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.

Tuesday, August 15, 2017

Index of military command personnel in the Deathwatch RPG


I love the 40k roleplaying games-- admittedly, this is probably more for the game's grimdark setting than for its actual mechanics-- but I love them nonetheless. The Deathwatch and Only War games are particular favorites; I've been a fan of military roleplaying since the mid-80s, and these two titles do better than most at successfully capturing that particular type of gaming experience.

One of the things that annoys me about the Deathwatch RPG, though, is that information about the military command structure in the Jericho Reach-- Deathwatch's default setting-- is spread over several different books, making it unnecessarily difficult for Game Masters to map out the relationships between these important NPCs. Game Masters need to understand these leaders and their agendas in order to run the sort of military roleplaying campaign where rear-echelon politics constantly interfere with battlefield tactics... in other words, the sort of military roleplaying campaign that Deathwatch ought to be particularly well-suited for.

This post is an attempt to rectify that shortcoming. I've tried to compile a reasonably thorough list of senior command officers (and other members of top leadership) from the game's core books, omitting those who are missing or are believed to have been killed in action. I've also left out any officers who are only mentioned in published adventures, since those individuals might or might not survive the scenarios in which they play a role. Hopefully, having this information in a single reference will make it easier for Game Masters to create political drama which complicates the characters' wartime experiences.

A few notes:
  • Wherever possible I've also tried to link to the appropriate entry in the Warhammer 40,000 Wiki. If no biographical entry exists for a particular individual, but I found them mentioned in another article, I linked to that article instead; thus, every link provided should at least lead to a mention of the character named.
  • I've included senior officers of the Deathwatch in this index of Crusade leadership, even though Deathwatch space marines really serve "alongside" Crusade leaders, rather than serving "under" them.
  • The first chapter of The Outer Reach describes a shadowy organization known as "The Dead Cabal." I've noted which of the individuals listed below are members of that group.
Enjoy!


ACHILUS CRUSADE LEADERSHIP

Lord Militant Solomon Tetrarchus, Supreme Commander of the Achilus Crusade
The Achilus Assault, p. 133
Storm Wardens Captain
Kynar Half-Hand

Brother-Captain Kynar Half-Hand of the Storm Wardens 7th Company
The Achilus Assault, p. 134

Lord Captain Diaz Lan, Rogue Trader
Deathwatch Game Master's Kit, p. 27

Deathwatch Watch Commander Mordigael, Master of the Vigil
(Blood Angels chapter)
Deathwatch core rules, p. 335

Deathwatch Epistolary Axineton
(White Consuls chapter)
Deathwatch core rules, p. 336


LEADERSHIP OF THE ACHEROS SALIENT

Lord General Magratha Orphel von Karlack, Commander of Acheros Salient
The Achilus Assault, p.135
The Jericho Reach, p. 17
Watch Captain Kail Vibius

Commodore Hemelschot, Imperial Navy
The Jericho Reach, p. 18

Deathwatch Watch Captain Kail Vibius
(Marines Errant chapter)
The Jericho Reach, p.18

Deathwatch Epistolary Zadkiel
(Dark Angels chapter)
The Jericho Reach, p.20



LEADERSHIP OF THE CANIS SALIENT

Lord Commander Sebiascor Ebongrave
The Jericho Reach, p. 74

Commodore Thalion Vycorious, Imperial Navy
The Achilus Assault, p. 140
Watch Captain Andar Scarion

Plenipotentiary-Designate Urwin Sire, Adept of Priesthood of Terra
The Achilus Assault, p. 138

Lord Castellan Ortarna Lokk of Castobel
The Achilus Assault, p. 139

Lord Captain Gravis Terrozant, Rogue Trader
The Achilus Assault, p. 137
The Jericho Reach, p.75

Deathwatch Watch Captain Andar Scarion
(Astral Claws chapter)
The Jericho Reach, p. 77

Deathwatch Chaplain Brother Vigilant
(Black Shield)
The Jericho Reach, p. 77


LEADERSHIP OF THE ORPHEUS SALIENT

Lord Commissar Vance Theron
(member of the Triumvirate commanding the Orpheus Salient)
The Achilus Assault, p. 142
The Jericho Reach, p. 137

Lord Admiral Anastasia Arkelius, Imperial Navy
(member of the Triumvirate commanding the Orpheus Salient)
The Achilus Assault, p. 142
The Jericho Reach, p. 136
Watch Captain
Marius Avincus

General Derian Arkelius, Imperial Guard
(member of the Triumvirate commanding the Orpheus Salient)
The Achilus Assault, p. 142
The Jericho Reach, p. 135

Deathwatch Watch Captain Marius Avincus
(Ultramarines chapter)
The Jericho Reach, p. 138

Deathwatch Apothecary Kregor Thann
(Red Scorpions chapter)
The Jericho Reach, p. 140


THE CHAMBER OF VIGILANCE

Inquisitor of the Chamber Hezika Carmillus
Deathwatch core rules, p. 336
Inquisitor Velayne Ramaeus,
Leader of the Dead Cabal

Inquisitor Vils Andarion, Ordo Xenos
Rites of Battle, p. 239

Inquisitor Ezu Ghraile, Ordo Xenos
Rites of Battle, p. 239

Inquisitor Adrielle Quist, Ordo Xenos
Deathwatch Game Master's Kit, p. 25

Inquisitor Velayne Ramaeus, Ordo Xenos
(head of the Dead Cabal)
The Outer Reach, p. 26

Inquisitor Thaddeus Hakk, Ordo Xenos
Mark of the Xenos, p. 77


OTHER DEATHWATCH MARINES OF WATCH FORTRESS ERIOCH

Deathwatch Forge Master Harl Greyweaver
(Space Wolves Iron Priest)
Deathwatch Game Master's Kit, p. 25

Deathwatch Apothecary Septimus
(Angels of Absolution chapter)
Rites of Battle, p. 236

Deathwatch Champion Attalus Fellhand
(Space Wolves chapter)
Rites of Battle, p. 237

Deathwatch Chaplain Titus Strome
(Black Shield; member of Dead Cabal)
Rites of Battle, p. 235
Watch Captain Mathias

Deathwatch Watch Captain Mathias
(Sons of Medusa chapter; member of Dead Cabal)
The Outer Reach, p. 18

Deathwatch Dreadnought Goremann the Elder
(Crimson Fists chapter dreadnought)
Rites of Battle, p. 235

Deathwatch Forge Master Xerill
(Iron Hands chapter; member of Dead Cabal)
The Outer Reach, p. 20

Deathwatch Prognosticator Rennin Tri'el
(Silver Skulls chapter; member of Dead Cabal)
The Outer Reach, p. 22

Deathwatch Knight-Warden Alric
(Black Sheild; member of Dead Cabal)
The Outer Reach, p. 24
Watch Captain Brand Mac Lir

Watch Captain Brand Mac Lir
(Storm Wardens chapter)
Rites of Battle, p. 234

Watch Captain Tarran Cearr
(Storm Wardens chapter)
Deathwatch Game Master's Kit, p. 24

Deathwatch Forge Master Mac Zi Ven
(Storm Wardens chapter)
Rites of Battle, p. 238

Deatwatch Watch Captain Servais
(Raven Guard chapter)
Deathwatch Game Master's Kit, p. 26

Deathwatch Keeper Arius Hyzeron
(Ultramarines chapter)
Deathwatch Game Master's Kit, p. 27

Saturday, August 12, 2017

Spells and spellcasting for classic Stormbringer (Post 3 of 3)

 This is the final post in a three-part series about my magic system for classic Stormbringer.  The first post in this series presented my rules for spell-casting, along with a partial spell list and list of spell descriptions, which was then continued in my second installment; today, I'm going to conclude the spell list, and provide a table for determining random spells which might be located on ancient scrolls or contained in magical grimoires. The random table can also be used to determine starting spells for a player character who qualifies to be a sorcerer.

We continue, then, with the list of spells and spell descriptions...


Supplantation of Material Reality
DIF: Special (see below)     Casting Time: 10D10 minutes     Duration: N/A
Required: 3 drams of quicksilver, a pinch of sulfur, a fistful of salt, 2 pints of clean water, caster tells an outrageous lie and it is believed prior to casting this spell (+1), casting takes place under a full moon (+3)
Description: This spell will cause an unusual or valuable object to appear to be quite mundane; for example a large gemstone could appear to be a small goose-egg, or a magical runesword could look like a bundle of kindling wood. This deceitful appearance will remain in effect until it has been dispelled by the caster or until another person successfully penetrates the illusion by stating the desire to disbelieve their own eyes (and by rolling their INTx3). The spell is also dispelled if the disguised item is handled in a manner inconsistent with its supposed purpose (e.g., swinging a broadsword will reveal that it is not a fish). The DIF of this spell is equal to the object's SIZ rating plus ten; double the DIF if the item is magical in nature.
Critical Failure: The item is actually transformed into what it appears to be; any bound entities have an opportunity to break their bindings as if the caster had failed a binding roll; any other magical properties are permanently lost unless the item can defeat the caster in a POW vs POW struggle. The only way to reverse this effect is by casting this spell again and achieving a critical success.  97+
Failure: The spell has no effect.
Critical Success: This illusion can only be disbelieved with a POWx1 roll.  03-

Touch of Eldren Mastery
DIF: 26     Casting Time: 1D6+1 rounds     Duration: Permanent
Required: A wand carved entirely of Eldren or Melnibonean bone*, caster is physically touching target (+5)
Description: This spell allows the caster to immediately inflict-- or to heal, if the caster so chooses-- one Major Wound. If used offensively (to attack), the caster rolls on Table [3.9.2.2] Major Wounds (page 47 of the Stormbringer rules), immediately applying the results (including any applicable statistic modifications) against the spell's target. No hit points are actually lost, but the target is still in danger of losing consciousness, and the affected individual must still receive medical attention within one hour or be forced to roll CON or less on 1D20 to avoid death; a successful roll still results in the loss of 1D6 points of CON, as described in [3.9.2] Major Wounds.
Critical Failure: The spell has the opposite effect (i.e., if used to heal, it will cause a Major Wound, and vice-versa). 00
Failure: If the spell was intended to heal a Major Wound, the spell's target takes 1D4-1 damage. If the spell was being used to cause a Major Wound, the caster takes 1D4 points of damage.
Critical Success: If the spell was being used to heal a Major Wound, the spell's target is also healed by up to its own Major Wound level in hit points. If the spell was being used to inflict a Major Wound, the spell's target will also take damage equaling his or her own Major Wound level.  01

Transcendance of Seeming Mortality
DIF: 22     Casting Time: 2D3 rounds     Duration: Special
Required: 1 dose of Hellebore, 2 fistfuls of rose petals, a peacock feather, a fine robe or cape (100LB value minimum)*, caster is accompanied by an entourage of servants and hangers-on (+4), caster is Melnibonean and is wearing Melnibonean plate armor (+2)*
Description: Upon casting, this spell causes the sorcerer to become imbued with a majestic-- perhaps even godlike-- aura of power. Those viewing the caster will be intimidated by his or her very grace and bearing, even awestruck by the caster's presence. For the duration of this spell, the caster receives a +20% ability bonus to all Communications skills. Crowds will silently part as the caster approaches, falling into a respectful hush as he or she approaches. Anyone wishing to attack the caster must first overcome their own feelings of awe and wonder by rolling less than their POWx3 on 1D100. This spell is somewhat unique in that it will remain in effect until dispelled, something which will only happen if one of the following three situations occurs:

  1. The caster voluntarily terminates the spell's effect.
  2. A Lord of Law or Chaos, or an Elemental Ruler, decided to dispel this magic.
  3. The caster fails a die roll-- any die roll-- although this means of dispelling may have dire consequences. The GM secretly rolls 3D6, recording the results, and the player character will automatically suffer critical failures for this many consecutive die rolls, commencing immediately. If the GM senses that the player is attempting to make 'non-essential' skill rolls in order to "use up" these automatic failures, the GM should feel fully justified in doubling or even tripling the number of remaining mandatory critical failures.

Critical Failure: The spell has no effect, although the caster is treated as if he or she had dispelled this magic by failing a die roll (see above). 93+
Failure: The spell has no effect.
Critical Success: If the caster fails a die roll while this skill is in effect, the GM rolls 2D4-1 instead of 3D6.

Marvel Comics Group, Conan the Barbarian, issue # 14

Triumph of Jaded Essences
DIF: 19     Casting Time: 1D3 rounds     Duration: Special (see below)
Required: 1 does of Hellebore (+6), ground horn of a ram, 3 drops of perspiration from a champion athelete (+2), blood from a fallen warrior (+2), a leaf of creeping ivy.
Description: Once this spell has been cast, the sorcerer may engage a single opponent (whose combined INT and POW must equal 32 or more) in a mystical psychic sorcerer's duel of POW vs POW. This duel is continued, round after round, until one of the two opponents has accumulated three consecutive victories; neither duelist may take any other action until this has been completed, and any physical damage taken by either duelist affects both equally for so long as the struggle continues. Once one of the two opponents has accumulated three consecutive victories, he or she may hold their vanquished foe in a state of stasis, or psychic paralysis, for so long as he or she concentrates. The loser's POW is permanently reduced by 1D3-1. If this spell is cast on an opponent whose INT and POW produce a sum of 31 or less, its caster automatically forfeits the first two rounds of this psychic duel; most sorcerers will only cast this spell upon opponents who are already known to a certainty to be sorcerers so that this doesn't happen.
Critical Failure: The caster's opponent need only prevail in a single POW vs POW victory to prevail, although the caster still requires three consecutive victories in order to win.  Additionally, if sum of the spell's target has a combined INT and POW of 32 or less, that target may select any other Attribute (i.e., other than POW) to be used by both combatants in their next opposed roll. 99+
Failure: The spell has no effect.
Critical Success: The caster may re-roll any single POW vs POW struggle which was won by his or her opponent during their psychic duel. Additionally, if the spell's target has a combined INT and POW of 32 or less, the caster may elect to end the spell at that point instead of forfeiting the first two rounds of their psychic duel.
Critical Failure: The caster's opponent needs only achieve a single POW vs POW victory in order to win the duel, although the caster sill requires three consecutive wins to triumph. Additionally, if the spell's target has a combined INT plus POW of 31 or less, that target may choose a different attribute (rather than POW) to be used in opposed rolls for purposes of determining the duel's outcome. 98+
Failure: The caster may not take any actions on the next combat round, but the spell has no other effect.
Critical Success: The caster may re-roll the results of any single POW vs POW roll which has been won by his or her opponent during the duel, provided that it isn't the third consecutive win for that duelist. Additionally, if it is revealed that the caster's opponent has a combined INT and POW which equal 31 or less, the caster may opt to terminate the spell immediately rather than forfeiting the first two rounds of the duel. 03-

Vengeance of the Ancient Drake-Lords
DIF: 25     Casting Time: 1 combat round     Duration: next combat round
Required: A hand-held weapon made of metal *, bark from a tree which was destroyed by lightning (+10).
Description: The next strike made with this weapon will deliver an additional 2D10 points of damage from electric shock. Metal armor will not protect against this extra damage, as metal conducts electricity, but it will defend against the weapon's normal (nonmagical) damage. Metal weapons used to parry this weapon's strike will also conduct the additional 2D10 damage, provided that the target is actually holding a metal part of that weapon in his or her hands. This additional damage must be delivered in the combat round immediately after the round in which the spell is cast (i.e., the spell's effects cannot be 'held' until needed), because the spell expires one round after the round in which it was cast. Demon or virtuous armor defends normally against this additional electricity damage, as do wardpacts.
Critical Failure: The caster immediately takes 2D10 points of electrical damage, as described above, and as "Failure," below. 91+
Failure: Caster is stunned, and cannot parry or take any other action whatsoever for 1D3 combat rounds.
Critical Success: The damage delivered by this weapon is increased to 2D10+10 points of electrical damage, as described above. 01

Warding Stone of Deep Earth's Blood
DIF: 20     Casting Time: 2D10 minutes     Duration: 2D4 days
Required: a huge boulder or stone block*, 1 dose of Hellebore (+2), 4 drops of morning dew, chisel or other tool for inscribing rune on stone surface*, litter from the abandoned nest of an eagle
Description: By casting this spell, the sorcerer turns a large stone or rock into a powerful ward which will both repel and repulse lesser demons. Such demons will not willingly pass within 20 feet of the stone, and bound demons must make a POW vs 25 roll to do so if bidden by its master (or if their binding object is carried within the spell's area of effect). Failure on this roll will allow that demon to engage its own master in a POW vs POW roll in an attempt to break its binding; if successful, the demon will spend the spell's remaining duration fleeing from the stone's location, departing from the material plane altogether if able to do so. Demons may not be summoned to the stone's location, and this spell has no effect on Virtues or elementals.
Critical Failure: The stone violently shatters, delivering 2D6 physical damage to the caster and anyone else within 20 feet. 95+
Failure: The spell has no effect, although the caster will believe that it was successfully cast.
Critical Success: Double the spell's area of effect (40' radius), double the spell's duration (2D4x2 days), and demons must now make a POW vs 35 roll to willingly enter the spell's area of effect. 03-

Weave of Luminous Phosphorescence
DIF: 19     Casting Time: 1D6+4 hours     Duration: Special
Required: Spell cast at night, spell cast under a full moon (+4) or at least between the first and third quarters(+9), a small kettle*, a magnifying glass*, and small pair of tongs or tweezers*.
Description: As the caster chants beneath a moonlight sky, the quality of that light gradually becomes milkier and waxier, allowing the caster to condense it and collect it in a small kettle. The caster can then use tongs or tweezers to draw a single strand of that condensed moonlight from the kettle, affixing it to any solid surface, spooling the thread behind as he or she walks, so that its other end may be affixed to another surface-- effectively hanging a thread of moonlight between two solid objects. In this manner, after several hours, the caster is able to slowly spin and construct a fine, very faintly glowing, silky web of moonbeam filaments. This web will have a SIZ rating equal to twice the number of hours spent in its casting. The web will also be nearly invisible, requiring a successful SEE roll at -20% in order to spot it. Any creature moving through the webbed area must make a DEX vs SIZ roll to avoid making contact with one of its strands, and if contact is so made, must make a TUMBLE or FLY roll to avoid becoming ensnared. Once a creature has become entangled in the moon-web, it may attempt to roll STRx2 or less on D100 to escape. A successful escape performed in this manner will reduce the web's SIZ by 1. The web will dissipate, freeing any ensnared beings, at dawn, only to reappear at the following sunset with an additional SIZ reduction of 1.
Critical Failure: Obviously, the caster becomes hopelessly tangled within his own web until sunrise, unless he or she is able to roll STRx2 or less on 1D100.  98+
Failure: The web dissolves as soon as it has been completed, leaving nothing but a few faintly glowing strands willowing in the evening breeze. The spell has no effect.
Critical Success: The caster's web has an effective SIZ rating of three times its casting time in hours, and those ensnared within it must roll their STR or less to tear themselves free from its strands.  02-

Whispering Touch of the Intellect's Divining Will
DIF: Special (see below)     Casting Time: 1D4+1 rounds     Duration: 1D3 rounds
Required: Caster is touching the spell's subject (+3) and has eye contact with the spell's subject (additional +2), caster's INT is higher than subject's INT (+2), spell's subject is awake (+9), a piece of knotted leather cord*, a lit candle (+1)*, caster possesses an personal item which belonged to the spell's target.
Description: This spell allows the caster to read the thoughts of a single living mortal. The DIF of this spell is equal to 2D6+2 plus one half the spell target's INT rating (rounded down). Once the spell has been cast, the caster may attempt to access one specific piece of information in the spell target's mind by rolling his own INTx3 on 1D100; once such attempt may be made per round that this spell is in effect. If this INT roll is successful, the spell's target must clearly share whatever information the caster is seeking-- although that information will be as the target understands it, and that understanding might or might not be accurate. This sharing takes place "out of character," and no actual words need to be exchanged between the caster and the spell's target. At the spell's conclusion, the spell's target can attempt to roll his or her own POW or less on 2D10+2D8 to see if the target is aware that his or her mind has been read, although the character will not know what, if any, information was revealed to the spell's caster.
Critical Failure: The caster permanently loses 1 point of POW or 2 points of INT (player's choice), and as below under "Failure."  99+
Failure:  Caster is stunned and incapable of taking action for 1D3 rounds.
Critical Success:  The caster can automatically access specific information once per round while the spell is in effect without having to roll INTx3.  04-


Random Spell Determination

If the GM needs to randomly determine a spell for any reason-- the recommended method for determine which spells player characters begin the game with-- he or she may roll 1D100 and consult the chart below:

     D100 Result:                                   Spell Name
     01-03                                      Bitter Comfort of the Mortal Coil
     04-05                                      Caparison of Bone
     06-10                                      Circle of Troth
     11-14                                      Commune the Principality Unseen
     15-16                                      Concealing Mists of Spirit, Air, and Water True
       17                                          Dedicate the Wealden Aspect
     18-20                                      Dharzi Gibber-Speech
     21-23          Directed Spirit of Reductive
                                   Essences
     24-25          Divine the Summoner's Mind
     25-28          Drawing Down the Portal
                                   Unknown
     29-32          Embodiment of the
                                   Homonculous
     33-34          Evocation of Blinded Cognition
        35            Grim Rescission of Mortal
                                   Devastation
     36-39          Holy Suspension of Empyrean
                                   Regulation
     40-42          Inhabitation of Cold Steel
     43-46          Joining of Kindred Will and
                                   Spirit
     47-48          Lessening of the Infernal
                                    Protector's Might

     49-53                                       Minor Restoration
     54-58                                       Ocean Call of the Zephyr
     59-62                                       Refuge of the Dragon Princes
     63-64                                       Regression of Mortal Generation
        65                                          Rending Immolation of Heaven and Earth
     66-68                                       Restoration of the Multitude's Sundered Identity
     69-70                                       Reversing the Stream of Perceived Chronology
     71-75                                       Supplantation of Perceived Chronology
     76-77                                       Touch of Eldren Mastery
     78-80                                       Transcendence of Seeming Mortality
     81-84                                       Triumph of Jaded Essences
     85-87                                       Vengeance of the Ancient Drake-Lords
     88-92                                       Warding Stone of Deep Earth's Blood
     93-96                                       Weave of Luminous Phosphorescence
     97-00                                       Whispering Touch of the Intellect's Divining Will

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 ...