Showing posts with label pulp. Show all posts
Showing posts with label pulp. Show all posts

Tuesday, August 8, 2017

Philip Jose Farmer's World of Tiers Series at last available in electronic format

If you haven't read Philip Jose Farmer or his World of Tiers series, here's the links to the new two-part, seven volume compendium that I have literally been waiting for since I first moved to electronic format as a tablet reader six years ago:

Volume I: The Maker of Universes, The Gates of Creation, A Private Cosmos

Volume II: Behind the Walls of Terra, The Lavalite World, Red Orc's Rage, More Than Fire

Note that at least as of this writing the books are about $12 each on Barnes & Noble but $20 on Amazon for some strange reason.

These seven volumes comprise one of the best world-building "planar adventuring" style series to spring from the sixties and seventies, and are distinctly filled with the pulp-styled trappings of Farmer, who you might also know for his Riverworld series, Dayworld series and Wold-Newton Universe books (which are themselves a tribute to Victorian and pulp-era science fiction, tying a diverse lot of classic characters in to one universe). If you're a fan of pursuing Appendix N-styled recommendations, the World of Tiers series is a huge one to check out.

World of Tiers is full of interesting surprises, but the short introduction to pique your interest is to point out that at a certain level this series has more in common with Zelazny's Amber novels than it does Farmer's other books. It's about other dimensions, the strange and unique worlds and physics that keep them functioning, and the godlike engineers of these realms. As Zelazny indicated, it was a series inspired by his imagining as a kid but not brought to life until his forties. Sounds kind of like what most tabletop gamers do these days, right?

I have collectible editions of all the books on my shelf, but I hate to bang them up as they are --you know-- collectible. So getting the entire series in electronic format is a real pleasure. I shall now proceed re-reading one of the defining weird fantasy series of my formative years, books which I have revisited over the years and found only get better each time.

The covers of the last print edition that I have sitting on my shelf

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.

Tuesday, February 5, 2013

Amazing Adventures: James Cash, the Explosive Rocketman!

As an example of Amazing Adventures character creation, I'm going to create a sample character with a bit of history to show off what the system lets you do. Yes, AA is a D20 spin-off with class-based mechanics, but it's got some pretty nifty features as far as its breed goes, and here's a sample of how that works:

Meet James Cash, the Explosive Rocketman

James Cash began his career as a daredevil stuntman in the Hollywood of late 1929, known primarily for his role in cheap action serials as "Daredevil Dan, the Singing Detective Cowboy," but his role as a real adventurer didn't begin until one fateful evening when he was invited to a glitzy party at the Wollerman Mansion in the Hollywood Hills. There he was unexpectedly thrust into a web of deceit, lies and treachery when he arrived at the party and found  Marvin Wollerman, Hollywood mogul, under gunpoint by hooligans working for the famed Doctor Anthony Sevarius, a well known mad scientist who had been ousted from his profession for unethical practices a few years earlier, and was now working with local mobsters to unknown ends.

It turns out that Marvin Wollerman was secretly the (now retired) former Captain Skyfall, famous American vigilante and hero who worked against the fascist menace in The Great War some ten years earlier. He was forced to retire from duty as a covert agent of the United Stats due to a crippling injury to his back from the secret forces of agent Kaiser Wilhelm II during the final days of the war. Still, Wollerman was resourceful, and had built many fabulous gadgets since, including the exoskeletal framework which let him walk in public.

The goons holding him up were rapidly dispatched by a fast-acting hard-punching James Cash, who earned the respect of the party-goers and the police who arrived to mop up. More importantly, Wollerman realized that Cash was the sort of man he could appreciate, the kind who could carry on a legacy....after the event, Wollerman invited Cash into his parlor, and made a proposal: take up the mantle of his old guise, armed with the many gadgets and devices Wollerman had built over the years to aid him in his duties as secret agent for the U.S., and carry on the good fight. More importantly: find out what Doctor Sevarius wanted, and shut him down!

Cash, naturally, could not refuse the offer. Especially not when he saw Wollerman's greatest invention yet, the flying rocket suit...and thus was born the Explosive Rocketman, as the press would come to call Hollywood's latest mysterious vigilante of the skies!

Rolling up James Cash

Amazing Adventures gives you a point pool to design PCs with (you can roll if you want, too). I'm going to point buy James Cash for maximum focus; each stat starts at 6 and I get a pool of 45 points to distribute. Right now I see him as a bit of a pugilist and a gadgeteer rolled into one, so multiclassing may be in his future. For now, I assign his stats as follows:

Strength 14 - Cash is tough and strong, but not muscle bound.
Dexterity 14 - I see Cash as very agile, he needs to be in his line of work.
Constitution 18 - Years of work in the stuntman business has hardened Cash to pain and injury.
Intelligence 11 - Cash is above average, but not a brainiac.
Wisdom 9 - Cash has some good intuition, as he needs it in his line of work, but he's no Socrates.
Charisma 15 - Cash is loaded with charisma; its why he makes the Saturday adventure serials!

AA's modifiers for stats is the same point spread you see in C&C, LL, S&W and others, so he has the following stats: STR 14 (+1), DEX (14 (+1), CON 18 (+3), INT 11 (0), WIS 9 (0), CHA 15 (+1). Okay, so no below average stats, he's all around above average or better. Soaking hits is his big score.

Cash gets three primes. We're gonna make them Charisma, Constitution, and Dexterity. He's noted for his good looks and charm, his toughness and his agility. In AA, this gives you a +5 modifier to challenge checks, which are a base DC 15 (so the AA universe is ranked slightly off from conventional C&C).

James is destined to be a gadgeteer, but I really see him being strong as a pugilist, to reflect his years as a stuntman. In AA there is an official multiclassing option which looks a lot like C&C's rules (4th crusade edition onward) and an optional version that looks a bit like 3rd edition D20's methodology. As intrigued as I am at the alternating class level option, I'll stick with the official multiclass option for now, making Cash a level 1/1 gadgeteer/pugilist.

Multiclassed characters have a formula for calculating XP gain which I won't go into, but the short version is "figure it out and write it down." They also gain all class abilities, weapons and armor permitted, and an average of the two classes' hit dice and hit bonuses.

After adding in class abilities and combining them accordingly I get the following:

Hit Points: 12 (6 for gadgeteer plus 12 for pugilist, averaged out, plus Con Mod; note that after this he will roll D12 and D6 for each and get the average at each new level)

Base to Hit Modifier: 0 (neither class gets a bonus at level 1)

Base Gadgeteer Abilities: Support Gadgeteer (he gets his gadgets from Wollerman), making his prime Charisma. He starts with 1D6+1+Charisma mod. in gadget points but I'm going to cheat and max him out with 8 points. More on this in a sec. He also gets Jury Rig, an intelligence-based skill which reflects a general handiness with machinery and fixing things.

Base Pugilist Abilities: At 1st level a pugilist gets nothing exciting; most of that stuff comes later in the class. He does get an unarmed attack damage of 1D4 (instead of 1D3) and Mind over Body (+1 to Con saves). Pugilists at level 1 are basically living for the future.

Alignment: I think we'll go with lawful good on this. James Cash is a lawful sort of guy, and good runs in his blood.

Fate Points: Yes, there are fate points (hero points, action points...save your butt points). You start with 1D4+1. I roll and get....3 fate points to start.

Building Gadgets: James is a charisma-based gadgeteer, so he wears and uses stuff his support man makes. This is a tougher role for the gadgeteer, because you lose the ability to make on-the-fly gadgets, and you can possibly lose your support if they are shot, kidnapped or otherwise removed from your access. The plus side is slightly reduced cost in making gadgets. At first level the suggestion is to let the gadgeteer buy level 0 or 1 gadgets, and one higher level gadget. Obviously we're going to make a rocket pack, so we'll start there. Here's what we work out:

Rocket Pack (Fly, cost: 4); We've got our rocket pack, which gets Cash around at a hefty clip. It's reasonably portable, and we'll say its bulky but can slim down to fit in a hiker's backpack if necessary. Cash can lift the equivalent of his normal maximum load in flight as well as himself while he is airborn (which for the record is 140 lbs. or even potentially 210 lbs. dead-lifted, for a few seconds).

We've got 4 points left after that. This is enough to get two level 1 gadgets, four level 0 gadgets or a mixture. We'll go for something  a bit complex, the "Rocketman Pistol." The rules don't (that I've spotted) specifically talk about combined gadgets but I see no reason not to allow it here:

Rocketman Pistol (Light, Dancing Lights, Arcane Bolt; Total Cost 4); this impressive pistol has three settings: it can project as a ordinary but very effective flashlight (light), can emit four glowing electrical balls of plasma to illuminate the region (dancing lights), and it can fire arcs of force energy at targets to injure or even kill (arcane bolt). Wollerman has future intentions (when more gadget points are earned) to add a chafe effect (faerie fire) and stun setting (daze).

Swapping class abilities is next. There's one ability I don't think hits Cash well: his Jury Rigging. Cash isn't a technical guy, and Wollerman is the man for the job in designing the gadgets, so I see Cash as more likely to have something that fits his background here. Looking at the abilities at hand I find two that feel handy: Two Fisted (punch with both hands) and Wealthy. Wealthy is an appropriate swap for Jury Rig, so we'll take that instead, reflecting Cash's accrued wealth as a stuntman and his newfound resources through his patron, Wollerman.

Next we come to Backgrounds. The background can be picked based on character type, or rolled randomly. There's no specific suggested background that fits, so we'll invent one: professional stuntman. In addition we get some knowledge skills, specifically kowledge (gadgeteer) and knowledge (pugilist). Knowledge skills are a lot like the D20 variant, but some good guidelines here will help more traditional OSR GMs with adjudicating how this skill works.

Next we have traits. Characters can start with two traits, which provide both benefits and drawbacks. With my vision of Cash two traits immediately look appropriate: the brawler and reckless. Brawler however is for non-pugilists who want a bit of the fight in them; this might be a good choice if I was rolling a pure gadgeteer with a touch of fisticuffs in his blood, so I instead go for aggressive. Cole is a man of action and being aggressive gives him a +2 initiative bonus at the expense of a -1 to AC.

After reading up on reckless I think it would be a bit of a hindrance (bonus to damage, penalty to hit) and would overlook some non-combat opportunities for character development. I go with polite, instead; he's polite and friendly to a fault, gaining a +1 bonus to diplomatic charisma checks but at the penalty of -2 to charisma checks to intimidate.

We're not finished yet, though! Cole has a sanity score (ripped right from the pages of CoC D20) and that score is 45 (WisX5). Hoookay. Lets hope Cash fights mostly fascists and mad scientists, and fewer cthonic beings from beyond the veil of space and time!

I did run into one oddity in design: in AA pulp armor is by suit piece, so you could get an armor bonus for wearing a bomber jacket, fedora, gloves and even a scarf. However, my choice of classes has limited what James can secure: his gadgeteer options aren't quite in sync with my vision of a bomber jacket wearing dude, and his pugilist options are effectively none, so I guess I'll just deal with it. Ultimately I think this means that my vision of James includes him wearing some sort of flight jacket....it just doesn't happen to be very effective at stopping blows.

James Cash is now complete!


James Cash, Alias the Explosive Rocketman
Level 1/1 Pugilist/Gadgeteer; Alignment LG; Background: career stuntman
STR 14 (+1), DEX 14 (+1)/P, CON 18 (+3)/P, INT 11 (0), WIS 9 (0), CHA 15 (+1)/P
Hit Points: 12; Base to Hit Modifier: 0 Sanity: 45; Base AC: 10 (+1 Dex, -1 trait); Fate Pts: 3
Traits: Aggressive (+2 Init, -1 AC), Polite (+1 diplomacy, -2 intimidate)
Knowledge Skills: kowledge (pugilist), knowledge (gadgeteer)
Gadgeteer Abilities: Support Gadgeteer (Cha), Wealth (swapped with Jury Rig), Mind over Body (+1 to Con saves)
Pugilist Abilities: unarmed attack damage of 1D4
Gadgets: Rocket Pack (Fly, cost: 4); Rocketman Pistol (Light, Dancing Lights, Arcane Bolt; Total Cost 4)



In time he will gain new gadgets, including a fancy helmet and maybe even some bullet proof sort of flight suit....but for now, he's got his trusty jetpack and his unique pistol!

Notes

I thought about retconning the pugilist class entirely, but I like the idea of him swooping down and punching fascists in the face. To demonstrate the long term advantages for this multiclasser:

Level 2: Base unarmored AC jumps to 11, unarmed strike become 1D6 damage, Down and Dirty which grants a +1 to all grapple, escape and overbear foes, and also adds to opposed Str and Con rolls. He also gets his first +1 BtH. As a gadgeteer he gains 2 gadget points (enough to buy a new level 1 effect). His hit points go up an average of 8 this level to around 20.

Level 3: Unarmed AC jumps to 12 and he gets fast movement. As a gadgeteer he gains 3 more gadget points (enough for a level 2 gadget). His BtH will go to +2 (assuming you average and round up). His hit points will be somewhere around 28.

By higher levels he'll look suspiciously like a rocket powered monk from C&C in many regards. Except this monk will supplement his fists of fury with terrifying, instantly reusable devices that do terrible terrible things...



Friday, June 22, 2012

Revising Sarvaelen



So....I'm thinking of doing some edits/revisions to the Sarvaelen campaign, alias "Tales from the Watchers of the Sullen Vigil," that I was running on Fridays for various systems. Here's my thoughts:

1. This started as a fun Friday exercise with T&T in mind, thus why it included leprechauns and hobbs (halfings) but it quickly expanded to include BRP and then later Legend stats. As it evolved I realized that I had some ideas for this campaign that I feel are beyond the scope of....or better suited to, I guess....more traditional pulp fantasy elements; pre-Tolkien, if you will. Or, to put it another way, I think I'd like this campaign better if it were free of elves, dwarves, halflings and their ilk. Not free of nonhuman options, though....I like the ghuls and the naga, for example....but a campaign setting where humans are dominant, and what nonhumans there are tend to be the weird, pulpy stuff like the aforementioned naga, ghuls, and then add in deep ones, lizard men and serpent men and such.

2. To do this, I think I'll do some revision/rewriting (followed immediately by a reposting) of the material to reflect this shift, including for the scenario I published. I might group it all together in one big post/download. I might make it available for those interested in a print version, too. And finaly make some maps for this world.

3.  I think I'll stick to one system, which will be Legend for now (with possible plans to annex it for Runequest 6 when that arrives in print).

4. The goal here is to focus exclusively on non-Tolkienesque fantasy elements and see how it goes. There's nothing wrong with elves, dwarves and halflings, sure....but really, I'm just getting so tired of them creeping into every fantasy game whether I want them or not. I recently snagged a copy of Dragon's Dogma for the Xbox 360 (alas no PC version) and I love that game, absolutely love it. I was impressed at how it pulled off an organic, fully realized world (despite being made by Capcom and not Bethesda) and the closest you get to a nonhuman character are your "pawn" myrmidon allies, derived loosely from the mythology of the legendary myrmidons, "created warriors." It's a brilliant concept, but the game does a fantastic job of conveying a deeply mythic world that is still entirely humanocentric.

So....any thoughts? I'll probably start work on this "reimagining" of Sarvaelen next week, beginning with the excision of halflings and dwarves in favor of good human culture analogs, and an "altering" of the dark fae/leprechaun concept to something more suited to the genre and setting intent. I also have an idea about making dragons more noticeably cthonic, primordial, and maybe direct servitors of the Old Gods rather than "camp followers." I think this could work, and would serve as a more distinct and interesting setting than one laden with the geriatric leavings of poor old Tolkien.

Friday, October 21, 2011

Mystery Men!

John Stater has got a working edition of Mystery Men out and I thought I'd toot the horn about it. I like what I've seen in the free PDF so far (available at Lulu here) and in fact it looks really simple, elegant, and while derived from an OSR-ized D20 OGL I think it does a great job of wedding core classic mechanics to a pulp-era comic adventure format. Worth a look and the PDF price can't be beat! Even better, the print copy is only $7.30 so I think I'll snag a copy or two.

Mystery Men! RPG