"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
Showing posts with label Core Rules. Show all posts
Showing posts with label Core Rules. Show all posts
Saturday, July 7, 2012
Blue Planet
I have never played this game and am not sure I ever will. I remember picking it up because I had heard it was a setting that was accurate scientifically. The setting is one that I am not sure would find all that enjoyable though.I tend to prefer my science fiction games to be post apocalyptic anymore or tinged with horror. The game has been published at least three times and even has a GURPS treatment. It was originally done by Biohazard Games. I am not sure if this is the same Biohazard Games that has connection with Resident Evil or not though.
Published: 1997
Pages: 348
From the back of the book:
2199AD
Welcome to Poseidon
The planet . . .
A waterworld, home to a savage ecology and awash in the mystery of an ancient alien past.
The human race . . .
Desperate and dying on a famine-ravaged Earth, reaches hungrily for the once forgotten colony world and its promise of ultimate survival.
The Long John . . .
Hidden below the ocean floor, a priceless, enigmatic ore that holds the key to human DNA and the promise of human immortality.
The colony . . .
Transformed into a lawless frontier as mining corporations wage brutal war and colonists fight for the survival of their adopted world.
The aborigines . . .
Inscrutable, powerful, and enraged in defense of a primal heritage as ancient and mysterious as the planet's darkest waters.
The game . . .
A compelling journey into humanity's dark future on a distant planet where life is hard and dying is easy. A world where GEO Marshals enforce the peace and wired mercs patrol deep waters in deadly fighter subs. A place where corporate greed and human desperation ravage an alien ecology, threatening to plunge humanity into a war of survival with an ancient legacy.
From the company's site:
The Premise
The year is 2199 and life on Earth is a hopeless struggle between economic chaos and social decay. Incorporated city states dominate the political landscape and natural resources are virtually exhausted. Civilization has barely survived a seventy-five year dark age known simply as "The Blight". For more than three decades an engineered virus ravaged the world's agricultural crops while social panic reigned and billions died of starvation. The resulting chaos has only recently been stabilized, due primarily to the heroic efforts of the Global Ecology Office. This organization was created by the United Nations in reaction to "The Blight", and is all that still remains of most of Earth's original world governments. Powerful and benign, yet challenged on every front, the G.E.O. struggles to protect human rights and ecological integrity in the face of Incorporate inhumanity and social desperation. The G.E.O. remains the last best hope throughout the solar system, and the newly resettled colonies beyond.
In 2065, long before the outbreak of "The Blight", astronomers discovered an anomalous body beyond the orbit of Pluto. During the following decades a series of probes revealed the anomaly to be a rift in space, an example of the hypothetical, astronomical construct known as a wormhole. Further exploration eventually demonstrated that this phenomena was in fact a usable passage to another region of space. Humanity looked to the stars with collective awe when it was discovered that an Earth-like planet waited beyond the worm hole. A planet covered by blue oceans and teeming with life. A pristine world, unexplored and unravaged. A water world that would eventually become known as Poseidon.
As part of a long term plan to ease the heavy burden on the Earth's vanishing resources, the U.N. member nations began an intensive colony effort, seeding Poseidon with genetically altered, human colonists. The Athena Project did much to aid the Earth's failing economies and social morale. Unfortunately, 'The Blight' struck soon after the colony ships were launched, but before the planned resupply ships could be built. Desperate for resources to fight 'The Blight', and therefore unable to do anything else, the U.N. was forced to abandon the project and the colonists. This was the first in a long series of harsh decisions the U.N. would be forced to make in the years that followed.
In spite of the failure of the resupply effort, and the lack of contact with Earth, the colonists on Poseidon actually survived. As their technology wore out and failed, they learned to rely on pioneer ingenuity and their genetically engineered bodies. Spreading across the planet's surface in small villages and family groups, the colonists adopted a life much like the ancient Polynesians, settling the planet's countless island archipelagos.
One of the many discoveries made by the colonists was that they were not the only sentient life forms on Poseidon. Frustratingly alien in their actions and motivation, these aborigines became a source of fear and mystery for the colonists. Encounters often ended in bloodshed, and superstition grew as evidence of strange empathic abilities was discovered. The true origin and motivations of these beings lies in the ancient history of the planet and is a mystery as dark as the planet's deepest waters.
As the G.E.O. slowly salvaged the future of the human race, it again looked to the stars. In 2164 a small science vessel was built and sent through the worm hole in hopes of initiating a second colonial effort. No one had anticipated the survival of the original colonists, and those on Earth were stunned to discover the colony had not only survived, but had grown from the five thousand original colonists to over eighty thousand souls.
The recontact mission was met with mixed reactions from the original settlers; many were excited and relieved, many were bitter and retreated into uninhabited regions, but the majority were calmly indifferent. Poseidon had become their world, and they had become its natives. Contact was welcome, but essentially unimportant. They had made their peace with the planet and had no intention of giving up the lives they had built.
Traffic between Earth and Poseidon was minimal at first, and consisted mainly of scientific missions and Incorporate research and development teams. At first they had little impact on the natives or the planet, but as Poseidon began to give up its secrets, that quickly changed. The nature of the worm hole and it connection to Poseidon became the source of endless debate. The intelligence of the aborigines became a compelling mystery though all efforts at contact or capture ultimately failed. The planet's biological diversity and ecological intricacy defied understanding. The genetic code of the native life was found to be inexplicably based on DNA, explaining why the colonists had been able to initially survive, and subsequently thrive. And, in the planet's exposed crust, Incorporate geologists found a substance that would eventually motivate a colonial frenzy that not only threatened to change the colonists new way of life, but threatened to plunge humanity into a war of survival with an ancient alien legacy.
Longevity Matrix Ore, or Long John, was first discovered during an Incorporate mineral survey. Though initially a closely guarded secret, word soon leaked about the fantastic potential of the substance. This mineral could be processed to provide biochemical tools of such awesome power that nothing in the realm of genetics remained beyond the control of gene engineers. Nothing. Humanity had discovered the key to immortality!
On Earth, a world still foul with the smell of the dead, humanity exploded into a colonial gold rush the likes of which history has never known. Incorporate greed and human desperation sent millions rushing to Poseidon to stake their claims and to feed a market driven by humanity's primal fear of death.
So, in 2199, Poseidon is a planet of company boom towns and corporate mining facilities, native settlements and orbiting factories. Life is hard, fast, and amphibious. Frontier law prevails as G.E.O. Marshals try to protect native rights and enforce Incorporate regulations. The aborigines remain a mystery, yet are blamed for increasingly frequent acts of sabotage and carnage. Sea floor installations are guarded by squadrons of fighter subs, and corporate takeovers often involve marine assault teams. The natives have grown to hate the Incorporate and fear for their new world as environmental extremists incite ecological warfare in defense of the planet. Always new colonists flood in, hoping for a better life, as ruthless opportunists scavenge what they can. And, lost in the background, scientists preach caution, claiming there is something wrong, something strange going on below the water's surface . . .
Thursday, July 5, 2012
Blood Dawn The Prophecy
This is one of those books that I really have no idea how it got into my collection. I know it was not a Half Price Books purchase because it has no sticker. It is possible that I just don't remember buying it individually but more than likely it was bundled with some other book that I wanted or bought as part of a huge lot. The sad part is that is all I can say about the book personally. This got bought (not sure how), scanned and boxed. Someone compared it to Fallout online but since it predates the games maybe the comparison should go the other way. For the record I have never played any of the Fallout games either.
Published: 1996
Pages: 240
Description (drivethrurpg):
In an instant, billions died. Now, sixty years after the nuclear holocaust the last vestiges of mankind crawl around in the radioactive hell that is the United States and Europe. In this desolate, post-apocalyptic world of magic, mutations, and machines, you as prophet must rebuild civilization. Out in the Waste, a bullet is worth two weeks of food, and reading and writing are illegal! Yet the fate of mankind lies in the hands of you and a few others. You cannot fail in your mission to take the Earth back from those who destroyed it.
Blood Dawn revolves around a group of Prophets (the players) who are sent out into the blasted ruins of Earth by the Underground Collective, a secret society devoted to taking the Earth back from those who destroyed it. The Prophets are a rag-tag bunch of misfits, humans, mutants, or worse, who have been selected by the Underground Collective and then "enhanced" to increase their power and survivability. The players must travel The Waste, winning its denizens over to their side, in the fight against those who live in the protected Dome cities, those responsible for the Earth's destruction.
Blood Dawn is a skill based system, utilizing a d20 as its base. Players can choose from six races to play, and equip them with a wide variety of skills and equipment to make each truly unique.
Friday, May 11, 2012
The Bestiary - Bard Games
The Bestiary portion of the Atlantean trilogy is another of the books that I have never sued for the system it was written for but it has been well used. The book serves well as a point of reference for other game systems. I recall that the game system itself was one that I wanted to try but was never able to get a group that was interested in playing it over the system du jour. I know there are better uses for a time machine but I really wish there was some way to have gotten this system used when it was new.
Published: 1986
Pages: 130
From the back of the book:
"Return to the second age of Atlantis to a time wften the race of men was young, and giants still walked the earth... when ancient dragons lay sleeping beneath the ocean waves, and the woods of Avalon and Stonehenge were alive with the haunting songs of the magical Sidhe. Encounter the strange and wondrous inhabitants of a bygone age in the Bestiary.
Includes:
• The Alicanto, a fabulous bird that feeds on precious metals
• The Zephyr, beautiful winged folk from the Continent of Mu
• The Hantu, so-called "earth-bound demons" of legend
• The Ahl-at-Rab, reptilian rulers of the desert sands
• The Kraken, fearsome monsters of the deep
• The Zazir, diminutive and industrious creators of nature's wonders
• And many, many more...
With a separate section for fantasy role players, featuring stats for hundreds of monsters and wild animals, lists of encounters, and much more..."
Tuesday, April 3, 2012
Atlantis - The Lost World
This is the other half of what was the Atlantean trilogy of which The Arcanum is the first half. This is only in two parts but it was originally three books when it was first released. I always found all three books amazing material too draw from but never used them as a system.
Published: 1988
Pages: 278
From the Back of the Book:
"Return to the Second Age of Atlantis; to a time when the race of men was young, and giants still walked the earth..."
ATLANTIS is a complete and comprehensive world setting for fantasy role players and Gamemasters alike. This book contains the original text of THE LEXICON (Atlas of the Lost World of Atlantis) and THE BESTIARY (the Atlantean creature compendium), plus new material never published before.
Includes:
• Atlas of Earth in the Second Age...
• Detailed regional maps...
• Ten cities (human & demi-human races) with annotated maps...
• A compendium of hundreds of mythical creatures, Deities, devils, demons, and wild animals native to the Atlantean world...
• and much more...
Wednesday, March 28, 2012
Asylum, Silence the Dead
It is said that Albert Einstein defined insanity as follows.
Insanity: doing the same thing over and over again and expecting different results.
This has always hit a little too close to home for me but I can see it as being the one viable definition. Asylum is a game about insanity. It is one that I have not had a chance to play and I wonder if buying games expecting to play them at some point qualifies me as a suitable case for treatment.
The idea behind the game is one of the darker ones I recall having read before. There is no darker power behind this. Being driven insane by seeing one of the Great Old Ones or finding out they are real is better than the reason for it happening in Asylum. In the game premise is that a natural disaster has caused climatic change and that is driving the entirety of humanity insane. A little more jarring as this is something that one can see as possibly happening.
I want to inject that I want to be sure that by writing about the game I do not want to make light on the topic of insanity. People who suffer with any form of mental illness are not people to make jokes about. When I first saw the game I had reservations about this but my desire to see more of what it was about eventually won out. I think the game handles it well enough though using marbles as the randomizer was something I might have avoided but then this was written a few years ago.
I really want to compare the game to what I think the gaming offspring of World of Darkness and Paranoia might look like. I am not sure it is completely accurate but the game is very much story driven and the players will each have their own issues they have to try and deal with. The motivation for the game is different than most games as well. I am note sure this game would be for everyone though. If the group is more of a roll playing one than a role playing one this might not be for them.
One of the big pluses of the game for me was that it was very rules light. This leaves the game master with the option to not only allow the game to flow in the direction the players want but also to allow them to handle the topic of insanity as they and the group need to have it handled. The system can be manipulated by those wanting to Min/Max it but this is something that the game master can perhaps handle in other ways.
This is a game I struggled with buying for sometime but in the end I am glad I did. I think it is worth picking up to read if noting else even if you are never going to play it. In the line of White Wolf games there is in game fiction that is better than most of the White Wold fictional offerings and there are even part of the rules that are written as if in game though this is not immediately apparent.
Published: 1996
Pages: 176
From the back of the book:
Paranoids. Sociopaths. Pyros. Kleptos. Delusionals. They're all here -- and you're one of them. Enter the world of Asylum, where the United States has been reduced to a collection of walled Wards, built from former cities and surrounded by desolate wastelands. The sun has been gone for over a hundred years, hidden from view by the airborne algae called Blanket Seed, and everyone has gone mad. Those in the Wards are called Inmates, and they are cared for by Staff and watched over by the Orderlies who are as insane as they are.
Fight for your survival in the violence-prone streets or up on the Beltway. Ponder who you really are, and attempt to discover if any of the equally tenuous people nearby can be trusted. Try to eke out a living with your Occupation, selling your wares or your services in the bazaar-like Mall. But, most of all, whether you revel in it or despise it, accept that the world is no longer sane, no longer ordered, no longer normal.
Insanity can be strangely liberating.
Spell:
Silence the Dead
Level: Zero
Range: Touch
Duration: Permanent
Area of Effect: Corpse Touched
Components: V,S
Casting Time: 1 Segment
Saving Throw: None
When this spell is cast the magic user will cause the spirit or soul of the corpse touch to become incapable of being communicated with. This will not prevent any other actions such as reanimation of the corpse or a Resurrection or Raise Dead spell from being cast.
The casting of this spell will prevent any form of communication with the spirit from the Prime Material Plane through normal spells or abilities. The use of a Limited Wish or Wish spell will allow communication though the DM may find useful ways to allow that. The spirit or soul can communicate normally on the outer plane that they were to find themselves.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Labels:
Core Rules,
Modern,
Post Apocalyptic,
Spell,
Weird
Saturday, March 17, 2012
Aria: Canticle of the Monomyth, Treasure Slumber
Aria: Canticle of the Monomyth is a game that I love the idea of. I think of it as being something close to The Extraordinary Adventures of Baron Munchausen but only on a superficial level. The idea of a game where the players have a hand in the overall flow of the game at a broad strokes level is appealing. It might take sometime to get the right group of players assembled but when it happened I think it would be amazing.
This is a game I have never been able to find the time to play and I am certain that groups I have played with would find this amazing stupid. In different groups over the years there have been individuals that it very well might work with but there have never been more than one or two in any given group. I fully believe that this is game I will never get to used as it was designed to be but it will instead be relegated to use as a mining source.
The idea of this appeals to me I think almost entirely because of a novelette by Theodore Sturgeon called the Microcosmic God. This is one of my favorite science fiction stories eve, You see a hint of it in Men In Black and in the first episode of the revived Outer Limits (though this is attributed to a story called Sandkings I think that drew from Microcosmic God) and in an episode of The Twilight Zone called The Little People. I am not sure this game is for everyone but I know as reference material to get the creative juices flowing it should serve nicely.
Published: 1994
Pages: 308
From the unofficial Aria site:
Throughout history, peoples and cultures have told stories of their gods, heroes, and villains in order to better understand the world around them. These myths seize upon the hopes and fears of society; heroes embody a culture's highest ideals while villains manifest as ancient dreads personified. Aria focuses on the Journey of the Hero, the sacred quest of the Monomyth, which represents in mythic language the seeking of cultures after their own identity. Aria Canticle of the Monomyth is a roleplaying game system which attempts to embody this connection between hero and culture.
Aria is designed to function on several levels; during the course of a single game, players can assume the roles of individual personas, persona lineages, or even whole societies. All such interaction is directed toward the development not only of personas, but also of entire cultures and worlds. As an integral part of the game, Aria players weave together mythic, historical, and personal time into one great tapestry of life — a living history beginning with the first game session. Creating this vision of the Monomyth, where heroes and villains clash in a world as well-developed and as rich in character as its mightiest inhabitants, Aria players engage in the pageant of Mythmaking, the evocation of numinous symbols summoned from the collective imaginations of the entire gaming group.
Spell:
Treasure Slumber
Level: Third
Range: 9"
Duration: Special
Area of Effect: 4" Radius
Components: V,S
Casting Time: 4 Segments
Saving Throw: Negates/Special
When this spell is cast the magic user will cause all in the area of effect who fail their saving throw to fall into a deep slumber. The length of this slumber will be varied.
The duration of the effect will depend on the level of the caster as well as how much wealth the affected individuals have on them. For each level of the caster the number of units of time will be increased by one from a base of one. The units of time are in the table below. Those who make their saving throw will not fall into the slumber but will be stunned and unable to act for the remainder of the current and the following round.
Copper Segments
Silver Rounds
Gold Turns
This means that an individual affected by this spell cast by a seventh level magic user that had only copper on them would slumber for eight segments. If they had silver it would be eight rounds and if carrying gold it would be eight turns.
Individuals in this slumbering state can not be touched by any other living creature or they will awake immediately. This will prevent the sleeping targets from being slaughtered. If any attempt to harm one of the sleeping individuals is made they will all immediately awaken.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Wednesday, March 7, 2012
Amazing Engine System Guide, Copycat
Unless I messed up on the naming system used for the inventory or I pick up one of the missing books this will be last of the entries for the Amazing Engine game system. The way I named the files caused the rule book to be the last entry. This may be appropriate though since I think unlike many games the World Books were actually just as if not more important than the system. This would hold true for GURPS as well and no matter what you say the Amazing Engine seems to be an attempt to simulate what GURPS does. Regrettably not nearly as well.
The system rules were sold individually and apparently in bundles with individual world books. This is actually a nice way of doing things since each alone is not playable. I am sure they come up this way on eBay and I have just never paid attention. I am missing three books and will make a point of looking for them now though perhaps in a passive manner. I guess this means that in the future you might have pseudo reviews on Metamorphosis Alpha to Omega, The Galactos Barrier, Kromosone and Tabloid!
Published: 1993
Pages: 32
From the back cover:
System Guide by David "Zeb" Cook
In this booklet are the rules you need to create a character core. With that character core, you can create any number of player characters for any number of game universes within the AMAZING ENGINE’ game system. You can create wizards, mercenaries, alien technologists, xenoform thieves-any kind of character, from nearly any kind of fantasy or science fiction setting, is possible with these rules and the appropriate Universe Book.
This System Guide also explains the rudiments of combat (how does my character hit things?) and skills (what does my character know?). Plentiful examples take you step by step through the character generation process, and illustrate the concepts behind this system’s skill uses.
These rules are designed to be used in conjunction with the Universe Books. You must have this booklet and a Universe Book in order to play within the AMAZING ENGINE game system.
Books in this system:
For Faerie, Queen, and Country
BugHunters
Magitech
Galactos Barrier
Spell:
Copycat
Level: Sixth
Range: Touch
Duration: Special
Area of Effect: One Creature
Components: V,S
Casting Time: 1 Segment
Saving Throw: None
With the casting of this spell the magic user will become and exact duplicate of the creature they chose as their target and touch during the casting of the spell. The spell will cause them to become an exact duplicate as the target is at that point in time.
The spell not only allows duplication of physical form but the cast will also have the full memories of the target. The caster can target any creature though and are not limited to other humanoid creature types. There may be some limitations the DM may want to place on this though.
Once the new form is assumed the caster can remain in that form for as long as desired but this is not without peril. The caster can remain in the form for a period of time equal to their constitution (in their new form) in turns with no concern. For each turn after that there is a 1% cumulative chance that transition will become permanent. If this occurs then the mind of the caster is lost.
When the caster wants to end the spell they will be required to make a system shock roll. If this is not made then the caster will not be able to resume their normal form. They can make an attempt at this once per turn. Each time they try this though their constitution score will be temporarily lowered by one point. This will continue until such time as there is a successful roll made or the constitution score would drop below three. If the latter occurs then the mind of the caster is lost and they are locked into the new form barring use of a Wish.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Labels:
Amazing Engine,
Core Rules,
Generic,
Spell,
TSR,
Universal
Sunday, January 29, 2012
Age of Empire, Gaze Reflection
Age of Empire is a game I picked up somewhere but for the life of me I can not remember where. I know I have been fascinated with the Victorian setting for games. I thought that the era with it being one of exploration and discovery made it ripe with ideas for adventure. I had thought of it as strictly in a "modern" setting though.
Age of Empire and Castle Falkenstine before it opened up whole new avenues of adventure for me to consider. I am afraid that there has only been avenues for me to explore in my head to this point with Age of Empire. The groups I have been able to play with since discovering these were interested in strictly fantasy or science fiction gaming. I have to make a point of finding a pick up game of this at a convention some time.
Not having played this I can't give it the proper review that it deserves but I wanted to write a little about it. This sets itself apart from Castle Falkenstine by being a game that adds fantasy the Victorian world and not adding Victorian elements to a fantasy setting. The differences may seem small but in game terms it will make a difference in the way the games play.
The system seems fairly straight forward and lean. I think it is a game that would be easy for players and the DM to pick up and be playing fairly quickly. I have said before that I favor less complex games as I think that rules often inhibit role playing. The game uses dice as opposed to the card based mechanics of Castle Falkenstine which will help make it seem less foreign.
I understand that the game may be harder to find than others though. To begin with it was released by a smaller company who was later bought and then that company discontinued the line. There was apparently also some issues with the name and it being thought to infringe on the Microsoft Age of Empires computer games. In the end though I know I see this periodically on eBay and have seen it in used book stores. I would say that if you are a fan of Castle Falkenstine but have found yourself thinking why not just make it set in the Victorian era this is the answer for you.
Published: 1995
Pages: 108
From the back cover:
In the Age of Empire, the players take part in creating tales of adventure and fantasy in the Victorian Age. From the gas-lit, fog enshrouded streets of London to the wilds of the American west, from the depths of Africa to the hidden treasures of the Orient, the world of the late 1800's teemed with the intrigue and excitement of the real world. Age of Empire takes the Victorian setting and turns it on it's ear. Adding to the mix all manner of fantasy trappings, secret societies, bizarre technology, alien invasion, criminal masterminds etc.
Spell:
Gaze Reflection
Level: Fourth
Range: 6"
Duration: 1 Round/Level
Area of Effect: 1 Creature/Level
Components: V,S,M
Casting Time: 3 Segments
Saving Throw: None
When cast by the magic user this spell will bestow a immunity to attacks that are based on gaze. In addition to this the spell will also allow the attack to be reflected back on the attacker.
While under this spell gaze based attacks such as that of a Medusa will not affect the intended victim. The intended target should still make a saving throw versus the attack though. If the saving throw fails then nothing will happen other than the intended victim being unaffected. If the save is made then the attack is reflected and the attacker will need to make a save, albeit at a +2, or be affected by the spell.
The material component of this spell is a small silvered mirror. The mirror is not consumed with the casting of the spell and may be reused.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Saturday, January 21, 2012
Legend of the Five Rings, Find A Mark
Legend of the Five Rings is a game that I have basically no experience with. I have always heard people say good things about it. This is one of those games that I had the misfortune of missing as it came out during the period of time where I was under the influence of the addictive ink that use on Magic cards.
As I have mentioned before I fell in love with the idea of playing in an oriental setting back when TSR released their Oriental Adventures but never had the chance. I had seen Legend of the Five Rings first as another collectible card game. I had fallen prey to other card games such as Wyvern and Star Trek which both failed to live up to Magic, I had even tried Jyhad which was later Vampire: the Eternal Struggle. Having spent time and money on these I avoided the L5R card game and then this when released.
This is the first edition of the game and never having played it I can not say how the newer editions compare to this. From reading this version the game seems to be as much about setting as it is about game mechanics which is a good thing. I find that games with fewer rules often lead to more role playing. I am not sure if it has ever been put forth as a correlation or the like but I think there is an indirect relationship between the complexity of the rules and the ability to role play. If this has not been done perhaps it can be called the Wymarc Scale.
Getting back to the task at hand though I think that Legend of the Five Rings in the AEG editions at least would be a fine addition to anyone's game collection. I know that there have been at least four editions put out by AEG and then the setting was used for the 3e OA products. I can only make educated suggestions though as I have no direct experience with the game play.
Published: 1996
Pages: 256
From the introduction:
Welcome to Rokugan, the Emerald Empire(TM). Rokugan is a place of mystery and wonder, inspired by the legends of feudal Japan and other places in the far East. It's a world of samurai and ninja and spellcasting shugenja, where dragons soar the skies and danger lurks in every shadow. The Legend of the Five Rings Role- Playing Game (L5R RPG) allows you to take the role of one of those legendary figures in search of honor, glory, and adventure.
Spell:
Find A Mark
Level: Third
Range: 6"
Duration: 1 Round/Level
Area of Effect: One Missile Weapon
Components: V,S
Casting Time: 5 Segments
Saving Throw: None
When this spell is cast by the magic user it must be cast on a hand held missile weapon. It will cause any ammo shot from that weapon to hit something.
When ammo is shot/fired or slung from the missile weapon it will have a +2 to hit the desired target. If this does not occur even with the bonus to hit the projectile will continue on trying to hit another target.
After the initial target the next possible target would be chosen at random, excluding the shooter, from all inside the initial range of the missile. The missile can travel as far as needed to hit further than it's range would allow but can not exceed that in a maximum distance from the point of origin.
If it misses it's second target it will continue on until all possible targets have been exhausted. If the only possible target remaining is the individual shooting the missile then they will be struck by it. If by some means the shooter is incapable of being hit by the missile by means of other spells or abilities then the whole process begins again.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
As I have mentioned before I fell in love with the idea of playing in an oriental setting back when TSR released their Oriental Adventures but never had the chance. I had seen Legend of the Five Rings first as another collectible card game. I had fallen prey to other card games such as Wyvern and Star Trek which both failed to live up to Magic, I had even tried Jyhad which was later Vampire: the Eternal Struggle. Having spent time and money on these I avoided the L5R card game and then this when released.
This is the first edition of the game and never having played it I can not say how the newer editions compare to this. From reading this version the game seems to be as much about setting as it is about game mechanics which is a good thing. I find that games with fewer rules often lead to more role playing. I am not sure if it has ever been put forth as a correlation or the like but I think there is an indirect relationship between the complexity of the rules and the ability to role play. If this has not been done perhaps it can be called the Wymarc Scale.
Getting back to the task at hand though I think that Legend of the Five Rings in the AEG editions at least would be a fine addition to anyone's game collection. I know that there have been at least four editions put out by AEG and then the setting was used for the 3e OA products. I can only make educated suggestions though as I have no direct experience with the game play.
Published: 1996
Pages: 256
From the introduction:
Welcome to Rokugan, the Emerald Empire(TM). Rokugan is a place of mystery and wonder, inspired by the legends of feudal Japan and other places in the far East. It's a world of samurai and ninja and spellcasting shugenja, where dragons soar the skies and danger lurks in every shadow. The Legend of the Five Rings Role- Playing Game (L5R RPG) allows you to take the role of one of those legendary figures in search of honor, glory, and adventure.
Spell:
Find A Mark
Level: Third
Range: 6"
Duration: 1 Round/Level
Area of Effect: One Missile Weapon
Components: V,S
Casting Time: 5 Segments
Saving Throw: None
When this spell is cast by the magic user it must be cast on a hand held missile weapon. It will cause any ammo shot from that weapon to hit something.
When ammo is shot/fired or slung from the missile weapon it will have a +2 to hit the desired target. If this does not occur even with the bonus to hit the projectile will continue on trying to hit another target.
After the initial target the next possible target would be chosen at random, excluding the shooter, from all inside the initial range of the missile. The missile can travel as far as needed to hit further than it's range would allow but can not exceed that in a maximum distance from the point of origin.
If it misses it's second target it will continue on until all possible targets have been exhausted. If the only possible target remaining is the individual shooting the missile then they will be struck by it. If by some means the shooter is incapable of being hit by the missile by means of other spells or abilities then the whole process begins again.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Friday, January 13, 2012
The Extraordinary Adventures of Baron Munchausen, Miser's Vault
My introduction to Baron Munchausen was via the 1988 movie by Terry Gilliam called the Adventures of baron Munchausen. I know the movie is not for everybody but I fell in love with it. I am not sure that I like it as much as Time Bandits but that is another story all together.
This is a game I tried to pick un without having to spend too much money for a long period of time. It seems to go for more than one would expect and I was finally able to pick it up. This is the first edition and is much smaller than the later edition which I have not had a chance to see. As is often the case though I have not had a chance to play it as of yet.
This is not your traditional role playing game. It is much closer in nature to Vampire than it is AD&D. There is no dice rolling or even true combat in the game except what is told by the players. It is often called a story telling game and that is exactly what it is. A great aspect of the game is that the rule are written in character as if the good Baron is explaining things to you. There is a great review of the game in character here. It is for the newer edition of the game but the basics are still the same.
The game is each player trying to spin the best fanciful story while the other players try to interject on a limited basis things to complicate, discredit or lessen the story. It is one that would perhaps best be played with a free flowing quantity of alcohol at the table. It is not one that can played by everyone though. Players have to be creative, have a flair for the dramatic and be able to think on their feet when it comes to telling a story. I could really see this as a game that DMs play together in the dark corner of some tavern at a large convention. This game would also suit itself to play via the online Google+ functionality possibly.
If you can find a copy of the game I would suggest picking it up. There rules are not really needed past a certain point as it is fairly straightforward. If anyone ever decides to have a pick up game on Google+ I would love to hear how it goes.
Published: 1998
Pages: 24
Game Description:
"A Game of Wagers, Wine, and Competitive Lying"
Players, preferably gentlemen from good families, challenge one another to recount, as outlandishly as possible, their many exploits, occasionally wagering against the narrator's ability to incorporate complicating circumstances into the tale.
From the back of the book:
"The Extraordinary Adventures of Baron Munchausen contains a full set of rules, background, more than two hundred adventures ready to be played, a revolutionary system of mechanics that does away with dice or cards and uses money and fine wine instead, two combat systems ('duelling' and 'duelling for cowards'), quick- start rules and a great many insults against the inhabitants of various nations, but principally the French. This game can be learned in under five minutes, requires no GM or preparation, and takes about an hour to play. You will require pencil, paper, imagination, a manservant, money, a selection of fine wines, noble blood, a sense of flamboyance, and at least one attractive member of the opposite sex (optional)."
Spell:
Miser's Vault
Level: Seventh
Range: 6"
Duration: Permanent
Area of Effect: One Room
Components: V,S,M
Casting Time: 2 Rounds
Saving Throw: None
When this spell is cast the magic user is able to create an protective shield on the exterior of a room. This barrier does nothing more than prevent any sort of coin from leaving the confines of the room. For the purpose of this spell bullion and raw precious metals would be treated as coins.
The spell as stated above will not allow any coins to be cross any threshold of the room. The spell is not powerful enough to prevent actions such as the teleportation of coins but nothing that requires the physical transport of the coins will work. This will even apply to coins that are out of phase.
Coins can be brought into the room with no problem but once inside they can only be removed with the knowledge of a special command word and even then within limitations. The spell will allow any other item though to removed from the room without problem including gems and jewelry and magical items unless they are coins of some type.
The individual who cast the spell will have an individual coin in the room that has a command word appear on it when the spell is cast. The command phrase can only be seen by use of a detect magic spell being cast directly on the coin which will make the phrase appear. By use of the command word an individual can remove a number of coins equal to 100 times their intelligence. This ability will only work once per day and no more than three times in any given week. Each time it is used there is a 5% cumulative chance that the command word will change and appear on another coin. It will be physically impossible short of a Wish to ever remove the coin with the command phrase on it from the room.
The material component of this spell will be the coin that has the command phrase on it. The coin will be magically mixed among any other coins in the room.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
This is a game I tried to pick un without having to spend too much money for a long period of time. It seems to go for more than one would expect and I was finally able to pick it up. This is the first edition and is much smaller than the later edition which I have not had a chance to see. As is often the case though I have not had a chance to play it as of yet.
This is not your traditional role playing game. It is much closer in nature to Vampire than it is AD&D. There is no dice rolling or even true combat in the game except what is told by the players. It is often called a story telling game and that is exactly what it is. A great aspect of the game is that the rule are written in character as if the good Baron is explaining things to you. There is a great review of the game in character here. It is for the newer edition of the game but the basics are still the same.
The game is each player trying to spin the best fanciful story while the other players try to interject on a limited basis things to complicate, discredit or lessen the story. It is one that would perhaps best be played with a free flowing quantity of alcohol at the table. It is not one that can played by everyone though. Players have to be creative, have a flair for the dramatic and be able to think on their feet when it comes to telling a story. I could really see this as a game that DMs play together in the dark corner of some tavern at a large convention. This game would also suit itself to play via the online Google+ functionality possibly.
If you can find a copy of the game I would suggest picking it up. There rules are not really needed past a certain point as it is fairly straightforward. If anyone ever decides to have a pick up game on Google+ I would love to hear how it goes.
Published: 1998
Pages: 24
Game Description:
"A Game of Wagers, Wine, and Competitive Lying"
Players, preferably gentlemen from good families, challenge one another to recount, as outlandishly as possible, their many exploits, occasionally wagering against the narrator's ability to incorporate complicating circumstances into the tale.
From the back of the book:
"The Extraordinary Adventures of Baron Munchausen contains a full set of rules, background, more than two hundred adventures ready to be played, a revolutionary system of mechanics that does away with dice or cards and uses money and fine wine instead, two combat systems ('duelling' and 'duelling for cowards'), quick- start rules and a great many insults against the inhabitants of various nations, but principally the French. This game can be learned in under five minutes, requires no GM or preparation, and takes about an hour to play. You will require pencil, paper, imagination, a manservant, money, a selection of fine wines, noble blood, a sense of flamboyance, and at least one attractive member of the opposite sex (optional)."
Spell:
Miser's Vault
Level: Seventh
Range: 6"
Duration: Permanent
Area of Effect: One Room
Components: V,S,M
Casting Time: 2 Rounds
Saving Throw: None
When this spell is cast the magic user is able to create an protective shield on the exterior of a room. This barrier does nothing more than prevent any sort of coin from leaving the confines of the room. For the purpose of this spell bullion and raw precious metals would be treated as coins.
The spell as stated above will not allow any coins to be cross any threshold of the room. The spell is not powerful enough to prevent actions such as the teleportation of coins but nothing that requires the physical transport of the coins will work. This will even apply to coins that are out of phase.
Coins can be brought into the room with no problem but once inside they can only be removed with the knowledge of a special command word and even then within limitations. The spell will allow any other item though to removed from the room without problem including gems and jewelry and magical items unless they are coins of some type.
The individual who cast the spell will have an individual coin in the room that has a command word appear on it when the spell is cast. The command phrase can only be seen by use of a detect magic spell being cast directly on the coin which will make the phrase appear. By use of the command word an individual can remove a number of coins equal to 100 times their intelligence. This ability will only work once per day and no more than three times in any given week. Each time it is used there is a 5% cumulative chance that the command word will change and appear on another coin. It will be physically impossible short of a Wish to ever remove the coin with the command phrase on it from the room.
The material component of this spell will be the coin that has the command phrase on it. The coin will be magically mixed among any other coins in the room.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Wednesday, December 21, 2011
Revised 2e Dungeon Master Guide, Light of the Night
A book that does not need much said about it. This is the second release of the second edition Dungeon Master Guide. This one was released six years (give or take) after the original release of the second edition. The book is basically a tweaked copy of the original with minor errata.
I was not a fan of this version of the book. The font was larger and there was new art work but none of that appealed to me. For some reason this version seemed washed out to me. I can't really define what I mean by that but it just felt off in some manner. It was most likely a case where i had been so familiar with the original that I saw no need to re-buy a book I already had. I of course eventually did.
This is one is strictly a matter of taste if you want it or not. I do not even know that the additional material is warranted. It is easier to read because of the layout so if that is important then go for it. I found it a little weird that both second versions of the DMG in both 1e and 2e dealt with doors and for the first printing they dealt with fighting a monster.
Published 1995
Pages 256
From the back of the book:
"Here is the essential manual for the AD&D game Dungeon Master. All the information you need to create and run thrilling, sword- and-sorcery adventures is clearly laid out in the DUNGEON MASTER GUIDE. Learn all there is to know about magical spells, hundreds of magical devices and treasures, battles, travel, experience awards, and more. This fresh, new format is your guidebook to the challenging world of the AD&D Dungeon Master!"
Spell:
Light of the Night
Level: Second
Range: 9"
Duration: 6 Turns + 6 Turns/Level
Area of Effect: Caster + 1 Creature/Level
Components: V,S
Casting Time: 2 Segments
Saving Throw: None
When this spell is cast the magic user alters the vision capabilities of those selected as targets for the spell. The targets of the spell must be willing recipients for the spell to affect them.
This spell causes the target to have their vision capabilities reversed. This will mean that they can see in complete and utter darkness just as if it were a bright sunny day. This will of course mean that if direct sunlight they will be handicapped just as if they would be in normal darkness.
Recipients of this spell that have infravision and ultravision will still have those abilities. They will function just as they normally would but the level of effectiveness is reversed.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Tuesday, December 20, 2011
Shadow Knight, Pass for Dead
I have limited experience with the Amber core game system. I am not sure when I picked this up but I expect it was after I ever did anything with Amber as I never recall using it. I am not even sure that I have read it all the way through. This is the one and only published supplement to the Amber game. It has a loyal following on the web so there may be unofficial products available.
This book contains plot summaries from the Amber series and information from the Merlin series which is the second line of Amber books that Zelazny wrote. I read the original Amber series sometime in the very early 80's if not the late seventies. I have not read the second series.
Since I have not read or used the book I can't give it a personal review. there is a review on rpg.net that paints it as a mixed bag. In the end they suggest as I do that there are things that can be taken from this either in total or as inspiration even if you are not going to use the book as it or for the Amber game. You can find the review here:
RPG.net Shadow Knight Review
Published 1993
Pages 256
Spell:
Pass for Dead
Level: Sixth
Range: None
Duration: 1 Turn + 1 Round/Level
Area of Effect: 1 Creature/Level
Components: V,S
Casting Time: 3 Segments
Saving Throw: None
When this spell is cast the magic user will cause the selected targets to become indistinguishable from the dead. The appearance of the victims will also be changed. The targets of this spell must be willing for the spell to affect them.
The spell will affect a maximum number of creatures equal to the caster's level. The creatures affected will have an upgraded version of the spell Feign Death affect them. This version will further reduce damage so that any attack will only cause 1 point of damage and anything ingested will have no effect once the spell wears off.
The appearance of the targets will be changed. The new appearances will need to be humanoids and similar in size to what they currently are. Weapons, clothing and armor will appear different based on the will of the caster. The level of decay is also up to the caster though appearing as skeletons is not permitted.
The affected can remove themselves from the affect at any time and others will not be returned. The items that exist on the targets will still be there and visible though the appearance will be modified. It is possible for others to search and remove items from the targets without their deception being detected though the targets may want to break the spell depending on what is being taken.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Monday, December 12, 2011
A|State, Siphoning Mist
This may be one of the creepiest covers I have ever seen for a game. I almost didn't buy it when I saw it as it was that disturbing to me for some reason. I am glad I finally decided to get it. The game is yet another I have not had a chance to play but I really want to. Rather than me try and describe it I am going to copy the Introduction from the publishers site. If that does not make you want to play it or pick it up there is nothing I could write that would make that happen.
Published: 2004
Pages: 256
From the back cover:
Welcome to The City…
A sepiatone world lit by guttering gas lamps and the flickering filaments of electric bulbs. A closed world, isolated and alone.
A world of contrasts and contradictions. The citizens live their lives in a tangle of technological obscurity.
A world of pain, fear, longing and hatred. Where the basest human emotions rise to the surface, where men will cripple each other for a dull shilling.
A world of superstition, folk tales, wild religion and rampant rumour. The Shift and The Bombardment are apocalyptic legends from the far past, feeding the nightmares and fantasies of current generations.
A world of strangers and beings who do not belong. The Shifted, strange entities, whispered about in pubs and taverns. Mentioned in guarded conversations, lest the very mention of their name summon them from the dark.
You will never forget the The City.
But The City will forget you.
From the publishers Site:
I n t r o d u c t i o n t o t h e w o r l d o f a / s t a t e
Welcome to The City. A sepiatone world lit by guttering gas lamps and the flickering filaments of electric bulbs. A closed world, isolated and alone. Stinking canals radiate out through The City, thick with effluent and the detritus of millions of lives. Dank alleys wend between corroding concrete towerblocks, wide boulevards swarm with peddlers, traders, sellers, buyers, thieves and victims. The City is full of dark places where the lights of knowledge, morality and justice fail to glow.
Welcome to The City. A world of contrasts and contradictions. The citizens live their lives in a tangle of technological obscurity. In crumbling brick tenements, they crowd round dim televisions, sedated by the media output. In the factories, workshops, mills and yards, they toil and strain with rusting, decaying machinery. Above them all, the macrocorps stand like gods, islands of glittering advancement in a sea of black oil, flaking iron and reeking gas.
Welcome to The City. A world of pain, fear, longing and hatred. Where the basest human emotions rise to the surface, where men will cripple each other for a dull shilling. Yet light, life, love and hope manage to raise their voices, occasionally heard above the clamour of darkness. Through all the evil and wreckage, some still manage to retain a sense of decency and honour.
Welcome to The City. A world of superstition, folk tales, wild religion and rampant rumour. The Shift and The Bombardment are apocalyptic legends from the far past, feeding the nightmares and fantasies of current generations. Some pray to God for salvation, others pray to a cold, empty universe. In hidden places, black rites are carried out, for reasons as varied and obscure as The City itself. Folk heroes and villains stalk the streets: Ticktock Man, The Leaper, Iron Lady. They all contribute to the second city, the city carried on the tongues and in the minds of its citizens.
Welcome to The City. A world of strangers and beings who do not belong. The Shifted, strange entities, whispered about in pubs and taverns. Mentioned in guarded conversations, lest the very mention of their name summon them from the dark. The Ubel, twitching and creaking through the backstreets in their bloodstained rags, chittering incomprehensibly. Lugner, whispering maddening dreams in the night. Drache, as insubstantial as mist, clouds of unreason. Hager, assassins and kidnappers, looming figures cast in black cloth and pale flesh. The Simils, pitied and reviled in equal measure, clanking golems of iron, brass and stone.
Welcome to The City.
You will never forget The City.
But The City will forget you.
Nearly one thousand years ago, as far as anyone can tell, an event took place. Why and how this event happened remains unknown. But it happened, and since then, things have been different in The City. Philosophers, scientists and poets agree that the The City once had a name. In the present it is simply called The City, for there is nowhere else other than the blasted Outlands.
The event came to be known as The Shift, a change in reality so great that the very fabric of The City was changed forever. Places and people were altered, new beings sprang, fully formed into existence. One fact that is known is that almost immediately after The Shift, The City was subjected to a rain of fire known as The Bombardment. Infernos fell from the sky and laid waste to whole tracts of land. More important than the destruction of the physical was the destruction of knowledge that The Bombardment caused. Datacores were wiped, libraries reduced to ashes and the memories of the survivors scarred. No remnant of life before The Shift and The Bombardment remains, only a few structures of vast size and strength remain to remind the inhabitants of the past. For centuries people have lived in limbo, the only history that of the past hundred decades.
Rumours circulate that The Outlands were once fertile and green, now they are a blasted land of desert and rock. The City is a place of dark alleys, ponderous architecture and stinking canals. In the century following these two cataclysmic events, the survivors sought to band together and make some sort of life for themselves. Not only did they have to deal with a lack of technology, they had to deal with the creatures which became know as the Simils, the Ubel, the Drache and the Lugners. The struggles of the first century gave rise to organisations which still exist today. The eight macrocorps all grew from the ashes, each with their own unique story of war, decimation and survival.
Over the coming centuries, The City and its inhabitants would reach a twisted equilibrium with their situation. Society grew and expanded, the population stuttered, fell and then grew. Sciences and technologies were rediscovered, yet even today, many live in poverty and primitive conditions. The rediscovered technologies were harnessed by those who had the power and influence to utilise them. The macrocorps became bastions of knowledge, hoarding their precious discoveries to themselves, only to find them ripped away by unceasing war and the more subtle influences of espionage and treachery.
Now, centuries later, The City is a study in contrasts. The majority of the population live in tenements and towers built of brick, stone and concrete. Their dwellings are lit by gas piped in from huge rubbish heaps, their clothes made from crude fibres and their property that of a society barely reaching the industrial age. In the domains of the macrocorps, things are very different. The corporate citizens have access to the finest food, to unlimited power and light, to shining vehicles and well made clothes. Their soldier who guard them ward off rioters armed with black powder sparklock weapons, the soldiers themselves carrying sleek gauss rifles and compact lasers.
In the slums of Mire End, Dreamingspires and Fogwarren, life is a daily toil, making enough to get by as best you can. The middle classes fear the slums, envisioning them encroaching upon their own moderately comfortable lives. In the corporate bastions of Luminosity Tower, Konkret and The Forbidden City, the corporates look down upon the teeming million, their workforce and their potential doom.
Through the backstreets and alleys, Ubel stalk, ripping and tearing those who come too close, leaving only a cooling corpse as an echo of their passing. Simils made of iron and brass, surmounted with a human head, clank their way through the streets on lay down their existences in the hell of the Contested Grounds. Lugner spread rumour, fear and suspicion through their whispers and fleeting dreams.
Some seek to stand up to the despair and hopelessness. Lostfinders search and investigate for little or no reward while Stringers piece together fragments of information to feed into the hungry newswires and memory cores of the Dataflow. The Provosts of the Three Canals try to enforce some form of law and order in a chaotic society, holding on to the belief that there is the one place in The City where life is that little bit better. Others believe that the forces which prevent anyone leaving this place are corroding, that soon they will be able to leave this place for a better life among the stars.
The clouds will one-day part. And then, the people of The City will once again have that rarest and most precious of commodities: hope.
Spell:
Siphoning Mist
Level: Third
Range: None
Duration: 2 Rounds/Level
Area of Effect: 6" Radius Sphere
Components: V,S
Casting Time: 4 Segments
Saving Throw: None
When this spell is cast the magic user brings into being a sphere of thin mist. The mist is thin enough that it can easily be seen through though obscuring vision is not the intended effect.
The mist will fill the allotted space in a matter of seconds once the spell is cast. The following round all creatures not connected with the caster ot their party will suffer 1d6 of damage. The DM will need to assign each creature affected to one of the casters party before rolling for damage. It will be possible that there may be multiple or no creatures assigned to a party member.
After assigning the creatures the DM will then need to assign one half of the damage that was syphoned from the victims to the party members. These points will heal any damage that has been taken but can not increase the hit points beyond the characters maximum. Any points not sued in a given round are lost as far as healing effect is concerned.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Labels:
Core Rules,
Horror,
Post Apocalyptic,
Spell,
Weird
Friday, November 4, 2011
Expendables - Stellar Games, Dim Perception
Expendables was released in 1987 bu Stellar Games who also gave us the Nightlife line of games as well as a few others. I am more of a fan of the Nightlife game than I am of Expendables. As an early player of Space Opera and Traveller I never found that Expendables offered me anything new that I just couldn't live without.
The game itself has a bit of an identity crisis. It flips back and forth between what seems to be a game based exploration for resources and then it wants to be more of a full blown space opera game and then it is back. I for one have an idea on why this is the case though this is just my opinion so please take it as that.
I very much think the game started out as an "homage" to the original Alien movie. The game puts forth a game where the players work for a huge organization refereed to as "the company". They players do the exploration and work for a percentage of the profit. The company even provides them with a store so they can buy anything they need from them. Later in the book it introduces another aspect of the company that does clandestine things. I know that the other items in the game are not part of the movie exactly but there is just a feeling.
The game as I said does not really offer anything new in the way of game design or flavor that made me want to give up my other space based games. That does not mean that this game is not without some parts that are worth reviewing. The sections on land based and space vehicles is not bad and might give the GM some ideas. The section on the company catalog is the gem of the book and this should be mined for anyone looking for a standard shopping list for a space based game. The section of the book on creature generation could also be used as a basis for similar tables in another game.
In the end the game is more about "The Company" without any real idea as to why. It paints a picture of an organization that is not a good one but without offering any real agenda on what to do in the game rather than be a wage slave for them. Perhaps the idea was to offer a gritter Warhammer type of space setting and if that was the idea then I guess it worked on a basic level. Expendables is a good game to have as reference material to incorporate into another game and might not be bad as short run type of campaign but there is not enough there to make it my game of choice.
From the back of the game:
Expendables: A Complete Role Playing System
"Extensive background information. A rich history and background of the Expendables universe has been created for your use, including information on the First and Second Galactic Empires, The Company, human colonies, Free Traders, pirates, and much, much more.
• A wide range of skill choices. Over ninety skills and five major job classifications are described in the Expendables manual.
• Planetary and Creature Generators. Instructions and Data Sheets are provided to aid you in the creation of new and wondrous planets.
• A personal combat system whose flexibility is unique in the gaming world.
• Rules and information included for vehicular and space combat.
• The Whole Company Catalog. Over 300 items are listed and explained in the catalog sections of the Expendables manual.
• Some help in getting started. Included in the Expendables manual are selections showing an example of play, sections delineating how scenarios are designed, and a complete starter scenario with hints that will help you in writing your own.
• More fun. Expendables is designed to give the GM and players the maximum flexibility in character and scenario concept. Expendables is designed to let you experience the worlds of your own imagination."
Spell:
Dim Perception
Level: Third
Range: 9"
Duration: 1 Round/Level
Area of Effect: 6" Sphere
Components: V,S
Casting Time: 4 Segments
Saving Throw: None
When this spell is cast the magic user causes the perception of the creatures in the area of the effect of the spell to be dimmed. The effect will be to negatively impact the perception rolls for any that are affected. The effect of the spell is not such that the victims will know they are affected.
The spell will not change the range of the senses so the victims will see just as far and hear just as well. It will be the perception of the sensory input that will be impacted. For game purposes this will mean that the range where anything could be perceived in will be halved. This will include any sort of innate racial abilities as well as standard checks based on all of the five senses. Taste will not be impacted by linear range but the spectrum of the palate will be reduced.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
The game itself has a bit of an identity crisis. It flips back and forth between what seems to be a game based exploration for resources and then it wants to be more of a full blown space opera game and then it is back. I for one have an idea on why this is the case though this is just my opinion so please take it as that.
I very much think the game started out as an "homage" to the original Alien movie. The game puts forth a game where the players work for a huge organization refereed to as "the company". They players do the exploration and work for a percentage of the profit. The company even provides them with a store so they can buy anything they need from them. Later in the book it introduces another aspect of the company that does clandestine things. I know that the other items in the game are not part of the movie exactly but there is just a feeling.
The game as I said does not really offer anything new in the way of game design or flavor that made me want to give up my other space based games. That does not mean that this game is not without some parts that are worth reviewing. The sections on land based and space vehicles is not bad and might give the GM some ideas. The section on the company catalog is the gem of the book and this should be mined for anyone looking for a standard shopping list for a space based game. The section of the book on creature generation could also be used as a basis for similar tables in another game.
In the end the game is more about "The Company" without any real idea as to why. It paints a picture of an organization that is not a good one but without offering any real agenda on what to do in the game rather than be a wage slave for them. Perhaps the idea was to offer a gritter Warhammer type of space setting and if that was the idea then I guess it worked on a basic level. Expendables is a good game to have as reference material to incorporate into another game and might not be bad as short run type of campaign but there is not enough there to make it my game of choice.
From the back of the game:
Expendables: A Complete Role Playing System
"Extensive background information. A rich history and background of the Expendables universe has been created for your use, including information on the First and Second Galactic Empires, The Company, human colonies, Free Traders, pirates, and much, much more.
• A wide range of skill choices. Over ninety skills and five major job classifications are described in the Expendables manual.
• Planetary and Creature Generators. Instructions and Data Sheets are provided to aid you in the creation of new and wondrous planets.
• A personal combat system whose flexibility is unique in the gaming world.
• Rules and information included for vehicular and space combat.
• The Whole Company Catalog. Over 300 items are listed and explained in the catalog sections of the Expendables manual.
• Some help in getting started. Included in the Expendables manual are selections showing an example of play, sections delineating how scenarios are designed, and a complete starter scenario with hints that will help you in writing your own.
• More fun. Expendables is designed to give the GM and players the maximum flexibility in character and scenario concept. Expendables is designed to let you experience the worlds of your own imagination."
Spell:
Dim Perception
Level: Third
Range: 9"
Duration: 1 Round/Level
Area of Effect: 6" Sphere
Components: V,S
Casting Time: 4 Segments
Saving Throw: None
When this spell is cast the magic user causes the perception of the creatures in the area of the effect of the spell to be dimmed. The effect will be to negatively impact the perception rolls for any that are affected. The effect of the spell is not such that the victims will know they are affected.
The spell will not change the range of the senses so the victims will see just as far and hear just as well. It will be the perception of the sensory input that will be impacted. For game purposes this will mean that the range where anything could be perceived in will be halved. This will include any sort of innate racial abilities as well as standard checks based on all of the five senses. Taste will not be impacted by linear range but the spectrum of the palate will be reduced.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Monday, October 10, 2011
Amber Diceless Roleplaying, Arcane Recall
Amber Diceless Roleplaying was released in 1991 and was based on a series of novels by Roger Zelazny. There are a total of ten books in the series (perhaps more now) but the Amber game was based on the first five. These are Nine Princes in Amber, Guns of Avalon, Sign of the Unicorn, The Hand of Oberon and The Courts of Chaos and are as recognized as the Corwin Cycle. The second set of five were used for the only expansion to the game and make up the Merlin Cycle.
More so than any other game based on licensed materials you will want to have at least recently read the source material once. It has been years since I read them and can recall parts of it but this has not been enough and if I were to run and even play the game I would feel the need to read the books again. This will be a negative to many making this a game for only serious fans of the game.
The premise of the Amber series of novels does not allow it to become a fact book like many other products. The Amber novels in which the protagonists can pass between an infinite number of versions of the real true Amber. The game allows the settings to change at the whim of the players with some judgment from the DM. This game more so than others allows the players a great extent of the control. This might be the ultimate sandbox game.
The system as a whole is complicated. In a game where the players can be anything, create almost anything and go anywhere you would think a system like GURPS would be called for. This is not the case for good and for bad. The character creation process is a point buy system where the points spent on different attributes are not as valuable as those spent on others. Did I forget to mention that you will also be bidding against other players for the right to have the best attribute. In a system where you compare levels based on attributes this is important. This captures the ever scheming, interpersonal conflict nature of the books well though.
The game system has four attributes of which only two might have consistent direct impact in the game. The game then has a number of Powers and then not one, not two but three different types of magic systems. Going into more detail would require much more writing and time. There is a huge amount of web based released by a devout following of the game online. This content helps correct the perceived shortcomings in the game.
An Amber game works better when there are a large number of players. The game will also be much more focused on the individual player than the group as a dynamic. It will also take a much more adaptive GM than many other games. In this one you can not have the adventure detailed down to the Nth degree as the players will simply go to another shadow where things will work better for them. A GM in this game will need to be able to ad-lib almost any aspect of the scenario.
I know I have not done it justice and in some cases may have made it sound much worse than it is. This game falls into the love it or hate it realm. There is not much room in the middle. Odd for a game where the setting is all shades of gray (shadows) of the real world. If the players (and the GM) like structure, dice rolls and player cohesiveness this will not be the game for them. If there is a fondness for randomness, creativity and a Machiavellian nature to you then this might be your cup of tea. Since the game can be found in the upper tier of cheap range this is worth checking out but you will want to read the first five novels before delving too deep.
From the back of the book:
- A Complete new role-playing system!
- Three complete adventures, including "Thron War," "Battleground on Shadow Earth" and "Into the Abyss!"
- Attribute Auction system where players big against each other, creating a unique family of immortals!
- Enter a universe where Pattern lets you "walk" to any world you can imagine, where Logrus tendrils can reach across infinite dimensions,and where Shape Shifting lets characters sprout wings!
- A mature, demanding, and time-consuming system that puts character development above all else!
- Over 100 pages of tips on role-playing style and technique with dozens of crystal-clear examples!
Spell:
Arcane Recall
Level: Ninth
Range: None
Duration: Instantaneous
Ares of Effect: Caster
Components: V
Casting Time: 1 Segment
Saving Throw: None
By means of this spell the magic user will be able to recall spells. These will be in part from the previously cast spells that the caster had memorized and used for the day and from any spells that the caster knows.
When the spell is cast the caster will immediately be able to recall any one spell of their choice. The spell that the recall will need to be one that they have already cast for the day. There is no limit on what spell is recalled except that that spell can not be Arcane Recall.
In addition they will have two spells recalled along with the initial spell. The spell level for these spells will be determined randomly. These spells are also limited to spells of sixth level or lower. The DM will need to roll a d6 to determine the level and then determine the exact spell of that level randomly as well.
This spell will allow a player to actually have more spells memorized than they should for a period of time. Once Arcane Recall is cast if the character has too many spells they will have one round per point of intelligence they possess to get rid of any excess spells. The spells cast need not be those recalled though. Players will only be able to cast Arcane Recall once in any given 24 hour period due to the powerful nature of the magic involved.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
More so than any other game based on licensed materials you will want to have at least recently read the source material once. It has been years since I read them and can recall parts of it but this has not been enough and if I were to run and even play the game I would feel the need to read the books again. This will be a negative to many making this a game for only serious fans of the game.
The premise of the Amber series of novels does not allow it to become a fact book like many other products. The Amber novels in which the protagonists can pass between an infinite number of versions of the real true Amber. The game allows the settings to change at the whim of the players with some judgment from the DM. This game more so than others allows the players a great extent of the control. This might be the ultimate sandbox game.
The system as a whole is complicated. In a game where the players can be anything, create almost anything and go anywhere you would think a system like GURPS would be called for. This is not the case for good and for bad. The character creation process is a point buy system where the points spent on different attributes are not as valuable as those spent on others. Did I forget to mention that you will also be bidding against other players for the right to have the best attribute. In a system where you compare levels based on attributes this is important. This captures the ever scheming, interpersonal conflict nature of the books well though.
The game system has four attributes of which only two might have consistent direct impact in the game. The game then has a number of Powers and then not one, not two but three different types of magic systems. Going into more detail would require much more writing and time. There is a huge amount of web based released by a devout following of the game online. This content helps correct the perceived shortcomings in the game.
An Amber game works better when there are a large number of players. The game will also be much more focused on the individual player than the group as a dynamic. It will also take a much more adaptive GM than many other games. In this one you can not have the adventure detailed down to the Nth degree as the players will simply go to another shadow where things will work better for them. A GM in this game will need to be able to ad-lib almost any aspect of the scenario.
I know I have not done it justice and in some cases may have made it sound much worse than it is. This game falls into the love it or hate it realm. There is not much room in the middle. Odd for a game where the setting is all shades of gray (shadows) of the real world. If the players (and the GM) like structure, dice rolls and player cohesiveness this will not be the game for them. If there is a fondness for randomness, creativity and a Machiavellian nature to you then this might be your cup of tea. Since the game can be found in the upper tier of cheap range this is worth checking out but you will want to read the first five novels before delving too deep.
From the back of the book:
- A Complete new role-playing system!
- Three complete adventures, including "Thron War," "Battleground on Shadow Earth" and "Into the Abyss!"
- Attribute Auction system where players big against each other, creating a unique family of immortals!
- Enter a universe where Pattern lets you "walk" to any world you can imagine, where Logrus tendrils can reach across infinite dimensions,and where Shape Shifting lets characters sprout wings!
- A mature, demanding, and time-consuming system that puts character development above all else!
- Over 100 pages of tips on role-playing style and technique with dozens of crystal-clear examples!
Spell:
Arcane Recall
Level: Ninth
Range: None
Duration: Instantaneous
Ares of Effect: Caster
Components: V
Casting Time: 1 Segment
Saving Throw: None
By means of this spell the magic user will be able to recall spells. These will be in part from the previously cast spells that the caster had memorized and used for the day and from any spells that the caster knows.
When the spell is cast the caster will immediately be able to recall any one spell of their choice. The spell that the recall will need to be one that they have already cast for the day. There is no limit on what spell is recalled except that that spell can not be Arcane Recall.
In addition they will have two spells recalled along with the initial spell. The spell level for these spells will be determined randomly. These spells are also limited to spells of sixth level or lower. The DM will need to roll a d6 to determine the level and then determine the exact spell of that level randomly as well.
This spell will allow a player to actually have more spells memorized than they should for a period of time. Once Arcane Recall is cast if the character has too many spells they will have one round per point of intelligence they possess to get rid of any excess spells. The spells cast need not be those recalled though. Players will only be able to cast Arcane Recall once in any given 24 hour period due to the powerful nature of the magic involved.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
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