Monday, September 25, 2017

"A Dark Traveling" NPCs for Amber Diceless Roleplay


Howdy! It's been a while. I'm doing the job search thing and have been pretty busy.

This post continues my series about using characters from Zelazny's other fiction in Amber Diceless campaigns.  Previous posts have provided stats for characters from Zelazny's novels Doorways in the SandEye of CatTo Die In Italbar, from his Dilvish the Damned series, and from two of his short stories, "Mana From Heaven" and "Kalifriki of the Thread."  The post about Dilvish was the first in the series, explaining how and why I used characters from Zelazny's books in one of my campaigns-- and that post would also be the best place to start reading this series, if you haven't been following along.

A Dark Traveling is sometimes referred to as a work of juvenile fiction, although I read somewhere that Zelazny himself recoiled from the label.  In any case, though, its setting blends almost seamlessly with the setting of Amber if you make the (rather dubious) assumption that 'transcomp teleportation' is just a limited form of shadow travel.

If you haven't read A Dark Traveling, there are spoilers ahead.

The book's basic premise is that there are many parallel versions of earth in existence, each of which contains a different possible set of circumstances. Travel between these "bands," as they are called, is primarily accomplished through a technological device called a 'transcomp,' which is a noisy but highly advanced piece of room-sized equipment. Travel between two bands from transcomp to transcomp is generally somewhat safe-- but more perilous travel, using a single transcomp device on one end and magical sorcery on the other, can also be attempted; blind transcomp travel using only a single transcomp device, or especially traveling from band to band using sorcery only, is an incredibly risky and imprecise affair. Several of Earth's neighboring dimensions, or 'bands,' have allied with each other for mutual exploration and technology-sharing purposes. There are also bands which have allied together for purposes of military expansion and to exploit the resources of neighboring realities. These bands have come to be known as:

  • Lightbands which work together for mutual aid and for exchange of resources or information;
  • Darkbands which use transcomp technology to exploit or conquer their neighbors;
  • Graybands, which are worlds without transcomp technology; and,
  • Deadbands, which are empty worlds where life has been exterminated.

Here, then, are a set of NPC's from this novel, beginning with its protagonist:

James Wiley               [40 Points]
PSYCHE [Chaos Rank]
STRENGTH [25 Points]*
ENDURANCE [15 Points]*
WARFARE [Chaos Rank]

*Limited to Chaos Rank unless in werewolf form.

"Golly" the Golem - Android security device [25 Points]
     * Immense Vitality [8 Points]
     * Tireless, Supernatural Stamina [8 Points]
     * Combat Training [1 Point]
     * Resistant to Firearms [2 Points]
     * Double Damage Hands & Feet [2 Points]
     * Psychic Neutral [2 Points]
     * Rapid Healing [2 Points]

James Wiley is just your typical 15-year-old werewolf, whose father and uncle also happen to run a secret Foundation controlling Transcomp technology on Shadow Earth. He's a resourceful young man, on the verge of learning to cope with his lycanthropy, so mature that adults often forget that he's just a kid. Golly, the android, is something of a house guardian, programmed to protect the Transcomp device in the Wiley basement as well as the rest of the family.  Golly could not pass for a normal human and is programmed using the control panel in its chest, although it understands basic verbal commands.

Becky Wiley          [0 Points]
PSYCHE [13 Points]
STRENGTH [Human Rank]
ENDURANCE  [Chaos Rank]
WARFARE [Human Rank]

Sorcery [15 Points]

Transcomp Witchery Construct  [32 Points]
     * Lightband Shadows  [6 Points]
          - Personal Shadow [1 Point]
          - Restricted Access [2 Points]
          - Countless Quantity [3 Points]
     * Deadband Shadows  [5 Points]
          - Personal Shadow [1 Point]
          - Restricted Access [2 Points]
          - Named & Numbered Quantity [2 Points]
     * Witchery Aura manifestation [21 Points]
          - Shadow Path [2 Points]
          - Flux-Pin Connection [*3 Points]
          - Implant Power [15 Points]

James' adopted sister Becky is already an accomplished transcomp sorceress, having pulled off several blind trips between neighboring bands without getting lost or marooning herself on an unknown deadband.

Barry          [-25 Points]
PSYCHE [Human Rank]
STRENGTH [5 Points]
ENDURANCE [Chaos Rank]
WARFARE [5 Points]

Barry is a college-aged assassin and trained ninja from a neighboring Lightband who lives in the Wiley household under the guise of being an "exchange student."  He's pretty good at what he does, and can take just about any normal shadow human in a fair fight-- although fair fights aren't really Barry's thing.

Tom Wiley          [0 Points]
PSYCHE  [Human Rank]
STRENGTH  [Human Rank]
ENDURANCE [Human Rank]
WARFARE [Chaos Rank]

Transcomp Construct [35 Points]
     * Lightband Shadows  [6 Points]
          - Personal Shadow [1 Point]
          - Restricted Access  [2 Points]
          - Countless Quantity [3 Points]
     * Deadband Shadows  [5 Point]
          - Personal Shadows  [1 Point]
          - Restricted Access [2 Points]
          - Named & Numbered Quantity  [2 Points]
     * Transcomp Device manifestation [24 Points]
          - Shadow Teleport  [8 Points]
          - Flux-Pin Connection  [*3 Points]

"The Foundation" Alies  [50 Points]
     * Combat Training  [1 Point]
     * Extra Hard Military Equipment and Weapons  [1 Point]
     * Able to Speak in Tongues and Voices  [4 Points]
     * Transcomp Shadow Seek  [4 Points]
     * Cross-Shadow Environmental [*6 Points]

Tom Wiley, James and Becky's father, invented Transcomp technology on Shadow Earth, which allowed him to make contact with several nearby bands.  He met his wife, Agatha, on a nearby lightband where magic and sorcery is much more active than on planet earth, and her family's magical bloodline has been passed on to James. Tom has used wealth acquired through Transcomp technology to create "The Foundation," a powerful paramilitary group which is heavily involved in lightband politics.

Agatha Wiley          [0 Points]
PSYCHE  [3 Points]
STRENGTH [Human Rank]
ENDURANCE  [Chaos Rank]
WARFARE  [Chaos Rank]

Power Words  [10 Points]

Transcomp Witchery Construct  [32 Points]
     * Lightband Shadows  [6 Points]
          - Personal Shadow [1 Point]
          - Restricted Access [2 Points]
          - Countless Quantity [3 Points]
     * Deadband Shadows  [5 Points]
          - Personal Shadow [1 Point]
          - Restricted Access [2 Points]
          - Named & Numbered Quantity [2 Points]
     * Witchery Aura manifestation [21 Points]
          - Shadow Path [2 Points]
          - Flux-Pin Connection [*3 Points]
          - Implant Power [15 Points]

Agatha Wiley is a powerful Transcomp sorceress who is fiercely protective of her family. She adopted Becky into her young family shortly after James' birth after sensing that the young girl had raw magical talent which exceeded even her own formidable abilities.

Uncle George Kendall          [15 Points]
PSYCHE  [Human Rank]
STRENGTH  [34 Points]*
ENDURANCE  [15 Points]*
WARFARE  [Chaos Rank]

* Limited to Chaos Rank unless in werewolf form.

Shadow Ally - Aunt Meryl Kendall  [1 Point]

Agatha's brother George shares the Kendall men's tendency toward lycanthropy, and has been training James on the ins and outs of being a werewolf.

Crow               [15 Points]
PSYCHE  [5 Points]
STRENGTH  [Chaos Rank]
ENDURANCE  [Chaos Rank]
WARFARE  [Human Rank]

Power Words  [10 Points]
Sorcery  [15 Points]

Transcomp Witchery Construct  [30 Points]
     * Darkband Shadows  [5 Points]
          - Personal Shadow [1 Point]
          - Restricted Access [2 Points]
          - Named & Numbered Quantity [2 Points]
     * Deadband Shadows  [4 Points]
          - Restricted Access [2 Points]
          - Named & Numbered Quantity [2 Points]
     * Dark Witchery Aura manifestation [21 Points]
          - Shadow Path [2 Points]
          - Flux-Pin Connection [*3 Points]
          - Implant Power [15 Points]

Crow is one of the deadliest darkband lords-- a powerful Transcomp sorcerer in his own right, but his armies were ultimately smashed by Tom's Foundation forces and he himself was vanquished by Agatha and Becky in a sorcerous duel. Barely escaping to a deadband where he will not be discovered, Crow silently watches and plots his revenge.

Tuesday, September 5, 2017

Index of Xenos Opponents for Deathwatch, Part 1



Happy Labor Day, everyone!

Today's post about Fantasy Flight Games' Deathwatch RPG more or less continues the same theme from my previous post on the subject: while I love the game itself, I hate the way that game information is scattered across multiple sourcebooks, which makes it unnecessarily difficult for Game Masters to locate that info when needed.

Over the next month or so, I'm going to post a somewhat-complete index of major alien species (xenos, in 40k terminology) from the Deathwatch game to make adventure planning a little easier for the GM.  Today's post is going to focus on the Dark Eldar, the Eldar, the Necrons, and the Tau-- I'll work on posting this information for other xenos throughout the month.

Each index will be organized alphabetically by xenos species. Within each category of xenos, named individuals are listed first in italics, followed by more generic beasties in regular font.  The more generic xenos types are arranged according to "The Tiers of Enemies" provided on page 358 of the Deathwatch core rules:

  • Troops: "Enemies in the Troop tier make up the bulk of enemy forces in large scale engagements."
  • Elites: "Individually or in small groups, Elite enemies are worthy foes for a single Battle-Brother no matter how mighty he might be."
  • Masters: "Hive Tyrants and Daemon Princes are both Master Enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with."

The guidelines in the Deathwatch rule book suggest mixing a small number of Elites and Masters with Hordes of Troops or using a combat capable Master to face an enemy alone.

Some xenos fall outside of "The Tiers of Enemies" listed above.  I've placed these creatures in a fourth tier, which I've dubbed Special.  Yes, I know-- that's a clever name.

I've also identified the named Eldar and Dark Eldar individuals who belong to the Conclave of Tears (The Outer Reach, pp. 57-65) in their entries below.  As always, I've tried to link to the Warhammer 40k Wiki wherever possible.


Vakillar U'Riss
Dark Eldar Haemonculus, Mistress of the Theatre of Pain, member of the Conclave of Tears
The Outer Reach, p. 61

The Eldar

Ailill Nuada
Harlequin Shadowseer, member of the Conclave of Tears
The Outer Reach, p. 62

Ebahn Lauma
Corsair Lord of the Balestorm Avengers, member of the Conclave of Tears
The Outer Reach, p. 64

Erandel Voidsinger
Farseer of Craftworld Kaelor, member of the Conclave of Tears
The Outer Reach, p. 59

Larathyn Ki Tajell
Eldar Renegade, currently in Deathwatch custody at Watch Fortress Erioch
Rites of Battle, p. 240

Voidstorm Corsairs (Troop)
Ark of Lost Souls, p. 125

Void Dreamer (Elite)
Ark of Lost Souls, p. 126

Warp Spider (Elite)
Ark of Lost Souls, p.127

Warp Spider Exarch (Master)
Ark of Lost Souls, p.127

The Necrons

Cryptek Ozkhan the Codifier
Harbinger of Transmogrification
The Outer Reach, p. 116

Cryptek Rahkoz
Chronomancer of the Suhbekhar, Harbinger of Eternity
The Outer Reach, p. 117

Destroyer Lord Thulekh
The Outer Reach, p.113

Lord Illmahnokh
Grand Vizier to the Suhbekhar Court
The Outer Reach, p. 111

Overlord-Regent Ahhotekh
Regent of the Suhbekhar Court
The Outer Reach, p. 110

Phaeron Ahmontekh
The Crimson Scythe, the Star-Slayer
The Outer Reach, p. 114

Necron Warriors  (Troop)
The Outer Reach, p. 128

Canoptek Scarab (Troop)
The Outer Reach, p. 134

Deathmarks  (Elite)
The Outer Reach, p. 130

Destroyer  (Elite)
The Outer Reach, p. 135

Lychguards  (Elite)
The Outer Reach, p. 131

Necron Immortals  (Elite)
The Outer Reach, p. 129

Canoptek Wraith  (Elite)
The Outer Reach, p.133

Canoptek Spyders  (Master)
The Outer Reach, p. 132

Cryptek  (Master)
The Outer Reach, p. 122

Destroyer Lord  (Master)
The Outer Reach, p. 136

Flayed One  (Master)
The Outer Reach, p. 137

Necron Lord  (Master)
The Outer Reach, p. 121

Necron Overlord  (Master)
The Outer Reach, p. 121

C'Tan Shards  (Special)
The Outer Reach, p. 126

The Tau

Aun'la Tsua'malor Viorla
Tau Ethereal, currently in Deathwatch custody at Watch Fortress Erioch
Rites of Battle, p. 240

Gun Drone  (Troop)
Deathwatch core rules, p.367

Tau Fire Warriors  (Troop)
Deathwatch core rules, p.368

Tau Stealth Suit  (Elite)
Deathwatch core rules, p.366

Tau Commander  (Master)
Deathwatch core rules, p.365

Friday, September 1, 2017

"Doorways In the Sand" NPCs for Amber Diceless Roleplay


Happy September, everybody!

It's been a while since I posted about using characters from Roger Zelazny's other fiction as NPCs in an Amber Diceless roleplaying game.  In my original post on this topic, which provided my game stats for characters from Zelazny's Dilvish the Damned stories, I explained how I'd assigned a group of NPCs from Zelazny's fiction to beginning player characters as 'shadow allies' in a particularly fun Amber crossover campaign. Subsequent posts on this topic have shared my write-ups of characters from the novels Eye of Cat and To Die In Italbar, and from Zelazny's short stories, "Mana From Heaven" and "Kalifriki of the Thread."  Today I'd like to share game stats for characters from Zelazny's classic science fiction novel, Doorways In the Sand, from that same campaign.

Doorways In the Sand is one of Zelazny's more experimental novels, which makes it an interesting read for reasons which have nothing to do with characters or plot.  Each chapter in the book begins with a cliffhanger ending, followed by a flashback to how its characters survived the previous chapter's cliffhanger. Fortunately, the characters and plot in Doorways manage to hold their own, making it more than an empty exercise in writing novels with a somewhat backward narrative structure.

If you haven't read Doorways In the Sand, there are spoilers ahead.


Fred Cassidy               [141 Points]
PSYCHE [Chaos Rank]
STRENGTH [Chaos Rank]
ENDURANCE [Chaos Rank]
WARFARE [Human Rank]

Dr. M'mrm'mlrr, Psychic Plant [20 Pts]
     * Godlike Psychic Combat Ability
                [16 Points]
     * Immense Vitality Vines [4 Points]

Charv & Ragma, Intergalactic Cops
                [30 Pts]
     * Combat Training [1 Point]
     * Rapid Healing [2 Points]
     * Confer Healing Power [10 Pts]
     * Named & Numbered Alternate
                Forms/Shapes [2 Points]
     * Named & Numbered Quantity
                 [*2 Pts]

Specius Implant Artifact [146 Points]
     * Ancient Extinct Race Shadow [1 Point]
          - Personal Shadow [1 Point]
          - Unique Quantity [*1 Point]
     * Specius Consciousness Manifestation [144 Points]
          - Extraordinary Psychic Sense [4 Points]
               ~ Implant Psychic Quantity [10 Points]
          - Psychic Barrier [4 Points]
               ~ Implant Barrier Quality [10 Points]
          - Regeneration [4 Points]
               ~Implant Healing Power [15 Points]
          - Alternate Form/Shape (Alien Star-Stone) [1 Point]
          - Flux-Pin Connection [*3 Points]
     * Psychic Sensitive Construct [1 Point]

Fred Cassidy is a self-professed acrophile (a lover of high places) who has taken up the hobby of climbing tall buildings.  Fred is also obsessed with not graduating from college, since the generous allowance that his wealthy uncle left to him terminates as soon as he receives a degree; as a result, he's spent the last 13 years changing majors and doing everything possible to postpone graduation. When Fred inadvertently acquires a star-stone artifact containing the entire knowledge and memory of an extinct alien race-- and when he later goes through a Rhennius machine, capable of inverting and reverting forms of matter-- the star-stone becomes a part of his consciousness, manifesting itself through Fred's personality. Along the way Fred makes allies of several powerful aliens who were initially intent on acquiring the star-stone for their own races-- Dr. M'mrm'mlrr, a psychologist and powerful telepath who looks like a large potted plant, and Charv and Ragma, two small alien law enforcement officers wearing animal suits to preserve their undercover identities; Charv typically takes the appearance of a kangaroo, while Ragma disguises himself as a wombat or large dog.  At the story's conclusion, the alien star-stone agrees not to intrude upon Fred' s consciousness without his permission, and Fred agrees to serve as a sort of intergalactic ambassador and living supercomputer for the extinct race which created the star-stone.




Uncle Al Cassidy               [-60 Points]
PSYCHE [Human Rank]
STRENGTH [Chaos Rank]
ENDURANCE [Human Rank]
WARFARE [Human Rank]

Doctor Merimee  [10 Points]
     * Exalted Psychic Combat Ability [8 Points]
     * Named & Numbered Forms & Shapes  [2 Points]

Uncle Al Cassidy, Fred's mysterious benefactor, turns out to be very much alive towards the end of the novel.  Once the events revolving around the alien star-stone had been resolved, the reclusive billionaire decided to go into business with Dr. Merimee-- an alien psychic who been posing as Fred's university advisor-- as proprietors of an extraterrestrial cat-house.  Uncle Al's role in any game should be more akin to a worldly advisor who 'talks to people and hears things' which might turn out to be of benefit to Fred and the player characters.

Tuesday, August 29, 2017

Iris and Bea for the Firefly Roleplaying Game

Iris and Bea are characters from the Serenity graphic novels, which Joss Whedon has described as the 'third season' of the Firefly television series (counting the Serenity film as 'season two').  Since the graphic novels are canon, I've been posting game stats of prominent characters from the graphic novels from time to time for possible use in your game (see my previous posts on Ott's gang and corporate drones). Iris and Bea would make good allies, or even friendly Rivals, for a Browncoat crew.

If you haven't read the Serenity graphic novels Leaves on the Wind or No Power In the 'Verse, there may be spoilers below.

Bea Quiang

Bea Quiang, Medium Major GMC
Attributes
Mental D8
Physical D8
Social D8
Skills
Craft D6
Fight D8
Focus D8
Influence D8 (Speeches)
Know D6 (Criminal Organizations)
Labor D6
Shoot D10 (Pistol)
Sneak D6
Survive D8
Throw D6

Treat D6
Distinctions
Code of Honor D8
To live with honor is difficult. To live without honor is not living at all.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
[*]My word is my bond. When you make a promise to someone, spend 1 PP to make a D6 Asset that lasts until the end of the session. If you break that promise, turn it into a D8 Complication.
New Browncoat D8
The Unification War may be over, but free folk will always stand up against tyranny.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
[*]Resistance leader. Spend 1 PP to step up or double your Influence when trying to rally members of the New Browncoats to fight the Alliance.
[*]Young but scrappy. Spend 1 PP to re-roll a die when a battle plan starts to go sideways. On your next roll, both 1s and 2s count for Complications.
Friends in Low Places. D8
Those of us in the Rim don't have much, but we stick together. There's a power in that.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
Signature Asset: Strickland Forty-Four Twelve pistol D8

Bea's father served with Malcolm Reynolds in the Battle of Serenity Valley, but despite their personal connection, she failed to recruit Mal to lead the New Browncoats in a second uprising against the Alliance. Despite Mal's refusal to join up, Bea and her New Browncoats assisted the Serenity crew with its raid on the government school where River had been held captive, and she later helped Captain Reynolds free Zoe from an Alliance prison.  Bea was one of the few survivors when the Alliance used infiltrators and informants to crush the New Browncoat movement from within.  She and Iris left the Serenity crew as traveling companions, each on the run from the Alliance for their own reasons.


Mal meets Iris for the first time

Iris, Medium Major GMC
Attributes
Mental D8
Physical D10
Social D6
Skills
Drive D6
Fight D12 (Knife) (Martial Arts)
Fix D6
Focus D10 (Memory)
Know D6
Move D8 (Flips) (Leaping)

Notice D6
Operate D6
Shoot D6
Sneak D6
Throw D10 (Blades)
Treat D6
Trick D6
Distinctions
Living Weapon D8
No power in the 'Verse can stop me.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
[*]Control Words. Gain 1 PP whenever a GMC uses a control word to turn you into a killing machine. Double Fight, Move, and Throw until the end of the scene, when you are automatically Taken Out.  If a member of the crew knows your control words, they can also spend 1 PP to trigger this effect, but their PP goes to into the GM's pool.
Government Experiment D8
You don't remember what they did to you. Mostly. But now that it's done, you can never go back.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
[*]Two By Two, Hands of Blue. Create a Painful Memories D8 Complication to step up your Know for the rest of the scene.
Wet Behind the Ears. D8
Folks say you're naive; it ain't that. You just grew up a mite sheltered, is all.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
[*]Easy Mark. Gain 1 PP when you are tricked by more wordly folk or whenever someone takes advantage of your naivete.

Iris is one of Madame Kalista's 'disciples;' an Alliance experiment from the same government school which produced River Tam. Unlike River, though, Iris' mental programming is now 'complete,' and she has no memories of human life apart from her conditioning as a human weapon. After her rescue from the Alliance facility, Iris was briefly treated by Dr. Simon Tam before deciding to go on the run as Bea Quiang's traveling companion. Note that Iris has not yet demonstrated River's talent as a Reader and may lack 'the Gift.'

Sunday, August 27, 2017

Additional types of Warriors for Classic Stormbringer

Howdy, friends!  I'm back with another batch of goodies from the Stormbringer vault.

The classic Stormbringer rules state that any Warrior who rolls a 9 or 10 on a D10 also qualifies to be an assassin.  In our game, we expanded this concept to include other types of Warriors, as well.

We did something similar with the Thief class, and I'll probably be posting those rules at some point in the future. Both those rules and the rules published below are also compatible with my rules for crime and justice in the Young Kingdons, which I'm also really eager to share. And these rules all build upon my rules for starting languages in Stormbringer.

Enjoy!

Additional Types of Warriors

When a Warrior rolls a 9 or 10 on a D10 to qualify as an assassin, roll 1D100 and consult the following chart instead:

          Roll:                               Result:
         01-15                              Assassin
         16-20                              Monk
         21-30                              Archer
         31-35                              Handler
         36-45                              Minstrel
         46-56                              Marine
         57-70                              Scout
         71-85                              Quartermaster
         86-95                              Engineer
         96-00                              Commander

Results are as follows:

Assassin:  As in basic Stormbringer.

Monk: Living a monastic lifestyle in one of the greater Temples of the Young Kingdoms, the Monk picks up the following specialized skills:
  • Must have weapon proficiency in punching and kicking, one of which must be the first (50%) weapon proficiency selection.
  • One extra weapon proficiency at 25% in attack and parry.
  • Tumble 40%
  • Balance 30%
  • Plant Lore 20%
  • Move Quietly 20%
  • Speak Low Melnibonean 40%
  • Read/Write Low Melnibonean 20%
If the Monk's INT + POW are equal to 32 or more, the character is a Sorcerer of the first or second rank. The monk's monastic vows prevent the sorcerer from binding supernatural beings, but nothing prevents the monk from summoning these entities for a single use only.

Archer:  The elite soldiers of many armies, archers have the unique-- and valuable-- ability to kill from a distance.  Special skills include:
  • First (50%) weapon proficiency must be with a race-appropriate bow
  • Second and third (40% and 30%) proficiencies are reduced by -10% (making them 30% and 20%)
  • Craft (Bowyer) 25%
  • Craft (Fletcher) 65%
  • Hide 25%
  • Ambush 20%
Handler:  Animal handlers can be useful on any battlefield, complementing the attacks of armed human soldiers with the ferocity of trained attack animals. Benefits include:
  • Communication skill "(Animal) Lore" at 35% for one specific type of animal, depending upon race:
               --If human, receives 1D3 trained dogs, or 1 trained hawk
               --If Melnibonean, character is Dragon Master and receives Ride Dragon
                                   at 60%
               --If Pan Tangian, receives 1 trained tiger, but character must belong to
                                   the cult of Chardhros the Reaper.
               --If Myrhyn, receives 1D3 trained hawks or 1 trained eagle

Minstrel:  Character is one of the famed warrior-bards of the Young Kingdoms, often living by wits and thievery as much as by singing for his or her supper.
  • Juggle 30%
  • Orate 50%
  • Sing 50%
  • Music Lore 20%
  • Memorize 25%
  • Craft (Play Instrument) 65%
  • Speak Alley-Talk at (2D6)%
  • One additional spoken language at 40%
Marines: Simply put, these are Warriors aboard ships.
  • Tie Knot 25%
  • Climb 20%
  • Climb Riggings 40%
  • Swim 25%
  • Balance 30%
  • Craft (Shiphandling) (3D10)%
Scout:  Call them skirmishers, rangers, or scouts-- these elite woodsmen form the advance guard of any military unit.
  • Set Trap 20%
  • Ambush 40%
  • Track 30%
  • Hide 50%
  • See 30%
  • Search 25%
Quartermaster:  The "rear echelon" of any standing army, Quartermasters drive the supply train and keep troops fully provisioned.
  • -10% to all three initial weapons proficiencies
  • Persuade 25%
  • Credit 10%
  • Evaluate Treasure 35%
  • Conceal 30%
  • 40% chance of literacy in one language already spoken (Read/Write 35%)
  • 10% chance of Cut Purse at 25%

Engineer:  Siege warfare often requires the construction of earthworks, walls, towers, and tunnels. These specialists are often well-educated and highly-respected members of an army's leadership.
  • Craft (Architect) 25%
  • Craft (Stonemason) 50%
  • Craft (Mining) 30%
  • Craft (Carpenter) 20%
  • Make Map 35%
  • Set Trap 15%
  • Climb 20%
  • 50% chance of literacy in one language already spoken (Read/Write 50%)
Commander:  The character once commanded an army or large fighting company. Add 3D6 to the character's starting age, as well as the following skills:
  • Additional 2D4-2 skill improvements at character creation
  • Persuade 50%
  • Make Map 50%
  • Navigate 50%
  • Literate class (skill in Speak also counts toward Read/Write)
  • Double starting money
Additionally, Commanders roll 1D4 and consult the following table:

        Roll                    Result
          1               Character is considered an outlaw in the nation of his or her
                                   choice.
          2               As above, but character is also owed a favor by the ruler of a
                                   neighboring kingdom
          3              Character is a minor noble and owns property as a member
                                   of the Noble class.
          4               If Melnibonean-- character suffered humiliation of being driven
                                   out of Filkhar, Argimiliar, and/or Jharkor with the decline of
                                   the Bright Empire. Character is probably still hated by the
                                   populace of this nation.
                           If Pan Tangian-- character commanded a military campaign in
                                   Dharijour, and is an official of some importance there.
                                   Character starting languages are automatically Common
                                   100% and Mabden 20%, and, if character is also a noble,
                                   all properties owned are assumed to be in that nation.
                           Otherwise-- character was enslaved by either Pan Tang or
                                   Melnibone during a lost military campaign.

Friday, August 25, 2017

Starting Languages for classic Stormbringer

One thing which wasn't clearly addressed in the rules to classic Stormbringer was starting player character languages.

This short post provides our house rules on the matter.  Beginning characters must use their starting skill improvements to begin the game with language proficiencies which aren't listed below.

STARTING LANGUAGES

     Nationality                  Starting Spoken Languages

                                     Melnibone                     Common 100%
                                                                            Low Menibonean 60%
                                                                            High Melnibonean 40%*

                                      Pan Tang                        Common 100%
                                                                            Mabden 20%

                                                                                 -OR-

                                                                            Mabden 100%
                                                                            Common 20%

                                      Myrrhyn                         Myrrhyn 100%
                                                                            Common 80%

                                      Weeping Waste              Mong 100%
                                                                            Common 50%

                                      Org                                Orgjenn 100%

                                      Oin and Yu                     Yuric 100%

                                      Eshmir and Phum             'pande 100%

                                      Nodsokor                        Common 100%
                                                                              Alley-Talk 25%

                                      Others                             Common 100%

* Only if INT is 16 or above.

Wednesday, August 23, 2017

Character Enemies: A New Background Option for Amber Diceless


Character Enemies

According to the Amber Diceless rules, starting characters can spend additional points to begin the game with "staunch allies, friends, and even doting relatives."  Since players never seem to have enough points when designing new characters anyway, we've expanded this concept to include rivals and enemies, which provide extra points for beginning characters to spend.

In order to avoid min/maxing, we had to set an absolute limit to the number of character points that can be received in this method:

"No starting character may start with more than ten points worth of rivals or enemies, or with more points in enemies than he or she has in Allies or Devotees, whichever is greater."

For instance, if you took a single Devotee, you're pretty much limited to gaining ten extra points through enemies. However, if you've spent tons and tons of points to be a well-connected member of your family, this restriction is eased somewhat, since you've obviously spent a lot of point at home (and therefore had more opportunities to offend your siblings). Since Allies and Devotees and more expensive than Rivals and Enemies, there's no incentive to go this route for any reason other than the roleplaying opportunity that it affords.


Here are the types of relationships and their associated points value:

A Local Detractor. While not of the Royal Blood, a detractor will have a certain amount of influence within your realm (whether this is Amber or the Courts). Examples might be Court Retainers, the royalty of nearby Shadow kingdoms, sea captains, merchants, or military commanders. Regardless of their station, a Detractor will always have the power to make life difficult for the character, and will likely be under the protection of another family member (making it difficult to merely "eliminate" the Detractor).  The Detractor can always be counted on to go out of his or her way to inflict hardship and misery upon the character, and no slight is too small for them to pass up. 2 Detractors (one Major and one Minor) per -1 Point.

Demon Enemy.  Demons can make dreadful enemies, particularly since the Game Master gets to design all of the demons in his or her game. Taking this disadvantage might mean that a single powerful demonic entity is hunting you across Shadow... or it might mean that an entire demon race has spent much of the last three decades plotting your doom. Fire Angel, anyone?  This background is not one to be taken lightly. -1 Point.

Family Rival.  This is a member of the royal family of Amber, or a member of the Courts, who has taken a strong dislike to the player character. While a Rival isn't necessarily out for the character's blood, he or she probably wouldn't mind seeing some of it spilt, either. Things like humiliating the character in public, getting in the way of the character's goals, or even providing good intelligence to the opposition out of spite, are all "fair game" for a Family Rival.  -1 Point.

House Vendetta.  One of the Noble Houses of the Courts of Chaos as declared a blood vendetta upon the character. Nothing will satisfy the family's intense hatred, short of your character's head on a plate. Note that this doesn't necessarily mean that everyone in the House is after you-- there are always cliques within any large group, and a few House members will probably break ranks with their family elders on any given matter of policy. It's up to the Game Master to determine whether the player character knows the identity of the particular House-- secret vendettas have been practiced in the Courts for thousands of years. -2 Points.

Chaos and Amber Court Enemies.  This is in the same category as a "Family Rival," only they don't just dislike you-- they really hate your guts.  This means that your Enemy will be willing to go to elaborate lengths to plot your death/destruction/downfall. Chaos and Amber Court Enemies might risk their own lives, betray others, or even switch sides unexpectedly in a conflict, in order to be the instrument of your doom. -5 Points for a Court Enemy from "your" end of the Pattern-Logrus conflict, or -3 Points for a Court Enemy from the other end of things; characters with mixed blood should split the difference for -4 Points.

Your last family portrait
Enemy of the State. You're an outlaw, banished from one of the only two "real" places in the entire Universe.  Showing your face in the Courts, or around Castle Amber, might be the last mistake you ever make. You might even have a price on your head, meaning that you're destined for a lot of sleepless nights. Obviously, not every member of your family is bound to agree with your banishment, but a surprisingly large number of your relatives might even be counted upon to help enforce it. Taking this disadvantage also includes taking your country's ruler as a "Chaos" or "Amber Court Enemy" (for no extra point gain). The exact details of how this came to pass are up to your Game Master-- as is which principality (Amber or the Courts) that you've been banished from. You must have Game Master permission before taking this disadvantage!  -8 Points.

Entity Hatred.  One of the primary Powers of the Universe, either the Pattern or the Logrus, has a bone to pick with you. Who knows why?  Maybe the Pattern fears that you might be instrumental to the forces of Chaos in some upcoming conflict, or maybe the Logrus suspects that you have secret unicorn friends. Obviously, if one of the Powers hates you for some reason, you're barred from using that Power until this conflict has been resolved. Expect lots of Pattern- and Logrus-ghosts, by the way.  You must have Game Master permission before taking this disadvantage!  -10 Points.

Naming Rivals and Enemies.  Who will it be?  Sadly, the choice isn't up to you. Choosing your Enemies' and Rivals' identities is solely up to your Game Master. The Game Master might not even tell you who your Enemies are!  You'll likely have a clue or two as to their identity, based upon your own character history, but the Game Master is free to disregard your background altogether and assign motives which you are completely unaware of. And if, by some slip of the tongue, your Game Master should happen to mention the name of your Enemy or Rival... well, remember, sometimes the Game Master lies.

I hope that these guidelines are useful to you in your own campaigns!

Sunday, August 20, 2017

Mercenaries: NPCs for the Firefly Role-Playing Game


These NPCs from my Firefly game were created to be used as recurring villains, although as things worked out I never actually re-introduced them to the campaign after their first appearance.

In that episode, the players were hired to ferry supplies-- military rations and first aid kits-- to the mayor's office at Silver City on Deadwood (detailed on pages 106-107 of the Smuggler's Guide to the Rim). Once there, the players discovered a city under military occupation; in the run-up to new mayoral elections, the mayor's office had hired a mercenary group called 'the Blue Tigers' to crack down on dissidents and opposition candidates, silence the press, and intimidate voters. Naturally, the players were drawn into events when they discovered that an old friend was on the ballot running against the corrupt incumbent.

The thing to understand is that the Blue Tigers aren't exactly evil-- but they are a mercenary company which doesn't ask a lot of questions when taking a job. In my game, the Blue Tigers turned a blind eye to many of the players' activities in Silver City and eventually refused to massacre its civilian population on election day-- but they didn't exactly part with the crew on the best of terms. In their view, the crew cost them a paycheck. If I'd ever gotten around to using the Blue Tigers again in my campaign, it would have been as recurring rivals, and not as the big bad heavies in an important story arc.

Colonel Jebediah "Jeb" Waybridge
Attributes
Mental D6
Physical D8
Social D10
Skills
Drive D6 (Hovertank)
Fight D6
Focus D10 (Discipline)
Influence D12 (Command) (Intimidate)
Know D6 (Military Operations)
Notice D10 (Tactical Awareness)
Operate D6
Shoot D6 (Pistol)
Sneak D6
Survive D8
Throw D6 (Grenade)
Distinctions
Mercenary Commander D8
I love the sound of orbital bombardment in the morning.
 * Gain 1 Plot Point when you roll a D4 instead of a D8.
 * Plausible Deniability. Gain 1 PP when you step up a Complication representing tactical challenges on the battlefield.
 * Call for fire. Spend 1 PP to create an Artillery Barrage D8 Asset in a battlefield situation. On each of your following Actions, if you don't spend another PP to step this Asset up, it goes away.
Iron-Fisted D8
I don't give one gorram bit how dangerous it is. Get your men up on that ridgeline!
 * Gain 1 Plot Point when you roll a D4 instead of a D8.
 * Taskmaster. Double Influence when throwing the weight of your office around. At the start of the next scene, take or step up a social Complication that represents a backlash against your harsh manner.
Brilliant Tactician D8
I want Bravo Company to advance slowly. Keep the enemy engaged while second platoon flanks.
 * Gain 1 Plot Point when you roll a D4 instead of a D8.
 * Fortune favors the bold. When planning an attack, gain 1PP if you take or step up an Outnumbered D8 or Right Under Their Noses D8 Complication.

Jeb Waybridge is the spittin' image of a hard-chargin, sharp-shootin, square-jawed, high-speed military man. After fighting for the Alliance in the Unification War, he and a few comrades formed the Blue Tigers to avoid being taken out of the fight.

Captain Amalie Moran
Attributes
Mental D6
Physical D6
Social D6
Skills
Drive D8
Fight D6
Fly D12 (Combat Pilot)
Move D8
Operate D8
Shoot D8
Distinctions
Fleet Tactician D8
Sun Tzu was brilliant. After three thousand years we brought his doctrine to the stars.
 * Gain 1 Plot Point when you roll a D4 instead of a D8.
 * Bombard. When you give the order to fire upon an enemy ship, crewmembers following your orders may spend 1 PP to step up their Shoot on their next Action.
Mercenary D8
They don't pay you to look pretty. They pay you to shoot things.
 * Gain 1 Plot Point when you roll a D4 instead of a D8.
Free Spirit D8
You go where the wind takes you.
 * Gain 1 Plot Point when you roll a D4 instead of a D8.
 * New Horizons. Step up or double Drive or Fly when you first take a vehicle somewhere new.
Signature Asset: Lucky rabbit's foot D6

Friendly and easy going, Captain Moran is one of the few Blue Tigers who can get away with sassing Colonel Waybridge. Truth is, she's the best combat pilot that Waybridge has ever seen in his long military career, and he trusts her implicitly. Whenever the Colonel and his Blue Tigers are deployed planetside, her command of the Tigress Two is unquestioned.

Major Alonzo Jessup
Attributes
Mental D6
Physical D6
Social D6
Skills
Drive D8 (Hovertank)
Fight D8
Fix D6
Influence D6 (Command)
Move D6
Operate D6
Shoot D8
Throw D6
Distinctions
Speed demon D8
I never lose a race. I only run out of laps, fuel, or time.
 * Gain 1 Plot Point when you roll a D4 instead of a D8.
 * Throttle Down. You may double Drive whenever you're racing at top speed. All dice that roll 1s or 2s count for Complications.
Mercenary D8
They don't pay you to look pretty. They pay you to shoot things.
 * Gain 1 Plot Point when you roll a D4 instead of a D8.
 * Time for some Thrillin' Heroics. Spend 1 PP to go first in any battle or combat scene. On your first Action, you may reroll any dice that come up 1 instead of accepting a Plot Point.
Ooh-Rah D8
There's nothing better than a good fight.
 * Gain 1 Plot Point when you roll a D4 instead of a D8.

Major Jessup is a simple man. He signed up to fight in the Unification War so that he could play with the big toys used by the Alliance military. He loves to drive his hovertank, make things explode, and expertly play his part in complex military maneuvers. Although nominally second-in-command among the Blue Tigers, in battle Major Jessup is usually occupied with his pride and joy: command of the Tigers' heavy armor company.

Blue Tigers Armored Hovertank
Attributes: Body D12, Handling D6, Speed D6
Vehicle Signature Assets: Twin chain guns D8, Environmentally sealed D8, Armored D8

Blue Tigers Armored Vehicle Crewman
Traits: Young and dumb D8, Drive D8, Shoot D6

Captain George Chester Armstrong
Attributes
Mental D10
Physical D6
Social D8
Skills
Fight D10
Influence D8 (Persuasion)
Move D10
Perform D8 (Conspicuous Bravery)
Shoot D10 (Rifle)
Sneak D10
Distinctions
Combat Instructor D8
Step one-two. Parry! Thrust!
 * Gain 1 Plot Point when you roll a D4 instead of a D8.
 * Lead by example. When you are in a firefight with your students backing you up and you spend 1PP to avoid being taken out, spend 1 additional PP to give the Complication you acquire to one of your students instead.
Mercenary D8
They don't pay you to look pretty. They pay you to shoot things.
 * Gain 1 Plot Point when you roll a D4 instead of a D8.
Special Forces D8
May God have mercy on my enemies-- because I won't.
 * Gain 1 Plot Point when you roll a D4 instead of a D8.
 * An army of one. Create a D8 Asset of your choice when you leave the safety of your group to single-handedly face a foe who has an overwhelming numerical advantage.
 * Leave the sentries to me.  Double Fight for one roll after successfully using Sneak to approach an unsuspecting enemy. Any dice which turn up 1s or 2s count for Complications.
Signature Asset:  LARS-29 Alliance Assault Rifle with scope D8

Captain Armstrong is one of the few members of the Blue Tigers' command staff who was too young to have served in the Unification War, but he has nonetheless distinguished himself as an infantry commander and risen quickly through the ranks. Driven and ruthless, he sees Colonel Waybridge as a relic of the last war and despises Major Jessup's childish obsession with armored vehicles. Captain Armstrong believes that he is the only officer in the Blue Tigers who is truly worthy of its command, and seeks to distinguish himself by taking ridiculous risks and inflicting indiscriminate carnage upon whatever enemy the Tigers have been contracted to eliminate.

Blue Tigers Infantry
Traits: Sneak D10, Shoot D8, Disciplined D8, Fight D6

Tigress Two
Attributes and Skills: Engines D6, Hull D12, Systems D6, Crew D8
Distinctions
Higgins-Class Alliance Troop Transport
These medium-sized carriers were used to transport Alliance ground troops from world to world during the Unification War. They're filled with small double occupancy bunks and support compartments which include a galley, entertainment center, and gymnasium. The gym doubles as a mustering area for rapid deployment via a ramp that drops from the bottom of the ship. These vessels are well-stocked with weapons, ammunition, and military-grade explosives.
 * Gain 1 Plot Point when you roll a D4 instead of a D8.
 * So say we all!  When transported soldiers are in combat, spend 1 PP to create an Esprit de Corps D8 Asset.
 * It's the only way to be sure. Once per game session, you can launch high-intensity ordnance against a ground target. Any opponents who would be taken out by this attack cannot spend 1 PP to remain in the fight.
Battle-Scarred D8
Your ship proudly displays the scars of many hard-fought battles. * Gain 1 Plot Point when you roll a D4 instead of a D8.
Armed and Dangerous D8
When you're being attacked by pirates out in the black, the only ship you can count on is you. And if some sommbitch tries to bite you, well, you can bite back, too.
 * Gain 1 Plot Point when you roll a D4 instead of a D8.
Antipersonnel Guns D8
Bomb Bays D8

Although the Tigress Two is only one of several ships operated by the Blue Tigers, it has been Colonel Waybridge's personal flagship since the original Tigress was damaged in a tough fight and had to be scuttled. The Colonel has accepted that the Tigress Two is Captain Moran's baby now, and and she is the only one of his officers that he feels comfortable trusting her with.

Thursday, August 17, 2017

Shrines of the Courts of Chaos: A new power for Amber Diceless




Shrines of the Courts of Chaos
A New Power for Amber Diceless Roleplay

In his 'Merlin' saga, Zelazny describes a shrine-- apparently devoted to the then-missing Corwin-- and later implies that this shrine was somehow mystically involved with Corwin's imprisonment. Nothing more was ever revealed about the shrine's origin, function, or use.

When the time came for our group to address the issue in our game, this is what I came up with. It's worth noting that these Shrines don't serve a religious function in our game, despite their appearance or decor.

About the Shrines

Each Shrine is dedicated to a single individual, usually either a hated enemy or close ally of its builder. Individuals can own more than one Shrine, but each Shrine must be entirely devoted to a single subject. The construction and dedication of mystical Shrines is generally frowned upon in the Courts of Chaos, but the practice is more common than most inhabitants of the Courts would like to believe.

Chaosian Shrines serve as a focus, a tool which allows a shape-shifter to attune himself to the Psyche of the Shrine's subject. This attunement can be used to influence the subject-- either by gently shaping the subject's destiny, or through an attempt at outright control. While such Shrines are generally used to bring harm to an enemy, they can also be used to aid one's friends.

To use a Shrine for its intended purpose, one must first spend several hours of meditation there. This period of concentration allows the shape-shifter to alter his or her own Psyche, establishing a temporary link with the target. This link is needed to use any of the Shrine's other abilities.

It is helpful if the Shrine is decorated with relics or artifacts associated with its subject. These can range from personal items, to body parts (eccch!), to artistic depictions of the subject-- anything which can help the Shrine's owner achieve a mental link with the Shrine's subject.


Chaosian Shrine (20 Points):  A Shrine may be purchased once for each intended target. Basic or Advanced Shape Shifting is an absolute prerequisite for the Shrine's effective use.

Abilities Conferred by Chaosian Shrines

Sending of Omens:  The character can send omens and cryptic messages to the Shrine' subject. Such omens will always be vague and are often slightly menacing. The player decides what message he or she wants to convey through omens, and the Game Master decides what form the omen will actually take when it manifests to the Shrine's subject. The omen itself will only appear when the Shrine's subject is in Shadow-- Amber and the Courts are just too 'real' to be affected by this power.

Attunement to Subject:  The Shrine's owner develops a strong attunement to the Shrine's subject, and is able to sense whenever that individual is near. Even across Shadow, the character will have a vague sense of "Shadow direction" towards this individual, though this feeling is not defined enough to allow accurate tracking. When so attuned, the character will also know whenever the Shrine's subject is in danger. This attunement will gradually fade if not refreshed periodically, and is also temporarily severed if either party walks the Pattern or assails the Logrus.

Scrying:  From the Shrine itself, the character can spy on its subject, even across great distances or between distant Shadows. If the subject's Psyche is Amber or better, he or she will 'feel' the presence of the Shrine's owner, and will have a vague sensation of being watched.

Subject Discomfort:  Less an ability than a side effect, this is triggered whenever any of the above abilities are used. The Shrine's subject will begin to have premonitions of doom and gloom, and will have difficulty sleeping at night. Unchecked, this side effect can eventually lead to deep despair, which occurs even if the Shrine's owner is friendly towards the Shrine's subject.


Combining Chaosian Shrines with other Powers

When used by a powerful sorcerer or master magician, a Chaosian Shrine can be utilized with increased potency and effect:

Sorcery:  By first using the Scrying ability above, the sorcerer can use a custom spell to appear before the subject as a shadowy, ghostlike entity. This manifestation will be visible to everybody present with the Shrine's subject, and is vulnerable to both Psyche and magical attacks while this is the case. This is a two-way street, however, as the Shrine's owner can also use this ability to cast spells across Shadow at the location of the Shrine's subject. When the sorcerer is done casting spells, his or her ghostly apparition disappears and the sorcerer's consciousness returns to its physical body at the Shrine-- this ability cannot be used for Shadow travel.

Conjuration:  When used in conjunction with the Scrying ability described above, the character can summon creatures/artifacts to the subject's location.  This effectively allows the character to summon across Shadow.

High Compelling:  While using the Scrying ability, characters can achieve several powerful effects. First the character can reach across Shadow to affect the attitudes, emotions, and memories of any Shadow beings at the subject's location. The caster can also attempt, by engaging in a Psyche battle, to alter the emotions and memories of the subject itself.  The caster may also conjure beings with particular goals and emotions (see Conjuration, above) to the subject's location.  In addition, the Shrine's owner can attempt to Geas the subject with a successful Psyche battle.


Ruminations and Advice

After this power was introduced to one of my Amber campaigns, some interesting variations began to appear. One of my players began to develop an advanced form of this power. Another character devoted a Shrine, not to an individual, but to Castle Amber itself. A third player combined ownership of a Shrine with her Advanced Trump Artistry abilities in ways that I'd never envisioned when I first wrote these rules.

Your players will doubtless think of other, more dubious uses for this nefarious power; it is incumbent upon the Game Master to prevent Chaosian Shrines from becoming a "catch-all" power capable of overtaking the normal power levels of the campaign.  One important restriction is that each Shrine can only be dedicated to a single individual (or entity, as in the case of my character with a Shrine dedicated to Castle Amber); charging twenty points for a power which can only affect one other character in your campaign makes it an expensive point-buy and thus greatly limits the frequency with which it will be used.  Another brake that Game Masters can apply to this power is to require that any advanced Shrine powers be used in conjunction with its 'Scry' ability, which alerts the Shrine's subject if that individual has a Psyche rating of 'Amber' or above.

Although I originally designed the above rules to simulate Dara's Shrine to Corwin from the 'Merlin' books-- and therefore intended for Chaosian Shrines to play a somewhat sinister role in our campaign-- it's interesting to note that my players immediately subverted that idea. Once I'd demonstrated the power conferred through Shrines of Chaos in our game, the very first player character in our group to build his own Shrine dedicated it to King Merlin, to whom the player owed great personal loyalty. We quickly found that Chaosian Shrines could be used as a powerful form of defensive or protective magic as this character repeatedly saved Merlin from disaster, often doing so anonymously and from a distance, so that neither Merlin nor Merlin's enemies ever learned the identity of the King's true benefactor.

Characters from Thetis for the Firefly Roleplaying Game

Howdy!  It's been a spell. In previous blog posts ( here and here ), I provided some game stats from James Lovegrove's novel Big ...