Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...
Showing posts with label Storypath System. Show all posts
Showing posts with label Storypath System. Show all posts

Sunday, 21 January 2024

Psionic Potential

The year is 2123. The first Leviathan Jumpships have been launched and contact has been made with the extrasolar colonies founded in the previous century using Aberrant technologies and then lost contact with in the subsequent Aberrant War. Some have survived, some have been lost, and some find themselves under attack by Aberrants and alien species. Aberrants remain a constant threat. They attacked Sydney, Australia in 2105 and in 2120, they dropped the Esperanza, the ailing European Union’s space station which it hoped would revitalise its future, on France, leaving both France and Belgium as devastated and corrupted landscapes. The mark of Aberrants can be seen in the Blight, the explosion of an Aberrant in Nebraska, which corrupted everything within 200 KM and spoiled soil fertility within 1,000 KM, ravaging the USA’s agricultural belt and in the resulting chaos, saw a military coup, the establishment of the Federated States of America, and the occupation of both Canada and Mexico. In the bombed-out city of Bahrain, the headquarters of the Aberrants until they were driven from Earth and the Solar System by the Earth Strike Ultimatum. This was issued in 2067 by the Chinese government and forced every Aberrant to leave lest it launch every nuclear missile from the satellite missile platforms under its control. This ended the Aberrant War and the Nova Age. For the Aberrants had not always been monsters. From the 2020s until the 2050s, they were Novas, powerful superhumans who transformed societies, technologies, and the planet, enabling exploration and settlement throughout the Solar System and beyond. Then they turned on Humanity, resulting in the Aberrant War. In the wake of the war, the worldwide aid and development organisation known as Æon Trinity has worked alongside the United Nations to help rebuild Earth and a force of individuals with the powers to control their own body and its form, to see into past, present, and future, manipulate technology and the electromagnetic spectrum, alter energy and mass, control kinetic energy, heal, contact and read the minds of others, and even teleportation. They are Psions.

Each Psion possesses a primary Aptitude. There are eight Aptitudes, each one associated with a psi order or organisation. When this latent Aptitude is detected, he is approached by its associated order and his psionic abilities transformed from latency into full use by being placed in a Prometheus Chamber, a device which will activate his psionic abilities. Each order possesses a single Prometheus Chamber. The eight orders are The Æsculapian Order, Chitra Bhanu, ISRA (the Interplanetary School of Research and Advancement), the Legions, the Ministry of Noetic Affairs, Orgotek, Nova Força Nacional, and Upeo Wa Macho. The Æsculapian Order focuses on Vitakinesis, biological healing and enhancement, and operates primarily as an international emergency response and aid organisation. Chitra Bhanu studied the relationship between energy and matter, Quantakinesis, including noetic and Quantam powers. Quantam powers are what lay behind the abilities of first the Novas and then the Aberrants, whereas the abilities of the Psions are connected at the subquantum level. It was the study of Quantam powers and rumoured connection to Aberrants which led to the eradication of Chitra Bhanu Order. Members of ISRA are Clairsentients whose study of the past, present, and future is put to use helping each other and humanity. The Legions is a military organisation which uses Psychokinesis to help protect humanity from Aberrant and extraterrestrial threats. The Ministry of Noetic Affairs is an Order of telepaths that is also an independent division of the Chinese government, which studies the mind and provides humanitarian aid and research, often in pursuit of utopian ideals. The Sudamerican-based Nova Força Nacional is an environmentalist order whose members employ Biokinesis to control and alter their body and form, often to radical effect. Orgotek is a corporation in the fascist Federated States of America, which specialises in electronics and biotech, but also Electrokinesis, the ability to control technology. Upeo Wa Macho—Swahili for ‘the horizon’ is an Order of teleporters, its members capable to travel vast, even interstellar distances. In the wake of the eradication of Chitra Bhanu, Upeo Wa Macho expected to be targeted next and its members vanished from the Solar System, only having returned in the last six months. They are often distrusted by the other orders.

This is the setting for Trinity Continuum: Æon. Published by Onyx Path Publishing, it is update of the Trinity, originally published by the White Wolf Game Studio in 2000, the first of the three roleplaying games set in the Trinity Universe. The others being Aberrant and Adventure!, both set earlier in its timeline. Trinity Continuum: Æon is not a standalone roleplaying game and requires the rules in the Trinity Continuum Core RulebookTrinity Continuum: Æon takes the cinematic action of the Trinity Continuum Core Rulebook and expands it fully into the realms of Science Fiction and psionic powers. On its own, the Player Characters in the Trinity Continuum Core Rulebook are exceptionally skilled characters known as ‘Talents’. It is entirely possible to play a Talent in the setting of Trinity Continuum: Æon and such a Player Character would have certain advantages, being unexpectedly skilled when everyone’s focus is upon Psions. For the most part though, the Player Characters will be Psions.

A Player Character—or Psion—in Trinity Continuum: Æon has the same stats and the same creation process as in the Trinity Continuum Core Rulebook. For his Society Path, a Psion will typically choose his Order, which will also allow Order specific Edges to be chosen, but there is a new Origin Path: Oceanian (for Player Character originating in subaquatic settlements and societies) and new Role Paths which include Off-Earth Colonist, Spacer, and Space Military. The penultimate step in character creation is the application of the Psion Template, which provides a Psion’s Aptitude, Psi Trait, and Modes. Psi Trait is a Psion’s psychic strength, representing both the dice to be added to the pool for activating the Psion’s abilities, the number of Psi points used to activate and power abilities, and more. The typical beginning Psi trait is two, or three for the Quantakinesis and Teleportation Aptitudes. This can be raised as high as six or seven during long term play, which would be equal to a very powerful Psion or a head of one of the orders, or Proxies as they are known. Each Aptitude has three Modes, the actual powers that the Psion will be using. For example, Translocation, Transmassion, and Transportal for Teleportation and Psychometry, Psychlocation, and Psychocognition for Clairsentience.

Activating a psionic ability requires a roll of a dice equal to the Psion’s Psi Trait and the Mode rating. The default Difficulty is one Success to activate an ability, but this can go up or down depending on the Mode rating. This even enables a Psion to use a higher Mode ability that he does not yet have, but at a greater difficulty, with abilities lower the Psion’s current Mode ability will be easier to activate. The Psi Trait determines the duration, range, and radius of an ability, but can be boosted with Psi points. Favouring one ability or Mode over another can lead to psionic dysfunction and odd quirks of personality. However, it does give an advantage with the favoured Mode whilst levying a penalty upon the use of the other Modes. Other rules cover connections with people and objects and co-operating in the use of psionic powers. The rules in Trinity Continuum: Æon also cover hacking as well as a wide range of technology, including hardtech and biotech, all the way up to spaceships and starships of various sizes.

The Science Fiction of Trinity Continuum: Æon is intended to be positive. It is inspired by Babylon 5 and The Tomorrow People, Childhood’s End by Arthur C. Clarke and Julian May’s Galactic Milieu series, and the Mass Effect series of computer roleplaying games. It provides a wealth of detail in terms of its background, which takes in a hundred years’ worth of history, details of the major powers and nations of the early twenty-second century, the remaining seven Psion Orders, the various extra solar colonies, the threats faced by mankind both within the Solar System and beyond. Not only is the background and setting detail immensely readable, but it is also immensely playable because of the differences between its various locations and organisations. It is in these differences where the brilliance of the background comes to the fore. They provide numerous options in terms of the games and campaigns that can be run within the future of the Trinity Continuum: Æon. The fascist Federated States of America with economic underclass, high crime rate, and a police response based on the economic status is perfect for a campaign of Cyberpunk style espionage. The Lunar colony of Olympus is perfect for future crime stories. The extrasolar colonies are intended for Space Opera, whilst miliary Science Fiction is perfect for the Chinese colony of Khantze Lu Ge, where Aberrants have invaded. The remains of France and Belgium are suitable for post-apocalyptic scenarios. Campaigns involving The Æsculapian Order focus on search and rescue missions, emergency response, and the politics of non-governmental aid, ISRA on secret missions to protect humanity, the Legions on military operations, Ministry of Noetic Affairs on intrigue and politics, Nova Força Nacional on espionage and small-scale operations—criminal, guerilla, or military, Orgotek on engineering projects, conducting counterterrorism missions for the Federated States of America government, investigating Aberrant cults, and Upeo Wa Macho on exploration and travel. It is important to note that the membership of each order does not solely consist of Psions with just the order’s associated Aptitude. Those with other Aptitudes can belong too. It is also possible to have a campaign with freelancers or even with the Player Characters from a variety of Orders, but working for the humanitarian agency, Æon Trinity, and that would lend itself to a variety of different scenarios and campaigns.

For the Storyteller, there is a discussion of the various genres possible with Trinity Continuum: Æon, and how to create optimistic scenarios and evoke the themes of the Trinity Continuum universe. These are Hope, Sacrifice, and Unity—the latter in particular for Trinity Continuum: Æon. There is good advice on handling discipline and rank in military campaigns, for example, if tunning a campaign based around the Legions, either discuss it with players and embrace it, run campaigns based on covert operations, or simply keep it more cinematic in style. There is advice too on how to incorporate Talents into a campaign. The Storyteller is also given stats and details of a wide range of NPCs and threats, including aliens and Aberrants. Lastly, there is a section for her eyes only on the secrets of the Trinity Continuum: Æon. It includes a projected timeline too for the setting, enabling the Game Master to plot out scenarios and events as her campaign progresses. Including this information is both generous and useful, as it really helps the Game Master understand the setting and thus create better scenarios and campaigns.

Physically, Trinity Continuum: Æon is very well written and easy to read. It is decently illustrated throughout, and really the only issue might be that the book’s map could have been better produced.

Trinity Continuum: Æon is a great expansion for the Trinity Continuum Core Rulebook. The Psionic abilities are not too complicated and are easy to use, but it is the background which really shines through. It is engaging and detailed, whilst at the same time offering a wealth of detail to bring into play and almost mini-settings in which to run the different genres of Science Fiction. Overall, Trinity Continuum: Æon is pleasingly optimistic in its outlook and generous in the types of Science Fiction games it can support.

Sunday, 5 February 2023

A Grave Future

The Fall that brought about the end of humanity was generations ago. Who knows how long? Most were lost in the balls of nuclear fire that blossomed around the world and then by the biological and chemical agents which ravaged the remainder, followed by disease and starvation. The survivors and their children and their children only lived because they were infected by a fungus, one that mutated into different strains until those infected were different from one strain to the next and they were definitely not human. Some were closer to the zombies which arose from the dead, though they retained a spark of intelligence and even what might be called humanity. Others have mastered the powers of the mind. Whilst the Infection, as the fungus which infects everyone and everyone is known, enables the different Strains to survive the new world, it is far from a safe world. Areas are still poisoned by radiation and other agents from the Fall, the Fungus has also mutated animals and plants, the dead can still rise as zombies or zeds, and towns, settlements, and trade caravans can be attacked by raider clans, cannibalistic scavengers who spread the Bad Brain disease, which turns those it infects and kills into yet more raiders of those clans! Yet there is hope. The survivors of Nor’Merica—and particular, the Nor’East—are rebuilding, recovering old technology and inventing new ones. There are ways to generate electricity, but it is always in short supply. Travel is possible via trade caravans which wend their way between the fortified settlements of the Wastes as well as by sea. Yet there is another strangeness to the Infection. The Grave Mind. Death is not the end. When a Survivor does return from the dead, they often come back having had deeply strange personal experiences… And the more often a Survivor is killed and returns from the Grave Mind, the more of his personal connections with the world are lost.

This is the setting for Dystopia Rising: Evolution, the Post Apocalypse roleplaying game from Onyx Path Publishing. Originally published as Dystopia Rising by Eschaton Media in 2011, the new edition was published in 2019 following a successful Kickstarter campaign. It employs the Storypath system, a simpler and streamlined version of the earlier Storyteller system designed for slightly cinematic, effect driven play, each player able to turn his character’s actions into stunts. The core rulebook includes everything necessary to play—rules for character generation, the Storypath system, the dangers of the wastes, factions and secret societies, faith and belief, psionics, descriptions of the Nor’East, an introductory scenario, and advice for the Storyguide as the Game Master is known.

A Player Character in Dystopia Rising: Evolution has nine Attributes—Intellect, Cunning, Resolve, Might, Dexterity, Stamina, Presence, Manipulation, and Composure; several of the roleplaying game’s sixteen skills plus Skill Tricks and Specialities associated with those skills; and Edges, Paths, and Aspirations. Both Attributes and Skills are rated between one and five. A Speciality provides an enhancement when using it, for example, ‘Knifework’ for the Close Combat skill or ‘Wound Treatment’ for the Medicine skill, whilst Skill Tricks can add more dice to a roll, increase scale of what a character can do, change the Target Number for an action, or provide a free Stunt, for example, ‘Born to Ride’ for Pilot skill or ‘Bomb Awareness’ for the Lore skill. 
Dystopia Rising: Evolution includes examples of three for each skill, but encourages the Storyguide and players to create their own. Either way, it costs of point of Momentum to activate a Skill Trick. Edges are the equivalent of advantages, and for certain characters can be Faith or Psi Edges. A Player Character has three Paths. His Strain Path represents his history and strain of humanity, as well as his Strain Condition; his Role Path is his occupation or what he is good at; and his Society Path represents his connection to a group or society. The Strain Condition represents a situation or response—whether by the Survivor or to the Survivor—which will penalise his actions. In some cases, it is possible to overcome a Strain Condition, at least temporarily, but with others it is impossible. For example, one of the five pre-generated characters has the Strain Path of Vegasian, which means she is flamboyant and an entertainer, and consequently, the Strain Condition of ‘Born Coward’, meaning she is not always trusted and suffers the complication of Shifty; the Role Path of Scoundrel, good at deceiving others and relieving them of their money; and the Society Path of Black Market. In play, Paths are avenues of progress for Survivors, but also storytelling tools that the Storyguide can pull a player and Survivor into the ongoing story of a scenario or campaign. Aspirations are a character’s goals and are either short or long term.

At the heart of a Survivor is a Strain. 
Dystopia Rising: Evolution presents eight Strains—Devoted, Elitariat, Evolved, Gorgers, Landsmen, Mutants, Nomads, and Townies. These are further divided into three Lineages to provide a total of twenty-four base archetypes upon which to base a character. For example, the Devolved Strain include the unbreakable Irons, the strong Reclaimers, and the Unstable who are capable of controlling psionicists and the undead. Not all of the Strains get on with each other, but what Dystopia Rising: Evolution makes clear is that they are very much not the equivalent of race. Further, it also makes clear that the post apocalypse of the Fall means that the Survivors have transcended the negative attitudes of humanity from before.

To create a Survivor, a player devises a concept and then selects a Strain Path, Role Path, and Society Path. Each Path provides dots or points to assign to associated skills. Plus, the player has another six to freely assign. Depending upon the rating of the skills, a Survivor can also have a Skill Trick and a Speciality. He has three pools of points to assign to his Survivor’s Attributes to the three Arenas they divided into—Mental, Physical, and Social. Lastly, the Survivor receives all of the associated Edges and gear from the Paths.

Name: Mortlake
Strain: Devoted – Unborn (Condition: Not Like the Others)

SKILLS
Academics 0, Athletics 0, Close Combat 1, Culture 0, Empathy 1, Firearms 0, Integrity 1, Leadership 0, Lore 3 (Grave Mind Expert), Medicine 3 (Medical Genius), Persuasion 1, Pilot 0, Science 1, Subterfuge 0, Survival 2, Technology 0

ATTRIBUTES
Force – Intellect 3 Might 1 Prescence 1
Finesse – Cunning 4 Dexterity 3 Manipulation 3
Resilience – Resolve 2 Stamina 1 Composure 3

PATHS
Strain: Devoted – Unborn 1
Role: Sawbones
Society: Psionicists’ Guild

ASPIRATIONS
Short: To rescue his mentor
Short: To find work as a sawbones
Long: To explore the Grave Mind

EDGES
Acute Sense 1
Meditation 1
Mentor 1
Psionicist 3 (Death Shroud, Whispered Insight, Borrowed Memories)
Skilled Healer 2
Unshakable Devotion

GEAR
Bandages, Healing Herbs, Shiv

Mechanically, 
Dystopia Rising: Evolution employs the Storypath system. The core mechanic uses dice pools of ten-sided dice, typically formed from the combination of a skill and an attribute, for example Pilot and Dexterity to sail a boat, Survival and Stamina to cross a wilderness, and Persuasion and Manipulation to unobtrusively get someone to do what a character wants. These skill and attribute combinations are designed to be flexible, with a character’s preferred method described as a character’s Favoured Approach. So, a character whose Favoured Approach is Force, would use Close Combat and Might in a melee fight; if Finesse, Close Combat and Dexterity; and if Resilience, then Close Combat and Stamina.

The aim when rolling, is to score Successes, a Success being a result of eight or more. Rolls of ten are added to the total and a player can roll them again. A player only needs to roll one Success for a character to complete task, but will want to roll more. Not only because Successes can be used to buy off Complications—ranging between one and five—but also because they can be used to buy Stunts which will impose Complications for others, create an Enhancement for another action, or one that it makes it difficult to act against a character. Some Stunts cost nothing, so ‘Inflict Damage’ costs nothing, though may cost more if the enemy is wearing soft armour, a ‘Critical Hit’ costs four Stunts, and so on. Instead of adding to the number of dice rolled, equipment used adds Enhancements or further Successes for a player to expend, but the player needs to roll at least one Success for equipment to be effective.

Under the Storypath system, and thus in 
Dystopia Rising: Evolution, failure is never complete. Rather, if a player does not roll any Successes, then he receives a Consolation. This can be a ‘Twist of Fate’, which reveals an alternative approach or new information; a ‘Chance Meeting’ introduces a new helpful NPC; or an ‘Unlooked-for Advantage’, an Enhancement which can be used in a future challenge. Alternatively, a character gains Momentum which can be expended to gain an Enhancement or to activate a Skill Trick or an Edge.

The rules in 
Dystopia Rising: Evolution cover narrative and dramatic scale, combat—players roll an appropriate Resilience Attribute to generate Successes to be expended on Defensive Stunts, and procedurals such as information gathering, intrigue, influence, and so on. These are all clearly explained and all easy to use in play. In general, the Storypath system is clearly presented and quick to pick up and the rules have a cinematic quality to them, especially with the availability of Stunts and Consolations in the face of failure. The rules specific to Dystopia Rising: Evolution also cover what you would expect in a post-apocalyptic setting—food and water, the dangers of dehydration, weather and radiation, diseases from Bad Brain Disease to Necrosis, scavenging and crafting, and so on.

In addition, neither death nor disability marks the end of a Survivor in 
Dystopia Rising: Evolution. In the case of the latter, there is discussion of and rules for continuing to play a disabled Survivor, including with the use of assistive devices. Indeed, one of the pre-generated Survivors is depicted as being in an armoured wheelchair and equipped with armoured leg braces. In the case of the former, there is a chance that the Survivor will return anew, the fungus that infects him, breaking down his corpse, and rebuilding it to reappear at a settlement’s Morgue, a site enhanced by psionic crystals, a few days later, memories intact, wounds repaired, but emotional attachments stripped away. If this occurs too often the Survivor may come back as a Zed, a true zombie. It is also possible to actually walk among the Zeds undetected with the Necrokinesis psionic influence, and even reach into the Grave Mind ask questions of it. Other psionic influences are more traditional, for example, Pyrokinetics and Telekinetics.

In terms of setting, 
Dystopia Rising: Evolution adds factions, a bestiary of strange creatures and things locations, and more across the Nor’East. The factions include genre classics like the bounty hunters of the Lone Star Rangers and the postmen of the Post Walkers of the Postal Service, but also those particular to the setting, such as the Road Crew which scouts out locations for the ‘Guts N Bolts’ racing tournaments, the Psionicists’ Guild—the acceptable face of psionics, and the Priests of the Sound, whose members have the blueprints of radio equipment tattooed on their skin and are zealously dedicated to building radio networks. There are secret societies too, like the Black Market, the Dead Sight Society dedicated to the eradication of psionicists, Murder, Inc, the Servants of the Undying which holds that the Grave Mind is the path to immortality, and more. Add to this a variety of different faith and churches, such as the Church of Darwin and The Nuclear Family, and the Story Guide has a rich source of background and potential NPCs to build upon. The various faiths and their churches are actually more detailed than the other organisations. This is partly because faith can play a key role in the future of Dystopia Rising: Evolution and of the Survivors, especially if a Survivor adheres to a particular creed and backs this up with Faith related Edges. Although Dystopia Rising: Evolution is a not a supernatural roleplaying game and its zombies are not the zombies of classic horror, the use of some Faith Edges push the game in that direction if only slightly.

There is good advice for the Storyguide on running 
Dystopia Rising: Evolution, from adjusting the tone of the post-apocalypse to bringing the world to life, presenting hard questions and hard choices in play and dealing with difficult players, and more. In some ways it feels familiar, but this does not stop it from good advice. Specific advice is given on how to manage the Grave Mind in play since it is intended to be a traumatic experience for the Survivor. The background hints at the horrifying nature of the Fall, before going on to emphasis the efforts to made to rebuild civilisation, hold off the raider clans, and the wariness of over expanding and exploring too far, the Midwest having become dominated by a spreading mass of trees and foliage that is home to a vast array of mutant animals and creatures. The base setting is that of Philly del Phia, which is described in some details, as are parts of Old York. The rest of the Nor’East is described in broader details and the rest of the world in details broader still. These are areas for the Storyguide to develop. Rounding out Dystopia Rising: Evolution is ‘Let the Dead Lie’, an introductory scenario for the setting which takes place in Philly del Phia. It is a two-session affair which sees the Survivors investigating the death of the brother of an NPC who has suspicions that something is amiss following his own return from the Grave Mind. It should introduce the players to the core aspects of the setting and serve as the starting point for a campaign.

Physically, 
Dystopia Rising: Evolution is cleanly and tidily presented. It is done in full colour, often with a rust-streaked palette. If there is an issue with Dystopia Rising: Evolution it is that the character generation is not as easy as it could be. Not from a mechanical process, but a conceptual one. Putting together a Survivor means looking at a lot of options and trying to work out what works with what. In preparing a campaign of Dystopia Rising: Evolution, the Storyguide may want to work through some concepts before presenting them to her players.

Dystopia Rising: Evolution is an engaging entry into the post-apocalyptic genre. It shifts the zombie apocalypse in a different direction, dangerous and intriguing, of course making zombies the threat, but also pushing the Player Characters ever closer and right up to that line where they too might be considered zombies themselves. And while the aim of the roleplaying game—like any other—is not necessarily to die, the Grave Mind suggests that there is something more to dying than simple oblivion. As with other Onyx Path Publishing roleplaying games, humanity remains at the forefront of the roleplaying game and in Dystopia Rising: Evolution, retaining is about not losing it to the Grave Mind, protecting the community, rebuilding civilisation, and holding off the dangers which threaten from beyond the Wastelands. Dystopia Rising: Evolution is a roleplaying game about still being human even if the body and the mind has evolved, sometimes to the point of near undeath, and it is superbly supported with an interesting array of character options for the players and a richly detailed background for the players and Storyguide.

Friday, 1 April 2022

A Hammer Horror Horror Quick-Start

The Haunting of Abbeyham Priory
! A Jumpstart for They Came From Beyond the Grave! is a quick-start for They Came From Beyond the Grave!, the roleplaying game of the shock, the terror, the eroticism, and the  humor of 1970s horror films. It is inspired by the output of Hammer Film Productions, Amicus Productions, and Roger Corman—so The Curse of Frankenstein and Captain Kronos – Vampire HunterThe City of the Dead and Dr. Terror’s House of Horrors, and House of Usher and The Raven, and more... Its tales are not just from the 1970s, but also the nineteenth century, and they are performed by actors with rich, fruity voices ready to project all the way to the back of the auditorium, who are all going to give their all, despite wishing that they were performing on the stage, which is the proper venue for men of their talents and stature. Published by Onyx Path Publishing, The Haunting of Abbeyham Priory! A Jumpstart for They Came From Beyond the Grave! provides everything necessary for a gaming group to give the roleplaying game a try and perhaps even use it as the starter scenario to a horror campaign set in the miserable, grim and grimy dark ages of the England in the seventies and the gaslight reaches of the Victorian era. This includes a basic explanation of the rules, a nine-scene scenario—the ‘The Haunting of Abbeyham Priory!’ of the title, and five pre-generated Player Characters or protagonists, plus Trademarks for all of the Player Characters, Quip Cards, and Cinematic Cards.

The Haunting of Abbeyham Priory! A Jumpstart for They Came From Beyond the Grave! employs the Storypath system. A distillation of the earlier Storyteller system, it is simpler and streamlined, designed for slightly cinematic, effect driven play. The core mechanic uses dice pools of ten-sided dice, typically formed from the combination of a skill and an attribute, for example Intellect and Science to analyse a problem, Aim and Dexterity to fire a gun, and Empathy and Manipulation to unobtrusively get someone to do what a character wants. These skill and attribute combinations are designed to be flexible, with a character’s preferred method being described as a character’s Favoured Approach. So a character whose Favoured Approach is Force, would use Close Combat and Might in a melee fight; if Finesse, Close Combat and Dexterity; and if Resilience, then Close Combat and Stamina.

The aim when rolling, is to score Successes, a Success being a result of eight or more. Rolls of ten count as two in They Came From Beyond the Grave!, rather than the capacity for the player to roll again for further Successes. Typically, a player only needs to roll one Success for a character to succeed at a task, though it can be as many as three, and ideally, he will want to roll more. Not only because Successes can be used to buy off Complications—ranging between one and five—but also because they can be used to buy Stunts which will impose Complications for others, create an Enhancement for another action, or one that makes it difficult to act against a character. Stunts cost at least one Success and each of the five pre-generated protagonists in The Haunting of Abbeyham Priory! A Jumpstart for They Came From Beyond the Grave!  possesses three favoured Stunts. These include ‘Uncover the Truth’, ‘Spot Weakness’, ‘Oracular Gaze’, and more. However, where combat Stunts like ‘Increase Damage’, ‘Knockdown/Trip’, and ‘Pin Down’ are explained, there appears to be no explanation for the three favoured Stunts for each of the Protagonists.

Under the Storypath system, and thus in They Came From Beyond the Grave!, failure is never complete. Either a player can spend a Rewrite to reroll; accept the failure, accept its consequences and a Consolation; or if the roll was a failure and a one was rolled on the die, suffer the consequences of a Botch and earn two Rewrites for the Writer’s Pool.

Both ‘The Haunting of Abbeyham Priory!’ and They Came From Beyond the Grave! use a number of mechanics which help enforce the genre. Unlike Party Beach Creature Feature! A Jumpstart for They Came From Beneath the Sea!, the quick-start for They Came From Beneath the Sea!, Protagonists do not have access to Trademarks, each tied to a particular skill, which grant the player two extra dice on a related roll per Trademark, but when activated and there are some Successes left over from the completed task, enable the player to gain Directorial Control of the film. There is scope for them in They Came From Beyond the Grave! as there is space for them on the character sheet, but they do not appear in The Haunting of Abbeyham Priory! A Jumpstart for They Came From Beyond the Grave!.

A Protagonist does have Quips, like ‘I always believed human sacrifice died out.’ or ‘There's your proof — the proof of your own eyes.’ When used, they require everyone around the table to vote whether or not their use is appropriate, but if a Quip is successful, it earns a player another die to a roll or a reroll if a complex action. Rewrites are another genre-enforcing mechanic and are drawn from the Writers’ Pool, which is a group resource. They require all players to agree to their use, but with that agreement, a Rewrite can be used to make rerolls or add dice to a roll, as well as to active Cinematic Powers. Several of these are listed, including ‘I’m a Serious Actor’ which grants a bonus to the Protagonist’s Social Attributes after he uses his serious acting chops to elevate the film; ‘Same Set, Different Movie’ in which the Protagonist—or the actor playing him recognises the set of the film from another and uses it to his advantage; and ‘Waxing Poe-etical’ which has the player narrating the actions of his protagonist in rhyme and everyone joining in to gain an Enhancement for all associated rolls. Several Rewrites are included in The Haunting of Abbeyham Priory! A Jumpstart for They Came From Beyond the Grave!, but only five are used in play.

The rules in The Haunting of Abbeyham Priory! A Jumpstart for They Came From Beyond the Grave! are not quite as well explained as they could be. Beyond the basic rules, which are clear enough, the rules for combat are explained in the scenes where they might happen in the scenario and there is no explanation of the Stunts for the Protagonists. That aside, the rules are all easy to use in play. They are specifically designed to encourage and support cinematic play, even badly cinematic play, and whilst they are genre-enforcing, there are quite a few of them. So as much as the players need to lean into the genre and their Protagonists, they also need to lean into the genre-enforcing mechanics—the Rewrites, the Cinematic Powers, and more—to get their full effect. This is not an impediment to play as such, but more of a requirement than players might expect of the roleplaying game.

A Protagonist in Both ‘The Haunting of Abbeyham Priory!’ and They Came From Beyond the Grave! has nine Attributes—Intellect, Cunning, Resolving, Might, Dexterity, Stamina, Presence, Manipulation, and Composure; a range a skills, Quips, and Favoured Stunts. A Protagonist also has a Path each for his Archetype, Origin, and Ambition, but these do not play a role in the jump-start, whilst of his three Aspirations, or goals, only the two short term Aspirations really count in The Haunting of Abbeyham Priory! A Jumpstart for They Came From Beyond the Grave!.

The five Protagonists included in The Haunting of Abbeyham Priory! A Jumpstart for They Came From Beyond the Grave! consist of an elderly and authorative parapsychology professor, a brilliant, but disillusioned scientist, an ex-cop turned skeptical researcher, an eccentric medium, and a would-be hero dupe. Each is presented in full colour over two pages with the character sheet on one and an illustration and background on the other. The character sheets are easy to read and the background easy to pick up.

The scenario, ‘The Haunting of Abbeyham Priory!’, on two stormy separate, but connected, nights. The Protagonists are members of a parapsychology research team from the University of Portsmouth (technically Portsmouth Polytechnic at the time of the scenario) who are visiting Abbeyham Priory, a gothic pile with a long reputation for being haunted and being associated with witch hunts. Once the Protagonists get past the small crowd of protestors objecting to the idea of ghost hunters visiting a place of God and gain entry to the abbey, they find the nuns frosty and unwelcoming. The building is shabby, dusty, and cobweb strewn, the floors creak and there is nowhere to escape the draughts. The nuns seem to watch their every move, and despite what the Protagonists’ ghost hunting equipment fails to detect, there seems to be signs of ghosts everywhere. Well, if not ghosts, then something strange is definitely going on.

The Protagonists are members of a parapsychology research team from the University of Portsmouth (technically Portsmouth Polytechnic at the time of the scenario) who are visiting Abbeyham Priory, a gothic pile with a long reputation for being haunted and being associated with witch hunts. Once the Protagonists get past the small crowd of protestors objecting to the idea of ghost hunters visiting a place of God and gain entry to the abbey, they find the nuns frosty and unwelcoming. The building is shabby, dusty, and cobweb strewn, the floors creak and there is nowhere to escape the draughts. The nuns seem to watch their every move, and despite what the Protagonists’ ghost hunting equipment fails to detect, there seems to be signs of ghosts everywhere. Well, if not ghosts, then something strange is going on!

‘The Haunting of Abbeyham Priory!’ is designed to be played in four hours—and so is suitable to be run as a convention scenario—and is designed as a fairly linear countdown to a big finale. Which is entirely fitting for the genre. It contains a detailed description of the abbey, (though there is no map), which the Protagonists have plenty of opportunity to explore and are encouraged to do so to gain clues as to what is exactly going on at the abbey. Some of the clues come from a series of flashback scenes which foreshadow the events of the present in ‘The Haunting of Abbeyham Priory!’. These are set in the nineteenth century and involve visitors to Abbeyham Priory very similar to the Protagonists and who are in fact roleplayed by the players as variations upon their Protagonists! As the scenario counts down, its scenes cut back and forth between the present and the past, one set of Protagonists desperately fighting to withstand their inevitable doom, the other set  desperately fighting to withstand their potentially inevitable doom.

Physically, The Haunting of Abbeyham Priory! A Jumpstart for They Came From Beyond the Grave! is a slim softback, done in full colour throughout. The artwork is excellent and gloriously depicts the campy, over the top horror of its genre. Therea re two main issues with the quick-start. One is that the rules explanation is underwritten and there are elements, such as the explanations of the Trademark Stunts missing. The other is the structure of the scenario, which writes some of the core rules for the roleplaying game into scenes when they should really have been placed together with the explanation of the basic rules. Consequently, The Haunting of Abbeyham Priory! A Jumpstart for They Came From Beyond the Grave! does need a thorough read through as part of preparation, both to grasp the overall rules as well as the structure of the scenario.

It should be noted that 
‘The Haunting of Abbeyham Priory!’ is a very British scenario. Consequently, it includes an explanation of what ‘jumble’ and a ‘jumble sale’ are and the Protagonists get a scene in an Austin Allegro. Which is either the result of brilliant research or the author getting revenge for childhood nightmares spent in the back seat of one on very long family holidays. Either way, for players of a certain age, it will bring back terrifying flashbacks of their own...

Although it needs a little more preparation than perhaps is necessary to ready the players for the rules, The Haunting of Abbeyham Priory! A Jumpstart for They Came From Beyond the Grave! has everything the Director and her players need for one night’s session of a dark and stormy night, creepy nuns and salacious nuns, jump scares, creaks and groans from cheap sets, and over over acting. Anyone looking for down at heel frights and the richest, fruitiest of hammy performances as the clock ticks down to horror should prepare for a night at The Haunting of Abbeyham Priory! A Jumpstart for They Came From Beyond the Grave!

Friday, 11 February 2022

A B-movie Quick-Start

Party Beach Creature Feature! A Jumpstart for They Came From Beneath the Sea!
 is a quick-start for They Came From Beneath the Sea!, the roleplaying game of the B-movies of the fifties and sixties in which the small-town beaches of America are imperiled by Communist crustaceans, aquatic agitators, and tentacular terrors. This is a roleplaying game of bad acting, no-budget budget breaking special effects, inspired by The Creature from the Black Lagoon, It Came From Outer Space, The Beast From 20,000 Fathoms, Them!, Monster From the Ocean Floor, and many, many others! Published by Onyx Path Publishing, Party Beach Creature Feature! A Jumpstart for They Came From Beneath the Sea! provides everything necessary for a gaming group to give the roleplaying game a try and perhaps even use it as the starter scenario to a campaign set on the cheapest, schlockiest film sets of the nineteen fifties. This includes a basic explanation of the rules, a nine-scene scenario—the ‘Party Beach Creature Feature!’ of the title, and six pre-generated Player Characters or Survivors, plus Trademarks for all of the Player Characters, Quip Cards, and Cinematic Cards.

Party Beach Creature Feature! A Jumpstart for They Came From Beneath the Sea! employs the Storypath system. A distillation of the earlier Storyteller system, it is simpler and streamlined, designed for slightly cinematic, effect driven play. The core mechanic uses dice pools of ten-sided dice, typically formed from the combination of a skill and an attribute, for example Pilot and Dexterity to sail a boat, Survival and Stamina to cross a wilderness, and Persuasion and Manipulation to unobtrusively get someone to do what a character wants. These skill and attribute combinations are designed to be flexible, with a character’s preferred method being described as a character’s Favoured Approach. So a character whose Favoured Approach is Force, would use Close Combat and Might in a melee fight; if Finesse, Close Combat and Dexterity; and if Resilience, then Close Combat and Stamina.

The aim when rolling, is to score Successes, a Success being a result of eight or more. Rolls of ten count as two in They Came From Beneath the Sea!, rather than the capacity for the player to roll again for further Successes. Typically, a player only needs to roll one Success for a character to succeed at a task, though it can be as many as three, and ideally, he will want to roll more. Not only because Successes can be used to buy off Complications—ranging between one and five—but also because they can be used to buy Stunts which will impose Complications for others, create an Enhancement for another action, or one that makes it difficult to act against a character. Stunts cost at least one Success and a range of stunts is given in the pages of Party Beach Creature Feature! A Jumpstart for They Came From Beneath the Sea! These include ‘Government Trained Sharpshooters’, which for one Success lowers the Degree of Difficulty when attacking a specific target; ‘Always Another Way’, which enables a Survivor to get out of a tight spot or around difficult situation for two Successes; and ‘Forensic Eye’, which grants clues about the aliens involved in the mystery for two Successes. Instead of adding to the number of dice rolled, equipment used adds Enhancements or further Successes for a player to expend, but the player needs to roll at least one Success for equipment and thus the Enhancement to be effective.

Under the Storypath system, and thus in They Came From Beneath the Sea!, failure is never complete. Either a player can spend a Rewrite to reroll; accept the failure, accept its consequences and a Consolation; or if the roll was a failure and a one was rolled on the die, suffer the consequences of a Botch and earn two Rewrites for the Writer’s Pool.

Party Beach Creature Feature! and They Came From Beneath the Sea! uses a number of mechanics which help enforce the genre. Every Survivor has access to a number of Trademarks, each tied to a particular skill, for example, ‘Big Stick’ for the Persuasion skill or ‘Subaquatica’ for Athletics, which can be used once per story. These typically grant the player two extra dice on a related roll per Trademark, but when activated and there are some Successes left over from the completed task, a player can actually gain Directorial Control of the film. In this case, the player can add or remove one detail from a scene for each Success spent in this fashion. A Survivor also has Quips, like ‘I’ve seen some aquatic nightmares before, but this takes the caviar…’ or ‘Not to be nosy, but… do those eyes belong to you?’ When used, they require everyone around the table to vote whether or not their use is appropriate, but if a Quip is successful, it earns a player another die to roll. Further uses of it can gain a player more dice. If the roll resulting from a Quip consists of three or more Successes, that Quip is considered Award-Winning and gains the player an additional Quip and the immediate use of a Cinematic without using Rewrites.

Rewrites are another genre-enforcing mechanic and are drawn from the Writers’ Pool, which is a group resource. They require all players to agree to their use, but with that agreement, a Rewrite can be used to make rerolls or add dice to a roll, as well as to active Cinematics. Five such Cinematics are included in Party Beach Creature Feature!—there are more in They Came From Beneath the Sea!—and these are ‘Call the Understudy’, ‘Cheap Set’, ‘Deleted Scene’, ‘Scene Missing’, and ‘Summon the Stuntman’. One last genre-enforcing mechanic is the Death Scene in which a Survivor gets to make one last chance to impart wisdom, make a request, give a soliloquy, and so on…

The rules in Party Beach Creature Feature! A Jumpstart for They Came From Beneath the Sea! are in general clearly explained and all easy to use in play. They are specifically designed to encourage and support cinematic play, even badly cinematic play, and whilst they are genre-enforcing, there are quite a few of them. So as much as the players need to lean into the genre and their Survivors, they also need to lean into the genre-enforcing mechanics—the Rewrites, the Cinematics, the Trademarks, and more—to get their full effect. This is not an impediment to play as such, but more of a requirement than players might expect of the roleplaying game.

A Survivor in Party Beach Creature Feature! and They Came From Beneath the Sea! has nine Attributes—Intellect, Cunning, Resolving, Might, Dexterity, Stamina, Presence, Manipulation, and Composure; a range a skills, some with associated Trademarks; and Connections, Quips, Tropes, and Favoured Stunts. Attributes and skills range in value between one and five dots, each dot adding a die to a dice pool. Trademarks are equivalent of advantages and Quips wisecracks, both of which grant a player extra dice, whilst Tropes are more personal advantages, such as ‘Hand-to-Hand Fighting’, which grants an extra die when in melee combat or ‘Eureka!’, which means the Survivor is good at putting clues together and can gain an in-depth understanding of a clue once per session. A Survivor also has a Path each for his Archetype, Origin, and Ambition, but these do not play a role in the jump-start, whilst of his three Aspirations, or goals, only the two short term Aspirations really count in Party Beach Creature Feature! A Jumpstart for They Came From Beneath the Sea!

The five characters included in Party Beach Creature Feature! A Jumpstart for They Came From Beneath the Sea! consist of an Everyman Department Store Clerk, an Adventuring Psychologist, a Disgraced Cop from the local police force, an Everyman Beach Bunny, an Investigative Girl Next Door Journalist, and a Preparation Enthusiast. Each is presented in full colour over two pages with the character sheet on one and an illustration and background on the other. The character sheets are easy to read and the background easy to pick up.

The scenario, ‘Party Beach Creature Feature!’, is set on a hot summer’s night in Darien, Connecticut. The Director will need to decide if the budget of the movie is low, big, or art, and to what degree Exploitation plays a role in its filming. Involving nine scenes over three acts, the scenario begins with everyone on Weed Beach before several fearsome fishmen rise from the waves and attack! The Survivors must not only hold off the attack but discover why the fishmen are so interested in the ‘jazz cigarettes’ which local small-time dealer, Sonny McGee, has been selling. This will lead the Survivors in a most unexpected direction. ‘Party Beach Creature Feature!’ is a short mystery, though with decent opportunities for inaction and investigation, combat and stealth, and it is supported with staging advice for the Director throughout. Each of the nine scenes is very clearly organised with explanations of how the Survivors got there, what they need to accomplish, the opposition they face, and the goal of the scene all laid out for the Director, making them easy to run. The plot is linear, but that is not really an issue in a Jump-start which is intended to introduce both setting and mechanics of They Came From Beneath the Sea! It should take a session or so to play through, which will mean that each player is only likely to get to use one or two Quips or Trademarks at the most. The short length means that, barring the adult element of ‘jazz cigarettes’, ‘Party Beach Creature Feature!’ could also be run as a convention scenario.

Physically, Party Beach Creature Feature! A Jumpstart for They Came From Beneath the Sea! is a slim softback, done in black and white bar the Survivor backgrounds and illustrations. The artwork is decent and captures a little of that beach party giddiness before something walks from the waves and wreaks havoc! It could have benefited from a little better organisation so that all of the content for the players and their Survivors could have been placed together, but if there is a real issue with Party Beach Creature Feature! A Jumpstart for They Came From Beneath the Sea!, it is that above and beyond the Storypath system, the rules in the Jump-start do add a handful of new moving parts. As good as those new rules are, and as much as they help enforce the genre, what the Jump-start could have done with is a cheat sheet explaining all of them for the benefit of the players, rather than having to explain them more than is necessary.

Although it needs a little more preparation than perhaps is necessary to ready the players for the rules, Party Beach Creature Feature! A Jumpstart for They Came From Beneath the Sea! has everything the Director and her players need for one night’s session of seaside scares, aquatic agitation, and B-movie budget beastliness. Anyone looking for chills on the cheap and scenery scrunching stagecraft should get ready to ham it up to the horror that comes ashore in Party Beach Creature Feature! A Jumpstart for They Came From Beneath the Sea!

Sunday, 4 July 2021

Titanic Tales

The gods have always fought against the generations of gods that came before them. In Greek myth, the Olympians—the gods with which we are most familiar from Greek and Roman mythology—fought a decade-long battle to see who would have dominion over the world. This is the ‘Titanomachy’, or War of the Titans. It is this war and this intergenerational conflict of young gods rebelling against and ultimately defeating their parents which is a major influence for Scion, the roleplaying game in which players roleplay the mortal descendants of gods—or Scions—who grow to become both the agents and the active presence of their parents in The World, the mortal realms as we know them. Of course, such tales of intergenerational godly conflict are not confined to Greek and Roman mythology, and neither are the Scions. Thus, in Scion: Origin and Scion: Hero, they include not just the Theoi or Greco-Roman pantheon, but also the Aesir or Norse Gods, the Manitou or Algonquian pantheon, Netjer or Egyptian pantheon, the Kami or Japanese Gods, the Tuatha Dé Danann or Irish Gods, the Óríshá or Yórúba pantheon, the Devá or Gods of South Asia, the Shén or Chinese pantheon, and Teōtl or Aztec pantheon. And each pantheon has its own set of Titans, older deities more archetypal embodiments of a particular purview whose pursuit of their primal urges tend to have destructive effects, especially on the mortal realms. Consequently, the Gods, many of them children of the Titans, imprisoned the Titans, who have rattled their chains ever since, more recently weakening them and allowing their more monstrous offspring to enter The World and threaten humanity. However, the relationships between the Gods and their Titans varies from one Pantheon to the next, and it is these relationships which are explored in Titanomachy, a supplement for both Scion: Origin and Scion: Hero which brings the second War against the Gods one step closer.

Published by Onyx Path PublishingTitanomachy can be divided into three large chapters. The first of these is devoted to ‘The Titans’ and details the various Titans of Scion’s ten pantheons—or rather it does not. In each case, the Titan is fully detailed, including aliases, callings and purviews, relationships and agendas, view of other pantheons, and current priorities. There are typically three or four entries per pantheon, plus the Birthrights for the Scions of the Titans of that pantheon. These include creatures, followers, guides, and relics.

For example, the Titans for the Aesir are Jörð, Nidhoggr, Surtur, and Ymir. Jörð is described as the most beautiful of Aesir, an Earth Mother and creator of the Dwarves, whose father was killed by Asgardians and who was in turn abandoned by Odin, and ultimately, their son, Thor. Although she misses her son, her heart has grown bitter at the treatment by both him and his father. Jörð’s Callings are Guardian, Lover, and Primaeval,  and her Purviews are Beauty, Earth, Epic Stamina, Fertility, and Passion (Love). Her relationships and agendas primarily involve looking for companionship beyond the confines of the Pantheon, having grown bored of their repetitive behaviour, but as intelligent and skilled as she is, her own behaviour is often smothering and repetitive. Jörð holds the other Aesir in contempt, but is beginning beyond its confines for ideas and companionship, and her current priorities include protecting endangered species, and protecting and loving those Scions she creates—and of course, expecting much love in return. Automatically, Jörð makes for a great—or is that terrible mother figure?—especially if the Scion Player Character is related to Thor or Odin, or even simply red-headed. She could even be supporting radical eco-activists in their efforts to protect endangered species.

The other Titans of the Aesir—and of course, those of the other pantheons, are given a similar treatment. Thus for the rest of the Aesir, Nidhoggr is either the ‘Corpse-Chewer’ or ‘The Pretender’, who might be the serpent who gnaws the roots of Yggdrasil, the World Tree, or who might be the nemesis or simply a trick of Niõhöggr, who also gnaws the roots of Yggdrasil. It is intentionally confusing, but Scions of either are bent on the destruction of the other. As for Surtur, he is only concerned with his duty—fiery destruction and causing natural disasters for regrowth, and lastly, Ymir, the father-of-himself and all of the Aesir, plots to take Asgard as is his right, but his head-in-clouds mind and drive to micro-manage his fellow Titans and his own Scions means that he is rarely successful.

In terms of Birthrights, the Scions of the Titans of the Aesir might have access to creatures such as the cows sacred to Ymir, which he uses to send messages—whether in the slaughterhouse house or on the dairy farm, whilst Jörð uses her Followers the Dvergar, as her Messengers and Guides. An unaligned Guide and Messenger is Ratatoskr, the squirrel of the World Tree, who when not annoying Nidhoggr (or Niõhöggr) carries news and spreads lies, surely a great role model for a scurrilous gossip mongering Titan Scion! Then for relics, the ‘Brains in a Bottle’ provides a means of very limited communication with Ymir, ‘Jörð’s Bracelets’ allow the wearer to draw power directly from earth, ‘Nidhoggr’s Tooth’ is a dagger carved from a tooth capable of piercing any armour and holding any poison, and ‘Ymir’s Skull Fragment’ enables the user to view anywhere visible from the sky.

Titanomachy does this in turn for each of the Titans for almost all of the Pantheons, giving the Storyguide a wide range of options and foes to bring into her campaign. Where this diversity gets really interesting though, is how each of the various pantheons relates to its Titans. The Devá or Gods of South Asia loathe not only their own Titans, but those of other pantheons and take exception to pantheons who are more forgiving of them. The Titans and the Kami or Japanese Gods simply hate each other over a betrayal which happened centuries before, whilst those of the Manitou or Algonquian pantheon are simply seen as troublesome members of the same family. Similarly, the Titans of the Netjer or Egyptian pantheon are also accepted, but more as a balancing counterparts to their corresponding gods who defeat them over and over. The Titans facing the Shén of the Chinese pantheon are mired and quantified into the celestial bureaucracy, whilst those of the Teōtl or Aztec pantheon work to destroy the world completely, just as they have four times before. Of course, the gods of the Theoi or Greco-Roman pantheon hate their Titans, whilst the Tuatha Dé Domnann are only Titans because they lost their battle against the Tuatha Dé Danann or Irish Gods. Lastly, the exceptions are the gods of the Óríshá or Yórúba pantheon, which lacks Titans and dismisses the concept, fundamentally because of the divisive and delegitimizing nature of the categorisation.

Having presented the Storyguide with such a diverse range of mythological creatures, would be gods, former gods, and more, the second chapter to Titanomachy delves into ‘Storyguiding’. This highlights the questions a Storyguide needs to address before bringing Titans into her campaign—how big a role, which pantheons, has the Cold War between the gods and the Titans turned ‘hot’, and so on. What level are the Player Characters involved in the war—hot or cold—at street level, globetrotting across The World, or delving in and out of Terra Incognita, increasing the mythic stakes at each level? Along with numerous plot hooks covering numerous Titans presented in the previous chapter, there is also good advice on how to use the Titans. As NPCs, they might range free, come to the Player Characters for help (or vice versa), languish in prison (which is traditional) and thus requiring a visit, and even serve as allies. One interesting option covered is as Titan Scions, that is as Player Characters, having a Titan Calling instead of a Scion Calling. This lends itself to some great roleplaying challenges and storytelling possibilities as Titans are often prone to inhuman behaviour due to their parentage (whether actual or adopted). However, this may not be welcome in every playing group, and the authors suggest that for this reason, the inclusion of Titan Scions as Player Characters be discussed first.

The various levels of play—street level, globetrotting around The World, and into Terra Incognita are supported with three extended scenario outlines, each three acts long and accompanied by stats for the Storyguide characters. The street level scenario is  ‘Diaspora’, a locked room type mystery where the room is actually a whole airport in which the Scion must find some stolen relics, uncover imposters, solve a murder, and survive an apocalyptic boss fight in the course of an afternoon. The World scenario, ‘Lunar New Year’ is more open and can either start a campaign or be dropped into it as the Scions investigate the disruptive activities of a chaotic Titan Scion in New York. ‘Bring Forth a Greater Thunder’ is the Terra Incognito scenario and is far more open in its structure, consisting of key scenes and various subplots. All three scenarios involve the three areas of play intrinsic to Storypath games—action-adventure, intrigue, and procedural, and all nicely show what a Scion scenario can involve.

Lastly, the chapter on ‘Storyguiding’ discusses another type of entity key to many pantheons and mythologies—dragons! Dragons claim to have existed before the creation of The World and to have been the first in The World, which many Titans find objectionable. This is exacerbated by there being some overlap between Titans and Dragons, so that there may be two beings of the same name, but be different all together and be the same at the same time. As with the earlier Nidhoggr (or Niõhöggr), this is intended to be slightly confusing. Potentially though, Dragons represent a threat that Scions and Titans can both agree on.

The third and final chapter in Titanomachy consists of ‘Antagonists’, a wide range of enemies, potential allies, and other Storyguide characters. There is a guide to adjusting adversaries up and down to match the Scions and building archetypes adding Qualities and Flairs like ‘Bringing the House Down’, ‘Entrap’, and ‘Miasma’ to  base Spawn or Titanic minions, before listing over eighty examples. These include the familiar creatures of myth and legend, from Banshee, Fomorians, Gremlins to Internet Trolls (Lesser and Greater), Phouka, and Wendigo, alongside the unfamiliar and the individual. The former are drawn from mythologies less familiar to a Western audience, for example, the Harionago, female monsters who stalk the streets strangling with their hair anyone who returns their smiles or the Tikoloshe, creatures of polluted water and spite born to make the lives of others miserable. The latter are individual Titan Scions, such as Ed and Edie Jackson, sweet old pensioners adopted by Prometheus who setting fire to buildings and even Timothy Allgood, a tireless advocate for the release of Titans everywhere, who may be simply a good talk show guest or an actual Titan Scion.

Lastly, an appendix provides a raft of new rules. These include Collateral, a means of handling damage or events  to the environment around them when the Scions face Titan Scions or creatures of legendary size, and numerous Birthrights, from Cyclops, Dragon Secretary, and Grigori Rasputin to Cursed Copper Goods, Silk Spider Shawls, and Sinister Hands. The appendix is rounded off with a wide selection of Knacks that any Storyguide character or Player Character Titan Scion can have, depending upon their Titan Calling.

Physically, Titanomachy is well written and well presented. The artwork varies a little in quality, but otherwise, this is a decent looking book.

Titanomachy could simply have just been a book of monsters and their stats. Fortunately, it is much more than that. Many of the Titans and creatures and Titan Scions are monsters and are likely to serve as enemies to the Player Character Scions, but Titanomachy provides and discusses options to make them much more—frenemies, potential and/or temporary allies, and thus more interesting. In doing so, it builds on the thoroughly enjoyable descriptions of the Titans given for each of the pantheons that in turn lend themselves to great story hooks, interesting relationships with the Player Character Scions, and good roleplaying. All that and the descriptions also serve as more great introductions to the stories and myths of each pantheon such that the reader wants to find out more. Plus there are the detailed scenario outlines and plot hooks and actual monster, creature, and Titan Scion descriptions and stats which all together almost feel like a bonus!

Titanomachy is not just a great read for the Storyguide, but an indispensable guide to both the obvious foes of the Player Character Scions and how to turn a few of them into something more than just foes. Once the Storyguide has her Player Character Scions on their paths to divinity, Titanomachy is a next-step purchase for both Scion: Origin and Scion: Hero.

Sunday, 25 April 2021

Young Gods

“Good evening, and once upon a time…” What if these were the opening words of the six o’clock news? What if the news was not only of the latest government initiative, a war in a faraway country, threat of famine in another, a new economic report, a celebrity’s scandalous activities, and all you would expect, but also of Gods walking the Earth, their cults proudly and joyously celebrating festivals dedicated to them, of myths being enacted and reinforced? What if corporations and celebrities and politicians purposefully align their brands with the Gods in the hope gaining their patronage, the love affairs and scandals of the Gods are the subject of the magazines at the supermarket checkout, Valkyries and Amazons work as mercenaries, Satyrs make for the greatest party hosts and revellers, and victorious sports teams give praise to Nike? And not millennia ago, but yesterday, last week, and tomorrow? This is The World, which is just like ours except that the Gods are real, their faiths accepted alongside the more modern monotheistic faiths of ours, and the supernatural is real, but occluded rather than hidden.

The World is one with multiple pantheons—the Aesir, Manitou, Theoi, Netjer, Kami, Tuatha Dé Danann, Óríshá, Devá, Shén, and Teōtl pantheons—often rivals and competitors for the same myths, legends, artefacts, and aspects of The World. As much as they are idolised, it is rare for any one of the Gods to walk the Earth or directly intervene in the affairs of mortals, primarily because they need to maintain a balance between the human belief and worship in them which forms both their personalities and their roles and the danger that the fickle nature of that belief and worship will drastically change their personalities and their roles. Instead, they reside in Overworlds and Underworlds from which they project Terra Incognita, lands of myth once removed from The World, but accessed via Gates such as Bifrost or Fengdu Ghost City, or Axes Mundi, like travelling the aether or sailing the ocean to reach the River Styx. Many of these Terra Incognita parallel real-world locations in The World. For example, Boston’s Catholic churches double as Tuatha sancta, whilst its city parks are strewn with fairy mounds from which lead stray paths where tolls must be paid or riddles answered to again access dreamlike gardens. Sailors carrying a piece of wood or stone from Ireland may find themselves voyaging into Tir na nÓg rather than docking in Boston Harbour. The shining metropolis of Memphis in Egypt with its skyscrapers and maglev mass transit is contrasted with the ancient and macabre necropolis of Saqqara next door, where with the right spells, entry into the Duat, the realm of the dead, may be found.

The feuds and rivalries between the Gods are not the only sources of conflict in The World. The primary conflict is between the Gods and the Titans. The Titans are also deities, but are archetypal embodiments of a particular purview whose pursuit of their primal urges tend to have destructive effects, especially on the mortal realms. Consequently, the Gods, many of them children of the Titans, imprisoned the Titans, who have rattled their chains ever since, more recently weakening them and allowing their more monstrous offspring to enter The World and threaten humanity. Into this conflict step the Scions. Each is the half-divine child of one the Gods and humanity. Many do not know the true nature of their parentage and so explain their amazing abilities and skills as being due natural talents, others have undergone the Visitation, the moment when their true nature and divine lineage is revealed and they are granted their Birthright, gifts from their godly parent.

This is the set-up for Scion: Second Edition, published by Onyx Path Publishing. Inspired by The Wicked + The Divine by Keiron Gillen and Jamie McKelvie, Roger Zelazny’s Lord of Light, American Gods by Neil Gaiman, the television series Carnivàle, and others, this is a contemporary roleplaying game of modern myth and epic heroism in which not only do the gods walk amongst us, they often have children too. These children, the Scions of the gods, born to the magic of yesterday and the promise of tomorrow, are caught up in a war with the Titans, elder beings who rage against the human world and its wayward gods. As children of the gods, the Player Characters protect the interests of their parents on Earth whilst protecting humanity against the ravages of the Titans. It is explored through not one book, but four, each book representing a different Tier. These are Scion: Origin, Scion: Hero, Scion: Demi-God, and Scion: God, which explore the Scions’ growing ties to their own myths and legends and to the mortal world, the latter weakening as the former strengthens, as they become increasingly involved in divine conflicts.

Scion: Origin is the starting point. The Player Characters are mortals, not yet aware of their true nature, even though divine ichor flows through their veins. They might be a faith healer whose powers are truly divine in nature, a stuntman whose physical prowess enables him to throw himself into any situation, a gambler whose luck truly shines, a mercenary for hire always able to get the job done, but part of that will be their unknown divine mature. Alternatively, a Scion may not be the son or daughter of a God, but a Supernatural being. These include Saints, Kitsune, Satyrs, Therianthropes, Wolf-Warriors, and Cu Sith, who may in turn achieve true divinity like the sons and daughters of the Gods.

A Player Character in Scion: Origin is first defined by a Concept and three Deeds—short-term, long term, and band-term—which combine the Scion’s aims and what his player wants. He has three Paths, one each connected to his Origin, Role, and Society/Pantheon, representing decisions the Scion has made or experiences made, the Origin his background, the Role his occupation or area of expertise, and Society/Pantheon his connection to an organisation, cult, or pantheon. Origin Paths include Adventurer, Life of Privilege, Military Brat, or Child of the Street; Role Paths include Charismatic Leader, Detective, and Technology Expert; and Society/Pantheon the Aesir, Manitou, Theoi, Netjer, Kami, Tuatha Dé Danann, Óríshá, Devá, Shén, and Teōtl pantheons and one of its Gods. In the long term, a Path also provides a route along which a player can develop his character, and will be rewarded in doing so with slightly reduced Experience Point costs. He also has Skills and Attributes, and lastly, a Calling and Knacks. The Calling is an archetype such as Creator, Guardian, Hunter, Lover, and so on, each of which has several associated natural or supernatural benefits, or Knacks. For example, ‘The Bare Minimum’ for the Healer Calling, enables a Scion to tend someone safely even without the right tools and ‘Experienced Traveler’ for the Liminal Calling lets a Scion quickly pick up social cues and language even in the remotest of locations, and is unlikely to be seen as out of place. Some Knacks require the expenditure of Momentum—acquired from failed dice rolls, and whilst a Scion can know multiple Knacks, at the Tier of 
Scion: Origin, he can only have the one active.

Creating a Scion is a matter of making choices building upon the Concept and selected Pantheon, the player deciding which of his Scion’s Paths is primary, secondary, and tertiary and assigning dots to skills based on each Path’s skills. Attributes are divided into three arenas—mental, physical, social, and are assigned dots based whether they are primary, secondary, or tertiary. The Scion’s Approach, how he prefers to act, whether through Force, Finesse, or Resilience, grants further dots in the three associated attributes. The process is not complex, and whilst it is supported by a solid example, it could have been eased with a clearer summary at the start of the process.

Our sample Scion is the Pre-Visitation Elias Castro who made it big as a successful lawyer defending even bigger-name clients, some of whom were guilty and he managed to get off. He made himself rich and famous—even infamous—and then his conscience got to him. Elias began to drink and gamble, putting himself in debt, leading to a vicious circle of terrible clients, drinking, and gambling. Part of him wants to be off the rollercoaster, part of him continues to enjoy the ride.

Name: Elias Castro
Concept: Off-the-deep-end Gambler
Parent: Hermes
Origin Path: Surburbia – Everybody’s gotta grow up somewhere
Role Path: Charismatic Leader – Honey tongued lawyer
Pantheon Path: Hermes – Caught between two worlds
Calling: Trickster (1)

DEEDS
Short-Term Deed: To take one more risk (Courage)
Long-Term Deed: To get sober (Conviction)
Band-Term Deed:

SKILLS
Culture 3 (Rough & the Smooth), Empathy 5 (I can see through you), Integrity 3 (I stand by everything I say), Leadership 2, Persuasion 5 (Would I lie to you?), Subterfuge 4 (God of Gamblers), Technology 1

ATTRIBUTES
Intellect 3 Might 1 Presence 3
Cunning* 4 Dexterity* 2 Manipulation* 5
Resolve 2 Stamina 1 Composure 3

Movement: 2
Defence: 1

KNACKS
Aura of Greatness, Rumour Miller, Wasn’t Me

Mechanically, 
Scion: Origin employs the Storypath system, which can be best described as a distillation of the Storyteller system—the mechanics of which date all of the way back to Vampire: The Masquerade—and certainly anyone familiar with the Storyteller system will find that it has a lot in common with the Storypath system, except that the Storypath system is simpler and streamlined, designed for slightly cinematic, effect driven play. The core mechanic uses dice pools of ten-sided dice, typically formed from the combination of a skill and an attribute, for example Pilot and Dexterity to fly a helicopter, Survival and Stamina to cross a wilderness, and Persuasion and Manipulation to unobtrusively get someone to do what a character wants. These skill and attribute combinations are designed to be flexible, the aim being any situation is to score one or more Successes, a Success being a result of eight or more (this can be lowered as Scions become more powerful). Rolls of ten are added to the total and a player can roll them again.

To succeed, a player needs to roll at least one Success, and may need to roll more depending upon the Difficulty of the task. Should a Scion succeed, he can increase the number of Successes with an Enhancement, such as having a fast car in a race or the favour of a particular God, but he needs to succeed in order to use the Enhancement. Any Successes generated beyond the Difficulty become Threshold Success and represent how well the character has succeeded. These can be spent by the player to buy off Complications, for example, not attracting the attention of the Police in a car chase, or to purchase Stunts. These can cost nothing, for example, the Inflict Damage Stunt, whereas the Disarm Stunt costs two and the Critical Hit Stunt costs four. Characters in Scion: Second Edition often have Stunts due to their Birthright, such as Loki, which grants the ability to positively influence someone, but only when the character lies, but Birthrights are outside the scope of 
Scion: Origin.

Under the Storypath system, and thus in 
Scion: Origin, failure is never complete. Rather, if a player does not roll any Successes, then he receives a Consolation. This can be a ‘Twist of Fate’, which reveals an alternative approach or new information; a ‘Chance Meeting’ introduces a new helpful NPC; or an ‘Unlooked-for Advantage’, an Enhancement which can be used in a future challenge. Alternatively, a character gains Momentum which goes into a collective pot and which can be spent to add extra dice to a dice pool or used to fuel various Knacks possessed by the Scions. Scion: Origin focuses on three areas of action—Action-Adventure, Procedurals, and Intrigue. The first covers combat and is fairly straightforward. The second handles information gathering, which is divided into two categories. Leads start or continue the plot and so do not have to be rolled for by the players, whereas Clues provide extra information, are more challenging to find, and do require a roll. Intrigue covers social interaction and the reading and shifting of the attitudes of both NPCs and player characters.

Scion: Origin is a roleplaying game of supernatural and divine beings, many of varying power and scope. The mechanics cover this with Scale, both Narrative and Dramatic. Narrative Scale covers minor characters and story elements, whilst Dramatic Scale covers situations when it applies to the Player Characters. When Scale comes into play, it adds a number of Enhancements equal to the difference between the two sides involved in the scene. As with the rest of the Storypath system, Enhancements come into play as effects if successes are generated as part of a test.

The advice for Storyguide includes the general and the specific. The general is the fairly standard and includes ignoring or modifying rules she does not like, ensuring that everyone around the table is comfortable with the tone and content of the game being played, and so on. This does feel underwritten and could have included further advice and safety tools such as the X-Card. The specific discusses how to set up a campaign through steps of what it calls the Plot Engine—the seed, the pitch, and deeds and arcs. Naturally, it emphasis how to bring the myth into the game, but keep it subtle because the Scions are not truly divine, so will not be enacting the Saga of Argonauts, the search for the Golden Fleece, or penetrating the maze of the Minotaur—at least not literally. Instead, they might be enacting them with the myth alluded to, but underlying the mundane. So at the Myth Level of 
Scion: Origin, set at Iron Level—with the divine present in the mundane world as signs and omens which may or may not be real, bordering on Heroic Level—in which the supernatural has begun to become apparent, the search for the Golden Fleece might turn into a road trip to get a fleece jacket back , whilst penetrating the maze might mean a bureaucracy rather a labyrinth. This can be as subtle or not as the story warrants, the Storyguide advised to play with and enforce mythic tropes such as the Rule of Three, Hometown Advantage, Beauty is Only Skin Deep, and so on. To do this, the Storyguide will need to research and adapt myth upon myth, and depending upon the choices made by her players, the mythos of pantheons she is not familiar with. She is also advised to keep it dramatic, including repeating a call to adventure over and over if a Scion ignores it, slightly changing the nature of the call each time. This is delightfully unsubtle and whilst you might not do it in another roleplaying game, it is perfectly in keeping with the Urban Fantasy genre and thus Scion: Origin.

The setting to 
Scion: Origin is explored in several ways. This includes several pieces of fiction, all by Kieron Gillen—author of The Wicked + Divine—telling the story of Scion discovering the true nature of the world around and her place in it. Along with the sample pre-generated Scions, these a holdover from the roleplaying game’s first edition, they bring a personal perspective to the setting. One of these examples includes a God not given in the list pantheons to show other deities can be included. As well as exploring the nature of The World and its differences with ours, several cities are described, including their links to the Terra Incognito and the Axis Mundi. They include Boston and New York, Kyoto and Memphis, Mexico City and Varanasi, and more. Not all in the same detail, but they do suggest how other cities might be explored in a similar fashion. There is also a good chapter of antagonists, including archetypes, using qualities, flairs (one-shot abilities which require a cool-down period to use again), and utilities to build important NPCs, advice on creating them, and numerous ready-to-play examples. The latter are accompanied by design notes which explore the principles of each mythic creature, suggesting how they can be used and adapted from one pantheon to another.

Rounding out 
Scion: Origin is a set of appendices. The first explores six Supernatural Paths. These include Saints, Kitsune, Satyrs, Therianthropes, Wolf-Warriors, and Cu Sith. Of these, Therianthropes are lycanthropes, Wolf-Warriors are berserkers, and Cu Sith are fey canines. Guidelines are given on how to adjust them to model other mythical figures, such as adapting the Wolf-Warrior to be a classical Amazon, a Dahomey Amazon, and a Shieldmaiden. These shift Scion: Origin away from being a roleplaying game about the divine, and more to encompass the Urban Fantasy genre, as well as pleasingly demonstrating the flexibility of these archetypes. That said, more of them included in the book would have been nice. The second lists all of the major Gods and their Callings and Purviews for all ten pantheons presented in Scion: Origin. They include the Aesir or Norse Gods, the Manitou or Algonquian pantheon, the Theoi or Greco-Roman pantheon, Netjer or Egyptian pantheon, the Kami or Japanese Gods, the Tuatha Dé Danann or Irish Gods, the Óríshá or Yórúba pantheon, the Devá or Gods of South Asia, the Shén or Chinese pantheon, and Teōtl or Aztec pantheon. These are lists only, and whilst useful, further research upon the part of the Storyguide and her players will be needed beyond this. The third and last appendix provides a conversion guide from the first edition to the second edition of Scion: Origin.

Physically, 
Scion: Origin is well-written, the full colour artwork throughout is excellent, and the whole affair is attractive. Perhaps in places it feels a little too concise, especially in the examples of the rules. What Scion: Origin is lacking though, is a beginning scenario, which would suggest some idea as to how the designers intend the roleplaying game to be played. However, there is the quick-start for it, A Light Extinguished: A Jumpstart For Scion Second Edition, which could be played with the full rules using Scions of the players’ own design, rather than the pre-generated ones provided in the quick-start. More of a problem is the lack of story hooks or campaign suggestions which might have helped spur the Storyguide’s imagination. Similarly, it would have been interesting to see myths taken from the different pantheons and worked through to see how they could work in Scion: Origin. Doing so would also have been a chance for the designers to showcase some of the less familiar pantheons. Elsewhere an example of play and a full example of combat would both have been helpful.

Scion: Origin is a roleplaying game about playing Gods to be, so it is almost as if Scion: Origin is wanting to pull the Scions onto the step in their Paths to divinity, which technically would be Scion: Hero, but it never goes as far as pulling the setting of The World and the Scions over that threshold. There is a sense of the liminal to Scion: Origin which is not helped by the lack of examples and the Storyguide being left to research, adapt, and develop myths of the pantheons to really get started. This is not to say that the tools are not there for the Storyguide to get started—the Storypath system is suitably cinematic, the advice is solid, and the background is good, but Scion: Origin does not help the Storyguide make that first step into The World easy. However, Scion: Origin is a roleplaying game full of great potential and a roleplaying game in which the Player Characters are also full of great potential. For the Storyguide willing to work myths, Scion: Origin will turn into some potentially mythic stories and adventures.