Wednesday, November 28, 2012

The 'Ancient World' of Avalon Hill's RuneQuest

Apart from the 'Fantasy Europe' map in the boxed set, Avalon Hill's Deluxe Edition RuneQuest contained two maps of the ancient world, both attributed to the fictional Korybos of Tiana; the 'Ancient Map of the Western World' on page 11 and the 'Ancient Map of the Eastern World' on page 83.  They were obviously two parts of a single map and your humble host wanted to see the combined whole.  Other than defacing the book, the only option was to re-create the map.  Without further ado, you humble host presents the meager fruit of his amateur effort.


'Blue' signifies coastlines, 'Gray' signifies mountains


Sunday, November 25, 2012

Special Abilities in Year of the Phoenix


All player characters in Year of the Phoenix have special abilities – either mechanical (“The result of a mechanical device permanently attached to the hero's body”), physiological (“Abilities present as a result of quirks of the metabolism, genetic oddities, chemical imbalances, and the like”), or mental (“Abilities present because of special training, psychic properties, or simply unusual force of will...”).  Each ability usually has a drawback that tends to balance out the effectiveness of the ability.  Special abilities are what entitled the player characters to be recruited for Project Phoenix – not expert aptitude or an exemplary service record.  The special abilities chapter begins with a quote from Major Roger Nathan:
          You've all been called to this gymnasium so that we can test each of your Special Abilities.  Your Ability is what got you in here, so we're determined to see what it can do.  To your left you can see that metal enclosure.  It's a steel box with a door, really.  That is for testing things like weapons and heat- sensing, and heat-creating Abilities.
          Over here, to your right, are an odd assortment of vehicles and computers.  I see a couple of Corvettes, an army jeep, and three old, reliable MacIntosh computers.  Those are for testing machine empathy, as well as interfacing and electrical powers.
          The rest of this stuff, like the trampoline, is fairly self-explanatory.  Oh, and there's a medical team standing by.  I'm sure there'll be some casualties today.
Thanks for your confidence, Major!

To gain an appreciation of the variety of special abilities available, let's introduce ourselves to the pre-generated characters and see what abilities they have.

Carol Horn is the team pilot.  Her ability is “Heightened Sight.”  Her 'Line of Sight' is quadrupled that of what a normal person's would be and she can make out detail on an object eight meters distant as though it was only two meters away.  This ability has some drawbacks, she has poor night vision and is colorblind.  Unlike the other characters, the nature of her ability (mechanical, physiological, or mental) is not stated.  I guess it doesn't matter.



Bruce 'Keeps' Keeler is 'Communications & Payload Specialist' for our band of pre-gens.  He is ambidextrous, “has a swimmer's body, and sports a never-failing tan.”  However, these attributes do not represent his special ability.  Keeps has two levels of “Speed,” which is described as a “psychic ability to borrow future time.”  He can “increase normal reaction time and movement distances” for up to an hour's duration.  Immediately thereafter, for the same duration he “is proportionately 'slowed' as much as he...was 'hastened.' ”

Anthony Quill has been appointed 'Commander' of the team.  Quill has the “Weakness Analysis” ability as a result of a “specialized microcomputer hooked into sensory gear tied to the optic nerve.”  He can cause double damage but, before he can do so, the computer “takes over [his] eyes” for several seconds.  Quill is blind during this time.  At the level which Quill possesses this ability, he should be limited to a broad category of targets (e.g., animals, vehicles, structures), but this detail is not supplied.
   

Cynthia Shanders is 'Infantry.'  Had Martin Wixted written Phoenix today, he would describe her as “Native American” rather than “Indian.”  A “microprocessor” tied to her nervous system somehow allows her “to determine the surface thoughts of a gamemastered character,” but not a player character.  In order to do this, she must touch the subject and remain immobile.  It takes several seconds “to power up or shut down this Ability.”

David Toth is a 'Heavy Weapons' specialist.  Before he joined the service, David tried out for the Olympics but was not successful.  (His Basketball skill is at 70%.)  His special ability is listed as “Weapon/Mechanical.”  This means he has “Extendable claws...[that] reside in and/or around [his] hands,” or it could be his feet.  Instead of claws, they might be blades or metal plates.  Wixted does not specify.  Anyway, David does +4 Damage but it's possible he can injure himself with this weapon, even outside of combat.

Julie Whitmore is the 'Medic' of the group and – given her Chef skill – most likely the group's cook.  She is “almost too thin for high fashion modelling.”  Her special ability is “Self-Heal” to the extent that her recovery time is three times faster than normal.  This ability is 'mental' and, as such, requires a Talent Skill Sphere roll and a number of hours of (daily?) meditation commensurate to the level of trauma.





Thursday, November 22, 2012

Inspiration: Kung Fu 2100



In a routine raid, the CloneMaster's secret police picked up a prisoner and brought him in for questioning by their master.  They didn't know their captive was a fully trained Terminator, captured only by sleep gas.  As the CloneMaster walks into the room, the prisoner suddenly shatters his handcuffs and explodes into action...
In a comment to a post earlier this month, Ed “Anonymous” Green suggested that I look at Kung Fu 2100 as a possible source of inspration for a role-playing game campaign.  I knew of the game and I found the premise interesting; however, I despaired of ever obtaining a copy.  Well, it turns out that the game originally appeared in The Space Gamer #30 and the Neutral Good people at Steve Jackson Games have made TSG periodicals available for download (for reasonable prices).  Huzzah!  A PDF is not the same as the actual game, but that doesn't matter for our purposes.

With regard to inspiration, it is interesting to note how Kung Fu 2100 came into being.  It seems that the magazine's publishers receive some unsolicited art pieces from Mitch O'Connell, who eventually became the world's best artist, apparently.  One of the drawings depicted a martial arts battle in a laboratory which The Space Gamer used to create a contest.  Participants were to submit original game ideas inspired by the picture.  The winning entry was submitted by B. Dennis Sustare.  This happened in 1980, after Sustare had co-created (along with Scott Robinson) Bunnies & Burrows, but before the publication of Swordbearer.  Aside from being printed in the magazine, Kung Fu 2100 was good enough for Jackson to publish as a stand-alone game.  Denis Loubet was responsible for the art (other than O'Connell's cover) in both magazine and box versions.  While he may not be the world's best artist, Loubet is never a disappointment (to me, at least).

So, in the world of Kung Fu 2100, “cloning” was perfected in 2006.  Such cloning included rapid maturation of the clone as well as the ability to 'program' clones with the memory and experience of pre-existing people.  Cloning was expensive, but the privileged few who could afford it became effectively immortal.  This “caused worldwide social disruption” and, as a result, “much of civilization collapsed.”  Eventually the CloneMasters (as they came to be known) restored order – of an oppressive nature.  The general population was prohibited from using machines and engines; ownership of metal was not allowed.
          By the year 2100, the world was fragmented into individual fiefdoms, each controlled by a CloneMaster from his personal fortress.  Within this citadel was all he needed to grow and program his clones – letting him live forever in luxury.  Attended by guards, servants, and his computer technicians, snug in his haven, a CloneMaster need to give little thought to the Dark Ages beyond his walls.  Any organized revolt would be quickly dealt with by the CloneMaster's own secret police or by the armed forces maintained co-operatively by groups of CloneMasters.
Among the unprivileged, “a secret cult” was formed – the Society of Thanatos – the purpose of which was to bring lasting death to the CloneMasters.  To this end, members were trained from childhood to attain “the human limit in strength, stamina, unarmed combat, and immunity to pain.”  They could do things like punch through metal doors and dodge bullets.  Members of the Society were known as Terminators.  (Kung Fu 2100 was released in 1980, a few years before James Cameron's film would appropriate that word.)  Not all students were completely successful in their training and some were not able to endure “strict Terminator discipline.”  While not as adept as actual Terminators, these drop-outs nonetheless possessed formidable abilities.  Often, they would become Janizaries – guards in the employ of the CloneMasters.  Janizaries were pejoratively known as “Jellies.”

The sub-title of the game is “The Assault on the CloneMaster.”  In the course of the game, Terminators access a CloneMaster fortress in an attempt to kill the resident CloneMaster.  However, the Terminators must also destroy the cloning equipment or else the CloneMaster will survive as a clone.

Terminators eschew the use of weapons, but Jellies frequently employ them.  Otherwise, there are various martial arts abilities that Terminators and Jellies may possess:  Iron Fist, Lightning Foot, Body of Mist, Mountain Heart, and Monkey Soul.  Yes, Monkey Soul.  How awesome is that?  The game handles martial arts combat in an interesting fashion.  For each fight involving Terminators and/or Jellies, opposing players secretly select which abilities their Terminators/Jellies will use in the form of “tactics counters.”  Players alternate playing counters and effects are resolved based on which abilities are played (e.g., Monkey Soul offers total protection against Lightning Foot).  By taking damage, Terminators/Jellies lose abilities; this limits their tactical options in future fights.

In terms of role-playing games, Kung Fu 2100 was adapted as a GURPS scenario, but I think it could serve as the basis of a campaign setting.  Although they engage in cooperative endeavors, in Kung Fu 2100 each CloneMaster has his own fortress.  I can appreciate the need to personally supervise how one's clones are handled, but wouldn't there be CloneMaster families instead of individuals in each fortress?  This would suggest an ever growing CloneMaster population or caste; however, resource limitations would preclude a population beyond a certain size.  (In his first novel, To Live Forever, Jack Vance postulated a similar situation.)  Let's say that the CloneMasters have cooperatively agreed to a maximum number of immortals; a Technicians' Guild ensures that this number is not exceeded.  If all of a CloneMaster's clones and 'memory banks' are destroyed by Terminators (or some other mishap), there is an opening for a new CloneMaster.  This allows for all sorts of Vancian (if not Machiavellian) politics.

Regardless, despite the fortress/fiefdom social structure, there has to be an industry to manufacture and maintain cloning technology as well as other technology mentioned in the game, such as helicopters and sleep gas.  There must also be an educational system to ensure a sufficient number and quality of technicians to operate all of this technology.  In short, there must be population centers to house and cultivate castes that fall between the CloneMasters and the medieval peasants.  Given these considerations, I doubt that it would be effective to rely upon a truly medieval caste of farmers.  Although not to the extent of 'the Dark Ages,' the lower rungs of a CloneMaster civilization could still be severely oppressed and technologically limited so as to justify the Society of Thanatos.  Of course, there would be people – let's call them tribes – who exist in the 'wilderness,' presumably beneath the notice of the CloneMasters.  All in all, Kung Fu 2100 provides bounteous material and speculation for role-playing opportunities.

Got Monkey Soul?


Sunday, November 18, 2012

Physical Fitness in Year of the Phoenix


In last week's installment, we discussed Skill Spheres in Martin Wixted's Year of the Phoenix.  Aside from Skill Spheres, Phoenix characters are also defined by a measurement called Conditioning (abbreviated CON%).  Essentially, Conditioning represents physical fitness; in terms of another RPG, it is a combination of Strength and Constitution.  According to page 6 of the Training Manual:
Conditioning affects how well you resist disease, and recover from wounds.  A low CON% (20%) indicates a feeble or out-of-shape character, while a high CON% (80%) means a muscular, physically fit character.
Phoenix characters have a Conditioning score “between 70%-120%.”  Wixted explains that player characters have better-than-average Conditioning because they are “heroes” and have just undergone military training.  According to the Gamemaster Screen, the average Conditioning score is 50%.

A character's Muscle (MUS) represents the amount of weight he can lift “without trouble.”  This is equivalent to his own weight multiplied by his Conditioning percentage.  The amount of damage a character can inflict with “[w]eapons requiring a character's physical ability to wield” (including unarmed attacks) is influenced by Muscle.  Wixted provides a chart by which a character's Muscle value can be referenced to provide a number from -1 to +5; this score is the character's Damage Class (DAM).  Wixted explains:
Since Phoenix Special Forces undergo severe training, they average a higher DAM than normal civilian types, while officers who specialize in physical training...often have appallingly large DAM values.
A perusal of the non-player character listings shows that the same 'DAM Chart' is applied to all characters, not just 'Special Forces' personnel.  So when Wixted states that Phoenix player characters have a higher than average Damage Class, it is only as a result of their Conditioning scores.

In any event, the Damage Class score is not applied to the results of a damage roll; instead, Damage Class affects the die to be used for determining damage.  let us look at an example on page 42 of the Training Guide:
Betty...has a DAM of +5 and is using a hammer which is listed at 1D7.  [Actually, hammers are listed at 1D8.]  Her hammer does 1D10 + 1D3.  She is also using a Knife, listed 1D4+1.  [True]  Adding her DAM gives her 1D9+1.
Wixted writes on page 4 of the Adventure Guide, “Odd-sized dice are easy to extrapolate from the dice included in the game.”  (Two ten-sided and two-six sided dice are included.)  He explains how to use percentile dice and how to use control dice to – for instance – obtain a 1-20 result from a D6 and a D10.  Given the dice that are supplied with the game, we would presumably roll a D10 and ignore results of 8, 9, and 0 so as to replicate the results of a D7.  Wixted's interpretation of a 'virtual' D13 as 1D10 + 1D3 is peculiar; the range of results is 2-13 rather than 1-13 and the probability distribution is not flat.  Normally, a D20 is used for determining hit location; however, 1D13+7 is used for kick attacks.  This is mentioned on the same page as the example of Betty and her hammer.  A flat distribution from one to thirteen makes sense for the hit location of kicks; however, with the 1D10 + 1D3 method, right arms are five times more likely as left arms to be hit by kicks.  Ah, it seems I digress.

Another measurement associated with Conditioning is the concept of Ergs.  The same roll used to determine a character's 'base' number of Ergs also determines a character's level of Conditioning.  “Ergs are units of energy,” Wixted notes, “your hero's ability to perform strenuous and/or stressful activities for long periods of time – your character's wind.”  A character's score in Ergs establishes how many times – without resting – the character can perform a 'fatiguing action' before suffering detrimental effects.  On page 34 of the Training Guide, Wixted rhetorically asks what constitutes a fatiguing action.  He answers, “Mechanically, it's any action requiring a die roll.”  So, in terms of combat, each attack is a fatiguing action.  When a character performs a number of fatiguing actions so that his Erg score is exceeded, he incurs a Difficulty Die Penalty.  This penalty is cumulative for every multiple of the Erg score exceeded without a 'meaningful rest.'  The 'Erg Action Track' appears on the right edge of the character sheet; Wixted recommends that players use a D6 to mark their position on the track with the facing of the die indicating the Difficulty level.  The die is set at the maximum number of Ergs for the character (excess Erg boxes are crossed out) and 'counts down' as actions are performed.  Characters can also 'lose Ergs' due to damage they sustain.