Outsiders & Others

1981: Fantasie Scenarios

Reviews from R'lyeh -

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.
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On the tail of Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showcased how another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & DragonsRuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. As new fanzines have appeared, there has been an interest in the fanzines of the past, and as that interest has grown, they have become highly collectible, and consequently more difficult to obtain and write about. However, in writing about them, the reader should be aware that these fanzines were written and published between thirty and forty years ago, typically by roleplayers in their teens and twenties. What this means is that sometimes the language and terminology used reflects this and though the language and terminology is not socially acceptable today, that use should not be held against the authors and publishers.

The Beholder was a British fanzine first published in April, 1979. Dedicated to Dungeons & Dragons and Advanced Dungeons & Dragons, it ran to twenty-seven issues, the last being published in July, 1981. It was popular and would be awarded ‘Best Games Fanzine’ at the Games Day convention in 1980. After the final issue of The Beholder, the editors would go on to release a number of anthologies which collected content from the complete run of the fanzine. A total of five were planned and at least two were published. The first was Beholder Supplement Glossary of Magic, which collected many of the magical items which appeared in the fanzine and collated them into a series of tables for easy use by the Dungeon Master. The second, third, and fourth volumes would have collected the scenarios which appeared in the fanzine, whilst the fifth would have been a bestiary of monsters.

Fantasie Scenarios – The Fanzine Supplement No. 2 is the first anthology of scenarios taken from the pages of The Beholder. It contains “4 highly detailed, exciting and original scenarios” all written for use with Dungeons & Dragons and Advanced Dungeons & Dragons. The collection  opens with ‘The Ring of Fire’, originally published in The Beholder Issue #11 and subsequently voted by its readership as the best scenario to appear in the fanzine. Designed for four to seven Player Characters of ‘moderate adventuring experience’, ‘The Ring of Fire’ is set entirely within the crater of an extinct volcano, rumoured to be the home of a dragon below the crater’s mists and fumes. Several miles distant from the nearest settlement, once the Player Characters have ascended to the lip the crater, the adventure proper begins and they begin the descent. This is along a path which spirals around the steep sides of the crater and it is along this path that most of the scenario will play out. As they follow the path down, the Player Characters encounter obstacles and lairs and fortresses, and more. These special encounter areas start off with almost a nod to Shelbob’s lair with the lair of the Giant Spider, Castra, followed by a wooden plank bridge past the lair of Minor the Harpy, through a vanquished outpost of Hobgoblins, through a maze, and yes, even into the lair of the Red Dragon, Faughon.

All of these encounters really are special. Essentially excerpts pulled from the main map of the volcano, they are beautifully drawn in detail and supported with engaging descriptions. Any one of these encounters could be pulled from the scenario and it would stand up if added to another location, perhaps an enormous dungeon cavern. The scenario is obviously linear as the Player Characters make their descent, but opens out into a swampy area on the crater floor. This is less interesting perhaps than the earlier encounters, but there is a sense of decay here that feels all the more constrictive in the fog-shrouded crater. There are no plot hooks as such to ‘The Ring of Fire’ as such, but it would be easy for the Dungeon Master to add them. Perhaps the Player Characters want something from the Red Dragon or the ancient, evil sorcerer whose remains are buried here, or simply be after the treasure which is said to have been left there by the ancient inhabitants. Essentially, the bottom of the crater is a blank canvas upon which the Dungeon Master can write elements from her campaign and so add ‘The Ring of Fire’ to her campaign. Whatever the Player Characters might find in the base of the crater, getting there is very much the play and the fun of the scenario.

The second scenario is ‘The Gorge of the Afterlife’. Designed for three to six Player Characters of ‘low to moderate adventuring experience’, it appeared in The Beholder Issue #14 and was a close runner up to ‘The Ring of Fire’ in the poll. The Player Characters should at least possess one magical weapon between them—if not more, and there should be a Cleric amongst their number. Again the scenario has a great sense of environment and geography, being set in a long narrow gorge once the burial ground to the local dignitaries. Water drains into the gorge and flows out via a series of waterfalls, which the Player Characters will need to ascend as they venture into the gorge. The outer section of the gorge is swampy and home to a band of brigands, whilst the inner section consists of a lake surrounded by individual tombs, mausolea, and barrows. Here the authors repeat the format of ‘The Ring of Fire’ with individually mapped areas for greater detail, offering a range of different challenges to any Player Characters wanting to raid them. Some are still intact, some have been broken into, others are occupied. 

The third part of ‘The Gorge of the Afterlife’ consists of a dungeon proper, a tomb complex, which oddly, is laid out in the shape of a gargoyle, though statues of gargoyles appear at the entrance to the gorge where their prevents entry of any devils or demons. The tomb complex contains just six tombs, each of them a great leader in their time, in their way representatives of Dungeons & Dragons’ Classes. Some were good, others bad, but are now the target of a band of evil Elves (not Drow) amidst the roving undead which infests the complex. Much like ‘The Ring of Fire’, ‘The Gorge of the Afterlife’ is a not a scenario with any sense of a plot, the gorge and its tombs being there to plunder by the Player Characters and nothing more. Again though, they are open to interpretation and development upon the part of the Dungeon Master, perhaps more so because the adventure is designed to be inserted into a campaign. Again, perhaps the Player Characters are searching for something which can only be found in the tombs or perhaps they have been employed to deal with the brigands, but discover that they have a secret paymaster, that is, the evil Elves in the tomb complex? This is much more of a traditional Dungeons & Dragons-style adventure, but again, nicely detailed and potentially more flexible than ‘The Ring of Fire’.

‘UGGISH and the GRIMBNAK’ is the third scenario in Fantasie Scenarios – The Fanzine Supplement No. 2 and originally published in The Beholder Issue #19, and appears to have been part of an ongoing feature in the fanzine. Where the previous two scenarios have been quite confined in their environment, this one opens up a bit by being set in a forest and its surrounding wilderness. Designed for a party of four to six Player Characters of moderate Level, the scenario is set in the forest surrounding the Ravine of the Oozewater where legend has it that two ancient creatures fled in ages past when disturbed by the first settlers in the region. More recently, they have been revealed to be Uggish and the Grimbnak, now said to be in league with the Orcs of the Black Hand, scimitar-wielding humanoids with ebon skin and red eyes, who have been attacking settlers, foresters, and hunters throughout the forest, forcing them to flee. The scenario is thus a strike mission—investigate the activities of the Orcs and put a stop to them.

The scenario details the forest wilderness and the paths to the cliffside stockade which the Orcs have had time to build and make a home in. Thus there is advice and a table to make it a living place with events going on despite the presence of the Player Characters and perhaps that they can take advantage of in their raid. The stockade and its inhabitants, as well as the caves built into the cliffside are as decently detailed as the other scenarios in the anthology, however, the Orcs are described as being black-skinned and resolutely evil. To be fair, this would have been typical of the time and the depiction of Orcs has always been contentious, but the language used here, though unlikely to have been intentionally so at the time, would be socially unacceptable today and even potentially, cause for offence. Whilst there is some element of story here and it would be an easy scenario to add to a campaign because of the simplicity of its set-up, of the four scenarios in the anthology, ‘UGGISH and the GRIMBNAK’ would be the most difficult to run or adapt because of the language used when describing its antagonists and their outlook. 

The last scenario in the anthology is ‘The Dripping Chasm’. Taken from The Beholder Issue #18—voted the best issue by the fanzine’s readers—it is designed for six low Level Player Characters and has a simple set-up which makes it easy to add to a campaign or run as a one-shot. That set-up is one of bandits raiding the area, frequently enough to amass no little wealth, and so there is treasure to be found and a threat to civilisation to be thwarted. The bandits are thought to operating from somewhere up the River Underpine, and when the Player Characters follow it along its course, they discover its source, the Dripping Chasm, and a series of buildings along the chasm wall and a cave network beyond them. The caverns though, are not just home to the bandits, there being older occupants who just unhappy with their presence, they are prepared to do something about it. Which is when the Player Characters turn up. 

‘The Dripping Chasm’ is a small locale and a small adventure, but it packs in a lot, including factions, nuance, and the level of detail found in the anthology’s other scenarios. There are the three factions—the bandits, a grumpy bear, a really unhappy hermit driven to recruit some unpleasant allies, and the complex of caverns is described in some detail. The factions bring in the element of a living dungeon and this is enforced by the nuance. The caverns and the Dripping Chasm are not just bases of operation where the factions work from, but homes too. So the bear and the hermit make their homes in the caverns and tunnels, and resent being invaded by the bandits, but they have made their home in some of the caverns as well as along the river, and down so with their families. The bandits have their wives and children here too, so this is not a scenario necessarily set up so that the Player Characters go in and slaughter anyone and everyone as in ‘UGGISH and the GRIMBNAK’, but do have choices to make here. Potentially, these choices—which faction to side with, what to do about the families, and discovering why they are here and why they have turned to banditry—are all good story hooks and good roleplaying hooks, though the Dungeon Master will have to develop the details herself. 

If there is an oddity to ‘The Dripping Chasm’, it is in the organisation which details the locations furthest from the starting point of the scenario first and nearest, last. Given the advice that the Dungeon Master read through the scenario thoroughly, it only enforces the need to. Otherwise, ‘The Dripping Chasm’ is a decently done scenario easily adapted to the Dungeon Master’s campaign and a really engaging piece of writing. In terms of storytelling potential, ‘The Dripping Chasm’ has the most of the quartet in Fantasie Scenarios – The Fanzine Supplement No. 2.

Physically, Fantasie Scenarios – The Fanzine Supplement No. 2 is decently done. Like any fanzine title, it has its rough edges and the layout could be cleaner. The cartography though is quite lovely, clear and detailed, giving the anthology its singular look. There are few illustrations in the supplement, but some of them are really nice. It should be noted that except where a new monster is introduced, the actual stats for Dungeons & Dragons monsters and items in the four scenarios are kept to a minimum, meaning that the Dungeon Master will ned to refer to the ruleset of her choice.

Fantasie Scenarios – The Fanzine Supplement No. 2 is a piece of history. Its writing is representative of a creative drive four decades ago, and whilst some of that writing reflects that age, there is no denying that each of the scenarios is still playable today. Whether that is using Dungeons & Dragons or Dungeon Crawl Classics Role Playing Game or The Black Hack or Old School Essentials, all four scenario could be with relatively little adjustment—at least mechanically. Tonally perhaps and in some of the language warrants adjustment, and would certainly benefit from such attention in the unlikely event that these scenarios were republished today. Overall, Fantasie Scenarios – The Fanzine Supplement No. 2 is a lovely snapshot of yesterday’s creativity, showcasing how it was done forty years ago just as it is today.

Santa Claus and the Friday the 13th Christmas Special for NIGHT SHIFT

The Other Side -

Been working a lot on NIGHT SHIFT lately so I see everything through this lens.  So when one of my friends on Facebook posted this idea, you know I had to run with it. 

Jason vs Santa

Not too far-fetched, as the images of Santa and Father Christmas come to us from the legends of Odin wandering the land in disguise, giving gifts to children.

So for NIGHT SHIFT imagine this.  It is December 13, but it is also Friday the 13th (the next time this happens is December 2024).  A group of kids are back from college and getting ready for Christmas.  They all get together and talk about how they all nearly died at Camp Crystal Lake one summer.  The memories and the date summon Jason Voorhees to start killing again.

I imagine a sad and angry Santa Claus (I mean if Jason is real, why not Santa).  

"I knew those children Freya!" he tells Mrs. Claus. "Billy. Susie. Ann. They were on the Nice List most of the time. They were all good kids!"    

Mrs. Claus watched him for a moment, she then reaches into her dress and pulls out a large iron key on a silver chain.  Santa stands, takes the offered key.  He goes and unlocks a cabinet. Inside is a large golden spear.  "Ah, Gungnir old friend. It is time again." He removes his jolly red coat to reveal his muscled frame donned in fine mail. 

Mrs. Claus hands him his shield saying "Remind him who you were, Grímnir. Who you are."

He walks out of his workshop in the driving snow (in slow motion no less) as two ravens fly into the scene to fly in front of him.

Santa ClausSanta Claus
20th Level Chosen One
Supernatural

Strength: 20 (+4) s
Dexterity: 17 (+2) 
Constitution: 14 (+1)
Intelligence: 16 (+2) 
Wisdom: 18 (+3) P
Charisma: 20 (+4) s

HP: 110 (20d8+20)
AC: 2
Fate Points: 1d10

Check Bonus (P/S/T): +8/+6/+4
Melee bonus: +10  Ranged bonus: +6
Saves: +6 to all

Special Abilities: Increased Ability (Str), Brutal Warrior, Stunning Blow, Killing Blow, Supernatural Attacks, Difficult to Surprise, Improved Initiative, Improved Defense, Survival Skills  (13th level), Mental Resistance, Regeneration.

Supernatural Ability: Body Control

For a game I would have the PCs being hunted by Jason and the only one that can save them is Santa.  That is of course if they can remind him that he had once been Odin.

--

Joe and Becky were running for their lives. 

The monster in the hockey mask had killed Gary and it was now after them.  Becky was hurt and limping.  Joe was trying to hold her up while they ran. Both were terrified. Joe was looking behind and he no longer saw the monster and he didn't notice the limb and he tripped, bringing him and Becky down.   They looked up and saw the monster. The monster raised his machete to bring down on the teens. Joe heard a scream that he thought was Becky's, but he soon realized it was his own.   Instead of the sound of metal on flesh, the sound was metal on steel.

Joe looked up and saw, to his complete astonishment, he saw.

"Santa?" Joe asked, surprised.

"Ho. Ho. Ho." Santa said, but there was no mirth in it. His spear held back the machete. "Now, foul draugr. Not these children."  Santa knocked the undead slasher back with his spear. "Not during MY season!" 


Merry Christmas everyone!

[Free RPG Day 2021] Twilight Imperium: Ashes of Power

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.

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For Free RPG Day 2021, EDGE Studio offered Twilight Imperium: Ashes of Power. This is a quick-start for Embers of the Imperium, the roleplaying game based on Twilight Imperium, the classic ‘4x’ (eXplore, eXpand, eXploit, and eXterminate) board game. It uses the Genesys Narrative Dice System—first seen in Warhammer Fantasy Roleplay, Third Edition—but ultimately derived from the original Doom and Descent board games. Twilight Imperium: Ashes of Power comes with everything necessary to play—an explanation of the rules, four pregenerated characters, and an exciting, action-packed scenario for the Game Master to run. What it does not come with is dice and the fact that both the Genesys Narrative Dice System and Embers of the Imperium—and therefore Twilight Imperium: Ashes of Power—use propriety dice is a small problem. Not an insurmountable one, but a small problem, nonetheless. Fortunately, EDGE Studio has made available a Genesys Dice App free to download which will alleviate that problem unless one or of the players lacks a mobile device.
Twilight Imperium: Ashes of Power opens with a rules summary. The core mechanic requires a player to roll a pool of dice to generate successes and should the roll generate enough successes, his character succeeds in the action being attempted. The complexity comes in the number of dice types and the number of symbols that the players need to keep track of. On the plus side, a player will be rolling Ability dice to represent his character’s innate ability and characteristics, Proficiency dice to represent his skill, and Boost dice to represent situational advantages such as time, assistance, and equipment. On the negative side, a player will be rolling Difficulty dice to represent the complexity of the task being undertaken, Challenge dice if it is a particularly difficult task, and Setback dice to represent hindrances such as poor lighting, difficult terrain, and lack of resources. Ability and Difficulty dice are eight-sided, Proficiency and Challenge dice are twelve-sided, and Boost and Setback dice are six-sided.

When rolling, a player wants to generate certain symbols, whilst generating as few as possible of certain others. Success symbols will go towards completing or carrying out the task involved, Advantage symbols grant a positive side effect, and Triumph symbols not only add Successes to the outcome, but indicate a spectacularly positive outcome or result. Failure symbols indicate that the character has not completed or carried out the task, and also cancel out Success symbols; Despair symbols count as Failure symbols indicate a spectacularly negative outcome or result, and cancel out Triumph symbols; and Threat symbols grant a negative side effect and cancel out Advantage symbols. Only Success and Failure results indicate whether or not a character has succeeded at an action—the effects of the Advantage, Triumph, Despair, and Threat symbols come into play regardless of whether the task was a success or not. Task difficulties range from one Difficulty die for easy tasks up to five for Formidable tasks, and in addition, certain abilities enable dice to be upgraded or downgrade, so an Ability die to a Proficiency die or a Challenge die down to a Difficulty die.

In general, the dice mechanics in the Genesys Narrative Dice System—and thus, Twilight Imperium: Ashes of Power—are straightforward enough despite their complexity. They are perhaps a little fiddly to assemble and may well require a little adjusting to, especially when it comes to narrating the outcome of each dice roll.

Combat is more complex. Initiative is handled by a skill roll—using Cool or Vigilance, and attack difficulties by range and whether or not the combatants are engaged in melee combat. Damage is inflicted as either Strain, Wounds, or Critical Injuries. Strain represents mental and emotional stress, Wounds are physical damage, as are Critical Injuries, but they have a long effect that lasts until a Player Character receives medical treatment. When a Player Character suffers more Wounds than his Wound Threshold, he suffers a Critical Injury, and when he suffers Strain greater than his Strain Threshold, he is incapacitated. The various symbols on the dice can be spent in numerous ways in combat to achieve an array of effects. So a Triumph symbol or enough Advantage symbols could inflict a Critical Injury, allow a Player Character to perform an extra manoeuvre that round, and so on, whilst Threat and Failure symbols inflict Strain on a Player Character, three Threat symbols could be spent to knock a Player Character prone, and so on. Twilight Imperium: Ashes of Power includes a table of options for spending Advantage, Triumph, Threat, and Despair in combat, as well as a table of critical Injury results. It does not, however, include a table for spending Advantage, Triumph, Threat, and Despair out of combat—a disappointing omission for anyone wanting to do a bit more with their character’s skills. That said, the Game Master should be able to adjust some of the options on the table to non-combat situations.

Lastly, the rules in Twilight Imperium: Ashes of Power cover NPCs and Story points. Apart from nemesis-type NPCs, most NPCs treat any Strain they suffer as equal to Wounds, and Minions work together as a group. In Twilight Imperium: Ashes of Power, there are two pools of Story Points—one for the Player Characters, one for the GM. They can be used to upgrade a character’s dice pool or the difficulty of a skill check targeting a character—NPC or Player Character in either case, or to add an element or aspect to the ongoing story. The clever bit is that when a Story Point is spent, it does not leave the game, but is shifted over to the pool of Story Points. So if the Game Master spends a Story Point to increase the difficulty of a Player Character’s Perception check to determine the motives of an NPC, she withdraws it from her own Game Master pool of Story Points and adds it to the players’ pool of Story Points. As a game proceeds and Story Points are spent and move back and forth, it adds an elegant narrative flow to the mechanics and will often force the players to agonise whether they should spend a Story Point or not as they know it is going to benefit the Game Master and her NPCs before it comes back to them.

A character in Twilight Imperium: Ashes of Power has six characteristics—Agility, Brawn, Cunning, Intellect, Presence, and Willpower, plus a range of skills from Charm, Computers, and Cool to Ranged (attacks), Skulduggery, and Vigilance, as well as range of special abilities. The four pre-generated Player Characters include a reptilian Xxcha, an overly optimistic liaison who carries an antique Lazax grav-mace; a Human Orbital Drop Soldier with a dislike of the L1Z1X; a curious Hylar Field Scholar who travels in an exosuit which enables him to survive out of water; and a Hacan Wayfarer merchant captain looking to restore her family fortune and is an expert negotiator with word and gun. All four Player Characters are nicely presented in a busy, but easy to access character sheet which gives a clear explanation of the character background, roleplaying notes, skills, equipment, abilities, and so on—plus each comes with a decent illustration of the character. Of note, each Player Character has an agenda, for example, the Hylar Field Scholar’s requirement to record and gather all data and samples they can of new or archaic technologies. There are boxes throughout the scenario which inform the Game Master when each of the Player Characters has an opportunity to fulfil their agenda, and notably, it is not up to the player to remember to bring it into play, but rather that the Game Master should remind the player. As such, there is no benefit in game to fulfilling an agenda, but it does provide roleplaying opportunities and motivation, and provides a chance for each player to showcase his character.
The setting for Twilight Imperium and thus for Embers of the Imperium and Twilight Imperium: Ashes of Power, is a space opera in a vast, sprawling galaxy. For twenty thousand years, the galaxy prospered under the Lazax Empire, governed by a Galactic Council which gave everyone a voice. Both the Lazax and the empire would be destroyed in a series of wars that would culminate in the bombardment of Mecatol Rex, glittering throne world of the Lazax and the seat of Council, by the reviled Mahact Kings. The subsequent Twilight Wars lasted for millennia, but more recently, the great galactic powers have come together—warily, and established a Galactic Council amidst the ruins of Mecatol City. There is peace, measured diplomacy, and careful co-operation, but in a new age when the members of the councils do not yet fully trust each other, there remain threats which would return the galaxy to chaos once more—the L1Z1X Mindnet, Vuil’Raith Cabal, Mahact Gene-Sorcerers, and Nekro Virus. In response, the Galactic Council established the Keleres, an agency dedicated to dealing with threats larger than any one faction can effectively deal with. Though dedicated to the safety of the galaxy, the Keleres is dependent on the factions for support and resources, as well as for its members—also known as Keleres—and most of them have to answer to their sponsors as well as the agency. The Player Characters are of course, members of the Keleres.
The scenario in the quick-start, ‘Ashes of Power’, sends the Keleres to Herool’s Truce, a tidally locked world which has only regained contact with the rest of galaxy in recent years and from where a Keleres informant has reported the possible discovery of unknown, Imperial-era technology and the presence of unsanctioned L1Z1X agents. There they are to investigate the possible disappearance of the informant, confirm the discovery of the ancient technology, and if they do, prevent it from falling into the hands of the L1Z1X agents. It sounds a simple enough mission, but the Player Characters will need to find the ship they have been assigned, get to the planet, deal with it bureaucracy, follow up on a rumour or two, all before facing off against the cybernetically enhanced L1Z1X agents. Divided into three acts, in the first act, the Player Characters will be briefed about their mission and find their ship; in the second, they will conduct their investigation on Herool’s Truce; whilst in the third, they will confront the L1Z1X team and discover whether or not the rumours of ancient technology are true. The scenario takes its time to help the Game Master, clearly indicating skills necessary and their possible outcomes, as well as presenting numerous ways in which the Keleres can approach the mission. They can be open about it with the local authorities, they can try and avoid getting the authorities involved, and although there are numerous opportunities for combat and conflict, with many of them, the scenario also suggests other ways of dealing with the situations. Along the way, there are opportunities for each of the Player Characters to fulfil their personal agendas and explore an interesting world which has been cut off from the rest of the galaxy for centuries and consequently has an interesting society and geography. There are lots of chances to roleplay too, which is helped by the succinctly done backgrounds for each of the Player Characters. 
The scenario concludes with notes as to what happens next. This takes into account the fact that the Player Characters might not succeed or might even side with the L1Z1X agents! There are consequences to both outcomes as well as their being successful, and these could play out should the Game Master continue with an Embers of the Imperium campaign. In addition, the PDF version of Twilight Imperium: Ashes of Power comes with support that includes two extra Player Characters, their agendas, and extra encounters for the scenario’s third act. Also included is a map—which was not in the Free RPG Day release. The extras increase the number of players possible or character choices available.
Physically, Twilight Imperium: Ashes of Power is as nicely done as you would expect from the publisher. It is well written, the full artwork is good, and the sample Player Characters are excellent. If there is a downside perhaps it is that few of the NPCs are illustrated, and there are no maps or illustrations of the world of Herool’s Truce, both of which would have helped the Game Master portray the world for her players.
Ultimately, if there is an issue with Twilight Imperium: Ashes of Power, it is that it uses the Genesys Narrative Dice System and that does take some adjusting to. Get past that though, and Twilight Imperium: Ashes of Power offers up not just a solid introduction to the system, but a thoroughly entertaining and exciting introduction to Embers of the Imperium with a really good scenario and some nicely done pre-generated Player Characters. 

Winter Solstice and a Return to Hyperborea

The Other Side -

Today is the first day of winter in the Northern Hemisphere and last night I got my PDF copies of the new Hyperborea RPG, formerly Astonishing Swordsmen & Sorcerers of Hyperborea.  

Hyperborea has long been part of my "older, colder" version of D&D. And winter is a great time for it. This new version has a lot going for it and I can't wait to dig into it.  There is so much to like here.

It also is a good time to revisit the witch family, The Winters, and my favorite member Tanith.

I detailed Tanith for the 2nd Edition of the Astonishing Swordsmen & Sorcerers of Hyperborea RPG. 

Tanith WintersTanith Winters
Female Hyperborean Witch 12th level
Alignment: Neutral (but it is likely she will move towards Evil at some point)

ST 10 [+0 +0 2:6 2%]
DX 14 [+1 +0 3:6 8%]
CN 13 [+1 +0 80% 3:6 8%]
IN 16 [+1 75%]
WS 12 [+0]
CH 16 [+1 8 +1]
Age: 30
AC: 4
HD: 9+3
hp: 38
FA: 5
CA: 12
#Attacks: 1/1
Damage: 1d4 (dagger), 1d4 (sling)
SV: 11 (+2 Transformation, +2 Sorcery)
ML: 12

Abilities
Alchemy, Brew Decoction, Familiar, Read Magic, Scroll Use, Scroll Writing, Sorcery, Dance of Beguilement, Effigy, Henchmen, Broom Enchantment, LAdyship

Spells
First level (5+1): Charm Person, Light, Scare, Shocking Grasp, Sleep, Write Spell
Second level (5+1): Darkness, Extrasensory Perception, Identity, Ray of Enfeeblement, Ungovernable Hideous Laughter
Third level (4+1): Continous Darkness, Slow, Phantasm, Wind Wall, Starlight
Fourth level (4): Freeze Surface, Moonlight, Mirror Mirror, Transfer Wounds
Fifth level (3): Cause Lycanthropy, Control Winds, Transform to Winter WolfSixth level (2): Control Lycanthrope, Freezing Sphere
Languages: Common, Hellenic (Hyperborean), Old Norse, Speak with the Dead, Speak with Nature Spirits
Size: M (Height: 5'2", 114lbs)
Move: 40
Saving Throw Modifiers: Transformation +2, Sorcery +2
Secondary Skill: Weaver (almost all Winters women begin as weavers)
God: Lunaqqua

Snowy Owl Familiar ("Beira"): AL N; SZ S; MV 10 (Fly 80); DX 15; AC 7; HD 1/4 (hp 5); #AT 3/1 (claw, claw, bite); D 1/1/1; SV 17; ML 5; XP 11

Normal Gear
Winter robes, winter cloak, clothing, daggers (2), backpack, woolen blanket, chalk, ink and quill, polished steel mirror, incendiary oil, parchment (4), soft leather pouch (2), small sack (2), tinderbox, torches (2), wineskin (mead), writing stick, iron rations (one week), spellbook (contains all prepared spells), 1 gp, 5 sp

--

Tanith has been an interesting character so far.  In the few games, I have run her she has become surprisingly power-hungry.  She seeks to control the Winters family which is going to bring her is direct conflict with Grandmother Winter.

With this new Hyperboria RPG out I am also going to explore her relationship with her god Lunaqqua.

Lunaqqua


[Free RPG Day 2021] Blue Rose Quick-Start

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—

The Blue Rose Quick-Start: An Introduction to the AGE Roleplaying Game of Romantic Fantasy is Green Ronin Publishing contribution to Free RPG Day in 2021. This is an introduction to Blue Rose: The AGE RPG of Romantic Fantasy which provides Game Master and players alike with everything necessary to play. This includes an explanation of its genre, the rules, a complete scenario, and a nonet of pre-generated Player Characters, all of which comes packaged in a handsome, not to say sturdy—especially in comparison to other releases for Free RPG Day, booklet done in full colour. It very quickly gets down to explaining what it is, what roleplaying is, and what everyone needs to play before providing an explanation of what ‘Romantic Fantasy’ is. Traditional fantasy is not necessarily romantic, although it can have great romances, its focus is more on great sagas and battles and magic and great evils and the like, but inspired by authors such as Mercedes Lackey, Diane Duane, Tamora Pierce, and others, Romantic Fantasy and thus Blue Rose: The AGE RPG of Romantic Fantasy, emphasises love and relationships between a diversity of healthy sexualities, genders, and identities, often through deep, meaningful romantic relationships and consent. In the Kingdom of Aldis, the key setting for Blue Rose, preference for more than the single gender is widespread, and although in the minority, preference for a single gender is equally as accepted. The tone is also positive, rather than grim and gritty, so the characters—and thus the Player Characters—are motivated by sincerity and heroism. Magic is also different to that of standard fantasy, tending to be psychic in nature rather than necessarily arcane, although that too, as arcana, also exists. Lastly, there is a sense of sense of environmental consciousness to be found in the genre, and reverence for the natural world often drives stories in which the antagonists have none.

A quick overview of Kingdom of Aldis—the ‘Kingdom of the Blue Rose’—is also provided as is a description of the Aldinfolk. The kingdom is a beacon of Light having arisen from the darkness that was the Empire of Thorns, whose cabal of wicked Sorcerer Kings had previously overthrown the Old Kingdom. It is also home a diverse range of peoples. Not just Humans of all colours, but also aquatic Sea-folk, the mystical Vata (divided between the chalk-skinned Vata’an and the ebonskinned Vata’sha), and also the Night People, the creations of the Sorcerer Kings and their terrible sorcery, who eventually freed themselves from their servitude. Lastly, there are the Rhydan, various species of animal who Awaken to sapience and psychic ability, and are equal citizens in Aldis. This mix is reflected in the range of Player Characters presented in the appendix at the end of the Blue Rose Quick-Start: An Introduction to the AGE Roleplaying Game of Romantic Fantasy. Nine pre-generated First Level Blue Rose Player Characters make up the Family Nightsong, a collection of misfits and outcasts who have come together to form a family. The appendix includes an explanation of who they and what the relationships are between the nine, as well as their history. Each of the nine comes with a complete background and descriptions of their personality, goal, calling, destiny, and fate, plus their important relationships. This is in addition to their actual character sheets, so every one of the nine pre-generated Player Characters is given a two-page spread. The mix includes Sea-folk, a Night Person, Humans, Vata’sha, Vata’an, and a Rhy-Badger, and they can either be used intended with the scenario included in the quick-start, or as a ready supply of replacement Player Characters, or even NPCs if the Game Master is running a Blue Rose campaign.

The Blue Rose Quick-Start: An Introduction to the AGE Roleplaying Game of Romantic Fantasy and thus Blue Rose: The AGE RPG of Romantic Fantasy uses the AGE System, or Adventure Game Engine System. Originally seen in Dragon Age – Dark Fantasy Roleplaying Set 1: For Characters Level 1 to 5. It is fast, simple, but cinematic in its play style. At the core of each character in Blue Rose are eight abilities—Accuracy, Communication, Constitution, Dexterity, Fighting, Intelligence, Perception, Strength, and Willpower. Each attribute is rated between -2 and 4, with 1 being the average. They will have ability focuses, areas of expertise such as Perception (Searching) or Intelligence (Natural Lore), each of which adds +2 bonus to appropriate rolls. Characters can also know Weapon Groups, Talents, and Specialisations and these are worked into and explained in the nine pre-generated characters. The AGE System and Blue Rose has three Classes—Adept, who use arcana, Experts, who can be anything from stealthy scouts to suave diplomats, and Warriors, who can use a variety of weapon styles.

Mechanically, the AGE System requires the use of just six-sided dice, both to handle actions as well as effect—such as damage, time taken, or to generate Stunt Points. To undertake an action, a player rolls three six-sided dice to beat a target, the average being eleven. To the roll a player also adds the appropriate Ability and if one applies, a +2 bonus for any Focus. For example, Chaya the Rhy-Badger wants to understand what a wolf that she and her family has just encountered is doing. Her player would roll the dice, add two for her Intelligence Attribute and two for her Natural Lore Focus. The roll is two, two, and six, which together with the bonuses for the Intelligence Attribute Natural Lore Focus, means that Chaya’s player has rolled a fourteen. This is more than the Target Number of the twelve required to understand the wolf.

Now of the three six-sided dice, one is a different colour to the other two. This is called the Stunt Die. Typically, it acts as an effect die, measuring how well a character does or how quickly an action takes, but in the basic rules, particularly in combat, the Stunt Die does much, much more. Whenever a player rolls doubles on two of the three six-sided dice and succeeds, he gets a number of points equal to the result of the Stunt Die to spend on Stunts, which come in four types—Combat, Exploration, Social, and Power. Thus, Knock Prone or Mighty Blow are Combat Stunts for use in melee or missile combat, Arcane Shield or Effortless Arcana are Arcane Stunts when casting magic, Speedy Search or With a Flourish are Exploration Stunts for general actions, and Passionate Inspiration or Flirt! are Roleplaying Stunts. In the case of Chaya above, her player rolled doubles, generating two Stunt Points to spend from the Exploration Stunts. The list of stunts is not exhaustive in the quick-start, but enough at last for the scenario, and there are more in Blue Rose: The AGE RPG of Romantic Fantasy.

The Blue Rose Quick-Start: An Introduction to the AGE Roleplaying Game of Romantic Fantasy explains the rules clearly and simply in just a few pages. Tables are included covering the Actions that the Player Characters and NPCs can take, as well as Talents and Arcana. Four tables list Combat Stunts, Exploration Stunts, Roleplaying Stunts, and Arcane Stunts. Lastly, and particularly to the Blue Rose: The AGE RPG of Romantic Fantasy, the Player Characters can be driven to greater feats and achievements when the people and things they care about are in danger, and mechanically, this is reflected in the Relationship value which each Player Character has with particular members of their family. Once per scene, if an action would support the emotion and context of the Relationship which the Player Character has with another, then the player can add the Relationship value to any Stunt Points generated, or even be used to generate Stunt Points when the roll actually does not. Lastly, there is advice throughout the quick-start, especially on handling the potential interplay of Stunts and Emotions and how to portray them, in a way which is responsible and mature.

The scenario in the Blue Rose Quick-Start: An Introduction to the AGE Roleplaying Game of Romantic Fantasy is ‘The Rhy-Wolf’s Woe’. Consisting of eight scenes, the adventure can be easily scaled to any number of players, though four or five should be a reasonable number. The Player Characters are traveling through the Pavin Weald, a vast forest, when they encounter a Rhy-wolf who wants their help. One of his friends, another Rhy-wolf, has gone missing and he believes that she may have gone off with a boy with whom she has formed a rhy-bond. He wants the Player Characters to find her and make sure that she is safe. Of course, being heroes, the Player Characters agree and go in search of the missing Rhy-wolf. He directs them to the village where the boy can be found, but once they discover that he too is missing. Now in search of both, they must trek deep into the wilderness, facing increasingly difficult encounters along the way.

‘The Rhy-Wolf’s Woe’ is nicely built around a burgeoning relationship between the boy and the Rhy-wolf, and comes with plenty of detail. However, the scenario is short—really intended to be played in a single four-hour session—and it is linear. So in terms of storytelling it is not particularly sophisticated and beyond perhaps using it as an introduction or a side quest in a campaign, it is perhaps a little too basic an adventure for experienced players. This does not mean that they will not enjoy it necessarily, but its structure is likely to be obvious. Less experienced players or those new to roleplaying will have less of an issue, and if this is one of the first things that the Game Master has run, then the structure makes it easier for her to run and concentrate on roleplaying and portraying the setting.

Physically, the Blue Rose Quick-Start: An Introduction to the AGE Roleplaying Game of Romantic Fantasy is cleanly and tidily laid out. The full colour artwork is excellent and as a physical product, it feels nicely solid in the hands.

Overall, as an introduction to the Blue Rose: The AGE RPG of Romantic Fantasy, the Blue Rose Quick-Start: An Introduction to the AGE Roleplaying Game of Romantic Fantasy is better aimed at players and Game Masters new to the hobby rather than experienced roleplayers. However, as an introduction, the Blue Rose Quick-Start: An Introduction to the AGE Roleplaying Game of Romantic Fantasy is well done and a more than serviceable entry point.

Monstrous Mondays: The Confessor

The Other Side -

ConfessorThis creature began with a picture posted to the Advanced Dungeons & Dragons Facebook group, and I thought it might be fun to stat up.  The original posters asked, "in game terms, what is this?"

Here is what I posted in response. 

It is a "Confessor." It appears in areas of profound sadness. It feeds on the professed guilt of those who sit next to it. You have to confess your worst guilt to it. If you do, it leaves. If you don't or lie to it then it attacks as a specter.

It seemed to go over well, so here are some full stats.

What struck me about it was the white "robes" it is wearing, the bench seems to have room for someone else to sit next to it, and it is out in the daylight.

This is an undead creature, but a special one.

CONFESSOR
FREQUENCY: Very Rare
NO. APPEARING: 1
ARMOR CLASS: 3
MOVE:  0" (special)
HIT DICE:  10+10 (55 hp)
% IN  LAIR:  100%
TREASURE  TYPE:  Nil
NO. OF ATTACKS:  1
DAMAGE/ATTACK:  1d10 + Energy Drain
SPECIAL  ATTACKS:  Compell, Energy Drain
SPECIAL  DEFENSES:  +1 or better weapon to hit
MAGIC  RESISTANCE:  25%
INTELLIGENCE:  Average
ALIGNMENT:  Chaotic  Evil (Chaotic Neutral)
SIZE:  M  (6' tall)
PSIONIC ABILITY:  Nil

The confessor is a special undead appearing in places of great sorrow.  They are found sitting alone waiting for someone to sit down next to them.  Humanoids are compelled to do so unless they make a saving throw vs. spells.   If a victim fails the save they sit down next to the confessor. This is all the magic does, what the victim does next is up to them.  If they make the save the confessor still will beckon any living humanoid to come to sit next to it. 

Once someone sits next to the confessor it will then ask them to confess their deepest guilt. The character then has to confess their worst guilt to it. If they do and are honest, it leaves. If they don't or lie to it then it attacks as a 10 HD undead creature.  Its touch does 1d10 hp of damage and drains one energy level as per a specter.  They can and do move about in the daylight and are not harmed by it.  

They can be turned by a cleric as a Lich.  Unless the confessor hears a confession they will return on on the next sunset.  Anyone killed by a confessor will remain as a spirit helplessly haunting the area around the confessor; wordlessly screaming out their warnings to others. 

--

Have to admit, I thought of this.

2001: Godlike

Reviews from R'lyeh -

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.
—oOo—
As much as the noughties was a decade dominated by the d20 System and the rise and fall of the third-party Dungeons & Dragons publisher, it was also the decade of two genres. One was pirates, the other was World War 2. The former was certainly given a big push by the release in 2003 of Pirates of the Caribbean, and would see titles such as Swashbuckling Pirates, Pirates of the Spanish Main, and Swashbucklers of the 7 Skies being published. The latter was spurred on by the anniversary of the USA’s entry into World War 2 with the attack on Pearl Harbour, and indeed, in that sixtieth anniversary three World War 2 roleplaying games would be published—Gear Krieg The Roleplaying Game from Dream Pod 9, GURPS WWII from Steve Jackson Games, and Godlike: Superhero Roleplaying in a World on Fire, 1936-1946. Over the course of the next decade, numerous World War 2 themed roleplaying games, from the small such as Battleforce Bravo from Deep7 Press to Weird War Two D20: Blood on the Rhine from Pinnacle Entertainment. These five represent the differing approaches taken to what is a defining period in twentieth century history. Both Battleforce Bravo and GURPS WWII played it straight and kept it to the history (that is, until GURPS WWII Classic: Weird War II), but the others would go in a different direction, adding another genre. Weird War Two D20: Blood on the Rhine added horror, Gear Krieg The Roleplaying Game added combat walkers, and Godlike added superheroes.
Godlike: Superhero Roleplaying in a World on Fire, 1936-1946 did superhero roleplaying and superheroes in World War 2 like no other. In supplements like Glory Days for Brave New World and scenarios like All This and World War II for Marvel Super Heroes, the focus is traditionally on the superhero first, not the soldier. Although Godlike was a superhero roleplaying and an alternate history game in which superheroes existed and influenced the course of the war—and beyond, they would not change the outcome of the war. The World War 2 of Godlike would still be won by men and machinery, by grit and determination, and when the Talents—those blessed with the superpowers or miracles which set them apart from ordinary men—of the Allies met the Übermensch of the Axis powers, they were soldiers first, superheroes second. Godlike is not a superhero setting in which the superheroes, the Talents, wear spandex. Instead, they wear a uniform and they serve their country. It is also not a Four Colour setting, but gritty. Despite their amazing abilities, Talents do die, whether that is due to combat with an Übermensch or an artillery barrage.

The alternate history of Godlike begins in 1936 when Der Flieger—‘The Airman’—appeared in the skies over the Berlin Olympics. He was the first Talent, and as Europe moved towards war, more would appear. Pevnost, a Czechoslovakian resistance fighter who could step through one door and out of any door he had previously stepped through, enabling him to traverse hundreds of miles in an instance. He would support the underground resistance throughout the war. As Der Flieger destroyed the Polish airforce, a Polish Talent, Cien appeared, who was capable of manipulating objects touched by his shadow, the Finnish Viljo, became one with the arctic snow and fought the Soviet invaders, and the Danish schoolboy, Vogel, found himself invulnerable to any attack he was aware of. As the Nazis occupied more and more of Europe, more Talents appeared amongst the local populations, many of whom would become heroes of their nations. The first British Talent was Jumping Johnny, capable of leaping twenty-seven miles in a single bound and land with a destructive bang, whilst The Indestructible Man, the USA’s first Talent, immune to any damage he was aware of, up to and including as was tested after the war, a ten-megaton nuclear bomb. More and more Talents would manifest throughout the war and around the world, as men and women were subject to the stresses and strains of the war. Despite the Soviet attempts to ‘biologically re-educate’ subjects into manifesting as Talents, the resulting Baba Yaga escaped, mad and willing to attack Soviet and Nazi forces alike. The Nazis conscripted its Übermensch into special SS brigades, whilst the Allies transferred its Talents into Talent Operations Command and trained them as commandos before organising them into Talent Operation Groups, or squads, which would typically be attached to standard forces or used on special missions.

In Godlike, player take the roles of Talents, soldiers with superpowers or miracles who serve in Talent Operation Groups. A character has six stats, Body, Brains, Command, Cool, Coordination, and Sense, rated between one and five, with two being average. Similarly, skills are rated between one and five. Beyond this, stats and skills can have Hyperstats and Hyperskills, so a Talent can have Hyper-Body and be super strong, or Hyper-Intimidation, and be incredibly imposing! Then there are Miracles. Certain traditional superpowers are unknown in the world of Godlike: Superhero Roleplaying in a World on Fire, 1936-1946—mind control or reading, absorption or imitation of other Talents, the ability to create Talents, time travel, unlimited healing powers, and actual super-science—though Goldberg Science and the creation of gadgets is possible. A wide array of cafeteria-style Miracles is given. This ranges from Aces, which makes the Talent incredibly lucky, Break, which enables a Talent to puncture or smash objects beyond Human capability, and Dampen, which allows him to reduce or negate a physical effect of a Talent to Side Step, with which a Talent can avoid a disaster or attack, Time Fugue, which enables a Talent to stop time for a single object or creature, and Zed, which can be used to negate the ability of another Talent. All of the Miracles come with Power Stunts, Extras, and Flaws, which all adjust the cost of the Talents, and there are also prebuilt, ready-to-play, Cafeteria Power-Sets—though only a handful of them. They include The Blaster, The Brain, The Bruiser, The Flyer, and so on.

There is also the option for a player to build his Talent’s Miracles as per other point-buy systems in other superhero roleplaying games. Fundamentally though, the tone and power level of Godlike means that certain superhero archetypes are challenging, even impossible to build. To build a Talent with the powers of flight and blast rays is possible, but expensive, but add in invulnerability, and it becomes prohibitively expensive. This is because Miracles—and also Hyperstats and Hyperskills—are bought as die types. Standard dice are the least expensive, Wiggle dice the most expensive, and Hard dice in between. Figure in Qualities—Attacks, Defends, Useful out of Combat, and Robust—and the cost also goes up, although a player could remove them to reduce the cost, but with the loss of utility. Miracles can also be modified by Extra, Flaws, and Power Stunts, which in turn adjusted the cost. Another limiting factor is the number of Will Points a Talent is built on. Godlike gives the stats for the first ten Talents to appear, their costs ranging from twenty-five to one-hundred-and-fifty Will Points, but the majority have Miracles way out of the league of beginning Talents. In the default campaign setting of the Talent Operations Group, a player is given twenty-five Will Points with which to purchase Hyperstats, Hyperskills, and Miracles. It is not a lot and it makes it challenging to create Talents without resorting to Hyperstats or Hyperskills. Nevertheless, it is possible to create interesting Talents, not all of them necessarily designed for combat.

To create a Talent, a player assigns six points to his Talent’s stats—which already begin at one, assigns twenty points to skills, and if playing in the Talent Operations Group campaign, receives training in another eighteen points’ worth of skills. Lastly, he has twenty-five Will Points to spend on Hyperstats, Hyperskills, and Miracles. As well this, a player should determine his Talent’s background, nationality, age, family, education, motivations, and so on, to flesh out the character.

Our sample Talent is Technician Third Grade Theodore Huffman, who was studying piano at the Juilliard School of Music in New York when his draft number came up 1943. After basic training he was assigned to Special Services and performed piano concerts in the USA, and then England and North Africa. In early 1944, the convoy he was in, was ambushed by the Germans and the truck he was driving blown up. He was thrown from the vehicle and knocked unconscious. It was then that his Talent manifested—Billy Bones. Whilst Theodore was unconscious, his skeleton got up, grabbed a machine gun and proceeded to fight the ambushers, killing most of them, and driving the rest off. When relief arrived, they discovered Huffman asleep and Billy Bones brashly playing jazz on the piano and smoking a cigar. As a Talent, Billy Bones fights when Huffman cannot, and is stronger and faster than Huffman. He also smokes when Huffman does not, and whilst Huffman is a classical pianist, Billy Bones plays music more popular with his fellow soldiers.

Technician Third Grade Theodore Huffman, ‘Billy Bones’, TOG-242
Body 2 Coordination 2 Sense 2
Brains 2 Command 3 Cool 1
Base Will 4
Current Will 4
Motivations: Survive the war; Become a better musician
Skills: Brawling 1 (3d), Climb 1 (3d), Cryptography 2 (4d), Dodge 1 (3d), Drive (Automobile) 1 (3d), Education 2 (4d), Endurance 1 (3d), Explosives 1 (3d), Grenade 1 (3d), Hearing 2 (4d), Knife Fighting 1 (3d), Language (French) 2 (4d), Machine Gun 1 (3d), Map Reading 1 (3d), Navigation (Land) 1 (3d), Perform (Piano) 3 (6d), Perform (Sing) 1 (4d), Pistol 1 (3d), Radio Operation 1 (3d), Rifle 1 (3d), Sailing (Sailboat) 1 (3d), Stealth 1 (3d), Submachine Gun 1 (3d), Survival 1 (3d), Swim 1 (3d), Tactics 1 (3d)

Talents (25 Will Points)
Alternate Form 2hd (Qualities: Attacks, Defends, Robust, Useful Outside of Combat. Base Cost: 5/10/20. Extra: Endless +1/+2/+4, Extra: Unconscious +1/+2/+4; Flaw: Peace of Mind (Asleep) -2/-4/-8; Flaw: Mental Strain -2/-4/-8; Final Cost 3/6/12; 12 points).
Hyperstat: Body +3d (Base Cost: 2/5/10. Flaw: Attached to Alternate Form -1/-2/-4; Final Cost 1/3/6; 3 points).
Hyperstat: Coordination +3d (Base Cost: 2/5/10. Flaw: Attached to Alternate Form -1/-2/-4; Final Cost 1/3/6; 3 points).
Hyperstat: Cool +3d (Base Cost: 2/5/10. Flaw: Attached to Alternate Form -1/-2/-4; Final Cost 1/3/6; 3 points).
Hyperskill: Submachine Gun +2hd (Base Cost: 1/3/7. Flaw: Attached to Alternate Form -1/-2/-4; Final Cost 1/1/3; 2 points).
Hyperskill: Perform (Piano) +2hd (Base Cost: 1/3/7. Flaw: Attached to Alternate Form -1/-2/-4; Final Cost 1/1/3; 2 points).

Although there is a wide range of Miracles listed in Godlike, the list is not extensive, and it would not be until the supplement, Will to Power when the roleplaying game received Miracles such as Size Shift and Unconventional Move. (The supplement also added a range of aircraft which were not included in the core rules—an issue potentially if one of the player Talents could fly.) Nevertheless, between the Godlike and Will to Power, both Game Master and player had access to a decent range of Miracles, enabling both to create interesting Talents. (The following example Talent was created using the extra content from Will to Power.)

Dorothy Murray was fourteen when she was evacuated from London. Unhappy with life away from her parents she ran away and returned to life in the capital. When the family house was bombed, and she found herself buried under rubble, her Talent manifested—she was able to tunnel her way out. At first she thought it was luck, but during later raids, she could hear the cries of those trapped and knew where they were. She began to experiment her powers and by the height of the Blitz, was going out nightly to tunnel into the rubble of bombed houses to rescue the survivors. Anyone pulled free always remembered the glow of the girl who came to rescue them and carry them to safety. The newspapers nicknamed her the ‘Angel of the Blitz’.

Dorothy Murray ‘Angel of the Blitz
Body 2 Coordination 2 Sense 2
Brains 2 Command 2 Cool 2
Base Will 4
Current Will 4
Motivations: Help people with her Talent; Finish school
Skills: Athletics 1 (3d), Education 1 (3d), First Aid 1 (3d), Health 1 (3d), Hearing 1 (3d), Inspire 1 (3d), Language (Latin) 1 (1d), Mental Stability 1 (3d), Perform (Violin) 1 (3d), Run 1 (3d)
Talents (25 Will Points)
Unconventional Move: Tunnelling 4d+2wd (Qualities: Attacks, Defends, Robust, Useful Outside of Combat. Base Cost: 5/10/20. Extra: Endless +1/+2/+4, Extra: Passenger +1/+2/+4. Flaw: Beacon -4/-8/-16, Flaw: Glows -1/-2/-4, Flaw: Specific Material (Rubble) -1/-2/-4; Final Cost 1/2/4; 12 points).
Hyperstat: Body +8d (Base Cost: 2/5/10. Flaw: Attached to Unconventional Move -1/-2/-4; Final Cost 1/3/6; 8 points).
Detection: Humans 4d (Qualities: Defends, Robust, Useful Outside of Combat. Base Cost: 4/8/16. Flaw: Human Trapped in Rubble/Underground -1/-2/-4; Flaw: Attached to Alternate Form -1/-2/-4; Final Cost 2/4/8; 4 points).

Mechanically, Godlike uses what would become known as ‘Ore’ or the ‘One-Roll Engine’. This is a dice pool system, usually formed of the appropriate Stat plus Skill, for example, Coordination plus Rifle or Command plus Perform (Piano), the aim being not to roll success, but get matches—pairs, triples, and so on. Neither player nor Game Master roll more than ten dice—although actually rolling that many dice is not common. If any of the dice match, then the character has succeeded. However, the more successes rolled, the wider the result is and the faster it is, and the higher the set of matches, the more effective it is. Carried over into combat, the width of the roll will determine the speed of the attack and how much damage is inflicted, whilst its height will determine exactly where the hit was made. Taking damage is not only physically injurious, but will negate dice in an attacker’s pool, so going first is almost a must, but dodging can ‘gobble’ up dice if successful, potentially breaking up matching sets. Although damage inflicted can be stunning, killing, or stunning and killing, combat can be brutal in Godlike, so players had better be warned ahead of play. Leaping into a game and expecting bullets to bounce off your hero’s chest just because is a sure-fire way to get him killed. Overall, the system is elegant, easily handles multiple actions, and plays fast, although it does take some adjustment from the traditional rote of rolling for initiative, rolling to hit, rolling for damage, and so on.

However, there are a couple interesting wrinkles which comes into play once Hyperstats, Hyperskills, and Miracles are figured. There are two other die types beyond the standard type. The medium cost die type is the Hard die. When this is in a pool and rolled, it is always set at a ten. This means that with a pair of Hard dice, a Talent will not always succeed, he will always do so with the maximum effect possible. The most expensive die type is also the most flexible. The Wiggle die can be set to any number, either to create a set or widen a set. Effectively, both give a player more control over his Talent’s ability to bring his Hyerstats, Hyerskills, and Miracles into play, especially as the dice pools for these increase in size—and it is generally easier to improve an already existing Talent rather than select a completely new one.

Perhaps the most enjoyable aspect of Godlike is the extensive timeline which covers the ten years from the Berlin Olympics of 1936 to the beginning the Cold War in 1946. It is richly detailed, mixing in both the actual history with the alternate history of Godlike, but keeping the two sperate. The entries which involve Talents are clearly marked with a bullet hole. This is supported by an equally interesting exploration of the wider background to Godlike and the appearance of Talents, especially how society at large reacted to them. The racism and sexism rampant throughout societies in the period is also acknowledged, but notes that despite that the targets of both played major roles in the global conflict. In the main, the role of Talents in Godlike—at least in Godlike: Superhero Roleplaying in a World on Fire, 1936-1946—is focused upon military and special operations style campaigns. This is understandable given that it is the major role of Talents throughout the war, and perhaps other types of campaigns, perhaps with a more diverse range of characters might have come had the publisher had the opportunity. Nevertheless, there is nothing to stop the Game Master using the content in Godlike: Superhero Roleplaying in a World on Fire, 1936-1946 and backed up with research of her own from running other types of campaigns set within the Godlike universe.

Godlike: Superhero Roleplaying in a World on Fire, 1936-1946 is further supported with a wide arsenal of equipment used by both the Allied and Axis powers, from small arms to armoured vehicles. The Game Master is given good advice on running a Godlike campaign, and the following details of the Talent Operations Group campaign is accompanied by a complete write-up of a sample TOG squad. This nicely showcases some of the possibilities using the Miracle creation rules earlier in the book. Alternatives and options suggest ways in which a campaign can be adjusted to allow Talents to be even more ‘godlike’, right up to a Four Colour-style campaign, but these do push the setting away from its gritty and very much soldier-first feel. Rounding out the book are the aforementioned write-ups of the first ten Talents to appear and since the book was published in 2001, rules for running a Godlike campaign under the d20 System. These are decently done, but feel superfluous now.

Physically, Godlike: Superhero Roleplaying in a World on Fire, 1936-1946 is sturdy black and white hardback. It perhaps feels a little odd in its ordering of its content, with explanations of the rules, mechanics, and character creation coming before the roleplaying game’s detailed background. Without the latter, the rules do lack context, but with perseverance the reader will get to the richly detailed background and begin to put everything together. The book is well written and illustrated throughout with black and photographs manipulated to add in the presence of the Talents in each and everyone. There is something quite odd about many of them, their slightly off kilter perspective giving them a sense of the unearthly.

Godlike is lacking a number of elements. Mostly obviously a scenario, but World War 2 is such a familiar setting that a Game Master should be able to develop something of her own with relative ease. It is lacking details of the aircraft—of either side, but that would be addressed in Will to Power. Perhaps its major omissions are the lack of perspectives from either a female point of view or a non-American point of view—and to be fair, there is some truth to both omissions. Yet the focus of Godlike: Superhero Roleplaying in a World on Fire, 1936-1946 is on the soldier on the front lines and beyond them, and not necessarily on the home front, and the role might very well have been more fully explored in subsequent supplements—for example, if a supplement devoted to the Russian Front had been published. The authors did publish scenarios in which women played a significant role, and to be fair, there is only just so much that can be covered in a book, even a core book like Godlike. Plus again, there is nothing to stop the Game Master, backed up with some research from running a campaign where women can play a major role. The other emphasis, that of the US soldier and the role of the USA in World War 2 is present in Godlike, but again to be fair, the roleplaying game was published in a year which was the anniversary of the entry of the USA into World War 2 and that emphasis could be found across all media. However, throughout the alternate history of Godlike, the roles of non-US Talents and their stories and contributions are highlighted again and again, each time working as potential inspiration for stories and scenarios which do not necessarily involve the USA. So ultimately, that emphasis is not strong as it could have been.

Godlike: Superhero Roleplaying in a World on Fire, 1936-1946 would go on to spawn a number of supplements and scenarios, including Will to Power and the campaign, Black Devils Brigade: The First Special Service Force and the Italian Campaign, 1943–1944. Its mechanics would have a wider influence, the One-Roll Engine appearing eventually on its own in Wild Talents, a sequel of sorts to Godlike, but which also stood alone and enabled a Game Master to run a more traditional style of superhero campaign. It in turn would give rise to some wildly imaginative campaign settings, including Wild Talents: Progenitor, Wild Talents: The Kerberos Club, and Wild Talents: This Favored Land.

Then published by Hawthorn Hobgoblynn Press, but later Arc Dream Publishing, Godlike: Superhero Roleplaying in a World on Fire, 1936-1946 would be one of the first roleplaying games I reviewed and certainly the first I reviewed after being contacted directly by the publisher and asked to review. I can remember the surprise when it happened, even when it happens today, I am still surprised and even humbled by the trust that publishers place in me in asking me to review their books. Godlike was worth that trust, because it was a great game in 2001 and it still is in 2021. The combination of Greg Stolze’s elegant mechanics with Dennis Detwiller’s richly developed background is a grim and gritty take upon the superhero genre, something that still stands out today as being different and stood out even more in 2001 against the backdrop of the d20 System boom and the tone taken by the other World War 2 roleplaying games then being released. Godlike: Superhero Roleplaying in a World on Fire, 1936-1946 is an amazing piece of writing and design which shows how even as miraculous powers change the world, the soldier—even the soldier Talent, not only has to survive that world, but stand up and still be a hero in that world.

Programming Spells

Reviews from R'lyeh -

One of the most fun features of both the Dungeon Crawl Classics Role Playing Game and the Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic is how they handle magic and spells. Or in the case of Mutant Crawl Classics, wetware programs granted by an A.I. patron as opposed to an actual deity as in Dungeon Crawl Classics. In each case, every spell or program is given a page which details how it works, what its effects are, and what can go wrong with said spell; in other words, an effect chart. For example, the classic standby of First Level Wizards everywhere, Magic Missile, might manifest as a meteor, a screaming, clawing eagle, a ray of frost, a force axe, and so on. When cast, a Wizard might throw a single Magic Missile that only does a single point of damage; one that might normal damage; multiple missiles or a single powerful one; and so on. Alternatively, the Wizard’s casting might result in a Misfire, which for Magic Missile might cause the caster’s allies or himself to be hit by multiple Magic Missiles, or to blow a hole under the caster’s feet! Worse, the casting of the spell might have a Corrupting influence upon the caster, which for Magic Missile might cause the skin of the caster’s hands and forearms to change colour to acid green or become translucent or to become invisible every time he casts Magic Missile! This is in addition to the chances of the Wizard suffering from Major or even Greater Corruption… Although this does add an extra mechanical element to play, it also adds a degree of danger and uncertainty to magic. Plus it is huge fun to play—and yet…

The Dungeon Crawl Classics Role Playing Game is well served with its lengthy list of spells for both the Cleric and the Wizard, which all together takes up a good third of the rulebook. Not so, the Mutant Crawl Classics Roleplaying Game. This is due another major aspect of the roleplaying game—mutations. Active mutations—as well as defects, such as Holographic and Pyrokinesis, have their own tables which work in the same fashion as spells, and since they are a major aspect of the roleplaying game, they take up a fair amount of the book. Consequently, this means that there is relatively little space to detail the wetware programs cast—or run—by the Shaman Class. With eight Patron A.I.s and just the Invoke Patron A.I. program and three programs per Patron A.I., the Shaman Class is woefully underserved in terms of capability in comparison to the Wizard or the Cleric and their extensive spell lists in the Dungeon Crawl Classics Role Playing Game. As much as the wetware programs use the spell mechanics of Dungeon Crawl Classics, in Mutant Crawl Classics they are still pieces of software and thus technological rather than divine in nature. What Mutant Crawl Classics really needs is a list—at least—of more wetware programs, and that is something provided by the Enchiridion of the Computarchs.

Enchiridion of the Computarchs is a supplement designed to support the Judge and her players in settings where the Player Characters and the NPCs cast spells in high-tech settings. This includes not just the Mutant Crawl Classics Roleplaying Game, but also third-party settings such as Cyber Sprawl Classics, Crawljammer, Umerica, Terror of the Stratosfiend, and Star Crawl Classics. Published by Horseshark Games following a successful Kickstarter campaignEnchiridion of the Computarchs includes a long list of some forty or so new spells or programs, a new Spellburn table, new mechanics for spell failure, and a new corruption table written using high-technobabble, all of which supports the aforementioned settings and other post-apocalyptic, far-future, and dystopian-future campaigns.

In the past, before the Great Disaster, the cabalistic and powerful Computarchs built and established the laws and conventions of the WorldNet. It reached everywhere, but like the rest of civilisation, the network was shattered by the Great Disaster, scattering their tools and programs to be found by subsequent generations across Terra A.D. by the Seekers, especially the Shaman. If ever those tools and pieces of software were to be brought together, they would be collectively known as Enchiridion of the Computarchs. It includes a glossary that explains its terminology in terms of Dungeon Crawl Classics and Mutant Crawl Classics, so ‘source vault’, ‘repository’, and ‘source code’ rather than ‘spellbook’, ‘grimoire’, or ‘scroll’, and ‘encode’, ‘create’, ‘deploy’, ‘run’, and ‘inject’ rather than ‘enchant’, ‘recite’, ‘summon’, ‘place’, or ‘hex’. All of which supports the cross compatibility of the supplement.

Enchiridion of the Computarchs starts with adding mishaps—Faults, Bugs, and Critical Errors which can occur when a user rolls a natural one when executing a program. Once which of these has occurred—based on the user’s Luck modifier, Patron A.I. taint, and so on—the user makes a roll on the appropriate table. A Fault causes a program to stop running and must be fixed, a Bug means that the program runs to completion but with altered or unexpected results, and a Critical Error not only forces the program to stop, but directly affects the user too, including increasing the chance of his rolling a natural one when it is run again. Mechanically, the Faults are flavour rather than effect, whilst both Bugs and Critical Errors more effect than flavour. Less divine and more computational, a mishap simply does not vanish once it occurs, but any time the program is run again, it can also occur again, and even escalate from a Fault to a Bug, and if the roll is bad enough to a Critical Error. However, rest and time spent performing hardware and software maintenance can fix them. Critical Errors require a program like Quarantine to be run to fix.

As with Dungeon Crawl Classics and the ability of the Wizard to ‘Spellburn’ points in his Abilities to gain temporary bonuses to regain lost spells, in Enchiridion of the Computarchs, a Shaman or Techno-caster can do the same with ‘Burndown’. This uses the same mechanics as ‘Spellburn’, but replaces the table for the latter with one for the technological effects of ‘Burndown’. The table requires the use of a twenty-four-sided die and gives entries such as, “The user’s hands are scorched by electrical feedback. Until the ability score damage is healed, the user suffers -1 to tasks requiring the use of his hands.” However, not all of the entries are appropriate, such as “The user must donate an organ, skin, or other body part to a representative from a collection service.”, which will not apply in all settings. Perhaps a table per genre—Science Fiction or Cyberpunk, Post-Apocalyptic, and so on, might have been useful?

When it comes to the actual programs and executing programs, Enchiridion of the Computarchs provides rules for running program teams which although their involvement increases the running time, increases the program check bonus and enables the lead programmer to make multiple rolls on the program check. Computing power also allows for the effect of running programs at points of enhanced processing power, such as within or with the help of a central mainframe or via an orbital communications super router. Particularly rare program components, like proprietary algorithms or encryption keys can grant further bonuses, as can spending extra time activating a program, but rushing a program—essentially ignoring quality assurance—can introduce Bugs, and require fixing later on if a program is to be run more than once. Lastly, a big table gives one hundred options for program provenance, enabling the Judge to individualise programs with quirks, meaning that the version cast by one user might be different from that of another. It leads to the possibility of there being whole batches of a program which have the same quirk and a Player Character actually searching for a better version of a program he already has, or even just a version which lacks the deleterious quirk the version he has right possesses.

Much like the Dungeon Crawl Classics Role Playing Game and its extensive list of spells, Enchiridion of the Computarchs contains a lot of spells. In fact, over two thirds of the supplement is devoted to its spells. The forty-eight run from First Level to Fifth Level, widening the choices available at the lower Levels and actually providing choices at the higher Levels. The spells are designed primarily as adventuring spells rather than utility spells, and so will suit most adventuring Shaman and ‘techno-casters’. Some of the spells listed are actually detailed in Dungeon Crawl Classics and in Mutant Crawl Classics, such as Force Manipulation and Lightning Bolt, but there are plenty of new ones. For example, Close Access enables the user prevent access to entryways—both real and virtual, with Glitch the user transmit code or commands to cause robots, A.I.s, and other computer-driven technology to pause temporarily, Daemon summons an autonomous processing agent to do the user’s bidding, and Technorganic Virus, which infects the user’s enemies with effects ranging from suddenly being deafened to striking them down with a techno-plague. Some of the programs are directly computer-related, such as Create Deck, which enables the user to create a computer deck that will grant a bonus for later rolls involving computers, but for the most part, the programs in Enchiridion of the Computarchs interact with the biological, the computational, and the mechanical.

Rounding out Enchiridion of the Computarchs is a trilogy of appendices. These in turn, introduce malicious code which can implanted using the Exploit program, provide a pair of tables to generate program faults and their associated acronyms, and add and generate ICE—or Intrusion Countermeasures Electronic—to the game. These do feel underwritten in comparison to the ret of the book and will require the Judge to flesh them out a bit, but once she has, they will add more flavour and detail to a campaign.

Physically, Enchiridion of the Computarchs is lightly illustrated, but the artwork is decent and the supplement is well written. Many of the spell descriptions and their effects are engaging and any Shaman or user will want to bring them into play.

There is a split in the focus behind Enchiridion of the Computarchs born of having to cover multiple genres—or rather subgenres of Science Fiction. Whilst it covers the ‘techno-caster’ in general, that means that it has to encompass the computer hacker of the Cyberpunk genre and the Shaman of the post-apocalyptic genre, so there are programs—or spells as the Shaman call them—which will work in the one genre and be hard to work in the other. Much of this will depend upon the computational and electronic architecture of the world, where it is more prevalent, programs affecting computers will play a bigger role, such as Cyber Sprawl Classics, Crawljammer, or Star Crawl Classics, but less so in settings like that of Mutant Crawl Classics and the like. This means that some adjustment will be needed by the Judge in determining which of the programs she wants in her campaign.

In addition, if there is an issue with Enchiridion of the Computarchs, it is that it does not directly address the lack of programs to be found in the Mutant Crawl Classics Roleplaying Game nor does it tie any of its programs to any of the eight Patron A.I.s given in the rules. Not that it necessarily has to have done, but it would have been useful. Still, that does not stop the Judge from doing so if she wishes.

Overall, Enchiridion of the Computarchs presents a fantastic set of new options, rules, programs, and/or spells that supports not just the Mutant Crawl Classics Roleplaying Game, but any number of Science Fiction roleplaying games based on Dungeon Crawl Classics. Pleasingly, it provides much needed support and resources for the otherwise underdeveloped Shaman Character Class from Mutant Crawl Classics. If you play any roleplaying game from Goodman Games, or based on a Goodman Games roleplaying game, and you need programming support, Enchiridion of the Computarchs is exactly what you need.

Friday Night Videos: Remembering Mike Nesmith

The Other Side -

Not everything I post here is game-related.

Friday Night Videos is a prime example.  And in truth, there might not be a Friday Night Videos (or even an MTV as we used to know it) without the pioneering work of Mike Nesmith.

Nesmith, who passed away on December 10 at the age of 78 was one of the members of the fake rock band, The Monkees.  LAter he created the show PopClips that was later sold to Time Warner and gave us MTV.  This is not a surprise since the Monkees show was essentially a surreal sitcom with music video sensibilities.  It played in reruns to kids like me that would grow up into teens with MTV.

Mike Nesmith is the Godfather of Music Videos.  Yes, there were music videos before, some WAY before, but he turned them into entertainment for the masses.

So here's Nes and some of my favorite songs he has written.

He also was featured on songs written by others. 


His best though, is one he wrote and performed and became something of a signature song.

Weren't they good, they made me happy.  Miss yeah Nes.

Friday Fantasy: The Book of Gaub

Reviews from R'lyeh -

The Book of Gaub is a book of power whispered of by those fear it—and those lust after its secrets, a book of terrible knowledge that is never found whole, a book of vile things unleashed when its dark spells are miscast by the unready or the desperate, the reaching into our world of a being unknowable except by his hand which stretches out, his fingers—all seven of them, together and independently scratching at the walls and behind the cobwebs in the forgotten places. In mouldering dusty libraries, beyond the edges of maps, on the inside of the flesh of patients at a hospital underbudget, under the floorboards where rats and other things run, in that pie leftover from Christmas at the back of the icebox, nowhere because it never existed, and in that moment of lost love when a tear rolls down the cheek… Here the seven fingers—detached from the Hand of Gaub—incise their spells, perhaps to last for years and years, perhaps to disappear moments after discovery… Seven spells and seven instances for seven fingers, a catalogue of catastrophes to befall the foolish and the ambitious caster, details the many known things—or paraphernalia—left behind by the Shards of Gaub, a score of things that may come about because of Gaub, and descriptions of the situations that have wound themselves around the appearance of Gaub—in any form, all may be found within the pages of The Book of Gaub.

The Book of Gaub is a book of spells, a book of minor magical artefacts, a book of magical disasters, a book of magical monsters, a book of adventure or encounter hooks, and a book—a very short book—of rules for running sorcerer-type characters. All themed around Gaub, The Book of Gaub, Gaub’s spells and more. The Book of Gaub is a book of magic and spells from Lost Pages, a small press publisher best known for Genial Jack and Into the Odd. The publisher is no stranger to spell books, having previously published Wonder & Wickedness and Marvels & Malisons, but whilst The Book of Gaub follows the format of the latter, it is an altogether stranger tome. Not just stranger, but darker too. There are spells in The Book of Gaub that embrace medical violence, eating disorders, body horror, pregnancy, decay, bugs and spiders, stalking and gaslighting, self-harm and addition, and much more. This is not a book for an immature audience, but definitely a book that requires roleplaying safety tools and consent at the table.

The Book of Gaub is a book of spells for the Old School Renaissance and the retroclone of your choice. However, mechanically, The Book of Gaub is incredibly light with barely a handful of stats—and then only for its monsters. This makes it incredibly easier to adapt and not just to the Game Master’s preferred retroclone, but almost any roleplaying game in which spells, dark magic, and horror play a role. In addition, as much as the spell book is traditionally written with fantasy roleplaying games in mind, much of the colour or ‘micro fictions’ which accompany each spell have a very modern feel and tone. In fact, very twentieth century… What this means is that the contents of The Book of Gaub are easily transposed to roleplaying games such as Dying Stylishly Games’ EsotericEnterprises: Old School Adventures in the Occult Underground, Just Crunch Games’ The Dee Sanction, or even Liminal.

The forty-nine spells in The Book of Gaub are divided and themed darkly into seven. Thus the Finger That Trails Letters, working itself into dusty tomes and the written word, its spells related to the spells and written word; the Finger That Points The Way takes the caster and sometimes the victim of its spells on journeys; the Finger On The Pulse whose spells slice at the flesh, perhaps to heal, perhaps to bring suffering; the Finger That Scratches Beneath The Floorboards and in the hidden places of your house, its spells hiding and losing its victims there; the Finger Chewed Down To A White Bone, its spells inducing hunger and purges; the finger that is not there that you have already forgotten about by the time you reach the end of this clause; and the Finger That Catches A Shed Tear and slides it into a bottle, its spells playing upon and manipulating emotions.  Thus for example—at random, Eicastise, incised by the Finger Under The Floorboards, hides the caster in a painting—although he can be seen if it is examined—and even allows him to move freely in it or to another painting, to speak or hear from the painting, and appear appropriately dressed in the painting. The Finger On The Pulse leaves the Hypochondria spell behind, which requires the caster to fill a pouch marked with his sigil with rusty nails and the unwashed clothes of the victim, and then hide it in the victim’s house. Should the victim fail his Saving Throw, then he is cursed to have every injury amplified—cuts widen, blood does not clot, shortness of breath becomes stifling, and worse… Whilst under the curse, the victim cannot heal and for as long as the curse remains, only he and caster are aware of the worsening symptoms.

Not only are the spells often vile, but so is what they leave behind. Wherever the spells from The Book of Gaub are cast, they can corrupt the area and this corruption often manifests as a bauble or trinket, known as the Paraphernalia of Gaub, again each tied to one of the seven Fingers of Gaub. For example, the Finger That Trails Letters might discard a bibliography of non-existent books or an inkwell always filled with ill-appropriately coloured ink, whilst that left behind by the Finger Chewed Down To A White Bone could be a black photograph of a child standing in an empty house, the position of the child changing each time the photograph is viewed, the child also weeping when something invisible is near, or an exquisitely fractally carved scrimshaw which can be studied to aid concentration or the study of small things, but leaves the user open to hypnotism. In many cases, a Paraphernalia of Gaub requires the user to empower it, which means a spell has to be cast upon it.

The vile nature of The Book of Gaub and its spells are only exacerbated by the Catastrophes, misfortunes which will befall the caster such as the sorcerer’s joints creaking and moaning whenever he moves, potentially becoming too stiff for him to move, if he miscasts a spell learned via the Finger On The Pulse , but there are general Catastrophes too, like all children born within the region for the next seven days having seven fingers on each hand and upon reaching puberty will know a single spell of Gaub. Under certain conditions Monsters of Gaub can manifest too, though fortunately there are not quite so many of those are there of either the spells or the Catastrophes. They also range vastly in size from the Pinmate, a white paste goblinoid thing which seeps into a house and possesses its fabric, turning every edge or potential point of friction into features which scratch and scrape, feeding upon the blood they draw, whilst the Tide of Turmoil is a swirling mass of chaos and unresolved collective trauma that always closer to the nearest source of suffering…

As well as some twenty or so manifestations of the Grip of Gaub, each a hook that pulls the Player Characters into a story which hints at the effect Gaub has upon the world, The Book of Gaub includes suggestions of how to use them in a game with rules for Sorcerers hunting for The Book of Gaub. Fundamentally, this is a Class and Level system in which the spells themselves do not have Levels and so can be learned in any order as long as a searching Sorcerer can find them and has the time. They can be learned and cast via rote memorisation or off the cuff, but if a spell is cast without learning it first, more spells are cast beyond a Sorcerer’s usual allotment, the spellcasting is interrupted, or other misjudged events occur, then a Catastrophe can occur!

Physically, The Book of Gaub is a beautiful little book in its own right. Cloth bound, it feels delightful in the hand, such that you wish that it was an actual artefact within the game world itself. The artwork is decent for the most part, whilst the writing is also good, although perhaps it does veer into the ponderous in places.

The adult tone of The Book of Gaub means that this book is not for everyone nor every campaign, and its contents will need to be carefully judged to determine whether it is suitable for a campaign or not. If it is, The Book of Gaub is a fantastically nasty book of ideas, encounters, and mysteries whose impact upon a campaign will not be obvious initially. Instead, The Book of Gauband its contents should creep into a campaign, turning it darker and weirder, whether that is in a frantic race to prevent yet one more spell from the tome fall into the wrong hands or a desperate search to find yet one more spell incised by one of the Fingers before a rival does. Whether a fantasy campaign or an urban fantasy campaign, The Book of Gaub is waiting to reach into your campaign and creep through its shadows, and show just how a little knowledge can spread darkness and chaos…

Tea with the Witches

The Other Side -

Been crazy busy at work. That time of year.  But one big project is done and I am down to the last few courses in this contact hour audit I have been doing for weeks.  

I have been neglecting things here so here is a quick one.  I got some art made of a scene crucial to the "War of the Witch Queens"  back story.  The scene is called "Tea With the Witches" and it takes place in The Simbul's castle in the Forgotten Realms.

Tea with the Witches

I want to send out a hearty thank you to Brian Brinlee for doing such a great job with this. Here are the witches pictured. Left to right (clockwise, never widdershins when dealing with witches):

Sagarassi the Sea Witch (Krynn/Dragonlance), Iggwilv the Witch Queen (Oerth/Greyhawk), The Simbul, Witch Queen of Aglarond (Toril/The Forgotten Realms and where this is taking place), Larina (my OC), Feiya the Pathfinder iconic witch (Golarion/Pathfinder).

They are playing Pentacles, a game played with five people using Tarroka cards.

Hopefully regular posting will resume next week!

Featured Artist: Chris Achilléos

The Other Side -

Chris Achilléos in 2013It has not been a good week.  In addition to Anne Rice and Mike Nesmith, we also lost British Cypriot painter Chris Achilléos.  He was 74.

Achilléos' book Sirens was one of the first art books I ever bought.  I think my brother (who is an artist) still has it.  I'd later go on to pick up his Beauty and the Beast and Medusa books. 

I loved his art from Heavy Metal (and sometimes White Dwarf) magazine as well as the British covers of the Richard Kirk Raven novels.  But it was his art of Taarna of the Heavy Metal movie poster that most people know him.

Links

TaarnaTaarna

Chris Achilleos 01
Chris Achilleos 02
Chris Achilleos "Tanith"Tanith
Chris Achilleos
Chris Achilleos "Elric"Elric

Let's not forget his Raven covers for the British publisher Corgi.

 Swordmistress of Chaos Swordmistress of Chaos
 Swordmistress of Chaos Swordmistress of Chaos

Corgi Books

Miskatonic Monday #90: Secret Santa

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: Secret SantaPublisher: Chaosium, Inc.
Author: Thomas Newman

Setting: Jazz Age Devon

Product: Scenario
What You Get: Fifty-eight page, 25.75 MB Full Colour PDF
Elevator Pitch: Coal for Christmas! How naughty were you?Plot Hook: A black tie soirée becomes a loathsome lockdown!

Plot Support: Twenty NPCs, eleven good handouts, two plain maps, and six pre-generated Investigators.
Production Values: Good.
Pros
# Second Albion’s Ruin title# Locked room monster hunt# Linear plot
# Self-contained scenario# Good artwork
# Excellent handouts# Can be run as a Christmas-themed convention scenario# Can be run as a Christmas-themed one-shot

Cons
# Linear plot# Too many NPCs# Needs an edit# Locked room monster hunt
# Locked room solution hunt
Conclusion
# Self-contained, linear scenario# Locked room monster hunt# Christmas-themed one-shot or convention scenario# Excellent artwork and handouts

Pages

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