Showing posts with label Sorcerer. Show all posts
Showing posts with label Sorcerer. Show all posts

Wednesday, March 17, 2010

[Sorcerer] Character Sheets


Christopher Kubasik's Blog, Play Sorcerer, has an excellent PC sheet for Ron Edward's Sorcerer on his January 20th entry.

(Part of the reason I found Play Sorcerer in the first place was the effort searching for different character and demon sheets for the game).

I think the font and layout are very cool and I plan on using it in my game. If only he would post a demon sheet in the same font, I'd be happy!

(There was a rough apprentice version of the game on the website but it's gone now. Maybe you can find it elsewhere on the 'net).

Friday, March 12, 2010

[Sorcerer] Von Neumann


Name: Von Neumann
Player: BW

Telltale: Circuit board fused on right arm

Stamina: 1 (chemically heightened)
Will: 4 (user/manipulative)
Lore: 5 (mad)

Cover: 4 (inventor)
Humanity: 4
Price: Scarred (-1 to casual interactions)

Kicker: Power cell stolen by recent customer.

Demon Name: Alfred
Demon Type: Parasite (Arm)

Telltale: Black talons on the hand

Binding strength: -2

Stamina: 4
Will: 6
Lore: 5
Power: 6

Desire: Corruption
Need: Drink human blood

Abilities:
  • Armor
  • Boost Stamina
  • Fast
  • Special Damage (talons)
  • Vitality

Tuesday, March 9, 2010

[Sorcerer] Scry


Name: Scry
Player: KW

Telltale: Gold hour-glass pupil.

Stamina: 3 (specialized combat training)
Will: 3 (zest for life)
Lore: 4 (solitary adept)

Cover: 3 (ex-commando)
Humanity: 2
Price: Cynical (-1 to all Humanity checks)

Kicker: Scry and her crew was all set to escape but when she showed up at the meet-up, they were all dead.

Demon Name: Ingvar
Demon Type: Parasite (Eye)

Telltale: Blood red eye

Binding strength: +1

Stamina: 3
Will: 7
Lore: 6
Power: 7

Desire: Mayhem
Need: Unknown to Scry

Abilities:
  • Boost Stamina
  • Confuse
  • Cloak
  • Hold
  • Perception (city-sense)
  • Special Damage (blood-red lightning)

Sunday, March 7, 2010

[Sorcerer] Bill Forks


Name: Bill Forks
Player: BB

Telltale: Ornate neck tattoo

Stamina: 5 (scrapper, natural vigor)
Will: 4 (high self esteem)
Lore: 1 (naif)

Cover: 5 (NY Cabbie)
Humanity: 3
Price: Still in Denial (-1 to any first roll when dealing with demons)

Kicker: Saw last fare get killed by gangers, now they're looking for him.

Demon Name: The King in Yellow Cab
Demon Type: Object (automobile, yellow cab taxi)

Telltale: Headlights manifest pupils

Binding strength: +1

Stamina: 7
Will: 8
Lore: 7
Power: 8

Desire: Competition
Need: Cassette Tapes

Abilities:
  • Big
  • Cloak
  • Cover: Race Car Driver
  • Fast
  • Hold (in the cab only)
  • Transport
  • Travel

Friday, March 5, 2010

[Sorcerer] Escape from New York One-Sheet

"In 1988, the crime rate in the United States rises four hundred percent.

The once great City of New York becomes the one maximum security prison for the entire country.

A fifty-foot containment wall is erected along the New Jersey shoreline, across the Harlem River and down along the Brooklyn shoreline. It completely surrounds Manhattan Island.

All bridges and waterways are mined.

The United States Police Force, like an army, is encamped around the island. There are no guards inside the prison, only prisoners and the worlds they have made.

The rules are simple: once you go in, you don't come out."


"Attention. You are now entering the Debarkation Area. No talking. No smoking. Follow the orange line to the Processing Area. The next scheduled departure to the prison is in two hours. You now have the option to terminate and be cremated on the premises. If you elect this option, notify the Duty Sergeant in your Processing Area."


"Some of them have cars. They took old junkers that were left behind, converted them to steam. We think they also may have a gasoline source in there, and power, greenhouses, rigged-up generators, some areas have streetlights.

The Crazies, live in the subways, complete control the underground, the night raiders."

Sorcerer: Escape from New York

"Shoot a cop
With a gun
The Big Apple is plenty of fun"

Setting: New York Maximum Security Penitentiary, Manhattan Island.

In the early 1980s, the crime rate in the United States went through the roof. The island of Manhattan was sealed up into the largest, and only, maximum security prison in the country. Criminals are transported and incarcerated in the prison for life. There are no guards in the prison itself, the criminals have the run of the place. The guards are all along the containment walls around the island and all the waterways and bridges are mined. Escape is impossible but many try and die in the attempt. Either that or die in the city.

"Stab a priest
With a fork
And you'll spend your vacation in New York"

When: Now.

The prison has been in operation for over twenty years. Plenty of time for children to have been born into the life. Plenty of time for some sort of society to exist, including those built by the hard case criminals and the murderers.

"Rob a bank
Take a truck
You can get here by stealing a buck"

Sorcerers are: criminals to connect with the entropy of the universe in order to feed their basest of needs and individuals who use their vision to change their world.

"This is bliss
It's a lark
Honey, everyone's coming to New York!"

Demons are: the entropy of the universe in forms that can interact with the real world.

"No more Yankees
Strike the word from your ears"

Lore is: a mix of criminal knowledge and pop-culture, watching the tea cup as it smashes to the ground and seeing the Entropy that can never be turned back.

"Play the roulette
There's no more opera at the Met"

Rituals are: actions that feed into the Entropy of the universe, either through creation of mad art or music or destruction.

"This is hell

This is fate
But now this is your home and it's great"

Humanity is: compassion and respect for human life.

In the Rotten Apple, life is cheap. Criminals rule the roost and it's a dog-eat-dog prison. More and more crazies are made by men and women who lose their humanity to complete savagery.

"So rejoice
Pop a cork
Honey, everyone's coming to New York! (1)"

When Humanity reaches zero: you've become a Crazy.

You'll either join in with other Crazies, living in the subways as a night raider, or go it alone. Life as a Crazy is nasty, brutish and short. Survival is dog-eat-dog. And few last long but do a whole bunch of damage to others before they shuffling off this mortal coil.

"Once you go in, you never come out."

Tuesday, March 2, 2010

[Blogs] Play Sorcerer

Since I've been reading over (and running a one-shot campaign of) Ron Edward's Sorcerer, I found a blog by Christopher Kubasik called Play Sorcerer. Christopher's January 24th entry has several cool settings, including Hidden Gods.

The artwork is very evocative and the setting just plain rocks on toast. I love reading how people are using Sorcerer and have learned a lot about the game from reading the various settings available for it.

Check out the Play Sorcerer blog, it's a very cool one.

Saturday, February 27, 2010

[Sorcerer] Escape from New York


Using the setting from the Escape from New York movie, I ran a short Sorcerer adventure for new gamer friends KW, BW and BB last night at Games and Gizmos, a local game shop in Redmond. Following advice I requested from a recent RPG.net thread on Sorcerer, I made up the PCs and demons for the most part - I let each of the players spell out their telltales and kickers, as well as their demon's names and telltales.

KW played Scry, an ex-commando, BW played Von Neumann, an inventor, and BB played Bill Forks, a NY Cabbie. All had been incarcerated in the Manhattan Maximum Security Prison for various reasons. While there, they learned Sorcery and managed to summon and bind their own personal demons.

Scry's demon was Ingvar, a Parasite demon that replaced her eye. Von Neumann had a demonic Parasitic arm named Alfred and Bill had a demonic car named The King in Yellow Cab, known most often as King. The binding rolls went good for some, and bad for others.

The Kicker part of character generation went OK, and I helped out and we eventually came up with some good kickers. Von Neumann had a power cell stolen and the thief escaped in a cab. Bill picked up a fare, dropped him off and saw him get murdered and the murderers were after him. Scry's group was wiped out before an escape attempt. All pretty cool kickers.

The game started on a Tuesday Night, at 8PM, with Von Neumann getting robbed of his power cell by Alex Chow, during the sale of a thermite bomb. He didn't notice it until Alex had escaped, after paying for the bomb, and jumped into a cab. He chased the cab on his motorcycle but lost him in the city and his motorcycle broke down. So he pushed the bike to the Night Market.

Scry went to the meet-up place and found her crew all dead. Except Alex Chow was missing. He'd been sent to get a bomb but hadn't returned. She figured she'd catch up with him at the Night Market and find out what happened.

Bill picked up a fare and dropped him off, watching as he was attacked and killed. He figured it was prudent to leave. But King started acting up, demanding cassette tapes (his Need) and wanting Polka music! Bill only had rap, and managed to convince King to accept two rap tapes. Later, after listening to the really, really bad rap and then eating the tapes, King demanded Polka! A contest of Wills resulted, with King winning and Bill forced to walk dangerous 5 blocks to the nearby Night Market to look for cassette tapes.

At the Night Market, Scry ran afoul of a couple of gang members, from the Baseball Furies. Combat ensued and she kicked on in the head, killing him, all the while her demon, Ingvar, was egging her on - "Kill him! Yes! Now kill his friends!" (his Desire: Mayhem). Von Neumann noticed this and figured she was a Sorcerer (he noticed her Telltale). Bill also noticed the tussle but didn't involve himself.

Bill ran into Von Neumann (they knew each other) and Von Neumann described Alex to Bill - he was the fare that got killed! They reached a deal, with Von Neumann getting Bill two Polka tapes for King and they took off to the spot where Alex died. Scry knew that Alex had used Bill's taxi and saw him leaving with someone (Von Neumann) and gave chase.

A local thief tried to sell Von Neumann's bike to Scry but she did a jump-scissor kick to take off his head and land on the bike, racing off after the King in Yellow Cab. Von Neumann's demon Alfred witnessed the bloodletting (his Need) and wanted some of the blood but was satiated with some of his master's blood instead.

Bill figured out quickly that someone was following them, and King gave Scry the slip, using his Cover: Race Car Driver ability to escape from Ingvar's Perception: City-sense ability (the first Demon ability vs. Demon ability in the game).

Scry hit up some gang members about the whereabouts of the taxi and got into another fight, losing the first exchange of blows (going completely defensive), then managing to win in the end, and getting the directions she required.

Bill and Von Neumann made it to the sight of Alex's death, finding his body hanging from a light pole. Von Neumann stepped out to get the body and a monster Ford Truck came out of the darkness at them. I told BW and BB that the truck was aimed right at King and King took that as a personal affront (his Desire: Competition) and Bill screamed as the two vehicles came together in a crash as Von Neumann used his demon arm to chop down the light pole onto the truck. The rolls were excellent, with BB getting a complete victory over the Ford Truck Bandits and King rammed through the Ford Truck, killing them all and totalling the truck as the light pole fell on the ruined mess of the truck.

Scry arrived on the scene to see the final battle and as King screeched to a stop, a glowing power cell rolled out from under his seat. Alfred drank the blood of the Ford Truck Bandits and Von Neumann recovered his power cell. With the PCs all together, the sesison came to a close.

All in all, I probably didn't run Sorcerer to the fullest and I resolved two Kickers pretty quickly (Bill's and Von Neumann's) but I played each of the demons pretty well, I think, trying to develop personalities and pushing the PCs to doing things that the might not have wanted to do. There were no Humanity checks but then there wasn't much time to summon and bind another demon and no-one did anything particularly un-Humanizing.

The after-game discussion was good, since none of us had played or, in my case, ran Sorcerer before, so we talked about the resolution system and demons. Everyone had a good time trying out this new system. Maybe I'll run it again for them. We'll see.

Don't worry, I'll post the PCs and Demons later.

Tuesday, February 23, 2010

[My Collection] Sorcerer by Ron Edwards


I picked Ron Edwards' Sorcerer up a few years ago and looked through it, then added it to my collection. There are a number of reviews on it (1, 2, 3, 4), including bits on how to run it (5, 6) and some interesting settings (like post-apocalypse and even golf). What got me interested in picking it up again and reading it was the Whartson Hall Gamers* in the UK and their Sorcerer Cyberpunk podcasts (scroll down about half way to get to them, 9 episodes total but episode 2 is very screwed up). Hearing a group play it is very evocative.

It got me thinking: I wonder what a game of Sorcerer: Aftermath! would be like?

*All the Whartson Hall Gamers' podcasts are excellent and I heartily recommend them (however, not all the pods listed in the link are WHGs but the other game groups are also good).