"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
Showing posts with label Modern. Show all posts
Showing posts with label Modern. Show all posts
Wednesday, March 28, 2012
Asylum, Silence the Dead
It is said that Albert Einstein defined insanity as follows.
Insanity: doing the same thing over and over again and expecting different results.
This has always hit a little too close to home for me but I can see it as being the one viable definition. Asylum is a game about insanity. It is one that I have not had a chance to play and I wonder if buying games expecting to play them at some point qualifies me as a suitable case for treatment.
The idea behind the game is one of the darker ones I recall having read before. There is no darker power behind this. Being driven insane by seeing one of the Great Old Ones or finding out they are real is better than the reason for it happening in Asylum. In the game premise is that a natural disaster has caused climatic change and that is driving the entirety of humanity insane. A little more jarring as this is something that one can see as possibly happening.
I want to inject that I want to be sure that by writing about the game I do not want to make light on the topic of insanity. People who suffer with any form of mental illness are not people to make jokes about. When I first saw the game I had reservations about this but my desire to see more of what it was about eventually won out. I think the game handles it well enough though using marbles as the randomizer was something I might have avoided but then this was written a few years ago.
I really want to compare the game to what I think the gaming offspring of World of Darkness and Paranoia might look like. I am not sure it is completely accurate but the game is very much story driven and the players will each have their own issues they have to try and deal with. The motivation for the game is different than most games as well. I am note sure this game would be for everyone though. If the group is more of a roll playing one than a role playing one this might not be for them.
One of the big pluses of the game for me was that it was very rules light. This leaves the game master with the option to not only allow the game to flow in the direction the players want but also to allow them to handle the topic of insanity as they and the group need to have it handled. The system can be manipulated by those wanting to Min/Max it but this is something that the game master can perhaps handle in other ways.
This is a game I struggled with buying for sometime but in the end I am glad I did. I think it is worth picking up to read if noting else even if you are never going to play it. In the line of White Wolf games there is in game fiction that is better than most of the White Wold fictional offerings and there are even part of the rules that are written as if in game though this is not immediately apparent.
Published: 1996
Pages: 176
From the back of the book:
Paranoids. Sociopaths. Pyros. Kleptos. Delusionals. They're all here -- and you're one of them. Enter the world of Asylum, where the United States has been reduced to a collection of walled Wards, built from former cities and surrounded by desolate wastelands. The sun has been gone for over a hundred years, hidden from view by the airborne algae called Blanket Seed, and everyone has gone mad. Those in the Wards are called Inmates, and they are cared for by Staff and watched over by the Orderlies who are as insane as they are.
Fight for your survival in the violence-prone streets or up on the Beltway. Ponder who you really are, and attempt to discover if any of the equally tenuous people nearby can be trusted. Try to eke out a living with your Occupation, selling your wares or your services in the bazaar-like Mall. But, most of all, whether you revel in it or despise it, accept that the world is no longer sane, no longer ordered, no longer normal.
Insanity can be strangely liberating.
Spell:
Silence the Dead
Level: Zero
Range: Touch
Duration: Permanent
Area of Effect: Corpse Touched
Components: V,S
Casting Time: 1 Segment
Saving Throw: None
When this spell is cast the magic user will cause the spirit or soul of the corpse touch to become incapable of being communicated with. This will not prevent any other actions such as reanimation of the corpse or a Resurrection or Raise Dead spell from being cast.
The casting of this spell will prevent any form of communication with the spirit from the Prime Material Plane through normal spells or abilities. The use of a Limited Wish or Wish spell will allow communication though the DM may find useful ways to allow that. The spirit or soul can communicate normally on the outer plane that they were to find themselves.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Labels:
Core Rules,
Modern,
Post Apocalyptic,
Spell,
Weird
Thursday, September 29, 2011
Chromebook, Wizard's Breath
In doing these recaps/reviews of the books in my collection I have been able to find a few gems that I did not know that I had. The biggest of these so far has been the entire Cyberpunk line. I have known that the game was good but I have not paid attention to the accessories as well as I should have perhaps.
Chromebook is the first in a series of what would become four books dedicated to the accessories that would be available to characters in the Cyberpunk 2020 world. Much as was done in the Night City accessory this book packs a ton of information into it's 96 pages. One of the nice touches is that it is written as if it is an actual "catalog" and not a gaming accessory. It declares itself the "digital styleguide and techbook for Cyberpunk 2020". It does well in fulfilling this claim.
This book more so than others that would follow is not focused so much on the combat aspect of the game. This first volume though full of useful stuff for the action side of the game also has a good amount of what would be considered fluff by some. To me this helps make the setting more real though. The book is broken down into ten sections. These are as follows:
Electronics & Miscellaneous
Vehicles
Cyberware
Fashion
Executive Services
Chipware
Housing
Software
Price List & Index
The sections of the book are all well done and in addition to describing the items often have images as one would expect a catalog or styleguide to have. The art though not great is passable. The books art adds some color when it gets to the Fashion section. This is a nice touch and it might serve to emphasize that section of the book in the readers mind.
The one drawback is one that other material for the game has suffered from. The materials presented in some cases either in function or form are archaic in today's world let alone what will be in less than 10 years. This often the case for books dealing with technology that are were written twenty years ago so I will have to give it a pass. One can always think of it as a throwback to a vintage feel.
I have to say that this book would be one that any GM of the Cyberpunk game will want to have in their bookcase. It would also serve well someone running Shadowrun or any modern/future type game. It is also just a fun book for anyone to read through and see how close they writers from 1991 came to getting things right. Avery Brooks did a great commercial for IBM where he decried the present the lack of flying cars. This book does not promise those but it does have somethings that are still perhaps too far off. I for one though still want the flying car I was promised.
Spell:
Wizard's Breath
Level: Fifth
Range: None
Duration: One Turn + 1 Turn/Level
Ares of Effect: Caster
Components: V,S
Casting Time: 1 Round
Saving Throw: None
When this spell is cast the magic user makes it so that they can breath and function in in any environment in regards to breathing. The spell does not impart any other immunities or abilities to adapt to harsh environments.
This spell will allow the caster to breath under water. It will even allow them to function in environments with noxious fumes. Other aspects of the certain environments will limit the spells functionality though. The caster could breath submersed in lava but the lava would kill them in other ways. The vacuum of space is not a problem but the cold and pressure issues would be a problem.
In addition to the obvious benefits the spell also grants the caster some offensive capabilities as well. These can be used up to three times during the duration of the spell. If used the three times then the spell will expire with the third use. Each use will allow the caster to have their breath affect a single target within 1" of them. The effect of their breath will serve as a single target Sleep, Friendship or Hold Person spell. The victim of the caster's breath is not entitled to a save versus these effects.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Chromebook is the first in a series of what would become four books dedicated to the accessories that would be available to characters in the Cyberpunk 2020 world. Much as was done in the Night City accessory this book packs a ton of information into it's 96 pages. One of the nice touches is that it is written as if it is an actual "catalog" and not a gaming accessory. It declares itself the "digital styleguide and techbook for Cyberpunk 2020". It does well in fulfilling this claim.
This book more so than others that would follow is not focused so much on the combat aspect of the game. This first volume though full of useful stuff for the action side of the game also has a good amount of what would be considered fluff by some. To me this helps make the setting more real though. The book is broken down into ten sections. These are as follows:
Electronics & Miscellaneous
Vehicles
Cyberware
Fashion
Executive Services
Chipware
Housing
Software
Price List & Index
The sections of the book are all well done and in addition to describing the items often have images as one would expect a catalog or styleguide to have. The art though not great is passable. The books art adds some color when it gets to the Fashion section. This is a nice touch and it might serve to emphasize that section of the book in the readers mind.
The one drawback is one that other material for the game has suffered from. The materials presented in some cases either in function or form are archaic in today's world let alone what will be in less than 10 years. This often the case for books dealing with technology that are were written twenty years ago so I will have to give it a pass. One can always think of it as a throwback to a vintage feel.
I have to say that this book would be one that any GM of the Cyberpunk game will want to have in their bookcase. It would also serve well someone running Shadowrun or any modern/future type game. It is also just a fun book for anyone to read through and see how close they writers from 1991 came to getting things right. Avery Brooks did a great commercial for IBM where he decried the present the lack of flying cars. This book does not promise those but it does have somethings that are still perhaps too far off. I for one though still want the flying car I was promised.
Spell:
Wizard's Breath
Level: Fifth
Range: None
Duration: One Turn + 1 Turn/Level
Ares of Effect: Caster
Components: V,S
Casting Time: 1 Round
Saving Throw: None
When this spell is cast the magic user makes it so that they can breath and function in in any environment in regards to breathing. The spell does not impart any other immunities or abilities to adapt to harsh environments.
This spell will allow the caster to breath under water. It will even allow them to function in environments with noxious fumes. Other aspects of the certain environments will limit the spells functionality though. The caster could breath submersed in lava but the lava would kill them in other ways. The vacuum of space is not a problem but the cold and pressure issues would be a problem.
In addition to the obvious benefits the spell also grants the caster some offensive capabilities as well. These can be used up to three times during the duration of the spell. If used the three times then the spell will expire with the third use. Each use will allow the caster to have their breath affect a single target within 1" of them. The effect of their breath will serve as a single target Sleep, Friendship or Hold Person spell. The victim of the caster's breath is not entitled to a save versus these effects.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Friday, September 23, 2011
Thrilling Locations - VG, Fire Walk
James Bond as movies seem to be something you either love or hate. I fall into the former camp. I have know I have seen every Bond movie and have seen most more times than I care to share. I know part of it is the action in the movies. There is also the great gadgets and then there are the ladies but in the I think it is something else. Bond movies are like travel brochures of great places many of us will never get to go. But then again the ladies aren't bad either.
Thrilling Locations is one of the better supplements for the James Bond game by Victory games. I have written about the Q Manual before. Even more so than perhaps with D&D he James Bond game can really be run with just three books. The rulebook, the Q Manual and this book. You really don't need this book either but it helps give you ideas.
Released in 1985 Thrilling Locations presents the GM with information on locations that seem to be common in all James Bond movies and will most likely be ever present in the game if it holds true to the genre. The book has two major sections. The first is Where to Go and the second is How to Get There.
The book presents these locations and methods of travel broken down into chapters that go over the different types for each. Each chapter will have at least one sample for it provided. It will then have something specific to that type of location that can be added to the game. Each will then have a "Notes for the Gamemaster" section. They will then present encounters that would be specific to that location. The chapters are then rounded off with NPCs that would be present and floor-plans. The various chapters are:
Where To Go
Casinos
Hotels
Restaurants
How to Get There
Trains
Boats
Planes & Airports
As nice as the sample locations are I think the book actually shines in a couple of other portions. The sections specific to that chapters such as in Casinos it is Gambling offer great ideas for the GM on creating new locations or information to help in designing adventures. The other section is the Encounters section. When I hear or see Encounters I go right to combat but these are better thought of as plot hooks.
In the end this is a great book for the James Bond game. It will also be something that any Modern type game could be well served using. The one flaw is that being published in 1985 is is 26 years old and some of the information might need to be tweaked and updated to be true to today's world. Don't let that deter you though. If you like the world of Bond, spy based games or have any need for modern era game information this will be of use.
Spell:
Fire Walk
Level: Third
Range: Special
Duration: Instantaneous
Ares of Effect: 1" Radius
Components: V,S
Casting Time: 1 Round
Saving Throw: None
This spell will allow the magic user and others to travel between two locations in an instant. Both locations will need to have some sort of open flame present. The size of the flame present in either location will not be important and they need not match.
The travel between the two points will be handled differently depending on how the caster is using the spell. If the caster knows the location of the destination flame the distance between the two flames can be up to one mile distant.
If the caster does not know the location of the secondary flame then distance will be limited to 300 yards (90"). The caster will have no information about the area surrounding the destination flame. The DM should map out all the open flames location in the area of effect with no other information except dots. The caster can then pick any one of those in range and that is where the group will appear.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Thrilling Locations is one of the better supplements for the James Bond game by Victory games. I have written about the Q Manual before. Even more so than perhaps with D&D he James Bond game can really be run with just three books. The rulebook, the Q Manual and this book. You really don't need this book either but it helps give you ideas.
Released in 1985 Thrilling Locations presents the GM with information on locations that seem to be common in all James Bond movies and will most likely be ever present in the game if it holds true to the genre. The book has two major sections. The first is Where to Go and the second is How to Get There.
The book presents these locations and methods of travel broken down into chapters that go over the different types for each. Each chapter will have at least one sample for it provided. It will then have something specific to that type of location that can be added to the game. Each will then have a "Notes for the Gamemaster" section. They will then present encounters that would be specific to that location. The chapters are then rounded off with NPCs that would be present and floor-plans. The various chapters are:
Where To Go
Casinos
Hotels
Restaurants
How to Get There
Trains
Boats
Planes & Airports
As nice as the sample locations are I think the book actually shines in a couple of other portions. The sections specific to that chapters such as in Casinos it is Gambling offer great ideas for the GM on creating new locations or information to help in designing adventures. The other section is the Encounters section. When I hear or see Encounters I go right to combat but these are better thought of as plot hooks.
In the end this is a great book for the James Bond game. It will also be something that any Modern type game could be well served using. The one flaw is that being published in 1985 is is 26 years old and some of the information might need to be tweaked and updated to be true to today's world. Don't let that deter you though. If you like the world of Bond, spy based games or have any need for modern era game information this will be of use.
Spell:
Fire Walk
Level: Third
Range: Special
Duration: Instantaneous
Ares of Effect: 1" Radius
Components: V,S
Casting Time: 1 Round
Saving Throw: None
This spell will allow the magic user and others to travel between two locations in an instant. Both locations will need to have some sort of open flame present. The size of the flame present in either location will not be important and they need not match.
The travel between the two points will be handled differently depending on how the caster is using the spell. If the caster knows the location of the destination flame the distance between the two flames can be up to one mile distant.
If the caster does not know the location of the secondary flame then distance will be limited to 300 yards (90"). The caster will have no information about the area surrounding the destination flame. The DM should map out all the open flames location in the area of effect with no other information except dots. The caster can then pick any one of those in range and that is where the group will appear.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Wednesday, August 10, 2011
San Francisco Knights, Mystical Jailer
The final in the Cyborg Commando Trilogy....well actually this was the of the modules. I did a Lucas and ran them out of order. Not sure this is the Cyborg Commando Return of the Jedi since I figure it does not have Ewoks. This is again a module I know next to nothing about. I am certain I opened this one at least...though the scan is not definitive on that.
The information below is from Heroic Worlds. I should probably post on that some day. If you do not own a copy of Heroic Worlds by Lawrence Schick pick it up. It was, and basically still is, the definitive work on anything RPG related published prior to 1991.
San Francisco Knight: 48 pages, 1987, Penny Petticord - Three linked scenarios involving establishing a new CC base on the California coast near Big Sur (since the Xenoborgs have wiped out the San Francisco base).
There was apparent a limited edition module that was sent for free to those that bought a prepublication offering of the Cyborg Commando game. It was called Project Code CCF-1. I will not post about Cyborg Commando again, unless it is for that or I decide to read the game and do it up right.
Spell:
Mystical Jailer
Level: Ninth
Range: 9"
Duration: 1 Day/Level
Ares of Effect: One Room & One Creature
Components: V,S,M
Casting Time: 6 Segments
Saving Throw: None
When this spell is cast the magic user causes a Mystical Jailer to appear in the room the spell is cast in. The rooms points of egress will also be blocked with mystical bar. The jailer and the bars will only be visible to the caster and the individual the spell is meant to confine.
Once this spell is cast the affected individual can not leave the area without defeating the jailer. The jailer will have the exact same statistics and abilities as the jailed individual. They will also have a copy of any equipment. In addition to any of those abilities the jailer will also regenerate 2 hp/round. Only the individual affected can fight the jailer or affect it in any way. If the jailer is defeated the bars will disappear.
In addition to their guard duties the jailer will also provide to the confined person food and water to sustain them. The food will be passable as far as quality until the last day. The evening meal on the last day of the spells duration will have the jailer present a feast of epic proportions and quality to the confined individual.
The material component of this spell is a small gold key of no less than 100 gp in value. The key is in the possession of the jailer. If the victim is able to defeat the jailer then the key will all to the floor for their taking.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
The information below is from Heroic Worlds. I should probably post on that some day. If you do not own a copy of Heroic Worlds by Lawrence Schick pick it up. It was, and basically still is, the definitive work on anything RPG related published prior to 1991.
San Francisco Knight: 48 pages, 1987, Penny Petticord - Three linked scenarios involving establishing a new CC base on the California coast near Big Sur (since the Xenoborgs have wiped out the San Francisco base).
There was apparent a limited edition module that was sent for free to those that bought a prepublication offering of the Cyborg Commando game. It was called Project Code CCF-1. I will not post about Cyborg Commando again, unless it is for that or I decide to read the game and do it up right.
Spell:
Mystical Jailer
Level: Ninth
Range: 9"
Duration: 1 Day/Level
Ares of Effect: One Room & One Creature
Components: V,S,M
Casting Time: 6 Segments
Saving Throw: None
When this spell is cast the magic user causes a Mystical Jailer to appear in the room the spell is cast in. The rooms points of egress will also be blocked with mystical bar. The jailer and the bars will only be visible to the caster and the individual the spell is meant to confine.
Once this spell is cast the affected individual can not leave the area without defeating the jailer. The jailer will have the exact same statistics and abilities as the jailed individual. They will also have a copy of any equipment. In addition to any of those abilities the jailer will also regenerate 2 hp/round. Only the individual affected can fight the jailer or affect it in any way. If the jailer is defeated the bars will disappear.
In addition to their guard duties the jailer will also provide to the confined person food and water to sustain them. The food will be passable as far as quality until the last day. The evening meal on the last day of the spells duration will have the jailer present a feast of epic proportions and quality to the confined individual.
The material component of this spell is a small gold key of no less than 100 gp in value. The key is in the possession of the jailer. If the victim is able to defeat the jailer then the key will all to the floor for their taking.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Wednesday, July 20, 2011
Damnation Decade - d20, Dual Casting I
Damnation Decade is a setting for the d20 Modern game. It also has conversion material to make it into a True20 setting as well. It is not what it is made to look like though. It is a story about Americo where when a president was about to resign a natural disaster struck and he stayed on. All that and the world ends when 1980 rolls around.
The setting seems to be part Watchmen, part V for Vendetta and part Rollerball. The setting is a very dystopian future where the vast majority of the public is in a state of denial about how bad things are. They indulge themselves with drugs, wild sex parties and the new Omegaball game to keep from having to realize how bad things are getting.
The disaster that struck was the west coast of the nation falling into the sea because of a massive earthquake. The president on the eve of resignation instead vows to stay on to see the nation through the aftermath. The end of the aftermath never happened though. When the players enter the game it is two years after the event and large portions of the nation have had to be quarantined for some reason. And oh yeah the word is going to end in a few more years.
The setting has a lot of details that the GM could expand upon as far as plot threats. The problem is that none of them are really fleshed out enough to use without further work. This can also be looked at as a plus though as it allows each GM to take the setting in the direction they feel works best for them and their players.
The book also contains a nice section that presents the GM with some questions and answers on how they might run the game and directions that it might go and how best to address these. There is also a section on the movies and books that inspired the game though some of them are rather obvious. The book does not contain a module but you can download one and some other supplemental material here.
I am a huge fan of all the movies I mentioned so this setting appeals to me. The book could have been bigger and I wish there had been follow up material. The setting is dystopian but not so bleak that the players feel defeated and with the premise that the end of the world can be averted it has light at the end of the tunnel for them. I would say buy it as source material even if you are not a d20 Modern or True20 fan.
PS. This has to be one of the most fun covers I have seen in awhile. As I recall I bought it mostly for the cover initially...that and the name.
The setting seems to be part Watchmen, part V for Vendetta and part Rollerball. The setting is a very dystopian future where the vast majority of the public is in a state of denial about how bad things are. They indulge themselves with drugs, wild sex parties and the new Omegaball game to keep from having to realize how bad things are getting.
The disaster that struck was the west coast of the nation falling into the sea because of a massive earthquake. The president on the eve of resignation instead vows to stay on to see the nation through the aftermath. The end of the aftermath never happened though. When the players enter the game it is two years after the event and large portions of the nation have had to be quarantined for some reason. And oh yeah the word is going to end in a few more years.
The setting has a lot of details that the GM could expand upon as far as plot threats. The problem is that none of them are really fleshed out enough to use without further work. This can also be looked at as a plus though as it allows each GM to take the setting in the direction they feel works best for them and their players.
The book also contains a nice section that presents the GM with some questions and answers on how they might run the game and directions that it might go and how best to address these. There is also a section on the movies and books that inspired the game though some of them are rather obvious. The book does not contain a module but you can download one and some other supplemental material here.
I am a huge fan of all the movies I mentioned so this setting appeals to me. The book could have been bigger and I wish there had been follow up material. The setting is dystopian but not so bleak that the players feel defeated and with the premise that the end of the world can be averted it has light at the end of the tunnel for them. I would say buy it as source material even if you are not a d20 Modern or True20 fan.
PS. This has to be one of the most fun covers I have seen in awhile. As I recall I bought it mostly for the cover initially...that and the name.
Spell:
Dual Casting I
Level: Fifth
Range: None
Duration: Instantaneous
Ares Effect: None
Components: V
Casting Time: Special
Saving Throw: Special
By means of this spell the caster is able to cast two spells at the same time. This spell requires the utterance of but a single magical word and then tow caster begins the casting of the two spells simultaneously.
The two spells that are being cast will have to be third level or lower. They must also be spells that the caster have had previously memorized. The spells may or may not have been cast already. If they are still memorized or have already been cast will determine how the saves connected with this spell occur.
If the spells are still memorized they will go off without a problem and no saves are required to see if they are cast (though any saves connected with the spells would still need to be made). The caster must then make a saving through versus magic and if successful the Dual Casting spell is not lost. This type of save can only happen once per day for each specific Dual Casting spell.
If one or both of the spells have previously been cast then the caster will have to roll a save versus magic for each of the spells. This is required for both even if one of them is still memorized. If the saves are made then the spells are cast. It is possible with this situation that both or none of the spells will cast or fail. With this situation the Dual Casting spell is lost for the day as well.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Sunday, July 10, 2011
Night City - Cyberpunk, Psi-Bond
Night City is an city sourcebook for Cyberpunk released by R. Talsorian Games. It was released in 1991 so there is a little bit of the issue where they could not have predicted the way some things would change or that there would be some things happen. Let me start by saying that regardless this may be the best modern urban offering I have seen.
The book details Night City which is a planned community operated by a conglomeration of corporations. One can not help but think of New Detroit from Robocop when you start thinking about this. The book comes in at 184 pages and every one is useful' The book is a cross between a keyed encounter book and a travel planner like you would get for San Francisco or other major city.
The premise of the opening section of the book layout is that this is a hard copy of information you would get from Dataterms. Dataterms are data terminals that are located through most urban areas. I can not stress how well these are done. There are even cross link pointers on pages telling you where else you could find information. Once you get into the keyed areas this is not present but it is not really needed.
One of the best items in the book are the maps. These are presented in a manner that they are easy to read. In addition they are black and white line drawings. I know that this may seem like a drawback but this makes them easier to read. There are overview maps that are two larger maps and then maps for Urban Controlled Zones which are a small subsection of city blocks.
The book contains material on the city in an amazing level of detail that the GM might never use. It has ways to get to the city via public transportation, parking regulations and, transportation in the city. It also has sections on media in the city, hospitals, personal services and, financial services.
There are maps of all the major means of access into and around the city. These provide information on schedules for the transportation as well as a map of the location itself. The surrounding area of Night City is mapped out for the GM as well. There are then overview maps of the city with locations for services mapped out. These maps are below. Each map is on a single page and includes specific information that the GM can use to make the city seem alive. Each maps key then points the GM to the page where each keyed item is described.
Colleges & Fine Arts
Hotels & Lodging
Clubs & Nightlife
Performing Arts & Sports
Public Services
Restaurants
Shops & Services
Parking and AV Facilities
The next two section give a synopsis of what life is America is like in 2020 and the state of the union as it were. It goes over a number of topics that not germane to the sourcebook will give the GM an idea of how society might be doing as a whole. The section on Night City history is smaller but provides the GM an idea on how things were and perhaps adventure ideas that could be derived from that.
The next three sections cover the people of Night City, threat levels plus threat codes & security in the city and finally the gangs of Night City. The people section breaks most people into certain types and then describes them. There is then information on working, eating, fun and shopping for each type. The security section is much smaller and not so useful it seemed. The gangs section is a gem though. It shows where each gangs territory is. Each gang is then presented with a brief writeup and stats provided for an average member. While looking here all I heard in my head was "Warriors, come out and play."
For the record this is all contained through page 55 of the book.
Pages 56 through 181 contain information on the Urban Controlled Zones. My count may be a little off but there are nineteen distinct zones that are provided. These range in size from four to twelve city blocks. The map showing the zones has a legend telling you what page each starts in. It also has a brief one paragraph description of the area.
The zone description are nothing short of exhaustive. In some cases each building is described. It tells you what the building houses and something about them. For those who have the City State of the World Emperor think of that but with more detail. In addition to the site information each zone is presented with a section on Personalities special to the zone, a encounter table for the zone and then contacts that might reside in the zone. There is often a what might be thought of as a pop up window with local color or other zone specific side information that helps the GM add color and life to the city. I won't describe each of the zones but I think I have painted a picture of what to expect.
The last section of the book is called Dataterm Utilities. This is actually something the the GM may use more than anything else. It presents guidelines on what information the players would be able to get from the dataterm and if the information would be available. For being 1991 they came pretty close to describing what the information we see today on the Internet is like. One has to wonder if perhaps this influenced programmers who design things today.
Get this book if you play any sort of modern game. Not much more needs to be said.
Spell:
Psi-Bond
Level: Fifth
Range: Touch
Duration: Special
Ares Effect: One Creature
Components: V,S,M
Casting Time: 2 Rounds
Saving Throw: None/Special
By means of this spell the magic-user creates a bond between themselves and the willing recipient of the spell. This spell can not be cast on a non-willing recipient. The spell can be broken at anytime by either party but will remain in effect until broken.
The bond is one that will allow both the caster and the recipient to see, hear and even feel what the other is experiencing. There is no connection as far as memories so they will not know what the other knows or even what they are thinking while under the spell though other spells or abilities might allow this.
The level of detail from the connection can be somewhat controlled by either party for themselves. If desired it can be powered down so that the sensory input is next to nothing comparative to what the other is experiencing. So if it is all but off there will be only minor impact through normal situation but if the other party experiences something major it will jar the other as well. It can also be powered to full when the person is all but in two places at once as far as sensory input is concerned.
Even at the lowest level of connection there will be some impact on the participant. While connected all ability checks, combat rolls and saving throws are made at a -1 or the reverse if higher is worse. The highest level requires full concentration and the person maintaining this level can perform nothing more than basic tasks and can not carry on conversation or do anything requiring in depth thought.
As stated earlier the spell can be broken at will by either party. The spell will also be broken if either party dies or goes unconscious. If the bond is broken by either of the latter two occurring the other part must make a saving throw versus Death Magic. If the other party loses consciousness this save is at -2 and if the other party dies it is at -4. Those who save a re merely stunned for one round unable to perform any action. Those who fail must make a second save or pass out from shock for 2-5 turns and if that save is made they will still be stunned for five to eight rounds.
The material component of this spell is a pair of matching necklaces. Each will be half of some whole object. Both parties must wear the necklace while the spell is in effect. Taking it off can occur as long as it is off for no more than two rounds but during this time there will be no contact and if off for more than two rounds then spell is considered willingly broken even if the taking off of the necklace was not.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
The book details Night City which is a planned community operated by a conglomeration of corporations. One can not help but think of New Detroit from Robocop when you start thinking about this. The book comes in at 184 pages and every one is useful' The book is a cross between a keyed encounter book and a travel planner like you would get for San Francisco or other major city.
The premise of the opening section of the book layout is that this is a hard copy of information you would get from Dataterms. Dataterms are data terminals that are located through most urban areas. I can not stress how well these are done. There are even cross link pointers on pages telling you where else you could find information. Once you get into the keyed areas this is not present but it is not really needed.
One of the best items in the book are the maps. These are presented in a manner that they are easy to read. In addition they are black and white line drawings. I know that this may seem like a drawback but this makes them easier to read. There are overview maps that are two larger maps and then maps for Urban Controlled Zones which are a small subsection of city blocks.
The book contains material on the city in an amazing level of detail that the GM might never use. It has ways to get to the city via public transportation, parking regulations and, transportation in the city. It also has sections on media in the city, hospitals, personal services and, financial services.
There are maps of all the major means of access into and around the city. These provide information on schedules for the transportation as well as a map of the location itself. The surrounding area of Night City is mapped out for the GM as well. There are then overview maps of the city with locations for services mapped out. These maps are below. Each map is on a single page and includes specific information that the GM can use to make the city seem alive. Each maps key then points the GM to the page where each keyed item is described.
Colleges & Fine Arts
Hotels & Lodging
Clubs & Nightlife
Performing Arts & Sports
Public Services
Restaurants
Shops & Services
Parking and AV Facilities
The next two section give a synopsis of what life is America is like in 2020 and the state of the union as it were. It goes over a number of topics that not germane to the sourcebook will give the GM an idea of how society might be doing as a whole. The section on Night City history is smaller but provides the GM an idea on how things were and perhaps adventure ideas that could be derived from that.
The next three sections cover the people of Night City, threat levels plus threat codes & security in the city and finally the gangs of Night City. The people section breaks most people into certain types and then describes them. There is then information on working, eating, fun and shopping for each type. The security section is much smaller and not so useful it seemed. The gangs section is a gem though. It shows where each gangs territory is. Each gang is then presented with a brief writeup and stats provided for an average member. While looking here all I heard in my head was "Warriors, come out and play."
For the record this is all contained through page 55 of the book.
Pages 56 through 181 contain information on the Urban Controlled Zones. My count may be a little off but there are nineteen distinct zones that are provided. These range in size from four to twelve city blocks. The map showing the zones has a legend telling you what page each starts in. It also has a brief one paragraph description of the area.
The zone description are nothing short of exhaustive. In some cases each building is described. It tells you what the building houses and something about them. For those who have the City State of the World Emperor think of that but with more detail. In addition to the site information each zone is presented with a section on Personalities special to the zone, a encounter table for the zone and then contacts that might reside in the zone. There is often a what might be thought of as a pop up window with local color or other zone specific side information that helps the GM add color and life to the city. I won't describe each of the zones but I think I have painted a picture of what to expect.
The last section of the book is called Dataterm Utilities. This is actually something the the GM may use more than anything else. It presents guidelines on what information the players would be able to get from the dataterm and if the information would be available. For being 1991 they came pretty close to describing what the information we see today on the Internet is like. One has to wonder if perhaps this influenced programmers who design things today.
Get this book if you play any sort of modern game. Not much more needs to be said.
Spell:
Psi-Bond
Level: Fifth
Range: Touch
Duration: Special
Ares Effect: One Creature
Components: V,S,M
Casting Time: 2 Rounds
Saving Throw: None/Special
By means of this spell the magic-user creates a bond between themselves and the willing recipient of the spell. This spell can not be cast on a non-willing recipient. The spell can be broken at anytime by either party but will remain in effect until broken.
The bond is one that will allow both the caster and the recipient to see, hear and even feel what the other is experiencing. There is no connection as far as memories so they will not know what the other knows or even what they are thinking while under the spell though other spells or abilities might allow this.
The level of detail from the connection can be somewhat controlled by either party for themselves. If desired it can be powered down so that the sensory input is next to nothing comparative to what the other is experiencing. So if it is all but off there will be only minor impact through normal situation but if the other party experiences something major it will jar the other as well. It can also be powered to full when the person is all but in two places at once as far as sensory input is concerned.
Even at the lowest level of connection there will be some impact on the participant. While connected all ability checks, combat rolls and saving throws are made at a -1 or the reverse if higher is worse. The highest level requires full concentration and the person maintaining this level can perform nothing more than basic tasks and can not carry on conversation or do anything requiring in depth thought.
As stated earlier the spell can be broken at will by either party. The spell will also be broken if either party dies or goes unconscious. If the bond is broken by either of the latter two occurring the other part must make a saving throw versus Death Magic. If the other party loses consciousness this save is at -2 and if the other party dies it is at -4. Those who save a re merely stunned for one round unable to perform any action. Those who fail must make a second save or pass out from shock for 2-5 turns and if that save is made they will still be stunned for five to eight rounds.
The material component of this spell is a pair of matching necklaces. Each will be half of some whole object. Both parties must wear the necklace while the spell is in effect. Taking it off can occur as long as it is off for no more than two rounds but during this time there will be no contact and if off for more than two rounds then spell is considered willingly broken even if the taking off of the necklace was not.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
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