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Snack Attack

Discuss the official campaign set Paradiso, ITS, as well as user-made alternatives, such as YAMS.
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Snack Attack

by Kabniel » April 12th, 2013, 10:38 am

Along with the rest of an order, I got a few vending machines from Warsenal. Along with these Vending Machines was a challenge of coming up with rules for them. Since I already have a few Paulson Games machines as well, inspired by Locksmith, I figured why not. This turned out to be rather lengthier than I expected. One thing led to another, etc, that kind of thing. I still feel they need tweaking, but here they are as is.

Vending Machine Rules

Spare some change?: Close Combat attacks for any Infinity game that uses the Vending Machine Rules gain Mug. All models involved in the game begin the game with 1 Loose Change marker.

Did you check the cushions?: Models may attempt to collect change from unconscious or dead models. To do so, the model making the attempt must be in base to base contact with the target model and pass a WIP check. If the models involved are of different species, the collecting model takes a -3 for the WIP check. (Alien species don't necessarily use pockets.) Upon success, the collector adds one Loose Change token to their collection for later use.

Mug: Models may forgo an immediate Close Combat attack in favor of attempting to mug the victim. Models which do this lose any benefit from Martial Arts Lvl 3 and above as they are so intent on their target and the prospect of Loose Change, they forget about anything else. When subject to a Mug attack, the target must take a WIP check. If the target fails the WIP, they give any Loose Change they have to their attacker. In addition, they fall prone and may not respond in ARO to their attacker until they successfully pass a WIP check. If the target of the Mug attack passes their WIP check, the Close Combat works as if the target had Martial Arts lvl 3 and proceeds as normal. The target has surprised the attacker with fortitude and quickness to react to the situation.


It's a Unix system, I know this: Vending Machines may be hacked against a BTS of -6. A successful hack attempt allows the hacker to choose 1 of three results. The hacker does not need to declare the result of his hack attempt until the result has direct impact on the game. (eg, a model gets attacked, or the effects of a Snack are used)

1. Hacker has configured the machine to attempt to shock anyone who interacts with it. The machine attacks any user with it's Electric Pulse.

2. Hacker turns on free-vend! Any model that interacts with the Vending Machine does not need to spend tokens. (They still can, but what's the point?)

3. Hacker turns off free-vend.


I have a thing for tools.: Vending Machines may be manipulated by an Engineer. The Engineer makes a WIP check at a -6 modifier. A successful attempt allows the engineer to choose 1 of three results. The engineer does not need to declare the result of the attempt until until the result has direct impact on the game. (eg, a model gets attacked, or the effects of a Snack are used)

1. Engineer has configured the machine to jettison the next item at an extreme velocity! The next model that attempts to use the machine takes a hit from the flying snack attack. The attacked model must make a PH check or suffer the effect Stun.

2. Engineer has opened up the machine! Any model that interacts with the Vending Machine does not need to spend tokens. (Stealing is wrong kids)

3. Engineer has closed the machine back up.

Spending Loose Change: Models may spend a long order using Loose Change at any Vending Machine on the items listed below. (Putting in change, getting the change that didn't take the first time, finding the correct buttons... it all takes a while to do.)

Slurm - 1 Loose Change token
Roll a D20
1-10 - Regular Slurm - no benefit
11-16 - Super Slurm- Make a PH check. If the model fails, it has become addicted and must spend one order getting more Slurm. If it does not have the Loose Change to buy more Slurm, it attempts to attack the Vending Machine. Vending Machine automatically responds with Electric Pulse as an automated defense system from vandals.
17-20 - Slurm Quantum- Model suffers from a 'Caffeine' high. gain sixth sense lvl 1 for one turn

QT Coffee - 1 Loose Change token
Gain 1 Caffeine token for each cup consumed. Once you place a token make a PH check for the model. If the model fails the PH check, the Caffeine has overloaded the model's system. The world seems to slow down around it. The model gains sixth sense lvl 2 for one turn.
- For each Caffeine token, subtract 1 from the PH for the test. (eg A model with PH 13 with 1 token counts as a model with PH 12 for the test)

Snickers - 1 Loose Change token
- The model loses impetuous for one turn

Delicious SandVich - 2 Loose Change tokens
- Model gains No Wound Incapacitation for one turn. At the end of the turn, the model returns to normal. If the model is at 0 wounds, the model falls unconscious as normal.

Gummiberry Juice - 1 Loose Change token
- Model gains Super Jump for 1 turn

Melange biscuits - 1 Loose Change token
- Model gains +3 to discover rolls for 1 turn

Mystery button - 1 Loose Change token
- Every vending machine has a button that has the label worn off. Roll a D20 to find out what it is
1-2 Slurm! - Follow the rules for determining what kind of Slurm you received
3-4 Nothing - Damn machine ate my money! Attack the Vending Machine
5-6 QT Coffee
7-9 Snickers
10-11 - Refund - Your Loose Change did not take, collect a refund
12 Delicious SandVich
13-15 Gummiberry Juice
16-18 Melange Biscuits
19 Nothing - Damn machine ate my money! Attack the Vending Machine
20 Nuka Cola - Gain 1 XP if using Campaign Paradiso rules or gain 1 Objective Point if following YAMS, etc.
Kabniel
 
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Re: Snack Attack

by Pacific » April 14th, 2013, 2:26 pm

:D

One of the most amusing scenario ideas I have ever read! Think it just needs some option where a previous failure from a customer to buy something means you can get a 2 for 1 with your own purchase!

Would be funny to read a mission report from it in any case! :)
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