Saturday, September 10, 2016

Pages from Spellbooks (part I)

Magic is a significant – if not essential – element of fantasy role-playing game settings.  Spellbooks are the primary means by which wizards are associated with magic.  Therefore, spellbooks, and the pages they contain, ought to enhance the color and flavor of a campaign.  In this post, we see what spellbook pages might look like in a fantasy campaign.  These examples are compiled from 'real world' materials, although some of the materials are not associated with magic in the real world.  Thoul's Paradise disclaims any responsibility for the injudicious use of magic by its readers.

Spellbook pages need not contain words exclusively.  A picture is worth a thousand words and, as such, symbols, diagrams, and images may be a more efficient means of conveying information for wizards.

Trésor du Vieillard des Pyramides Véritable Science des Talismans (collage)

Seals from The Sixth and Seventh Books of Moses

Galdrabók (and other manuscripts) (collage)

The Dragon-Book of Essex (collage)

Ars Notoria

A spellbook would be reflective the spellcaster's school or type of magic, the spellcaster's culture, and the spellcaster's individual personality.  Below we see a page appropriate for a court magician.

The Miscellany of Iskandar Sultan
Contrast the above with the page below, which is more like a page from a murderhobo's grimoire with its gruesome imagery and jagged script.

Ardā Wīrāz-nāmag
Somewhere in between:

Codex Argenteus

Page 40 of the (1st edition) Dungeon Masters Guide states:
All magic and cleric spells are similar in that the word sounds, when combined into whatever patterns are applicable, are charged with energy from the Positive or Negative Material Plane. When uttered, these sounds cause the release of this energy, which in turn triggers a set reaction. The release of the energy contained in these words is what causes the spell to be forgotten or the writing disappear from the surface upon which it is written.
Spells are “forgotten” as a check against the power of spellcasters; spellbooks are necessary so that magic-users can memorize “forgotten” spells. In the 5th edition rules de-emphasize the memory aspect of spellcasting; instead the rules focus on “energy.” According to page 78 of the (5th edition) Player's Basic Rules :
...a caster...can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy into even a simple spell is physically and mentally taxing...
Instead of using spellbooks to memorize forgotten spells, 5th edition wizards use spellbooks to recoup energy. Regarding wizards, page 31 of the PBR states: “You have learned to regain some of your magical energy by studying your spellbook.”

The Earthdawn role-playing game adopts the notion of a “spell matrix.” Per page 153:
A spell matrix is an astral construct linked to the intelligence of the magician, energized by the magical energies of the astral plane. Magicians in Earthdawn use spell matrices as a conduit through which they can transfer the energy of a spell from astral space into the physical world. (Emphasis in original.)
To me, the matrix paradigm makes more sense than forgetting spells or gaining energy through study.  Let's assume that each spell requires a psychic construct that becomes spent when the spell is cast.  The construct must be reconstituted through visualization and concentration before it can be used again.  With this paradigm, a wizard must study his (or her) spellbook as part of the necessary mental effort to (re-)formulate the construct or matrix (as opposed to memorizing a spell or recovering energy).  Such a spellbook might easily contain 'perception exercises', like those below, which would allow the spellcaster to access the cognitive state needed to manipulate magic.



Sunday, September 4, 2016

Gambling in James Bond 007


Bond (Barry Nelson, left) faces off against Le Chiffre (Peter Lorre, right)
in the first filmed depiction of James Bond
Casinos play an important part in the Bond mythos.  It is often the place where characters first encounter Major Villains and test their mettle, where contacts are made, or where they go to relax and have a good time.
Chapter 7 of the James Bond 007 role-playing game is devoted to “Gambling and Casino Life.”  On page 37, the Gambling skill is described as follows:  “These tasks allow characters to play casino games, but without the players actually needing cards, roulette wheels, and the other paraphernalia of casinos.”  Specifically, casino games are resolved using die rolls – usually, Gambling skill rolls.  The Gambling skill is based on the Perception characteristic; therefore, a character without any skill levels in gambling will use his (or her) Perception for the Primary Chance of a gambling task, but with a -3 Ease Factor modifier.

James Bond 007 does not provide the rules of the actual games, even though “the GM is expected to have a good working knowledge of the actual game in addition to the rules of the role playing version.”

Card games are presented as contests between two characters (or among multiple characters).  The rules recommend the die rolls be refereed by someone whose character is not taking part in the gambling event.  If player characters are gambling against player characters, the GM can be the referee.  In the more frequent circumstance of player characters gambling against non-player characters, the GM must control any non-player character, of course; the task of referee is left to a player without a gambling character.  The point is that – if at all possible – participants make their die rolls in secret from one another.  This means that “the betting is done without foreknowledge of the other players' hands.”

A die roll (i.e., Gambling skill at an Ease Factor of 5) is made for each character participating in a given card game.  This result of this roll represents the hand dealt to the character.  In terms of RPG mechanics, the roll is either a failure or has a Quality Rating of one through four; 'one' being the best possible result.  Even if the roll failed, “The player then has the option to roll a second time (simulating the draw, an extra card, and so on), which may or may not improve the hand.”  (The second roll is also made at an Ease Factor of 5.)  With two rolls, the appropriate table must be consulted, “cross-referencing the new dice result with the first to obtain the final Quality Rating.”

Here is the table for poker:
So, if the Quality Rating of the first result is 4 and the Quality Rating of the second result is 2, the final hand has a Quality Rating of 3.  The character with the best Quality Rating wins.  The rules state that “for a Quality Rating of 4, the hand would have been a pair, two pair, or three of a kind; for a Quality Rating of 3, either a straight or a flush; for a Quality Rating of 2, either a full house or four of a kind; for a Quality Rating of 1, a straight flush; and for a Quality Rating of 1+, a royal flush.”

In the event of a tie, the character with the higher Gambling Skill Level wins.  If tied characters have the same Gambling Skill Level, the character with the higher Fame Point total wins.   If the tie still remains unresolved, “the character with the higher Perception” prevails.  The more 'famous' you are, the more likely ties will resolve in your favor.

Of course, Bond's game is baccarat, specifically chemin de fer.  Here is the chemin de fer table:
A Quality Rating of 1 for the first roll indicates “a natural 8 or 9” with no need for a second roll.  It's impossible to improve a first result Quality Rating of 2, so there's no point in trying.  An ultimate Quality Rating of 2 means “a value of 7 or a three-card 8 or 9.”  A Quality Rating of 3 means “a value of 4, 5, or 6.” Quality Rating 4, “a value of 1, 2, or 3” and Failure, “a value of 0.”

Player Characters are allowed to spend Hero Points to improve Quality Ratings.  Chapter 7 does not disclose how a player should inform the referee that he (or she) is using Hero Points without alerting the players of other gamblers.  Perhaps the player can position an unused die to display the number of Hero Points (if any).

“A Player Character may never cheat,” the rules explain, “unless he has detected another NPC cheating.”  If a character suspects that an NPC is cheating, a Perception roll is made for the suspecting character at an Ease Factor derived from the cheater's Gambling Skill Level.  (For example, a Skill Level of 1 means an Ease Factor of 5 while a Skill Level of 10 imposes an Ease Factor of 2.)  Of course, this assumes there is cheating; if there is no cheating, the result of the Perception roll is irrelevant.  If there is cheating – and the player character detects it – the observing character “may confront [the cheater] with it or cheat back.”  In terms of game mechanics, how is cheating accomplished?  The player (or the GM) simply lies about the Quality Rating of his (or her) rolls.  This is why an indifferent referee is necessary.

In addition to card games, Chapter 7 discusses roulette even though “Roulette is a game that does not often appear in Bond's world; he distains (sic) it because of the lack of skill involved.”  Here is the table for roulette:
Each player chooses one of the listed bets for the spin.  There is a Winning Chance listed with each bet; each character's Skill Level is added to the Winning Chance for his bet, and the GM rolls a D100.  If the result is less than or equal to a character's Winning Chance, the character wins and is paid off at the listed odds.  The odds listed...are for tables with a single-zero (0).  For tables with a double-zero (00), decrease the Winning Chance by one.

Sunday, August 28, 2016

Guest Stars in James Bond 007

George Lazenby (as "J.B.") breaking the fourth wall in
The Return of the Man from U.N.C.L.E.

“How to Be a Successful Gamesmaster,” Chapter 12 of James Bond 007, provides comments on 'guest stars'.  Specifically, on page 96:
Surprise guest stars from the Bond movies are quite entertaining. Having Sheriff J. W. Pepper of Live and Let Die and The Man With the Golden Gun show up unexpectedly can give players a lift. Sometimes a guest appearance by other fictional heroes – Napoleon Solo, John Steed, or Emma Peel, for example – can get a good response.
The game, however, does not provide write-ups for characters not part of the Bond license.  Gamesmasters considering using such guest stars are left to their own devices.  Yet the 'guest star' concept was not original to James Bond 007.  “The Super Spies,” an article featured in Dragon #44 (December, 1980), describes various fictional spies in terms of the Top Secret role-playing game.  The article was written by Allen Hammack, “Developer & editor of Top Secret,” along with Merle Rasmussen, “author of Top Secret.”  Incidentally, the article adopts the conceit that the referenced spies are real:  “Strangely enough, many of these actual secret agents have been publicly revealed in books, movies, and on television, but this does not seem to have hampered their effectiveness.”

Converting from the Hammack/Rasmussen data to James Bond 007 is not without difficulty.  The Top Secret Primary Personal Traits are Physical Strength, Charm, Willpower, Courage, Knowledge, and Coordination while the James Bond 007 characteristics are Strength, Dexterity, Willpower, Perception, and Intelligence.  There is no Top Secret rating that equates to 'perception'.  Also, there is no James Bond 007 characteristic that represents 'charm'; however, all James Bond 007 characters have the Charisma skill.  Comparing the Hammack/Rasmussen James Bond to the James Bond 007 James Bond, I derived the following formulae:
  • STRENGTH = (Physical Strength / 12), round up
  • DEXTERITY = (Coordination / 13)
  • WILLPOWER = ([Willpower + Courage] / 20), round down
  • PERCEPTION = ([Courage + Knowledge] / 20)
  • INTELLIGENCE = (Knowledge / 11), round up
  • % of maximum Charisma Skill Levels = (Charm / 1.6)
Hammack and Rasmussen opted not to include bureau classification (i.e., character class) and level with their descriptions; nor did they include “Areas of Knowledge.”  Other than the differences between the Top Secret and James Bond 007 game systems, representing non-Bond characters in James Bond 007 terms can be problematic.  James Bond 007 was designed to capture the James Bond oeuvre – which it does well – as opposed to being generic in scope.  Because of this, the rules may not be able to adequately accommodate characters from other franchises having differing types of missions and levels of realism.  Page 93 explains:
Bond adventures are exciting, glamorous and sophisticated.  They are not the textbook adventures of John LeCarre, or the complex psychological manipu- lations of a Mission: Impossible, or the gritty double and triple-crosses of Robert Ludlum.  The James Bond 007 Game is not designed to cover all subsets of the spy genre, and you will have to experiment with the rules to make them work in other subgenres.
Given these caveats and without further ado, your humble host presents:








Sunday, August 21, 2016

Experience and Equipment in James Bond 007

Senator Frank Church brandishes the CIA's dart pistol

At the end of every game session, a James Bond 007 Gamesmaster awards Experience Points to the player characters.  The default amount per character per session is five hundred points.  Characters of players who role-played well receive an award modifier of “up to ×1½.”  Characters of players who role-played poorly are penalized with an award modifier of “down to ×½.”  The rules advise new GMs:  “Until you are experienced as a GM and can tell good role-play from poor, you should not modify Experience Points for role-play.”  Should a mission conclude during a session, the Experience Point award is modified by ×2 if the mission “was a success” or by ×¼ if it “was a failure.”  Characters of “Rookie” rank have a ×¾ award modifier while “00” rank characters have a ×2 modifier.

With regard to character generation, Rookie rank characters are created with three thousand Generation Points, Agent rank characters with six thousand points, and “00” rank characters, nine thousand points.  After generation, the total of a character's characteristic values and skill levels establishes rank.  Although the rules state that a Rookie's combined total of values and skill levels is “Less than 125,” I'm certain that “125 or fewer” is intended.  Agent rank characters have from 126 to 250 total values and skill levels while “00” rank characters have more than 250.

Experience Points can be used to improve a character.  The amount of Experience Points necessary to acquire a new skill is the same as buying skills with Generation Points (i.e., 100).  However, a skill level costs 30 Experience Points as opposed to 20 Generation Points.  When creating a character, the 'Characteristic Value Expenditure Chart' is consulted to determine characteristics' cost in Generation Points.  When improving a characteristic value with Experience Points, the cost of the next value increment equals the new value multiplied by 150.  For example, raising a characteristic from 12 to 13 costs 1,950 Experience Points.

In addition, Experience Points can be used to 'remove' Fame Points.  Characters accrue Fame Points through various means:  killing a person (5 points), killing a Privileged Henchman (10 points), killing a Major Villain (20 points), gaining “00” rank (20 points), for “each distinctive visible scar” (20 points), and for each mission completed – either successfully or unsuccessfully (3 points).  Fame Points measure how easily “enemy organizations” recognize the character and how much information such organizations have about the character.  Aspects such as height, weight, and appearance impose Fame Points to the extent such aspects of a character vary from “normal.”  Each Fame Point removed costs one hundred Experience Points.

Although the rules do not address the possibility, if Experience Points can 'buy back' Fame Points, it seems feasible that Experience Points could be used to buy away Weaknesses.

Finally, “Experience Points may also be used to acquire equipment from Q Branch.”  It is for this reason your humble host feels comfortable with combining experience and equipment in the same post.  “Standard” equipment does not cost Experience Points, neither does equipment assigned to the characters.  With regard to assigning equipment to characters, the rules advise the GM, “you should choose equipment for the characters so that it will relate in some way to the mission.”  That advice is immediately followed by the statement, “It may even act as a clue for the sharp-minded.”  This is an interesting reference to meta- gaming.

Experience is spent only for equipment that a character specifically requests from Q Branch.  However, before a character can obtain special equipment, he or she “will have to make a successful Persuasion attempt on Q first.”  Multiple characters can pool their experience points for purposes of obtaining equipment.  A “personal item” of equipment costs 200 Experience Points.  A large item (such as a vehicle) costs 500 points.  A “modified” large item costs 700 points, plus 50 points per modification.  Thus, an Aston Martin with an ejection seat and a smoke screen would be 800 points.  Equipment acquired with Experience Points must be returned (if it still exists) at the conclusion of the mission, so it doesn't count as a career investment.

Victory Games produced a Q Manual supplement for the James Bond 007 game, detailing various items from the movie series as well as original items.  The Basic Game includes descriptions of real world weapons and vehicles, as well as “mundane” equipment such as scuba gear, night-vision goggles, and silencers.  Some movie items (like the cigarette rocket from You Only Live Twice and the attaché case from From Russia With Love) are also described in the Basic Game.  Yet, like Mark Twain said, “Truth is stranger than fiction.”

In 1975, several CIA officials testified before the United States Senate Select Committee to Study Governmental Operations with Respect to Intelligence Activities.  (Someone must have been paid by the word.)  As a result, some items of CIA 'equipment' became publicly known.  In a vault with “a stock of various materials and delivery systems accumulated over the years, including...lethal materials, incapacitants, narcotics, hallucinogenic drugs, irritants and riot control agents, herbicides, animal control materials, and many common chemicals” the CIA – in contravention of Presidential order – maintained 11 grams of shellfish toxin and 8 grams of cobra venom.  Eleven grams of shellfish toxin (“a little less than half an ounce”) doesn't seem like much, but it's an amount “sufficient to kill at least 14,000 people.”

A method of delivering a dose of shellfish toxin to a target is the dart pistol shown above.  According to CIA director William Colby:
The round thing at the top is obviously the sight, the rest of it is what is practically a normal .45, although it is a special.  However, it works by electricity.  There is a battery in the handle, and it fires a small dart.
According to Time magazine, “the dart is so tiny – the width of a human hair and a quarter of an inch long – as to be almost indetectable, and the poison leaves no trace in a victim's body.”  Further testimony established that the dart pistol functions “Almost silently” and has a range of “about 100 yards.”  As Senator Church observed, “As a murder instrument, that is about as efficient as you can get...”  Of course, shellfish toxin is only one of many substances that the pistol's darts could employ.

Additionally, the committee was made aware of other items of 'equipment' including “a fountain pen dart launcher and an engine head bolt designed to release a substance when heated, appeared to be peculiarly suited for clandestine use…”

Among the substances in the possession of the CIA, there was evidently “an agent that...was designed to induce tuberculosis.”  Regarding this substance, Senator Walter Huddleston queried Colby.
HUDDLESTON:  Is that correct?
COLBY:  Yes. There is that capability.
HUDDLESTON:  What application would be made of that particular agent?
COLBY:  It is obviously to induce tuberculosis in a subject that you want to induce it in.
HUDDLESTON:  For what purpose?
COLBY:  We know of no application ever being done with it, but the idea of giving someone this particular disease is obviously the thought process behind this.
A Senate investigation or a budding comedic routine? Remember, 'Intelligence' is the CIA's middle name.