Showing posts with label Retrogaming. Show all posts
Showing posts with label Retrogaming. Show all posts

Monday, March 26, 2018

Bright Lights, Night City: Cyberpunk 2020 Sessions 1 & 2

This entry begins a new series of post-session write-ups for my Cyberpunk 2020 campaign, Bright Lights, Night City. The campaign is mostly run from pre-written modules published by R. Talsorian Games, Dream Pod 9, and others, linked together with a few NPC swaps.

CAST of PLAYERS

Merlin: A former Trauma Team doc whose license was revoked under questionable circumstances. Merlin's talent for chemistry and lifetime of partying has led him into a relationship with the Triads, where helps develop various illicit substances in exchange for expensive cyberware maintenance.

Baxter, PI: Born in a marine nomad flotilla near the Philippines, Baxter immigrated to California as a teenager and later joined the Night City PD, where he proceeded to make nothing but enemies. Muscled out of the force after arresting a particularly well connected exec, Baxter how has a corporate army, an Eastern European mercenary company, and a Combat Zone street gang breathing down his neck.

C.J.: A talented Trauma Team surgeon, C.J. has a reputation for brilliance, both metaphorically because of her skill in the operating theater and literally because almost every inch of her skin is covered in bio-luminescent tattoos. Though she prefers to hang back when violence starts, she's quite capable of holding her own with her high-pressure chem-gun.

Gielle Metalik: A Sudanese-born bike nomad, Gielle runs a gang in the Combat Zone, taking edgerunning jobs to maintain connections and keep supplies and munitions rolling in. A calm and charismatic leader, she maintains a pleasant demeanor but takes no shit, and is not afraid to get her rippers dirty.

Important NPCs:

Silver Shark: While other fixers might promise their talent the world on a platter if they take on some high risk, high reward gig, Shark has a reputation for reliability. His jobs might not pay the best, but they pay on time and they pay the right amount. Clients value his discretion, and edgerunners know that the Shark will take care of them.


Saturday, 12:00: Silver Shark was in his "office," a table near the back of a waterfront dive bar called Paradise Lost, when he got the call. An anonymous party with an electronically masked voice needed a bit of hands-on corporate espionage performed, and they were willing to pay pretty damn well for it. All Shark had to do was secure a crate of cargo off of a PetroChem freighter named Arabian Dream, without alerting PetroChem's security detail or the media. Simple enough. After relaying one of his offshore accounts to the anonymous client, Shark started assembling his crew.

Baxter and Merlin got the call first - Baxter smelled something fishy with the deal and went to do some digging on his own (because his player couldn't make it that week), but Merlin's wallet was a bit too light to turn down the offer. Gielle Metalik and C.J. needed the paycheck as well, and the crew assembled at Paradise Lost at 16:00 to hammer out the details. Shark was nothing if not prepared: the team was soon equipped with harbor patrol schedules, schematics of the vessel, and a 200 euro advance each. He'd also secured transportation.

Ariel, a small time smuggler who frequently worked with Shark to help people with questionable documentation get ashore without dealing with inconveniences like "customs" and "visas," had agreed to pilot the team out to the freighter, where it sat shrouded in heavy fog a short distance from the docks. Arabian Dream was a refitted 20th century model, and there was only one dock still operating the antique equipment needed to unload her. Shark had arranged for that dock to have a maintenance issue, forcing the target to stay anchored and vulnerable, away from the watchful eyes of PetroChem's corporate security.

Sunday, 00:00: Having taken the time to vet the information about the freighter, run a background check on Ariel, and buy some equipment, the Edgerunners reconvened at the habor to start their mission. Strangely, neither Baxter's investigations nor some skillful hacking from a contracted netrunner were able to turn up any information about the Arabian Dream's cargo; all official documents indicated that she was empty and had come to pick up a load of manufactured goods. Feeling a little less confident, but past the point of no return, the team reviewed their infiltration plan one more time as Ariel's sport boat glided almost silently towards the huge, dark bulk of the freighter, their approach masked by the dense fog. The plan was to insert via a maintenance ladder on the port side, enter the communications room and disable the ship-to-shore link, and then extract a sample of the mysterious, officially non-existent cargo from the hold. So far, they were off to a good start, without a single alarm raised as the sport boat slid up next to the huge ship.

Gielle mounted the ladder first, but was almost immediately flung back to the deck of Ariel's boat as a deafening explosion erupted aboard the Arabian Dream, sending a huge gout of flame into the sky and rending the massive vessel nearly in half. When the team recovered their wits, C.J. found Ariel slumped over the wheel, a chunk of shrapnel having entered the smuggler's left eye and protruded out the back of her skull. As Gielle shoved the corpse to the side, a huge, dense cloud of foul smelling vapor began pouring from the hole in the freighter's hull, water boiling on contact with the unidentified gas. Eyes and noses burning as the cloud surrounded the small sport vessel, Merlin frantically kickstarted the engine as Gielle gunned the throttle, pushing the boat back to shore as fast as possible.

Behind the fleeing Edgerunners, the cloud of toxic gas grew exponentially, practically overtaking them as they docked. Abandoning Ariel's body, the team scrambled back to Paradise Lost, giving a short, frantic account of the situation and mobilizing the bar's patrons to help seal the windows. Dish rags, duct tape, torn t-shirts, whatever was available, was crammed along every seam and crack in the windows and doors. It wasn't airtight, but it would give them a fighting chance.

Shark demanded to know where Ariel was, and was crushed to learn she hadn't made it. He'd always liked her.

00:15: Unable to leave, and with the gas at least unable to get in at the moment, the team settled in to wait things out. Keeping the Runners company was Mac, the bartender, a stout and reliable fellow who heard all the good gossip but hated to spread it, his waitress Cherry Moon, who loved spreading gossip, and a couple of drunks named Greg and Bob. Vic, the bouncer, was on Shark's payroll and worked security when he brokered deals. Over at a corner table sat Razorface Casey, a solo merc who was about four boilermakers in, and whose most notable features were the olive drab ballistic plates grafted to his skin over his vital organs, and the chrome plated, skull-faced helmet fused over his entire head. In the opposite corner, a frightened corporate flunky was making a hushed, panicked phone call.

00:16: Razorface orders his fifth boilermaker.

C.J. overhears a snippet of conversation from the corp, and catches him telling whoever's on the other end that he's trapped in a bar with a gang of terrorists that just set off a bomb. Shortly after, the phone and 'net lines go dead. It's clear someone wants them cut off.

00:20: The bar's various windows seem to frost over. Close observation shows that it's not frost, but corrosion from the gas cloud outside. The bar's television begins running coverage of a terrorist gas attack on the harbor.

Outside the bar, the team can hear occasional shouts for help and pops of gunfire, but these become less and less frequent as the minutes start to drag on into hours. Razorface continues to drink, sometimes glaring with his cold, cybernetic eyes at Bob and Greg, who are thoroughly sloshed and trading conspiracy theories about the cause of the explosion.  The corp flunky, his off-the-rack suit drenched in stress sweat, refuses to talk to anyone.

 Outside, the whine and clunk of failing cybernetic servos can be heard approaching the door, followed shortly by a frantic pounding. The visitor makes a gasping, gurgling cry for help, begging to be let into the bar. He pleads, and bargains, and claims the cloud has dispersed, that it's all safe, that he just needs to be patched up. Another bulletin comes on the TV, but the sound is drowned out by the desperate man's cries.

Razorface orders another drink, his cold, mechanical eyes glued to the door, targeting the sounds from the plaintive victim on the other side. The pleas gradually give way to wordless, bubbling, wet noises, as the survivor collapses outside the bar, the rags stuffed under the door turning a dark shade of red as a thick, gelatinous ooze soaks into them.

Cherry Moon starts to panic, and C.J. turns to comfort her. The two get on extremely well.

The TV report continues, "HF gas is extremely toxic, with prolonged exposure causing complete breakdown of soft tissues and decalcification of bones."

Gielle attempts to get some information out of the flunky, since he was the last person to make a call out before lines of communication were cut. The man identifies himself as Carmichael, a PetroChem PR specialist, and insists that there's nothing to worry about. Before the call dropped, he spoke directly to his supervisor Ms. Schell, and she promised to send an extraction team as soon as possible.

Time passes. More drinks are consumed. Cards are played. C.J. and Cherry explore the back of the bar for other means of escape.

Another news broadcast, this time an interview with Ms. Schell of PetroChem! She identifies Carmichael as the mastermind behind the attack, claiming he hired three mercenaries through an unknown intermediary to plant the bomb! Carmichael pleads his innocence to the team, claiming he had nothing to do with hiring them. The team isn't convinced, but Gielle points out that PetroChem could just need an easy scapegoat to avoid a PR disaster. The news switches over to a field report showing a team in PetroChem branded hazmat suits spraying a neutralizing agent over a building in the harbor district. Maybe help really is coming?

01:30: Razorface orders his seventh or eighth drink, and starts obsessively checking the status of his SmartLink, the capacity of his automagnums, the sharpness of his combat knife.. The team decides something needs to be done about the dangerous solo. Merlin has a small vial of Smash, a powerful painkiller with hallucinogenic side effects, and C.J. convinces Cherry to slip it into Razorface's next drink.

Unfortunately for the team, Razorface's toxin binders keep the drug from taking full effect, and he quickly figures out he's been roofied. Guns are drawn, and two shots ring out: a 9mm slug flattens harmlessly against the solo's dermal plating, while a .44 flechette tears through the wall of the bar, letting in a slow leak of dense, toxic fog. C.J. moves to protect Cherry, while Gielle and Merlin tackle Razorface hand-to-hand. Feet, fists, knees and elbows flash in all directions, with the largely unaugmented Edgerunners taking a few serious bruises. Eventually, the combined force of both heroes bear Razorface down to the floor, where Gielle does her best to keep him tangled in a hold while Merlin bashes the armored cranium repeatedly into the tile. Over the course of thirty excrutiating, exhausting minutes, Razorface's brain is finally rattled enough inside his chromed skull that he hemorrhages.

2:30: Something moves past the window. Although the glass is too fogged and etched to see through clearly, the shape appears to be vaguely humanoid, pushing seven feet tall. It moves to the rear of the bar and starts struggling with the locked back door. The surviving patrons rush to the rear, pressing backs, shoulders, and chairs against the door to keep whatever's outside from getting in. The thing, whatever it is, makes a sound like an angry junkyard dog as it finally gives up its assault. A short time later, there are a few cracks of gunfire and some very human screams from another building on the wharf.

Time passes in silence once again. The news continues to pop up sporadically with new, live footage of PetroChem's cleanup efforts, but C.J. and Merlin notice something amiss. Bits of the "live" video are recycled from earlier broadcasts, and whatever isn't appears to be shot on a soundstage. The team starts to think that help might be a long time coming, when suddenly the distinct whine of a air-effect vehicle can be heard from outside!  There's a crackle of electricity and a strange blue glow just beyond the front door of the bar, as a loudspeaker announces that the gas has been temporarily neutralized. The team is obviously skeptical, and starts to prepare for the worst. Gielle and C.J. ready their weapons, while Merlin steals the dead Razorface's automags. The door is forced open, and a man in an utterly nondescript suit steps over the half-dissolved corpse of the gas victim who expired outside earlier.

Merlin shoots him in the knee! Further resistance is quashed when the AV parked outside starts to spin up its 20mm gun. The injured man says that he'd be happy to reduce the bar to rubble at this point, but the party might just make it out if they can prove the explosion was caused by PetroChem's negligence and not a terrorist attack. Gielle takes charge, convincing the man that her cybereyes recorded the entire run, proving they didn't plant the bomb. She'll also give the man Carmichael to interrogate at his convenience. Having thus firmly inserted themselves in the middle of a corporate skirmish, the party manages to bargain for their lives and are escorted out through a weird, glowing blue tunnel through the gas.

Halfway to the AV, and gunfire erupts from the corner of the bar! A squad of troopers in PetroChem hazmat suits have set up with a pair of light machine guns, laying down suppressing fire at the escaping survivors! Bob and Greg, the drunks, are both hit multiple times and crumple into formerly human heaps, their forms spinning out of the thin, blue light walls of the tunnel and dissolving in the mist. Shark, the Edgerunners, Mac, Vic, and Cherry barely escape onto the AV before the powerful cannons roar to life, erasing the PetroChem soldiers, the bar, and a good portion of the pier.

"We're taking you to the Mogul. He'll decide how to handle you."



Having been rescued from the airborne toxic event, the team has been held in a fairly well appointed corporate condominium complex, with access to two levels of the high rise, including a pool and a restaurant. They are not, however, permitted to leave, or to see outside through the automatically polarizing safety glass. Their concept of night and day has been controlled entirely by the cycle of lighting inside the residency. It's a prison, even though it's a very, very nice one. Strangely enough, there are absolutely no corporate logos or branding on any room, facility or employee inside the residence. It's a complete dark site.

After what seems like days of this, the team finally gets some good news, of a sort. Their fixer, Silver Shark, pays them a visit, with a large bottle of actual whiskey in tow. Apparently, Shark has learned, the team were right in the middle of a romantic disagreement between a Ms. Schell of PetroChem and a Mr. DuChamp at their unnamed corporate rescuers. The spat turned, naturally, into corporate espionage and some minor explosions. DuChamp hired the Edgerunners as patsies to keep the explosion from being traced back to his parent company, but the Mogul is sick of all the attention and decided it's time for DuChamp to retire.

Shark has offered to deliver Mr. DuChamp's severance package, and he and Gielle (whose player couldn't make it), head off to settle accounts on behalf of Ariel and the others who were caught in the blast and subsequent gas cloud. The Mogul, meanwhile, has an offer of particular interest to the Edgerunners, and sends his personal assistant Ms. Harker to bring them to his penthouse.

Ms. Harker was tall, slim, blonde, sharply dressed and exceptionally pale. Baxter attempted a thermal scan on Ms. Harker to determine if she was trying to summarily execute the team, and found that she produced almost no heat signature. C.J. made a pass at her, but received only the slightest of smirks with a tiny hint of an elongated canine tooth in reply. Ms. Harker demurred from entering the penthouse, leaving the team alone with a spectacular view of Night City through the massive, wraparound windows, a million neon points of light glimmering in the dark.

The Mogul's penthouse was a veritable museum of film memorability, with display cases full of original props, an actual slab extracted from the Walk of Fame, a few golden statues of various sorts from decades past, and a seemingly endless array of autographed pictures of stars ranging from the Golden Age of Hollywood to just before the Collapse. Nestled between photographs of Monroe and Connery, was a Polaroid of a young girl with dark hair in old fashioned clothes.

"My dear, late daughter.."

The voice seemed to come from nowhere. Baxter's IR scan showed no heat signatures except the party's, however Merlin's echolocator spotted a humanoid form standing behind a large writing desk. As they stared at the desk, a slight shimmer and ripple in the air was barely discernible, as if light was being bent around a vaguely human shape. The Mogul was there, watching but unseen, and as he spoke there was obvious air of bemusement at the Edgerunners' confusion.

He was a film collector, he explained, though that was obvious. He agreed to cut the team loose and let them return to their lives, if they could locate the last ten films he needed for his collection. He would only accept original reels, no copies, tapes, or laser discs. He was willing to pay 25,000 euros per film, and once all ten had been retrieved, the Edgerunners would never have to hear from him again.

It was an offer they could not afford to refuse.

The Mogul had a line on the first film, an original print of Fritz Lang's 1931 thriller M. The current owner of the print, a Mr. Larry Walker of Springfield, CO, had agreed to part with the film for 2,000 euros. The Mogul had even lined up bus fare for the crew, but did not provide the funds needed to secure the film. They'd be on their own to work out how to obtain it.

After a long, grueling Greyhound ride from the Bay Area to Colorado, the Runners arrived in the beautiful, idyllic, Stepford-esque town of Springfield. Little pastel houses of all the same design, on little plots of land all the same dimensions, all trimmed to exactly the same length. As they approach the home of their contact, they find something is terribly amiss. A black-and-white aircar is parked on the lawn, blue lights flashing on top. On the porch, an officer is having a very heated conversation with a man that is presumably Mr. Larry Walker.

Baxter flashes his credentials for a second and makes an Authority roll to convince the suburban cop that he's on assignment from the city and needs details about the situation. C.J. and Merlin approach Walker and make some Empathy checks to get his half of the story. It turns out that Walker's daughter, Alice, failed to come home from school and has been missing for almost 14 hours. Walker can't deal with the sale, due to being in a panic over his missing girl. Merlin seizes the opportunity, promising to find the girl in exchange for the reels.

Baxter figures they have a few hours at most before the Springfield PD realize he isn't who he claims, and uses the time to get the low-down on the suburb with some very successful Streetwise checks. He turns up that the are north of town is cordoned off into what the residents unimaginatively refer to as Gangland, a free-fire area similar to Night City's Combat Zone, but on a smaller scale. Gangland is centered on a very abandoned, very leaky nuclear power plant, and divided into four territories. The entrance is largely controlled by a Colombian cartel, which has been forced east by the Triads and Russians in California and Washington, while directly north of their region is an ultra-militant, ultra-violent gang called the Death Watch. West of Death Watch territory, an old junkyard is home to a posergang called the Bartsters, which affect an identical style of red t-shirts, denim shorts, and bleached, spiked hair. Due east are the Lost Boys, a new gang that nobody seems to know much about, but everyone avoids.

Merlin and C.J. head to Alice's school to make some inquiries among her classmates. Merlin Poochies his way into a group of teens and makes contact with one of the Bartsters, but the kid can only speak in some kind of weird, early 90s code. C.J. swallows her pride and flirts with one of Alice's teenage classmates, learning that she was supposed to come hang out after class the other day, but she got off the bus a block early and headed north towards the power plant. She seemed unusually pale, was wearing a turtleneck despite the warm weather, and moved as if she was half asleep.

Armed with this scant intelligence, the Edgerunners decide their only remaining course of action is to head straight into Gangland. Travelling north out of town, the team finds a breach in the perimeter fence around the old power plant, and sneak in through the Colombians' secured zone. Under cover of darkness, and with Merlin's echolocators and Baxter's enhanced vision to guide them, they sneak around the edges of the old Quonset huts and helicopter hangar that the cartel has re-purposed into a headquarters. Using Baxter's telescopic eye, the crew sees cartel members loading up a large number of crates into various innocuously marked tractor trailers, apparently getting ready for a big shipment. While the ex-cop wants the wreck the operation, C.J. and Merlin point out that they are outnumbered and significantly outgunned. Underscoring the situation, the team barely evades detection by a Humvee packing a heavy machine gun.

After some tense sneaking and hiding, the Edgerunners made their way up to the abandoned junkyard and met with Merlin's Bartster contact. Merlin spoke with the leader of the gang, Bart, about where Alice may have gone or been taken, while C.J. talked to the gang's chemist, also named Bart, about buying some of the drugs the gang uses in their hallucinogenic slingshot rounds. She manages to secure enough hallucinogen to fill a spare bottle for her chem-gun.

The lead Bart offers Merlin a deal: If the Edgerunners will help the Bartsters pull a prank on two of the other gangs, they'll lead them to Alice. The prank in question involves placing a large, homemade bomb in the Colombians' camp, then leave behind some Death Watch insignia, with the intent of starting a gang war and knocking out both heavily armed factions. Baxter and Merlin agree to the plan, but C.J. is skeptical, and opts to hang back in one of the power plant's crumbling out buildings and provide support. The bomb in question turns out to be a couple of 2-liter soda bottles, connected with duct tape and surgical tubing, and filled with some unknown combination of chemicals.

Against C.J.'s better judgement, Baxter and Merlin sneak back into the cartel's encampment with a gallon of highly reactive chemicals slung under the PI's arm. A sentry hears them passing, but they quickly manage to hide near some rusted out, slightly leaky, slightly radioactive storage tanks. Merlin starts to feel the effects of the old plant's radiation, while watching a few baby turtles playing in a puddle of green ooze. The sentry loses track of the intruders, but still makes a radio report. Although the alarm isn't raised, the Colombians are definitely on edge now. Baxter decides it's now or never, and tries to find a place to plant the bomb. On the way in, they saw a fuel transport parked next to the other semi trucks, but by now there are too many guards and too many portable lights there. As a next best option, he sights a residential-sized propane tank next to one of the Quonset huts, and moves to plant the device. Merlin uses his echolocators to keep track of guards, and the pair manages to place the explosives without incident.

Baxter rolls...okay...on a demolitions check. Either he shook it too much or maybe didn't add enough of side B to side A, but the chemicals in the bottles are reacting a lot faster than they should. With an explosion happening in seconds instead of minutes, Baxter and Merlin drop the Death Watch swag they were given where someone can find it, and book out of the base at a full run. Alarms go off, spotlights come on, and the base is alive with shouting men and rattling firearms. Baxter makes his reflex save but Merlin fumbles, taking a slug in the left leg and a second in his Kevlar vest. A moment later, the bomb goes off, along with the propane tank, and various munitions stored in the sheet metal hut. Baxter makes a crit on a Cool check, and does not look at the explosion.

Meeting up with C.J., the team books it towards the Death Watch compound and then veers off sharply, hiding among the plant's decaying and crumbling offices. Some of the Death Watch ride out to investigate the blast, and a full fledged firefight starts up between the militia and the cartel. C.J. patches up Merlin's leg while they wait out the fireworks, until a Bartster arrives to lead them to a safe path towards the Lost Boys' hideout, droning the brief, mystical blessing, "Don't have a cow, man."

Creeping up on the building where the Lost Boys have made their warren, the team peeks in through dingy, cracked windows and a large steel door that doesn't properly fit on the hinges. The inside of the building is a tangle of pipes, tubes, and dangling chains of no discernible purpose. Steam pours from a few damaged pipes, water drips from others. In a clear spot on the floor are six figures in the piecemeal leather, patched denim, and spiky accoutrements of a street gang.

Three of the older members of the gang stand facing down three junior pledges. The leader seems to be a tall, pale man of about 18, with a shock of white hair standing straight up on his head, and a large V-shaped scar across his face. Clinging to his arm and shoulder is a Native American woman covered in blood red tattoos, with her studded denim jacket adorned in eagle feathers. A large, bald, black man stands in front of them, knuckles of one massive hand caked in blood.

On the floor in front of this imposing trio, a boy of about 15 sits slumped half-limp, blood streaming from his mouth. Another boy about his age crouches next to him, trying to help the injured teen to his feet. A girl of sixteen or seventeen stands between the injured boy and the heavy, her arms spread out, an impressive mohawk of electric green hair on her head.

"Just stop it, Viktor! He didn't know what he was doing!" she pleads, looking at the man with the V-shaped scar.

"He fucking BIT her, and now we have to fucking deal with her. People are asking questions, Brenda!"

The Edgerunners deduce that this little exchange is definitely about Alice, with the gang leaders clearly about to dole out some Combat Zone justice to their junior member, and probably the missing girl as well. Something clicks in Merlin's brain about the girl's reported behavior, something reminding him of some strange hemophilia cases he was working on before being fired from Trauma Team. The patients all had strange puncture wounds on their necks, exhibiting palor, "zombie"-like behavior, and rapid loss in body temperature. The condition degenerated quickly over the course of 48 hours, leading to inevitable death, with orders from above to have the remains shipped off-site immediately, apparently for research at some off-the-books facility. Merlin had found that a total blood transfusion could reverse the course of the illness, but his research was frozen and his license revoked by management almost immediately after his first attempt at treatment.

The team decides they need to act fast if they want to rescue Alice. Baxter's heat vision detects her signature in a sub-basement below the industrial building, and the team quickly organizes an ambush and crossfire. Merlin draws the pair of automagnums he lifted off Razorface's corpse at Paradise Lost, C.J. charges her chem-gun and Baxter moves to cover her with his service pistol.

Merlin opens the assault from a broken window at one corner of the building, putting four slugs squarely in Viktor's face. Huge chunks of skull and brain erupt out of the back of the gang leader's head, but he somehow stays on his feet, his arms flailing erratically as he croaks an order at his two comrades.

"Eagle..! Rage! G-get--get..kill!"

The tattooed woman, Eagle, screams in rage, her eyes glowing with psionic energy as electricity crackles around her body. Baxter opens up with his side arm, sending several 9mm slugs into Eagle's stomach, as the woman hurls bolts of lightning at the Edgerunners! Merlin takes a bad shock but manages to shake off the stunning effects.

Moments later, the muscular Rage explodes through the wall of the building, and puts a knee directly into Baxter's face. The two struggle briefly, with the PI desperately blocking the massive brawler's vicious elbow and leg strikes. Baxter tries to shoot Rage point blank but rolls a 1, blasting his own leg off at the knee instead. Bleeding out on the ground, Baxter barely manages to stay conscious as the big man starts pummeling him in the face.

With the fracas in full swing, the junior gangers drag their injured friend away from the fight and hide out deeper in the industrial building, leaving an easily followed trail of blood. Viktor, a veritable walking corpse, shambles limply in their direction, one or two faltering steps at a time despite most of his brain missing. Eagle begins charging up for another electrokinetic barrage, the lights in the compound flickering and dimming as she summons a massive charge.

C.J. ducks into the opening that the single-minded Rage smashed in the building, and starts laying into Eagle with her chem-gun. The searing acid from her sprayer disrupts Eagle's concentration, causing the ganger to dissipate her charge and blow out every light in the joint. Merlin rounds the corner, a magnum in each hand, and lays into Rage's back with both barrels. The heavy hitter's head and upper chest disintegrate into a cloud of blood, pulp, and splintered bone, and his body slumps limply onto the badly bleeding Baxter.

As Eagle finally succumbs to the stream of caustic chemicals, C.J. drops her sprayer and heads over to help her injured comrade, dragging the lifeless Rage off of him and applying a tourniquet. Merlin enters the building, horrified at the twitching, melting body of Eagle sprawled on the floor, and the still vaguely shambling Viktor, which tries to turn and grab him. Merlin disgustedly puts a .44 round into Viktor's heart, sending the gang leader down for good. Merlin follows the bloody trail down to a hatch to the sub basement, where the juvies are frantically gathering a few supplies for their escape. The chemist, weapons still drawn, says that the team will forget they ever saw the juvies, if they turn over Alice. The deal is struck, as the injured ganger informs Merlin that "there might still be time..."

C.J. calls her Trauma Team contact for medivac by AV, as Merlin brings Alice up from the sub-basement. She's unnaturally white, unnaturally cold, utterly catatonic with bloodshot eyes and two small punctures on the side of her neck...

***
Epilogue

With Alice secured at a local medical facility, and with Merlin's information, doctors begin the long and painful process of flushing her blood from her system and replacing it with vat-cloned substitutes. Baxter will need his share of substitutions as well, but a Triad fixer offers to take care of that pesky leg situation for him. C.J. emails Cherry Moon and lets her know that she'll be coming home in a few days.

Walker upholds his end of the deal, turning over the film reels of M in exchange for his daughter's return. A hefty reward should be waiting for the Edgerunners on their return to Night City.

Just nine more films to go.

Saturday, April 2, 2016

Dragon Warriors: A Game In Six Parts



Alright, so it’s 1985 and Dungeons & Dragons is the word in fantasy roleplaying. Basic D&D has just launched its second edition (Mentzer’s BECMI line), and AD&D is about to drop a second edition of its own. Riding the coattails of the D&D craze are the Fighting Fantasy line of “game books,” choose-your-own adventure style stories offering a “single player” RPG experience. UK publisher Corgi books decided to cash in on both the popularity of "regular" roleplaying games and single-player game books, releasing Dragon Warriors, a complete fantasy RPG system and campaign setting spread across a series of six mass market paperbacks
Okay, so, "the ultimate roleplaying game" might be a bit of an ambitious tagline for this thing, but after cracking the hood I've found that it isn't bad at all. The system is very clearly “inspired” by Original and Basic D&D, though considerably simpler: 3d6 character creation remains, but combat is handled by a multi-stage dice rolling process rather than a matrix, character progression is fairly linear, and most "advanced" style rules are modular and totally optional. The game is, as noted above, organized into six volumes: the first contains rules for character creation, game mastering, and two martial fighting classes (Knight and Barbarian), the second contains two magic using classes (Sorcerer and Mystic) and explains the spellcasting system, book three includes an adventure campaign, four includes the Assassin class, rules for lockpicking, stealth, and perception, and five and six contain additional campaign and setting information.

The books are illustrated throughout in pen-and-ink drawings, and contain some of the most delightfully old school Fantasy RPG art I have ever seen.



Dragon Warriors uses a set of five stats to define player-characters: Strength, Reflexes, Intelligence, Psychic Talent, and Looks. The first three are fairly self explanatory, and map onto the D&D characteristics of Strength, Dexterity, and Intelligence. Psychic Talent is a stat used entirely for magic - martial characters rely on their Psychic Talent to resist spells, casting classes rely on it to use spells. Looks has no mechanical use at all, and is simply a guideline for how NPCs will react to the character at first sight.

Because character generation is little more than a few quick 3d6 rolls for stats, class selection, and a handful of very small charts, let’s get to it!


STR: 10

REF: 9

INT: 8


PST: 12


LKS: 7

Based on the penalty/bonus charts the game uses, this character has dead average Strength and Psychic Talent, subpar Reflexes and Intelligence, and is one kinda meatfaced looking goon. With stats generated, it’s time to choose a Profession for this guy; the magic using classes are out of the question (both spellcasters require a minimum of 9 in both Intelligence and Psychic Talent), so that will leave me with Knight or Barbarian. Given that the Reflexes penalty will make light and unarmored combat a bit more harrowing here, I’ll opt for a Knight, with a tin can to keep him sealed for freshness.

Hit Point generation is based entirely on class, and in the case of the Knight that’s a 1d6+7, giving me a grand total of...8. This equates to being able to sustain two blows from most weapons. Perhaps Sir Meatface should rethink his chosen career path?

Attack and Defense scores are also governed entirely by Profession (unless you roll above a 12 or below a 10 on Strength and Reflexes), so our Knight will get the standard Attack rating of 13, and a penalized Defense rating of 6. Characters also have separate Magical Attack and Magical Defense scores; since Meatface is a Knight, he has no ability to attack with magic, and his below average Intelligence roll is not bad enough to penalize him in this case, so he gets the standard Magical Defense score of 3.


There are, of course, situations that can’t be defended against by a strong mind or martial skills, like Indiana Jones boulders and dragon's breath. For those dangers, we’ll need to determine an Evasion score; given Sir Meatface’s inherent clumsiness, he takes a penalized Evasion of 3 based on the chart in Book One. The last score to generate here will be an Armour Factor, but for that, we’ll have to get his starting equipment out of the way. The standard Knight kit includes a suit of plate armour, a sword, shield, dagger, lantern, a backpack, and 25 silver pieces. Plate gives an Armour Factor of 5, which we’ll need when working out the somewhat esoteric combat system.

Okay, so, making an attack in Dragon Warrior first involves a roll-under attempt on a d20, with a target of the attacking character’s Attack score, minus the defending character's Defense score, then on a success, roll the attacking weapon’s armor penetration die against the target’s Armour Factor, then subtract the damage rating of the weapon from the target’s HP. So let’s say Sir Meatface wants to stab J. Random Orc in the face: First, we generate the to-hit target number by subtracting the Orc’s Defense of 5 from Meaty’s Attack of 13, giving us an 8 to roll under. On 1d20, that means Sir Meatface will miss more than half the time. 

If the brave and noble Knight somehow manages to land a hit, he must then roll 1d8 (the armor penetration die for a sword), and attempt to score higher than the Armour rating of the Orc’s ringmail (AF 3). In this example, though Sir Meatface’s odds of striking the enemy are poor, the odds of hurting the enemy on a successful blow are pretty good. Damage is not randomly rolled - all weapons have a set, static damage rating, so Meatface would deal a flat 4 damage to the Orc if he succeeded both combat rolls.  At low levels, the combat system slightly favors the players over the monsters - both sides are fairly hard to hit, but monsters tend to have lower Attack scores than player characters. Level progression brings up pretty rapid improvements, with both Attack and Defense increasing by +1 for martial classes (much slower for caster classes). 

Overall, the system seems shockingly playable, especially as a first effort for author Dave Morris, who would go on to pen the excellent Knightmare gamebook series. If not for the unstoppable juggernaut that is D&D, Dragon Warriors could have easily been my go-to Fantasy RPG.

Sunday, September 4, 2011

RuneQuest, Second Edition

In the mid 70's, a small games company called Chaosium Inc was founded, for the sole purpose of publishing a fantasy-warfare boardgame called White Bear and Red Moon, set in the fictional world of Glorantha.  Unlike miniature wargames, such as the phenomenally popular Warhammer franchises, White Bear and Red Moon was essentially a self-contained box set.  There were no miniatures to buy or paint or convert, no terrain to build, no additional rulebooks to buy; all the rules, a playable map of the entire known world, and a pile of cardboard unit counters all came in the box.  Like Warhammer, the game was complex, unbalanced, and missing a sizeable portion of the rules at its first printing.  From this humble beginning, however, Chaosium would expand its interest and eventually gain hold of some of the biggest licenses in the roleplaying game industry, including Call of Cthulhu, a game based on the horror stories of H.P. Lovecraft, along with Stormbringer, based on the dark fantasy works of Michael Moorecock.  Most of Chaosium's RPG titles are powered by a roll-under percentile system known as Basic Role Playing, or BRP, which has its origins in 1978, with a black-and-white sourcebook that revisits the low-fantasy, wartorn world of Glorantha.

With RuneQuest, Chaosium attempted to expand upon the history and mythology of Glorantha, detailing a long and storied path in which empires rose and fell, and wars were waged on which the fate of entire civilizations hinged.  Unfortunately, most of this history unfolds in a very distinct "tell, but don't show" fashion.  Events like the Dragonkill War ("named," the book says, "for what the dragons did.") and concepts such as the Lunar Empire's need to extend something called the Glowline are mentioned for a few brief sentences, but never explored or explained in any detail.  1600 years of Gloranthan history is crammed into three pages, with the first thousand or so taking up just about a half page.  The result resembles a modern Wikipedia stub, with almost no time spend developing an atmosphere or tone for the world, except for a brief mention that Glorantha is a Bronze Age society, similar to Robert Howard's Hyboria or Fritz Leiber's Lankhmar (which are both, technically, Iron or even Dark Age societies).

What RuneQuest does bring to the table, however, is the Basic Role Playing system, which Chaosium claimed was the most flexible, adaptable, and universal system of the time.  According to the book, BRP can be easily adapted to any setting or time period.  Players were invited, indeed encouraged, to create their own expansions, monsters, and spells for use with the system, and even to submit their creations to Chaosium for publication, in exchange for free copies of whatever splat books were produced from their submissions.  This open and accepting attitude towards fan submissions and fan-developed material crops up very rarely in pen-and-paper gaming, and I don't believe it ever took off on any sort of appreciable scale until Wizards of the Coast published OGL D20 in 2000.  In this respect, at least, Chaosium was ahead of its time with BRP.

"Have fun," it says.  We'll see about that.

Player-characters in RuneQuest have seven primary Characteristics, and nine derrived Abilities.  The Characteristics are randomly rolled, and include RPG mainstays like Strength, Constitution, Intelligence, Dexterity, and Charisma, while also adding in two new stats: Size and Power.  Size is exactly what it sounds like, indicating the character's height, weight, and/or physical mass.  Characters with high Size can take more damage, while characters with low Size are stealthier and harder to hit.  Power, meanwhile, determines the character's magical ability and his or her in-tuned-ness with the mystical world.  Each of RuneQuest's characteristics advance in slightly different ways: Strength and/or Constitution can be raised up to match the highest rolled value assigned to either Strength, Constitution, or Size.  If either Strength or Constitution has the highest rating of the three, then that Characteristic cannot be raised at all, except by magic.  Similiary, Size can never be increased through non-magical or non-divine means, as a character is assumed to have finished growing by the time he begins adventuring.  Dexterity can be increased as the campaign goes along, up to a predefined, racial maximum.  Intelligence, like Size, can never be altered through non-magical means, while Charisma can rise and fall based on the character's success or failure in adventures.  Finally, a character's Power score is spent whenever he casts spells, while also influencing his starting hit points, as well as modifying various derrived combat abilities.  As all of these scores are randomly generated, it is possible to create characters who are multitalented and versatile, though it's just as easy to wind up with a character who is mild to moderately incompetent across the board.

As noted earlier, each Characteristic is determined by a random dice roll.  For humans, we roll 3d6 on every Characteristic, resulting in a starting score from 3 - 18.  As RuneQuest is a percentile based game, these values are largely meaningless for making tests.  In order to generate useful target numbers, the system relies on nine Abilities, whose scores are determined by a series of tables converting Characteristic ranges into percentages.  Each Ability is modified by several characteristics, with Intelligence and Power showing up in almost everything.  As an example, a character's Attack Ability is based on Strength (his ability to swing a weapon), Dexterity (his ability to aim the swing), Intelligence (his knowledge of fighting techniques), and Power ("A Jedi can feel the Force flowing through him.").  In this case, higher Characteristic scores provide a 5 to 10 percent increase to the target number, while lower scores lower the target number.  Remember, because we're using a roll-under system, higher targets are better.  Now, let's start rolling some numbers so we can see this in action.

STR: 14

CON: 16

SIZ: 8

INT: 12

POW: 7

DEX: 11

CHA: 12

Constitution is my top score, and will provide a handy little bonus to several Abilities.  Strength comes up next, also higher than average, and will help out with damage dealing. Strength can also be raised up to a maximum of 16 if I have the money for training.  Power comes in pretty low at 7, but not low enough to penalize me.  The Size score of 8 will penalize my damage output and hit points, while providing a bonus to stealth.  These Abilities will be shown in more detail below.

Attack: +0%

Parry: +0%

Defense: +0%

HP: 15

Damage: +1d4

Perception: +0%

Stealth: +05%

Manipulation: +0%

Knowledge: +0%

In other words, this character gets +5 to any Stealth target number, and deals an additional 1d4 damage when successfully hitting with any weapon.  He suffered a -1 penalty to HP but still came out higher than average, and everything else is squarely average.  At this point, the character is roughly mechanically complete, though depending on starting cash there's still room to improve certain Characteristics through training, as well as altering abilities through Equipment.  Starting cash is determined by the character's background, which like everything else in this creation process, is randomly rolled, this time on a d%.

Background: 54: Townsman

2d100 Starting Cash: 32 Lunas

32 L is not enough for training, unfortunately.  However, I do get the following generic starting equipment:

GENERIC CLOTHING: Tunic, breeches, boots, underwear, cloak, hat.

GENERIC EQUIPMENT: Belt knife, and tinderbox.

TOWNSMAN EQUIPMENT: Flasks, torches, lamps, rope, trade/craftsman tools.

Now, in order to survive a life of adventure, I'm going to need some weapons and protective gear.  32L isn't a whole lot of money, but it's enough for a pair of Leather Pants (10L, absorbs 1 damage), a Leather Vest (10L, absorbs 1 damage), and a Quarterstaff (1d8 Damage, 20% hit rate, 15HP).  You might notice that my staff has 15HP; that's the amount of damage the staff can parry before it breaks.  At this point, the character is ready to go out and adventure, and likely get himself killed.  To help improve his chances, RuneQuest offers a set of optional rules to allow for a certain amount of "pre-game" experience.  I've decided to have him join a mercenary company in order to get a leg up in life, allowing me to roll percentage for a chance to improve his STR, CON, DEX, POW, and CHA.  My results are listed below.

STR: 61: +0

CON: 64: +0

DEX: 72: +0

POW: 12: +1

CHA: 71: +0

So after some time on the march with a band of disparate mercenaries, our Townsman has increased his Power level by one point.  Not that impressive, but he does get other benefits.  Working with mercenaries provides access to better armor, weapons, and training, as well as a shot at looting some cash from sacked villages and such.  Rolling another d%, I wind up with a score of 91, putting him in the company's Light Cavalry.  This automatically gives him an 80% riding skill, 50% to another cavalry skill of his choice, and 30% to all other cavalry skills.  He also gets 2500L worth of spells, along with access to a level two "xenohealing" spell automatically.  For spells, I've purchased Healing at 2 points, Detect Enemies, one point of Bladesharp (+5% to hit, +1 damage), and Speedart (adding +15% to-hit and +3 damage to non-enchanted arrows).  Rolling a d6 for equipment, I find he gets access to a bow, a one-handed sword, and a small shield.  He also gets some additional armor: cuirboilli cuirass, greaves, and vambraces, leather skirt, and an open helm.  He also scores another 756L in spoils and pay.  Things are looking up!

For this week's sheet, I've actually left out a few things.  The character wound up with enough cash on hand to purchase some additional skill training, but to be entirely honest, I've written most of this with a bit of a hangover, and find the system to be too fiddly to deal with at the moment.  I've also left out a few places where I'm supposed to fill in equipment properties more than once.

A "Player's Edition" (excising the monsters and encounters) of RuneQuest Second Edition can be downloaded for free at this fansite. The cover of this edition is NSFW

Moon Design Publications publishes HeroQuest, a successor to RuneQuest using the same Glorantha setting, but with a new system.  HeroQuest can be purchased at the publisher's site, or at RPGNow.

Chaosium Inc, the original publishers of RuneQuest, have since released the Basic Role Playing system as a stand-alone, generic product, also available from RPGNow.

If you're just interested in seeing the NSFW RuneQuest cover, click here.

Now, it's time to call it a night.

Sunday, August 28, 2011

The Doctor Who Role Playing Game: Adventures Through Time & Space

This week, one of my favorite television shows returned to the air for the second half of its sixth season, after what felt like an eternity on hiatus.  I am referring, of course, to the 21st century revival of the BBC's long-standing Doctor Who franchise, with which I've been perhaps unhealthily obsessed since I was a small child, staying up far too late with my eyes glued to PBS.  In honor of this particular, cultural phenomon, let's step into Non-Playable's own gaming time machine and vwoorp back about 26 years.

It is 1985, and FASA is riding high on the success of Battletech, their giant-robot miniatures-based wargame.  In a few short years, they will publish Shadowrun and Earthdawn, forever cementing them as the go-to gaming company for people bored with AD&D.  In the meantime, they came up with this.

For folks not familiar with Doctor Who, it is perhaps the world's longest running science fiction television program, running for 26 seasons between 1963 and 1989, two theatrical spinoff films starring Peter Cushing, a television movie on FOX in 1996, and the aforementioned revived series running from 2005 onwards.  Wikipedia claims a total of 777 episodes for the series as of August 2011, which is pretty impressive in its own right.  The program - and the adventures for this game - run the gamut from adventure, to horror, to mystery, typically with a science-fiction bend (such as the vampire inhabiting the gothic mansion high in the mountains turning out to be an alien, etc), while de-emphasizing the direct application of violence as a solution to problems.  The heroes typically triumph by out-thinking and out-manuevering their opponents, using creativity and ingenuity to turn the villain's plot back against him in some way, rather than simply overwhelming him with force.  This is a stark contrast to the dungeon crawls and other, combat-heavy, "GM vs. Players" style of gaming that once dominated the market, and it's an idea that we don't see much more of until the cooperative storytelling games from White Wolf come into their own.

Although time travel is a central idea to the Doctor Who RPG, it features only sparsely into the mechanics.  The time machine is simply a way for the party to arrive at the adventure, and leave upon its completion, and maintaining causality is typically not something the players or characters need to worry about.  For the purposes of this game universe, time is recorded objectively by a mindblowingly advanced and extremely pompous race of Time Lords, and history is effectively immutable, although the recorded outcome of events hinges on the player-characters' involvement.  For example, William Shakespeare was obviously not murdered by ancient aliens on the eve of the performance of his lost play, Love's Labour's Won.  However, this outcome was only due to the intervention of two resourceful time travellers, who happened to be in the right place at the right moment.  For the few times where time travel may be required as part of the game's plot, the characters make a skill roll to pilot their time machine to the correct spacial and temporal locations, and the results are compared against a difficulty table; successes place the characters when and where they want or need to be, failures can put them off by degrees from "a few feet" to "somewhere on the same planet," or "within a few hours" to "within a few decades."  The same interaction table is used for roughly every skill usage or saving throw.

This same success/failure table is used for all dice-related tests in the game.  All of the player's attributes (strength, endurance, dexterity, charisma, mentality, and intuition) are recorded with a Performance Rating, and all of their skills are recorded with a Proficiency Rating, both of which are leveled from I to VII.  Each rating costs a certain number of Attribute or Skill points, from 1 - 30, and both skills and attributes scale at the same rate.  Each character begins play with a score of 6 points in each Attribute, and 36 + 2d6 Attribute points to distribute in order to raise those scores.  To purchase Skills, the character begins with a Skill Point pool equal to the total number of Attribute Points (including the 6 "free" points in each Attribute), plus a number of Bonus Skill Points for skills based around Attributes, depending on that Attribute's score.  For example, if the character has a total of 15 points in Dexterity, they'd have Performance Level V, and get a bonus of 5 skill points to spend on DEX-related skills (like shooting a rifle, picking a pocket, etc).

In addition to Attribute and Skill levels, players will randomly roll for a Special Ability for their character.  Most results (except for 10 & 11) result in some additional ability, ranging from an enhanced Attribute (confering additional skill points and mastery), to supernatural psychic powers.  Appearance, age, and number of Regenerations used (if playing a Time Lord) are also randomly generated, though with the exception of Regenerations, these don't have any direct impact on gameplay.

Doctor Who uses a roll-under system, in which the player rolls 2d6 for all skill and attribute tests, with the goal of either meeting a target number, or scoring below the target number.  The lower the player's result is from the target, the better the success; if the target is 7 and the player rolls a 2, it's a massive critical.  On the other side of things, the higher the player's result is from the target, the worse the failure; rolling 12 with a target of seven is a massive fumble, with serious consequences.  Target numbers are determined by comparing the proficiency or performance rating of a character's skill or attribute, located along the Y-axis of a difficulty table, with the task's difficulty rating on the X-axis, modified for various penalties or bonuses.  The target number is at the intersection of the two axes. I would normally reproduce this table below, but as it takes up at least half a landscape page, and forms at least 50% of the game's core mechanic, I've decided to cut it for space concerns.  Instead, have some Daleks

.

The list of factors that modify a skill challenge is extensive, to say the least.  In addition to the usual concealment and range modifiers one expects out of a game, penalties are enacted if the attacker is moving, if the target is moving, or if the attacker is using a weapon other than the exact one he is skilled in; for example, if a UNIT commando from the 1960s is trained to Professional proficiency in submachineguns (as such soldiers are frequently seen using in the TV series), but has to attack with a laser rifle captured from an evil, invading Cyberman, he can't use his entire Level V proficiency, though may get to use half of his rating due to the weapon being similar.  In addition to these modifiers, further crunch comes into play when determining the number of actions a character can take during a turn.  Each action available to the character costs Action Points (AP), with different actions having different values.  The total number of AP available to the character is determined by his DEX value, divided by 3, rounded down, plus 4.  Are you still following along?  Using our earlier example of someone with a DEX of 15, we get:

(15/3) + 4 = 9 AP.

My current attempt at a mechanically complete character sheet is below.  I am relatively certain that the character is playable, per the rules of the blog, however due to organizational issues in the book (the rules for the game are spread across three different volumes within a single box set, with most but not all character mechanics discussed in the Player's Manual, while other's are described in the GM's Operation Manual), I'm not entirely confident that I haven't missed something. 

My eternally-supportive future-wife also attempted a sheet this week, apparently having a high tolerance for pain and unpleasantness.

Okay, maybe not that high.

A new Doctor Who: Adventures in Time & Space game based on the new series is available on RPGNow.  I believe it uses an entirely new rule system, rather than a revised edition of the game reviewed here.

The BBC's official Doctor Who website contains more information about both the current television series, and the original version.

Saturday, August 20, 2011

Earthdawn, 1st Edition

First released by FASA in 1993, Earthdawn was the game for several of my internet acquaintences back in the day.  My friend Joe was such a fan that he formed his own gaming company, Living Room Games, and acquired a license to produce splats, and later an entire Second Edition.  As I don't have a habit of being nice to the games I review, I will not be touching LRG's Second Edition out of deference to my old pals, and the Third Edition from Red Bricks LLC is too new for the purposes of this blog, so we'll be examining good ol' First Edition today.

Earthdawn, in all its incarnations, can be described as a sort of post-apocalyptic fantasy.  Hundreds of years ago, the background goes, the world's magical aura peaked, allowing mindnumbing Horrors from the astral plane to cross over into the material world and wreak all manner of chaos and destruction.  This was the time of the Scourge, and during it, most life on the surface of the world was erradicated.  However, the "Name-giving" (sentient) races of the world (humans, elves, orcs, trolls, dwarves, etc) were warned of this impending disaster by various wizards and shamans and prophecies, and constructed elaborate, underground cities called "kaers" in which to hide and wait out the destruction.  The kaers were sealed shut for centuries while the Horrors plagued the earth; some cities survived unharmed, others were breached by rampaging monsters or natural disasters.  The setting's "present day" is about four centuries after the start of the Scourge, when the magical aura has started to subside, and most Horrors have been forced to retreat back to the astral plane.  The majority of the surviving kaers have opened and civilization has returned to the surface, though some vast, underground cities remain closed, their populations unaware of the changes taking place over their heads.  For those playing along at home, you may have noticed that you can replace "kaer" with "vault" and "Horror" with "atomic bomb," and suddenly you're playing Fallout, four years earlier.

All of this is detailed in the book's extensive background fluff, primarily written "in character," as anecdotes, histories and oral traditions recorded by denizens of the fictional world, and punctuated with beautiful art, ranging from fully realized paintings to atmospheric pen-and-ink drawings.  Beyond its postapocalyptic tone, however, Earthdawn sets itself apart from most other fantasy RPGs by largely doing away with linear character progression.  Rather than levels, character advancement is measured in "Circles," with each Circle containing a new set of talents and abilities that the character can access.  However, acquiring a certain about of experience does not automatically advance a character to the next circle.  Rather than the usual XP systems, Earthdawn awards players "Legend Points," which can be used to purchase Karma (which can be spent to improve dice rolls, similar in some ways to Action Points and Action Dice in various d20 flavors), or used to improve Skills, Talents, and other class-related abilities, or finally to gain a new circle alltogether.  Furthermore, in the Earthdawn system, dice rolls increase in magnitude by "Steps," representing increasingly potent combinations of dice.  The number of dice rolled when a character, for example, swings a broadsword, would be determined by adding their appropriate, governing attribute (Strength) to the Damage Step of the sword.  In other words, while most games would assign a static dice value to that big, two handed greatsword, Earthdawn simply assigns it a modifier that improves your overall attack and damage rolls. The degree of improvement corresponds to a combination of dice, noted on the Step/Action table, a portion of which is reproduced below.

Unlike the previous games reviewed here, Earthdawn uses a point-buy system for generating attributes, allowing players a customizable, yet objectively measurable way to design their characters.  All characters begin with 66 attribute points to spend.  A score of 5 costs 0 points, scores below 5 grant additional points, scores above 5 cost points.  My initial attribute array, before adding in racial modifiers, appears below.

Attribute Points: 66

 

Dex: 11

Str: 9

Tough: 11

Per: 17

Will: 18

Cha: 11

 

I've buffed up Perception and Willpower, having decided to create a Nethermancer (a magic-user focusing on spirits and other planes of existence), whose spells rely heavily on those two attributes.  I've decided to build a T'skrang, part of a race of flamboyant lizard-people.  While not entirely optimized for spellcasting, my gaming group has a tradition of off-type lizards, and I felt like joining in.  Now, the T'skrang gets a +1 to Dex, Toughness, and Charisma, making my racially modified stats look more like: 

 

Dex: 12

Str: 9

Tough: 12

Per: 17

Will: 18

Cha: 12

With that sort of array, he's strictly a back-row character, but we'll see just what he can do shortly.  Before we get to skills and spells and talents, we need to derrive our character's Death Rating (hitpoints), Wound Threshold (amount of damage he can take before suffering an injury), and Unconsciousness Rating (amount of damage he can take before being knocked cold), along with his carrying capacity, movement speed, initiative, and other secondary attributes.  Fortunately, there are no complex calculations here; everything is based on the Attribute scores above, converted via a massive table on page 52 of the book.

With that out of the way, now we can get to skills and talents.  At start, an Earthdawn character gets one Rank 1 "Artisan Skill," and two ranks worth of "Knowledge Skills."  Magic users get one Artisan Skill, Robe Embroidery, so there you have it.  Artisan skills are more or less mechanically useless and under normal circumstances, an Earthdawn character will never actually have to make an Artisan skill check; according to the background fluff, individuals who are corrupted by Horrors are unable to concentrate long enough to perform artisan tasks (such as sculpting, weaving, etc), so having an Artisan skill proves the character is uncorrupted.  Now, because Nethermancers deal with weird magic from other realities, I'm going to go ahead and spend two ranks on Knowledge: Horrors.

With skills assigned, we get into the real mechanical meat of the character, Talents.  Talents are where each discipline becomes mechanically distinct from one another; an archer will have talents for aiming and evasion, a cavalryman will have talents for riding and melee combat, etc.  In the case of my Nethermancer, he starts with access to the following First Circle talents: Karma Ritual, Read & Write Language, Read & Write Magic, Spellcasting, Spell Matrix, Spell Matrix, and Thread Weaving (Nethermancy).  The character has 8 rank points to distribute among these talents, which affect the rate at which he regains Karma points, his ability to learn new languages and spells, and the difficulty he has casting those same spells.  I'm pouring two points into Nethermancy,one into each Spell Matrix, two into Spellcasting and one each into R&W Magic and Karma. This allows me to store one First Circle spell in each Matrix, regain one Karma point each time I use my ritual, and increase my steps for casting a spell by 2, my steps for weaving a complex spell by 2, and my steps for learning a spell by 1.  For the spells themselves, I have access to 7 "Spell Points," (equal to the Perception step), which can be used to purchase spells from any circle.  First Circle spells cost 1, Second Circle cost 2, etc; since this little lizard can only cast First Circle spells, I'm focusing on those, though you can purchase from any circle; you just can't access those spells to your character advances to the required Circle himself.

Spells:
First Circle:

Bone Dance (one point)

Command Night Flyer (one point)

Spirit Grip (one point)

Undead Struggle (one point)

Insect Repellent (one point)

Shield Mist (two points)

Of these, I can't cast Shield Mist yet, but it never hurts to be prepared for later.  Spirit Grip and Insect Repellent go into the Matrices for immediate access.  Now, for actually casting these spells, the rulebook suffers from a serious case of vagueness.  Spirit Grip requires no threads, and can be cast by a Spellcasting test, rolling dice for the character's Perception step + his Spellcasting rank.  In this case, that would be Step 9, or 1d8+1d6.  Insect Repellent, however, requires a Thread to be Woven first; so, the character spends one round Weaving the spell, and then makes his Spellcasting check once he's done Weaving.  In order to Weave a Thread, the character must pass a Thread Weaving test. The book, however, does not say what to roll for a Thread Weaving test, in any section that I could find detailing the magic rules.  Presumably, one rolls the appropriate Attribute (probably Perception) + the Thread Weaving rank, as with Spellcasting, but it could also be designed so that I just roll on the Thread Weaving rank.  If Rank + Attribute, then I'd be rolling 1d8 + 1d6 again and casting fairly consistently, but if I'm supposed to just roll on the Thread Weaving rank, that's 1d4 - 1, which produces fairly unfavorable casting results.

 My inability to locate the Thread Weaving Test information is indicative of a larger problem with first edition Earthdawn, that being the complete lack of organization in the rulebook.  The book is heavy on fluff - beautiful, well written, incredibly atmospheric fluff - which lays out a world that is, quite frankly, one of the most exciting that I've ever seen in a stock pen-and-paper campaign.  However, while the writers and editors have an amazing talent for creating fiction, they were pretty bad at laying out mechanical information in a way that makes it easily accessable.  The book discusses the same features, such as Thread Weaving, in multiple sections (Talents, The Working of Magic, and Spellcasting), each section referring back to the other sections for more information, no single section providing all of the needed information to use the mechanic.  Hopefully, later editions resolved these organizational and editorialerrors.  Certainly, if I were going to actually play the game, I would grab the more recent Third Edition.  

My ever-supportive fiancee will not be joining in the character creation this week, as her new, absurdly early work schedule is kicking her ass at the moment.  Hopefully, her sheets will return next week, as things settle down around the office.

All images above are sourced from the now out-of-print Earthdawn First Edition, published by FASA.

RPGNow offers both Earthdawn Classic Edition, an edited and revised version of First Edition, and the fully updated Earthdawn Third Edition for sale, both published by Red Brick LLC.

Earthdawn Second Edition, from the largely defunct Living Room Games, is also available at RPGNow.

This ancient, Earthdawn fansite from the 1997 Internet contains a good portion of the First Edition rules.

Wednesday, August 10, 2011

Teenage Mutant Ninja Turtles & Other Strangeness

It is 1985. One year ago, two guys named Kevin and Peter started publishing a comic book about martial-arts enabled terrapins out of their kitchen. In two more years, you won't be able to turn on a TV or look at a small child without seeing little plastic green shells and multicolored bandannas, turtles all the way down. In the meantime, though, there was only really one licensee for Eastman & Laird's Teenage Mutant Ninja Turtles, and that was Palladium Books. This is their product.

Written over the course of three and a half weeks by Eric Wujcik, and illustrated throughout by Turtles creators Kevin Eastman and Peter Laird, TMNT&OS was the second Palladium-published book I owned as a child, and the only one in my collection not written and illustrated by the Kevin Siembieda and Kevin Long. The artwork is a significant departure from the typical Palladium style, consisting primarily of repurposed panels from early issues of the black-and-white Ninja Turtles comic book.

There are a few examples of new and original artwork, in the form of character portraits for cases where the original comic does not provide an example of a particular critter.

The book also includes two brief comics. The first is a short, original strip titled Don't Judge A Book..., involving the Turtles, in Halloween costumes, fending off burglars in the Second Time Around antique shop. The second reprints the Ninja Turtles' origin story, excerpted from the first issue of the comic book.

Character creation follows the same random generation system that we all know and love/hate from Rifts. There are eight Attributes: IQ, Mental Endurance, Mental Affinity, Physical Strength, Physical Prowess, Physical Endurance, Physical Beauty, and Speed. A score for each is generated by rolling 3d6, so starting values should range from 3 - 18, with 10 being considered "normal" or "average." Scoring 16 or higher provides a bonus, which is sometimes incremental, other times exponential, depending on the Attribute. These bonuses do not advance at the same rate for every stat, nor does each stat necessarily follow a linear progression.

With its Attributes assigned, your mutant-to-be is just a few d% rolls away from completion. Random rolls determine your Animal Type (Urban/Rural/Wild/Wild Bird/Zoo), and each type has a second chart to determine your specific animal species, each with its own unique traits, strengths, and weaknesses. Species also determines your character's initial size class and Bio Energy Points (BIO-E), which provide certain bonuses and penalties to physical and mental stats (based on size), as well as the ability to improve certain characteristics and buy additional traits. This sort of mostly-randomized generation is pretty standard fair after something like V&V, but TMNT&OS takes it once step further, giving you a third d% chart to roll for the cause of your character's mutation. This may not sound like a big deal, except that it also involves randomly rolling your character's background and history. A quick roll of the dice determines whether your little critter was accidentally exposed to a leaking Mutagen container, or was deliberately engineered in a lab, as well as how he was raised from young mutant to teenager (trained in a secret government facility, raised as a human child by James Franco, etc), and determines his reactions and attitudes towards humanity. That's a lot of fluff to hinge on two ten sided dice.

Having worked out your Attributes, spent BIO-E to purchase humanoid characteristics (as desired), and figured out your background, it's time to look at skills and equipment. The number of skills your character can select, any free skills he qualifies for, any starting training, equipment, and cash, are all informed by his randomly rolled background. The skills list is absurdly detailed, easily on par with V&V's super power list. Skills are broken down by category and program, though several seem redundant to the modern gamer (Detect Ambush and Detect Concealment being separate, Disguise and Impersonation being separate, for example). Fortunately, you get to select a lot of skills, so it's fairly easy to build a competent character without having to sacrifice something obvious.

For this week's sheet, I warmed up my d6's d% and rolled up the following stats:

Attributes: 3d6 per stat

IQ: 7

ME: 14

MA: 9

PS: 9

PP: 10

PE: 16

PB: 11

Spd: 8

Animal type: 9: Urban

Specific Animal: 60: Pet Rodent (hamster)

Cause of Mutation: 91: Deliberately engineered & raised as assassin.

Starting cash (from mutation cause) 1d6 x $20,000

Cash roll: 6: $120,000.

Hamster Special Attributes:

BIO-E: 80

Growth Level 1

IQ: +2

ME: +1

PP: +1

Growth Level modifiers:

IQ: -8

PS: -12

PE: -4

Spd: +7

SDC: 5

So, before using BIO-E to physically alter my character, I get the following Attributes:

IQ: 1

ME: 15

MA: 9

PS: -3

PP: 11

PE: 16

PB: 11

Spd: 15

I have never, ever thought that I would ever blog the phrase "hamster special attributes." Also, this is the world's dumbest, fastest, weakest, and most durable assassin. Granted, there's a reason my little hamster is so dumb. As I mentioned earlier, growth and size are extremely important in character creation; right now, my little mutant is an entirely average sized hamster, with a whole mess of BIO-E points to spend. Breaking out the BIO-E worksheet, it's time to burn through those points to bring him up to human size, and purchase things like hands, walking on two legs, and speech. Bringing my critter up to size 8, gets rid of the IQ, PS, and PE penalties, but also costs me my speed bonus.

IQ: 9

ME: 15

MA: 9

PS: 11

PP: 11

PE: 20

PB: 11

Spd: 8

Skill selection is where the game starts to break down. Apparently, earlier editions of TMNT&OS had different rules for skills and firearms than the eighth printing being used here; the skills in this edition were lifted from Palladium's Robotech and Revised Heroes Unlimited games, and pasted in without much editing to make them fit. The result is a somewhat haphazard explanation of the skill system. The game at one point explicitly states that no skill can be taken more than once to accumulate more than one bonus, however some skills DO provide bonuses if taken more than once; the combat example given in the book explicitly mentions that a level 1 character has taken the Fencing skill three times, contradicting the earlier writeup on skills. In other words, don't take any skills more than once, unless the skill comes from a different edition of the game where it was designed to be taken more than once.

Furthermore, due to the mix-and-match firearm rules, a .45 automatic pistol does the same damage as a 12 gauge shotgun, while a 9mm pistol does half as much, and a katana falls right in the middle. On the plus side, the game does not add in Palladium's Occupational Character Class system; I suppose the author decided that the ten thousand different animal writeups was enough.

Here is my attempt to put together my final character sheet for TMNT&OS. I think it's playable, but honestly, I'm not sure. I feel about as confident with this sheet as I do with my Form 1040 every year, and it was exactly as much fun to fill out, while taking five or six times longer.

The character portrait was drawn by my eternally patient fiancee, who decided she also wanted to create a character sheet. After a brief explanation of the creation, growth step, and BIO-E rules, she generated the following:

Teenage Mutant Ninja Turtles & Other Strangeness is long out of print, and will likely never see the light of day again, as Palladium Books no longer has the license. All images have been sourced from the 1989 Revised Edition.

After The Bomb is Palladium's spiritual successor to TMNT&OS, and is available at RPGNow.

The official Palladium Books website obviously contains additional information about the Palladium Megaverse products, particularly Rifts.

The official Teenage Mutant Ninja Turtles website is strangely devoid of all information about the game, and the Mirage comic series it was based on.

In conclusion,

Saturday, August 6, 2011

Villains & Vigilantes: Second Edition

I've been rather neglectful of this space for quite a while now, and I feel it's high time I rectified this. This summer, I somehow successfully completed another orbit around the sun, achieving the age of 29. To commemorate, I feel it's time to tackle a similarly aged game system, the venerable and somehow still readily available Villains & Vigilantes, 2nd Edition, first printed by Fantasy Games Unlimited way back in 1982. The purpose here will be a brief review of the system, and hopefully, the generation of a playable character sheet.

V&V, for the uninitiated, is the original super hero pen-and-paper roleplaying game, its first edition dropping in 1979, two years ahead of the immensely popular Champions. In my initial reading of the V&V rulebook and marketing materials, one mechanic stands out to set the game apart from Champs, Heroes Unlimited, and any other competitor: players are encouraged and expected to design heroes based on themselves. While D&D, Rifts, and basically every other roleplaying game I ever encountered during my impressionable youth set itself clearly in a world of imaginative fantasy with no connection to your real life, here is a game that gives you, the player, a secret super-identity. The appeal to a teenage, outsider nerd should be immediately apparent.

Beyond just being fluff, however, the players' identities are an intrinsic part of the character creation mechanics. Stat generation in V&V is highly subjective, and appears to be the one and only time the game allows you to play fast and loose with its mechanics. The game includes five stats: Strength, Endurance, Agility, Intelligence, and Charisma. These stats are generated and assigned to each player-character in the game by the GM, rather than by the players themselves. These scores are not generated by random die rolls or carefully designed point purchases, but rather by the GM's subjective observation and questioning of each player involved in the game. If a player is on the school football team and lifts a lot of weights, his character would then be assigned a numerically higher Strength score, while if a player suffers from asthma, he would receive a lower Endurance score. Scores should normally range from a low of 3 to a high of 18, with 10 being considered a baseline human average. In a pinch, scores can also be randomly generated by rolling 3d6, though this is recommended only for NPCs.

Once stats have been assigned, the players take up their dice and roll to generate their super powers. The number of powers each character gets is randomly determined by a roll of 1d6+2, resulting in anywhere from 3 to 8 initial powers. Once the number has been determined, each player picks a category for each power (Psionic, Devices, Magic, generic "Powers," etc), and rolls 1d% on the associated table. Players can freely mix and match categories, but are encouraged to keep a theme in mind. Once all the powers have been filled in, each player rolls a final d% on the Weakness table to determine an inherent flaw in their powers or abilities, and then chooses a single super power to discard (with the goal of keeping powers that thematically fit together).

Get used to tables, by the way. V&V relies heavily on meticulously crafted tables to flesh out its powers, combat, movement, and just about every other mechanic you can think of. Calling the game "thorough" or "rigorous" may be an understatement. The word "exhaustive" comes to mind, but even that doesn't encompass the scope of V&V's table-fu, which borders on obsessive compulsive. In combat, the game tracks damage from gunfire for each individual bullet, every slug receiving its own die roll and accuracy modifier. Accuracy penalties are incurred for fighting at range, with distances measured in inches, from 30" to 983,040". Super powered combat involves a rock-paper-scissors-like interplay of attack and defense powers, with penalties and bonuses based on the interactions of seventeen attack categories with twenty-six defense categories. Essentially, every opposed action a character can take is governed or modified in some way by a quarter-page table.

Lacking a current group to run V&V with, I can't comment further on how effective and fun the combat and challenge mechanics are. Having said that, onward to chargen!

First, I filled in my weight on the sheet, and assigned some ability scores based on my best guesses about myself. After a little fumbling with 3AM mathematics, I worked out Hit Mods and Basic Hits, and finally my actual, in-game Hit Points. Rolling 1d6+2 for powers, I got lucky and scored an 8. Playing into what I believe to be my best state, Intelligence, I decided on Magic/Psionics for my first power table, and made my first 1d% roll and hit 34, Magical Spells. Per the Magical Spells description in the rulebook, the player and GM cooperatively discuss the nature of the first spell the character will learn, along with its costs and ranges, etc. I came up with the spell "lock opening touch," ganked mercilessly from D&D, and assigned it a PR of 4, the same as one hour of intangibility. Further powers will be shown below.

Roll 1: Magic/Psionics: 34: Magical Spells: Lock Opening Touch, PR 4
Roll 2: Magic/Psionics: 38: Magical Spells: Force Field as described in rulebook, pg 12
Roll 3: Magic/Psionics: 96: Willpower: Type A, 1 PR/turn, described on pg 19.
Roll 4: Magic/Psionics: 42: Magic Spells: Arcane Bolt: Range: 2 x XP, dmg: 2d8, PR 4
Roll 5: Magic/Psionic Items: 66: Psionics: Psychometric Ring: When worn, allows user to absorb knowledge and memories from residual psychic energy associated with inanimate objects.
Roll 6: Magic/Psionic Items: 58: Natural Weaponry (roll 1d6 for attack bonus): 4: +3 to hit and +6 to damage during unarmed HTH combat
Roll 7: Magic/Psionics: 98: Willpower: Type B, permanent +1 increase to Intelligence
Roll 8: Magic/Psionics: 39: Magical Spells: Summon Spirit: Summons a noncorporeal ghostly companion with the following statistics: Weight (178), Agility 18, Ferocity 18, Hits 20, Accuracy +3, Damage 2d8, Power 56, Move 100.

With those decided, I make a final d% roll on the weakness table and come up with 8, Diminished Senses. Surprisingly, the rulebook does not include a secondary table to roll on to determine exactly which sense is diminished, but provides a few guidelines to work out the exact nature of the weakness with the GM. I decide on the following:

Weakness: 8: Diminished Sense: Extreme Photosensitivity: Reduced vision under normal lighting conditions due to squinting and perceived glare, must wear prescription, tinted glasses at all times.

Under the rules I must now delete one super power, or can chose to delete my weakness and two super powers. I opt to delete Roll 7, Willpower Type B. So, no boost to intelligence. For the rest of V&V's fiddly mathematics, I decided to use a spreadsheet found on a fan's website, which handled most of the relevant calculations for me, and then scribbled the numbers onto my photocopied sheet.

Going along with me on this magical journey through character creation, my long-suffering bride-to-be asked for a sheet and attempted to follow along. After scoring some pretty impressive weather manipulation and energy blasting powers, she rolled for her weakness and scored Lowered Intelligence. 3d6 later, she wound up with an Intelligence score of 1.

"I don't like this game," she told me.

Despite the cludgey system, self-insertion-promoting character design, and occasionally, incongruously vague super power rules, V&V proved remarkably popular. Dozens of adventure modules were produced, along with a supporting comic book line which included additional character sheets for inclusion in players' own adventures. The idea that your character is, indeed you - only better - probably helped boost its appeal as an escapist fantasy back in the day, and has allowed it to keep enough momentum to warrant a re-release in the 21st century.

Cover image, blank character sheets, and spreadsheets used in this post were sourced from The V&V Emporium.

Animal/Plant Power Table was sourced from the Villains & Vigilantes 2nd Edition rulebook.

Fantasy Games Unlimited, the original publisher for V&V 1st and 2nd editions, still has several modules and support materials for the games 2nd Edition available for sale.

Cubicle 7 has print editions of the current, 2.1 edition of V&V, published by Monkey House Games. PDF editions can be purchased at RPGNow.