Cosmic Patrol – Collaborative Improv

A different approach to running this game – collaborative improv with a ‘Lead Narrator’ rotating between the players.

The setting is basically Captain Future. Space Patrolmen adventure in an old school planetary romance setting a la Edmond Hamilton. Amazons of Mars, Venus madmen, robots, Lizard People, three eyed guys with big heads, all that sort of thing.

It uses the different dice for stats type idea, too, d6, d8, d10, d12 that you assign to a few basic statistics.

Character tag and cue ideas in an aspect type sense, the use of plot points to change things.

There are some sample NPCs and plot scenario ideas at the end.

So this would be cool seeing it is along those lines to already to lift as a FATE setting/adaptation too.

Teenage Mutant Ninja Turtles – Weaseled

Ever think you would be stuck in a knock down drag out fight with a pair of assassins, one a mutant weasel, the other a mutant fox, both in body armor and ridiculously agile? Well, neither did I until I played this game.

A Dungeon World first foray

A Dungeon World first foray

Played a Dungeon World game thanks to on Thursday night.

The first character that sprang to mind was a brute warrior. Then the twist entered my head. How about a reverse John Carter type move.

Thence was born Thark.

Thark being a Thark suddenly waking up in the body of a human Fighter in Dungeon World. Being a Thark the only thing he could remember, not his name, so that is what he called himself. Only minor problem as I discovered was that the GM’s gaming literature education is Burroughs deficient, so he didn’t know what a Thark was. He should rectify that!

His partners in mayhem were a halfling thief and the priest of a fertility goddess. He has a con type game with the former…who, being a Thark and having NFI what halflings or elves or kobolds are whatever thinks is just a little boy. Hence worthy of some protection. Adults of course, can look after themselves.

So they head for a tavern in a nearby town that appears of interest, as you do when looking for marks.

At the bar, Thark gets the complete cold shoulder and sneers from the local toughs. So the Thark solution is to punch the biggest toughest looking guy in the face.

The bartender is a dwarf, so Thark is a little annoyed at his complaining about the mayhem after one of Thark’s companions glasses a local. There’s also a rather more classily armed and armoured dwarf in the bar, too. The locals clear out on orders as as the barkeep calls for the guard.

No-one will get Thark a drink, so he grabs the bartender to lift him up bodily over the bar. At this point the other dwarf gets annoyed and comes over to inroduce Thark to his axe. Fast warning from friends lets Thark react in time to continue the grab the bartender from behind the bar turning him into a dwarven shield. The dwarf’s axe whacks the guy in the head a glancing blow, knocking him out and leaving said axeman outnumered three to one.

Thark tells him he should buy them drinks, but the dwarf declines. the ungrateful wretch, and leaves.

The trio grab booze and decide that police=bad and loaded with some halfling mead and proper man’s drink, get out of there.

They see something in the sky that Thark thinks might be something like a Martian airship, which they go to investigate.

As it turns out, it is a kobold pirate ship raiding party. They don’t take kindly to interruption of their looting and move to fight. Thark defends the boy and fights back, disposing of opponents outside. He cuts another couple in half.

They then decide to climb up to the ship, portly priests needing a bit of help.
On board they discover a much, much, larger pirate captain kobold.

And a dragon, clearly confined as part of the ship and rather annoyed. Tharks are not much for waiting around and he really wouldn’t mind a ship, so he decides to go and deplane or deship the pirate captain, forthwith. He manages to pin the trident wielding captain to the ground, while the halfling gets a surprise, a bit of dragon telepathy. Apparently big lizards like telepathy, but not assaults by fighters and biting and frying of Thark is tried. Again, he decides smaller people make good shields and avoids a frying after some horribly botched teamwork with his priest friend. He does manage to make the pirate captain go splat.

Separating him from his trident sees the grumpy dragon eat it. Apparently the controlling device enabling them to slave the dragon to the ship structure.

The dragon orders them off itself in no uncertain terms.

Thark doesn’t want the ship enough to be dead over it. Halfling Rook fancies some minor looting a little bit too much but they manage to talk him out of it, by leaving. By leaving the not enriched thief a bit annoyed.

Down on the ground the crew are a bit shocked at the captain’s dispatch. Thark considers crew possibilities having impressed the now leaderless and dragonshipless bunch. More unwisely decide to fight and don’t last long. Leaving Thark’s situation improved.

The halfling thief decides to drug Thark with a poison throw to the back of the head to get more of his way while his attention is on his possible new lizardmen type mates.

Drugged, suggestible and happy is Thark.

Therein ends this sword and sorcery tale lacking in drinking and robbing for now.

Villains & Vigilantes Rules of Thumb

A PDF with some guides and tips for some of the many open ended powers in the game and a couple of tables on Armor Ratings, weight and Falling Damage.

http://www.fantasygamesunlimited.net/securefiles/V&VRulesOfThumb.pdf

The Agency Character Creation Example with Conversion

The Agency is a roleplaying game of sixties spies and the supernatural. It has baked in Concept description and a shorter, similarish skill list with a few physical and mental skills. You just pick a couple you are particularly good at, being average at the rest. Also consequences levels and Karma points. It would make a great intro RPG for people where James Bond stylish monster hunting appealed. The Avengers meets Hammer Horror.

Want to fight mummies and vampires in The Agency? This would make a good Cryptworld organisation and setting, too, if you wanted to make it a little more complex, gaining the background flavour to go with the crunchier mechanics.

So we’ll go with something a little different:

Jim Grip

Concept : Singaporean plumber
Fashion: Suit or overalls
Mannerisms: Pretentious Scots accent
Props: Ya canna hand a man a grander spanner
Bonus: Vehicle
Flaw: Proud
Motif: Billionaire toilet fixing expert

1 Karma
3 Status

5 Technology
4 Drive

Fate Core

Jim Grip

High Concept : Singaporean plumber Agent
Trouble : Pretentious faux Scots monster basher
Aspect 1 : Ya canna hand a man a grander spanner
Aspect 2 : I really love my versatile car
Aspect 3 : Billionaire loo fixing expert

+4 Crafts
+3 Drive, Contacts
+2 Fight, Physique, Resources
+1 Athletics, Investigate, Lore, Will

PH: 3 MH: 3 Refresh: 3

Approaches

+3 Careful
+1 Clever
+1 Flashy
+2 Forceful
+2 Quick
+0 Sneaky

Shadow, Sword & Spell Character Creation Example with Conversion

Shadow, Sword and Spell

A straight out humanistic Sword & Sorcery game that you can easily FATEalise. It actually has Aspects and Fate Points directly…Hooks and Action Points. Hooks and Action Points get you additions to rolls, or rerolls.

Skills are based on the Abilities with a maximum of 12, as this is the 12 Degrees System after all. You get 35 Ability Points and 45 Skill Points (cost increasing at certain levels, first three cost 1). Skill are based on an Abilty and to get them as Trained costs the Base Rank, or the Ability.

Therefore, we’ll take a Hyborian age nogoodnik, a tall, womanly bruiser.
There is also a defined culture background element, and from Shadizar the Wicked? We’ll call that Civilised and Decadent.

Avera

Hooks

Background 1 : Ex-Shadizar thug
Background 2 : Duped out of everything by Davo
Background 3 : Run out of town on an ass
Previous Life : Human punching battery
Personality : Always cheerfully optimistic

Culture: Civilised (Bureaucracy, Diplomacy at Base Rank, +1 AP) and Decadent (Bureaucracy +1, Streetwise +1)

Abilities

07 Brawn
04 Quickness
11 Toughness
03 Wits
10 Will

45 Vitality = (Brawn + Toughness)/2*5
30 Resolve = (Wits + Will)/2*5
50 Sanity = Will * 5
03 Initiative Base = (Quickness + Wits)/2

06 Action Points

Skills

Free

04 Bureaucracy
11 Diplomacy

03 Athletics
10 Brawl
10 Intimidation
11 Defend

Fate Core

Avera

High Concept : Ex-Shadizar thug
Trouble : Duped out of everything by Davo
Aspect 1 : Run out of town on an ass
Aspect 2 : Human punching battery
Aspect 3 : Always cheerfully optimistic

+4 Physique
+3 Provoke, Will
+2 Contacts, Fight, Rapport
+1 Athletics, Burglary, Empathy, Lore

PH: 4 MH: 4 Refresh: 4

Approaches

+1 Careful
+0 Clever
+2 Flashy
+3 Forceful
+2 Quick
+1 Sneaky

Super Squadron sample character

The Fruit Bat

Abilities

02 Strength
32 Agility
03 Charisma
26 Intelligence
10 Stamina
11 Public Standing
11 Ego
00 Luck

Organic Powers (x4) – Fruit Bat

Enhanced Intelligence +11
Heightened Speed
Enhanced Agilty + 23
Ultraviolet Vision
Ultrasonic Hearing
Flight (extendable wings)
Bat Faced, small for a human

Looking at the Ability Modifier tables

Strength 02 is Puny, -1 HT (Hit Points), -3 DD (Hand to Hand Damage Mod)
Agility 32 is speedy, movement rate 80m, +05% Accuracy, +3 HT, +2 DD
Charisma 03 is Ugly, which Reaction to heroes is -10% and Villains, +10%
Intelligence 26 is Brilliant, +4 HT, +2 DD, +30% Accuracy, 9d8% to detect entrances and 8d10% to detect trap (3,6,8,6,7,3,7,2,5 = 47%) and (1,8,4,9,3,4,10,5 = 44%)
Ego 11 is Average Superbeing, 10% Compulsory Retreat (if you lose half HT or more) and 30% Willing retreat. +05 HP (hit probability) Retreating when not supposed to drops your ego and various successes/failures impact it.
Public Standing 11 is – Reaction DM

Hit Points

Formula is 1/2 * SA + 1d10 + LK + Exp + Modifiers (currently no Experience, need 40 points to get to Level 1)
So, 5 + 2 + (-1,+3,+4 = 6) = 13 HT

Action Potential

Formula is ST + 1/2 IQ + SA + 1/2 AG + LK + Exp
So, 2 + 13 + 10 + 16 = 31

Superhero 2044

Superhero 2044

A short game for sure.

Foreword

Traces the development of the game growing out of cross-genre science fantasy campaigns.

Introduction

Covers the first couple of pages and gives some brief gaming advice.
The 2044 World Almanac Excerpt is on page 2…Shanter Island, Inguria, Population 243,000 in 2040, 523 square km and runs on the NWC Pseudodollar. Has a volcano. It gives the history where a spaceport was opened in 2001 after the Indian-Australian war zone until the six-day war in 2003. Escaped destruction and renamed itself in 2029, joining the New Whole Commonwealth of Nations.

Ingurian supers [Uniques] spearheaded relocation of Fomaulhaut aliens in 2023 when signals were received. Teleporters! So the setting has advanced alien hybrid technology but a ban on atomic power. More background follows, including ‘to compete with other media, newspaper became computerised.’

Fomalhautians need energy pills and can’t eat Terran food. Bipedal humanoids from a 1.4g world and have grey body hair.

Then a background of Inguria and Bloomberg with maps through 5-6. Details of some organisations through 8 including the Science Police.

Page 9 has The Superhero Shop, run by the severely injured member of an old Unique group. Where it is suggested to the GM that anything can be had needed for a plot. Underdog would be set if he can out.

Character Design

Starts on page 10 with the note about the local team and the destruction of the prior Freedom League in 2042 by Doctor Ruby who suffered the good old perished in a volcano problem. You have to patrol 25 hours a week and maintain a locate and prevent score of 8 to be in the IPSP. Patrol rules. Free healthcare and a stipend if you do.

Abilities

Vigor – health and physical susceptibility
Stamina – includes HTH fighting and running ability
Endurance – ability to withstand punishment
Mentality
Charisma
Ego
Dexterity

Three Classes

Uniques – Have actual superpowers far beyond etc. [Superman is the example]
Toolmaster – High Tech [Iron Man is the example]
Ubermensch – Utmost Training [Tarzan is the exaple]

Prime Requisite Points

140 to divide among the 7, with a minimum of 1 in each.

Ubermensch -20 Men, +20 End, Vig, Sta, Dex
Toolmasters +20 Men, -10 Vig, Sta, End
Uniques +20 Cha

The book suggests less than 10 is a bad idea.

At GM discretion, up to 50 points may be added to represent an ability or skill. Like 50 points of bullet soaking. Unique powers are done like this with 50 points of transformation or a mental attack. Some powers are problems to adapt it says, so make up other ways to do it. Weaknesses get extra power. Players should _not_ know what is needed to gain extra points by experience! Gives examples of three characters, Apollyon a Ubermensch, Avenging Knight a toolmaster and Charmer a Unique.

Page 12 has the tables for the abilities and starts with the Weekly Planning Sheet you have to fill out. In the future, they still have timesheets unfortunately. There’s a form to copy, Patrol, Rest, School, Practice, Research and other. Location, Prevention. Space for money and prime requisites. Patrol results by the referee.

Combat starts on page 16.

Move twice, attack twice or move and attack. Highest Dex first.

Four attack types: Physical, Transformation, Mental, Projectile (all distance).

Universal Combat Matrix

Compares attack ability to Ego or Stamina and gives a 3d6 die roll (high).

Treatment for injuries, a basic weapon damage table, with class of weapon and also a four modification tables based on manoeuvres, circumstance and ability and class for each of the four attack types.

Four hit locations, which each have half of the total Vigor points. Out of Vigor in your head = dead, Jim.

A projectile weapons table, a movement table and we are on page 18.

Handicaps

Crime prevention type ratings given by the GM. 1-10 in Prevent, Locate, Stop, Capture, Convict, Leads and Damage. Timesheets and KPIs rule in Inguria.

Page 19 is an example Handicapping scenario for Captain Gravity, a Unique.

Page 20 has Patrol rules, crime density, areas and calculations.

Then a character sheet and Page 21 and 22 crime frequency and data tables printout sheets. Patrol finishes on 23.

Salaries, litigation, insurance, costs, gear and vehicles etc. go to page 26.

Solo rules on 27 and 28.

Optional training rules on 29. Hiring people up to 31 with more combat rules to specify things a bit more than the really simple generic ones. Transformation saving through for a Human is 12, but other Sentient Being is 6. Note, d20 saving throws. Percentage dice stuff in here too. Character bits, thug morale, supervillain crime data sheet through 35. A supervillain character and planning sheet on 36.

Two Uniques given on page 37, Sunburst and Multiplex. A Zocchi dice ad and the back cover is a fun superheroes playing a game homage/parody.

So as I think Christian Lindke also said, this groundbreaker had some good ideas and an interesting setting in an unplayable game system without a lot of work.

Which was pretty much my opinion as a kid, from memory.

Something like this to go with the others

* out of 10 Price (lower is cheaper per page)
2 out of 10 Length (lower is shorter)
2 out of 10 Complexity (lower is easier)
1 out of 10 Playability
4 out of 10 Artwork

3.5 out of 10 Overall

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