Showing posts with label other systems. Show all posts
Showing posts with label other systems. Show all posts

Monday, August 2, 2010

Putting my money where my mouth is...

So I spent a lot of time and text ripping into Outlaw Press, James Shipman and his art stealing ways.
See:

So I have decided to put my money where my mouth is.
I am going to buy a copy of Tunnels and Trolls directly from Flying Buffalo this week at Gen Con.

I have no idea what edition, what book or anything.  But I want to show my support this way.  It looks like 7 (or 7.5) is the most up-to-date edition.  But maybe an older edition would be cool to have too.

If you are going to Gen Con and want to support one of the true pioneers of our hobby, then I suggest you do the same.

Thursday, July 29, 2010

A Tale of Two Supermen

I have stated here in the past my preference for DC Comics heroes over that of Marvel.  Don't get me wrong, I read the hell out of Spiderman and X-Men as a kid, and reading The Tomb of Dracula was one of the things that got me into horror full scale.
But I have always liked DC's heroes more.  To me they were always more heroic than their Marvel counterparts.  So it should come as no shock that I am MAJORLY geeking out since I have not just one, but two DC-based RPGs out now.

 

I have seen both games now and I like them for very different reasons.  DCA is of course the sibling to the new Mutants and Masterminds 3.  It has some changes from the previous editions, most of which I am thinking are needed.  Abilities are rated different, and there are some new ones.  But all in all I like it.  
Smallville is Cortex but it is VERY different than previous versions of Cortex.  This is both good and bad.  I like the character creation system and it appeals to my desire to create a detailed character.  I like that the system has been opened up to play all sorts of different kinds of games now.  I can completely see how Leverage will work now.

Plus I still have Icons and BASH to look over, a full Cortex review to do.

I'd like to do up a character that works in all these systems.  I think I have the perfect choice too.  A while back we re-started our supers game and the world was a mixture of DC and Marvel.  Basically DC was Golden and some Silver age and Marvel was Silver and some modern age.  We were doing post modern.  Well I had read "Kingdom Come" and it dealt with Supes, Batman and Wonder Woman in a new age.   The final scenes dealt with Batman discovering that Wonder Woman and Superman were going to have a baby.  I thought wow, how power would that character be?  Half Kryptonian, half Amazon and Batman as a godfather?  Yes.  So that was my character.  Details to follow.

All of this will have to wait till after Gen Con of course.

Tuesday, July 20, 2010

Savage Worlds: Characters

In my previous post about Savage Worlds, I mentioned that converting to and from Unisystem is a breeze.

Typically here I'd throw in my witches. But given the gritty feel of SW, the level of magic in the system and as nod to the author I think Ill convert a different iconic Unisystem Character, Ash.

The Savage Dead
Ashley J. Williams is a great choice really. He fits the feel of Savage Worlds well, he has really cool Qualities and Drawbacks and most everyone that would play either game knows who he is.

This is a fairly direct conversion. No real attempt has been made to massage these numbers into place. Given that, I think they look and feel about right.

Ash (there would be one of those grinning skull things here)
Rank: Heroic (my best guest)               
Race: Human

Attributes
Agility d12, Smarts d6, Spirit d8, Strength d12, Vigor d12+2

Skills
Climbing d4, Driving d6, Fighting d10, Guts (d6)*, Intimidation d8, Investigation d4, Knowledge d4, Notice d6**, Persuasion d8, Repair d8, Riding d6, Shooting d10, Survival d4, Swimming d4, Taunt d8, Throwing d4

Hindrances
Enemy, One Hand, Quirk (Schmuck)

Edges
Attractive, Combat Reflexes, Fast Healer, Hard to Kill, Inspire, Natural Leader, Mr. Fit-it, Nerves of Steel

*Not converted from the source, but rather derived.
** Converted from Notice and Perception

In most cases the Hindrances and Edges convert right from the quality of the same (or similar) name. Others, like Schmuck, Really Big Chin and Promised One don't and are broken up into their components.

For weapons give him a chain saw and a boom stick and we are groovy.

Ash is good example of a Unisystem character that feels right at home in SW, what about the other direction?
For this I want to go with Rippers.

Ripped Slayers
In Rippers there is a group of monster hunters called the Rippers. A faction of these are known as the Slayers. The current leader of the Slayers is a 17 year old girl (In 1892) named Tara LaGrange. So young girl fighting monsters and calling herself "The Slayer"...sound familiar yet? Well to be fair she is a slayer, not a Slayer. But the idea is there so lets see how she looks in Unisystem using the Ghosts of Albion rules. Also, since we can, lets go ahead and make Tara here (what? I didnt name her) an honest to goodness Slayer. In Ghosts of Albion she is an Apprentice or in Buffy a White Hat. To make a her a Slayer we will change her to a Journeyman or Hero and have those stats follow after. So for Strength she has 3 if she is just a normal girl, or 6 if she is a full Slayer. The normal human is a direct conversion of the Rippers rules with no attempt made to massage the stats. As with Ash I think it works out well.

The Slayer of Victorian Age, Tara LaGrange.  Flanked by Victorian Willow and Tara by mqken.
Tara LaGrange, the slayer
Type: Apprentice Normal Human (Ghosts of Albion Rules)

Life Points: 49
Drama Points: 20

Strength: 3
Dexterity: 4
Constitution: 3
Intelligence: 4
Perception: 2 (again based on best estimates)
Willpower: 4

Qualities
Contacts (Rippers, 3)*
Contacts (Supernatural, 3)*
Fast Reaction Time
Hard to Kill, 5
Nerves of Steel

Drawbacks
Adversaries, 2 (vampires, demons, werewolves and the like)
Minority (woman) (From Ghosts of Albion)
Obligation (Rippers, 3)*

Skills
Armed Mayhem 3, Athletics 1, Crime 3, Engineering 2, Fisticuffs 3, Influence 3, Knowledge 2 (part of the SW/Ripper Common Knowledge rule), Languages 1 (English read/write), Marksmanship 5, Notice 3, Occultism 2, Wild Card (Ripper Tech) 1

* Not in the Savage Worlds character stats but assumed as part of being a Ripper.

That worked REALLY well in my mind. Sure, she is a bit light as a Slayer, but this is a normal girl with a really big chip on her shoulder. Her skills ended up a tad high for a starting character, but this is an NPC with some history, so that is fine really.
Adding the Slayer Quality makes the following changes:

Tara LaGrange, the Vampire Slayer
Type: Hero Slayer

Life Points: 73
Drama Points: 15

Strength: 6
Dexterity: 7
Constitution: 6
Intelligence: 4
Perception: 2 (again based on best estimates) (note this is actually too low for a Slayer and really should be raised to 4)
Willpower: 6

Qualities
Contacts (Rippers, 3)*
Contacts (Supernatural, 3)*
Slayer
- Fast Reaction Time (part of Slayer)
- Hard to Kill (part of Slayer) 5
- Nerves of Steel (part of Slayer)
- Regeneration (part of Slayer)
- +1 to Armed Mayhem and Fisticuffs (part of Slayer)
- Lesser Sensing (in the Buffy book, but the name comes from Ghosts of Albion)

Drawbacks
Adversaries, 4 (vampires, demons, werewolves and the like)
Minority (woman) (From Ghosts of Albion)
Obligation (Rippers, 3)*

Skills
Armed Mayhem 4, Athletics 1, Crime 3, Engineering 2, Fisticuffs 4, Influence 3, Knowledge 2 (part of the SW/Ripper Common Knowledge rule), Languages 1 (English read/write), Marksmanship 5, Notice 3, Occultism 2, Wild Card (Ripper Tech) 1

* Not in the Savage Worlds character stats but assumed as part of being a Ripper. In this case the Rippers take the place of the Watchers.

I like it. So Miss LaGrange is now my official Slayer in 1892.

Ok, next time I go back and try some Savage Worlds magic.

Monday, July 19, 2010

Savage Worlds

Savage Worlds & Rippers

I have talked around Savage Worlds in the past, here and here in particular, but never about Savage Worlds directly.  Well, I'll change that now.

Savage Worlds is a multi-genre (I dont think Generic is the right word here) action RPG from Pinnacle Entertainment Group, the same people that gave us Deadlands. And the game itself is written by a very familiar name to Unisystem fans, Shane Hensley, who has given us Fistfull of Zombies for AFMBE and Army of Darkness for Cinematic Unisystem (among others of course). This seems to be a genre that works well for Shane since you can see similar DNA in Savage Worlds.

I had the chance a couple of Gen Cons ago to sit down and play some Savage Worlds. Its tagline of Fast! Furious! Fun! certainly held up in character creation, I was able to roll out my standard witch-like character very quickly.
One thing became very, very clear to us right away, well more than one thing, but I digress. The one thing that was clear that if you want to play a pulpy style game, then Savage Worlds could be the game you are looking for. But I don't play a lot of pulp, I play horror and magic. Is Savage Worlds the game for me?

Well.that depends. There are certainly some things about it like and things I don't like. One thing I do like is Rippers, a Gothic, steam punk Victorian Horror style monster hunter game for Savage Worlds; but I have a softspot for those. Ill detail Rippers and how it compares to Ghosts of Albion in a bit. When I detail my conversions, Ill indicate whether or not I am drawing from Rippers or some other source, otherwise assume I mean Savage Worlds core.

Crunch
Ok. So what can Savage Worlds give me? Well for a crunch guy like me there is a lot to look at despite the streamlined system. Savage Worlds uses different die to represent different levels of ability for example like Deadlands. So a d4 is base level, d6 is a little better and so on up to d12 (no d20) and all are rolled against a target number, typically 4. The largest number on each die explodes (called an Ace in this game or the Rule of 10 in Unisystem), so you actually have a better chance of Acing when your die is lower than higher; 25% chance on a d4 vs say a 10% chance on a d10. The neatest thing thought is the addition of a Wild Die. The Wild Die, a d6, can be rolled in any action, but only once per action. If the Wild Die rolls higher than your normal die you can take that roll instead. Given this Id like to figure out a Wild Die mechanic for Unisystem, but given the flat distribution of the Unisystem task resolution I dont see it working as well. Like a regular die roll a Wild Die can Ace as well. There are also cards used, but I wont get into that here.
Savage Worlds also has something called Bennies. Think of these as advanced Hero Points or somewhat lesser Drama Points (this is a recurring theme really. Characters in Savage Worlds are just slightly less powered than their Unisystem counterparts, but more later). You only get four of them and they dont transfer from session to session so use them while you have them.

Game Play
We played one of the downloadble adventures for our first time. I had not bought the books yet, but one of the guys I was with had them. It was the Core Savage Worlds book, Rippers (which we only looked at) and a couple of others. We played a pulpy style adventure where the characters were a professor of Archeology, his assistant who happened to be a witch (that was mine) and an 8-foot tall Cat-humanoid. Ok I gotta admit that any game that allows this out of the box has my attention! Turns out it worked REALLY well.
We did get up an running rather quickly. Combat seemed to be a little slow, and the magic system took a little to get used too. Now my group is used to playing odd things. I have playtested many new games with them and combined we all have about 80 years worth of RPG experience. Combat I think we just need to get used too, Magicis a different story.

Basic Conversions
Conversions between the two systems are surprisingly easy. I say surprising, it isn't really since I feel both games appeal to the same kind of gamer and similar kinds of game worlds. Both games assume normal humans (at least at their core) and a small set of skills. Both games have Qualities or Edges and Drawbacks or Hindrances.

Attributes and Skills
Conversions here could not be easier. From the Unisystem perspective the lowest human score is a 1, but most heroes will have a minimum of 2 in their Attributes. Savage Worlds heroes start out as fairly hardy folks, so they all begin with a d4 and can go up with creation points. The max for Unisystem humans is 6 and for Savage Worlds is d12. This is pretty much the same conversions I use for Cortex, so I'll include them as well.
This give us this:

Unisystem        Savage Worlds  Cortex      
1 d4-1 d2
2 d4 d4
3 d6 d6
4 d8 d8
5 d10 d10
6 d12 d12
7 d12+1 d12+d2
8 d12+2 d12+d4
9 d12+3 d12+d6

As we move up an Attribute of 9 in Unisystem is an automatic success. Likewise in Savage Worlds a d12+3 will be an automatic success in just about anything as well. Ok, technically an Attribute of 8 + 1d10 is an automatic success in most cases. But that is picking nits and most humans won't be this high.

Quick converting NPCs from the Savage Worlds Core and Rippers and breaking down the basic Savage Worlds rules reveal that your starting Savage Worlds character converts out to 15 Unisystem Attribute points. This is the same as a White Hat or Primitive Screwhead in cinematic Unisystem or a Pre-Heroic character in AFMBE. This parity between the two games continues.

Attribute classifications line up really nice as well. They even serve very similar functions.

Unisystem            Savage Worlds        
Strength Strength
Dexterity Agility
Constitution Vigor
Intelligence Smarts
Perception - Not Used Here -
Willpower Spirit

So at this point it is rather easy to spot convert characters. A Savage Worlds character with Strength d6 is roughly the same as a Unisystem character with Strength 3.

When converting to Unisystem from Savage Worlds I say give the character a base Perception of 2. No worries, the Notice skill converts as a Notice skill.

Both games have Secondary or Derived stats too. As in most cases it is best to convert Primary Stats and then use the system in question to derive the secondary ones.

Skills
Like the Attributes running the numbers on Savage Worlds skills gives us the equivalent of 15 skill points; again, Primitive Screwhead territory. The issue comes when spliting these skill points up. Cinematic Unisystem has 18 skills (or 16 for Ghosts of Albion) and Classic has more. Savage Worlds has 24 points for skills (in Unisystem terms). Some of these crossover with their Unisystem equivalent, enough to make me call them all the same. If you are converting a Unisystem character to Savage Worlds this is only an issue if the character is Pre-Heroic.

Some skills do not have exact duplicates. On the Cinematic Unisystem side there are Acrobatics, Art, Computers, Languages, Occultism and Science. Art, Computers, Languages and Science are mostly covered by the Smarts attribute. Acrobatic can be covered by Edges (more on that below).
Occultism in terms of Occult Knowledge would also be covered Smarts. Occultism in terms of knowledge to cast spells is handled in part by the Arcane Background and various Arcane Edges.
On the Savage Worlds side there is Guts, which has some equivalents in Unisystems Willpower, Nerves of Steel and Resistance (Fear) or Coward.

Up to this point our hero and his Mirror Universe counterpart are still mostly the same. The differences begin to show when we get to Edges and Hindrances.

Qualities, Edges, Drawbacks and Hindrances

One of the hallmarks of Unisystem are the Qualities and Drawbacks. There are the basics Hard to Kill and Nerves of Steel, but in order to be a Protector, have a Really Big Chin or be called a Slayer you need the associated Quality. Edges and Hindrances also work a little different than Qualities and Drawbacks. First off you get a lot fewer of them in Savage Worlds than in Unisystem. Secondly Hindrances come in two types, Minor and Major. A major Hindrance for example gets you two Edges. You can gain a new Edge (or buy off a Hindrance) only when you level up. Level is not the same as d20 levels, more like Chill really. But Edges do remind me of Feats and the magic system works much the same. An enterprising Game Master could figure out a way to convert True20s magic system to Savage Worlds very easily in fact. But I digress.

In general when converting look for Qualities, Edges, Drawbacks and Hindrances that have the same names, it will work out better for you. Minor Hindrances in Unisystem terms should be worth about 1 or 2 points (mostly one), while Major Hindrances are worth 3 to 5. Some 3s could go either way depending on what they are.

There are no combo or package Edges like some of Unisystems package Qualities, there are Professional Edges that are a combination of Edges, Hindrances, skills and prerequisites that do the same job though. The Wizard Edge is roughly analogous to the Witch Quality. One I really liked was the McGyver professional Edge, sounds like something that needs to be in Army of Darkness. ;)

Something like a Slayer or a Protector from Ghost of Albion is going to take a little more work. With Weird Edges, Wild Edges and Epic Featser sorry, Legendary Edges, there are quite a few neat things here. Enough to keep anyone busy for a while.

At this point in comparison sake our SWs character is a tad weaker than his Unisystem doppelganger. I think this is fine given the Wild Die mechanic and Aces you get in SW.

Magic and Other Powers
Ok, Ill be very blunt here. I dont like SWs magic system. I am sorry, but after Ghosts of Albion and WitchCraft very, very few systems could compare. That being said there are some neat ideas.
First thing is characters do not have a lot of start up powers, this not that big of a deal in a Two-Fisted Pulp adventure, but my witch character ended up using her revolver just as much as her own powers in the combat situations, so to me it is a big deal. Rippers expands on Magic, but not quite enough really for my tastes.
Now looking inside the game itself the Powers system sits somewhere in between the free wheeling hands-off rules of BESM or Mage and the static magic of D&D, but still not quite where Unisystems Metaphysics or Sorcery/Magic rules are. They are though internally consistent and flexible enough to provide some nice upgrades. This is another place where the rules feel like a cross between Unisystem and True20.

Now what I DID like are the rules for Weird Science (which is just another Power, like Arcane or Psychic, so there is nothing really different about it). In fact I like them much more than Buffys Super Science (which I never liked in the rules and less in the show), but here Weird Science (and I like this name so much more too) FEELS right, it feels like it fits the system well both in terms of mechanics and in terms of themes. I can see a 30s Mad Scientist right out of those old serials built with this rule. I might work on converting these back into Unisystem or take what very little I like of Super Science and mix it in with a little Sons of ther. Given how much this reminds me of True20 I am also half tempted to convert this power to True20 for a Weird Science Adept whose power feats are gadgets.
Powers for Magic, Super Heroes or Weird Science are bought like Metaphysics and they even look similar to Cincematic magical Spells. Translations are a breeze.

Rippers


I should pay some special attention to Rippers. After all Rippers, like Ghosts of Albion, is a gothic Victorian game in which monsters and the supernatural are real. Like Cthulhu by Gaslight, Masque of the Red Death and Victorian Age Vampire, Rippers takes place in the later 19th Century. Ghosts of Albion takes place at the dawn of the Victorian Age in the 1840s. Rippers though also incorporates some Steam Punk ideas.

The epynononmous Rippers are a world-wide group of monster hunters that are under the guidance of Van Helsing and the Harkers from Dracula. So shades of League of Extraordinary Gentlemen to be sure (Allan Quartermain and Mina Harker are in the book, but I dont think they get it on here), with little bits of the Watchers (take your pick, the Buffy ones, the Highlander ones or the Ravenloft: Masque of the Red Death ones) and maybe a dash of Captain Kronos Vampire Hunter. What sets Rippers apart is the idea of Rippertech or taking artifacts from the various creatures the characters hunt to improve the characters. Now this is a neat idea, but I do find it curious that many pages are devoted to rather interesting Rippertech enhancements, but they are almost always described as dangerous and generally unsafe to use. In Unisystem they would work like Qualities, with maybe needing a Will doubled roll to resist the bad side effects.

There are other issues that would go unnoticed by most, but not a WitchCraft RPG player. I nearly choked on my coffee when I read that the Rosicrucians taught Enochian magic. But that is REALLY nitpicky of me. The monetary system was a bit weird, using decimals for Victorian era pounds just seems wrong. I got used to converting gold pieces to silver pieces in the 80s I think converting pounds to shillings would be fine.

All in all, Rippers and Ghosts of Albion could exist side by side. The Rippers might know of Protectors and maybe even have one or two on their side. The Protectors would certainly know of the Rippers, anyone that goes around their lands hunting down supernatural creatures is going to attract their notice. How they deal with other of course depend on their first meetings. If a Ripper is trying to extract Ghostly essence from Lord Byron against his will, Tamara might not be too happy about that. The trouble is there is nothing in the Rippers or Core book that comes close to level of magic the Protectors could wield, or even Occult Poets for that matter (but I bet someone that knew the Savage Worlds magic system better than me could pull of an Occult Poet). I might do some more conversion since I love Victorian age games. The spells would convert really nice. Even the Gypsy curses in the Rippers Companion would convert to Ghosts of Albion as a Magical Philosophy: Gypsy Curse. Rough conversion (not tested) Rank converts to Level, keep Range and Duration the same, Trappings become Requirements. Drop Power Points unless you are converting to Classic Unisystem, then they represent Essence loss.

Converting characters between Rippers and Ghosts of Albion is very easy, as you can see with Dirty Nellie, the Street Faerie prostitute.  Given that Rippers and Ghosts of Albion are separated mostly by time; Ghosts in the early Victorian, Rippers in the later, one could see each game as being a reflection of the other.

Gaslight
If you like Savage Worlds (or even d20 for that matter) and Victorian adventures, but not so much the Ripper Tech, then there is Gaslight from Battlefield Press.  Gaslight is a pretty straight-forward game setting, it is the late Victorian Era.  SW Gaslight and Rippers could actually play side by side.  With Gaslight providing some of the real world history that Rippers left out.

Gaslight is certainly more of a sandbox game.  You are given the world, the rules and then let go.  There is no over arching plot or theme like Rippers or Ghosts of Albion.  It is in feel much closer to the old Ravenloft: Masque of the Red Death game.  Which is pretty cool.

Nel works fine for Gaslight as well.

Next time, let's play with conversions.  Armies of Darkness in Savage Worlds, Slayers in Rippers.

Wednesday, July 14, 2010

DC Adventures from Green Ronin Pre-Order

I am very geeked about this.

DC Adventures is now up for Pre-order at Green Ronin's website.


And if you pre-order at their website, or at your FLGS you can get a code to buy the PDF for 5 bucks.

That's not too bad really.
I have seen some of the changes they have made to the system and while I was hoping to see it evolve more towards True20, I am very curious to see how it all works out.

Looking forward to this one and it is one of just a small handful of books on my Gen Con must buy list

Saturday, July 10, 2010

There is an OSR debate?

So without linking or getting into any details I guess there is some sort of OSR debate going on.  Again.

See here is the thing about this kind of flare-ups.  If you don't hear about it it's like they are not even real.

Here is the OSR news I know and care about.
- I have my copy of "Palace of the Vampire Queen" now.  One more thing off my D&D-bucket list.
- OSR products are getting into some Borders. (by a company that also produces a ton of 4e products)
- I am going to run my kids through "Palace of the Silver Princess" orange version sometime in the next couple of weeks.
- There are some Ennie noms for some OSR-related products.  Good on them!
- There is a "homage/retro-clone" of 2nd Ed coming out.
- Tomb of Horrors for 4th ed is out now at my FLGS.  I am sure that is making someone out there foaming at the mouth in nerd rage.

Outside of that you don't hear anything about this in the stores (in fact you hear nothing) and most players (the ones that buy the products) don't care.

Arguing about it just makes the whole thing seem like an "us vs. them" and usually I find myself on the side of the people making the less noise. Or the ones that irritate me the less.

Personally, I am probably not part of the OSR.  Sure, I play old games, I also play the newest ones and indie games too.  I write for older games...and newer ones and small press. But I also have never bought into the "one-true-way" idea anyway and really neither do most game authors.

In the immortal words of Gary, "shut the fuck up and play." Oh wait, that was my old DM, not Gary.
Might as well burn my OSR membership card now and forget the secret handshake.

Friday, July 9, 2010

Arioch! Arioch! Blood and souls for my Lord Arioch!

Mongoose, a company that I have mixed emotions about (love some of the things they do, abhor others) has put another check in the "love" column for me by re-releasing the Elric!/Stormbringer RPG.  Or rather, releasing it for the first time on PDF.

Like a lot of gamers I read Elric, Corum, Hawkmoon, Count Brass and even the Jerry Cornelius books. I know of the impact Moorcock made on the early days of our hobby.  I loved the RPG books and I always felt it was fitting that they used the same system as Call of Cthulhu rather than D&D.  The odd thing was I never really got to play that much Elric.  Maybe I can change that.

Anyway, here are books.  If you have never played or even read them they are great.  Thank you Mongoose from bringing these back to us.

Michael Moorcock's Elric!

This is the one I have in good ole' dead tree format at home.  This is the one that had the magic system different from the previous editions.














Stormbringer is the version most people played. Mongoose is offering us both the 1st Edition (which is mostly the same as the 2nd and 3rd editions) and the 4th Edition.




This of course makes me wonder if there is a new Elric/Stormbringer game on the horizon.  That would be cool, I just hope it is not like "Dragon Lords of Melniboné".

Oh Dresden Files...



Why must you tempt me so?

Thursday, July 8, 2010

HEX

A quick one while I work on new material.  Plus it helps set up some things I want post in the future.
HEX is a supernatural chiller from the UK taht aired for two seasons on SkyOne back in 2004-2005.



   The story centers on Cassie Hughes, a shy and unassuming student at Medenham Hall, a 6th form College, with a mysterious past.  Cassie longs to “dumb and popular” rather than shy and smart.  She doesn’t know her father, her mother is in a mental hospital and the only one that truly loves her is her roommate and best friend Thelma.

   Soon, with the discovery of an old artifact, Cassie learns the world is far different than she expected, and far more dangerous.

   Cassie is begins to develop strange new powers. She can move things with her mind, she starts fires, she can see people that no one else can, and a strange man is stalking her.  She reveals all of this to Thelma and thinks she is going crazy.

   Cassie learns, in time, that her real name is Cassie McBain, and she a direct descendent of Rachel McBain, the former Mistress of the Medenham Estate.  Rachel was obsessed with the religion of the African slaves on her estate. So with the sacrifice of her maid Jenny in 1743, she summoned Azazel, leader of the Nephilim to teach her witchcraft as he did in the days of old.  Of course Azazeal, a 6,000 year old fallen angel, has his own plans, ones that now Cassie might be able to carry out.  Cassie is a Medenham Witch.

   Azazeal kidnaps Thelma after Thelma divulges her love for Cassie.  Cassie confronts Azazeal, where he tells her he needs a new sacrifice, but it must be willing and it must be one of love.  Cassie refuses to let Thelma be killed so she offers herself. Thelma rushes to save Cassie, but is killed in the process.  As Thelma dies in Cassie’s arms, we see Azazeal take on his full fallen angel form.

   At Thelma’s funeral, Cassie is devastated.  It is called it a suicide, but only Cassie and Azazeal, who is watching in the distance, know the truth.  Cassie is joined at the end by Thelma who comments about how everyone is getting off on her being dead and how she slept with the female minister presiding over the funeral.

Thelma (at her own funeral): They're bloody loving this, “Don't be a dyke or you’ll end up topping yourself.”
− Hex, Series 1, Episode 1

   Thelma, now a ghost, and Cassie, a witch, are the only ones that know about Azazeal, though they don’t know of his plans or what to do about him. Yet.

Cassie (to Azazeal): You’re going to fuck me up aren’t you?
Azazeal (kissing her neck): Probably.
− Hex, Series 1, Episode 4

HEX was actually rather good.  I'll go through Series (Season 1) here and hopefully get an update to Season 2 up soon.

   Cassie sees ghosts that are links to her own past, but like Spider−man, just because she has powers she does not immediately know what to do.  Also borrowing from Spider−man Cassie starts off by abusing her powers, moving things with mind because she can, getting back at guys that pissed her off.  It is not until Thelma is killed, much like Uncle Ben, that Cassie learns that she has to stop Azazeal because she is the only that can.

  Of course HEX would be rather pale if not for Thelma.  Thelma is one of the few genuine characters in the show.  While her death could have been a big cliché (I know I am for one tired of seeing lesbians getting killed in every show), the writers make it work.  Thelma of course can’t touch anyone, but she makes up for it by invading the dreams of Cassie and some of the other girls.  And she does find a nice ghost from the 1920’s to get cozy with, but Thelma is more than a comic element, she is Cassie’s guiding spirit, figuratively and literally.  In the last episode of Series 1, Thelma doesn’t even tell Cassie that her actions, which are good for the world, will also cause Thelma to be permanently dead, because Thelma knows what must be done.

   Some people watching the show on the net have complained that it moves a bit slow, and yes while it is slower than the BANG−BANG−BANG rapid fire of American fare, it moves at the pace it needs to.  There is a mystery unfolding here, one that has to be played out.  Plus there is real interaction between the characters.  It actually feels like they could be going through the things they are.  The dialog is real, not just some pop cultural references that so many use in place of intelligent writing. And that is a key element, while Hex takes place in 2004, it could easily be set any time with no change to the story, that is because the themantic elements are timeless; good and evil, love, desire and lust. When Thelma and Cassie have their first fight over their relationship, you honestly emphasize with Thelma.  You want to like Cassie then, but it is too easy to see that Thelma is right and Cassie had been using her.

HEX in Your Game
   To me, HEX just screams Unisystem. But which one?  I had considered using Classic Unisystem since everything depicted on the show can be found in Armageddon, but there are some subtle differences.  The Nephelim of HEX are the fallen 200 angels that fell in love with human women. In Armageddon the Nephilim are the children of the same angels. A minor quibble to be sure. Azazeal appears in Armageddon as Azazel, the High Archangel and leader of the Watchers.

   Cassie could be a Gifted or Lesser Gifted, but in any case she has not come into her full powers yet, nor has she performed anything like an invocation. Thelma would work fine as a WitchCraft/Armageddon ghost.

   In the end though I opted to go with Cinematic Unisystem.  Cassie can have the “Witch” quality, and there are “Ghost” qualities (the new Cinematic Unisystem game “Ghosts of Albion” will deal with Ghosts, and the English, in greater detail).  That leaves only Azazeal.  For him I imported the Nephilim quality from Armageddon and kept it the same, much how I lifted the Kerubim quality to make the Cinematic Keribum (note the spelling differences) quality.  In HEX they use the spelling “Nephelim”, so I’ll adopt that as the quality name for Cinematic Unisystem.

   There is also the logic that as a television program, HEX would fit with the system used to mimic the non−reality reality of a TV show.  HEX is a little more broader in it’s scope that some other TV shows, but it still follows a general established form.  The combat and the tossing of flashy magics is on the light side, but Unisystem is great for cerebral style play as well.

   HEX can be added to most games with little effort.  Perhaps on a trip to England a wildly dressed ghost realizes that you can see her.  She introduces you to her friend, Cassie, a bright young girl who is unfortunately loosing her mind.  There is a cause of course, and maybe the Cast can help her.

HEX in Ghosts of Albion

   HEX and Ghosts have quite a lot in common really.  The ghosts of both shows seem to follow the same rules (they can touch inanimate object and each other, but not living things, only magically inclined people can see them), they are both English, so there is a shared mythology and feel.  Amber Benson describes “Ghosts” as a supernatural mystery with horror added in. Hex creators Johnny Capps and Julian Murphy describe their show as a high concept supernatural chiller.  This also ties in nice with Eden’s games.

   There is a depth of history hinted at in HEX, not only at Medenham Hall, but dating back to ancient Egypt.  What was Azazeal doing during the time of the Swifts?  After all, the Protectors of Albion would certainly be interested in the machinations of a fallen angel in their lands.  How would the Protectors react to the Medenham witches?  Are they good or evil? A threat or potential ally?  These are questions that you would have to decide.

   Hex is a good choice for anyone gaming that has ever thought, “wow there are a lot of demons here, where are all the angels?”  I also brings up some really interesting plot points, one for example is the conflict of who is more evil, a demon or a fallen angel.  Especially a fallen angel that feels he is still doing the will of God.  HEX has the darker side of Good, not just evil people trying to “redeem” themselves, or good people committing horrific acts.  The differences are subtle and therein lies the potential for new games.


Cassie Hughes/McBain

Thelma: You have a rough deal Cassie McBain. Your dad has disappeared. Your mom’s a nutter.
Cassie: My best friend is a lesbian ghost.
Thelma: Life sucks.
Cassie: Oh and there was one other thing. Apparently I am a witch.
Thelma: Well I could have told you that.
− Hex, Series 1, Episode 3

Drama Points 20
Life Points 30

Attributes
Strength: 2
Dexterity: 3
Constitution: 3
Intelligence: 4
Perception: 2
Willpower: 4

Useful Information
Initiative: 1d10 + 3
Perception: 1d10 + 6
Additional Actions: 1
Fear Modifier: 8
Survival: 7

Qualities
Artist
Attractiveness 3
Psychic Visions
Psychometry
Witch 2 (includes TK and PK at level 2)

Drawbacks
Addiction, Minor, Smoking
Adversary (Azazeal) 3
Cruelty, Minor
Dependent (Mother) 1
Haunted
Love, Platonic, Tragic (Thelma)
Love, Romantic (Troy) or at least in lust with him
Magical Family
Misfit
Potential Mental Problems (0 point Drawback)
Secret (witch, secretly smokes, mother is crazy, had an abortion) 1

Skills 
Acrobatics 1
Art 4
Computers 2
Crime 0
Doctor 1
Driving 1
Getting Medieval 1
Gun Fu 0
Influence 1
Knowledge 3
Kung Fu 0
Languages 2
Mr. Fix−It 0
Notice 2
Occultism 3
Science 2
Sports 1
Wild Card

Combat
Maneuver    Bonus    Base Damage    Notes
Punch        +4    4        Bash
Kick        +3    6        Bash
Dodge        +4    —        Defense action
Grapple    +6    —        Resisted by Dodge
Telekinesis    +6
Pyrokinesis    +6    4xSL        Will x SL + Fire damage

Age: 17
Gender: Female
Hair: Blond
Eyes: Blue
Mother: Lilith Hughes
Father: David McBain
Allies: Thelma, Jo Watkins (teacher), David Tyrel (Head Master)
Loves: Troy, Thelma
Enemies: Azazeal, ghosts of the Medenham witches/sacrifices

Cassie Hughes is the latest in a line of witches descended from Rachel McBain.  This gives her some magical powers, namely telekinesis and pyrokinesis, but it also makes her rather prone to madness.  It also makes her a perfect vessel for the son of a fallen angel, something Azazeal has in mind.

Shy and introverted, until she is possessed by Azazeal then she becomes a “slutier version of Brittney Spears”, Cassie longs to be popular, longs to Troy’s girlfriend and just wishes her life could go back to normal.

As a Medenham Witch Cassie gets a number of ‘benfits’. First she can use telekinesis or pyrokinesis as she chooses.  She also gets psychic flashes of memory and can read psychic impressions. These also have a tendency to drive the witch mad.

Roleplaying Cassie
Just because she can see things and has magic does not mean Cassie knows what is going on or how to stop it.  She is only beginning to explore her powers and she is bound to make some mistakes.

Thelma Bates

Thelma: Beneath this fluffy exterior beats the heart of a bull dyke.
− Hex, Series 1, Episode 1

Drama Points 20
Life Points 30

Attributes
Strength: 2
Dexterity: 2
Constitution: 3
Intelligence: 3
Perception: 3
Willpower: 5


Useful Information
Initiative: 1d10 + 2
Perception: 1d10 + 7
Additional Actions: +1
Fear Modifier: 10


Qualities
Artist
Attractiveness 1
Ghost*
Dreamer** 3


Drawabacks
Adversary (Azazeal) 2
Covetous, Lecherous
Love Tragic (Cassie)
Minority, Lesbian
Misfit


Skills
Acrobatics 1
Art 3
Computers 2
Crime 2 (always nicking crisps)
Doctor 1
Driving 1
Getting Medieval 2
Gun Fu 0
Influence 3
Knowledge 3
Kung Fu 1
Languages 2
Mr. Fix−It 3
Notice 4
Occultism 4 (a lot of Thelma’s new experience is considered Occult knowledge)
Science 1
Sports 2
Wild Card (Lucid Dreaming)** 3


Combat***
Maneuver    Bonus    Base Damage    Notes
Punch        +3    4        Bash
Kick        +2    6        Bash
Dodge        +3    —        Defense action
Grapple    +5    —        Resisted by Dodge


Age: 17
Gender: Female
Hair: Brunette
Eyes: Hazel
Allies: Cassie, Peggy (another ghost)
Loves: Cassie
Enemies: Azazeal, ghosts of the Medenham witches


* Ghost quality is based on the Ghost qualities from Ghosts of Albion and the WitchCraft Mystery Codex

** The MindDream Metaphysics and Lucid Dreamer skill are from the WitchCraft Book of Hod.  Here they are considered to be part of a new Quality (Dreamer), that grants powers similar per level to an equal level of Mind Dream, Art and Mind Dream, Strength.

*** Physical combat only against other Ghosts and select supernatural creatures.

Thelma, when alive, was so completely herself. She didn’t care if she was popular, or even liked for that matter, she knew who she was and what she wanted.  The trouble was, she wanted Cassie. It was not some mere infatuation because Cassie was her roommate, Thelma knew Cassie loved her.  But she never got the chance to find out. Thelma, because she loved Cassie, was sacrificed by Azazeal to give him more life on Earth.

Now Thelma is a ghost. Wearing the same clothes she had on the night she died, she tries to provide Cassie a sense of reason.  Well that, stealing potato chips and entering (and manipulating) the dreams of her former female classmates.   It is Thelma that discovers Cassie’s secrets, even the ones Cassie herself does not know about and it is Thelma (along with Peggy and ghost from the 1920’s) that discovers Azazeal’s plans.

Roleplaying Thelma
More than anything, Thelma loves Cassie, and she believes that Cassie loves her as well.  This is not a delusion on her part, Cassie does love her.  Thelma will do anything for Cassie, although watching her with Troy makes her very uncomfortable, she respects that it is what Cassie wants.

Thelma is little lecherous, she is not above watching Cassie shower or invading dreams of her former classmates, but this is harmless fun for her.

Azazeal
Cassie: Don’t you ever get bored?
Azazeal: What?
Cassie: Same game with different women over 300 years?
Azazeal: I find ways to amuse myself.
− Hex, Series 1, Episode 4

Drama Points 10
Life Points 30

Attributes
Strength: 4
Dexterity: 3
Constitution: 8
Intelligence: 9
Perception: 4
Willpower: 8

Useful Information
Initiative: 1d10 + 3
Perception: 1d10 +11
Additional Actions: +1
Fear Modifier: 16


Qualities
Age 60 (6,000+ years old)
Attractiveness 3
Charisma
Nephilim****
Resources 6


Drawabacks
Addiction, Minor, Drinking
Addiction, Minor, Sex
Addiction, Minor, Smoking
Adversary (Cassie) 2
Love, Tragic (Hella (first wife), Rachel McBain, Ester McBain)
Love (Cassie, Lilith Hughes)
Mental Problems, Lecherous
Mental Problems, Covetous
Mental Problems, Obsession (have a son)

Skills
Acrobatics 2
Art 1
Computers 0
Crime 4
Doctor 2
Driving 0
Getting Medieval 6
Gun Fu 0
Influence 9
Knowledge 10
Kung Fu 6
Languages 10 (he could know even more)
Mr. Fix−It 3
Notice 7
Occultism 10
Science 2
Sports 6
Wild Card

Combat
Maneuver    Bonus    Base Damage    Notes
Punch        +9    8        Bash
Kick        +8    10        Bash
Dodge        +9    —        Defense action
Grapple    +11    —        Resisted by Dodge


Age: 6,000+
Gender: Male
Hair: Brunette
Eyes: Blue
Allies: The 200 fallen Nephelim
Loves: Cassie
Enemies: Cassie, God


****Nephelim quality is derived from the Nephilim quality from Armageddon.

Azazeal was once one of the pride of the Heavenly Host. He was sent to Earth to watch over the humans. The trouble was that Azazeal, or Azazel as he is sometimes known, fell in love with a human woman.  The “Watchers” as they were described in the Book of Enoch then taught their human lovers the art of witchcraft and taught their lovers’ husbands the art of war.  Enraged, God, cast them to the Abyss where they were to remain till the final days.

In 1743 however, Rachel McBain discovered a way to release Azazeal.  In thanks he taught her witchcraft and then drove her insane.  He then preyed on Ehster McBain attempting to conceive a child with her that would allow the rest of the Nephelim to be released from the Abyss.  She was killed by angry villagers that believed (and rightly so in this case) that she was a witch.

In 2004 Azazeal returned, but weakened. He needed a new sacrifice so that he may conceive a child with the McBain witches heir, Cassie.  Thelma, in an attempt to prevent Cassie from being killed, sacrificed herself.

Azazeal, returned to full power intends on finishing his quest.

Roleplaying Azazeal
The thing to remember is Azazeal is ancient. He has seen everything and is never (or rarely) surprised.  He plans ahead, not because he is some megalomaniacal genius, he might be but that is beside the point, but because he has had centuries to plan this out. He has seen it all and knows what and who to manipulate when. Everyone is normally two or three steps behind him if they are any good, most others are usually much further behind.

If Azazeal has a weakness, it is he has become too human.  All the vices of humanity are temptation to him. Despite the level of his addiction his Willpower is always considered to be 2 lower when dealing with any addictive vice.  He can be found drinking and smoking in seedy downtown London sex−clubs, that is when he is not sleeping with 17 year olds or their mothers and teachers.

Azazeal’s Powers
Azazeal has a true form, something like that of a twisted angel, or even a demon, but only witches like Cassie or ghosts like Thelma can see it, and then only when he desires it.  His physical stats remain unchanged.  It is possible that this is the form is always in and the ‘human’ one is nothing more than a Glamour.

Azazeal can also possess others to do his will or to lower their inhibitions. Victims are allowed a contested Will check.  People possessed by Azazeal can be noticed on a Difficult Perception check by the blood pooling in the whites of their eyes.

Tuesday, June 29, 2010

Cartoon Action Hour, Season 2: Review


So a while back I picked up a game I had known about for a while; Cartoon Action Hour. I had heard a lot about it, how it was perfect for umlauting cartoons like G.I. Joe and Transformers and even He-Man and Thundaar. Well I'll be honest, I didn't watch many of those cartoons as a kid. I know of them, yes, and I watched episodes here and there, but my preferences were running much more to fantasy and slowly into horror and cartoons were not a good source for that then. But I wanted to get this game to see what the big deal was and to see if it could in fact do all these different kinds of stories. So I bought it.

 Well. It lived up to the hype.

Cartoon Action Hour: Season Two (CAH:S2) is an updated version of the earlier Cartoon Action Hour. You don't need the first game obviously to play this one, but it does come with conversion notes. Both were written by Cynthia Celeste Miller of Spectrum Games, a name that often comes up when people talk about Genre Emulation and Indie Games. Her other efforts were "Slasher Flick" and "Wild West Cinema", both games I also know of, but don't (yet) own, and like CAH, both come highly recommended. In addition to doing the writing for this game she also did all the layout, and she is also a drummer in a metal band, Slaygound. That is pretty cool if you ask me.

CAH is divided into "Channels" and not Chapters or Sections. Clever huh. Channel 1 (which we didn't have in the 80's but that is ok) is the obligatory "What is role-playing" and a definition of the cartons we will emulating; the Retro-Toon. The book goes one to explain why the Retro-Toon, and not say toons of the 90's and more. For example this game really focuses on the black and white morality of the toons of the age. G.I. Joe was good and Cobra was bad. End of discussion. While you certainly could play a bit more loose with the morality of the game (the He-Man episode "The Witch and the Warrior" comes to mind as one where evil may not be so evil. BTW also written by Paul Dinni. Mr. Dini and I will be in "witch-aholics anonymous" together one day. ) I would say don't. That is missing the allure and appeal of this game. Miller takes a bit of time and page space to break down why and how these toons worked the way they did and I think that it would be an injustice to run the game differently. Not to say your game can't be "dark", but this is not World of Darkness nor is it even Buffy.

Channel 1 ends with the best overview of 80's cartoons I have ever read. Frankly I'd love to see more of this, but this is fine as it is. Nearly worth the price of the PDF alone. Well….sorta, it is good, but we still have the whole book to read.

Channel 2 is about creating the series. This is an important step away from the normal Player make Character, GM makes World process of many games. In CAH:S2 everyone has to work together (see that!), so the GM makes the world first, with of course input from the players. Then when the world is defined the players can start on their characters. What does making a world, or a Series, in CAH:S2 mean? Well typically it means what sort of show are you going to do? Will this be soldiers fighting a multi-national terrorist organization? Robots from another planet? A hulking barbarian in world where magic and technology collide? All these are possible and there is even a "Character Sheet" for the series. I liked this sheet and I can see using it to plan out say a Buffy RPG or Supernatural season; it is flexible enough to use in any game. I love it when I get something like that. Once that is done and the tag line is created ("A Real American Hero!" or "More than Meets the Eye!") then it is time to create our stars.


Channel 3 is Character Creation. Character creation is a point buy system based on a number of "Proof of Purchase Points", with the amount allocated set by the GM when she makes the series. Guidelines are given. There are no set traits a character has or can have. Players need to come up with a concept and then they build that into a list of traits ranked 1 to 5 (or so, again set by the GM). So a "gigantic transforming robot" might have the following traits: "Robot 1, Transform 3, Plasma Gun 3" and then something that makes him unique "Leader of the Transbots, AF 4". This unique feature or features is called an "Action Feature" and it comes into play later. Think of G. I. Joe, Snake Eyes was the Ninja with a Sword so his Action Feature might be "Sword master, AF 6" since he never talked that is a negative trait "Never Speaks, X2". Miller does provide a list, but is very much against providing one. The purpose of the character creation is to find out what the character can do; not create a bunch of numbers to define them.  
I also liked this character sheet quite a bit.  The one from CAH 1 I think had more detail, but this one is great.  Now here is point of serious untapped potential.  Nearly any character from any game can be converted to a CAH:S2 character in a few simple steps.  Take Eric from the D&D cartoon.  We have stats for him thanks to the box set of DVDs, but in CAH he has traits like "Brave" and "Magic Bow, AF, 5"  So for his combat rolls he gets +5 and Snake Eyes above gets +6.  See, two different cartoons, two different series and concepts and we can already pit one against the other.  Cynthia Celeste Miller has written the Geek Rosetta Stone!

Channel 4 is Rules of Play and it is pretty simple, but good stuff. I want get into all of it since that has been covered elsewhere, but I like the "Setbacks" and the return from "Commercial Breaks"; again something I could see using in Buffy or one of the Anime RPGs I have reviewed. The dice mechanic is based on a d12, so nice to see it get some love. Roll a d12 add the appropriate trait and that is it. Sometimes there is a target number, sometimes there is a contested roll. The mechanic is not difficult. In fact I think the best way now to do "Animated Unisystem" is swap out the d10 for a d12. You can add "Oomph" to a roll like Drama Points, or you can have an issue with one of your "Sub plots". For the Snake Eyes example there is the issue with his former master and his arch rival.

The interesting thing about this is, it is on the same level as BESM 3.0 or even OVA. Use one to get ideas for the other, or combine them all for an Anime fueled 80's style retro-toon of mammoth quality.  Add CAH:S2 supplement "Going Japanese" and you are set.

Channel 5 is for Game Masters. It has all cool new rules and ideas for this game. How to run commercial breaks, sub plots, allies, hazards and threats.

Appendix 1 (dropping the style for a bit. Was UHF 1 too obscure?) We are given three complete series to run as our own with stars, enemies and even faux 80's television histories. "Warriors of the Cosmos" fills the Thundaar/He-Man void, "Strike Force Freedom" is the obvious nod to G.I. Joe and "Transbots" is about, well, Transforming Robots. With all the bases covered here (more or less) GMs should have not problem creating their own series.

What Else? Well there are conversions for Cartoon Action Hour 1. The bickering between the evil Kargorr and heroic Bravesteel is entertaining; very much in the vein of Space Ghost Coast to Coast I felt.

All in all this is a crazy fun game. Easy to learn and play. Some thought has to be put into the series and then the characters to get the full feel, but there are plenty of characters and series in the book. Plus this is a game that screams for splats. Do a series bible up, list some potential traits, add some ready to run characters with histories, put it all in a PDF and there you go. I am surprised with the flexibility of a game like this the Miller has not included some sort of Open License for it.

So in the tradition of RPG Net:

Style: 5
This game is stylish as all get out. Proof you don't need an art budget of thousands to get your point across.

Substance: 4.5 to 5
The funny thing about this is the subject matter can be a bit fluffy, but this game does such a great job of emulating it. I would like to have more examples; say something like Scooby-Doo or even a magic-centric series.

Name: Cartoon Action Hour: Season Two
Publisher: Spectrum Games
Author: Cynthia Celeste Miller
Category: RPG
Reviewed: PDF
Pages: 145 (including covers)


Like OVA, CAH:S2 takes a very simple approach to emulate their medium perfectly.  By begin simple it allows either game to go after all sorts of genre.
 
Links

Thursday, June 17, 2010

Willow & Tara: The Dragon and the Phoenix

Note: Work still keeping me busy.  Here is one I have been meaning to post for a while. Enjoy!

A lot of what I put up here is based on my playtest of Buffy and Ghosts of Albion.  Those playtests were part of a larger series I ran featuring the characters Willow & Tara.  I started them out in a WitchCraft game back in 2001 which led to Buffy and then to Ghosts.  But I thought I'd post the game summaries, playtest notes and actual play reports here to give context to the crunch I have posted and for the crunch I'll continue to post.

These games ran between 2001 and 2006 and reflect a lot of what was going on in my life and in my own RPG freelance career.   I hope you enjoy.

Willow and Tara: The Dragon and the Phoenix



The Dragon and the Phoenix originally began as the means for my Buffy playtest group to tell a Willow & Tara centric story in a new way. Originally titled "Road Stories", it began with the death of Tara's father and then followed Willow and Tara in their cross-country trip across the Southern US in Robert Maclay's (Tara's father) old 67' Thunderbird.

There would be some strangeness along the way. That is of course till March 2002 came around and we heard that Tara was going to be murdered. Now I was (and still am) a huge Willow and Tara fan, but most of my playtesters were even bigger fans than I was. We were angry as all hell, so we changed course rather quickly. Road Stories was scrapped, and we worked to come up with a new idea. In our talks (and we were less concerned now with playtesting and more with providing ourselves with something we had lost) The Dragon and the Phoenix was born. We were going to bring Tara back. We decided rather early that there were not going to be any of the issues that plagued Buffy herself the season before. As Lisa, one of my playtesters and the brain behind the episode Heaven Bleeds, stated "without Willow even Heaven would have seemed like Hell to Tara".

The ideas flowed in pretty quickly. The name of the series, the "past episodes" of the demonic army and Yoln came from an AD&D game I had played in the 80s just before going off to college. One of my characters, Morgan, had been a character that I had set up to die and have regretted it nearly the instant it happened and ever since. So to bring her into this and make her death parallel to Tara's (and to some extent Buffy's) was poignant on a personal level but also because I felt I could do a much better job of it. In AD&D Morgan had been a Bard (1st Edition) with a particular hatred for vampires. In The Buffy game I retconned her into a Slayer.  The death Morgan was something that had bugged me forever.  I can even recall a time walking to class in 1994 thinking I had done her wrong and that had been 7 years ago at that point.

The choice of Leviathan as the big bad was also pretty easy. I loved old Godzilla movies and had this vision in my head of the Cast standing, looking up and facing a giant monster like that. I was also using the Armageddon Playtest docs in my game, so it seemed an obvious choice. Adding that Willow and Tara are the only ones to stop it was also my snarky remark that anyone playing in a world without a resurrected Tara was doomed to be consumed by the Mad God.

My playtest group was also watching a lot of Charmed, so quite a bit of those mythos entered into our games as well. The Demonic Wasteland influenced Leviathan's plane. Warlocks became more Charmed like with their quasi-demon heritage (and thus ok to kill by characters taking a Geas never to take a human life) and witches were given other choices as a secondary power other than just TK. As development in the Buffy game progressed, so did the Dragon and the Phoenix. Each adventure was designed to take advantage of the new rules in the books. Want to play the next adventure, well you'll need to pick up the next book. But we moved from that when Buffy development slowed down. Eventually we moved all moved on to Ghosts of Albion where we were joined by the kindred spirits of Amber Benson and Chris Golden. There are a number of new rules and things we wrote for Willow and Tara that later were tweaked for William and Tamara. Given the parallels, we all felt that this was very appropriate. Did we make Willow and Tara Protectors? No, that was never considered, plus given the Anamchara casting rules there was no need. Once Ghosts got into full swing The Dragon and the Phoenix had to take a back seat but when the core of the rules were laid out we went back to it. We dropped Willow and Tara into the Ghosts of Albion world and used their current stats with the magic-richer world of Ghosts. To quote my co-author of Ghosts and Dragon Garner Johnson the amount of power they could summon up was "just sick". We knew we had done good.

We tried out the other adventures with a mix of unpublished Buffy books and Ghosts rules. In "Enemy Within" we compared Thom Marion's revised Werewolves with the Ferals of Ghosts of Albion. We used Army of Darkness' mass combat rules to detail how an army of demons and angels could fight an army of tainted demonic dragonmen. Magics were mixed and matched. The episode Silent Lucidity added cinematic Bast, but while they were nice the rules for them never gelled for us.  A lot of things worked and they ended up in the Ghosts of Albion book and some I have posted here.  Other things didn't.

We decided to "release" the adventures for people to play since there was quite a bit of controversy over Tara's death and most of the people we knew gave up watching the show at this point (myself included), so this was our replacement. Outside of Garner and myself none of playtesters had ever gamed before, but all had written fan-fiction. I grabbed them for a few reasons, first if the Buffy game was going to work it had to appeal to non-gaming fans. The fact that they learned to play the game and even get to a point to where they were working on adventures is a testament to the game. Secondly I wanted fan-fic authors, and good ones at that, because they understood dialog and plot. Most RPG adventures make good dungeon crawls but terrible "books". I wanted people to feel like they were IN the show that the adventure and drama was now indeed their own. How well did this work? I was driving home one day after going to the store and I had just been given the first draft of "Identity Crisis". The main author, Sass, had pitched to me as an excuse for Tara to do a strip tease for Willow and the two of them get caught. I had read it and of course I was amused, the dialog was great the B-plot was snappy as hell and I was building up the A-Plot (the Buffy part) and then it dawned on me. Tara was alive and well and I soon could care less what was going on in the "canon", the Dragon and the Phoenix was the only thing that was "real", anything else was just a rumor.

We also had some surprising help. Amber Benson  remarked that Garner and I now knew Tara better than anyone (except maybe for Chris). We even had a writer on the show that was sending us scripts long before the shows would film. So we worked spoilers for the other Season 7 into the narrative and mocked them. The writer has asked to remain anonymous and that is the way it will stay. This person agreed with us but was powerless to do anything. We were also hearing about how toxic the set had become and how most people were counting down the days till the show was over.

Similar to the authors I got Willow & Tara fans (collectively known as "Kittens") to do the covers for the adventures, you can see them all here.

There are a lot references to music and songs in the episodes. I do my best work to music. I wrote my dissertation while listening to the Ramones and "Ghosts of Albion" was written on a steady diet of Black Sabbath and Iron Maiden when I needed horror elements and Sinéad O'Connor, Enya and Máire Ní Bhraonáin (I guess we are distantly related), and Lorrena McKinnett for when I needed to write about the fae or ancient history. Dragon had a lot of influences, but mostly I listened to a lot of Linkin Park.

The Dragon and the Phoenix was a great success in my mind. Of the adventures we released, 1 through 5, it has been translated into German, French and Spanish. There are two "unauthorized" fan-fics by authors not related to the project set in the same universe not to mention the works of the authors involved from the dramatic ("Unexpected Consequences") to the silly (Willow and Tara's drunken adventures in a adult book store by Sass) to Lovecraftian inspired horror (Garner's "Those that Feed"). Plus two more series and a mini-series that comprise what we call "Willow & Tara the Series". "Road Stories" was later revived as "Season of the Witch" and the ghost of Robert Maclay is added to the cast. "Mid Semester's Night Dream" was a mini-series featuring a semi-retired (from monster hunting) Willow & Tara being asked to investigate a suspected vampire at a private boarding school. This lead to "Generation Hex" where Tara is still teaching at the school and they have help the next generation of hunters of the supernatural.

Series Details
The Dragon and the Phoenix - Buffy game with original cast set in an alternate season 7. Tara comes back to help the Cast defeat Leviathan. A mix of "Buffy" and "Armageddon". (2002 to 2003).

This Season is designed with the idea of bringing back the character of Tara Maclay who was murdered near the end of Season 6. This Season takes place in a different Sunnydale, though the history is the same, the future is new. The Cast must deal with the notion of what love is and what it means to be a family. Other issues are of course, working together and the handling or mishandling of power.

The following information is for all the episodes.

Special Guest Stars
Though the character of Cordelia Chase should be played as an NPC. Notes will also be given for playing Giles and/or Anya as NPCs.
Tony Foster. A rookie officer on the SD Police force who stumbles into the Slayer's world. Knows a little bit about what goes on in Sunnydale (ie not a dumb cop). Is attracted to Buffy.
Luna. A Seraphim that may be aiding the cast.
Kara Maclay. Tara's "twin sister".

Little Bads
The Knights of Elohim. These three fallen angels provide most of the problems for the cast in the first episode and reoccur in a later one. They seek to return the Earth to the demons so that they may be first in the eyes of God again.

Strawberry Switchblade. She was a friend of Dawns (introduced early) and was killed by the Vampire Chicas. Now she is pissed off at Dawn and Buffy for letting her get killed. Wants to kill or turn Dawn.

Yoln. The Hand of Leviathan. Yoln was a human general in the armies of Hell. He was part demon himself. During the Dark Ages he attempted to seize control of Earth, but during a pivotal able battle in Gaul (France) he met a girl. This girl was the only person who ever bested him in battle. They fought, but Yoln ran her through with his sword, Pillager. Though she knew she was dying, she took his sword from her body and she fought him back to his dimensional portal with his own sword. She even managed to wound him, cutting off his right hand and broke his sword in the process. This girl, Morgan, died after defeating Yoln. She was also a Slayer.

Big Bad Leviathan. Ancient. Colossal. Primordial. Leviathan is a dead god. But dead does not mean the same to gods as it does to mortals. "He" is being drawn into this world. Doing so destroys everything. The world, the cosmos, everything. He has cultists spanning the globe and there is a prophecy that he will reawaken and his birth will be heralded by the death of the Slayers. (Same Leviathan from Armageddon.)

Important Items
The Codex Albius - The White Codex. The spellbook Tara returns from Heaven with. Provides all the new spells in the series. Normally in exile Tara would have had to give this up along with her healing power, but the fact she still has both leads to Cast to believe that Tara's exile may not be exactly what they think it is. This sets up the tension of will Tara need to return when the adventure is over.

The Ankh - Given to Willow by Isis. This prevents her from feeling the effects of the dark magic. Believed to have been influenced by Set, it is learned in time that the "Dark Magic" is in fact Taint and set up by Leviathan centuries ago to use Willow as his portal into this realm. The Ankh can be later used to stop Nox in episode 11 (cast choice).

Pillager - Yoln's Hellforged Sword. His first task in the series is to find the pieces he needs to reforge it. Once he has this he goes on a killing spree, killing every demon (who he feels betrayed him in the 7th Century) and supernatural creature he can find.

The Hand of Yoln - A gauntlet from Yoln's battle with the Slayer Morgan. She had cut off his lower arm with his own sword before knocking him into a portal to the Astral. The gauntlet has been protected by an order of Witch Knights, an order blending both Christian and Pagan beliefs. The gauntlet appears as a clawed hand and may be used to kill Yoln (cast believes), in fact it is the last piece Yoln needs to fully manifest into reality.

The Spear of Destiny - Also known and The Spear of Cúchulainn or the Gáe Bolg. This is the weapon the cast must find to kill Yoln. Buffy, Willow and Tara's first quest for it takes them to 7th Century Gaul were it is being protected by members of the Church and the Ban-Drui. Yoln was leading an army of demons to take it by force but is defeated by the Slayer of that time. She dies, but passes a bit of her soul on to Tara (who tires to heal her).

I will give episode summaries and actual play reports in the future.

Monday, June 14, 2010

Willow & Tara: Kult

Going to the vaults today!
It's the start of a new term here so I am crazy busy. I had some other posts ready, but this one was all good to go.  Plus I have been talking about Anime and Supers for so long I missed my favorite topic; Horror gaming.

So without further ado, one of the premier horror games of the 90's and into the 2000s.  Kult.


Kult, Death is Only the Beginning

Kult is a very interesting game. I had heard about it from the WitchCraft RPG list and decided to check it out. I found a copy of 1st Edition on eBay and really liked it. It was not a game I played much, but freely stole ideas from. Kult is a very different kind of world from WitchCraft, World of Darkness, Call of Cthulhu or even Ravenloft. It is almost “Dark City” in it’s feel and tone. Sort of gothic-noir-splatterpunk, something I noticed that the new World of Darkness seems to have adopted and the eventual evolution of Chill. The pervasive dread in the game is more Call of Cthulhu, while the world on the surface looks much like WitchCraft. It also has a tone (to me) similar to Warlock, Black Spiral. The two *could* be set in the same world, with some tweaking, but that might be more than I want to do.

In the end I found that WitchCraft was more enjoyable, but I keep my copy of Kult handy, just in case.

Conversions

Conversions between Kult and other systems are not too bad. Kult has 8 abilities, 4 physical, 4 mental, that range from 2-20. There are two ways to generate abilities, one (the D&D method) is roll a 2d10 for each (ì=11). The other (the WitchCraft method) is to parse out 100 points to the 8 abilities (ì=12.5). For a d20 conversion the best bet is to match up the Abilities and -2 to get a d20/D&D (ì=10.5) score.
For Unisystem conversion I take a modification of my D20 to Unisystem conversion.
To generate a Unisystem value from a Kult one, divide the Kult Ability by 2 and minus 4.
BTW: To generate a Unisystem value from d20 I divide the d20 score by 2 and minus 3 (or -2 depending on the game’s power level) I find this works a little better than just dividing by 3.

The abilities match up like this.

Kult Unisystem d20/D&D
Strength Strength Strength
Agility Dexterity Dexterity
Constitution Constitution Constitution
Comeliness Attractiveness Quality *
Education Intelligence Intelligence
Ego Willpower Wisdom
Perception Perception Perception Skill
Charisma Charisma Quality Charisma

*These conversions are covered by Qualities in Unisystem. Since these scores run both positive and negative a slightly different conversion is needed. Figure either quality can run from -5 to +5 for normal humans, but use -3 to +3 as a more realistic range. So add 6 to the Unisystem Quality/Drawback to generate the Kult ability. So a character with a -5 Charisma has a Kult ability score of 1.

Both Kult and Classic Unisystem have a set of similar Secondary Attributes that are derived from the Primary Abilities. Convert the Primary Attibutes/Abilites and then generate the Secondary ones anew from these numbers. This is the best way to handle Essence.

Kult also offers a couple of extra quirks. Dark Secrets are similar to WitchCraft’s character concept. The difference is basically that concepts define what you are, Dark Secrets define what made you the way you are today. Subtle, but in these two worlds it is a big difference. Dark Secrets can be ported over to WitchCraft as is for added (darker) variety without much trouble. The archetypes for either game would work well in the other game.

The other is Mental Balance, Kult’s quasi-equivalent to CoC’s Insanity or Mythos score. Since mental balance is the ration of Advantages to Disadvantages, Unisystem characters will always be on the positive side. To convert I am thinking that Kult to Unisystem characters will have to have a Quality called “Positive Mental Balance” or a Drawback called “Negative Mental Balance”. No points should be converted, gained or loss from these.

Willow and Tara in Kult

(Special thanks to Ronnie Bradley for helping put these together and notes from his Willow & Tara based Kult game.)



Ron’s Notes:
As anyone who has casually glanced at the GM’s section of the Kult rulebook will be aware, the world according to Kult is very different from the world according to the Buffyverse. So how do you make the two worlds collide? I offer these thoughts.

The theory that there are a multitude of Heavens and Hells within the Buffyverse can easily be explained by the idea that man’s grasp of the reality is crippled by it’s own inability to grasp the concept of one complete city. Each “dimension” is in fact merely a part of Metropolis, with it’s own rituals and doors, rather than separate entities. The ending of Buffy season 5, in fact, could be easily seen as the Key dropping the illusion completely, as any player of Kult would be hard pressed to find a better single image of Metropolis than the building that suddenly has an infestation of demons in it when the illusion shatters.

The reason for Demons who are good becomes more obvious. With the disappearance of the Demiurge, there really is no proper side of “good” as we understand the term, or “evil” for that matter. There are only the Archons and Death Angels with their own agenda, vendettas and characteristical quirks. In this regard, it easy to consider that a monster, even one in demonic form, might be a “good guy”, even in the sense of wishing to help mankind break some of the shackles. GM’s should always remember that the black and white has gone, only the grey remains, and those who wish to take advantage of that grey.

The Bete-noir of course is another reason for some demons being good guys. Any demon seen on the show who is “good” (I am thinking of Lorne in “Angel” Or Whistler) could easily be a Bete-noir who has allied him or herself to the powers of good, or to aid mankind at least.

A note on Purgatory. This place has become a virtual hell for all and sundry as they suffer for their own sins. Angel most certainly went to Purgatory as opposed to Hell, although to the layman there wouldn’t be much difference aesthetically, so it was an easy mistake to make. The bigger question becomes, who did release him? Was it an Archon or Death Angel? Or was it a lesser being with it’s own agenda? Maybe that which set him free hoped he would fight for the powers of good, as he did. Or maybe they had Angelus in mind. Either way, he was freed. I bring Angel up to give you an example of how the world of Buffy must be augmented to deal with the Kult backstory, which must take precedence.

As for the First? I leave that open to individual GM’s as to who or what it was in the end. There are plenty of ideas that would fit the First so rather than tie down the creative brain I will let GM’s in their own campaigns set their own agendas.

I will now deal with the specifics of Willow and Tara in their Kult guises.
(Note: Hey, me again.  I tweaked Ron's stats to better reflect my versions of the girls. These stats are from early on in the Dragon and the Phoenix time-line.)

Willow Rosenberg

STR: 11 Load Capacity: 11/33/6/10
AGL: 12 Movement: 6/36
EGO: 16 No. of Actions: 2
CON: 18 Initiative Bonus: +0
PER: 17 Damage Bonus: +1
EDU: 18 Endurance: 120
CHA: 15 Mod. To Ego Throw: +3
COM: 17 Mental Balance: -15

Damage Capacity:
5 Scratches = 1 light wound
4 Light wounds= 1 serious wound
3 Serious wounds = 1 fatal wound

DARK SECRETS

Forbidden Knowledge
Guilty of Crime
Occult Experience
Supernatural Experience

ADVANTAGES

Magical Intuition 20
Math Talent 10
Mechanically Inclined 5
Influential Friends 15

DISADVANTAGES

Black Sheep 5
Dependent 15
Magic Addiction 10
Mortal Enemy (The First) 15
Nightmares 5
Guilt 5
Rival (Amy) 10
SKILLS

Basic Skills

Climb 7
Dodge 11
Hide 8
Read/write native language 18
Search 15
Sneak 12
Swim 14
Throwing 8
Unarmed Combat 16

Projectile weapons
Bows 6
Handguns 8
Heavy Weapons 4
Machineguns/Automatic Weapons 1
Rifles & Crossbows 6

Melee & Throwing weapons
Axes 10
Daggers 8
Impact Weapons 11
Pole Arms 8
Swords 8
Throwing Weapons 5
Whips and Chains 8

EGO-Based
Accounting 19
Alternative Medicine 12
Astrology 12
Computers 24
Cosmology 16
Cryptography 21
Electronics 20
First Aid 14
Info Retrieval 25
Lore: Dreamworlds 10
Lore: Metropolis 10
Meditation 16
Numerology 20
Occultism 18
Security Systems 22
Written Report 16

CHA-Based
Acting 14
Instruction 18
Seduction 12

PER-Based
Forensics 14

Academic Skills

Natural Science 16
Spec: Computer Science 25

Magic

All five basic lores at 25*

Notes
Black sheep really covers her moving towards the Wiccan faith and acceptance of her Lesbianism. This would certainly upset her father, which is why the disadvantage is included. Note that this is a disadvantage as it causes lack of family interaction and is not a statement of guilt on the part of Willow.

Influential Friends refers to the Watchers Council and Giles contacts.

Dependent is Tara, which is why the score is at it’s highest.

Nightmares refer to Killing Rack and her treatment of Tara and her friends whilst under the influence of dark magic. Her Guilt is related to that.


Tara Maclay

STR: 12 Load Capacity: 12/36/6/120
AGL: 10 Movement: 5/30
EGO: 15 No. of Actions: 2
CON: 18 Initiative Bonus: +0
PER: 15 Damage Bonus: +1
EDU: 16 Endurance: 120
CHA: 14 Mod. To Ego Throw: +0
COM: 18 Mental Balance: +35

Damage Capacity:
5 Scratches = 1 light wound
4 Light wounds= 1 serious wound
3 Serious wounds = 1 fatal wound

DARK SECRETS

Family Secret
Occult Experience
Supernatural Experience
Victim of Crime

ADVANTAGES

Code of Honor 5
Empathy 15
Faith 5
Forgiving 5
Influential Friends 15
Motherliness 5
Magical Intuition 20

DISADVANTAGES

Anxiety 5
Black Sheep 5
Dependent 15
Nightmares 5

SKILLS

Basic Skills

Climb 7
Dodge 12
Hide 9
Read/write native language 17
Search 12
Sneak 10
Swim 14
Throwing 8
Unarmed Combat 6

Projectile Weapons
Bows 4
Handguns 2
Heavy Weapons 2
Machineguns/Automatic Weapons 1
Rifles & Crossbows 3

Melee & Throwing Weapons
Axes 7
Daggers 5
Impact Weapons 8
Swords 5
Throwing Weapons 4

AGL-Based

Dancing 15

EGO-Based

Alternative Medicine 15
Astrology 16
Cooking 18
Creative Writing 12
Erotica 16
First Aid 19
Herbalism 20
Lore: Dreamworlds 14
Lore: Metropolis 12
Meditation 19
Occultism 16
Parapsychology 14

CHA-Based

Diplomacy 12
Etiquette 18
Fortune Telling 20
Riding 15
Seduction 10
Singing 20

PER-Based

Counseling 22
Drive Vehicle 14

Academic Skills

Humanities Scholar 14
Spec: Classical History 16

Magic

Five basic Lores at 25*

Notes

Black sheep refers more to how the Maclay family view and treat her as opposed to how she feels about herself.

Dependent is Willow, hence the High score.

Nightmares are of Willow’s abuse of her and her family’s abuse. This is also where her Victim of Crime secret comes from.

*Willow and Tara are two of the most powerful witches in my game. So they get the
benefit of the doubt in being very powerful.

One word on the two co-operating to create a spell or device together. Either of them can be the High Priest and the other adds their entire Ego score to the other. Further there is no “tune in” time required to focus themselves unless one of them is injured or out of sorts. This does make them powerful when they cast together but they always were. One other thing, any Endurance loss is automatically split evenly between them.