RPGs

Pawsome Action!

Reviews from R'lyeh -

The Ages of Man have long since passed and the Old Ones are no more. They bequeathed the world and their relics to the ones that they worshipped, rather than the ones that served them. Thus to the Cats rather than the Dogs. Where the Dogs have the one kingdom, that of Pugmire, the cats have six fractious Monarchies, scheming and plotting to outdo each other. The Cats of these Monarchies sent explorers hither and thither, often looking for the Relics left behind by Man, even over the mountains to the north—though none go there today, and once the means to sail the Acid Sea was discovered, over the horizon. Trade would flourish initially between the Monarchies via House Korat and the Kingdom of Pugmire, but differences led to the relationship breaking down and war being declared. The War of Dogs and Cats could not be fought effectively, thus Trillani Persian von Mau convinced the six Monarchies to come together, sign a Treaty of Unification, and become six dynasties governed by a Ruling Council with Trillani elected as Monarch. Thus the Monarchies of Mau was formed. The Kingdom of Pugmire is its greatest rival, but despite the many differences between the two kingdoms and Cats and Dogs, there is peace. The war ended in stalemate, with Waterdog Port, the source of the initial dispute ending up a neutral city. The Monarchies of Mau still faces enemies from without and from within. Badgers raid and plunder, and monsters of all sorts are constant danger, the worst being the demons and the Unseen that threaten the existence of Cats—even impersonating them, whilst the individual Monarchies still attempt to learn each other’s secrets, and the Cult of Labo Tor, consisting of fanatical Rats and Mice—who otherwise live peacefully in the gaps between Cat society—steal the artefacts of Man to study and so discover the path through the Maze of Ignorance and so become like Man. In response to these dangers, to learn more about the world, and to foster co-operation and learning between the six Monarchies, Trillani’s Trailblazers was formed. Teams made up of Cats from all six Monarchies as well as from the unaffiliated Cats of the Shadow Bloc serve in Trillani’s Trailblazers.

The Cats of the six Monarchies of Mau are all different. House Angora is one of scholars and intellectuals, House Cymric of diplomats and negotiators, House Korat of soldiers and tacticians, House Mau of leaders and judges, House Rex of explorers and outsiders, and House Siberian of traditionalists and medics. All of these Houses have held a monarchy before Unification, but there are still many minor Houses, organisations, rebels, and outsiders who have a voice in the kingdom, and they are represented by the Shadow Bloc. However, all Cats of the Monarchies of Mau are the same. They value privacy and secrecy, they commonly believe in reincarnation and are by nature spiritual, and they fear and have a common enemy in the evil that is the Unseen. They also adhere to the Precepts of Mau—Always trust our instincts, always reward loyalty, always respect an honest duel, and always pounce upon minions of the Unseen. Without these tenets, the Cats of the Monarchies of Mau are no longer worthy of the adoration of Man.

This is the setting for Monarchies of Mau, the feline sequel and companion roleplaying game to Pugmire. Published by Onyx Path Publishing following a successful Kickstarter campaignMonarchies of Mau, like Pugmire before it, employs the Open Game Licence for Dungeons & Dragons, Fifth Edition. This makes Monarchies of Mau easy to pick up and play, which should be no surprise given the delightful accessibility of Dungeons & Dragons, Fifth Edition. Like Pugmire, it presents a streamlined version of the rules, takes Player Characters from First to Tenth Level, and it can also be played in tandem with Pugmire, so that group could play an all-Cat game, all-Dog game, or a game of Cats and Dogs.

Cats in Monarchies of Mau have a Calling, a House, and a Background. A Calling is what a Cat does and is the equivalent of a Class. Six are given—the charismatic Champions (Fighters), intelligent Footpads (Rogues), wise and intelligent Mancers (Wizards), charismatic and enduring Ministers (Clerics), wise and enduring Trackers (Rangers) who hunt the Unseen, and strong and dextrous Wanderers (Monks). Now these Classes are not the exact equivalent of those in Dungeons & Dragons, Fifth Edition, for example, Mancers do cast necromantic spells and Ministers are almost bardic in their means of spellcasting. Unlike the Dogs of Pugmire, the Cats of do not have a Breed as such, but rather the vocations of the six Houses. This neatly avoids Monarchies of Mau having to detail each and every contemporary breed and also establishes the various noble families within the kingdom. A Background is what a Cat did before becoming a hero and answering his Calling. Just eight are given, ranging from Common Folk and Criminal to Scholar and Soldier. Lastly, a Cat will have an Ideal, a Mystery, and a Flaw.

A Cat’s Calling will provide him with a view on the other Callings, on the Precepts of Mau—each Calling favours a different part of the Precepts, his Stamina Points, skills, and rucksack (equipment), plus his first Secrets. The latter are of course, a Cat’s special abilities and powers and are akin to the proficiencies or feats of Dungeons & Dragons. Another Secret and an ability bonus will come from a Cat’s House, and then more rucksack contents and skills from his Background. Six examples of each Calling are given as well as six possible Unusual Circumstances by which a Cat gained a particular item in his rucksack.

Creating a Cat involves selecting a Calling, a House, and a Background, plus skills and Secrets. Mancers and Ministers also have spells. Unlike in other roleplaying games, the core abilities are not rolled for, but assigned from a given set of values. The creation process is generally straightforward and a player is nicely guided through the process, step-by-step. One noticeable absence is that of Alignment, instead replaced by how each Calling favours a different Precept, but without laying too heavy a paw on the player’s shoulder.

Our sample character is Philomena von Angora, a Mancer who after completing her training continued conducting research in her House’s extensive libraries. Recently she was assigned to shepherd a visiting researcher from the Shadow Bloc, a Minister named Winifred von Forest. Together they conducted extensive examination of the ancient papers and they became friends, and then Philomena found herself falling in love with her. Before she could express her feelings, Winifred disappeared and nobody seemed to recall that she had been at the library. All was that left was the bone focus which Winifred von Forest said belonged to her father. With her friend missing, Philomena has left the library and joined Trillani’s Trailblazers.

Philomena von AngoraLevel 1
Calling: Mancer
House: Angora
Background: Scholar
Proficiency Bonus: +2
Stamina dice: d6
Stamina Points: 6
Defence: 12
Initiative: +1
Speed: 30
Abilities: Strength -1 (08), Dexterity +1 (12), Intelligence +3 (17), Wisdom +2 (14), Constitution +0 (10), Charisma +1 (13)
Skills: Know Arcana, Know History, Know Spirituality, Search, Sense Motive
Secrets: House Secrets (Angora), Light Armour Aptitude, Mancy, Simple Weapons Aptitude, Voracious Learner
Spells: Chill, Eldritch Blast, Feather Fall, Prestidigitation, Unnatural Rebuke
Rucksack: Spear (1d8), padded light armour, Bone Focus (Borrowed from a friend who disappeared), common clothes, bottle of ink, ink pen, parchment, small collection of books, belt pouch with plastic coins

Ideal: …Studying the Unseen
Bond: …My love for a Cat of another House.
Flaw: …Return the item I know not be in my possession.

Given its Dungeons & Dragons-derived mechanics, it should be no surprise that Monarchies of Mau is a Class and Level system. Unlike Dungeons & Dragons, the Levels only go up to Tenth Level, at which point a Cat is considered to have Grey Fur and cannot advance any further, although he can still go adventuring. Unlike Dungeons & Dragons, a Cat who goes adventuring in Monarchies of Mau does not earn Experience Points, but is awarded a new Level after a few good stories and when the Guide—as the Game Master is known in Monarchies of Mau—decides is appropriate. When he does go up a Level, a Cat gains both Stamina and Stamina dice, spellcasters—Mancers and Ministers gain more spells and spell slots, and at every other Level, a Cat’s Proficiency Bonus increases. Every Level, a Cat gains an Improvement, which can be to improve an Ability score, select a new Aptitude or House Secret, or to refine a Secret the Cat already possesses. For example, a Champion can refine his Honour Challenge Secret, which enables him to force an opponent to engage in an honour duel, by using both Charisma and Strength rather than just Charisma to force the associated Saving Throw or allowing an opponent to decline and take a penalty to his Saving Throws. These tweaks and refinements give Monarchies of Mau a sense of the cinematic and heroic action as well as providing some variability in terms of Cat design.

Mechanically, Monarchies of Mau looks much like Dungeons & Dragons, Fifth Edition, but on a closer look, there are tweaks and refinements to the rules too. The most feline of tweaks is the Pouncing rule. When a Cat takes the Ready action and studies a situation, his player rolls the resulting action with Advantage! Perhaps the most notable addition is that of Fortune and the Fortune Bowl. A session begins with the Cats in an adventuring party having two Fortune in the Fortune Bowl. A player can earn more Fortune for the Bowl by roleplaying to his Cat’s personality traits in a way that makes the game interesting, by being an entertaining player, coming up with a good plan, and by playing to his Cat’s instincts. Much of this is up to the discretion of the Guide, but a player can force the Guide to add Fortune to the Bowl by having his Cat intentionally fail. However, where in Pugmire any Fortune Points acquired by a Dog are automatically added to the shared Fortune Bowl, in Monarchies of Mau, a Cat can favour himself rather than the group and keep it in his own Fortune Pile. Fortune in the Bowl can be spent—and this is a permanent spend—to gain a reroll on any dice roll and keep the higher result, to allow a spellcaster to cast a spell if he has run out of spell slots, and to interrupt the initiative order and take their turn now. Further, some Secrets require Fortune to be activated.

Again, magic in Monarchies of Mau looks like Dungeons & Dragons, but with a tweak or two. In terms of flavour, the magic of Monarchies of Mau has a darker edge, involving the unusual and the unnatural, for example, the Mancer employing necromancy. Mechanically, magic in Monarchies of Mau can go wrong. If a player rolls a botch—a critical failure—on a spellcasting roll for his Cat, intentionally fails a spell to gain Fortune, or an opponent rolls a Triumph—a critical success—on a Saving Throw, then a spell backfires. It is up to the Guide to determines the outcome and effect when this happens. Lastly, besides the Mancer and the Minister, Cats of other Callings can take the Magic Aptitude Secret and thus become a Dabbler, knowing just a handful of spells.

Another major difference between Monarchies of Mau and Pugmire is the way in which Cats and Dogs treat Masterworks, the Relics left behind by Man. They are still divided into ‘Relics’, such as the Boots of Climbing or Chameleon Cloak; ‘Fixes’ like Explosive Eggs or Potions of Haste; and ‘Wonders’, such as the Flame Twig or Picture of Health. Now, just as with Pugmire, the world of Monarchies of Mau is being a post-apocalyptic world, the conceit is that what these items really are, is items of Old-World technology. However, they cannot so easily be mapped back onto our own technology, but then the conceit is not necessarily that important in play. The big difference between Pugmire and the Monarchies of Mau is that Dogs share and even revere Masterworks, whereas Cats study them, attune to them, and they break them in just the right way so that they can absorb the powers they contain. For example, the Charged Collar provides a temporary defence against bludgeoning attacks, but when broken down in the right way and absorbed, the Cat is Resistant to such attacks. Further, when refined, the effects of the absorbed Charged Collar can make a Cat immune to bludgeoning attacks and can even manifest a lightning barrier! This has a number of effects. It both makes Masterworks more powerful and more personal to a Cat, and mechanically it partially offsets the fewer number of Secrets a Cat has versus the number of Tricks a Dog has in Pugmire. The combination of this is drive a player and his Cat to explore the ruins of the Monarchies of Mau and beyond in search of the Masterworks, providing a base motivation in addition to those born of a Cat’s Ideal, Motivation, and Flaw. However, the Masterworks section is quite small and is very likely going to be exhausted relatively quickly.

The setting for Monarchies of Mau is explored in some detail, explaining Cats and their Houses, culture, technology, and more in some detail, as well as their enemies and rivals. It also looks at the Ruling Council as well as Trillani’s Trailblazers, the organisation which by default the Player Characters are expected to join and thus adventure. Notably, it takes the reader inside the Lounges where Cats of all stripes gather over mugs of catnip tea and saucers of milk close by the fire, whilst Rats and Mice stick to the shadows of the corners. Whilst various locations in both the lands of the six Dynasties and beyond the Monarchies of Mau are described as well, there is plenty of room for the Guide to add her own setting material. Some of the secrets of the setting are explained here and also in the chapter for the Guide, which is well written and includes suggestions for running Monarchies of Mau and Pugmire together—and even for adapting the setting to other rules systems!

In addition to the advice and further examination of the setting, the Guide is provided with a decently sized Bestiary, covering Animals, Bandits, Cats, Dogs, Badgers, Rodents, and more. That more includes monsters and the Demons of the Unseen, and some of these are nasty indeed. For example, the Breathtaker steals into camps at night and steals the breath of Cats, Bone Burrs are insect-infested skulls which attack Cats, and Witch Demons possess Cats and has the power to reflect or even absorb the spells of Mancers and Ministers! Lastly, Monarchies of Mau includes an introductory adventure, ‘All Hail the Rat King!’, in which the Player Characters are sent to investigate a sudden wave of Rat immigration in the town of Strudniksburg. Designed for First Level Player Characters, it can be played using the players’ own or the six pre-generated characters given as examples at the beginning of the book.

Physically, Monarchies of Mau is, like Pugmire, a lovely book. Again, it is full colour and illustrated with some fantastic artwork. In keeping with the darker tone of the setting, the artwork also has a darker feel to it. The book is also well written and like Pugmire, commentary is given by a pair of in-game characters. One to provide guidance for those new to Monarchies of Mau, the other to explain how it differs from other roleplaying games.

Pugmire was a roleplaying game about being a ‘Good Dog’ and gaming with a pack, but Monarchies of Mau pulls away from that. There is greater sense of individuality to the Cats in Monarchies of Mau, in terms of roleplaying, the mechanics, and the setting. The Cats are caught between this individuality and the collective need for co-operation. At a personal level, this can be seen in the choice between choosing to add Fortune to his Personal Pile or the group’s Fortune Bowl, but at a national level it can be seen in the necessity of the six Monarchies of Mau to co-operate despite their scheming against each other. This scaling means that Monarchies of Mau can do dungeoneering and exploratory adventures as much as it can inter-House rivalries and politics. There is a darker tone to the roleplaying game too in the monsters the Cats face, and also in the magics, especially the necromantic magics of the Mancer, they employ. There is thus much more of the horror genre to Monarchies of Mau, and that in combination with the darker tone, makes less suitable for a younger audience. These are of course, elements which the Guide can choose to adjust up or down as is her wont.

The darker tone and horror elements of Monarchies of Mau mean that it is not quite suited to being a beginning roleplaying game, despite its Cats being cute, and the individual versus group dynamic may divide a group as much as it sets up some interesting roleplaying choices and dynamics. Monarchies of Mau is not quite as accessible as Pugmire, or necessarily as easy to play, but it does present an entirely different, but still exciting and fun point of view from which to roleplay and explore their shared world.

Character Creation Challenge: Sherlock, Adventures in Time and Space

The Other Side -

ETA: My post did not go as scheduled Saturday morning, so I am re-editing it with Sunday's post.
I am a HUGE Sherlock Holmes fan.  Last week's post on Sherlock Holmes and Dr. Watson reminded me of that.  It also reminded me of this post.  I had been picking at it for a bit, though this weekend would be a good time to wrap it all up. 

I have read all the stories, seen most of the movies and nearly all of the classic BBC series with Jeremy Brett (whom I still feel is the definitive Holmes), and few-score other adaptations including non-canon books, movies, and plays. I also really enjoyed the Sherlock series from the BBC starring Benedict Cumberbatch and Martin Freeman.
 Holmes and Watson
The show was created by Mark Gatiss and Steven Moffat. The same duo that worked on the Russel T. Davies re-start of Doctor Who and who helmed the 11th and 12th Doctor years. 
I know I am not the only one who would love to see a Sherlock/Doctor Who crossover.



But considering I don't have the time or the skills to edit together a clip like that, I'll settle for the worlds I can manipulate.

Here is the modern Sherlock Holmes for Doctor Who: Adventures in Time and Space (Eleventh Doctor Edition).
Benedict Cumberbatch as SherlockSherlock Holmes
Story Points: 12

Attributes
Awareness 6
Coordination 4
Ingenuity 6
Presence 3
Resolve 4
Strength 3

Skills
Athletics 4
Convince 1
Craft 3
Fighting 2
Knowledge 6
Marksman 1
Medicine 2
Science 6
Subterfuge 4
Survival 1
Technology 3
Transport 0

Traits
Attractive, Boffin, Eccentric, Insatiable Curiosity, Photographic Memory, Selfish, Technically Adept, Voice of Authority

Equipment
Smart Phone
Home Tech Level: 5


Martin Freeman as John WatsonJohn Watson, MD
Story Points: 12

Attributes
Awareness 3
Coordination 2
Ingenuity 3
Presence 2
Resolve 4
Strength 3

Skills
Athletics 1
Convince 0
Craft 1
Fighting 2
Knowledge 3
Marksman 4
Medicine 5
Science 3
Subterfuge 1
Survival 2
Technology 2
Transport 1

Traits
Brave, Code of Conduct, Face in the Crowd

Equipment
Cellphone, Revolver

Home Tech Level: 5

--

With many characters in different systems I strive to make mechanical or even closely mathematical equivalents.  With Sherlock here vs. Sherlock Holmes, I am more interested in staying true to the character and to the system.

Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 


Character Creation Challenge


Starship Dustbowl

Reviews from R'lyeh -

Death Ziggurat in Zero-G is a scenario for Metamorphosis Alpha: Fantastic Role-Playing Game of Science Fiction Adventures on a Lost Starship. The first Science Fiction roleplaying game and the first post-apocalypse roleplaying game, Metamorphosis Alpha is set aboard the Starship Warden, a generation spaceship which has suffered an unknown catastrophic event which killed the crew and most of the million or so colonists and left the ship irradiated and many of the survivors and the flora and fauna aboard mutated. Some three centuries later, as Humans, Mutated Humans, Mutated Animals, and Mutated Plants, the Player Characters, knowing nothing of their captive universe, would leave their village to explore strange realm around them, wielding fantastic mutant powers and discovering how to wield fantastic devices of the gods and the ancients that is technology, ultimately learn of their enclosed world. Originally published in 1976, it would go on to influence a whole genre of roleplaying games, starting with Gamma World, right down to Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic from Goodman Games. And it would be Goodman Games which brought the roleplaying game back with the stunning Metamorphosis Alpha Collector’s Edition in 2016, and support the forty-year old roleplaying game with a number of supplements, many which would be collected in the ‘Metamorphosis Alpha Treasure Chest’.

Death Ziggurat in Zero-G is designed an introductory scenario and campaign starter for players new to Metamorphosis Alpha and the Starship Warden. Ideally this is with the tribe of Mutants and Humans based at Super Shop Mart, but the scenario includes some notes on how to use it in an existing campaign. It consists of three parts. In the first, the Player Characters go about their daily lives as members of the Super Shop Mart Tribe. Sometimes standing guard duty or examining newly brought in technological artefacts of the Ancients, but at others being sent out to find food, water, or other artefacts, raid or see off a raid by another tribe, and so on. In the middle section, the Player Characters discover the remains of a cryostasis facility and a strange artefact—the detached, but preserved head of the very crotchety Professor Cardunkle. Initially, all he wants is a new body for his head—any body will do, which can result in some hilarity because of the incongruity of the head of an old man being attached to something totally ridiculous. Eventually though, he will want his own body back and knowing where it is, Professor Cardunkle both directs the Player Characters and promises great treasure. This third and last part of the scenario consists of exploring the ruins of another facility whose internal structure has more or less been turned upside, which represents a challenge in itself.

All of this, and thus, Death Ziggurat in Zero-G, takes place in a closed environment, a great dustbowl known as the Silver Waste, a desert of polished, silver dunes whipped up and scoured by daily endless sandstorms and nightly freezing temperatures, where several tribes eke out a desperate existence. There is lack of permanence to the region due to the constant sandstorms and no one knows what lies beyond the Silver Waste, though in one direction stands ‘The Great Mirror’, a gigantic, flat, reflective wall which stretches as far as the eye can see left and right, and then from the ground high into the sky. The scenario only describes the Player Characters’ Super Shop Mart base of operations and the scenario’s endpoint, the ‘Death Ziggurat’ of the title in full detail, but several other locations are also described and these, when combined with the table of missions for the Player Characters’ tribe and table of random encounters, should actually provide a playing group with several sessions’ worth of play before it moves on to the scenario’s main plot. The sandbox element of the scenario also means that the Game Master could develop and add her own plots and content if she so desired. This would add depth to the scenario as well.

The plot to the scenario is by no means new, but it is nicely dressed up and layered with its post-apocalyptic future and rough environment. It does provide the Game Master with a fun NPC to portray whilst leaving scope for to develop and portray the other NPCs in the region. There is a not a great deal of treasure or artefacts to be found in the Silver Waste, and in many cases, finding what there is involves a lot of work, but to be fair, the point of Death Ziggurat in Zero-G is not on finding goodies, but discovering its secrets and finding a way out. There is promise of powerful artefact though—no less an artefact than an entirely new colour band with the blessing of James M. Ward, designer of Metamorphosis Alpha—the incredible capabilities of which will have factions beyond the Silver Waste fighting with both each other and the Player Characters to possess!

For the Game Master, there is some staging advice on running Death Ziggurat in Zero-G, but in general, this is an easy scenario to run. Perhaps the oddest aspect of running the scenario is that to get the most out of Death Ziggurat in Zero-G, it is suggested that the Game Master be multi-lingual or even use coded speech such as Pig Latin. This is to roleplay another aspect of the scenario rather than Professor Cardunkle, and intended to confound the technologically illiterate Player Characters rather than the players. This may prove to be a challenge for the Game Master, so another option might be record some phrases, perhaps done by a computer voice, as part of her preparation. If the Game Master is multi-lingual, then she can have some further roleplaying that aspect of the scenario.

One issue with Death Ziggurat in Zero-G is that beyond the limits set by ‘The Great Mirror’ and the inclusion of the new Colour Ring, it does not necessarily feel like a scenario for Metamorphosis Alpha. This is because its inclusion of base names such as ‘Super Shop Mart’ and ‘Me Depo’ feel more grounded, better suited to a planetside apocalypse like that of Gamma World or Mutant Crawl Classics, rather then being set aboard a giant generational colony spaceship like the Starship Warden.  That said, the Player Characters of the Super Shop Mart tribe will have no idea that they are aboard a spaceship at all, so that is not necessarily an issue for them. Plus of course, the Game Master could just run Death Ziggurat in Zero-G as an Earth-bound starting scenario for Gamma World or Mutant Crawl Classics and no-one would be any the wiser.

Physically, Death Ziggurat in Zero-G is cleanly presented. The maps are nicely done as are the illustrations, and the whole layout matches that you would expect of title from Goodman Games, feeling very much as it does for Dungeon Crawl Classics or Mutant Crawl Classics.

Overall, Death Ziggurat in Zero-G is a solid starting scenario. It has plenty of scope for the Player Characters to explore a mini-apocalypse as well as its main plot, and is flexible enough place aboard the Starship Warden as intended, or else where.

Micro RPG II: Lost in the Fantasy World

Reviews from R'lyeh -

For every Ptolus: City by the Spire or Zweihander: Grim & Perilous Roleplaying or World’s Largest Dungeon or Invisible Sun—the desire to make the biggest or most compressive roleplaying game, campaign, or adventure, there is the opposite desire—to make the smallest roleplaying game or adventure. Reindeer Games’ TWERPS (The World's Easiest Role-Playing System) is perhaps one of the earliest examples of this, but more recent examples might include the Micro Chapbook series or the Tiny D6 series. Yet even these are not small enough and there is the drive to make roleplaying games smaller, often in order to answer the question, “Can I fit a roleplaying game on a postcard?” or “Can I fit a roleplaying game on a business card?” Although a micro roleplaying game, Lost in the Fantasy World fits all of its content on the two sides of a single sheet of paper.

Lost in the Fantasy World is a roleplaying game in which a group of children is magically transported to a fantasy world complete with magic and monsters. Once there, they are each given an amazing artefact by a mysterious Mentor, which enables them to come to the plight of the peoples—and they have many plights—and so become heroes. Yet, they still want to return, and ultimately, will have to choose between going home and the powers that the artefacts grant them. How the children get to the fantasy world—going on a strange ride in an amusement park, being sucked into a weird old book, going through a very small door in a scary abandoned house—suggests the inspirations behind Lost in the Fantasy World. Narnia, perhaps? The Dungeons & Dragons Animated Series? Well, definitely the latter, and that definitely comes down to nationality. 

Lost in the Fantasy World is designed by Diogo Nogueira and Diogo Nogueira is Brazilian. Now where the Dungeons & Dragons Animated Series might not be held in the highest regard in the English-speaking hobby, it had more of an impact in Brazil where it was more popular. To the point the Renault launched an advertising campaign in Brazil for one of its vehicles based on the Dungeons & Dragons Animated Series and it was very well done. Published by Gallant Knight Games, Lost in the Fantasy World is not retroclone in the Dungeons & Dragons sense, but is definitely inspired by it.

A Player Character in Lost in the Fantasy World is simply defined. He has a name, concept, four traits, and an Artefact. The concept, such as ‘Brendan, the quiet D&D geek’ or ‘Emily, the bolshy cheerleader’, defines the Player Character, whilst traits can include a quality like ‘Athletic’ or ‘Good with his Hands’; an object such as notebook and pen, a football, or a torch; a companion like a pet rat or a baby unicorn; some training or knowledge, foe example, ‘Read up on all the myths’ or ‘Works in my dad’s garage’; or a relationship with another character, such as ‘David is my best friend’ or ‘I always have to keep an eye for Andrea’. At the beginning of the game each Player Character will receive an artefact and have some idea of what it can do from its name, but not exactly what. What, exactly, it can do, will be developed during play. For example, the Torch of Unending Light, the Pipes of Piercing, or the Buckler of Shielding.

Tristian the inquisitive musician
Fine singing voice (Trait), I must protect my sister, Monica (Trait), helps his grandmother with the garden (Trait), Catapult (Trait)
Artefact: Lyre of the Living

Mechanically, Lost in the Fantasy World is direct and simple. When the outcome of a situation is uncertain, both the player and the Mentor—as the Game Master is known—make a Resolution Roll. This is the roll of a six-sided die each to which the player can add a +1 Modifier for any pertinent Trait, the Expenditure of an Adversity Token, a great description of his character’s actions given by the player, as well as the situation itself, the later mostly provided by the Mentor. Whomever rolls highest, narrates the outcome of the situation or scene.

If the player’s roll is lower, then he earns an Adversity Token, which can later be used to gain a Modifier. A player can also Push the roll, which allows him to make the Resolution Roll a second time, but if it is failed, the Player Character temporarily loses a Trait. Use of a magical Artefact enables the player to make the Resolution Roll with two dice—or even three dice if used in a creative and exciting fashion—and the highest result used. Combat uses the same mechanics, the winner of the Resolution Roll narrating the outcome and the loser temporarily losing the use of a Traits. A lost Trait can be recovered in time, but a Player Character or a monster or NPC is ‘Taken Out’ if they lose all of their Traits. They are not dead, but cannot act decisively and are at the mercy of other Player Characters or even their opponents.

For the Mentor there are several suggested opponents and obstacles complete with Traits which she can bring into play and there is also some advice on running Lost in the Fantasy World. The role of the Mentor is actually twofold. First, she serves as the Referee, and second, she actually roleplays the Mentor as character in the game world, who guides the Player Characters to some extent, mysteriously presenting them with both opportunities for adventure and rumours and hints as to the way back to the Player Characters’ home world. Ideally, there should be a balance between the two, a pull and a push, the push to undertake more adventures and help others becoming stronger as the players narrate new and more interesting capabilities for their Artefacts. However, Lost in the Fantasy World does not fully support that notion. There is no mechanical means provided to model the balance between the Player Characters’ supposed desire to help and their desire to get home. Perhaps some kind of countdown or count-up which a player can roll against to determine which of the two desires that his character follows, such that ultimately the pull towards one or the other becomes too much.

Physically, Lost in the Fantasy World comes as a simple pamphlet which folds out to just a single sheet of paper. It is nicely, simply presented and the artwork has a certain charm, but the pamphlet does need another edit for all of its brevity.

Lost in the Fantasy World is a clever little concept which draws upon something often ill-regarded by Dungeons & Dragons fans and develops it into a simple narrative, storytelling game. It is easy to learn and quick to play, but ultimately does not quite follow through on its concept when there was very much room and scope to do so. Hopefully, Lost in the Fantasy World, Second Edition will do that.

Jonstown Jottings #51: Grungnak Fearless

Reviews from R'lyeh -

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—

What is it?
Grungnak Fearless presents an NPC and his entourage, and trinkets for use with RuneQuest: Roleplaying in Glorantha.

It is a twenty-eight page, full colour, 1.83 MB PDF.
The layout is clean and tidy, and its illustrations good. It does need an edit in places.

Where is it set?
Grungnak Fearless is nominally set in the Big Rubble where the NPC is feuding and scheming to be the fifth ‘Great Clan’ of Trolls or Uz, in the ruins of the city in an event known as the ‘Foreign Bully Feud’. With some adjustments, it could be set elsewhere, and suggestions are included as to where and how to include this NPC in those regions.

Who do you play?
No specific character types are required to encounter Grungnak Fearless

What do you need?
Grungnak Fearless requires RuneQuest: Roleplaying in Glorantha, the Glorantha Bestiary, and The Red Book of Magic. In addition, the RuneQuest Classic supplements, Pavis: Threshold to DangerBig Rubble: The Deadly City, and Trollpak: Troll Facts, Secrets, and Adventures for RuneQuest will information which will be useful for using Grungnak Fearless in a Game Master’s campaign.
What do you get?
The second volume of ‘Monster of the Month’ presents not monsters in the sense of creatures and spirits and gods that was the feature of the first volume. Instead, it focuses upon Rune Masters, those who have achieved affinity with their Runes and gained great magics, mastered skills, and accrued allies—corporeal and spiritual. They are powerful, influential, and potentially important in the Hero Wars to come that herald the end of the age and beginning of another. They can be allies, they can be enemies, and whether ally or enemy, some of them can still be monsters.
The second volume comes to a close with Grungnak Fearless, a brutal Death Lord of Zorak Zoran, the God of Hate and Vengeance. From her beginnings as a bandit, she has arisen to be a true monster, reveling in murder and mayhem, selfishly pursuing the novel and the new as she schemes, but mostly bludgeons her way to the top. Having amassed a number of followers in her leaden grasp, she is hellbent on taking out her rivals—using any means necessary, but ultimately and preferably at the end of her great hammer, and then eating them. Both as revenge and to see what they taste like. Multiple suggestions are included on how to use Grungnak Fearless. This is as an ally or an enemy and includes a pair of scenarios, one for each option. Both scenario outlines are well written and will help the Game Master develop them further for her campaign.
Grungnak Fearless is herself given full stats and a write-up, including her powerful bound spirits, one of which is a fire elemental! Her darkness elemental is nasty enough, but her command of a fire elemental gives her an edge that is utterly hostile to the outlook of other Trolls. A nice touch is that this is not instant, but takes time and Grungnak Fearless’ Trolkin must carry the wood and kindling to set a bonfire of sufficient size ablaze to summon the fire elemental. She also possesses Stolen Fire, a Zorak Zorani cult artefact which is won by defeating a Rune Master of a Fire/Sky cult in a heroquest, and then drinking his blood. Stolen Fire grants great gifts for any Troll who bears it. 
Grungnak Fearless’ entourage is also fully detailed. This includes her ‘lover’, Bazzik Fineteeth, a Rune Priest of Argan Argar known for the unfaceted jewels embedded in his teeth; the mantis-obsessed Fenhield Mantis-Friend; and Waggul, Fenhield Mantis-Friend’s favouritist Mantis—because he is soooo cute. Stats are also provided for the general Zorak Zorani Warriors and Trollkin Slingers in the would be ‘Great Clan’. As with the other entries in the ‘Monster of the Month’, full stat sheets are provided for all of the NPCs in Grungnak Fearless.
Lastly, Grungnak Fearless details a short-form Rune cult of Gorakiki the Insect Mother in her aspect as Gorakiki-mantis, the subcult worshipped by the Kugurz Clan in the Big Rubble. For use by NPCs or Player Characters, this expands upon the Gorakiki cult with guidelines as to how intelligent manitises can initiate, what is expected of initiates, cult skills, Spirit and Rune magic, associated cults, and a pair of new Rune spells. These are Foreclaws and Transform Head (Mantis), and are as nasty as you would expect, in line with similar transformation Rune spells.
Is it worth your time?YesGrungnak Fearless presents a monster of an enemy to face the Player Characters, or a particularly challenging ally to keep on side, especially if the Game Master is running a campaign set in Pavis and the Big Rubble.NoGrungnak Fearless presents a potentially interesting ally or enemy, plus supporting cast, should the Game Master want to include a monster of an enemy to face the Player Characters. However, if the Game Master’s campaign does not involve Trolls or is set in the Big Rubble, and she does not want to adjust the content, it is of relatively little use.MaybeGrungnak Fearless presents a monster of an enemy to face the Player Characters, or a particularly challenging ally to keep on side, but the Game Master may simply not want to involve the Trolls in her campaign, take her campaign to the Big Rubble, or necessarily make the adjustments to brings it content into her campaign.

Character Creation Challenge, Kickstart Your Weekend style

The Other Side -

Something a little different today.  I am interrupting my regularly scheduled Character Creation Challenge posts with a Kickstart Your Weekend style review.

SURVIVE THIS!! Dark Places & Demogorgons Class Compendium

The Kickstarter for SURVIVE THIS!! Dark Places & Demogorgons Class Compendium has begun and Bloat Games offered me a sneak peak.  I am providing a review of their new book, and a link for their Kickstarter.

The Kickstarter

I am a huge fan of Dark Places & Demogorgons

As of this writing the Kickstarter has made their initial goal. They are now heading to the next Stretch Goal of new art.  After this more stretch goals will be announced.  The lowest level to get in $6 and that gets you the PDF.  Not a bad deal really.

The Book

The current version of the book is all complete with layout and art.  Stretch goals will replace some of the art, but right now it looks great.

The book is digest sized, 210+ pages, color cover and black & white pages.  If you are familiar with any SURVIVE THIS!! book you have a good idea of how it looks on the inside.

The book contains all the classes that have appeared in every Dark Places & Demogorns book, all in one place.  The new classes include  Archery Enthusiast, Badger Scout,  Horror Connoisseur, Hot Shot,  Snoop, The Source, Sweet Baby, Thespian, and new psionic classes, Animal Wrangler and The Forgotten. So 56 classes and 10 new classes for 66 in total.  There are also new spells for the magic using classes.

Most classes cover two to three pages.  Everything you need to know about each class, but no rules for play. You still need the core rules for that. I am reading through and the classes do look expanded.  For example the Goth in the core Dark Places & Demogorgons book tops of, as all classes do in that book, at 5th level.  The Goth in the Class Compendium advances to 10th level, and there are archetypes of the "Mopey Goth" and the "Supernatural Goth."

The new classes are fun with the Horror Connoisseur toping the list of my favorites.  Though I knew a lot of "Sources" back in High School and they would also be a fun class to play.  Though the Magic Classes are still my favorite.  So I am quite pleased to get a bunch of new spells.

Skills are also updated.  The game moved up and out from the core book so new skills need to be defined and there are revised skills as well. 

There is even some space given to fighting threats from "The Otherside."  I'll try not to take that one personally! ;)

Really is a fun book and a must have if you are playing Dark Places & Demogorgons.  It should even work for We Die Young to be honest. 

So yeah, this is a Kickstarter worth backing.

The Character

Again, I think I need to go with my Drosophila melanogaster of playtesting magic classes and see what my dear little witch Larina was doing in the 1980s (1984 to be exact).  She was my big experiment in my Modern Occult Horror RPGs post a bit back, but let's have a look at her in detail.  I am also including my NIGHT SHIFT character sheet as well.

Click to see larger. 

Larina for Dark Places & DemogorgonsLarina for NIGHT SHIFT

I love how these two games work well with each other.  Each providing me a a detail I did not have before.



Friday Fantasy: Bastard King of Thraxford Castle

Reviews from R'lyeh -

The warning is well known throughout the area. There is a curse upon Thraxford Castle and all who enter its gates. A Curse of rotting flesh, of unlife as one of the undead, for all who die within its walls must rise again at dawn to play out a danse macabre of their lives the day before. It is a Curse lain upon the soldiers and occupants of Thraxford Castle by The Bastard King’s slaughter of his kin. None can leave and all who put a foot within a thousand paces of that accursed place will fall foul of the curse… Bastard King of Thraxford Castle is a macabre, gothic mini-location inspired by both British medieval history, Hammer horror films, and even British Dungeons & Dragons adventures drawn from the pages of White Dwarf magazine back in its heyday, such as ‘The Lichway’ by Albie Fiore (White Dwarf Issue No. 9, October/November 1979). Published by Leyline Press and like The Isle of Glaslyn and The God With No Name before it, Bastard King of Thraxford Castle manages to fit an adventure onto the equivalent of four pages and then present it on a pamphlet which folds down to roughly four-by-six inches. One the one side it provides all of the details of the descriptions of the outer and inner wards, whilst on the other there is a map of the whole of the castle, plus descriptions of the actual keep.

Bastard King of Thraxford Castle is designed for use with Old School Essentials Classic Fantasy and presents a location supposedly on the Isle of Kybaros . Here the Bastard King took his last stand against invading forces after he had risen up and defeated King Hardrada at the Battle of Ashing Hill, and was cursed for his hubris. One of the great scenes later in the scenario depicts this battle—taking place in the castle’s great hall—and if the Player Characters are not careful, they may actually get caught up in the nightly (knightly?) reenactment! The scenario is designed for Player Characters of low to medium Level, and a Cleric, although any party upon discovering the true nature of the situation in Thraxford Castle going full bore slaughtering the undead and attempting Turn Undead, will themselves in a for surprise—the dead rise the following morning, the undead rise again as more powerful creatures of death, and they themselves are trapped for the duration... can the Player Characters discover the secrets  and a way to solve their predicament and that of the inhabitants of Thraxford Castle?
What the Player Characters find within the walls of Thraxford Castle is a theatre of ‘Le Théâtre du Grand-Guignol’, in some places a slaughterhouse, in others the inhabitants of the castle now long undead, but still going about a semblance of their former lives. Yet long cut off from the outside world, they have been forced to turn to other means to continue that semblance which resembles a horror show, from the tanner to the food at The Peckled ’Hen, and which should invoke a strong sense of revulsion in the players—if not the Player Characters. Many of these scenes should warrant fear checks of some kind, and it is a pity that not every retroclone does, for Bastard King of Thraxford Castle is very much a horror scenario. Nevertheless, despite the weirdness of undead community to be found in the castle, these are opportunities for roleplay and interaction, and they are the surest means of determining what is going on in the castle—along with exploring both its and its grounds, of course.
Bastard King of Thraxford Castle definitely has Shakespearean overtones—definitely of Macbeth and Richard III—combined with the Gothic, and there is potential for some great scenes during the adventure. The Game Master is given some fun NPCs to portray as well as some good ones to roleplay, including what would be traditionally treated as monsters. The scenario includes a pair of new monsters too, the Giant Undead Maggot and the Giant Undead Botfly. Yet as much as Bastard King of Thraxford Castle makes the Game Master want to run it, there is still a lot that she has to do to get the scenario to the table. Apart from a little background about the Bastard Knight rebelling and defeating, even possibly killing, the previous king, the background to the scenario is underwritten. In a sense, this means the Game Master has a lot of flexibility in dropping Bastard King of Thraxford Castle into her campaign, but it skews too far that way by not giving the Game Master the choice but to do that. There is no explanation of the events of the rebellion and there are certainly no hooks given to help the Game Master get her players and their characters involved.
Physically, and once again, Bastard King of Thraxford Castle is a piece of design concision. It is compact and thus easy to store, and unlike The God With No Name, this makes better use of the format, with the inner and outer wards of the castle described on the one side, and the keep on the other along with the map. Besides the cover, the only illustrations in the scenario are those of the new creatures. Those are decent, as is the map of the castle. The scenario does need another edit though.
Although it needs a limited amount of development to make it easier to even run as a one-shot, let alone add to a campaign, Bastard King of Thraxford Castle makes good use of its format and size. In places weird and creepy, Bastard King of Thraxford Castle really goes full theatre of blood, and turns up the horrifying rather than the horror. If the Game Master r wants a short—two sessions or so—bloodily repulsive horror scenario for her campaign, then Bastard King of Thraxford Castle certainly delivers.

Character Creation Challenge: Lee Jun-fan

The Other Side -

Today's character could work with either my Victorian setting or Spirit of '76 for a lot of the same reasons.  

I have always been a big fan of Bruce Lee.  I first saw him on the old Batman series as Kato and then later in interviews.  I am not sure what the first Bruce Lee movie I saw was, but likely it was "Enter the Dragon."  Later I learned of his legacies of how Asian-American actors were treated in Hollywood, his invention of Jeet Kun Do, and his atheism.   He was in every respect of the word, an icon and all-around good guy. 

He was huge in the 1970s, especially after his death, and he was central, or at least he heavily influenced the TV series Kung-Fu.   That gives him an "in" to both eras I am gaming with this month.

So in the tradition of the series(es) Kung-fu I have a character idea that would work for both times.  This is an alternate world (NIGHT SHIFT) where Bruce Lee's "Jun Fan Gung Fu" (just Gung Fu from here on out) was a classical style (and totally missing the point of what Lee was trying to do I know...).  

Victorian Era

Here a young British Lord and his Chinese wife had a son, Lee Jun-fan.  But they were killed in the Taiping Rebellion. Their son, whom they feared would also be killed, was left with monks where he was raised to learn Gung Fu. Here he trains for his first 30 years of life.  He returns to his father's home in England where he deals with the racism of 1880s Victorian England.  He is protected by title and wealth, but still, things are not easy for him. He is also a master of Gung Fu and learns of the vast Occult Underground London has to offer.  

Think of it as "Kung Fu by Gaslight."

Spirit of '76

In 1976, Lee Jun-fan's great-grandson, also named Lee Jun-fan, but going by "Lee Young" (yes, I know Lee was a family name) now lives in America, but his legacy will soon be tested.

Here he is (both versions use the same stats) for Night Shift. NIGHT SHIFT is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

The real Lee Jun-fanLee Jun-fan (Lee Young)
6th level Mystical Martial Artist (Human)
Archetype: Martial Artist in a Strange New World

Strength: 18 (+3) P 
Dexterity: 19 (+3) S
Constitution: 16 (+2) 
Intelligence: 13 (+1) 
Wisdom: 14 (+1) 
Charisma: 16 (+2) S

HP: 33
Alignment: Good
AC: 5
Attack: +3# Attacks: 2

Fate Points: 1d8

Check Bonus (P/S/T): +4/+2/+1Melee bonus: +3 Ranged bonus: +3Saves: +2 to Constitution and Dexterity saving throws
Martial Arts Powers+3 to Dexterity; Free Running; Instant Kill ("Gung Fu Death punch"); Lightning-fast; Danger Sense, Supernatural Attack, Pneuma Blast

Skills
Athletics, Steady Hands, Body Control, Insight

--

In both campaigns, the emphasis for this character is he is close enough to the world he living in at the time, but still an outsider.  But he is also an outsider with this amazing power.

In both cases, I would want to feature his sense of humor. Bruce Lee had a wicked sense of humor and my Lee Jun-fan would also.  I also want a character who despite all the hardships and reversals he has faced wants to believe that people, in general, are good and they act how they do out of fear.  

Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 

Character Creation Challenge


Character Creation Challenge: Megan O'Kelly

The Other Side -

Going to a character today that was one of the first (though not the first) Spirit of '76 characters I came up with.  

Megan O'Kelly came to me from a variety of sources, but the main one was the idea of this college girl wearing a Led Zeppelin U.S. Tour 1975 t-shirt, oversized sunglasses, old hiphugger bell-bottom jeans, and carrying a burlap messenger bag where she kept all her witch gear.   She was a young, recent UC Berkely grad with a freshly minted degree in Psychology and she was going to change the world.

Until that is, she discovered the supernatural.  Or more to the point, the supernatural discovered her.

"Megan" began as "Stephanie" in an older game back when "Spirit of '76" was "Summer of Love" and took place in 1968.  I wanted to keep Stephanie where she was but I wanted to do the Summer of 1976 as well, so Megan was "born."  Eliza Roberts, the actress to "play" her, was suggested to me by my NIGHT SHIFT co-creator Jason Vey.   Megan would go on to have more adventures in other games, namely Chill (from last year) and the Buffy RPG.

Here she is for Night Shift. NIGHT SHIFT is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Eliza Roberts as Megan O'KellyMegan O'Kelly
4th level Witch (Human)
Archetype: 70s Occultist Witch

Strength: 11 (0) 
Dexterity: 14 (+1) 
Constitution: 15 (+1) 
Intelligence: 18 (+4) P
Wisdom: 17 (+1)  S
Charisma: 17 (+2) S

HP: 14
Alignment: Lawful
AC: 8
Attack: +0

Fate Points: 1d6

Check Bonus (P/S/T): +3/+2/0Melee bonus: 0 Ranged bonus: +1Saves: +3 against spells and magical effects
Witch AbilitiesArcana, Supernatural Senses, Spells, Arcane Powers
Arcane PowersPrecognition, ESP (Clairvoyance)
SpellsFirst Level: Detect Evil, Detect Magic, Protection from EvilSecond Level: Cause Fear, Suggestion

Skills
Research, Insight, History, Science (Psychology)

--

Megan is my gift to that younger version of me that discovered witches in pop psychology books and magazines and always had crushes on girls older than himself. She is the "psychic witch woman" of the 1970s.  She has crystals, she always consults her horoscope, she has "feelings" about things, and she can be a lot more powerful than even she gives herself credit for.  

She has more history in my games later on, but this is college grad Megan. This is young Megan. She is excited, and eager and wants to take on the world. Her future is so bright right now that she needs those knock-off Marlo Thomas sunglasses.   Is it possible to love an NPC? Because I think Megan is great.  I almost feel bad for all the shit she later goes through by the time the 80s roll around.  Almost. Swords are forged in fire and magic is forged in pain.  But that's not till 1979 at least and Megan here has a lot to do before then!

Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 


Character Creation Challenge


Character Creation Challenge: Virginia Dare

The Other Side -

Continuing my "Spirit of '76" mini-campaign I want to get some more details on who my "big bad" might be.  I say might, because I am not 100% sure yet what I want to do with her save for being the mastermind behind the plot.  I know I want to make what she wants to do sound reasonable and something that most people would want to support. That is if her plan didn't involve the death of millions. 

Given the name of the series, I figure she would fit in fine as the first person of European descent born in the colonies.  She is also the reason I have scrapped many of the ideas I had for Spirit of 76 (including other NPCs) in favor of newer ones.  Still planning on four adventures, but I only have the first two figured out.

I spoke about Virginia Dare briefly before. She is the immortal enemy of Valerie Beaumont. Though their relationship is quite a complicated one. She wants to kill Valerie, but Val doesn't really want to kill her.  I liken their relationship (as it is growing in my mind now) as similar to Holmes and Moriarty or The Doctor and the Master.  

Here she is for Night Shift. NIGHT SHIFT is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Rose Byrne as Virginia DareVirginia Dare
14th level Survivor (Supernatural, Immortal)
Archetype: Immortal Mastermind

Strength: 12 (0) 
Dexterity: 14 (+1) 
Constitution: 16 (+2) 
Intelligence: 19 (+4) S
Wisdom: 17 (+2)  S
Charisma: 18 (+3) P

HP: 77
Alignment: Neutral (?)
AC: 8
Attack: 4

Fate Points: 1d10

Check Bonus (P/S/T): +6/+4/+2Melee bonus: 0 Ranged bonus: +1Saves: +5 to death saves. +2 to all others.
Immortal AbilitiesImmortals regenerate 1d8 hit points every minute. +3 to Intelligence+5 to all saving throws against magic, poison, disease, and death-based attacks.Arcane Powers: Charm Person, EmpathyUnique Kill: Can only be killed by Valerie Beaumont
Survivor Abilities
Stealth skills; Climbing; Danger Sense (1-5); Sneak Attack +4, x2; Read Languages 80%, Ritual Magic

Survivor Skills (8th level)

  • Open Locks: 145%
  • Bypass Traps: 140%
  • Sleight of Hand: 150%
  • Move Silently: 150%
  • Hide in Shadows: 140%
  • Climbing 105%
  • Perception: 105%

Skills
Research, Insight, History (x2) 

--

Virginia Dare has survived some of the worst times this country has seen.  She is brilliant and her own special abilities to understand and charm others to get her into positions where she can leverage her intellect the best.  She learns what people want and she finds a way to get it to them, for a price.  

She prefers to work behind the scenes but she has amassed a powerbase that when she decides to play her hand it will have devastating effects. 

I just need to figure out what that is.  I have an idea, but not sure how to make it work just yet. Both in-game and for the game. 

Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 


Character Creation Challenge

Miskatonic Monday #93: The Hammersmith Haunting

Reviews from R'lyeh -

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu InvictusThe PastoresPrimal StateRipples from Carcosa, and Halloween Horror, there was a Five Go Mad in EgyptReturn of the RipperRise of the DeadRise of the Dead II: The Raid, and more...


The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Name: The Hammersmith HauntingPublisher: Chaosium, Inc.
Author: Kat Clay

Setting: Cthulhu by Gaslight London
Product: Scenario
What You Get: Fifteen page, 12.17 MB Full Colour PDF
Elevator Pitch: Who stalks fog-enshrouded fears in Old London Town?Plot Hook: When the most punctual of men is not on time, there has to be a good reason... or a bad one.Plot Support: Detailed plot, staging advice for the Keeper, three maps, four handouts, four NPCs, one new Mythos entity, and four pre-generated Investigators.Production Values: Excellent.
Pros# Delightfully crotchety old lady# Delightfully crotchety even older lady   # Good staging advice for the Keeper
# Solid straightforward investigation# Good period feel and sense of history# Diverse cast of NPCs and Investigators# Multiple outcomes explored# Handouts for failure and success
Cons
# Requires a slight edit# Mechanics underdeveloped and presented# Too linear and too straightforward an investigation for experienced players?
Conclusion
# Engaging period piece of horror# Delightfully crotchety old ladies two# Solid straightforward investigation to begin a Cthulhu by Gaslight campaign?

Character Creation Challenge: Carl Kolchak

The Other Side -

Going forward in time to another campaign I have been tossing around for a while.  This one is set in the Summer of 1976.  I don't have much planned yet save that it involves an increased upswing in demonic and supernatural attacks and related phenomena.  

Ideally, I'd love to be able to use a lot of weird shit that made the 70s one of the best decades for occult happenings.  My goal here is to try to figure out what this campaign/set of adventures is all about.

So let's start with the character that made me want to do something in this decade;  Carl Kolchak, The Night Stalker.  Besides, it is the 50th Anniversary of the Night Stalker TV series.  

Here he is for Night Shift. NIGHT SHIFT is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Carl KolchakCarl Kolchak 
3rd level Survivor (Human)
Archetype: Corespondent

Strength: 10 (0) 
Dexterity: 13 (+1) S
Constitution: 16 (+2) 
Intelligence: 13 (+1) P
Wisdom: 14 (+1)  
Charisma: 15 (+1) S

HP: 15
Alignment: Light
AC: 9
Attack: +1

Fate Points: 1d6

Check Bonus (P/S/T): +3/+1/0Melee bonus: 0 Ranged bonus: +1Saves: +4 to death saves. +2 to all others.
Survivor Abilities
Stealth skills; Climbing; Danger Sense (1-4); Sneak Attack +4, x2; Read Languages 80%

Survivor Skills (8th level)

  • Open Locks: 35%
  • Bypass Traps: 30%
  • Sleight of Hand: 40%
  • Move Silently: 40%
  • Hide in Shadows: 30%
  • Climbing 75%
  • Perception: 50%

Skills
Research, Insight, Notice (x2)

--

Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 


Character Creation Challenge


1982: Star Frontiers

Reviews from R'lyeh -

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

—oOo—
In 1982, TSR, Inc. published its first Science Fiction roleplaying game, Star Frontiers. Now TSR, Inc. as stated in ‘The SF ‘universe’’ (Dragon #74, June 1983), “TSR had previously published SF-oriented role-playing games, most notably the GAMMA WORLD® game and METAMORPHOSIS ALPHA game, but these two games are post-apocalyptic visions of the future.” and “While they are certainly interesting and undoubtedly SF in nature, neither of these games fully realizes the potential of a science-fiction setting. A star-spanning civilization, interstellar spacecraft, strange aliens, and adventures on a myriad of bizarre and challenging new worlds are the elements of a classic SF framework. The possibilities for adventure in such a “universe” are nearly limitless. The STAR FRONTIERS game, unlike its predecessor SF titles from TSR, is able to appreciate these possibilities.” So as the very first actual Science Fiction roleplaying game from TSR, Inc., Star Frontiers was very much intended to play off the boom in Science Fiction and space adventure which followed in the wake of Star Wars and The Empire Strikes Back, for example on the big, as well as Battlestar Galactica and Buck Rogers in the 25th Century on the small screen. It would take a full year before it reached that potential with the Knight Hawks boxed supplement which added spaceships and spaceship combat to the roleplaying game, but in the meantime, Star Frontiers offered planetside adventure with stripped down, straightforward set of mechanics and rules designed to introduce new players to the hobby and Science Fiction roleplaying to more experienced players—especially if their only experience was Dungeons & Dragons.
Coming as a boxed set, Star Frontiers Alpha Dawn, the roleplaying game was designed for players aged ten and up and came filled with high quality components. This included the sixteen-page Basic Game Rules, the sixty-page Expanded Game Rules, the thirty-page Adventure Module, SF-0: Crash on Volturnus, a large map, a sheet of two-hundred-and-eighty-five counters, and two ten-sided dice—one dark blue, one light blue. Everything is very nicely presented, starting with the superb cover artwork for both the box and the Basic Game Rules and the Expanded Game Rules. The internal artwork is also good, with lots and lots of action scenes, Jim Holloway’s illustrations prefiguring some of his work on Paranoia. The large, full-colour poster map depicts a city centre on the one side with numerous buildings, roads, and monorails, whilst on the other are depicted craters, mountains, deserts, forts, towns, ruins, and more. These are all designed to use with the counters, for at its most basic, Star Frontiers is a roleplaying game played out as a square-and-a-counter combat game.
The setting for Star Frontiers is lightly drawn, an area of space near the centre of a great spiral galaxy where the stars are closer together, known as the Frontier. Here Humans—though not the Humans of Earth—made contact with the insectoid Vrusk and the ameboid Dralasites and developed interstellar spaceships, and together discovered the Yazirians, tall leonine humanoids with patagiums and thus capable of gliding. They settled the twenty or so worlds of the Frontier (including the unfortunately named ‘Gollywog’) and to supply their needs, the Pan-Galactic Corporation (or PGC), the first interstellar company, was formed. It conducted scientific research as well as manufacturing everything from foodstuffs to spaceships, and even developed Pan-Galactic, a language which became the lingua franca for the Frontier.
However, the melting pot of the Frontier was upset by a series of attacks by the Sathar. This previously unknown worm-like species attacked isolated outposts and frontier worlds, but would kill themselves to avoid being captured. Together the Humans, the Vrusk, the Dralasites, and the Yazirians formed the United Planetary Federation (UPF) to defend the Frontier and forced the Sathar out of the Frontier. More recently, attacks by the Sathar have begun again, but more surreptitiously and sly, often using Human, Vrusk, Dralasite, and Yazirian agents to sabotage and undermine trade and government. The UPF has formed the Star Law Rangers to investigate and stop these activities, and both the Star Law Rangers and the Pan-Galactic Corporation often employ freelancers for a variety of tasks. These freelancers are, of course, the Player Characters.
Star Frontiers Alpha Dawn offers a choice of four playable races—Humans, Vrusk, Dralasites, and Yazirians. Dralasites are short, grey amoeboid-like creatures, notable for being able to change form by extending and retracting pseudopods and possessing a quirky, pun-based sense of humour; Humans are like those of Earth, but have a two-hundred-year lifespan; the insectoid Vrusk have eight walking legs and two manipulating arms, and are known for their logical minds and their business sense; and the Yazirians are an arboreal-like species with excellent grip for both hands and feet, patagiums for gliding, and known to pushy, even aggressive, and potentially, capable of battle rages. The mysterious Sathar, wormlike with pairs of tentacles which could be used as legs and to hold and manipulate objects are the villains of the Star Frontiers setting and thus not available to play. A character has eight abilities, arranged into four pairs—Strength/Stamina, Dexterity/Reaction Speed, Intuition/Logic, and Personality/Leadership. The rating for each ability is a percentile, ranging between thirty and seventy for starting Player Characters and serving as the base rating for all actions in the roleplaying game. 
Character creation in Star Frontiers differs—though only slightly—depending upon whether the Basic Game Rules or the Expanded Game Rules are being used. In both, a player selects a race and rolls percentile dice for each pair of Abilities on the given table, applies the species modifiers, and derives a couple of factors, and that is it for the Basic Game Rules. It is quick and easy, and in the Basic Game Rules, barely takes up a page.
Name: Korung Speetrasser Race: DralasiteHandedness: – Gender: –Walking: 1 Running: 4
Strength/Stamina 70/70Dexterity/Reaction Speed 60/60Intuition/Logic 35/35Personality/Leadership 40/40Initiative Modifier: 6
Current Stamina: 70
Laser Pistol (2) 60% Damage: 1d10
The remainder of the Basic Game Rules is devoted to the core rules and some adventures. From the outset, Star Frontiers is designed to be played on a map, using the maps and counters included in the box. Later, it would move on to more ‘theatre of the mind’ style of traditional roleplaying, but in the Basic Game Rules, the Player Characters and their opponents are moving—in squares, not metres (Star Frontiers uses the metric system)—across a great cityscape, from building to building, jumping onto skimmers or aboard the monorail, and chasing each other across the city. The base value to undertake any action is the appropriate Ability, rolled against the percentile dice, using the dark blue die as the tens die and the light blue die as the ones die, as the Basic Game Rules explain it. In the Basic Game Rules, the emphasis is on combat, so modifiers are applied for movement and range, and if the roll is successful, the attack hits, and damage is rolled and deducted from the target’s Stamina Ability. Typically damage is rolled on just the one ten-sided die and an opponent would have to lose all of his Stamina to be knocked out. Consequently, combat can take a bit of time and options such as the Doze Grenade, which knocks out opponents are more than viable options, and rules for throwing grenades are included.
After a nicely illustrated introduction, the Basic Game Rules quickly cover the basics of character generation and combat before a short list of equipment (mostly weapons) and some adventures are presented. Some rules are given for other actions too, essentially a player rolls against the appropriate Ability and depending upon the difficulty, applies a five, ten, or fifteen percent modifier, either positive or negative. ‘Adventure 1: Pan-Galactic Security Breach’ sees the Player Characters investigate a series of breaches at various research centres. It is not designed as a standard adventure, but rather a programmed adventure with options like a ‘Choose Your Own Path’ solo adventure. One player serves as the Reader—rather than as a Referee, and reads out the entries and gives the options, whilst the players decide which of the options to choose. Since this is a programmed adventure, they all have to agree. It is a simple action-packed affair, more of a couple of scenes than a full adventure, with the perpetrators quickly revealed and making a run for the spaceport with the Player Characters on their heels. This is played out on the main map as is ‘Adventure 2: Alien Creature on the Loose’, in which a dangerous alien creature has escaped its confinement at the Zoological Park and the Player Characters have to capture it. The Hydra—nothing to do with the mythological and Dungeons & Dragons creature of the same name—is hunting for its handler and the Player Characters must stop it before the thing finds him. It is a big creature and tough to stop. There are guidelines for playing both adventures again. ‘Adventure 1: Pan-Galactic Security Breach’ this is as teams, one team controlling the perpetrators trying to get away, the other the Player Character types trying to stop them. For ‘Adventure 2: Alien Creature on the Loose’, this is the Referee creating her own creatures. There is advice too, for the Referee to create her own adventures, and like the two adventures these are quite basic. The focus of the advice is on a ‘crash on a desert planet adventure’ essentially preparing the Referee for running Adventure Module, SF-0: Crash on Volturnus and pointing towards the greater complexity and comparative sophistication in the Expanded Game Rules. The rules are what they say they are—basic—and come across not so much as a roleplaying game as a board game. For the experienced role-player they are probably too basic and even for players new to roleplaying, they do not offer a great deal of play.
The Expanded Game Rules, of course, greatly broaden and develop the rules given in the Basic Game Rules. It highlights the differences between the two, noting the expanded options, extra rules, and the fact that the roleplaying game can be played without maps, whether using miniatures or simply the imagination. The expanded rules for character creation add a five-point bonus to any Ability score for Humans, enable players to swap points between pairs during character creation, and Dralasities, Vrusk, and Yazirians have special abilities, such as Lie Detection and Elasticity for the Dralasities and Battle Rage, Gliding, and Night Vision for the Yazirians. All five Races, including the Sathar, are given a nicely done, detailed, one-page write-up. The Expanded Game Rules also add skills. There are thirteen of these, all fairly broad and divided into three Primary Skill Areas or PSAs. These are Military, Technological and Biosocial. Each skill has several subskills it covers and which a character automatically knows, and each subskill having its own base rating. Skills go from Level 1 to Level 6, each Level typically adding ten present to a roll. So the Biosocial Medical skill also covers Administering Drugs (100%), Diagnosis (60% + skill level), First Aid (100%), Minor Surgery (40% + skill level), Major Surgery (20% + skill level), Controlling Infection (50% + skill level), Curing Diseases (40% + skill level), Neutralizing Poisons (30% + skill level), and Activating Freeze Fields (30% + skill level), the latter the skill of putting a body in stasis until it can be revived and repaired. A Player Character has one PSA, and although he can have Levels in skills in the other PSAs, they are always more expensive. A Player Character starts play with a level in one skill from his actual PSA and one from the two others. Overall, the expanded rules for character creation do add more to a character, but without adding that much more complexity or even time to the process. 
Name: Korung Speetrasser Race: DralasiteHandedness: – Gender: –Walking: 1 Running: 4
Strength/Stamina 70/70Dexterity/Reaction Speed 70/50Intuition/Logic 35/35Personality/Leadership 40/40Initiative Modifier: 5
PSA – Military Skills: Beam Weapons (1)Biosocial Skills: Environmental Skills (1)
Current Stamina: 70
Laser Pistol (2) 45% Damage: 1d10
The Expanded Game Rules also add further details and options for combat, such as careful aim and telescopic sights, firing two weapons, and even weightless combat. Alongside this is an expanded list of weapons and their descriptions of both them and other equipment. This includes armour, which is most ablative in nature, and also screens, portable force fields which react to hits and drain Standard Energy Units from their power packs when hit. Robots and computers are detailed too, with computers being easily upgraded, and options given for simple robot design or off-the-shelf purchase. Extra vehicles are added too, although notably, not spaceships. Star Frontiers Alpha Dawn is not a roleplaying game of spaceship travel or combat, but of adventures once you get there. Some notes on space travel are included in the Frontier Societies section, primarily the various classes of travel, travel times, layovers, and potential customs entanglements. Expanded also are the rules for creating creatures, as well as a bestiary. The bestiary itself is fairly short and backed up further entries in Adventure Module, SF-0: Crash on Volturnus, and do feel influenced by Dungeons & Dragons creatures, especially the Sand Shark, a creature which would also turn up in Gamma World. The rules for creature creation really consist of a series of questions about what the creature does and what its habitat is, and in comparison to other Science fiction roleplaying games, do feel underwritten, but they are serviceable enough for a Pulp Sci-Fi roleplaying game like Star Frontiers. The section on Frontier Societies provides some basic details of the Frontier sector setting and thumbnail descriptions of a handful of worlds. Lastly, there is advice for the Referee and a guide to creating adventures, which includes a short sample, search and rescue mission. It is a one-page affair, straightforward and easy to drop into a campaign or run after the two sample adventures in the Basic Game Rules. The Expanded Game Rules also has the equivalent of its own ‘Appendix N’ on the inside back page, and it is a good selection of Science Fiction further reading, though much of it falls outside of the Pulp Sci-Fi tone that Star Frontiers is aiming for. In the middle of this—and the Expanded Game Rules—is a two-page spread collating all of the useful tables for running Star Frontiers and effectively serving as the reference section of the screen if not as a screen itself.
Once the Player Characters have completed an adventure or a task, they earn both Experience Points and Credits. If injured, the Player Characters do have to spend Credits to purchase healing—one Credit per point of Stamina healed, so very American. None of that Socialist health service for you! Experience Points can not only be spent to purchase new Skills and new Levels in existing skills, but also on increasing Ability values, again on an Experience Point per Ability point cost.
The included full adventure in Star Frontiers is SF-0: Crash on Volturnus. The first part of a trilogy which would be completed with the sperate adventures, SF-1: Volturnus, Planet of Mystery and SF-2: Starspawn of Volturnus, this adventure begins with Player Characters aboard the Serena Dawn, bound for the world of Volturnus (oddly named for the Greek god of the southwest wind, which assumes that the Humans of the Frontier, who are not from Earth, also had Ancient Greeks and Greek myths) in the Zebulon system to conduct a planetary survey and perhaps locate the previous mission. Unfortunately, the Serena Dawn is hijacked, and the Player Characters must fight pirates to both get what equipment they can and escape the ship before it is destroyed. The adventure consists of a mixture of random and pre-planned encounters and once on the surface will begin with the former and evolve into the latter. This will see the Player Characters encounter a strange race of octopoidal telepaths who practice mind-to-mind communication who will offer to adopt them into the tribe in order to help them survive. If they accept—and to be honest, the scenario will not go very far if they refuse—the Player Characters will be borne out of the desert that their escape pod crashed down in and through some caverns. After being separated due to a cave-in, resulting in a mini-dungeon crawl for the Player Characters, they can reunite with the tribe and undergo the rituals of adulthood and become officially part of the tribe and thus set up for the sequels. Alternative endings are given if the Referee is not going to run SF-1: Volturnus, Planet of Mystery and SF-2: Starspawn of Volturnus. Perhaps the best aspect of SF-0: Crash on Volturnus is the description of the Ul-Mor and their culture, which is fairly unforgiving and likely force the Player Characters to act with due consideration rather than selfishly. Sadly the Ul-Mor are not particularly well illustrated in the module, and as to SF-0: Crash on Volturnus itself, it feels as if it is really only setting up the subsequent two modules rather than being a standalone affair itself.
Physically, Star Frontiers Alpha Dawn is very well produced and is an attractive, engaging product. In 1982, this was a relatively inexpensive boxed set and certainly in terms of the quality and quantity of components, the purchaser got his money’s worth.
—oOo—
Star Frontiers was first reviewed in The Polyhedron No. 9 (December 1982) by Steve Winter. Since this is the same Steve Winter who edited Star Frontiers, it is fair to say that this is not actually a review. It started out with a dig at not one, but three other Science Fiction roleplaying games of the period, with “Hey science fiction fans! Tired of travelling? Sick of the opera? Looking for a game that doesn’t require the patience of the universe to play? Have I got a deal for you!” before going to highlight in particular the fact that, “The game was designed to be played by people who had no experience with roleplaying games.”
Star Frontiers was reviewed by Andy Slack in the Open Box department of White Dwarf No 37 (January 1983), who said of the roleplaying game that, “A major drawback is space travel. This is virtually ignored. No-one can learn how to do anything useful aboard ship, which is perhaps as well since there are no guidelines for designing or using ships. There is much to be said for the point of view that ships are merely a delivery service to get you from one adventure setting to the next, but I disapprove of the lack of them. No doubt a future supplement will handle them if enough people share my view.”  He concluded that, “Unfortunately, I can't say the system struck me as especially realistic; but if you like action adventure, thinking with your fists, and Star Wars (and who doesn’t from time to time) you can have a lot of fun with this game.” before awarding Star Frontiers a score of seven out of ten.
Star Frontiers was given a ‘Featured Review’ by William Barton in The Space Gamer Number 60 (February 1983). He wrote, “To start with my overall reaction: I don’t much like Star Frontiers. But then I don’t much dislike it either. I don’t really have a lot of strong feeling about the game at all. That’s not to say that Star Frontiers is a bad game; it’s not. Neither is it exceptionally good. It has some very good features, and a few really bad ones, too. And they balance out into a game that, two years ago, might have had a fair impact on the SFRPG filed, but which now is merely another face in the crowd.” In his conclusion, he asked, “What will be the fate of Star Frontiers? If the game were by any other company than TSR, I’d predict it would quietly fade away, like Star Rovers, and a few other less-than-spectacular systems. Since Star Frontiers is a TSR product, I don’t think that will happen. TSR, unlike many companies, has an “in” to the various nonspecialty stores. For a lot of potential gamers, Star Frontiers is likely to be the first SFRPG they encounter. TSR also has a large share of the younger market, which Star Frontiers seems to be aimed at. So, yes. Though it may not really deserve it when compared to other, better systems, I think TSR’s entry into the SFRPG field will prove to have staying power, as the loyal D&Ders turn to it as their first SFRPG. For myself, I’d have preferred to see TSR back and expand Universe, which it acquired with SPI’s assets. Maybe it will yet. In the meantime, Star Frontiers probably isn’t going top lose TSR any money. But I wish there were a lot more to commend it than that.”
Jim Bambra reviewed Star Frontiers in Imagine No 1 (April 1983). He was also of the opinion that “It is also a pity that there are no rules for designing starships or space combat; though these are due for release later this year. Even without starship rules, the STARFRONTIERS™ game is one of the best available. It has been designed with an emphasis on playability and here it succeeds admirably. Its inspiration comes more from pulp fiction than the ‘believable’ SciFi on which Traveller is based. Whether this style of play appeals is a matter of personal taste. Players of the D&D® game will certainly enjoy it, for in many ways this game is a kind of D&D in space.” Finally, he said, “In summary, the STARFRONTIERS game is an excellent introduction to Sci Fi gaming, a game I heartily recommend to beginners and experienced gamers, A lot of expertise has gone into the designing of this product and the result is a very enjoyable and easy to learn game.”
Ian R. Beste reviewed Star Frontiers in Different Worlds Issue 29 (June 1983) and was upfront about his disappointment, stating that, “Star Frontiers is by no stretch of the imagination a step forward in the state of the art. There just isn’t a whole lot to the game.” At the end of a detailed review, he concluded, “It would be easy to say that Star Frontiers is just D&D with lasers. It isn’t exactly, but it’s unlikely to make anyone drop their existing campaign to set up one for Star Frontiers. This game just doesn’t have a solid science fiction feel to it. I shudder to think of articles in The Dragon on “Converting D&D Monsters to Star Frontiers Creatures.” (Doing so would not be hard.) I also shudder when thinking of the possibility of the expensive hardbound Advanced Star Frontiers Player’s handbook, a Referee’s Guide, etc. True, the game could uses them. But why? TSR has a lot of money, talent, and resources with which to make a good game. Why did it disappoint us with Star Frontiers?”
Star Frontiers was also subject to a lengthy review by Tony Watson in Dragon #74 (June 1983). After a thorough examination which included a comparison to GDW’s Traveller, he wrote, “A final question remains: Is the STAR FRONTIERS game just a D&D game in space? The pedigree is evident, but I think TSR has managed to avoid trading magic for technology, swords for lasers, and orcs for aliens. The emphasis on action and some of the design philosophy belies the kinship of STAR FRONTIERS to the D&D game, but it is innovative and original in its own right. The similarities will make it easy for D&D players to shift over to STAR FRONTIERS as their first science-fiction role-playing game. This may be the largest single body of STAR FRONTIERS buyers. One very important advantage in the TSR connection is that players can count on the company to support the game with accessories, and TSR’s wide distribution network should make these products easy to find.” Before concluding that, “The STAR FRONTIERS game is fast paced, accessible, and playable. The design shows thought and imagination, and the product is quite a bargain. While not without its weaknesses, it’s certainly a contender in a competitive market and probably a good choice for newcomers to this facet of role-playing.”
—oOo—
Even with the combination of the Basic Game Rules and the Expanded Game Rules, Star Frontiers Alpha Dawn feels basic and lacking in game play. Remember though, Star Frontiers was designed for players aged ten and up, and so was not necessarily going to offer the depth, detail, or sophistication found in other Science Fiction roleplaying games, notably Traveller and its Third Imperium setting. That depth, detail, or sophistication would appear with later expansions and supplements, even though there would only be a handful of them. In the meantime, with a combination of interesting races, the Frontier setting, and the presence of the Sathar, Star Frontiers is not only potentially interesting, but also offers scope for the Referee’s own content and adventures, plus that scope is made easier by the straightforward nature of the mechanics. In fact, it is a pity that the mechanics of Star Frontiers could not have been reused in the Buck Rogers XXVC roleplaying game instead of it being hamstrung by the unwieldy chimera it got based on Advanced Dungeons & Dragons, Second Edition.
What is evident from the contemporary reviews is that Star Frontiers was not seen as different enough or sophisticated enough from the other Science Fiction roleplaying games available. Yet Star Frontiers was not aimed at those reviewers, who of course, would have been an audience older than the roleplaying game was intended for, and to be fair Star Frontiers Alpha Dawn does serve its intended age group reasonably well. Undeniably though, for older audiences, even those coming to Star Frontiers as their first Science Fiction roleplaying game after Dungeons & Dragons, it is underwhelming. For them, Star Frontiers is at best a toolkit for running Pulp Sci-Fi or basic roleplaying game awaiting the arrival of more sophisticated support, most obviously Knight Hawks. Consider what it was and who it was aimed at, as a first step into Science Fiction roleplaying, especially Pulp Sci-Fi roleplaying, and especially for a younger audience, Star Frontiers Alpha Dawn is a very serviceable starting point. 

Character Creation Challenge: Doctor John Watson

The Other Side -

Wrapping up my tour of the Victorian era with the original dynamic duo of Holmes and Watson.  Today I focus my sights on the good Dr. John Watson.

John Watson is an interesting character.  By all rights, he would have been the star of his own serials; British Army officer, Doctor, not a bad detective in his own right and good with a service pistol.  He was also smart, just not as smart as Holmes.

Here he is for Night Shift. NIGHT SHIFT is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Dr. John Watosn played by Edward Hardwicke

Dr. John Watson

6th level Veteran (Human)
Archetype: Chronicler and sidekick

Strength: 13 (+1) S
Dexterity: 14 (+1) S
Constitution: 13 (+1) 
Intelligence: 14 (+3) P
Wisdom: 16 (+2)  
Charisma: 14 (+1)  

HP: 33
Alignment: Light
AC: 8
Attack: +3 

Fate Points: 1d8

Check Bonus (P/S/T): +4/+2/+1Melee bonus: +1 Ranged bonus: +1Saves: +2 to all saves
Veteran Abilities
Combat Expertise, Improved damage, improved defense, Supernatural Attack, tracking

Skills
Medicine x2, Science, Insight, Notice

--

Dr. Watson is a veteran with a lot of training in medicine. This covers his character rather well. 

I hope this gets me motivated for some more Sherlock Holmes posts. 

Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 


Character Creation Challenge


Beyond the Sanity of the Solar System

Reviews from R'lyeh -

Salo’s Glory is a near future Science Fiction scenario for use with Call of Cthulhu, Seventh Edition. The eleventh title from publisher Stygian Fox, it is a one-shot designed for three to six players and be played in a session or two. Mankind has expanded and explored to the furthest reaches of the Solar System, and begun to go beyond. One such exploratory vessel is the Galilee Heavy Industries I.E.V. Tryphena. Here on the edge of interstellar space, the crew of the Tryphena make not one, but four astounding mysteries. First is the presence of a ship identical to their own, also named the Tryphena, but powered down, seemingly abandoned, orbiting a cold planetoid. The second, third, and fourth consist of signals. One signal is the distress signal coming from the abandoned ship’s shuttle, the other two come from stone structures at the north and south poles of the planetoid. The question, what happened to the crew of the other Tryphena? Why did they abandon their ship? What exactly lies on the surface of the planetoid?

The plot of Salo’s Glory is all about the uncovering of its four mysteries. This is driven by two factors. First, by the curiosity of the players and their characters. Second by the directives of Galilee Heavy Industries which address the actions to be taken by crews under certain circumstances, many of which will occur during the scenarios. These will push the Player Characters to explore further, uncover first clues, then truths, and perhaps reveal what is going on. The plot is actually fairly simple and straightforward, though the Player Characters may not necessarily come to fully understand what is going on. The horror should build and build as the Player Characters push deeper into the mysteries, bolstered by the dark, the sense of isolation, and the alien nature of the situation.

Salo’s Glory is supported by extensive deck plans for both the old Tryphena and its shuttle, plus numerous handouts. The deck plans are done in a style similar to that of Traveller and are accompanied by good illustration of the ship which puts the deck plans in context. The handouts, consisting mostly of crew logs and Galilee Heavy Industries directives are disappointingly plain in comparison. The navigation readout for the planetoid is nicely done. The six pre-generated Player Characters which make up the crew of I.E.V. Tryphena nicely reflect a diverse range of backgrounds and genders, although there are similarities in their descriptions and the fact that they all talk with an accent, usually slight. The background for one or two of them is rather underwhelming, and perhaps the relationships and attitudes between the crew could have been developed a little further. The scenario also includes a list of the skills used throughout the scenario.

Physically, Salo’s Glory is generally well-presented. The artwork is good, the deck plans clear, with perhaps the only elements to really disappoint are the aforementioned handouts and the maps of the areas on the moon at the North and South Poles, which are plain in comparison to the rest of the book.

As a Science Fiction one-shot scenario for Call of Cthulhu, Seventh Edition, what Salo’s Glory does not have is Sanity rewards, although it does have suggestions as possible subsequent adventures depending upon the actions of the surviving Player Characters. Salo’s Glory is for the most part straight forward, easy to run, and player driven, and would make for a decent convention scenario if its pacing was sped up. Ultimately, Salo’s Glory is a short Science Fiction take upon At the Mountains of Madness which dials up its Cosmic Horror and sense of isolation against otherwise pedestrian horror elements.

Character Creation Challenge: Sherlock Holmes

The Other Side -

Today I want to wrap up my tour of the Victorian era with two of my favorite characters of the time, Sherlock Holmes and Dr. John Watson. 

I have, sitting on my hard drive or a flash drive somewhere the stats for Holmes for every Victorian-era game I have ever played.   I keep meaning to post them and never get around to it.  So of course today is a set of stats I am coming up with now.

The issue with doing Holmes in many games, but modern occult ones, in particular, is that Holmes does not live in a magical world.  He lives in a world with predictable laws of science that follow predictable patterns.  This is what makes him so good at what he does, he can see these patterns and connections. Holmes works because the world is mundane and what he does looks like magic.

For NIGHT SHIFT there is no one class that would do him justice.  While I could get away with making him a 10th level Survivor (and I feel 10 levels is right) he is missing a couple of key ingredients. So time to try another multiclass.

Here he is for Night Shift. NIGHT SHIFT is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Jeremy Brett as Sherlock HolmesJeremy Brett as Sherlock HolmesSherlock Holmes
6th level Survivor / 4th level Sage (Human)
Archetype: Consulting Detective

Strength: 16 (+2) 
Dexterity: 16 (+2) S
Constitution: 14 (+1) 
Intelligence: 18 (+3) P
Wisdom: 16 (+2) S 
Charisma: 10 (0) 

HP: 35
Alignment: Light
AC: 8
Attack: +3 

Fate Points: 1d10

Check Bonus (P/S/T): +5/+3/+2Melee bonus: +2 Ranged bonus: +2Saves: +4 to death saves. +2 to all others.
Survivor Abilities
Stealth skills; Climbing; Danger Sense (1-4); Sneak Attack +2, x3; Read Languages 80%

Stealth Skills (8th level)

  • Open Locks: 85%
  • Bypass Traps: 80%
  • Sleight of Hand: 90%
  • Move Silently: 90%
  • Hide in Shadows: 80%
  • Perception: 90%

Sage Abilities
Survivor Skills (factored in above); Mesmerize Others; Lore; Languages (18); Spells* (to Holmes they are not "spells" merely "advanced techniques.")

Spells
First level: Command, Detect Snares & Pits
Second level: Find Traps

Skills
Athletics (Bartitsu), Sleight of Hand, Research, Science, Insight, Notice

--

Holmes combines a variety of class abilities and skills to create one investigator.  Would an "Investigator" class have been better?  Not really.  In this case, I feel the mix of classes and skills point to obscure training and thus a unique character.  Holmes is certainly that.

If you are interested in playing Sherlock Holmes in a game system more suited to the world he lived in then might I suggest both Victoria and Baker Street: Roleplaying in the world of Sherlock Holmes.  Both are very fine games.

Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 


Character Creation Challenge


The Other OSR: Into the Bronze

Reviews from R'lyeh -

Published by Lantern’s Faun, Into the Bronze: Sword & Sorcery RPG in Bronze Age Mesopotamia is a minimalist roleplaying game built on the architecture of Into the Odd. As the title suggests, it is set in the Bronze Age in Mesopotamia on the plains between the Tigris and Euphrates rivers. Here the first city states were founded, here the first men and the women strode forth to explore the lands between the first two great rivers known to mankind, to enter the silent, gloomy valleys where demons and their acolytes hid and devised their evil plans, here they would encounter the very gods of Sumeria, and here they would build the first great civilisations. As those first men and women to stride the land, the Player Characters are Sumerian ‘Bounty Hunters’ those willing to go forth and undertake dangerous tasks—explore the unknown, hunt down criminals, kill monsters, and more… In return, their wicker baskets will be filled with great wealth—treasures, secrets, and favours. With their treasures, their wealth, and their secrets, they not only have the potential to make their mark on the world, but go onto to stamp on the world by building and constructing civilisation around them.

Into the Bronze: Sword & Sorcery RPG in Bronze Age Mesopotamia includes thirty-six backgrounds, a flexible narrative system for enchantments, a simple system for building and construction, exploration, encounter creation, god creation, and a bestiary. A Player Character or Sumerian in Into the Bronze is lightly defined—and needs to be! A Sumerian is a fragile thing, weapons and monsters both being deadly, so a Sumerian can be quickly and easily replaced. Sumerian has three Ability scores—Strength, Dexterity, and Willpower, his Hit Protection, some Obsidian (the currency), a Background which provides two Items of Equipment. Depending on the Background, a Sumerian may have Magic Words, though they count as an Item. To create a Sumerian, a player rolls three six-sided dice for each Ability and keeps the highest two, a six-sided die each for his Hit Protection and Obsidian, and then cross references the values of his Hit Protection and Obsidian to determine his Background. A Sumerian also has a weapon of his choice, a single torch, and his Omens. Garments and physical features can also be rolled for. Rolling up a Sumerian takes minutes at most.

Harran
Background: Beer Brewer
Omens: In the night Harran was born, they saw sandstorms (Reckless/Sanguine)
Physical Feature: Has a falcon
Strength 6
Dexterity 11
Will 9
Hit Points: 3
Obsidian: 3
Item: stone spoon (1.5 m), torch, yeast, spear
Garment: Black Linen

Mechanically, Into the Bronze is simple. To undertake an action, a Sumerian player rolls a twenty-sided die, attempting to roll equal to or less than an ability. When it comes to combat, Initiative is handled narratively, with the Game Master foreshadowing events around the Sumerians to both engage them and determine when they act. Otherwise, mechanically, combat involves rolling for damage rather than to hit. Every attack hits and does damage, rolled on a six-sided die. All weapons ‘explode’ and allow an extra die to be rolled and added to the total if a six is rolled. Heavier weapons explode on a four, five, or six. Damage is inflicted on a Sumerian’s Hit Protection and then his Strength. Any time a Sumerian suffers Strength damage, his player must make a test against his Strength, failure indicating that he has suffered a critical hit. The effects of this are determined by a roll of an eight-sided die on the Critical Hit Table, and can be anything from a scar, teeth being knocked out, loss of a limb, all the way up to death. The life of the average Sumerian who ventures out from the safety of the city is likely to be nasty, brutish, and short.

Another effect of combat and other situations is that a Sumerian may suffer Conditions. Unfortunately, these are not given in ‘Annex 1’ as Into the Bronze states, but are attached to the character sheet for the game. Many of these Conditions also cause a player to roll with Disadvantage. This is not explained in Into the Bronze either, but essentially this should be taken to refer to the Advantage/Disadvantage mechanics common to other roleplaying games, first seen in Dunegons & Dragons, Fifth Edition. In play, Conditions also take up slots in a Sumerian’s Inventory, much like Mausritter. Lastly, items such as torches, lanterns, and the like all have a Usage die, which is rolled on six-sided die, one use being marked each time a player rolls four, five, or six.

Some Backgrounds such as Archivist, Astrologer, Enuuch, Scribe, Mathematician, and Tapestry Weaver have access to Magic Words, and so through Divine Intonation, the Language of the Sacred. At the start of play, a Sumerian with such knowledge knows two words, such as Treason, Clay, Bones, or Steps, but can learn more. The player of such a Sumerian describes the effect he wants using the Words his Sumerian knows and casts the combination automatically as an enchantment. However, the Game Master determines the cost of casting the enchantment in terms of Hit Protection, or Strength if the caster has no Hit Protection. For example, Gizzal the Enuuch knows the Words Treason and Shadow. Chased by some bandits, he calls upon the gods to direct the bandits’ shadows to betray them and so confuse them as to the direction they are heading in. The Game Master decides that since this is affecting several bandits, Gizzal will lose two points of Hit Protection, but he will get away from the bandits. The Enchantments rules are simple and engaging to use, encouraging player inventiveness, whilst at the same time being far more narrativist than a roleplaying like Into the Bronze usually would be.

More than half of Into the Bronze is about building the world around the Sumerians. This includes elements such as weather and travel, but much is devoted to creating the terrain nearby for the Sumerians to explore and then populating these hexes with encounters across steppes, swamps, deserts, and mountains, and adventure sites. These are backed up with a lengthy table of adventure hooks, a table for creating the gods who walk among men, and a bestiary of classic creatures, such as Ghouls, Griffins, and Minotaurs. These are joined by monsters and creatures out of Sumerian myth, such as the Ekkimu, unburied bodies who have returned as demons and hunt in packs of seven to hunt for human flesh.

Physically, Into the Bronze is decently presented with a range of Public Domain Artwork and laid out in an exciting style. In places, the artwork is poorly handled though, and worse, the roleplaying game is underdeveloped. For example, the lack of explanation of for the Disadvantage mechanic, whether or not there is a corresponding Advantage mechanic, and the missing Conditions. An experienced Game Master will be able to address this issue, but having to do so, adds more effort than is necessary in running the game—if only little. In terms of running Into the Bronze, the Game Master will need a fair bit of effort with Into the Bronze given the brevity of the rules, but at least a bibliography is included for further research. Certainly, the Game Master will need a few more monsters and threats to throw at her players. As a framework, it is potentially too sparse, but that does mean there is room aplenty for input by both the Game Master and her players.

Despite its flaws, Into the Bronze is a fantastic little toolkit for running games in a version of ancient Mesopotamia that the roleplaying game provides a means to create and the Player Characters to then explore and go onto building civilisation. Simple and easy to play, Into the Bronze: Sword & Sorcery RPG in Bronze Age Mesopotamia is an enjoyably nasty, brutish, and short roleplaying game set at the dawn of civilisation.

Habitat Horror

Reviews from R'lyeh -

Mouth Brood is an exploratory horror scenario set in the wilds of Canada in the Yukon on the Kaskwulsh Glacier. Here a strange discovery has been made—a great biodome jutting out of the ice, revealed no doubt due to the effects of global warming and the melting of the glacier. Buried here for millennia, the biodome has clear walls, but what is inside is hidden by leaves and mist and smears of algae. There is though, something moving inside. Clicking and humming and crying. Thousands of things. Millions of things. Are they alien? Are they vestiges of a prior epoch? Are they the results of an abandoned biological project—corporate or governmental? With the discovery of the biodome, Astralem Biotech has been sent a biologists to enter the structure, investigate and catalogue its contents, and above all, return with five live specimens with promises of a bonus for each extra one brought back. What will the team discover? Is it safe? Is it dangerous? Will the team survive?

As with other scenarios from Games Omnivorous, Mouth Brood is a system agnostic scenario, but unlike previous scenarios—The Feast on Titanhead, and The Seed, but like Cabin Risotto Fever before it, this scenario takes place in the modern world rather than a fantasy one. Where Cabin Risotto Fever was set in northern Canada in 1949, the setting for Mouth Brood is the Canada of the here and now—although it does not have to be. As a module, Mouth Brood combines Science Fiction and Horror in its investigation, and like the other titles in the ‘Manifestus Omnivorous’ series is systems-agnostic. Although a modicum of stats is provided to suit a Dungeons & Dragons-style roleplaying game, Mouth Brood would work with, and be easy to adapt to any number of modern or Science Fiction roleplaying games. These include Call of Cthulhu, Seventh Edition or Chill, third Edition, as well as Alien: The Roleplaying Game, Traveller, and MOTHERSHIP Sci-Fi Horror Roleplaying Game. The point is, Mouth Brood need not be set in Canada, it could be shifted to the Antarctic or the Himalayas, or it could even shifted off world entirely, say to Mars or even to a planet in a different system (although that would break one of its rules listed below, but nevertheless, the possibility is there). Its set-up is simple, flexible, and easy for the Game Master to adjust as necessary. However, just like The Feast on TitanheadThe Seed, and Cabin Risotto Fever before it, Mouth Brood adheres to the Manifestus Omnivorous, the ten points of which are:

  1. All books are adventures.
  2. The adventures must be system agnostic.
  3. The adventures must take place on Earth.
  4. The adventures can only have one location.
  5. The adventures can only have one monster.
  6. The adventures must include saprophagy or osteophagy.
  7. The adventures must include a voracious eater.
  8. The adventures must have less than 6,666 words.
  9. The adventures can only be in two colours.
  10. The adventures cannot have good taste. (This is the lost rule.)

As we have come to expect for scenarios from Games Omnivorous, Mouth Brood adheres to all ten rules. It is an adventure, it is system agnostic, it takes place on Earth, it has one location, it has the one monster (though like the older scenarios, those others that appear are extensions of it), it includes both Saprophagy—the obtaining of nutrients through the consumption of decomposing dead plant or animal biomass—and Osteophagy—the practice of animals, usually herbivores, consuming bones, it involves a voracious eater, the word count is not high—the scenario only runs to twenty-eight pages, and it is presented in two colours—in this case, a dark green and greenish-blue over snowy white. Lastly, where previous entries in the series have exhibited Rule #10, it is debatable whether or or not Mouth Brood fails to exhibit good taste—though perhaps that may ultimately be up to how the players and their characters react to it.

The scenario is self-contained detailing a biodome and its almost fizzing, swarming ecology filled with strange creatures that the intruding Player Characters—or indeed anyone—will have seen before. It consists of the outer cover with a map of the biodome on the inside, descriptions of its locations layered out over three levels, from the Undergrowth up through the Canopy to the Emergent, plus a lengthy Bestiary of some eighteen creatures and species. Like all Manifestus Omnivorous titles, it is bound with an elastic band and thus all of the pages can be separated. The advice for the Game Master is to use the Undergrowth, Canopy, and Emergent pages as a screen, and refer to the pages of the Bestiary during play. There is a set-up too, that of Astralem Biotech team, and there are notes on the roles, gear, and advantages of the Expedition Leader, Ecologist, Micro-biologist, and the Bio-Mathematician. These can be copied and given to the players, but the Game Master can also use them as prompts to create pre-generated Player Characters for the roleplaying game of her choice.

Mouth Brood is also a hex-crawl—though very much a mini-hex-crawl, there being seven locations for each of the biodome’s three levels (Undergrowth, Canopy, and Emergent). Each of the hexes is given a thumbnail description, but the bulk of Mouth Brood, twenty-four pages out of its thirty-six, is devoted to its Bestiary. Each entry is accorded a fantastic illustration, a description, a table of things it is doing or is being done to it, and details of what it is doing when observed. They lifeforms of all sorts, such as Acris Motorium, a semi-mobile plant with acrid acid for its sap; the similarly motile Cryptostoma Dilitatus, a swarm-like organism which can contract and spread, and stings in proportional response to contact with it; and the Velox Sanguinus, the brachial apex predator with two sets of jaws, one in its swiveling head, the other in its belly. There is something quite verdant, fetid, and even feverish about the inventiveness of all of these creatures, which could be taken from the pages of Mouth Brood and used elsewhere if the Game Master so desired.

Mouth Brood is primarily a setting, a small environment awaiting the intrusion of the Player Characters, the creatures and species in the biodome reacting to their invasive presence. There is a slight here, that of the biological team collecting samples (and a bit more), but as an exploratory scenario and a hexcrawl scenario, Mouth Brood is very much player driven, the Game Master having to the extensive ecology react to them for much their Player Characters’ explorations. In some ways, this does require a fair bit of preparation upon the part of the Game Master, who has to understand how each of the different species will react to the Player Characters’ presence and actions. In terms of play, there will be a lot of movement and then just being still and observing, such there is almost something sedentary to the scenario. That will probably change once the Player Characters come to the notice of the biodome’s predators. If using pre-generated Player Characters, the Game Master might also want to add some storyhooks and relationships to them, not only to encourage interaction, but also to ramp up the tension when the dangers of the ecology within the biodome become apparent.

Physically, as with the other titles in the  Manifestus Omnivorous series, Mouth Brood is very nicely presented. The cover is sturdy card, whilst the pages are of a thick paper stock, giving the book a lovely feel in the hand. The scenario is decently written, if a little spare in places, but the artwork is excellent and when shown to the players, should have them exclaiming, Ugh what’s that?”, at just about every entry in the Bestiary. 

Inspired by films such as Annihilation and Roadside Picnic, Mouth Brood presents a hellishly febrile ecological unknown, its self-contained nature suggesting that its horror is all inside, when ultimately, the true horror is realising the consequences of what would happen if it were outside…


Character Creation Challenge: Marie Laveau

The Other Side -

Sticking with my Victorian-era and moving south from Lincoln's ghost to New Orleans and her voodoo queen.  

But "Wait," you say. "Marie Laveau died in 1881. Long before your 1890s game." True. That's what people believe. There is a lot of confusion about her exact date of death. There is even doubt as to where she is actually buried.   So for my purpose, this works for her faking her death so she could go on do her thing.  Besides there have been rumors that she survived her own death for years.

Marie Laveau is not just synonymous with Voodoo she is very much part of New Orleans herself.  No New Orleans. No Marie Laveau.  Also, what was she exactly?  She was the self-proclaimed Voodoo queen of New Orleans sure, but what *is* that in terms of NIGHT SHIFT? A Witch? A Theosophist? Sage?

No Marie is something special and in NIGHT SHIFT terms she is something from the new Night Companion book.  She is an immortal Spirit Rider.

Here he is for Night Shift. NIGHT SHIFT is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Marie Laveau

Marie Laveau6th level Spirit Rider (Supernatural, Immortal)
Archetype: Voodoo Queen

Strength: 10 (0) 
Dexterity: 16 (+2) 
Constitution: 14 (+1) S
Intelligence: 13 (+1) Wisdom: 15 (0) SCharisma: 17 (+2) P
HP: 33
Alignment: Neutral
AC:
Attack: +1

Fate Points: 1d8

Check Bonus (P/S/T): +4/+2/+1Melee bonus: +0 Ranged bonus: +2; Wisdom is added to Spell attacks (+6)Saves: +3 Death Saves and area effects, +2 to Wisdom and Charisma-based saves
Immortal PowersUnique Kill: She has to be removed from New Orleans and killed with a ceremonial knife.
Spirit Rider SkillsInnate Magic (6 spells up to 3rd level); Arcana (100%); Arcane Powers (4); Commune with Spirit (Loa); Limited Power (New Orleans); Magical BatteryArcane Powers: Charm Person, Detect Thoughts, Suggestion, Telepathic Transmission
--
As the Voodoo Queen of New Orleans, Marie Laveau is tied to the city. This includes the City of New Orleans and the combined Orelans Parish.  She can leave, but her power and her immortality is threatened.
She is a Spirit Rider instead of a witch because I really wanted to try something different.  Plus in voodoo, it is said that the "Loa rides you" when you are communicating with them. This is a description of her powers. Much like Nellie in London, Marie Laveau is someone the characters might have to seek out for information.  

Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 

Character Creation Challenge



Screen Shot IX

Reviews from R'lyeh -

How do you like your GM Screen?

The GM Screen is essentially a reference sheet, comprised of several card sheets that fold out and can be stood up to serve another purpose, that is, to hide the GM’s notes and dice rolls. On the inside, the side facing the GM are listed all of the tables that the GM might want or need at a glance without the need to have to leaf quickly through the core rulebook. On the outside, facing the players, is either more tables for their benefit or representative artwork for the game itself. This is both the basic function and the basic format of the screen, neither of which has changed very much over the years. Beyond the basic format, much has changed though.

To begin with the general format has split, between portrait and landscape formats. The result of the landscape format is a lower screen, and if not a sturdier screen, than at least one that is less prone to being knocked over. Another change has been in the weight of card used to construct the screen. Exile Studios pioneered a new sturdier and durable screen when its printers took two covers from the Hollow Earth Expedition core rule book and literally turned them into the game's screen. This marked a change from the earlier and flimsier screens that had been done in too light a cardstock, and many publishers have followed suit.

Once you have decided upon your screen format, the next question is what you have put with it. Do you include a poster or poster map, such as Chaosium, Inc.’s last screen for Call of Cthulhu, Sixth Edition?  Or a reference work like the GM Resource Book for Pelgrane Press’ Trail of Cthulhu? Or scenarios such as ‘Blackwater Creek’ and ‘Missed Dues’ from the Call of Cthulhu Keeper Screen for use with Call of Cthulhu, Seventh Edition? Or even better, a book of background and scenarios as well as the screen, maps, and forms, like that of the RuneQuest Gamemaster Screen Pack published by Chaosium, Inc. In general, the heavier and sturdier the screen, the more likely it is that the screen will be sold unaccompanied, such as those published by Cubicle Seven Entertainment for the Starblazer Adventures: The Rock & Roll Space Opera Adventure Game  and Doctor Who: Adventures in Time and Space RPG.
So how do I like my GM Screen?
The Mörk Borg GM Screen comes as a five-panel screen, very sturdy, in portrait format. The outside of the screen is perhaps anything unlike which has been seen before for Mörk Borg, the pitch-black pre-apocalyptic fantasy roleplaying game which brings a Nordic death metal sensibility to the Old School Renaissance. Instead of the riotous assault of electrically vibrant yellow and pink highlights on swathes of black, abrupt font changes, and metallic embellishments. Instead, we have a polyptych of images in white and red on black depicting scenes from the last days of Tveland’s pre-apocalypse. Bloodied demonic skulls, ominously dark towers in the distance, a cultist with sacrifice, a headless statue—or is it?—of angel in a graveyard, and great beasts scrapping over a mound of corpses. The end is nigh and the Mörk Borg GM Screen lest you know it…
The inside of the Mörk Borg GM Screen reverts to its traditional vibrant yellow and with various tables laid out across the inner panels. Working from the left, the first panel provides the means for the Game Master to create NPCs on the fly, including name (both male and female) and trade, along with a concern, a want, what he or she thinks of the forthcoming apocalypse, and lastly a trait to help make him or her memorable. Thus, Urkin the Shitshoveller, who walks with a limp, is concerned because she has kidnapped kin and wants bloodshed in response, but ultimately believes that mankind is doomed. Should the Game Master want it, an optional table can add a twist like Urkin actually being the head of a murder cult or an inquisitor! The next panel—‘Prices May Vary’—covers just about everything that the Player Characters might want to purchase, from chalk and chewing tobacco to scissors and scrolls, as well as weapons, services, armour repairs, and beasts.
The middle panel is the meat of the game and comes with the admonition that the Game Master ‘Only ever roll when failure is interesting’. So here the Game Master can see the Difficulty Ratings, rules for Violence—who Goes First?, Attack, and Defence—and tables for ‘Where Does it Hurt?’ and when an NPC, or probably a Player Character, is ‘Broken’, all at a glance. The next panel provides the stats for Sword Fodder, Worthy Foes, and The Big Bad, whether that is an Underpaid, tired guard, something all Claws, eyes, spidery legs, or The Demon Appears! Beneath this is pair of tables, one for ‘Unclean Powers’ and one ‘Sacred Powers’. All together—and in some cases combined with the NPC creation tables on the first panel—the Game Master can quickly pick and modify an opponent without the need to refer to the rulebook. The last panel is more perfunctory, proving a big table of ‘Items and Trinkets’ and another for the weather, but the entries on the former can be quite intriguing.
Across the top of the panels are pointers for the Game Master. For example, ‘Stores might be understocked’ and ‘Some will try to scam the PCs’ on the prices panel, which add just a little extra. Now initially, it does look as if the Mörk Borg GM Screen does not come with anything extra. This is in part because the extras it does come with are slim, the same shade of yellow as the inside of the screen, and are actually attached to the screen by means of corner pockets that the sheets neatly slip into—perhaps a little too neatly as they are slightly awkward to slot back in. On the front of the first sheet is devoted to Traps—how Player Character triggered the trap, what the trap is, who or what built it. On the reverse, is ‘Somewhere to Drink’ with a select menu, a menu for those who lack funds, patron traits, and answers to the question, ‘Why is the Innkeeper Twitching?’, all of which goes to creating an encounter or even an adventure in itself should the Game Minister want it. On the other separate sheet on the one side is ‘The Tablets of Ochre Obscurity’ is a set of random spell effects worked into tablets, whilst on the other, is a big table of ‘Forty City Events’.
Physically, the Mörk Borg GM Screen is a sturdy game aid. It feels solid in the hands and should withstand reasonable handling, as well as stand up on the table. Everything on the inside of the screen is easy to read—the black on yellow is very clear—including the cursive founts used. If there is an issue with the durability of the Mörk Borg GM Screen, it is that two separate sheets, as cleverly stored with the actual screen as they are, are not as solid and are likely to get separated and lost.
As a roleplaying game, Mörk Borg is mechanically light enough that the Game Master can get away without needing to resort to a screen. However, the Mörk Borg GM Screen is useful in both providing the tables routinely referenced during play and tables of prompts and ideas that the Game Master can very quickly pick or roll up—even at the table if necessary. Ultimately, the Mörk Borg GM Screen is not a necessity, but if you have one, it is perfectly functional and serviceable.

Pages

Subscribe to Orc.One aggregator - RPGs