Showing posts with label unisystem. Show all posts
Showing posts with label unisystem. Show all posts

Friday, July 20, 2012

Games You Never Get to Play

When people talk about influences on their games and gaming life they typically mention the works of Fritz Leiber or Jack Vance or Tolkein or the other Appendix N names.

Not me.  Well, yes I have read those, but they were not biggest effect on my games.

My Appendix N is full of Hammer Horror and In Search Of... and any more dozens of bad-wrong-fun horror and occult material from the 70s.  It should be no surprise then that I gravitate towards games that let me do that sort of thing, Chill, Call of Cthulhu and of course WitchCraft.

But just as I am a product of 70's and 80's horror, there were other things going on then.  Still lots of "leftover hippie shit" as I used to call it.  Zodiacs, crystals, psychic powers.  All the stuff that gets mixed in with magic and the occult, plus aliens, Atlantis, secret societies, Erich von Däniken and all that.

Basically all the stuff left over when you take out the horror and the magic from the big occult boom of the 70's.

What has this have to do with gaming?

Lots!

There is one game I have always wanted to play but doubt that I ever will.

It's not a game per-se but rather a campaign.

The game is one set in the 70s where all the characters are teens.  They are also, unknown to them until the game starts, the children of the first successful alien-human hybrids.  They look completely human, but each one has unique pyschic powers.  No magic, all psychic.  The drama comes in when the teens discover what they are and the government comes in to take them to a secure facility.

So you can see where this gets it's genesis.  There were a ton of shows in the 70s about kids with powers or people being chased by the government.  I want to put it in the 70s so I can avoid cell phones, gps and the like.  Plus it was the last time teens could hitchhike across the US without people calling the cops.   I'd work in mysteries of Atlantis, crystals with magic powers, strange MIB agents, aliens out to kill them all that great stuff.  Setting it in the 70s also lets me bring in "future tech" like more powerful computers and things we use today.

The list of influences of this game go on and on.  Basically I'd go to Wikipedia's Psuedoscience category and pick and choose.

My game system of choice would be Conspiracy X since I can use most of the mythos intact.  The Unexplained would also work well as would a low powered Mutants & Masterminds game.  Something like Damnation Decade, but with more danger and horror, and none of the alt-history.

I'd love to play it or even write it.  But I doubt I'll have the time.
If I were to write it all out I'd call it "Star Child" sounds very 70s.

What games or campaigns do you really want to play but don't think you will?

Saturday, June 16, 2012

Free RPG Day: Free Stuff Here!

free RPG day
I hope you all enjoy Free RPG Day.

Please head to your FLGS (am will be going to mine)to get some great RPGs and accessories.

Here at the Other Side we don't want you to feel left out if you can't get to a game store.

So here, by permission of Eden Studios you can download the Ghosts of Albion Quick Start and Adventure Derby Day!



Derby Day was written by Garner Johnson who was invaluable help to me while writing Ghosts.

If you were ever curious about my game Ghosts of Albion, then this is your chance.  Please download and try this out.

You can also use these rules to play the first ever Buffy Adventure The Dark Druid.

Please enjoy these courtesy of the Other Side and Eden Studios.

Wednesday, June 13, 2012

The Dark Druid

Something different today for the YAM Magazine LBGT Blogathon.  Today, not a character so much as characters  and an adventure.  I wanted to repost a link to the first ever Buffy adventure I ever wrote; updated to feature Willow & Tara more prominently.  Also updated with a new download link.
Originally posted here in 2010.


The Dark Druid: The Director's Cut



A bit of history.  Back in 2002 Eden was getting ready to release their newest game, The Buffy the Vampire Slayer game.  As you may know, I had already been playing a Willow/Tara focused WitchCraft game for about a year, so I was pretty excited by this.  Well I got asked by Eden to write the first Buffy adventure that would appear in "Games Unplugged" along with an interview with C.J. Carella talking about the game.

I took an idea I had been working on for my other game (tentatively called "All Soul's Night") and thus the Dark Druid was born.

I had been reading a ton of Irish myths then.  Among those were the stories of Fionn MacCumhaill ("Finn MacCool") and his foster mothers Bodhmal and Liath.  It occurred to me that Liath and Bodhmal were lovers, and to tie it more directly to my work in Buffy, they were reincarnated later on into the form of Willow and Tara.   Since that time anytime I read a story about Fionn MacCumhaill I can't help but read Bodhmal and Liath as lovers.

The original featured, rather prominently, Willow and Tara, as to be expected.  I had to make some changes to make it playable for others and to make it an "intro" or season opener type episode.  The plot dealt with an enemy from the Cast's past as a portent to greater evil in the future.  It was designed to be a opening episode of the season, but one that may or may not be directly related to the seasonal arc.  We were going to use this i n part of the great "Djinn" story, but that never happened.

Fast forward a few years and I was finishing up work on Ghosts of Albion and another adventure that sprang from "All Soul's Night" called "Blight" (which I have played at Gen Con before).  I felt it was time to bring back the Dark Druid and restore it to the mythology that I had created in my games.  Now you can have it too.  So it became a Prequel or an Episode 0 for my huge Willow & Tara series, The Dragon and the Phoenix.  This adventure and the Dragon adventures were designed to feature Willow and Tara.  My players were extremely pissed off at Tara being killed, so this was our way of getting our own way.

I updated it not only to fit better with my world-myths, and with some of the work I did on Ghosts of Albion and the adventure Blight.  In fact you can run Blight and The Dark Druid as co-adventures, separated by time.

The story is rather direct and linear.  This was partly due to the nature of the story and what is was supposed to do (introduce new players to the game) and part of just me writing for the Buffy game for the first time.  I have opted not to change that here, despite nearly 10 years of Cinematic Unisystem adventure writing since then.  It is supposed to be a quick, fun little adventure dealing with past lives.

The episode was well received and even has a bit on Wikipedia, http://en.wikipedia.org/wiki/Buffyverse_role-playing_games#Adventures

It was the first. The start of a series of adventures that led me personally down a crazy path.  It's hard to gauge the effect it has had, it was so fundamental.  From this point my writing increased maybe a 100 or 500 fold.  Hard to say really.

Sunday, May 27, 2012

More Free Downloads

In the interest of providing you, the reader of the Other Side, only the finest in gaming accessories I give you a couple more more character sheets I have used in the past.
These were designed for my "Willow & Tara RPG", which was a mix of Eden's Buffy, WitchCraft and Ghosts of Albion games.

The Character sheet is a one page deal.  The Journal is nine pages to track everything for your Unisystem character.


Thursday, May 17, 2012

Eldritch Skies

Eldritch Skies is the new SF/Lovecraft/alt-history game from Battlefield Press.

A few disclaimers are in order first I think.
1. I have worked with John Snead in the past ("The Magic Box" for Buffy) and personally think he is a great guy. 2. I reviewed a playtest copy of this several months ago to "check the math" on the Unisystem rules.  3. I have a project coming up with Battlefield Press.



So what can I say about Eldritch Skies?

Let's go basic. Certainly there is the feel of Aliens here more than say Avatar.  One thing though for certain, this is not Star Trek, Star Wars or anything like that.  Though to be fair, Trek did have a story by Robert Bloch and it was very Lovecraftian in tone.   Also if that is what you want (SW or ST) then the rules will support that. This book is Lovecraft as SciFi (dark SciFi to be sure), but not so much as horror.

Chapter 1 deals with the recent history and the present day, 2030.    The history of the world here is slightly different.  Think of it as if all those Lovecraft stories were true and humanity found a way to start using some of that alien tech/magic to get to the stars.  There is a history and the changes start out subtle till we get to the 90s.  We get to the present day and now we are stepping out into the reaches of space and we find wonders and horrors.

Chapter 2 is Character Creation and Chapter 3 is Game Rules.  The game system is Cinematic Unisystem.  The same system that powers my own Ghosts of Albion and other games like Army of Darkness, Buffy and Angel.  So if you are familiar with those games then you will be familiar how this one works too.
Like other CineUnisystem games there are three "levels" of characters, Civilians, Operatives and Veterans.  Unlike other CineUnisystem this game uses the Secondary Attribute Speed, from Classic Unisystem.
For Qualities and Drawbacks there are all the expected ones, Fast Reaction Time, Nerves of Steel, etc. But there are also a lot of "Ab-Human" abilities, such as Deep One Hybrid and Sorcery (it is not the same as Buffy's) and some augmentations.
The rules are same as other Cine Unisystem games with some additions to support the game, ie lots of gear.

Chapter 4 is Arcane Secrets including the secrets of hyperspace. Not just how to travel, but the biggest issue of the hyperspace madness. This is the keystone of the game.  What separates this from other Unisystem games and it from other Mythos games.

Chapter 5 deals with the Realms of the Mythos.  These are the worlds known to humankind.  This also includes the psychic Dream Realms.  This is a very cool chapter that had to be a lot of fun to write.  Tons of new worlds ready for you to use and have adventures on.

Chapter Six: Eldritch Threats and Wonders: The monsters and creatures of the settings. Includes the mythos creatures, humans and ab-humans.  If you have any passing interest in mythos monsters or expanding your CineUnisystem games with more creatures, then this chapter is worth the price of the book alone.  Yes, you can play it as is. Or use it in your Buffy, Army of Darkness or Ghosts of Albion games.

Chapter Seven is the Director's section on how to run a game.  This includes setting the tone and what to do.

The Appendix has rules for using the Classic Unisystem  and a bunch of tables for your ease.  No character sheet though.

I think one of the troubles about playing games like D&D and even to a degree Call of Cthulhu is we have tended to categorize the mythos creatures as well, Mythos Creatures.  They often times are "Stated up" as gods or some other similar sort of being.  We tend to forget that while humans may have worshiped them in cults most were not in fact gods at all.  Powerful alien beings yes, but not so much gods.  Looking at them again as aliens is a deft move and this change of the point of view makes this book less Buffy-doing-Aliens and more Armageddon/ConspiracyX-doing-Event-Horizon.

What I really, really like about this is it treats the Mythos Creatures as aliens and magic as advanced science.  The Thing is a good example of Lovecraft as SciFi story.
Also this book remembers that Lovecraft's stories were also not all about tentacle monsters and evisceration.  Sure we have the Mi-Go, but this more about the madness that lies between the stars.   Honestly to get a better feel of what you can do here, take the Sam Rockwell movie Moon and assume there are outside alien influences on the whole thing.  We never see the aliens, except for maybe when Sam's character sees a Mi-Go with a brain tube at the very end.

I mentioned the playtest files because I'll admit I was not initially a fan of this game when I first read it.  But I was focusing on the crunch rather than the fluff.  The Unisystem parts were (and are) fine. But since it's release I have grown to like it more for both the crunch and the fluff.

Now that I have come back to it I really like it.  I Am not 100% sure I'll play the game "as-is", I might re-do it a bit and set it in 2130 so I can include some ConX or  Armageddon  background.  Or I might just take Chapters 5 and 6 and use them with my Ghosts of Albion games.
Needless to say this thing screams "Use me with All Tomorrow's Zombies" and it would be right. Using the Classic conversion guide in back makes ATZ a perfect add-on for this game.

If you like SciFi, Lovecraft, the Mythos or Unisystem, or all the above, then this is a great game to get.

Monday, April 30, 2012

Z is for Zombie

"Zombies are the new Vampires." - True Blood

Funny quote and mostly true.  Thanks to the various "Dead" and "Resident Evil" movies, not to mention new TV shows, Zombies have never been more popular.

Actually I have never cared for Zombies.  Sure I enjoy them as much as the next horror guy, but I'd rather read about ghosts, vampires or almost anything else really.

Same is true for games.  But I have to admit that one of my favorite games is All Flesh Must Be Eaten.


WotC may have D&D and White Wolf has the vampires, but when it comes to wipping out hordes of the walking dead then you need this book and Eden has it.

All Flesh Must Be Eaten (AFMBE) is THE premire Zombie roleplaying game. Everything you need to know is here and it uses the fantastic Unisystem game system so beginners can play it fast and pros still enjoy it. Plus it is 100% compatible with all of Eden's games like "WitchCraft", "Armageddon", "Ghosts of Albion" and "Buffy the Vampire Slayer". With the d20 conversion guide in back, it is also compatible with tons of d20 games.
I enjoy it because it is so flexible.  The power rating can be altered to suit your mood. So street level normals armed with baseball bats to gods walking the earth again.

What makes AFMBE so nice is the collection of Dead Worlds that Eden publishes for it.  And like the core book, these are also compatible with other Eden games.

All Tomorrow's Zombies takes AFMBE and makes it Zombies...IN SPACE!! And in Cyberspace and all sorts of "SF" tropes with zombies thrown in. An excellent "Zombie World" book from Jason Vey and Eden. If you like AFMBE and are a fan of Sci-Fi then this is a must buy.  Even if you don't then there are plenty of high tech devices to use in other games, such as Conspiracy X.

Pulp Zombies is a collection of Pulp Era Deadworlds. This one focuses on the two-fisted action adventures of the 1930s.  A special emphasis is given on the mystical side of the pulps and of course Nazi Zombies.

Enter the Zombie is Kung Fu action theatre at's its best.  Emulate the action from Enter to Dragon to Crouching Tiger, Hidden Dragon to the latest John Wu film to Big Trouble in Little China.  There is more though too.  Expanded Chi powers, role-playing in mytho-historical Japan and China or the streets of Hong Kong and San Francisco.  Plenty of options for characters, players and Zombie Masters.

Fistful o' Zombies where the Quick and the Dead are often the same thing.  Plenty of new character archetypes for a wild west game. Whether the wild west of Clint Eastwood or Gene Autry. New qualities and drawbacks and plenty of weapons from the time.  I use this along with other Victorian era games.  The gem though in this one is the conversion notes between the original Deadlands game and AFMBE.

Zombie Smackdown. I was not sure what to think about this one.  But I am glad I got it.  I am not a fan of Professional Wrestling, but the mix of wrestling and zombies is too cool to pass up.  Plus there are plenty of good rules for matches and even Luchador wrestlers. You can do your Santo-inspired character justice.

Dungeons and Zombies brings D&D to the Classic Unisystem fold.  There are rules for using more WitchCraft like magic in your AFMBE game.  This book covers all the tropes including many new races such as elves, dwarves, halflings and orcs.  High Fantast, Low Fantasy. King Arthur and Lord of the Rings-style play.  Combine it with WitchCraft to get a full range of magical abilities.  Combine with Terra Primate for tons of new adventure ideas and races.  And of course use the AFMBE-Revised appendix to converst any d20 information you need.  Far more flexible than most d20 based fantasy games.  Really well written and one of my favorite Dead World books from Eden.

ARRGH! Thar Be Zombies! I'll admit I am not a fan of pirates.  I enjoy the recent round of pirate movies, but that is the exception rather than the rule.  What makes this book so good is that pirates and zombie just seem to go together well.  And while I may not be a fan of pirates I am a fan of ghost ships crewed by zombies.  So I use this in a modern WitchCraft game instead.  The ship to ship battle rules are great and provide an extra layer when using them with All Tomorrow's Zombies.  The voodoo in this book is a short hand version of the Vodun from WitchCraft, but still nice to have.

One of the Living is something akin to a "Players Handbook" for AFMBE.  The focus is more on new skills, qualities and drawbacks for the characters; not so much for the zombies.  Though there is plenty of Zombie Master only information.  In particular is how to run long campaigns instead of the one shots that AFMBE are really good at.

Worlds of the Dead: A Collection of Deadworlds is a collection of smaller "Dead Worlds" that don't have enough material for their own books.  Great for a starting idea, fleshing out an game of your own or adding to one of the other Dead Worlds from the other books.  Since it is also 100% compatible with Eden's other games, they can be added to those as well.

Atlas of the Walking Dead. Part Monster Manual, part scholarly overview of the myths of the world.  Full of creatures including some I had never heard of (and that is saying something!)   A must have for any of the Dead Worlds or any of Eden's other games.  If you are a Zombie Master then you need this book.  If you play horror games then is one of the best works on various zombies you can buy.

Book of Archetypes, Book 1 and Book 2.  Pre-generated archetypes for AFMBE, but usable in any Eden Unisystem game.  Players can use these as starting points for characters.  Zombie/Game Masters can use them as pre-gens, NPCs or anything they set their mind too.  Over 30 archetypes in each book plus new qualities and drawbacks.

With these you will be ready for the upcoming Zombie Apocalypse.

Friday, April 27, 2012

X is for Conspiracy X

(and X-files too!)

One of my all time favorite shows is the X-Files.  It was a fantastic myth of everything that made for good TV in the 90s.  Sure it went on a little too long, but when it was good it was the best thing on TV.

So it should be no surprise that I enjoy similar themed games.  I like Alternity Dark Matter and I mentioned the Unexplained earlier.  But my favorite has been Eden Studios'  Conspiracy X.
So today X is for Conspiracy X.

ConX (as it is called) comes in three different editions.  There is the original rules, a GURPS version and the newest Unisystem version which makes system-wise compatible with WitchCraft RPG (but still not thematically compatible).  I have all three, but I prefer the newest Unisystem version, not just for the system, but it brings ConX out of the paranoid 90s and into the post millennial, post-9/11 world.

So what is ConX about?  Well  the basic system is Classic Unisystem so I won't detail that all here.
The premise is that the U.S. Government has been in contact with three different alien races over the last few decades and how they have all these various plans for the world.  In addition to all of this there are rival government agencies and all sorts of unrelated (or related) weirdness going on.  The focus is much more psychic powers and MKULTRA than the magic and covens of WitchCraft.

Con X 2.0 also has rules for more equipment, weapons, and governmental agencies.  The coolest mechanic in the game though has to be the Pulling Strings one.  Very useful when working through the myriad of governmental bodies you will need to deal with.  These alone make it worth the price if you play any other Classic Unisystem game.

Ok, so my love for the WitchCraft RPG is well known and well documented. Creating a WitchCraft world of adventures, situations or even meta-plots of my own are nearly second nature to me.

But I also like Conspiracy X. A lot.  The games are not really thematically compatible and both have very different points of view on magic, gods, monsters and the like.

If you like conspiracies and the X-Files, Con X is your game.  If you want to run a paranormal game, but don't want to get bogged down in myths, legends and want your magic to be somewhat more controlled then Con X is your game.

Here is another way to look at it.  You are a character in a Modern Paranormal game.  Suddenly a glowing figure appears before you.  What is this creature?  If you say Alien, then play ConX.  If you say Demon, then play WitchCraft.  Both games can be used for horror, ConX is dark sci-fi, WitchCraft is dark fantasy.


Plus it will be a feature of this years Free RPG Day! So stop into your local game store and pick a free game.

Tuesday, February 28, 2012

Conspiracy Y?

Reading a book about conspiracy theories and how they can be easily debunked.
But it has me in the mood for a serious Conspiracy X game with heave doses of paranoia, subjective reality and black ops every where.

Might have to try that sometime.

Monday, February 20, 2012

Sabrina the Witch

Oddly enough one witch I almost never talk about is Sabrina The Teen Aged witch.

Not because I don't like her, I just don't know all that much about her.  I knew of the Archie comic, but never read it.  I watched the old Filmation Saturday Morning Cartoon and enjoyed that.  I never watched the TV series though with Melissa Joan Hart or the cartoon spun off from it.

Truthfully I never gave her much thought other than starting up a sheet for her in Buffy with a note to watch some of the episodes.  My idea then (2001-2002) was to have the MJH version meet up with the Cast.  That never happened since I went full on into another series.  She never even guest stared in my next series about witches, which is kind of a shame really.

It probably would have stayed that way until fellow Eden writer Thom Marrion hadn't included her in his "Swinging 70's" character write-ups.  Course there she was "Sabrinia, the Late-20 to Early-30s Witch".
http://edenstudiosdiscussionboards.yuku.com/sreply/34780/Swinging-Seventies-

But I liked the idea so much that I thought I'd update that version of her.  I always wanted an older matriarch sorta witch character in my game.  Someone that was not active in the normal affairs, but had history.  Plus I also wanted someone that pretty much had the entire supernatural world owing her favors.
And of course I was dying to use Stevie Nicks as casting in something.  Given my history with her, it had to be something special.  Sabrina as a character might not have been my first choice, but I am happy how it all worked out.

Sabrina the Late Middle Aged Witch
(based on Thoms original)

Note: All respect to Thom Marrion for this. This is an idea I had kicking around in my head for a while. Plus I have ALWAYS wanted to use Stevie Nicks as the Queen of Witches in my games. I was listing to the "Wild Heart" today and decided to do this.

Sabrina Spelman-Krinkle
Age: 63, played by Stevie Nicks
Very Experienced Investigator (Semi-Retired)

Name: Sabrina Spelman-Krinkle
Motivation: Not much motivates her now
Creature Type: Human
Attributes: Strength 2, Dexterity 2, Constitution 2, Intelligence 4, Perception 4, Willpower 5
Ability Scores: Muscle 10, Combat 12, Brains 16
Life Points: 26
Drama Points: 20
Special Abilities: Attractiveness +2, Contacts (Supernatural) 5, Emotional Problems (Depression, -2), Love (Tragic), Magic Family, Occult Investigator, Occult Library(Amazing), Secret (She's a witch who belongs to a powerful magical family), Magic 8, Supernatural Senses (Basic and the Sight)

Maneuvers
Name;Score;Damage Notes
Dodge;12;;Defense Action
Grapple;14;;Resisted by Dodge
Kick;11;8;Bash
Magic;21;Special;Varies by spell
Punch;12;6;Bash

Thom gives us an idea of what Sabrina was doing in the 70s since that time Sabrina married her long time love Harvey Krinkle which was no end of controversy, a Spelman marring a mortal (though it had been done before) and eventually she rose up in ranks in the Witches Council. After the death of Samantha Spelman-Stephens, Sabrina was the logical choice as the successor to the Queen of Witches. Logical to everyone except to Sabrina herself and maybe Harvey (but not like the Council cared for his opinion), it was in fact their mistreatment of her husband and their non-magical daughter (though their other children were magical) that she finally took on the role. She had hoped to change the Council from the top down. The trouble was the Witches Council is an old organization and moves slow. It took her months to even get them to install a computer in her office.
After years of fighting the system Sabrina is now tired of fighting. Her reason to fight, Harvey, died a couple of years ago and now she is not much more than a figurehead with the true operations of the Witches Council being run by Tabitha Stephens.
However dont let her apathy fool you, Sabrina saw more of the supernatural before age 17 than most teams of occult investigators see their entire lives. Like the previous Queen of Witches, her (great) Aunt Samantha, Sabrina has the full might and power of the Council at her disposal. Though it would take something considerable to get her attention.

In your games: Sabrina looks over her life and sees the wasted years fighting the council, working to keep the council and her family both happy and she has ended up here, older, alone and pleasing no one. Her stats have not changed much to reflect this stagnancy of her life. Think Queen Victoria after Albert died. I even have her wearing black.

Also I like the idea that if you bring her into the game it needs to be for a really good reason.

Friday, December 16, 2011

Déjà vu: Scaring the Dickens out of Your Players: Ghosts of Albion

Here is my post for the Déjà Vu Blogfest.



This post was originally posted on December 19th 2009 and was viewed by what I could tell as many as 9 people since.  I felt it deserved another look due to the timing (it is close to the Anniversary of A Christmas Carol's publication) and now Ghosts of Albion is out in stores, so it is all a good fit.

Scaring the Dickens out of Your Players: Ghosts of Albion

On this day in 1843 Charles Dickens published A Christmas Carol in Prose, Being a Ghost Story of Christmas, also known more simply as A Christmas Carol.

The story of Scrooge, Tiny Tim and the Ghosts is now a timeless Christmas classic retold in prose, stage, film (the 1951 version with Alistair Sim is my personal favorite), even animation and various parodies, homage and pastiches.



Such is the timelessness of this tale that it is perfect fodder for a Christmas themed episode. Even it is good enough for Doctor Who it is good enough for us right. Given that is a quintessential English tale of ghosts in the early Victorian age then it is perfect for Ghosts of Albion.

Jacob Marley
Motivation: To walk the Earth for his sin of greed, warn Scrooge of his fate.
Creature Type: Restless Spectre
Life Points: 30
Drama Points: 1

Attributes
Str: (2)
Dex: (2)
Con: (2)
Int: 4
Per: 3
Will: 4

Ability Scores
Muscle: (10) Combat: (0) Brains: 16
Qualities and Drawbacks: Attractiveness -1, Cursed, Ghost, Telekinesis, Unique Kill

Manoeuvers
Name Score Damage Notes
Deflect 19 - Magic defence action
Telekinesis 17 varies Effectiveness Str 5

Jacob Marley is the former business partner of Ebenezer Scrooge. He had died seven years before on Christmas Eve and is now confined to Earth to pay for his sins of greed and not helping his fellow man. He wears the shackles of his sins in form of heavy chains attached to ledger books, money boxes and heavy keys.

Marley cannot be killed or dispatched by normal means. He is similar to a Poltergeist, but even the means to remove those troublesome spirits are not effective on him. Marley consequently will not attack, nor even reveal himself to others but Scrooge. Though anyone with Magic or Innate Magic will be able to see him and interact with him.

Zeitgeist

Zeitgeist is a German word meaning the Spirit of the Times, used to describe the general feeling or atmosphere of a particular period in time. In the Ghosts of Albion game Zeitgeist is quite literal. Each time can manifest as a spirit or ghost. This is not a ghost of someone that has passed as most spirits, but more of a collective consciousness given magical form. A Zeitgeist can have any power, quality or drawback that a ghost may have. Since they are more of reflection of a particular time a Zeitgeist also can't be destroyed, though many exist only under very specific conditions.

Ghost of Christmas Past
Creature Type: Zeitgeist
Life Points: NA
Drama Points: 5

Attributes
Str: -
Dex: -
Con: -
Int: 5
Per: 6
Will: 5

Ability Scores
Muscle: NA Combat: NA Brains: 18

Qualities and Drawbacks: Archaic, Ghost, Manifest, Telekinesis, Unique Kill

The Ghost of Christmas Past appears to be both young and old at the same time. His hair is long and white, but his face is smooth. He speaks in a somewhat archaic manner.

This spirit shows their charge their memories of the past. A bitter old man like Scrooge is shown times when he was young and denied love from his abusive father and the loss of his sister. There are wonderful scenes in the 1951 movie with Scrooge and Marley that typify what this spirit does.

Ghost of Christmas Present
Quote: Come! You have never beheld the likes of me!
Creature Type: Zeitgeist
Life Points: NA
Drama Points: 5

Attributes
Str: (4)
Dex: (2)
Con: (5)
Int: 5
Per: 6
Will: 5

Ability Scores
Muscle: NA Combat: NA Brains: 20

Qualities and Drawbacks: Ghost, Manifest, Telekinesis, Unique Kill

This spirit is the most living of the lot. He appears as large man wearing green robes. His image invokes comparisons to Father Christmas or even the Pagan Green Man or Winter King. Though his appearance can vary greatly from year to year. He tells Scrooge that he has over 800 brothers, implying that he will no longer exist after midnight on Christmas and next year there will be a new Ghost of Christmas.

His task is to show Scrooge what he is missing and what his own greed has wroght.

The Ghost of Christmas Present has two horrible companions with him. They represent the greatest sources of suffering in the world. A boy, Ignorance and a girl Want. The spirit warns Scrooge to beware them both but especially of the girl.

The Ghost of Christmas Yet to Come
Creature Type: Zeitgeist
Life Points: NA
Drama Points: 5

Attributes
Str: -
Dex: -
Con: -
Int: 4
Per: 4
Will: 7

Ability Scores
Muscle: NA Combat: NA Brains: 14

Qualities and Drawbacks: Chill of the Grave, Ghost, Manifest, Telekinesis, Unique Kill

This spectre is more horrifying than all the others. He is a grim Death-like figure shrouded in a robe and hood that never speaks but shows Scrooge visions of his future; the death of Tiny Tim, his own lonely death and callousness in which people view his passing.

Using the Ghosts in Your Story

Dickens used A Christmas Carol not only to pay some bills, but to address some serious social issues. The same set up can be used as a special Christmas episode in your on going game. The set up may seem a bit clichéd now nearly 170 years later, but they still work. The trick is not adding the Ghosts to your game, but figuring out the proper character or plot hook.

Keep in mind that as Directors you are not likely to get the same change of heart Scrooge had out of your characters, so instead focus on using the Ghosts to tell an important tale or show the characters a brief glimpse into their (possible) future.

A good example for a modern Cinematic game would be a demon hunter who is dedicated only to her mission ignoring family, friends and loved ones, in a sense becoming like the monsters she hunts. The Ghosts then in order show her what her life has been like in the past before her calling, what her friends and family are doing without her around, and then her grim and dark future. Too easy? Yeah, the future is likely to dark and grim regardless, but this where the twist comes in. Our demon hunter is still alive, but everyone she loves is either dead or lost to her. She finds that she is becoming less human (metaphorically speaking) and have more in common than the monsters she kills. Maybe she breaks into nest of vampires and they have set up a small Christmas tree and are giving each other presents. Sure the presents might be live kittens, but it is the thought that counts.

The purpose is to show our chosen demon hunter that without family, friends and even love, none of what she does matters. You can kill a 1,000 monsters, there is another 10,000 right behind him. Loved ones are often all you really have.

Merry Christmas!

Who else is doing this do over day?  See all the participants here: http://dlcruisingaltitude.blogspot.com/2011/11/deja-vu-blogfest.html

Friday, December 2, 2011

Conspiracy X 2.0 Kickstarter 2, Paranormal Sourcebook

Eden had a hugely successful Kickstarter for Conspiracy X that they are doing it again.  This time for the Paranormal Sourcebook.


http://www.kickstarter.com/projects/1801360072/conspiracy-x-rpg-the-paranormal-sourcebook?ref=users

Among other things, you can get a hardcover copy of the book, pdf and my favorite, a deck of Zener Cards.



A great add-on to the game really.  Yeah you could make or buy your own, but getting these is still a really cool deal.

So check it out!

Wednesday, November 9, 2011

Delays

Hey everyone.

I know. I am late with a few projects.
Not to get into too deeply, but have had some illnesses and surgeries at home (everyone is fine, except for me and I have a bad cold) and work has been really, really busy.

So without further ado here is the status of various projects.

Eldritch Witchery
Done.  In the hands of the editor now.  There might be rewrites.

The Witch
85-90% done.
I am working on some of the spells and had to redo how I do ritual magic in Basic Eras games.
This one I am going to hold off on till Dec. 22.  The release will include blog posting on Befana, The Christmas Witch.

Vampire Queen Adventure
Done.  Need to get it typed up and sent off.

Here There Be Dragons...
Slower progress here.  But we have a lot of ideas and have been working on it a lot.
Bought some more art yesterday for it too.
We are hoping to release it on April 23, 2012; St. George's Day.

In the meantime Ghosts of Albion should be out in stores by the end of this month!

Thursday, November 3, 2011

Ghosts of Albion. In print!!

Posted by Eden's Zombie Lord, George Vasilakos.


Ghosts of Albion. In Print!!!

To say I am excited is a major understatement!!

No idea when it will hit your shelves, but it is coming!

Friday, October 21, 2011

Halloween Gift ideas


Need a Halloween gift idea?
What do you mean you don't send gifts for Halloween, of course you need to send gifts for Halloween!

I always buy a new Horror themed RPG for Halloween.  Here are two that qualify.

Conspiracy X,  http://www.kickstarter.com/projects/1801360072/conspiracy-x-rpg-the-extraterrestrials-sourcebook?ref=category
ConX is a modern horror game of UFOs, aliens and world wide conspiracies.  Like X-Files, Dark Skies and shows like that?  Then this is a great choice!

and

Spellcraft and Swordplay, http://rpg.drivethrustuff.com/index.php?filters=0_0_0_0&manufacturers_id=3869&src=CommunityForum1&&
While not a horror game per se, it is a great D&D-like game and is cinematic enough to emulate any Dark Fantasy genre you like.  The game itself grew out of Jason Vey's own Hyborean Age game.

Sunday, October 16, 2011

Kickstarter Conspiracy X

Eden studios, producers of such fine games as Ghosts of Albion and WitchCraft is launching a kickstarter to get their book printed.


http://www.kickstarter.com/projects/1801360072/conspiracy-x-rpg-the-extraterrestrials-sourcebook

The Extraterrestrials Sourcebook is the agnet's guide to the ETs of the ConX world: The Greys, the Atlanteans and the Saurians.
Written by Dave Chapman who gave us Conspiracy X 2.0 AND the Doctor Who Adventures in Time and Space RPG.  So you know he knows his stuff.

If you want to check out the PDF version then that has been up for a while.
http://rpg.drivethrustuff.com/product_info.php?products_id=62417&affiliate_id=10748&

But the print version will help get other products funded.

Check it out. Pledge some cash and get a book.  Books are good.

Friday, October 14, 2011

October Challenge: Let Me In (2010)


The modern vampire movie has very little that can surprise me.  Then we get this little treat. Based on the Swedish book and movie, Let the Right One In, this marked the return of Hammer to the American screens.

Let Me In (2010)

Let Me In is the fantastic Swedish vampire movie starring Chloë Moretz (Hitgirl from "Kick-ass") as the vampire girl Abby.  She is only 12, but she has been 12 a very long time. Abby befriends Owen, a scarred boy that is getting picked on a lot a school.
The relationship builds slowly between the two main characters and it seems obvious that these two broken and lost children need each other.  That is to me the most interesting part of this film.  I can get gore and vampire angst from 10,000 movies, this one is different.  It is better.

There are some traditional vampire elements here.  Abby can't come in unless invited (hence the name), she has   a vampiric form, and is burned by sunlight.
Owen discovers Abby is a vampire and in his own child like innocence he accepts her for what she is.

I feel this film is never going to get it's due.  It is a good film, but a touch slow for American audiences. While it gets rave reviews, I don't think many people have seen it to be honest.

Also Chloë Moretz is fantastic.  She is a great actress now and will only get better as she improves her craft.  I am looking forward to seeing her in the new Dark Shadows.

Tally: 14 movies, 12 new.

Game Material: This is really a good one to use.  The movie took place in 1983 with a 12 year old Owen and Abby.  Now it is 2011 and 40 year old Owen moves in with his 12 year old daughter Abby and strange deaths begin.   Of course Abby is last person your players would suspect, right?



Abby
Life Points 44
Drama Points 15

Attributes
Strength 3
Dexterity 3
Constitution 4
Intelligence 3
Perception 5
Willpower 4

Qualities
Attractiveness +1
Hard to Kill 2
Fast Reaction Time
Situational Awareness
Vampire (Ghosts of Albion type)

Drawbacks 
Dependent (co-dependent Owen)

Love (Owen)
Teenager (from Buffy/Angel)

Useful Information
Actions 1
Perception 1d10 + 8

Skills 
Acrobatics 3
Art 1
Crime 1
Doctor 1
Driving 0
Getting Medieval 2
Influence 2
Knowledge 3
Kung Fu 2
Languages 1 (English)
Notice 3
Occultism 3
Science 1
Sports 1

Wild Card, Puzzles 3

Thursday, September 1, 2011

Tarot Witch of the Black Rose for Unisystem

In celebration of Holly G.'s birthday today here is a Tarot post!

I'll admit it.  I like Tarot. Yes, yes there are some gratuitous images that puts most fan-service to shame, there is also a story here that I like.  That battle between the mundane and magical worlds and those that try to protect both sides.    In a way, Tarot is a bit like Tamara Swift or Buffy Summers, except that while Tamara and Buffy are more explicitly protecting humans and the mundane world, Tarot has the more difficult job of protecting mundanes and magicals from each other.

The exploits of Tarot are also the perfect kind of story you could tell with any Cinematic Unisystem game.  Though the attention paid to real world pagan beliefs and world view make it closer in tone really to WitchCraft RPG, a game I still love.

It is easy to see Tarot (Rowan) as a Buffy-style witch (using Magic) or even a WitchCraft Gifted.  My general rule of thumb is WitchCraft for books and some movies and Cinematic Unisystem for everything else.

Given some of the comic book action, I think Cinematic Unisystem (Buffy and Ghosts of Albion) is the way to go.

Again, Tarot really amounts to what is a Witch Guardian in my games.  A little magic, some combat ability and a desire to protect others.  Everything else aside that is what Tarot (the character) is all about.

So here is the Tarot for Unisystem. And happy birthday Holly!

Tarot, Witch of the Black Rose (Rowan)
Witch
Str: 3 Dex: 3 Con: 3 Int: 4 Per: 4 Wil: 5

Life Points: 46 Drama Points: 10

Qualities
Attractive 3, Contacts 3 (supernatural), Fast Reaction Time, Hard to Kill 4, Heightened Senses 1, Magic 4, Magical Philosophy (Witchcraft), Natural Toughness, Nerves of Steel, Occult Library 4, Witch Guardian, Visions

Drawbacks
Adversary 3 (her sister, dragon witches,other evil supernaturals), Honorable 2, Love 4 (Jon "Skeleton Man" Webb (romantic), Boo Cat (romantic), Mother (platonic)), Obligation 3 (her coven), Reputation 3, Tradition Bound

Skills
Acrobatics 4, Computer 1, Crime 1, Doctor 4, Driving 1, Engineering 1, Getting Medieval 6, Gun Fu 2, Influence 4, Knowledge 4, Kung Fu 4, Languages 2 (English, Latin), Notice 4, Occultism 6, Science 1, Sports 2

Combat
Maneuver Bonus Base Damage Notes
Sword of the Goddess* +11 16/20 (two handed) Slash/stab
Punch +8 Bash
Dodge +10 Defense action
Parry +10 Defense action

Spell +15, special
 - Deflect +15
 - Hold +14
 - Dispel +12
 - Lesser Sensing +12

The Sword of the Goddess is a unique weapon, but not an uncommon concept. Using Tarot's own magic the weapon gains a +1 bonus in combat and adds to her strength by +1.

I have not detailed the Witchcraft magical philosophy yet, though i have a good intuitive idea of what I want and need for it.  Witches get a +1 to their Doctor/Physician skills for herbal healing,  and +1 to their Occult Library.

Tuesday, August 23, 2011

Witch Guardian for Cinematic Unisystem

Witch Guardian


The Witch Guardian is a concept I have had for a number of years. When I worked on my d20 book of witches I contacted Greyorm (who did the art above) to see if I could use his Witch Knight in my book which was a similar concept. His is more knight and mine is more armed and armored protector, but the ideas mesh well.

I later updated it from 3.0 to 3.5/Pathfinder and 4e.

Here it is for Cinematic Unisystem using the Ghosts of Albion rules (though Buffy would work too).


Witch Guardian
7-Point Quality
Prerequisite: 1 level of Magic/Sorcerery, must belong to a coven or magical group

Witch Guardians are those witches that protect the faithful not just through magic, but also by the sword.  All witch guardians must train for their new role within the coven.  In traditional coven this also means the witch guardian stands outside the circle.  She is still a member, but can no longer take the roles of the Maiden or High Priestess.
For her devotion and training the witch guardian gets the following boons.
  • Contacts (Supernatural) +1 - the witch guardian gains an additional level of supernatural contacts as she is now a person of interest in the supernatural world.
  • Fast Reaction Time - the combat reflexes are heightened
  • Hard to Kill (4) - witch guardians are protected by their training and magic
  • Natural Toughness - the witch guardian learns how to cloak herself in mystical armor
  • Nerves of Steel - witch guardians are expected to go up against the things that the coven can't handle on their own.
She also gains the following disadvantages.
  • Adversary (1) - the enemies of the coven are the personal enemies of the witch guardian.
  • Honorable +1 - the personal honor of the witch guardian increases by one level.
  • Obligation (Total) - most witch guardians have at least 1 level of obligation to their coven or faith, the dedication to their cause makes this obligation absolute.
  • Tradition Bound - the witch guardian is bound to the traditions of the coven more so than other witches.  So many eschew modern convinces in favor of magical ones.
In addition the witch guardian may choose a supernatural quality (reserved for demons, vampires, faeries or ghosts) when she has the points to do so and with permission from the Director.

Witch guardians typically take on a new name when they join the guard.

Special Note: A witch guardian can not also already have the Guardian of the Watchtowers quality.  A character can be a Witch Guardian and then choose to be a Guardian of the Watchtower later. But they can't be a Guardian of the Watchtower then become a witch guardian.

Using Witch Guardians in Your Game
A witch guardian makes a perfect adversary, ally or foil for many game groups.
As an adversary the witch guardian is protecting a coven of witches that the cast need to get too.  While they may be expecting spells and magical attacks, a sword wielding AND spell using threat is some thing different all together.
As an ally the witch guardian brings the same magical and melee combat expertise, but she is also learned in the occult and connected to the supernatural world in a way other witches are not.

I have used witch guardians in my games over the years and they are some of my favorite characters.  Angelik was an immortal witch guardian protecting the hand of Yoln in The Dragon and the Phoenix.  Brigh and Cerwedden were witch guardians charged with protecting Tara and Willow in Season of the Witch.
I have also used Scáthach in my Ghosts of Albion games.

Saturday, June 18, 2011

Been Caught Stealin': Free RPG Day

In case your forgot today is (was) Free RPG Day.   Took the boys to my our favorite local game store and here is our haul.


We each got two things, the limit.  But it is a good set of things.

I might use them all together.  No idea yet.
They are all high quality products.  The DragonAge one is the thickest, the D&D and Pathfinder ones are full color, DCC really does look very, very old school, only with better production values.
The AFMBE one (the only non-D&Dish thing here) is really fun of course.
The d10 is also very nice to have.

All are intro adventures so not really good for the Dragonslayers at this point, but when we start up again with 4e I can certainly use them.

Wednesday, April 27, 2011

W is for WitchCraft RPG

W is for WitchCraft, and by that I mean C. J. Carella's WitchCraft RPG.

WitchCraft is, hands down, my favorite game.  Period.  Picking up a copy of this book back in 1999 was just like picking up a copy of the Monster Manual in 1979.  Everything I ever wanted in a game was right there.
Everything.

WitchCraft had such a profound effect on my gaming that I can draw a rather clean line between what came before and what came after it.  Granted a lot was going on in 1999/2000 both gamingwise and personal that may have added to the this effect, it was an effect all the same.

Back in 1999 I was really burned out on D&D.   I was working on my Witch netbook and reading a bunch of different games when someone, I forget where, must have been the old RAVENLOFT-L that TSR/WotC used to run, told me I really need to check out WitchCraft.  At first I balked.  I had tried Vampire a couple years ago and found I didn't like it (and I was very much out of my vampire phase then, see yesterday's post), but I was coming home from work and the my FLGS was on the way, so I popped in and picked up a copy.  This must have been the early spring of 2000.

I can recall sitting in my office reading this book over and over. Everything was so new again, so different.  This was the world I had been trying, in vain, to create for D&D but never could.  The characters in this book were also all witches, something that pleased me to no end, it was more than just that.  Plus look at that fantastic cover art by George Vasilakos. That is one of my most favorite, is not my favorite, cover for a game book. I have it hanging in my game room now.

WitchCraft uses what is now called the "Classic" Unisystem system.  So there are 6 basic attributes, some secondary attributes (derived), skills and qualities and drawbacks.  Like I mentioned Monday, skills and attributes can be mixed and matched to suit a particular need.

WitchCraft uses a Point-Buy Metaphysics magic system, unlike Ghosts of Albion's levels of magic and spells system.  Think of each magical effect as a skill that must be learned and you have to learn easier skills than harder ones first.    In D&D it is possible to learn Fireball and never have learned Produce Flame first.  In WitchCraft you could not do that.  But also WitchCraft is not about throwing around "vulgar magics".  WitchCraft is a survival game where the Gifted protect humanity from all sorts of nasty things, from forgotten Pagan gods, to demons, fallen angels and the Mad Gods; Cthulhoid like horrors from beyond.  WitchCraft takes nearly everything from horror and puts all together and makes it work.

The Eden Studios version was the Second Edition, I was later to find out.  The first one was from Myrmidon Press. I manged to find a copy of that one too and it was like reading the same book, from an alternate timeframe.  I prefer the Eden Edition far more for a number of reasons, but I am still happy to have both editions.

The central idea behind WitchCraft is the same as most other Modern Supernatural Horror games.  The world is like ours, but there are dark secrets, magic is real, monsters are real. You know the drill.  But WitchCraft is different.  There is a Rekoning coming, everyone feels it, but no one knows what it is.  Characters then take on the roles of various magic using humans, supernatuals or even mundane humans and they fight the threats.  Another conceit of the game (and one I use a lot) is that supernatural occurances are greater now than ever before.  Something's coming.  (dogs and cats living together, mass hysteria).

It is most often compared to World of Darkness, but I think it is vastly superior in nearly every respect.  Unlike (old) Mage there is no war between the (good) Mages and the (evil) Technocracy.  There is a war certainly, but nothing so cut and dry.  And unlike new Mage there are rarely clean divisions between the factions.  Yes, yes Mage players, I am being overly simple, but that is the point, on the simple levels new Mage dives everything into 5 because that is how the designers want it.  There are factions (Associations) and there are different metaphysics for each, but also overlap, and sometimes no clear and defined lines are to be found or given.  It feels very organic.

C. J. Carella may be one of the best game designers out there.  WitchCraft is a magnum opus that few achieve.  I took that game and I ran with it.  For 2000 - 2002 it was my game of choice above and beyond anything.  The Buffy RPG, built on Cinematic Unisystem took over till I wrote Ghosts of Albion also using Cinematic Unisystem.  I mix and match the systems as I need, but WitchCraft is still my favorite.
I ran my very first Willow & Tara games using WitchCraft and I still feel in many ways they are more at home there than anywhere else.  I also used it for various other media and book adaptations of witches, such as the Owens from Practical Magic (movie and book), Elizabeth Bathory (who was going to be the Big Bad) and the girls from Vampyres.

WitchCraft was also one of the first Wikipedia articles I ever worked on.  The images of the covers are scans of my own books.

But you don't have to take my word for it, Eden Studios will let you have it, sans some art, for free.
http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1&affiliate_id=10748

Download it.  If you have never played anything else other than D&D then you OWE it yourself to try this game out.

My thing is I wish it was more popular than it is.  I love the game, I even wanted to do Ghosts of Albion as a WitchCraft game, but there were other, better reasons to go Cinematic with that.
Back in the day I did work on the Wicce Association book.  I would love to see that printed.  I also have on my hard drive "WitchCraft 3rd Edition".  Not complete mind you, but it takes the rules and re-organizes them and improves on what little I can improve on.

Links
Eden Studios WitchCraft Page, http://edenstudios.net/witchcraft.html
Mixing WitchCraft with Witch Girls Adventures, http://timbrannan.blogspot.com/2009/06/witch-girls-adventures-witchcraft-rpg.html
Get WitchCraft RPG for free, http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1&affiliate_id=10748