Author Archives: the venomous pao

Dungeon Crawl Classics: The First Character Funnel

Here are four quick characters I rolled up using the Beta rules for Dungeon Crawl Classics. It seems likely that not a one of these would actually make it out of their first dungeon alive, but hey, that’s supposed to be part of the fun this game, right?

I think my only initial complaint with the random 0-level character generation is that the poor trapper gets stuck with a sling and only one damned stone to hurl. Everyone else has weapons that they can use more than one time, while Linara is even less useful than a 1st level magic-user with a dagger, some darts, and a Light spell. Worse, with the paltry, paltry starting funds these mooks get, there’s no way she can hope to afford more (or even a dagger as a supplemental weapon) at this stage. That seems just a bit too harsh for an enjoyable game. Otherwise, though, it seems like solid enough random, low-level character generation.

Actually, I’ve got a bit of a gripe with the Luck attribute and how it is applied to rolls for good or ill. The idea – and I hate to keep using the trapper as the example, but it’s the most illustrative – that Linara “survived famine” but is now hit with a negative to fortitude rolls messes with my head a bit. I mean, I can wrap my head around it if the phrase were changed to “Endured famine.” But “Survived famine” carries a different connotation for me. Of course, I’m also really just being nitpicky here. But still. Nits. They itch.

Anyway, here’s the quartet of scrubs for your amusement:

Ghelb / Level 0 Human / Neutral
Occupation Caravan Guard
Str 11 Agi 9 Sta 13 Per 12 Int 10 Luk 11
HP 5 AC 10
XP -100
Saves +0
Money 37 cp
Items Shortsword (1d6), 1 yd linen
Notes Survived a spider bite (Luck bonus to poison saves)

Dirak’aan / Level 0 Elf / Neutral
Occupation Elven Artisan
Str 8 Agi 14 Sta 18 Per 14 Int 12 Luk 10
HP 5 AC 11
XP -100
Saves +0
Money 38 cp
Items Staff (1d4), 1 lb. clay
Notes Pack hunter (Luck bonus to 0-level trained weapon attack & damage)

Forbush / Level 0 Human / Lawful
Occupation Locksmith
Str 12 Agi 4 Sta 12 Per 8 Int 10 Luk 11
HP 3 AC 8
XP -100
Saves +0
Money 32 cp
Items Dagger (1d4), Fine tools
Notes Resisted temptation (Luck bonus to Willpower saves)

Linara / Level 0 Human / Chaotic
Occupation Trapper
Str 11 Agi 10 Sta 8 Per 6 Int 9 Luk 8
HP 3 AC 10
XP -100
Saves +0
Money 33 cp
Items Sling & 1 stone (1d4), Badger pelt
Notes Lived through famine (Luck bonus to Fortitude saves)

I reckon when they make it to first level they’ll earn the right to wear a funny hat.

BoL Character: Captain Axl Gunnarson

Wherein your humble scribe presents a Barbarians of Lemuria system character he put together as a test of the system for use in that highly-amorphous psychedelic scifi setting that still won’t gel in his head. Barbarians of the Aftermath informs this concept as well, as will be obvious in short order.

Axl Gunnarson, captain of the Hazj-class merchant vessel Alfadis, was truly born to the life of a spacer. His mother, Teja Khadim Gunnarson, was pregnant with Axl when she entered the stasis chamber aboard the colony ship that would take her and her husband Ivar to their new home on Djaribhk IV. The journey lasted some 12 years, and during that time something unusual occurred with the development of the child within her womb. Somehow, against all known medical wisdom, the child’s consciousness continued to develop even as its body remained frozen in time. Now, as an old man of the spacelanes, Axl is one of the few documented psychics within the Galanas Federation. Axl is not fond of his unique abilities and seldom uses them, leaving him more of a raw talent than a honed instrument. He prefers to make his way between the systems and starports, buying and selling goods when he can and ferrying passengers when he must.

Captain Axl Gunnarson / Lifeblood 12 / Hero Points 5 / Psychic Power 10
Attributes: Strength 2, Agility 0, Mind 1, Appeal 1
Combat Abilities: Brawl 1, Melee 0, Ranged 2, Defense 1
Careers: Spacer 2, Merchant 1, Scholar 1, Psychic 0
Boons: Born To The Stars (bonus die on piloting, etc.)
Flaws: None
Languages: Galanash, TradeSpeak, Draybledhi, Vaarntic
Equipment: Laser Pistol (d6), Personal Shield (d6-2)

Dungeon Crawl Classics RPG Open Playtest

Just in case you missed this elsewhere, word on the street is that the open playtest version of Goodman Games’ Dungeon Crawl Classics is slated to be made available on Wednesday this week. I’m mostly certain I’m not all that interested in DCC as a ruleset, but I’m also positive I’ll download it and give it a read.

I’ll also probably try to make it out to Dragon’s Lair here in Austin on Saturday, June 18th for Free RPG Day with an eye towards picking up the DCC RPG Quickstart that’s expected to be part of the available goodies.

So there you have it. I’m a complete pushover for geeky things. Or at least geeky things that dovetail with my own geekview, which the DCC game appears to do conceptually. I just don’t think yet another class-based game is going to resonate with me.

Mini Six: Contra Los Monstruos Neptunicos!

Their faces... they look like lucha masks!Los Monstruos Neptúnicos (the MonsterMen from Neptune) have landed in Mexico City and they will stop at nothing in their conquest of the Earth. These beings are tall (well over 9 feet) and quite strong. They are also clumsy and are terrible dancers, which is a shame. Because what each MonsterMan wants most in life – above conquest, mayhem, and destruction even – is to dance gracefully to the salsa rhythms they pick up from the radio broadcasts from XEPH. Their rampage through the city can only be stopped by brave luchadors and, perhaps, the clever application of some serious ritmo.

Los Monstruos Neptúnicos
Might 4D+1 Agility 1D
Wit 4D Charm 1D
Skills: IceRay Gun 3D, Dodge 2D, Computer 5D, Intimidate 3D
Perks: Rock Hard Skin (doubles Soak)
Complications: none
Gear: Neptunian IceRay Gun (see notes below)
Static: Dodge 6, Block 13, Parry 13, Soak 26 (13 when dancing)

Because of some strange trick of their alien neurophysiology, the MonsterMen from Neptune must dance – often quite badly – when they hear salsa music. If there’s such music playing within earshot, the creatures will not attack and are unable to defend themselves actively. Perhaps even more amazing is that when dancing, these creatures’ normally rock-hard skin becomes supple, reducing their ability to withstand damage.

Neptunian IceRay Gun
These weapons do no damage initially. When they first hit they incase the target in a sheath of ice that has a strength of 3D. Each subsequent round the ice grows in strength as it freezes more water out of the atmosphere. Roll an additional die each round and add it to the total strength of the ice.

A person trapped in the ice is completely immobilized unless he can make a successful Might check against the strength of the ice (this counts as an action for the round in which he attempts to break free). Once the ice reaches a strength greater than the victim could roll on a Might check (not counting the possible exploding of the wild die) begin applying the ice’s strength as damage against the victim’s Soak.

Mini Six: Contra El Zombi Atómico!

El Zombi Atomico

El Zombi Atómico, the scourge of Veracruz, is at it again. Now – with his Zombi Queen by his side and his Zombi henchmen dutifully following his every order – he holds the city in his cold, dead hands. The call goes out all across all of Mexico for brave luchadors to send Eza (he hates it when people call him that) and his gang back to hell and save Verecruz from a fate worse than death!

El Zombi Atómico
Might 4D+2 Agility 2D+2
Wit 3D Charm 3D+2
Skills: Brawling 5D+2, Athletics 3D+2, Toughness 5D+2, Dodge 3D+2, Diplomacy 4D, Persuasion 4D, Leadership 4D, Streetwise 4D+2
Perks: Signature Move: Zombi SLAM! (once per combat may double the result of one Brawling roll)
Complications: Not really alive… or is he?
Gear: none of significance
Static: Dodge 11, Block 17, Parry 14, Soak 17
Armor: none

La Reina De Los Zombis
Might 2D+1 Agility 3D+2
Wit 3D Charm 4D
Skills: Dodge 4D+2, Magic 4D, Seduction 6D
Perks: Sorcerer
Spells: Paralysis, Slumber
Complications: Not really alive… or is she?
Gear: none of significance
Static: Dodge 15, Block 9, Parry 6, Soak 7
Armor: none

Zombi Henchmen
Might 3D+1 Agility 2D+2
Wit 1D+1 Charm 1D+2
Skills: Brawl 4D+1, Melee 4D+1, Muscle 4D+1, Stamina 4D+1, Throw 3D+2, Intimidation 3D+2
Perks: none
Complications: none
Gear: Pistol (4D), Clubs/Chains/Etc. (4D+2)
Static: Dodge 8, Block 13, Parry 13, Soak 10
Armor: none

New Perk: Signature Move
What’s a luchador without his (or her) signature move? Nothing! That’s what. This perk, which costs two skill dice, gives your character the ability to declare that he is performing his signature move once per combat encounter. When doing so you get to double your Brawling roll for that particular attack roll. You must, of course, name your signature move and declare it with the appropriate lucha spirit when you decide to perform it in combat.

Dogs Of W*A*R: November Company Grunts

So here I am using Dogs Of W*A*R (the modern action relative of Barbarians Of Lemuria) to knock out a few grunts for that theoretical November Company thing I mention occasionally. I’m not actually anywhere near doing anything on that front, but I’m trying to rekindle the RPG fire by poking at something I find interesting. So, without further ado, here are some low ranking GIs who have found themselves assigned to November Company.

Sgt. Danny Womack

Daniel Womack hails from Santa Rosa, California. The son of a policeman and a seamstress, the 24 year old Womack had himself entered the force before enlisting in the army after Pearl Harbor. He has taken to the service and is respected by his superiors. He is a very serious man who almost seems to lack a sense of humor entirely.

Sgt. Danny Womack / Lifeblood 11 / Exploit Points 5
Attributes: Strength 1 Agility 1 Mind 0 Appeal 2
Combat Abilities: Brawl 1 Melee 0 Ranged 2 Defense 1
Background: Law Enforcement
Specializations: Sleuth 1 Soldier 2 Sneak 2 Snoop 1
Boons: Alert, Gun Specialist
Flaws: Anger Issues
Languages: English, German, French
Equipment: Heavy Pistol (d6+1), Light Machine Gun (2d6* +1)

Pvt. Dominic Di Martino

Nineteen year old Dominic Di Martino is as Brooklyn as it gets. Before entering the army he was well on his way to establishing himself as a petty criminal of some note. The army has set him straight and it’s unlikely that he’ll return to that lifestyle if he makes it home. Dom is garrulous and something of a practical joker. And his knowledge of baseball is unrivaled in all of November Company.

Cpl. Dominic Di Martino / Lifeblood 12 / Exploit Points 3
Attributes: Strength 2 Agility 0 Mind 1 Appeal 1
Combat Abilities: Brawl 2 Melee 0 Ranged 2 Defense 0
Background: Criminal
Specializations: Faceman 1 Soldier 2 Fixer 1 Tech 2
Boons: Stylish, Fast Talker, Grease Monkey
Flaws: Greed
Languages: English, Italian, German, French, Yidish
Equipment: Heavy Pistol (d6+1), Rifle (d6)

Pvt. John O’Shea

Boston-born John O’Shea is no soldier – at least not by the standards of most of November Company’s fighting men. But what O’Shea lacks in army training he makes up for with a broad range of knowledge and languages. Whether you need to get patched up or take out a bridge, O’Shea’s your man in just about any theater. Now if only he could keep from losing his glasses in a firefight.

Pvt. John O’Shea / Lifeblood 10 / Exploit Points 5
Attributes: Strength 0 Agility 1 Mind 2 Appeal 1
Combat Abilities: Brawl 0 Melee 0 Ranged 3 Defense 1
Background: Other
Specializations: Academic 2 Soldier 1 Medic 2 Sapper 1
Boons: Mimic, Deadly Fists, Born Behind The Wheel
Flaws: Poor Eyesight, Clumsy
Languages: English, German, Burmese, Japanese, Chinese, Russian, Finnish
Equipment: Heavy Pistol (d6+1), Rifle (d6)

Thor!

Just got back from seeing Thor. I enjoyed it quite a bit. The mixture of science and “magic” was pleasing enough, and the rainbow bridge (all of Asgard, really) was stunningly beautiful. Plus, now we know a bit more about what the Avengers movie will focus on. No spoilers from me, though! Go see the movie and find out for yourself.

Gaming-wise, I’m entirely unsure of whether or not this “cured” my need to do a Thor/Dr. Strange-esque dimension-hopping game or whether it made my desire stronger. I’m in a strange place when it comes to gaming right now. Between the mental engagement (and exhaustion!) that has come along with the new job and a general geek malaise that was settling in just prior to returning to the working world, I’m a bit at sea. I want to want to focus my energies on geek stuff, but I don’t actually want to. Anybody else know where I’m coming from?

I think, perhaps more than anything, I’ve burned out on fantasy for the moment. Pure, unadulterated Sword & Sorcery and/or Tolkien-style D&D-style fantasy, at least. I might need to find some kind of hybrid thang to tickle my fancy for a bit. I was definitely heading in that direction to begin with (witness Tlactoztlan and Nogoloth). And, of course, things like November Company and my weird psychedelic science fiction itch (along with the aforementioned superhero musings) have been leading me away from the cornerstone of the hobby (and the old school blogging community ) as well. I’m just plain at a loss and I find it frustrating as all hell.

So once again, please forgive the sparseness of my posts, gentle readers. I’m sure I’ll shake the malaise eventually. Meanwhile, enjoy some truly classic God of Thunder action:

http://www.youtube.com/watch?v=uCgGUK8wW_0

Minotaur #9

In case you’ve missed the announcement elsewhere, the mighty and wonderful Olivier Legrand has released issue #9 of The Minotaur, the unbelievably awesome free webzine/PDF that supports Mazes & Minotaurs. I freely heap this praise upon the mag even though I haven’t personally contributed for quite a while now 🙂

Speaking of my own contributions to the M&M ouvre, it looks like Olivier has combed through the back issues of The Minotaur and done a nice bit of work repackaging connected articles into fresh compilations. He calls them Minotaur Classics, and though I hesitate to apply such a bold label to my own Against Atlantis! trilogy, I’ll readily attest to the great value in the other compilations.

Anyway, if by some sad twist of fate you haven’t experienced the greatness that is Mazes & Minotaurs, then get thee to downloading. There’s more meat on this entirely free buffet than you can shake a caduceus at.

BoL Bestiary: Cochmeuhquetl – The Zombies Of Tlactoztlan

Cochmeuhquetl (“sleepwalkers”) are Coztli that, after having been slain in battle, are returned to a semblance of life by Teoyaomqui, the god of dead warriors. Their purposes unknown to the common people of Tlactoztlan – and seldom divined even by the Texotli – these shambling undead creatures are often found within the swamps and deep jungles of the lost valley. Sometimes they appear to be guarding particular areas. Other times they are seen to be working at building new temples. And occasionally they descend upon a village where unrighteous behavior has been observed to mete out the punishment of the gods.

Attributes
Strength 4
Agility −1
Mind −2

Combat Abilities
Attack with Macuahuitl +2; 2d6
Attack with Fists, +3; 1d6
Defense: -1
Protection: d6 (tough skin)
Lifeblood: 15

Roll A d6

This has, I believe, already been all over the geek blogs and such, but I had to share it anyway. See, I have a brief and amusing anecdote about the song that it parodies.

And here’s the original, for reference (pardon the commercial at the front, I’ve got no way to prevent that):

Oh, the anecdote. During my unemployment I had an interview to be the web monkey for a local hip hop station. I’m not really a hip hop guy. But I figured I’d find at least one song that I could use as the basis of my bluff. I wound up with this “Like A G6” song stuck in my head for three days and I didn’t get the gig. Wah wah wah.

We now return you to your regularly scheduled abandoned blog.