Topic: Cola Wars
Started by: Matt Steflik
Started on: 3/27/2002
Board: Indie Game Design
On 3/27/2002 at 11:31am, Matt Steflik wrote:
Cola Wars
Hey there,
A friend of mine and I have recently gotten back in touch through email (he moved out of my area several years ago) and we got talking about games we used to play. One that we both liked was a creation of his called "Cola Wars", a weird little post-apoc with mutations caused by (of all things) drinking cola. When we played it was very much a "make things up as you go" and we were constantly switching mechanics and such, never finding anything that worked 100% to our satisfaction. We've decided that we'd like to actually write this setting up with some rules for play as a design excercise and an excuse to keep in touch a little better, but we'd like to get some feedback. The last incarnation had multiple stats and used a 2d10 modified by skill level/difficulty of task, but we weren't too thrilled with it. Also, the mutation system was a little unweildy. We wanted to have both positive and negative mutations, with both mental and physical effects, but things began to get too "chart-ish". Both of us want something more flexible. The one thing we did like was that drinking cola gave "buzz" that alowed a degree of control over one's mutation. Unfortunately this "buzz" wore off both naturally and through use with mutations, requiring you drink more cola. It was also addictive.
So anyway, I guess I'm looking for some input on system possibilities. Any input would be appreciated. Here's the introduction from our last attempt for some idea of the setting:
COLA WARS
Introduction
Cola Wars is a role playing game set primarily in post WWIII America, an America that is quite different from the one we know today. The one constant: a cola that is known throughout the world as a symbol of all that is wonderful (insert commercial jingle here). Now the worldwide commercial influence of this industrial giant has grown even greater, bordering on global domination.
History
In the late 21st century, nuclear war erupted among the global Superpowers. In the chaos, other disputing countries throughout the world took the opportunity to bomb their enemies and launch counterattacks. Although the newer bombs used by the Superpowers were cleaner than their predecessors, less advanced countries relied on older, dirtier bombs. The devastation was horrible around the world. The larger cities in the U.S. would remain radioactive well into the 22nd century.
In the aftermath, martial law was declared in the U.S. to bring order to the chaos. Some areas were virtually untouched by the bombs. Survivors flocked to these areas and the nation's capital was relocated as well. One of the only industries to survive was the Cola Corporation, but their business had been confined to the United States. In an effort to gain further revenues domestically, Cola proposed a collaborative effort with the U.S. government. Some believe there were initially some traces of generosity to this offer, but that is a point of contention among many historians today.
Cola offered to use its research and development resources to the benefit of Americans. With additional funding from the new U.S. government, the secret formula for America's favorite soft drink was altered. The effects of the changes were astounding. Cola provided resistance to radiation as long as it was regularly consumed. It also contained mutagens that affected every person slightly differently. This was done in hopes of increasing the rate of evolution among the American population and creating a super-race of human beings. The new Cola was also extremely addictive.
The extent of the effects had far surpassed predictions. Groups of mutants challenged local authorities for power, often causing incredible amounts of death and destruction. National government, in conjunction with Cola's own security forces, fought for control of the country. Eventually, the new product was banned. This killed millions due to withdrawal before a replacement could be supplied. Only the strongest survived.
Cola continued its research until a new formula was discovered. The addictive qualities were reduced in severity. It slowed aging, increased intelligence and some psychic abilities. This newest formula was restricted to the elite and those who could obtain it illegally. Never was the difference between America's have's and have-not's so pronounced.
What would the masses drink? Cola, of course, but a New Cola. This newest concoction was less addictive and helped suppress the mutagenic powers many had developed. A shadow industry of counterfeit colas developed. These were stamped out by Cola Security Forces when found but went largely unchecked. Just like anti-drug campaigns of the past, it was a costly battle to all involved. Failed attempts by a crumbling U.S. government to regulate fair and equal distribution of Cola to the populace had only served to demonstrate the power of the monopoly over every aspect of American life.
Seeking to destroy the influence and power of the Cola Corporation as well as the current government is the reactionary organization known only as the Anti-Cola movement. Anti-Cola propaganda claims that the destruction of the Cola Empire is the first step toward a planet of peace and the prosperity of old. Others argue that Cola Corporation's global dominance has provided a semblance of worldwide unity that is necessary for the continued advancement of humanity. Lots of people who haven't seen much good from either side just don't care who ends up on top. It's all the same to them.
Where do the characters fit in?
What side is your character on? Does she secretly work for the deteriorating government or the mighty Cola Corporation? Does she play both sides, depending on who pays more? Is she an agent of the Anti-Cola? You decide. These are exciting times when the future of the entire world is suspended by the bubbles in a soft drink.
"By now you've probably opened it already.
The sound. The fizz. The taste.
It's all there telling your senses to come alive
and taste all that life has to offer...enjoy."
- Pre-War Cola Advertisement
On 3/27/2002 at 1:48pm, rafael wrote:
the new generation
first of all, this game idea rocks. second, it's eerily reminscent of "12-ounce epilogue," by clutch. if you're not familiar with the band, the lyrics are posted here, about halfway down: http://www.pro-rock.com/lyrics_transnational.html
at any rate, i like the idea a lot. would different kinds of cola have different effects? perhaps root beer affects physiognomy, but cream soda makes you smarter. ginger ale affects one's libido, and grape soda gives you scabies. or something.
so you choose what kind of mutation you're hoping for. then you roll the dice, on this chart thingy. but if you mix different kinds of cola, you can roll once, then look at both charts, and select the one you like most (not necessarily the best one).
example: jimmy thingface decides to chug a caustic mixture of grape soda and lime faygo. he rolls his dice, gets a 41, looks at the charts. on the grape soda chart, that's massive body hair and brute strength. on the faygo chart, he exudes pheromones that make all women do what he says, and he grows a third arm from the top of his head. it has no fingers and six thumbs.
jimmy has a decision to make, that's for sure.
On 3/27/2002 at 2:39pm, Jared A. Sorensen wrote:
Re: the new generation
deadguy wrote: first of all, this game idea rocks. second, it's eerily reminscent of "12-ounce epilogue," by clutch. if you're not familiar with the band, the lyrics are posted here, about halfway down: http://www.pro-rock.com/lyrics_transnational.html
Those are great lyrics. Actually, they're ALL great. Cool, thanks!
On 3/28/2002 at 11:23pm, Matt Steflik wrote:
RE: Re: the new generation
deadguy wrote: first of all, this game idea rocks. second, it's eerily reminscent of "12-ounce epilogue," by clutch. if you're not familiar with the band, the lyrics are posted here, about halfway down: http://www.pro-rock.com/lyrics_transnational.html.
Thanks! Neat lyric link as well!
deadguy wrote: at any rate, i like the idea a lot. would different kinds of cola have different effects? perhaps root beer affects physiognomy, but cream soda makes you smarter. ginger ale affects one's libido, and grape soda gives you scabies. or something.
Actually, the thought is the Cola Corporation pretty much has a monopoly lock..."cola" is pretty much it. "Uncola" is an attempt to purify the masses and revert the mutagenic qualities that cola caused. There is a cola black market in which chemists make home-brew cola (characters have the option of playing one of these).
deadguy wrote: so you choose what kind of mutation you're hoping for. then you roll the dice, on this chart thingy. but if you mix different kinds of cola, you can roll once, then look at both charts, and select the one you like most (not necessarily the best one).
I appreciate the input, but we've kind of already gone this route and it started to get too chart-thingy happy - lol. I'm leaning toward more of a free-form idea of broad-base mutation categories for physical and mental mutations that let a player describe how their mutation manifests. Perhaps each mutation having both a positive (meaning it does what you want it to do, when you want it to) and negative (meaning it tries to do something you don't want it to do at inopportune times) aspect. Characters have a "skill level"(or something) in using and controling their mutation through experience. "Buzz" is gained by drinking cola, and can be used to augment this control. After reading Clown Cops over at Jared's site I was even toying with the idea of using a can of cola as a game mechanic for this. Seems cool, but I'm not sure how to go about this. Most of my experience is with dice-heavy, simulationist systems, and I think I'd like to make a go at this by a different route. Something looser. Anyway, thanks for the post. Any more takers? Help?
On 3/29/2002 at 7:27pm, Matt Steflik wrote:
Cola Wars Mechanics Ideas
Here are some of my early mechanics thoughts that I'm kicking around. Mind you this is very rough, with a mix of new and old (please don't mind the fancy schmansy mutation names) stuff, but it should give a better idea of where I'd like to go with it. Ideas have been borrowed from a variety of sources. Again, feedback graciously accepted and appreciated:
1.0 Character Creation
1.1 Archetype/Concept:
Every Cola Wars character starts with a concept. Are you a corporate assassin? A wandering mercenary? A free-lance trucker? A savage raised in the post-war wilderness? Perhaps a black market chemist? The possibilities are limited only by the scope of the GM's campaign and the player's imagination.
1.2 Attributes, Concentrations and Traits:
In Cola Wars, a character=s capabilities are defined by Physical and Mental attributes. Each attribute is divided into two concentrations. Each concentration consists of two or more traits. They are detailed as follows (all averages are rounded down):
Attribute: Physical
Concen.: Speed (Coord. and Move. - avg. of Feets and Hands)
Traits:
Feets (Agility, Speed of Reflexes, Gross Motor/Athletic Ability)
Hands (Dexterity, Hand/Eye Control, Fine Motor Ability)
Concen.: Bod (Phys., Size, Res. to Harm - avg. of Beef and Brawn)
Traits:
Beef (Endurance, Vigor, Stamina and Constitution)
Brawn (Strength and Muscular Development)
Attribute: Mental
Concen.: Brains (Intellect - average of Smarts and Marbles)
Traits:
Smarts (Actual Knowledge and Education)
Marbles (Reason, Problem Solving Ability and Mental Strength)
Concen.: Spirit (Essence, Soul - average of Style, Balls and Luck)
Traits:
Style (Charisma, Appearance and Presence)
Balls (Mien, Cool and Force of Will)
Luck (Fate and Good Fortune)
1.25 Assigning Traits:
Traits are general abilities applicable to all characters describing natural ability to perform well in certain areas. Each Cola Wars character starts with 35 trait points to be divided up among the nine traits. Traits range from 1 (lousy) to 6 (awesome), 4 being average.
1.3 Skills:
Skills are abilities are character has that are related to a specific trait. When a character is skilled at something, they are able to add extra points to the related trait towards achieving a success. Each character has a number of skill points equal to its ((Brains + Spirit) x 2) with which to create skills and decide how good they are. 1 to 6 of these points can be applied to each Skill a character has. The definition of what can be considered a skill is entirely up to the imagination of the player; it simply must meet with the OK of the GM, should fit with the concept of the character and be related to a specific trait.
Example: A mercenary character with a Brains of 3 and a Spirit of 3 has 12 skill points. He uses the points to create the following Skills: shoot any gun +3 (Hands), sneaky movement + 1 (Feets), search for hidden stuff +1 (Marbles), high tolerance for pain +1 (Beef), hurt stuff with hands +1 (Brawn), drive pre-war vehicles +2 (Feets), fix mechanical things +1 (Smarts), first aid +1 (Smarts), and wilderness survival +1 (Marbles).
To determine success at anything, the GM picks a difficulty for the task based on a number of d6 (1 easy, 2 moderate, 3 hard). Player then roles that number of d6, adds the result and tries to get equal to or under their trait + skill.
1.4 Mutations:
Each character in Cola Wars begins the game with a mutation ability caused by the mutagenic effects of drinking cola. A player must decide what sort of ability this is by first choosing one category from the list below:
1. Physiogenic - Exogenic: C hanged or enhanced exterior body structure (natural armor, claws, etc.)
2. Physiogenic - Endogenic: Changed or enhanced interior body structure (rapid healing, poison immunity, etc.)
3. Psychogenic - Biokinetic: Mental manipulation of biological function (increase/decrease biological functioning in target)
4. Psychogenic - Psychokinetic: Mental manipulation of mental function (telepathy, mind control, etc.)
5. Psychogenic - Telekinetic: Mental manipulation of physical forces (telekinesis)
6. Psychogenic - Thermokinetic: Mental manipulation of temperature (pyro/cryokinesis, etc.)
7. Psychogenic - Photokinetic: Mental manipulation of light (light/laser beams, invisibility, etc.)
Once a category has been chosen, a mutation can do pretty much whatever a character can imagine, within certain limitations. A character has a level of control in their mutation equal to their Mental attribute (average of Brains and Spirit). When using a mutation, a character can describe how the mutation manifests only using a number of words equal to the value of his level of control.
Example: A pyrokinetic mutant with a level of control of 3 wants to make an attack using his ability. To describe the action he says "huge explosive fireball ", designating the target by pointing
After describing the action, the player must roll their level of control or less on 1d6. If successful, the mutation manifests as described. A mutation can effect a number of targets (or affect a target a number of times) equal to the mutant's level of control. If the roll fails by one, the mutation fails to manifest. If it fails by more than one, it manifests, but the GM gets to determine how by describing the action using the same number of words.
Buzz and Drinking Cola
At the start of a session, each player must have a number of 12 oz. cans of soda (preferably cola) available to them equal to their level of control. This represents the character's Buzz. Each time a mutation is used, the player must take a swig (should be about an ounce) from one of their cans before describing how the mutation manifests and rolling. Buzz gets used up by the body even when not being used for mutations. Therefore, during play, the players may only drink from their designated stock of cans. "Empties" are kept in front of a player. Each empty represents a loss in a character's reserves (the more a mutation is used, the greater the demand on the mutant's system). For each empty in front of a player, they must add 1 to their die result in trying to use their mutation. This can be canceled by taking an extra swig of cola for each empty. If a player has no cola left, they have no Buzz and therefore can't use their mutation. In game, a character will probably findand consume more cola. If this happens, a player can replace "empties" with full cans of cola. If a player seems to be skimpy with their swigs, the GM can penalize with additions to their die roll or making them take more swigs.
Any thoughts?
On 3/29/2002 at 7:39pm, Mike Holmes wrote:
RE: Cola Wars
Two thoughts:
1. That's not a huge range for stats, especially on the Protaonizing end. In fact I wouldn't consider average to be a really protagonizing stat. So:
1 lousy
2-3 below average in some way
4 average
5 good?
6 awesome
Hmmm... The average score is slightly less than 4 or average; characters are going to be more defined by what they are bad at than what they are good at. If that's what you are going for, then fine. Just different.
2. This is a good one. If the player wants extra umph to his power, he can chug. The GM should count seconds aloud and stop when the player is done chugging cola (hard for a lot of people, trust me). If the player spills his chug stops there (and the GM should anounce "spill" to stop the chug). Anyhow, the number of seconds can translate into a bonus to the roll.
Otherwise, players will betaking twelve slurps before feeling any penalty. Leave that for the ones playing it safe. The chuggers can burn out quick if they like.
Mike
On 3/29/2002 at 9:55pm, Matt Steflik wrote:
RE: Cola Wars
Mike Holmes wrote: Two thoughts:
1. That's not a huge range for stats, especially on the Protaonizing end. In fact I wouldn't consider average to be a really protagonizing stat. So:
1 lousy
2-3 below average in some way
4 average
5 good?
6 awesome
Hmmm... The average score is slightly less than 4 or average; characters are going to be more defined by what they are bad at than what they are good at. If that's what you are going for, then fine. Just different.
Yes, you're absolutely right. I wasn't really going for "defined by what they are bad at", but that certainly seems to be the case, doesn't it? I really just like small, simple numbers - lol. Like I said, this is rough - I need to tinker a bit.
Mike Holmes wrote: 2. This is a good one. If the player wants extra umph to his power, he can chug. The GM should count seconds aloud and stop when the player is done chugging cola (hard for a lot of people, trust me). If the player spills his chug stops there (and the GM should anounce "spill" to stop the chug). Anyhow, the number of seconds can translate into a bonus to the roll.
Hey! "Chugging"! Nice one! "Mississippi"-ing as a game mechanic! Or "One mutation, two mutation...". Whee! Thanks for that! I dig it!
On 3/29/2002 at 10:07pm, Mike Holmes wrote:
RE: Cola Wars
Matt Steflik wrote: "One mutation, two mutation...". Whee!
Laughing
my
@$$
off!
That has to go in the rules as the official count!
Mike
On 3/29/2002 at 11:00pm, Matt Steflik wrote:
Chugging Cola
Mike Holmes wrote: That has to go in the rules as the official count!
I couldn't agree more! Ask and ye shall receive, Mike. How's this:
Buzz, Mutations and "Chugging"
At the start of a session, each player must have a number of 12 oz. cans of soda (preferably cola) available to them equal to their level of control. This represents the character's Buzz. Buzz is used to activate a character's mutation and can also be used to improve their chances at success in other areas.
Each time a mutation is used, the player must take a swig (should be about an ounce) from one of their cans before describing how the mutation manifests and rolling the dice. A swig is counted off by the GM through "mutation counting" (saying "one mutation, two mutation…" out loud while the player swigs). A character's Buzz gets naturally metabolized by his body, even when not being used for mutations. Therefore, to represent this during play, the players may only drink from their designated stock of cans (no cheezy "these are my character's Buzz, but this one is for me" crap).
Once consumed, empty cola cans (called "Empties") are kept in front of the player. Each "Empty" represents a loss in a character's reserves (the more a mutation is used, the greater the demand on the mutant's system). For each "Empty" in front of a player, they must add 1 to their die result in trying to use their mutation. This penalty can be canceled by taking an extra swig of cola for each empty. If a player has no cola left, they have no Buzz and therefore can't use their mutation. In game, a character will probably find and consume more cola. If this happens, a player can replace "empties" with full cans of cola. If a player seems to be skimpy with their swigs, the GM can penalize with additions to their die roll or making them take more swigs.
Buzz can also be used to improve other die rolls. Any time a mutant has to make a trait or trait+skill check, the player may tap into his Buzz and swig (again, with the GM counting off) to reduce the result of the roll after the check is made. Each separate swig reduces the rolled amount by one. Doing this multiple times is called "chugging", and the only limit to how many reductions can be made is the player's ability to drink a carbonated beverage fast and the bottom of the can. If the player "spills" his chug (or coughs, etc), the chug stops (the GM should announce "spill" in this case to stop the chug), and the bonus reduction to the roll is whatever the chug ended on.
How's that?
On 3/30/2002 at 1:50am, Matt Steflik wrote:
Even More Cola Wars Stuff (long)
What can I say - I got industrious. Here is some rough ideas for combat, damage and initiative. The initiative system is a tweaked carry-over from the last scrapped 2d10 chart heavy version of the rules set. It might be too cumbersome. Probably a mix of good and bad stuff here. Well, I though I'd give it a go anyway. Once again, any input accepted and heartily appreciated:
1.6 Luck:
Each character has a number of luck points equal to their Luck trait at the start of each game session. A character can choose to spend a luck point to re-roll any required roll.
1.65 The D.I.P. (Divine Intervention Pool):
At the start of each session, the GM secretly rolls 1d6-1 and records the result. The result represents the number of points of communal Luck that exist in the Divine Intervention Pool. Any player may "dip" into this pool at any time for a Luck point to be spent immediately on an action (only one dip per action). If a player tries to dip and there are no more Luck points left in the pool, he suffers an immediate colossal failure at whatever he was trying to do. Once used up, the D.I.P. remains empty for the remainder of the session.
2.0 Combat:
There are two main modes of combat in Cola Wars - melee (close quarter HTH) and ranged (firearms and missile weapons).
2.1 Melee:
In melee, all attacks are treated as contests between the attacker (using his skill with the weapon he's using to attack) and the defender (using his skill with the defense mode he opts for). There are three basic modes of defense: dodge, block and parry. Dodging is avoiding attacks by moving the body and employs some sort of separate "dodge" skill. Blocking involves the use of a shield to divert an attack and employs some sort of separate "shield" skill. Parrying is diverting an attack with the weapon a defender has in his hands and employs the character's melee skill with that weapon.
In melee, the GM first determines if the combat is straightforward (1d6) or has complications (surprise, terrain, lighting, weather, etc represented by increasing dice to 2d6, 3d6 or 4d6 accordingly). It is possible for the number of dice to be different for attacker and defender (ex. The defender has the high ground and only needs to roll 1d6, while the attacker, plodding uphill, needs to roll 2d6). The attacker rolls the required die (dice) trying to get equal or below his trait+skill. The defender rolls the required die (dice) trying to get equal or below his trait+skill. If only the defender succeeds, the attack fails. If only the attacker succeeds, he determines the difference between his roll and his trait+skill. This is called the Bonus and is added to the weapon's base damage. If both the attacker and defender succeed, both determine the difference between their roll and their trait+skill and compare the Bonus. If the defending player's Bonus is higher, the attack fails. If the attacking player's Bonus is higher, the attack succeeds, but he modifies his Bonus by subtracting the defender's Bonus from it, adding the result to the weapon's base damage.
2.2 Ranged:
A ranged combat is treated as an action, not a contest (you can't dodge bullets). Base difficulty for a ranged attack is a number of d6, determined by the distance to the target in yards as follows:
Point Blank (up to 1 yard): 1d6/2 (round up)
Short (up to 5 yards): 1d6
Medium (up to 20 yards): ((2d6) - 2)
Long (up to 150 yards): 2d6
Very Long (up to 600 yards): ((3d6) - 2)
Extreme (up to 3,000 yards): 3d6
If the attack is farther away than the maximum range of the weapon, the attack automatically fails, regardless of all other modifiers. In a ranged attack, the number of points under the attacker's trait+skill is the Bonus of the attack (added to weapon's base damage).
2.5 The Bod Concentration and Taking Damage:
The Bod Concentration (value derived by averaging the Beef and Brawn Traits) represents a character's physique, body size and resistance to harm. In other words, the greater the value a character's Bod concentration is, the more damage he can take. In Cola Wars there are three wound levels. Each wound level is made up of a number of points equal to a character's Bod concentration. As a character takes damage equal or exceeding this number, his wound level increases by 1. The more wounded a character becomes, the more difficult it becomes for him to perform tasks. To this end, each wound level has a corresponding difficulty modifier in the form of extra d6's the character needs to roll during trait, coordination, mutation, and trait+skill checks:
Unhurt - Light (equal to Bod): no modifier
Medium (equal to Bod): +1d6
Heavy (equal to Bod): +2d6
Critical (equal to Bod): +3d6
For example, a character with a Bod of four, could take 4 "hits" without receiving a modifier. On taking a fifth "hit", he has Medium wounds and would then have a +1d6 mod to his rolls. It would take over 16 "hits" to kill the character.
2.6 Weapons and Dealing Damage:
In Cola Wars, weapons have three statistics: limb requirement, damage and range. Limb requirement designates the number of hands it requires to operate the weapon (some cannot be carried and instead need to be mounted on something). Damage reflects the base damage the weapon deals on a successful hit before Bonus is added. Range reflects the maximum range of the weapon (beyond which it is ineffective). Weapon cost in Cola Wars varies significantly depending upon demand and availability in a given location. For example, a fire axe takes both hands to use, does a base 3 damage and has a point blank range. A light rifle on the other hand takes both hands to use does a base 3 damage but has a very long range. New weapons can be created as required by the GM utilizing the same three statistics.
3.0 Speed, Movement, Initiative and Actions:
The Speed Concentration (the average of Feets and Hands) governs a character=s coordination and movement. Each action in Cola Wars is approximately 5 seconds of time. A character may walk (normal pace) their Speed in yards per action, and may run their Speed (x2) in yards per action.
A character's Action Step determines how many times over the course of a round he may carry out individual actions. Action Step is determined by comparing the character's Speed to the following:
Speed/Action Step:
(6/2), (5/3), (4/4), (3/6), (2/8), (1/10)
A round in Cola Wars is one minute in duration. To determine a character=s initiative in the round, roll 3d6 (+skill if he has an appropriate one like "running", or bonus from a mutation effect) and then apply the result to the Initiative Track below. The character gets his first action at the step equal to the result of the roll. He then gets an additional action every step down the Track equal to his Action Step.
For example, a character with a Speed of 4 rolls a total of 11 on 3d6 for his initiative. He gets his first action at 11 (20 seconds into the round). Since his Action Step is 4, he would get his next actions on 7 and 3, managing to go three times during the round.
Each Initiative Step down the track is equal to a number of seconds during the round (high numbers = really fast, low numbers = really slow).
Initiative/Seconds:
(+18/0), (18/1), (17/2), (16/3), (15/4), (14/5), (13/10), (12/15), (11/20), (10/25), (9/30), (8/35), (7/40), (6/45), (5/50), (4/55), (3/60)
A character may "hold" an action until a later time during the round (for the purposes of dodging, counter-attacking, etc). Only one such action may be held at a time, and actions can only be held until the character's next action. If a held action hasn't been used by then, it is lost.
In the result of an initiative tie at a given time during a round (ie. Two or more characters receiving an action on 14), initial initiative rolls are compared and actions are taken in descending order by value, highest to lowest.
A character may perform a number of "tasks" during an action equal to his (Speed/2 (rounded down)) without penalty. Any character can try to perform more than this, receiving a cumulative +1d6 penalty per additional action to his roll (ex. At Speed 4, a character could perform up to 2 tasks per action without penalty. After the second task in an action, a third task would receive a + 1d6 penalty, a fourth would receive a +2d6 penalty and so on).
On 3/31/2002 at 3:29am, Matt Steflik wrote:
Cola Wars Mutation Stuff
Hey there,
Below is the reworked/clarifed stuff on mutations for Cola Wars. I really need some advice on this, as I've never tried anything this "open" mechanics-wise. How much should a player define his mutation pre-game? Should there be some sort of can/can't do description or not? Advice humbly requested (hmmm - this seems to be turning into kind of a design journal...cool)!
------------------------------------
1.4 Mutations:
Each character in Cola Wars begins the game with a mutation ability caused by the mutagenic effects of drinking cola. A player must decide what sort of ability this is by first choosing one category from the list below:
1. Physiogenic - Exogenic: C hanged or enhanced exterior body structure (natural armor, claws, etc.)
2. Physiogenic - Endogenic: Changed or enhanced interior body structure (rapid healing, poison immunity, etc.)
3. Psychogenic - Biokinetic: Mental manipulation of biological function (increase/decrease biological functioning in target)
4. Psychogenic - Psychokinetic: Mental manipulation of mental function (telepathy, mind control, etc.)
5. Psychogenic - Telekinetic: Mental manipulation of physical forces (telekinesis)
6. Psychogenic - Thermokinetic: Mental manipulation of temperature (pyro/cryokinesis, etc.)
7. Psychogenic - Photokinetic: Mental manipulation of light (light/laser beams, invisibility, etc.)
Once a category has been chosen, a mutation can do pretty much whatever a character can imagine, within certain limitations. A character has a level of control in their mutation equal to their Mental attribute (average of Brains and Spirit). When using a mutation, a character can describe how the mutation manifests only using a number of words equal to the value of his level of control.
Example: A pyrokinetic mutant with a level of control of 3 wants to make an attack using his ability. To describe the action he says "huge explosive fireball ", designating the target by pointing
After describing the action, the player must roll their level of control or less on 2d6. If successful, the mutation manifests as described. A mutation can effect a number of targets (or affect a target a number of times) equal to the mutant's level of control. If the roll goes over by one, the mutation fails to manifest. If it goes over by more than one, it manifests, but the GM gets to determine how by describing the action using the same number of words.
Mutations that cause damage to targets (like pyrokinesis) are treated like weapons with a range of line of sight. Base damage is equal to level of control to a single target, or divided equally over two or more targets (ex. Using a fireball attack at a level 3 of control could hit one target for 3 damage or 3 targets for 1 damage).
Mutations that cause physical effects on the user (like hardening skin to emulate armor, or creating claws) provide an appropriate bonus equivalent to the level of control (ex. With a level 3 of control, armor would stop 3 damage, and claws would count as a melee weapon doing 3 damage).
Mutations that effect other targets on some mental or biophysical level (telepathy, suffocation) are resolved with the target(s) making a trait, concentration or trait+skill (if appropriate) check vs. level of control (ex. Using telepathy at a level 3 control against 1 target would mean the target would have to make a check vs. Brains at 3d6).
Most mutations have a duration of 1 round. If a mutant wants to keep an existing mutation effect going, he must tap into his Buzz for 1 swig (see 1.5).