Amazing Adventures is a fun game. When I first got my hands on the playtest copy the first thing I noticed (granted I was looking for it) was the Arcanist class. What I enjoy about it is how flexible it is in concept. It's not just a wizard, cleric or witch. It is one class that can do all of that.
So of course I wanted to test it out. I grabbed my binder of witches and thought about who would be good for a Pulp Age witch. Or more to the point, which three since I wanted to try this out using the three types of "builds" the Arcanist can use, INT, WIS and CHA based. My choices really though were made for me.
The great thing about using Willow and Tara is it does give me the chance to try out the INT and WIS based Arcanists. Also they are characters I know quite well so stating them up usually is only as slow as my familiarity or unfamiliarity with the system.
Plus I have stated them up for d20 before, so I had a base idea of what they needed to look like. For these builds I used my base Modern d20 and little bit of my Macho Women with Guns d20 one.
The hard part isn't that, but it is deciding on how it is they could be in a Pulp World, 50 years before they were born. For this I go back to the Uber concept. Last month I posted the Call of Cthulhu versions of the girls. In many ways the AA versions are the same as the CoC versions, but these AA versions cleave a little closer to my own Dragon and the Phoenix canon.
I have to admit the idea of a Pulp-ish Willow and Tara came to me from the strangest of places. I was watching "If These Walls Could Talk 2" and there was an older lesbian couple in the first sequence. While older in 1961, they could have been the adventuresses of the early Pulp Era. In the 1920s and early 30s they would have been in their late 20, early 30s. So why not.
I guess think of these stats as the continuation of the CoC ones from the early 1920s.
Willow and Tara in Amazing Adventures
Willow and Tara in the 1930s are just out of college. They discovered each other from their shared use of magic and now they much adventure across the world search for more arcane secrets, stopping the forces of evil in both human and nonhuman form all while being perused by cultist and Nazis.
Willow Daniel Rosenberg
Gagdeteer 1/ Arcanist(INT) 12
Human Female, Lawful Neutral (Good),
hp: 45
MEP: 114
AC: 12 (locket of protection)/ 15 (when in physical contact with Tara)
Move: 30'
STR: 9 (0)
DEX: 11 (0)
CON: 11 (0)
INT: 18 (+3)
WIS: 16 (+2)
CHA: 17 (+2)
Languages: English, Latin, Hebrew, French* (extra language)
Background: Scientist +4 (+2 initial, improved at 5th, 10th level), Mathematician +2
Traits: Spellgifted (offensive), Reckless
Skill: Knowledge (Arcana)
Spells per Level
9/6/6/5/3/2/1
0: Arcane Mark, Dancing Lights, Detect Magic, Ghost Sound, Light, Mage Hand, Message, Open/Close, Prestidigitation
1: Arcane Bolt, Burning Hands, Identify, read Magic, shocking Grasp, Sleep
2: Bullet Proof, Darkness, Enhance Attribute, Invisibility Scare, Shatter
3: Blink, Clairaudience/Clairvoyance, Fly, Lightning Bolt, Magic Circle
4: Confusion, Locate Creature, Scrying,
5: Telekinesis, Telepathic Bond
6: Chain Lightning
Tara Ann Maclay
Arcanist (WIS) 11
Human Female, Lawful Good
hp: 42
MEP: 100
AC: 12 (locket of protection)/ 15 (when in physical contact with Willow)
Move: 30'
STR: 12 (0)
DEX: 9 (0)
CON: 12 (0)
INT: 16 (+2)
WIS: 18 (+3)
CHA: 16 (+2)
Languages: English, Latin, Greek* (picked this one up along the way)
Background: Historian +4 (+2 initial, improved at 5th, 10th level), Artist +2
Traits: Spellgifted (defensive), Polite
Skill: Knowledge (myth and legend)
Spells per Level
9/6/6/5/3/2
0: Blinding Flash, Detect evil, Detect magic, First Aid, Know Direction, Light, Purify Food & Drink, Message, Prestidigitation
1: Animal Friendship, Command, cure Light Wounds, Protection from Evil, Remove Fear, Shield of Faith
2: Aid, Darkness, Delay Poison, Hold Person, Lesser Restoration, Speak with Animals
3: Cure Serious Wounds, Dispel Magic, Magic Circle against Evil, Remove curse, Spiritual Weapon
4: Dismissal, Restoration, Wall of Force
5: Dispel Evil, Scrying
I like how they turned out and am looking forward to trying out some of this flexibility.
Links for Amazing Adventures
http://www.trolllord.com/store/product_info.php?cPath=22&products_id=211
http://rpg.drivethrustuff.com/product/106153/Amazing-Adventures%21?affiliate_id=10748
Friday, December 7, 2012
I am all social and stuff
I am looking to expand my social presence some more so I have started using my Twitter account more.
Many times I "tweet" links to this blog, but I also use it to do some simple broadcasts that might be outside of this blog's realm.
If you want to follow me here is the link.
https://twitter.com/timsbrannan
I am now also on Tumblr. I am not exactly sure what Tumblr does for me that Blogger doesn't, but it seems easier to upload pictures. So I might be using that to upload various pics.
You can find me at http://timsbrannan.tumblr.com/.
I am still on Google+, Facebook and LinkedIn.
Now I just need something to say!
Many times I "tweet" links to this blog, but I also use it to do some simple broadcasts that might be outside of this blog's realm.
If you want to follow me here is the link.
https://twitter.com/timsbrannan
I am now also on Tumblr. I am not exactly sure what Tumblr does for me that Blogger doesn't, but it seems easier to upload pictures. So I might be using that to upload various pics.
You can find me at http://timsbrannan.tumblr.com/.
I am still on Google+, Facebook and LinkedIn.
Now I just need something to say!
Thursday, December 6, 2012
Run Booster! Run Blue!
Ok. So I got sucked into this contest.
The contest is take this photo of cosplayers Jettie Monday and Katy Mor:
And make them run from something scary.
My photoshop skills are only ok. But my thoughts went immediately to what would be the scariest thing they could be running from? Ron Jeremy. Atomic Ron Jeremy dress as Mario.
How's that for horror! I should have made his eyes glow.
I should stat him up for Mutant Future to be honest. 12' tall Atomic Ron Jeremy.
No idea if I won the contest or not.
The contest is take this photo of cosplayers Jettie Monday and Katy Mor:
And make them run from something scary.
My photoshop skills are only ok. But my thoughts went immediately to what would be the scariest thing they could be running from? Ron Jeremy. Atomic Ron Jeremy dress as Mario.
How's that for horror! I should have made his eyes glow.
I should stat him up for Mutant Future to be honest. 12' tall Atomic Ron Jeremy.
No idea if I won the contest or not.
Amazing Adventures: Day of the Worm
Amazing Adventures: Day of the Worm
It was can only be called expert timing, the first adventure for Amazing Adventures comes out the same week I am dedicating a week to playing around with and reviewing AA. Seriously, I had no idea that they were going to do this and I also had nothing for AA planned for today thanks to work.
From the Core Rules book author, Jason Vey, this adventure is a delightful little romp with everything you would expect in an Pulp Adventure. Or at least everything I expect; square jawed heroes, Nazis, secret cults, ancient forgotten beings, exotic locales in far away lands (Egypt no less!), a femme fatale, and a mysterious treasure. Really what more could you want?
The 4 Act Adventure process detailed in the core book is brought to life here with plenty of guideline on how to alter it to suit your's or your player's needs. It is also a good guide on how to create your own adventures.
14 total pages, 12+2 covers.
What Troll Lords REALLY needs to do is make an Amazing Adventures Box set. Rule book, this adventure (maybe one more), dice, a map of the world circa 1938 or so and a bunch of character sheets that look like passports. THAT would be an awesome set.
Wednesday, December 5, 2012
White Dwarf Wednesday #42
White Dwarf #42 was an elusive one for me. I didn't buy it when it first came out but once I picked up WD 43 I really wanted it for the Part 1 of the city. I finally got a copy years later. So let's go back to that time in June of 1983 when this was on the stands.
Ian Livingstone is up first with the editorial on the changes in WD. He mentions getting hate mail over the changes, but some were positive. Most mail concerned the changng of the White Dwarf header title and the silhouetting of the White Dwarf. Well the editorial page is compromise. The title remains and the white dwarf is broadly silhouetted, but filled in as well.
Marcus Rowland gives us a very interesting article on "Cthulhu Now!" not the book that would later appear, but ideas and skills for moving CoC to 1980s England. The art for this article is a classic one for me. While I didn't see it at the time, when I later picked this up it fit my conceptions of England by-way-of The Young Ones and MTV; a smoking out of work punk rocker about to get grabbed by a tentacled monster. This article seemed so odd to me. I had Chill for modern day play CoC was for the 20s! Still though I loved it.
Graham Staplehurst presents, in what I think is his first WD article, Anti-thieving tech in Traveller. According to this article we have gone up at least 1-2 Tech Levels (TL) since it was printed!
We get some fiction from Oliver Dickinson, "Shamus Gets a Case".
Open Box is up with some more reviews. Soloquest 3: The Snow King's Bride from Chaosium is reviewed by Oliver Dickinson. It is for RuneQuest and he says he found varied and enjoyable, giving it 8/10.
The Citadel of Chaos & The Forest of Doom Solo RPG reviewed by Marcus L. Rowland is next. They are "sequels" to Warlock of Firetop Mountain, but I'll admit I am not as familiar with these. Which is too bad really because Rowland loves them giving them a 9/10 and 10/10 respectively.
Ther Grav-Ball board-game from FASA is then reviewed by Ian Waddelow. He does not like it, saying it delivers so little and gives it a 4/10. Lastly we have the classic The Morrow Project & an adventure/scenario Liberation at Riverston reviewed by Phil Masters. Morrow Project was one of those games that locally were played by the "serious RPGers". I was just a a kid (ok 13-14) and I was "still" playing AD&D. The REAL role-players were playing Morrow Project and CoC. CoC I got, this one? Not as much. Neither did Masters apparently. He gave them a 5/10 and 6/10 respectively.
Report of the Hugos is up in Critical Mass.
Lewis Pulsipher should be required reading for anyone serious about D&D as a craft. He is up with Castles in the Air or "Why Dungeons Exist". It gives us a "natural" rationale for dungeons under castles in a world where humans can fly, teleport and become invisible. He challenges to think about the effects of magic in the world and how it changes things.
Marcus L. Rowland is back in Microview with a BASIC program for Careers in Traveller. Man I loved these things. I spent hours typing these programs into my TRS-80 Color Computer 2. Course I had to change things since the version of BASIC licensed from Microsoft in the TRS-80 CoCo was different than the Z80 or ZX81 (Zilog 80) BASIC here (and even different from the Z80 BASIC in the regular TRS-80). But I didn't care. Computers were the future and knew that then too.
Ah. Irilian. I LOVED Irilian. Daniel Collerton gives us a complete AD&D city in multiple parts. I searched for this issue for ever just for this article. I still get all stupid sentimental about it. I even started what would be my first house rule book, the Urban Survival Guide because of the fun I had with this. I really should xerox these pages and put them in a binder to use in my new AD&D game.
Up next are more letters discussing (if I can use that word) the content of the last couple of issues.
Fiend Factory is back. This time is the last of the non-human Gods. We the Gods of Norkers, Ogrillons, Pebble Gnomes, Shadow Goblins, Skulks, Svirfneblin, Trolls and Xvarts. Like the last batch I might re-use these as demons or devils. Just because that seems to work for me.
RuneRites covers Horses for RuneQuest. More detail on various breeds than I would ever need.
Treasure Chest has some new Spells for AD&D.
We end with some ads.
Again a solid issue made golden for me thanks to me thinking it had so much more and searching for it for a while. But not to understate it at all, the first part of Irilian was and still is the main source of worth for me in this issue.
Ian Livingstone is up first with the editorial on the changes in WD. He mentions getting hate mail over the changes, but some were positive. Most mail concerned the changng of the White Dwarf header title and the silhouetting of the White Dwarf. Well the editorial page is compromise. The title remains and the white dwarf is broadly silhouetted, but filled in as well.
Marcus Rowland gives us a very interesting article on "Cthulhu Now!" not the book that would later appear, but ideas and skills for moving CoC to 1980s England. The art for this article is a classic one for me. While I didn't see it at the time, when I later picked this up it fit my conceptions of England by-way-of The Young Ones and MTV; a smoking out of work punk rocker about to get grabbed by a tentacled monster. This article seemed so odd to me. I had Chill for modern day play CoC was for the 20s! Still though I loved it.
Graham Staplehurst presents, in what I think is his first WD article, Anti-thieving tech in Traveller. According to this article we have gone up at least 1-2 Tech Levels (TL) since it was printed!
We get some fiction from Oliver Dickinson, "Shamus Gets a Case".
Open Box is up with some more reviews. Soloquest 3: The Snow King's Bride from Chaosium is reviewed by Oliver Dickinson. It is for RuneQuest and he says he found varied and enjoyable, giving it 8/10.
The Citadel of Chaos & The Forest of Doom Solo RPG reviewed by Marcus L. Rowland is next. They are "sequels" to Warlock of Firetop Mountain, but I'll admit I am not as familiar with these. Which is too bad really because Rowland loves them giving them a 9/10 and 10/10 respectively.
Ther Grav-Ball board-game from FASA is then reviewed by Ian Waddelow. He does not like it, saying it delivers so little and gives it a 4/10. Lastly we have the classic The Morrow Project & an adventure/scenario Liberation at Riverston reviewed by Phil Masters. Morrow Project was one of those games that locally were played by the "serious RPGers". I was just a a kid (ok 13-14) and I was "still" playing AD&D. The REAL role-players were playing Morrow Project and CoC. CoC I got, this one? Not as much. Neither did Masters apparently. He gave them a 5/10 and 6/10 respectively.
Report of the Hugos is up in Critical Mass.
Lewis Pulsipher should be required reading for anyone serious about D&D as a craft. He is up with Castles in the Air or "Why Dungeons Exist". It gives us a "natural" rationale for dungeons under castles in a world where humans can fly, teleport and become invisible. He challenges to think about the effects of magic in the world and how it changes things.
Marcus L. Rowland is back in Microview with a BASIC program for Careers in Traveller. Man I loved these things. I spent hours typing these programs into my TRS-80 Color Computer 2. Course I had to change things since the version of BASIC licensed from Microsoft in the TRS-80 CoCo was different than the Z80 or ZX81 (Zilog 80) BASIC here (and even different from the Z80 BASIC in the regular TRS-80). But I didn't care. Computers were the future and knew that then too.
Ah. Irilian. I LOVED Irilian. Daniel Collerton gives us a complete AD&D city in multiple parts. I searched for this issue for ever just for this article. I still get all stupid sentimental about it. I even started what would be my first house rule book, the Urban Survival Guide because of the fun I had with this. I really should xerox these pages and put them in a binder to use in my new AD&D game.
Up next are more letters discussing (if I can use that word) the content of the last couple of issues.
Fiend Factory is back. This time is the last of the non-human Gods. We the Gods of Norkers, Ogrillons, Pebble Gnomes, Shadow Goblins, Skulks, Svirfneblin, Trolls and Xvarts. Like the last batch I might re-use these as demons or devils. Just because that seems to work for me.
RuneRites covers Horses for RuneQuest. More detail on various breeds than I would ever need.
Treasure Chest has some new Spells for AD&D.
We end with some ads.
Again a solid issue made golden for me thanks to me thinking it had so much more and searching for it for a while. But not to understate it at all, the first part of Irilian was and still is the main source of worth for me in this issue.
Day of the Triffids
One of my favorite movies is the 1962 Day of the Triffids, based on the book of the same name.
More so than zombies Triffids are the worse mass-enemy you can face. Sure they are slow, but unlike zombies they are intelligent and totally alien. They are walking killer plants. The book and movie differ, but one of the things I remember the most is the sound the Triffids made as they moved. Scared the hell out of me.
No reason why I should suffer alone.
I am going to keep the extra-terrestrial origin since that makes them seem more, excuse to turn of phase, alien. It also gives us a reason to find these things on Earth in any age or other planets.
General Description
A Triffid is a plant creature that stands roughly 7ft to 8ft tall (2.2 to 2.5 meters). The base of the creature has three large roots that it can pull up and use to for locomotion. Moving two legs forward followed by the other. They don't move quickly, but consistently. The base is crowned with a long thin body (the "trunk") with the flowering "head". The flowering part can eject a long 10ft/3meter tendril that injects a deadly poison into the victim. The triffid then consumes the poisoned animal. If that animal happens to be a human, then so be it.
The triffid also has small appendages near it's root base where the trunk portion grows. It beats these in a constant droning clicking. It generally believed that these are used as echolocation communication or the attracting of mates.
Triffids are not susceptible to blood loss (no blood). Fire and extreme cold do double damage. Water based attacks or ones the replicate sunlight or UV radiation cause the triffid to regenerate loss health due to damage. Triffids take normal damage from electricity. Triffids are immune to sleep, charm, and hold magics or psionics. They can't become undead nor be raised from the dead. Triffids can be killed with salt water since they are plants.
Unless burned or soaked in salt water a triffid will regenerate all lost health even if seemingly dead (0 hp).
Triffids reproduce via spores in the air which land on other triffids. They produce a large white seed pod. On Earth the seed pod is infertile 95% of the time. On their own home worlds the seeds are only 50% infertile.
Stats for some of my new favorite games.
Triffids (Amazing Adventures, Castles & Crusades)
NO. ENCOUNTERED: 2-12 (2d6) small groups, 300-1800 (3d6x100) worldwide
SIZE: Medium
HD: 3d8 (13)
MOVE: 20 ft.
AC: 11
ATTACKS: Slam (1d8) or stinger (1d4/poison)
SPECIAL: Blend, Darkvision 60 ft., Feed, Regeneration 3/6, Slow, Twilight Vision,
SANITY: 1d6/1d8
SAVES: P
INT: Low-Average
ALIGNMENT: Neutral
TYPE: Plant
XP: 30+3
Regeneration: Triffids regenerate 3 hp per round under normal circumstances even if reduced to below 0. The regenerate 6 hp per round if they have access to water or sunlight (or uv).
Triffids (Starships & Spacemen, Mutant Future, Labyrinth Lord, The Witch)
Encountered: 2-12 (2d6) small groups, 300-1800 (3d6x100) worldwide
Alignment: Neutral
Movement: 180' (60')
Intelligence: Low-Average
Psionic Potential: none
Hits: 3d8
Armor: 8
Combat Skill/Save: I3
Save: L3
Attacks: Slam (1d8) or stinger (1d4/poison)
Damage: 1d8/1d4 Poison
Morale: 12
Hoard Class: None
XP: 35
More so than zombies Triffids are the worse mass-enemy you can face. Sure they are slow, but unlike zombies they are intelligent and totally alien. They are walking killer plants. The book and movie differ, but one of the things I remember the most is the sound the Triffids made as they moved. Scared the hell out of me.
No reason why I should suffer alone.
I am going to keep the extra-terrestrial origin since that makes them seem more, excuse to turn of phase, alien. It also gives us a reason to find these things on Earth in any age or other planets.
General Description
A Triffid is a plant creature that stands roughly 7ft to 8ft tall (2.2 to 2.5 meters). The base of the creature has three large roots that it can pull up and use to for locomotion. Moving two legs forward followed by the other. They don't move quickly, but consistently. The base is crowned with a long thin body (the "trunk") with the flowering "head". The flowering part can eject a long 10ft/3meter tendril that injects a deadly poison into the victim. The triffid then consumes the poisoned animal. If that animal happens to be a human, then so be it.
The triffid also has small appendages near it's root base where the trunk portion grows. It beats these in a constant droning clicking. It generally believed that these are used as echolocation communication or the attracting of mates.
Triffids are not susceptible to blood loss (no blood). Fire and extreme cold do double damage. Water based attacks or ones the replicate sunlight or UV radiation cause the triffid to regenerate loss health due to damage. Triffids take normal damage from electricity. Triffids are immune to sleep, charm, and hold magics or psionics. They can't become undead nor be raised from the dead. Triffids can be killed with salt water since they are plants.
Unless burned or soaked in salt water a triffid will regenerate all lost health even if seemingly dead (0 hp).
Triffids reproduce via spores in the air which land on other triffids. They produce a large white seed pod. On Earth the seed pod is infertile 95% of the time. On their own home worlds the seeds are only 50% infertile.
Stats for some of my new favorite games.
Triffids (Amazing Adventures, Castles & Crusades)
NO. ENCOUNTERED: 2-12 (2d6) small groups, 300-1800 (3d6x100) worldwide
SIZE: Medium
HD: 3d8 (13)
MOVE: 20 ft.
AC: 11
ATTACKS: Slam (1d8) or stinger (1d4/poison)
SPECIAL: Blend, Darkvision 60 ft., Feed, Regeneration 3/6, Slow, Twilight Vision,
SANITY: 1d6/1d8
SAVES: P
INT: Low-Average
ALIGNMENT: Neutral
TYPE: Plant
XP: 30+3
Regeneration: Triffids regenerate 3 hp per round under normal circumstances even if reduced to below 0. The regenerate 6 hp per round if they have access to water or sunlight (or uv).
Triffids (Starships & Spacemen, Mutant Future, Labyrinth Lord, The Witch)
Encountered: 2-12 (2d6) small groups, 300-1800 (3d6x100) worldwide
Alignment: Neutral
Movement: 180' (60')
Intelligence: Low-Average
Psionic Potential: none
Hits: 3d8
Armor: 8
Combat Skill/Save: I3
Save: L3
Attacks: Slam (1d8) or stinger (1d4/poison)
Damage: 1d8/1d4 Poison
Morale: 12
Hoard Class: None
XP: 35
Tuesday, December 4, 2012
Review: Amazing Adventures
Amazing Adventures RPG
http://www.trolllord.com/store/product_info.php?cPath=22&products_id=211
http://rpg.drivethrustuff.com/product/106153/Amazing-Adventures%21?affiliate_id=10748
I am woefully behind on reviews. So I want to do one I picked up at Gen Con and it has been sitting on my desk, taunting me to review it.
First off some disclaimers.
* I do know the author Jason Vey and we have worked on projects together before. This is not one of those projects.
* I did read a playtest version of this game some time ago. This review is on the published version of the book.
* I did not get a free copy of this. I pledged in Troll Lords pre-order program and picked it up at Gen Con.
Ok. All of that is out of the way.
Amazing Adventures (hereafter AA) is a new Pulp Action RPG based on the same SIEGE Engine that runs Castles & Crusades. Unlike other SIEGE games, this one is 100% compatible with C&C. So much so that I plan on using them together, but I'll get to that. Right now let's talk about what the book has.
Upfront we get our OGL declaration including a lot of Open content. This will make it easy to make "Pulp d20" supplements or use this for other sorts of games.
We move right into an introduction to what Pulp Roleplaying is. I know Jason, I know he knows Pulp quite well. Reading this then is like reading Steven Kenson on Supers Roleplaying; I know he gets it at a level above me. In this case yes, but Jason still brings it down to the peasants like myself to understand. For me I am constantly defining Pulp by old movies or, more to the point, what it isn't. It isn't Victorian, it isn't 50's Atomic Sci-Fi (yet) or Ultra Modern.
There is a brief introduction on the use of magic. Something I'll get to again in a bit.
Book One deals with Characters. Note, there are not multiple books, but divided withing the physical book.
If you have played, oh, ANYTHING in the last 40 years then you know what this is. The same 6 attributes of all d20 games and C&C. They are described with a little more information given to languages.
There are Classes. This is based on Castles & Crusades afterall. The Arcanist (who reminds of the Harry Dresden covers), are our magic users. What I like about them is that they choose how their magic works. So a "wizard" may memorize spells and choose Intelligence as their Spell-casting Attribute. Or Wisdom if it is deep understanding or Charisma if it is force of character. I like this. A lot. The Arcanist is a bit tougher than your d20 wizard with d6 HD. More emphasis is given to cantrips/0-level spells and less on really high level ones. Makes sense really.
The Gadgeteer is used to make all sorts of high tech gadgets. Your Howard Hughes-like characters. You hard-boiled detectives are well represented by the Gumshoe. The Hooligan is your all purpose neer-do-well, from street urchins to thieves and generally all purpose bad guys. But that doesn't mean your character is bad, no he/she could have a heart of gold and be down on their luck. ;) The Mentalist is a great addition given the fascination that the time had with Mentalism/Spiritualism. If the Arcanist is a "magical" character then the Mentalist is the "pyschic" one. I also want to point out here that the Mentalist is a PERFECT class to port over to C&C if you want to do psychic/psionic powers there. The Pugilist is your bare knucks fighter. We have these chaps in the Victorian era games too, but these have some nice features. There is the Raider for your big game hunters or Indiana Jones types. Finally the Socialite.
There are some good rules on multiclassing as well, which is great for this Socialite/Hooligan I want to make.
The same Alignment system is in play as C&C. Personally I would have liked something different. The nice thing is that it is completely optional. I think for anything other than a D&D/C&C game I would drop it.
Next up are Fate Points. These work like Drama or Hero Points. The characters gain them at a level increase, but chances are they will spend them faster. I have ported this over to C&C and other d20 games and they work great. There is a lot you can do with these above and beyond normal "points" and they really add to the Pulpy feel of the game in my mind. The main character doesn't die in Chapter 1 or Reel 1, and he doesn't die at Level 1 either. Fate points are the "To Be Continued!" of the game.
The book on Characters ends with some equipment from the Pulp age including when they were introduced (good) and pricing for the times.
Book 2 is Advanced Character Customization
AA is not just about leveling up characters, there are other ways to advnace and customize your Pulp Hero.
Characters can have Abilities (like Ace), Backgrounds (like Scientist), Skills, and Traits. Traits are bit like Feats and a bit like Qualities and Drawbacks in other games.
Since there is Arcana and this Pulp there is a chance the characters will run into something that will break their little minds. So we have a section on Sanity. These rules are simple and solid really. There is not too much detail to read like the latest DSM but enough for a game.
There is also a section on Wealth which is dealt with not as money, but rating based on class.
Book 3 deals with the Paranormal
In particular this chapter details the differences between psionics and magic. Again, this would be great to port over to C&C. The basic mechanics behind using psionics and magic are also detailed. Frankly I am really, really glad that Psionics are different from Magic. They should be and they should feel different. One of my disapointments with D&D3x (and 4e) was Psionics were treated just like another form of magic and they shouldn't be.
Spellcasting is based on Mana points which is a good change really, and fits with the Pulp period more in my mind. Spells are largely treated the same way as other d20 products so adding new spells is actually pretty easy.
What is interesting about both the magic spells and psionic powers is they both have associated Ability scores. So a spell might require Intelligence or Charisma.
Book 4: Rules of the Game is next.
It is what you would expect it to be. Maybe a little more information on non-lethal and unarmed and two-fisted fighting. There are some more gadgets here, in particular modes of transportation.
Book 5 covers the Bestiary
In pulp literature there were still unknown lands to discover and many of those lands had never been seen by man before so who knows what sorts of beasts would dwell there? Well not really dinosaurs or giant apes, but in your game you can. We get a nice mix of classical monsters, atomic-horror giants, undead creatures and aliens. It's crazy. But crazy in a good way. Since the monsters are standard format you can even pull out any monster book for C&C (or d20) and use those monsters too.
Book 6 Running a Pulp Game is next.
Details the pulp 4-act adventure (for contrast I typically run 3-act adventures for Buffy and 5-act ones for Ghosts of Albion). For your benefit a sample adventure is included.
We end the book with a Character Sheet.
There are plenty of support files from the author:
This is the errata for the first printing (dark cover): http://www.grey-elf.com/candc/aaerrata.pdf
A Character sheet: http://www.grey-elf.com/candc/aacharactersheet.pdf
And expanded Firearms. These are in addition to what is found in the books: http://www.grey-elf.com/candc/aafirearms.pdf
Ok. Judgement time.
Science Fiction Double Feature
I like this book a lot. I am not sure I would ever play in a pulp setting, but I think it is a great update/replacement for Modern d20. Truthfully while reading this what I REALLY want to do with this is something along the lines of 50's and 60's monster movies. So aliens attacking the earth, giant insects and kaiju. "This Island Earth", "Forbidden Planet", "Them", "Day of the Triffids" and the like. I know this is not what the book was designed to do. But it sure works great for it to be honest. Actually better than great.
I have a lot of Pulpish, 2-fisted adventure, games. This one is great for Pulp, but to ignore the flexibility in this game would be a crime. Plus the 50s are an under-represented time in RPG games.
Stand and Deliver!
Another thing that this game is PERFECT for is as a supplement to Castles & Crusades. Not only do you get an updated Arcane class, you get a perfectly workable Psionic class with powers. Even if you don't use that try using the Fate Point system with C&C.
One of the nice features of this game is the use of just using a +5 for Primes. Instead of a TN or 12 or 18 like C&C, AA gives you a plus to your roll. We housed ruled this for C&C a while back and I understand it is fairly common. I like it better than the core C&C rules and will use this instead.
There is something else that this game would be perfect for. I have had this desire to do a game based in 16th to 17th Century England where I could cover such topics as Queen Elizabeth, The Stuart Kings and Queens, Shakespeare, Sir Francis Drake, Guy Fawkes, John Dee, Highway Men, sail and conquest. This plus C&C minus many of the D&D trappings would be perfect.
I am thinking of modding the vehicle combat rules for Highwaymen on horse back and coaches-in-four. Stand and deliver indeed!
Missing
What is missing from the book that I think would have been nice are some Archetypes/1st level NPCs.
Also a supporting cast might also be good. What level and class is Police Officer O'Hara at Precinct 9 where you get all your good tips?
A couple of adventures from the publisher would also be nice. You could put a few of them into one book.
Also missing, but something that I can easily find, is a map of the World circa 1930 with so travel times and costs. I would have liked some more information on the world too. I guess that is the one thing that this book lacks. Granted, these things are typically covered in a Game Masters' book or a Campaign book. I ignored it up to this point because I was so drawn in by all the things I want to do with this that I never considered missing. I am hesitant to count off for it since a.) I only noticed it now despite having had and played around with this game for a while and b.) I was not then and am not now likely to even use it.
So where do end this?
Well I really like this book. Even if I never play it as intended there is just too much good stuff in it to ignore.
Buy this if...
...you like Jason's other books. This is his style through and through.
...you like two-fisted pulp action adventure.
...you like Castles & Crusades and are looking to turn it up a notch or add Psionics or a Fate Point system.
...you want a flexible modern system built on a system that is tried and tested for years.
...you want easy to use vehicle combat rules.
My imagination is really grabbed by this system. I think there is a lot of potential here and a lot I want to do with this game.
http://www.trolllord.com/store/product_info.php?cPath=22&products_id=211
http://rpg.drivethrustuff.com/product/106153/Amazing-Adventures%21?affiliate_id=10748
I am woefully behind on reviews. So I want to do one I picked up at Gen Con and it has been sitting on my desk, taunting me to review it.
First off some disclaimers.
* I do know the author Jason Vey and we have worked on projects together before. This is not one of those projects.
* I did read a playtest version of this game some time ago. This review is on the published version of the book.
* I did not get a free copy of this. I pledged in Troll Lords pre-order program and picked it up at Gen Con.
Ok. All of that is out of the way.
Amazing Adventures (hereafter AA) is a new Pulp Action RPG based on the same SIEGE Engine that runs Castles & Crusades. Unlike other SIEGE games, this one is 100% compatible with C&C. So much so that I plan on using them together, but I'll get to that. Right now let's talk about what the book has.
Upfront we get our OGL declaration including a lot of Open content. This will make it easy to make "Pulp d20" supplements or use this for other sorts of games.
We move right into an introduction to what Pulp Roleplaying is. I know Jason, I know he knows Pulp quite well. Reading this then is like reading Steven Kenson on Supers Roleplaying; I know he gets it at a level above me. In this case yes, but Jason still brings it down to the peasants like myself to understand. For me I am constantly defining Pulp by old movies or, more to the point, what it isn't. It isn't Victorian, it isn't 50's Atomic Sci-Fi (yet) or Ultra Modern.
There is a brief introduction on the use of magic. Something I'll get to again in a bit.
Book One deals with Characters. Note, there are not multiple books, but divided withing the physical book.
If you have played, oh, ANYTHING in the last 40 years then you know what this is. The same 6 attributes of all d20 games and C&C. They are described with a little more information given to languages.
There are Classes. This is based on Castles & Crusades afterall. The Arcanist (who reminds of the Harry Dresden covers), are our magic users. What I like about them is that they choose how their magic works. So a "wizard" may memorize spells and choose Intelligence as their Spell-casting Attribute. Or Wisdom if it is deep understanding or Charisma if it is force of character. I like this. A lot. The Arcanist is a bit tougher than your d20 wizard with d6 HD. More emphasis is given to cantrips/0-level spells and less on really high level ones. Makes sense really.
The Gadgeteer is used to make all sorts of high tech gadgets. Your Howard Hughes-like characters. You hard-boiled detectives are well represented by the Gumshoe. The Hooligan is your all purpose neer-do-well, from street urchins to thieves and generally all purpose bad guys. But that doesn't mean your character is bad, no he/she could have a heart of gold and be down on their luck. ;) The Mentalist is a great addition given the fascination that the time had with Mentalism/Spiritualism. If the Arcanist is a "magical" character then the Mentalist is the "pyschic" one. I also want to point out here that the Mentalist is a PERFECT class to port over to C&C if you want to do psychic/psionic powers there. The Pugilist is your bare knucks fighter. We have these chaps in the Victorian era games too, but these have some nice features. There is the Raider for your big game hunters or Indiana Jones types. Finally the Socialite.
There are some good rules on multiclassing as well, which is great for this Socialite/Hooligan I want to make.
The same Alignment system is in play as C&C. Personally I would have liked something different. The nice thing is that it is completely optional. I think for anything other than a D&D/C&C game I would drop it.
Next up are Fate Points. These work like Drama or Hero Points. The characters gain them at a level increase, but chances are they will spend them faster. I have ported this over to C&C and other d20 games and they work great. There is a lot you can do with these above and beyond normal "points" and they really add to the Pulpy feel of the game in my mind. The main character doesn't die in Chapter 1 or Reel 1, and he doesn't die at Level 1 either. Fate points are the "To Be Continued!" of the game.
The book on Characters ends with some equipment from the Pulp age including when they were introduced (good) and pricing for the times.
Book 2 is Advanced Character Customization
AA is not just about leveling up characters, there are other ways to advnace and customize your Pulp Hero.
Characters can have Abilities (like Ace), Backgrounds (like Scientist), Skills, and Traits. Traits are bit like Feats and a bit like Qualities and Drawbacks in other games.
Since there is Arcana and this Pulp there is a chance the characters will run into something that will break their little minds. So we have a section on Sanity. These rules are simple and solid really. There is not too much detail to read like the latest DSM but enough for a game.
There is also a section on Wealth which is dealt with not as money, but rating based on class.
Book 3 deals with the Paranormal
In particular this chapter details the differences between psionics and magic. Again, this would be great to port over to C&C. The basic mechanics behind using psionics and magic are also detailed. Frankly I am really, really glad that Psionics are different from Magic. They should be and they should feel different. One of my disapointments with D&D3x (and 4e) was Psionics were treated just like another form of magic and they shouldn't be.
Spellcasting is based on Mana points which is a good change really, and fits with the Pulp period more in my mind. Spells are largely treated the same way as other d20 products so adding new spells is actually pretty easy.
What is interesting about both the magic spells and psionic powers is they both have associated Ability scores. So a spell might require Intelligence or Charisma.
Book 4: Rules of the Game is next.
It is what you would expect it to be. Maybe a little more information on non-lethal and unarmed and two-fisted fighting. There are some more gadgets here, in particular modes of transportation.
Book 5 covers the Bestiary
In pulp literature there were still unknown lands to discover and many of those lands had never been seen by man before so who knows what sorts of beasts would dwell there? Well not really dinosaurs or giant apes, but in your game you can. We get a nice mix of classical monsters, atomic-horror giants, undead creatures and aliens. It's crazy. But crazy in a good way. Since the monsters are standard format you can even pull out any monster book for C&C (or d20) and use those monsters too.
Book 6 Running a Pulp Game is next.
Details the pulp 4-act adventure (for contrast I typically run 3-act adventures for Buffy and 5-act ones for Ghosts of Albion). For your benefit a sample adventure is included.
We end the book with a Character Sheet.
There are plenty of support files from the author:
This is the errata for the first printing (dark cover): http://www.grey-elf.com/candc/aaerrata.pdf
A Character sheet: http://www.grey-elf.com/candc/aacharactersheet.pdf
And expanded Firearms. These are in addition to what is found in the books: http://www.grey-elf.com/candc/aafirearms.pdf
Ok. Judgement time.
Science Fiction Double Feature
I like this book a lot. I am not sure I would ever play in a pulp setting, but I think it is a great update/replacement for Modern d20. Truthfully while reading this what I REALLY want to do with this is something along the lines of 50's and 60's monster movies. So aliens attacking the earth, giant insects and kaiju. "This Island Earth", "Forbidden Planet", "Them", "Day of the Triffids" and the like. I know this is not what the book was designed to do. But it sure works great for it to be honest. Actually better than great.
I have a lot of Pulpish, 2-fisted adventure, games. This one is great for Pulp, but to ignore the flexibility in this game would be a crime. Plus the 50s are an under-represented time in RPG games.
Stand and Deliver!
Another thing that this game is PERFECT for is as a supplement to Castles & Crusades. Not only do you get an updated Arcane class, you get a perfectly workable Psionic class with powers. Even if you don't use that try using the Fate Point system with C&C.
One of the nice features of this game is the use of just using a +5 for Primes. Instead of a TN or 12 or 18 like C&C, AA gives you a plus to your roll. We housed ruled this for C&C a while back and I understand it is fairly common. I like it better than the core C&C rules and will use this instead.
There is something else that this game would be perfect for. I have had this desire to do a game based in 16th to 17th Century England where I could cover such topics as Queen Elizabeth, The Stuart Kings and Queens, Shakespeare, Sir Francis Drake, Guy Fawkes, John Dee, Highway Men, sail and conquest. This plus C&C minus many of the D&D trappings would be perfect.
I am thinking of modding the vehicle combat rules for Highwaymen on horse back and coaches-in-four. Stand and deliver indeed!
Missing
What is missing from the book that I think would have been nice are some Archetypes/1st level NPCs.
Also a supporting cast might also be good. What level and class is Police Officer O'Hara at Precinct 9 where you get all your good tips?
A couple of adventures from the publisher would also be nice. You could put a few of them into one book.
Also missing, but something that I can easily find, is a map of the World circa 1930 with so travel times and costs. I would have liked some more information on the world too. I guess that is the one thing that this book lacks. Granted, these things are typically covered in a Game Masters' book or a Campaign book. I ignored it up to this point because I was so drawn in by all the things I want to do with this that I never considered missing. I am hesitant to count off for it since a.) I only noticed it now despite having had and played around with this game for a while and b.) I was not then and am not now likely to even use it.
So where do end this?
Well I really like this book. Even if I never play it as intended there is just too much good stuff in it to ignore.
Buy this if...
...you like Jason's other books. This is his style through and through.
...you like two-fisted pulp action adventure.
...you like Castles & Crusades and are looking to turn it up a notch or add Psionics or a Fate Point system.
...you want a flexible modern system built on a system that is tried and tested for years.
...you want easy to use vehicle combat rules.
My imagination is really grabbed by this system. I think there is a lot of potential here and a lot I want to do with this game.
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