Friday, 1 April 2022

Building a Lawful Good kingdom in Pathfinder, part 1

Politics Note: I will assume throughout this series that the government providing public goods, infrastructure and essential services to the citizens, in exchange for taxes, is broadly a good thing. You don’t have to agree, but don’t waste your time posting any disagreements here, a blogpost about imaginary kings on an irrelevant website.

Quite some time ago now, I hassled the lovely people at Improvised Radio Theatre with Dice about what a Lawful Good kingdom could look like in practice. Could you have something that at least superficially felt like a standard fantasy kingdom, while justifying the designation of Good (Lawful is at least a bit easier)?

"Basically, can it actually be both good - however you want to define that; greatest good for the greatest number is probably a working starting point - and feudal. Can you have castles and banquets and things, and subsistence level farming peasants outside to supply the tassels and banquets and things, and still be good?"

Having looked at the Profession rules in Pathfinder again, I think it might support something approaching a Lawful Good kingdom; at least, a kingdom where ordinary people earn enough to be comfortable and can take pride in their work and contribution to society, and where the nobility do have a distinct and worthwhile role.

"You can earn half your Profession check result in gold pieces per week of dedicated work."

A typical NPC has ability scores of 13, 12, 11, 10, 9, 8. Specifics will vary by occupation, but it's reasonable to assume a 10 or 11 in Wisdom, giving a +0 modifier. It's also fair to assume that for an NPC who primarily works in a profession, they'll have at least one skill point, gaining the class skill bonus as well for a total +4. On average, our NPC will earn 7.25gp per week. There are various ways to bolster those earnings, though.

To begin with, our NPC (let's call them Jay) can do the sensible thing and take a Skill Focus (Profession) feat. This will land Jay a nice +3 bonus for another 1.5gp per week. We're on 8.75gp per week at this point.

Jay can also take one of various traits that grant a +1 bonus to particular Profession checks. These represent family influence, growing up in particular conditions, minor blessings, and so on. A few grant +2, but let's stick with our +1, as we're trying to see what a typical person earns, not edge cases. That's 9.25gp each week.

Masterwork tools are another simple option that's likely to be widespread. Yes, they cost 50gp, but that +2 bonus means you'll earn an extra gp per week on average, so they'll pay for themselves within a year. It's a worthwhile investment. Now we have 10.25gp per week.

Even better, you can learn the Craft skill to make your own masterwork tools - yes, it needs you to hit a DC20 skill check, but you'll save a lot in the long run, so get a group of friends together and take turns aiding another.

What about the benefits of teamwork? There's nothing (that I can see) stopping people from aiding another on those weekly Profession checks. While a GM could rule that doing your own Profession check stops you from helping someone else, it's not built in. A trained hireling costs 3sp per day, so whether that's worthwhile depends whether the assumed working week is 7 days (2.1gp for a +2 bonus equivalent to +1gp, net -1.1gp) or less. It's only worthwhile if the hireling works for 3 days or less, so probably not.

Luxurious Living

Now we get into the costs side of the equation. According to the rules, the average standard of living is:

"10 gp/month: The character lives in his own apartment, small house, or similar location—this is the lifestyle of most trained or skilled experts or warriors. He can secure any nonmagical item worth 1 gp or less from his home in 1d10 minutes, and need not track purchases of common meals or taxes that cost 1 gp or less."

Well, would you look at that. Our humble professional - a 1st-level commoner with no exceptional features - is earning 10gp per week. Certainly, Jay can afford to live comfortably, save for a rainy day, hire assistants, and have masterwork tools for their key tasks.

Levelling Up

A related but tangential issue is how to realistically represent the level of NPCs. Level fundamentally represents combat prowess, no matter how hard the game tries to pretend otherwise; XP comes from fighting and completing quests that mostly revolve around fighting. Getting better at your job through experience simply isn't a factor (perhaps because PCs tend to go from 1-20 in the space of a few weeks).

If we addressed this, most professional NPCs would realistically have at least a few levels, and correspondingly higher skills. Since skill ranks and feats are capped by level, that makes a big difference. At 3rd level, Jay can drop another couple of points into Profession and earn another gp per week. At 4th level, if Jay had a Wisdom of 11, they can bump it up to 12 for another +1.

If the GM is allowing the Signature Skill feat, things change dramatically at 5th level. Jay can now pick up the feat, gaining the 5-rank benefit of earning gp equal to your full Profession check results each week, not half your result. Very nice. This is very much an 'if', though.

We could certainly refine Jay more if we weren't trying for an average character. The Patient Calm trait lets you treat 'taking 10' as 'taking 12', and this does stack with a trait bonus. The Brevoy Bandit regional trait lets you add another ability score to Profession checks as well as your Wisdom, for another +1, and this also stacks. By taking a Drawback, Jay can take both of these, plus one of the traits that grants a +2.

There's even a trait that halves the time needed to take 20, which would strengthen any case for allowing 'taking 20' on Profession rolls for income.*

*It's not at all clear whether you can do this normally; nothing says you can't, but equally nothing says you can. That's being said, since a Profession check for income is meant to represent a week of work, taking 20 should require 20 weeks of work.

Jay has a +4 bonus from various traits, a Wisdom of 12 (+1), a skill point that also nets a class skill bonus (+4), and Skill Focus (+3), plus masterwork tools (+2). Taking 10 gives Jay a roll of 24 for 12gp per week at 1st level. We could probably get better, especially looking at racial options for bonuses, but it'll do for now.

Back to the Kingdom

So how does this relate to the thorny question of the Lawful Good Kingdom? Well, we can see here that Jay is earning a comfortable living from the fruits of their labour. Reasonable taxes have been paid, and Jay still has money and to spare.

That certainly doesn't need to be where things stop, though. A benevolent government can do a lot to make life more comfortable. Considering Jay's disposable income is approaching 75% of their income, there's definitely room for higher taxes to fund investment and social infrastructure. But we'll look at that in another post.

Sunday, 27 February 2022

Hell's Rebels, episode 26: I promise it's not cursed

"For a gunslinger sitting in a tank of water might not be optimal." - sage advice from Zimgallar, there.

Pathfinder Adventure Path: Hell's Rebels Part 1 - In Hell's Bright ...

Features spiders.

With courage in our hearts, we delve further into enemy territory - which is to say, we move into the second room. Caution proves to be more difficult that you might think. We discover the lack of Pathfinder rules for handling critters that are actually just on you.

Part 26 of the campaign is now up on Archive.org at Episode 026: I promise it's not cursed

Direct Links

  1. RSS feed for all episodes
  2. Episode 001: Number My Thugs
  3. Episode 002: Technically She's Goop
  4. Episode 003: The Mediaeval Equivalent of a Zimmer Frame
  5. Episode 004: Personal Snot Monster
  6. Episode 005: By our powers combined
  7. Episode 006: There is honour amongst, ah... normal civilians
  8. Episode 007: You have it on good medical advice not to lick the ground
  9. Episode 008: Mmm, blobs of quivering flesh - my favourite
  10. Episode 009: A lot of papier-mâché
  11. Episode 010: Kamikaze ferrets and commando weasels
  12. Episode 011: It's such a horrible coincidence
  13. Episode 012: I think we found our bass player
  14. Episode 013: Ego Shattered!
  15. Episode 014: Whipping up an alligator stew
  16. Episode 015: Sewer brings back bad memories
  17. Episode 016: Chaos is one way of describing it
  18. Episode 017: NOW she's a ghost
  19. Episode 018: A lot of f*cking birdseed
  20. Episode 019: Real things said by real people
  21. Episode 020: It's like Casper the Friendly Ghost
  22. Episode 021: Hit points is a state of mind
  23. Episode 022: Is this going to be another Mal versus Door?
  24. Episode 023: Faceful of zombie crotch
  25. Episode 024: Woo! Capitalism!
  26. Episode 025: What kind of tricks do you have up your sleeve? A gun.
  27. Episode 026: I promise it's not cursed

Friday, 25 February 2022

Hell's Rebels, episode 25: What kind of tricks?

Update: fixed some audio issues where parts of Nathan's track were stripped out.

It's too long since we did any impersonation.

Pathfinder Adventure Path: Hell's Rebels Part 1 - In Hell's Bright ...

The Rebellion continues to gather steam, by which I mean, we maintain our proud record of appalling dice rolls and bare survival. We go for a nice walk that isn't any kind of casing of joints, no sir. Subterfuge ensues as Cassia infiltrates a museum, for a further attempt at conquering the damned thing. Hellknights discover the consequences of f*cking around with hulking semi-demonic chefs. We finally, finally take control of... part of the ground floor of the building. Woo!

Part 25 of the campaign is now up on Archive.org at Episode 025: What kind of tricks do you have up your sleeve? A gun.

Direct Links

  1. RSS feed for all episodes
  2. Episode 001: Number My Thugs
  3. Episode 002: Technically She's Goop
  4. Episode 003: The Mediaeval Equivalent of a Zimmer Frame
  5. Episode 004: Personal Snot Monster
  6. Episode 005: By our powers combined
  7. Episode 006: There is honour amongst, ah... normal civilians
  8. Episode 007: You have it on good medical advice not to lick the ground
  9. Episode 008: Mmm, blobs of quivering flesh - my favourite
  10. Episode 009: A lot of papier-mâché
  11. Episode 010: Kamikaze ferrets and commando weasels
  12. Episode 011: It's such a horrible coincidence
  13. Episode 012: I think we found our bass player
  14. Episode 013: Ego Shattered!
  15. Episode 014: Whipping up an alligator stew
  16. Episode 015: Sewer brings back bad memories
  17. Episode 016: Chaos is one way of describing it
  18. Episode 017: NOW she's a ghost
  19. Episode 018: A lot of f*cking birdseed
  20. Episode 019: Real things said by real people
  21. Episode 020: It's like Casper the Friendly Ghost
  22. Episode 021: Hit points is a state of mind
  23. Episode 022: Is this going to be another Mal versus Door?
  24. Episode 023: Faceful of zombie crotch
  25. Episode 024: Woo! Capitalism!
  26. Episode 025: What kind of tricks do you have up your sleeve? A gun.

Sunday, 16 January 2022

31 days of chargen, day 16: solar investigator (Champions)

It's that time again...

Today I'm looking at Champions for the Hero System. Our "solar-themed investigator who brings light into dark places" will be rather more outwardly 'heroic' than previous incarnations.

I'm not doing anything fancy here - just a straight-up classic superhero with a secret identity, a costume, and an alliterative name. Mild-mannered schoolteacher Ardent Adams is secretly Daylight, who draws power from the rays of the sun and can unleash them in turn. I'm sticking with the low-powered superhero guidelines; Daylight isn't going to be beating up demigods and destroying the city in the process.

To play a little more strongly into the theme, I've decided Daylight's part of the world is plagued by shadow-monsters and vampires of various kinds. They certainly won't be the only challenge he faces, but they're a recurring theme. This makes it natural that he'd be drawn into superheroing. Maybe the critters are minions of a cabal of shadow-sorcerers, who knows?

Attributes

I don't see Adams as a particularly tough hero, just someone with some unusual powers. Drawing on the guidance from the Champions Guidelines Table, I boost his combat prowess and defences a little, and buy up all his attributes to 15 for a good all-round competence. Presence seems appropriate to a sun-themed character so that goes up to 25. This will also allow him to make effective Presence-based attacks to overawe, terrify or calm people (and therefore less need for violence).

Powers

Building powers is fiddly, but luckily I can draw on the big book of Champions Powers. I choose a selection from across the Light and Solar/Celestial groups. Eyes of Light makes him hard to dazzle or blind, and Summer's Warmth creates a stable warm environment around him. I also add 20 points of Power Defence against darkness, cold and shadow-based powers.

Time for something more active. Create Light is obviously required. I don't really want to go into the generic energy blaster line with this character though; something a bit more offbeat seems more interesting. So I do give him the ability to dazzle with a Flash cone of noonday sunlight, but also a Sunlit Step that allows him to step through patches of direct sunlight as a short-ranged teleport.

Since many of Daylight's adversaries will be shadowy or vampiric, I add a Dispel Darkness ability, as well as a Hand-To-Hand boost that deals 2d6 additional energy damage (-1/2, only against creatures vulnerable to sunlight) as Touch of the Sun. I decide to add a weak version of the Solar Storage power - Adams absorbs energy from the sun to power his flashier abilities, so he's dependent on being able to spend plenty of time in the sun, but can still go heroing underground or at night.

I'm not sure the Solar Storage is actually great value - it costs a fair bit and he could almost certainly just rely on his own endurance to do things. But it feels thematic and that's really more important here. Comments welcome!

Talents

These abilities give you minor advantages that aren't really powers. I decide Absolute Time Sense makes sense for a hero based on the sun.

Skills

Adams is a schoolteacher (specifically a high-school science teacher), so he doesn't need huge amounts of unusual skills. The Everyman skills that he gets by default cover most things. I decide to buy up his Professional Skill: Teacher a bit, and give him some other relevant skills like Bureaucracy, Oratory and Persuasion. He needs some actual Science Skills too, but not a huge amount. Also, a Fringe Benefit in the form of his Qualified Teacher Status.

This also seems like a place to play up the solar theme again, so I give him Knowledge Skills in "the Sun", "renewable energy" and "vampires". Adams didn't take the "straight to teaching" route, but spent some time working in the renewable energy field before changing career. A few points of social skills to use that striking Presence he has, some Mechanic to represent tinkering with scientific kit and suchlike in his professional life, and we're done.

Complications

As an inspirational teacher, naturally Adams' life has to be complicated by dealing with the personal issues of various students. They come to him after class, they turn up to watch their hero Daylight rescuing someone, he notices them getting into trouble somewhere when he needs to be chasing a fleeing baddie, and so on. This is a Floating Dependent Group (2 students, incompetent, frequently, unaware of adventuring). It's not always the same students, but there's always at least a couple of people he needs to watch out for.

Naturally, he's also got a Secret Identity like any self-respecting hero.

I decided not to give him an immediate family - he'll have relatives and friends who occasionally turn up, but nobody he's responsible for (i.e. no Dependents). This also helps with storylines: our charismatic, inspirational teacher can become entangled in any number of potential romantic incidents as the plot demands. Some of them, naturally, will turn out to be villains.

Future development

If I were playing with more points (I stuck to a basic 300), I'd aim to round Daylight out with more niche abilities: disinfecting through pulses of UV radiation, maybe making plants grow, and probably at some point an actual sunlight attack (Ultra Sunburn Attaaaaack!). Some kind of mirage or heat haze ability might make sense.

Thursday, 13 January 2022

Trail of Cthulhu: The Dance in the Blood

A very belated recording from YSDC's Convocation in Leeds last autumn. This is a Trail of Cthulhu game, The Dance in the Blood, from Pelgrane Press, run by Freddie Foulds. Keen listeners might recognise some familiar Wharty voices.

Intro: There are monsters beneath the earth. You cannot fight them. You cannot run from them. And they are closer than you think.

In a forgotten corner of Northern England, between the rolling hills and tranquil dales nestles a village plagued by terrible secrets and subterranean horrors.

Every 119 years the village of Manesty is torn apart, its inhabitants massacred. It happened in 1697. It happened in 1816. Now it’s 1935 and horrific events have been set in motion. Swimming through the soil beneath the village are loathsome creatures waiting, impatiently, to rise above the earth and reclaim the land they believe is theirs and kill anyone who stands in their way, including the Investigators.

However, as with all the best Mythos adventures, not all is as it seems. The Investigators must uncover the mystery that has killed many and doomed others in the tiny village while struggling to keep their lives and the last vestiges of their sanity intact.

  1. The Dance in the Blood, Part 1
  2. The Dance in the Blood, Part 2

Friday, 7 January 2022

31 days of chargen: day 5, solar investigator (Pathfinder)

Late? I'm not, uh, late. But I'm going into Pathfinder for reasons that have nothing to do with it being 5 to 11 on day seven of this thing, honest. And so it's time for Arden Suncrowned to take the field.

Okay, for a solar-themed character, I'm going right for an Aasimar (human with vaguely celestial ancestry), which makes me Wise and Charismatic. I'll take the alternate racial trait that grants me a halo, because, you know, light. Once per day I can also use daylight as a spell-like ability.

After a ridiculous amount of faffing and changing my mind about fifteen times, I decide to make him an oracle (a kind of divine spellcaster, similar to a cleric, defined by a powerful curse and insight into a particular 'mystery'). He takes the Tongues curse, restricting him to babbling in Celestial at times of stress, and the Solar mystery (of course).

I go for a fairly boring set of stats, with a little Strength to fight with, enough Constitution to survive OK, and lots of Charisma.

Spells are next, so he takes a mixture of light-themed spells, plus some to encourage and protect his allies. Healing spells come automatically, thank goodness.

To round him out, it's feat time. I pick Solar Spell; this lets me spend a higher-level spell slot to bolster a light-themed spell (see?), making it dazzle enemies and significantly hamper creatures of darkness. I can slap this on a 0th-level light spell, letting me cause significant problems with a mere 1st-level spell slot.

At 3rd level I take Amplified Radiance, so if I stand near another aasimar our auras produce an emanation of daylight; creatures that take penalties in bright light take double those penalties instead. At 5th level, I grab Heavenly Radiance, giving me another daily use of my Daylight ability, and allowing me to expend either use to unleash a bolt of Searing Light instead.

Now let's pop back to that spell list and grab fear the sun, which lets me afflict enemies with light blindness, making them sensitive to bright light...

At this point I should be delving into weapons, armour, magic items and so on... but honestly, I can't be bothered. Sorry.

Tuesday, 4 January 2022

31 days of chargen: day 4, solar investigator (Modern Age)

Today's themes: Modern AGE and "A brave sun-themed investigator who brings light into dark places."

First, stats! I roll 3d6 for each of the nine stats, getting 12, 10, 11, 6, 15, 10, 15, 9, 14. Not bad! Nothing spectacularly good, but equally there are three solid stats and only one weakness. A 6 isn't even low enough to impose a penalty!

As it's a modern game, I think a crusading journalist would be a good fit for the theme. Ardent Sunning sheds light on current events, reveals dark secrets, and brings neglected issues to the attention of the public. This regularly gets him in trouble...

I'm going to use the option to swap numbers round, letting me shift good numbers into my Communications and Intelligence stats rather than fighting skills.

Next, background! Modern Age has you roll for social class (Middle Class) and lifestyle (Suburban). This gives me a roll on a table, plus the following:
Ability: +1 Communication
Focus: Communication (Etiquette) or Intelligence (Current Affairs)
Talent: Affluent or Contacts

I roll an Intelligence focus. Altogether, I end up with the Contacts talent (for knowing people who can do favours), Intelligence (Current Affairs), and Intelligence (Research). A focus gives +2 when rolling to do that subset of tasks, so I'll have a mighty +5 on a lot of journalistic work!

Next, Profession. The Middle-Class ones don't seem appropriate - but I can also pick from a lower social class, which contains Investigator, the one for journalists. Perfect. This gets me:
Focus: Communication (Investigation) or Perception (choose one)
Talent: Intrigue or Observation
Health: 15 + Con (26)
Resources: 4 (boosted to 5 because I'm picking from a lower social class list)

Well, definitely Communication (Investigation) for me, though Perception (Search) would be handy too. I'll take Observation to be better at ferreting out secrets, gaining the Perception (Empathy) focus.

Now a Drive to establish what motivates me. After much havering I pick Judge, playing off the 'objective observation and learning stuff' angle. This nets me Knowledge, so I'm better at recalling information. It also gives me one of various rewards that depend on the setting - reputations, connections and so on - which I'll skip over.

To round things out, let's set up some background. Ardent has a degree in Environmental Science, and came into journalism gradually during 10 years working for sustainable energy firms. He retains a very strong interest in renewables, and tends to carry around solar chargers for his various devices. His work evolved into a broader interest in sustainability, communities, and inequality - as well as the corruption and entrenched interests that hinder progress, and public outreach. Occasional popular science columns and a couple of books grew into a career change.

Monday, 3 January 2022

31 days of chargen: day 3, Solar Investigator (GURPS)

At Whartson Hall's suggestion, I'm doing something a little different today - making the same character in different systems. Now, to be clear, I'm not trying to make exactly the same person with the same abilities. Rather, I want to make a character with the same themes, outlook and broad skillsets.

Since there's a LOT of variation in what different games permit, I want something that's generic enough to be very flexible. However, I also want something specific enough to make this a meaningful exercise! I decided to plump for this:

"A brave sun-themed investigator who brings light into dark places."

Those features might vary from being a solar-powered superhero to a priest of Ra to an explorer with a sun aesthetic who literally wanders around with a torch.

I'm starting with GURPS because I had it open at the time, okay?

GURPS: Ardent Helion

In a near-future setting, Ardent Helion is an agent of the Extrajudiciary, who travel between the worlds to deal with cold cases, legal mysteries and tricky situations.

This is a sci-fi setting, so I'm deliberately excluding magic.

Ardent begins with Expert Skill (Heliology), being deeply knowledgeable about suns: physics, mythology, roles in popular culture, he knows it all.

Let's throw in a bunch of investigative skills. He'll want high Perception for those, plus a little IQ. I'm also allocating some Strength, since sometimes he needs to roll up his sleeves to get the job done.

Most of those skills handily come under the Natural Copper talent, which I'll give him a couple of levels in.

Annoyingly, Ardent's Heliology is going to be expensive. I'd like him to have it at a good level, but don't want him to have particularly high IQ - he gets there by sharp eyes, guts and grit, not genius. There's probably a way to boost it, but I can't immediately think of one.

Disadvantages seem appropriate now as I'm starting to run low on points (I opted for the default GURPS Character Assistant values of 150pts, max 75pts of disadvantages). He needs a Duty (almost always), plus a Code of Honour (I used the Private Investigator one), and some Workaholic to fit the zealous detective mould. Let's also make him Overconfident, because those genre investigators are always getting into trouble, and he's always sure that justice and the Extrajudiciary will prevail. Since he's a law-upholding type, and importantly also not American, he's taking Pacifism (Cannot Kill). Finally, throw in some Flashbacks (Mild) for a bit of extra characterisation and to leaven his determination a little.

Now for some more skills. An investigator will definitely get into some brawls. Let's make Ardent a student of Space Jujutsu. He learns a reasonable amount of Judo, plus some Boxing, and refines his skills in tripping and arm-locking suspects. Uppercuts are necessary too, for the 'clean blow to the jaw' beloved of Dick Barton.

Perks time! I'm giving him an Accessory (Nanite Torch); he has 'solar nanites' in his body that he can activate to produce some light. Next, a custom variant: Sure-Footed (Low Gravity) for brawling on spacecraft and the like. This is just equivalent to the existing Naval Training perk, only for spaceships instead of ships. I'll follow that with Acceleration Tolerance for dealing with space travel, and Standard Operating Procedure (Sleeps With One Eye Open) so he's alert to possible danger.

I decide to boost his solar credentials by adding a blinding flash ability to his nanites. Once per hour, he can overcharge it to dazzle anyone nearby, though it's a big drain on his energy. I'd have liked a less drastic alternative than inflicting Blindness, but while there's probably something complicated I could have done with Obscure or penalties to Per, I can't be bothered...

OK, maybe I can. I steal the Flash power from Psionic Powers, removing the Environmental limitation and turning it into an Emanation (centred on him) with Dissipation (it's less overwhelming the further away you are). I also end up adding some Obscure Vision as an alternative ability, when he just wants to dazzle people without actually blinding them, perhaps as an intimidation tactic.

I like the idea of 'the cleaning power of daylight', so I'll throw in some Resistance against Disease and Poison, plus Healing (Disease and Afflictions, Contact Agent) - though the nanites require at least a minute to work, so it's not useful in combat. The healing ability is another Alternative Ability, but not the resistances - even if he's sending his nanites out to treat someone, he retains enough to protect himself.

I'd probably round him out with some actual Rank in an appropriate organization, a couple of hobby skills and another disadvantage, but I think I'm done for today.


Name: Ardent Helion

Race: Human

 

Attributes [70]

ST 12 [20]
DX 10
IQ 11 [20]
HT 10
 
HP 12
Will 14 [15]
Per 14 [15]
FP 10
 
Basic Lift 29
Damage 1d-1/1d+2
 
Basic Speed 5
Basic Move 5
 
Ground Move 5
Water Move 1

Advantages [49]

Natural Copper (2) [20]
Solar Nanites [29], which consists of:
--Affliction (Blinding) (1) (Area Effect (4 yd); Based On ST (Own Roll); Costs FP (+4); Blindness (+50) (Secondary, Variable); Dissipation; Emanation; Malediction (Receives -1/yd range); Nanotech; Reduced Duration (1/60 duration); Vision-Based (with Malediction) (One sense)) [17]
--Healing (Alternative Ability; Contact Agent; Cure Affliction; Disease Only; Nanotech; Takes Extra Time (x64)) [2]
--Obscure (Vision) (3) (Alternative Ability; Nanotech) [2]
--Resistant to Disease (+3 to resist) [3]
--Resistant to Poison (+3 to resist) [5]

Perks [4]

Acceleration Tolerance [1]
Sol Tattoo (Lantern) [1]
Standard Operating Procedure (One Eye Open) [1]
Sure-Footed (Low Gravity) [1]
 

Disadvantages [-60]

Code of Honor (Private Investigator) [-10]
Duty (Extrajudiciary Agent) (15 or less (almost always)) [-15]
Flashbacks (Mild) [-5]
Overconfidence (6 or less) [-10]
Pacifism (Cannot Kill) [-15]
Workaholic [-5]

Quirks [-2]

Delusion (I'm a Great Singer) [-1]
Responsive [-1]

Skills [86]

Arm Lock (Judo) Tech/A -  13 [2]
Body Language (Human) Per/A - Per+3 17 [4]
---includes: +2 from 'Natural Copper'
Boxing DX/A - DX+0 10 [2]
Breakfall (Judo) Tech/A -  13 [2]
Criminology/TL9 IQ/A - IQ+3 14 [4]
---includes: +2 from 'Natural Copper'
Detect Lies Per/H - Per+2 16 [4]
---includes: +2 from 'Natural Copper'
Diplomacy IQ/H - IQ+0 11 [4]
Escape DX/H - DX-2 8 [1]
Expert Skill (Heliology) IQ/H - IQ+4 15 [20]
Forced Entry DX/E - DX+0 10 [1]
Free Fall DX/A - DX+2 12 [8]
Holdout IQ/A - IQ-1 10 [1]
Interrogation IQ/A - IQ+3 14 [4]
---includes: +2 from 'Natural Copper'
Judo DX/H - DX+1 11 [8]
Judo Throw (Judo) Tech/H -  11 [2]
Law (Galactic) IQ/H - IQ-2 9 [1]
Lip Reading (Human) Per/A - Per+0 14 [2]
Observation Per/A - Per+2 16 [2]
---includes: +2 from 'Natural Copper'
Research/TL9 IQ/A - IQ-1 10 [1]
Search Per/A - Per+3 17 [4]
---includes: +2 from 'Natural Copper'
Shadowing IQ/A - IQ+2 13 [2]
---includes: +2 from 'Natural Copper'
Sweeping Kick (Judo) Tech/H -  11 [4]
Trip (Judo) Tech/H -  8 [2]
Uppercut (Boxing) Tech/A -  10 [1]

Stats [70]
Ads [49]
Disads [-60]
Quirks [-2]
Skills [86]
= Total [147]

Sunday, 2 January 2022

31 Days of Chargen: day 2, Traveller

Today's themes are... Traveller and... well, you can't really have a theme in Traveller. Life just comes at you, fast. Although this is the Mongoose version, so at least death isn't coming at you during chargen any more.

We begin by rolling stats - six sets of 2d6. This turns out to be possibly the best set of stats I have ever rolled: 8, 11, 11, 7, 7, 5. Normally I'd be hard-pressed to match that on 3d6, quite honestly. What a time to squander rolls! But shimmey yn tonn eddyr y lhong as y çheer, after all, and especially in Traveller chargen...

Character generation doesn't ask you to invent a homeworld, but that seems absolutely basic to me. I roll up the following anomaly:

My Homeworld

Size 6 : smaller than Earth
Atmosphere 9+6-7=8 : dense atmosphere – only highlands inhabited, no filters required
Hydrographics 10-7+8=11 : almost entirely water
Temperature 5 : temperate
Population 3-2 = 1 : a tiny farmstead or family
Government : there are 3 factions! Strengths 5, 3, 9
First faction 8-7+1 = 2 : democracy
Second faction 6-7+1 = 0: none
Third faction 7-1+1 = 1: corporation

My homeworld is just a little larger than Mars, with an atmosphere so dense that only the high ground is inhabitable; and in any case, virtually the entire the planet is submerged! To make matters weirder, the only inhabitants are a single tiny group, which is nevertheless splintered into rival political factions; the strongest is corporate loyalty, but popular vote and personal ties also play a major part.

I think I'm going to put this down as an actual family with maybe a few associates. Given the corporate ties and largely uninhabitable world, it makes sense to me that this is an outpost of sorts. It might be a research centre, a land-banking effort, or perhaps it's simply convenient to have a small admin team in this part of the sector for some reason. Either way, that's where I was born.

Technically I can move my stats around. But honestly? It makes sense that I wouldn't have much social standing, given the absolutely nowhereness of the world I come from. Meanwhile, the planet's harsh atmosphere, total lack of playmates, and 99.9% wilderness nature makes it natural that I'd grow up physically fit. My background nets me skills in Seafarer, Athletics and Animals.

It makes sense that my parents would want me to go into the company, so let's see how I do as a Citizen... well, I qualify spectacularly! Looks like they had earned some favours. I cruise through my first stint, gaining some extra Engineering training, but don't impress anyone. Well... this is boring, but Mum and Dad are persuasive... let's keep going.

I make it through another 4 years, but during this time political upheaval strikes my homeworld, and I'm caught up in the revolution! Erm... okay. Presented with a variety of skills to learn that might represent my involvement, I gain Advocate. My legal prowess defuses the situation (it's probably the biscuit rota, isn't it?) and I'm promoted for my trouble.

Sick of this nonsense, I decide to strike out for the wide open spaces. Or rather, Space. I wanna be a free trader! Mustering out lands me +1 Intelligence, and three ship shares (boring).

Easily convincing them to let me onto a free trader crew, I learn to use a Vacc-Suit (vital) and make some good deals, earning a promotion and some Persuasion. In my fourth term, all that cargo hauling has boosted my already-bulging muscles, getting me a net Str bonus! I run into legal trouble but gain Diplomat in the process of resolving it, and am promoted again - they finally let me Pilot (spacecraft)!

Now it's time for aging... but I remain unscathed (alas, that it were so easy in real life).

My fifth term I squander much of my profits on some bad deals, losing 2 Benefit rolls. Ah well. I get some Broker out of the deal. I also learn to use those guns, gaining a level of Gunner - and increase my reputation further, becoming an Experienced Free Trader with the prized Jack of All Trades 1! Aging finally catches up with me though, and I become a little less hardy, a little slower on the draw.

Nevertheless, I embark on a sixth term, learning to take care of passengers, taking some advanced classes in Electronics and getting promoted again. All that fiddling helps to restore my lost Dexterity, too! This is immediately lost again as I fail another aging roll, along with a point in my other physical stats.

Term seven. I have to fix my spaceship a few times, learning Mechanic. Further legal trouble is a minor obstacle, which a bit of Investigation easily resolved. I gain another 'promotion' and learn a language in the process. At this point I decide it's finally time to hang up the old hat and retire...

While I gambled away two Benefit rolls, I have six left (one per term, plus three bonus rolls for my rank, minus the two I lost) and a +1 on my rolls! Lovely jubbly. I end up with slightly more education, a Free Trader with 75% of the mortgage paid off, a gun, and a little cash.

Finally, we'd normally split a Skills Package between us. To represent this, I take two skills from the list: Gun Combat (so I can actually use that weapon) and Deception.

Saturday, 1 January 2022

31 Days of Chargen: day 1, GURPS and bees

Kaye recently posted a character creation challenge thing, so I'm going to give that a go.

Today's themes are... GURPS and 'bees'.

Let's start with the fundamentals - no, not stats. We're going to want the Good With Bees perk, as well as an Immunity to Specific Poison (Bee and Wasp Stings). Arguably that's two poisons, but I think it's justifiable. If the setting features giant and monstrous bees and wasps, some negotiation with the GM would be appropriate.

Next, the Speak With Animals (Bees only) advantage, of course.

I'm deliberately not going the route of becoming a swarm, but I will adopt some bee-like traits. Those include Magnetic Field Sense from Powers: Enhanced Senses, and both Discriminatory Scent and Acute Taste and Smell, because bees have incredible olfactory abilities (they have been used to detect mines).

Skillswise, I'll start off with Profession (Beekeeper) and Veterinary (Bees). I also want Gardening, to keep my bees well-fed

I'm envisioning this as a sort of folklore-powered bee-master, so I'm going to take the Green Thumb* talent as well as Cunning Folk. This hints at other skills I should take: Animal Handling, Fortune-Telling, Herb Lore, Naturalist, Occultism, Poisons, and Weather Sense. As Poisons is an IQ-based skill, I opt for an optional specialty in 'Garden poisons' - the idea being to cover things plants that grow in gardens, poisons used by gardeners, and of course, bee venom.

*Green Fingers, for those of us in the UK...

Now it's time to gain some abilities. Let's have our beekeeper able to call up a cloud of buzzing, distracting bees. This seems like Obscure (Vision and Hearing), with Defensive and Ranged. I'm not entirely happy with that - Obscure has a special expensive version of Ranged:

Unlike the usual Ranged enhancement (p. 107), this modifier lets you use your ability again before its duration has expired (e.g., to simulate multiple smoke grenades); thus, it is more expensive.

Looking at the rules in the normal Ranged enhancement:

Duration is 10 seconds, unless the ability lists another duration (like Neutralize or Possession) or is instantaneous (like Healing), and you cannot use the ability again until all existing effects have worn off.

Yeah, that's much more appropriate - I've only got one cloud of bees, after all! So I'll make the GM call here and allow the normal version of Ranged. I'm also going to add the limitation Environmental (Not in strong wind), and the Homing enhancement, since my bees can zero in on their target.

Let's throw in a couple of disadvantages. Odious Personal Habit (attracts bees) seems right, and let's add Absent-Mindedness - our hero tends to drift off into musings. Since they're just a regular beekeeper, let's also include Pacifism (Self-Defence Only).

Throw in a few 'everyman' skills for being part of the community - talking to neighbours, selling honey and flowers, and so forth - and we're about done.


Name: Beemaster
Race: Human

Attributes [60]

ST 10
DX 10
IQ 12 [40]
HT 11 [10]
HP 10
Will 12
Per 14 [10]
FP 11

Basic Lift 20
Damage 1d-2/1d

Basic Speed 5.25
Basic Move 5
Ground Move 5
Water Move 1

TL: 7 [0]

Advantages [95]

Acute Taste and Smell (3) [6]
Cunning Folk (3) [30]
Detect (Magnetic Fields) (Occasional) (Biological (Passive); Reflexive) [14]
Discriminatory Smell (Biological (Passive)) [15]
Green Thumb (2) [10]
Obscure Vision (3) (Defensive; Environmental (Not in strong wind) (Occasional); Extended (Hearing) (+1); Homing (+1); Ranged) [15]
Speak With Bees (Specialized: one species) [5]

Perks [2]

Good with (Bees) [1]
Immunity to Bee and wasp stings [1]

Disadvantages [-40]

Absent-Mindedness [-15]
Code of Honor (Beekeeper's) [-5]
Odious Personal Habit (Attracts bees) (-1) [-5]
Pacifism (Self-Defense Only) [-15]

Quirks [-1]

Humble [-1]

Skills [33]

Animal Handling (Bees) IQ/A - IQ+2 14 [1]
---includes: +3 from 'Cunning Folk'
Area Knowledge (local) IQ/E - IQ+1 13 [2]
Astronomy/TL7 (Observational) IQ/A - IQ-1 11 [1]
Body Language (Human) Per/A - Per+0 14 [2]
Carousing HT/E - HT+0 11 [1]
Current Affairs/TL7 (local region) IQ/E - IQ+0 12 [1]
Current Affairs/TL7 (People) IQ/E - IQ+0 12 [1]
Detect Lies Per/H - Per-2 12 [1]
Diplomacy IQ/H - IQ-2 10 [1]
Farming/TL7 (Horticulture) IQ/E - IQ+2 14 [1]
---includes: +2 from 'Green Thumb'
Fortune-Telling (Augury) IQ/A - IQ+2 14 [1]
---includes: +3 from 'Cunning Folk'
Gardening IQ/E - IQ+3 15 [2]
---includes: +2 from 'Green Thumb'
Herb Lore/TL7 IQ/VH - IQ+2 14 [1]
---includes: +2 from 'Green Thumb', +3 from 'Cunning Folk'
Hiking HT/A - HT-1 10 [1]
Housekeeping IQ/E - IQ+0 12 [1]
Merchant (Honey and Flowers) IQ/E - IQ+0 12 [1]
Naturalist (Earth) IQ/H - IQ+3 15 [1]
---includes: +2 from 'Green Thumb', +3 from 'Cunning Folk'
Occultism IQ/A - IQ+3 15 [2]
---includes: +3 from 'Cunning Folk'
Pharmacy/TL7 (Herbal) IQ/H - IQ-2 10 [1]
Poisons/TL7 (Garden) IQ/A - IQ+3 15 [2]
---includes: +3 from 'Cunning Folk'
Professional Skill (Beekeeper) IQ/A - IQ+1 13 [4]
Public Speaking (Storytelling) IQ/E - IQ+0 12 [1]
Tracking Per/A - Per-1 13 [1]
Veterinary/TL7 (Bees) IQ/H - IQ+1 13 [1]
---includes: +3 from 'Cunning Folk'
Weather Sense IQ/A - IQ+2 14 [1]
---includes: +3 from 'Cunning Folk'

Costs Summary

Stats [60]
Ads [95]
Disads [-40]
Quirks [-1]
Skills [33]
= Total [149]

Sunday, 5 December 2021

GURPS perks for recognition

As I was wandering round the supermarket today, I was struck by the idea for this GURPS perk, so here we are.

We've all seen those films where someone can identify a gun from the sound of its shot, a car from its tracks, or an aircraft from its silhouette. Maybe we know someone who can do that. At least it's likely we know someone who's really good at knowing what bird they've seen or what car went past, even on a moment's glance. Armed forces famously released (maybe still do?) playing cards featuring the silhouettes of friendly and enemy ships or planes to train this very capability. There are still sets like this - I used to love the Heritage ones featuring the natural world.

I thought this very specific trick - knowing what something is, without necessarily having any further insight or any practical application of that knowledge - was a good shot for a perk.

Expert Identification

You've developed a knack for distinguishing a particular category of things, granting you a bonus on rolls to identify them accurately and with increasing specificity.

You can select a specific type of organism, object, substance, or a cultural marker. The bonus ranges from +2 to +4, depending on the scope of the category. Any category can be limited by type, region or era.

Examples: Pet cats, domestic sheep, American cars, early C21st cars, collectible card games, WW1 military aircraft, swords, Chinese architecture, cigarettes, mobile messaging app stickers, 1990s French slang, silent comedies, Japanese makeup patterns, seabirds, sharks, citrus plants, grain, synthetic fabrics, cheese, roses.

There is no prerequisite for this perk; your ability could come from rote memorisation or from a deep knowledge of the subject.

Expert Recognition

Prerequisite: Expert Identification with the chosen type of object or creature.

You're so familiar with your area of expertise that you can recognise individuals as readily as human faces. You can remember and distinguish individual objects or creatures in the same way as recognising a human. Anything that hampers your facial recognition impedes this capability in the same way.

This perk is most suited to categories with individuality, such as animals, castles, vintage cars or rare books. Objects that are mass-produced (like cars or guns) may need further examination and interaction to reveal their individual qualities. The GM determines whether this park is appropriate (or even logically possible).

Note:Even this second perk is a genuine phenomenon, with the brain's facial recognition capabilities expanding to include another category where we're exposed to countless variations on a theme. Farmers can recognise individual animals, and mechanics learn to identify specific vehicles from the details indistinguishable to non-experts.

Examples

Pigeon Fancier

You have an expert eye for the many varieties of doves and pigeons. You gain a +4 bonus on rolls to identify domestic and feral doves and pigeons of all kinds.

Dinosaurophile

You delight in dinosaurs of all kinds, and have spent hundreds of hours poring over illustrations. You gain a +4 bonus on rolls to identify dinosaurs, pteradons, and similar creatures that appear in dinosaur books.

(this is, as the text suggests, intended for a game NOT set in a dinosaur era! In a game where dinosaurs are ubiquitous, reduce the bonus or narrow the focus)

Shepherd's Eye

Extensive experience makes it trivial for you to recognise every member of your flocks. You gain a +4 bonus on rolls to distinguish breeds of domestic sheep, and you can identify individual sheep as easily as humans.

(this is just both perks combined because domestic sheep are a pretty niche group)

Firearm Connoisseur

You've seen countless firearms of all kinds, and understand their idiosyncrasies. You gain a +2 bonus on rolls to identify firearms. You can recognise an individual weapon if you've spent enough time using or observing it to gain familiarity (p. B169) - for example, a companion's trusty revolver, or your battered lasrifle from your days in the Corps - or have the Photographic Memory advantage.

Hun Spotter

All that time playing cards wasn't wasted; you've memorised the outlines of every plane you might encounter. You gain a +4 bonus on rolls to identify WW1 military aircraft.

Monday, 22 November 2021

Bookhounds of London: The Ghost and Schroedinger's Virgin

Back in October, it was time once again for the finest (and only) gaming convention I attend: the Yog-Sothoth.com games day, formerly YSDC Games Day, now going by the name of Convocation.

(I'm not really sold on the name change myself - I quite liked the simplicity of the old version! - but it's not really pertinent)

I managed to record a couple of games, once of them being the game that I landed in myself. This was Bookhounds of London; not the Trail of Cthulhu supplement, but a Fiasco playset based around it.

I've had one previous game of Fiasco and found myself less than impressed, but then having absolutely no concept of what a "Coen Brothers Movie"* should be like was bound to cause some hiccups.

(from everything I've heard since, I would immensely dislike a Coen Brothers Movie were I to encounter one, so that probably also doesn't help)

This time I enjoyed myself immensely. The fact that I have a much better idea what to do with an explicitly occult theme helped, and my group seemed to fit together really well. I've played with some of them before and it was great getting to know the new faces. Nellkyn did a great job facilitating the game, and my previous experience meant I could throw out a couple of helpful tips now and again.

As for the game itself, let's just say I started off dead and it got worse.

You can listen to it on Archive.org: here's Part One, and here's Part Two.

While the session was great fun, I still don't really get the point of the Fiasco dice system. Why do black and white dice mean one thing during the game (good vs. bad scene endings) and another in the aftermath (physical vs. mental trauma)? What's the point of getting you to pick dice in the first half and then assign them to other people arbitrarily, only to keep the dice you get in the second half? I can't help feeling you could strip out this mechanic entirely and there's bound to be a mechanic out there that handles resolving 'winning' scenes more elegantly.

On the other hand, it was fun using the dice as a framework for setting up the game, and I do think setup is something Fiasco handles in a pretty satisfactory way. To be honest, I'd probably be inclined to use the Fiasco setup rules and then run an actual game in a different system.

But that's just me. Hope you enjoy the recording.

Sunday, 31 October 2021

Hell's Rebels, episode 24: Woo! Capitalism!

Update: fixed some audio issues where parts of Nathan's track were stripped out.

Bridge taxes are up! Outrageous!

Pathfinder Adventure Path: Hell's Rebels Part 1 - In Hell's Bright ...

I don't honestly remember what happened in this episode, apart from lying to NPCs because gnome. We purchase huge numbers of scrolls (OK, within the limited budget of a low-level party). Shopping occurs. We examine the rules for crafting alchemical items. Not the most action-packed of episodes.

Part 24 of the campaign is now up on Archive.org at Episode 024: Woo! Capitalism!

Direct Links

  1. RSS feed for all episodes
  2. Episode 001: Number My Thugs
  3. Episode 002: Technically She's Goop
  4. Episode 003: The Mediaeval Equivalent of a Zimmer Frame
  5. Episode 004: Personal Snot Monster
  6. Episode 005: By our powers combined
  7. Episode 006: There is honour amongst, ah... normal civilians
  8. Episode 007: You have it on good medical advice not to lick the ground
  9. Episode 008: Mmm, blobs of quivering flesh - my favourite
  10. Episode 009: A lot of papier-mâché
  11. Episode 010: Kamikaze ferrets and commando weasels
  12. Episode 011: It's such a horrible coincidence
  13. Episode 012: I think we found our bass player
  14. Episode 013: Ego Shattered!
  15. Episode 014: Whipping up an alligator stew
  16. Episode 015: Sewer brings back bad memories
  17. Episode 016: Chaos is one way of describing it
  18. Episode 017: NOW she's a ghost
  19. Episode 018: A lot of f*cking birdseed
  20. Episode 019: Real things said by real people
  21. Episode 020: It's like Casper the Friendly Ghost
  22. Episode 021: Hit points is a state of mind
  23. Episode 022: Is this going to be another Mal versus Door?
  24. Episode 023: Faceful of zombie crotch
  25. Episode 024: Woo! Capitalism!

Friday, 29 October 2021

Hell's Rebels, part 23: Faceful of zombie crotch

Join us once more for ineptitude in the streets of devil-struck Kintargo...

Pathfinder Adventure Path: Hell's Rebels Part 1 - In Hell's Bright ...

You don't get anywhere as a small business owner seditious rebel without persistence. We return once again to the bloody annoying halls of the Fantasmagorium in the hopes of making it past the first flippin' room. On our past record this is very much a nail-biter.

Part 23 of the campaign is now up on Archive.org at Episode 023: Faceful of zombie crotch.

Direct Links

  1. RSS feed for all episodes
  2. Episode 001: Number My Thugs
  3. Episode 002: Technically She's Goop
  4. Episode 003: The Mediaeval Equivalent of a Zimmer Frame
  5. Episode 004: Personal Snot Monster
  6. Episode 005: By our powers combined
  7. Episode 006: There is honour amongst, ah... normal civilians
  8. Episode 007: You have it on good medical advice not to lick the ground
  9. Episode 008: Mmm, blobs of quivering flesh - my favourite
  10. Episode 009: A lot of papier-mâché
  11. Episode 010: Kamikaze ferrets and commando weasels
  12. Episode 011: It's such a horrible coincidence
  13. Episode 012: I think we found our bass player
  14. Episode 013: Ego Shattered!
  15. Episode 014: Whipping up an alligator stew
  16. Episode 015: Sewer brings back bad memories
  17. Episode 016: Chaos is one way of describing it
  18. Episode 017: NOW she's a ghost
  19. Episode 018: A lot of f*cking birdseed
  20. Episode 019: Real things said by real people
  21. Episode 020: It's like Casper the Friendly Ghost
  22. Episode 021: Hit points is a state of mind
  23. Episode 022: Is this going to be another Mal versus Door?
  24. Episode 023: Faceful of zombie crotch

Thursday, 7 October 2021

TTRPG Bundle for Afghan Support

Evening all!

Recently my efforts have been poured into fundraising - specifically, setting up a charity bundle on Itch to help support vulnerable people in Afghanistan (details here).

Nearly 40 games-adjacent people have joined up to help raise money, with 70+ items (including everything I've written) for just $20 - though you can, of course, donate more. Anything we raise will go to the charity appeal. We're closing in on $5,000 after a week of the bundle, and if we hit that target I've promised to add another item (for free) for anyone who bought the bundle. You can even vote to tell me what to write!

You can get the bundle here: TTRPG Bundle for Afghan Support

Tuesday, 3 August 2021

Beneath Dark Skies accumulator post

Roger kindly enquired about the "bizarre sci-fi hack of World of Darkness" I mentioned, so seeing as it's a loose collections of posts knocking around, this seemed the easiest thing to do.

The initial overall premise.

A summary of Visitant, the first concept for Beneath Dark Skies.

Mechanics for Cover identities, and how they're compromised or reinforced. Xenotypes, the alien splats of Beneath Dark Skies.

Mutable Ansad, the first Xenotype. Peerless infiltrators. Yes, their plural is Welsh, deal with it. Their gifts are mastery of form and disguise.

The ultimate survivors, Mosa, with conscious control of their own biochemistry. Their gifts are regulation of their own bodies, and secretion of chemicals that affect others.

Swarming Shekt, nigh-immortal hive minds with a talent for negotiation. Their gifts rely on the capabilities of swarms, and the application of controlled sound.

Symbiotic Ytaleh, riding in stolen human corpses to sustain their ephemeral selves. Their gifts are mental influence and bioelectrical control.

How visitants might interact with other inhuman creatures.

Technological gifts for any species - also useable beyond Visitant for other high-tech entities.

Mistaken Identity, the first Terrible Game Fic. Whoops. An easy mistake to make. But only once.

Inside Job, additional Terrible Game Fic. No loyalty to corporate masters!

Hostile Takeover, some crossover Terrible Game Fic.

Friday, 30 July 2021

Necropolitans, episode 19: My bad, almost committed murder

Let the bullying commence! I accidentally begin my extended reign of Jaal-terrorising with the advent of the Tiny. Wooden. Statues... in Episode 019: My bad, almost committed murder.

Special thanks to Marche Towers Art for the gorgeous Necropolitans commission he did for us, he was a pleasure to work with and I'm delighted with the result.

Direct Links

  1. RSS feed for all episodes
  2. Episode 001: Character Generation
  3. Episode 002: I'm going to keep saying yes until I don't fall in the big hole
  4. Episode 003: One does not simply walk through More Doors
  5. Episode 004: That one was completely harmless
  6. Episode 005: Are you sure you're a barbarian
  7. Episode 006: Maze of the Brian-otaur
  8. Episode 007: Screaming blue murder from his waist
  9. Episode 008: It’s a rare genetic condition
  10. Episode 009: Well, isn't that dandy
  11. Episode 010: The classic ‘Ta-da!’ position
  12. Episode 011: These crabs know advanced tactics
  13. Episode 012: Observe! I will be totally aaaagh
  14. Episode 013: We can take the boss, we're second level
  15. Episode 014: He's very badly burned
  16. Episode 015: Would you say that she's ghastly?
  17. Episode 016: Look at you, coming here with your good ideas
  1. Episode 016.5: The Seven Chants of Anubis
  1. Episode 017: Allow us to inspect that which is in your hole
  2. Episode 018: I'm unclean, so I'm gonna cook this octopus
  3. Episode 019: My bad, almost committed murder

Monday, 26 July 2021

Necropolitans, episode 18: I'm unclean, so I'm gonna cook this octopus

Let the nautical shenanigans commence! With the party finally free of the island where they were shipwrecked, it's time for watery fun. This is entirely a narrative decision on my part, and has nothing to do with the fact that I haven't read the next book in the campaign yet. Honest. Our heroes indulge in culinary experimentation in Episode 018: I'm unclean, so I'm gonna cook this octopus.

Special thanks to Marche Towers Art for the gorgeous Necropolitans commission he did for us, he was a pleasure to work with and I'm delighted with the result.

Direct Links

  1. RSS feed for all episodes
  2. Episode 001: Character Generation
  3. Episode 002: I'm going to keep saying yes until I don't fall in the big hole
  4. Episode 003: One does not simply walk through More Doors
  5. Episode 004: That one was completely harmless
  6. Episode 005: Are you sure you're a barbarian
  7. Episode 006: Maze of the Brian-otaur
  8. Episode 007: Screaming blue murder from his waist
  9. Episode 008: It’s a rare genetic condition
  10. Episode 009: Well, isn't that dandy
  11. Episode 010: The classic ‘Ta-da!’ position
  12. Episode 011: These crabs know advanced tactics
  13. Episode 012: Observe! I will be totally aaaagh
  14. Episode 013: We can take the boss, we're second level
  15. Episode 014: He's very badly burned
  16. Episode 015: Would you say that she's ghastly?
  17. Episode 016: Look at you, coming here with your good ideas
  1. Episode 016.5: The Seven Chants of Anubis
  1. Episode 017: Allow us to inspect that which is in your hole
  2. Episode 018: I'm unclean, so I'm gonna cook this octopus

Saturday, 24 July 2021

Necropolitans, episode 17: Allow us to inspect that which is in your hole

When you're stranded on a tropical island full of snakes (to whose poison you're immune), crustaceans (ditto), undead (that's just embarrassing) and pirate treasure, no party can resist the urge to delve into every nook and cranny. Bring on the hole inspectors! in Episode 017: Allow us to inspect that which is in your hole.

I have no idea what you're sniggering about, Matron.

Special thanks to Marche Towers Art for the gorgeous Necropolitans commission he did for us, he was a pleasure to work with and I'm delighted with the result.

Direct Links

  1. RSS feed for all episodes
  2. Episode 001: Character Generation
  3. Episode 002: I'm going to keep saying yes until I don't fall in the big hole
  4. Episode 003: One does not simply walk through More Doors
  5. Episode 004: That one was completely harmless
  6. Episode 005: Are you sure you're a barbarian
  7. Episode 006: Maze of the Brian-otaur
  8. Episode 007: Screaming blue murder from his waist
  9. Episode 008: It’s a rare genetic condition
  10. Episode 009: Well, isn't that dandy
  11. Episode 010: The classic ‘Ta-da!’ position
  12. Episode 011: These crabs know advanced tactics
  13. Episode 012: Observe! I will be totally aaaagh
  14. Episode 013: We can take the boss, we're second level
  15. Episode 014: He's very badly burned
  16. Episode 015: Would you say that she's ghastly?
  17. Episode 016: Look at you, coming here with your good ideas
  1. Episode 016.5: The Seven Chants of Anubis
  1. Episode 017: Allow us to inspect that which is in your hole

Quick podcasting update

Apologies to anyone disappointed by the lack of podcast episodes. We've just come through the busiest time of year for me at work, and I've simultaneously been moving home. Things are starting to settle down, but I haven't had a great deal of time or energy for editing. Plenty of episodes are stored up though, it's just a matter of getting to them and releasing them.

Anyone craving my dulcet tones (why?) can perhaps get your fix at Whartson Hall, where I've recently finished running Dark Carnival, as well as The Price of Success, a chapter in our new episodic GURPS filler campaign.

Sunday, 20 June 2021

Hell's Rebels, episode 22: Is this going to be another Mal versus Door?

Educational visits can be dangerous. "Starknives and whips is just not a good look with skeletons", quote Zim.

Pathfinder Adventure Path: Hell's Rebels Part 1 - In Hell's Bright ...

We are bullied by undead apes, and discover the disadvantages of party members who are physically incapable of inflicting damage (yes, I'm one of them).

Part 22 of the campaign is now up on Archive.org at Episode 022: Is this going to be another Mal versus Door?.

Direct Links

  1. RSS feed for all episodes
  2. Episode 001: Number My Thugs
  3. Episode 002: Technically She's Goop
  4. Episode 003: The Mediaeval Equivalent of a Zimmer Frame
  5. Episode 004: Personal Snot Monster
  6. Episode 005: By our powers combined
  7. Episode 006: There is honour amongst, ah... normal civilians
  8. Episode 007: You have it on good medical advice not to lick the ground
  9. Episode 008: Mmm, blobs of quivering flesh - my favourite
  10. Episode 009: A lot of papier-mâché
  11. Episode 010: Kamikaze ferrets and commando weasels
  12. Episode 011: It's such a horrible coincidence
  13. Episode 012: I think we found our bass player
  14. Episode 013: Ego Shattered!
  15. Episode 014: Whipping up an alligator stew
  16. Episode 015: Sewer brings back bad memories
  17. Episode 016: Chaos is one way of describing it
  18. Episode 017: NOW she's a ghost
  19. Episode 018: A lot of f*cking birdseed
  20. Episode 019: Real things said by real people
  21. Episode 020: It's like Casper the Friendly Ghost
  22. Episode 021: Hit points is a state of mind
  23. Episode 022: Is this going to be another Mal versus Door?