Echo Chamber: Great News

The news is making the rounds, but I thought I’d point it out, too…

A chunk of the old Chaosium Elric!/Stormbringer line is available again in PDF at good ol’ RPGNow.com.

In related news, the two monographs by Charles Green (et. al.) are up at StormbringerRPG.com. Both Chaos Cults of the Young Kingdoms and Gods of Law in the Young Kingdoms are well worth downloading. Especially since they have a nice, shiny layout.

And there’s also the first issue of Herald of Doom over there, too. With the promise of more eventually.

Truly, it’s a good time to be interested in this particular iteration of Basic RolePlaying!

Adad Untash Dramatis Personae: Giszeah

Wherein your humble scribe presents a multi-level writeup of the main heroine of the Demons of Adad Untash, the enchantress known as Giszeah.

Reared by her father, the mage Eduruuk Kamaab, Giszeah herself became a practitioner of the arcane arts at and early age. Orphaned by the treachery of her father’s star pupil, Shaalath Akis, Giszeah was left to continue her education on her own. Leaving the sad comfort of her childhood home, Giszeah became entwined with the hero called Dusz. Together they have crossed the land of Umaab, battling the rampaging Demons of Adad Untash, and working to avenge her father where possible. Now, after having rescued her beloved Dusz from the inter-dimensional prison where her nemesis Shaalath Akis had held him captive, Giszeah prepares to take the fight for Umaab directly to the demons who seek to destroy her home.

Giszeah / Human / Female / Magic-User / Chaotic Good

Level: 1 / 5 / 8
Hit Points: 3 / 17 / 23
Armor Class: 7 / 4 /2

Strength: 9
Intelligence: 18
Wisdom: 13
Dexterity: 16
Constitution: 10
Charisma: 14

Magic-User Spells at 1st Level (3/0/0)
1st Level: Burning Hands, Light, Magic Missile, Read Languages, Read Magic, Sleep

Magic-User Spells at 5th Level (4/4/2)
1st Level: Burning Hands, Charm Person, Detect Magic, Light, Magic Missile, Read Languages, Read Magic, Scribe, Sleep, Ventriloquism
2nd Level: Continual Light, ESP, Invisibility, Lock, Mirror Image, Phantasmal Force, Shatter, Web
3rd Level: Fire Ball, Fly, Hold Person, Summon Monster I

Magic-User Spells at 8th Level (5/4/3/2)
1st Level: Burning Hands, Charm Person, Detect Magic, Light, Magic Missile, Read Languages, Read Magic, Scribe, Sleep, Ventriloquism
2nd Level: Continual Light, ESP, Invisibility, Lock, Mirror Image, Phantasmal Force, Shatter, Web
3rd Level: Dispel Magic, Fire Ball, Fly, Hold Person, Lightning Bolt, Summon Monster I
4th Level: Charm Monster, Fire Shield, Polymorph Self, Wall of Fire

Key Equipment (1st Level)
Dagger
3 vials of Holy Water

Key Equipment (5th Level)
+2 Dagger, 1d4 (+2/+2)
3 vials of Holy Water
Bracers of Armor (AC 6)

Key Equipment (8th Level)
+2 Dagger, 1d4 (+2/+2)
3 vials of Holy Water
Bracers of Armor (AC 6)
Ring of Protection +2

Notes

  • The spells listed in italics are the ones Giszeah typically has memorized, while those not in italics are the spells inscribed in her spell tablets.
  • The dagger listed for Gizseah is the same dagger throughout; it grows more magical the longer she wields it.
  • It’s arguable that Giszeah’s alignment has changed over time, from perhaps as wild as Chaotic Neutral at 1st level through Chaotic Good by 5th level or so and possibly on to Neutral Good at 8th level. But for simplicity’s sake, I’ve split the difference and gone for Chaotic Good overall.

Adad Untash Dramatis Personae: Dusz

Wherein your humble scribe presents a multi-level writeup of the main hero of the Demons of Adad Untash, the warrior known as Dusz.

Raised on his father’s farm nestled against the banks of the River Zal, Dusz changed his life forever the day he took his grandfather’s axe from its place above the mantle and went to defend the family’s fields against an onslaught of rat-demons. Adventuring across Umaab with his beloved, the enchantress Giszeah, at this side, Dusz has fought bravely against the countless hordes of demons that terrorize his homeland. After a brief period spent imprisoned by the power of the evil sorceress Shaalath Akis, Dusz now serves as the the Champion of Dnaniri. In this new role, Dusz will soon move to challenge the Demon Lords who serve the dark god Nergal.

Dusz / Human / Male / Fighter / Neutral Good

Level: 1 / 5 / 7
Hit Points: 11 / 57 / 71
Armor Class: 7 / 3 / 1

Strength: 17
Intelligence: 12
Wisdom: 9
Dexterity: 14
Constitution: 16
Charisma: 12

Special Abilities
Weapon Specialization (Battle Axe): +1 to hit, +1 damage

Key Equipment (1st Level)
Battle Axe, 1d8 (+3/+3)
Leather Armor

Key Equipment (5th Level)
+1 Battle Axe, 1d8 (+4/+4)
+1 Chain Mail

Key Equipment (7th Level)
+2 Battle Axe, 1d8 (+5/+5)
+2 Chain Mail
Amulet of Protection +1 (Symbol of the Champion of Dnaniri)

Notes
The battle axe that Dusz uses is the same weapon from level to level, it is just becoming more magical the more he wields it.

BoL Character: Irina Chernekovna Gorbenko

Wherein your humble scribe presents another Barbarians of Lemuria system character inspired by the “rebirth” of Mythic Russia. Uh-oh. This is getting serious…

From the frozen wastes north of Novgorod comes Irina Chernekovna Gorbenko, a pagan midwife dedicated to Mat-Syra-Zemlya. Though she can be quite expressive in the company of children and new mothers, Irina is typically quite stoic when men are present, and her hard gaze makes them ill at ease.

Irina possesses a unique gift for being able to tell when she is being lied to, and this, coupled with her chosen profession, has made her something of a legend when it comes to resolving disputes regarding paternity throughout the territories of Lord Novgorod.

Irina is passionate about knowledge and seeks to learn all she can about both the Mortal and Ideal worlds. This drive has served her well, providing her with a rudimentary understanding of magic, which she uses to defend herself and those with whom she has formed a bond.

Essences
Lifeblood 10
Arcane Power 10
Hero Points 5

Attributes
Strength 0
Agility 1
Mind 2
Appeal 1

Combat
Brawl 0
Melee 1
Ranged 1
Defense 2

Careers
Priestess 1
Healer 2
Sorceress 0
Scholar 1

Boons
Detect Deception
Learned: Flora & Fauna

Flaws
Taciturn

Languages
Russian

Equipment
Staff 1d6-1
Dagger 1d3
Sling 1d6-2
Very Light Armor (furs, leather) d3-1

BoL Bestiary: U’uurab

Wherein your humble scribe, working on a request and from a certain source for inspiration, presents a new challenge for your BoL characters: the dreaded U’uurab.

These goat-headed humanoids seethe with hatred for civilization and order. They often worship disease spirits and seek to sow chaos and hatred in the world. U’uurab are found in nearly every environment and are the bane of humans wherever they are found.

Immune to all diseases themselves, U’uurab commonly used infected weapons in combat and have been known to infect treasure with various diseases in the hopes of it being found and the disease thereby spread among humanity.

Essences
Lifeblood: 13
Arcane Power: 10
Villain Points: 1

Attributes
Strength 3
Agility 1
Mind 1
Appeal -1

Combat Abilities
Brawl 2
Melee 2
Ranged -1
Defense 1

Careers
Barbarian 2
Tracker 2
Magician 0
Druid 0

Boons
Disease Immunity
Poison Immunity
Thick Skin

Protection
1d6 (tough hide plus light armor & shield)

Attacks
Spear, 1d6+3
Club, 1d6+2
Headbutt, 1d3+3

WNMHGB Character: Ensign Max Cevallos

Wherein your humble scribe knocks out a lifepath generator produced character for the Trek-themed, Microlite20-powered, Where No Man Has Gone Before. Because he wanted to, that’s why.

Born aboard the USS Hura, en route to Bregus V, Maximilian Cevallos y Ruiz was raised on that frontier world by his parents, the famous infectious disease researchers Martin Cevallos and Beatriz Ruiz. His parents’ work occupied much of their time, leaving Max to wander and explore.

Despite their encouragement to pursue his own interests, Max felt compelled to try to live up to his parent’s legacy and endeavored to focus on the biosciences in school. Unfortunately, as his parents had already surmised, Max simply wasn’t of a scientific bent.

Several years of frustration later, Max opted to join Starfleet to try to find where his talents truly lay. While at Starfleet Academy Max’s innate skills at oratory began to show, and he quickly rose to prominence as a masterful debater.

After graduating near the top of his class, Max was assigned to the USS Constellation, and on his first tour of duty the ship and its crew were party to the discovery of Wengstromm’s Anomaly. Max showed great creativity and inventiveness in his approach to his post as junior navigator aboard the Constellation.

Remaining aboard the Constellation for his second tour of duty, Max continued to prove himself a capable navigator as well as a keen judge of character. While on a mission to Saraya II, Max played a key role in uncovering a plot being hatched by the Constellation‘s Chief Security Officer, Commander Sarah Jane Coleman, to use a weapon of mass destruction against that planet in an effort to touch off hostilities between the Federation and the nearby Gorn Empire. Through Max’s efforts, the lives of countless civilians were spared.

Ensign Cevallos now finds himself assigned to the USS Daedalus, under the command of Captain Hal MacMillan. Despite his relative youth, Max is expected to serve as senior navigator aboard this Miranda class cruiser as it patrols the area the Romulan Neutral Zone.

Looking back on his life as he begins this new chapter, Max still feels regret that he failed in his efforts to be a doctor like his parents. He does hold a certain sense of pride in having saved the vast majority of an entire planet’s population, though – a feat which his father and mother frequently bring up as an example of their son’s unique place in the universe.

Name: Maximilian “Max” Cevallos y Ruiz
Species: Human

Class: Yellow Shirt
Ship Position: Navigation
Rank: Ensign

Level: 4
XP: 0
HP: 31
AC: 13

Action Points: 3

Str: 13 (+1)
Dex: 12 (+1)
Int: 13 (+1)
Cha: 14 (+2)

Skills:
Communication +7 (Trained)
Engineering +3
Knowledge +7 (Trained)
Medicine +3
Physical +3
Subterfuge +3

Talents:
Measure of a Man
Inspirational Speech
Life of Riley
Trained Skill (Knowledge)

Melee Attack Bonus: +5
Ranged Attack Bonus: +5

Best Star Trek Game Ever?

I’m a Star Trek geek, I admit it. Well, more accurately I’m a geek for the Original Series and the Animated Series. I have some love for Next Generation – though only towards the end, and after that, well, it kinda lost me. But I still love the Trek.

I’ve also been an RPG nerd for long enough that I’ve got a copy of the original printing of FASA’s Star Trek RPG. I never actually got to play it, though I did have a a campaign in mind for years. So I’m always on the lookout for a good Trek RPG with an eye towards maybe busting out those notes and running said campaign.

As most of you probably know, Goblinoid Games (makers of the fabulous Labyrinth Lord) recently acquired the rights to the “not quite Trek” Starships & Spacemen. And you’d be forgiven for having guessed that’s what this post is about. But it’s not.

Nope, this is all about a little Microlite 20-based gem I just found called Where No Man Has Gone Before.

I’m not going to do a review of WNMHGB – that’s not my shtick – I’m just here to point it out and tell you it’s cool. Don’t believe me? Check out the Red Shirt talent. And the optional lifepath style background generator, too!

Now let’s see if I can’t find a little time to knock out a few officers for the USS Daedalus. That’s my USS Daedalus (NCC 4365), which has nothing to do with any other USS Daedalus you might have heard of before, by the way.

Quick & Dirty BoL To BRP Conversion

Right, so I love Barbarians of Lemuria. The game feels right to me – I like thinking in the terms and structures laid out by it. But it’s pretty rules light – too light for most of my players, sadly. So what I’ve been doing as I’ve been working on my BRP Arabian Nights game (and planning for other eventual things like a BRP Mythic Russia game) is to think of things in BoL terms and then convert them to Basic RolePlaying, since that system seems to be about right for my players (and, to be honest, I love it too). To date I’ve just been doing this “on the fly” in my big ol’ head. And that’s cool. But I thought I’d go ahead and write down the concepts so that they’re saved somewhere other than said noggin.

Attributes

This one is pretty simple. Just take the BoL attribute value and multiply it by 2, and then add/subtract that to/from 10. So a 0 in BoL is a 10 in BRP, and a 3 in BoL is a 16 in BRP. Seems close enough.

Oh, and we need to map those Attributes, don’t we? It’s pretty obvious, but just in case:

  • BoL Strength = BRP Strength, Constitution, and Size
  • BoL Agility = BRP Dexterity
  • BoL Mind = BRP Intelligence and Power (and Education, if used)
  • BoL Appeal = BRP Appearance

One could, of course, come up with more complicated formulas. Or one might be concerned that doing it this way loses some detail. Dowhutchalike. If you need that strong guy to be sickly, adjust as needed. In fact, that kind of adjusting is probably a good way to take Boons & Flaws into account.

You should calculate the necessary derived stats (Hit Points, Stamina Rolls, etc) from the BRP attributes.

Careers

Each level of a Career, beginning at zero, is equivalent to 20% in the appropriate skills for that career in BRP. So our pal Andrei Ivanovich Denisov has 20% in Sailor skills, 40% in Merchant and Soldier Skills, and 60% in Minstrel skills.

You can comb through and cross-reference the skill and profession lists in BRP to figure out what those skills actually are, or you can just run with it BoL style and view them as overall categories. I’d likely to the former for PCs and the latter for NPCs. But that’s just me. Actually, I probably wouldn’t do any of this for PCs, since they’re probably going to want to build their characters in BRP in the first place.

Oh, and if it turns out there’s some crossover between skills you think two different careers have, and the character in question has different levels, just average them. So in the case of Andrei Ivanovich Denisov, where BRP’s Persuade skill falls under both Performer (a good match for Minstrel) and Merchant (the 1:1 mapping for Merchant) you could decide that his skill level Persuade is 50%.

Combat Abilities

The same concept for Careers applies to Combat Abilities. And that works nicely for BRP since it, too, doesn’t tie your profession to your martial prowess (like, say, D&D does). In general, consider BoL’s Combat Abilities to map to BRP as follows:

  • BoL Brawl = BRP Brawl & Grapple skills
  • BoL Melee = Two or three of the BRP melee weapon skills (the broad kind, like Sword & Axe)
  • BoL Ranged = Two or three of the BRP missile weapon skills (again, go broad here)
  • BoL Defense = BRP Dodge skill & Parry skills (if you want to separate Attacks & Parries from each other, otherwise just use this for Dodge)

And again, each level (starting at zero) is worth 20% here. So the aforementioned Andrei Ivanovich Denisov brawls & grapples at 40%, swings a sword or axe at 60%, fires bows or slings at 20%, and dodges at 40%. I’d probably let him keep his parries equal to his attacks, but I could very easily see not doing so.

BRP Professions sometimes include access to combat skills, but I’d just ignore those in favor of the above, based on the way BoL handles such things.

Boons & Flaws

Boons and Flaws really call for eyeballing. As noted above, they can easily affect Attribute scores. They could also provide a boost or penalty to certain skill rolls. Or they could even go so far as to automatically make certain skill rolls Easy (double skill) or Difficult (half skill). It all depends on how much power you want these aspects to have. Personally, for elegance’s sake, I’d opt for the Easy/Difficult effect on non-combat Boons & Flaws and go for a 15% bonus/penalty on the combat-related Boons & Flaws. Actually, if one really wanted to make this a serious, well-thought-out conversion system, there’d need to be some significant work done here. But that’s not what I’m after here. If you are, well, you’re on your own, kid 🙂

Magic

Oh lord. The bane of all conversion attempts: magic. For a straight BoL to BRP magic conversion I think I’d use the BRP Magic power system, with the Magician’s career level setting the skill level for the spells known. And for spells known I’d opt for six or eight (Heroic or Epic power level). I could also see using BRP’s Sorcery system (but that’s mostly because of the two, I prefer it). Again, this one’s a judgement call.

For Alchemy you’re on your own. But mapping Alchemist career levels to skills is probably a good place to start.

For the Priest/Druid “magic” as seen in BoL Legendary Edition I’d give the character an equivalent number of opportunities to invoke their deity’s power in the form of making an appropriate skill roll Easy or Difficult. Since these are much more one-off and hard to come by than actual Boons & Flaws, I’m ok with these having such a dramatic effect in combat. You could also require a POW vs POW contest for the Priest/Druid to be able to affect the target with this ability.

A Final Note

I haven’t put this process through any rigorous testing, so I don’t know how the final products work out in terms of point levels and such. They might be wildly overpowered or wildly underpowered. Adjust as you need to and it won’t really matter if the NPCs you characters face are “Normal” while the PCs are “Epic” (or whatever). Actually, it quite possibly shades the other way, but that entirely depends on how many skills you assume apply to each BoL Career (and that, of course, will vary by career). This is really just a slightly more advanced version of eyeballing a BoL character into a BRP character, after all 🙂

BoL Character: Andrei Ivanovich Denisov

Wherein your humble scribe presents a Barbarians of Lemuria system character inspired by the “rebirth” of Mythic Russia. Perhaps we should call this hybrid Bogatyrs of Russia? 🙂

When he had passed his 16th year, Andrei Ivanovich Denisov left his family’s home in the Podol quarter of Kiev for the melodies of the wider world. Though his father was a good man, and successful in his own right, Andrei was simply not prepared to carry on in the family business, selling implements and equipment to the farmers of the region.

After passing three years as a mercenary in the service of a Muscovite prince, Andrei has finally arrived in Novgorod, where he seeks to find his fortune as a performer or, failing that, as a sea captain.

Though Andrei is not a true practitioner of dvoeverie, he calls on the wisdom of Perun the Prince and Veles the Merchant almost as often as he does that of St. Alexander Nevsky and St. Nicholas the Wet.

Essences
Lifeblood 12
Hero Points 6

Attributes
Strength 2
Agility 1 (0)
Mind 0
Appeal 1

Combat
Brawl 1
Melee 2
Ranged 0
Defense 1

Careers
Merchant 1
Soldier 1
Minstrel 2
Sailor 0

Boons
Attractive
Marked By The Gods

Flaws
Greed

Languages
Russian

Equipment
Saber 1d6 (+2)
Dagger 1d3 (+2)
Medium armor (mail shirt) & Shield, 1d6