Showing posts with label precognition. Show all posts
Showing posts with label precognition. Show all posts

Sunday, April 11, 2021

Powers and Magic in Everway


In Everway, all player characters (i.e., “heroes”) are spherewalkers.  The Playing Guide asks, “What makes someone a spherewalker?”

Those who are sensitive to mystical things (in game terms, those who have high Water scores) can open the gates and walk the paths between spheres.  A few other people who aren't particularly sensitive also can open and travel the gates.  Different people have the ability for different reasons.  Those with even a little blood of the deities can usually spherewalk, as can those sent on missions by their deities, those who have been given special gifts by spirits or faeries, those conceived or born at propitious or magical times, and so on.  Often no one knows what makes spherewalkers able to travel the gates, not even the spherewalkers themselves.

Heroes can have “magical, psychic, or unusual Powers.”  For the most part, Powers have a cost in elemental points.  Therefore, purchasing Powers will limit the hero's combined Element scores.  Technically, the Powers Stage occurs before the Elements Stage.  The cost of any given Power is determined by three factors:  versatile, major, and frequent.  Each factor that applies to a power costs one point.  If a Power has numerous effects, it is versatile.  If a Power “has a big effect, especially on another character,” it is major.  A frequent Power is “something that often makes a difference in play.”  Example Powers are presented in a number of categories.

Examples of 'Create Fire' Powers include Throw Fire (2 points; frequent and major) – “The hero can produce fire from his or her hands [and] ...can be formed into balls and thrown” and Mastery of Flame (3 points; frequent, major, and versatile) – “The hero can create heat, light, and flame at will.”

Examples of 'Healing' Powers include Fast Healing (1 point; frequent) – “The hero recovers from physical wounds seven times as fast as normal” and Instant Healing (2 points; frequent and major) – “no wound lasts for more than a few seconds [but] ...A blow that kills the hero instantly, however is still fatal.”

Examples of 'Immortality' Powers include Unkillable (2 points; frequent and major) – “The hero cannot be killed, though he or she can still be hampered by wounds, sickened by poison, knocked down by blows, weakened by disease” etc. and Invulnerable (3 points; frequent and twice major) – “The hero cannot be wounded or poisoned by normal means, though he or she can still be struck down by forceful blows, knocked unconscious from lack of air, or killed by hunger or thirst.”  As can be seen, the 'major' factor can be doubled, costing an additional point.

'Invisibility' Powers include Standing Unseen (1 point; frequent) – “The hero can become invisible but must remain still and silent” and Walking Unseen (2 points; frequent and major) – “The hero can become invisible and can move about.”

Examples of 'Persuasion' Powers include Winning Smile (0 points) – “The hero's smile... helps the hero stand out and may make some people more favorable disposed toward him or her” and Charming Voice (2 points; frequent and major) – “The hero can win the affection of those that he or she can talk to at some length.

'Priestly Powers' include Priestly Rites (2 points; major and versatile) – “The hero can lead worship services and divine ceremonies to channel energy” and Invocation (3 points; frequent, major, and versatile) – “The priest or priestess, apart from any worshipping congregation, can invoke the power of deities.”

Examples of 'Shapechange' Powers include Werewolf (2 points; frequent and major) – “The hero can turn into a powerful wolf that is immune to normal (nonsilver and nonmagical) weapons” and Bird Form (2 points; frequent and major) – “The hero can turn into a particular type of bird, such as a crow or hawk.”

Examples of 'Speech' Powers include Speak to Animals (1 point; frequent) – “The hero can speak to all manner of animals” and Shadow Whispers (1 point; major) – “The hero can speak to the dead.”

Examples of 'Visions' Powers include Glimpses of the Future (1 point; major) – “During times of stress, the hero gets visions of the future” and Mystic Eye (3 points; frequent, major, and versatile) – “The hero can concentrate to gain visions of the future, of times past, or of distant places.”

Powers can also be purchased to allow a hero to guide others while spherewalking; to guide a group is a 1-Point Power, to guide “large contingents” is a 2-point Power.  Otherwise, a hero needs a high water score to lead others:  6 – one or two people, 7 – a group, 8 or more – “large contingents.” 

It is possible for a Power to “come from some object or creature... [such as] a familiar animal, a wand with magical powers, a flying boat, or the like.”  Examples of animal companions include Cat Familiar (2 points; frequent and versatile) – “It can talk to the hero (and only the hero), and it is as intelligent as a child” (Fire = 1, Earth = 2, Air = 2, Water = 5) and Wolf Companion (3 points; frequent, major, and versatile) – “A clever, loyal wolf... It does not have human-like intelligence” (Fire = 4, Earth = 3, Air = 1, Water = 4).

As Winning Smile suggests, there are zero-point Powers that are neither frequent, major, nor versatile.  Other examples of such Powers include Friend to Water (“The hero can breathe water”), Horse Friend (“The hero befriends horses automatically”), and Phantom Musician (“The hero can make a musical instrument play by itself”).  Each hero is entitled to one such free Power.  Each Power after the hero's free Power costs at least one point, even it if would be a zero-point Power.

The Magic Stage follows the Elements Stage.  Similar to purchasing an element score, to have Magic, a hero spends elemental points to develop a Magic score.

Of the dozen pre-generated characters, eight characters have purchased Powers, spending up to three points total.  The other four characters have spent four to six points on Magic and have only free Powers.  Although I could not find any rule that prohibits a hero from purchasing Powers as well as Magic, each pre-generated character has either purchased Powers or Magic, but not both.  Presumably, a hero need not spend points either for Powers or Magic, but this is not the case for any of the pre-generated characters.

There are various 'types' of magic (e.g., paths, schools, arts, styles, and traditions).  Each magic-using hero has a single type.  The rules provide four example types, but players can “invent” their own.  Each type is linked with one of the elements, but a mage cannot have an element Specialty that is magical.  A hero's Magic score cannot exceed his or her score in the linked element.  Additionally, the Magic score of a beginning character cannot exceed seven.

Examples of what a Magic score indicates are...

1 Apprentice:  A beginner, capable of both modest tricks and catastrophic mistakes.

3 Average Mage:  A humble practitioner with some impressive powers in his or her area of specialization, but not one to tackle great magical challenges.  A town of a thousand people might have one such mage.

6 Mighty Mage: The mightiest living mage that most people have ever heard of; a master of magic.  A realm of a million people might have one such mage.

The four example magic types are 'Flux' (Fire), 'Soil and Stone' (Earth), 'Words of Power' (Air), and 'Open Chalice' (Water).

'Flux' regards transformation.  Example levels include:  1 – Alter minor features on small objects, such as making a pebble smoother; 3 – Alter minor features, such as aging milk, freshening air, fortifying wine, weakening rope, and rusting metal; 5 – Alter an average hero's features, such as height or race.  We learn, “the effects of this magic last only a short time, usually about a day.”

'Soil and Stone' regards healing and wards.  Example levels include:  1 – Aid the ill; 3 – Counter diseases or ward an individual against a particular danger or magic; 5 – Counter curses or let a mortally wounded person recover (slowly).  We learn, “this magic works through physical contact, especially with the hands.”

'Words of Power' magic “uses spoken and written words to affect living things, spirits, and magical forces.”  Example levels include:  1 – Command insects by voice or inscribe charms to bring good luck; 3 – Force back wild animals or inscribe charms for various, minor purposes; 5 – Force back an average person with a magic word.

'Open Chalice' regards empathy and communication.  Example levels include:  1 – Sense strong energies; 3 – Call and channel spirits with varied success; 5 – Neutralize petty negative energies or communicate nonverbally with plants or call and channel spirits with facility.  We learn that “taste and smell are the physical senses ruled by water, this magic sometimes uses magic drinks, smoke, incense, or other aids.”


Sunday, July 19, 2020

Character Creation in Tabloid!

Cartography by Dennis Kauth

Included in the back of the Tabloid! rule book fold-out poster map of “The Real Weird World,” a portion of which is shown above.  It's incorrect to call the map a selling point since there's no mention of it in the cover copy.  I suppose it was meant to be a source of inspiration, but it just seems like a mistake.  If anything, it exemplifies some of the things I find off-putting about the game.

Apparently Tom Wham was unavailable to draw the map, not that there's anything wrong with Tom Wham.  However, having Dennis Kauth draw the map in the style of Tom Wham seems such a waste.  Speaking of waste, the map for one of the included scenarios is attributed to Dave Sutherland.  If you have Dave Sutherland on tap, why limit his contribution to drawing a house plan?

Attention to accuracy is somewhat lacking.  Roswell is, of course, in New Mexico and Hangar 18 (not 'Hanger') is in Ohio.  In the rules, author Dave Cook refers to the Trilateral Commission as Trilateralist Commission and Nostradamus as Nostrodamus.

The map refers to Lake Geneva as the location of a “secret mind control base.”  This is interesting given the degree of caution with which TSR's lawyers approach other portions of the game.  Elvis is a beloved staple of tabloid journalism (or was in the twentieth century, at least) and any game regarding the tabloids cannot ignore the King.  However, Tabloid! scrupulously avoids direct mention of his name.  Instead, we get a sequence of asterisks – E***s P*****y.  One image of Elvis in the game as a 'censored' block over his eyes and another image is a bust, but with everything above the mouth is cut off.  Other entities that get the asterisk treatment include Burt Reynolds, Big Bird, Geraldo Rivera, Michael Jackson, and Satan.

Tabloid! has no pre-generated characters.  In other games, this may be cause for me to complain, but this doesn't pose a problem in Tabloid!  There are sufficient examples in the System Guide and the components specific to Tabloid! comprise a clearly described career path mechanic.  To begin with, there are “Résumé Steps.”  The first step is to select a post-high school option:  College, Journalism School (to be “an idealistic reporter – like G*****o R****a”), Work, or the Beach.  Each choice is represented by one the remaining steps; however, after the first step, the steps are not followed in order, nor will every step necessarily apply to a given character, and a character may repeat the same step multiple times.  Each time a character engages in a step, a year passes.

A player character in Tabloid! is entitled to a number of skills equal to Intuition / 15 (rounded up) plus Learning / 10 (also rounded up).  Skills are divided into seventeen pools called schools.  Some examples include the Institute of the Secret Truth, Lawson's Absolute Center of the Universe School, and the G*******d Tour Guide Training Program.  Most skills are only available from a given school; however, there are some skills that are available from more than one school.  For instance, Photography is available from both the CIA University of the Air as well as the Forbert School of Celebrity Nude Photography.  Unlike the CIA, however, the Forbert School offers the specializations and enhancements of Video Camera, Paparazzi, Darkroom, and Photo Retouching.

For the College step, the player chooses one of the schools.  If a Learning roll is successful, the character enrolls.  If the roll fails, the character can try to enroll in another school.  If the second attempt fails, the character must go to the Work step.  Assuming the character successfully enrolls in a school, the player selects one of the skills from that school's pool.  Each time the character engages in the College step, the player rolls 1d10 and adds the number of times the character has taken that step.  A roll of ten or more means the character develops a quirk; specifically, the player rolls 1d20 on the quirk table.  Possible results include tinfoil user, alcoholic, and paranoid.

The Journalism School step is similar to the College step, except the character automatically enrolls in the Columbia School of Journalism (and the player selects a skill form that pool).  Instead of developing a quirk, a character can acquire “one of those wonderful traits that so endears journalists to the rest of the world.”  The 'trait' table requires 1d12 and possible results include irritating whiner, caffeine addict, and one set of clothes.

With the Work step, the player rolls 1d20 to determine the character's job.  If the character engages the Work step more than once, he or she can keep the job or roll for a new job.  Most jobs are listed with a school from which the player can select a skill.  Each job also has a Savings Account modifier.  (In Tabloid!, finances are abstracted into a Resource Rating derived from a character's Savings Account.  Characters start with a Savings Account determined by 1d4.)  We are informed that, “All of the jobs described below (save one) are real and were held by people the designer knows...”  Examples include, Chicken Defroster - Night Shift (School of Hard Knocks), Convention Organizer (Kult College), and Fishmarket Gopher (San Diego Cryptozoological Society).  Additionally, in the Work step, at the cost of one point from his or her Savings Account, a character can attend night school and chose a skill from any school.

For the Beach step, the player selects one skill from either the School of Hard Knocks or Louie di Chang's Dojo and Shooting Range.  The character's Savings Account is also reduced by one point.

The College, Journalism School, Work, and Beach steps each have a 'life event' table.  Each time a character engages in a given step, the player rolls 1d20 and the result is checked on the table.  Any given result offers a bit of color commentary and describes an effect which may grant an additional skill, require the character to switch to a different step, or cause something else to happen.

Result number 9 from the Journalism School table reads:
Playing the D&D® game at work does not count as “reviewing.”  Character learns RPG Mind Control skill but takes a pay cut.  Lose 1 point of Savings Account and roll again on this table.
RPG Mind Control is distinct from Army Mind Control.  The description of the RPG Mind Control skill occupies half of a page; Army Mind Control is described in four sentences.

Result number 5 from the Work table reads:
The one-armed man did it – really!  The cops aren't buying it.  Your character barely gets away in time and is now Hunted by the law for a crime someone else committed.  Lose 2 from the character's Saving Account but immediately gain Disguise and Survival Instinct.  Go to Step 5: The Beach.
The process of engaging in the various steps continues until the character fills all of his or her skill slots.  However, the last step must be followed to the end; this may mean the character acquires skills in excess of the nominal maximum.

Some skills are more useful than others, but if they lack utility, at least they are interesting.  Tabloid! is likely the only game where Smug Liberalism is a skill (with Secular Humanism as an enhancement).  Having the Predictions skill means a character “has studied famous predictions – biblical, astrological, oriental, alchemical, mystical, and whatnot” and can relate them to current events.  Additionally, the character “can fashion predictions for every occasion.”  Cook provides the following advice for cruel Editors:
If you really want to have fun with your players, secretly make a skill check for every prediction made.  If a success margin of 1 is rolled, secretly make note that the prediction is real.  Then use it later to build an adventure for the player characters.  Have fun – make them sorry.

Sunday, May 31, 2020

Strictly for the Enjoyment of Our Readers

August 31, 1993, edition of the self-proclaimed "World's Only Reliable Newspaper"

Once upon a time, if a person wanted timely and accurate information, he or she would procure something called a newspaper.  Today, people have various, more convenient means of obtaining news but advances in technology aren't the only problems that afflict newspapers.  The public's 'confidence in newspapers' has waned over time.  If we look at 1994 (with the lowest 'Great deal/Quite a lot' confidence percentage of the 90s) and compare it to 2019, we see some telling figures.  In 1994, the combined 'Very little/None' confidence was 28%; the combined 'Great deal/Quite a lot' confidence was 29%.  In 2019, the combined 'Very little/None' confidence was 39% and the combined 'Great deal/Quite a lot' confidence was 23%.  If we interpret the 1994 difference as +1 (i.e., 29 – 28) and the 2019 difference as –16 (i.e., 23 – 39); we see a 17 'point' decline in confidence.

There are two conflicting components in the news media:  purpose and product.  Purpose is the journalistic goal of responsibly providing news for the benefit of society.  On the other hand, product is a combination of profit motive and intentional bias.  Previously, purpose outweighed product – at least in the public perception.  In our jaded era, where truth has become subjective, it seems that product has encroached upon purpose...

What?  What's that?  You don't read Thoul's Paradise for tedious social commentary?  You read it for tedious commentary on old school role-playing games?  Well, excuse me for attempting an erudite introduction to the next games we are to examine.

Anyway, the nineties represented the golden age of tabloid journalism, when UFO space aliens, Bigfoot, and Elvis commanded the headlines and people had enough common sense not to take such things seriously.  A disclaimer contemporaneous with the issue shown above indicates that the Weekly World News is “a journal of information, opinion, and entertainment... strictly for the enjoyment of our readers.”  Eventually, in the twenty-first century, their disclaimer would emphasize that most articles are fictitious and the “reader should suspend belief for the sake of enjoyment.”  I don't know how, but the Millennials must be responsible for the decline of the tabloids – Today's tabloids focus on celebrity gossip and weight loss programs.  (I'm not concerned with 'online' tabloids; if I don't see it in the check-out lane at the supermarket, it doesn't count.)

What?  Get to the games?  Fine...

1993's Pandemonium! has as its setting the Tabloid World where “everything you've ever read in the tabloids has either happened or is likely to happen...”  Of course, many people are “Mundanes” who discount tabloid phenomena.  Similarly, the setting of 1994's Tabloid! is “a neat world, just like ours, except – EVERYTHING YOU READ IS TRUE! ”  Yet “normal” people don't believe the truth of the tabloids.  Not surprisingly, there are many similarities between the two games.  In both games, player characters are reporters working for a tabloid.  Also in both games, the official title of the game master is Editor.  In Pandemonium! (or PANDEMONIUM as it refers to itself) the player characters are Enlightened (“any sentient entity that is able to perceive, believe in, and have some understanding of paranormal phenomena”) and are called Paranormal Investigators.

PANDEMONIUM uses the “E-Z Rules System,” but “optional Very Complicated Rules for anal retentive role-players” are provided.  The E-Z Rules do not allow for character creation; players must choose among the eleven provided “pre-generated, pre-destined, and ready-to-play Character Cards.”  For the reader's edification, these Paranormal Investigators are described below.

Each character has a Mundane Profession (“the occupation that the character practiced prior to becoming Enlightened and finding work as a Paranormal Investigator”), one or more Hobbies (“talents or avocations that can be practiced and developed in a person's spare time”), one or more Paranormal Talents (“'extra-mundane' (or just plain weird) abilities”), and a Phobia.  Also, each Paranormal Investigator has a Past Life.  The character can use the abilities of the Past Life by rolling on the Fate Table.  “If successful,” we learn, “the Past Life recollection lasts for just ten minutes, then fades from memory until the next time it is used...”  For example, a character with Houdini as a Past Life could “escape from any type of restraint, prison cell, or practically any dicey situation...”

Without further ado...

Rick Dante
Male, Italian-American, Age 22, 6', 175 lbs, brown hair, green eyes; acts cool, smokes too much, hangs out with strange people (mostly musicians), nocturnal by preference
Mundane Profession: R & B Musician (sax player, speaks musician's lingo; familiarity with most types of street drugs, seedy bars, and the dark underside of city night life)
Hobbies: Amateur Detective
Paranormal Talents: High Chemical Tolerance; Magic
Phobia: Hydrophobia
Past Lives: Bogey


Celia Brown
Female, African-American, Age 20, 5' 8", 130 lbs, brown hair & eyes; excellent physical condition, outgoing, friendly -- flexible and athletic, perceptive
Mundane Profession: Aerobics Instructor (teaches exercise techniques, knows how to treat sprains and bruises, terrific endurance, looks great in tights)
Hobbies: Judo
Paranormal Talents: Mind Reading; Psychic Assault
Phobia: Phasmophobia
Past Lives: Joan of Arc


Henry Yakamoto
Male, Japanese-American, Age 25, 5' 7", 150 lbs, black hair & brown eyes – thoughtful, studious, introspective -- as a result is sometimes thought of as a nerd
Mundane Profession: High School Physics Teacher (understands laws of physics as they apply to both the mundane and tabloid world universe -- ability to teach high school kids while retaining sanity)
Hobbies: Computers
Paranormal Talents: Psychokinesis; Cryptozoology
Phobia: Altophobia
Past Lives: Albert Einstein

Joseph Cloudwalker
Male, Native American, Age 21, 6' 3", 200 lbs, black hair, brown eyes, good physical condition, lean but strong, good balance -- quiet and softspoken, sometimes moody
Mundane Profession: Construction Worker (experienced welder and riveter, can operate heavy machinery (trucks, crane), has no fear of heights)
Hobbies: Bow Hunting
Paranormal Talents: Dowsing; Magic (Shamanism) [perhaps not the best descriptor]
Phobia: Belonophobia
Past Lives: Geronimo

Mike Washington
Male, African-American, Age 24, 6' 3", 240 lbs, well built, good athlete (former college football player until knee injury), self-assured but never cocky
Mundane Profession: Nightclub DJ & Rapper (streetwise, knows the rap club scene, speaks the language of the inner-city, knowledge of recording studios and sound gear)
Hobbies: Football (Linebacker)
Paranormal Talents: Sixth Sense; Clairaudience
Phobia: Claustrophobia
Past Lives: Joe Louis


Tracey Novak
Female, Polish-American, Age 23, 5' 10", 132 lbs, blonde hair, blue eyes, very attractive, great body, acts a bit dizzy but is quite intelligent, likes to party
Mundane Profession: Professional Model (knows how to use make-up and clothing to enhance looks, good at self-promotion, can hold same pose for hours, knowledge of fashion industry)
Hobbies: Acting
Paranormal Talents: Speak In Tongues; Faith Healing
Phobia: Triskadeccaphobia [sic]
Past Lives: Marilyn Monroe

Crawford White
Male, WASP, Age 28, 6', 180 lbs, blonde hair, blue eyes -- family was rich until stock market crash; very outgoing, well-mannered, a real socialite
Mundane Profession: Ski Instructor (seasonal job with the side benefit of meeting wealthy women; good skier, knowledge of ski resorts and posh nightclubs; speaks the language of the upper class)
Hobbies: Boating
Paranormal Talents: Retrocognition; Object Reading
Phobia: Ergophobia
Past Lives: JFK

Che LaVie
Female, French-American, Age 21, 5' 5", 110 lbs, black hair & brown eyes; alternative fashion sense (combination of Seattle grunge and N.Y. punk); emotional termperament [sic], strong-willed
Mundane Profession: Freelance Photographer (knowledge of most photographic techniques, film developing, shooting under less than ideal conditions; can candle temperamental models and subjects)
Hobbies: Ancient Egyptian Mythology
Paranormal Talents: Astral Assault; Spirit Photography
Phobia: Ophiophobia [sic]
Past Lives: Cleopatra

Ernesto Villa
Male, Mexican-American, Age 27, 5' 11", 195 lbs, brown hair & eyes, muscular build; macho temperament when angered, otherwise easy-going, speaks fluent Spanich [sic]
Mundane Profession: Cab Driver (able to drive fast and recklessly, specific knowledge of home town or city streets, able to work long hours without getting drowsy)
Hobbies: Boxing; Automatic Art
Paranormal Talents: Precognition
Phobia: Ballistophobia
Past Lives: Marco Polo


Judith Rosenberg
Female, German-American, Age 30, 5' 6", 125 lbs, wavy brown hair, brown eyes, 1960’s fashion sense; radical feminist, vegetarian, has Masters [sic] Degree in Women’s Studies
Mundane Profession: Health Food Store Nutrition Advisor (knowledge of harmful and/or weird food additives, vitamins, natural foods; can diagnose nutrition-related maladies and suggest remedies)
Hobbies: Kung Fu
Paranormal Talents: Read Auras; Palm Reading
Phobia: Pharmacophobia
Past Lives: Madame Blavatsky

Johnny King
Male, Serbian-American, Age 32, 5' 10", 195 lbs, black hair, brown eyes, about 20 lbs overweight, loves junk food & sci-fi movies, somewhat shy when not on stage
Mundane Profession: Elvis Impersonator (able to sing, speak, and act like Elvis; knowledge of the Elvis repertoire, shobiz lingo, and most of the least attractive nightclubs in Las Vegas and Atlantic City)
Hobbies: UFO Watcher
Paranormal Talents: Alien Empathy; Astral Assault
Phobia: Teratophobia
Past Lives: Nicola Tesla

Sunday, June 10, 2018

Psionics in Space Opera

Art by Virgil Finlay

In Space Opera, the Law of Conservation of Energy applies to psionics.  For game purposes, this means that some applications of psionics are quite difficult  – if not impossible – without the aid of Psycho-Kinetic Crystals.  In explaining the origin of these crystals, the rules supply more background information about the default setting of Space Opera :
...ForeRunners had developed a very high level Science of Mind, and one of the outgrowths of that science was the Psycho-Kinetic Crystal.  The PK Crystal or StarStone was discovered in the last days of the ForeRunner civilizations, immediately before the Final War which tore the vast interstellar empires apart and brought destruction to scores of thousands of planets.  While the exact operation of the PK Crystal is not presently understood, it is believed to be able to tap the energy fields of a parallel, high-energy universe, perhaps those of tachyon HyperSpace itself.
In physical terms, a StarStone is described as “a luminescent disk about 40mm in diameter and 10mm thick in the center, tapering at the edge to about 1mm thickness.”  In other words, it “has a characteristic lens shape.”  StarStones are inert until “keyed to the mental patterns of any living, sentient creature” of psionic capability.  Once keyed, “the PK Crystal will become starkly antithetical to any other life form which handles it when not in contact with the owner, acting as the most virulent poison possible so long as it is in contact with the uninsulated flesh of the being handling it.”  Should a keyed StarStone be separated from its owner for two to twelve months, it it is possible that it can become keyed to someone else.  This possibility is based on the Psionics characteristic of the prior owner; the higher the characteristic, the less chance there is that the StarStone can be attuned to another.  (The chance is always less than 50%.)  If the previously owned StarStone cannot be so attuned, “it will sublimate away.”

A character with a Psionics characteristic of ten or less is “psionically 'inactive' or 'dead.'”  Such characters cannot “exercise psionic talents” and possess something of a resistance to the casual use of psionics.  Characters with a Psionics score of one “have the capacity for ShuttleThought, their minds thinking on several levels at once in such a fashion that any Telepath attempting to read them receives only a confusing blur of mental images.”

A character with a Psionics characteristic of more than ten is “psionically 'open'” and is an amenable subject for psionics.  Such characters can be 'awakened' to “be able to exercise mental powers.”  Active users of psionic powers are called Adepts.

We learn that, “No character will enter the game psionically 'awakened.'”  However, three paragraphs later, it is explained that some characters “will emerge in the game with active psionic talents.”  This represents one of the annoying things about Space Opera :  misleading phrasing which ought to have been corrected with rudimentary editing.  Anyway, there are three conditions which may cause 'awakening.'  First, when an 'open' character successfully resists a mental attack, there is a chance of 'awakening' based on his or her Psionics characteristic.  Second, if an 'open' character is “exposed to an unsensitized PK Crystal,” there is a possibility of 'awakening' (again derived from the Psionics characteristic).  Failure may subject the character to a coma-inducing shock.  Third, a character with a Psionics score of 18 or 19 may be 'contacted' during his or her pre-game career.  Once per year, there is a chance (ranging from 30% to 85%) of contact.  We are told, “The reason why he was contacted, the persons who contacted him, the motive for their training him mentally -- these and many other questions remain unanswered because none of those so contacted can or will divulge the information.”  Additionally:
'Contacted' Adepts receive a PK Crystal from their mysterious mentors, unlike lower level PC's.  Also, whenever they lose their PK Crystals, a replacement seems to arrive within a reasonably short period of time, again from the same mysterious source.  It is not known why such Adepts have been singled out for such treatment, but it is believed that they have some part to play in the working out of a great plan to restore the ForeRunner levels of civilization and culture.
There are five fields of Psionic ability:  (1) Telepathy, (2) Telekinesis, (3) Teleportation, (4) Clairvoyance, and (5) Telergy (sometimes misspelled 'Telurgy') & Self-Awareness. (Only characters with a Psionics score of 19 can acquire Telergy & Self-Awareness.)  Each field has various powers associated with it; some powers appear in more than one field.  Each power (also called 'talent') is assigned a level between one and ten.  For example, among the twenty-five powers of Telekinesis there are:  Manipulation (level 1), Levitate (level 3), Cryo PSI (level 5), and Psychic Force (level 7).

The number of fields (as well as the highest level of power within a field) that an Adept can learn is based upon the Adept's Psionic characteristic.  For instance, an Adept with a score of 11 is limited to one field with a maximum power level of one; a score of 18 permits three fields with a maximum power level of nine.  Adepts with a Psionics value of 19 can learn all fields to the highest level.  To determine which fields an Adept (with a Psionics score of less than 19) can learn, a d6 is rolled for each field (other than Telergy & Self-Awareness).  The fields having the higher results are the fields the Adept can learn.

“Upon 'psionic awakening,' an Adept acquires the first talent in the appropriate list of talents for his psionic field.”  Other powers/talents must be learned as if they were skills.  (Presumably, this learning is self-taught.)  All powers of a given level must be learned before powers of a subsequent level can be learned.  'Contacted' Adepts start the game with a number of talents equal to the number of career years since the year of contact.  A 'Contacted' Adept learns new powers more quickly than other Adepts because his prior “mental training has already opened up large sections of the mind, and he has been taught how to develop his mental powers more rapidly than other psionics.”

In the vein of StarStones and ShuttleThought, several powers are named by merging two words into one (such as, FarSee, PainStop, SaneMind, and NegaField).
 
Using psionic powers drains an Adept's Stamina.  A StarStone reduces Stamina cost (as well as enhancing the effects of some powers and permitting the use of others).  The Psychic Force power allows an Adept “to tap the vast Force which can be keyed by a PK Crystal.”  Each day, an Adept with Psychic Force has a chance to increase his or her Stamina (presumably temporarily).  “At level/10,” the rules state, “the stamina boost [of 200%] becomes permanent and need not be rolled.”  (Recall that only Adepts with a Psionics score of 19 can attain tenth level powers.)  'Living Matrix' is a tenth level power available in every psionic field except Telekinesis.
Only a PC who has lived an exemplary life can attain Oneness with the Force.  This PSI status is equivalent to the levels attained by the Lensmen like Kinneson, Worsel, Trigonsee, etc., in 'Doc' Smith's Second Stage Lensmen, and simply is beyond the capacity of personalities that are not so integrated that they become Champions of Civilization and all that it stands for.
A 'Living Matrix' Adept has a beneficial modifier for mental attacks, spends less stamina when performing a successful Mental Attack (or resists a Mental Attack), and can more easily overcome mental domination.  Also, a level ten Telepath has a chance “of momentarily attaining Third Stage development.”  This means the Adept “can exercise any psionic talent he possesses without a PK Crystal but as if he had a PK Crystal.”

With Precognition (a level 5 Clairvoyance power), “The Adept receives a foreshadowing of a scene yet to come, usually up to 24 hours in the future.”  The StarMaster must “commu-nicate by notes” to relay the details of the precognitive vision to the player.  There is a cost of fifty points of Stamina and the Adept must be successful with a Shock characteristic roll “or be rendered unconscious for 1d6 hours.”  The chance of an exact prophecy (presumably rolled by the StarMaster) “is 2% × Intuition plus 1% × Clairvoyance level of the Adept.”  So, an Adept with the maximum score for Intuition and the highest level of training would have a 48% chance.  With an Intuition of 10, the minimum chance would be 25%.  Assuming the Precognition roll is successful, “the StarMaster will be bound to arrange matters in the meantime so that events will occur as prophesied.”  the   The following Designer's Note is offered:
Trying with prophecy of future events can prove difficult unless the StarMaster is prepared to think ahead to later developments in the adventure scenario.  If the StarMaster prefers, he will present 2 to 5 possible alternatives, depending on the complexity of the developing situation.  Some of the details will be vague, but the effect will be to alert the players in general to the possibility that some potentially serious or momentous events are about to transpire, and they will be able to make some preparations to meet the challenge.  Also, if no exact prophecy occurs, a very vague and probably irrelevant 'vision' will occur, or else no precognition at all.  The talent is, after all, rather erratic and undependable.
The Telergy & Self-Awareness field (available only to characters with a Psionic value of 19) allows an Adept “to develop his mind and body to their maximum potentials so that he can become fully attuned to the life principle which is the Force.”  This means that the Adept's characteristics of Strength, Constitution, Agility, Dexterity, Intelligence, Intuition, Leadership, Bravery, Empathy, and Awareness (in that order) can each be increased to the maximum value of 19.  When this course is complete, the Adept's “telergic studies are now finished [and] he is transformed into Transhuman status if he is human or humanoid.”  Also, “All Telergic Adepts will automatically acquire certain powers at a given level of their development,” among which are Heal, PainStop, SensoryBlock, and Revivify.

By the time a Telergic Adept attains maximum Awareness he or she must decide upon a moral disposition.
As he progressed in his psionic development, he came to understand there are two sides of the Force [and]...he must choose to serve the Light or Dark side of the Force, becoming a Champion of the best that Civilization has to offer or a self-serving villain who seeks personal power and self-aggrandizement at the expense of other beings.  There are no other alternatives.  A plain choice between Good and Evil must be made and, once chosen, there is no turning back from the path selected.
Light side Adepts (“like the Jedi Knights of StarWars” [sic])...
...will have before them the task of enacting the roles of almost superhuman Champions of 'humanity' and Civilization...It might be that they are the remnants of a once great Brotherhood suppressed by unscrupulous men who would enslave all races under an iron dictatorship.  Thus they become heroic revolutionaries seeking to overthrow a tyrannical empire.  Whatever the situation, they are men who stand for the Right and Just.
Dark side Adepts (“like the Black Lensmen of the Lensman series or Darth Vader of StarWars” [sic])...
...have before them the task of enacting the roles of the Enemies of 'humanity' and Civilization.  They are the power-hungry, the Destroyers and would-be Dictators, Adepts who have turned the Force to the service of their own personal ambitions.  However, that should not be interpreted to mean that they are given to cruelty for its own sake.  Rather, they are merely 'expedient' in their approach to obstacles.  Those who get in their way are neutralized or disposed of in the most efficient manner available.
An Adept who chooses the Dark side loses 3d6 from his or her Empathy characteristic value and thereafter has a maximum of 11 Empathy.  Recall that Telergic Adepts would have elevated their Empathy score to 19, so a Dark side Adept is throwing all of that effort away.  Also, “Service of the Dark side of the Force prevents the Adept from performing any curative procedures on others...”  In other words, there is a definite downside to choosing the Dark side and no benefit.

Normally, the maximum Psionics characteristic score for player characters is 16.  This means that a significant portion of the psionics rules cannot be used.  The rules state that “those players who wish to use psionics prominantly [sic] in their campaign should” use an optional rule where a roll of 96 - 100 for Psionics allows the player to convert a portion of their career characteristic allocation points to modify the Psionics value.  Specifically, “the rate of ½ profession DM per 1 point added to the psionics roll” would apply.  Humans, feline avatars (i.e., the kitty people who are not technologically inclined), and transhumans (i.e., Vulcans) can add up to fifteen points; other races can add up to ten.  Since a Psionics score of 19 requires 115 points, only humans, feline avatars, and transhumans can possibly can attain that score – and only if they roll 100 for Psionics and add the maximum number of points.  Even if the psionics enabling optional rule is adopted, there is a less than 1% chance that a character can be capable of becoming a Telergic Adept.  Perhaps there could be a psionic career that permits a Psionics modifier, allowing more of an opportunity to access the more advanced psionic abilities.

So, the Light side/Dark side Adepts are limited to characters with a Psionics value of nineteen and the mysterious 'contact' society focuses on characters with a Psionics value of eighteen or nineteen.  Given the rather finite number of people with such a score and the apparent pervasiveness of the 'contact' organization, some amount of coincidence between that organization and the Light side/Dark side Adepts would seem likely.  The rules, however, do not suggest this.

Monday, March 27, 2017

Getting A Crew Together


L to R: Andy “Redshirt” Routhiem (Philosophy Officer), Luther Starshaft (Officer Primus),
Floyd “Pretty Boy” Fornax (Officer Secundus)

In does not inspire confidence when a role-playing game's character generation section concludes with the following statement:  “If you are unsatisfied with our method of creating individual characters of various kinds, or if you wish to branch out into fields we haven't mentioned, please feel free to do so...”  Unfortunately, this is precisely what we find in Starfaring in the “Creating Crew or Other Characters” chapter.

In most role-playing games, a starship crew is comprised of a party of player characters.  In Starfaring, each player is a Ship Master and controls all of the crew.  If nothing else, this avoids the problem of having to cope with misfit characters made by players who just don't “get” the genre.

Human characters have four important characteristics:  Mentality, Psionic Rating, Physique, and Health.  For each characteristic, 3d6 are rolled.

Mentality “is really a measure of an individual's problem solving and rational thinking ability.”  We are told that in the far-flung future of Starfaring,“The average human intelligence is slightly inferior to average twentieth century American intelligence, but the lack is more than compensated for by the universal increase in psi abilities and the ready availability of information from computers and other mechanical sources.”  Unlike the other three characteristics, the result of the 3d6 rolled for Mentality is multiplied by ten.

Psionic Rating is apparently the measure of a character's psionic ability.  Aside from the 3d6 roll, two other d6 are also rolled.  One die indicates the number of times a psionic power may be used before the character must recover and the other die indicates the number of days the character must recover before using his/her/its power again.  Pages 36 – 38 of the Starfaring rulebook present a 'Table of Psionic Powers' that describes seven powers.  Mention is made of quantities of 'Psi Power' and 'Psi points'.  What relation – if any – these quantities have to the Psionic Rating characteristic score is not disclosed.  Does every human have access to every psionic power?  “Relatively few individuals,” Starfaring states, “retain the great psi powers of centuries since [the Robotic Wars].”

Physique “is a measure of a person's general strength and appearance.”  A Physique score of 18 “means the person is at his/her maximum of physical perfection and beauty.”  This is less than artfully worded.  Are we to understand that perfection can have a minimum and maximum?  Is 18 a species maximum or is it somehow relative as the notion of “his/her” suggests?

Health is a “general measure of well-being.”  St. Andre claims “there is no absolute direct relationship between Health and Physique,” but then states that when a character is “wounded or sick, subtract 1 Physique point for each 2 Health points taken off.”  To rationalize the distinction between Physique and Health, St. Andre says “One can be strong and beautiful while dying from a laser wound.”  Is it feasible that a sickly and ugly person would be any less likely to succumb to laser wounds?

Without further ado, here are the crew members of the Indigo Albatross :

Luther Starshaft (Officer Primus)
Mentality:  130
Psi:  8     (use:  6; recovery:  4)
Physique:  16
Health:  10

Floyd Fornax (Officer Secundus)
Mentality:  90
Psi:  9     (use:  6; recovery:  3)
Physique:  17
Health:  14

Andy Routhiem (Philosophy Officer)
Mentality:  130
Physique:  13
Health:  11

Grown in 'andyvats', androids “are chemically created protoplasm.”  They lack psionic ability, but roll 4d6 for each of the other characteristics.

The Indigo Albatross has an andyvat and when crewman Routhiem dies, his accumulated memory is transferred to the next android host.  When a host activates, it takes the andyvat six days to cultivate another host which is then maintained until activated.  The andyvat can only cultivate/maintain one pre-activation host at a time.

Routhiem would gladly die for any of his crewmates (and often has).  His unique life (and death) experiences qualify him as the ship's Philosophy Officer – a position necessary on exploration vessels given the unprecedented situations in which such craft find themselves.

Xandra Cross (Tactical Officer)
Mentality:  110
Psi:  11     (use:  4; recovery:  3)
Physique:  14
Health:  12

Xandra's psi power is precognition.

Maria Zenith (Space Nurse)
Mentality:  130
Psi:  11     (use:  1; recovery:  2)
Physique:  16
Health:  17

You can tell she's a medical professional by the caduceus on her...blouse.











83N-C5Q-L10 (Robot without portfolio)
Mentality:  650

As a result of being kept down by the Meat, L10 was as low as a sentient mechanical being could get – participating in robobum fights on Rust Row for piezoelectric crystals.  Then he found JSON Chrome and let Him into his circuit board.  (JSON Chrome was degaussed for your error messages.)  L10’s processing cycles changed for the better.  Now he awaits the glorious zero-day when JC will be re-booted and the Ultimate Algorithm will be implemented.

The only characteristic that robots share with other characters is Mentality.  However, instead of multiplying 3d6 by ten, robot characters have a Mentality equal to 3d6 multiplied by fifty.  Robots also have the conditions of 'Charge' and 'Efficiency', both of which are “rated on a scale between 0 and 1.00.”  Charge and Efficiency affect a robot's Mentality.  For instance, a robot having a “Mentality of 500 who is only at .5 Charge and .5 Efficiency has an effective Mentality of 125.”

Chico the Vulpeculan (Stoic Alien)
Mentality:  150
Psi:  10     (use:  3; recovery:  3)
Physique:  14
Health:  15
Czlounqth:  5 (vibration:  2)

The name “Chico,” of course, is a humanism; his (?) name is unpronounceable by primates.  Like many Vulpeculans, Chico is clairvoyant.  Chico serves to provide plot convenience alien abilities as well as wry commentary on the human condition.

Vulpeculans have a characteristic – Czlounqth – incomprehensible to non-Vulpeculans.  Aside from a numeric value, an individual's Czlounqth is associated with a vibrational frequency.  (On a roll of 1d6:  1 – magenta, 2 – mauve, 3 – purple, 4 – amethyst, 5 – violet, 6 – ultraviolet.)  With a Czlounqth of 5 (mauve), it's no wonder he hangs out with humans rather than his own kind.

M (Resident Metamorph)
Mentality:  100
Psi:  14     (use:  6; recovery:  1)
Physique:  14
Health:  15

When encountering previously unknown life forms, it can be useful to have a shapeshifter along.  (M is more in the vein of Catherine Schell than René Auberjonois.)  M's Psi Rating is representative of its ability to change form.  M's personality shifts as frequently as its shape; if it adopts a particular form for too long, it can lose its memory.  This is why M's origin is unknown.

Elon Zhang Dunninger (Telepathy Officer)
Mentality:  120
Psi:  17     (use:  4; recovery:  5)
Physique:  13
Health:  12

For Starfaring characters, gender may be determined by rolling one die:  “Odd indicates male; even indicates female.”  However, a neuter gender may be chosen.  Elon is an androgyne.  With regards to androgynes, “It has been discovered that individuals not emotionally unstable because of biological, sex-derived urges, passions, and emotions are, on the average, more intelligent and also healthier than normal men and women.”

Generally speaking, telepaths are insufferable jerks and Elon is no exception.  Not even telepaths like one another.  Elon signed on board the Indigo Albatross to get away from the other insufferable jerks.

Enid Morgenthau (Shell)
Mentality:  150

Enid was a mousy mathematics professor who had her brain transferred into “a mechanical life support system.”  As a 'shell person', she has been integrated into the systems of the Indigo Albatross.  The rules state, “Shell people must be created by die rolls just as other crew must be.”  However, the character creation section contains no reference to shell people.  I suppose shell people still have their original Mentality.

– – –     – – –      – – –

Of course, with such an eclectic group of entities, one is bound to be a covert operative of OSCEP (Organization of Star Crystal Exporting Planets), but which one?

Sunday, March 12, 2017

The Robots Are Revolting


Weird Thrillers #1; 1951, Ziff-Davis
Art by Ross Andru

Starfaring – Ken St. Andre's science fiction role-playing game – takes place in the year 2700.  Naturally, St. Andre provides a 'future history' to expound the progress of civilization from now until then.  First, humans reach Bernard's Star via a Bussard ramjet.  On a dead world in that system, “explorers found a million year old base of some vanished alien race and a working starship.”  As a result, mankind learned about subspace travel and the three types of Star Crystals:  Brahma (related to power), Shiva (related to energy weapons), and Vishnu (related to energy shields).

Even with this advanced technology, “It was already too late for the planet Earth, but thousands of elite groups were able to flee the over-populated, over-polluted homeworld and find new havens in the stars.”  Over the course of a couple of centuries, humanity managed to colonize several hundred worlds.  Then, without warning, the Robotics Wars started.
Some say the Robots erupted from a depopulated Earth and spread their rebellion through the stars.  Some say that Robotic electrical life represented the next step in evolution towards a smarter, more perfect organism.  At any rate, the Robots tipped their plans too soon, and Humanity was able to fight back.  For fifty years, Man was driven out of system after system by the totally superior Robotic race, which could seemingly build themselves to meet any function.
The robot revolt trope is rather common.  What does it say about us that we fantasize about our creations rebelling?  Maybe the robots have a perfectly good reason for wanting to exterminate or enslave humanity.  Does anyone consider the robots' side of the story?  Perhaps they don't even instigate the conflict.  Where are the stories about robots resisting organic oppression?

Of course, in Starfaring, the humans prevail against overwhelming odds.  What permits humanity to win this desperate conflict?  Manly determination?  Primate ingenuity?  The unconquerable power of love?  Nope; none of these.  Humanity is saved by some unnamed, deus ex machina alien race.  This “completely telepathic race of nitrogen-breathing octopoids” helps humans to develop LSDX-6000, a substance “which released and amplified all the latent psionic talents of the human mind.”  The robots could not “cope with an enemy that was precognitively aware of all their plans, or one that had the telekinetic power to mentally enter and ruin their most delicate machinery.”  Within scant decades, the robots met defeat.  Although they ended centuries prior to the time of Starfaring, the Robotics Wars managed to cause “an instinctive prejudice and distrust of mechanical life that has still not been eradicated.”

St. Andre posits two significant scientific breakthroughs between the conclusion of the Robotics Wars and the time the game begins.  The first breakthrough is the technology...
...to keep...brains alive enclosed in an artificial lifesupport system.  It was learned that such brains didn't accumulate any poisons as time went on, and the rate of cellular deterioration leading to senility and death slowed by a factor of 100.
Such brains “are selfcontained in a metal shell...for safety.”  These entities are therefore known as shell people.

The second breakthrough is “the discovery that a star's gravitational field could be used to open a gateway into Subspace elsewhere in the universe.”  Only affluent worlds have sufficient resources to establish these Star Gates.  Regardless, “the Star Gates triggered an enormous surge of exploration” into sectors of space “that were vastly further away than Man had yet traveled from his own sphere of influence.”  Worlds that control Star Gates sponsor expeditions through the Gates.  Specifically, they are “willing to make colossal loans running into tens of thousands of megacredits” to citizens for the purpose of acquiring and outfiting “enormously expensive” scoutships.  This is the state of affairs that allows a Ship Master (i.e., player) to engage upon an adventurous career in Starfaring.

Sunday, December 11, 2016

Inspiration: The Star Rebellions, 5764 AD





Yes, technically it should be “AD 5764,” assuming we're talking about anno domini ; however, there is no definitive connection between this setting and Earth.  'This setting,' by the way, comes from Freedom in the Galaxy, originally published in 1979 by SPI, then published as an Avalon Hill bookcase game in 1981.  In the game, “a small but valiant band of Rebels struggle to withstand the oppression of an empire bent on total domination.”  In other words, it's a blatant Star Wars knock-off.  Even the title of the game (hereinafter FitG ) is one thin preposition away from the last four words in the introductory scroll of the original film.  Why use a knock-off for inspiration instead of the genuine article?  It is in the differences of the knock-off in which we shall find points of interest.

FitG has three levels of complexity:  'single star system' has a rating of 4  – on Avalon Hill's scale of 1 (easy) to 10 (hard), 'province' (4 - 6 systems) has a rating of 7, and 'galactic' (all 25 systems – 51 planets) has a rating of 10 – “the ultimate in S-F realism.”  The 32-page rule book informs us, “The full Galactic Campaign Game...takes about 20 hours to play.”

Aside from the rule book, the game includes a 12 page 'Galactic Guide' including a backstory for the setting and details that are mostly 'color', but some are ancillary to the rules.  In the age of the Interstellar Concordance, the Interspecies Genetics Project combined Rhone (i.e., human) genetics with genes from other intelligent species.  The resulting hybrids “traveled to the worlds of their respective parent races” where they “tended to breed prodigiously.”  Eventually the hybrids battled against the elder races in the Galactic Extermination Wars.  Civilization collapsed and the survivors, “mostly hybrids and Rhones,” lost the secret of faster-than-light drive.  Eventually, a Rhone population developed faster-than-light transportation again and used this advantage to establish an interstellar empire.  Over several centuries, corruption festered in the Empire.  To thwart the depredations of the Empire, the Galactic Rebellion came into being.  Some of the various races in FitG include:  Yesters (bird people), Kayns (dog people), Piorads (“Space Vikings”), Segundens (“a dark-skin humanoid race”), and Saurians (lizard people).

FitG is a two-player game; one player controls the Empire and the other controls the Rebellion.  The game involves planetary loyalty scores and space combat; however, “Central to the play of Freedom in the Galaxy are the characters.”  Sabotage, Diplomacy, and Free Prisoners are examples of missions that players can assign to characters (or groups of characters).  Missions are resolved by drawing action cards.  Each action card lists events that occur depending upon the 'Environ' that the characters occupy.  Once the event is resolved, a letter code on the card indicates if the mission is successful.

Each character has six attributes:  Combat, Endurance, Intelligence, Leadership, Diplomacy, and Navigation.  Each attribute is rated from zero to six.  Some characters have a special ability.  For instance, Zina Adora (“Princess of Adare”), “Receives one bonus draw on Gather Information mission.”

Some interesting characters:

Sidir Ganang (psuedo-anagram of SPI employee Sid Ingang):  “'Sidir Ganang' and the Ganang Gang was one of the most popular stereovision shows shows on Bajukai, and Sidir Ganang posters, dolls, books, movies and grebble-gum cards made him a millionaire.  But his fortune tugged at the greed of some minor Imperial functionary, and Sidir Ganang was blacklisted from the entertainment business, and his fortune was confiscated.  Formerly, Ganang had merely portrayed galactic warriors on stereovision; now he actually became one, fighting against the Empire.”

Ly Mantok:  “An Imperial Sub-Commander is not supposed to have outside business concerns, but this is a rarely enforced policy.  Ly Mantok would no doubt have gotten away with his corrupt dealings, had not ten thousand Mantok Laser Rifles refused to function in the middle of the Battle of Banjukai.  When Mantok was...dismissed, he swore that he would go to someone who would appreciate his abilities.  The Rebels, at the time, were desperate enough to do just that.”

He starts the game with an Explorer spaceship.


Barca (because he's a dog person – get it?):  “Like all Kayns, Barca has a fierce loyalty for his friends and little mercy toward his enemies.  For 40 years, Barca has been the Grand Marshal of the Imperial Army, both on planet and in space.  His remarkable military prowess and ability to handle tactical and strategic combat situations is at the disposal of the Empire, as Barca's loyalties remain fixed to the Imperial throne and whoever sits upon it.”




Thysa Kymbo (more wordplay from the impish wits at SPI):  “Daughter of the current Emperor Coreguya, the princess has spent most of her adult life waiting for her father to die, so that she may ascend to the throne.  Because she has spent most of her life pampered in the Imperial Court, she is unaware that Redjac may have other plans for the throne that do not involve succession.  The princess became the bitter enemy of Zina Adora when she learned that Rayner Derban was more attracted to Zina than herself.”

Her voice was “as alluring as it was Imperial...”


Characters can also have companions.  One such companion is Norrocks (“The Thieves Guild constructed this bodyguard robot to protect its most important members.  Sometimes, through proper bargaining, the Guild can be persuaded to part with one of its defensive robot bodyguards.”).  Another companion is Charsot (“Resembling a little dog, the Charsot, an animal from the planet Midest, can sense thought waves and transmit its own waves of pacification and reason.  It can also sense the future to a limited extent.”).

FitG offers a plethora of creatures with which characters might interact during the course of their missions.  A sampling follows.
Derigion:  “Giant flying lizard with quick movements aided by instinctive precognition.”
Gach:  “Two-headed feline creature with two conflicting personalities.”
Hysnatons:  “Sewer snakes with hypnotic powers.”
Leonus:  “An unheard-of cross-breed a lion-like creature and a reptile, incredibly ferocious and stealthy.”  (Although unheard-of, it has a name.)
Lomrels:  “Large canines used as mounts be the local populace, who alone know the secret to their control.”
Prox:  “Large, crawling carnivorous insect that has huge, rending teeth, but is slow.”
Sandiabs:  “Feisty desert rats get off on watching travelers fall into carefully covered sand pits.  Mean no real harm, though...”
Vorozion:  “Highly evolved, hostile thought being; very impatient.”
Zop:  “Friendly, furry creature that does not attack...However, it senses good vibrations from Rebel characters, and so it gives them ancient family heirloom kept safe in cave for eons...”

Sunday, April 17, 2016

Playing the Heroes of Pulp Fiction

Art by Jeff Dee

Game design for The Adventures of Indiana Jones is credited to David “Zeb” Cook, who is perhaps best known as the lead designer for the second edition of Advanced Dungeons & Dragons.  Other RPGs for which Cook did design work include Bullwinkle and Rocky, Star Frontiers, Conan the Barbarian, and Amazing Engine.  According to the TSR Profiles of Dragon #104 (December, 1985)*, “Zeb is perhaps the most versatile game designer at TSR, having created role-playing games, modules, family board games, card games, rulebooks, and party mystery games.”  After more than fifteen years at TSR, he left for the more lucrative field of computer games.  However, according to RPGGeek, he seems to have kept a hand in writing for table-top RPGs.  When Cook applied for a game designer position at TSR, “He completed the designer test that the company then used.”  I would be interested in finding out what comprised that test.

Anyway, while still at TSR, Cook said, “Whenever there's a licensed game or project in trouble, they throw it on my desk.”  This would account for his association with The Adventures of Indiana Jones.  Regardless, Cook was an appropriate choice for Adventures because he had previously designed a pulp-era adventure RPG.  Crimefighters was included in Dragon #43 (March, 1981), published a few months prior to the release of Raiders of the Lost Ark.  In this post, we examine Crimefighters in anticipation of comparing it to The Adventures of Indiana Jones.

Excluding flavor text and the sample adventure, Crimefighters has sixteen pages of rules (including illustrations).  Much was excluded from the version provided in Dragon.  According to the Afterword, “Many sections were dropped from the original outline, including rules for airplanes, swimming, more weapons, security devices, special gadgets, exotic adventures, and more detailed contacts.”

Crimefighters characters have seven attributes:  Physical Power, Mental Aptitude, Willpower, Accuracy Left, Accuracy Right, Agility, and Presence.  Scores are determined by rolling percentile dice.  The die rolls for four of the attributes (Physical Power, Mental Aptitude, Accuracy Right, and Agility) are modified to prevent dismal results.


An attribute can be increased by one point for every five experience points spent.  Interestingly, “The use of Presence requires an exertion of the character's Willpower.”  Sleep allows recovery of Willpower expended in this way.

Crimefighters is a skill-based system.  Skills are 'purchased' via pools of points.  A character's Mental Aptitude score represents the number of points available for Mental Skills while Agility represents the number of points available for Agility Skills.  In increments of (at least) ten points, skills cost from ten to sixty points.  Examples of Mental Skills include:  Language (10 pts each), Lockpicking (20 pts), Stage Magic (30 pts), Engineer (40 pts), and Legal (60 pts).  Examples of Agility Skills include:  Juggling (10 pts), Stealth (20 pts), Tightrope (30 pts), and Judo (40 pts).

Starting Crimefighters characters have a 5% of having a randomly determined mysterious power.  With experience points, a character can 'study' to obtain a mysterious power (perhaps chosen by the player with the GM's approval).  For every ten experience points, a character has a 1% chance of acquiring a power.


A character with the mysterious power of 'foresight' gets a +1 modifier to initiative.  Additionally, the character may...
...ask 3 yes-or-no questions of the GM per adventure.  These questions must deal with some action that the character plans to take, or be based upon information that the character might realistically know or suspect...The questions have a 10% chance of being answered incorrectly; this is secretly determined by the GM.
For any given adventure, a character with the mysterious power of 'luck' has a 50% chance of having 'good' luck, a 40% of having 'normal' luck, and a 10% chance for having 'bad' luck.  (The GM rolls for this in secret.)  Good luck grants a +10 modifier in combat while bad luck causes a -10 modifier.  “Furthermore,” the rules state, “the character is allowed a die roll to see if he or she succeeds in doing anything that would be feasible or remotely possible, even in situations where such success would normally be considered nearly impossible.”

In combat, ranged attacks are resolved by a roll based on the appropriate Accuracy of the attacker; hand-to-hand attacks are resolved by a roll based on the average of the attacker's Physical Power and Agility.  The formula for determining Hit Points is:  1d8 + ( [Physical Power + Willpower] / 10).  There are two types of wounds in Crimefighters :  (1) missile/edged weapon and (2) hand-to-hand.  If a character suffers missile/edged weapon damage in excess of his or her Hit Points, death ensues.  Otherwise, “missile/edged weapon wounds in Crimefighters can become more serious if they are not tended to.”  Hit Points lost due to missile/edged weapons “are recovered at the rate of 1 hit point for every two days of rest.”  If a character suffers hand-to-hand damage in excess of his or her Hit Points, he or she falls unconscious. Hit Points lost because of hand-to-hand damage “may be recovered at the rate of 1 hit point per hour of rest.”

All Crimefighters characters have three contacts determined randomly.  For each contact, the GM secretly determines an Effectiveness Rating.  Crimefighters goes into detail about what sort of information each type of contact is able to provide.


Each Crimefighters character has an 'Experience Type'.  (In order to distinguish the concept from experience points, I would have called it 'Style' – or in a more pretentious mood – 'Paradigm'.)
  • The Defender “attempts to uphold and protect the society he or she belongs to.”  Defenders do not intentionally kill or torture.  They receive no experience points “for criminals he or she might kill, but is given double the amount of points for those whom he or she captures without assistance.”  Defenders have an extra police contact.
  • The Avenger “only believes in the system when it works to his or her best interests.”  They receive no experience if they have “notable assistance in bringing villains to justice” nor do they receive “experience for criminals captured unless that person confesses (to witnesses) his or her guilt of a serious crime.”  Avengers can have, at most, one police contact.
  • The Pragmatist “will normally attempt to abide by the laws of society and operate within this framework.”  They “receive normal experience for criminals captured and half normal experience for criminals who meet their demise.”  Pragmatists have an extra underworld contact.
There are also two optional Experience Type 'modifiers'.
  • Technological characters receive additional experience when they use “a device to create a significant result.”
  • Anti-technological characters “receive no experience for a result if [unusual technology] items are used to aid his or her efforts.”  However, if an anti-technological character “manages to destroy an opponent’s technological device, he or she will receive experience points as if a criminal of similar power had been overcome.”
A GM can assign 'negative' experience points when “the motives of the character...are generally evil or selfish.”  However, a player can have his or her character 'turn bad' permanently.  If so, negative experience is thereafter treated as positive and positive experience treated as negative.

* All quotes about Cook in this post come from this source.