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:
I am sticking close to these, but this is not an in and out conversion.

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.

Wednesday, July 8, 2015

Review: Leagues of Adventure

Leagues of Adventure is a Victorian Steampunk/Weird Science game from Triple Ace Games.  Though calling is "Steampunk/Weird Science" is selling it really short.  I actually have a lot to say about this game because I really, really like it.

Note: I am reviewing the hardcover and PDF versions of this game.  The hardcover is nice with a nice sturdy binding, full color cover with b&w pages and color inserts.  The PDF is the same and weighs in at 262 pages.

Leagues of Adventure (LoA hereafter) is the first Ubiquity game I ever purchased. I think what drew me to it was that it was very much a "Steampunk/Weird Science" game which was something new for me.  All my Victorian games tend to be Victorian/Magic/Gothic Horror games.  Ghosts of Albion, Cthulhu by Gaslight and even Victoriana are ones that spring to mind the quickest.  So this is a period I am intimately familiar with; one I really love and enjoy.

Maybe it is my read on it, or by design, but this game is more pulpy, two-fisted action than other Victorian games.  Sure it is not pulp to the level that Hollow Earth Expedition is, but the shared DNA is obvious.  Even a couple of the archetypes felt similar.  So if your idea of Victorian era fun is dark, smog soaked streets at night hunting a lone killer...well this game can do that, but it is also better suited to hunting down a rampaging elephant in the heart of the city let loose by a society with aim opposed to yours.   Or hunting down a secret cult planning on releasing a virus in the city.

Certainly one of the many inspirations for LoA is another League, the League of Extraordinary Gentlemen.   Indeed, the cover even invokes the movie a bit.  Hey. I know the movie sucked compared to the comic, but it was still big stupid fun and I enjoyed it.



If you are familiar with the Hollow Earth books then this is one is set up along a similar idea.  Though the chapter titles wonderfully worded and sound "Victorian".  A huge plus in my book.

The Introduction is the typical what is this game, what is roleplaying, what is that house, where does that highway lead to?  Sorry. That was the Talking Heads.  Not really needed by anyone reading my words here, but still nice to have.

Chapter the First: What Has Been & What is to Come, covers a history of events from 1890 to 1899.  Dates are listed, wars are discussed and various rulers of nations are listed.  Good background information for any Victorian game.  The best bit might be the "Who's Who" it includes a mix of real and fictional people of the Victorian age.  If you play any Victorian game or have a passing interest in this period then this list has a lot of familiar names.   Still, great to have.  My ONLY complaint about this chapter is that it would have been better served as an appendix.  It is just a collection of lists with no narrative or context.

Chapter the Second: Concerning the Nature of Character & Inherent Qualities.   I want to pause to really soak that title in.  I am a Victoriana geek. I love that, sounds like a scientific paper that would dabble into meta-physics.  But all that aside this is the chapter on character creation.  Moreso than HEX this game is focused on Nationality because, well surprise, the Victorians were.
Since LoA is a complete and contained game, the full character creation rules are present here. This is good since the archetypes and motivations are slightly different.  Primary and Secondary Attributes are the same with the same point spread. Skills are given the same point spread as HEX but the skills themselves are slightly altered. Talents are also present with more of a Victorian flair.  The focus here is very much the "everyman" adventurer.  Sure having money or connections help, but these are slef-made men and women. So no supernatural talents just yet.  Under Resources we get to real meat of this game.
Characters are expected to be part of a League.  It is a great way to get dissperate and often unimaginable types to real Victorians of people together to adventure.  Each League can even have a wealthy Patron to provide the gear and expenses.   There are a number of clubs and leagues presented.  All with different hooks, skills and motivations.  It really is a cool way to get beyond the "you meet in a pub/bar/inn".  My faves are the Fenian Society, The Hollow Earth Society and the Temporal Society.  There are lots more, but making a new one is a breeze.  Hellfire Club anyone?  Actually this looks like a good way to introduce one I have played around with in the past, The Order of Lincoln's Ghost.
What follows are the color insert pages of the stated archetypes.  We got another Big Game Hunter here too, but it is interesting to see the differences between the LoA and HEX versions.
One minor nitpick...There is a pioneering Aviatrix. Yeah I know in a Victorian game a woman would never be around a plane, well that doesn't concern me (watch the Hayao Miyazaki movie "Porco Rosso" and then we can all stat up spunky girl airplane pilots).  No my issue that the first plane flew two years after Victoria was dead.  Ok, Ok this game also has a "Temporal Scientist" in it.  So my nitpick will fall on deaf ears.  I fix this by just setting my game in 1901.

Chapter the Third: The Mechanisms of the Known & the Unknown.  AKA Game Rules.   Here are introduced (or reintroduced) to the Ubiquity game system and dice.   I appreciate simple mechanics in my games and Ubiquity really is about as simple as you can get it.  Check your dice pool, roll the number of dice and add up the successes.  This works great with the pulpy-style of HEX. In LoA you get a more action-adventure orientated Victorian game.

Chapter the Fourth: Fisticuffs, Firearms & Falling With Grace.  or Combat.  Again. Love these chapter titles.  This is our combat chapter.  Truthfully if you have read and understand Chapter 3, then this is the logical extension of that.  There are other issues, but really it reads smooth and easy to follow.

Chapter the Fifth: Trappings, Necessities, Weapons & Conveyances.  Equipment.  Like it's older cousin this chapter has huge list of equipment.   I am pleased to see that the prices are given in British Pounds, schillings and pence (as any proper Victorian age game should) but also there is a listing for cab fare.  Read Sherlock Holmes sometime; the many kept several cabbies in business all by himself.

Chapter the Sixth: Of Physics & Metaphysics.  Ah. The chapter on steam punk weird science.  We start with what is the most important for this game; Inventions.  The Victorian time is often seen as a time of wild inventors, well you can do that with this game. The invention creation rules are really fun and simple. We follow with gadgets (smaller items), weapons, vehicles and moving on to the "living creations" aka your Frankenstein's Monster.  There are plenty of sample inventions to give you ideas or at least an end goal.  I say as a GM don't make an Ornithopter available to characters just because you have the stats for it.  Make them invent it.

Chapter the Seventh: A Guide to Navigating the World of Adventure. or the setting.  We start by talking about the style of the game.  Will it be gritty, adventurous, pulpy or cinematic.  There are tips on how to do all of these.  Personally for this game I prefer the pulpy action.   This chapter also covers adventure ideas, goals and hooks. All of this against the backdrop of a world during the turn of the 19th Century to the 20th.  The "modern" world is coming.
This also includes guideline on creating a "Villainous" league.  Every Justice League needs a Legion of Doom.  A few detailed examples are given.

Chapter the Eighth: Of Travel & the Unseen Marvels of the World.  The is the world overview for LoA.  It is a pretty healthy chapter too.  Lots of places are covered from around the world, both known and mysterious.  As well as factual and fanciful. I found this to be fascinating reading to be honest and really it makes this book worth the price to any GM running any sort of Victorian game.  It may or may not be compatible with what other game you are using but the ideas are a gold mine.

Chapter the Ninth: Stalwart Friends & Fiendish Adversaries.  The chapter of Mooks, NPCs and some creatures.  We get some generic mooks, "Thug", "Cultist" and so on as well as some named NPCs. Notable, Col. Sebastian Moran and James Moriarty of the Holmesian Canon.  Lo Peng, Dr. Moreau, and The Mad Monk.   For monsters we get a nice collection; Intelligent Apes, Gill men, and some dinosaurs.  We round it off with some normal animals.

There is a list of Recommended Reference Materials.  A Character sheet and a good index.

What can I really say about this book.  I am inordinately fond of it.  There is no magic worth a damn in it (normally a deal breaker) but I still enjoy the hell out of it.  There is a feeling in this game I can only describe as the "Thrill of adventuring".  In Ghosts of Albion people adventure because there has been some terrible murder or other crime committed by magic. In Cthulhu by Gaslight it is because of some terrible, unknown horror lurking in the shadows. In Leagues of Adventure the conversation is more like this:
Scientist: I do believe there are dinosaurs in the Amazon.
Big Game Hunter: What's that you say? Geeves, pack my trunks and guns we are going to South America!
Aviatrix: No too much, I am still working the issues out of my airship.  Better just take the guns.
Big Game Hunter: I like the cut of your gib girl! Geeves, just the guns then!
Scientist: There is a chance that the Explorers Club might beat us to it.  Though their scientist was at University with me, he can barely read ancient cuneiform let alone a map.

This is a game about big adventure. Frankly I get excited every time I open the pages.

Later I want to talk about using this game along with other Victorian era games.

Tuesday, July 7, 2015

Reviews: Hollow Earth Expedition Supplements

Today I want to go through some of the supplements for Hollow Earth Expedition.  Each of these adds something I think necessary and needed to the game.

Secrets of the Surface World
I won't lie. I really, really like this book.  I am reviewing the PDF at 167 pages.
Secrets of the Surface World is the guide for all characters really.  There is a lot going on *on* the Earth without ever having to go *in* to it.
Chapter 1 covers Characters. Here we have a host of new archetypes, motivations and skills for your characters.  The big add here is the inclusion of Martial Arts and Brawling skills. So now you can make your own "Kwai Chang Caine" character.  Though for me the jewels are in the Talents.  Here we have Magical Aptitude and Psychic Ability.  Personally I think these should have been in the core book, BUT I do see why they are here.  HEX is really more about science, or more often SCIENCE!, and magical powers don't really help that.  But I am sorry I just love to see magic in my games.  Don't worry, fans of Weird Science have plenty to look at here as well.   There are more Resources as well.  Flaws are also covered, but so are Severe Flaws.  These are obviously worth much more.   We are also given Mental Flaws.  Plenty of Role-playing fun with these.
Chapter 2: Supernatural Powers is why I got this book to begin with!  Yeah, I like a certain kind of game and this chapter turns HEX into that kind of game for me.  The Supernatural powers are divided up into Psychic Abilities and Magic.  The system is pretty straight forward to be honest.  Psychic abilities are divided into various talents, each one must be purchased separately.   Magic is a single talent, though there are different Traditions, and a skill.   Spells and Rituals must be uncovered or found.  Not a lot of magical traditions and spells are given, but there is enough for me to take it and run with it.
Chapter 3 Secret Societies continues where the HEX core left off.  Everything from the Thule Society to the Mafia are covered here. Like the core some NPCs are also presented here. My favorites are Aleister Crowley and Edgar Cayce. It is a great contrast to see the two different supernatural styles together.
Chapter 4 The Surface World covers more parts of the world not touched on in the core book.
Chapter 5 T. F. Arkington's Lifestyle Emporium covers more gear.  A lot more gear.
Chapter 6 Weird Science.  I said there was going to be more for the fan of Weird Science and I meant it.  Want to send giant Nazi mechs against your characters? Ok. We can do that now.  Really.
Chapter 7 Vehicle Combat continues the material from the Core book. Though more detail is given. In truth you might not ever need this chapter since the core covers it so well, but it is nice to know it is here.
Finally we end with a sample adventure Prisoner of the Reich.
All in all a satisfying book.  I can't help but think that some of this should have gone into the core book, but the magic stuff is so different than the rest thematically I see why it wasn't.   I got this for the magic, so I am pleased with that.

I have so many plans for this book.

Mysteries of the Hollow Earth
Like Secrets of the Surface World is for well, the surface world, this book is all about the Hollow Earth.  Create native characters from all over (under) the Earth.
Chapter 1 again deals with Characters.  At this point you know how this all set up.  New Archetypes include Barbarians, Beastmen, Guardians, Healers, Mystics, Natives, Outcast and Warriors.  One thing should be pretty obvious now, not only can you use this for a Pellucidar-like game, but it sets up a Barsoom game nicely or even a Conan/Hyborean Age game.  A Pulp game in a Pulp setting, how nice is that!  There are some new motivations, and plenty of new talents. There are also some new flaws.  This book feels more like a true supplement rather than a book of "left-overs"; some thought and research went into this.  I was reading through it all and mentally substituting things I had read from Edgar Rice Burroughs or Robert E. Howard.  That's a good sign.  Plus you can mix and match talents to create Panthermen, Hawkmen, Reptile-people (always a plus in my book) and dozens of others.
The pre-gen Archetypes are great.  The Amazon Warrior makes me want to play a Xena like game now.
Chapter 2 takes us back to Supernatural Powers.  We start with more details on sorcery including more modifiers.  We also are given Shamanism and Alchemy which is really cool.   This chapter plus it's twin in Secrets of the Surface World gives me no end of ideas.
Chapter 3 covers Natives. This is a great and fun chapter to be honest.  If anyone asks me why run a game in the Hollow Earth I am directing them to this.  It is an odd mix of Pulp, post-Victorian occultism and fringe science.  I love it.  I have seen other games take the same elements, but the assembly here is fantastic.  Is it the only way to do this? No, the same elements appear in many other games (Amazons, Atlanteans, lost titans...) but here it works rather nice.
Chapter 4 Beastmen covers the others living in the Hollow Earth.  Natives are largely human, beast men are something else.  The usual suspects are here; Apemen, Gillmen, Lizardmen, Molemen (natch), and Panthermen (or at least a cat-like humanoid race) but there are some great newcomers like the not often seen Hawkmen (should be more Egyptian in my tastes but hey, happy to see them) and some insectmen and the new for this genre Green Men which are more plant like.
Chapter 5 covers the Hollow Earth.  It includes some basics (healing, getting out) but mostly devoted to various locations.  Atlantis for example is here, as is El Dorado (the City of Gold), Shangri-La,  and Blood-Bay where the Pirates hang out.  That is enough to keep you going for a while really.
Chapter 6 adds a more monsters to the Bestiary.   There are more dinosaurs here (always welcomed!).  There are prehistoric reptiles that are not dinosaurs, such as the Archelon and the Plesiosaurus among others. The science geek in me appreciates the separation.  We also get a great collection of prehistoric mammals.  Giant insects, giant apes, and other creatures fill this section.  There is even a guide for creating your own creatures. Which is good, because the one monster I wanted wasn't there.  The book has plenty of pictures of Dimetrodon, but no stats.  I might have to make my own now.
We end with a sample adventure, Fate of Atlantis and an Index.
There is so much here that any half-decent GM could find hours and hours worth of game materials for their own Hollow Earth games.

Perils of the Surface World
This is a collection of adventures that takes the characters around the world.  Adventures are harder to review than games in general since the real proof in both is the playing.  Adventures only more so.  This book contains four separate, but loosely connected adventures.
Each one also contains some added crunch or rules to the game.  We get Faith and Miracles, Horror, Infection and Sanity, New Sorcery Rituals, Artifacts and Vehicles and lastly (what might be the most fun) some Martial Arts powers.
No spoilers, but if you need some ready to go adventures then this is the book you want.










AD&D 1e Players Handbook on DriveThruRPG

That's right.  The book that started it out for so many of us is now on DriveThruRPG.
http://www.drivethrurpg.com/product/17003/Players-Handbook-1e


This is a big deal really.
Prior to this the wisdom was that the reprints would not be released on PDF.
So I supposed there is hope that some PDFs might get reprinted.  Maybe.

But in any case the Gary's Magnum Opus, AD&D, will now be available as PDF.

Also if you are playing the newest edition of the game, Unearthed Arcana has Psionics for the price of a click.
http://dnd.wizards.com/articles/features/awakened-mystic

The days of complaining about Wizards not giving us what we want are over.

Monday, July 6, 2015

Review: Hollow Earth Expedition

The Hollow Earth has always been one of those fringe theories that always sounded like a lot of fun in a game.   I loved the Jules Verne tale "Journey to the Center of the Earth" and the movie based on it.  My exposure to the idea for a game came originally from the old Mystara campaign set, The Hollow World.  Later I discovered the "Shaver Mystery" and the Pellucidar series.
While I know there is no basis whatsoever in scientific fact for a Hollow Earth, it is a lot of fun.  I have even contributed to a Hollow Earth book myself.

So it was with much excitement that I picked up Hollow Earth Expedition.
Full Disclosure: I did write a Hollow Earth book for a different publisher.  I avoided looking at or reading this book till long after my own ms was sent in.
Full Disclosure 2: I am reviewing both the Hardcover and PDF versions of this game.

Let's begin.  What is Hollow Earth Expedition?
HEX, as it is known, is the first Ubiquity powered game on the market (as far as I know).  The setting is "Pulp-era" which I have always roughly translated as the time between the two world wars.  Others might have a more nuanced view on this, but this has served me well enough.  If gumshoes walk the streets, Indiana Jones is still working at the University and fighting Nazis and cults then this is the time.
HEX is two things to me.  It is a new game system (Ubiquity) and a new game setting (Hollow Earth).  I will deal with each in turn.

The HEX hardcover is a gorgeous book. It is 260 pages, mostly black & white (which I want to address) and some color inserts.  The PDF is set up in similar fashion.  Ok, so the interior is black & white.  You know what else is? King Kong, Bela Lugosi's Dracula, Tod Browning's Freaks.  All the movies I associate with this era are in black & white as well.  Save for Journey to the Center of the Earth and Raiders of the Lost Ark. To me, along with the fantastic art, it  really sets the stage for the story I want to tell.   So giving the book "the flip test" ie just flipping through it, it has passed well.

Chapter 1: Setting sets us up for the rest of the book.  We learn a bit about the Pulp Era, the time; it;s 1936, the obligatory "what is Role-playing" section and a brief overview on the book.  Then we get right into it with the setting.  We start off with an overview of the last 25 years or so from the character point of view.  In particular I rather like the section on what characters would know and the speed of information in 1936.  Case in point, one of the films mentioned in the game, Becky Sharp, was considered one of the highest tech films made at the time. I can look it up and learn it was a landmark of cinema. I can even watch it at my leisure.  But not everyone in 1936 saw it, and not everyone or indeed most people knew what a landmark it was.  A lot of people knew it was special. It was color after all, but that was it.
The chapter continues with some great overviews of the world post WWI with WWII looming large and frightening on the horizon.  There is enough here for a game it's own right and indeed there are many games, good games, out there that never go beyond this.  But for HEX this is stage dressing.  The real setting is yet to come.

Chapter 2: Characters covers what you expect. Character creation.  This is where we are introduced to the Ubiquity system for the first time.  Character creation is a point-buy affair like many games.  In this though they recommend you begin with an archetype in mind.   Not a bad place to start really.  To me Pulp is about two fisted action.  So, and I mean this in the best possible way there is, the characters are often well...stereotypes.  "Big Game Hunter", "Gumshoe", "Silver Screen Starlet" and so on.  This is Pulp and here it works.  Not to sound to cliched, but the difference between a character and caricature is the player.  So choose that archetype and embrace it.  We are doing more next.  Next step is choose your motivation.  This is your character's reason for adventure. Quite literally their raison d'être.  Next are your Primary Attributes.  There are the customary six and you have 15 points to spread between them.  These are very similar attributes you find in Unisystem. They are even on a similar scale. The names are different for a few, but the translation is one to one.  Ok, to be fair, there is not of a lot things you would call these and it could be said that they are the same as D&D too.  So it gets a pass, but I am watching you Ubiquity!   Secondary attributes, which are derived.  Skills, which are bought with another 15 points. The max is 5 skill levels at character creation.  Like d20 (but unlike Unisystem) skills are tied to a particular attribute. You can then choose a Talent or a Resource and then a Flaw. A Flaw gives you a Style point.  You are then given another 15 points to spend on Attributes, Skills, Talents or Resources.
I don't mean to do this much, but "point wise" this puts a starting Ubiquity character right around the same level as a starting Unisystem character.  This is good if you like to move from system to system like I do.  (NOTE: I ran a Ghosts of Albion adventure using Ubiquity characters and system and it worked great.)
What follows are archetypes and motivations.  There is a lot here really and it works well.
Attributes are next.  Attributes are scored 0-6 with 1-5 as the range of normal humans, 2 being average.
Skills are discussed at length.  Ubiquity has 30 skills with some having many specialities.
Talents are something special about your character, so aptitude in a particular skill, or a natural ability.  Resources are something you have.
The section ends with the color pages of various archetypes.  If you are short on time you can grab one of these as a your new character.  There are plenty of great choices to be honest.

Chapter 3: Rules does exactly what it says on the tin. Covers the rules.  This is where we are introduced to the Ubiquity dice.  Now normally I shy away from games that require me to buy a another set of special dice.  But these dice are the most part just d8s.  Some are numbered a little differently since they mimic the rolling of 2d8 or 3d8 on one die.  The mechanic is simple.  Roll a given number of dice (dice pool) and then each even number is a success.  So in this respect you can roll anything, d6s, d12s, flipping a coin.  The number of sides needs to be even.  The successes are added up and compare to a difficulty level.  "Easy" would be 1 success, "Average" is 2 and so on.  Impossible is anything higher than 9 successes.
How many dice do you roll?  The number of points in your Skill or Attributes + Skill.  So if I want to check the authenticity of a scroll I could use Academics.  I'll say I have a 5 in that. Let's say I am a nerdy academic type (yeah real stretch I know) and I have specialization in this, I add +1 so I can roll 6 dice.  But say my GM has set the difficulty at 4.  I would need to roll 4 or more successes in order to pass it.  If I didn't have this skill then I base it on my Intelligence and then -2.  There are other modifications to my dice pool. It's sounds difficult but it plays fast.  There are also situations where I can "Take the average"; if a situation will result in a success 50% of the time the character can take the average and succeed. There is no style or flair in this, but not everything is a deed of derring do.
Like many simple mechanic systems it does fade into the background with play.
There are also degrees of Success and Failure. So if you gain 3 successes over what is needed then that is a "Major Success".  These extra successes or failures are typically role-played.
Style Points are also gained and spent here.  Style Points can be added to pools. You gain style points in various ways.  My favorite is "bringing the treats".  Hey. Every little bit helps.

Chapter 4: Combat covers a very specific sort of ruling of the rules presented in Chapter 3.  The basic mechanic is the same, but there are other situations.   This chapter could have been folded into Chapter 3, but I see why it is seperate.

We take a brief intermission for an Example of Play.  This is rather handy to be honest to see how everything comes together.

Chapter 5: Equipment covers all the gear and weapons your character needs.  This is a pretty robust chapter to be honest.  If you never play HEX but play other Pulp games then it is worth having a look at this chapter anyway.  The costs of weapons alone is very helpful.

Chapter 6: Gamemastering details the setting.  Ah if the previous chapters were the meat then this is the...well...other meat with more gravy. Ubiquity is a fine, but a system without a setting is an experiment or an SRD.  This setting is what makes the system shine.  They could have cleanly split the book in half at this place.

Chapter 7: The Hollow Earth covers the setting in detail.  There is a great mix of all the myths, legends and stories of the Hollow Earth here.  Regardless of your familiarity with those myths there is enough here to get you going and get you playing.  Let's be honest, you have always want to hunt T-Rexes while running through the jungle with a shotgun. Suspend your logical 2015 mind and take on an adventurous 1936 mind and load up.

Chapter 8: Friends and Enemies details what is going on on the Surface World and the Hollow World.  This covers the world and presents some important NPCs and their organizations.  Yes. You get to kill evil Nazi cultists and Interior Sea pirates.  If you are lucky in the same adventure.

Chapter 9: Bestiary is our manual of monsters. We have dinosaurs (and a proper Brontosaurus, no Apatosaurus), Ice age mammals, giant versions of nearly everything, sea monsters, and killer plants.  There are no "magical" animals or monsters; no dragons, no centaurs and the like.   This is 1936 and magic has given away to reason and to science.

Another break for a Sample Adventure.

We spend the last few pages with an Appendix on Pulp Resources and Inspiration.
Lots of great resources here including books on the Pulp Adventure Era. Yes, Lovecraft is present here, but there is not much in this game that is "Lovecraftian" as it typically defined.  This is a good thing in my mind.   Books get the most treatment.  Comic Books, Movies and TV series get lists.

There is also a rather good Glossary and Index.  There is a character sheet for your use as well.

All in all a great game.  I have played it a few times and it is really, really fun.
The setting is gonzo but without the crazy.  I could have a lot of fun with this.

The game sits nicely between Unisystem and Savage Worlds in terms of playability for me.  Though I will say that HEX does everything I wanted from Savage Worlds, it just does it better in my mind.

Tomorrow I'll talk more about Ubiquity and Unisystem and how I convert between the two.

2,000,000 Page views! And Ennies.

Sometime around dinner time yesterday I hit 2,000,000 page views.

I took me about 5 years to reach 1,000,000 and less than half that to reach the next million.
Pretty humbling really.  That after all this time you all are still interested in what I have to day.   I want to thank you all.

Nothing really special planned this time, except a special themed edition of "Friday Night Videos".

Don't forget the voting is now live for the ENnies.
http://www.ennie-awards.com/vote/2015/

I did not self-nominate my self this year mostly because I didn't feel like I posted anything above and beyond what I had done last year.  Maybe next year.

For support I am throwing my votes at +Lowell Francis' and his Age of Ravens, http://ageofravens.blogspot.com/ for best website (though it should really be nominated for best blog).

I am also showing my support for +Zak Smith's "Red and Pleasant Land".  We need more strange and weird in our hobby and it is nice that something that is nominally part of our little subset of the hobby get a nod.

My Ubiquity post will be later today.

Sunday, July 5, 2015

July is Ubiquity Month

This July I want to spend some quality time with the Ubiquity system.  This is a "generic" system that goes after the same sort of games and crowd that Savage Worlds and Unisystem target.
I tend to like Ubiquity a bit more than Savage Worlds, but a little less than Unisystem.

The Ubiquity System was created by Exile Game Studios for their Hollow Earth Expedition game.  It has since been used in other games by other companies.

These are the games I am going to be looking at in detail:
Hollow Earth Expedition RPG (Exile Game Studios)
Hollow Earth Expedition: Secrets of the Surface World (Exile Game Studios)
Leagues of Adventure (Triple Ace Games)
Space: 1889 (Clockwork Publishing)
Revelations of Mars (Exile Game Studios)

I am also working on a couple of NPCs to help feature some of the game rules.  A few I really want to do are Dracula and Sherlock Holmes.



When I first was getting into Ubiquity I started with Leagues of Adventure, which is like an alternate universe "Ghosts of Albion".  While in GoA magic is supreme, in LoA it is weird science and steampunk.   I like to think that every character in GoA has an LoA counterpart and visa versa.
In fact I ran my Ghosts of Albion: Dinosauria adventure under Leagues of Adventure with no problems.  I had to fudge the magic a little, but now I think I could a much better job.

I will talk more about Leagues later in this week, but suffice to say I am rather fond of it.

Hollow Earth Expedition is a game I knew I was going to love, but one I did not buy till very recently.  I was working on a Hollow Earth book for Battlefield Press and I didn't want it to enfluence me.  I am happy to say that the HEX book I picked up was both similar and very different than what I did.  It was obvious we drew from the same sources but went in different ways.

Space 1889 and Revelations of Mars were both Kickstarters I gladly backed.  I am not getting the PDFs buy am missing the hardcover of Mars at the moment.

All of these games together have given me a lot of ideas on various games.  One is one I have mentioned before, "1901: An Æther Space Odyssey".  HEX is firmly Pulp Era but LoA and Space 1889 are Victorian science fantasy.  I am going to take the median here and go with the dawn of the Edwardian Age as one of Space Exploration.  Despite the implied settings in Space 1889 and Revelations of Mars, I am likely to go more Barsoom with my my Mars; though I am leaving War of the Worlds open.

Looking forward to it! Hope you are too.