Category Archives: Games

Traveller: The Cat Is In The Bag

Wherein your humble scribe presents a group of three characters for (classic) Traveller. All of these were rolled up by-the-book from Book 1: Characters And Combat.

Kicking around the ‘roids of Emental in the Claybourne Subsector after mustering out, this group of relative striplings are in desperate need of a patron. But what can an army sawbones, the troubled young woman he got booted from the service for, a jarhead grease monkey, and brainy ex-scout do to earn an honest living?

Well, there was that fancy guy at the starport casino, talking about needing help recapturing the grex panthera (or whatever he called it) that had gotten loose from its enclosure at his villa. That didn’t sound too difficult. Sam and Roy should be able to figure out the best way to tranquilize the thing, and Allan can certainly solomani-rig some kind of trap if need be. And Noemi? Well, maybe she can keep that sissy noble company by showing him just how grunts play cards. Really, what could possibly go wrong?

Samuel Lazarus
994694 Age 22 1 Term (Service: Army, Final Rank: Captain)
Rifle-1, Medical-3
Cr5,000

Noemi Gaccione
894577 Age 22 1 Terms (Service: Army, Final Rank: Lieutenant)
Rifle-1, SMG-1, Gambling-2
Cr10,000

Allan Kamin
699684 Age 30 3 Terms (Service: Marines, Final Rank: Captain)
Cutlass-1, Mechanical-3, Brawling-1, Gambling-1
TAS
Cr20,000

Roy Boatright
77AA78 Age 34 4 Terms (Service: Scouts)
Pilot-1, Navigation-2, Vacc Suit-1, SMG-1, Jack of All Trades-1, Mechanical-1
SMG
Cr40,000

BoL Bestiary: Xotlatocazatl – Giant Centipedes Of Tlactoztlan

Somewhere in the world lies the lost valley of Tlactoztlan. The strange natives of this hidden place practice human sacrifice, pray to bizarre gods, adorn themselves with brightly-colored feathers, and – it is rumored – live in cities made of gold. Only the bravest and luckiest adventurers find their way to Tlactoztlan!

Deep within the jungles of Tlactoztlan there are giant red and black centipedes, some measuring well over 4 feet long. These horrifying predators possess a deadly, necrotizing poison which continues to harm those it has afflicted for days after they have been bitten.

Xotlatocazatl, as they are called in Tlacuatl, live primarily on the floor of the jungle, nesting under stones and dead wood, as well as inside logs. They do occasionally climb high into the canopy in search of prey, and sometimes drop form branches to ambush unwary travelers.

Anyone bitten by a Xotlatocazatl must make a Tough Strength-based task check when the adrenaline of combat has cleared his or her system. Failure indicates that d3 of damage is dealt from the poison. Success results in only a single point of damage. Twenty-four hours later a new Strength-based task check, which will either be Tough (if the initial check failed) or Hard (if the initial check succeeded). Failure of this check again results in d3 damage, while success yields a single point of damage. This cycle continues every twenty-four hours, with the task check becoming progressively easier after a successful check (up to Moderate difficulty) or remaining at the difficulty level of the last successful check. Once a character has succeeded in four successive task checks the poison ceases to be damaging.

Damage done by Xotlatocazatl poison cannot be healed by any normal means until the poison has been purged from the victim’s system.

Attributes
Strength 1
Agility 2
Mind -2

Combat Abilities
Attack with Bite +2; d3 + poison
Defense: 1
Protection: d2-1 (chitinous hide)
Lifeblood: 8

LL/AEC Rogues Gallery: The Sisters of True Desire

Wherein your humble scribe presents what might be an Adventuring Party for Labyrinth Lord/Advanced Edition Companion. These characters are all 1st level, were granted maximum HP (Advanced Style), and have a bare minimum of equipment. They were all created with 3d6 for stats, more often than not in order. And, as is now commonplace, they all have some snappy headgear.

Sent forth from their sacred temple in the Wieghorst mountains by the high priestess of Lofn, the goddess of forbidden love and illicit unions, the Sisters Jytte, Anne-Lis, and Rakel are on a mission to convince the great Jarl Valdemar that his seven sons should be allowed to marry the women of their choosing, rather than the “proper” brides the Jarl will soon announce he has selected. The brothers Lundgaard, favorites of the clergy of Lofn for their strict vows of non-alignment, serve as the Sisters’ guardians. Unbeknownst to these travelers, agents of Markgreve Torbjorn – whose seven daughters are the most likely candidates for official selection as brides – pursue this band and aim to prevent them from ever reaching the halls – and ears – of Jarl Valdemar.

Sister Jytte / Human Cleric 1 CG
Head Gear: A heavy, fur-lined hood
STR 8 INT 12 WIS 16 DEX 9 CON 13 CHR 12
HP 9 AC 4 Gold 43
Mace, Sling & 10 bullets, Chainmail, Shield, Silver Holy Symbol
Cleric Spells: Create Water, Cure Light Wounds, Resist Cold

Sister Anne-Lis / Human Cleric 1 CG
Head Gear: A heavy, fur-lined hood
STR 11 INT 8 WIS 14 DEX 13 CON 9 CHR 15
HP 8 AC 3 Gold 3
Mace, Sling & 10 bullets, Chainmail, Shield, Silver Holy Symbol
Cleric Spells: Cure Light Wounds, Detect Magic, Resist Cold

Sister Rakel / Human Cleric 1 CG
Head Gear: A heavy, fur-lined hood
STR 6 INT 10 WIS 13 DEX 8 CON 9 CHR 14
HP 8 AC 5 Gold 13
Mace, Sling & 10 bullets, Chainmail, Shield, Silver Holy Symbol
Cleric Spells: Protection from Evil, Purify Food & Drink, Resist Cold

Mogens Lundgaard / Human Fighter 1 N
Head Gear: A “bear face” masked helm
STR 16 INT 15 WIS 7 DEX 9 CON 11 CHR 10
HP 10 AC 4 Gold 57
Battle Axe, Hand Axe, Light Crossbow & 10 quarrels, Chainmail, Shield

Niels Lundgaard / Human Fighter 1 N
Head Gear: A “bear face” masked helm
STR 14 INT 11 WIS 10 DEX 16 CON 11 CHR 11
HP 10 AC 2 Gold 34
Spear, Hand Axe, Light Crossbow & 10 quarrels, Chainmail, Shield

Barbarians of Heavy Metal Design Diary 6

Editor’s Note: The following post is from Nathaniel, he of Barbarians of the Aftermath and Barbarians of Heavy Metal fame. It should indicate that right up there below the title. I just wanted to make sure that everyone knew he wrote this, not me 🙂

THE RULES (PART 2) – EQUIPMENT

Ok, so I promised info on Warp Ships and interstellar travel. Unfortunately (on fortunately from my point of view) Aaron Smith has pointed out a number of good additions to my basic concepts and pointed out a few flaws as well, and as our conversation on the subject is still ongoing, I’m going to give that a miss for now and talk on the equipment of the setting instead.

Equipment in the 31st century will fall into the same four categories as BotA: Common, Uncommon, Rare and Unique. This is to not only keep them inline with the alchemy structure set forth in BoL but to make the ability to exchange equipment between the three games easier. So if you want a Stratoblaster in your BotA setting or a plasma gun to turn up in Lemuria, you’re set.

The biggest difference will be that the various categories also describe what knowledge has been lost to the people’s of the future after the widespread destruction of the 1000 Psychic Wars that tore the galaxy apart and reduced the once great Earth Empire into a collection of petty kingdoms and warring factions. The categories are:

Common: Items that are easily reproduced using the common level of technology available to those in the Dark Ages. This is the highest level of availability on barbarian worlds for the most part, although the occasional ‘hero’ finds, or is given a ‘weapon’ of the gods which might be of any tech level.

Uncommon: Items that are easily reproduced using the common level of technology available to the 21st century. This is the highest level of tech on most common worlds.

Rare: These items can only be reproduced with knowledge possessed only by Monks or the Sisterhood and are typically only available to the extremely wealthy or well-connected individual. Although basic maintenance can be carried out by highly skilled Roadies, repairs and replacement can only be done through a representative of the Church. This includes basic Titan Parts and most advanced equipment of the 22nd or later centuries.

Unique: These knowledge behind these items was lost in the 1000 Psychic Wars. There are still automated factories (AIFacs) that produce these items in limited quantities and these factories are highly prized targets for raids and invasions, although no one dares to harm them for fear of Excommunication by the Church (which means no technical assistance, no warp flight and no high tech goodies). Only the most skilled Monks and Sisters can do basic repairs on these items, but they are so advanced that even the Church holds them in awe as relics of  religious significance. This includes key parts of Titan function, high energy weapons, the Harmonic Forks that power sonic technology and, of course, Singularity Generators.

Technology can vary from world to world, with the main worlds of the Great Houses having modern 21st century style cities with a smattering of Rare tech to feudal worlds where the slave-peasants have cell phones and heavy equipment for farming but are only permitted primitive pre-gunpowder weaponry and live in primitive huts with no electricity. Barbaric worlds on the fringes of the metalsphere might not even know there is a universe outside their world and still carry on like a bunch of Dark Age savages, occasionally visited by ‘gods’ in ‘sky chariots’ who trade ‘magic weapons’ to them for raw resources (like Acheron).

One of the signature pieces of BoHM equipment is the Harmonic Fork. It makes everything from musical weapons to communications gear to  Warp Ships possible. They are incredibly tough, surviving the destruction of their host technology many times, and are highly sought after as, even though each fork has a specific tuning that gives it a specific functional specialty, they can be used interchangeably in almost any piece of sonic equipment and can even give primitive equipment special abilities (like the Vibrosword or the Harmonic Arrow) with a little work.

The other signature piece of equipment is the Titan. While many of the systems are within the scope of skilled Roadies to maintain, some of them can only be attended to by Monks and the critical systems like the neural net gear, artificial musculature and high energy weaponry cannot be recreated and must be scavenged or purchased from one of the remaining AIFacs at incredible cost. Titans were covered in the previous Design Diary, but just think about giant fighting robots pimped out by metalheads and you’ll get the general idea.

Another signature piece of equipment, and one that is essential to the central thematic thrust of the game, is the sonic weapon. Each weapon is a work of art, hand crafted by the monks of the Great Church and is a highly cherished heirloom of great power. They function as normal instruments in most cases, but by taking the safeties off and engaging their internal Harmonic Forks, they can create vibrations in reality that can alter moods, cause unreasoning terror, give unique abilities like flight to the user or just blast away at one’s mortal enemies. I’ll talk more on these in the Diary on Musical Duelling.

BoHM will use the firearms rules from BotA, including ammo checks, Penetration and all the rules for explosive ordinance. This will make it easy to transfer weapons back and forth from one game to the next. Vehicle construction and vehicle equipment will be different in BoHM to fit into the new vehicle combat rules for Titans in this game, but there should be minimal work needed to convert for use with either system.

Purchasing Equipment will be handled differently to BoTA, with your careers determining what you are likely to start out with at character creation. Almost everyone will receive some sort of close combat weapon, for instance, but only Titan Riders will have access to Titans, and their rank will determine the size and functionality of that Titan. Every PC will have the option of taking a Sonic Weapon, of course, because not allowing them to would make me incredibly un-metal in the eyes of the Inquisition, who would see me reduced to the rank of slave, as death would be too good for me.

The rules for purchasing equipment will only really concern really useful manufactured stuff and weapons, as it is assumed that everyone has a ‘Credit Pick’ that will allow them to eat, drink and otherwise supply themselves at a particular level based on their highest career. So Nobles will always be able to spend the night in the swankiest joints a planet has to offer, but the Barbarians will likely end up sleeping outside and Scavengers will be eating out of dumpsters. Of course, if you are out on a mission and stuck far outside your supply line, you’ll be thanking your Patron Saint that you have a Barbarian or Scavenger along for the ride…

Next Up: The GM Section…

BoL Foes: Eagle Knights & Jaguar Warriors

Eagle Knights & Jaguar Warriors (Cuauhtli and Ocelotli in Tlacuatl), though representing two distinct orders within Tlactoztol society, ultimately serve very similar roles and are often considered sides of the same coin both inside and outside the lost valley. These two groups are primarily comprised of older, accomplished soldiers of noble birth, though truly valiant or noteworthy commoners are occasionally elevated into their ranks. To attain true membership in either the Eagle Knights or the Jaguar Warriors, a warrior (regardless of supposed birthright) must have successfully taken no less than four significant opponents alive in battle.

Despite their efforts to claim certain additional rights and assert themselves within Tlactozotl politics, these two groups have no true authority of their own and function more as “open” secret societies or fraternal orders than as actual power blocs. This in no way diminishes their role during time of war, nor does it make any particular Eagle Knight or Jaguar Warrior less dangerous a foe.

Both Cuauhtli and Ocelotli forego the traditional yellow-feathered headdress worn by the Coztli (the warrior caste of Tlactoztlan) in favor of their own order’s preferred helmets, which resemble the heads of their respective avatars.

Essences
Lifeblood 12

Attributes
Strength 2
Agility 1
Mind 0
Appeal 0

Combat Abilities
Brawl 0
Melee 2
Ranged 1
Defense 0

Career
Soldier 2
Noble 1

Protection: 1d6-1 (quilted cotton armor & shield)
Weapons:
Macuahuitl (obsidian-toothed wooden swords) 1d6+3 (-1 to hit)
Atlatl (dart thrower) 1d6+1
Tepoztopilli (spear), 1d6+2

Traveller: Baby You Can Drive My… Hovercraft? Submarine? Helicopter?

Wherein your humble scribe presents a group of three characters for (classic) Traveller. All of these were rolled up by-the-book from Book 4: Citizens of the Imperium.

This group of well-educated, yet oddly not very bright, folks met after mustering out of their various careers on Hepaxion in the Claybourne Subsector. They’re not entirely sure what they want to do with the rest of their lives, but between the three of them they have a good grasp on the mechanics of getting there. It’s only a matter of time before one of them reads a good idea that someone else thought of and works out how to put it into action. That, or some quick-witted patron will realize that his transportation needs are covered by this largely non-threatening trio.

Reuben Matusiak
4996B8 Age 34 4 Terms (Service: Bureaucrat, Final Rank: Assistant Manager)
Vehicle: Hovercraft-2, AutoPistol-1, Admin-2, Computer-1, Recruiting-1
AutoPistol
Cr130,000

Stefan Ozols
8764A6 Age 22 2 Terms (Service: Sailors, Final Rank: Lieutenant)
Water Craft-2, Demolition-1, Electronic-1, Communications-1
SMG
Cr30,000

Teresa Ballinger
8675C5 Age 38 5 Terms (Service: Flyers, Final Rank: Staff Major)
Air Craft: Helicopter-2, Survival-2, SMG-1, Medical-1, Admin-1, Gambling-1, Carousing-1
SMG, High Psg
Cr20,000

BoL Bestiary: Huecueyatl – The Giant Frogs of Tlactoztlan

Able to leap up to 40′, these enormous, boar-sized amphibians are scattered throughout the swamps of Tlactoztlan. Aggressive, vicious and utterly without fear, huecueyatl (as they are called in Tlacuatl) are ambush predators with large, round mouths that will attack anything that approaches their territory. Traveling priests report that several disparate vroups of villagers swear by the great Tlatoani that they have seen men with heads like huecueyatl deep with the marshes. It is unlikely, though, that these tlacueyatl, or frog-men, really exist.

Attributes
Strength 2
Agility 2
Mind -1

Combat Abilities
Attack with Bite +2; d6-1
Defense: 2
Protection: d3-1 (tough hide)
Lifeblood: 13

WNMHGB Character: Lt. Commander Yzel’k

Wherein your humble scribe presents a character for Where No Man Has Gone Before, his favoritest Star Trek game ever.

Born on Federation colony Madera III to an archaeologist, a doctor, a Federation Yellow Shirt and a free trader, Yzel’k soon moved to Iza V with his charan and shreya while his zhavey was assigned to a tour aboard the USS Majestic. Sadly, his thavan was killed in a freak shuttle accident before Yzel’k was born. While on Iza V, young Yzel’k had an adventuresome time, exploring the remote valleys and caves with his pet throvak (which is a lot like a sabertooth tiger that never gets bigger than a large house cat).

Eventually, Yzel’k felt the call of Starfleet and shipped off to the Academy, to his zhavey’s delight and his charan and shreya’s chagrin. By entering the sciences, though, Yzel’k brought some degree of harmony and balance back to his family. While at Starfleet Academy, Yzel’k took a course from Dr. Roger Korby, which ultimately led to his decision to pursue Archaeological Medicine as his focus.

Yzel’k’s post Academy career has been an eventful one indeed. While assigned to the USS Taurus (a Hermes Class ship) he not only discovered a conduit to the Mirror Universe – which he narrowly rescued the ship from – but also displayed great sacrifice in not using the mysterious alien device time travel device the crew discovered to save his thavan’s life.

While posted to Starbase 9, Yzel’k uncovered a Romulan spy and prevented the destruction of several ships and the base itself. Later, back aboard the USS Taurus as part of a diplomatic envoy, Yzel’k took part in a heroic rescue mission when a distress call was received from the USS Tian An Men (a Miranda Class vessel).

Captain Serena Carroway of the Tian An Men was so taken with Yzel’k’s performance during the rescue of her ship (and he with her uncommon beauty) that she specifically requested he be assigned to the Tian An Men during his next tour of duty. While serving as chief science officer for Captain Carroway, Yzel’k once again took part in a rescue mission when the ship responded to a distress call from a civilian transport ship. Yzel’k was personally responsible for saving the lives of all 500 passengers and crew of that ship.

Later during the same tour, Yzel’k and the rest of the crew of the Tian An Men discovered a new civlization – a race of bird-like humanoids living in the rainforests on the moon of Daneb IX. When communication with the Danebixians proved difficult, it was Yzel’k who puzzled out their language, showing great creativity in the process.

For his next tour, Yzel’k was transferred to the USS Saratoga (a Miranda Class vessel) under somewhat mysterious circumstances, though records indicate that his relationship with Capt. Carroway of the Tian An Men had become somewhat strained. While aboard the Saratoga Yzel’k’s quick action in a battle with Romulan forces saved the life of that ship’s captain, Commodore Adam Inman. During that same tour, the Saratoga discovered a new civilization on Fimiri II, a hostile group of humans from a lost colony ship from the late 20th Century who had established a culture based on the teachings of Ayn Rand. Yzel’k used his keen knowledge of that author’s writings to save a number of his crewmembers lives.

Lt. Commander Yzel’k now finds himself posted to the USS Daedalus, under the command of Captain Hal MacMillan, where he is expected to serve as chief science officer.

Name: Yzel’k
Species: Andorian

Class: Blue Shirt
Ship Position: Science
Rank: Lt. Commander

Level: 7
XP: 0
HP: 44
AC: 14

Action Points: 2

Str: 10 (+0)
Dex: 12 (+1)
Int: 18 (+4)
Cha: 12 (+1)

Skills:
Communication +4
Engineering +4
Knowledge +10 (Trained)
Medicine +10 (Trained)
Physical +4
Subterfuge +4

Talents:
Exploit Weakness
Plan
Breakthrough
Trained Skill (Medicine)
Recollection

Melee Attack Bonus: +7
Ranged Attack Bonus: +8

Barbarians of Heavy Metal Design Diary 5

Editor’s Note: We’re trying a different approach here. Nathaniel sent me his content and I’m posting it up as a proper blog entry rather than as comments following on. Hopefully this makes things easier for everyone. The comments section below is open as usual, though. And remember, what follows is from Nathaniel, not me 🙂 -tvp-

PART 5: THE RULES (PART 1) – THE CORE RULES & HEAVY METALCOMBAT

Coming up for air from my work on the DW:AiTaS core revision layout, I thought I’d share a few notes on the main rules section. I won’t be laboring to do these in any order, preferring to hit on subjects as they coalesce in my head.

In addition, the focus here is more about what I plan to accomplish thematically and mechanically, so this is more of a look behind my conceptual goals rather than a list of hard and fast rules that you could play by using this diary alone.

That said, today’s topic concerns the Core Rules and the rules for Titan and vehicle combat.

The Core Rules
As I mentioned earlier, this book will be different from my previous BotA by having the basic rules for play included in the book so you can play without needing to buy another book beforehand. As I also mentioned, this will not be a complete set, but an expurgated set that provides you with everything you need for this setting. Including the rules for adjudicating actions, combat and so on, but not sorcery, alchemy or priests.

Of particular note, I will be using the armor rules from the Legendary Edition. I think the ‘variable armor’ rule is superior to the old set armor values. I will, however, have a couple of extra notches on the scale to account for high-tech armors and the like.

Combat will remain pretty much the same, but I will be adding a few things to make it different enough to provide something new for those who have bought the other books including: variation on Dodge and Parry that makes them more interesting/useful options; an optional Death & Dismemberment Chart (a cool idea I’ve used in my B/X D&D games) which will allow for scarring, missing limbs in combat, and other results that can occur after you hit 0 LB; and provide optional rules for map based combat based around the same system used for Titans and vehicles.

An interesting idea came up when I was thinking about Languages in BoHM. Instead of the usual languages, I thought that there would be three basic categories: Lingua Metallica, the universal language; Classical, covering all the languages spoken on Earth and now only known to the Monks, like English, Chinese, German and even Latin; and finally and most interestingly, the Tongues of Rock (with all the imagery that implies) which are specific dialects of Lingua Metallica spoken by the specific schools and which relies on a shared knowledge of the style to understand. The more knowledgeable you are in a Style, the better you understand that language that goes with it (you know your primary school’s tongue fluently, of course).

Other than these wrinkles, the basic rules remain largely the same.

Heavy Metal
BoHM will have different vehicle rules from BotA for two reason. The first is that giant robot combat requires more tactical detail than the average vehicle system in order to really get across the feel of fighting in a 60 foot walking tank that can jump, punch climb, etc. as opposed to fighting in just any old heavy vehicle.

The second is that I hate to repeat myself, and while it would be incredibly easy to just steal my own system from BotA and tweak it for giant robots, it wouldn’t be as thematic, fun, or as good a deal for the purchaser. After all, if you have two different systems in two different books, that adds value, IMO, as you now have twice the choices and don’t feel you are repurchasing the same material. Use the one you like or even combine the two (an option I will present in BoHM with appropriate rules tweaks) at your leisure.

The system won’t be as detailed as, say, BT, but it won’t be as abstract as my previous vehicle rules. Here are some basic details:

1. Hex movement is in, but the hexes are larger (we’re talking the scale of a Battleforce map rather than BT one) and represent the terrain and moving about in it on a more strategic scale, where long range fire and maneuver are important. Once Titans are in the same hex, the basic BoX combat rules will apply, shifting from a wargaming feel back to the close in mayhem only an RPG with a GM could allow without a massive tome of rules, like making strategic use of the terrain, jumping down on opponents from on high, etc.

I’m also going with a slightly different method of adjudicating movement through terrain, inspired in part by WFB 8th edition: terrain doesn’t slow down movement, it forces piloting checks instead with terrain density adding difficulty to the roll. I always thought that an elite giant robot pilot should be able to move faster through different terrains rather than be hobbled by the same penalty as the green guy in a tank, and in this case, that can happen, with the ace pilot being more likely to take the risk (i.e. make the piloting rolls) to move through dense terrain at full speed.

The style of movement I’m going with has a number of advantages. First and foremost, the ‘board’ will fit on an standard sheet of paper, not fill up a whole table. Second, the larger, more abstract scale reduces the fiddly bookkeeping for movement and allows you to have aircraft interact on the same map effortlessly. Third, you get the best of both worlds in wargame and RPG style action.

2. Titans will have enough detail to allow customization but not so much that every fiddly thing has to be kept track of. Basically, a Titan will have attributes, combat abilities that represent the various weapons systems, ‘careers’ that represent specialist equipment, a simplified damage system with similar armor rules to the main game and a Death and Dismemberment chart for their use, a simple heat scale and ammo checks ala BotA . Basically, they will be very similar to regular characters. Non-Titan vehicles will be even simpler.

By cutting down on the record keeping I hope to reduce the amount of time it takes to play a single battle between two bands of Titans, with a number of vehicles and infantry units, from the 4+ hour marathon it normally takes to 30 – 60 minutes, cut back on the amount of scribbling and erasing you’ll have to do and allow the GM to control a large number of enemies with a single sheet of paper and minimal fuss.

3. As for combat, we’re talking the same combat rules as the generic BoX system with a few tweaks to cover combat on Battlefield scales including strategic movement, weapons and vehicle/Titan damage.

Think of a level of detail between the Classic BT game and the BT Clicky game and you can see where I’m aiming for in the detail and difficulty department. Everything should be able to be handled with the sheet, a bead and the occasional recording of critical damage by checking a single box per result, but still provide enough options to make combat interesting in a strategic sense, especially for the GM who should be able to run massive conflicts in an hour or so with a single NPC record sheet and a couple of dice. That’s the goal, at any rate.

Summary
My main goal is to cleave as close to the simplicity of the BoX rules as possible, while adding crunch to them to provide variety and value in the product. I think I did a pretty good job of that with BotA and can achieve a similar result here.

In particular, I want the move from PC action to Titan action to be as seamless as possible, with few new rules to have to remember but still retaining the thematic variety the two experiences offer. By using, essentially, the same system with tweaks for a larger scale of conflict, I think this will happen. Only time and play-testing will tell…

Up Next: Warp Ships…

BRP Character: Fujiwara Shigeki

Wherein your humble scribe presents an NPC for use with Basic RolePlaying.

Fujiwara Shigeki is world renown as the lunatic daredevil who will scale any building, anywhere, regardless of the dangers involved. His broken English, his emphatic shouts of “Go For It!” when confronted with a challenge, and his obsession with Henry Mancini’s “Baby Elephant Walk” have endeared him to his fans across the globe. This absurd ascender is currently in training to tackle four skyscrapers in Chicago, where he plans to offer his fans a chance to impede his efforts by throwing flower pots, buckets of water and fruit at him from various windows throughout the structures.

STR 13 CON 12 SIZ 10 INT 13 POW 15 DEX 16 APP 16
Hit Points 11 Major Wound 6 Power Points 15

Damage Bonus: none
Weapons: none
Armor: none
Skills: Brawling 75%, Climbing 90%, Dodge 75%, Grapple 75%, Insight 40%, Jumping 75%, Language: English 13%, Martial Arts (Karate) 25%, Martial Arts (Judo) 25%, Ride: Horse 50%, Sense 70%, Stealth 70%, Swim 75%, Throw 75%