat *
Roll for Bounty
2D * 10,000 cr
(*) = Last known area, now known – Public Transit = subway, Airplane = airport, Ships Boat = Starport.
(+) = Vehicle now known, roll on Vehicle table
(&) = Last known area now known, Casino
(#) = Medical skill now can be used as + for Last known area, if not yet known.
Roll for the take down:
1 : Perpetrator gets the jump on the bounty hunters, automatic win of first initiative, combat begins.
2 : Perpetrator gets ahead of the bounty hunters. Initiative +3
3 : Bounty and hunters show up at location together, combat begins normally
4 - 8 : Bounty gets wind scared, leaves planet, scenario ends.
9 : Hunters ahead of bounty, Initiative +3
10 : Hunters get the jump, automatic win of first initiative, combat begins.
11 – 12: Hunters surround bounty; make it clear that one move and he’s done. Bounty surrenders on 8- (dms: +1 per bounty henchmen, -1 per hunters, Leader skill). If 9+, bounty begins shooting
Takedown dm’s (in addition to the tables above):
Per bounty hunter over 4 involved in the operation -1
Per bounty hunter over 4 involved in the shake down -1
Car chases:
Roll for total reward: First add all + amounts, second multiply all * amounts. So 2d * 10,000 + 10,000 + 20,000 * 2 * 3 , roll a 5 = 80,000 * 2 * 3 = 400,000cr.