Zombi: spitballing a ‘lookout’ mechanic

After playing Left4Dead probably a little too much, I’m left with the interesting problem of wanting to emulate a little of the in-game mechanic in my (and your) favourite RPG about Zombies.

I’m also somewhat inspired by the Trust mechanics from “The Mountain Witch“.

I’m looking to emulate the advantages of sticking together, of taking a risk when you know there are others looking out for you and the ability to ‘summon a saviour’ which, in Left4Dead, is handled in music, dialogue, and video graphics.

Zombi: resurfacing on RPG.net

ZOMBI got mentioned on RPG.net tonight.

Originally Posted by CHARLIBANANAS
I’d also say ZOMBI The earth won’t hold the dead…I was surprised to see mentioned so quickly, I have AFMBE and Savage Worlds but zombi does exactly what I want from a Zombie game, and it was cheap…Other than that WoD.

Originally Posted by BigJackBrass
Zombi is a great little game and rarely seems to get mentioned. Since I’m pushed for time I’ll just direct you to Jeff’s gameblog and his description of it as one of Five Overlooked RPGs.

Excellent. Special thanks to CHARLIBANANAS and BigJackBrass.

Left4Dead, on Expert

“It’s a ZOMBIE APOCALYPSE, I can’t be held accountable for my actions!!!!”

Some of us (me, Savage_MF, kinnygraham and Pulse4333) have been playing this in the evenings and I must say it’s probably the best FPS I’ve played in a while due to the need to be co-operative rather than selfish.

And it has Zombies. So it’s win-win as far as I’m concerned.

Jorune Revisited

After a long hiatus, I’ve decided to revisit Jorune.

From Wikipedia

“Skyrealms of Jorune was based on a science-fantasy background (of the planetary romance subtype) created by Andrew Leker, initially for a school writing assignment. The setting was somewhat comparable to the Barsoom of the John Carter novels of Edgar Rice Burroughs, in that it was a barbaric fantasy world populated by sword-wielding heroes who encountered strange alien beings and technologies.”

Jorune, first edition was published in 1984 (which means that next year it will celebrate it’s 25th Anniversary). I was first introduced to the game by John (a friend who has moved on) and from then I developed a deep and long-lasting love for the game. It inspired me more than Tekumel, left me hungering for more and irked me when I discovered that due to personalities and high claims on the value of the intellectual property, Jorune would never again be printed in another edition. (Reviews on RPG.net)

Second edition boxed sets still show up every now and then and Chessex still have a stock of the books they published:

SRP 02000 Skyrealms of Jorune™ RPG $20.00
SRP 02001 Sholari Pack™ (Jorune™ GM Screen & Modules) $16.00
SRP 02010 The Sobayid Atlas™ (for Jorune™) $16.00
SRP 02100 Innocents of Gauss™ (Jorune™ Module) $10.00
SRP 02101 The Gire of Sillipus™ (Jorune™ Module) $12.00
Call 888-243-7739 if you want to order any.

For my weekly group I’ve been toying with many ideas what to run. First of all a GODLIKE game seemed right as it would give me my superhero fix. Secondly I considered a 1950s era superhero game inspired partly by Warren Ellis’ Planetary. But at the moment my heart is set on running Jorune – converting the system to BRP (using Nick Middleton’s BRP rules as a basis and Cthulhu Dark Ages as the medium). It’s similar enough, and yet different to, the other games we have been playing. (The group is heavily slanted towards BRP-based games – we’ve played RuneQuest, Delta Green and Gaslight so far over the last two and a half years).

Jorune never really caught on though it seemed more popular than some culture games insofar as it managed to have an entire computer game created for it.

So, what have I done?

Firstly I’ve created a Jorune character sheet, (front and back) which is in PDF format and can be downloaded. I’m not challenging copyrights here – just enabling some gamers. While a character sheet is only a start and not a destination by any means, it’s going to be the first thing that my players experience – other than the Tauther guide – that is!

And where can you find more information?

I’d start with the Jorune Yahoo Group. Move quickly on to Jorune.org. And the have a look at Robert Dushay‘s and SholariJames‘ pages.

I’m going to give it a go. I need to do more work on Jorune BRP I think but it’s a starter for 10.

Not the first time I’ve been Left4Dead

From the Wikipedia page for Left4Dead
Left 4 Dead is a co-operative, survival horror, first-person shooter game by Turtle Rock Studios.
“Left 4 Dead puts four human playable or AI-controlled Survivors of an apocalyptic pandemic against hordes of aggressive “Infected” (zombies). These Infected are controlled by an AI that dynamically balances difficulty and mood depending on the players’ progress and situation. In an alternate game mode, human players can control up to four different monsters with special abilities and cooperate to stop the Survivor players.

The common infected encountered during the game are fast and agile, weak individually but overpowering the survivors with numbers. Besides common infected there are five boss infected, whose mutations grant them special abilities that make them much more dangerous.

I’ve thoroughly enjoyed playing Left4Dead over the last couple of days – there’s something really satisfying in playing one of the ‘boss infected’ and stopping the PCs from reaching their safehouse. The music is excellent and really adds to the atmosphere. I’ve written up some statistics and additional rules for running a Left4Dead game using the Zombi rules and I’d love to hear your thoughts on them.

The stats for a basic zombi are:

GunPlay:0 CloseCombat : 5
B&E Action: 3 Stealthing: 3
Movement: 5 Awareness: 5
Scrounging: 0 Persuasion: 3
Survival: 3 Medical: 0

Modified Rules for Left4Dead:
Fast Zombis:

Rule: When someone comes within sight or hearing range of a Zombi it will run at the source of the noise and climb over objects to reach the source. This is especially dangerous where car or building alarms are concerned – the Zombi is especially attracted to these sources of noise, something that can be taken advantage of when a grenade is retrofitted with sound and light emitters. Zombis move at normal humans speeds.

Ganging Up:

Rule: When large numbers of zombis gang up, they will attempt to beat, hit or bite the survivor. Zombi attacks are simple closecombat attacks but if a PC is attacked by more than 4 zombis, then they have their panic rating reduced by two for every 4 zombis present – this can be very serious if attacked by 10+ zombis. A GM will roll the attack once for four zombis involved in the attack and if the result is a hit, add one point to the damage score. e.g Four Zombis attack a Player. They score a hit and roll once for damage, (1d6/3)+1 giving a result between 2 and 3 points of damage. If eight zombis make the same attack, it is treated as two groups of four. The only defense against this is a Shove which is a CloseCombat attack made by the survivor against the group. Only one group of four can be shoved at any one time and this requires that the Survivor make a successful CloseCombat attack taking into account his reduced Panic rating. There’s an advantage to keeping your back to a wall.

Fire Damage:

Rule: All zombis are severely affected by fire and even a small blaze will cause 1d6 damage per turn.

The most common boss infected is the Hunter, who has a pounce attack that pins survivors to the ground and renders them unable to defend themselves while the Hunter attacks.

Rule: The Hunter can leap up to sixty feet ( 20 metres ) in any direction. If it makes a successful Movement, then it will land on a Survivor within range and pin them. The only defense on this is assistance from other Survivors (or shooting the Hunter first by winning initiative). Once pinned, the Hunter does not need to make CloseCombat rolls to successfully hurt the Survivor but inflicts 1d6/3 every turn.

The Smoker has a long, grasping tongue which can capture survivors and drag them away from their teammates.

Rule: The Smoker may make an Awareness roll to ensnare and drag a Survivor up to thirty feet (10 metres). The survivor may again only be released through the intervention of another Survivor. Once ensnared, the Survivor is helpless against other attacks (from other Zombies) and after 1 turn of dragging, will also be attacked by the Smoker itself for 1d6/3 per turn.

The Boomer, a bloated infected whose vomit and bile attract the common infected and temporarily blinds the player.

Rule: A successful Movement roll means the Boomer has successfully vomited over every Survivor within 10 feet (3 metres). If shot, the Boomer will explode and coat everyone within the same range in his foul-smelling bile. The Boomer only has 5 hit points so this can happen easily. Once covered in the bile, the Survivor’s panic rating drops by a full five points for two turns as the liquid distorts vision. The bile will also attract every Zombi within a kilometre (half mile) to the Survivors (GMs will likely roll 2d6+6 to see how many show up.

The Tank is a huge, muscular infected and the most difficult to kill. The Tanks can knock the survivors back a distance and throw objects in the environment or large pieces of earth.

Rule: The Tank’s CloseCombat Score increases to 10. It may also pick up rocks and anything to hand and throw them using it’s Movement score with a range of 100 feet (30 metres) doing up to 1d6 damage. This may be dodged. The Tank has thirty hit points and will therefore take a lot of gunfire to take down.

The Witch is not aggressive, unlike the other boss infected. She will not attack the player unless provoked; by loud noises, lights or being near her. However her attack is the most damaging, on all difficulties her attack will knock down a player in one hit and on the expert difficulty is instantly fatal.

Rule: The Witch has Movement 10 and CloseCombat 10. She also has 30 hit points. But she will not move unless there is loud noise within 10 feet (3 metres). She will then attack doing 1d6 damage per successful hit.

Terms (Left4Dead, Hunter, Smoker, Boomer, Tank and Witch) and contexts used in this post are likely trademarks of Valve Software and is not meant to infringe. The game is $49 on Steam and also available in good games stores worldwide.

Fonts, fonts, my kingdom….

I’m having trouble identifying a font I used for the original printing of ZOMBI and this is the replacement I have come up with.

The original was quite clean and had a name like ‘corroded’ or ‘corrupted’.

The potential new one is CM Corruged by Charly Masci (link is down).

I think it’s actually an improvement.

zombi

I’ve spent the last week working on the PDF version of zombi. I’ve been updating bits and pieces as well, adding in references for “Fast Zombies” and other things which have been popular in the years since the book was released. Hard to believe that it’s nearly ten years since it was first published.

The Stars Are Right….over there….

The Internet STELLAR DATABASE is a lot of fun.

Look at the entry for Barnard’s Star especially the submits at the bottom where you can search for stars within a certain radius. How I wish this had been about when I was working on 2300AD scenarios (My favourite being ‘Bayern’ which exceeded the 7.8 light year limit on inter-stellar travel)

Looking at the entry for Sol we find:

“The “8” in the Detected Planets entry is not an error. Pluto is not a “planet,” but a huge, close-orbiting, low-eccentricity Kuiper Belt object. With a big moon. Of course, some die-hards out there still insist that it really is a planet, more for sentimental reasons than anything else. They’re welcome to live in their little fantasy world. Neener neener.”

Solo: The Hero’s Journey (Part 3)

After generating all the names for the main people in Toby’s life, I came up with a bunch of background – all of this just came to me as I typed it into an IM to Matt. I think having the location and other basics already decided made all this detail very easy to come up with.

[aidan] I’ve decided my character grew up in Grand Rapids.
[aidan] So he’s a Michigan boy.
[aidan] but the other side of Michigan.
[aidan] And that’s where his folks still live.
[aidan] His sister lives in Chicago, and works in advertising.
[aidan] Toby works in the bookstore because he can have flexible enough hours to pick up his daughter after school, although he has to usually do one day in a weekend, which he hates.
[aidan] Toby and Joanna have been married 8 years, and have a relatively affordable mortgage on a 3-bed house in Ann Arbor.
[aidan] Toby drives an old blue Chevy Camaro that is half transport, half restoration project. In the winter, he drives an old Ford truck. He likes old cars. Joanna has a Prius.
[aidan] He is in reasonable shape – not superfit, but not overweight. Plays basketball once a week with the guys from work, and leads a fairly active life with his daugther: park trips, bike rides, etc.
[aidan] He has short dark curly hair with smatterings of grey, and is clean shaven.
[aidan] Joanna’s hair is medium brown and straight. She has green eyes, Toby’s are grey-blue.
[aidan] Katie looks like her mom 🙂
[aidan] He’s pretty smart, but his wife is smarter (and Katie’s smarter than both of them). He reads a lot, particularly history, politics, philosophy, American literature and the odd thriller.
[aidan] They both like to drink wine.
[aidan] They are both members of the Democrats, and the whole family will help out at political rallies, campaigns, etc.
[mj] Other important people. His boss. Other assistant managers?
[mj] lol, for later

[aidan] Heh, yeah. I’ll add more in.

Part of the reason we’re blogging all of this is to show how we are generating this character in a narrative way, how the story starts without any real role-playing, and to give everyone a feel for the main characters so that it becomes easy to follow along with the story once it starts.

I know Matt is busy working on story – I can see he has protected some pages on our internal wiki and filled them full of notes – so I expect once I’ve finished with rounding off this character, we’ll be underway.

Solo: What’s in a name?

I’ve seen a bunch of name generators, especially around generating random fantasy names, or names that look Tolkien-esque. However, this random name generator is for normal first and last names, as might be found in the USA. I can set an obscurity factor (from 1 to 100) and select a gender. It uses US census data as the source for the names.

The names

My character is going to be from the Midwest, so I want a reasonably common name – I’ve set the obscurity factor to 40 (to rule out names like Modesto and Britt). Here’s what I got:

  1. Toby Sandvik
  2. Darrin Ruta
  3. Dominick Purdon
  4. Emmett Krane
  5. Toby Rayne
  6. Cary Montpas
  7. Santos Gettle
  8. Winston Citrano
  9. Darnell Laskowitz
  10. Van Arnaud

I’ve opted for Toby Rayne. It’s nice and short and has a good ring to it, and I’ve been watching a lot of The West Wing lately. I also like the name Winston Citrano, so I’ll use that for his best buddy. I figure Toby’s middle name will be the same as his dad’s first name, so let’s find out who Dad is, using the name generator but ignoring the surname. I’ll run through Dad, Mom, Wife, Big Sister and Daughter:

  • Dad – Charles (Charlie)
  • Mom – Rebecca
  • Wife – Joanna
  • Sister – Erica
  • Daughter – Catherine (Katie)

Given the names that have come up, I’ve decided that Mom is part-Jewish, but that the family are loosely Christian (i.e. church at Christmas). I also decided that Dad ran his own auto repair shop.

The updated R-map now looks like this:

Solo: The Hero’s Journey (Part 1)

[09:15:14] So, have you thought about where you want to set Solo?
[09:16:11] Nope. ? A lot of that is up to you. Want to be a yank?
[09:18:07] It makes things easier to visualise in some regards, because we’re so brainwashed by Hollywood. However, it’s also very clichéd as a result. I’ve no desire to roleplay someone from N.I. though.
[09:22:50] I’ve zero desire to set a game here. For me it would be started either in some city in the US or a major city in the UK
[09:27:03] *nod* Let’s go with the US. It’s easier for other people to read too.
[09:29:01] which city rings and sings for you?
[09:34:13] One with a bit of character. Pick from Chicago, Boston, New York, Philadelphia, San Francisco, Seattle.
[09:36:04] Instinct says to pick Philadelphia but let’s go with Ann Arbor
[09:36:27] OK 🙂
[09:45:34] I can be from Michigan.

[09:48:44] you can be whatever you want to be
[09:54:52] Aye, but that’s a good starting point.
[09:55:26] Somewhere in Middle America works for me. I’m just reading the Wikipedia article.
[09:57:11] I looked at Ann Arbor as a possible living place, during one of my many interviews last year.
[09:59:24] 114K people. So not far from the size of Lisburn.
[10:00:37] Right. But close to Detroit. Population 6m.
[10:01:13] Though it has UMich so….BIG DIFFERENCE
[10:01:32] Yeah.
[10:01:57] Which is tough because I’m a Buckeye fan.

[10:01:51] What’s Buckeye?
[10:02:12] Ohio State
[10:04:33] So pick somewhere in Ohio?
[10:05:55] No, Ann Arbor is great.
[10:07:23] I’ve never been there 🙂
[10:07:45] Columbus works
[10:08:57] I love Columbus. It’s a beautiful city.
[10:09:16] But I’d rather it be Ann Arbor.
[10:10:11] Okay. As of December 2006, Democrats hold the mayorship and all council seats. It’s a hot-bed for left wing politics.
[10:17:28] pot is decriminalised…
[10:29:35] “Ann Arbor is also home to the headquarters of Google’s AdWords program” Borders Books *started* in Ann Arbor. Domino’s Pizza is HQ’d there too.
[10:30:05] OK, cool.
[10:30:15] I’ve got stuff to think about now.
[10:48:29] OK, I have a character concept.
[10:48:37] Something near and dear to my heart 🙂
[10:49:19] He’s one of the assistant managers at the Ann Arbor Border’s branch.
[10:49:34] Mid-30s, married, 1 child.
[10:49:59] Child is 5, and his wife works as a lecturer at UMich.

[13:20:21] Wikipedia says: “With tongue-in-cheek reference to the city’s liberal political leanings, some occasionally refer to Ann Arbor as The People’s Republic of Ann Arbor or 25 square miles surrounded by reality,”
[13:24:36] Yeah, I had in mind someone who was reasonably politically active.
[13:25:07] He’s not from Ann Arbor originally, but his wife works at the university, which is why he stayed.

First iteration of Hero’s R-map

Solo

I’ve only run Solo-play (one player, one GM) once. It was 23 years ago, I hadn’t been gaming long and this was my first attempt at GMing. I’d bought the Games Workshop boxed edition of Middle Earth Role Play (MERP) and then tried to run it without really paying much attention to the rules. What I ‘ran’ didn’t last long and also bore little resemblance to the MERP rulesystem as I recall. It was the first and it was also the last time I ran a solo game.

The problems I have considered with Solo games is that, much like my liking for computer games, the fascination is all about the interactions with others. I like video-game racing or combat with friends and strangers, I like roleplaying with other humans too. This is why the Fighting Fantasy books didn’t hold my interest much and though I admired the technical excellence of NeverWinter Nights, I never could be bothered doing it all by myself. Online MUSH games resolved some of this because it was a pure role-playing experience, involved a lot of imagination (it’s text-based so, much like a novel, most of the imagery comes from your own imagination.) With Solo play, you’ve only got one person to deal with, one person to bounce ideas off and as a result the interactivity is limited. Plus, if one person fails to show, your entire game is SOL.

One of the advantages of a Solo game is that you only need to schedule with one person (which is only marginally harder than scheduling only for yourself). Scheduling with four other people can be a real pain (especially now we are adults with wives*, family** and social lives***).

So, endeavouring to start a Solo game with Aidan (who inconsiderately can’t stay in one country for any length of time) seems like a good idea for me (and him) to get the gaming fix. The game we’re choosing is Wild Talents. And the premise is simple, it’s the real world, but now, at game start, there is a single superhero (the player). The Powers are going to be rolled randomly but it’s up to Aidan to provide the background and personality for the character. The campaign, fittingly, will be called Solo – respresenting a solo player and a solo superbeing.

*yes, this tells you that we geeks have something that interests a woman (and also that my gaming group are all male)
**this tells you that we geeks, however awkward, have had sex. Yes, hard to believe.
***again, breaking the stereotype, we find it hard to find time to game because we’re busy with our social lives.

The Philosophy of the Superhero

“There are men, wrote Aristotle, so godlike, so exceptional, that they naturally, by right of their extraordinary gifts, transcend all moral judgment or constitutional control: ‘There is no law which embraces men of that caliber: they are themselves law.'”Superhero, Wikipedia

“A temperamental consciousness of material force brought Hugo Danner into being. The frustration of my own muscles by things, and the alarming superiority of machinery started the notion of a man who would be invincible. I gave him a name and planned random deeds for him. I let him tear down Brooklyn Bridge and lift a locomotive. Then I began to speculate about his future and it seemed to me that a human being thus equipped would be foredoomed to vulgar fame or to a life of fruitless destruction. He would share the isolation of geniuses and with them would learn the inflexibility of man’s slow evolution. To that extent Hugo became symbolic and Gladiator a satire. The rest was adventure and perhaps more of the book derives from the unliterary excitement of imagining such a life than from a studious juxtaposition of incidents to a theme” – Philip Wylie

Superheroes can be dicks

Forget Iron Man.

PJ pointed me at the new Hancock trailer.
It’s true, Hancock has gone from being a “Wild Wild West” kind of camp nonsense movie to a movie I’d really like to see and a game I’d like to run. That said, Iron Man, much more than the Fantastic Four or Spider Man has always been a bit of a dick when he was Tony Stark – and I loved reading his stories for it.

(He also links to Superdickery)

Superheroes are often dicks.

In the first Watchtower game, there were really three ‘dick’ moments. None of these were bad on the part of the player and they made for some excellent role-playing moments but they represented times when the superhero did things that were unexpected.

  • Gavin’s first character, Atomic III, was a non-powered descendant of a dynasty of superheroes. He worked hard, he built himself some superpower-providing devices and he started doing what superheroes do – prowling around trying to find people to pummel. In the end this played out very well as he went a little power mad, fueled by his ‘power inadequacy’ where, even though he was the most powerful of the heroes due to his devices, it wasn’t enough. He ended up becoming a villain and threw a train at the player characters (one of whom were superstrong or supertough). Then he killed their healer. Ouch. Gavin has an amazing sense of comedy for these kinds of things.
  • Gavin’s second character, Wraith, was a cross between Batman and Hawkeye (but ten times cooler than Hawkeye). His actual power was the ability to be invisible and undetectable. He could sneak into places, collect evidence that was inadmissible in court and then when the criminal was acquitted, despite being guilty, Wraith would follow him home and thrash him into unconsciousness. On one absolute gem of a game, Wraith sneaked into a woman’s house (he suspected she was the supervillainess Malice) and then when nothing untoward happened (she got home, put away her groceries and sat down to watch TV), rather than sneaking out, he just turned off his power in the middle of her living room. He appeared, she freaked out and he admitted he was her creepy stalker. Turns out she was actually Malice. Go figure.
  • John Dean’s character, Ebony, discovered that his teleport skill also worked for time travel. Note to other GMs: I was a lot younger and lot stupider and had never really given unlimited time travel to players before. The ‘dick’ moments came when the player characters, after traveling into the past and modifying the future just….couldn’t….stop…..going….back to tweak things to their preference. Jade Dragon lost his restaurant, then got it back. Wraith discovered he was dating and co-habiting with Malice but had no memory of their many-month relationship. I think they all deserved to be ‘dicks’ but the biggest dick of the lot was the GM. Oops.

In the more recent WatchTower game, they all had their fair share of dickery though Paul’s character, Balance (the priest with uncanny matter shaping abilities) probably had more moments which, though caused for the most part by the possession and emotion control powers of the villain, were roleplayed brilliantly. Like when he completely blasted the whole team and caused their flesh to slough off. That was beautiful. Or when he sealed mind-controlled proto vampires in an underground tunnel (rather than seeing if they could be cured). He was decisive, let’s be honest.

I like flawed characters, especially in superhero games because they can be flawed in much more effective ways. If you’re a dick in a Zombi game, then no-one cares because you could just be left outside at some point and that would really ruin your picnic. If you’re a dick in The 23rd Letter, again, there’s a damage limitation as even psychics don’t get an easy break. It ain’t all fun being an Esper.

But in a Superhero game, you’re often the possessor of a unique ability (at least within your team) and that means you’ve pretty special. When you’re pissed off and do something about it, people notice.

We (Aidan and I) going to try playing a Superhero game online in the next couple of weeks. One player, one GM (for a while at any rate). I’ve asked Aidan to think of a character and some of the things he wants to do, or components of the world we will be playing in. I’d have asked him to do it in Wild Talents colour codes but, frankly, I’m not very keen on them and also he doesn’t have the book so it would be impenetrable to him. (It does make me want to create a ‘world builder’ for superhero games. I have it in my head how to do it (and it could be done in software too – a simple web form, oh yeah!))

I wonder about the playability of a world where there is one superbeing. And he’s the player character. Who are you foes? Do we spend more time looking at interpersonals? Do we add ‘reality’ while accepting that there is one guy in the world who can chew through steel? How does he live? How does he pay his way? Handouts?

I don’t know what Aidan will bring to the table but I’m excited about the opportunity to play a bit more.

“I don’t have any choice, somebody has to save the world”

I’ve been reading a lot of old comics this week.

There’s been a recent thread on RPG.net about creating a setting where Superheroes conquered the world.

This, along with other memes, was part of what I was working on with the Watchtower game.

When I first started writing my own superhero settings for the Marvel Super Heroes game, I started with Zenith. This was the name of a team of superheroes based in the UK (and years before Zenith the superhero started in 2000AD). The original lineup was Metalon (strongman), a Minddancer (telepath) and Shatter (telekinetic). As time went on, the lineup changed. Metalon and Shatter stayed, but they added Aura (telepath), Scorch (pyrokinetic), Sentinel (energy manipulator) and Synapse (speedster). It was around this time that I started writing my own fiction around these characters which turned into my first and only attempt at a novel. As I was about fourteen, it needed some work, needless to say.

Zenith stayed with me for around 3 years until they lost their government funding. Synapse died, Metalon and Sentinel left and a new group called Apocalypse Inc. started, funded by the rich but probably insane Hemlock (snaffled from Jack of Hearts, Marvel Premiere #44). Additions to the team were Stasis (Healer) and Nucleon (radiation controller). There were also villains from the time: Tantrum and Hysteria, Skybreaker, The Red Menace, Lillith. This was all using the Marvel System.

I started writing my combined UK background for superheroes, including the WW1 supersoldier, Yeoman, his modern day clone, Lionheart, Lancaster, Vitesse, Prodigy, La Feu, Striker, Plasma, Blaze “Death!”, Frost, Nano, DeathMaster, Deacon, Schreck.

Not long after I started playing in Jeremy’s game and this introduced the Zombie Squad to my cosmology. The lineup, as I recall, was Sergeant Strike (scrapper with a force field), Demon Motorbike guy (it had a graser too), UnderGraduate Von Doom (you know, ruler of small country, but before he got his doctorate), Stick (a martial artist) and Baron Samedi (voodoo loa). They fought giant robots, travelled to Ravenloft (where we recruited Strahd) and other places and annoyed an ancient evil a million years ago in a place a million light years away which immediately started pursuing them at light speed. And should have arrived…just…about…then. I don’t remember fighting it. I think we may have changed game. Or left the group. I don’t remember. We used Jeremy’s homebrew system for this game.

The next superhero game involved the Protectors. These individuals: Glitter, Warhead, Download, Quill, Inferno – faced off a weather manipulator in Colorado and that was the only game we played. We used the ill-fated Heroes and Heroines for this.

After that, we had quite a few one-offs until I got a few friends together, wrote a backstory for the US involvement in the world and started my first Watchtower game. This was really the first superhero game that I placed in the USA. The Watchtower was an organisation that spanned the US with approximately 40 offices across the nation. They had quasi-legal status with the US government though few actual legal powers but a good relationship with the Federal government made crime-fighting a lot easier. The San Francisco team had recently been killed by a bloodthirsty voillain known as Bloodrage and they were recruiting new members. They were Jade Dragon (Alan), Atomic III (Gavin), Bullet (Iain), Ebony (John) and Ivory (Aidan). Gavin’s second character, Wraith, debuted when he let Atomic III go mad. Aidan’s second character, Quickening, replaced Ivory pretty soon as well. Most notably they eliminated (yes, that is a euphemism for killed) Bloodrage and defeated ARES. the US Supersoldier. They also witnessed first hand the issues with FORTRESS and why time-travel is bad.

This involved creating a whole background for the US as well. This was “The American Dream” and had luminaries such as Atomic I, Lifeline, Moon Boy and others I don’t remember. World War 2 superheroes and their unfinished legacies.

A few years later, we continued with the New York Watchtower. Again it started with a recruitment drive where Balance (Paul), Yellowfist (Gavin), Indigo (Aidan) and Skyhook (Rob) joined up with other existing members (Red Shift, Psiren, Jack White) to bolster out the membership. There was a conspiracy afoot to extend the reach of the Watchtower globally though ‘conspiracy’ often has negative connotations. This was the beginnings of an “Authority” level campaign which is why I permitted the monstrously powerful characters that the players had. e.g.

  • Yellowfist, a modern-day Native American shaman gained his powers by channeling spirits. In theory he could do anything but he only had Falcon and Bear at the start.
  • Skyhook could move huge amounts of stuff around with the power of his mind. This includes a TK gun platform as well as being able to lift huge amounts.
  • Balance has absolute control over matter – being able to shape almost any amount at will and being able to transmute other amounts.
  • Indigo, a high tech hero, had teleportation abilities which could place objects on the outskirts of the solar system.

The “plan” was that they would have the opportunity to step into these roles. Yellowfist as the infantry, with Skyhook as artillery, Balance as the engineers and Indigo as recon and supply. Sadly they only got round to cleaning up the oceans before, due to real life, we had to split the group.

I’d still like to continue that game, in theory, with the same or different characters.

This finishes some of the cosmology for my superhero games.

New Downloads

Some people were looking for them so I’ve put some downloads on the books page:

Wildtalents fanzine 1 60K PDF
Wildtalents 3 fanzine 1.5MB PDF
Wildtalents 5 fanzine 373K PDF
23rd letter character sheet 22K PDF
zombi character sheet 86K PDF

If there’s anything else in particular that people are looking for, please mention it and I’ll see what I can dig up. Please note that this wildtalents fanzine was something I was doing nearly a decade before Wild Talents (the superhero RPG) was released.

OREs Magica

I spent some time at work today thinking about things that could be done with the ORE system. I admit that I’ve not yet had the chance to really test it in anger

Part of this is to kick a bit of life into the forums at Project Nemesis as well as the ones at Arc-Dream especially seeing as July brings us Wild Talents second edition.

OREs Magica is a terrible pun on Ars Magica, one of the best RPGs of all time. In Ars Magica, the players can be Grogs (the peasants and footsoldiers), Companions (nobles, ‘adventurers’ and ‘special’ characters’) and Mages. The background is ‘Mythic Europe’ which, to be honest, can be as ‘fantastic’ or as ‘mundane’ as you like. I quite like the “turnips and boils” of low fantasy contrasted with the Magic of Ars Magica.

OREs Magica takes the background of Ars Magica and plonks it onto a ORE-based system. I don’t have Reign yet but I’m guessing that the Reign system works much the same (though they have the concept of Expert Dice which are a little like Hard Dice.)

Anyway – the thought I had was that you could easily replicate the Techniques and Forms of Ars Magica onto the ORE system.

The Techniques (or Verbs) of Magic are:

  • Creo,
  • Rego,
  • Perdo,
  • Intellego,
  • Muto

The Forms are:

  • Animal,
  • Auram,
  • Aquam,
  • Corpus,
  • Herbam,
  • Ignem,
  • Imagonem,
  • Mentem,
  • Terram,
  • Vim.

e.g. Curdus the Fire Mage has 3d in Creo and 2d in Ignem. To create Fire, she rolls 5D. One match is needed minimum and the height of the roll dictates the intensity of the flame. The Width of the roll can indicate speed or skill. She also has 1d in Perdo but no dice in Aquam, therefore she cannot “destroy water” without additional, outside assistance. The most common assistance is Vis.

Vis is the purified essence of magic as extracted from magical things. To convert, for instance, a Magical Bull’s Heart into Vis requires two rolls; the first being Muto Animal and the second being Creo Vim. A failure in the first roll may be attempted again. Failure in the second roll means the Vis disappears in a dramatically appropriate way. Success in both rolls means a number of points equal to the width of the Creo Vis roll are extracted from the heart.

But why do we need Vis? Every Mage wants more Vis. Why? Because Vis has some very special properties. Each point of Vis that is expended in a Magic roll can have one of the following effects:

  • Each point adds a single dice to the Magic Roll adding to Techniques and Forms. This means that you can perform pretty much ANY magic if you have Vis to help.
  • Each point adds a year and a day of permanence (in the Ars Magica book, adding Vis makes something permanent but I never liked that.) After the year and a day, the magic wears off. This has some serious repercussions for Longevity Potions and magical constructs. It won’t affect a house built with magic if the structure itself is sound.

The maximum amount of Vis that may be used in any activity is equal to your Vim score.

To do any more on this I guess I’ll have to buy Reign 🙂 Okay, I’m convinced!