Sunday, August 12, 2012

Tommy's Take on Mutant Epoch



More fun with PostApoc! This time, Mutant Epoch by Outland Arts!

WHAT YOU SHOULD KNOW: The "Hub Rules" are 246 pages in PDF format, and while the PDF isn’t bookmarked, it has lots of links built into the table of contents. The PDF is $12.99 and POD softcover and hardcover editions (and bundles) are available at DriveThruRPG. In addition to the normal slate of supplements, The Mutant Epoch is also supported by the Excavator Monthly Magazine. The setting is pretty standard: It’s the year 2346 and society has collapsed. Mutant, robots, clones and more now roam the earth. If you need something other than the gradual erosion of society, culminating in a great war, then they provide other options: Alien invasions, portals to other dimensions, zombie apocalypse…whatever you need. The game uses the standard D&D array of dice (d4, d6, d8, d10, d12 and d20).

Part one is character creation, and it uses lots of random rolls. There are a few options for picking character types, rolling stats and assigning them as you will, etc., but the default it “roll on a bunch of charts”. There are three “character type” charts, based on your experience level (as a player). Eight Traits are used (Endurance, Strength, Agility, Accuracy, Intelligence, Perception, Willpower, Appearance). You use d100 tables for those that are capable of producing a range anywhere from 1 to 120 (those most Traits will fall somewhere in between). Then you roll the character’s Pre-Game Caste, which provides modifiers to your Traits. For instance, you may have been a Pirate, which gives you bonuses to Strength and Endurance, the ability to navigate by the stars, 2 Criminal Skills, 2 Warrior Skills and a Miscellaneous Skill. Also, it is assumed that your old crew is cranky about you abandoning ship. Each of the backgrounds have little hooks like that built in.

The available character types are Pure Stock Humans, Bioreplicas (organic, artificial humans), Clones (based off of the DNA of specific individuals), Trans-Humans (engineered to be better, faster, stronger), Cyborgs, Ghost Mutants (Mutants who show no outward signs of mutation), Mutants (Mild, Typical, Severe, Freakish Horrors), Bestial Humans (I CAN MAKE A HONEY BADGER!).

Interestingly, the game is level based, and while things like your Strike Value advance on a track, you also roll Rank Gain Bonus Matrix to see how else you advance. For instance, at Rank 2 your Cyborg may increase his Agility by 2d6, but gain a Minor Mutation at Rank 3. There is no upper limit to the leveling. You can also gain skills just by finding a teacher, regardless of where you are at on your advancement.

And then we get to mutations. First, the Prime Mutation table is a d1000 table. It includes tidbits like Berserk Rage, Multi Head, Poison Bite, Telekinesis and Wings. Then there’s the Creature Mutations table, with options like Acid Blood, Crab Pincers, Limb Regeneration, and Tusks. Ghost & Latent Mutations are less obvious, and include Coma Inducement, Heal Touch and Telepathy. Minor Mutations are bits like Blood Color Alteration and Eye Lights. Of course, there are Flaw Mutations (Baldness, Hemophilia, Increased Aging, Sterility and more). There are a LOT of options.

As if that’s not enough, there are Implants (like Razor Allow Claws, Grappling Hooks, Radio Scanners and Weapon Arms). Starting equipment is based off of the Outfitting Code that each background has. Escaped Slaves may be unlucky enough to start off wounded…while Wealthy Adventurers may actually have mounts. Starting weapons and armor are based on random roll tables with a die modifier based on the Outfitting Code. The gear section runs the full range from clubs, chains and animal hide armor all the way up to full tactical armor and laser weapons.

Combat is pretty simple. Roll 1d10 for initiative, roll under your Strike Value (minus the opponent’s defense) to hit, roll damage and take it off of the opponent’s Endurance. There are various modifiers that can apply here, and rolling a 2-5 is an auto hit, with a 1 being a Critical hit. Similarly, 95-99 is an auto miss, with 100 being a Fumble. And yes, there are tables for those. EXTREME differences in Strike Value vs Defensive Value can turn attacks into Auto Hits or remove the possibility of criticals. There are combat modifiers for various tactics (Called Shots, using other people as shields), and NPCs use Morale as well. Your Proximity to Death is determined by both Endurance and Willpower, so one can compensate for the other.

Chase rules are provided, with a number of random tables depending on what’s happening in the chase (running up a mountain, shooting behind you, flying through the air)…you use these tables every four rounds, just to jack with the chase.

Hazard checks are used for a variety of things…resisting traps, drowning, hypothermia, poisons, radiation, diseases and so on, and are handled pretty simply: Cross check the hazard rating (A through M) with the relevant Trait, and this gives you a percentile to roll against. If you fail, apply the effects.

The Encounters Table has charts for random encounters and random events, with random events including things like storms, loot, traps and rare encounters.

The bestiary starts off simple enough: Bears, cattle, fish, that sort of thing…as well as creatures like Horrlify (bio-engineered patrol beasts), moaners (essentially zombies), Reptili (lizard men), Skullocks (who are kinda like goblins) and giant worms. Even better…many of these (including the stock animals) have their OWN mutation tables! Robots and androids get their own chapter, it’s just not as cool as the monsters.

Most of the weapons and armor in the Relics section have game stats in the first chapter, and this one is full of descriptions of everything from chainsaws to stun sticks to .22 pistols to body armor to dune buggies.

Chapter Eight is NOTHING BUT TABLES. Find a corpse? Roll on the table to see what it has. Religious icon in a ruined church? That’s a die roll. There’s even a d100 treasure table that includes plastic samurai swords, plastic food wrap, doggy bowls, toy pianos and even Elvis busts.

The appendices include: Metric conversion tables, a bit about the Society of Excavators (an online vault of resources for Mutant Epoch GMs), common vehicles of the Epoch, scrap vehicles, barding for mounts, siege engines, GMing tips (they recommend that each player controls multiple PCs, with one as the “Lead”), adventure seeds, printable hex and grid maps, character sheets and printable dice you can assemble. Oh, and a clickable index.

WHAT WORKS: Random tables for EVERYTHING just shy of an adventure generator (which seems like an odd oversight, given the amount of random rolling). Mutations for all the monsters, flexibility in the setting, tons of support.

WHAT DOESN’T WORK: If you hate random rolls and feel like you need a lot of game balance, I’m not sure this game is for you. The setting, as presented in the Hub rules, is nothing you haven’t seen before.

CONCLUSION: My advice? Roll up a bunch of characters and have fun. Don’t worry about game balance, don’t worry about stuff making sense…for pure gonzo PostApoc fun, Mutant Epoch is one of the better options I’ve read. It doesn’t have the heavy metaplot/back story of Reclamation or Hell on Earth, but it has a lot of cool, old school stylings without being tied to a D&D base. If you know what you wanna do with a PostApoc game, but not HOW you want to do it, get this and go nuts.

Thursday, August 9, 2012

Wild Card Creator Kickstarter


Just got this press release from Will Herrmann of Journeyman Games, who is running a Kickstarter for the Wild Card Creator program.

Introducing Wild Card Creator. Any PDF, Any Setting, No Extra Cost!

Journeyman Games has just announced a Kickstarter for their Wild Card Creator, a computer program that helps gamers quickly and easily design characters for the Savage Worlds tabletop roleplaying game. The program enables you to generate, save, and print characters in both stat block and character sheet formats, enabling you to access them whenever you need, in a fraction of the time it takes to do it by hand!

Because Wild Card Creator comes pre-loaded with the full text of Savage Worlds Deluxe, you can start making characters right away. But what if you want to make characters for a supplementary setting like Deadlands, Agents of Oblivion, Hellfrost, or any of several dozen other settings? Other character creators would make you type it all in yourself or force you to pony up $5-$10 for the same content you already own. Not Wild Card Creator.

If you own any published Savage Worlds PDFs, Wild Card Creator will be able to import any new Races, Edges, Hindrances, Gear, and other character options without you paying anything more! If you've got the PDF, you've got the content. Pinnacle Entertainment Group and 14 other companies have already given permission to allow Wild Card Creator to work seamlessly with their full range of PDFs, so your favorite settings are sure to be supported.

Wild Card Creator will be available for Mac, Windows, and Linux and has an estimated release date of November 2012.

Twitter: @JourneymanRPGs

Most of the major licensees are covered, and he's hoping to get everybody on board for, essentially, the ultimate character program. The goal is $4,000 and $20 is all it takes to get a copy of the program. The stretch goals include art from Storn Cook for character portraits and Showdown support.

Wednesday, August 8, 2012

Tommy's Take on Mutant Future



Yeah, the Post Apocalyptic theme is continuing. Next on the list is Mutant Future, which isn't a retro-clone per se, but is built to be compatible with retro-clone Labyrinth Lord.

WHAT YOU SHOULD KNOW: Mutant Future, by Goblinoid Games, is available in a free, no-art version as well as a "regular" version, available in PDF for under $7 or a softcover POD version for about $24. As retroclones tend to do, the aesthetic is very old school, with a spartan layout and old school style black and white line art.

It's a post-apocalyptic game based on a D&D retro-clone, so if you know D&D, you should be able to settle in pretty quickly. The game uses levels but not classes, with the 3d6 or 4d6-drop-the-lowest method and uses the six standard Ability Scores, with Willpower subbing for Wisdom. The selectable races are Basic Android, Synthetic, Replicant, Mutant Animal, Mutant Human, Mutant Plant and Pure Human. Everyone except Pure Humans get Mutations, and Pure Humans get a whopping +3 each to INT, CHA and CON. Alignment is used in the game, on the Law, Neutral, Chaos spectrum.

As most PostApoc games do, Mutant Future has an extensive mutations list, divided up into Physical, Mental and Plant, then further divided into Beneficial and Drawback, on d100 charts. Physical Beneficial Mutations can include simple things like Increased Attribute or Echolocation, as well as flashier abilities like Optic Emission and Spiny Growth. Physical Drawbacks include Albinism, Hemophilia and Pain Sensitivity. Mental Beneficial Mutations hit standards like Neural Telepathy, Neural Telekinesis and Possession, as well as things like Weather Control and Killing Sphere, which is DANGEROUS but draining. Mental Drawbacks are things like Weak Will and Phobias. Plants can get beneficial mutations like Carnivore, Grenade-like Fruit and even Flight, while risking drawbacks like Reduced Fertility and Thermal Sensitivity. Each Mutation gets at least a paragraph in explanation.

The rules section proves to be concise, covering adventuring in ruins and wilderness, taking a very “dungeon crawl”-like approach to the ruins section. In fact, probably the biggest departure from early-D&D rules speak is the Technology rules, which covers the condition technological artifacts are in when you find them, as well as your chance of figuring out how to use them.

The Combat section addresses the rule that I hear tended to get overlooked the most in most D&D-style games: Morale rules. These can make all the difference in the world with many encounters. Given that it’s a PostApoc game, rules like firearm rates are included, and charts are provided for Armor Class and To-Hit rolls (remember: Armor deflects attacks in this game, rather than absorb damage).

The Monster section takes up the bulk of the book and is alphabetized. Some of the selection includes Clone Neutralizer Androids (designed to kill excess clones), Ant Horrors (ants with two heads and a tail!), giant bats, Brain Lashers (who look a loooooot like Mind Flayers), Cephalopoids (human squids), Cockroachoids (humanoid cockroaches), Electrophants (elephants who fire arcs of electricity), Eye Dogs (dogs covered in eyes), Gamma Wyrms (wingless dragons who fly via psionic flight), cave men, Giant Land Squids, Medusoids, Eloi and Morlocks, Pumpkin Men, Quill Cats, Skinner Trees, Vomit Flies and Walking Dead. 14 encounter charts are provided, divided by environment. The stat blocks are all provided in a format that allows for easy swapping in and out with Labyrinth Lord.

The Artifacts section is the “treasure” section, complete with random roll tables broken down by various types of weapons, armor, power sources, bombs, foodstuffs and drugs. Warp Field Daggers that pass through armor, EMP Rifles, Blood Agent Grenades (which jellifies the lungs of those that breath in the chemicals left in the aftermath of the explosion), cloning tubes, hologram projectors, and a generalized selection of vehicles.

The setting chapter paints the setting in very broad strokes, focusing very little on how the world got to the way it is, or how it will wind up. It includes a sample scenario (Mine of the Brain Lashers) as well an overland hex map to play around with.

The book includes a short appendix on combining the options fully with Labyrinth Lord, including turning the races into classes. A character sheet and the OGL notice rounds out the book.

WHAT WORKS: Well, there’s a no-art free version. That’s kind of a big deal, and it has bit of support, due in part to the OGL. The monster section has some really cool and unique options, and its compatibility with Labyrinth Lord can allow for some interesting scenarios if you and your players aren’t fantasy (or PostApoc) purists.

WHAT DOESN’T WORK: If you don’t like D&D as a base, this probably isn’t going to be your thing. If you want a developed setting, rather than an excuse for hex crawls or dungeon crawls with ray guns and mutant powers, this probably isn’t your thing.

CONCLUSION: If you’re into PostApoc games, you should at least download the free, no-art version. No reason not to. It’s worth it for swiping from the bestiary, in my opinion. Similarly, if you’re into old school D&D, there’s probably at least an odd monster or two that’s worth messing with. For my part, I had a blast with modifying one of my AD&D 2e characters (a bastard sword swinging elven fighter) into a Gamma World character once, transplanting him (complete with bastard sword) onto a PostApoc Earth where he traded horses for motorcycles and chain mail for trench coats. Mutant Future isn’t likely to ever make the rotation at my table, because I don’t really do the D&D base system thing anymore, and there’s other PostApoc games I’m dying to run, but it’s still a very good product that should scratch the PostApoc itch for older school gamers.

Sunday, August 5, 2012

AetherCon Update for August 5th, 2012




Here are the latest updates for our event from the past three weeks:

We’d like to welcome Ethan Parker and Jon Gibbons to the AetherCon staff. Mr Parker, the organizer for KantCon, has signed on to take the position of GM Coordinator. Mr. Gibbons (AEG, PEG) has been named to the Art Directors post.


The following games have been added to our schedule:
William T. Thrasher - Call of Cthulhu Tournament - "The Wounded Sky"
Julian Constantino - Pathfinder - "Justice For All"

William has also been recently tapped by Paizo to do some writing on an upcoming project.

The following games and GMs have recently been confirmed:
Greg McClendon - Dark Heresy
Roger French Jr - Macho Women with Guns
Sherman Sheftall - Runequest 6th Ed


The following game publishers have been added to our supporters by either contributing prize support, guests for the Fest Hall, or taking a booth in our Vendors Hall:

4 Winds Fantasy Gaming
Chapter 13 Press
Crafty Games
d Infinity
Silver Gryphon Games
Thistle Games
White Haired Man

You can see the growing list of companies adding to our prize list by going ‘To The Victors’

We would also like to thank DriveThru RPG for stepping up and facilitating the prize bundles for our event.

At this time we can also confirm that Ennie nominated Chapter 13 Press, Skirmisher Publishing, and The Design Mechanism will be among those featured in our inaugural convention program.


Among the latest artist news Bradley K. McDevitt has been commissioned by Goodman Games for illustration on an upcoming release.

Our latest wallpaper Grendorey Hu Maggrath by Canadian Will O'Brien has just been released.

Coming Soon:
Izael 'Deeds' McBride by Patrick McAvoy
Billoby Windwarble by Fiona Meng
Kruultok Azgratugaar by Eric Lofgren

You can find all of our free downloadable wallpapers here.


The following RPG blogs have joined the Bell & Scroll:

Campaign Mastery
Dice Jockey
Geek Life
Mind of the Geek
The Iron Tavern

The following Conventions have joined the ConCentric Circle:

BashCon
Great Falls Gaming Rendezvous


Current games confirmed for AetherCon include:

All Flesh Must Be Eaten
A Thousand and One Nights
Atomic Highway
Call of Cthulhu
Castles & Crusades
Dark Heresy
Dresden Files
Eclipse Phase
Fantasy Craft
Labyrinth Lord
Legends of the Five Rings
Leverage
Macho Women with Guns
Mouse Guard
Mutants and Masterminds
Palladium RIFTs
Paranoia
Pathfinder
Pathfinder Society
Runequest 6th Ed
Savage Worlds
Shadowrun
Star Wars (D6 WEG)
Swords and Wizardry
Time Lord


Top five cities in North America for unique visitors to our main site to date: Chicago, Ill; San Francisco, Cal; New York, NY; Houston, Tex; Austin, Tex.

Top five cities in Europe for unique visitors to our main site to date: London, U.K.; Nuremberg, Ger; Helsinki, Fin; Moscow, Rus; Hamburg, Ger.

Top five cities in ports abroad for unique visitors to our main site to date: Wellington, N.Z.; Brisbane, Aus; Sydney, Aus; Melbourne, Aus; Florianopolis, Bra.


Finally, a question: Which of our latest games would you like to play the most? Check out our poll on Facebook and have your say.


Help us get the word out about AetherCon by liking and sharing on our Facebook event page, following and re-tweeting via our Twitter page and adding us to your circle on Google+.


We are currently looking for GMs to run the following games:

Pathfinder
Savage Worlds
Shadowrun
Call of Cthuhlu

As well as these cult favorites:

Barbarians of Lemuria
Cyberpunk2020
Gamma World (Pre-D20)
GURPS
Halcyon
Marvel Heroic Roleplaying
Spycraft
Star Frontiers
Traveler

All Flesh Must Be Eaten
Atomic Highway
Dresden Files
Eclipse Phase
Fantasy Craft
Legends of the Five Rings
Macho Women with Guns
Mutants and Masterminds
Palladium
Paranoia
Runequest 6th Ed

Dark Heresy
Serenity
Star Wars (D6 WEG)

If you have a cult favorite you’d like to see or run, let us know!

If you have a game yourself that you would like to run use our handy-dandy [url=http://www.aethercon.com/GM%20Pre-Reg/GM%20Pre-Registration.html]GM Pre-Registration tool[/url] on the site.

If you want to play in one just fill out our Player Pre-Registration Tool.


All of our Game Tables and Booths are now linked to Roll20 making it easier than ever for you to try out the engine of AetherCon.

You can also check the menu bar across the top of our website for Roll20. The corresponding submenu shows has a variety of useful links.


If you would like to inquire about other volunteering possibilities let us know by sending an e-mail here: stephen@aethercon.com

Stephen J. Holodinsky
Event Manager – AetherCon

Find us here:
AetherCon

Facebook

Twitter

Google+

Saturday, August 4, 2012

Guest Post: tremulus Playtest Report

I met Jimmie Bise Jr. on RPG.net almost ten years ago, and I'm not 100% sure he even remembers it. We swapped some RPG books via mail (all I remember sending him was Forgotten Realms 3e, I have no idea what I got in return). Over the last couple of years, we've had lots of back and forth exchanges on Twitter. Like myself, Jimmie is a blogger and podcaster but his blog is primarily of a political bent, so when he had something RPG related to post, rather than disrupt his normal routine or start a new blog, the idea occurred to us that he should post it here.

I'm glad to share this playtest of tremulus by Reality Blurs with you, and hopefully Jimmie can come back in the future. That said, let me turn the floor over to Jimmie.

***********
A couple of weeks ago, I answered an open call on Twitter from the head honcho of Reality BlursSean Preston. I knew of him and his company from their excellent supplements to Savage Worlds: Realms of Cthulhu and the Ennie-nominated Agents of Oblivion. He was looking for a couple of people to playtest his new non-SW game of Lovecraftian Horror called tremulus and I volunteered to be one of the guinea pigs. I was apprehensive because I really didn't know Sean and he didn't know me and I had never been part of a playtest group even though I've been a gamer for most of my life.

I needn't have been worried. Sean is a fantastic guy and the playtest was a world of fun. The other three players in the session -- Jake, Eric, and Michael -- were good guys and I had a blast.

Wait…did I just say three other players? I did and that's worth a quick note. Sean had originally intended to run two players in a relatively quick session, but he decided more or less at the last minute to ask a couple more and give tremulous a more rigorous run. It could have gone badly, but it didn't. In fact, I'm prepared to say that tremulus could become the game of the year. Yes, I realize how crazy that reads given that I've only played the game for three hours and I've yet to see the full Keeper section of the rules but I'll stand by it and here's why.

I sat down in a Skype session with three other people I had never before met to play a game I had never before seen and had some of the most gaming fun I've had in a long time. We played for three hours in a mansion the Keeper didn't even know would exist until we created our characters. Character creation took us about 30 minutes, which included several questions about the rules. Our mansion-exploration wasn't mere noodling around either. There are two solid mysteries we have yet to solve (one of which I'm pretty sure we tossed into Sean's lap as we played). That is a sign of a game that's not only simple enough to pick up and play at a moment's notice but also powerful enough to provide a rich experience that will keep everyone engaged until it's time to call it a night. And it hit all the "scary" buttons you'd expect in a game that seeks to recreate the atmospheric (and ultimately doom-laden) horror of a Lovecraft story. We crept around in a dark cellar, found secret entrances, mucked about with Things Man Was Not Meant to Know (or at least one Thing), dealt with scarce resources, had a couple freakout moments, and finished the session with many more questions about out situation than when we began.

But let me back up for a minute and tell you a bit about the "adventure" in which we played. We spent almost the entire session in and around a mansion located on the outskirts of a mostly-forgotten  California town. Neither the town nor the mansion existed before we sat down to play; that is, Preston wasn't working from a module nor did he create any part of the town before we started the session. We players created the setting and generated the plot points based on the choices we made during character and town creation and in play.

Yeah. Cool.

Character creation is a breeze. The game provides Playbooks, two-page dossiers built around an archetype, from which the players choose. The Playbooks provide solid niche-protection -- I played The Journalist and there were no other Journalists in the game -- and give each player a nice little set of strengths and weaknesses. From each playbook, the player picks a set of Affinity (think Attributes here) numbers, chooses  identifying features (clothing style, general "look") that will help distinguish them, and two Moves (think Feats here) from a list of several. Each Playbook also has a special Move that is unique to that archetype and is triggered by spending Lore, which can be earned both at character creation and also through play. The Playbooks are short enough, at least in the current version of the game, that a Keeper could print them out separately and give them to the players to use in lieu of formal character sheets.  They are simple enough that a player could keep all the notes they need on a fairly small sheet of paper, as I did. See? Here is my character sheet, which also included brief bits about the other players, next to my computer mouse so you can see just how little information each player could need. 

Once the players have their Playbooks, it's time to create the town. The Keeper asks the group seven pre-generated "yes" or "no" questions, to which the players may answer "yes" to only three. This happens twice -- once to determine the relatively mundane aspects of the town (think Aspects from FATE) and once more to determine the supernatural aspects. Those choices, "local color" and "town lore", determine certain characteristics about the town from which the Keeper can begin to build the Framework (think, well, of a framework!) that will move the plot forward. In fact, each set of three "yes" answers corresponds to a code the Keeper will look up in the Keeper's section that will give the initial Framework for the scenario. Now, I bet you're thinking, "Wait. Sean Preston wrote out a Framework for every combination of "yes" answers?" He absolutely did and though all the Frameworks weren't available in the set of rules he gave us, he did give us a little sample we could use to see how the Frameworks work and how they contain the other plot elements inside them. I won't get too bogged down here, but plot construction is extremely modular. A Framework is built from smaller plot elements, all of which contain some obstacle the players must overcome. it seems complex, but in play it works very smoothly, at least it did from where I sat as a player.

There is one more element of the game, the one I found most interesting, I want to mention. Normally, it's part of character creation, but I want to tease it out of that a bit because it has an interesting effect on game play. Each of the players can have a direct relationship with the other players, thanks to a clever little mechanic called Trust. The players have a certain amount of Trust "points", determined at the outset, they allocate among the other players. The more points you bestow on a player, the more you trust them. The default level of Trust is zero, meaning that your acquaintance is casual and you neither like nor hate them. Positive Trust numbers can go as high as +3, which means that you trust that person with your very life. Now, other games have relationship mechanics, usually to help determine reactions in cases where the players haven't built up an in-game history. This game gives Trust a very important role. Trust determines how good you are at helping other players do things, as your roll is modified by the number of Trust points you invested in the other character. That means that the more you are trusted, the more help your "friend" will be to you.

That gives the relationships between the players a solidity that tends not to exist in other role-playing games, where relationships are usually color for a story or an interesting plot point. In tremulus, Trust can mean the difference between your character opening that lock before the slavering monster eats your face off and, well, being a faceless corpse.

As for the tremulus'  mechanics, you don't have a lot of rules to remember. The game is built from vital bits of several games you may already know -- Apocalypse World, FATE, and Fiasco --  and a few more very neat bits you may not have seen before. Don't fret, though, game play is simple and fast. You resolve your actions, called Moves, with the familiar 2d6 Die Roll +  the relevant Affinity against a set target number. The real twist is what happens after the roll. There is no such thing as a simple success or a simple failure in tremulus. Every dice roll leads to a choice, for good or ill, and the players control their choices. For instance, if you want to look around to find a lamp, you make a roll. If you succeed, you may find the lamp or you may find something even more useful. If you fail, you may simply fail or the Keeper can give you a partial success (like, say, a single candle) and bank your failure to use against you and your fellow intrepid adventurers later. Good Keepers will keep a few failures in his pocket, since he can use them to build plot complications and force hard but interesting choices on the players later on in the game. More choices lead to more fun, or at least they did during our playtest. Even damage involves a choice. In one instance in our game, a character failed a roll and fell down the stairs. His choices were to take physical damage, have an important item damaged slightly, or have a minor item damaged badly. In another, my character was searching for a secret door in the cellar. Not only did my Journalist find a secret door, Sean allowed me to describe what kind of door it was (a "dummy" cask of wine, like you might remember from that Scooby Doo episode with Sweet Cousin Maldehyde. I've always wanted to find one of those in a game and, to that point, never had). The ever-present element of choice -- that the Keeper does not simply press consequences on the players -- makes tremulus a far more interesting and enjoyable game without the correspondingly complicated rules you might expect would exist.

This leads me to the last thing I'll say about the rules. Sean impressed on us a couple major design principles of tremulus that infuse the entire game. The first is that the Keeper's job is to be honest and generous with the players. The second is that questions (and you have many chances to ask questions of the Keeper) are powerful. When players ask the Keeper questions about what is going on in the game, the Keeper must give them honest and useful answers. I admit, this weirded me out the first couple times it happened. Honesty and forthrightness from the guy running the game? What deviltry is this! I'm pretty sure Sean had to reassure us several times that this is simply how tremulus rolls. Once we fully understood that, we put ourselves in situations where we could ask more questions and trust what he gave us to move the plot forward.

In conclusion, tremulus really does have the potential to be a blockbuster game. We should see some sign of a final product in the very near future, perhaps as early as the end of this month (but please, don't hold him to that!) with a final publication date to follow as quickly as he is able. I am looking forward to this one and I think you should keep your eyes open for it as well.

Saturday, July 28, 2012

Tommy's Take on Darwin's World Campaign Guide




I hoped to get to this a bit quicker than this, but life is what happens when you're making other plans. Let's tackle the Darwin's World Campaign Guide. Apologies for the brevity, but my original review got eaten when my laptop randomly shut off. Whee.

WHAT YOU SHOULD KNOW: First off, holy crap...222 pages. The first big was a tight 76 pages, and for only about $5 more ($14.95 in PDF and $24.95 in print) you can get the Campaign Guide. As you may recall from my review of the Survivor's Handbook, I wasn't blown away by the Twisted Earth setting, though I thought the rules were great. We'll see if this book can sell me on the setting itself.

The Adventuring chapter dives into surviving the Twisted Earth and all of the struggles that entails, adding rules for gamma radiation, new diseases, chemical contamination and parasitic infection. Despite fun with mutations, radiation is BAD and will kill you. Diseases range from things like rabies and tuberculosis to the Plague Zombie contagion and the Muta-Virus. This chapter also discusses the topics of drugs and slavery, which are both prevalent, before wrapping up with a pretty extensive scrounging/scavening table.

Chapter 2 covers adventure locations, but is more of a generalized affair than a guide to Twisted Earth. For instance, trade towns are discussed in general, then a detailed example is provided with a sidebar giving ideas on how to use it if you don't want to use Twisted Earth. Other locations include the Survivor city of Styx (10,000+ strong, an admitted rarity for the genre), Fallout-style Vaults and Cities of the Dead (Los Angeles serving as the example). A number of minor locations are provided, a paragraph apiece, like power plants, universities, military bases and prisons.

Chapter 3 is the first chapter that is very Twisted Earth specific. Each Faction is defined by Typical Backgrounds, Attitude, Symbol and History, with a pair of stat blocks per Faction every major faction (and most minor factions) having an art piece serving as an example of each. Some Factions include the anti-technology Brethren, the militarist goods-mongers The Cartel, The Doomriders (who aim to "cleanse" the world via rape, murder and pillage), the flesh-eating Ghouls, the Rangers (who serve as the only law left in the world), and more. The Factions cover the gamut of evil folks, good folks, deranged psychos and people just trying to scrape by.

Chapter 4 is the bestiary, which immediately begins with the caveat of "apply mutations as you see fit". It is an impressive bestiary at that, including Abominations (no two of which are ever the same), Giant Amoebas, Ch'kit (giant bug people), Cyclats (one eyed bats that shoot energy beams), Gronts (dog-things the size of horses), Marionette Worms (parasites that infect people and animals, then take control of the corpses), Monstrous Cockroaches, Night Terrors (jet-black, skeletal humans), Plantmen, Sandmen (burrowing mutants), Shadow People (a near-mythical race of psychics), Terminals (those who should probably be dead but hang on, the creepiest of which are the Abortion Terminals) and Two-Headed Mutant Bears because, well, how do you top that?

Chapter 5 is all about the machines, detailing the difference between robots, androids, droids and cyborgs...the main differences being that robots are programmed for certain tasks, androids are humanoid and droids can take on any shape. There's a set of base stats to build off of, with a massive selection of modifiers to play around with and build unique machines with. Some of the machines included are Pleasure Androids, War Droids, Police Droids (which were in use heavily before The End) and more.

Chapter 6 covers the Artifacts of the Ancients and it completely blows up the Gear chapter from the first book, adding chainsaws, Not-Lightsabers, Powered Armor, all kinds of grenades, laser weapons, electro-saw throwers, flamethrowers, X-Ray Goggles, translation devices, pain collars, jetpacks and a lot more.


WHAT WORKS: Despite being the Darwin's World Campaign Guide, much of this book can serve any needs you may have for a Post-Apocalyptic Savage Worlds game. The art is very well-placed and well-targeted, providing examples of the various monsters and factions without overwhelming the book.

WHAT DOESN'T WORK: The setting still doesn't really "pop" compared to other PostApoc settings, and the Terminal Abortions may be a bridge too far for some folks.

CONCLUSION: Darwin's World seems like it can handle the basic assumptions of most Post Apocalyptic games for Savage Worlds, and this book only has one chapter that seems geared specifically for Twisted Earth (even then, you can still reskin the stat blocks easily enough). I have no idea if there are any more Darwin's World releases planned for Savage Worlds, but the two books released do a great job of serving as a Post Apocalyptic toolkit.

Wednesday, July 25, 2012

Christmas in July!


Yeah, RPGNow/DriveThruRPG is doing the Christmas in July sale again!

This means that a crap ton of stuff is marked down 25% until July 30th, including lots of Savage Worlds stuff (like Suzerain, Interface Zero, Deadlands, Beasts & Barbarians, Wellstone City), the Cortex+ games (Smallville, Leverage and Marvel Heroic), the BASH series of games, Scaldcrow's great generic supplements and a LOT more.

Saturday, July 21, 2012

Tommy's Take on Darwin's World Survivor's Handbook


Converting your setting to Savage Worlds is a
great way to get my attention.


I'm still doing a theme here...next on the list? Darwin's World Survivor's Handbook for Savage Worlds!

WHAT YOU SHOULD KNOW: Darwin's World is a post-apocalyptic setting by RPG Objects that has been adapted to some manner of the d20 system (sorry, I'm not up on the variations), but was brought over to Savage Worlds last year. That puts it in my wheelhouse just a bit. The Savage Worlds version has two books, the first of which is the Survivor's Handbook. You can get the 76 page PDF for $9.95, or get it in print for $19.95. The PDF download includes a printer friendly version as well as a "screen" version, and a map of the United States portion of Twisted Earth, which has been ravaged by disaster.

Darwin's World assumes that after American intervention ended World War II, the US reverted to isolationist policies. This ultimately set off a chain reaction where America - no longer the stewards of the world - developed faster than the recovering world, which spawned jealous reactions that led to invasion and nuclear (and biological) war. At the time the campaigns are assumed to have begun, no one is really sure how long it's been since The End. In the aftermath, the world is changing - man and animal alike - but the whole planet is dying.

Setting rules include the addition of Tech-Level, which determines what kind of gear the PCs can use, the new languages used on the Twisted Earth (like Ancient and Gutter talk), and a few skills being altered in how they function. A glossary of in-universe terms are also provided.

Character creatio is a lot like standard Savage Worlds, with the addition of Backgrounds. First things first, you decide between being Humans, First Generation Mutants, second Generation Mutants and Third Generation Mutants. Humans are pretty straight forward, with the free Edge and all. First Gen mutants are often outcasts, and start with three Mutations and a Major Defect. Second Generation mutants are a little better off, with less noticeable defects. Third generation mutants are "Super Mutants", with fewer defects but a superiority complex.

There are 11 Backgrounds, and they give bonus Edges, default Hindrances, starting languages, special conditions and the character's Tech Level. Ferals, for example, are Tech Level 1 and get bonus dice in Guts, Notice and Survival while Ritual Preservationists start off with a Vow, but also an Artifact Cache.

There's a whole mess of new Edges, such as ones the remove Defects, the interesting Horrifying Kill (in which you make enough of a mess of your opponent to give other opponent's pause), Boarding Party (for diving onto someone else's vehicle) and Power Edges that provide bonuses to Psionics (the only Arcane Background in the game). Occupations are also recommended, but have no mechanical impact on the game (other than helping to guide character creation).

The Major and Minor Mutation charts are handled with d100 rolls, with Minor Mutations granting things like Claws, Blindsight, Multiple Stomachs and Expanded Optic Orbit (which helps defend against Blindness). Major Mutations include Wings, Psychic Powers and even Eye Beams. Each mutation is given a description, complete with game mechanics. The Major and Minor defects also have random roll charts (d100 and d20, respectively). Minor defects include things like smelling bad, underdeveloped longs and dwarfism, while the Major defects can be things like Skeletal Deterioration, Cannibalism, Night Blindness and Cystic Fibrosis.

Psychic Powers are divided into three groups (Precognitive, Telepathic and Telekinetic). Where appropriate, Powers are merely reskinned versions of existing Powers with Trappings explaining how they fit. For example, Bolt becomes Telekinetic Throw, where you hurl objects at the opponent, Blast becomes Rain of Objects, and Boost Trait becomes Precognitive Trait. New Powers include Battleplan (which lets you redistribute your side's initiative cards...and take an opponent's card on a Raise), Perceive Outcome (which essentially lets you roll an action, including the spending of bennies, then deciding if you want to keep the action), and Telepathic Blindness (which removes the opponent's ability to see).

The Gear Chapter is what you would expect, complete with discussion on the Barter economy. It does include weapons up to energy weapons, for those curious.

The last section is the Survivor's Guide to Twisted Earth, essentially the Player's Gazetteer. For instance, The Big Hole is the treacherous - yet awe inspiring - pass those that are heading  west must deal with, while the Deadlands (no relation) hold the City of Lights, which is the other name of the oasis called Vegas. In fact, every location gets multiple paragraphs of description, and you can have fun matching up descriptions with the map locations to figure out what has become what. The book concludes with PC relevant information on the various factions in the wasteland, like the Knights of Route 66 (bandits that travel the legendary highway), Amazons (female survivalists), Rangers (the brutal law of the Deadlands), Ghouls (human and mutant cannibals) and several more.

WHAT WORKS: It's a very well done Savage Worlds presentation, especially with the combination of re-skinned powers combined with the selection of new Powers. The Mutations and Defects are very cool and well done without adding a ton of extra crunch to the rules. Many of the new Edges are similarly impressive.

WHAT DOESN'T WORK: The Mutants don't seem to be particularly balanced. That is, from a game balance perspective I'm not sure why anyone would pick a Gen 1 over a Gen 2 or a Gen 2 over a Gen 3. The setting isn't anything that just pops out in comparison to other post apocalyptic settings. Very minor complaint, but two of the Edges do require access to the Campaign Guide in order to use (the Artifact Cache Edges).

CONCLUSION: The setting feels fairly standard for the genre, but that could have a lot to do with this just being the Player's book. My tune may completely change with the GM's book. That said, most of the material here seems incredibly easy to strip for any post-apocalyptic Savage Worlds game with sci-fi elements, and the setting does also seem to lack a metaplot which can be a very good thing in many eyes (including my own). Recommended for Savages to at least strip mine the rules material even if they don't want to play around in the Twisted Earth.

Friday, July 20, 2012

Tommy's Take on Irradiated Freaks



My understanding is that Colin Chapman wanted to make a fairly "straight" post-apocalyptic RPG...and folks wanted more "gonzo" ala Gamma World. So Irradiated Freaks was born...

WHAT YOU SHOULD KNOW: Irradiated Freaks is a completely optional supplement of a whopping 58 pages and running $4.99. It requires Atomic Highway in order to use, but that's a free download so don't let that stop you.

Chapter One covers mutations and flaws, with slews of tables to roll on based on the creature type. Amphibian mutations include things like Toxic Skin, Leaping, Chameleon and Wall Crawler. Bird mutaations are things like Drill, Mimic and Stealthy. Bugs have a ton of options, like Furnace Gut, Sticky Silk, Exoskeleton and Acid Bite. Mammal mutations are things like Natural Weapons, Night Vision and Prehensile Feet. Plant Mutations include Carnivorous, Spore Cloud and Toxic Sap. Reptiles can get things like Water Runner, Burrow and Spines. If that's not enough for you, there's the Mondo Mutant Mayhem table(s), which allow you to get ANY mutation or psychic power. Nine new flaws are also provided (like Glowing). New Psychic Powers include Elektrokinesis and Psychic Healing. There are plenty of options to completely flip the lid on the game right here.

Chapter 2 covers new humanoid animal options. This covers a TON of options...including turtles! Snakes of various stripes (no pun intended), apes, emus, meerkats, wolverines and even the mighty platypus is an option. Each entry includes animals that fall under the animal heading, as well as Attribute Points, Customization Skill Points, Abilities and Flaws.

Not enough? Chapter 3 provides humanoid plant options. Want to play a mutant eggplant? You can do that here. Mutant sundew? Check. Venus Flytrap? Oh...yes.

Chapter 4 blows up the bestiary. The first entry is "Angels". Angels? In a post-apocalyptic game? Seen that bef--wait, THESE angels are cute mutant bats that eat humans. Other new creatues include Hawk Squirrels, who look to be part bat, part squirrel. Giant rats and giant sundews are here to creep you out, as well as 25 ft long cockroaches called Stench Roaches. Another freakish entry are vampires: Giant black snakes that latch onto vehicles and drain their gasoline. Bugs aplenty are also included to round out the list (for the arachnaphobes in your group).

The first appendix is a group of random charts for rolling up a character type from scratch, in case the choices are completely overwhelming. These charts also leave the question of whether or not you are mutated up to chance.

Appendix two provides guidelines on making monsters, including an example of taking a lion and turning it into a mutant lion with quills.

An index wraps it up.

WHAT WORKS: Well, it's all completely optional, but this and the main book gives you almost a complete replacement for the After the Bomb RPG with better rules for $5. The mutations are divided between "sensible" and "completely crazy", depending on your tastes...and humanoid plants are included. And charts. Random charts.

WHAT DOESN'T WORK: If you didn't care for Atomic Highway, this isn't going to be much use to you.

CONCLUSION: Was Atomic Highway too "safe" for you? This will completely blow it up. It's completely optional, in no way invalidates anything in the assumed Atomic Highway setting and can even take a lot of the guesswork out of it for you with the random roll charts. Do you need it? No...but it sure does up the zany fun factor playing a mutant humanoid Venus Flytrap Bounty Hunter that can burn things with his mind.

Thursday, July 19, 2012

Tommy's Take on Atomic Highway



Next on the slate is Atomic Highway, a post-apocalyptic game by Radioactive Ape Designs. See a pattern developing here?

WHAT YOU SHOULD KNOW: The price for the print version of the book is listed at $29.99, but the PDF is now free on RPGNow. This actually caused me to go check out the Radiaoactive Ape Designs website to make sure this wasn't a very bad sign, but apparently this is entirely because of the success of Atomic Highway. So go download it. It's free.

Unlike the last two games I've reviewed, Atomic Highway focuses more on toolkit stuff than fleshed out settings. It assumes a pretty basic post-apocalypse, with barter towns, scrounging, things like that. In wealthier communities, they have battlecar duels, but the days of cinema and pro sports are long gone, that sort of thing.

Character generation is point buy (18 points) spread out over seven stats: Muscle, Understanding, Tenacity, Appeal, Nimbleness, Toughness and Senses, with each ranking from 1 to 5. Each character gets a handful of skills at level 1, then you pick a Rearing and Pursuit which further customizes your character, with 4 points to finish it off. Other options include playing as a mutant (complete with random mutations) and other optional races if the GM approves.

Rearings grant you skills, weapons and gear and are basically how you were brought up. There are seven in this book, like Feral, Nomad, 'Steader and Trog (cave dwellers).

Pursuits are your main training as of the start of the game. These grant you further skills and equipment and include options like Bounty Hunter, Pit Fighter, Road Warrior and Shaman. There is more than double the amount of Rearings, giving you customization options.

The Attributes and Skills chapter gives you a helpful set of descriptors for what a given rank in a skill or each attribute means. For instance, skill of 3 is Professional, 5 is Master. Muscle of 1 is Weak, Tenacity of 5 is Indomitable, Toughness of 3 is Fit and so on. 20 skills supplement the 7 attributes.

The Mutations chart has 18 options, from Armor and Enhanced Senses to Natural Weapons and Winged. If you want a second mutation, you have to roll for a random Flaw as well, most of which aren't too crippling. Each mutation entry includes Possible Traits to help round out your character, like Echolation causing you to develop batlike ears, for instance.

The equipment chapter is pretty realistic, avoiding laser beams in favor of rocks, grenades, axes, mines, shotguns and etc. Atomic Highway doesn't use encumbrance, and doesn't even list "costs" for items, taking the stance that values of items will vary dramatically depending on circumstances.

Given the name of the game, you may not be surprised to learn that Atomic Highway (powered by the V6 Game Engine) has pretty extensive vehicle and vehicle customization rules. Take a base vehicle (some Pursuits start you off with Vehicle points), subtract the cost from your starting points, add Flaws if you like, and spend excess points customizing. For instance, the Road Warrior gets 20 points and can buy an SUV for 13 points. With the remaining 7, he can add an Oil Slick Dispenser, a Ram, a Heavy Machine Gun and light armor, and that's without adding Flaws! And there are a bunch of options provided.

There's also charts upon charts for scavenging, ranging from junk to food to clothing to weapons, like any good post apocalyptic game should have.

The game system is a dice pool. You roll your die pool based off of your Attribute, and each 6 is a success. You can reroll 6s, and if they come up as 6s again, they count as successes. Skills come in play as a pool of modifiers, which you can spend to bump up your dice to 6s. It's an interesting mechanic and one I'm not sure I've seen before. Rolling 1s means bad things happen (even if the PC succeeds), and there are rules in place for things like team efforts. PCs also have access to Fortune, which they can use to reroll 1s, reduce an opponent's successes, gain extra successes, make "Plot Tweaks" and so on.

Combat uses static initiative (based on Nimbleness), and while everyone gets one action a round, they can defend against a number of attacks equal to their Notice skill. Health is derived from Muscle, Tenacity and Toughness and tracked via boxes on the character sheet with both Lethal and Non-Lethal Damage in a manner similar to White Wolf games. Number of successes are generally multiplied by a Weapon Modifier to determine total damage.

There is also a second combat chapter focusing entirely on vehicular combat, with rules for collisions, chases, and even mounted combat, for the folks who can't afford cars.

There's a GM chapter that's fairly detailed, but basic stuff. Nothing most of you haven't read before...though there is a nice set of plot seeds to work with.

The setting chapter focuses on customizing your apocalypse aftermath, with a series of questions for you to answer to fill in the blanks. There is the History (when was Doomsday, why the did the War begin, how long ago was it, etc). This carries through, asking about what the world is like now, the weather, the settlements, etc. A few settlements are provided as examples.

The "bestiary" covers examples of most of the Pursuits, as well as a selection of common animals, including snakes, cows, canines, etc. However, it also includes a selection of more off the wall entries, like lopers (mutated horses), morlocks and abominations. Images are included for all but one of the monster entries, in a nice touch.

Gas Gouging is a sample adventure, involving the PCs having to take a refinery back from a gang that has captured it and forced the mutants that were there into working it for them.

There are two appendices, the first being guidelines for playing humanoid animals (no, Turtles are not an option and no, I don't know why)...the second is an optional addition to the mutation rules: Psychic powers. For the math guys, a full list of the V6 Engine Probabilities are also included, as is an index and character sheet.

The PDF also includes new vehicles and customizations, like airboats and loudspeakers as well as the Homebrewer's Guide, which breaks down the math on Rearings and Pursuits for folks wanting to make their own, as well as touching on the formulas for mutations, humanoid animals, vehicles, etc. Very nice addition for those that like to tinker.

WHAT WORKS: It's free and well-written. What more do you want? For a change of pace, it's lower powered and less "out there" than most post apocalyptic settings, though there is a supplement that can help you change that if you like. The vehicle emphasis makes for a nice change of pace as opposed to other post-apocalyptic RPGs. Oh...and random tables. I love random tables.

WHAT DOESN'T WORK: Again, it's free and well-written. What more do you want? I'm really not a fan of the Health system, personally, and some folks disliked the lack of gonzo, though that's what Irradiated Freaks is for. All those random tables and no adventure generator?

CONCLUSION: It's free and well-written. What more do you want? For a more "grounded" post-apocalypse setting, this gets you there without having to any dialing down of elements, as that's the default. There's one supplement out, and another still supposed to on the way, adding in zombie apocalypses, alien apocalypses and machine apocalypses. It's worth at least the download, though, because it's free.