Wednesday, March 23, 2022

The Dungeon Is Life!


The Dungeon. The mythical underworld, of which you will steer clear if you want to have the slightest modicum of a remotely pleasant existence. Because to go there is to die much sooner and much bloodier than you otherwise will. Yet to go there is also to live, to risk, to act, to dare, to take, to kill...or be killed, to leave your mark and say to an uncaring universe as you exploit, illuminate, and beat back the darkness -- Right now, this space is mine!

You exist only for a short time and in the end, you will be broken. Life will beat you, not be beaten by you. It is grim, I know. Sure, you can soften this fate, go with the flow, evade, dare not, delve not. Perhaps you will keep breathing just a little while longer and sleep in a bed not made of dirt. But know this, friend, all will fall and be forgotten -- that is a predetermined fact!

The Dungeon is Life! It will shut doors, it will lock them. It will turn off the lights and blow out your torch. The floors will fall beneath you and walls will shift. It's pitch will terrify and haunt you. It will send countless hordes against you and then send countless more. It's poison will bite! You did not build this place. You do not get to make the rules here and you are not smart, powerful, or privileged enough to break them. This deck and every other deck that was ever put into play is mightily stacked against you!

But before you crumble in the corner, friend, remember this: You were born with something. You have learned something. You are stubborn, bold, defiant, a master of pain. Let the weak numb themselves! You welcome the Dungeon, you yearn for it. You don't care for the town or the tavern, the journey or the parley. Nor do you care that in the Dungeon, doom is your destiny. Because the Dungeon is the heart of Life and it is the heart of gameplay and it is your entire reason for being. For in the Dungeon, you are taking it right to them, a full-on assault on the deepest, darkest, secret center of all things and there you will make your stand, where the odds are always stacked high against you and you will say -- By Crom, stack them higher!


Saturday, March 19, 2022

Player Maps For Praise The Fallen & Sision Tower

 

A couple of you have lamented the lack of player maps for my adventures, so in appreciation that you are indeed running my adventures, I edited out all the secret parts on the maps for Praise The Fallen & Sision Tower

Hopefully this PDF makes running things easier.

I'm not likely to do this any time soon for DATE OF EXPIRATION. That is a separate, time-consuming beast.

Game on.

Player Maps: Praise The Fallen/Sision Tower



Wednesday, March 2, 2022

TWILIGHT: 2022

I almost played TWILIGHT: 2000, way back when. Spent a few days rolling up a character with a buddy in art class with every intention of getting together and playing. Alas, he was only an "at school" friend -- a light-hearted soul, scrawnier than my scrawny self, and a talented artist. Immediately upon graduation, he joined the Marines. Didn't see that coming. As to his fate in life, I haven't got a clue. It is recent events that reminded me that he even existed at all. 

A slight tangent -- he once told me of a dream: He was at a fancy lawn party. The type of "fancy" that involved a huge back porch with great pillars and white tables and chairs as far as the eye could see. A birthday? graduation? -- some such affair. He was standing between two pillars when someone threw a grenade which exploded with exaggerated destruction. The dream went slow-motion (I think) as he stood there completely unharmed. Another man also stood unharmed, leaning against a pillar nearby, who spoke in a chill voice saying, "Depends on where you're standing." My friend spoke those words slowly, as if spoken by a stoner. For weeks after, it was our go-to phrase for laughter.

Several times in the last year, probably because there is a brand new edition, I came close to buying a copy of the original TWILIGHT: 2000. Now, out of perhaps, a morbid curiosity, I've wondered how the original timeline of that game mirrors the events we are now watching unfold in Europe, in-real-time. After a bit of research, it seems, that it does not. For in that timeline, unless I am mistaken, it all starts in 1995 with the Soviets vs the Chinese, followed by a reunification coup attempt in Germany. NATO tries in vain to avoid the conflict, but is ultimately dragged into a limited nuclear war. By 2000, it's pure chaos, ruin, and radiation, wherein your characters are trying only to survive. 

Now, in the real world, we have the Russian invasion of Ukraine. This may seem baffling and sudden to many, but it's actually been building for awhile. So far, the way this fledgling war is playing out, there is an enormous risk of escalation. Of course, this actual war has weapons and elements that TWILIGHT: 2000 did not imagine (to my knowledge) such as drones, cyber-warfare, and the economic cancelation of an entire nation. Much damage can be done to countries without going nuclear, but as Putin is painted into a corner, is it only a matter of time? Prepare yourselves for the real-world debut of tactical nuclear weapons...

I used to have semi-recurring dreams of mushroom clouds in the distance. I would warn people -- they wouldn't listen. I would flee -- and they would die. No matter how far I got (all the way up to Alaska in one dream) the mushroom clouds were always on the horizon. Those dreams ended many years ago when a nuke finally landed right on top of me as I looked out the upstairs window. These weren't nightmares, mind you, just interesting dreams, spawned from a vivid imagination and the zeitgeist of the 1980's.

Since then, the Cold War ended.

For three decades, corporate globalism increasingly took center stage, bringing with it many conveniences for sure. Yet, looking at the violent, entirety of human history, this was a pipe-dream, or at best, a gambit very premature. What I find shocking, is that this current conflict didn't happen sooner. Doesn't it now seem like all the wars in the middle-east were naught but an interlude? And what of Taiwan? If you think there's a microchip shortage now...

These last couple of years feel like we sidestepped into a parallel universe. Perhaps that actually happened 30 years ago and we are only now returning to our regularly scheduled program.

And to think I recently said out-loud that I missed the Cold War.



Wednesday, February 16, 2022

The Henchmen Part II


The Henchmen Part II

by Graphite Prime


A pretty little face, swinging back and forth. No, light. Making him dizzy. He could hardly keep his eyes open. Never felt grogginess like this before...

The light was a necklace, the one he earlier found. Talin knelt, hanging the charm before Chade's face, "Her name is Yly," spoke the elf. "A caged sprite, very rare, very useful. She's anchored to this charm, but can leave for brief periods. You merely have to say her name."

"Her name," the sapper barely muttered.

"Yes, Yly," replied Talin. "She's grateful you found her."

"Eelee," Chade's lips hardly moved as if half in a dream.

The charm grew bright and out popped a tiny, four inch tall, glowing faerie, fair-haired, very cute, little wings all a flutter. She buzzed around excitedly before flying and whispering something into Chade's ear, then zipped quickly back into the charm. His eyes widened. That woke him up!

"What!?" he sat up, hands frantically reaching as if for a weapon. His head turned both ways before he froze, eyes locked on the torchlit carnage around him. 

The orcs were all dead, lying in a great pool of blood, flowing from slit throats. Pettr, sat across from him sipping water, his head cleanly bandaged. He looked groggy. Ohn, stood to his right, adjusting his gear, not seeming to be bothered too much by his leg wound, also nicely bandaged. The fight seemed like it happened days ago. In reality, it had been roughly thirty minutes.

Talin stood and motioned for Chade to do the same. "Drink some water, it helps. We can't linger here," he said, slipping the necklace over the sapper's head. He then stood watch as the three gathered their equipment.

Before long, Chade made as if to search the bodies.

"Don't bother," said Talin. "All they had were a few silvers...and those," he pointed to a mass of hair and steel. Ohn already knew, but the other two stared, aghast at the intricate bearded axes and long-braided scalps of Nard and Nalder.

There was silence.

"Orcs don't scalp," said Pettr. "They eat."

"No," said Ohn. "But something with them does."

"Right, what now?" asked Chade.

"We press on," said Ohn. "At least for a bit. If any of the remaining four still live, it can't be good for them. We need to move quickly, we can't hide this mess. Anytime we can choose a direction, we choose up. If we find a way out we take it. Ultimately, we may have to back-track and see where the stairs above the tomb go, worst case, we chance the wasps. Agreed?"

They all nodded.

"Talin and Chade, you lead," commanded Ohn.

They rounded the corner from whence the orcs came, Chade held short sword and torch, Talin ready with his bow. The corridor proceeded for some time, down which they made careful haste.

"At the far end there are steps up, then it turns again to the right, shortly after that, there is a side branch to the left. That's where I ran into the orcs," informed Chade.

Shortly, they arrived at said intersection where they chose to keep going straight. Eventually, the sound of falling water met their ears and they could taste moisture in the musky air. The passage came to an end at an archway with natural steps heading down to their left. They descended the damp stones amid the now loud sounds of crushing water. The steps curled to the right merging naturally with the rocky shore of an underground lake. To either side of them, waterfalls cascaded into the dark water. The place had the same eerie blue candescence of the bridge they crossed earlier, in fact, they could faintly see that very bridge far up and straight away. The lake seemed to stretch for several hundred meters in any direction. Nooks and crannies were aplenty and probably lead to several underground waterways.

A small row-boat was adrift about a hundred feet out. 

They scanned the small shore, but unless they wanted to swim, it seemed a dead-end.

"The boat is peculiar. Your charm..." said the elf, motioning to Chade.

"Huh?" said Chade.

"Yly," stated Talin.

"Ahh, Yly," spoke Chade. The charm burst with light and out shot the little sprite who whispered a question into Chade's ear. "Yes, could you?" he asked, amused, and she wisped away across the lake toward the boat. The three men watched with utter fascination. The elf was accustomed to such glamour.

She shortly returned to Chade's ear and then hovered over his shoulder. "She says there's a dirty halfling sleeping in the boat." he said, smirking, knowing full well who it was.

"Fucking Boze," spat Pettr, literally. "Of course that little shitter's alive."

"Hmm, how do we get to him?" wondered Ohn.

"Yly can you wake him?" asked the sapper. "Maybe?" he repeated, as the sprite fluttered away to the boat again. What followed was a slight flash and a yelp. Up popped the muddied face of a round little man who watched in confusion as Yly flew back to shore and disappeared back into her charm.

"Boze!" Ohn yelled a bit cautiously. "It's us. Can you row yourself back?"

He did not respond, and even at that distance in the eerie blue, they could all detect the utter fear in his eyes as he kept low.

"Boze!" Ohn yelled again. "It's Ohn!"

"Boze, you little shit! Are you deaf?" harassed Pettr.

"Man," remarked Chade. "I don't think I've ever seen him this afraid."

"Are you kidding me? He's afraid of everything," said Pettr. "Fucking little coward is what he is."

Chade glanced sideways at Pettr. "If you were that small..."

"No," shot Pettr. "I've known brave halflings. That one is a shitter!"

Talin interjected skeptically, "Chade's right, he's under the guise of terror, something's amiss, unless, he can't hear us for the waterfalls, but he should see us."

"Or he's been through too much down here. He may be the only one left," said Ohn. "But, we can't keep yelling," he added as he walked backed to the steps and peeked back up toward the corridor.

Just then, everything went unnaturally black!

A darkness spell! They'd seen it used a few times on the battlefield, but none of them had ever been inside one.

They yelled frantically at each other. "Ohn!" "Chade!" "Talin!" "Watch your weapons!" None of them dared move too much, yet they jerked this way and that, reaching out with their free hands, feeling for each other. The darkness was complete, it was absolute! Suffocating! There was a splash. Pettr screamed or exhaled in an odd way. 

"Pettr!" shouted Ohn.

"YLY!!!!!!" shouted Chade.

The sprite appeared again, canceling out some of the pitch, but they now saw everything flickering in the negative. They saw Pettr kneeling in the edge of the lake being choked by something from beyond the grave. He grabbed at the rotting hands wrapped around his throat. His mouth agape, his skin stretching thinner across his face before their very eyes, his strength was waning fast.

They all struck at the undead thing, but their blades had little effect. It's eyes glared at them with a light that somehow expressed darkness. It was negative energy. There was a sentience to it; a hatred. These were hardened men and they were terrified!

Yly flew right up to it's face and seemed to explode in a tiny supernova. The walking corpse lurched back. Ohn rushed with his shield, knocking the creature splashing into the lake. Chade and Talin helped Pettr to his feet and they all rushed back to the steps and up as fast as they'd ever moved. 

They were out of the evil darkness and stumbling back down the corridor. Pettr could hardly stand upright. Their torch had been dropped in the scuffle, now Yly was leading the way. They passed the side passage, intending to head down familiar halls, when they collectively screeched to a halt. Another thing was coming their way! They turned back and raced down the side passage which shortly opened wide, into a maze of colossal columns, between which, the shadows moved. More undead!

"Shit!" exclaimed Ohn.

"Over there, stairs!" informed Talin.

Yly seemed to flicker, giving them all pause. She flickered again, and for lack of a better term, stumbled, back into her charm. They were in darkness once again.

"Torch, now!" cried Ohn.

They formed a circle as Chade fumbled through his gear. He frantically struck his tinder sticks, each little spark a signal of hope until finally...light! 

They proceeded to the stairs, glaring eyes all around. Unfortunately, the stairs went down, not up. They were wide though, as like in a great gallery. Pettr stumbled, his armor echoing as he hit the ground. Ohn and Talin helped him up, but damn, he was weak! The stairs had several landings before they reached the bottom -- a semi-circular room full of alcoves, each occupied by classic looking statues. The stone here seemed to be of yellow marble, but it was hard to say in the dancing torchlight. In between each alcove was a passage.

Ohn looked back up the stairs, the eyes were coming. "Damn! This way!" as he motioned to one of the passages on the right. It led to more stairs, much narrower with a low curved ceiling, again going down...and down...and down...

And finally, a door, very fancy, very old. Locked, of course!

Chade went to work while the others took a guarded stance. Pettr, leaned against the wall and slid to the ground.

There was a click. "Got it," said Chade as he paused and looked back at Ohn for the "go ahead" to open, which he gave.

It was a small, ornate room with a sarcophagus in the center...and no other exit.

"Mercy," said Ohn under his breath. "Go on, we have no choice." They all poured in. "Lock it!" he commanded, and Chade obeyed, then intently listened for activity from the other side. Talin stood near him, bow ready. Pettr sat on the floor.

Ohn gave the room a quick scan with the torch. It was like the earlier tomb they encountered, but much nicer. The walls were painted dull green in between semi-columns. Hieroglyphics dominated the scene. The sarcophagus was intricately carved in places, smooth marble in others. Two braziers hung in the corners farthest from the door. In between them on the wall was a mosaic depiction of two giant serpents hopelessly entangled in battle or dance, it was unclear. 

Ohn went from brazier to brazier lighting them both. When the second one was lit, the lid of the sarcophagus slid sideways with the groan of stone grinding on stone. They all nearly shit themselves! Even Pettr jumped to his feet. Nothing came out though, nothing happened. After a few breathless moments, Ohn nervously approached with the torch.

"Stairs," he said "More stairs."

"We are heading in the wrong direction," said Chade. "What about Boze?"

"Boze will have to look after himself," said Ohn. 

"Where's my axe?" asked Pettr out of the blue, a sense of presence returning to his eyes.

"You dropped it in the lake, do you not remember?" asked Talin.

Pettr shook his his head.

"Here, take this," said Ohn, handing the big man his sword. "I'll use my back-up."

Talin put his hand up, quickly looking at the door. They froze. Something scratched. Then the pounding commenced.

"Let's go!" ordered Ohn, handing Chade the torch. "You first, Talin, Pettr." One by one they climbed into the coffin and descended the narrow, stone steps. Ohn went last, shield and short sword at the ready. The grinding of stone caused him to glance back just in time to see the sarcophagus lid seal itself shut. Both good and bad, he supposed. He followed the others. It was single file, very tight, their shoulders almost scraping the walls. The ceiling was very low, not a good place for the claustrophobe. The steps were well worn and looked hundreds of years old. Ohn glanced back, but the top was no longer in view. He turned to continue his descent and slammed straight into Pettr. It seemed they had stopped.

"Umm...we have a problem," said Chade from the front.

"What is it?" Ohn enquired.

"Water," replied the sapper. "We're at the bottom, but the hallway is flooded. It looks about chest-high."

Ohn looked down and shook his head, he was feeling the pressure of leadership. "Do you remember the siege of Brynmire, how shitty that was?" 

They all answered in the unmistakable affirmative.

"I would rather be there," he said.

Even the elf chuckled.

"Right, back-packs off," said Ohn. "Our supplies must stay dry. We hold them high. Pettr, you carry Chade's. Chade, how's the torch?" 

"Light is good," said Chade.

"Light another and carry two just in case," said Ohn.

When they were all ready, Chade stepped forward. Water immediately seeping through his boots. As a sapper, he'd been in similar situations. It sucked then, it sucked now. But, with no options... Into the  water they went.

The others followed suit, wading down a flooded hallway that smelled only as cold, subterranean water could. Brushing against unseen debris shook their nerves, but they pressed on, navigating several tight bends. At one point the passage dipped dangerously low. The water reached their necks. Chade strained to keep the torches dry. Lesser folk would have succumbed to panic. Mercifully, the corridor then slanted upwards and they all emerged, soaked straight to the bone, onto a stone ledge.

Their arms were like lead. They rested, inspected, and re-slung their gear which seemed in good shape.

"We should re-bandage your leg," Talin said to Ohn.

"No time," he said. "Let's keep moving."

In front was a long pit about three feet deep and ten feet wide filled with mud and debris -- bricks, planks, and such. Further on, they could make out steps going up and around. The moldy walls on either side had occasional holes varying in size, at various heights, going up and out of sight. Some of them trickled water.

"Let me check it out," said the sapper. Carrying one of the torches, he carefully leapt down amongst the debris. His boots squished as he walked, both from the mud and the fact that they were now soaking wet. He poked here and there with his blade. At one point he crouched down and moved a few planks. He scraped at the mud... "Bones, human, someone died here, yep, here's some mail. Looks like it's been awhile though. And over here..." as he moved on, "What's...huh, look at this, a dagger, looks like silver," he held it up fingering the gemmed pommel, "This is worth something."

The other three were too miserable to care.

Stowing the dagger, Chade continued poking here and there. At one point as he passed a hole, his head jerked back. He put the torch in, but saw nothing, or did he? He went to move on, but jerked back again, sure he'd heard something.

The others watched intently.

"Sounds like...rats," he said. "Wait, something's..." he jerked back. "Alright," he motioned to the others. "Let's go!"

They jumped down and followed. "What is it? What'd you see?" asked Ohn.

"Eyes or something, I'm not sure..." he glanced back as he said it. Then his eyes widened. "That!" 

Peeking out of one of the holes was a rat the size of a dog! It eyes were aglow with fiendish crimson dots. It's flesh, rotting, betrayed innards.

It hissed.

And then another one appeared beside it, and then more. Many more.

Then, as if a great valve opened, scores of them cascaded down into the pit, squealing and hissing as they swarmed! 

The men bolted for the steps, but they were quickly surrounded. The rats were maniacal! They didn't just bite, they scratched, they tore, they hissed and climbed. Ohn and Pettr stabbed and slashed furiously. Chade, backing up the steps, cut and burned like a mad man. 

Several rats pulled at Talin's cloak as he was trying to draw his tomahawk. It was a rare moment, but the elf  lost his footing and slipped in the mud. He was promptly covered by the beasts who rabidly bit and tore at his flesh. His mail protected him mostly, but blood was starting to spill. He grabbed at them and rolled in a panic, somehow he got to his knees and retrieved his tomahawk which he immediately put to deadly use. His bow was out of reach and his arrows lay all around. Eventually, he regained his footing and proceeded to slay with elven fury.

They all forgot about being wet and cold. They slashed and stabbed and slashed some more until the tide seemed to turn. But there was a bone-chilling screech from above as a mass dropped. A hulking thing. A rat-thing. A hulking, man-rat thing! Red-eyed and rotting just like the small ones. It let out another screech and scores more rats entered the fray.

The four men stopped trying to fight and ran for their lives up the steps which curled around and out to a corridor. The rats were right with them. The four sprinted desperately, passing several doors, not daring to stop. They cut and stabbed and burned when they absolutely had to, all the while racing toward a large door far away at the hallway's end.

"The door, Chade!" cried Ohn, as he crouched in a defensive posture. Pettr and Talin stopped with him, trying to give the sapper some breathing room. Almost instantly, the three were holding back a veritable wall of vermin. 

Chade reached and tried the door. It was sturdy oak and wouldn't budge at all. Dropping the torch, he fumbled for his picks, dropping many. He worked the lock, but his gut told him it wasn't locked, but braced. He slammed his shoulder into the door in frustration. "Damn it!" he shot. Behind him he heard Talin yell Ohn's name in despair.

Ohn had fallen and was already being torn apart.

Talin and Pettr were on their knees, half buried. A torrent of rats flooded past and assaulted the sapper. 

"YLY!!!!" Chade screamed, but the charm merely flickered. The vermin pulled him to the floor, just as...

The door flew inward! Out stepped a woman clad in the holy armor of the Merciful One. She held strong the cross of her faith and spoke the language of her church. The entire hallway lit up in a righteous flash, setting many rats ablaze with the rest scurrying back toward their dark holes of Hell.

The stunned survivors fell into the room, followed quickly by their savior. There, a tall, lightly armored man braced the door with a large wooden beam.

Talin, Pettr, and Chade lay half dead on the dungeon floor. Standing over them, Cynne and Taer of the original seven.


Too be concluded...


Thursday, January 6, 2022

RIFTS: Wilderness Scout And... Skills


Once again I open the year with Palladium...

In between ideas, looking for a book to flip through... of course I grab from my Palladium shelf...

RIFTS: Ultimate Edition.

This time, I flip to the Wilderness Scout...

Low powered class, one of the mere mortals of RIFTS Earth, basically a tracker with nice bonuses to survival skills. RIFTS: Ultimate Edition adds three special abilities:

  • Trail Blazing: The ability to cut and mark trails for others to follow.
  • Cross-Country Pacing: The ability to pace your journey.
  • Cartography: The specialized art of mapmaking.
Except, these are not special abilities at all, they're just, well... skills. And they're basically just fluff story skills that would rarely come up during play and can really be summed up under Land Navigation, which already exists.

Every class, in every game system, should have abilities that make them valuable to the team, and I'm not talking, balance, I'm talking usefulness, like, "Holy shit, am I glad we have a Wilderness Scout right now!"

Something like this would make this class a little cooler...

  • Group Camouflage: Basically, mass stealth. With a successful roll, the Wilderness Scout can hide his entire team in wild terrain as if they all made their stealth* rolls. If time-keeping is important to you, it takes 1d4 minutes per person. If launching an ambush surprise attack, every member of a Wilderness Scout's group gains one extra attack during the first round of action. A failed attempt means that it's time to roll for initiative. Base Chance: 35%, +5% per level.
    • *Oddly, with the plethora of skills available, there is no actual Stealth skill in RIFTS: Ultimate Edition, the closest thing is Prowl
    • If you're a fan of critical failures and successes, which for me equals rolling doubles on a success or failure, a critical success grants two extra attacks to everyone, and a critical failure gives initiative and one extra attack to the other side.

Anybody familiar with this blog knows that I love Palladium Books regardless of inconsistencies and contradictions in the rules over many books and sometimes within the same book. I mean, who cares, especially from an OSR, DIY point of view? Yet, I would agree that changes could be made. They won't be, which is understandable, because there's too big of a catalogue that could made obsolete. So, we make these changes ourselves.

The three barriers preventing people from enjoying Palladium Games, as far as I see it are:

  • Character creation takes FOR-EV-ER! Skill selection is a drag. I never write down that a character can speak his native language at 95% or can do basic math at 85%. These things are simply not worth recording.
  • M.D.C./S.D.C. My solution, as I've stated before: Scrap M.D.C. Mega-Damage weapons would simply get a multiplier, be rare and dangerous to use.
  • No ready-made monsters and NPCs. And they just released a very nice Bestiary, but you still have to build EVERYTHING, which is fine, but, simplified ready-made stat-blocks would be incredible.

 So, using the Wilderness Scout as an example, here's how I would present character creation:

  • Roll your Attributes as normal.
  • Roll Hit Points/S.D.C.
  • Record Special Abilities.
  • Record automatic skills, then roll for others (see below.)
  • Roll starting money.
  • Ignore the listed starting equipment, because, holy shit that list is extensive! Just take the important things. You don't need to record that your character has a hat or a pair of sunglasses.
  • Choose alignment.
So, Skills... Looking at the Wilderness Scout O.C.C. Skills (pg. 99), the ones below are the only ones I would bother with as automatic to the class:
  • Athletics
  • Climbing (+15%)
  • Horsemanship (+20%) this includes exotic animals.
  • Hunting (+20%) percentage taken from Track Animals which is essentially... Hunting.
  • Land Navigation (+20%) This includes the 3 special abilities from above.
  • Pilot (+10%) motorcycle or hovercycle.
  • Prowl (+15%)
  • Radio: Basic (+10%)
  • Wilderness Survival (+20%) Identify Plants would be combined with this skill.
  • W.P. Knife, Archery, Rifle, Handguns
  • Hand to Hand, I love the idea of rolling this randomly, 25% chance for either Basic, Expert, Martial Arts, or Assassin.
    • Actually, for this class I might make it:
      • 01-50: Basic
      • 51-70: Expert
      • 71-90: Martial Arts
      • 91-00: Assassin
To make life easier for you, assume all skills start at a base of 35% and don't forget to add a possible  I.Q. bonus.

Now you could (and probably should) stop right there and not worry about what follows, but...

Normally, what comes next are some O.C.C. related skills followed by several secondary skills. The real drag here is all the page flipping back and forth between the class page and the section on skills. Because you get to choose all of these new skills, you're obviously going to search for the best ones. Not too painful if you're familiar with the system, but this is an enjoyment barrier for new or even occasional RIFTS fans. 

Another nuisance with such skill-based systems (in RIFTS case, it's a pseudo skill-based system, combat is d20 based) is that upon leveling up, you need to go down your character sheet, skill by skill, and this will easily be 20+ skills, adding 5% to each one (not to mention all your weapon proficiency and special ability bonuses that come at various levels.)

What I would rather do, after recording your automatic skills, is roll randomly, say, 10 times on a custom skill chart (or series of charts) containing mostly related skills and the automatic ones, but also including some possible outliers to see what other skills you have. If you roll an automatic skill, you get a further 5% bonus every time you roll it. If you roll a new skill, you get it at the base 35% and a further 5% bonus every time you roll it again. If you roll a physical skill that you already have, you get those bonuses a second time (e.g., if you roll Athletics and you already have it, now you have Athletics x 2.) If you reroll a weapon proficiency you get an extra +1 bonus.

Then when you level up, at even levels add 5% to all of your % skills and at odd levels add +1 to any weapon proficiencies. Also each time you level up, you get to roll on the class skill chart 4 or 5 times, or 1d6 times (for further randomness.)

Special Abilities improve at the listed rate or at the same rate as % or +1 skills (even and odd levels.)

Unfortunately, designing these charts for every class would be beyond tedious, so this dream really is dead on arrival.

Unless...

You turned the already existing skill lists in random roll charts and said something like: Roll 3 times on your Automatic Skills chart, Roll 2 times on the Rogue Skills chart, Roll 3 times on the Wilderness Skills chart, once on each W.P. chart, and twice on a randomly determined chart. 

Hmmm...

I'm a dreamer, but like I said earlier, take the obvious automatic class skills and stop right there! 


Wednesday, December 29, 2021

Marvel FASERIP And Random Character Generation


Nothing beats RANDOM character generation.

Marvel Super Heroes (FASERIP) is the all time king of random character generation (Traveller is up there, and Heroes Unlimited too.) Often in Marvel, you have to make sense of truly odd power combinations, and many times back yonder, we would just reroll. Screw that. Random generation allows you to create characters that you would never otherwise think of. 

It is the path to true originality.

I rolled up this character in all of 10 minutes, 100% random, no fudging, no rerolls.

A Mutant...

Improve their Endurance by 1 rank (nice, since I only rolled Typical(6)), one extra power, and zero popularity.

Stats are decent, Health is on par with a lot of street level heroes. 

Talents are Military (plenty of sub-plots here, experimented on? Spy?) and Martial Arts E (+1 to initiative, actually makes sense as her two highest stats are Agility and Intuition at Incredible(40) each.)

Powers:

  • Extra Attacks
  • Probability Manipulation* -- counts as two powers (I rolled 4, +1 for being a Mutant)
  • Earth Control
  • Computer Links

What a group!

Looking for patterns...

She can change outcomes, Probability Manipulation (reverses % die rolls), for better and for worse, but only for non-living things -- like making a gun jam. She can manipulate the earth itself, Earth Control (that's earth in an elemental way, as in... dirt) and she has an immensely powerful (Monstrous (75)) connection with computers. Almost sounds like she's from a simulation, a virtual reality, or that's the way she sees reality. She's an architect, a creator, a shaper of the world.

I named her Mint (thought of Warp, Architect, Shaper, etc.)

Extra Attacks, according to the rules, simply gives her a better shot at rolling to see if she can make an extra attack. I prefer to see this power as a minor form of Super Speed, or Super Multi-Tasking. I would allow her to use two powers in one round (makes sense too with her Agility/Intuition.) Perhaps she appears somewhat pixelated when she moves or her Earth Control manifests in a pixilated way like in Minecraft (which I've never played.) Could have called her Pixi...  

Earth Control, at the beginning stage only allows you to use clumps of earth to bash and block. There are several other useful things you can develop as power stunts, tunneling, traveling on waves of earth, grappling, earthquakes, sculpting golems, etc.

She can block and bash, bash twice, bash two separate foes, manipulate and bash, manipulate twice, block block, etc.

Combat with this character would never be dull.

Perhaps she looks like this...


Or this...

FASERIP -- Best Super-Hero system ever!

It's not even close.


Sunday, December 5, 2021

A Couple Of Updates...


NEW! Sision Tower (black cover) is now available in paperback over at Amazon for $6.99.


Sision Tower, is currently a Silver Best-Seller on DriveThruRPG and was given 5 out of 5 stars by Gabor Lux (whom I now illustrate for) over at BeyondFomalhaut.blogspot:


Thank You Gabor!


DATE OF EXPIRATION, is currently a Copper Best-Seller over at DriveThruRPG and was simultaneously released as a paperback on Amazon.


DATE OF EXPIRATION, was just given the rank of BEST by Bryce Lynch over at tenfootpole.org:


Thank You Bryce!



Tuesday, November 16, 2021

Looking All The Way Back...

 

I still own every single piece of anything I ever bought or created for role-playing games except the three 2nd Edition AD&D Core Rule Books. Not everything is in good condition, but most of it is.

I have binders and binders full of creations going all the way back to the beginning, which for me was the mid 80's, starting with the 1983 Red Box (technically my brother's at that time, later acquired by me in a trade as he moved beyond D&D to other games) followed almost immediately and concurrently with other BECMI sets (again, his originally) and AD&D hardcovers. My first was the Player's Handbook. For Christmas, 1985 (I believe), I got Unearthed Arcana and the Marvel Super Heroes Box Set (yellow box) and the rest is history...

My brother owned the Dungeon Master's Guide, this one:


I would eventually acquire it from him, but until that happened, I copied page after page after page for my own records, Spell Costs, Poisons, Traits, To-Hit Tables, Saving Throws, Treasure Tables, Magic Items...



 


But, way before any of that, when it was just the Red Box in our possession and perhaps a module or two, I had a strong desire to create my own stuff, and so behold, the first dungeon I ever made...


Two of the three levels...


This introduction...HA! And that cursive writing...I've literally almost forgotten how to write in cursive.



Of course I made another...


Maps already getting better...


I made many more, but eventually we got lazy and started creating quick, randomly rolled, one-page dungeons...


This one's something of a gauntlet...


And how many of you remember these Adventure Log Sheets...?



How about some cut-and-paste character sheets...


The pose on the sheets below, do you know where it came from?



That's it for memory lane.

Looking back is nice, but nostalgia can be a trap. The older you get, the less you have to look forward to and the more you have to look back on. You can, and almost certainly will, get lost in the fog of yesterday.

Do not neglect the present.

Keep creating.



Saturday, October 23, 2021

The DROW.S.R.


Know, oh, prince, why we fear the dark, why only fools venture into the tunnels of the deep, why it is the wise man, who, when discovering a hole in the earth, fills it with cement. Riches there may be, gold and jewels from ages past, secrets and glory, but none of it more valuable than the life-giving rays of the sun!

Praise be the warmth and the glory of the light!

Falsely does one believe that the Drow were driven from the surface. It was the forest-dwelling faeries that were driven from below! 

Flesh of pitch, darker than night. Sinister eyes, like stars in a merciless sky. Children of the Web! Mate of the Arachnid! A union so foul . . .

Cursed woods under a thick canopy of silk, blotting out the sun, perpetual gloom, this is the outpost of the dark elf.

In their wake, villages littered with bloated bodies, impregnated with the eggs of thousands. Those taken alive are not for labor, but for consumption and sacrifice. A feast for the spider!

Do not be taken alive! End yourself lest you enjoy the notion of cocooned terror, kept alive, knowing only the bitter taste of vile poison until the very last scrap of you is consumed by their eight-legged young, your remaining eye blinking out from the web to behold untold others also pleading with their God, as death is taking too long . . . 

Feast of fungus, blood of man, sacrifice and torture, the orgy of the arachnid! Yet a smile never crosses their poisoned lips. Of alien beauty, with spiders like the flea. If you are chosen as her mate . . . Not a spoken word, do not mistake this agony for pleasure, for what will become of you threatens even the sanity of an Elder God! Some will call you Drider . . . Pale where she is pitch, fanged maw gaped in a perpetual scream as you contemplate your new condition. Madness echoes inside.

Have you ever seen their young, my prince?

And their tongue . . . the clicks can not be unheard.

Their kingdom is far larger than ours, for theirs is the true earth! We are but dwellers in moss, a thin crust atop untold cubic leagues of empire. Every step we take, thousands step below. Believe not the charlatan who speaks of gleaming cities in the cavernous dark . . . their dwellings do not resemble our own . . . nor do their ways. They have a purpose incomprehensible to the light. 

Noble are the dwarves who hold their own!

There is no treaty, no discourse, no compromise, no exception, no understanding of something born of the true essence of Evil. 

Even Hell spit them out.  
 


Related post: The O.S.ORC


Tuesday, October 12, 2021

Because...Why Not? Pixie Scratch Personal Notebook!

 Click the Picture!

Put this together just for the hell of it!

It's a 5.5 x 8.5 lightly-lined notebook, 104 pages with a cute pixie on the cover!

Yes, the same pixie featured in DATE OF EXPIRATION!

Anyhow, do you need it? 

Nope, but it's cool!

Keep Rolling Those Dice!!!


The Dungeon Is Life!

The Dungeon. The mythical underworld, of which you will steer clear if you want to have the slightest modicum of a remotely pleasant existen...