LL/AEC Rogues Gallery: The Silent Legion Of Valerius Caesar

Wherein your humble scribe presents what might be an Adventuring Party for Labyrinth Lord/Advanced Edition Companion. These characters are all 3rd level, were granted maximum HP (Advanced Style) at first level, and have a bare minimum of equipment, including a few magic items. 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.

After his successful campaign to retake the frontier town of Bergerwald from the Ard barbarians, young noble Tullius Regulus, along with his friend the recently freed gladiator Marius, his maiden aunt, the scholarly Laelia Laurentia, and the gruff priest Cassian are dispatched by the Empire to Anteria, on the coast of Adanthum. There they are informed by Propraetor Justiuso that they must venture deep into the darkest heart of the continent to seek out the fabled City of Scales where the great magus Ciusenius Secanius is said to have secreted away his blasphemous scrolls of prophecy. What adventures will they have as they wind their way through the deserts and jungles of Adanthum? What does Great Caesar need of these legendary writings? Can these four hope to return to Rhodium as champions of the Empire?

Tullius Regulus / Human Fighter 3 LN

Head Gear: Classic Roman-style helmet

STR 15 INT 13 WIS 10 DEX 16 CON 9 CHR 14

HP 21 AC 2 Gold 1000

Gladius (+1/+2 vs Chaos), Breastplate, Shield

Marius / Human Fighter 3 CG

Head Gear: Gladiator Helmet

STR 18 INT 7 WIS 7 DEX 13 CON 13 CHR 9

HP 32 AC 2 Gold 109

Trident, Gladius, Scale Mail, Shield (+2)

Laelia Laurentia / Human Magic-User 3 NG

Head Gear: Uncovered, revealing short & stylish hair

STR 8 INT 16 WIS 11 DEX 13 CON 10 CHR 13

HP 10 AC 5 Gold 930
Silver Dagger, 4 Darts, Quarterstaff, Bracers of Armor (AC 6), Spell Book
Magic-User Spells:
1st level: Charm Person, Comprehend Languages, Identify, Read Languages, Sleep
2nd level: ESP, Locate Object, Ray of Enfeeblement

Cassian / Human Cleric 3 LN

Head Gear: Metal skull cap

STR 10 INT 9 WIS 16 DEX 7 CON 13 CHR 6

HP 14 AC 4 Gold 450

Gladius, Breastplate (+1), Shield, Silver Holy Symbol, Scroll (Locate Object, Remove Curse)
Cleric Spells:
1st level: Create Water, Cure Light Wounds, Light, Protection From Evil
2nd level: Augury, Find Traps, Hold Person

2012 Gaming Plans Update

Well bugger. I just found out that one of the guys I game with is running Castle Amber (or at least a variation thereof) for a group I’ve been taking a break from. So that pretty much takes good ol’ X2 off the table for me in 2012. Alas and alack. But that’s ok – it just helps me focus a bit. Against The Giants, here I come 🙂

November Company D6 Notes

As promised (threatened?), here’s you chance to snag the I put together to run a Mini Six/Open D6 World War II game. They’re what you might call “barebones” if you’re feeling charitable. But if you know the system reasonably well they should make for a decent foundation for your own efforts towards such a game.

Download the November Company Notes (19452 downloads )

November Company, in my conception, is pretty much the A-Team combined with the actual early Army Rangers. The soldiers assigned to November Company are the type of guys who don’t make good soldiers, but who have skills and personalities that lend themselves to, shall we say, different uses in a theater of war.

Anyway, download ’em and do with them as you please. In addition to the very basics of character creation, you’ll find a small selection of US weapons of the period, a 1/2 page character sheet, and a sheet with vehicle information on the trusty “Rat Patrol” style jeep.

As always, I must admit that I am most decidedly not a WWII scholar – in fact, I’m little more than a tourist in the era. The material that comprises the period flavor of these notes is essentially what I was able to glean from Wikipedia, without any concern for accuracy beyond the bare minimum needs for maintaining a reasonable degree of Hollywood verisimilitude for a bunch of players who know even less about the period than I do.

That’s the long way of saying that if you see something that makes you draw your breath sharply through your teeth, blame a lifetime’s viewing of cheesy WWII representations, offer a gentle correction, and move on to something more important 🙂

LL/AEC Rogues Gallery: The Seekers Of Bexia

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.

On the dark and heavily-forested island called Bexia, small, poorly-fortified human settlements crouch in the shadows, fearful of the malevolent elves of the woods. To one of these, called Eorus by those who lived there, came Destrand, an eerie boy of scant years, bearing tales of silver palaces, lost cities, amber castles, and a mountain of fire – all just beyond the great River Orv. His unearthly words seeped into the consciousness of the town and soon a number of foolhardy souls determined to set out in search of these unimagined sights and the treasures the boy claimed were hidden within. Furthanos, Acolyte of Albinard the True. Savara the Witch, with her toad familiar Uvyn. Ox-like Surt, the blacksmith’s son. And Normac Finwyr, the ninth incarnation of Jagragon’s chosen prophet. These four set out with the strange child on the Eve of Evangeline and were ne’er seen in Eorus again.

Futhanos / Human Cleric 1 LN

Head Gear: A tall conical hat

STR 12 INT 9 WIS 13 DEX 13 CON 15 CHR 12

HP 9 AC 5 Gold 9

Mace, Studded Leather, Shield, Wooden Holy Symbol, Vial of Holy Water

Cleric Spells: Create Water, Light

Savara / Human Magic-User 1 NE

Head Gear: Bare, showing her amazing curly mane

STR 5 INT 16 WIS 11 DEX 8 CON 11 CHR 9

HP 4 AC 9 Gold 100

2 Silver Daggers, Robes, Spell Book, Small Silver Mirror

Magic-User Spells: Mending, Summon Familiar, Unseen Servant

Surt / Human Fighter 1 NG
Head Gear: A short, plain hood

STR 16 INT 7 WIS 10 DEX 8 CON 11 CHR 13

HP 10 AC 4 Gold 28

Battle Axe, Hand Axe, Banded Mail, Shield

Normac / Human Cleric 1 CG

Head Gear: A conical helmet with a crimson tassel

STR 10 INT 11 WIS 13 DEX 10 CON 14 CHR 13

HP 9 AC 4 Gold 10

Flail, Sling, 10 Bullets, Chain Mail, Shield, Silver Holy Symbol

Cleric Spells: Cure Light Wounds, Resist Cold

Destrand / Half-Elf Magic-User/Thief 1 NE

Head Gear: A horned viking-style helmet

STR 9 INT 13 WIS 8 DEX 15 CON 13 CHR 15
HP 6 AC 7 Gold 56

Silver-tipped Spear, Silver Dagger, Leather Armor, Thieves’ Tools, 50′ Silk Rope, Grappling Hook

Magic-User Spells: Charm Person, Dancing Lights, Sleep

(My Dreams Of) Gaming Plans For 2012 (Because You Care)

So the Thanksgiving game happened. It was a WWII commando raid using a Mini Six/D6 Adventure mashup and it was a blast. But I’m not here to talk about it. Not right now, anyway. I’m gunning to do that a little later on, when I’m ready to post the materials I put together for the game. Nope, instead I’m here to talk about what I’m hoping to run next.

First up, sometime during the Winter Solstice Holidays break, I’m hoping to pull off a BASH game for a friend, his 13 year old son, and maybe a few other folks. I’m currently thinking Golden Age/WWII supers kicking fascist ass in Europe. But the ideas are swirling and unformed at this point, so who knows what (if anything) will ultimately come to pass?

After that, I’m pondering a few possibilities:

  • Some kind of hard(-ish) SciFi using good ol’ Classic Traveller and some Stars Without Number action
  • Labyrinth Lord/AEC romps through either the Against The Giants series or maybe Castle Amber, The Lost City, or some other classic modules
  • A BRP– (or possibly BoL-) based, Mythic Russia-fueled, Russian fantasy game
  • A Mini Six (with add-ons from Open D6) or Mercenaries, Spies, And Private Eyes 80s-style espionage game
  • A Call of Cthulhu Dreamlands miniseries (probably not until the CoC game I’m playing in wraps up, though)
  • A BRP/Renaissance (or maybe Tunnels & Trolls or Honor + Intrigue) black powder fantasy adventure
  • Droids. Seriously. Either with the original rules (unlikely) or with something else (D6, maybe?)

just to name a few (in no particular order). All of this is subject to change (i.e., my whims and interests) and player buy-in, of course.

That’s Great And All, But What About Giving Us Some Sweet Gaming Content, Pao?

Yeah, I know. My content output has absolutely tanked of late (and, honestly, not-so-late). I’m struggling with that, really. Part of me wants to be cranking out stuff like I had been, but another part just isn’t inclined to spend the time on it. So it’s not quite burnout, per se. It’s more a case of conflicting interests and such. So to answer the question that I asked on no one in particular’s behalf, “Reply hazy. Try again later.”

Echo Chamber News Flash: Free Renaissance SRD

Cakebread & Walton have released a free SRD for Renaissance, which is “a new D100 system based on Newt Newport’s OpenQuest, and is designed for historical and fantasy gaming in the age of black powder weapons.”

Interesting stuff, to be sure. So go download it already and prepare to do battle – using secret weapons designed by Da Vinci – against the forces of darkness. Or something.

The Homecoming Of Count Inchiostro (A BoL Adventure)

Well howdy there, strangers! I’m back, but at the moment I’m just here to hook you up with the latest BoL adventure from everyone’s favorite BoL adventure smith, G-Man. Like last time, G-Man takes us to Howard’s Hyboria, but this time we’re in Zingara, helping reclaim the Inchiostro family’s estate. But I’ll stop yakking and let you all get to downloading The Homecoming Of Count Inchiostro (19627 downloads )

In addition to the usual adventure-y goodness, G-Man has once again given us all some excellent new spells and some optional rules for a slightly crunchier approach to BoL combat. So really, why are you still reading my words when you should be downloading?

Agents of GHOST (v 0.9)

Wherein your humble scribe presents his first stab at turning out a Ghostbusters/Chill kinda of hack using the Barbarians of Lemuria system. I started with Dogs of WAR as my basis, but now that I’m putting this out there I’m thinking maybe I should have built things more from the ground up. Then again, I’m not looking to write an entirely new game, so maybe not. But it’s possible I should have started with Dicey Tales as the base instead. In any case, make of the following what you will. And maybe I’ll get around to making a proper v1.0 of this one way or another eventually.

Agents of GHOST (General Hostile Occult Suppression Team) is a hack of Dogs of WAR intended to yield Ghostbusters-like hijinx or Chill-esque “serious” stalking of the night fantastic.

Note: Some material found in this document may be drawn from or reference other BoL-derived games, like Barbarians of the Aftermath, the BoL edition of Legends of Steel, Dicey Tales, and Barbarians of Lemuria itself. If you don’t own those fine games, I heartily suggest you pick them up from your favorite game outlet. And I humbly salute those responsible for these fine games. I wouldn’t be writing this without their outstanding efforts.

Changes To Dogs of WAR

The details for each of these changes are discussed below. This is just a high-level summary for cataloging purposes.

  1. Possible reduction of the starting Attribute, Combat Ability, and Specialization ranks, depending on “feel” desired.
  2. Rename Scientific Background to Academic
  3. Rename Academic Specialization to Scholar
  4. Paranormalist Specialization added
  5. Renaming Exploit Points to Luck Points
  6. The possible addition of Magic (and the Sorcerer Specialization)

Character Creation

A brief outline of the character creation process, which is essentially the same as that found in Dogs of WAR, with changes described in the sections that follow:

  1. Allocate points to Attributes
  2. Allocate points to Combat Abilities
  3. Choose Background, Boons, and Flaws
  4. Add a Background-derived Primary Specialization at rank 1
  5. Add Paranormalist Specialization at rank 1
  6. Add X ranks to Background-derived Specializations
  7. Distribute X additional ranks to Specializations of choice

Attributes

For a Ghostbusters-like game where failing is almost as much fun (if not more) as succeeding, start the characters with only 3 points for Attributes.

For a Chill-like game where competence in the face of danger in the form of creatures of the night, start the characters with the normal 4 points for Attributes.

Combat Abilities

For a Ghostbusters-like game where combat isn’t necessarily a focus, start the characters with only 1 or 2 points for Combat Abilities.

For a Chill-like game where characters will likely have to engage in battle against countless hideous things, start the characters with either 3 or 4 points for Combat Abilities, depending on your tastes.

Background & Specializations

For a Ghostbusters-like game, limit the characters to 3 points in Specializations: 1 in the primary, 1 in Paranormalist, and 1 more of choice.

For a Chill-like game, hold the characters to 5 points in Specializations: 1 in the primary, 1 in Paranormalist, 1 in a secondary related to the background, and 2 more of choice.

Backgrounds

As DoW, with the following change:

  • Scientific Background renamed Academic, but functions in the same ways.

Specializations

As DoW, with the following change and addition:

  • Paranormalist: Paranormalists are students of all things strange and unusual, from ghosts & monsters to magic & psychic powers to aliens and demons. A paranormalist knows facts and legends relating to such things, and is less likely to be frightened or driven insane by encounters with creatures of the night.
  • Academic Specialization renamed Scholar, but functions in the same ways.

Boons & Flaws

One specific Boon needs to be added to DoW to make AoG just about right:

Knowledgeable: The character receives a bonus die when dealing with his or her area of specialty. These areas include:

  • Ghosts & Spirits
  • Monsters of Legend
  • Extraterrestrials
  • Demons, Devils & Gods

Other Boons & Flaws found in the other BoL-derived games might be appropriate to AoG, so be sure to take a look through those games if you need more options. Dicey Tales seems to be particularly rich in options that fit the ghost/monster-hunting genre.

Weapons

If you’re going for a Ghostbusters kind of game, you’ll obviously want to include some kind of Proton Pack for fighting those ectoplasmic baddies. Here’s my suggestion:

  • Proton Gun: Does d6 damage vs spirits, but 2d6 vs corporeal creatures and objects, so be careful with that thing!

You may also want to consider the usefulness of traditional “weapons” used against the paranormal, such as crucifixes, holy water, silver bullets, and the like.

  • Crucifix: Does d6 damage when used as a weapon against vampires and other similar baddies. May also be used to keep vampires at bay (just out of melee range) by making an attack roll using Defense
  • Holy Water: Does d6 damage when used as a weapon against vampires and other similar baddies
  • Silver Bullets: Either do an additional d6 damage against werewolves and other similar creatures or may be the only way of damaging such foes. In the second case, the damage is equal to the base weapon damage

Gear

Again, if it’s Ghostbusters you’re after, you’ll need to add in a Ghost Containment Device. You can pretty much hand-wave this thing, except you’ll want to have some idea of how many spirits a specific unit can hold. I suggest that a normal field unit be limited to holding 3 “regular” ghosts at any given time, and fewer more powerful spirits.

  • Garlic: Automatically prevents vampires from entering any doorway or window where a strand is hung. Additionally, vampires will not enter into melee combat against a person wearing a strand of garlic.
  • Wolfsbane: May prevent lycanthropes in were-form from passing through a doorway or window or approaching within 10′ of a person holding a significant amount of the herb.. Additionally, a lycanthrope in were-form who ingests wolfsbane is poisoned and must make a Difficult Might check or suffer 3d6 damage. If wolfsbane is ingested by a lycanthrope in his human form, the lycanthropic change begins immediately, regardless of the moon’s phase (or any other “normal” trigger for the change). Of course, wolfsbane can be toxic to non-lycanthropes, so one is not advised to go around foisting wolfsbane on every suspected lycanthrope.
  • The Common Cold: If unleashed against alien monstrosities, have the creatures make a Difficult Might check, with near-instant death as the outcome for failure and a lingering, wasting death for any other result except a legendary success.

Magic

DoW doesn’t assume magic is present or used in-game. Obviously, a game about the paranormal should at least include the possibility of magic. Fortunately, DoW is derived from BoL, so all we need to do is plug in that magic system and let it ride.

It must be left up to any particular GM whether they want to allow spellcasting PCs or not. If no, just ignore this section. If yes, I advise requiring at least a single rank actually be applied to the Sorcerer career (i.e., no “rank zero” Sorcerers) and the acquisition of the Magery Boon (which “costs” two Boons) to “buy in” to being able to cast spells. I’d also limit PCs to second magnitude spells at the highest, and even those should require some in-game effort to track down in musty tomes and lost grimoires, etc.

Regardless of PC access to magic, it’s likely that they will face foes who can bend the laws of the universe with arcane and/or divine powers. Behind the screen you don’t really need rules for this kind of stuff, but following the general principles of the way sorcererous and priestly magics work should keep you honest and give the PCs a fighting chance against your threats.

Playing The Game

The Dogs of WAR rules don’t need to change much, really. The basic mechanics will get us pretty much wherever we need to go. But here are a couple of things you might think about incoporating into your game to help with genre (or at least game system) emulation. These are strictly optional and may not provide the right feel for your game, so use or ignore as you see fit.

Fear Checks

Whenever the characters encounter something truly frightening (or mortifying, or sanity-blasting) have each one make a check using his Mind value and his ranks in Paranormalist.

On a failure, the character is stunned for 1d6 rounds and can only stand there stammering (though he may defend himself if attacked – that is, his Defense still counts as a modifier against any attacks directed at him).

On a Calamitous Failure, the character goes temporarily insane (1d6 days). If the result is a Calamitous Failure as the result of rolling a “1” on a penalty die, or if the source of the fright is otherwise related to one of the character’s Flaws, the insanity is, sadly, permanent and the character should be retired. Investigating the terrible isn’t always pretty, after all.

A Wild Ride

Any time a 1 is rolled on either die when making a check, something “bad” happens. If the roll was a success, make it an interesting bad, not a game-crushing one. If the roll was a normal failure, make it something more noteworthy. On a Calamitous Failure, go for broke. And if the 1 was rolled on a penalty die, it’s time for some serious consequences.

Any time a 6 is rolled on either die when making a check, let the player roll it again, keeping the 6 and adding the result of the new roll. And if that roll is a six, keep on rolling and adding until something other than a six is rolled. If the results of a check wind up at 18 or higher, the check becomes a Mighty Success. If the results of the check wind up at 24 or higher, the check becomes a Legendary Success.

Put It On The Company Card

Since the PCs are presumed to be members of a larger organization, they can generally be assumed to have significant enough financial backing to be able to acquire just about anything they feel they need. Still, resources aren’t unlimited, so every time an acquisition is attempted, a check should be made using the characters average Mind score, modified by the GM based on the expense and nature of the goods to be acquired. If the check succeeds then the items are acquired with no complications. If the check fails, the gear is not secured and future acquisition attempts suffer a cumulative -1 penalty for each previous failed roll. If the check results in a Calamitous Failure, the company’s card is maxed out an no further gear can be acquired during this mission.

Testing the new toy…

So I got lucky and landed on of those firesale priced HP TouchPads.  I know, I’m a jerk.  Anyway, there’s a nice WordPress app for it and I thought I’d try it out  this will never replace my mac for content creation, but it is kinda cool.

I should probably go write something real for the blog now 😉

Ghostbusters Character: Vincent Paoloni

Wherein your humble scribe presents an NPC for Ghostbusters. This cat could be a Ghostbuster. Or he could be a guy with a paranormal pest problem. It could go either (or both) way(s), really. Any similarities between this character and your humble scribe are purely coincidental, surely.

Vincent “Vinnie the Mouse” Paoloni
Traits / Talents
Brains 3 / Music Trivia 6
Muscle 2 / Drink Booze 5
Moves 3 / Make Music 6
Cool 4 / Bluff 7

Brownie Points: 20
Goal: Rock & Roll
Residence: Austin, Texas

Man, Ghostbusters (1st edition, since that all I’ve been able to look at) is a light, simple system. It’s nice to see where the D6 System got its start. I think GB might be a bit too light for any other than really light-hearted play. But then again, that’s what it was designed for, so no biggie.