RPGs

#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 18

The Other Side -

 One of the "bed rooms" (Room #17) has a larger open corridor that leads to another similar room. This room however only has one bed in the very center.  

Room 18

Pressing any buttons will cause different colored lights to shine with an accompanying tone. If the characters are within the 10' area (with the central bed in the center) then the following happens:

White - Sanitizing, everything becomes clean, dirt falls to the ground.
Green - Healing, minor wounds are healed for 1d6+1 hp of damage
Red - Warming, gets uncomfortably hot. 
Orange/Yellow - very bright, blinds as per the Light spell.

There are no creatures or treasures here.

--

This a surgery center. The lights are great if you are an Ophidian, not so much for humans.

Time Lord: Larina & Jenny

The Other Side -

The rules for the Time Lord game are lite on character creation, but that doesn't mean it can't be done. The Appendices in the Print and PDF versions give some guidelines but with 7 Doctors, 29 companions and more NPCs, putting together a new character is not very difficult.  Let's see how this game fares in recreating two characters we have already seen; Jenny Everywhere and my witch Larina.

Jenny Everywhere

Again, I am having Jenny stand in for our Time Lord character. The Time Lord RPG is thin on character creation and even thinner on creating new Time Lords and Gallifreyians.  Jenny makes a good stand-in. Again I am making the claim here that this Jenny is Gallifreyian/Human, raised mostly as a human. I am also going to speculate that there are other Gallifreyian/Humans out there, this may explain Henry DeTamble of "The Time Traveler's Wife" (It can't be a coincidence that Henry was born in 1963.)

As always, I must include her license:

"The character of Jenny Everywhere is available for use by anyone, with only one condition. This paragraph must be included in any publication involving Jenny Everywhere, in order that others may use this property as they wish. All rights reversed."

Jenny EverywhereJenny EverywhereJENNY EVERYWHERE

Apparent age: Mid-20s
Species: Gallifreyan/Human
Equipment: Scarf, Cool Goggles, bike messenger bag

Strength: 3, Cheat Death 2, Iron Constitution 2, Regenerative Powers 3
Control: 4, Escapology 1,  Blunt Weapons 2, Brawling 2, Edged Weapons 2, Marksmanship 2, Sleight of Hand 2, Stealth 1
Size: 3
Weight: 3
Move: 3, Running 1
Knowledge: 5, Computing 1, First Aid 1, MacGuffin 2, Pseudoscience 3, Science  3, TARDIS 1,  Temporal Science 2
Determination: 5
Awareness: 4, Bureaucracy 1, Resourceful Pockets 2, Serendipity 1, Striking Appearance 1

Attack: 4, 6, 6, 6, 6
Basic Defense: 3

I am unsure if this is the same Jenny from the FASA game. This one feels a little different, but I can't explain why. I mean they could be different and yet aware of each other all the same. 

Larina "Nix" Nichols

As with the FASA game (and every game I try her out in), I go outside the strict rules for character creation. Based on what I did for the FASA game, this is Larina after she had been in contact with one of the blue crystals from Metebelis 3. This was the start of her adventures. The Larina for the FASA Who game was a Welsh girl. Since this game takes place in 1991, I will use a version of her that I was using in back in the 1990s, an American foreign exchange student living in Scotland at the time. 

Edited to add: OR if this takes place in 1996 this is an older (25 years old) Larina back in the US. In my timeline for her, this would be right after her divorce. 

Larina "Nix" NicholsLarina "Nix" NicholsLARINA NICHOLS

Apparent age: Early/Mid-20s
Species: Human
Equipment: Small knife, tarot cards,

Strength: 3, Cheat Death 1, 
Control: 3, Edged Weapons 1, Stealth 2
Size: 3
Weight: 3
Move: 3, Running 1
Knowledge: 4, First Aid 2, History 2, Occultism 4, Science 1
Determination: 5, Independent Spirit 1, Psychic Shield 2, Telekinesis 1, Telepathy 1
Awareness: 4, Striking Appearance 2

Attack: 3, 4
Basic Defense: 3


Ok. I do like these builds much more than I thought I would when I picked this one back up. Jenny is a very flexible character and any differences between this version of her and others is honestly part of her character design. That is, there are supposed to be differences. 

For Larina, well, her job is to stick as close to the Rules-As-Written as I can and yet still get the character I want. My concept of her is a "witch", writ large, and maybe even stereotypically. How can I make that work in a game where so far everything has a scientific explanation.  Though I will point out that this game has an "Occultism" ability and it says this:

Occultism [Knowledge]

A character with Occultism knows about the white and black magic practices of witches, druids and the like. The ability also implies a familiarity with superstitions and old sayings.

So there is a solid hook here, AND I will point out that no other characters (companions, NPCs, or monsters) have this skill on their sheets. 

Time Lord Character Sheets

The real question now becomes, are these two traveling together? I like the idea of the Doctor being involved, particularly Sylvester McCoy's Seventh Doctor.  That is if I go with 1991, when the rules were in print. I could very easily go with 1996, the year that the game was released on the Internet, AND when the Paul McGann Doctor Who movie came out. That is also the same year that "The Craft" came out so using the logic of the TV series, the Eight Doctor is traveling with a young American witch. I don't hate the idea, certainly. 

Yeah...I don't hate this idea at all really. Maybe the bike messenger bag that Jenny has in my build above she gives to the Eighth Doctor for his Big Finish audio dramas. The Eighth Doctor's time is ripe for all sorts of shenanigans to be honest.

I'll have to consider this one more, but I like these builds and would use them to give the Time Lord rules a go. 

#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 17

The Other Side -

 Going back and this time taking the far left hallway leads to another corridor and collection of connected rooms.

Room 17

These four rooms are larger than the ones on the far right. There are plenty of flickering lights with writing that doesn't not translate. There are plenty of beds in these rooms. One has a skeleton of the snake people on it.

There are no creatures, but there are more (1d10+10) more of those "healing wands" here but only 1d6+3 still work.

--

This is the ship's sick bay. It is designed for Ophidian life, so even if anything was working it would not be good for humans.

Review: Time Lord the Doctor Who RPG

The Other Side -

Time LordThe year is 1991, and the FASA Doctor Who game is out of print. Equally less likely to see a resurgence is the Doctor Who series. In 1989 Sylvester McCoy, who had signed on as the 7th Doctor in 1987, was featured in the last "Classic" Doctor Who episode, "Survival."  The Doctor's future on BBC Television was in serious doubt.  

The Doctor had seen something of a resurgence in the Sylvester McCoy years leading to Virgin Books (founded by Richard Branson) to continue the story of the Doctor and Ace in the "New Adventures" series. The novels were very popular among Doctor Who fans, even if they took some liberties with the established lore of the show. Though some ideas (like the Time War and Other) would find new life in the 2005 reboot of the series.  But that is for another discussion.

While Virgin saw success with the novels, they found getting into the RPG market a little more difficult. They released Doctor Who Time Lord with the subtitle Create your own adventures in time and space in 1991. The book was in an A5 (148.5 x 210 mm or 5.8 x 8.3 inches) format as a novel. The authors were Ian Marsh and Peter Darvill-Evans. Both of whom had solid RPG and Doctor Who credentials.  The game has been out of print for a while, but the authors had released a copy of it online. You can still find it if you know where to look. I compared it to my print copy, and they were identical save for some updates to include the then-new Eighth Doctor. 

Time Lord

1991. 288 pages, A5. Color covers, black & white interior art and photos.

The presentation for this game is an odd one, since it came from a novel publisher rather than an RPG one. 

PART ONE: DOCTOR WHO: A Legend In Its Own Primetime

This covers the history of the Doctor Who programme from 1963 to 1989. It gives us details on the seven actors to play the Doctor. We are introduced to some concepts in Doctor Who like the TARDIS and the Companions as well. There is also a short story, The Necromancers, that is referred too later in examples. 

PART TWO: Role-Playing: What It Is And How To Do It

This covers the basics of RPGS including a history lesson complete with nods to Dungeons & Dragons. It is not a bad overview really. Designed mostly I think for Doctor Who fans that are not roleplayers already. There is a solitare adventure you can play, Switchback, with the characters Jamie and Tegan as your examples. I am just trying to imagine a situation where these two would be working together. It is more or less like a "Choose your own Adventure" sort of deal. Similar to the one found in the D&D BECMI Basic book, but you won't be carrying Tegan's lifeless body back when you are done.

PART THREE: How To Role-Play A DOCTOR WHO Adventure

This covers the basic rules of Time Lord. The system uses two six-sided dice (like the other DW RPGs) but in this one you take the difference to get your number.  So the results will be 0 to 5, with 5 (6-1) being the best role. You compare an ability to a difficulty set by the Referee. If your Ability score is lower than the difficulty score then you must roll and score higher than the difference.  So if your ability is Strength 3 (average) and the difficulty for a test of strength is a 5 then you need to roll a 2 or better. Difficulty can be adjusted as the Referee needs. There are some examples given in the book and appendix.

The Abilities include Strength, Control, Size, Weight, Move, Knowledge, Determination, and Awareness.  All (save Weight) have special abilities attached to them. The special abilities are all detailed and work like a combination of skills and advantages. 

Combat is covered, though Doctor Who is not a combat-focused game in any iteration, there is some here. It should be noted that in Time Lord, unless you are the Doctor, death is permanent. 

PART FOUR: The Cast of Thousands

This section might be where Time Lord shines above FASA's Doctor Who game. Here we have stats for all Seven of the Doctor's incarnations and all 29 of his companions, from Ace to Zoe. We also get a lot of aliens andvillains (though not sure why Sabalom Glitz is here, he is more of a comic-relief character). The Master and the Monk are two separate figures in this game.

The Seventh and Eighth Doctors

There is some coverage on various vehicles including space and time travel ones. Special attention is given over to the TARDIS as expected. 

There is even a section called "500 Year Diary" (something that just popped up in a recent Doctor Who episode I was watching too!) that briefly covers a few topics.

PART FIVE: The Never-Ending Script

This covers running a game. It also gives good examples of what the various levels of Abilities are. While humans range from 1 to 5, with 3 being average, the scale does go to 10. So for example a "comic book superhero" has Control 7 and a Time Lord like Rassilon has Knowledge 9.

There are plenty of examples of Difficulty modifiers and relative percents. So really there are some really great details here.  There are details and tips on creating your own adventures and a sample adventure The Templar Throne (or Curse of the Cyclops in the PDF) is provided.

APPENDIX 1: CREATING COMPANIONS

There are no character creation rules really in this game. The rule expects you will be playing the parts of one of the Doctors and his various companions. This Appendix though does give you guidelines on how to create your own companions. A sample companion, Alison, is given.

APPENDIX 2: SAFE COMBAT

This covers how to tone down the lethal-ness of combat.

APPENDIX 3: DESIGNER’S NOTES

Now this is pretty interesting. The designers talk about why the made the game the way they did and how to want to appeal to both sorts of fans, Doctor Who and RPG players. 

APPENDIX 4: ADVANCED CHARACTER CREATION

Now this is from the PDF version only. The print version does not have this. This addresses the original criticism that the game did not feature character generation rules. This takes the guidelines found in Appendix 1 and expands them to includes combined a point spread generation and a random number generation. This produces characters that are all roughly of the same sort of spread with some exceptional abilities thrown in. Much like the companions themselves.

Note: There are still no rules here for generating a Time Lord character. Unless that character is a Gallifreyian and a companion of the Doctor, like Susan or Romana. 

Both end with blank character sheets. The book also includes blank sheets for Aliens and Villian NPCs. 

Character Sheets

I had grabbed this PDF back in the dawn of the Internet and held on to it for years, not really knowing what I had had. It wasn't until I saw the Virgin book on sale that I finally put it all together.

The Time Lord game is very much a product of the 90s and the Virgin New Adventures here really shine through. Granted that could just be me reading into it all. I had a rather nice collection of those books, and it colored my view of the Seventh Doctor (for the better really). 

The game is not groundbreaking by any stretch, but it is much better than I originally gave it credit for and would have been great fun in the dry years following the Fox Doctor Who movie

Given the use of two d6s instead of grabbing them from your "Monopoly or Risk" games as the book suggests you can borrow some from it's sibling games that also use d6s.

Doctor Who RPGs


#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 16

The Other Side -

Taking the far hallway on the right leads to another corridor with four doors. Each door opens to similar rooms.

Room 16

Each room is dark with a large vat full of green liquid as the centerpiece.  In two of these, the vats are empty of liquid and there are skeletons at the bottom.  The glass is broken.

In room 16a there is a vat with a Saurian floating inside. If the glass is broken and the liquid drained the saurian will revive in 1d4+1 turns. The saurian (a Warrior) will be enraged and quite insane. It will attack the party right away.

In room 16c the vat has a human male. If this vat is drained the human will revive in 1d6+1 turns, scream incoherently at the party and then promptly die.

--

These are abductees of the Ophidians. They have been here for centuries kept alive and awake for all this time. The Necromancers kept these two to come back to later but never did.  The controls for the life support are damaged, so there is no way to put the victims back.

Monstrous Monday: Saurians and Other Reptile Humanoids

The Other Side -

saurianAnother sci-fi staple today and one that also fits in well with Doctor Who, Star Trek, and yes D&D.  Today I want to discuss the Saurians. 

Now these guys go by a variety of names, saurians, saurials, reptoids, reptilians, and more. But for the sake of argument I am making a distinction between these guys and the Ophidians of last week. While I typically cast the ophidians as typically all evil and descended from human snake cultists, the saurians (just to use one name) are mostly neutral, cold and calculating, and largely descended from the same era that gave us dinosaurs.

I do admit that I took a lot of notes from Professor Dale A. Russell's idea of a "Dinosauriod" creature.  IT hit me at a very fertile time in my imagination; my growing love of all things science, my curiosity about UFOs and alien abduction theories, and of course, my love for D&D which was at an all-time high then. Throw in healthy amounts of Doctor Who (Silurians, Sea Devils, Draconians), Land of the Lost (Sleestaks), and Star Trek (Gorn, Saurians), and it makes a heady brew.  I also discuss them, or their near-kin, in my various posts last year on Conspiracy Theories (Ancient AliensCryptoterrestrial HypothesisExtraterrestrials on Earth).

D&D already had Lizard Men and, to a degree, other reptilians. They would later move Kobolds over to be more reptile-like (something I have worked around) and introduce more reptilian races that are even closer to this idea (Saurian, Saurial).  We also get one of the "Big Bads" of the BECMI D&D line, the Carnifex, who works with this idea.

I used these guys for years but mostly just used Lizard Man stats. Over time I adapted them and changed them to what I mostly use today.

Saurian

Saurians are a reptilian race that came about around the time dinosaurs walked the world. They appear to be humanoid, but this is a case of convergent evolution; they have no biological relationship to the other humanoid species found in the world. 

Saurians are divided into castes based on their roles in society. These castes are purely functional in nature, and while each caste feels they contribute more to their society than the others, all are required to make their society function.

  • Workers - These are the vast bulk of the Saurian society. They perform the labor and all the tasks needed. They average 5' to 5½' in height and weigh 80lbs to 100lbs.
  • Warrior - These Saurians are dedicated to battle and defending the Saurian tribes. They are prone to battle frenzy and blood lust. They average 7' to 8' in height and 250lbs to 325lbs.
  • Noble - The ruling class of Saurians. Stand around 6' high and weigh 150lbs.
  • Scientist - nearly indistinguishable from the Noble caste. Noted for the high intelligence.
  • Psionicists - on the surface, they look like a Worker or Noble but are characterized by advanced psionic powers.

All saurians are reptilian with large forward-facing eyes. They have three fingers and a thumb on each hand. They also have broad, three-toed feet. Their skin tones can vary from green to pale to even near-pink. There is no color combination between castes; any color saurian can be born to any caste. 

Females are slightly larger than males. There are no mammalian sexual characteristics, Saurians do not nurse their young, and males do tend to be more brightly colored. In the vision range of the Saurian eye these color differences are far more pronounced. Creatures with infravision can see these differences.

While many perceive the Saurians as evil, they are, in truth just very amoral when it comes to other life. They see all mammals as potential enemies and/or food.

Saurians are ancient enemies of the Ophidians and the Dragonborn. 

Saurian Minds

Saurian reptilian brains work differently from that of mammals. This has a few effects when in regards to other creatures. 

This makes giving them an alignment trickier. Slaughtering a group of humanoids, including the very young and very old, would be seen as an evil act by most creatures, but for the Saurians, it would be a necessary part of remaining alive and providing for their own tribe; an act they would view as good, even lawful.  Many humanoids would chafe under their rigid caste system, but to a Saurian, it ensures that individuals are living up to their greatest potential. No Saurian would want a Scientist as a Warrior or a Noble as a Worker since they would all be very ill-suited for the jobs. 

The other effect is one of magic.  All saurians, regardless of caste, have a +2 bonus to saving throws on all mind-affecting magics. This includes Charm, Hold, Illusions, and Sleep spells. It also means they have a +1 on all saves on other magic except for those that deal direct damage. Even a healing spell cast on a Saurian must first be subject to a saving throw. If they make the save they are not healed.

Consequently, Saurians are not able to take levels in any magic using classes like Cleric, Magic-user, or Witch.

Saurian (Worker, Scientist, Noble)

Armor Class: 7
Hit Dice: 2+2 (11 hp), 3+3 (17 hp), 4+4 (22 hp)
Move: 120 (40)
Attacks: 1 by weapon
Damage: 1d6
No. Appearing: 2d10, 1d8, 1d6
Morale: 8, 10, 10
Treasure Type: None
Alignment: Neutral (True Neutral/Unaligned) 

Saurians are a reptilian race of humanoids. They are born into a rigid caste system based on their biology. Each caste feels they contribute the most to their society, so inter-caste conflict is much rarer than intra-caste conflict. 

The Worker, Scientist, and Noble castes are largely indistinguishable from each other to outsiders. The worker caste is the most numerous, and the nobles are a little taller. 

Workers: These laborers handle all the labor in a Saurian tribe. This includes everyone from the ones that build homes to healers to those that care for eggs and hatchlings.

Scientists: Generalized by their higher intelligence and pursuit of ways to improve the Saurian people.

Nobles: The ruling caste of Saurians.

Since all saurian eggs are kept in hatcheries, there are no parent-child bonds but hatchmate bonds. So in this manner, a worker can claim kinship to a noble and visa-versa. These bonds are just as strong as any mammalian parent or sibling bond.

Saurian, Warrior

Armor Class: 7
Hit Dice: 8+2 (56 hp)
Move: 120 (40)
Attacks: 2 by weapon
Damage: 1d8+3 x2
No. Appearing: 1d8 (3d6)
Morale: 12
Treasure Type: None
Alignment: Neutral (True Neutral/Unaligned) 

Saurian warriors are a caste unto themselves. The largest and healthiest hatchlings are trained from birth to be warriors whose only purpose in life is to defend the Saurian tribes. Warriors will fight among themselves to establish dominance and access to resources, but they will never attack anyone of the other castes. They find such ideas repugnant.  

However, a Saurian warrior will have no qualms attacking a group of humanoids; young or old, as they only see mammals as potential food. 

Hatchmate bonding is the strongest among the Warrior caste, with warrior Saurians dedicating their lives to protect their hatchmates.

Saurian, Psionist

Armor Class: 7
Hit Dice: 4 (18 hp)
Move: 120 (40)
Attacks: 1 by psychic attack
Damage: see below
Special: Psychic powers
No. Appearing: 1 (1d4)
Morale: 12
Treasure Type: None
Alignment: Neutral (True Neutral/Unaligned) 

Psionic Saurians are the rarest and sit somewhat outside the Saurian caste system. They look like Noble or Scientist Saurians, if somewhat smaller. They are identified early, taken from their hatcheries, and raised only with other Psionic Saurians. Thus they have the weakest hatchmate bonds of all Saurians, and intra-caste violence between psionics is the highest of all castes. 

Saurian Psionists have the following powers. These are not magic powers but instead are psychic in nature.  

There are stronger psionists with more powers.

Note: The powers are not magical and cannot be detected or countered by magical means.

Miskatonic Monday #193: The Well of All Fear

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 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 Well of All FearPublisher: Chaosium, Inc.
Author: Kat Clay

Setting: Regency Cthulhu: Dark Designs in Jane Austen’s England
Product: ScenarioWhat You Get: Eighty-two-page, 15.98 MB Full Colour PDF
Elevator Pitch: Sometimes it is not enough to take the waters, sometimes you have to give backPlot Hook: A missing brother, and of course, scandal!Plot Support: Staging advice, five pre-generated Investigators, eighteen handouts including five maps and floor plans, and nine NPCs.Production Values: Excellent.
Pros# Fully plotted, period piece# Well written mystery# Excellent handouts# A spa town other than Bath!# Non-Mythos, Mythos scenario# Derbyshire without the lycanthropy!# Kefalitemnophobia# Aquaphobia# J9dobphobia# Gynophobia# Arithmophobia
Cons# A spa town other than Bath!# Needs a slight edit# Buxton underwritten# All spa’d out# Non-Mythos, Mythos scenario
Conclusion# Stravinsky has nothing on this scandal—though the scandal and its scenario has much to recommend it!# Bounders, blackmail, and badasses in Buxton in a thorough,  Austentatiously detailed and enjoyable investigation which takes Regency Cthulhu up north

#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 15

The Other Side -

 Going back to Room #10 and going straight. This hallway opens into a large open chamber with hallways leading away from the corridor. There are also several doors (8) in this room. 

Room 15

There are skeletons of same snake-like creatures here.

The rooms are all nearly identical. These rooms appear to be living quarters of some sort.  Each one is about 20' by 20. In each one is a bed, a closest and table. Some still have their inhabitants, though long since dead.  Scouring the rooms will reveal about 1d8 x 10 gp worth of various bits of good metal.

--

These are the crew quarters for the junior officers. Not all of them made it out. 

Down with the Gutters

Reviews from R'lyeh -

Titan City reaches beyond the sky and deep into the planet. Its soaring Empyreal Spires are home to the Plutogia, the ruling families, who know only a life of glittering beauty and untold wealth. At its heart is the Great Cannon, the greatest machine on the planet, capable of launching starships laden with rare and valuable minerals mined by the innumerable tunnels which bore into the planet’s crust. The limits of Titan City are marked by the walls of the impossibly large crater and beyond lies radioactive deserts, inhabited only by mutated beasts and half-life bandits capable of surviving the death-grey sands and poisoned atmosphere, all under a sky marked with three moons. Ten billion humans live in Titan City, many in the Undercity, amidst industrial ruins which stretch for miles and miles up and down as well as in any other direction. Here such humanity and other such outcasts—mutants and psions, survive as best they can. Enforcers ruthlessly break up any dissent or uprising from here in the Guts of the Titan City, but that is only an intermittent threat to inhabitants’ lives, their purses bled dry by the hyper-corporations and the air they breath wrapped in smog poisoned by the waste output from barely regulated factories. Under such grinding conditions, some of these Guts-dwellers make what purpose and hope they can. They join gangs, cults, rebellions, churches, anything to give them both purpose and hope. The gangs are everywhere, staking their claims to territories, making money from crime, dealing with rivals through ‘honourable’ agreements and bloody violence, trying to get bigger, better, and richer, grab all the power they can to be crime lords, not just petty gangs.

The is the setting for Gangs of Titan City, a roleplaying game of crime and consequences in a far future underworld—literally and figuratively. Published by SoulMuppet Publishing, it can be best described as BBC’s Peaky Blinders meets Games Workshop’s Necromunda in a Judge Dredd-like Mega-City One, but vertical, in which the players take of the role of Gutters in a gang which wants to grow and be feared. As Gutters, the players will direct and roleplay the lives and development of their gang over three phases of play per session. In the ‘Escalation Phase’, the gang plans its next move. In the ‘Operation Phase’, the gang enacts its plan, and in the ‘Fallout Phase’, the gang suffers the consequences of their actions, for good or ill. Grabbing a Claim will often bring a gang into conflict with a potential rival and as the gang’s domain grows so will its rivalries and the consequences of its actions. How far will a gang go before the consequences threaten to overwhelm it, let alone individual gang members, will be revealed as a Gangs of Titan City campaign progresses. And it is important to note that Gangs of Titan City does require that progress to really work. The roleplaying game is better suited to campaign play than the one-shot because the consequences are not going to be fully explored in the short term, only the long term.

Gangs of Titan City is a storytelling roleplaying game in which the players are encouraged to be bold in their storytelling and their Gutters’ actions, as well as embrace and explore the consequences of those actions. It is player-driven in that there are no set plots and much of the setting can be created during play. However, it is a roleplaying game which deals with gangsters and that means that the players will be exploring the darker, criminal side of human nature. It is not surprise that Gangs of Titan City carries warnings about its violent, traumatic themes that include body horror, injury, and death. Similarly, the inclusion of addiction and drug abuse should be no surprise either. Harm to animals is definitely a surprise, whilst as a Science Fiction roleplaying game which includes psionics, especially one of this nature, the invasion of privacy and mind control are also included as a possible issue. To be clear, Gangs of Titan City does not dwell on these or condone, but instead indicates that they can be part of the game and its play given its dark nature. Thus, the use of Safety Tools is advised, but even so, Gangs of Titan City deals with some surprisingly direct and mature themes.

The players in Gangs of Titan not only create their Player Characters or Gutters, but also their Gang. A Gang has an Archetype, three XP Prompts, which suggest activities and behaviours the gang can engage in to generate Experience Points; various details which will vary between Archetypes and add flavour rather than mechanical benefits; two Aspects or quirks, which again flavour rather than mechanical benefits; a Contact and a Rival; an Advancement, a powerful ability which gives the gang an advantage; and lastly, a Hideout connected to the Gang’s Claim and three Hazards. One hazard comes from the Gang’s Rival, one from its Hideout, and one from its Archetype. There are six Archetypes. A Consortium will make and sell anything because money equals power; a Cult worships something dark and terrible and wants more converts; an Enclave is made up of outcasts and the dispossessed trying to survive, make a space for their own, and even hit back at their oppressors; Mercenaries are guns for hire, the bigger the paycheck, the bigger the boom; Operatives work in secret, stealing, destroying, and keeping secrets; and Overlords just want to rule. Each entry gives lots of options to choose from, including names, so that there is lots of variation and the players can really make their gang their own.

Name: The Party Syndicate
Archetype: Consortium
XP Prompts: Negotiate a favourable price, force a competitor out of business, secure a supply or source
Starting Claim: Stack-Market
Core Product: Vice Peddling
Aspects: Wide-Ranging Suppliers, Catchy Slogan (“Our price, your vice”)
Consortium Gear: Emergency Funds (enough for a small bribe or two), Very Fancy Outfit for each Gutter
Consortium Hazards: City-Wide Shortage
Contact: Hekeret Tine, Corporate Stooge
Rival: Promolium Vol, Spire House Representative
Hideout: Bodega Bill’s Corner Shop
Consortium Advancements: Smugglers
Hazards: Bodega Bill’s Corner Shop gets a lot of footfall (Hideout), got Promolium Vol, Spire House Representative very drunk and got him to invest (Rival), already sold a whole load of filth (City-Wide Shortage)

A Gutter has a Class, three XP Prompts, six Approaches (or methods of dealing with a situation), Aspects (visual descriptors and quirks), Personality Traits (roleplaying prompts), a Contact and a Rival, Specialisms (skills and areas of knowledge), an Advancement, and some Gear. A Gutter always has one piece of Gear with him, plus one item related to a Specialism and one given to the Gutter by his Contact or taken from his Rival. The six Approaches range in value between -3 and +3 and are Overwhelm, Exploit, Dominate, Resolve, Calculate, and Appeal. There are eight different Classes. These are the Aberration, more or less Human; the Broker, ready to make any deal; the Bruiser, who provides muscle and close-up intimidation; Marksman, stealthy gun for hire; Mastermind, gifted liar and clever thinker; Psionicist, whose gift both marks them and gives them power; Spectre, the sneak and knife in the back; and Technomancer, combing man and machine. Like the Gangs, each of the Classes is nicely detailed with lots of elements for a player to choose from and individualise his Gutter, to which the player also assigns an array of values to the Gutter’s Approaches.

Name: Wolter Dabrurgun
Class: Spectre
XP Prompts: Deception, Stealth, Disabling Security
Approaches:
Overwhelm 0 Exploit +2 Dominate -1
Resolve +1 Calculate +1 Appeal 0
Aspects: Pale Skin, Goggles
Personality Traits: Careful, Manipulative
Contact: The Bird’s Foot, Alleged Master Thief
Rival: Horvas, Data-Mind Scavenger
Specialisms: Security measures, Cyber Splicing
Advancements: Are you sure about that?
Gear: Cybernetic Interface, Lockbreakers, Climbing Kit

Mechanically, Gangs of Titan City is simple. If a Gutter wants to undertake an action, his player rolls two six-sided dice and applies the modifier from the appropriate Approach. A roll of ten or more indicates a Full Success, between seven and nine a Partial Success, and six or less, a Failure. Essentially, the equivalent of ‘Yes’, ‘Yes, but’, and ‘No’. Some abilities, including Specialisms, allow an additional die to be rolled, but only two are kept. Circumstances can add a single +1 bonus and rerolls of single dice are possible if the Gutter takes a point of Desperation.

Combat uses the same core mechanic. It tends to favour the Gutters initially; opponents tending only to act or have a Reaction when a Gutter’s player rolls a Partial Success or Failure on an attack. When this happens, the player makes a Resistance roll to avoid or withstand the effects of the attack. Essentially, Gangs of Titan City is player-facing. Once a Gutter starts suffering damage, combat can get nasty. A Gutter only has three Damage Boxes, which are filled in with Scratches and Wounds, and if all three are filled in, it becomes a Critical Wound. Further damage can inflict Desperation, Trauma, or kill the Gutter. If a Gutter has too much Desperation at end of the three phases of Gangs of Titan City’s play, there are multiple consequences that include burning a Contact, suffering a Trauma—which might be a Hatred, an Obsession, or a Weariness, and adding to the Gang’s Danger Table.

Gangs of Titan City’s rules also detail weapons, vehicles, and other gear in quite light detail. More detail is paid to Pharma-Serums, which are readily available across the city. These all have drawbacks, but provide an extra die for certain checks depending upon the Pharma-Serum. In terms of improvement, both Gang and Gutters can acquire further Advancements if they have sufficient Experience Points, which are gained from tagging their XP Prompts under dangerous circumstances. For the Gutter, a player can choose a new Advancement or Specialism from the Gutter’s Class, increase an Approach, or gain an Alteration. Alterations can be Cybernetic Augmentations, Gene-Mods, or Psionic Disciplines. Gaining Alterations can be easier for some Classes rather than others. For example, the Psion will only have access to Psionic Disciplines, but members of the other Classes can obtain the Cybernetic Augmentations and Gene-Mods—for a price and likely some roleplaying too. The players can spend their Gang’s Experience Points to take an Advancement for its Archetype or improve one of its Squads. In addition, a Gang’s Hideout can be improved with a new Feature or have an existing Feature upgraded.

Gangs of Titan City has a distinct Cycle of Play consisting of three phases. In the ‘Escalation Phase’, the gang plans its next move. In the ‘Operation Phase’, the gang enacts its plan, and in the ‘Fallout Phase’, the gang suffers the consequences of their actions, for good or ill. Each phase consists of several steps. For example, in the ‘Escalation Phase’ there are three steps. In the ‘Montage Phase’, the players explore what their Gutters are doing on a day-to-day basis, followed by a roll on ‘The Event Table’ which brings in a Rival or Faction into the story for that Cycle of Play, and then the Gang gets together to decide on its next ‘Gang Moves’. The ‘Operation Phase’ is when the Gutters go out and seize control of a Claim or Asset, launch a pre-emptive strike to remove a Hazard from the Gang’s Danger Table, or perform a job or contract for another Gang or faction, and this is when the Gutters will go out and actively, physically pursue the Gang’s aims. In the ‘Fallout Phase’, the Gutters and their players will resolve objectives, treat wounds, determine if the Gang’s actions has made sufficient ‘Noise’ to attract the authorities, check income, spend Experience Points, and more. All of this is intended to be played within a single session, although it need not be, and fundamentally player driven, with outside elements randomly generated by the Narrator. So, there are no set plots and the players need to be proactive more than reactive.

Gangs of Titan City is played on two levels. One is the tactical, often the individual level, when the Gutters are acting directly and the players are roleplaying them, often in the field. The other is strategic, when the Gutters plan their actions, direct their Squads, handle their Assets and Claims, and so on. Thus, there is a degree of resource management to the play, whether that is dealing with Assets and Claims, but also Debt. Debt represents how far a Gang’s resources are spread out or extended and works the same way as Desperation does for the individual Gutter. If a Gang has too much Debt at end of the three phases of Gangs of Titan City’s play, there are multiple consequences that include burning an Asset, suffering a Hardship—which might be being Watched, Spread thin, or suffering from Loose Lips, and adding to the Gang’s Danger Table. Whilst Desperation and Debt track the consequences of the Gutters’ actions on the personal and collective levels, they both come together in the Danger Table. Entries can be added to the Danger Table because of both, but also due to Noise generated during the ‘Operation Phase’, taking Claims and assets from rival Gangs and Factions or doing jobs for them, and so on. As the Danger Table is filled with Leads, Jobs, and Hazards, these become storytelling elements which randomly come back into play and the Gutters have to deal with immediately. The entries on the Danger Table are never hidden, so there is always a problem or difficulty looming over the Gutters and their Gang, waiting to escalate into something that they must deal with immediately.

However, Gangs of Titan City does require some set-up by the Narrator. Not necessarily a great deal, but it is not obvious from the outset. This includes creating a starting sector or two and then populating it with themes, factions, and a starting dynamic. Plus, an Asset web needs be drawn, connecting the players’ Gang and their Assets to the previous owners of those Assets, because every Asset has a previous owner! This of course, builds connections for the Gang, for both good and bad. As a campaign progresses, this Asset web will grow and grow. Fortunately, the Narrator’s role is strongly supported throughout with almost a third of the devoted to helping her run Gangs of Titan City. The advice is good, including letting the players be cool, be open about the risks that their Gutters and Gang face, and almost in adversarial terms, that the Narrator can always get the Gutters and their Gang later if they are successful in their plans now! This does not mean that the Narrator is expected to be adversarial, but rather the successes of the Gutters and their Gang will come back to proverbially bite them through the Hazards and other entries on the Danger Table. There are also examples of almost everything that the Narrator can bring into play or use as inspiration, including Leads and Jobs. Various sector types are discussed as are the Enforcers who will act when the Gang causes too much Noise, and there are numerous example Gangs and Factions given too, ready to populate the sector.

Rounding out Gangs of Titan City is an overview of the City of Plutogia, its major powers, and its technology. There is high degree of technology and gear being used over and over, and is not that far advanced from that of the twenty-first century. Advances (or not) include the Data-Brains, the brains of both animals and humans preserved and used as motherboards, wired into electronic devices, including computers, as well as A.I.s, laser and beam weaponry, and space travel, but it is unlikely that the Gutters will have access to that.

Physically, Gangs of Titan City is in general well written and presented. The artwork is scrappy, but works well enough. The writing does suffer from being a little too succinct in places, but the main problem is the lack of index. This might not be an issue in another roleplaying game, but Gangs of Titan City does have a lot of moving parts and interplay between the Gutters, their Gang, other Factions, and the consequences of the actions of both Gutters and Gang. What might have helped is a flowchart for the phases of the roleplaying game’s play that was readily accessible, perhaps placed inside the back cover of the book.

Gangs of Titan City is not a roleplaying game that everyone is going to want to play given its subject matter, dealing with crime and having the Player Characters—the Gutters—commit criminal and direct criminal acts. However, whilst Gangs of Titan City does do that, it never lets them avoid the consequences of committing or directing such actions, and the roleplaying game is about those consequences as much as it is the criminal acts themselves. This balance makes for great storytelling with both the players and the Narrator expected to engage with and encourage actions and consequences, whilst at the same time making the players care their Gutters’ decisions on a broader stage. For the mature gaming group willing to commit to the time it needs, Gangs of Titan City is a great toolkit for telling stories and drama in the dirty underbelly of the tallest city in the galaxy.
—oOo—

SoulMuppet Publishing will be at UK Games Expofrom Friday 2nd to Sunday 4th, 2023.

#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 14

The Other Side -

 Going back to Room #10, going left takes them down a long, poorly lit hallway (lights are flickering) it turns to the left and continues into a long room.

Room 14

This room looks like Room #13, but it is not damaged. The far wall glows and gives off a slight hum.

Touching anything in this room will give off a strange trilling sound. A light will come on, and then go right out.  

There is no treasure here.

--

This the Port (left) side engine and it is intact. The engine itself is in standby mode and will not reactivate. Thankfully. Reactivating the engine will likely blow up the entire island.




Solitaire: Colostle – The Roomlands

Reviews from R'lyeh -

Colostle: A Solo RPG Adventure introduced the Roomlands. A vast castle which covered the whole of the known world and more and whose individual rooms, corridors, stairs, and rafters contained whole environments of their own. Mountains, lakes, deserts, forests, caves, and ancient ruins. Oceans stretch across rooms as far as the eye can see and beyond. Desert sands whip and whirl down long corridors. Forests climb the stairs that seem to rise to nowhere. Whatever the environment, there is always a constant danger to be faced—Rooks. These are walking castles, stone giants that seem to have no purpose, other than to wander aimlessly until something captures their attention and then they erupt in incredible aggression. From Parapette, the greatest city in the Known Roomlands which is built into the body of a Colossal Rook, brave adventurers set out alone to explore the near limitless castle of Colostle. Perhaps fulfilling tasks and quests for the Hunter’s Guild, perhaps to explore on his own, hunt Rooks for the precious , often magical resources they contain, or simply to protect a village or settlement from a rampaging Rooks. Rooks are not the only dangers, there are often bandits and other threats as well, but Rooks remain the most feared.

Colostle: A Solo RPG Adventure is a Journalling game in which a player will write and keep a journal telling of the exploits of an adventurer across the ecumenopolis-sized castle of Colostle. As is usual with this type of game, the player will need no more than an ordinary deck of playing cards, pen and pencil, and a notebook of some kind. The scope and size of Colostle’s setting meant it was ripe for expansion and the supplement, Colostle – The Roomlands is that expansion. In particular, it provides and explores new character options, locations, living in Colostle, rules, options, and more. And of course, it does so in a book that is beautifully illustrated, echoing the style and feel of the Zelda computer game series, and both the Ico and The Shadow of the Colossus, with just a touch of Studio Ghibli. Like any good roleplaying game, the artwork sells the setting, making you wonder and want to wander the vast setting of Colostle, let alone the fact that together Colostle: A Solo RPG Adventure and its companion, Colostle – The Roomlands, provide a unique approach to the fairy tale idea of getting lost in a giant’s castle.

Colostle – The Roomlands begins with new Classes. In Colostle: A Solo RPG Adventure, an adventurer can set out with either with a piece of a Rook grafted on to him, accompanied by a Rookling companion, wearing a scrap helm taken a Rook that grants its wearer magic, or riding a mount devised from Rook scrap. The first of the new Classes is the Allied, in which a pair of adventurers team up and rely upon each other to survive the Roomlands. Together they have higher Exploration and Combat scores, rather than a special ability, and there is guidance too, if one of them is unfortunately killed. The second new Class is the Bastion, recently discovered person-sized stone or Rook constructs who have achieved independence from their former roles as the immune system for Colossal Rooks, the city-sized Rooks which are near legend in the Roomlands (although the City of Parapette built into a former Colossal Rook). Although able to speak and fight, Bastions are feared and distrusted because of their connection to Rooks. The Bastion gives the option for a player to explore the Roomlands through the embrasures of an outsider, whilst the Allied opens up interplay between two characters that the player can record and develop in her journal.

Colostle – The Roomlands adds and expands the rooms available to the player to explore. The Tundroom is an icy wasteland that Ice Rooks are at home in, but where the often-nomadic tribes have learned to defeat Rooks and command the resulting Rook husk as a Rooknaught! These require a crew to operate the various parts, commanded by a Helmed—one of the Class who wears a scrap helm taken from a Rook that grants its wearer magic, and Rooknaught often battle each other, besiege camps and villages, fight Ice Rooks, and so on. This adds an element of mecha combat to Colostle: A Solo RPG Adventure, and the Tundroom is supported with rules for its exploration and fighting Rooknaughts—both as an individual Adventurer (very challenging) or another Rooknaught, as well as tables for encounters, village events, and Tundroom characters. If an Adventurer can defeat a Rooknaught, there is the possibility of finding fantastic treasure, including the Carapace, a set of legendary ice armour! Accompanied by their own encounter tables, the Rafters are another environment, or rather environments, each different, high above in the skies over the Roomlands, the biggest threat being the Gargoyles which abduct lone travellers for reasons unknown…

More interesting are the Crackways. These are the cracks in the walls of Colostle, often carved out and expanded, some leading all the way through a wall to the room next door, others not. Some are safe, others not, and these are often marked as such. These add an element of dungeoneering and perhaps a more scaled-down exploration of the Roomlands.

Colostle – The Roomlands expands upon the information given in Colostle: A Solo RPG Adventure on the city of Parapette. Although it provides an overview of the city—and notes that Parapette is the one constant between one player’s experience of journalling across Colostle and that of another, almost like Michael Moorcock’s Tanelorn—this focuses on the Rook’s Rest tavern and the Hunter’s Guild, the former sprawling, the latter palatial. Together the information builds on the idea of Parapette being a ‘Fixed Location’ between campaigns, suggesting ways in which a player can interact with other players and collaborate in shared storytelling, either face-to-face, on-line, or even via the post. There is even the option for doing via the publisher’s Discord channel, and is further supported with rules for two-player co-operative adventuring, including exploration, combat, and more, using a mix of prompts from complication and oracle tables. This brings a degree of interaction to the play of Colostle: A Solo RPG Adventure as well as roleplaying because it is no longer a case of a player simply developing a story for himself from cards drawn and prompts generated, but instead having think about ways to present his character’s actions and decisions to the other player. In this way, Colostle: A Solo RPG Adventure takes on the performance elements of roleplaying.

In addition there are rules for fighting in Rook. This is an option because it is possible for a character to internally defeat a Rook and turn it into a Rookhome. To do this a player needs to use an ‘Onboarding’ action in combat with a Rook and if successful, then fight from the inside. A character only has the one chance to do it per combat. Although a defeated Rook can be stripped of its treasures, turning it into a Rookhome gives the character an ambulatory home that will make travel that much more easy. He will be able to travel further and do so unmolested by other Rooks. However, Rookhomes are not combat machines, unlike the aforementioned Rooknaughts, and a character must leave a Rookhome to explore or fight on foot. They also require maintenance, so once a character has one, he will need to adventure further to pay for that.

Lastly, Colostle – The Roomlands includes something quite different in a Journalling game—a directed campaign. ‘Search for the Seastone – A Solo Colostle Campaign’ combines the standard exploratory play of Colostle: A Solo RPG Adventure with sections where the decisions will be limited like a ‘choose your own adventure’ book, story sections which work like cut scenes for video games, and map areas which can be more freely explored and have keyed descriptions elsewhere. The campaign sees the character explore the legendary island known as Crown Isle and perhaps delve into the labyrinth below. The campaign is more linear than a ‘choose your own adventure’ book would be, primarily because of the limited space, but also because it is more of a scenario than a campaign. However, it does allow the exploration of a small part the Roomlands without the need to generate procedurally in every scene or location. Meaning that the player will recording details in response to given details rather than random ones. It would be interesting to see if this format could be repeated again, not just for single scenarios, but an actual campaign. Of course, one use of ‘Search for the Seastone – A Solo Colostle Campaign’ would be to run it as a traditional roleplaying scenario if the Game Master has adapted the setting to the mechanics of her choice.

Of course, Colostle – The Roomlands builds on Colostle: A Solo RPG Adventure, opening its scope with visits to new locations—the Tundrooms, Rafters, and Crackways, as well as new options in terms of storytelling, like the co-operative play. They are all great options, the new locations worthy of supplements of their own, as is the format of the directed journalling of ‘Search for the Seastone – A Solo Colostle Campaign’. Colostle – The Roomlands is an absolute must for Colostle: A Solo RPG Adventure, enabling a player to explore further and have more interesting adventures, and if a Game Master wants to take the information presented here and develop more of a setting for traditional roleplaying, then that would be fine too.
—oOo—

Colostle will be at UK Games Expofrom Friday 2nd to Sunday 4th, 2023.

Larina Nichols for FASA Doctor Who RPG

The Other Side -

You didn't think I would go through all this effort and not at least see how my own Drosophila melanogaster would work. I least wanted to try out a witch. 

In truth, my little witch Larina has a lot to do with Doctor Who, especially the Doctor Who I was watching in the 80s.  My original version of her had bits of Sarah Jane Smith and Jo Grant, but not as "screamy" as they were. And more than a little of Romana II. And many of my favorite episodes had a more horror feel, especially "The Brain of Morbius" and The Sisterhood of Karn.

SO...how does a witch fit into Doctor Who? We have the Sisterhood of Karn in the classic episodes and even the Carrionites in the later "The Shakespeare Code" (2007).  The episode "The Daemons" gave us a White Witch, and "The Stones of Blood" gave us druids. So there is at least some fertile ground here. Humans in rare cases have been shown to develop mental powers like telepathy and tk ("Planet of the Spiders") 

Given my love for the occult 70s revival and British folk horror, I am tempted to set her as a companion to the Doctor (or one of the other PC Time Lords) in 1974 (Tom Baker era). Have her a "white witch" from Wales (because why not) who is trying to figure out what to do with her parents' old spice shop. That is when a Time Lord comes into her life.

Larina Nichols, 70s style

Larina Nichols
aka, "Nix"

Human Female
Profession: Spice shop owner, neo-pagan
Approximate Space/Time Coordinates: TNP Earth, 1974

Apparent Age: 20s
Actual Age: 25
Regog. Handle: Bright red hair, blue eyes, thick Welsh accent
Height: 5'4"
Build: Slim/Average
Looks: Striking 

STR: III
END: IV
DEX: IV
CHA: V
MNT: VI
INT: V

Max Op END: 20    Wound Heal: 4
Curr Op END: 10    Fatigue Heal: 4
Inact Save Lvl III: 12
Unc Thresh Lvl II: 6

Special Abilities:  Telekinesis (11), Telepathy (11)

AP: 7

Skills:
Artistic Expression II
Gaming II
Life Sciences II
General Medicine II
General Medicine, Herbal Cures III
Physical Sciences II
Public Performance I
Social Sciences II
Streetwise I
Trivia, Occultism III
Unarmed Combat, Brawling II
Verbal Interaction III

I can see her traveling with her Time Lord roughly parallel to Sarah Jane Smith and the Fourth Doctor's adventures. Maybe in this alternate reality, she got her mental powers from one of the blue crystals from Metebelis 3, turning her eyes from brown to blue, somewhat like they did with Leela.

Travel with her Time Lord until she decides to stay on Karn and join the Sisterhood? No idea, really yet.

As it turns out, I did, in fact, have a character sheet for her. It wasn't complete, but enough to get me going. 

Quick-Start Saturday: Cursed Captains of Cthulhu

Reviews from R'lyeh -

Quick-starts are means of trying out a roleplaying game before you buy. Each should provide a Game Master with sufficient background to introduce and explain the setting to her players, the rules to run the scenario included, and a set of ready-to-play, pre-generated characters that the players can pick up and understand almost as soon as they have sat down to play. The scenario itself should provide an introduction to the setting for the players as well as to the type of adventures that their characters will have and just an idea of some of the things their characters will be doing on said adventures. All of which should be packaged up in an easy-to-understand booklet whose contents, with a minimum of preparation upon the part of the Game Master, can be brought to the table and run for her gaming group in a single evening’s session—or perhaps too. And at the end of it, Game Master and players alike should ideally know whether they want to play the game again, perhaps purchasing another adventure or even the full rules for the roleplaying game.

Alternatively, if the Game Master already has the full rules for the roleplaying game for the quick-start is for, then what it provides is a sample scenario that she still run as an introduction or even as part of her campaign for the roleplaying game. The ideal quick-start should entice and intrigue a playing group, but above all effectively introduce and teach the roleplaying game, as well as showcase both rules and setting.

—oOo—
What is it?
The Cursed Captains of Cthulhu Quick Start is the quick-start for Cursed Captains of Cthulhu, the swashbuckling roleplaying game which pirate crews hunt down and confront the eldritch forces of Cthulhu in the Golden Age of Piracy.

It includes a basic explanation of the setting, the various factions which make up the Brethren Court of pirates who guard the Caribbean against unspeakable horrors as well as fighting oppression and inequality, detailed descriptions of the various elements which make up a Pirate Character, rules for actions and combat, being terrified, magic, details of the arms and equipment fielded by the Pirate Characters, ship combat, the voyage, ‘Devil in the Details’, and nine ready-to-play, pre-generated Pirate Characters.

It is a forty-four page, 31.95 MB full colour PDF.

The quick-start is well illustrated and the artwork is uniformly decent, although there is none for the pre-generated Pirate Characters. The maps and handouts for the voyages are also good. Throughout there are sidebars with handy advice, summations of the rules, and examples for the benefit of the Game Master.

The Cursed Captains of Cthulhu Quick Start is published by Black Cats Gaming.

How long will it take to play?
The Cursed Captains of Cthulhu Quick Start and its voyage, ‘Devil in the Details’, is designed to be played through in one session.

What do you need to play?
The Cursed Captains of Cthulhu Quick Start requires six-sided dice, no more than four per player.

Who do you play?
The pre-generated Pirate Characters consist of a Captain, Windcaller, Seeker, Exorcist, Duellist, Bosun, Brawler, Musketeer, and Student. The Windcaller, Seeker, and Exorcist are capable of casting spells. All have eight characteristics and some skills. Some also have traits. None have any background, so the player will need to provide or develop that.

How is a Pirate Character defined?
A Pirate Character in Cursed Captains of Cthulhu has eight characteristics—Melee, Brawn, Seafaring, Abjure, Harness, Studies, Savvy, and Accuracy. All are rated between zero and five, and of the eight, Abjure is the ability to withstand the power and influence of all things eldritch, whilst Harness is the ability to use forbidden powers and knowledge. These values are laid out on a ship’s wheel on the character sheet.

In addition, a Pirate Character has Health Points, Courage Points, Evasion Score, and Initiative Score.

How do the mechanics work?
Mechanically, Cursed Captains of Cthulhu is driven by characteristic checks. Target Numbers range from eight and ‘Very Easy’ up to thirty and ‘Nearly Impossible’. To attempt an action, the Pirate Character’s player rolls four six-sided dice and add the characteristic value to the total. If the roll is equal to, or greater, than the Target Number, the Pirate Character succeeds. If all four dice are sixes, the result is a critical success, but a critical failure if the result is all ones. It is possible to reroll the dice or nudge their values up and down. If the dice are all sixes after nudges or rerolls, the action automictically succeeds, but is not a critical success. Rerolls come from skills.

How does combat work?
Combat in the Cursed Captains of Cthulhu is also driven by characteristic checks. In a turn, a Pirate Character can move, attack, cast a spell, reload, hold, or interact for one action. It is possible to attack twice, including firing two pistols, swinging a cutlass, fire a cannon, and so on. The Target Number is typically equal to the Evasion Score of the NPC or Pirate Character. In general, weapons inflict set damage values. Once a fight starts and multiple participants are involved, combat be deadly, especially when cannon are involved.

In addition to suffering physical damage and losing Health Points, a Pirate Character can lose Courage Points through spells, failing certain saves, and being confronted by certain situations and creatures. If reduced to zero, the Pirate Character can become Terrified and do little more than crawl away. A Terrified Pirate Character can be revived by consuming certain drinks, or certain traits or skills being used, or ultimately, if time passes. This replaces the equivalent of a Sanity system as seen in other roleplaying games of Lovecraftian investigative horror, shifting to a loss of courage rather than sanity.
How does naval combat work?
Ships in Cursed Captains of Cthulhu have ratings for their type, size, health, and weapons. A ship’s crew is treated like a character of its own and has the equivalent of Health Points, Courage Points, Evasion Score, and Initiative Score, plus a general Characteristic value. The quality of the crew will also modify Characteristic rolls made by the players.

In general, naval chases and combat are kept abstract in Cursed Captains of Cthulhu in order to ease play and put the Pirate Characters at the heart of the action. The Pirate Characters’ typically has an edge over any NPC ship. The rules presented in the quick-start cover ship movement, actions, firing the guns, boarding actions, and forcing a crew’s surrender. It is noted that the latter does not always mean the fight is over!

How does magic work?
Casting spells requires the Otherworldly Insight skill. When casting a spell, a player can choose to roll one, two, or three dice rather than the standard four. The number of dice rolled determines the number of Courage Points lost when casting a spell.

What do you play?
The Cursed Captains of Cthulhu Quick Start includes the voyage, ‘Devil in the Details’. The Pirate Characters are engaged by Benjamin Hornigold, leader of one of the factions in the pirate republic of Nassau, New Providence, to spy on a meeting between some pirate dissenters and agents of an unknown power. They are ordered to kill or capture the dissenters, but also ensure that whatever the dissenters are selling does not fall into the wrong hands. The encounter quickly turns into a fight and the Pirate Characters will have to chase down the agents aboard their vessel and board it in a final eldritch confrontation.

The voyage is designed to showcase the mechanics, primarily naval chases and combat, and personal combat, whilst hinting at the eldritch horrors on the high seas. The voyage does feel like Pirates of the Caribbean, but with added Mythos.

Is there anything missing?
For the most part, the Cursed Captains of Cthulhu Quick Start is complete. Although there is background on Brethren Court of pirates who guard the Caribbean against unspeakable horrors, there are no details of what the entities and forces and their agents are doing in the region beyond that hinted at in the given voyage. More problematic is the lack of background for any of the pre-generated Pirate Characters. Some background would make them easier to play and not leave the players reliant upon whatever they can make up on the spot, especially if the quick-start is run as a convention game. The result is that the Pirate Characters are bland.
Is it easy to prepare?
The core rules presented in the Cursed Captains of Cthulhu Quick Start are relatively easy to prepare. The Game Master will need to pay closer attention to how ships and ship-to-ship combat work in the game, as they are the most complex part of the rules. There is decent advice for the Game Master on how to run the scenario.

Is it worth it?
Yes. The Cursed Captains of Cthulhu Quick Start includes everything necessary to play an action-packed voyage which reveals the eldritch nature of the real, if secret conflict in the Caribbean. The lack of background for the pre-generated Pirate Characters is disappointing as that would have helped players engage with the specific elements of the setting, but otherwise, the voyage, ‘Devil in the Details’ is simple and direct and has a pulp-action feel and will showcase both the core rules and elements of the setting, and will work as a convention scenario.

Where can you get it?
The Cursed Captains of Cthulhu Quick Start is available to download here.

—oOo—


Black Cats Gaming will be at UK Games Expofrom Friday 2nd to Sunday 4th, 2023.

#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 13

The Other Side -

 The doorway from Room #10 opens to a hallway. PCs can go right, left or straight ahead.

Going right takes them down a long, poorly lit hallway (lights are flickering) it turns to the right and continues into a long room.

Room 13

This room looks like it had been in an intense fire with melted metal bits everywhere.

Spending longer than 1 hour here will cause the PCs to feel sick unless a Saving Throw vs. Death is passed.  Affected PCs will then begin to die of a wasting disease. The healing tools from earlier will revive them as will a Cure Disease spell.

There are several decayed corpses here. They look like the humanoid from the previous rooms. All that remain are bones.

There is no treasure or creatures here.

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This is the remains of the Starboard (right) Engine. The sickness is radiation sickness.

Friday Fantasy: Bloom of the Blood Garden

Reviews from R'lyeh -

Dungeon Crawl Classics #103: Bloom of the Blood Garden is a scenario for Goodman Games’ Dungeon Crawl Classics Role Playing Game, the Dungeons & Dragons-style retroclone inspired by ‘Appendix N’ of the Dungeon Master’s Guide for Advanced Dungeons & Dragons, First Edition. Published by Goodman Games, scenarios for Dungeon Crawl Classics tend be darker, gimmer, and even pulpier than traditional Dungeons & Dragons scenarios, even veering close to the Swords & Sorcery subgenre. One of the signature features of Dungeon Crawl Classics and its post-apocalyptic counterpart, Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, is the ‘Character Funnel’. This is a scenario specifically designed for Zero Level Player Characters in which initially, a player is expected to roll up three or four Level Zero characters and have them play through a generally nasty, deadly adventure, which surviving will prove a challenge. Those that do survive receive enough Experience Points to advance to First Level and gain all of the advantages of their Class. Dungeon Crawl Classics #103: Bloom on the Blood Garden is such a Character Funnel, but is could be played with a party of six First Level Player Characters and still be a challenge. Either way, the scenario can be used as a one-shot or to start a campaign in a world of dark goddesses and demonic entities!
Dungeon Crawl Classics #103: Bloom of the Blood Garden is set on the grounds of Cob Hill Manor. The house and its grounds had been long abandoned and the inhabitants of the nearby village without a lord of the manor. More recently, Morto Blango, a wealthy merchant came into the property and moved in, deciding to become a rural landowner and restore the place to what it once was. He hired numerous villagers to work for him. Now several weeks have passed and nobody has heard anything from their friends and relatives employed at the manor, let alone seen any movement on the grounds. Worse there was a fire and everyone could see the manor house itself alight. Why did nobody cry out or run to the village for help. It is unsettling and a mystery that the villagers they want not so much solving as reassuring that their relatives are alive and well. Thus begins Dungeon Crawl Classics #103: Bloom of the Blood Garden.

The scenario opens with the Player Characters at the gates to the manor. Beyond lies an extensive and partially overgrown garden, strewn with strangeness and secrets. There is a pumpkin patch, a topiary garden, a well, and gardens devoted to fungi, lotus flowers, cacti, and even poison! Some of the flora is animated, even ambulatory, and much of its deadly. Working their way through the garden—necessary if they are to get to the ruins of the manor house—the Player Characters are likely to get at least scratched and more likely to have withstand the effects of various poisons. However, not all encounters are necessarily adversarial and the Player Characters are careful, they can sense a feeling of displacement which lingers over the garden and potentially pick up various items which will help them, as well as some clues and secrets which suggest that someone had strange plans for the manor and its grounds. Not necessarily Morto Blango, but someone...

Once the Player Characters reach the top of the garden they will discover the manor house partially burned to the ground. Here they will also discover some of the surviving villagers, possible friends and relatives, as well as strange monsters lurking in the house. The inclusion of the surviving villagers is a nice touch, given that they could all have been found dead, but alive they serve as a pool of ready replacement Zero Level Player Characters should one of the originals die. They also serve as a source of information as to what happened at the manor. They do not know much as they are very frightened, but helpful nevertheless. Investigating the remains of manor will lead to Morto Blango’s last refuge and a very nasty encounter with a thing from beyond time and space!

Dungeon Crawl Classics #103: Bloom of the Blood Garden has much to do with the doings of wizards, but the scenario being a Character Funnel means the Player Characters are totally incapable of dealing with him, instead merely dealing with the consequences of his insidious plans. The Player Characters never encounter him in the scenario, although they will possibly learn of his name and his plans. The scenario is nicely detailed and has a pleasing Lovecraftian feel to it rather than in terms of content, although there is a touch of the Edgar Allan Poe to the piece a la Roger Corman. Where there is an issue with the scenario is the number of ways through the garden to the house. There are three or four routes which the Player Characters could take through the garden, meaning that they might never get to the secrets hidden in the garden or the potential aid to be gained if they explore enough of the garden. So some playthroughs may miss some of the clues and some of the items that might mean the difference between life and death as the scenario comes to its climax. To be fair, this is understandable in terms of design, since the Player Characters are not always going to find everything and Character Funnels are meant to very dangerous. It is more a case of the players and their characters having to balance the need to search for more clues versus the deadliness of the encounters!

There can be no doubt that Dungeon Crawl Classics #103: Bloom of the Blood Garden is deadly. When compared to other scenarios it does feel as if there are more Fortitude and Will saving throws needed in order for the Player Characters to survive. This will make the scenario almost as deadly if played through with First Level Player Characters.
Physically, Dungeon Crawl Classics #103: Bloom of the Blood Garden is well presented. The artwork is excellent and the scenario is clearly written and easy to understand. The maps are as decent as you would expect, and there is the bonus of an interview with the author at the end of the book.
Dungeon Crawl Classics #103: Bloom of the Blood Garden combines two horror genres—the gothic and the Lovecraftian, in an unworldly garden and broken mansion. This is definitely a scenario where ultimately, being too timid will leave the Player Characters poorly equipped to deal with what they will face at the end, but pushing too far is potentially as deadly. Dungeon Crawl Classics #103: Bloom of the Blood Garden is a fine Character Funnel, which starts off quaint and deadly, before turning out downright dangerous.
—oOo—

Goodman Games will be at UK Games Expofrom Friday 2nd to Sunday 4th, 2023.





FASA Doctor Who RPG: Part 5 Jenny Everywhere

The Other Side -

Jenny EverywhereJenny Everywhere by Diana NockTo wrap up my exploration of the FASA Doctor Who RPG I wanted to create a character for it. I wanted a Time Lord or something like that. So I could really test the system out. But in truth, nothing was coming to mind. I wanted a fun character, not a Doctor clone, and someone that fit with the spirit of not just this game but my blog.

After a lot of going back and forth on various ideas and going back to an old idea. I felt it was time to revisit my old friend Jenny Everywhere!

We last saw Jenny on these pages back in Victorian England for the Ghosts of Albion RPG, where, among other things, she was lamenting that there would be no decent cell phone reception here for another 170 years.  But honestly, Jenny is a great character, and according to many of the articles I have read on her she owes at least a little bit of her existence to Doctor Who.  She is perfect for this since I can stat her up for all versions of the Doctor Who RPGs out there and compare them.  

A bit of background from my original post 13 years ago! (ACK!)

Jenny Everywhere is a shifter; that is she can shift between the realities and interact with who knows who.  Whether there is one Jenny Everywhere that is very mobile or multiple Jenny's that have a vague awareness of each other is left to the individual authors.  I personally am fond of the Multiple Jennys idea.

Jenny Everywhere is also a public domain character.  Meaning anyone can use her in whatever project they have. You just need to include her license as below:

"The character of Jenny Everywhere is available for use by anyone, with only one condition. This paragraph must be included in any publication involving Jenny Everywhere, in order that others may use this property as they wish. All rights reversed."It is such a cool concept, not just the open-source of it (that is cool also) but a character that exists in every single reality and can shift between them.

Regular readers should by now know of my love for the multi-verse.  It is a very cool concept I enjoy on principle and how it has been employed in various sci-fi and fantasy publications.  My favorite might be the great Micheal Moorcock stories of Elric, Corum, and the other Incarnations of the Eternal Champion.  Jenny would be different.  While the Eternal Champion feels the combined weight of all his incarnations as it were, Jenny is freed by hers.  Reality is hers to roam because that is what it is there for.  In one of the comics I saw, she fights against a force known as Chaos, but that doesn't make her an agent of Law as we would have seen in the Corum books. 

Of course, the openness of Jenny is very appealing.  Something everyone can use and share and just a promise not to break her.

In the various Doctor RPGs I am going to say she is Galifreyian, or half-Galifreyian, human on her mother's side.  This gives her some temporal sense and makes her long-lived. She also has the ability to shift in Time and Space. 

Jenny EverywhereJenny Everywhere
aka, The Shifter

STR: IV
END: V
DEX: V
CHA: VI
MNT: V
INT: IV

Max Op END: 30    Wound Heal: 5
Curr Op END: 15    Fatigue Heal: 5
Inact Save Lvl III: 12
Unc Thresh Lvl II: 6

Special Abilities: Luck, Shifting

AP: 7

Skills:
Armed Combat, Contact Weapons II
Armed Combat, Ranged Weapons II
Artistic Expression III
Carousing III
Engineering III
Engineering, Temporal IV
Gaming II
Leadership III
Life Sciences II
General Medicine III
Physical Sciences VI
Public Performance I
Social Sciences II
Space Sciences II
Streetwise IV
TARDIS Systems III
Trivia, Time Shifting V
Unarmed Combat, Brawling III
Unarmed Combat, Grappling III
Temporal Vehicle III
Verbal Interaction III
Verbal Interaction, Fast Talking IV

In my mind, Jenny Shifts about time and space more or less at will. She can also move between universes. A bit like Jobu Tupaki (Everything Everywhere All at Once) and America Chavez (Doctor Strange in the Multiverse of Madness). Likely she has met both of those 'verse jumpers as well.

She has run into the Doctor and even hung out with Clara and Ashildr on The American Roadside Diner in Space

I have to admit I also want to stat up her companion. Her older, but very normal if a lot sexier, half-sister Donna Everywhere


Links


Friday Filler: Critical: Foundation – Season 1

Reviews from R'lyeh -

It is the year 2035. The digital age has been surpassed by the nanotechnology age and the USA is already colonising and terraforming Mars. On Earth, huge multinationals have extended their reach and power so it is also the Age of Corpocracy. Europe has regressed into totalitarianism and protectionism, Asia remains in lockdown after the Third Pandemic, South America dominates global banking via cryptocurrency investment, and there is war in Africa. As the power of the corporations has grown, the power of nation states has dwindled, leaving often unable to deal with emergent threats. This is where Icarus steps in. Sanctioned by numerous states and given freedom of movement and legal authority beyond local governments, Icarus fields highly effective agents from the diverse backgrounds. They have to be the best and they cannot fail, because some day they have to be ready to save humanity.

This is the set-up for Critical: Foundation – Season 1, a roleplaying game which looks like a board game, is designed to introduce roleplaying to the board game playing hobby, and plays like a ‘filler’ game, intended to be played in between or before longer games. It looks like a board game because it uses a lot of cards as reference, much like Warhammer Fantasy Roleplay, Fourth Edition—but very much without any of the complexities. As an introductory roleplaying game, it uses simple mechanics, introduces the rules and concepts in a step-by-step fashion to make learning easy, and it uses a familiar set-up. This is near-future Spy-Fi action, with a team of specialists working together to investigate mysteries and deal with threats, but Spy-Fi action as a television series—and that leads into the ‘filler’ game format. Critical: Foundation is designed to be played in episodic fashion, the box including a total of nine episodes each with an estimated playing time of thirty minutes. Thus, a game of Critical: Foundation is designed to be played over several sessions rather than one, and with the physical nature of its components, around the table rather than online. From a roleplaying viewpoint, Critical: Foundation is like the equivalent of a starter set, complete with rules, four pre-generated Player Characters, dice, rules, and an adventure, all designed to introduce the setting and rules of a roleplaying game. Except that Critical: Foundation is a complete roleplaying game designed to showcase the roleplaying experience rather than a particular game or setting.

Published by Gigamic and available via Hachette Games, Critical: Foundation – Season 1 is designed to be played by between two and five players, aged fourteen or more, one of whom is the Game Master. Although there are suggestions as to how to adjust if there are fewer players, the roleplaying game really works best with a Game Master and four players. Its board game like design means that it has plenty of components. For the Game Master, there is the Game Master’s Screen, the What is a Roleplaying Game? sheet, a Synopsis Booklet for Season 1, nine Episodes, thirty-four Episode cards, eight NPC cards, ten Clue cards, eight Wound card, fifteen Status cards, plus thirty-two 32 Narrative tokens, five Clue tokens, and two six-sided dice. For the players there are four Character cards, eight Background cards, 19 Equipment cards, four Hero tokens, one eight-sided and four twelve-sided dice, a dry-erase marker, and for Name cards. The What is a Roleplaying Game? Sheet provides a brief explanation of roleplaying, whilst the Synopsis Booklet for Season 1 gives an overview of all nine episodes of the first season, some background to the setting, and the epilogue to the season. The Episode cards are used to illustrate scenes and locations within each Episode; the NPC cards detail the other members of the season’s cats the Player Characters will encounter; and the Narrative Tokens to track everything from the passage of time and escape attempts to equipment use and NPC health points. Clue tokens and Clue cards are used to reveal further information during play.

For the Game Master, the highlight of all of these components is the Game Master’s Screen. Although quite low as Game Master’s Screens go, it is very sturdy affair, with all of the rules on the inside for easy reference. It also has handy little pockets to slide NPC cards into so that the Game Master can see the details for the NPC whilst her players can the picture of the NPC on the other side.

The dice consist of a mix of six-, eight, and twelve-sided dice. The six-sided dice are black and marked with various keyed to the NPCs, and are used by the Game Master. Both the white eight- and twelve-sided dice are white and numbered differently. Both are average dice rather than being marked with the full range of numbers as standard polyhedral dice. For the twelve-sided die, this also includes a zero and an ‘×’, the latter indicating a critical failure when rolled.

The four Character cards are double-sided, male on one side, female on the other. They consist of an Analyst, Coder, Scientist, and Military. Each has a quality and a flaw, four—Dexterity, Mental, Physical, and Social, a quick description, and a quote. Each is fully illustrated. One attribute is marked in red to indicate that is a Character’s specialisation. Unlike any other roleplaying game, the attributes do not have an associated value, although they do have linked skills. So the Physical attribute covers Athletics, Combat, and Stealth, whilst Mental covers Knowledge, Investigation, and Perception. The Background cards further define the Characters, there being two per Character. For the Analyst there is Profiler and Private Detective, for the Coder, Hacker and Programmer, for the Scientist, Researcher and Forensic Physician, and for the Military, Mercenary and Special Forces. The Equipment cards include a short range of arms and armour, plus various pieces of technical gear like a Medical Drone or Holo Tablet.

Character creation in Critical: Foundation – Season 1 is fast and easy. Each player selects a Character and chooses which side of the card he wants to use, then chooses one of the two Backgrounds for the Character, plus the associated equipment. He uses the dry-erase marker to write his Character’s name on a Name card, and that is it.

Mechanically, Critical: Foundation – Season 1 is also fast and easy. To have his Character undertake an action, a player rolls the twelve-sided die to get a result equal to or more than a Difficulty Level. The Difficulty Level ranges from one for Easy to six or more for Impossible. The bonus from the die ranges from zero to three, and further bonuses can from a Character’s Specialism for an Attribute, if appropriate, his Background, and the Equipment he is using, for a maximum of three. A Critical Success is achieved if the roll is double the Difficulty Level, which doubles the outcome of the action, but if the ‘×’ is rolled, the attempt is a Critical Failure. This also applies if any player rolls an ‘×’ on a group check in which everyone rolls. When a Critical Failure is rolled, the group earns a Hero Token, up to a maximum of four. Hero Tokens are expended to add the eight-sided die to a roll. Some items of Equipment also allow a reroll of a check.

Combat is likewise kept simple. Initiative is handled through simple Perception checks and when a Character acts, he can do one action and use one piece of equipment. There are just four combat actions—Attack, Help, Take Cover, and Find a Weakness. NPC actions are determined by rolling the Game Master dice and referring to the card for each NPC. A Character can suffer a maximum of two wounds. Any damage after that and the Character suffers an ongoing penalty indicated by a Status Card, the most common of which is ‘Exhausted’, which leaves the Character unable to act until the next scene. Whilst Wounds can be healed, the effects of Status Cards typically need time to heal.

The Episodes are four-page leaflets and start with an episode zer0—the equivalent of a pre-credits scene—before running through to the finale in episode eight. Each includes a Set-up guide, an Episode Synopsis, and then an Introduction followed by two or three scenes and an epilogue. Throughout icons are used to indicate which sections are narrative, involve action, investigation, or roleplay, or require a dice roll by the players or the Game Master. There are also notes running alongside the scenes which give the Game Master pointers on how to portray various NPCs and describe various situations, the latter primarily drawing from action movies. Preparation requires the Game Master to study an episode and make sure that she has all of the cards and tokens ready. Some of the scenes are more complex than others, primarily the action or chase scenes, and these will require more preparation than others. So preparation can take anywhere between five minutes and twenty minutes depending upon the complexity of the scene. Set-up and take down is easy, the latter made easier because the game includes envelopes that each player can store his Character’s cards in.
As a roleplaying game, Critical: Foundation – Season 1 is simple and straightforward and easy to grasp. For the experienced player and the experienced Game Master, it is really easy to pick up and play. The experienced player can start with the simplest of explanations and start play with almost no preparation, whilst the experienced Game Master really only needs to learn the rules, ready an episode, and then run the game directly from the really great Game Master’s Screen, it is that simple and straightforward. For the player and Game Master who have not played a roleplaying game before, Critical: Foundation – Season 1 does its very best to present a direct and accessible roleplaying game. This shows not only in the simplicity of the mechanics, but also the easy-to-grasp televisual, action-orientated style of its story and the fantastic presentation in terms of the NPCs and the Episode cards which help the players visualise the antagonists and other members of the cast, the various locations, and clues. (Further play aids, including music and maps, are available from the publisher’s website. More content has also been promised.)

One aspect missing from Critical: Foundation as a roleplaying game is the scope for the Player Characters to learn and grow from their experiences. In part, that is due to the simplicity of both the Player Character design and the mechanics, but if Critical: Foundation is viewed as something akin to the traditional starter set for a roleplaying game, this is not always an aspect covered anyway. More potentially problematic is the directed, quite tightly scripted nature of the episodes, which do not give the players and their characters a lot of freedom in what they are expected to do. For the experienced roleplayer, this can feel constraining, less so for anyone newer to the hobby, though they may find it so should they return to Critical: Foundation after trying other roleplaying games. That said, Critical: Foundation is designed to be the equivalent of a television action series so a certain degree of scripting is to be expected.

Critical: Foundation – Season 1 could be played as a traditional roleplaying game starter set and the episodes all in one go. However, that would be to miss the episodic nature of the design, which although runs counter to today’s prevailing practice of having all episodes of a television series released at once and everyone binging on them, leaves room for anticipation and a sense of mystery from one episode to the next. The episodic nature also means that each session is focused and never outstays its welcome. Beyond the limits of Critical: Foundation – Season 1 core box, there is advice on using the contents again to create other episodes, though again, the more experienced Game Master will find that easier than the one that Critical: Foundation – Season 1 is actually aimed at.

Physically, Critical: Foundation – Season 1 is very well presented. The quality of the components are uniformly excellent, the artwork as good as any modern board game, and the writing decent too. Still, the standout piece is the Game Master’s Screen.

Although there is nothing to prevent either from enjoying playing through it, Critical: Foundation – Season 1 is possibly a bit too light a roleplaying game for the experienced player or Game Master. The campaign and design of the game does not quite support the introduction for the players as much as the Game Master and it is likely that players new to roleplaying may need more of a hand or preparation than is given here. However, once they get started there is plenty keep them involved, but not overwhelm in terms of rules or mechanics. A more experienced Game Master will have no issue with easing her players into the play and roleplay of Critical: Foundation – Season 1, and that is probably how starting to play will best work.

Critical: Foundation – Season 1 is clever idea, one executed to give what is actually an introductory roleplaying game not just much more of a visual appeal, but also a physical, tangible presence that the players can hold and inspect. Hopefully there will be expansions because there is plenty of story to be told and because roleplaying in the short sharp bursts of drama and action provided by Critical: Foundation – Season 1 deserves future seasons rather than cancellation.

—oOo—

Hachette Games will be at UK Games Expofrom Friday 2nd to Sunday 4th, 2023.

#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 12

The Other Side -

This room is on the other side of Room #10, also behind a hidden door.  The room is the same shape and dimensions as Room #11.

Room 12

This room has more of those animated statues, but many are in pieces. It almost looks like many have been opened and metal from the inside have been taken out. They look more like some sort of advanced clockwork creature.

There are some tools here and gold in the form of wire (78 gp total).

There is one tool that fits into a human's hand easily with a small depression near the middle. Pressing the depression causes a jet of flame 12" long to come out.

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The tool is a plasma knife, and it is used to cut open damaged robots that can't be opened by regular means. It has 1d4+6 "charges" remaining.  It can be used as a dagger, but the damage is 1d6 burning only, not piercing or slashing. It can also be used to start fires. 


FASA Doctor Who RPG: Part 4 The Adventures

The Other Side -

No RPG is complete without some adventures to have. Here are all the official FASA Doctor Who RPG adventures published. All are out of print and hard to find these days.

Doctor Who Adventures

It has taken me a few years, but I have managed to get all the adventures.  Some of these are so musty I am going to need to double up on my antihistamines just to get through them all!


The Iytean Menace

The Iytean Menace

48 pages. 1985. Design and writing by J. Andrew Keith.

Now here is a fun one. The characters travel back to London in 1885 (I am already on board) to discover a retired Army Officer with a cache of futuristic weapons, a crashed spaceship, and a rogue body-snatching alien. It actually has quite a lot to offer. 

There are plenty of interesting NPCs and even a full set of PCs for the players to use. We are introduced to Time Lord Rollonovaradanavashir, or Rolo for short, and his collection of eight companions. We get coverage of the Type 51 TARDIS with its advanced computer systems and even some new skills.

Yes. That cover is Paris Street; Rainy Day by Gustave Caillebotte. Though the adventure takes place in London in 1885 not Paris in 1877. Minor detail I guess. 

This one might be fun to try out with the Paternoster Investigations gang with the Cubicle 7 system. 

The Iytean Menace and Paternoster Investigations

The Lords of Destiny
The Lords of Destiny

48 pages. 1985. Design and writing by William H. Keith, Jr.

This one has a rather interesting premise. The characters materialize onto a 10,000km long starship built around a planet. As it has been traveling through space and gathering material, it has grown larger and larger. Now its computer is sentient and, of course, insane, so it is targeting mineral-rich planets to gobble up. To top it all off the characters are arrested right away and there is a rebellion happening on the ship of some 100 Billion people. 

This is another adventure, like most of the Doctor Who adventures and stories, that require more thought than beating people up. It is mentioned that while yes, blowing up the ship would solve the problem, it would also kill all 100 billion on board. 

This one introduces us to the Time Lord, "The Professor," which seems like an inventible name.  I would be lying if I didn't say I totally tried to square this guy with the Peter Cushing Dr. Who movies. His companions include Joan of Arc (yes. that one), a tabloid reporter from Peria, IL, and a test pilot from 9880 AD. 

Countdown
Countdown

48 pages. 1985. Design and writing by Ray Winninger

The first adventures were published right on the heels of RPG Boxed set. This one came later. In this adventure the character's TARDIS gets caught in a gravity bubble and they land on the courier Leander in the 26th Century. The Leander is delivering medical supplies that only last for 48 hours and the flight in 30 hours long. There is some meddling with some Vegan pirates (not those Vegans, ones from Vega XII) and a Cyberman plot. 

This adventure is set up for first time Gamemasters with notes on how to run this adventure and adventures in general. Several options for resolving this adventure are given. And we even have a nice map of the starships.

For the Players, we have a new Time Lord, Kelaphaludner, aka Kelly, and some of his companions. Kelly will make more appearances.  Additionally, we also get the Fourth Doctor with Leela and Romana II as choices.  I think there must have been a push to include the Doctor and his companions. 

This one gives a special thanks to the Northwestern University Doctor Who club. This one is also slightly taller than the other books. 

The  Hartlewick Horror
The  Hartlewick Horror

40 pages. 1985. Design and writing by Ray Winninger

This one takes us back to some of the more horror-influenced stories of the Third and Fourth Doctor. The Fourth Doctor even appears on the cover. This one takes place on Earth 1923.  Here the CIA has detected energy waves on the same wavelength as the human brain. There are some disappearances, a strange seance, a trapped alien threat, and a group of angry villagers.

It feels very Hammer Horror to be honest and I think that was the point. There are supernatural overtones, but of course as typical with Doctor Who, it is an alien. It might a bit clichéd, but still, it is fun and there are some nice maps. 

For the characters, Kelly and his companions Phillip and Gwendolyn are back. They even show so updates from the last adventure. Also back as alternate player characters are the Fourth Doctor, Leela, Sarah Jane, and Harry Sullivan (not sure who the art for Harry is...).  There are even suggestions for a sequel the Game Master can do on their own.

The Legions of Death
The Legions of Death

52 pages. 1985. Design and writing by J. Andrew Keith.

This one features the newer FASA logo on the cover and the Third Doctor. This one starts with a temporal anomaly in Britain in 43 AD. Apparently, something (or someone) is helping the local Britions win battles against the Romans they were never supposed to have won. That someone turns out to be the renegade Time Lord the War Chief. 

This one is certainly for the history buffs out there. 

For PCs we get the Time Lord "The Colonel" and Time Lady Leoradrusendalular, aka Leora.  For alternates, we have the Third Doctor, Jo Grant, and Sarah Jane Smith. Additionally we have the Bigadier, and some others. Including the first companion from Chicago! There are good collection of NPCs as well. 

There are player's handouts and lots of background information. We even get coverage of the War Chief's Type 43 TARDIS. 

The adventure reminds a bit of some of things we would also see in the Tweleth Doctor episode "The Eaters of Light."

The City of Gold
The City of Gold

52 pages. 1986. Design and writing by J. Andrew Keith.

While the TARDIS and her crew are supposed to be headed to Venezuela in the 21st Century to deal with some revolutionaries, they get sidetracked and land instead in 1543.  Instead of revolutionaries though they run into dinosaurs and rumors of El Dorado, the lost City of Gold.

There is a lot of background here, some player handouts, and some great maps. It also has the involvement of the Silurians, which is always a plus. This is also our first adventure with a 1986 date on it. 

For our PCs we get a Time Lord . "The Don" (ok...), the time Lady Maranodulandur, aka "Mara", a gunslinger named Jack Ransome, a human doctor Cassandra Maitland, and human cavalry officer Jacques D'Aubanville. For our alternate cast, we have the Fifth Doctor, Adric, Nyssa, Teagan, and Turlogh. And a lot of NPCs.

The Warriors Code
The Warriors Code

56 pages. 1986. Design and writing by J. Andrew Keith.

It's 1986 and America is fascinated with all things Japanese. This adventure is larger and we get Jim Holloway doing the cover art. This adventure takes place in Japan during the Tokugawa shogunate (1600 AD), just before the Battle of Sekigahara. Here the TARDIS crashes into another Time Ship from 5184 AD.  While both crews rush to make repairs to their respective ships they have Fuedal Japan to deal with.

I won't lie, you REALLY have to like Japanese history to get into this one. I am not saying it is bad, but it is a set piece. The Time Ship is just a MacGuffin to get you here. 

This one also focuses on the Doctor and his companions in the forefront. The Second Doctor is joined by Jamie, Ben, Poly, Victoria, and Zoe. For the original characters, we get the Time Lord "Noman" and the Time Lady Marinarratalasanavor, aka Marina, and some companions. 

There are maps, hints for play, and even some flowcharts. All of which are nice touches.  This is also the only perfect bound adventure. 

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I think all of these adventures could be played, with a little massaging, under the Cubicle 7 Doctor Who RPG rules. Many of the Doctors and the Companions have stats in their respective books as do counterparts for all the NPCs. 

The best thing about these adventures are the tidbits that add to or clarify the various rules. They are all geared toward a starting Game Master and naturally assume that anyone will grab any of these as their first adventure.  The only minor, tiny exception here is the Time Lord Kelly and his companions that do get better across their respective adventures, but that is it really. 

None of them will go down in history as classic adventures in the way that say some of the D&D ones have, but they are fun.

#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 11

The Other Side -

In room 10 to the right, is a secret door. It leads to a room filled (10) with more of the animated statues from Room 10. These, however all seem to be broken or not active.

Room 11

This appears to be some sort of storage for these creatures (robots) and the is nothing else here.

If the characters choose to scavenge these robots they can find about 45 gp worth of gold wire on each one.

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These robots will not attack, their powercells are completely drained, but the Players won't know that. 

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