Wednesday, May 25, 2016

Procrastination and a Treasure Trove

So, I didn't finish the bestiary for White Box Cyberpunk. I'm still working, but end-of-the-school-year and job-switching things took precedence.

On an unrelated note, our school's librarian managed to get his mitts on a box of things being donated to my city's public library system. (He has connections in all layers of the unseemly library underworld) He rescued some things the library had planned to chuck, and he gave them to me. This treasure trove includes:

*A copy of the AD&D 1st edition PHB (demon idol cover.) Granted, I already have four other copies (including two other demon idol cover prints), another is always welcome. If I ever get another AD&D 1st edition campaign running, I'll probably have enough PHBs for everyone at the table to have one.

*The AD&D 1st edition DM Screen...well, half of it. I got the panel with the PHB demon idol on one side and an armored spear-wielding guy facing down a dragon on the other.

*Modules G1, G2, and G3! (The "Against the Giants" trilogy)

*Modules A1 and A3 from the "Slavers" series.

*Module T1, "The Village of Hommlet"

*Module S2, "White Plume Mountain"

*Module S3, "Expedition to the Barrier Peaks" (Which I have a copy of already, but no matter)

*The World of Greyhawk (Folder containing two maps and the gazetteer"

*A copy of blue cover Holmes Basic (which I have wanted for quite awhile now)

*Good ol' B2, "Keep on the Borderlands", which I already own.

*B4, "The Lost City"

*Finally, a curious little game called "Demons: The Game of Evil Spirits", a small pamphlet of a thing published by a company called Simulations Publications, Inc in 1979. It appears to be a rule book separated from any playing pieces or board that might be required. Still, it might be worth a look through to get ideas for the various alternate magic systems that tumble incomplete through my head.

My Savage Worlds game continues this Friday, with the party finally poised to track the Spring Heeled Jacks to their final hiding place and end their menace once and for all.

As an aside, I suppose I can understand the library's decision not to carry old ass D&D stuff, although I don't think the library carries any D&D books anymore. This was not the case in the early 90's... hell, that's where I first read through a lot of the old AD&D books... I used to check out the DMG, Oriental Adventures, and Holmes' "Fantasy Role-Playing Games" regularly during my youth... and more than one or two of my old second-hand AD&D books have public library stamps on them from days of yore. Unfortunate.

One last personal note- it seems that the Engines & Empires game I used to play on Sundays (with the author of E&E, no less) is winding down. I have been given an open invitation to the next campaign that he starts and I may very well take that up, depending on how my summer begins to unfold. I learned that my character, Henrik Iverssen, has been living in the dwarf castle where I left him for three game years and is apparently kind of a big deal there. He's also (possibly) married to a gnome alchemist he used to work with back when I was an active participant in the game.

This week I will attempt to just sit down and bang out that bestiary. Cheers.


Thursday, May 19, 2016

White Box vs. Black

Last night I downloaded Cyber-Hacked!, a cyberpunk sourcebook for The Black Hack. While not 100% compatible with White Box or my own sensibilities, it gave me a few things to think about:

1. More bestiary ideas
2. Vindicated my very short list of cyberware with its own very short list of fairly similar cyberware
3. Made me rethink hacking, though I'm not quite read to abandon my present neuromancer concept. It suffers from the "hacking as mini-game" problem that Shadowrun and Cyberpunk 2020 suffered from, but on a much smaller scale. It does, however, allow anyone to attempt hacking.

Definitely worth the two bucks to take a look at it.

My goal is to finish the bestiary this weekend, though I must attend a graduation, so we'll see. 


Monday, May 16, 2016

OneDice Urban Fantasy: The Road

Disclaimer: Stolen from several sources.

The Road is a strange space between the mortal world and the various outer realms. The Road is a reflection of the mortal world, but stained by emotions, events, and locations of magic. A place where great violence took place might have ethereal bloodstains, bullet holes, or even phantom corpses long after the original crime scene vanished. A place devastated by economic ruin might appear run down, dilapidated and desolate.

Any supernatural character can step onto the Road by concentrating for a moment and making a TN 3 Magic test. The character can step off the Road with a similar roll. In areas that are magically heavy or mystical in nature, the TN might be lower or even automatic. Similarly, supernatural dead zones might require a higher TN, or the Road may simply be inaccessible ... or perhaps not even exist in that locale.

Creatures on the Road are invisible to mortals. Supernaturals can peer onto the Road with a TN 3 Perception roll (characters with The Sight can do this automatically) While doing so, they see the real world with the Road partially imposed on it, and can see creatures on the Road clearly enough to identify them. However, opening one's perception to the Road allows creatures on the Road to see the observer clearly as well. Ordinarily individuals in the real world appear as blurry, shadowy outlines. No physical interaction is possible between individuals on and off the Road; they will simply pass through one another as if they weren't there.

While the Road exists as the nexus between various realms, modern supernaturals have embraced it as a means to covertly go about their business. Inhuman creatures can hide indefinitely on the Road without drawing attention to themselves. Combat, goblin markets, and all manner of things best not seen my mortal eyes also happen on the Road.

Ordinary electronics do not occur on the Road; cameras, phones, GPS, and the like simply glitch out. However, some shady mortal organizations have developed goggles and similar devices that allow mundane operatives to peer onto the Road. Rumor has it that some of these organizations are working on ammunition that can be fired onto the Road, devices that allow humans to step onto the Road, and even stranger gadgets. 


Fighters, Weapons, and Kicking the Can

Aight, so... I am working on the White Box Cyberpunk Bestiary, but I find i to be as much of a grind as the gear chapter. (Maybe I'm just not suited to put games together)

In the meantime, I read a really good idea about OSR weapon skills over here - and did I mention that TotG&D is one of my favorite blogs? So much good stuff.

I've long been a fan of the Lamentations task resolution system, and this fits in nicely. I would probably use different categories/weapon assignments, but I'm a ditherer by nature.

Yes, I meant ditherer and not tinkerer. 




Thursday, May 12, 2016

White Box Cyberpunk Bestiary - First Look

 I am presently writing up stats for my WBCP Bestiary, but I'm having trouble thinking of entries. Here's what I have so far. Most of them are statted out to some degree.

Black Hounds- Genetically modified dogs (or other animals) used as security      
  
Choppers- Murderous thieves who use specialized tools to rip implants out of people to sell on the black market.

Consumer- Average citizens

CorpSec Guard-  Privately trained security forces loyal to a particular corp.


Cyber-Ninja- Heavily modified and conditioned deniable assets used as assassins and bodyguards. Most are in danger of becoming cyber-zombies.

Cyber-Zombie- Someone with Stage III Cyber-Psychosis. In other words, heavily-cybered berserkers.

Drone, Buzzer- Helicopter-style drones


Drone, Spider - crawling drones.


Ganger- Low HD muscle

Ganger Chief- High HD muscle

Ganger Lieutenant- Medium HD muscle


PrivaCop- Cannon fodder.




Thoughts? Suggestions? I feel like it's a bit sparse, but at the same time there aren't a lot of "monsters" in the cyberpunk world. (Well, there are, but they're monsters of a human sort.) I expect that the bestiary in the Shadowrun-esque material I plan to throw out next will be a bit more beefy.

I plan to publish the stat blocks in the next couple of days, along with any other entries I come up with  or that are suggested to me.

Solo- Elite operatives, specially trained.

Wednesday, May 11, 2016

More 1DUF Characters!


Terrance (TJ)
Strong 2  Clever 2  Quick 2 Magic 0
Health:  6  Defense:  6 (9)   Magical Defense: 0   Movement: 20
Skills: Bruiser 1, Driving 1, Investigation 1, Perception 1, Shooting 1, Sneaky 1
Gifts: None
Weaknesses: None
Gear: handgun (dmg 2), clip of sliver-tipped ammo, clip of iron-tipped ammo, wooden stake, leather jacket (+1 armor), concealed vest (+2 armor), silver-lined handcuffs, phone, radio
Background: TJ Grant is a former police officer who discovered the existence of vampires one night when he responded to what he thought was just a mugging. As the vampire was about to dispose of him, he was rescued by Cordell (see previous posts). After being unable to explain the events that occurred in the alley, TJ was placed on administrative leave. He began investigating the supernatural on his own. After uncovering a local gang that was dealing on vampire blood-laced drugs, the Shadow Council recruited him as one of their rare human agents.

Ollie (Selkie-kin)
Strong 2 Clever 2 Quick 1 Magic 1
Health: 6  Defense: 6  Magical Defense: 3  Movement 10
Skills:  Dodgy 1, Negotiate 2, Swimming 3, Survival 1, Trade 1
Gifts: Breathe Underwater, Long-lived
Weaknesses: None
Gear: shabby clothes, surfboard, pocket change
Background: Ollie has always been a beach bum at heart. Unable and unwilling to hold down a regular job, Ollie operates concession stands, hunts for coins with a metal detector, and sells junk.
As a fairly low-profile member of the supernatural community, Ollie is privy to lots of goings on and gossip. While not really an agent of the Shadow Council, they often barter with him for information.



OneDice Urban Fantasy: New Natural Gifts



*Acute Sense- Select one sense from sight, hearing, and smell. The character has that sense at a preternatural level. Characters with acute sight can see twice as far and can see tiny details and textures, acute smell can track prey by sent, acute hearing can hear well above the human spectrum. The character gets a +2 to all Perception/Tracking rolls involving that scent. Werebeasts are assumed to have this gift while in their beast forms.

*Empathic Manipulation- With a Magic vs. Clever check, a character with this gift can instill a given emotion in the target, intensify an emotion the target is already feeling, or dull the intensity of the target's current emotion. The target will not be aware of the source of the manipulation unless they have The Sight or a similar ability. Supernatural beings can resist with Magic instead of Clever.

*Face Stealer- With a TN 3 Magic check, the character can take on the physical appearance of anyone they have personally seen (no pictures) in the last 24 hours. This ability can only mimic specific individuals. The target still perceives the face stealer as they actually appear, but to everyone else, the character appears to be the victim. People who know the individual can see through the disguise with a TN6 notice check. The disguise is merely a psychic trick, not an actual physiological change.

*Glamour- With a TN 3 Magic check, the character can alter their appearance. They can change height by up to 12", hair color, eye color, ethnicity, and build. These changes are illusionary, the character does not change physically. Glamour cannot disguise themselves as a specific individual and any attempt to do so simply comes off as a similarity. Overtly monstrous looking creatures can appear as ordinary humans with this gift.

*Illusions- The character can project illusions within a range of 20.  These illusions can be both visual and aural. The

*Regeneration- The character heals at a much faster rate than others. A character with regeneration heals at triple the normal rate. However, injuries sustained from a Vulnerability still heal at the normal rate. Characters with regeneration must also ingest double the normal amount of food per day.