16 July 2013

Kickstarter: Part 14 - New Projects!

This is the fourteenth part in an ongoing series about crowdfunding. Overview and Index.


The projects in this update have been moving pretty slowly as a whole (with one notable exception). A number have high expectations, particularly for creators that don't have successful projects under their belt. That can be important to consider given some of the negative press that has been going around in the RPG circles regarding projects that have been very poorly handled. It seems to me making potential backers a little more careful with the funds.

It is something that I touched on previously and shows that the niche is growing and will be maturing. The desire for accountability from backers is increasing and the understanding of how much add-ons can hurt the bottom line and schedule from those running the project is growing. The signs of a growing community from those that have successfully run projects are offering their advice to others, wanting to make the platform better for everyone.

Their motives may not be entirely altruistic, as the greater trust that the concept has, the more people it can bring into the fold. Advice on how to deal with shipping (especially international) is the most sought-after, and with good reason. The costs and time associated with it are far beyond what you may estimate. Unsurprisingly, the skills that a project manager brings to the table aren't present in most Kickstarter projects - but they are definitely something that can bring long-term value to a Kickstarter "brand". At times I wonder if there will eventually be a service that will run your Kickstarter (project management, advertising, etc.) for you for a cut of what it brings in.

Finally, I missed a project between updates: Becoming, a story game where one player is a Hero, and the others are Fates try to take everything from them. It was funded on 06Jul2013.

New Projects

Reality A

Closes: 17Jul2013
Funded: No

An event caused the contemporary world to fundamentally change, developing magic, psionics, changing into human/animal hybrids, fantastic technology, or becoming cold and resistant to the new changes. On the whole, it sounds light-hearted and fun, though is very unlikely to make it's goal at this point.


I AM ZOMBIE

Closes: 30Jul2013
Funded: No

Mark Rein*Hagen of World of Darkness fame has returned with I AM ZOMBIE, a game where you play a zombie (they refer to themselves as Toxics) that is trying to make their way on the periphery of society while being hunted by secretive groups. It has a distinctly retro, grindhouse, rock-n-roll feel and takes a unique approach to playing a zombie, similar to what White Wolf did with other supernatural monsters. They are given powers, a society, personality and conflicts. While not funded yet, it isn't in bad shape for making the goal. Definitely worth checking out.


Outbreak

Closes: 01Aug2013
Funded: No

This project presents a system that can be used for a variety of post-apocalyptic scenarios. The scenarios that have been created as examples include: economic collapse, alien invasion, robot uprising, zombie outbreak, nuclear winter and viral epidemic. While versatile, the examples of the system (indicated to be very rough drafts) show quite a bit of complexity, somewhat reminiscent of the 80's. Probably not quite as intense as The Morrow Project.



Closes: 02Aug2013
Funded: No

Do you like Neon Genesis Evangelion? That is the primary source of inspiration for this project, complete with the religious iconography (the robots all look like fallen angels, humans are referred to as saints, etc). The mechanics are straight forward - you roll attribute dice, keep the highest, then add the relevant skill. You have a pool of points that you can spend to improve that roll after the fact called "Ego". Your motivations, Hope, Despair and Relationships, all drive the Ego mechanic, potentially leading to gains and losses as they are brought into play. Another mechanic is Id, which reflects the nature of the robot (saint). Once it reaches a certain point (more than your Ego), the saint can take control and start wrecking things. Basically, it really is a rules light, character driven approach to NGE. If that sounds appealing, then this will likely be up your alley.


Excelsior

Closes: 04Aug2013
Funded: No

A new steampunk game using a class and percentile system. The setting takes a somewhat unique direction and is primarily based around exploration (which is generally associated more with pulp) and derives inspiration from Jules Verne, HG Wells and (of course) HP Lovecraft. Though details are sparse, the premise seems to be that an exploration/colonization expedition to uncharted territories (Antarctica?) goes wrong. Given that these themes aren't normally seen in the steampunk genre, I'm curious to see what they do with them.


Shadows of Esteren - Book 2: Travels

Closes: 11Aug2013
Funded: Yes!

This is the third Shadows of Esteren book to hit Kickstarter and I'm starting to think that they're conspiring against me. Both of the previous projects have been wildly successful, punctual and of fantastic quality. There are pledge levels and add-ons that allow you to get any and all of the previous rewards if you missed out on something limited edition. There is a reason this project was fully funded in under two hours. As for the book itself, it is something of a location guide, detailing more places within the setting, as well as giving some example scenarios and characters and mechanics for travel. Oh yeah, and monsters. There are other physical rewards that you can get to go along with it, such as a box to keep all of your previous (and future) loose rewards, various game aids and a journal. Even if you missed out on the previous projects, now is a great time to get started and pick things up at a discount.


Mechanika: Empires of Blood and Steam

Closes: 13Aug2013
Funded: No

Okay, this is a relaunch of a project that appeared a year ago. Things have changed for the better this time; if nothing else than in the way the project is being presented. This is going to be a little brief because I will be doing a significantly more thorough look at the project next week.

Mechanika is a steampunk game, using what I would describe as a riff on the Fate system. There are two system pieces that catch my eye. One is the magic system, which encourages stringing together various discrete magical effects to create a much more impressive/powerful display. It seems somewhat inspired by Mage, where there broad categories of magic (e.g. earth, fire, etc.), levels of power and then effects at each level. This can only be a good thing. The other piece is the device (referred to as "machina") creation system, which is a pre-requisite to any good steampunk game. It has various disciplines (called "houses") and you can combine effects from those to create your device.

What is most interesting is the setting, which takes some heavy inspiration from H.P. Lovecraft and then builds around that. The origin of the steampunk technology is from the old ones and magic the product of mortal association with their eternal nemeses, the fae. Mechnika does new things with some old classics, and creates an interesting world to explore. Keep an eye out for my review that goes into more depth regarding this game.

12 July 2013

Earthdawn: Anatomy of a Discipline 27 - Elementalist Part 1, Spells

This is part one of the twenty-seventh Anatomy of a Discipline in an ongoing series about Earthdawn. Introduction and Index.

Overview

The heart of what a spellcaster brings to any Group is their spells. They determine most of the play style and focus for a given Discipline, but also can represent a significant task to wade through and weighing the various options. The goal of this post is to analyze the spell selections in the first five Circles and give some idea of how those options may inform the emphasis of the Discipline, play style, as well the relative use of a particular spell. The reason this will only address the first five Circles is that you get to pick spells at those Circles - starting at Sixth Circle, you are on your own and it is largely in your GM's hands.

Depending on the Optional Rules used in your game, how you address picking up new spells will change. If spells can be purchased and do not cost Legend Points, there is little reason to not learn everything you can get your fingers on. If they do cost Legend Points, you may want to be more selective of what you include in your grimoire.

First Circle

Air Armor: An excellent support spell for a considerable period of time. With no Threads, +3 Physical Armor for the combatants in your Group will always be a welcome addition,

Crunch Climb: There are going to be a lot of these spells; small, but useful bonuses to a specific task. They are all useful to have around. This one is for climbing and a First Circle spell that has some longevity to it.

Earth Blend: You can blend in with your surroundings (assuming you are standing on earth or stone, which is a reasonable assumption), but you cannot move. With no Threads, it can be useful for evading pursuit, but it's biggest strength is probably in setting up an ambush.

Earth Darts: While this is a poor combat spell by any stretch of the imagination (1 Thread for WIL+6/Physical damage and poor range?), it is going to be the best damage spell you get until Third Circle. I sincerely hope you didn't want to be doing direct damage as an Elementalist.

Flameweapon: 2 Threads is a lot, but +d6 damage for the (effective) duration of the combat can be a big deal. This is a strategic choice, particularly since it means three characters can have Air Armor in the same time. I wouldn't be concerned about the Strain from exploding dice; it's worth it. The setup time on this may be tricky, however.

Heat Food: Take. This. Spell. It boosts the effectiveness of Recovery Tests and you will wonder how you would have survived without it. Elementalists can commit many sins of poor decisions with spell selection, but as long as you have this spell, your Group will probably forgive you. 

Moonglow: It creates light for a few minutes. Not bad, also not exciting at all.

Plant Talk: For a First Circle spell, this has the potential to be incredibly useful. Anything that can gather information is almost always going to be a winner in the long run. There is little reason to not take this spell.

Purify Earth: This spell is more about making friends and making the world better. It is worth taking if you find it.

Purify Water: Actually more practical than Purify Earth - this can potentially solve issues with not having access to clean water. You just have to have access to the water in the first place. It may be gross, but when desperate, you can always recycle. 

Resist Cold: Unless you know about it in advance and keep this in a Matrix (it has a duration only in minutes), this spell isn't going to be very practical. 

Resist Fire: The same as Resist Cold.

Second Circle

Air Mattress: +2 to your first Recovery Test in the morning? While not quite as incredible as Heat Food, every Group is going to want this spell.

Billowing Cloak: If your Group engages in social interaction on any basis, this spell is a must have. It is probably my favorite from this Circle - it is really that good.

Boil Water: It boils water. Quickly. There are certainly uses for this, but I have no idea why this is a Second Circle spell. While it can be used in combat, it is a six round investment to get the maximum damage; five to get even something reasonable out of it.

Detect Elementalism Magic: Wizards are able to just Detect Magic and this spell rarely sees much play. Since Astral Sight is a popular (even vital) Talent Option for Elementalists, when Detect Elementalism Magic is applicable and Astral Sight is not is something of a grey to non-existent area.

Flame Strike: Just like Earth Darts with two differences: 0 Threads and you have to have access to an open flame. It is probably worth picking up if you get a chance (and don't have to spend Legend Points), but I wouldn't hang my hat on this one over the buff and control spells Elementalists have access to.

Gills: Breathe underwater? Yeah, this is going to be useful at some point.

Hunter's Sense: There is going to be some quest, at some point, when you are looking for a particular creature. You are going to want this spell for that. Otherwise, it is unlikely to come up.

Ice Spear: While it has a longer range than Earth Darts, this spell is terrible.

Icy Surface: In contrast, this spell can create a nice control effect to make an escape, enact a trap, or simply pummel foes with attacks. Windlings and Archers love this spell to death.

Path Home: You will always be able to find your way back to camp, which can be useful when exploring strange (and often horrifying) new places. If you're going to the Servos and your GM is a little nasty, this may be good back-up to prevent getting too terribly lost.

Shield Willow: If there is someone in your Group with a shield, this is another good spell to have around to help them. If you have a moment to prepare, this will improve their defenses a little. Every little bit counts. It seems like it should require a wooden shield to work, but doesn't say anything. 

Slow Metal Weapon: A reasonable way to reduce damage from a single threatening opponent with a metal weapon. Think of this as a "boss fight" spell; it isn't likely to see regular use, which cuts down its overall value. For a combat spell to really earn its keep, it should be sitting in a Matrix for that moment when you absolutely need it.

Small Slayer: Only useful if you can get access to someone that you fully intend on assassinating in a moment of vulnerability and don't want to directly do the deed yourself. 

Sterilize Object: It is like the Purify Earth and Water spells from First Circle, but for objects. Overall, probably less useful - right up until your GM has some object you absolutely must interact with that is covered in poison. Still, not likely to come up often (or at all). 

Stick Together: Awesome for "detaining persons of interest". There are likely other uses for it as well, but that is generally how it gets used. Oh, that and sticking someone to the floor and then finishing them off from range. It's not pretty, but effective. 

Third Circle

Behind Eye: Useful if you can prepare for a fight and know that being Blindsided is going to be an issue. The 2 Threads make actually employing it once combat has begun a less tempting proposition. While there is nothing wrong here, there isn't a whole lot to recommend this niche spell.

Dispel Elementalism Magic: Similar to Detect Elemetalism Magic above, but likely to see significantly more use. Definitely a useful spell to have in your arsenal, but not the must have for this Circle.

Fingers of Wind: I like this spell. It is almost certainly going to be useful (possibly even for the most hardcore kaer-crawling Group in Parlainth) at some point. If you get the chance, pick it up. It may not be your first pick for this Circle, but it should easily make your list.

Fuel Flame: The implications provided for this spell are in combat (making a fire more damaging), but I have seen this spell most commonly used for its utility of making a fire burn hotter and faster. It makes setting homes on fire significantly more efficient.

Grounding: Very specific in application - you really have to know that you will be fighting something with electricity based attacks ahead of time, or that causes a lot of Knockdown (also, this spell ends if you are Knocked Down - you have been warned). With 2 Threads, it is most useful ahead of time (it has a duration in minutes), but not so much once combat has been engaged. 

Ice Mace and Chain: Here is the best damaging combat spell in the Elementalist's list. 0 Threads and WIL+5/Physical damage (which is actually pretty decent). The big selling point, however, is that a target struck is Harried unless one of the damage dice explodes. This is very good, since you either get a good damage roll, or inflict a status that the rest of your Group can take advantage of (there is no downside here). 

Lightning Bolt: The implication from this spell is that metal armor doesn't protect against it, but it doesn't come right out and say that. If that is the case, this is a reasonable upgrade to Earth Darts (1 less damage, but the opportunity to ignore armor). Though I still prefer Ice Mace and Chain.

Plant Feast: Never worry about rations again as long as there is some flora alive in your area. This is worth taking, if nothing else than to remove the need for that bookkeeping ever again.

Porter: Semi-sentient humanoid piles of dirt to carry your stuff with a duration in days. This will probably be useful at some point, though this Circle has some better spells if access is an issue.

Puddle Deep: The requirement of a puddle limits the usefulness of this spell. The Effect Test is also rough until you get Willforce. This really works best when setting a trap rather than on the fly, since you can create your own puddle.

Repair: Given that the effect isn't permanent, this is useful, just not incredibly useful. It will fix broken things for a few months.

Rust: This can be a powerful debuff, though is most useful in protracted combats against few, powerful opponents with metal equipment. Which may be a somewhat uncommon setup for most some games. The Thread requirement limits how much of an impact it can have and the math will often come up with a different option working out best. Overall, Slow Metal Weapon is a better choice to reduce damage.

Sky Lattice: Without a doubt, this is a neat spell. It may never come up, or it may absolutely save your bacon. Hard to say, but you may as well if you can get access to it. Truly a utility spell.

Smoke Cloud: Very similar to the Nethermancer spell, Ethereal Darkness, with all of the attendant problems. Though, it requires a source of fire at least the size of a torch. This one can be safely skipped.

Snuff: Neat, but nothing to write home about. It is useful to putting out fires, but with two Threads, it isn't as effective at this as you may hope.

Sunlight: Natural sunlight is created emanating from the Elementalist. Off the top of my head, I cannot think of anything in Earthdawn that is negatively impacted by sunlight. 

Thrive: If you are patient, you can do some pretty impressive things with this spell. Not terribly powerful, but it can be fun and potentially earn some goodwill through your travels. 

Throne of Air: If you can prepare for combat, you will probably want to cast this on yourself. It gives you a very good Avoid Blow effect and limited flight. There is a lot to like here. 

Winds of Deflection: Similar to Throne of Air, though with a worse duration and one less Thread (also a slightly worse Effect Step). It doesn't cost Strain, however. With an Enhanced Matrix, this is really quite useful to have around since it can be thrown up immediately.

Fourth Circle

Air Blast: Another example of the control an Elementalist can bring to combat. This presents a difficult Knockdown Test and can grant some significant advantages to the rest of your Group if deployed before melee combat begins.

Blizzard Sphere: More an area denial spell more than an overtly offensive spell. If you can trap opponents inside, it is brutal, but with 2 Threads a little on the time consuming side. Not a bad selection, but definitely better used to deny a small piece territory on the battlefield than create an elaborate trap to deal a bunch of damage.

[Element] Spear: This is better than Earth Darts in every way, but not much better. Twice the range, one more damage. If you are still using Earth Darts, this might be worth it. When you get an Enhanced Matrix, it becomes much better, but still not a great combat spell for Fourth Circle. Also, get Air Spear. Beyond aesthetics, there is absolutely no reason to get anything else. I am inclined to treat this as one spell, not five, because there is no difference between them.

Falcon's Cloak: Somewhere between useful and dangerous is this spell. You are a bird and can cast spells, but only those that don't require speaking or moving. That may be a more limited list than you think (or a larger list than you think - where I'm going with this is I don't actually know what you're thinking). 

Fire Whip: Even with a three yard reach, this spell just isn't very good. If you can make melee attacks, you probably have access to something better than this. If you can't, there is absolutely nothing to get from this spell. 

Great Sticky Vines: If you find yourself with a need to incapacitate your foes, then this is a superb option. Possibly one of the best available.

Lighten Load: A utility spell that could be pretty useful in the right circumstances and worth picking up if the opportunity arises. 

Lightning Shield: Is there a character in your Group that uses a shield? If so, do them a huge favor and get this spell. This is a great buff for anyone with a shield (especially Sky Raiders).

Lightning Step: The requirements for this spell are steep and the Weaving Difficulty is pretty high. It seems neat, but this is not going to be easy to make effective use of. 

Liquid Arrow: Here is something even better than [Element] Spear for damage output with the same Threads, though you must have access to handfuls of water. That can be a thing. The Weaving Difficulty isn't a walk in the park at 10, so putting this in an Enhanced Matrix is advised not just so it can be cast every round. The water requirement may significantly cut down on the value.

Lodestone's Touch: Something of a mixed bag with insane an Insane Weaving Difficulty (13!) and 2 Threads. The range is very short as well, making the bonuses from missile weapons difficult to really take advantage of. Honestly, there isn't much here to like.

Root Trap: Similar to Great Stick Vines, though with no Threads, worse range and a worse Effect Step. It also requires a nearby tree. In all, it isn't quite as good (mostly because of the requirement of a tree nearby). No Threads can be awfully tempting at times.

Shield of Warping: This spell only works against wooden weapons, which limits it right into the realm of not terribly useful. It's so specific (though does include spears and pole-arms) that it is hard to come up with a reason to have this on hand all the time, which is really what you need your combat spells to be. 

Spirits of Death's Sea: If any of your Group have an exceptional Toughness (or are willing to take Step 4 damage), this can be a good way to boost their resistance to fear effects. 

Suffocating Paste: Even at 2 Threads, this is a pretty effective way to remove a target from combat for a time. From there, they can easily be captured or finished off as they deal with the penalties and damage. 

Uneven Ground: The use of this spell is going to depend entirely on how your GM wants to interpret it. The Effect lists it as "enemy character", while the description says "any character". The latter reading makes more sense from the context, but... you never know. If it is the former, this is pretty amazing and well worth having. If they latter, you should just pass on it. There are better things to do with your actions.

Weapon Back: For whatever reason, this spell is one of those defining moments between an adept and their weapon. When they realize that it is more than just a tool. I like those moments a lot. It's also useful, so that's a plus.

Fifth Circle

Balloons of Mist: A utility spell that is just asking for creative uses from players. If you get access to this spell, you will probably want to select it. Though it is unlikely to be the first choice from this Circle. 

Earth Staff: Neat, but unless you have a very good Melee Weapons Talent, this is ultimately useless. If you do have the investment, this may be useful for you - particularly if you fear having your gear taken away.

Fireball: By far the classic magical damage spell and easily one of the most efficient of that type for the Elementalist at 1 Thread (which means you can lob one every round with an Enhanced Matrix) for WIL+8/Physical damage with a fine range. However, the area of effect is significant and your friends may take offense, also it requires a source of fire to be present. This may be an issue. It will be pretty valuable in any conflict that has large waves of enemies engaging over time, otherwise it is going to be rather difficult to pull of successfully. While in other games it may be the gold standard, here it may not be worth your time. 

Inflame Self: I... just don't. This is not a good spell. It's not even a bad spell. It is a terrible spell. Unless there is some critical element I am missing, there is no reason for any Elementalist to ever know this spell, let alone pass it along as anything other than a cruel joke. Though a Journeyman Elementalist really should know better. 

Ironwood: While not incredibly useful for improving armor and weapons (it seems), it is great for impromptu fortifications. Odds are good that will be useful at some point. 

Metal Scream: An effective control spell by any measure, particularly since it seems to work against only your opponents (which always makes any area effect spell better). There do have to be carrying metal objects, so this may be of dubious value against non-Namegivers. Though the effect? It makes me cringe just thinking about it. Like running a fork down sheet metal. Terrible.

Metal Wings: This spell is just bad ass. Giant metal wings that let you fly? Yes please! The duration isn't spectacular (Rank+20 minutes), but you can cast it on other people. They will thank you for that, because they will have freaking awesome metal wings to fly around on.

Nutritious Earth: This isn't likely to be a game changer (though could be very important to any Questors of Jaspree or Garlen), but it has some fun flavor and can likely earn some serious good will from Namegivers around Barsaive. I like this spell a lot, but you will probably know if it will be useful for you or not. Also, consider using it with Thrive.

Resist Poison: Always good to have up when exploring the wilderness or kaers. Additional protection against poison with a duration in hours is always welcome to an adept.

Shattering Stone: Essentially an area of effect Earth Darts, though you need to have fist-sized rocks lying around. Not bad, but there are better options to be had.

Stone Cage: Honestly? I prefer Stick Together, which seems to be more versatile and lasts longer. There may be uses for this spell that Stick Together cannot do, but I can't think of any right now (Stone Cage has a longer range). 

09 July 2013

Apocalypse World: Stormer Playbook - Part 1

My first entry was one year ago. I recently asked if there were any special requests for posts to mark this occasion and got three responses: An Apocalypse World Playbook, more on my Lords of Gossamer and Shadow "retooling" and an Earthdawn adventure. They are all going to happen.

The Earthdawn adventure is going to take some time to do it right, but it will appear here. Lords of Gossamer and Shadow will be going up on my column at Apathy Blog. Here is the Apocalypse World playbook.

This going to be the first draft and I will almost certainly be revisiting and revising the concept, hopefully with some feedback from those reading.



Introducing


THE STORMER

The Maelstrom is all around us, it is everywhere and part of everything in this Apocalypse World. It doesn't take much to see it, it's right in the corner of your vision. It is powerful like the sun, vast and uncaring. At least, you would think that. 

I was once like you, before the Maelstrom took me and remade me. Now it is inside of me and I am whole. I can see it and it can see me. It can also see you. It knows about you and what you want, how you're so alone. It whispers secrets to me. Secrets of the world and what it wants. If you come with me, I can show you and we can remake this world together.

CREATING A STORMER

To create your stormer, choose a name, look, stats, moves, gear and Hx.

LOOK

Man, woman, ambiguous, transgressing, or concealed.

Casual wear, fetish wear, formal wear, leather wear, or scrounged wear.

Baby face, bony face, emotionless face, pale face, scarred face, sharp face, striking face, or sweet face.

Caring eyes, dead eyes, deep eyes, merciless eyes, pale eyes, or ruined eyes.

Angular body, battered body, bony body, crippled body, hard body, slim body, or tall body.

STATS

Choose one set:

  • Cool+1 Hard=0 Hot=0 Sharp-1 Weird+2
  • Cool+1 Hard+1 Hot-1 Sharp-1 Weird+2
  • Cool=0 Hard+1 Hot=0 Sharp-1 Weird+2
  • Cool=0 Hard+1 Hot+1 Sharp-2 Weird+2

BASIC MOVES

You get all of the basic moves.

TOUCHED BY THE MAELSTROM (Choose 1):
  • You get +1cool (cool+2), the it knows your heart move and a Mark.
  • You get +1hard (hard+2), the eye of the storm move and a Mark

MARKS

These are the marks that the Maelstrom has left on you and set you apart from everyone else. They can be obvious or subtle, like blackened eyes or a symbol carved on your forehead that bleeds reality. No matter what, they influence the people around you. For each Mark, choose a surplus and a want that gets added to wherever you are staying.

STORMER MOVES

Choose 1:

Eye of the storm: when you read a sitch, roll+weird instead of roll+sharp.

Guided by a force much greater than luck: whenever you act on answers from a weird roll, take an additional +1forward.

It knows your heart: when you read a person, roll+weird instead of roll+sharp.

Once more into the breach: you are touched by the Maelstrom again, take one you don't have. If another playbook takes this move, they are infected with the Maelstrom and the only new type they can pick is Stormer.

Stares back: when you open your brain, you gain additional insight than normal from the Maelstrom. You can only use this move once a scene. On a hit, the additional effects happen: 10+, hold 3. On a 7-9, hold 1. On a miss, someone sees you and can hold 1 against you. Hold can be spent 1-for-1 on the following:
  • You see all of the pieces fall into place, +1forward.
  • What do they want?
  • How do you make it fall apart?
  • Where do you start looking for something?
  • Gain +1Hx with another character.
Postcards from the edge: you have an item that is a physical manifestation of the Maelstrom on the world (+augury). Choose it and name it. If it gets taken from you, you have -1forward until you get it back. You get +1forward to getting it back, but have to do it the hard way.

We are legion: if you give someone what they are missing (this is on a pretty fundamental level), or get them to completely lose it at you, roll+weird. 10+, they are infected with the Maelstrom and you take +1forward against them. 7-9, the are infected with the Maelstrom. On a miss, take -1forward and things are going to get weird for you. Oh, yeah, just because they're "on your side", doesn't mean that anything has changed between you. See how that works out. Mark experience whenever you infect someone with the Maelstrom.

GEAR

You get:
  • 1 nasty weapon
  • 1 quiet weapon
  • oddments worth 2-barter
  • fashion suitable to your look, including your option a piece worth 1-armor (you detail)
Nasty weapons (choose 1):
  • magnum (3-harm close reload loud)
  • shotgun (3-harm close messy)
  • smg (2-harm close area loud)
Quiet weapons (choose 1):
  • knives (2-harm hand infinite)
  • machete (3-harm hand messy)
  • silenced 9mm (2-harm close hi-tech)

Hx

Everyone introduces their characters by name, look and outlook. Take your turn.

List the other characters' names.

Go around for Hx. On your turn, choose 1, 2 or all 3:
  • One of them knew you before you were infected. Tell that player Hx+2.
  • One of them has seen the abyss in your eyes. Tell that player Hx-2.
  • You have helped one of them see the light. Tell that player Hx+1.
Tell everyone else Hx=0.

On the others' turns, if you chose any of the above:
  • If they knew you before you were infected. Whatever number that player tells you, give it +1 and write it next to the character's name.
  • If they saw the abyss in your eyes. Whatever number that player tells you, give it +1 and write it next to the character's name.
  • If you helped them see the light. Whatever number that player tells you, give it +1 and write it next to the character's name.
Everyone else, whatever number they tell you, write it next to their character's name.

At the end, find the character with the highest Hx on your sheet. Ask that player which of your stats is most interesting, and highlight it. The MC will have you highlight a second stat too.

STORMER SPECIAL

If you and another character have sex, use stares back even if you do not have the move. You gain an additional option: infect them with the Maelstrom. If they are infected with the Maelstrom, the only new type they can pick is Stormer.

CHARACTER IMPROVEMENT

Whenever you roll a highlighted stat, and whenever you reset your Hx with someone, mark an experience circle. When you mark the 5th, improve and erase.

Each time you improve, choose one of the following. Check it off; you can't choose it again:
__ get +1cool (max cool+2)
__ get +1hard (max hard+2)
__ get +1hot (max hot+2)
__ get +1hot (max hot+2)
__ get a new stormer move
__ get a new stormer move
__ get a new stormer move
__ get a gang (detail) and pack alpha
__ get a move from another playbook
__ get a move from another playbook

05 July 2013

Kuro

Kuro, by 7ème Cercle (7th Circle) and translated and distributed by Cubicle 7, is a game of supernatural horror set in a futuristic Japan.

The year is 2046 and technology has advanced significantly across the world, but particularly in Japan - a place known for always being on the cutting edge. These changes have affected all walks of life, augmented reality is commonplace, as is nanotechnology and biotechnology in many forms. This has created an even greater sense of haves and have nots in an already stratified society - at the top is the Genocracy who have attained functional immortality through technological advances. Below them is everyone else who will often mortgage their future for even the smallest taste of the biomedical implants that a Genocrat has.

Science isn't the only thing that has been changing, the geopolitics of the world have shifted as well. Japan decided to depart the Western world in favor of an Asia-centric view. This alienated their previous Western allies and the new relationship between China and Japan soured in time. A series of diplomatic blunders followed, leaving Japan facing political isolation with no real allies. As simmering regional tensions reached a boil, an massive and untimely earthquake triggered the automatic launch of nuclear weapons against Japan. One malfunctioned before reaching it's intended target. The second performed perfectly and should have struck the archipelago.

Moments before impact, it disappeared in a vast electromagnetic storm that engulfed the entire nation and massive winds whipped through the islands. What is now referred to as the "Kuro Incident" is a complete mystery, but to the outside world watching Japan face a second attack by nuclear weapons it appeared that they possessed a secret missile shield. Part of the fallout from the attack was confusion over the elections that had just been held, leaving no clear government to give a response, not that there was anything to say - the leadership of Japan had no idea what happened.

Fear of a rising Japanese military immune from any strategic reprisals resulted in major powers around the world demanding that Japan share its technology. A rising tide of nationalism and lack of leadership to issue statements and engage in diplomacy caused an escalation in rhetoric from all sides. The end result was an international blockade of Japan. That was six months ago.

The blockade still persists and the aftereffects of the Kuro Incident can still be felt. Blackouts are common and parts of Shin-Edo (renamed from Tokyo) were destroyed during the Incident. New technology has made Japan largely self-sufficient in energy and food, but the effects of the blockade can still be felt and will only get worse as time wears on. There is still no real government in place and the two factions vie with each other for position behind the scenes, waiting for a struggle to begin in earnest.

Those are not the most concerning changes to the island nation. Japan has always been a study in contradictions. New technological developments are embraced, just as old religious traditions are observed. These are ingrained in everyday life, perhaps not even understood. In the shadows of Shin-Edo, things are changing. Strange things are happening, things are being seen, a general awareness is spreading. Something happened during the Kuro Incident, perhaps was starting before it occured, but the kamikaze, the divine wind, has awoken the spirit world.

In Kuro, you take the role of a normal person in Shin-Edo that is going to have some extraordinary encounters. They are unlikely to be pleasant and will only get worse in time. The international blockade has tensions within the city high and the supernatural happenings are only stoking the embers. Technology is pervasive, but it is not necessarily a savior - just another vehicle for things that can go wrong.

The biggest selling point of Kuro is the setting. It is evocative and a fantastic read. There is extensive discussion regarding the new advances and how they have impacted everyday life, how advertisements bombard you constantly, what augmented reality means for someone on the street, developments in communication, etc. As well, Japanese culture is covered, particularly attitudes to the supernatural and society. The districts of Shin-Edo are examined in some detail, enough to give you a sense of what it is about and provide some ideas, but not exhaustive - there is plenty of room for you to make it your own.

Throughout the text, setting examples are provided that you can drop into a game, but also give an indication of the general feel of the game. For example, there are numerous pieces of personal tech and implants presented, but the lists are by no means exhaustive and there is a great deal of space to include your own ideas in these areas. Of particular interest is the occultech. This is the fusion of technology and occult techniques and one of the best takes on the subject available. It helps to drive home some of the important spiritual aspects of the setting and is one of the best takes on this type of thing out there. That is how the entire game is presented - it gives ideas and examples, but your are going to have to fill in the rest on your own. This may be a feature to some, it may be a drawback to others.

There are some small bits of setting weirdness. It is somewhat clear that the authors had an endpoint in mind (isolation of Japan, which works as an amazing backdrop for things to unfold against) and worked backwards from there. Specifically the geopolitics that get there are a little strange and bother me more than the rationally should since they are fundamentally unimportant to the setting. Still, it's there. Similarly is optical data transmission that is pervasive throughout Shin-Edo. It's a little thing, but if it requires line-of-sight, that isn't going to work out in a crowded city. Very small nitpicks and that is, in all seriousness, the entirety of the issues with the setting.

One of the best sections is the GMing advice. The ideas on how to use the game, for one-shots or a campaign, provide some good starting points, but the real magic is how to deal with horror. It is one of the best explanations of the somewhat elusive J-Horror genre that has ever been committed to writing, particularly with regard on how to evoke that one your own. It breaks down the various elements and how to implement them. If you've ever been interested in running a game like that, this reading is highly suggested.

An outline of an adventure is provided which gives a good, general feel for the setting, expectations, how to implement some of the previously given advice. It also drops the underlying metaplot square in your lap and is actually a very good starting place for a campaign. Kuro is the first of two games, the second is Kuro Tensei which takes the supernatural influences to another level. Kuro Tensei isn't supernatural horror, but supernatural action, and the metaplot leads the players in that direction.

What the scenario doesn't do is give you a lot of details. True to the rest of the book, there is a great deal of expectation for the GM to fill in the blanks. Key scenes are presented in general terms, as well as some ideas on how to proceed between them, but you will either have to build everything else extemporaneously or make it your own with some advance planning.

The mechanics are easily the weakest part of the game. They are simple (roll d6 equal to your attribute, add skill) and likely to fall into the background, but there is also little to recommend them. A small cultural note was added, the number "4" is a 0 due to the Japanese superstition regarding the number 4 (it and the word for death are virtual homonyms, leading to a similar, but much more severe treatment like the number 13 in the West). It is a neat, if small reminder of the larger cultural elements in the game.

There is an optional Botch rule presented in the game. Unless your group enjoys having frequent botches (and some do), I cannot stress how much you should avoid this rule. If you roll a majority of 4s in a single roll, it is a Critical Failure. Keep in mind that dice pools are going to range from 1 to 3, which has two effects. For starters, they are going to be extremely common - if a player wants a 3 in something, they are going to have a 1 and that is a lot of botches. Also, having 2 dice, while giving worse results overall, will have less botches than 3 dice because the only way to get a majority on 2 dice is by all of them showing that result, where as for 3 dice only two of them must have that result.

The good news is that system isn't ingrained into the setting and very easy to remove and replace with something else, if that is your preference. Mechanics aren't pervasive, even for most of the equipment, and the game is setting driven.

If you are looking for a very different setting that is dark and compelling, this is a great game to look into. Mechanics aren't a selling point or a detraction either - they are certainly serviceable. The presented setting is amazing and well worth just reading. Cultural details presented can be useful for a variety of games, as with some of the ideas presented. If you have any interest in running a horror scenario, the advice on that is worth looking into as well. If you liked anything that you read here, consider picking this game up.

02 July 2013

Earthdawn: Anatomy of a Creature 01 - Death's Sea Espagra

This is the first Anatomy of a Creature in an ongoing series about Earthdawn. Introduction and Index.

A while ago, I offered to share some of the creatures I have crafted for my own games so that anyone reading this can easily use them. Plainly put, making creatures is something of a pain, so any chance that I can save someone else a little time is a bonus.

To be perfectly honest, I really like espagra. There is something about them that is so quintessentially Earthdawn. Not only that, but the first time any Group is likely to encounter them, it will almost certainly go poorly. My biggest lament is that they don't remain viable threats into the later Circles, despite being apex predators in Barsaive. This has nothing to do with the awesome trophies that I made. This is the first in a series of attempts to keep this adaptable creature around and unwelcome.

The Death's Sea Espagra is something of a misnomer. It is certainly true that they inhabit the Death's Sea and Scarlet Sea areas of Barsaive, however that isn't the only range they have, much to the dismay of many that encounter them. Their range stretches from the Dragon Mountains, Badlands and to the Twilight Peaks, but they have been sighted in Cara Fahd, Landis and Vivane as well.

These espagra are larger and leaner than their significantly more common cousins. Their scales are a brilliant red and the air around them shimmers with heat; though those that have made their homes away from Death's Sea often lose that trait with time. Their elongated limbs are tipped with glowing red talons, often a source of True Fire for the very, very brave.

While they may seem less aggressive than other espagra, this is far from the case. A common tactic is for one espagra to fly high above on thermals, looking for prey. It will signal to the rest of it's hunting pack with its glowing wings and cries. Sometimes they  will attempt to gain the attention of their intended target, distracting them while their companions setup an ambush, others will drive their prey into an existing ambush. Each family has their own preferred tactics that evolve from their territory.

The scales of these creatures are very valuable, fetching amazing prices. Nothing has quite the same appearance and a properly fashioned cloak will keep the wearer warm in even the coldest night, and protect from blistering heat.

DEX: 13   STR: 8   TOU: 10   PER: 10   WIL: 10   CHA: 6

Initiative: 15
Actions:  3
Attack (3): 16
Damage:
Claws x2 (3): 11
Tail (5): 13

Physical Defense: 15
Spell Defense: 13
Social Defense: 10
Physical Armor: 13
Mystic Armor: 10

Death: 96
Unconsciousness: 83
Wound Threshold: 14
Recovery Tests: 5
Knockdown: 9
Movement: 10

Powers: Burning Aura (6)*, Camouflage [only in Death's Sea and Scarlet Sea] (3), Flameweapon, Silent Walk (1) 14, Durability (6), Spellcasting** (3) 13, Breath Weapon** [Fire] (6), 

Loot: True Fire (recoverable from claws) with 10 silver pieces per claw, scales worth 2d12 x15 silver pieces (all worth Legend Points)

Legend Award: Sixth Circle (1 per 2 PCs)

Rules: Their tail is exceptionally long an flexible, easily capable of striking a target up to two yards away. Any effect that is fire based (including all spells with the Fire keyword) have no effect. Flameweapon is a natural ability that is activated as a Simple action on the espagra's claws and never causes Strain. All other standard espagra rules apply.

* Only espagra that have recently been to Death's Sea or Scarlet Sea possess these abilities.
** As above, but this is a very uncommon ability and a rather nasty surprise.