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.

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 ...