Showing posts with label basic roleplaying. Show all posts
Showing posts with label basic roleplaying. Show all posts

Tuesday, November 26, 2024

When You're In the Mood for "D&D," Just Not Specifically D&D - Mythras Classic Fantasy, Fantasy AGE, Cypher System And Other Weird Variants

 I've had lengthy times where I grew tired of D&D and wanted a break from fantasy, which then led to me running other game systems in different genres such as Mothership, Call of Cthulhu, Savage Worlds and so forth. More recently I have been facing a stranger issue: a desire to run something D&D-like, just NOT actual D&D. I mean, I am running and enjoying D&D....but I know it is less because of the current edition rules at this point than it is because of the campaign I am running, and the sundry plots and characters; the game is succeeding despite itself, not because of itself. Indeed, I realize that my main problem with D&D 5.5 (2024 edition) is that it's frankly just more of the same....lots of noteworthy changes, but none of them shake it up mechanically beyond being a horde of slight iterations. It is like they patched D&D 5E, and you notice the improvements, but ultimately also notice its still just the same game. To run with a video game analogy: they added in ray tracing an patched a loot exploit so it looks cooler and plays more smoothly, but its still the same game you've already played to death.

This has gotten me looking in to other options for a fantasy fix which mix up the mechanics sufficiently that I can feel a breath of fresh air even if I am still running some archetypal adventuring campaigns. I've explored Tales of the Valiant and while I am eager to test it out as a GM, it's still got the same problem D&D 5.5 does; it's just a variant on the thing we've been playing for the last ten years already. Pathfinder 2E Remastered is also good at "D&D like" so it's a bit closer to what I want....but in many ways it is the closest direct competitor to D&D, and has its own unique range of issues when it comes to applying it to classic D&D-ish fantasy without being D&D. 

This leads me to a few other systems I've considered, as follows:

Mythras Classic Fantasy - this just recently received a huge upgrade with the new Mythras Classic Fantasy Unearthed expansion. If you don't know what this is, it's a hack of the Mythras Fantasy RPG (which is itself a valid alternate to D&D) in which it retools the game's chassis to accomodate classes and a very "D&D like" level structure, along with a D&D-derived magic system and plenty of monsters and magic items. It is Mythras at core, but reframes everything to feel like D&D. Specifically it feels like an emulation of AD&D 1st edition, just now powered by a BRP-derived game engine with lots of skills, D100 mechanics and an extra heap of lethality. Cool stuff. 

Pros: Classic Fantasy is a very robust reimagining of D&D style play in a more gritty chassis powered by Mythras; it is well supported with a bunch of modules, main books, the Classic Fantasy Imperative (a ORC-license restatement of the rules as a stand along product, though note you will still want the original Classic Fantasy book for Mythras as it holds all the monsters and more goodies), and the new CF Unearthed book. Plus, you can use all the other Mythras material with it, it's fully compatible.

Cons: I always run into a stumbling block with Classic Fantasy, which evokes for me two things: AD&D and Mythras. I then leave myself wondering if this mix of chocolate and peanut butter really work, or if it makes more sense for me to simply play straight Mythras or straight AD&D. I also prefer BRP Itself, over Mythras, another issue entirely. Also, the special attack rules for Mythras can lead to player decision paralysis, a very common issue I encounter when running Mythras.

Fantasy Age 2E: Green Ronin quietly released Fantasy Age 2nd Edition last year and I am not sure anyone noticed. It's since released a Cthulhu Mythos and Technofantasy expansion on Drivethrurpg, and the 2nd edition is largely backwards compatible with prior books. Fantasy Age, if you did not know, is derived from the Adventure Game Engine (AGE), originally created for the Dragon Age RPG, and this is a full-on iteration designed for use in whatever setting you want. It is class and skill based (though they use focus and talent terms), and is in many ways similar in structural design to D&D with leveling up, escalating hit points and lots of fast paced, hard hitting magic. The latest edition is more robust than the 1st edition Basic Book, too.

Pros: You get a similar experience to D&D but will find Fantasy AGE allows for a lot of design flexibility; its a great system to make unique looking characters, and is pretty easy to GM as well. It has ample support material and the core book is pretty robust.

Cons: Some people find the high starting hit points take getting used to; combats will last longer, sometimes when you don't expect them to. The stunt system unique to Fantasy AGE can lead to a bit of decision paralysis for players, but I find that a few sessions will get them very used to it. Also, because its core design was meant to emulate a video game, it can sometimes feel a tad video-gamish.

Cypher System - Godforsaken and Others: Cypher System has had a lot of expansion into the realm of fantasy gaming in the last several years. The Revised Cypher System rules have plenty of content, but if you add Godforsaken and the Cypher Bestiary you have all you need for a robust D&D-ish campaign but powered by the deceptively simple point-pool system of Cypher. They also have the Planebreaker setting, a new Diamond Throne update and the Ptolus City Setting out for Cypher, most of which were originally settings for D&D 3rd edition or later 5th edition, so its got support for D&D-like campaigns baked in.

Pros: Cypher System is a resource pool game system with player-facing die mechanics which is incredibly easy for the GM to run, and you can simultaneously make very archetypcal D&D-themed characters and also go as off the rails in PC design as the GM is willing to let you. It de-emphasizes a lot of the nitty gritty mechanical elements of D&D, but with the cost advantage of making story and collaborative engagement top priority.

Cons: Cypher System, despite being so cool, can be hard for classic RPG enthusiasts to wrap their heads around, as the pool resource mechanic is counterintuitive to more simulationist rules systems like D&D. Cypher System also works best for GMs (and players) who enjoy improvisation and ad hoc developments, and the game really shines when this is leaned into, but flounders badly if you rgroup does not embrace it.

There are some other ones to consider too! In brief:

Basic Roleplaying, Runequest and Magic World: BRP has a nice new edition update out, and it just got a GM's screen. It's plus is BRP is the best system ever, but its downside is they don't have a single unique modern resource for providing fantasy gaming content. The core book has some material, but its not robust enough. A few years ago before Chaosium changed ownership they published Magic World, which does do exactly that, but its only available in PDF and POD (and had a lot of errata). It's not a bad option, but it is a shame that BRP's latest edition does not have more setting/genre resources out for it, and it continues to get neglected in favor of Runequest. Runequest, in turn, is a great alternative to D&D if you want to really experience something different in the world of Glorantha, but a difficult setting for most to parse out and make their own. If you just want a system to power your own creation, Runequest will disappoint. 

Dragonbane: This is a hybrid reimagining of what the original BRP Magic World of the 80's (from the Worlds of Wonder Boxed Set) became in Sweden, also called Drakar och Demoner, and it was brought back with a Free League flourish, now based on a D20 mechanic instead of a D100 mechanic. It's actually a really neat alternative to OSR D&D gaming, but it needs a bit more support to serve as a broader tool set for enterprising gamers. It also has a problem of looking and feeling like a D&D alternative, but in fact being much closer to its BRP roots and therefore being rather deadly to any game group which plays it like a straight up D&D dungeon crawl. I'm keen on trying this one out eventually, but it's not going to scratch the "D&D but not D&D" itch for me.

Savage Worlds Fantasy and Savage Pathfinder: actually these would work pretty danged well for scratching the "totally D&D feel but not D&D at all" itch. Pathfinder for Savage Worlds brings in classes and themes modeled from Pathfinder 1st edition and is not so wed to Golarion that you can't hack it for your own thing. Add in the SW Fantasy Companion (revised for SWADE) and you have essentially all you need to do everything I've been talking about. The top reason it might not be as ideal is because Savage Worlds excels at being multigenre, and I have found that I enjoy it a lot more in a modern or SF setting than fantasy....though that said, Savage Pathfinder rocks hard. The other problem with Savage Worlds is if you associate hit point bloat and long, protracted combats with the D&D experience, then Savage Worlds may not work for you! It's too fast.

There are others I have not mentioned....GURPS Dungeon Fantasy and the reissue of The Fantasy Trip both come to mind, for example. 

One of my game nights needs a change of system soon. I think it's probably going to be Pathfinder for Savage Worlds, but I might talk them in to a short campaign in Dragonbane just to see how it feels. I am super keen on Fantasy AGE at some point as well, but I really want to absorb the nuances of the system to feel comfortable with it, first....and that requires time I rarely have these days!




Tuesday, November 28, 2023

River of heaven, Pathfinder 2E, Basic Roleplaying and Other Stuff

 No sooner do I find myself thinking I have free time once more than my schedule goes belly up, and before I know it December has arrived. Fear not, the blog is not dead (nor the blogger!), just once more neglected due to the perambulations of time. 

In the last few weeks I've had a few noteworthy items to discuss. Each topic deserves more blog time, but in brief...

Pathfinder 2E version 2 has arrived! I spent some amount of the Thanksgiving weekend diving in to the new Player Core and GM Core books, which together are the first two books of the four book core set. I can say the following on a read through: there are some changes, but it is mostly explanatory/cosmetic. This new iteration of the system is more retrocomptable than, say, D&D 3.5 was with 3.0, perhaps even more so than AD&D  2E was with AD&D 1E. I feel comfortable in using existing PF books with these new ones. What the books do exceedingly well is twofold: they purge whatever Paizo felt was too "OGL" or IP-specific from their game, and they (most importantly of all) do some significant reorganization and a certain amount of rewriting to clean up how they present their rules....this is a much easier presentation of the PF2E system than the first books were, hands down. There are other little tweaks and changes, and some (while noteworthy) still aren't significant in terms of compatibility. Overall.....about what we should have expected.

I Snagged a copy of River of Heaven, Refreshed. Still reading it, but this is by far the best attempt at a D100 powered science fiction system. It's based on OpenQuest, which of course exists as a nice fantasy alternate to Mythras and BRP/Runequest. I will write more on this soon, hopefully.

While securing and reading those books, I have been running an ongoing Basic Roleplaying campaign in a scifi/cyberpunk future using the newest edition of BRP. It's gone well! The newest edition of the book is overall not too terribly different from the older BGB (Big Gold Book), but its slight refinements, corrections and revisions have made for a generally improved experience. I have plans for several more genre variants powered by BRP in the works as a result.

Beyond that....it's been a rough month! Hopefully I'll be returning to some more normal form in my periodic blogging. I have thought a bit about moving to a new, more popular platform such as Substack, may well look in to that. Indeed, I really need to see if substack has an RPG wing over there, because most of what I see at substack appears to mostly be wannabe journalists and topical writers. Maybe substack isn't meant for this kind for more casual fare? Will have to investigate.   

Wednesday, November 1, 2023

Having fun with Basic Roleplaying

The revised edition of Basic Roleplaying is a lovely book, it changes just enough to make it more useful and efficient, while still being the system I've been enjoying for going on 43 years now. I didn't have much to say in this post, but amidst a year of GM burnout, a developed fascination for minimalist zine games, and a lot of work interrupting play, it's been nice to get my hands on the new BRP hardcover and start experimenting with what I can do with it. In every way this book feels just a bit more like what I need to generate some interesting scenarios and campaigns. I'll post some soon, once I've sorted out what I won't use, or end up using (to avoid spoilers for my players). I will say that I have a near-future hard SF campaign ready, as well as that long-awaited ancient Egypt campaign in the works, and some developing ideas on a new Strange Apocalypse style supers campaign.

That's it! Just a short comment to let everyone know I exist and will be back on track for posting soon, things are returning to normal for me again. 

Tuesday, March 21, 2023

Most Exciting News of 2023: Basic Roleplaying Returns!

 I just got the Ab Chaos newsletter from Chaosium this morning and here was the announcement:


Holy cats....a new release of the BRP book in April, with print to follow! Just when I thought Chaosium had all but abandoned BRP as a generic game system. 

Questions do abound, though. Will this revision reflect the 7th edition Call of Cthulhu changes? Will it be a truly big book with enough core content to let a GM devise their own games, or will it mostly be a framework with the intent that it spark lots of open content, as it will fall under the open content license Chaosium has set up? How much of it will reflect Chaosium today vs. the Chaosium of prior eras? The old Gold Book covers "Old Chaosium" well enough, so if this one is mostly focused on the current edition of the system as reflected between Runequest and Call of Cthulhu I think I would be fine with that.  The lighter resource for BRP previously released free online is probably the new template for this book, I presume, which is a good thing....it is an excellent modern iteration of BRP.

Either way, this is the best news and the thing I am most looking forward to in 2023 now (next to Mothership 1E finally being released).

Wednesday, June 9, 2021

OpenQuest 3 Kickstarter POD in the wild

 Been super busy with work lately but just had to post that I got my at-cost coupon for OpenQuest 3 today from the Kickstarter and I have ordered two copies. Very excited to see this one....as much as I am impressed with the art and design of the new Runequest, I am just not a fan of the specifics of Glorantha and prefer RPGs that let me do my own thing, so OpenQuest 3 will very much allow for that. The PDF shows off a nice design strength, a good classic art aesthetic and a clean layout to the rules. 

Once I have the physical copies I will discuss in more depth!

Friday, March 30, 2018

The State of Generic RPGs

One consistency over the decades of gaming that I've enjoyed has been the presence of "generic" RPGs.....those game systems designed to let GMs who want to do their own thing have the tools and means to do so. It seems like many of these games have survived, at least in terms of their overall historical impact on the hobby, over the long decades....even if the systems themselves may languish in strange states of indeterminacy.

Take GURPS, for example: it's still technically in print and available in PDF over at www.sjgames.com and they even have an Amazon print-on-demand option for an ever-increasing variety of books. Sounds good, right? The only real issue is that new books appear to be a thing of the past now that GURPS Dungeon Fantasy has released and it turns out SJGames essentially lost money on it, and cut back inventory due to the fact that the demand for the game outside of the immediate Kickstarter was just not enough to warrant it.

So if you are a fan of GURPS, it looks like you'll have to rely on the existing tomes and a smattering of periodic PDF released. The good news is, being a GURPS fan means enjoying a system on its merits, not it's visibility to the hobby at large. With GURPS, you either "get it" and support the game as it is presented; or, you don't realize it still exists (or have never heard of it to begin with)....there's little in the space between for this game's presence in the hobby.

Chaosium has a similar scenario with BRP. Basic Roleplaying's Big Gold Book (BGB) was a welcome tome for fans of the D100 system, providing a compendium of rules all in one place with lots of customization within the design scope of the BRP system. After Chaosium's return to it's older masters, however, BRP essentially went the way of the dodo. It still has print copies available on Chaosium's website and exists in PDF, but no new BRP projects are in the works, and suggested future plans depend on a variety of slow moving factors: the release date of the new Runequest, which returns the game to the pre-1983 era of Runequest as an exclusive vehicle for the Glorantha setting, with some vague promises of a small booklet with BRP rules that ties in to future non-Glorantha works in the future. Ironically this is all happening in the wake of Call of Cthulhu 7th edition, which handily revamped the rules in a different direction that many people (myself included) really liked. So the future of BRP is very much a mystery....and its utility as a resource for a genric system to design your universe for remains firmly with the evergreen book that has essentially been put out to pasture.

Then there's Hero System. I've never been as enchanted with Hero System so I don't keep up with it's status as much, so what I know on this one depends more on its external visibility to a non-follower o of the game. It appears to have made 6th edition its evergeen product, which is now available in PODF at www.rpgnow.com and other OneBookShelf sites. The website at www.herogames.com appears to show a lively community for the game is out there, with some active projects and kickstarters going. I'm kind of envious....I wish I liked the system better, it seems to have a core base keeping it nice and alive.

Finally there's Savage Worlds. Savage Worlds is alive and well, with lots of IP adaptations of indie comics and genres, and a current project Kickstarter going for Flash Gordon. It even looks like the new Flash Gordon game will upgrade the system mechanically (I think this has already transpired but I cant quite bring myself to get the PDF; I just don't care that much about Flash Gordon!)

Savage Worlds is distinct from the prior mentioned systems in that it operates on a simpler mechanical scale, with an emphasis on quick combat, easy record keeping, and a lower overall resolution of detail (such as 17 skills vs. --say-- GURPS' 700 skills). This can be a huge overall advantage because it is one of the only generic systems where pick up and play games are completely feasible. It is a disadvantage is you want harder granularity and more nuanced mechanical effects in play.

There are a few other "generic" systems out there, but I'm mainly looking at all-in-one books that do the job. FATE Core could count, but it's just a bit too off in its own special universe of design for me to absorb. Powered by the Apocalypse games all have a similarity, but it varies from game to game, and neither of these systems are designed for the prolonged use, delicate prodding and poking and meticulous verisimilitude that the aforementioned systems all offer.

So the question is.....are generic systems on the out? The most recent examples (FATE and PbtA) are aimed at shorter, controlled experiences with little mechanical nuance. Savage Worlds thrives by being mechanically robust, but just enough to provide for a structured environment, but not so much that the rules get in the way of preparation time. By the time you are looking at BRP, Hero and GURPS you are also looking at games that expect you to sit down and work on the planned scenario or world for a bit before proceeding. Sure, each has their "quick entry point," but those are just a quick way of stripping the system down to allow for an easier teaching experience to new players. This has probably not helped make these systems easily adapted by newer generations of gamers, even as their overall reputation and continued support by the older, dedicated fanbase continues.

I feel like there's probably room in today's market for a really good "mid range" difficulty game system to pop up and take the market by storm. Imagine a GURPS which didn't require the sensibility of an engineer to fully appreciate, or a Savage Worlds which allowed for more nuanced skills and mechanics but without ramped-up complexity. Imagine a "generic" version of the core design conceits of D&D 5th edition, but designed with a generic, multi-genre system in mind.

(EDIT: There's Genesys, by the way, a brand new entry into Generic Systems. It's main issue right now is that the core rules don't appear to provide enough toolkit support "out of the box" to make it very useful just yet. I'm not sure I agree with that sentiment, because the game mechanics in Genesys are a special breed....it's not how it runs, but how you reskin it, essentially.....but the Realms of Terrinoth sourcebook is out soon, and will probably settle for many just what Genesys's potential is when it's not the stripped down engine for Star Wars).


Sunday, November 5, 2017

Griping about Mythras Combat

Recently I've been running a campaign set in ancient Mesopotamia, powered by Mythras. In some ways this seems like a no-brainer: Mythras by design appears to be eminently suited to running a historical campaign set in the ancient world, and it absolutely is.

But....I really dislike the combat system, I've decided. Every time I run Mythras I am confronted with the specter of my more intimate familiarity with the BRP system, especially Magic World and Call of Cthulhu. I keep saying, "why does this game have so damned many special exceptions, variables and obscure little mechanical contrivances to do what the other BRP games accomplish to exactly the same effect, but with fewer rules and less effort?"

I've told my group we can plow on through....the last time I had a successful campaign with the Mythras system it was shortly after RQII from Mongoose released, and I remember I was about three sessions in and hating the combat system before it "clicked" and seemed to get easier, as well. Maybe that will happen here....or maybe I'll wimp out and tell everyone to convert to BRP.

I suppose I could also mod out Mythras a bit. Borrow some BRP elements and simply adapt Mythras to work more to my liking. Instead of tracking action points, just tell everyone "you have  2 APs" and then instead of Evading and Parrying costing APs use the mechanic where each successive dodge or parry incrementally increases in difficulty by 30%.

I could also keep the APs but have each person take a single combat round to spend all three, then reason out order of actions from there. "I run 6 meters that way, draw sword, attack" can become one declaration rather than drawn out over three phases of a round.

I could state that specials don't happen unless they are pre-declared, and use the mechanical reward of specials as the confirmation that the special happened.

If I were ever to have an opportunity to suggest a rewrite to the system, I would get rid of descriptors used in place of actual numbers. No more "increase/decrease 1 increment, go see other chart X that we don't tell you about here" nonsense. No more "Formidable" or other descriptors, just tell me right here what the frickin' value is. I hate it when a system adds two layers to a task by attaching a descriptor and a number, where the number is what you need, then forces the descriptors in the text instead o just using...you know...numbers. FFG's Star Wars RPG does this (sort of). FATE does this. It's all annoying.

Some of this will make it more like BRP, of course, but I consider that a good starting point. Mythras remains forever a weird duck to me, because it changed the mechanical foundation of BRP style combat just enough to throw it all off, and in the name of elaboration and detail it sacrificed flexibility and intuitiveness--at least, until you play it long enough for everything to become second nature. But I just don't have the energy and time anymore to get to that point....I don't think. Do I?

Things I must mull over. But damn if we (my group) don't all agree that Mythras remains the system we love so much until it comes to the combat.


Edit/Update: I feel a bit differently now after giving it time. Will post more soon, but I realize that the problem is a bit more nuanced than I realized, until I considered it carefully. It boils down to this:

1. As a GM I will make a rule call when the specific rule is not obvious in play to speed things up. As I have limited time to prep for games, I often go in to a game with a "learn on the fly" approach, but for games like Mythras that means I'm sometimes applying modifiers I know about, or looking them up...but may not consider something I haven't memorized.

2. I have a rules lawyer in the group. This causes a lot of problems in the play session I mentioned as every time I tried to adjudicate a quick rule he would contradict me and this causes slow down as we looked up the process. This happened enough to get everyone frustrated.

3. The players aren't very savvy to the specials/crit process and the maneuvers. My default is going to tell everyone that they must accept called shot/max damage as defaults until or if they become more familiar with other options for their attack type. No five minute pause to research!

Monday, September 21, 2015

Alephtar Games no longer licensed for Chaosium products? Revoluton to come...

There's a thread here on basicroleplaying.com which does not provide details but does indicate that Alephtar Games no longer has a license to produce official Chaosium content. It suggests that they are looking for a "Revolutionary" solution which some have taken to imply is the Renaissance! RPG, a D100/BRP variant based on the OGL version of Legend. We could be wrong on that last one, but I'm hoping not. (UPDATE: and further browsing revealed this announcement. So they'll be doing their own D100-based system variant. Hmmm. On the plus side it will be OGL-based with an SRD, so if they do a good job on this then maybe Revolution will fill a void that Chaosium seems to be trying to close right now.)

Not sure what this means, other than that it seems that Chaosium is once more drawing tight on the third party publishers out there. Design Mechanism and Alephtar.....hmmmm.

I'll say this much: I am glad I already own all the Alephtar releases to date, and I have recently polished off my collection of Runequest 6 books so that I now own everything Design Mechanism has produced so far.

I better really, really, really like Call of Cthulhu 7th edition when it arrives. (Especially since I can't use my spanky new Cthulhu: Dark Ages 2nd edition which does not, in fact, contain the rules of play.....sigh....)

Why I Love Basic Roleplaying

A while back Dyvers proposed an interesting idea: a collection of blog posts and stories that were love letters to our favorite games. The principle idea was that these talked about how great the game was while (and this was, I felt, the important part) not down-talking other games in the process. I'm not sure all the essays succeeded in this regard (gamers have a hard time not trash talking the stuff they don't like) but a lot of them were great. I'm not sure where the project is right now, but decided since it seems to be in limbo maybe I should put my Love Letter up to BRP for posterity on RoC....


Why I Love the Basic Roleplaying System

Basic Roleplaying isn’t just a fancy gold book that gives me virtually everything I need under one cover to run a game in any genre. It’s a sort of history lesson on role playing games and a system I’ve been playing with since I was a precocious eleven year old in 1982. Basic Roleplaying’s inception was with the rise of Runequest in 1978, and at the time was regarded as one of the “big three” in the industry next to Traveller and D&D. By the time I discovered this system it was already in a 2nd edition for Runequest, as well as a boxed set called Worlds of Wonder, the first effort by any publisher anywhere to make a multi-genre roleplaying game. In 1983 I got my hands on a copy of the Games Workshop edition of Call of Cthulhu…and that was pretty much it for me. By 1984 I was playing anything but AD&D; the BRP-powered games had ruined me forever more from being “just” a D&D gamer.

So what makes BRP such a good system? Why has it been the single engine to power the majority of Chaosium RPGs, and the foundation for so many others? Why is the Gold Book edition (the nominal 4th edition of BRP) the best version out there, the one book I would keep with me on a desert island (presuming there were also players on said island)? Even though BRP is the core engine for dozens of RPGs and spin-offs, from different editions of Runequest to Legend, Renaissance RPG, Openquest and so many others, the current BRP core book is a special beast unto itself. It’s a sort of “glue” edition….the book which binds the rest together, if you will.

BRP isn’t good just because it’s consistent. Even the most divergent versions of the game (such as the Legend-based spin-offs) are still 95% compatible with other editions; you can pick up a Legend supplement or an old Stormbringer sourcebook (Rogue Mistress remains one of my favorites) and still use the content with almost no conversion required in BRP. That’s some amazing consistency in design over time, and only recently has anyone considered rocking the boat--Call of Cthulhu 7th edition mixes up the core conceits of BRP just a tad. In fact the divergent game systems often introduce rules which make for fine optional mechanics in other editions of BRP….the core conceit of the mechanics is that tight. That’s not something you find in the history of many game designs over time.

BRP also isn’t good just because it’s extensive. The Gold Book edition of BRP is specifically designed to emulate a variety of genres well, and provides enough rules to do almost anything you could want. Every other BRP-derived or powered game covers additional genres in amazing depth. The inter-compatibility means that it’s one of the few systems out there where you can grab a few books and do your own genre mashups. Pick any three and make it your own terrifying beast: Val-du-Loop, BRP Mecha and Gladiators of Legend? Sure why not. The Green, Elfquest and BRP Rome? I’d play that.

BRP isn’t good just because it’s grounded in a core conceit of realism. The game mechanics are rooted in a core sense of realistic verisimilitude; this remains consistent across editions, variants and genres such that you have to push hard to make BRP act outside the norm. This means you can run a BRP game….any BRP game, even Supers or Nephilim or a Legend game with all the legendary abilities pumped to the max, and it will still feel “grounded” in a fantasy version of our own world’s physics and expectations. I tend to think of it like this: over the decades I’ve run a lot of games, and sometimes a rules system will surprise me in unexpected ways, those “hmmm” moments where you scratch your head and question the outcome of a certain set of rules. A certain cognitive dissonance sets in as you work to equate what has happened with what the rules tell you has happened. This has never happened to me in all the years I have run BRP; it has always demonstrated a consistency in design and intent that matches my expectations of BRP and the worlds I have used it to model.
Nope, BRP is good because it does all of the above, and a lot more. It’s a reality-based set of mechanics that are consistent across a wide variety of genres and flavors, with rules inter-compatibility that makes utilizing sourcebooks from different editions remarkably easy, and encourages borrowing rules, mechanics and ideas from different iterations of the game. Someone who has only ever played the BRP Gold Book will still be able to have a conversation with someone who’s only ever experienced Runequest 6 or Legend, and the differences will simply provide new, optional rules concepts to deploy in your own games. I could grab an old copy of Ringworld right now, for example, and use it with BRP as-is.

The Gold Book edition of BRP is the great grandkid of the original tiny BRP core rules, a modest brochure-like booklet which accompanied Worlds of Wonder, a boxed set with three additional rulebooks for SF, fantasy and super hero gaming. It was the hobby’s first efforts at making a multi-genre RPG, something which could handle more than one type of game flavor. WoW was superseded by Champions and later GURPS, but the point of the set remained a core driver behind Chaosium’s use of the mechanics to power any game they produced. From licensed products like Call of Cthulhu, Stormbringer, Ringworld and Elfquest to unique innovations like Nephilim and Supers, BRP was the engine that made it happen.

It wasn’t until the 00’s that BRP got to really return to being its own thing, however. Initially there was an effort to release a version of the rules in monograph format based on a generic version of the Runequest 3 mechanics; there is much history on the Runequest version of the game that doesn’t really relate to the current iteration of BRP, so I will leave this part with the relevant fact that everything worked out in the end, and led to the plethora of choices we have today as BRP fans. This initial foray into a monograph edition paid off for everyone when eventually the Basic Roleplaying gold cover rulebook was at last released. Following BRP’s core rules were a range of supplements in the form of Chaosium’s monographs and official releases, as well as licensed support from Alephtar Games, Cubicle 7 and others. The support level was second only to GURPS and Hero System in terms of diversity of resources. Of special note is that BRP now commands some of the best and most extensively detailed historical sourcebooks available. BRP Rome, Val-du-Loop, Crusaders of the Amber Coast and others continue to show that historical roleplaying has a home here.

BRP as a rulebook is a thick single-volume tome of rules which gives you everything you need to run any genre you feel like. It provides a load of information, and a ton of optional rules and variants that you can deploy to suit to taste. It can look a little daunting to a new player, yes….but once you realize just how much of it is marked as optional, letting you customize your gaming experience, then the formidability begins to evaporate. You can run BRP in a very slim, easy version with few bells and whistles…or you can run a mean, hungry mechanically robust version with all the strike rank mechanics, hit locations and elaborate skill modifiers pumped to max. And the best part is no matter what character your player rolls up, you can make it work….the optional mechanics are layered effects and the game’s core conceits never change.

So what are the core conceits? One obvious one is in the alternative name used for BRP systems: the D100 mechanic. Almost all task resolutions in BRP are done on a D100 percentile roll. Skills are based on percentile scores; and attributes, while rolled with a typical array of three six sided dice (give or take), also offer up a set of percentile scores for task resolution outside of skills. Every current BRP game works this way, without exception. Some of them vary exactly how you resolve certain percentile tasks, and the most common rule that varies from one edition to the next is how to manage contested or resisted rolls….but each version of how to do this is a perfectly functional alternative mechanic you can poach for your own preferred version of the game. The BRP Gold Book itself utilizes the classic Resistance Roll table, something which has held true for the game since its earliest days, but I admit I have a fondness for the Legend/Runequest 6 resolution mechanic myself, which has a simple and functional elegance to it.

The BRP Gold Book provides rules for an array of character types, which are built with a 3D6-style mechanic for ability scores (strength, intelligence, etc.) and percentiles for skills. You have a variety of optional modules that can be turned on according to genre, including mutations, psionics, magic, sorcery and super powers. These modules cover all sorts of sub genres….for example, superpowers will work for a comic book adventure game, but will also work for building cybernetics in a dystopian cyberpunk future setting. Mutations can let you craft a post-apocalyptic wasteland of mutated survivors but, coupled with super powers, expand your supers game into something more akin to X-Men or Doom Patrol. Or pair it with psionics and go for a future based on Gordon Dickson’s Dorsai or the movie Scanners..or even Akira if you want some dystopian body horror in the mix.

Two magic systems in the core reflect a smattering of the diverse options out there for magic and fantasy in BRP. Add supplements like The Magic Book and you can include four more magic systems based on Runequest 3. Grab Magic World and you can include magic based on the old Elric version of the game. Add Advanced Sorcery and you can add eleven more weird magic systems in. Enlightened Magic lets you replicate the weird Victorian era mysticism of the turn of the century….then there’s BRP Witchcraft….you get the idea. Magic can be done in a lot of different ways in BRP, but in the core book you get the two core systems that let you replicate 99% of the adventuring fantasy we’re all familiar with. And so far we’re only talking about official BRP books; there’s a lot more out there for the extended BRP family.

As a new GM this might sound daunting, but remember: it’s all optional. You don’t need any of it in your game if you don’t want it, and the rules make no assumptions about which, if any, of these systems you will use, other than give you the ones you will find to have the most universal applicability. Certain genre books will have their core conceits, but for your game? You can do whatever you want. You can even scrub all of the optional plugins and go with your own. One suggestion if you are not sure about how simple or complex you can set your rules: sit down and play two games, one with the current edition of Runequest (6th edition), and one with Call of Cthulhu 6th edition (since 7th edition is still not quite out as a physical thing in meatspace yet as of this writing so I can’t vouch for it yet). You’ll learn quickly just how different the game can be depending on whether you like to play with all the rules “on” as in Runequest 6, or just go with the bare minimum (as in Call of Cthulhu). It really helps set the stage for imagining just what you can do with BRP. It also shows how, at its core, no matter how many (or few) rules options you use, in actual play you’re mostly still just roleplaying and occasionally rolling some percentiles.

Keep in mind that you can also experience BRP directly and with minimal fuss by grabbing the Quickstart edition, which even includes an array of short adventures. Nothing like actual play to demonstrate how easy BRP is! BRP is also supported by a fantasy-themed ruleset as well, called Magic World, which is a direct demonstration of how you can take the full rules of BRP and customize them to suit your needs. Magic World is a great primer on how to play BRP as well as a fully functioning fantasy iteration of the BRP system in its own right.

Once you’ve settled on your comfort level of play with BRP…noting that even at its most rigorous BRP is not a difficult system to run…you’ll want to settle on a genre. The BRP Gold Book supports pretty much any genre, although a few might need a bit more prep work than others, depending on how much additional crunch or flavor you want to inject into the process. It also provides you with all the core support you need to design your scenarios and settings, although some sourcebooks go into much greater detail. As an example, you can design mecha in the core rules as impressive gadgets as written, and examples are provided. However, if you really want to dive deep into the fountain of mecha madness, there is a BRP Mecha sourcebook waiting for you with more construction design rules than you could ever want.

Is BRP perfect? For many it is, or can be. It has some limitations, of course, as all systems do. BRP’s baseline focus on realism and verisimilitude means that you have to push the system in strange directions if you want to make it function on levels of more abstract reality; if you wanted to emulate a video game level of physics or survivability, for example, BRP is probably not the best system for your needs. Some genres work well as long as you remember that they are spinning out of the baseline assumptions of the rules: BRP for Supers is an excellent system to run a gritty superhero campaign, such as one might see in Batman, Watchmen or Top 10. It is probably not the best system for a more abstract comic book hero game like something modeled after Young Justice or He-Man.
BRP is also what I would call a mixed toolkit/creator’s system, at about a 60/40 split between out-of-the-box features and do-it-yourself needs. The game provides enough material in the core book to run any genre….but at some point you as GM will want to add to that. Designing new material for BRP is as simple as figuring out how it works, but BRP does not offer point buy mechanics in most cases (except when you use plugins to design stuff), so rigorous point buy/balance systems aren’t really a core part of the experience. The important question on how much this impacts you depends really on your aesthetic needs. For example: if you run a cyberpunk game, as I mentioned earlier you will likely use super powers and maybe mutations as a mix to replicate cybernetic enhancements. If you want a consistent baseline for what sort of cybernetics are available (say, modeled after Cyberpunk 2020’s lists), you’ll probably want to sit down and work out the rules and options using the powers and mutations as a base of design. If you’re not so concerned about this consistency, then the process is as simple as letting your players know what powers are available, the starting points they have, and the key rule that their choices must be defined as cybernetic.

Ultimately, BRP does something that I love more than anything: it keeps all of this under one cover. You really don’t need to buy any other books (even though you will probably want to simply because there are so many interesting BRP-powered and compatible resources out there) and having just the Gold Book alone will give you an infinitely re-usable rule system with the foundation for any genre you want to run, and a set of core rules that any player can quickly grasp. It truly is a one-stop shop for role playing, and will remain on my shelf for the life of my gaming career. I’ve run adventures in all sorts of weird genres, including:

· A grim dark fantasy world of humans who survived a Cthulhu-level Stars Are Right Apocalypse

· A future space federation in which humanity seems alone in the galaxy, as cultures of earth spread out to entire worlds, all while a hidden threat in the form of non-baryonic lifeforms threaten to destroy us all

· A gritty film-noir inspired near future tale of government agents who discover there’s a conspiracy with bug eyed aliens

· A “set in our home town” zombie apocalypse tale that starts with Day Zero and ends when everyone is dead or a zombie

· A post-cataclysmic future Earth where a rogue planet wiped out humanity on Earth, and an alien seed ship recolonized it with xenoforms, while humanity hangs on in its space colonies.

· A planetary romance about humans on a crashed colony worldship that landed on a planet of psionic insects

· And once even a story about old world gods reborn as mortals, facing off against ancient awakened threats

I have other multi-genre systems I absolutely love….but every time I imagine a new setting and start thinking about what system to use, I come back to BRP. It involves the fewest steps between “imagine a new campaign” and “we are actually playing” of all the multi-genre systems I own, and for that it will remain my “Trapped on a Desert Island book” forever more.

You can find BRP and all of its many supplements and variants here at Chaosium’s website:

http://www.chaosium.com/basic-roleplaying/

Monday, September 14, 2015

Pulp Adventures: The Weapon of the Ancients

Here's the other Pulp scenario I worked up using Astounding Adventures' random plot generator as a springboard. To my players who follow my blog, I suggest skipping this one in case I ever use it =)


The Weapons of the Ancients: A Pulp Adventure Scenario

The adventurers are approached by Nellie Swanson, a reporter for the Daily Globe about a mysterious package she received at her office, specifically naming the Werner Institute (which the PCs are all affiliated with) and the PCs by name as the intended recipient. The box itself contains a shocking piece of evidence: the private notebook of Doctor Laszlo Szendrey, a Hungarian physicist and researcher who has been known to sell secrets to a pro-fascist organizations for money. Now, a group called the Red Hand has taken an interest in him. The agents of the Red Hand are known affiliates of the Thule Society and other groups promoting the rise of fascism in Europe….and according to the letter in the box, Dr. Szendrey explains:

“My dear associates and rivals at the Werner Institute, though we have all had our fair share of conflict in the past I must beseech your aid. Predicting that I was to come under the scrutiny of an organization which values my craft more than the man, I believe I….and my latest invention….are in great danger. This invention cannot fall in to the hands of the ones who have taken me captive, so I must spirit away and ask you to seek bot myself and the invention out to insure it does not fall in to the grasp of the Red Hand. The Red Hand promotes a purity of thought among German scientists, often by stealing such secrets and claiming them for their own. I will not willingly aid them, but know that they have a means of compelling one to do their bidding. I ask you: save me. Look to Faust’s favorite wine cellar and you may yet save me….and the world. P.S.: please watch after Nellie, she is more special than any of you know.—L.S”

The clue in the text is not obvious, but with a knowledge (European History) or (Hungarian History) check, or a research roll will suggest that there is wine cellar beneath Buda Castle in Budapest that is called Faust’s Wine Cellar. Failing that, the GM should just give it to the most well-traveled PC.

In the box are five additional items: a blank sheet of paper, a bottle of fine aged wine dated 1856 (a close scrutiny will suggest a fake label, for it is too fresh to be otherwise) and a box filled with platinum wires that appear to be etched with tiny, sophisticated marks, almost machine-like in nature. The wires end in unique plugs that don’t fit any known machine. The last device is most perplexing of all: a disk-like sun symbol that bears old Turkish writing on it, a spell-formula engraved for long life by Suleiman I, the longest lived of the Ottoman Emperors (1520-1566)—the amulet appears to be a replica, for it is far too new to be an original.

Finally, the box includes tickets for an overseas zeppelin, scheduled to dock in New York tomorrow. How fortuitious!

The bottle of wine and the amulet of Suleiman are clues, but their real significance comes later….the blank sheet of paper appears to contain nothing, but it has invisible writing revealed by a flame: on the sheet are bizarre schematics for what, after some study, appears to be a machine designed to harness a form of energy Szendrey is calling “The Quintessence.”  The wine for the record says it was sealed at Buda Castle, 1856.

Journey to Budapest!

The PCs should realize that to find out what has happened to Dr. Szendrey they must take a trip to Eastern Europe. Passage overseas is not that exciting, but the journey will take only a week on the LZ 127 Graf Zeppelin that has been reserved for their use.  

Buda Castle is currently partially occupied by Miklos Horthy, the current king and ruler in Budapest. Much of the castle is abandoned, far larger than the royal family needs. When the PCs arrive in Budapest they will quickly be able to learn that Horthy is planning to throw one of his many famous parties. This can be a lead to trying to get an invitation or sneaking in on the presumption that the party will keep the officials occupied, allowing the PCs to find Faust’s Wine cellar. A third option is also present, and any swarthy underworld rogue of Budapest can assert that there are hidden ways to the cellar beneath the castle, via the catacombs that saturate the ground beneath. “Old Hungarian kings are buried under the ground,” the rogue will warn. “We don’t mess with them, though. Strange things happen to those who delve too deep beneath that castle.”

The Red Hand strikes!!!
Agents of the Red Hand have been interrogating Doctor Szendrey to learn what he did with his Quintessence Machine and the schematics. He has been quiet, but unknown to him his assistant, Salas Szudenyi has squealed, and said that he knew his boss visited Buda Castle shortly before being captured by the Red Hand, possibly to meet with the Hungarian King about his work….and even hide it.

The Red Hand’s leader is Suleiman the Magnificent himself going by the title of Lord Kanuni, albeit an immortal version of himself who knows that the Quintessence Machine allows one to displace in time. He met Dr. Szendrey when the good doctor visited him centuries ago and took his amulet as a memento. Szendrey did not let on the secret that he knew: Suleiman is actually a living descendant of the ancients known as the ancient immortals that were once known as the Annunaki and have over the ages come to be known under other names, including Nephilim. The amulet, it seems, was critical to Szendrey’s ongoing scheme with his time thefts!

Now Suleiman, who goes by the title of Kanuni of the Red Hand, has a chance at last to seek his vengeance against the man who stole his amulet of knowledge, a powerful ancient artifact of his immortal people. Without the artifact he ages unnaturaly and is using arcane science and sorcery to sustain his life.

The Buda Castle event will come under attack from the Red Hand, though Kanuni will use his political influence and friendship (plus charm magic) to influence Miklos Horthy into letting him bring his personal guard in to sweep the castle for evidence of Szendrey’s deception. Interrogating the Hungarian leader only reveals that Szendrey did not share his knowledge with Horth, and he was given unlimited access to the catacombs.

Below, in the catacombs, Szendrey did indeed hide his Quintessence Machine by powering it up and sending back in time with his other assistant, Greta Fulner, a young German researcher who has been helping him. He told Greta that she must wait in a remote time period before humans developed culture in Europe and then return two months later from the date he send the time machine back….in the Faust Wine Cellar there is a lot of evidence, including burn marks and some receptor equipment that will insure the machine returns to the desired spot, as well as a high level of radiation. Kanuni/Suleiman’s men will be securing this (most likely) when the PCs stumble across what is going on…..but in the middle of all this, Szendrey’s secet trap is sprung….

When the PCs arrive, the one with the amulet will see it flash a silver light (unless they didn’t bring it, in which case….). From the catacombs emerges dozens of undead! Szendrey has used the power of Suleiman’s own amulet to reanimate the dead….and any PC with the amulet will find that the undead will obey him or her. The undead have been ordered by Szendrey to prevent anyone from taking the Receptor Equipment for his Quintessence Machine. If a zombie corpse is studied, it will be impossible not to note that the bodies contain the same weird etching as can be found on the platinum wires, but instead scribed on the bones of the corpses.

Encounter in Buda Castle Stats:
Red Hand: 2 dozen goons armed with machine guns and pistols (thug mooks), 4 lieutenants (thugs), 1 sergeant (thug leader), plus Kanuni (Suleiman)
Szendrey’s Army: 40+ reanimated dead using Annunaki super-science; zombies and skeletons all

Escape From Buda Castle:

The PCs may realize the significance of the receptor equipment and seek to haul it to a safe location. They may not be able to recover it, in which case the equipment falls into the hands of the Red Hand after Kanuni dispels the undead. If the PCs seek to follow the Red Hand, they will find they have cargo planes loading up for a long haul: all the way to Pago Pago in Samoa!!!

Other ways the PCs can learn of the destination of the Red Hand: interrogating one who lives through all this; speaking with Hungarian ruler Horth….who after Suleiman stops dominating him will realize he’s been had, but he’ll recall Suleiman mentioning Pago Pago, though it’s a place he’s never heard of. 

If the PCs get the receptor, they will find there’s some sort of communication device….they can talk through time to Greta Fulner! However, it requires a password (four numbers), which turns out to be….1856. If they convince her to return, she will reveal that the wires in the box are actually pieces of the Quintessence Machine, and that they can, when hooked up, triangulate and determine the correct location of Dr. Szendrey, who keeps a tracking device on his person that emits a “Quantum Signal” as he calls it showing exactly where he is.

Journey to Pago Pago

The PCs are on their own for getting a lift this time, but calling in Navy connections, chartering a ship or a sea plane are all possibilities. Traveling across the world is no easy feat, and will require several stop-overs and refueling events. Along the way the Red Hand will seek to thwart their travel if possible: Suleiman or his ally Guerring will send spies to investigate their actions if the PCs are known to be alive and aren’t discreet.

If the PCs do call in a military favor, Admiral Tom Nelson will let them know that he’ll see what he can do….if they can get to the coast he’ll arrange for pickup. The boat is a highly experimental O-21 submarine, which includes a projector to launch a sea plane, captained by Capt. Arnold Morgan.

Arrival at Pago Pago and the Secret base

As it turns out, the Red Hand have an extensive base on Pago Pago Island, hidden away from but sometimes using resources of the American Navy Base Tutulia. PCs may be able to take advantage of the American military presence when they most need it…..there are sympathizer plants in the base to the Red Hand cause, but most of Tuitila Station is all American and not friendly to fascist secret societies bent on world domination by the Immortal Annunaki.

Pago Pago itself is remote and undeveloped at this time. The Red Hand base is hidden in the Paioa Mountains, where they have built an impressive station adjacent to an ancient ruin they are currently excavating; a relic site of Suleiman’s immortal brethren!

So far investigation in to the deep ruins has been stymied when the first of the Old Tombs was unearthed. Suleiman had to order his troops back when the ancient guardian appeared, a fifteen-foot tall stone golem which crushed his troops and was immune to small arms fire and most conventional explosives. He knows he could control it with his amulet, but Suleiman lost it….and Szendrey kept it away. Inside the tomb that the guardian protects is a cache of ancient weapons….the Annunaki are few in number today, but when they first arrived on earth ten thousand years ago they did so with technology and arms unimaginable. An ancient war of his kind led to their downfall, and Suleiman, on the losing side, was stripped of his memory and rank. However, Suleiman took action to insure he would rise again one day as his people disappeared among the human population of the world. Suleiman stored the last of his technology and armaments away in a tomb, coded it to his amulet, and erased the memory of the amulet from himself and his builders, until an important condition arose: when the last of the immortals that stood against his conquering perished, he would then be able to find the cache with his ancient amulet. Unfortunately, that condition was met, but the amulet was missing, thanks to Szendrey….who does not what it’s for, of course.

Suleiman is allied with General Herman Guerring, a loyalist of Germany and founding agent of the Thule Society. He is working with Suleiman and his promise of power to benefit his own society, but he intends to betray Suleiman when the time arises. The immense golem has put a damper in this plan, however. He is currently calling in a request for additional forces and materials, SS agents from Germany, but he has to handle the issue delicately; if the American Navy is alerted to their actions, it will be their downfall.

Big Secrets and Other Possible Plot Complications:

Suleiman’s Annunaki title was Marduk though he has long forgotten it.

Nellie Swanson is actually an Annunaki, though her memory is also erased. If Suleiman sees her he will recognize her as one of his co-conspirators, the fabled Ereshkigal, and seek to capture and awaken her. Note that she will also be recognized by the golem guardian on the island, which will seek to capture and protect her.

Dr. Szendrey needs Nellie to override the additional hidden security protocols. He is truly a mad scientist, and intends to take control of the stockpile of ancient weapons and start his own arms race, selling the technology that he backwards-creates for his own ends. He doesn’t really care who profits, only that the money lets him delve deeper into the mysteries of the Quintessence, which he has determined is the source of the Annunaki power.

General Guerring is not interested in pretend immortals, and will seek to slay any once he has the technology in the grasp of the Red Hand. He believes that the True Aryans are in opposition to these so-called immortals he sides with for convenience.


The ancient Tomb-Vault contains some powerful ancient weapons, but also a failsafe that not even Suleiman knows about; Nellie, it turns out, was going to betray him: the cache includes a powerful bomb. “An Atomic explosive device” she will remember, if opportunity to explain arises. She will let everyone know that when the bomb detonates it will decimate the entire area and the mountain in the ruins….it was her own failsafe against the madman who forced her to try and conquer the world ten thousand years ago, exterminating most of their kind!


Monday, September 7, 2015

Pulp Adventures: The Crystal Skull of the Adaro

While toying with BRP Astounding Adventures I worked up some plots using the random plot generator and fleshed them out a bit....one of these I ran as a game, too. For your enjoyment...




The Crystal Skull of the Adaro

Danielle Patterson – debutante and jet setter: Danielle contacts the PCs: her father, Dr. Morgan Patterson, famous anthropologist and researcher of the occult, has vanished! He was working in a remote region—in the remote Melanesian Solomon Islands, on Malaita. He was visiting with his allies: Danielle’s fiancé Alfred Barkley (the socialite) and the expedition backer, Johann Schmidt (the merchant). According to Danielle, they were all obsessed with finding out the truth behind the Adaro Cult, a group worshipping a legendary sea spirit in the region. She received a telelgraph message from the island from her fiancé that her father has been abducted.

The Socialite: Alfred Barkley is engaged to Danielle, and an ambitious man, likely interested only in impressing Danielle’s father with his worth as her future husband.

The Merchant: German research and occultist by night and businessman by day, Johann Schmidt is backing the expedition. He is privately obsessed with cryptids and is both a founding member of the Fortean Society and a secret member of the Thule Society. He’s not a hardcore german patriot, however, but it can be hard to figure out. He has a rival: Herman Guerring, secret commander of the Red Hand (Rote Hand), a top secret military agency funded by members of the Thule Society and unofficially part of the Schutzstaffel (SS). The

The Scientist: Dr. Morgan Patterson is a noted occult researcher and anthropologist, and no stranger to danger (he is documented as having survived an encounter with the Secte Rouge in Haiti). He believes that the Adaro cult is tied to the disappearance of children on Malaita, and recently his good friend, Naval commander Thomas Sitwell’s daughter went missing. Patterson wants to solve the mystery….if it hasn’t got him first!

Plot Twist: captured!!! – In fact Morgan Patterson has gone missing, as Danielle worried. She send the PCs with her to find him, taking a plane to Malaita. On arrival, the PCs will quickly learn from one or more sources that Patterson has gone missing.

Locations-The adventure takes places at the following locations:

University – investigation: the PCs are at their offices just off of the University of California, Berkeley, at the start of this adventure. They are part of the Werner Institute, founded by Abigail Werner, a researcher and skeptic of the occult who passed away in 1927 but left an immense fortune to carry on her work at the institute. As it happens, Dr. Patterson also works at Berkeley, and getting access to his offices is possible. If they do so, they will arrive in time to find masked gun men (6 of them) looting the office!!! The thing they are looking for: an “Adaro” figurine, what appears to be some weird effigy doll, but which bears a weird resemblance to a mummified figurine. The figure includes notes identifying an unnamed island and coordinates….presumably the location it was found.

Lost city/island – precarious situation: The adventurers when arriving at Malaita can find the huts and tents turned into the expedition’s base. They will quickly piece together that Dr. Patterson was investigating a site he felt was critical to success….and he shared its location with no one because he was unsure if he could trust his compatriots, interestingly (a student aid named Anastasia Smith will share this). Anastasia knows that the local guide, named Amado, knows where Patterson went….and it matches the island coordinates with the doll at the university!

Amado will take the PCs to the island on his boat, but tells them no locals will accompany them….the island has a reputation. Asking around reveals that the locals of Malaita say an ogre that steals children dwells there. He’ll wait off-shore, and they can summon him with flares.

The island will be hit by nightfall by a massive hurricane and sever flooding, forcing the PCs to seek refuge along the volcanic mountain at the island’s center. It is after this that the cannibals begin stalking them….

The cannibals are a tribe called the Taso, of remote xenophobic islanders cut off from the rest of the Solomon Islands, and very dangerous. They are not entirely the source of the ogre myth, but they are the ones who steal children and then feed them to the real threat: the adaro, the malevolent sea spirits that terrify them daily! They most recently turned on Dr. Patterson, whom had previously given them a bounty of gifts in exchange for letting him excavate an ancient ruin on the island, the place he believes that the adaro figurine came from, a gift he bought from a vendor in a Hong Kong market.

Desert Island – chase: The PCs will be chased by the cannibals who are angry that the adaro are riled up and now taking their own. They will chase them as well if they try to free Dr. Patterson, whom they intend to sacrifice at the top of the volcano to the Adaro, whom they say will come at the height of the hurricane, descending like wasps and hornets on the land.

The Docks – gun fight: If the PCs seek to escape the island, the natives will chase. If they seek to escape Malaita, the Red Hand will wait.

Desert Island – gun fight: if the PCs get to the excavation, they find out the Red Hand is here! They are seeking out relics of the Lost Civilization of the adaro, evidence that these beings were in fact space travelers who crash landed here, and that their ship is buried on the island beneath volcanic flows.

Exotic Country (The South Seas) – surprise: The hurricane’s height will drive the adaro out, who will indeed descend like a horde of locusts and attack! The adaro will not be appeased until they recover what is missing: a crystalline relic taken from the ruin excavations. The relic was in fact found by Danielle’s fiancé, Alfred….who smuggled it out (he was lying when he said he didn’t know where the Island excavation was). Alfred planned to sell it to the Red Hand and make a killing.

Bonus: the PCs can learn from Dr. Patterson that he thinks the adaro figurine he has is actually a real mummy of an adaro infant, and that presenting it to the adaro may earn some respite from their attacks.


Second Bonus: the crystal artifact looks like a skull shapped like an adaro skull, with fin and “wings” along the side. Someone who attempts to commune with it (POW vs. POT 30) might be able to mentally influence the adaro’s behavior….as a possible twist, Commander Guerring may have grabbed the artifact and be planning a boat ride out, using it to wreak havoc with the adaro; in this case Alfred will be found shot, double-crossed.

Wednesday, July 29, 2015

Pulp adventuring: Astounding Adventures kicks off tonight

My Wednesday group has reached an intermission in the ongoing D&D 5E campaign so they are about to embark on a BRP Astounding Adventures game....once it's done and over I'll have some pulp-era adventures to post on the blog. It's been interesting prepping for the game, and I wanted to comment that the adventure generator tool in Astounding Adventures is really handy. It's also sparked my interest in seeing what the second printing and additional books for the Amazing Adventures (SIEGE-powered pulp game) look like now that they are out. I had wanted to back that one when it was a Kickstarter but couldn't justify the expense at that time, unfortunately.

Aside from the AA book for BRP I am also cribbing material from GURPS Cliffhangers which is an excellent resource for any pulp gamer, as well as GURPS Place of Mystery, which I borrowed ideas from for a couple of the scenarios I worked out. Tonight's game, however, will take everyone off to the Solomon Islands in the South Seas.....a rough and tumble locale for pulp 30's gaming if ever there was one!

Anyway, going to be fun....I think, outside of some period campaigns I've run using GURPS and CoC in the past I've never actually run a 30's style hardcore pulp adventure game before, except for a one-shot I did in True20 ages ago, and of course the mid-80's era when I ran a lot of Indiana Jones (the TSR game).



Wednesday, June 24, 2015

A New Introduction to the Sarvaelen: the Watchers of the Sullen Vigil Setting

In reviewing all I had written for the "Watchers" setting of Sarvaelen I was shocked (not really) to realize I had been letting it organically grow over a series of vignettes but had never established much of a "core introduction" for the world. To fix that I produced the following, along with some new data on characters and race options in the world. Any rules references below assume Swords & Wizardry Complete and Basic Role-Playing/Magic World but they're sufficiently portable to other like systems. 



The History of Sarvaelen since the Fateful Day of Destruction

When the Final War rolled to a close and the Emperor’s war mages of Camrinal called down unimaginable power from the skies, they sundered the cosmos itself in twain for a period of time. It was said that the black and frothing energies of other dimensional realms cascaded uncontrolled down upon the empire, eviscerating the land and its people even as the power of the ritual spell bathed Camrinal’s foes in unholy fire. When the battle ended almost none lived, and the great city of Zaravande was a blackened expanse of ruins dotted by thousands upon thousands of skeletal remains. Whatever it was that oozed forth from the skies and engulfed Zaravande, it picked the flesh clean from the bones of every nearly living thing within one hundred miles of the capitol, and those who lived were transformed into horrific, maddened ghuls.

The old stories say that “it” left; speaking of these unholy energies as if they were an entity with thought and intention, but some questioned that, observing that there is no evidence of any credible living witnesses to this event. Occasional tales from the deep recesses of the wastelands by maddened ghuls suggest that a handful of survivors, all changed into hideous half-dead abominations, claim to have seen the black energy writhe and coil about the land and its inhabitants, draining all of the living, sucking the flesh from their bones, before retracting once more into the rift in the sky. They claim that the rift never closed, and that it opens on occasion and feeds from the world below. It is tethered, these ghuls assert, over the ruins of Zaravande.

It was in this terrifying well of darkness and death that the modern world of Sarvaelen was born: from the ashes of an ancient, evil empire which had at last pushed too far, demanded too much of its client states. When the many enemies of the ancient Emperor rose up against him, to storm the gates of the Capitol and cast out the great evil which had plagued men, it was with the greatest of intentions. War would end, and a new dawn would begin no longer under the yoke of oppression. Instead, in a desperate fit of rage and madness, the Emperor called upon his greatest magic to bring forth the cataclysm that ripped victory from the grasp of his enemies at the expense of his entire empire.

Today, the memory of that devastation is a matter of folklore and few historians can reliably piece together who started what or why. No one disputes that the old Empire had fallen to dark ways, listening to the whispering of the elder gods and debasing themselves before ancient evils in the name of magical power. These imperial citizens of Camrinal subjugated the men of the other lands, including the Aeronost, Atlenar and Emon in the name of their depraved interests and obsession with power. This went on for centuries, it is said, before the subjugated people of these lands at last rose up to destroy their oppressor, Emperor Caradosh and his decadent imperial culture.

That was a little over two centuries ago. The year now is 213 of the New Dawn (ND), a name which implies that the civil war led to a victory. In fact, the name is more one of lost hope; the new dawn of the lands of Sarvaelen have been met with endless danger and a landscape forever altered by the hideous magic of the emperor and his war mages. Camrinal, once a vast imperial hub in the heart of Sarvaelen, is now a wasteland of magically irradiated, uninhabitable desert. Ghuls, undead and monsters prowl the land, spilling out into the neighboring dominions to hunt men for food and sport. A dour order of knights called the Order of the Watchers of the Sullen Vigil patrol the boundary between the desert wastes of Camrinal and the rest of the world, trying to keep the supernatural evil contained, but they falter and dwindle, for no men can stand up to the evil that was unleashed. Beyond the borderlands lie the neighboring kingdoms of Aeronost, Atlenar, Emon and others….all once provincial client states of the old empire, now freed men left to face two centuries of growing, ancient evil.


In the two centuries since the fall of Camrinal several events have taken place which have changed the face of the world. These include:

The fall of the Elder Gods: the pagan elder gods of the old empire were regarded as the reason for Camrinal’s destruction. Whether the emperor called upon one of these gods or some primal, cosmic force is unknown….but it is certain that even if these ancient deities were not responsible, they most certainly did not intervene to save the lives of their flock.

The rise of Nevereth: among most of the free lands of men, including Atlenar, Aeronost and the Iandei people the goddess Nevereth, once a lesser goddess in antiquity has become the principle deity of a growing monotheistic religion which decries the old gods as pagan demons and deceivers and fosters an intense mistrust of mages, branding all who engage with sorcery as witches, warlocks and servitors of demons.

The Yawning of the Gates Between Worlds: the very fabric of reality itself seems to have been damaged. The eerie Realm of Faerie has opened wide in remote lands of the world letting elves and other fey kin back into reality. For millennia now the fey kindred have been gone from the world, leaving when mankind rose to power and the empire was founded. Now after a long absence they are returning. Even as these portals appear, dark passageways to infernal realms open in the depths of the earth, the bottom of the ocean, and in the upper reaches of the sky. The Emon claim that it is the elemental kingdoms, slowly seeking to reclaim the mortal world, which was forged out of the primordial chaos eons ago by the old pagan gods. From these portals monsters of horrible nature emerge.

The Survivors of Sarvaelen

The world of the Watchers is a dreary realm which survived a terrible cataclysm. Among the men of the world there are several prominent contemporary kingdoms that arose from or survived the ashes of the old empire:


The Survivors of Camrinal

The ancient empire of Camrinal was a vast, dominant power that subjugated the old kingdoms to its rule. Camrinal not only rules by force of arms but by force of magic as well, for it indulged the aristocracy of its era with a culture of free experimentation and arcane dabbling that eventually led to a deep magiocracy in which only those who demonstrated sorcerous talent were allowed to hold the reigns of power, ownership of property or positions of strength in the Empire. Magic had, in this now lost era two centuries gone, become ubiquitous.

When the fires of destruction rained down upon Camrinal in the Final Conflict, the vast majority of the old empire was wiped out, but many of its lesser citizens and a few elites survived. Today these survivors are mostly found as changed beings among the population known as the ghuls, but in some odd corners of the world there still exist untainted purebloods, though they often do not realize their own lineage.

The People of Emon

Also known as the Emoniae, the people of this distant land exist far in the west, beyond the ruined expanse of the wastelands of Camrinal. Emon was the greatest independent threat to Camrinal in its era of rule, and the Emoniae were a culture of sorcerers much like the Empire. When the Final War erupted, their lands were devastated, and the Empire sought to exterminate their greatest rivals as quickly as possible. When the conflict ended with the destruction of Camrinal, most of Emon’s warriors were caught in the destruction, and destroyed. Still, there were plenty of survivors back home, now mostly dwelling in ancient, deep enclaves within the vast Adasatrak Mountains where they stood guard against the outside world.

Today the Emoniae are still driven by magic as a way of life and such arts find a greater acceptance within their mountain fortresses than anywhere else. The Emoniae remain isolated and tend to mistrust the young eastern kingdoms that have arisen from the ashes of the Final War. It is also the only land where the study and worship of the Old Gods is still permitted.

The Dour Atlenar

When the southern kingdom of Atlenar, with is brilliantly-scaled dragons and their riders assaulted the Zaravande, the capitol of the Empire, most of the dragon riders of this fallen kingdom perished. When the unholy energies of the burning spell bathed the world in fire, it slew the entire army and its dragonflights of Atlenar, and laid waste to the lands south, leaving cities and villages burning as the unholy wrath of the Emperor was channeled through the maddening power of the Old Gods he called upon. No one can say for sure what might have happened to this kingdom had they not comprised the single largest contingent of forces allied against Camrinal, but for this reason the wrath of that terrible spell burned Atlenspar almost as badly as it scoured the earth of Camrinal itself.

The Atlenar are the people who survived that scourge two centuries ago, mostly folk who were deep in the south and far from the center of the conflict, or who dwelt in smaller villages and townships in the wilds, escaping the purging fires that razed nearly two dozen strong cities and fortresses to the ground. The nature of the Atlenar today was shaped forever by this catastrophe, leaving them a brooding, dour folk who look with a great pessimism on daily life but at the same time embrace each day as if it were their last. Atlenar are known to be shrewd risk takers who regard all others with suspicion, especially anyone who might have a trace of Imperial blood in their veins.

Atlenar has not recovered from its firey doom, though its people have returned to a more clan-based way of life. The lands of Atlenar are dominated by the politics and rivalries of these twenty-odd clans that stem from the dominat families of their surviving ancestors. They treat their northern neighbors in Aeronost as allies, for they remember that after the devastation many in Aeronost traveled south to aid them in their time of need. Today the Atlenar also worship the monotheistic faith of Nevereth, the Alll-Mother as a result of this influence from Aeronost.

The Aeronost

Much like the other lands devastated by the final doom of Camrinal, Aeronost has had a time of recovery and growth to restore itself to a semblance of civilization. Unlike Emon and Atlenar, Aeronost was not nearly as affected as those kingdoms for by the time of the last conflict in which the forces of old rallied into a great force to siege the capitol of Zaravande, only pockets of resistance still existed in Aeronost to try and aid in the conflict; most of the old kingdom had been devastated after twenty years of continuous conflict with Camrinal, its people subjugated by occupying imperial forces. As a result, when the unholy fires and terrors of the Empire were unleashed to destroy their attackers, Aeronost experienced little of the devastation, and its people soon rose to overthrow and drive out the surviving forces of Camrinal that escaped the doom of the Empire by virtue of their station on Aeronost’s lands.

Aeronost remained a peaceful land after the end of the war, recovering and rebuilding, driven by the new young church of the goddess Nevereth which espoused a monotheistic faith that eschewed the Old Gods, blaming the corruption of those gods for the fall of the Empire and the ruin it left upon the lands. These same missionaries recruited many folk who traveled abroad to aid in helping those devastated by the war’s end. This helped greatly to expand the following of Nevereth, who was rapidly adopted as the savior goddess of most of Sarvaelen’s kin.

About one hundred years ago the first wars of succession began in Aeronost as various nobles and warlords began to aspire to restoring their lost kingdom’s might. It was forty years ago that the first true king was recognized, to whom most current nobles swear fealty to today. Since then Aeronost has grown and developed into a strong, young kingdom and a policy of open overland trade has made it a lucrative corridor for such between the young kingdoms of Sarvaelen.

Iandei

The iandei are a curious lot. The stories of the iandei, who stand on average shorter than most men, averaging only five feet in height, is that they were actually men taken centuries ago as prisoners and slaves from the kingdom of Sammar (though back then it was known only as the mysterious lands of Shul as Sammar had not yet risen to power), turned into servants of the empire. During the Final War many iandei escaped and took up arms against the Empire, serving as foot soldiers in the armies of Emon and Atlenspar. When the terrible energies of the last conflict in the war bathed the world in fire, some of the iandei somehow escaped doom, and as a people found themselves without their cruel masters, free at last.

Today the iandei have vibrant communities within the borders of other kingdoms, but they tend to remain insular as a community and as such tend to hold to their own. They have, like so many others, embraced the worship of Nevereth but they never truly let go of their old ways during the centuries of subjugation as slaves of the empire and worship a curious form of animistic spirit worship that harkens back to their homeland of Shul. The spirit worship of the iandei is a deeply kept cultural secret, and they build all temples beneath the ground, usually hidden away, known only to the other iandei of the community.

The iandei do not get along with any descendent of Camrinal which takes pride in their ancestry, but they do have a curious respect and pity for the ghuls of the wastelands, seeing them as having suffered greatly for the error of the Empire’s ways. As such, iandei such as can be found in Aelghast are known to take pity on ghuls who seek refuge or aid and so allow them into the community, albeit as second class citizens.

There are more kingdoms and cultures to be revealed in time (such as in the northlands, and across the sea in Sammar), but those shall be saved for another time. What is outlined above comprise the interlocked groups which can be found adjacent to the wastelands of Camrinal and the Stormsinger Coast.


Nonhuman Races of Sarvaelen

There are a handful of deminhuman races in Sarvaelen, and their numbers have been growing in the two centuries since Camrinal’s fall. Among these demihumans are:

The Ilmarain Elves

The elves of Ilmarain are a secretive, suspicious race. The Ilmarain herald from their dominion in the Real of the Faerie where they claim to belong to the Summer Court. Their disdain for men and love of cruelty is only slightly less than that of the Abashan, the dark elves. Their Queen of Air and Water is the ruler of the Summer Court. The term Ilmarain apparently is also the name of the elven city from which most elves enter the mortal world.

The Abashan Dark Elves

The elves of Abashan are counter to the Ilmarain. They are dark of skin, seeped in shadow and darkness, and servants to the Winter Court. Their ruler is the Queen of Fire and Shadow, a destructive immortal of pure power. The Abashan are most comfortable in shadow and seek out the darkest corners and depths of the earth in which to manifest. They are inimical to mortals, and treat them as playthings at best, cattle at worst.

The Orcs of Sugante and Aphoros

The orcs of the Lower Kingdoms are an ancient force unmeasured, for their presence in the world is new. It is not known if they are a recent manifestation, perhaps born out of the incalculable destruction of Camrinal or something more ancient, waiting for the wane of human rule to allow their species passage to conquest. Their rise in numbers has forced many dwarven enclaves to escape closer to the surface realms to avoid destruction.

The Dwarves of the Lower Kingdoms

The stout dwarves are elemental sons of the earth, and they revere the Old God Satarnas as their creator, from whom they rose out of the earth in the wake of his steps in the caverns of the deeps. The dwarves dislike surface dwellers and rarely come out of their caverns save out of necessity. In the last century the rise of the orcs and other monsters in the darkness have forced the dwarves to seek passage out of their dark lands and to even call upon the aid of humans.

The Gnomes of Rekaras

The gnomes are a race similar to the dwarves and some claim a similar origin, created by the Old Gods though the gnomes insist that they are something different. They have some cities, such as Rekaras, on the surface world but many gnome tribes still dwell hidden in deep caverns and dark forests. The gnomes are a pernicious lot, inventors and madmen who have the logic of the fey, suggesting a connection to the Other World.

The Halflings of the Western Shores

Remote communities of halflings thrive north west of Emon. The haflings call themselves the True Folk, and claim to have been around when men were a new race in the world. Haflings are rare but for their lack of adventuresome spirit, and keep to themselves mostly. Halflings can and do disappear in times of war, and their ability to burrow into the earth and hide in the depths of the forests and mountains serve them well in dark times.

The Ghuls of Camrinal

The ghuls are a survivor race, mutated descendants of a handful of Camrinal citizens that survived the apocalypse and kept their wits about them. Even hideously changed into half-dead beings the ghuls prosper, though in time it seems the madness inevitably creeps over them.

Sarvaelen Primer on Character Generation, Gods and More

Random Homeland Culture/Race Generation Table
D100                      Homeland           Special Subtables                      
01-25                     Aeronost              Possible Camrinal bloodline**   
26-32                     Esren                   Possible Camrinal bloodline**   
33-40                     Iandei                  Mixed Homelands*                     
41-45                     Mandrelavas                                                            
46-55                     Thaerinal             Possible Camrinal bloodline**   
56-70                     Atlenar                Possible Camrinal bloodline**   
71-75                     Neremune                                                                
76-80                     Yakhal                                                                    
81-85                     Emon***            Elemental Taint***   (10% chance of 1/2 elvish blood)                
86-90                     Viskar Steppes                                                   
91-95                     Katari Clans       Possible Camrinal bloodline** (15% chance of 1/2 orcish blood) 
96-00                     demihuman        (D8: 1-2 halfling, 3 gnome, 4 elf, 5-6, dwarf, 7 ghul, 8 dark elf)                                                
*Mixed Homelands: The iandei roll a second time to establish their local origin. If Iandei ir Sammar comes up, then the iandei is a pureblood of Shul.
**Camrinal Bloodline: There is a chance that an adventurer from this land has some heritage from the old empire. If the character both has heritage and is magically adept (has class levels/skill in a magic-using class/profession) than he is automatically considered “pureblood.” Purebloods are prone to attracting special attention from demons, old gods, spirits and other malevolent beings. S&W: this is a percentage chance equal to Intelligence (D100 equal to or under INT score) that an adventurer from this land has some heritage from the old empire. If the character both has heritage and is magically adept (has class levels in a magic-using class) than he is automatically considered “pureblood.” Purebloods are prone to attracting special attention from demons, old gods, spirits and other malevolent beings. BRP: There is a percentage chance equal to POWx1 that the adventurer has a Camrinal bloodline. In a Magic World game those of Camrinal blood can cast spells regardless of INT score (does not need to be 16). In straight BRP they start with "normal" level in magic or sorcery on top of any professional bonuses, and regardless of profession chosen.
***Elemental Taint: Emoniae revere the elemental old gods, and still worship them. S&W: There is a percentage chance equal to Wisdom that an emon has some elemental heritage in her or her bloodline. The immediate effect is an innate basic understanding of the elemental tongue and an affinity for that element, which means that they tend to be regarded favorably by elementals of like type that they meet (+2 reaction modifier). BRP: Emoniae roll percentiles against POWx1 at character creation. If they succeed then the emon has INTx3 starting value in the Elemental Tongue (a unique planar language) and a +10% reaction modifier when influencing elementals.

The Emoniae

Many emoniae have a talent for magic, and are the only human race allowed to multiclass as fighter/magic-users or thief/magic-users. Emoniae are, like pureblooded of Camrinal, prone to attracting the attention and interest of demons, spirits, elementals, old gods and other beings from the Elemental Realms. Elves have an abnormal fascination for them, and as a result it is more common to run into half-elves of mixed elvish and emoniae blood than any other combination.

S&W: Multiclassed emoniae have no level limits, but function in the same manner as multiclassed demihumans for purposes of advancement. 

When magic-using emoniae with elemental taint reaches 5th level in any spell casting class (magic-user, cleric or druid) he or she begins to manifest a sign of elemental corruption, usually in the form of a glow or emission from the skin, and a slow but certain "change" on the skin that seems to be a manifestation of that emon's elemental taint (stone-like skin, persistent water running from pores, smoke, or a misty fog following the emon). This first manifestation is cosmetic and can be supressed with concentration. At each level thereafter the emon must make a percentage check against:  (INT plus level)X2. When this check is made (equal to or under) then a new taint manifests. Subsequent taints are harder to supress, requiring a saving throw to quell the effect. When the emon sleeps or is unconscious it reappears. Roll each time to see what manifests:

D12 – Elemental Change
1-4 - a new cosmetic trait related to the source of elemental taint. Gains resistance against elemental type if not already possessed of it (+5 save vs. magic dealing damage of elemental type and immunity to normal damage from that element.)
 5-6 - 1D3 spells of choice take on an elemental trait (e.g. magic missile is now "magic fire missile), either dealing damage of that elemental type or reflecting elemental traits of said type (Hold person could temporarily encase a target in stone  for example). When all 1st-2nd level spells have elemental taint move on to the next, and so forth. GM discretion on the extend of obscure effects.
7-8 - gains ability to summon an 8HD elemental once per day for 1 hour as a servant; second time this is rolled gains ability to summon a 12HD elemental; 3rd time allows a 16HD elemental; fourth time this is rolled go to 9 below.
9-10 - gain resistance from that element (see 1-4 above); second time this is rolled it becomes total immunity to that element (both magical and mundane); third time this is rolled go to 11-12 below.

11-12 - gain permanent emission of elemental type: stone skin (gain +2 AC), fire erupts from flesh (immune to damage from it but deals 1D6 to all on touch), air (gains levitate at will), or water (emits water permanently, gains water breathing). These traits are very difficult to disguise and require a saving throw at -2 to supress for 1 hour.

The second time on this chart you roll a 12 your character gains the elemental type (extraplanar) for purposes of classification. He or she is now considered an elemental. The form changes noticeably to be "more" of the elemental type and the emon's humanity becomes supressed. Breathing is no longer necessary.

The third time you roll a 12 the Emon gains the ability to plane shift to his elemental plane of appropriate type at will.

The fourth time the emon rolls 12 on this chart he becomes a true elemental and departs the material plane, becoming an NPC at the GM's discretion.

BRP: When sorcerer or mage emoniae with elemental taint reaches 70% or more in any spell or professional sorcerer skills he or she begins to manifest a sign of elemental corruption, usually in the form of a glow or emission from the skin, and a slow but certain "change" on the skin that seems to be a manifestation of that emon's elemental taint (stone-like skin, persistent water running from pores, smoke, or a misty fog following the emon). This first manifestation is cosmetic and can be supressed with concentration. At each level thereafter the emon must make a percentage check against POWx2 +2% for each spell of 75% or greater skill. When this check is made (equal to or under) then a new taint manifests. Subsequent taints are harder to supress, requiring a POW vs. POW resistance roll to supress; each effect is unique with a resistance POW of 15+1D8. When the tainted emon sleeps or is unconscious it reappears. Roll each time to see what manifests when failing a check after reaching 70% or more in a given spell:

D12 – Elemental Change
1-4 - a new cosmetic trait related to the source of elemental taint. Gains resistance against elemental type if not already possessed of it (+5 POW resistance against that elemental type and 5 points of protection from the elemental damage type).
 5-6 - gain a new elemental spell of appropriate type, or gain +10% in the skill of an existing spell.
7-8 - gains ability to summon an elemental once per day for 1 hour as a servant. Each additional time increases the number of elementals or adds 1 hour of summoned time. 
9-10 - gain resistance from that element (see 1-4 above); second time this is rolled it becomes total immunity to that element (both magical and mundane); third time this is rolled go to 11-12 below.
11-12 - gain permanent emission of elemental type: stone skin (gain +1d4+1 AP), fire erupts from flesh (immune to damage from it but deals 1D6 to all on touch), air (gains levitation at movement speed at will), or water (emits water permanently, gains water breathing). These traits are very difficult to disguise and require a resistance roll vs. POW 25 to supress for 1 hour.

The second time on this chart you roll a 12 your character gains the elemental type (extraplanar) for purposes of classification. He or she is now considered an elemental. The form changes noticeably to be "more" of the elemental type and the emon's humanity becomes supressed. Breathing is no longer necessary.

The third time you roll a 12 the emon gains the ability to plane shift to his elemental plane of appropriate type at will.

The fourth time the emon rolls 12 on this chart he becomes a true elemental and departs the material plane, becoming an NPC at the GM's discretion, to eventually be summoned by another elementally tainted emon in the future.