Outsiders & Others

Character Creation Challenge: Abraham Lincoln

The Other Side -

You can't grow up in Central Illinois and not know something about Abraham Lincoln.  I have been to Lincoln's tomb many times, the old Illinois State Capital, I have been to all the places he debated with Stephen Douglas, memorized many of his important speeches, and went on the Lincoln Pilgrimage a few times. 

While I would categorize myself as merely an armchair Lincoln Scholar (I know two bonafide Lincoln Scholars) I would also say I am a bit more than an amateur, but certainly a fan.

Lincoln has, no surprise really, featured in a few of my games.  His ghost is part of both my Ghosts of Albion games and my AD&D 2nd Ed Masque of the Red Death games.  He was part of my Haunted Illinois for both games, and that material is seeing new life in the NIGHT SHIFT Night Companion.  The Order of Lincoln was a secret society in my Leagues of Adventures games as well. 

In the 1890s though, Lincoln is dead.  But that is not stopping him from fighting the forces of evil and darkness.  Lincoln still walks at midnight

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

Abraham LincolnAbraham Lincoln

5th level Chosen One (Supernatural, Ghost*)
Archetype: Supernatural fighter of injustice
Strength: 16 (+2) S
Dexterity: 17 (+2)
Constitution: 13 (+1) 
Intelligence: 17 (+2) SWisdom: 15 (+1)Charisma: 17 (+2) P
HP: 28
Alignment: Lawful
AC: 6
Attack: 4 (Damage bonus +2)

Fate Points: 1d8

Check Bonus (P/S/T): +3/+2/+1Melee bonus: +8 Ranged bonus: +7Saves: +3 to supernatural attack saves, +2 to all Saves
Feed: Lincoln must destroy other supernatural creatures to sustain his existence. 
Ghost PowersIntangible. Can only be hit by magic or supernatural attacks. Unique Kill (same gun that John Wilkes Booth used). Can't leave their place of haunting, Supernatural Attack, Invisible. Supernatural Power: Manifest Weapon (Rail Splitter Axe).  Drawback: Cannot Lie.(Ghosts are not defined as a character race yet.) 
Chosen One SkillsBrutal Warrior, Stunning Blow, Killing Blow, Difficult to Surprise, Supernatural Attack, Improved Defense, Survivor Skills (2nd level)
--
So there are no Ghosts as a playable race in NIGHT SHIFT.  At least not yet.  I have been playing around with some ideas.  One idea is that every ghost will be able to choose a supernatural power like a Witch does.  In Abe's case here he can manifest a spectral axe like the one he used in his "rail-splitter" days to fight evil supernatural creatures. This replaces the "scare" and "age 10 years" powers monster ghosts have.
Additionally, all Ghosts will have some sort of drawback relating to their life or death.  Abe here can't willingly tell a lie.  All those years of being called "Honest Abe" have put something akin to geas on him.  For his "feed" he must defeat a supernatural creature every night.  With nearby Jackson (see the Night Companion for more on that!) and ghosts from the Civil War, to ghosts dating back to the Ice Age (Ghost Mammoths!), to strange hominids and ghost panthers, there is plenty to keep Abe busy every night. (And plenty for me to think about when I used to go to the Illinois State Museum as a kid.)
Lincoln here is also a Chosen One.  He was supposed to do more in his life and defeat more evil until he was prematurely assassinated.   He continues his quest after death. 
Lincoln haunts the Illinois State Capitol building and his tomb in Springfield IL.  The first sighting was reported by a night guard in 1876.  There are rumors he is also haunting the White House in Washington DC (hey maybe Nixon wasn't crazy!) as well. 
I will be posting a lot more about Jackson, IL here as a "Blog exclusive."
Spirit of '76:  Lincoln's ghost can also be used in my Spirit of '76 games.

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

Featured Artist: Darlene (and This Old Dragon Retrospective)

The Other Side -

DarleneAsk any old school gamer to name four classic D&D artists you are likely to get some combination of Elmore, Easley, Caldwell, or Parkinson.  

Ask the REALLY old gamers and they are likely to include Otus, Dee, Tramp, and Willingham to that list.  Sadly, though this has been changing, one of the artist generally not mentioned despite her work is Darlene.

It has taken a long time, but within the last decade or so Darlene is finally getting to accolades and respect she should have been getting since the dawn of D&D.  Her name may not jump out at you, but her art certainly does.



Darlene's RPG BIO

She is foremost the creator of the full-color map of the Flanaess that came with the World of Greyhawk folio and then again with the boxed set.

Darlene map of the Flanaess


She did the cover art for Mike Carr's module B1 In Search of the Unknown.

In Search of the Unknown by Darlene

Art in the Dungeon Master's Guide,

Darlene DMG Art

Darlene DMG Art
Darlene DMG Art
Darlene DMG Art
Darlene DMG Art

Many of the logos from the classic days of D&D,

Man in the Moon logo by Darlene

Gods of Greyhawk from Dragon Magazine

Jasmine (and This Old Dragon Retrospective)

But her most personal, and certainly longest lived, project was her comic strip Jasmine.  Jasmine appeared in the pages of Dragon Magazine from issues #37 to #48 and no continues on her Patreon site. Darlene retained the copyright to Jasmine.

The Dragon kicked off her debut in style with Darlene's art on the cover.

Darlene Dragon #37

The Dragon #37

In addition to that wonderfully lovey cover, we are introduced to the tale of Jasmine as "a princess marching cheerfully to her doom."  This is one of the very first color comic strips (though "illustrated adventure story" might be better) I remember seeing in the pages of Dragon.  Darlene's style is watercolor dreamlike.  We are viewing this tale through the mists of time.  They are beautiful to behold but sadly too far away to interact with.  

The Dragon #38

The Princess is ambushed and captured by a rider in all black.

Dragon #39

The magazine is now just called "Dragon" but Jasmine continues. With none of her guards perusing the cloaked the rider the Princess begins to realize that help is not coming.

Dragon #40

A bit of recap, and extended to three pages, we learn that Princess Flavia had been placed under a spell and sent to this land because she had refused all other suitors.  After two day straight of riding with her captor, the hooded man in black from #38, they enter a grove.  Their horse rears up throwing them both off. The hooded man is knocked unconscious.  Flavia then meets up with two gnome-like men who introduce themselves as The Guardians and say they are here to help her.  Flavia says she does not need their help. They reply back that she says that because she has no idea what sort of danger she is in.

Dragon #41

We learn that Princess Flavia is destined to become the next Thaumaturgist!  And it appears she already has a mystic ring of some sort on her hand.

Dragon #42

Flavia recounts to Brother Ethelred how the Ring of Emeth came to her possession. We learn of the peril her father the King is now in. We also learn that another seeks this ring.

Dragon #43

(Ah, the Witch Issue!) Here we get more background on the Guardians and the ring.  There are two who seek it, archenemies Bardulf and Thorgall the Ice King.  Only they can remove it from her finger. 

Dragon #44

Flavia spends a few days considering the Guardians' advice.  She feels trapped in destiny and soon wanders off to a bridge to be confronted by bandits!

Dragon #45

The bandits attack and attempt to rape her until they see her ring and their greed overtakes them.  She is "saved" by a Dwarf warrior who kills both bandits, but the bodies already appear to be burned and withered. When he asks her for her name she replies "Jasmine."

Dragon #46

The dwarf warrior, Glynn Kedaroakenheart has also been drawn up in a prophecy about someone named Jasmine.  Meanwhile Jasmines growing enemies plan and plot.

Dragon #47

Glynn discovers more about Jasmine and encounters others hunting for Princess Flavia.

Dragon #48

Jasmine continues her way up the temple. She is pursued by soldiers who try to attack.  When she is discovered by Glynn the soldiers have all been blinded by a powerful light. 

Jasmine the last page

Sadly here ends our tale of Jasmine in the pages of classic Dragon.  Though her tale continues on Darlene's website and on her Patereon.

Links

Character Creation Challenge: Dorian Gray

The Other Side -

The book "The Picture of Dorian Gray" certainly fits well with my Victorian theme.  The movie, and my first experience with this tale, belongs to a later time (1945) but it still works.

I am not sure when I first saw the 1945 movie starring Hurd Hatfield and a young Angela Lansbury, but it left a mark on me.  That picture! Only hinted at and eluded too through most of the film was bright and vivid in its final reveal. 

Dorian Gray can be seen in the NIGHT SHIFT game as an Immortal. His unique kill would be to destroy the painting.  

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

Hurd Hatfield as Dorian Gray

Dorian Gray

2nd level Survivor (Supernatural, Immortal)
Archetype: Immortal Amoral Libertine 

The Portrait of Dorian GrayStrength: 10 (0) 
Dexterity: 11 (0)
Constitution: 14 (+1) S
Intelligence: 15 (+1) SWisdom: 11 (0)Charisma: 17 (+2) P
HP: 7
Alignment: Dark
AC:
Attack: +1

Fate Points: 1d6

Check Bonus (P/S/T): +2/+1/+0Melee bonus: +0 Ranged bonus: 0Saves: +3 Death Saves and area effects
Immortal PowersUnique Kill: Destroy painting, Immortals regenerate 1d8 hit points every minute. +3 to Intelligence
Survivor SkillsOpen Locks: 25%Bypass Traps: 20%Sleight of Hand: 30%Move Silently: 30%Hide in Shadows: 20%Perception 45%Danger SenseSneak attack +4, 2x damage--
Dorian here is a different sort of immortal. There is a tendency to make immortals all sword-wielding warriors out for each other's head (Highlander, The Old Guard) but not Dorian. He is a lover, not a fighter.  Ok, he is an amoral lover and wicked man, but he is not going to go off to battle. 
In some other ways, he is much like a successful lich, with his painting as his Soul Cage
Dorian is described as a lot of things, but an RPG character is usually not one of them.  He is, by all accounts, a normal human.  I made him a 2nd level Survivor because I am sure he picked up a thing or two in his "adventures." 

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

Character Creation Challenge


Character Creation Challenge: Dr. Jekyll and Mr. Hyde

The Other Side -

My week of doing the characters from Dracula has been an absolute blast. Can't wait to go reread the novel again.  It got me thinking about others from this time period that might work out well and there are dozens. More than I will do for this challenge for sure, but enough to keep my busy.

One such character is Dr. Henry Jekyll and his evil counterpart Mr. Edward Hyde.

This also gives me a chance to try out something different with the new Lycanthrope rules.  

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

Dr. Jekyll (Fredric March) and Mr. Hyde

Dr. Henry Jekyll/Mr. Edward Hyde

4th level Inventor (Supernatural, Lycanthrope)
Archetype: Disturbed Scientist/Human madman

Strength: 13 (+1) [16 (+2) p]
Dexterity: 11 (0) S [14 (0) s]
Constitution: 11 (0) [11 (0) s]
Intelligence: 16 (+2) P [16 (+2)]Wisdom: 12 (0) S [12 (0)]Charisma: 15 (+2) [15 (+2)]
HP: 18
Alignment: Light/Dark
AC: 9 [7]
Attack: +2 

Fate Points: 1d6

Check Bonus (P/S/T): +3/+2/+0Melee bonus: +1 [+2] Ranged bonus: 0Saves: +3 to Inteligence and Wisdom saves   
Powers (Jekyll): Danger Sense,  Stressful Transformation, Gadgets (Hyde serum, delivery system, antiserum). 
Powers (Hyde): Danger Sense, Regenerate 1d6 hp, Natural Weapons, Rip and Tear, +3 to wisdom saves.Feed: Must commit an act of violence every night.
Skills:Medicine, Science, Knowledge (Chemistry), Research
Madness: On a roll of 1 or 2 on a d6 Jekyll will transform into Hyde.--
I opted to make Dr. Jekyll an Inventor rather than a sage because that seems to work out the best.  His inventions are his serum and the means to deliver it.  There was a great scene in the otherwise forgettable Edge of Sanity (1989) starring Anthony Perkins as both Jekyll and Hyde.  Basically, Hyde is walking around London, killing prostitutes and hitting on, for all purposes, a crack pipe. The movie was not good, but Perkins was and the scene stuck with me. 
Also the Jekyll/Hyde transformation can be used as a special type of Lycanthrope, or more generally, a "science" based Therianthrope.  This would be the same thing we would use for the Hulk and Cú Chulainn.
There are some more tweaks I can do to this character, but this is a good place to start.

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

Character Creation Challenge


Miskatonic Monday #92: The Catcott Collection

Reviews from R'lyeh -

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


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

—oOo—
Name: The Catcott CollectionPublisher: Chaosium, Inc.
Author: Peter Willington

Setting: Jazz Age Bristol, United Kingdom
Product: Scenario
What You Get: Fifteen page, 1.96 MB Full Colour PDF
Elevator Pitch: “Mirrors don’t lie. They only show a part of truth.”Plot Hook: Getting lost in your studies may cost you more than your Sanity...Plot Support: Detailed plot, staging advice for the Keeper, one floorplan, two handouts, and one NPC (sort of).Production Values: Excellent.
Pros# One-to-one format more engaging# Good staging advice for the Keeper
# Short, one-session, one-to-one scenario# Strong sense of personal horror# Strong sense of isolation# Nicely done feel of decay and dream-like uncertainty# Would work as an introduction for any Academic Investigator# Easy to adjust to Cthulhu by Gaslight or Cthulhu Now
Cons
# Requires a slight edit# Tome at the heart of the scenario not written up# One-to-one format more demanding than traditional scenario# Pre-generated Investigator not given as an Investigator sheet# The intimacy of the personal horror may not suit all players
Conclusion
# Isolated, intimate horror one-shot# Nicely done feel of decay and dream-like uncertainty# Demanding horror scenario for both player and Keeper

Jet Age Action

Reviews from R'lyeh -

The year is 1965. On March 19th, 1964, a joint Japanese-French mission landed on the Moon aboard the giant atomic rocket Kaguyahime, the Moon Princess – affectionately called Monsieur Renard (‘Mister Fox’) in France because of its orange-red paint job. Two space stations orbit the Earth—the US Aurora and the Soviet Budushcheye-1. In the skies over Europe and far-flung cities, the Aérospatiale/BAC Concorde carries passengers at the speed of sound with BOAC, Air France, and Air Majestique. Around the world the Cold War continues between the United States of America and the Union of Soviet Socialist Republics, with Europe divided by the ‘Iron Curtain’. This includes Arenwald, the alpine principality formerly part of the Austro-Hungarian Empire, squeezed in between Hungary, Sylveria, and Yugoslavia, famous as a stop on the Arlberg Orient Express line from London to Athens, and its Soviet counterpart, the Socialist Republic of Sylveria. The Cold War is not the only threat to the world, a secret organisation known as the Octopus, a centuries-old criminal organisation, has designs on world domination. There are other dangers too, as well as mysteries and conspiracies, many of which the authorities are not best-placed to deal with. Step forward the Troubleshooters, bands of friends and adventurers who are prepared to travel the world and investigate the mysteries, crimes, and dangers that the authorities decline to do. And if they can have fun along the way, all the better!
This is the set-up for The Troubleshooters: An Action-Adventure Roleplaying Game inspired by French and Belgian comics—bande dessinée or bédé—such as Tintin, Spirou et Fantasio, Blake & Mortimer, and Yoko Tsuno. Published by Helmgast following a successful Kickstarter campaign, this is an action-adventure roleplaying game set in the second half of the sixties and first half of the seventies, an era of glamour, optimism, and technological advances. Its outlook is optimistic and exciting, a metropolitan world primarily set across a Europe full of diverse and exotic locations. The players will take the roles of the Troubleshooters, freelance adventurers and investigators, friends ready to look into mysteries and crimes, travel to exotic locales, and have adventures! The Troubleshooters can have a theme and thus be a band of curious adventurers, sleuths, agents, or criminals (in the tone of ‘gentleman thieves’)—and The Troubleshooters starts off by discussing these and giving sample inspirations. Each Troubleshooter should be competent, have a particular role in the group—such as the Doer, Investigator, or Muscle, want to adventure, possess a weakness which enhances the story, be fun to play, and fun to play with.

A character in The Troubleshooters is defined by Skills, Max Vitality, Plot Hooks, Traits, Abilities, Complications, and Story Points. Skills—rated as percentiles—are broken down into Background, Social, Investigation, Action, and Combat skills, and they include skills such as Agility, Endurance, Strength, and Willpower, which in other roleplaying games would be used as attributes. Plot Hooks, such as ‘Do-Gooder’ or ‘Media Darling’, are used to pull Troubleshooters into a scenario, and published scenarios will use specific Plot Hooks to involve Troubleshooters. Abilities mark the Troubleshooter out as a special and come in three Tiers with increasingly harder requirements, but at each Tier provide a means for the Troubleshooter to spend Story Points. For example, the Actor Ability requires the Entertainment skill at 65%, and when used with other skills like Charm or Subterfuge, enables a Troubleshooter pretend to be another person. For one Story Point, the Troubleshooter can flip a Subterfuge task check when pretending to be someone else, but for two, he can make a new task check for Entertainment or Charm, and keep the new roll. Complications are roleplaying hooks, for both the player and the Director of Operations—as the Game Master is known in The Troubleshooters is known—and also a source of Story Points. For example, a Troubleshooter with the ‘Amorous’ Complication will earn three Story Points when distracted by his emotions and receives a −2 pips modification to task checks not related to said emotions, three Story Points if a romantic interlude causes him trouble, and six Story Points when a date or romantic interlude prevents him from participating in an important scene.

Troubleshooter creation is template based, though guidelines are included which allow a new template to be built or a Troubleshooter to be built without using a template. Fifteen templates are included from Adventurous Scholar, Aspiring Student, and Caring Veterinarian to Racing Driver, Suffering Artist, and Vigilante Lawyer. Each template includes some background, eleven skills, five Abilities, three Complications, Vitality, extra languages, three gear kits, and some Plot Hook suggestions. A player can modify the skills, but must choose two Abilities, one Complication, five gear kits (this is three more than the template gives, but there is an extensive list of gear included in the book), and two Plot Hooks. He also chooses languages if his Troubleshooter has any and finally decide—or roll—where he met the other Troubleshooters. (Alternatively, the players could just use the six signature Troubleshooters included as examples who figure in all of the examples through the book.)

Dickie Jones – Curious Engineer
Skills: Contacts 45%, Electronics 65%, Engineering 75%, Investigation 45%, Machinery 65%, Science 65%, Search 65%, Security 45%, Melee 45%, Vehicles 45%, Willpower 45%. (All other Skills 15%.)
Abilities: Curious, Tech Wiz
Complications: Combat Paralysis, Crude
Vitality: 5
Languages: –
Gear: Camping Gear, Ham radio set, Electronics toolbox, First Aid Kit, Mechanic’s toolbox (Signature)
Plot Hooks: Friends in High Places, I Owe You

Mechanically, The Troubleshooters is a percentile system. To undertake a Task, a Troubleshooter’s player rolls percentile dice and if the result is equal to or less than the skill and the Troubleshooter succeeds. If the roll is a double and below the Skill value, then the Troubleshooter earns Good Karma, succeeding with a bonus and gains a Story Point. Conversely, Bad Karma is gained if a double is rolled and it is above the Skill value. The Karma can be mechanical or storytelling in nature. The former might be +2 or -2 Pips for Good or Bad Karma, the latter reinforcements turn up, either to help or hinder the Troubleshooters, depending upon whether it is Good or Bad Karma. Modifiers to the roll come in the form of Pips, which range from +5 to -5. If the number of Pips is positive, then any result equal to, or less than the number of Pips on the Ones die will always succeed, even if the actual percentile roll is greater than the Skill value. Conversely, if the number of Pips is negative, then any result equal to, or less than the number of Pips on the Ones die will always fail, even if the actual percentile roll is less than the Skill value. Pips can be applied because the environment, such as in the middle of a storm, or equipment used, such as a tool kit. The Pips system does feel a little weird, even counterintuitive, but it does not take much adjusting to, and once you have, it is very workable.

Notably, if a test is failed, it cannot be repeated, either by the current Troubleshooter or any other Troubleshooter—unless circumstances have changed significantly. Failure though is not intended be an absolute, but rather that the Troubleshooter ‘Fail Forward’ and either learn from the failure or push the story on in interesting ways. For example, in a fight, a Troubleshooter might not be killed, but rather captured, or if a Troubleshooter fails to defuse a bomb in time, he at least learns something about the design. In addition, every Troubleshooter has Story Points. Their most common use is to flip the results of a percentile roll. However, they can also be spent to activate Abilities, get gadgets beyond the standard five a Troubleshooter starts play with, gain clues, and either add something major or minor to the ongoing story. Adding something to the story may require a little negotiation with the Director.

For example, Dickie Jones is participating in a rally across Sylveria. He is the co-driver in a car driven by his fellow Troubleshooter, Tristan Narbrough, but in addition to wanting to place well in the event, they are after a Soviet spy who is heading for the Socialist Republic of Sylveria with some information stolen from one of the sponsors of their car. However, during a night stage, in the middle of a storm, their car, a Mini-Cooper breaks down. Dickie leaps out of his seat, tool kit in hand, and pulls up the bonnet. To determine the fault and fix is going to require a Machinery 65% Test. The Director of Operations sets the Task at ‘-2 Pips’ for the storm, but Tristan’s player describes how he is holding a torch to make sure that Dickie can see what he is doing, which negates the ‘-2 Pips’. Plus, of course, Dickie has his signature Mechanic’s toolbox, which gives him two Pips. So, Dickie’s player is rolling his Machinery 65% Skill at ‘+2 Pips’. Dickie’s player rolls 99%! Not only is this a failure, but it is also one with Bad Karma. This could be bad news for both Dickie and Tristian, but Dickie has the Tech Wiz Ability, which enables his player to reroll an Electronics, Engineering, or Machinery Task for one Story Point. Dickie’s player spends the Story Point and rerolls, but the result is a 71%--better but still a failure… Except no, the value on the Ones die is less than the Pips, which means that Dickie finds the fault, fixes it, and they are back on the road again, driving hard to catch up with and capture the industrial spy!

Combat in The Troubleshooters is more complex and is built around opposed Tests between attacking and defensive Skills, for example, Melee versus Melee Skill or Ranged Combat versus the Agility Skill. The Troubleshooters, as Player Characters, have Defence Skills, but unless they are important, Director characters (or NPCs) do not. Initiative is handled with an Agility Test, with the rests of the two dice added together if successful. Damage is rolled on six-sided dice, typically just two for unarmed attacks, all the way up to seven for machine guns. Rolls of four, five, and six inflict a point of Vitality damage per die, with results of six exploding and potentially doing more damage. Armour allows Soak rolls which negate points of damage, but do not explode. Recovery rolls, made to recover Vitality work the same as Soak rolls. A Troubleshooter or an important Director character is out Cold when they run out of Vitality, although either can take the Wounded or the Mortal Peril Condition instead of suffering Vitality loss. This typically to void being Out Cold, but both have consequences after the fight and take time to heal. What is stressed throughout The Troubleshooters is that it is not a roleplaying game about killing and that it is very difficult for a Troubleshooter to die. Indeed, the most common way of a Troubleshooter dying is when it is dramatically appropriate and the Director has stated that it is a possibility in a scene. As to killing, if a player has his Troubleshooter kill a Director character in cold blood, then the Director is advised to deny the Troubleshooter any free improvement checks at the end of the adventure, and remove all of the Troubleshooter’s Story Points, as well as half of the Story Points of those Troubleshooters’ who could have stopped him. This is harsh, but The Troubleshooters is intended as a positive roleplaying and roleplaying experience.

For the Director of Operations, there is good advice on setting up combat scenes to make them interesting and challenging, adjudicating the use and awarding of Story Points, an extensive list of Gear—including Weird Tech with which to equip the bad guys or interest any budding Tech Wiz Troubleshooter. The advice also covers hosting and running the game, portraying the Director’s characters—including how to make the bigger villains camp, and creating adventures and campaign. She is accorded a full description of the Octopus, its organisation, members, aims, and technology, plus plenty of stats and write-ups of various Director characters and animals. In terms of background, ‘The World of The Troubleshooters’ presents the period and setting in some detail, highlighting not just the differences between the sixties that we know from history and the sixties of The Troubleshooters, but also the similarities. It covers technology, travel, and more before providing a whirlwind guide to some of the interesting places and cities around the world, from Paris and Berlin to Buenos Aries to Ice Station X-14. These are really good, describing each location in a couple of pages including lists of where to stay, things to do, and why that location is being visited as part of the Troubleshooters’ adventure. In fact, these location descriptions feel reminiscent of the Thrilling Locations supplement for the James Bond 007 roleplaying game from 1983 and certainly that sourcebook could be useful until The Troubleshooters gets one of its own. Rounding out The Troubleshooters is a set of appendices which include a calendar for 1965, lists of first names in various languages, a table of character traits, and several lists of profanities, but not profanities, which should allow a Troubleshooter to swear, but not swear, and still maintain the spirit of the bande dessinée. “Blue blistering barnacles!” indeed.

Physically, The Troubleshooters is a stunning looking book. The artwork, done in the ‘Ligne claire’ style pioneered by Hergé, nicely sets the signature cast of The Troubleshooters against the well-drawn backdrop of the real world. Make no mistake, the artwork is excellent throughout, really capturing the feel of the roleplaying’s inspiration. Although it needs a slight edit in places, The Troubleshooters is well written and an engaging read from start to finish. Throughout, the rules and situations are explained in numerous examples of play, all using the signature cast of The Troubleshooters and narrated by Graf Albrecht Vogelin Erwin von Zadrith, the Number Two of the Octopus, as the Director. These are all entertaining to read and tell a story as much as they inform about the rules.

If there are any issues with The Troubleshooters, then there are two. First, there is no scenario. Second, the other thing is that although it references various bande dessinée, it does not list actual titles. Fortunately, there are three scenarios available for the roleplaying game in The Troubleshooters’ Archive. The lack of a bibliography can be got around using the pointers included here as a starting point. In addition, The U-boat Mystery scenario is already available.

The obvious thing about The Troubleshooters is that could be used to run a James Bond style roleplaying game. It could be, and it would work well as a James Bond roleplaying game, but The Troubleshooters is not as cynical in tone or even as murderous as the world of James Bond is in comparison. Much lighter in tone, The Troubleshooters is of course a roleplaying game of adventure tourism in the style of bande dessinée, but also that of the ITC Entertainment television series of the period. For example, The Saint, The Persuaders!, and The Protectors, and whilst it is specific in its bande dessinée inspiration, The Troubleshooters is really the first roleplaying game to look back to the period since Agents of S.W.I.N.G..

The Troubleshooters: An Action-Adventure Roleplaying Game is great looking book with artwork which wonderfully evokes its source material. The rules and mechanics support play in the style of that source material, enabling the players to create fun Troubleshooters, and jet or drive off on amazing, exciting adventures with each other and tell great stories. With its comic book or bande dessinée sensibilities, there can be no doubt that The Troubleshooters takes us back to a simpler, if headier and more optimistic time. The combination means The Troubleshooters is engagingly, delightfully European and charmingly chic.

Character Creation Challenge: Quincey P. Morris

The Other Side -

Quincey Morris is the odd man out here in the Dracula tale. He is a rich American, friends with Holmwood and Seward, and like Van Helsing he has had dealings with blood-suckers, in this case, vampire bats, before.  He is also the character that gets left out of most other media more times than not.

It is Quincey, or rather his Bowie knife, that is instrumental in bringing down Dracula so Harker and Holmwood can kill him.

Had he survived the attack by Dracula he would have been a great character to become a vampire hunter.  Other authors have picked up this challenge and have told stories of a survived Quincey, a vampire Quincey and even Quincey's younger brother (called "Cole" in at least one story).  Quincey lives on in John and Mina's son, Quincy Harker.

Again, one of the best portrayals was Billy Campbell in Bram Stoker's Dracula (1992) which was also one of the most book accurate portrayals.  Another good one is Ethan Chandler in Penny Dreadful

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

Ethan Chandler as Quincey P. MorrisQuincey P. Morris
4th level Veteran
Archetype: Rich Texan

Strength: 13 (+1) S
Dexterity: 17 (+2) P
Constitution: 16 (+2) S
Intelligence: 11 (0) 
Wisdom: 13 (0) 
Charisma: 15 (+2)

HP: 24
Alignment: Chaotic Good
AC: 8
Attack: +2 

Fate Points: 1d6

Check Bonus (P/S/T): +3/+2/+0Melee bonus: +1 Ranged bonus: +2Saves:  +2 to all saves. 
Powers:  Combat Expertise, Improved damage, improved defense, Supernatural Attack, tracking
Skills:** Beast Whisperer, Steady Hands, Notice, Wilderness Survival
** Skills are optional in NIGHT SHIFT, but for Seward, Holmwood, and Morris I feel they are what set the characters apart and above and beyond their class abilities. 
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You can see why Arthur and Quincey are often combined in movies where they work better in a book. Here their stats are not very different, they are both even 4th level Veterans.  I did that on purpose to show that with the optional skills rules you can provide more customization with the characters.  They are also played quite differently. 

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

Character Creation Challenge

Mavens of Murder

Reviews from R'lyeh -

The mystery—as opposed to the mysterious, which has always been there—has long been a part of roleplaying, all the way back to The Maltese Clue, the scenario published by Judges Guild in 1979.  It really came to the fore with roleplaying games like Call of Cthulhu, Gangbusters, and Justice, Inc. and more recently seen in the GUMSHOE System with roleplaying games such as Mutant City Blues, which combines superheroes with the police procedural. What these all do with the mystery is provide the Game Matron with a plot and a set of clues that the players and their characters investigate the mystery and hopefully piece together the clues to uncover the mystery. However, what if the mystery and its investigation was set up the other way around? What if there was no set solution and instead the solution to the mystery could be constructed from the clues uncovered by the players and their characters and would be, if not absolutely correct, then very nearly so? This is what Matrons of Mystery—and Brindlewood Bay, the roleplaying game by Jason Cordova it is derived from—both do.

Both Matrons of Mystery and Brindlewood Bay are Powered by the Apocalypse roleplaying games in which players take the roles of women of a certain age who investigate murder—often much to the consternation of local law enforcement. Brindlewood Bay has an American feel and behind the series of murders a Lovecraftian conspiracy, whereas Matrons of Mystery focuses entirely on the murder mysteries, employs a parred back version of the Powered by the Apocalypse mechanics, and has a decidedly British sensibility being inspired by television series such as Miss Marple, Rosemary & Thyme, Agatha Raisin, Queens of Mystery, Father Brown, and so on. This is not the world of the hardboiled mystery, or even mystery on a medium heat, but that of the ‘cozy’ mystery, set in a small town or village where everyone knows everyone—except that recently arrived stranger, and of course, everyone’s secrets—and there is a strong sense of community, and is of course, suitable for afternoon or Sunday night viewing with all of the family gathered round the television.

Matrons of Mystery: A cozy mystery roleplaying game is designed for three or four players, plus the Game Matron, and each mystery ideally takes a session to solve. This makes it good for one shots or convention games, and the familiarity of its genre means that Matrons of Mystery will be easy to grasp and familiar to most players. In Matrons of Mystery, players take the roles of ladies of a certain age, who are perhaps single, widowed, or divorced, certainly retired or have more than enough time to throw themselves into their community and various activities and charities. For example, keeping the parish church clean, attending meetings of the W.I., helping run Meals on Wheels, doing the village Christmas Pantomime, and so on. Of course, when murder strikes—as it invariably does in their surprisingly high murder count communities—it is the ‘Matrons of Mystery’ who take up their handbags, put down their trowels, and ever ready to make a nice hot cup of tea, discover whodunnit before the local bobby on the beat, Police Constable Plodd, and Inspector Witless from the nearest big town, can work it all out.

Character generation and game set-up in Matrons of Mystery is quite quick. First, the players name and decide on some details about their Matrons’ village. Then, every Matron has a name, a Personal Style, a Hobby, a Background, an Investigation Style, and a Contact. So a Name might be Audrey or Nettie, a Personal Style could be ‘Smart and Classic’, ‘Punk’, or ‘Twinset and Pearl’, and a Hobby Baking, Gardening, Collecting, or Amateur Dramatics. The Background consists of answers to three questions—the first is about a Matron’s former partner or whether or not she was married, what was her career before she retired, and whether she has any children, or if not, young relatives she is fond of. Her Investigation Style—Physical, Logical, Intuitive, or Gregarious—represents different approaches to solving mysteries, and the Contact is someone that the Matron knows well from her past and can rely upon to help out in a pinch. To create a Matron, a player decides upon all of these factors, answers the three questions for her Background, and then assigns +2 to her primary Investigation Style, +1 to her secondary Investigation Style, sets a third at 0, and assigns -1 to her least favoured Investigation Style.

Henrietta Wyndham
Personal Style: Punk
Hobby: Painting
Background: Divorced (to Nigel Wyndham, Stage name: Nasty Nigel), Former Record Producer, Children include Freddy, Pandora, Ned
Contact: Gordon Blythe-White (Record Exec)
Physical 0 Logical -1 Intuitive +1 Gregarious +2

Mechanically, Matrons of Mystery uses Powered by the Apocalypse. To undertake an action or ‘Move’, a player rolls two six-sided dice, adds his Matron’s Investigative Style and aims to roll high. The results fall into the ‘Yes’, ‘Yes, but…’, and ‘No and…’ Roll ten and more and the Move is successful; roll between seven and nine, and the Move is successful, but comes with a Complication; and roll six or less, and the Move not only fails, but adds a Complication. A Complication hinders the Matron’s investigative efforts, such as her slipping and injuring herself climbing in or out of a window or the suspect taking umbrage at one or more of the questions posed to him. This can lead to an ongoing Condition, such as a sprained ankle or being thrown out of a society dinner. (If there is one issue with Matrons of Mystery, it is that it could have done with a bigger list of Complications and especially Conditions to inspire the Game Matron.)

Rules are provided for gaining Experience Points and either using them in play to improve dice rolls or saving them to improve a Matron’s Investigative Styles. They do feel optional though.

Unlike most versions of Powered by the Apocalypse, the rules in Matrons of Mystery include an Advantage and Disadvantage mechanic. Thus when a Matron has the Advantage, which can come from her Personal Style, Hobby, Background, or the situation, three six-sided dice are rolled instead of two, and the best used. Conversely, when she is at a Disadvantage, her player rolls three dice and keeps the lowest two. Another difference between other roleplaying games using Powered by the Apocalypse and Matrons of Mystery is that it does not make use of Playbooks, each of which provide an archetypal character and its associated Moves. Instead, Matrons of Mystery provides a standard set of nine Moves that all of the Matrons can use. The first five Moves—‘Investigate’, ‘Interrogate’, ‘Take Action’, ‘Lend A Hand’, and ‘Ask A Favour’ are used to gain clues and conduct the Investigation. The next three, ‘Reminisce’, ‘Nice Cup of Tea and a Sit Down’, and ‘Go To Adverts’, enforce both the genre and the format of the genre. ‘Reminisce’ enables a Matron to recall something from her past which will help with the current investigation; ‘Nice Cup of Tea and a Sit Down’ lets two or more Matrons sit down, have a nice hot cup of tea, have a chat with each other, and in doing so, each remove a single Condition; and ‘Go To Adverts’ enforces a break in the story when a Matron is in danger, ends the scene on a cliffhanger, and lets the players discuss how the cliffhanger is resolved with the imperilled Matron unharmed when the adverts end!

The final Move is ‘Put It All Together’. This happens at the end or near the end of the game when the Matrons gather their collected clues and deduce the identity of the murderer. Instead of using an Investigative Style to modify the roll, the player uses the number of clues and secrets found out so far, minus the number of suspects involved in the murder. Typically, there are eight suspects per murder, so the Matrons will need to have gathered at least eight clues and secrets to negate this, plus more to gain a modifier to the roll. Roll ten or more and the Move is successful, the Matrons are correct in their deductions and have identified the Murderer and his motive; roll between seven and nine, and the Move is successful, the Matrons are correct in their deductions and have identified the Murderer and his motive, but there a Complication which the Matrons will need to overcome in order to apprehend the Murderer; and roll six or less, and the Move fails, indicating that the Matron’s deductions are incorrect. The Game Matron has to explain why and then sends the Matrons back off to continue their investigations and try again.

For the Game Matron, there is good advice on designing a mystery, from the theme and the set-up through to defining the secrets and listing the clues. There is also good advice on running the game—both online and at the gaming table, how to handle clues, secrets, Complications and Conditions, and so on, as well as optional rules for one-on-one play and playing away from the Matrons’ home village. A short bibliography provides some inspiration for the Game Matron. Then there are three ready-to-play Mysteries, complete with set-up, teaser, eight suspects, and a long list of clues. The first is ‘Gardner’s Question Crime’ in which the village hosts the popular radio show, Gardeners’ Answers in the grounds of Hatherly Hall. With most of the village present, the guest speaker, celebrity gardener and host of the television series, Gardener’s Life, Alan Jefferson, drops dead as he is about to take to the stage. This is followed by ‘Dicing With Death’ in which the village hosts a roleplaying convention (!) and award-winning game designer, Scott Sallow, is found dead on the last day of the convention with his mouth stuffed full of polyhedrals! Lastly, ‘Ding Dong Death’ is takes place just before national bell ringing championships and with the village wanting to put on a good performance, the bell ringing team is getting in some last-minute practice. Unfortunately, the lead bell ringer, Walter Bell, is found hanging upside down from one of the bell ropes. All three scenarios are great set-ups, though ‘Dicing With Death’ feels both improbable and a direct appeal to its intended audience.

Physically, Matrons of Mystery is a tidily done digest-sized book. The cover is appropriately rural, whilst the internal artwork, all publicly sourced, is there to break up the page rather than necessarily illustrate the game. The book is well written and easy to read—especially with the slightly larger fount size.

Matrons of Mystery is fun to play and it is simple to play. Having just the one set of nine Basic Moves eases play no end. Given the age of the Matrons, it is much more of a social game than physical game necessarily, although some sneaking around is probably going to be necessary and perfectly in keeping with the genre. Although it does present her with eight suspects to roleplay, the lighter nature of the rules do provide the Game Matron with the opportunity to really focus on her roleplaying and have fun with it too. The nature of the game and its ‘no given perpetrator’ set-up also strips Matrons of Mystery of any sense of stress or competition which might arise in the players and the Game Matron as they worry whether their deductions and solution to the crime is actually right. Instead, the players and their Matrons construct the murder solution and motive from the clues, thus emphasising storytelling—both the storytelling of the murder and the storytelling of it being solved.

Matrons of Mystery: A cozy mystery roleplaying game is cleverly cozy, taking the structure of Brindlewood Bay and parring it back to focus on its core game play. It is a smart, sprightly roleplaying game which delightfully evokes its genre from the page to the table. And if you are going to play this at the table, a nice hot cup of tea is an absolute necessity.

Character Creation Challenge: Arthur Holmwood Lord Godalming

The Other Side -

In the book Arthur Holmwood, later the Lord Godalming, is the other suitor for the hand of Lucy and the one she ultimately chooses.  One of the plot threads in the books and made more clear in the 1992 movie, was that Holmwood, Seward, and Morris were all friends and even had a few adventures together.

I recall at the time of the 1992 movie that there were rumors of a possible prequel involving the "Victorian Young Guns" and their fights with the supernatural before Dracula.  Neat idea, but all three were fairly incredulous at the idea of the supernatural when Van Helsing brings up the topic.

Still, Holmwood is pretty important to the tale because not only is he Lucy's suitor, he provides the money and the title to get the heroes all the things they need.  Holmwood is also the one that drives the stake into Dracula's heart in the novel.

Cary Elwes provides one of the best performances, but I am also rather partial to Michael Gough in Hammer's 1958 Dracula and Simon Ward in 1973's Dracula which questionably featured Jack Palance as Dracula.

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

Simon Ward as Arthur Holmwood Dracula (1973)Arthur Holmwood
4th level Veteran
Archetype: Victorian Lord

Strength: 12 (0) 
Dexterity: 15 (+1) P
Constitution: 13 (+1) S
Intelligence: 12 (0) 
Wisdom: 11 (0) 
Charisma: 16 (+3) S 

HP: 22
Alignment: Neutral Good
AC: 8
Attack: +2 

Fate Points: 1d6

Check Bonus (P/S/T): +3/+2/+0Melee bonus: 0 Ranged bonus: +1Saves:  +2 to all saves. 
Powers:  Combat Expertise, Improved damage, improved defense, Supernatural Attack, tracking
Skills:** History, Convince, Literature, Wilderness Survival
** Skills are optional in NIGHT SHIFT, but for Seward, Holmwood, and Morris I feel they are what set the characters apart and above and beyond their class abilities. 
--

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

Character Creation Challenge


[Free RPG Day 2021] Tomb of the Savage Kings

Reviews from R'lyeh -

Now in its fourteenth year, Free RPG Day in 2021, after a little delay due to the global COVID-19 pandemic, took place on Saturday, 16th October. As per usual, it came with an array of new and interesting little releases, which traditionally would have been tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Of course, in 2021, Free RPG Day took place after GenCon despite it also taking place later than its traditional start of August dates, but Reviews from R’lyeh was able to gain access to the titles released on the day due to a friendly local gaming shop and both Keith Mageau and David Salisbury of Fan Boy 3 in together sourcing and providing copies of the Free RPG Day 2020 titles. Reviews from R’lyeh would like to thank all three for their help.

—oOo—
Goodman Games provided two titles to support Free RPG 2021, both of which were highly anticipated. Perhaps the more interesting of the two was Dark Tower: The Sunken Temple of Set, an expansion for Dark Tower, the classic  and highly regarded scenario written by Jennell Jaquays and published by Judges Guild in 1979. However, the other was as eagerly anticipated since it was for Goodman Games’ highly popular Dungeon Crawl Classics Role Playing Game. In past years, the support for Free RPG Day has come in the form of a quick-start, either for the Dungeon Crawl Classics Role Playing Game or Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, but for Free RPG Day 2021, the support came in the form of a scenario, Tomb of the Savage Kings.
Tomb of the Savage Kings is a short adventure for Second Level characters which shares an Egyptian theme with Dark Tower: The Sunken Temple of Set. There the similarities end, for Tomb of the Savage Kings, for although there is a Pulp sensibility to both, that sensibility is one of Pulp Fantasy and Swords & Sorcery in Dark Tower: The Sunken Temple of Set, whereas it one of Pulp Horror for Tomb of the Savage Kings as it draws on Universal Studio’s The Mummy and The Mummy’s Hand, as well as Hammer Studio’s The Mummy for its inspiration. In fact, the sensibility is so strong in Tomb of the Savage Kings, that if there was such a thing as Pulp Crawl Classics, this would be a perfect scenario for it.
The scenario begins with the players being hired by Portnelle’s most popular and wealthy socialite, the widow Zita Aztur. Her sister, Isobel, smitten with a mysterious suitor who fancies himself as an adventurer, and has gone missing. The widow fears that she has run off with this would be adventurer in search of the Moon Spear of Andoheb, said to be located in the latter’s pyramid tomb. If true, she fears for her sister’s life as everyone  up until now who has searched for the spear has never been seen again. With promise of a handsome payout and the good widow’s Halfling servant along as a guide, the scenario begins with the Player Characters outside of the tomb looking for a way in…
Once inside, the Player Characters find a classic Egyptian tomb complex. It consists of just nine locations and packs into that the traps, undead, treasures, and clues typical of the genre. It is definitely worth the Player Characters’ searching for clues as there are signs that someone has been here before—and recently! Those clues are nicely done in a grand depiction of the life of Andoheb, and the Judge should definitely provide it as a handout to her players. Following these and exploring the pyramid should bring the Player Characters to a fantastic climatic confrontation which plays much on the inspiration for Tomb of the Savage Kings and depending on what happens, have some interesting outcomes. Two of these have links to the scenarios, Dungeon Crawl Classics #66.5 Doom of the Savage King and Dungeon Crawl Classics #77.5 The Tower out of Time, and so the Judge may want to have access to those. 
Physically, Tomb of the Savage Kings is as well presented as you would expect for a scenario from Goodman Games. The artwork, the cartography clear, and the scenario is well written, though it needs an edit in place.
Tomb of the Savage Kings is a great adventure for Free RPG Day which can be played in a single session. The theme—and probably the plot—will be familiar to many a gamer, especially if the players like Pulp Horror depictions of Egypt. It does also suggest that perhaps there is further potential in an Egypt-set or Egypt-like setting for the Dungeon Crawl Classics Role Playing Game or a more Pulp Horror setting. For fans of the Dungeon Crawl Classics Role Playing Game who like their fantasy with steamy mix of Pulp Horror, Tomb of the Savage Kings is fun adventure.

Entitled Goose Game

Reviews from R'lyeh -

Imagine if you will a haunted house home to several ghosts in danger of being woken up by the constant ringing of bell stolen from the nearest village by a giant, enraged and dressed only in a silk bathrobe, who is trying to find the three ne’er do wells who have stolen his golden goose and run into the house to hide. The house is called Willowby Hall, the goose is called Mildred, the giant is called Bonebreaker Tom, the ghosts are Elias Fenwick, evil occultist, the aristocratic Lavinia Coldwater, the footman, Horatio, and a Taxidermied Owl Bear, the adventurers are Helmut Halfsword, Lisbet Grund, and Apocalypse Ann, and they all really, really want something. And as the bell rings out, the house shudders and shudders until floors collapse, rooms catch alight spontaneously, the Taxidermied Owl Bear goes on the hunt, and the undead rise from where they are buried about the house… This is a recipe for, if not a pantomime a la Mother Goose, then a dark farce best played out on Halloween or at Christmas, but either way is the set-up for the scenario, The Waking of Willowby Hall. Written by the host of the YouTube channel, Questing Beast, it is designed for a party of Third Level characters for the retroclone of your choice and can easily be adapted to other roleplaying games too. It would work with Hypertellurians: Fantastic Thrills Through the Ultracosm or Warhammer Fantasy Roleplay as much as it would Old School Essentials Classic Fantasy.

The Waking of Willowby Hall was funded via a Kickstarter campaign as part of ZineQuest 2. It comes as a thirty-two-page adventure built around thirty-three named locations across the three floors of Willowby Hall and eight NPCs plus various monsters. The house is not mapped out and detailed once, but twice. First in the module’s opening pages, marked with thumbnail descriptions and page number references, the latter actually more useful than simple numbers. Second, in the latter half of the book where full room descriptions are given accompanied by a complete floorplan with the particular rooms highlighted. It feels a little odd at first, but flipping between the two is actually not as awkward as it first seems. None of the individual rooms in Willowby Hall are mapped, but it is a classic mansion which when combined with the engagingly detailed descriptions is easy to visualise and portray. The NPCs are each given half a page, including stats, personality, and wants (or motivations) , plus a fetching illustration. This includes Mildred the Goose, who is essentially there to do two things. One is to motivate her previous owner, Tom Bonebreaker, and the other is to annoy the hell of out the players and their characters. If it appears that the Dungeon Master is playing Untitled Goose Game with Mildred, then both she and Mildred are probably doing their job. Tom Bonebreaker however, is accorded a full page to himself as he is the scenario’s main threat. The scenario’s other threat is also given its own page.

For the Player Characters, the first difficulty is getting into Willowby Hall. Several reasons are suggested as to why they might want to enter the mansion. This includes a couple of classics—one of the Player Characters inheriting the mansion, the other the mansion being the retreat of an occult society which collected rare artefacts and books—as well as the Player Characters merely passing and being hired by the local villagers to retrieve the bell. The latter will probably lead to the Player Characters negotiating with the giant campanologist for the bell and he will want his goose back, which means they will have to enter Willowby Hall. With the other ideas, they will are unlikely to encounter this and instead the Player Characters will just need to make a run for the mansion. This is made easier in the scenario because it advises that Tom Bonebreaker be on the other side of the building when they make their run across the overgrown lawns to the mansion. Alternatively, the Player Characters could begin in the mansion itself and the adventurers simply charge in with goose in hand and the giant on their tails. Once inside, the Player Characters are free to explore as is their wont, but then their problems are only beginning…

The Player Characters’ first aim is probably going to be working out what is going in the house as they explore its halls and rooms, the second being to locate the trio of adventurers and probably, Mildred. As they make their search, there is the constant sound of the bell being rung outside and the eye of Tom Bonebreaker appearing at one window after another, and if the giant spots anyone, the immediate danger of him reaching in to grab whomever he can. The tolling of the bell though is a timing mechanism and as it clangs again and again, the house changes. Slowly at first, and only slightly, but then more rapidly and more obviously. This builds and builds, giving The Waking of Willowby Hall a timing mechanism, one which can easily be adjusted for single, one-off play at a convention or slightly longer play as part of campaign. It gives a sense of dynamism to the scenario.

Physically, The Waking of Willowby Hall is clearly and simply presented. The maps are easy to use, the descriptions of the various rooms engaging, and the illustrations excellent in capturing the personalities of the NPCs. In fact, they are so good that you almost wish that they and Willowby Hall itself was available as a doll’s house and a set of paper standees to use as the Player Characters explore the mansion and that giant eye keeps appearing at various windows. Add in some sound effects—at least the sound of the bell and the honking of the goose—and what a scenario that would be!

The Waking of Willowby Hall gives the Dungeon Master everything necessary to run the scenario, not least of which is a great cast of NPCs for her to roleplay—and that is before you even get to Mildred. After all, what good Dungeon Master would turn down the opportunity to roleplay a goose? The Waking of Willowby Hall is great fun, both raucous and ridiculous, combining elements of farce with a classic haunted house and a countdown ’til the bell tolls for thee.

—oOo—
An unboxing of The Waking of Willowby Hall can be found here.

Character Creation Challenge: Dr. John "Jack" Seward

The Other Side -

My next three characters are the ones that get forgotten the most.  While Mina and Lucy will have their names changed/swapped, the next three are either reduced to one or two characters or forgotten about altogether.

Today I want to do one close to my heart, Dr. Jack Seward.  Seward was a psychiatrist and I spent a number of years as a psychologist.  Plus my one and only time on stage was playing Seward in my High School version of Dracula.  Yeah, I am not going to dump my academic career for a life in the limelight, but it was fun.

My favorite performance of Seward was from Bram Stoker's Dracula from 1992 played by Richard E. Grant, though Donald Pleasence also gave a great performance in 1979's Dracula.

Seward's role in the novel is to first be a suitor to Lucy, but he also brings in Van Helsing. His friends Arthur Holmwood and Quincy Morris are also instrumental in the battle against Dracula.

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

Your Humble Author in High School as Jack SewardYeah, me with a full beard in High School as SewardDr. Jack Seward3rd level Sage
Archetype: Would-be suitor, doctor

Strength: 11 (0) 
Dexterity: 12 (0) S
Constitution: 13 (+1) 
Intelligence: 16 (+2) P
Wisdom: 12 (0) S
Charisma: 15 (+2) 

HP: 14
Alignment: Lawful Good
AC: 9
Attack: +1 

Fate Points: 1d6

Check Bonus (P/S/T): +3/+1/+0Melee bonus: 0 Ranged bonus: 0Saves:  +3 to saves against spells and magical effects. 
Powers:  Mesmerize Others (used on Renfield and Mina), Suggestion, Survivor Skills (level 1), Languages (16), Arcane Dabbler
Survivor Skills
  • Open Locks: 15%
  • Bypass Traps: 10%
  • Sleight of Hand: 20%
  • Move Silently: 20%
  • Hide in Shadows: 10%
Spells*Level One: Charm Person, Detect Evil
*In this case "Spells" will be just bits of lore and learning he is able to use. 
Skills:** History, Knowledge (Psychiatry), Medicine, Science
** Skills are optional in NIGHT SHIFT, but for Seward, Holmwood, and Morris I feel they are what set the characters apart and above and beyond their class abilities. 
--

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

Character Creation Challenge


Friday Fantasy: The God With No Name

Reviews from R'lyeh -

The God With No Name is a dungeon within the body of remains of a giant beast or god. Published by Leyline Press this is a setting more recently seen in Genial Jack Vol. 2 from Lost Pages and Into the Würmhole, the Free RPG Day release in 2021 for Vast Grimm. Instead of the dry, hard rock walls of caves and worked stone of corridors and rooms, such dungeons possess an organic, moist, often pulsating, and even fetid environment. However, they may also have calcified and fossilised over time, leaving behind an organic imprint of caves and tunnels. The God With No Name combines elements of both—the organic and the calcified. It is also noticeable for its format. Like The Isle of Glaslyn before it, The God With No Name manages to fit an adventure onto the equivalent of four pages and then present it on a pamphlet which folds down to roughly four-by-six inches. It contains all of the room descriptions on one side and the maps and various tables on the other. It is the very definition of a clever little design. Ultimately however, it is a design which places constraints on the scenario.

The God With No Name is designed for use with Old School Essentials Classic Fantasy and ostensibly details a network of tunnels and caves mined by ancient Dwarves for its very pure salt deposits. It is still said that not all of those deposits have been mined out, but the mine has long been abandoned and it is said that the local Mountain Folk revere the mine as a god. The valley below the mine is said to be infested with trolls and the mine full of secrets. There is a truth to a great many of the rumours about the mine… The mine consists of two levels, a longer main tunnel and a shorter cliff tunnel. The entrance to the main tunnel is at ground level, the entrance to the cliff tunnel above in the cliff face. Above that is a small tower. It is depicted in both cross section and a floorplan with cartography by Dyson Logos.

The long abandoned mine has in parts the feel of Tolkien’s Moria, a sense of mystery and age, but there is also something squamous to it too, as well as something of the film Alien, for parts of the mine—or rather ‘The God With No Name’—are still alive and the shadows seem to move… This is because the god is not merely dead, but slumbering, even if for time immemorial, and the shadows are infested by the Void Doppler, the shadow child of ‘The God With No Name’ who stalks the living in search of body parts so that it can be reborn and walk under the sun. It leaves behind secretions of the void, and those void secretions spread as the Player Characters delve deeper and deeper, blocking off access to parts of the mine, including the way back out…

In addition to the descriptions of the mine’s locations and maps, The God With No Name is supported with a set of tables which provide rumours, encounters outside and inside the mine, and the contents of unmarked rooms. The table of rumours also works as a set of hooks to involve the Player Characters as there is no given set-up or hook to the scenario, and the table of valley encounters as a means to expand the adventure and flesh the scenario out a little more. The size and isolated nature of The God With No Name also means that it is relatively easy to drop into a Dungeon Master’s campaign.

There is scope in The God With No Name for some nasty, horrifying sessions of play, as the Player Characters are hunted from the shadows and their body parts are stolen one by one. However, the scenario is not without its issues, which either stem from its physical design or its tone. Physically, the fold up pamphlet design of The God With No Name means that its content feels constrained and having the descriptions on one side and the map on the other—when folded out, let alone folded up—does mean that in actual play, the scenario is not as easy as it should be to use. The scenario has no set-up or hooks for the Player Characters to get involved, so the Dungeon Master will have to create those, though she can, of course, make use of the given rumours table. Perhaps the biggest issue with the scenario is the tone and genre. Although this is a dungeon adventure, it is very much a ‘you’re locked in a room with a monster’ horror scenario a la the film Alien, its horror is not just of the dark and the shadows, but also of the body. As a body horror scenario, it creeps up on both the Player Characters and the Dungeon Master, and whilst it should be doing the former, it should not be doing the latter. Some warning to the prospective Dungeon Master should have been given upfront. Also, the scenario does not state what Player Characters Levels it is designed for, but the nature of the monsters encountered—trolls in the valley and the Void Doppler in the mine—suggest at least Fifth and Sixth Levels.

Physically, The God With No Name is a piece of design concision. It is compact and thus easy to store, but format does not make it easy to use. It is not illustrated bar the front cover and as to the cartography, Dyson Logos’ maps here are not his best, or even his most clear. The scenario does require a slight edit though.

Its compact size and content means it needs a little development upon the part of the Dungeon Master, but The God With No Name is creepy and not a little weird. If the Dungeon Master wants a short—two sessions or so—body horror scenario for her campaign, then The God With No Name certainly delivers.

Character Creation Challenge: Lucy Westenra

The Other Side -

Yesterday I featured Mina Murray Harker, the hero of the Dracula novel.  The archetypical victim though belongs to her friend Lucy Westenra.  I have compared Lucy and Mina a few times. Showing where Mina is the "Modern Woman," Lucy is the "Old World Woman."  She does a lot to make herself more attractive to Dracula.  She is looking for a man to define her life, she is a member of the "idle rich," she has bouts of sleep-walking, her innocence, and more.  Where Mina is proactive, Lucy is largely reactive.  

It is hard really not to feel bad for her.

After she is turned by Dracula all of that gets inverted.  The sweet, coquettish girl becomes the dangerous "bloofer lady" that preys on children. 

My favorite portrayal of her comes from Sadie Frost in 1992's Bram Stoker's Dracula, but I also rather liked how Jan Francis looked as the vampire Lucy (or rather "Mina" in this version) in 1979's Dracula, though she looks nothing like the "bloofer lady."   Though the most accurate physical portrayal was by Katie McGrath in the short run NBC series Dracula.

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

Katie McGrath as Lucy WestenraLucy Westenra2nd level Survivor (Supernatural, Vampire)
Archetype: Vampire Victim

Strength: 11 (0) 
Dexterity: 12 (0) 
Constitution: 8 (-1) 
Intelligence: 11 (0) S
Wisdom: 10 (0) S
Charisma: 17 (+3) P

HP: 4
Alignment: Chaotic Evil
AC: 9
Attack: +1 

Fate Points: 1d6

Check Bonus (P/S/T): +2/+1/+0Melee bonus: 0 Ranged bonus: 0Saves: +3 to all Wisdom saving throws, +3 to death saves. +1 to all others.
Powers:  Vampire Powers, Stealth skills, Climbing, Danger Sense (1-2), Sneak Attack x2
Katie McGrath as Lucy WestenraVampire Powers
  • Ability Bonuses (+2 to Strength, +2 Dexterity)
  • Damage Immunity
  • Feed on Life (Con drain)
  • Vampire Regeneration
  • Vampire Vulnerabilities

Stealth Skills

  • Open Locks: 25%
  • Bypass Traps: 20%
  • Sleight of Hand: 30%
  • Move Silently: 30%
  • Hide in Shadows: 10%
  • Perception: 45%

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Dracula, and Lucy for that matter, drains Constitution, not "Levels," which is as it should be for "Dracula."  There was no way Lucy could survive three attacks of draining 2 levels when she is always described as frail and weak before Dracula even shows up.  Not only that the children Lucy later preys one are certainly 2nd level, they are barely 0 level.

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

Character Creation Challenge

Character Creation Challenge: Mina Murray Harker

The Other Side -

Longtime readers here will know of my love of Mina Murray Harker, the true hero of the Dracula novel.  I have talked about her here a few times, but in short, she is the one that puts all the pieces together, she is the one that has the forethought to transcribe everyone's notes.  She is the one that really has the tools to go hunting for Dracula.  She is also the prototype of the "Final Girl" a trope that will only grow for the next 120+ years.

One thing I have never cared for though was the whole reincarnated lover of Dracula.  Mina is interesting enough without needing to add anything else to her character.  That being said, I did not mind Alan Moore making her into a vampire.  But that is not what I am going with her.  This is Mina from the book and most of the movies.

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

Peta Wilson as Mina HarkerMina Murray Harker
3rd level Survivor (Human)
Archetype: Survivor

Strength: 10 (0) 
Dexterity: 12 (0) 
Constitution: 15 (+1) S
Intelligence: 16 (+2) P
Wisdom: 12 (0) 
Charisma: 16 (+2) S

HP: 11
Alignment: Light
AC: 8
Attack: +1 

Fate Points: 1d8

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

Stealth Skills

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

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Mina is a vampire attack survivor, more so that she survived an attack by Dracula.  That has to count for something. 

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

Character Creation Challenge



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