Not taking a break from Ubiquity month here, but I am taking a side step. I want to look at the the other version of Space: 1889 and talk about their utility with the new Ubiquity version. Plus there is a lot of material out there that can be found in book stores and at DriveThruRPG for the original version that can, with some tweaking, be used with the new version.
So like the song says, let's start at the very beginning.
Space: 1889 was originally released in 1988 by Game Designer's Workshop. I am reviewing my old GDW hardcover from the time and the new PDF by Heliograph, Inc.. The are identical in most respects, save for copyright information.
The book is 225 pages with covers, ads and maps. The maps are also really nice featuring the three faces of Mars and of Venus.
The book lacks proper chapter numbers, but instead goes with titles.
The Introduction covers the basics of what Space: 1889 is all about. This includes a brief history of the last few years and some of the events of the modern day of 1889.
Characters covers basic character creation. Today a point-buy system is the defacto means of character generation for most games, but in 1988 it was a new-ish idea. Characters have six attributes, Physical attributes of Strength (Str), Agility (Agl), and Endurance (End). Psychological attributes are Intellect (Int), Charisma (Chr), and Social Level (Soc). Like Ubiquity and Unisystem these are ranked 1 to 6. Characters are given a total of 21 points to distribute among these attributes.
Characters also have 24 skills they can train in either via Careers or training aka purchasing extra skills. Also detailed is Wealth, which is a function of Social level and what career you may or may not have.
A few guideline careers are offered with suggestions on what attributes they should have.
Up next is the Victorian Age. While I didn't get to play this game much back in the day, I devoured this chapter. It is the Victorian age, but not exactly like the one we know from history. Afterall the British were not fighting on Mars back then.
The chapter is largely Anglocentric, which is to be expected really. There is not a lot here we have not seen before...except that this is one of the first Victorian Sci-Fantasy games on the market. Even Masque of the Red Death would be another year off and Cthulhu by Gaslight was still not everywhere yet.
Note: Those three games, Masque, Cthulhu by Gaslight, and Space: 1889 made up a sort of holy trinity for me back in the late 80s and early 90s. So much I wanted to do with them all as one campaign. College though got in the way...
The Referee section covers basic rules, NPCs, adventures and experience. The system is largely a Attribute/Skill Dice pool vs a Target Number. Not too difficult really, and in fact still playable by today's standards.
Equipment is predictably a large chapter. More so than the Characters and Referee chapters combined. But it also has nice illustrations of various equipment including weapons. Heck it is worth looking just for the picture of the rail gun! This is also one of the chapters that has utility for other games. I have not compared the prices or other stats of the weapons with other versions of the game, but they seem consistent. Indeed, the prices and stats (range, rate of fire) are useful for plenty of other games too. I have not run down the lists in all the games, but it looks like there are more weapons in this version. The PDF and the hardcover includes the original color inserts. I love the designs of the Martian ships. Wery cool.
The follows right into the Science chapter. This one is of course just fun. Flying through the ether and other weird science. This covers building your own equipment and inventions.
Combat covers... well combat. All sorts of conditions are covered, ground, aerial, missile, melee, and heavy weapons. There are even sections on explosives and animal combat. Color inserts here too.
The next two chapters cover Travel. The first is Travel and Exploration and Space Travel. Personally the meat of these two chapters is the Space Travel. Several points of interest in the Solar System are discussed, mostly the inner planets and the asteroid belt.
The next chapters cover the various locations in the Solar System. Luna, Mars and Venus. Each deals with the unique flora and fauna of the planets. The most detail goes to Mars of course.
We end with some useful charts.
The art throughout the book is a mixed lot. Very much a part of the times of the late 1980s. Though I noticed some good Jim Holloway and Jeff Dee illustrations. Judging it by today's standards though isn't really fair.
The game is still surprisingly playable today. Though in my heart the newer Ubiquity version has eclipsed it.
I have not come up with a conversion between this and the Ubiquity one yet, but it looks like it would be pretty easy to be honest. They are roughly scaled the same, skills might be a problem but for the most part it seems pretty easy. The nice thing is reading this version (again) I can take adventures and supplements designed for it and use them with Ubiquity easy...or rather, easier.
Tuesday, July 14, 2015
Monday, July 13, 2015
League of Extraordinary Ladies: Batgirl
Here is another installment of the League of Extraordinary Ladies.
The premise is the same as that other League, only gathered this time are powerful women. I am going to alter backgrounds a bit to better suit the time and the place. Overtly these are for Leagues of Adventure, but I think I can safely mix in some Space: 1889 as well.
Batgirl (Barbara Gordon)
One of the youngest members of the League, Batgirl is a top notch athlete, researcher and crime fighter.
Barbara is the daughter of Chief Constable James Gordon and was trained by the shadowy figure only known as The Bat-Man. By day she works as a librarian at the Gotham Library, which gives her access to the collections thousands of books and periodicals. She has amassed a collection of crime files that she hopes will be of use to herself or others someday.
Health: 8
Style: 2
Primary Attributes
Body 4
Dexterity 5
Strength 3
Charisma 3
Intelligence 5
Willpower 4
Secondary Attributes
Size: 0
Move: 8
Perception: 9
Initiative: 10
Defense: 9
Stun: 4
Skills (levels only)
Academics, Criminology 6
Archery 5
Athletics 6
Drive 2
Firearms 6
Investigation 6
Larceny 6
Linguistics 3 (English, Latin, French)
Medicine 3
Danger Sense
Headstrong
Well Connected
Resources
Ally 3 (the Bat-Man)
Contacts (the Justice League) 4
Contacts (Criminal) 5
Flaws
Obsession (protect others)
This Batgirl is not Oracle. Not yet anyway. This concept is actually closer to the newer "Batgirl of Burnside" younger Babs.
Again with these I am not sweating the points. I want them to feel like their comic book counterparts.
The premise is the same as that other League, only gathered this time are powerful women. I am going to alter backgrounds a bit to better suit the time and the place. Overtly these are for Leagues of Adventure, but I think I can safely mix in some Space: 1889 as well.
Batgirl (Barbara Gordon)
One of the youngest members of the League, Batgirl is a top notch athlete, researcher and crime fighter.
Barbara is the daughter of Chief Constable James Gordon and was trained by the shadowy figure only known as The Bat-Man. By day she works as a librarian at the Gotham Library, which gives her access to the collections thousands of books and periodicals. She has amassed a collection of crime files that she hopes will be of use to herself or others someday.
Health: 8
Style: 2
Primary Attributes
Body 4
Dexterity 5
Strength 3
Charisma 3
Intelligence 5
Willpower 4
Secondary Attributes
Size: 0
Move: 8
Perception: 9
Initiative: 10
Defense: 9
Stun: 4
Skills (levels only)
Academics, Criminology 6
Archery 5
Athletics 6
Drive 2
Firearms 6
Investigation 6
Larceny 6
Linguistics 3 (English, Latin, French)
Medicine 3
Melee 6
Performance 2
Ride 2
Stealth 7
Streetwise 6
Talents
AttractiveDanger Sense
Headstrong
Well Connected
Resources
Ally 3 (the Bat-Man)
Contacts (the Justice League) 4
Contacts (Criminal) 5
Obsession (protect others)
This Batgirl is not Oracle. Not yet anyway. This concept is actually closer to the newer "Batgirl of Burnside" younger Babs.
Again with these I am not sweating the points. I want them to feel like their comic book counterparts.
Review: Space 1889
Space: 1889 was always one of those games that I wanted to play, but never found the time or the group to play it. I remember picking up a copy back when I was in college and was...well odd to say the least, but still I loved the idea. It was very much Jules Verne meets H.G. Wells meets Nikolai Tesla meets Weird Science. The book sat on my shelf for years though unplayed.
Fast forward to Summer 2013 and there is a new Space: 1899 in the works, this time as a Ubiquity game. At the same time the makers of HEX are giving us a Ubiquity-based Mars game. Seemed like a good time really to jump onto the Ether-ship to Mars.
Space: 1889
This review covers both the PDF and the hardcover book. The book is 260 full-color pages, with some black & white art. The hardcover comes with a ribbon bookmark.
It is a gorgeous book really and one that really captures the feel of the original GDW game. For the first time a Ubiquity book (this time published by Clockwork Publishing) breaks with tradition and gives us some of the background and setting first.
The first few pages, Prefaces, The World of Space: 1889 and Storytelling in Victorian Space, cover a bit of background and set the stage for what it to come.
Now. Let's be fair. While this is a science-fiction or science-fantasy game, a lot of real science is ignored to make it work. Just go with it. Think about this from the point of view of the Victorians. Many who thought electricity still had "divine" attributes.
Earth (there are no proper chapter numbers) covers Earth. In particular it covers the space exploration of the time and the Alt-Victorian timeline. If you are using League of Adventure with this, then you will need to figure out which alternate timeline you want to use. Or just make up your own. It also covers a little bit on adventuring on Earth. But with all this I am sure you are not going to stick around. Stats for various creatures are presented throughout.
Mars is next. This is not Barsoom but the Mars of Space: 1889. It has influences from various Sci-Fi stories, but this is all new to many. This chapter covers Martians, the lands, flora and fauna. I have toyed around with the idea of scraping this Mars in favor of a John Carter version of Mars, but that would really be wasting a lot of good material here.
Venus is our next chapter. This Venus is the lush, tropical jungle filled with dinosaurs. Not the planetary hellscape we know it is today. This I am inclined to keep as is. I read a lot of sci-fi from the 60s and 70s that still described Venus like this, complete with dinosaurs and too me that is just too much fun. Something like Jurassic Park meets King Kong only on a planetary scale. The day of Venus is modified to fit more Victorian understanding of science and is not the 117 day long days we know it to be now.
Mercury is not very long, but still a fun read.
The Ether might be the funnest, and most important, chapter in the book really. This deals not only with the mechanism of space travel, but also the medium. Here we really get into the Jules Verne-ieness of it all. This is fun chapter for me because I can see uses of this in other games. For it's also about having my cake and eating it too. I love RPGs, but my first love was and still is hard science. I think that is one of the reasons I have trouble finding a good Sci-Fi game but can play any fantasy game. The Ether is a way for me to hand wave all the scientific inaccuracies and just focus on the fun.
Next we get into the "rules" section of the book.
Characters covers character generation. This is pretty much the same as other Ubiquity games and that is a nice plus. I know my League of Adventure characters can now travel to the Moon or Mars.
Now the nice part of this chapter, and something that can be used in other Ubiquity games, is the "Variation on Starting Points". Your core-book standard is known as a "Promising Character" now. But you could also start as an "Unlucky Fellow" with almost half the starting points or as a "Veteran" with a few more points. This is something that the Unisystem game system does in all their games and it works out brilliantly. I expect it would work just as well here.
The Archetypes section includes a nice variety including a couple of Martians. There is no special Talent to buy to be a Martian. Nice change of pace really.
Rules covers rules. Combat, Damage, and Healing cover that as well. Again this is a Ubiquity game so these rules are not very different than other Ubiquity games I have read and played.
The main differences in these chapters is the focus on space travel and the planets characters can travel to.
The Equipment chapter should be noted for the shear number of new items this adds to the Ubiquity body of work.
One of the funnest chapters is the Inspiration one. This is no mere list of Victorian era sci-fi. Books of fiction and non-fiction alike are listed, with an accompanying paragraph on why they are inspiring. Even a handful of comics are discussed. TV shows and movies are just listed. This is afterall, a literary time.
The Glossary is rich and very useful. The Index covers topics and rules.
We end with one of the best looking Ubiquity character sheets I have seen.
In the hardcover the maps of Mars and Venus are on the liner pages. In the PDF they are seperate wide pages. In both cases the maps are gorgeous. They would look fantastic as framed art prints.
This game is a guilty pleasure and I wish I could play it more often.
I might spend some time this week discussing the other versions of this game.
Fast forward to Summer 2013 and there is a new Space: 1899 in the works, this time as a Ubiquity game. At the same time the makers of HEX are giving us a Ubiquity-based Mars game. Seemed like a good time really to jump onto the Ether-ship to Mars.
Space: 1889
This review covers both the PDF and the hardcover book. The book is 260 full-color pages, with some black & white art. The hardcover comes with a ribbon bookmark.
It is a gorgeous book really and one that really captures the feel of the original GDW game. For the first time a Ubiquity book (this time published by Clockwork Publishing) breaks with tradition and gives us some of the background and setting first.
The first few pages, Prefaces, The World of Space: 1889 and Storytelling in Victorian Space, cover a bit of background and set the stage for what it to come.
Now. Let's be fair. While this is a science-fiction or science-fantasy game, a lot of real science is ignored to make it work. Just go with it. Think about this from the point of view of the Victorians. Many who thought electricity still had "divine" attributes.
Earth (there are no proper chapter numbers) covers Earth. In particular it covers the space exploration of the time and the Alt-Victorian timeline. If you are using League of Adventure with this, then you will need to figure out which alternate timeline you want to use. Or just make up your own. It also covers a little bit on adventuring on Earth. But with all this I am sure you are not going to stick around. Stats for various creatures are presented throughout.
Mars is next. This is not Barsoom but the Mars of Space: 1889. It has influences from various Sci-Fi stories, but this is all new to many. This chapter covers Martians, the lands, flora and fauna. I have toyed around with the idea of scraping this Mars in favor of a John Carter version of Mars, but that would really be wasting a lot of good material here.
Venus is our next chapter. This Venus is the lush, tropical jungle filled with dinosaurs. Not the planetary hellscape we know it is today. This I am inclined to keep as is. I read a lot of sci-fi from the 60s and 70s that still described Venus like this, complete with dinosaurs and too me that is just too much fun. Something like Jurassic Park meets King Kong only on a planetary scale. The day of Venus is modified to fit more Victorian understanding of science and is not the 117 day long days we know it to be now.
Mercury is not very long, but still a fun read.
The Ether might be the funnest, and most important, chapter in the book really. This deals not only with the mechanism of space travel, but also the medium. Here we really get into the Jules Verne-ieness of it all. This is fun chapter for me because I can see uses of this in other games. For it's also about having my cake and eating it too. I love RPGs, but my first love was and still is hard science. I think that is one of the reasons I have trouble finding a good Sci-Fi game but can play any fantasy game. The Ether is a way for me to hand wave all the scientific inaccuracies and just focus on the fun.
Next we get into the "rules" section of the book.
Characters covers character generation. This is pretty much the same as other Ubiquity games and that is a nice plus. I know my League of Adventure characters can now travel to the Moon or Mars.
Now the nice part of this chapter, and something that can be used in other Ubiquity games, is the "Variation on Starting Points". Your core-book standard is known as a "Promising Character" now. But you could also start as an "Unlucky Fellow" with almost half the starting points or as a "Veteran" with a few more points. This is something that the Unisystem game system does in all their games and it works out brilliantly. I expect it would work just as well here.
The Archetypes section includes a nice variety including a couple of Martians. There is no special Talent to buy to be a Martian. Nice change of pace really.
Rules covers rules. Combat, Damage, and Healing cover that as well. Again this is a Ubiquity game so these rules are not very different than other Ubiquity games I have read and played.
The main differences in these chapters is the focus on space travel and the planets characters can travel to.
The Equipment chapter should be noted for the shear number of new items this adds to the Ubiquity body of work.
One of the funnest chapters is the Inspiration one. This is no mere list of Victorian era sci-fi. Books of fiction and non-fiction alike are listed, with an accompanying paragraph on why they are inspiring. Even a handful of comics are discussed. TV shows and movies are just listed. This is afterall, a literary time.
The Glossary is rich and very useful. The Index covers topics and rules.
We end with one of the best looking Ubiquity character sheets I have seen.
In the hardcover the maps of Mars and Venus are on the liner pages. In the PDF they are seperate wide pages. In both cases the maps are gorgeous. They would look fantastic as framed art prints.
This game is a guilty pleasure and I wish I could play it more often.
I might spend some time this week discussing the other versions of this game.
Saturday, July 11, 2015
Zatannurday: League of Extraordinary Ladies
Introducing the League of Extraordinary Ladies!
I have posted some of these pics in the past, but really it is time for me to pull them all together.
If you can, please stop by Michael Dooney's Deviant Art page for more.
http://michaeldooney.deviantart.com/gallery/33431300
The premise is the same as that other League, only gathered this time are powerful women. I am going to alter backgrounds a bit to better suit the time and the place.
Overtly these are for Leagues of Adventure, but I think I can safely mix in some Space: 1889 as well. I am also using the magic systems found in Secrets of the Surface World and Mysteries of the Hollow Earth.
In this case I am doing a more straightforward conversion of my Cinematic Unisystem version of Zatanna.
Zatanna Zatara
Archetype: Occultist
Motivation: Justice/To help others
Health 9
Style 5
Primary Attributes
Body 3
Dexterity 4
Strength 2
Charisma 4
Intelligence 4
Willpower 6
Secondary Attributes
Size 0
Move 7
Perception 10
Initiative 8
Defense 7
Stun 4
Skills (levels only)
Academics, Philosophy 7
Academics, Religion 7
Animal Handling 5
Archery 3
Athletics 2
Con 6
Drive 2
Firearms 3
Investigation 5
Larceny 6
Linguistics 8 (English, Italian, Latin, Greek, Egyptian, Backwards talk)
Medicine 2
Danger Sense
Headstrong
Magical Aptitude (Homo Magi race)
Psychic Ability (ESP, precognition, TK)
Resources
Ally 3 (John Constantine)
Contacts (the Justice League) 4
Contacts (Supernatural) 5
Fame 4 (well known Stage Magician)
Wealth 4
Flaws
Mental (Fear of Commitment)
Obsession (protect others)
Weirdness Magnet
* While Sorcery is Charisma based in Secrets of the Surface World, I am going with Willpower Based here since this is a straighter point-for-point conversion. I want to play around with different bases for Sorcery.
I might make Witchcraft Charisma based and High Magic Intelligence based.
Zatanna can choose any spell, but she must be able to speak backwards.
I have posted some of these pics in the past, but really it is time for me to pull them all together.
If you can, please stop by Michael Dooney's Deviant Art page for more.
http://michaeldooney.deviantart.com/gallery/33431300
The premise is the same as that other League, only gathered this time are powerful women. I am going to alter backgrounds a bit to better suit the time and the place.
Overtly these are for Leagues of Adventure, but I think I can safely mix in some Space: 1889 as well. I am also using the magic systems found in Secrets of the Surface World and Mysteries of the Hollow Earth.
In this case I am doing a more straightforward conversion of my Cinematic Unisystem version of Zatanna.
Zatanna Zatara
Archetype: Occultist
Motivation: Justice/To help others
Style 5
Primary Attributes
Body 3
Dexterity 4
Strength 2
Charisma 4
Intelligence 4
Willpower 6
Secondary Attributes
Size 0
Move 7
Perception 10
Initiative 8
Defense 7
Stun 4
Skills (levels only)
Academics, Philosophy 7
Academics, Religion 7
Animal Handling 5
Archery 3
Athletics 2
Con 6
Drive 2
Firearms 3
Investigation 5
Larceny 6
Linguistics 8 (English, Italian, Latin, Greek, Egyptian, Backwards talk)
Medicine 2
Melee 2
Performance 6
Ride 2
Stealth 4
Streetwise 4
Sorcery (Homo magi) 9 (Willpower based)*
Talents
AttractiveDanger Sense
Headstrong
Magical Aptitude (Homo Magi race)
Psychic Ability (ESP, precognition, TK)
Well Connected
Resources
Ally 3 (John Constantine)
Contacts (the Justice League) 4
Contacts (Supernatural) 5
Fame 4 (well known Stage Magician)
Wealth 4
Flaws
Mental (Fear of Commitment)
Obsession (protect others)
Weirdness Magnet
* While Sorcery is Charisma based in Secrets of the Surface World, I am going with Willpower Based here since this is a straighter point-for-point conversion. I want to play around with different bases for Sorcery.
I might make Witchcraft Charisma based and High Magic Intelligence based.
Zatanna can choose any spell, but she must be able to speak backwards.
Friday, July 10, 2015
Friday Night Videos: 2,000,000 Other Side fans Can't Be Wrong!
Welcome back to Friday Night Videos!
Tonight we do a little self-celebrating and mark 2,000,000 hits to the Other Side blog. Yeah I know, a little self-aggrandizing, but hey. I pay the bills here.
I have talked about the history of this place before, so no real need to do that again. Let's just get to the videos.
I am not 100% sure, but it is likely that the name "The Other Side" came from this Moody Blues song. I had a newspaper article in my school newspaper back in 86-87 named "The Other Side of Life". My first web site was then called The Other Side. Kinda anti-climatic isn't it. But still I like the Blues and this was a good album for 1986.
Like the song, thought the video was a little lame.
Interestingly enough the next Other Side, my website, came out a little after this Areosmith song did. It was from 1994, the same year I moved to Chicago to work on my Ph.D.
I have been a fan of the Red Hot Chili Peppers since "Mother's Milk". The Otherside came out at a very, very weird time for me. I might talk about it sometime. or not. Have not decided yet.
Here is a new one for me. Sirenia. I know nothing about Norwegian symphonic metal, but I like the sound of this. It certainly has all the elements of things I like. This video is kinda cool.
If I had to be honest. Really honest. Well then I would have to stick with the Moody Blues story above. But I was rewriting my personal story then this is the song that really motivated me to name my lexical outlet to the world then I would have to choose The Doors and "Break on Through (to the Other Side)". Total cheat on the title too.
Red Sun Rising is another new band for me. They have this Alice in Chains feel about them that I really enjoy. I heard this one on the radio the other day when trying to come up with tonight's theme.
Hope you are all with me for the next 1,000,000 hits.
Tonight we do a little self-celebrating and mark 2,000,000 hits to the Other Side blog. Yeah I know, a little self-aggrandizing, but hey. I pay the bills here.
I have talked about the history of this place before, so no real need to do that again. Let's just get to the videos.
I am not 100% sure, but it is likely that the name "The Other Side" came from this Moody Blues song. I had a newspaper article in my school newspaper back in 86-87 named "The Other Side of Life". My first web site was then called The Other Side. Kinda anti-climatic isn't it. But still I like the Blues and this was a good album for 1986.
Like the song, thought the video was a little lame.
Interestingly enough the next Other Side, my website, came out a little after this Areosmith song did. It was from 1994, the same year I moved to Chicago to work on my Ph.D.
I have been a fan of the Red Hot Chili Peppers since "Mother's Milk". The Otherside came out at a very, very weird time for me. I might talk about it sometime. or not. Have not decided yet.
Here is a new one for me. Sirenia. I know nothing about Norwegian symphonic metal, but I like the sound of this. It certainly has all the elements of things I like. This video is kinda cool.
If I had to be honest. Really honest. Well then I would have to stick with the Moody Blues story above. But I was rewriting my personal story then this is the song that really motivated me to name my lexical outlet to the world then I would have to choose The Doors and "Break on Through (to the Other Side)". Total cheat on the title too.
Red Sun Rising is another new band for me. They have this Alice in Chains feel about them that I really enjoy. I heard this one on the radio the other day when trying to come up with tonight's theme.
Hope you are all with me for the next 1,000,000 hits.
The Refrigerator for Hollow Earth Expedition/Ubiquity
Taking a a quick break from reviews on Ubiquity books till next week when we head to space. Today I want to try my hand at another NPC, this one a Mad Scientist.
A while back I introduced you all to Dr. Andreas Gelé, aka The Refrigerator. He is a socially stunted misanthrope with mommy issues and the intellect to act out in the worst ways possible.
I thought I might stat him up for Ubiquity and Hollow Earth Expedition in particular. He seems particularly well suited for this game. Here is some background.
This guy came, literally, out of a nightmare. Around 1982 or so (I was 12) I was hit with a double shot of women being frozen alive, the movies were "In Like Flint" and "Kiss the Girls and Make them Die". It really bugged the hell out of me and gave me nightmares for a long time. Still kind of bugs me. Of course later I learned there is a whole creepy fetish thing related to this. I think my issue is far more basic. I hate being cold and think being frozen is quite possibly the worst thing ever. Then recently I found a cover from the pulp magazine "Horror Stories" from 1937.
The cover is by John Newton Howett and typical pulp tradition it was reused for the first issue of Startling Mystery. That picture deserves a villain. I have not found the issue yet so I can't say if there is a story that goes with that cover. But I have enough of my own nightmare fuel.
History of The Refrigerator
Dr. Andreas Gelé was born to wealth and privilege but never to love. His father was a was a rich industrialist who made his money on the work of others and his mother was a noted and beautiful stage actress. From his father he gained his intellect and from his mother he learned lessons in cruelty.
As his mother aged she became more and more cruel. In his mind's eye he saw her as beautiful. This was reinforced by all the pictures of her on the wall of their estates where she was young, beautiful and happy. Frozen in time. Gelé began to work on a process to forever keep the beautiful women young. He was drawn to beautiful women, and his prestige later as a doctor and his wealth made that easy. But he never could talk to or relate to them having grown up socially stunted. So Gelé embarked on a plan so he could have his desires met.
His first experiments in cryonoics were failures. Animals would not return to life when frozen and even when he perfected the process they still had damage. Finally through a combination of fluids and gases at super cooled temperatures. He tested it first on his hated father. He died soon after he was free of the ice, but Gelé expected that since the old man's heart was now weak. He froze his mother next. He was overjoyed that the ice preserved her remaining beauty.
All his research though has left his fortunes depleted so he robs banks to keep himself funded for more research and to keep his "beauties" on ice.
Dr. Andreas Gelé
Archetype: Scientist
Motivation: Power (Preserve Beauty, he seeks power over something he can't control.)
Style: 2 Health: 5
Primary Attributes
Body: 3
Dexterity: 3
Strength: 2
Charisma: 1
Intelligence: 5
Willpower: 3
Secondary Attributes
Size: 0
Move: 5
Perception: 8
Initiative: 8
Defense: 6 (3 + 3)
Stun: 3
Skills (base + level)
Science: Engineering 5 7 12 (6)
Science: Cryonics 5 8 13 (6)* Not in any of the books.
Talents
Skill Mastery Science
Resources
Weapon 1 (Freeze gun: +1 bonus to stun opponent)
Refuge 1 (Secret laboratory: +2 Skill bonus when inside)
Flaw
Mental, Obsession: Obsessed with preserving beauty in young women.**
(** There might be issues with setting his Flaw so close to his Motivation, but I would play his Motivation to build better freezing machines and steal more money. His Flaw causes him to seek out attractive women even when he could be caught easier.)
Weapons
Freeze gun 4 N 0 8 N (4) N
Punch 0 N 0 0 N (0) N
Freeze Gun
Special weapon
Can do lethal on non-lethal damage.
Still playing around with the stating of characters. But I am getting the hang of it.
A while back I introduced you all to Dr. Andreas Gelé, aka The Refrigerator. He is a socially stunted misanthrope with mommy issues and the intellect to act out in the worst ways possible.
I thought I might stat him up for Ubiquity and Hollow Earth Expedition in particular. He seems particularly well suited for this game. Here is some background.
This guy came, literally, out of a nightmare. Around 1982 or so (I was 12) I was hit with a double shot of women being frozen alive, the movies were "In Like Flint" and "Kiss the Girls and Make them Die". It really bugged the hell out of me and gave me nightmares for a long time. Still kind of bugs me. Of course later I learned there is a whole creepy fetish thing related to this. I think my issue is far more basic. I hate being cold and think being frozen is quite possibly the worst thing ever. Then recently I found a cover from the pulp magazine "Horror Stories" from 1937.
The cover is by John Newton Howett and typical pulp tradition it was reused for the first issue of Startling Mystery. That picture deserves a villain. I have not found the issue yet so I can't say if there is a story that goes with that cover. But I have enough of my own nightmare fuel.
History of The Refrigerator
Dr. Andreas Gelé was born to wealth and privilege but never to love. His father was a was a rich industrialist who made his money on the work of others and his mother was a noted and beautiful stage actress. From his father he gained his intellect and from his mother he learned lessons in cruelty.
As his mother aged she became more and more cruel. In his mind's eye he saw her as beautiful. This was reinforced by all the pictures of her on the wall of their estates where she was young, beautiful and happy. Frozen in time. Gelé began to work on a process to forever keep the beautiful women young. He was drawn to beautiful women, and his prestige later as a doctor and his wealth made that easy. But he never could talk to or relate to them having grown up socially stunted. So Gelé embarked on a plan so he could have his desires met.
His first experiments in cryonoics were failures. Animals would not return to life when frozen and even when he perfected the process they still had damage. Finally through a combination of fluids and gases at super cooled temperatures. He tested it first on his hated father. He died soon after he was free of the ice, but Gelé expected that since the old man's heart was now weak. He froze his mother next. He was overjoyed that the ice preserved her remaining beauty.
All his research though has left his fortunes depleted so he robs banks to keep himself funded for more research and to keep his "beauties" on ice.
Dr. Andreas Gelé
Archetype: Scientist
Motivation: Power (Preserve Beauty, he seeks power over something he can't control.)
Style: 2 Health: 5
Primary Attributes
Body: 3
Dexterity: 3
Strength: 2
Charisma: 1
Intelligence: 5
Willpower: 3
Secondary Attributes
Size: 0
Move: 5
Perception: 8
Initiative: 8
Defense: 6 (3 + 3)
Stun: 3
Skills (base + level)
Science: Engineering 5 7 12 (6)
Science: Cryonics 5 8 13 (6)* Not in any of the books.
Medicine 5 7 12 (6)
Firearms 3 4 7 (3)Talents
Skill Mastery Science
Resources
Weapon 1 (Freeze gun: +1 bonus to stun opponent)
Refuge 1 (Secret laboratory: +2 Skill bonus when inside)
Flaw
Mental, Obsession: Obsessed with preserving beauty in young women.**
(** There might be issues with setting his Flaw so close to his Motivation, but I would play his Motivation to build better freezing machines and steal more money. His Flaw causes him to seek out attractive women even when he could be caught easier.)
Weapons
Freeze gun 4 N 0 8 N (4) N
Punch 0 N 0 0 N (0) N
Freeze Gun
Special weapon
Can do lethal on non-lethal damage.
Still playing around with the stating of characters. But I am getting the hang of it.
Thursday, July 9, 2015
Countess Erzsébet Báthory for Ubiquity
A while back I did a series of posts on Erzsébet Báthory for various systems. I am giving her a go for Ubiquity and in particular Leagues of Adventure.
You can read her background here.
You can see my other builds of her here:
Yes. This is the blood-bathing vampire version. Not the historical one.
Countess Erzsébet Báthory
Patron 5
Archetype: Vampire; Motivation: Stay Young and Beautiful; Style: 5
Primary Attributes
Body 5, Dexterity 6, Strength 5, Charisma 6, Intelligence 4, Willpower 6
Secondary Attributes
Size 0, Move 11, Perception 10, Initiative 10, Defense 11, Stun 5*, Health 11*
Skills
Academics: History 7, Religion 5, Athletics 8, Brawl 6, Con 8, Diplomacy 9, Empathy 7, Intimidation 8, Linguistics 8, Performance 9, Stealth 7
Talents
Mesmerize** (Make a single Willpower roll against all opponents within 10 feet), Iron Jaw (+1 Stun)*, Unarmed Parry (can block melee weapons), Well Educated
Resources
Refuge: Size 1 (smaller apartments across Eastern Europe), Status 1 (Foreign noblewoman; +2 Social bonus)
Flaw
Thirst for Blood (+1 Style point when her unholy appetite reveals its true nature, she prefers young women)
Weapons
Bite 9L***, Punch 9N
* Báthory is immune to lethal and nonlethal damage except from drowning, fire, or holy objects.
** This represents the Báthory’s indomitable will being projected onto others. As such, she uses Willpower rather than Performance.
*** If Báthory scores 3+ successes on her bite attack, she has latched onto her victim’s neck. Until she ceases feeding voluntarily or is forcibly removed (as per ending a grapple), the victim takes automatic damage equal to her Strength rating each round.
Decapitation/Piercing the Heart: This requires a Called Shot against a vital area. If the damage exceeds Báthory’s Body rating, she is instantly killed, otherwise the attack has no effect.
Wild Rose Aversion: Báthory suffers a –2 penalty to all rolls to affect a person wearing a garland of wild roses. Wild roses can also be used to ward entrances
Mesmerize: As per the Captivate Talent.
Power of the Lord: A Patriarchal cross (Greek Orthodox), crucifix, or holy wafer (and paraphernalia of other religions at the Gamemaster’s discretion) can be used to make a Touch Attack against Báthory. Such objects cause 0L damage.
These holy objects can also be used to keep Báthory at bay, but only if the wielder is a true believer in the faith. Presenting such an object requires an attack action. In order to close within five feet of the wielder, Báthory must make a Willpower roll as a reflexive action. If she rolls more successes than the wielder’s Willpower,she is unfazed and may act as normal. Otherwise, she can advance no closer, no use any of her other abilities against the wielder.
Regeneration: When Báthory rests in his earth-filled coffin, she makes a Body roll each dawn. Every two successes removes one level of lethal damage caused by drowning, fire, or holy objects.
Shape Change, Lesser: Báthory can transform into a wolf. This requires two complete rounds and a Willpower roll. While in animal form, she retains her own statistics but cannot speak, use tools, or use any of her other abilities. Reversion to her true form is a reflexive action.
Sire: Anyone slain by Báthory’s bite returns as a vampiric minion within three days of burial. Such fiends are incapable of personal growth, no matter how long they live. They retain their mortal attributes, Skills, and Talents, save for Intelligence, which is lowered to 1—these fiends are naught but nocturnal, feral hunters. A true vampire is created only if Báthory allows her victim to drink of her own blood before death.
You can read her background here.
You can see my other builds of her here:
- Classic Unisystem (WitchCraft)
- Mutants and Masterminds (2nd Edition)
- Chill
- Witch Girls Adventures
- Spellcraft & Swordplay
Yes. This is the blood-bathing vampire version. Not the historical one.
Countess Erzsébet Báthory
Patron 5
Archetype: Vampire; Motivation: Stay Young and Beautiful; Style: 5
Primary Attributes
Body 5, Dexterity 6, Strength 5, Charisma 6, Intelligence 4, Willpower 6
Secondary Attributes
Size 0, Move 11, Perception 10, Initiative 10, Defense 11, Stun 5*, Health 11*
Skills
Academics: History 7, Religion 5, Athletics 8, Brawl 6, Con 8, Diplomacy 9, Empathy 7, Intimidation 8, Linguistics 8, Performance 9, Stealth 7
Talents
Mesmerize** (Make a single Willpower roll against all opponents within 10 feet), Iron Jaw (+1 Stun)*, Unarmed Parry (can block melee weapons), Well Educated
Resources
Refuge: Size 1 (smaller apartments across Eastern Europe), Status 1 (Foreign noblewoman; +2 Social bonus)
Flaw
Thirst for Blood (+1 Style point when her unholy appetite reveals its true nature, she prefers young women)
Weapons
Bite 9L***, Punch 9N
* Báthory is immune to lethal and nonlethal damage except from drowning, fire, or holy objects.
** This represents the Báthory’s indomitable will being projected onto others. As such, she uses Willpower rather than Performance.
*** If Báthory scores 3+ successes on her bite attack, she has latched onto her victim’s neck. Until she ceases feeding voluntarily or is forcibly removed (as per ending a grapple), the victim takes automatic damage equal to her Strength rating each round.
Decapitation/Piercing the Heart: This requires a Called Shot against a vital area. If the damage exceeds Báthory’s Body rating, she is instantly killed, otherwise the attack has no effect.
Wild Rose Aversion: Báthory suffers a –2 penalty to all rolls to affect a person wearing a garland of wild roses. Wild roses can also be used to ward entrances
Mesmerize: As per the Captivate Talent.
Power of the Lord: A Patriarchal cross (Greek Orthodox), crucifix, or holy wafer (and paraphernalia of other religions at the Gamemaster’s discretion) can be used to make a Touch Attack against Báthory. Such objects cause 0L damage.
These holy objects can also be used to keep Báthory at bay, but only if the wielder is a true believer in the faith. Presenting such an object requires an attack action. In order to close within five feet of the wielder, Báthory must make a Willpower roll as a reflexive action. If she rolls more successes than the wielder’s Willpower,she is unfazed and may act as normal. Otherwise, she can advance no closer, no use any of her other abilities against the wielder.
Regeneration: When Báthory rests in his earth-filled coffin, she makes a Body roll each dawn. Every two successes removes one level of lethal damage caused by drowning, fire, or holy objects.
Shape Change, Lesser: Báthory can transform into a wolf. This requires two complete rounds and a Willpower roll. While in animal form, she retains her own statistics but cannot speak, use tools, or use any of her other abilities. Reversion to her true form is a reflexive action.
Sire: Anyone slain by Báthory’s bite returns as a vampiric minion within three days of burial. Such fiends are incapable of personal growth, no matter how long they live. They retain their mortal attributes, Skills, and Talents, save for Intelligence, which is lowered to 1—these fiends are naught but nocturnal, feral hunters. A true vampire is created only if Báthory allows her victim to drink of her own blood before death.
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