Friday, January 14, 2011

[Monsters] Blood Ravens

Blood Ravens are magical and terrifying creatures that feed on the blood and flesh of their victims. Their habit is desolate moors and wilderness areas. The ravens usual tactic is to swarm lone travelers and drain them of their blood, then feed on the corpse. When faced with a group, they follow then ambush stragglers or attack at night.


Blood Raven
Agility d10 Smarts d4 (A) Spirit d8 Strength d6 Vigor d6
Pace 2 Parry 6 Toughness 4 Charisma -0-

Special Abilities: Flight (Pace 15, Acceleration 5), Beak Attack (STR+d6), Blood Drain (on successful Beak Attack, victim must make Vigor check or gain one level of Fatigue), Size -2, Slow (Pace 2 on ground), Alertness

Skills: Fighting d8, Guts d6, Intimidation d8, Notice d6+2.

Thursday, January 13, 2011

[Aftermath!] GURPS Operation Morpheus, Session 4, Cut Scenes

Tuesday sessions - GURPS Operation Morpheus Session 4 (October 23, 2003)

Session Four: "I don't like Spiders and Snakes" (April 1 - 4, 2104)

The Computer System: In a darkened room, a large mainframe computer is working away. On many monitors around the room are images flashing too fast for the human eye. On one monitor is a view of the University defense perimeter. Robots are seen clearing the defense perimeter of useful weapons and equipment from the dead.

The Loonies: Aftermath of the fight with the mysterious creatures. Dead lying everywhere, each killed in a very messy manner - by teeth and claws of these dangerous creatures. All the dead, however, are just the humans. None of the dead includes these creatures and it is quite obvious that many of the creatures died in this assault. Bob (E) manages to get some of the unknown creature's fur for analysis!

The Russians: Again a meeting of this council group. Vladimir stands before the group and talks extensively, all the time pointing to various spots on a map of Sydney. Natasha and Ivor seem to agree with Vladimir while Nikoli and many other council members obviously disagree.

Garden Island Dockyards: The dockyards are surrounded by a defense perimeter similar to but more extensive than Sydney University. In drydock sits the CVN 83 USS Coral Sea, a Nimitz class Carrier. A flock of seagulls fly by and the guns on the perimeter, as well as defense guns on the Coral Sea, track the flock but do not fire. Hundreds of PolRobs and SecRobs patrol the silent compound.

Domain Commune: Several council members, Karma Stephens, Robert Weale, and Deborah Maynard, meet and trade with an independent group, which most of the local communities call "Pirate Corp$." This local group is known as the Practical Smokers. There are about 7 members to this group. Weapons, armor and equipment are indifferent. Several members have bows, one has a crossbow, three have black powder rifles and one even has an old M16. Armor ranges from heavy leather to old police riot gear to chain mail. Swords and clubs hang from belts and many knives are thrust through belts and into boot tops.

Downtown Sydney: That group of strange robed people move through the darkness in downtown Sydney, chanting in Latin (all good chanting has to be in Latin, you know).

The Duchy of Sydney: An Eastlake noble, Baron Robert Dylan, receives reports from patrols about unusual creatures that have been sighted in the ruins but dismisses it as "foolish talk."

The Mystery Man: Still in the same room, the man is watching the computer monitor. On the computer monitor is a view of the Sydney University Physics building mainframe computer. The bookmark in the book "Poisons for Professionals" is in a later chapter.

Wednesday, January 12, 2011

[My Collection] Wyrd is Bond

Key20 is now out of business (RPG.net needs to update their info). Before they went under, I managed to pick up Wyrd is Bond.

The brief is rap, and rap singers, are able to tap into magic and do magical things. The world isn't quite ready for magic to come from gang bangers and street thugs, though. And there are a bunch of different gangs around, each with a different magical schtick, which are outlined in the book. It's an interesting premise that I hope to explore sometime in the future. Whether I actually use the rule set or not, it's a good resource. Find it if you can.

RPG.net has two reviews (1, 2) and a couple of threads on it (3, 4).

Tuesday, January 11, 2011

[Monsters] Huginn and Muninn

Thought and Memory, they are called, Huginn and Muninn. They supposedly work for Odin, but in any semi-magical setting, they can be used as information gatherers of any one-eyed knowledge god. But let's just pretend that they're Odin's very own.

Muninn seeks the slain and Huginn looks for hanged men (at least according to some verses) but that was in the past. They're much more than that now. Odin doesn't mind, though. As long as they bring him what he wants, he's satisfied.

I'm presenting their stats simply because maybe, just maybe, they'll be in a fight. But usually that's a last resort for them. They wander about the world (or worlds) gathering information, talking to people here and animals there, getting it all. And they're free with it, as long as the price is right.

Sometimes a nice rabbit, sometimes part of a song, then the other times, when a favor or even your soul will do nicely. And they always collect. If anything, don't bother trying to cheat them. They've got contacts everywhere who owe them and they always collect, one way or the other.

Just remember: they're not human and they're definitely not just animals, either. Forget that at your peril.


Thought or Memory (WC)
Agility d10 Smarts d12 Spirit d8 Strength d6 Vigor d6
Pace 2 Parry 6 Toughness 4 Charisma +2

Special Abilities: Flight (Pace 20, Acceleration 5), Beak Attack (STR+d6), Size -2, Slow (Pace 2 on ground), Alertness, Connections, Quick, Improved Level-Headed, Investigator, Acrobat, Charismatic.

Skills: Fighting d8, Guts d8, Intimidation d8, Streetwise d10+2, Knowledge (History) d10, Knowledge (Languages) d12, Knowledge (Riddles) d8, Investigation d12+2, Persuasion d12+2, Notice d12+2.

Monday, January 10, 2011

[Alignment] Lawful Good

Lawful Good, "Crusader"

A lawful good character acts as a good person is expected or required to act. She combines a commitment to oppose evil with the discipline to fight relentlessly. She tells the truth, keeps her word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished.

Lawful good is the best alignment you can be because it combines honor and compassion.

Sunday, January 9, 2011

[Resources] Wife Selling

Wife selling - who'da thunk?

In England during the 17th century, it was pretty hard to get a divorce, so enterprising husbands sold their wives instead. Since English law saw women as subordinate to men in marriage, it was an unusual response to the lack of separation and divorce with many judges claiming they had not right to stop the sale.

If it was a possibility in Jolly Ole England, what makes it more of a possibility in a fantasy setting? Even if slavery is unlawful, this could be a different form of it and not quite up to the law to resolve for a time.

I think I'm going to include this in a game sometime. Will the PCs stop the sale, find out why the family is being broken up? Or will one of them purchase a new wife, only to sell her again later. Or have them encounter a wife who's been sold, begging them for her safety and freedom. I haven't decided which but it'll be interesting and definitely bring the drama.

Saturday, January 8, 2011

[Hi Tech] The Puke Pistol

The PK-27, aka the "Puke" Pistol, is a short-range sonic weapon used by private security and police units to disable evil-doers and security threats in a non-lethal way.

PK-27 Sonic Pistol
Range: 5/10/20
Damage: victim makes Vigor check at -2 or be Shaken. A roll of 1, no matter the Wild Die roll, results in a level of Fatigue and causes the victim to "lose their lunch" and other bodily functions.
RoF: 1
Cost: 150
Weight: 2
Shots: 10
Notes: AP 2; sealed, rigid armor protects against any damage.

Friday, January 7, 2011

[My Collection] Fiasco

Billed as the Coen Brothers RPG, Fiasco has a fine following, especially gaining a boost after Wil Wheaton plugged it from GenCon 2010 via Twitter.

I was meaning to pick it up before all the hoop-la from Wil and have still to read it but I took a look recently over at the Bully Pulpit website at all the playsets for the game: WWII, Elizabethan England, Alaska, post-Civil War, and more. I'm definitely going to download them all!

RPG.net has only two reviews (1, 2), all good.

Thursday, January 6, 2011

[Aftermath!] GURPS Operation Morpheus, Session 3, Part 2

Session Three: Part 2: "Is It Like Today?" (April 1, 2104)

Important PCs: James (S), Bill (X), Bob (E), Alexis (C)

Important NPCs: Miles Dayton, Rich Johnson, Amanda Hayes, John Ritter, Andy Smith, Reactor Controller at Anderson Stuart Bunker, Steve Miller, IT Lead at Anderson Stuart Bunker, Robbie the PolRob, Nasdaq the Robot, various SecRobs, and several Uni Council Members.

The Reactor is working perfectly, and is fully operational. Group A and Group B are ordered to return to Anderson Stuart for R&R and additionally are ordered not to mess with the Ethernet connections for the Physics Building - the Council will determine if the Trojan Horse program presents a threat. James, however, disconnects the Ethernet connections contrary to these orders while Miles looks on, definitely not disagreeing with James.

As they leave the Physics Building with the crazy but no longer operational PolRobs, the lights are on in all the buildings around the University campus. James wonders why they all don't go around and shut off the lights but the Groups head home.

End Session Three.

Wednesday, January 5, 2011

[Resources] The Black Lords of Florida

You've never heard of the Black Lords of Florida? Not surprising. I first became aware of them while watching Veronica Mars in episode "You Think You Know Somebody" (episode 5, season 1) from a throw-away line in the midst of some snappy banter, so they must be important enough for that daring and beautiful master sleuth to find out a little bit about them.

In fact, the "of Florida" is incorrect now. Sure, they started "The Great Game" (to use a term from Kipling's Kim) in Florida but have broadened their horizons to worldwide influence ever since.

Since they don't appear on any list of secret societies or are linked to any conspiracies (I know because I've checked with all my sources), you have to wonder - are they that good that they wouldn't appear on even a 5-person 'zine called "Conspiracy Theory"?

Maybe but I've had little luck. Taking some time investigating, I came up with two pieces of information and a bit of speculation.

First the information, which falls into two parts:

1. The Seminole is the collegiate annual of the University of Florida (aka UF, est. 1853). In the rare 1941 issue (few copies have come to light), graduating Senior Richard Rudley, the Class of '41 valedictorian, lists the following as his activities:

Student Government
Glee Club
Economic Club
BLFx13 = FBK
Chess Club

"BLF" is obviously the Black Lords of Florida. But what or who is "FBK?" Is it a person or some sort of code? Well, since Richard was killed two months after graduating while in London by a stray bomb (at least that's the story, though there are some descrepancies in the various reports I have seen on his death), we'll never know exactly but here's what I think.

UF, has only one "secret society," the Florida Blue Key (FBK) society. The initials match up. Now, compared to the nearly 20 secret societies at Yale, FBK has nearly the same level of influence at UF as Skull and Bones has at Yale. And FBK has branch societies all across the U.S. Since FBK was formed (1923), they've had the movers and shakers of the Florida elite set as members, which make it an excellent recruiting ground of the up-and-coming for the Black Lords (or at the very least a ready stable of shock troops and patsies for them).

2. The second bit of information is a rich guy named Conrad Black, a Canadian citizen with an English title, Lord of Crossharbour, was convicted of fraud in Illinois and served time in a prison in Florida. Sure, a tenuous link ("Black," "Lord" and "Florida") but maybe they had something to do with that.

Now the speculation: Does their name itself provides some clues? The more salacious among us could go completely off the rails and wildly speculate that they're a Satanic-based cult, a response to the Masons, or even that they're some sort of Voodoo drug gang operating out of Miami. I won't do that.

Lords obviously means they are lording over the rest of us, so it makes sense for there to be only "lords" in the organization, probably using minions and underlings who have no idea who they are working for to do their bidding.

Black has a lot of connotations, from secrecy and evil magic to superstition and expression. The term in this case (due to the hidden nature of the group) definitely goes toward the secrecy definition. However, it could also be linked to the evil magic and superstition (as most secret societies have quite a bit of occult lore and archaic ceremonies built into their regular proceedings).

So how many Black Lords of Florida are there? Well, we still have the part of the clue "BLFx13" from Rudley's notes. Does the x13 mean the Lords are 13 in number? It makes sense in a numerology view (as many secret societies also have special "magical" numbers), after all, 13 is a powerful "black" number.

But the scant information is troubling, to say the least. Even Skull and Bones is relatively "open" compared to the BLFs. Maybe one day, we'll know more. In the meantime, I'll keep searching for more info and keep you updated.

Tuesday, January 4, 2011

[Monsters] Cauldron-Born

The Cauldron-Born are undead created with the aid of a magical cauldron. Originally a product of Welsh mythology, they appeared as unstoppable warriors without fear or speech in Lloyd Alexander's Chronicles of Prydain and they also appear in the D20 Stargate SG-1 RPG supplement Living Gods: Stargate System Lords as shock-troops for the Goa'uld System Lord Manannan mac Lir. They differ from regular Zombies because they are warriors, not ravenous monsters bent on eating people, and are instead silent monsters bent on killing people in the most merciless, efficient and ruthless manner possible.

The requirement of a cauldron to create undead for a campaign setting would be pretty cool, especially if, after repeated use, the cauldron becomes more and more magical and twisted towards evil undead creation, thereby tying the magician to using the same cauldron (or losing the ability to create undead until a specific vow is fulfilled in the event the item is lost, stolen or destroyed).

In terms of Savage Worlds, the Cauldron-Born are as follows:

Agility d8 Smarts d4 Spirit d8 Strength d8 Vigor d12
Pace 6 Parry 6 Toughness 12 (2) Charisma -4

Abilities: Fearless, Fear -2 (Guts check -2), Undead (+2 to recover from Shaken, +2 to toughness), Frenzy.

Skills: Fighting d8, Shooting d8, Intimidation d8, Notice d6.

Sword (STR+d8), Armor (+2).

Monday, January 3, 2011

[Resources] Abandoned Airplanes and Airfields

There are a lot of ruins and ruined planes to see on the internet. It's got it's own community of people who are interested in these things (as I mentioned previously in my Gunkanjima post). Like this one, the weburbanist.

Need a creepy photo for a horror game? Or an aerial view of an abandoned landing strip for a modern cop game? How about a airplane graveyard? Check out these pics and use them in your game.

Sunday, January 2, 2011

[My Collection] 1938: A Very British Civil War

[SANY0663.jpg]
I first heard of 1938: A Very British Civil War from this thread on RPG.net. It's a setting for miniature warfare, not an actual RPG. The setting is based around the Edward VIII abdication crisis in an alternate Britain.

Edward refuses to abdicate and marries Mrs. Simpson, throwing the country into chaos as a result. The government walks out, so does the Anglican Church, and the King appoints a fascist to Prime Minister. That pushes the country to splinter. Now Royalist forces, supplemented by the British Union of Fascists, are fighting trade unions, leftists, army and navy deserters, Church of England clergy, and more, in a scrum for the fate of the Empire.

That is so cool! So I found the Solway Crafts and Miniatures website and searched the web for news on it, where I found a number of reviews/links (1, 2), including the main forum for the setting (the Edward VIII Cocktail Bar, over at the Gentlemens Wargame Parlour).

So I bought it. In fact, I bought the first 6 books of the series, sight-unseen:
  • Sourcebook 1, second edition
  • Sourcebook 2: The Gathering Storm, Part 1: Scotland and the North
  • Sourcebook 2: The Gathering Storm, Part 2: The Midlands and the South
  • Sourcebook 3: The Fall of Empire
  • Factions, Flags and Formations
  • A Guide to the Anglican League
About a week later, I got them and I have not been disappointed. I plan on getting the rest as they come out (one of which did while I was reading them). And the main benefit of the books is that there are no rules. It's all setting.

And so I'm going to create a Savage Worlds 1938: A Very British Civil War campaign. Look for it!

Saturday, January 1, 2011

Happy New Year!

Almost a year since I started this Blog. Wow, how the time has flown.

Anyways, I hope your new year is the best!

Good gaming, all.