Vintage Magic World: Vorskel Lusk’s Big Problem

Vintage Magic World

Wherein your humble scribe presents an adventuring party for the original Magic World (from the Worlds of Wonder boxed set). As I’ve said before, this is BRP at its most basic, stripped down (well, pre-built up, really) and ready to rock.

My name is Vorskel Lusk, and I have a problem. It seems someone has stolen my master’s grimoires and Etzylix Murrsh is in no condition to go after the thieves himself. So it’s up to me to recover the spellbooks before the Arcane Fever that has gripped Etzylix progresses to the point where I have to find an entirely new master to continue my studies. My girlfriend Asha Kal is always game for an adventure, but I’m afraid we’re going to need a little more help to take on the Necromancer Syndicate. Maybe that big guy who works down at the quarry is available? Etzylix owes him some money, I think. And maybe that fast-talking merchant over in the Bazaar could lend a hand? Etzylix was always a good customer of his. Now I just have figure out how to untie these ropes and get out of this mausoleum before that Wraith Bomb goes off…

Vorskel Lusk (Sorcerer) 16 Crowns
STR 12 CON 16 SIZ 11 INT 12 POW 14 DEX 8 APP 10 HP 16 DB none
Weapons: Sword 36% (1d8+1), Staff 36% (1d8), Dagger 36% (1d4+1)
Armor: Leather (2)
Skills: Climb 55%, Cut Purse 5%, Fine Manipulation 5%, First Aid 45%, Hide 55%, Jump 45%, Linguist 00%, Listen 45%, Literacy 50%, Lore 00%, Mechanical Arts 00%, Mercantile Arts 00%, Move Quietly 25%, Philosophy 00%, Ride 25%, Spot Hidden 25%, Swim 40%, Throw 45%, Invisibility 40%, Illusion 45%, Light/Dark 40%, Blast 40%

Asha Kal (Rogue) 155 Crowns
STR 8 CON 9 SIZ 9 INT 13 POW 9 DEX 18 APP 11 HP 9 DB none
Weapons: Shortsword 65% (1d6+1), 3 Daggers 60% (1d4+1)
Armor: Cuirboilli (3)
Skills: Climb 60%, Cut Purse 90%, Fine Manipulation 90%, First Aid 45%, Hide 60%, Jump 60%, Linguist 00%, Listen 60%, Literacy 00%, Lore 00%, Mechanical Arts 00%, Mercantile Arts 00%, Move Quietly 60%, Philosophy 00%, Ride 25%, Spot Hidden 60%, Swim 90%, Throw 50%

Hradken the Quarryman (Warrior) 68 Crowns
STR 13 CON 12 SIZ 18 INT 13 POW 8 DEX 14 APP 8 HP 12 DB +1d6
Weapons: Hammer 65% (1d8+2), Bow 70% (1d6+1), Shield 65%
Armor: Ring Mail (4), Shield (12)
Skills: Climb 55%, Cut Purse 5%, Fine Manipulation 5%, First Aid 45%, Hide 55%, Jump 65%, Linguist 00%, Listen 45%, Literacy 00%, Lore 00%, Mechanical Arts 00%, Mercantile Arts 00%, Move Quietly 25%, Philosophy 00%, Ride 70%, Spot Hidden 25%, Swim 70%, Throw 45%

Ayer Deloe (Sage) 262 Crowns
STR 9 CON 12 SIZ 15 INT 17 POW 9 DEX 11 APP 12 HP 12 DB +1d6
Weapons: Mace 30% (1d6+2), Dagger 25% (1d4+1), Shield 30%
Armor: Leather (2), Shield (12)
Skills: Climb 55%, Cut Purse 5%, Fine Manipulation 5%, First Aid 51%, Hide 55%, Jump 45%, Linguist (Barghrun, Kallestine, Ryellic) 51%, Listen 45%, Literacy 85%, Lore 51%, Mechanical Arts 51%, Mercantile Arts 85%, Move Quietly 25%, Philosophy 51%, Ride 25%, Spot Hidden 25%, Swim 55%, Throw 45%

TFT: New Heroes

Wherein your humble scribe presents a group of brand new, 32 point characters for The Fantasy Trip. These cats have been done up straight, by-the-book, without the corruption of countless years’ worth of house rules and such that my old gang used to use. It just seemed like the way to go today.

Setting out from the city of Teszport on the western shores of Aeol, this mixed band of heroes & wizards are just beginning their careers. Someday, perhaps, they’ll be movers and shakers, the subjects of epic poems like the ones Cyr Ryn recites about the Revenant, the One-Armed Priest, the Red Lady, and his personal favorite, the Great Bard of Nash. Or maybe they’ll all be dead before they even make it to the Labyrinth of Stejak. That’s the beauty of the fantastic trip that is the life of an adventurer: you never know what’s coming next.

Cyr Ryn / Human / Hero
ST 13 DX 10 (8) IQ 9 MA 10
Talents: Sword, Shield, Thrown Weapons, Horsemanship, Sex Appeal, Bard
Equipment: Bastard Sword (2+1/3-2), 2 Daggers (1-1), Cloth Armor (1), Large Shield (2), Labyrinth Kit

Liera Mor / Human / Hero
ST 11 DX 11 (10) IQ 10 MA 10
Talents: Sword, Shield, Climbing, Physicker, Alertness, Thief
Equipment: Shortsword (2-1), Dagger (1-1), Cloth Armor (1), Small Shield (1), Physicker’s Chest, Labyrinth Kit, Lantern

Iäis Per / Human / Wizard
ST 9 DX 11 (10) IQ 12 MA 10
Talents: Literacy
Spells: Staff, Drop Weapon, Summon Wolf, Fire, Trip, Far Vision, Rope, Trailtwister, Staff to Snake, Fireball, 3-Hex Fire
Equipment: Staff (1), Cloth Armor (1), Labyrinth Kit

Malorian of Karkal/ Elf / Hero
ST 9 DX 11 (10) IQ 12 MA 12
Talents: Sword, Bow, Literacy, Human Speak
Spells: Invisibility, Sleep
Equipment: Rapier (1), Dagger (1-1), Small Bow (1-1), Cloth Armor (1), Labyrinth Kit

Issrilskel the Luxomancer/ Dwarf / Wizard
ST 11 DX 10 (9) IQ 11 MA 10
Talents: Literacy, Human Speak
Spells: Staff, Blur, Light, Darkness, Dark Vision, Dazzle, Shadow, Reveal/Conceal, Illusion
Equipment: Staff (1), Cloth Armor (1), Labyrinth Kit

Obsolete Simulations Roundup: DROIDS

Obsolete Simulations Roundup!

Background: 1982

Nineteen Eighty-Two was a watershed year for RPG releases. Among the noteworthy games that saw print that year were the Basic Roleplaying Worlds of Wonder box set, Bunnies & Burrows, Daredevils, GangBusters and Star Frontiers, the original FASA Star Trek RPG, and the nicely combined into one package Traveller as found in The Traveller Book. That’s a mighty fine vintage right there, and I’m proud to count a number of those gems in my collection to this day.

Ad for Droids from The Space Gamer #65

Ad for Droids from The Space Gamer #65

Not among the noteworthy releases, but still released in 1982 was a little game called Droids: A Cybernetic Role-Playing Game written by Neil Patrick Moore and published by Integral Games out of Arlington, Texas. I never could get my hands on this slim little book back in the day, despite seeing ads for it in Space Gamer (among other mags of the time). Oh, I tried to get it. I asked constantly at Lone Star Comics. I even begged my mom to drive me to some other store on the outskirts of Dallas who claimed to have a copy. When they didn’t, I gave them a few bucks to special order it, but it never materialized.

My impression of the game from the advertising was that it was set in a world where mankind had managed to destroy itself in a massive nuclear war that these machines had managed to survive (the physics of the electromagnetic pulse didn’t really register with my young brain). So here was the nightmare of every cold war kid made somehow palatable by the continuation of “life” on earth in the form of these sentient robots who were still out there trying to survive.

This impression held through the demo game I either played in at Origins ’84. My memories of the session are sketchy at best, but I think we were out in a desert somewhere and descending on a service depot to try to get more ammunition or something. I do know that the feeling I got from the game was akin to the feeling I got watching the video for Robert Plant’s Big Log – isolation, loneliness, and ennui:

http://www.youtube.com/watch?v=XZQL22xOmUM

Despite living in essentially the same city as the producers and having been in close proximity to the game at the big con, I still never managed to get a copy. Not long after that I dropped most of my RPG habit in the name of being a rock ‘n’ roll bassist and completely forgot about Droids altogether.

The Game In Hand: 2010

Nearly thirty years later, after having wandered my way into and out of RPGs as a hobby more than once (and still playing bass), my wife asked back-into-RPGs me what I wanted for my birthday. I had pretty much everything I needed or wanted in life, but there was something nagging at the back of my mind. Something about… robots? No, not robots. Some other word. Mechs? No. Just ‘bots? No. Droids! That was it. And it turned out that Noble Knight had a copy in their fabulous vaults of out of print games, so she ordered it for me. I really do love that woman.

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I don’t know what I was expecting, physically, but I was a little surprised to discover that the Droids book was a slim 80 page digest (5½” X 8½”). I guess it had loomed large enough in my memory that I was looking for a huge, dusty tome or something. But that’s definitely not what this game is. Physically it fits right in with the Traveller little black books, which is probably appropriate somehow.

The Game Itself

Yeah, yeah. You didn’t come here to read about my childhood or how cool my wife is, I know. You want to know something about this game you’ve (probably) never heard of. Well, let’s get to it, then.

Introduction

The game opens with a bit of background, explaining that man made droid and droid overthrew man because organic life is squishy and inferior. Hmm, that’s not what I’d pictured at all. Weird. Oh well, it’s an interesting concept. Somebody ought to make a movie where humanity is overthrown by its mechanical creations… Anyway, apparently the droids weren’t content to be rid of the humans. Nope, their own internecine wars raged on until “the machine wars left no victory, and threw the world into total anarchy with every droid left to fend for itself.” Mecha-Atlas shrugged, I guess.

After the history lesson, we’re advised to get our manipulating units on some notebook paper, graph paper, and “a pair of differently colored twenty-sided percentile dice,” the rolling of which is explained immediately. We’re also given a quick explanation of the metric system, complete with rough conversion values. That’s handy.

Droid Construction

With that bit of setup out of the way, it’s time to start building droids. To build a droid you need to know that you’ve got 20 Construction Points (CP). CO represent the cost of each unit that is used to build a droid. Apparently some units will be listed that are completely unaffordable and “must be sought out once play begins.” Now we have an idea of what droids consider treasure.

Each unit also has both a Power Consumption (PC) stat and number of Bulk Points (BP). PC ranges from 0 to 6 for most units, but can go quite high (topping out in the rules at 40 for the Omegatron/Dragon Ray laser). It’s worth noting that PC can be zero, but that just means there’s no appreciable draw from a power source, even though the unit must be connected to one. BP indicate a unit’s size and weight, with 1 BP representing approximately an area of 0.1 m³ and a mass of 12 kg.

Droids have brains, too. That’s where the droid’s “personality and decision making circuitry” reside. These are metal cubes 10 cm on a side which have effectively 0 BP. A brain must be attached to a power source, though they can survive for up to 24 hours on internal battery backup. Longer than that w/o power and it’s adios, droid. Droid brains may be located and removed on any droid which is under 10 BP in size. So if you blow a bunch of units off of a big droid, you can pick its brain…

Building a droid is pretty much an exercise in menu selection. Pick some transport units (wheels, legs, VTOL propellers, hydrofoils, helium balloons, tunneling drills, and so on) first, or else you’ll be stuck in one spot. Picks some manipulative units next so you can interact with the world. Choose some power units to provide the juice (power units have negative PC values rather than providing a budget of PC points, FYI).

Pick up a viewing unit or two (cameras, night scopes, etc.), some sensor units (sound sensors, radar and such), and communications units (light communicators are blinking rows of lights, voice communicators let you talk & include listening, radio transmitters let you pump up the volume, etc.) so you’re not Tommy. Be sure to snag some interfaces accessing data and modules for storing programs and data, too.

Once all of the above is handled, it’s time to talk weapons. Because, as you’ll recall, it’s every droid for itself and you’re going to need to resort to violence. See, as a droid you’re superior to those pesky humans who created you, but apparently they built their propensity for conflict into you. Or maybe they released a virus in the waning days of their existence that was meant to cause the droids to fight amongst themselves or something. Who knows? Anyway, weapons.

The armaments available to the discerning droid in whatever year this is include (but are not limited to) machine guns, gauss guns, cannon, rocket launchers, lasers (alpha, beta, gamma and the aforementioned omega ray varieties), ion and plasma cannons, and, of course, mines and flamethrowers and such. Just make sure you load up on the appropriate ammo, too. Happiness may be a warm gun, but and empty gun no bang bang, shoot shoot.

Of course, if you can have weapons the other droids probably have them, too. Thus, you’ll probably be interested in picking up some general purpose deflector screens or some armor to protect specific units on your droid. Screens protect a set value vs. either projectile or energy weapons. Armor is ablative and protects against either weapon category.

Now that you’re finished out your droi… But wait! There’s more. What kind of game would this be if it didn’t offer up a number of “Miscellaneous Units” to fill up whatever space you might have left on your droid? A terrible one, that’s what kind. So if by some chance you still have CP available (and have enough PC to spare) why not bolt on a spotlight? Or maybe an ECM unit? Or perhaps some waterproofing? Or maybe a power cord to let you transfer power to another willing droid? Ginsu knives are not on this list, but they should be.

Now that you’re actually done building your droid, the book encourages you to give it a name. And since “there are an infinite number of names ranging form random combinations of letters and numbers to various computer and industrial names” you really shouldn’t have a problem coming up with something. Helpful examples include CABLE, GR9, VIDEO III, and CRT.

We close out the droid creation chapter with 8 hints to help you with building your droid:

  • Have a manipulative unit. Without one you cannot effect repairs and will die. Have more than one, really, and armor them.
  • Have a viewing unit. Without one you cannot shoot, repair, or even flee. Make sure it’s armored.
  • Have ample power. Don’t expect to have full power at all times. Armor your power sources.
  • Have a communication unit that can be understood by the other droids in your party. No one likes the illiterate half-orc who doesn’t speak common, after all.
  • Don’t skimp on ammo. You need bullets to survive.
  • Expect your armor to be destroyed. Have plenty or prepare to scavenge.
  • Avoid being vulnerable at night. Don’t depend exclusively on solar cells and have some kind of night vision in the party.
  • Balance is everything. Avoid specialization that will cripple you if “you become detached from the group, expelled, or if an essential member becomes heavily damaged.” Good advice for any game that isn’t too focused on niche protection, really. Plus, if you’re too specialized and are expelled from the group, you’ll never survive long enough to make the rue the day they cast you out.

It might have been helpful if these had come before the big listing of units. But hey. At least they’re here at all. Seriously. This kind of this would be helpful in a lot of games that have you constructing characters from point pools. Especially back in the day, when 12 year old kids were just supposed to have a complete understanding of the game developer’s thought processes.

Movement

I’m not going to dwell on these nearly as much, because they’re not nearly as interesting as droid construction. The bottom line is that there are rules for movement, including speeds for the various propulsion units, percent chances for transport units to break down (hint, avoid swamps if you’re not airborne or waterproofed), and crash landings. It tough out there for a droid.

Combat

Combat in Droids takes place in six second rounds comprised of three phases: Initiative, Combat Movement, and Fire Resolution.

Initiative, which is rolled only once per combat, is determined by a d% roll plus modifiers for additional viewing units and sensors. And if you’re lucky enough to have exceeded an opponent’s initiative by 75 or more, you’ve achieved surprise in the first round and can’t be attacked by that opponent.

Combat Movement is about what one would expect, with adjustments to attack values (q.v.) depending on the mode and direction of movement.

Fire Resolution takes into account range and aiming. Then hit determination, hit location, and damage resolution are handled.

An attack has a percent chance to hit based on a table similar to BRP’s resistance table, where the Attack Value of the weapon is compared against the (total) Bulk Points, thus bigger targets are easier to hit. Certain weapon types can also be aimed, in which case you compare the AV vs. the total BP and the specific unit’s BP to get two numbers, both of which are the targets of a single roll. Beat the lower number and you’ve hit the specific unit. Miss that but beat the higher number and you’ve at least hit the enemy droid. It’s kinda like how the Martial Arts skill works in BRP.

Random hit location is determined by rolling against a table which tells you the BP of the unit hit. Yep, you determine that a unit with (rolls) 7 BP is hit. If there’s no unit with that number of BP, the damage is applied to the unit with the closest BP value. If two or more units have the determined BP, the victim gets to choose which unit was damaged.

The amount of damage done by a hit is determined by a d10 roll against a chart for the specific weapon. These charts give the actual damage value, which ranges from 1 all the way up to 48 for the dreaded Matter Disruptor.

Ramming and Falling are covered in this section as well, but time is short and this piece is long. So let’s agree not to worry about those for now.

Creation

The bulk of the remaining 25 pages of Droids focuses on referring the game (and yes, Referee is the official term, not Droid Master or CPU or something inane). Three sample NPC droids are provided (PEACE, a 25 CP sniper droid; MULTIPLEX, a 35 CP night scavenger; and MACRON, a 50 CP powerhouse), as are some nifty tables for rolling up random droids.

Some coverage is given to Robots, which “are machines that have a command module as their sole means of decision making. They cannot break away from this direction, as they have no brain of their own.” So basically mooks.

This section also introduces Experimental Units and MEga Units (aka magic items). These are both concepts that are more open to individual referee interpretation, though some guidelines are given.

We close out the Creation section with tidbits about organized droid societies, weather, encounter tables, a sketch of a sample adventure, and an example of play. There’s also an end note that suggests looking to science fiction books, movies and magazines for ideas and inspiration. And, at the end, the promise of “scenarios and additional books which may be used in conjunction with Droids to expand and supplement the game as a whole.” Alas, the world apparently had different plans.

Critical Reaction

I just wanted to note that there were (according to the RPGNet Game Index listing for Droids) two reviews from 1983. The Space Gamer #64 (“fails as an RPG”) and Different Worlds #31 (“If you like hack-and-slash … [or] need some robot design rules”). I’m not aware of any other reviews.

I get what these snippits are saying, even if I think they might be too harsh. As presented Droids is definitely pretty barebones. And it focuses very tightly on combat. “Character growth” basically boils down to adding modules scavenged from other sources (including your “kills”) to your droid, making you actually grow in the process. But still, the system is kinda neat and my own brain still dances little apocalyptic doomsday machines after the holocaust jitterbugs when I think about the setting (such as it is) that Droids delivers. One could take this core and make something truly unique out of it, I believe. So personally I wouldn’t call it a failure so much as a good start.

Availability: Scarce!

Droids: A Cybernetic Role-Playing Game is no easier to get your hands on today than it was when I was trying to snag a copy thirty years ago. NobleKnight is probably your best hope, and they haven’t had a copy in stock since 2010 (I’m pretty sure that was the copy I now hold in my hands). I’ve never seen it anywhere else, in print or PDF. But there have to be other copies out there somewhere.

All The Obsolete Simulations Roundup Posts

For your reading pleasure, consider checking out these other participants in the Obsolete Simulations Roundup:

OD&Disappointment: Resolved

OD&D Premium Reprint Shipping BoxMy replacement OD&D Premium Reprint box set arrived this morning. It’s a brand new copy of the box set, still in its original shipping box.

I can say that there are no torn pages in any of the books in this copy of the set. I do feel like the overall quality of the books is a little lower, though. They don’t seem as well stapled and there are a couple of pages where the printing isn’t quite straight (like the page was just a tad off when it when through the press) – nothing dire, thankfully, but just not quite right, either.

Of course, after all of the delays and difficulties with this return I’m bound to be hypercritical and prone to being irritated by the tiniest thing, so take my assessment with a grain of salt. At least there’s nothing so wrong with this copy I can’t accept it. I definitely couldn’t take going through the replacement process again.

Speaking of the replacement process, for those who are curious about the “little something extra” to be included to offset the shipping costs, it turned out to be copies of the Urban Underdark dungeon tiles, the Haunted Temples map pack, and the Shattered Keeps map pack. They add up to pretty close to what I paid for shipping, so if you paid more or less I’d expect you’ll get more or less accordingly. I can’t say I’m thrilled with these, but it beats a sharp stick in the eye.

My final assessment of this whole mess still leaves me with a negative opinion of WotC’s customer support (web and direct phone, at least) and I can’t say I’d recommend spending the money on this set if anyone asked me. It’s nice to have, sure, but I don’t think WotC has really put in the effort and quality control to justify the $150 they’re charging for it. A product with this kind of price tag really ought to be produced with more care and attention than has been applied here. And if a problem does turn up with such a product, it really shouldn’t take 25 days, four phone calls (two of them answered with outright rudeness), multiple emails, tweets, and other electronic junk, and three distinct support cases to get resolved.

In the end I’m glad I have the set, but if you’d told me up front how unhappy I was going to be along the way, I’d have saved my money. And now, all these days later, I’m no longer excited by this product or looking forward to enjoying it. Instead, I’m pretty much just going to stick it on my shelf where it will sit gathering dust. And that’s the biggest shame of all.

In Praise Of The Obscure

OSR BLOGHOP BANNERThe Savage Afterword is putting together a little blogosphere event called “Obsolete Simulations Roundup” (yeah, that’s OSR). Here’s the gist:

I’d like to gather up as many RPG bloggers as possible who would like to trumpet the praises of their favorite, forgotten, classic RPGs. Any RPG can be picked from any year of any genre, but it should be an RPG that no one seems to remember or appreciate…except for you. And, on December 29, show your support and appreciation for your orphaned RPG by telling us all about it. Why is it special, what makes it fun, and why should folks start searching for their own copies of this classic? And, if you’re so inclined, offer up some supplemental material for it. Tell us of your house rules, or create a new creature. Describe a scenario for it, or flesh out an NPC. Give your game the attention it merits on that day!

So if you’re interested in doing such a thing, bop on over to The Savage Afterworld and read the rest of the post. Barring conflict, confusion, or calamity I’ll be posting a little something that day myself.

OD&Disappointment

The “customer service” mooks at WotC haven’t even processed my damned return of the defective OD&D boxed set. Never mind the fact that I sent it back priority mail and they’ve had it since last Monday (12/2). The goon I spoke to this morning mumbled something about them only processing mail once a week and that if my package got there after processing time on 12/2 then they wouldn’t even have seen it until yesterday (12/9). And then he brushed me off the phone without so much as a “have a nice day.”

To say I’m more than a bit pissed off would be an understatement, I’m afraid. A huge chunk of my enthusiasm for this reprint has eroded and I’m also pretty damned sure I won’t be inclined to give WotC another dime anytime soon.

Creepy, Famous Monsters of Filmland, and More!

creepy #13A whole lot of Warren Publishing “not comics” (and therefore not subject to the old CCA Code) are available online at Archive.org. This includes a large run of Creepy, a bunch of Vampirella , a mess o’ Famous Monsters of Filmland, a handful of 1984, and a smattering of other nifty things like their Lord of the Rings special.

A lot of this stuff can serve as inspiration for whatever gaming you’re into these days, and the ads in these are gold. Dig in… if you dare.

OD&D Premium Box Set

The item referenced above has been acquired by yours truly. In general, I’m pretty impressed with the overall quality, and hopefully the pix below communicate some of that.

The only real downside to this purchase is that there’s a ripped page in the Greyhawk book and to get it replaced I have to send the whole damned box set back to WotC. Which I will obviously do, since this wasn’t exactly a cheap purchase. I’m just glad I decided to take pictures right after getting this, since I might have missed that for a long time.

Anyway, enjoy the pix and may they guide you to the right choice if you’re still trying to decide about picking this thing up. And yes, any new readers, those are original books I’m showing in the comparison photos. They’re not from 1974 or anything, but they are from the Original Collector’s Edition I picked up at Origins ’84*.

Oh, and while they did indeed put new cover art on all of the books (which some folks seem to be very up in arms about, but doesn’t bother me at all), they left all of the original internal art alone as near as I can tell. I’ve tried to reflect that in the pix, hence the gratuitous focus on the topless pieces 🙂

*But Venomous Pao, why would you buy this reprint when you already had an OCE?

Because the OCE doesn’t have any of the supplements, of course. Those things fetch some pretty absurd prices if you want ’em. And while I do have those in PDF from way back when they were legally available, having print copies is a lovely thing indeed.

Pacesetter System Weapon Damage Options

Wherein your humble scribe presents some alternate combat rules for Pacesetter System™ games such as Cryptworld, Majus, and Rotworld. These options originally appeared in the CHILL supplement Creature Feature, so the credit for their creation goes to Mark Acres (though I have expanded things a bit to cover some of the weapons not covered in the old rules). I’m just sharing them since that supplement is long out of print. FYI, I’m not handling making these OGC or anything, so use ’em in your own games as you like, but publish them at your own peril.

One of the complaints about combat in Pacesetter System games is that all of the weapons resolve their damage the exact same way. For players who grew up before variable weapon damage became the norm, this isn’t really an issue. But for folks who really like to see a longsword do more damage than a dagger or a .45 bullet do more damage than a thrown axe this can be off-putting. So here are a couple of options to address those concerns.

Missile Combat

With this option, the defense column used to resolve the outcome of an missile attack is determined by the weapon used, not by the roll of a single d10. The defender can still spend up to 2 Luck points to modify the final column used, though. The list below shows the weapon type (or bullet caliber) followed by the defense column to use in parentheses.

  • Axe/Tomahawk (8)
  • Dagger/Knife (7)
  • Javelin (8)
  • Shuriken (6)
  • Spear (6)
  • Grenade (4)
  • Boomerang (7)
  • Blowgun (9)
  • Bola (9)
  • Sling (6)
  • Antique pistol (6)
  • Shotgun, less than 25 ft (2)
  • Shotgun, greater than 25 ft (5)
  • .22 bullet (5)
  • .357/.38/9mm bullet (4)
  • .45 bullet (3)
  • Arquebus (4)
  • Musket (5)
  • Dragoon musket (4)
  • Photon Rifle (2)
  • Crossbow (6)
  • Longbow (6)
  • Shortbow (7)
  • Laser Pistol (3)
  • Laser Rifle (3)

Putting this option into play will likely change the way in which characters spend Luck a bit, since the defense column is known in advance. Expect to see a lot of players spending Luck when facing a shotgun up close.

Automatic Fire

When using the above option, an adjustment must be made to the rules when a fully-automatic weapon is fired on full auto. When this happens, ignore the existing modifiers and rules for automatic fire as well as all modifiers for “target’s declared action” or situation. Instead, calculate the number of targets within the burst area and assign the number of hits as follows:

  • If 1there are 10 or fewer targets, divide the number of shots in the burst (default is 10) but the number of targets (dropping fractions) and the resulting number is the number of bullets that hit each target.
  • If there are more targets than the number of bullets in a burst (by default, that means 11 targets), have each target roll percentile dice. The targets who roll highest, up to the number in the burst, are each struck with a single bullet. The remaning low-rolling targets are missed by the bullets in the burst.

Each hit then resolves as normal for this option (i.e., against the column specified by caliber of bullet fired).

Melee Combat

With this option, the defense column is determined normally (i.e., based on defender’s skill unless surprised) but is then modified up or down based on the weapon being used by the attacker. Check the list below, which shows the weapon being used followed by the modification to the defense column in parentheses. If you don’t find the weapon in question in the list, go with something close to it.

  • Blackjack (+2)
  • Dagger/Knife (+0)
  • Longsword (-2)
  • Short sword (-1)
  • Rapier (-1)
  • Two-handed sword (-3)
  • Club (+0)
  • Mace (-1)
  • Hand axe (-1)
  • Battle axe (-3)
  • Spear (-2)
  • Nunchaku (-2)

A Note On Called Shots

If using either or both of the above options, a change must be made to the process of determining the results of a called shot. Check both the “new” column as determined by these options and the “original” column based on the core rules (either by rolling a d10 for missile combat or by looking at the unmodified defense column for melee combat). If a “C” appears in either of these columns, the called shot succeeds. Otherwise, resolve the effect of the attack using the “new” column.

Chill/Cryptworld: L’Marais

Wherein, in honor of the upcoming release of Cryptworld, your humble narrator presents a trio of unlikely heroes (or likely victims) and the Thing that they will face. These gaming constructs were built using an old copy of Chill (and Chill Things) I happened to have handy, but they should work just fine with Cryptworld when the wolfsbane blooms and the autumn moon is bright…

The wind was howling on the bayou, and the window panes of Armand’s little shack rattled like dice in a cup. The lights flickered occasionally, and the foetor of the marsh hung just about the edges of the place.

“You know, dey say it nights like dis L’Marais come looking for blood…” Emil said after exhaling a long plume of smoke from his fancy little cigarette. “He come up out de swamp an’ rip a man limb from limb. Then he make they arm ‘n leg do the rest ah him dirty work for a year an’ a day.”

“Shut up, Emil. You’re just trying to spook my brother. And drop the lame-o coonass accent, too. It’s insulting,” replied Edie, fiddling with her new camera.

“Woman, do’n talk at your mari like that…”

“Seriously, Emil. Drop the accent.”

“Ok, ok. I’m just trying to have a little fun. There’s nothing to do out here!”

“We’re only here ’cause you went and killed that pawnbroker. We have to lay low, remember?”

“Yeah, yeah. He was reaching for his gun, so I had to shoot him, ok? And this bayou is the perfect place to dump a body.”

Armand shifted slightly in his armchair. He wished his sister had never married the little man. She used to be prettier, he thought. Before LaCroix had gotten his filthy hands on her.

“It’s ok, ma soeur, I had a dream last night…”

“Can it, Armand,” Emil hissed. “If I can’t tell my spook stories, then you don’t get to go on and on about your goddamned dreams. Yeah, yeah, I know you dreamt we’d win State back in high school, but that doesn’t mean you can see the future. Did you ever dream you’d get kicked out of the army? Did you ever dream you’d wind up living in a goddamned shack in the bayou? Did you ever dream…”

Armand stood up quickly at the sound of a heavy, thudding knock on the door. He knew what was on the other side. It was just like he dreamt it. And that meant the little man wouldn’t trouble his sister anymore.

“Who the hell can that be at this time of night?” Emil hissed. “If you called the cops on me, Armand, I swear to God…”

“It’s not the cops, Emil. Armand wouldn’t sell us out like that, would you, mon frère?”

“Of course not, ma soeur,” Armand answered as he walked towards the door. “But I do think it’s for you, Emil.”

The Characters

Emil LaCroix / 34 / 5′ 5″ 150 lbs
STR 56 DEX 58 AGL 48 WPR 50 PER 38 PCN 58 LUCK 54 STA 60 Unskilled Melee 52%
Lockpicking (S) 73%, Gambling (S) 71%, Filching (S) 73%
Art: Sense Unknown 11%

Edie LaCroix / 27 / 5′ 4″ 120 lbs
STR 52 DEX 58 AGL 54 WPR 50 PER 56 PCN 50 LUCK 62 STA 64 Unskilled Melee 55%
Modeling (S) 71%, Photography (S) 76%
Art: Sense Unknown 11%

Armand St. Cyr / 33 / 6′ 4″ 220 lbs
STR 66 DEX 60 AGL 58 WPR 64 PER 46 PCN 62 LUCK 32 STA 52 Unskilled Melee 63%
Boxing (S) 78%, Mechanics (M) 91%, Rifle/Shotgun (S) 75%
Art: Clairvoyant/Prescient Dream 54%, Sense Unknown 12%

The Thing

L’Marais
STR 75 DEX 50 AGL 50 WPR 60 PER 35 PCN 70 STA 100 EWS 120 FEAR 6 ATT 2 (3)/62%
Movement: L 180′ A N/A W 90′
Disciplines: Breath of Pestilence, Change Weather, Darken, Deadly Remains, Ghostly Lights, Swarm, Wave of Fog
IPs: 840

L’Marais (more properly, L’Homme des Marais, The Swamp Man) is a foul thing indeed. It resides in the bayous and swamps of rural Louisiana, where it waits to feed on the blood and bone of its victims. L’Marais is composed of both plant matter and human body parts – the remains of murder victims dumped in the swamp. It normally has two unarmed attacks in a round (grab & crush limbs) but if it succeeds with both against one target it gets an extra armed attack – its dreaded rend.

Though L’Marais is unquestionably evil and will gleefully pursue any human being, it is not without a sense of honor. It always strikes out against criminals and murderers first. Some say that a killer who speaks of L’Marais on the night of the new moon will draw its ire all too quickly.