Archive for March, 2013

The Infinity Gems are a set of near-infinitely powerful artifacts in the Marvel universe.  The purple Space Gem grants its user the powers to travel through and warp space to their whims.  It can alter the space between objects, especially when this contradicts the laws of physics.  In conjunction with the other gems, it can allow a person to exist in all places at once!

One of the earliest owners of the Space Gem was an Elder of the Universe known as the Runner, but it has since been in the hands of Thanos, Pip the Troll (who kept it between his toes), and Iron Man.

The power set provided below will allow you to use the Space Gem in your Marvel Heroic Roleplaying game.

The Six Infinity Gems

Further Reading: Infinity Gems on WikipediaInfinity Gems on Marvel DatabaseSpace Gem on Marvel Database

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Do You Know Oyashiro-Sama?I recently completed a short campaign of Monster of the Week. It… went places, but I’ll discuss that in a later post.

The following mystery is not one I wrote for that campaign. It’s something I threw together after I was shown a message board thread that discussed how to build the Groundhog Day time loop in the series Higurashi: When They Cry (Higurashi no Naku Koro ni) as a Dresden Files Fate powerset. After some thinking it occurred to me that pieces of the story could be easily developed into Monster of the Week Mystery fodder.

Please note that the following does contain spoilers for Higurashi: When They Cry. It’s a complete Mystery, so there’s no way to hide spoilers.

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One of the odd little things that makes me happy is staring at starship deckplans. I think I know the internal layout of a Broadsword-class mercenarcy cruiser from Traveller better than I know my own house, thanks to long hours of daydreaming that I was aboard one. In high school, I wished for a Scout Type S, and I missed a significant number of class hours in university designing starships for FASA’s Star Trek and WEG’s Shatterzone.

Something I especially enjoyed was creating clunkers and pink elephants, under-powered absurdities with more character than utility. These are the ships that end up sitting forever on the aftermarket, waiting for someone gullible or desperate enough to snap them up. They have checkered histories. My players once acquired a 120-year-old Lupus class scout in Shatterzone, and discovered another player character, long-forgotten in the frozen sleep chamber.

I know ships of this kind are popular with certain game groups, though published books and supplements generally gloss over the concept.  It seems strange, especially in games like Traveller, where a starship is a sort of millstone around the party neck, a money pit that requires constant feeding just to cover the mortgage. The cheapest ships capable of interstellar travel are variants on the Scout Type S, and even those run for over 20 million credits. The game gives good explanations for why this is so. In the Traveller universe, starships aren’t like cars or even private [planes . They’re like ocean-going ships. Even the smallest of ships capable of crossing an ocean are a significant investment.

But you know, you can find ship hulks going for the price of a used Kia. You can find functional ships for the cost of a new Mercedes.  Right now, there is a rusty “as is” 100-foot, 100-ton self-propelled barge for sale in Louisiana for $75,000.  A new one can cost millions. Why isn’t there something similar in Traveller…?

project-mercury

“Sure, it’s cramped, but it’s great on mileage and was only flown once, by a little old man from Ohio!”

In that spirit, I have worked hard to produce some of the cheapest functional spaceships possible for my Traveller, Star Wars, and Shatterzone games. Step on in to Honest Piet’s Used Spaceship Emporium and Scrapyard for the finest in previously enjoyed hardware! It’s not pretty, it’s not ready for combat, but it’ll get you from Point A to Point B… usually.

One of my more recent creations is the Tarkine-class Interstellar Barge for the Mongoose edition of Traveller. The specific example described below costs about half the price of a used Scout Type S, and you’re not beholden to the service. Of course, the ship will likely end up bankrupting you, but that’s what Traveller is all about, right?

Tarkine-class Interstellar Barge – The Albatross

The Albatross can be found for sale or rent in any frontier system. It doesn’t look like much, but it’s a Jump-capable ship that costs about as much as an orbital shuttle. It’s name is painted crudely in spray-paint over the rear cargo doors. Though the players might not know it, the Albatross is one of a class of ships that played a significant role in relations between two systems.

District 268 in the Spinward Marches is not formally a part of the Imperium, though the worlds enjoy regular trade and Imperial naval protection. The most densely populated world in the subsector, Forine, is heavily industrialized and advanced. Nearby Tarkine is an agricultural system. It is also well populated, but quite primitive by the standards of the Third Imperium (TL 7).

About a century ago, Forine has trouble feeding its own population. To this day, most inhabitants make do with a very plain diet designed to meet their minimum needs. About a century ago, localized famines were common. In an effort to take advantage of this situation and increase their own presence on the galactic stage, the government Tarkine entered into a ship-building deal with Forine. Forine provided Tarkine with Jump capable ships using technology that Tarkine facilities were able to maintain. In exchange, Tarkine shipped food to Forine at no cost for a period of 40 years. The result was the Tarkine class Interstellar Barge, or, as it is become known, “The Tarkine Folly.”

The gravitic drives usually seen in the Imperium were replaced with reaction drives – old-fashioned rocket engines. These required a lot of internal space to be devoted to fuel, so to maximize cargo space the two-person crew crams into a double-occupancy stateroom and a cockpit-sized “bridge.”

About 100 Tarkine barges were constructed. At 30.5 tons of cargo space for each, there was no way these ships could assuage a famine of any size. In practice they carried high-end spices and costly confections for Forine’s leisured class while the general population went hungry. Still, they did wonders for Tarkine’s politicians. “Look at this fleet of spaceships! We are now a galactic power!” was the line.

That rosy view soon took a hit. The barges did not carry enough fuel for a round trip, and had to be refueled at great cost at Fornine. The Tarkine government paid for the barges several times over in free cargoes and the cost of fuel, and they soon became a symbol of government shortsightedness and waste.  About 60 years ago, Tarkine released most of the aging vessels to public sale. Tarkine barges now show up in odd places throughout the Spinward Marches, sometimes forced into unexpected roles, like traffic control or even customs inspection. They tend to be used by in-system traders, impoverished planetary governments…. or desperate adventurers,

Tarkine-class Barge
Hull: 100 tons, distributed, TL 7 Titanium (Hull: 2, Structure: 2)
Armour: None
Jump Drive A: Jump 1 (TL 9)
Maneuver Drive A: Thrust 1 (TL 7 Reaction Drive, 10 hours thrust at full fuel)
Power Plant A: (TL 8 Fusion)
Compact Bridge
Computer: Model 1, Rating 5
Electronics: Standard Sensors (-4 DM)
Fuel: 41 tons
(25 tons dedicated to Reaction Drive, 10 to Jump Drive, 6 to Power Plant)
Sufficient for 10 hours of 1G Thrust, one Jump 1, and six weeks of operation.
Up to three jump 1s are possible if reaction mass is consumed. Two Jump 1s reduces reaction mass to 6 hours of 1G Thrust, three Jumps reduces reaction mass to 2 hours of 1G Thrust.
Cargo: 30.5 tons
1 Double Stateroom
Software: Jump Control/1, Maneuver/0, Library/0
Construction Cost: 16.407 MCr (Includes 10% discount for standardized plan. Price also takes into account significant discounts for building lower tech components on a higher tech world)
Used Sale Price: 11.978 MCr for specific ship detailed below.

The Tarkine-class was built with thrift in mind. Contractors on Fornine used the most basic technologies possible to create a Jump capable ship. The barges have a primitive Jump-1 drive and rely on rocket thrusters for movement in-system. With only ten hours of reaction fuel, they must Jump as close to their destination world as possible. With careful budgeting and use of reaction fuel, a barge pilot can manage two or three Jump-1s without refueling, but suffer a serious reduction in maneuverability upon arrival.

The barges, as built, have sufficient life support for six weeks of operation. This is a precaution against misjumps that leave the ship at the edge of the system. The crew can wait for rescue. (Given the cramped quarters, tiny bridge, and lack of common space, six weeks aboard a barge would be a hellish ordeal.)

The stock barge is totally unarmed and unarmored. A few owners have fitted them with lasers or missile racks as a deterrent against piracy. However, as combat maneuvers quickly burn through the fuel (only enough for 10 rounds of combat with full tanks) most owners prefer to surrender or attempt to fight off a boarding action.

As noted, even the newest barges are 60 years old. This means players purchasing one can roll six times on the “Old Ships” table in the corebook, and receive a 6D6 reduction percentage reduction in the cost of the ship. I did this, and rolled a 27, and received the negatives effects “Library Data is erroneous” and “Increase maintenance costs by 50%”. I interpreted these as follows:

  1. To save costs, the barge computer was constructed with read-only memory. As such the library data in the computer is, at best, 60 years old. This does not effect navigation, but it means world data and political information is sometimes wildly inaccurate. Most owners simply use a portable computer for library data.
  2. The oddball mix of technology used to create the ships means that monthly maintenance costs are increased by 50%, or a total of 5050 cr

Monthly Costs
Fuel: 18500 (assuming 1 complete refill and power plant top up per month)
Maintenance: 5050
Life Support: 3000
Mortgage: 49900
Total: 78450 cr

Unless the players are very good at speculative trade or mercenary work, owning a Tarkine barge will always be a net loss. However, the ships are sometimes assigned to mercenaries or hired adventurers by patrons who simply need them to get to another system. The ships may also be a good investment for players with the money to invest in replacing the reaction drives with a gravitic drive. This substantially reduces monthly fuel costs and increases the utility of the ship. The addition of low passage berths and staterooms allows for a larger crew or paid passengers.

There was an interesting topic of discussion over on Margaret Weis’ forums regarding the designer’s decision not to include a trait to represent Intelligence in Marvel Heroic Roleplaying.

To quote Cam Banks, the Design Lead for MHRP, on why Intellect was not included in the game:

I admit to being biased toward the physical in creating power traits.

Almost every power trait is a physical expression of powers, and if not physical, it’s a psychic or magical or energy-based kind of thing. There’s no super powered charisma, either, although there is Mind Control. I went for power traits that covered expressions or effects, and in almost every case Intelligence falls outside of that. Using Senses [for Amadeus Cho’s QUANTUM PROBABILITY AWARENESS power set] may seem like a cheap dodge, but it wasn’t – it’s a way to represent the expression of that kind of hyper-intelligence, much as Strength or Stamina are expressions of a powerful musculature or endocrine system…

He continues later on in the thread:

…I do want to underscore that I don’t consider Senses to be the universal power trait for super smarts. We didn’t give it to Reed, we gave it to Amadeus Cho. I believe it definitely belongs in a Hyper-Intelligence Power Set, but then I believe we should be talking about Power Sets anyway, not power traits. The game wasn’t designed to be about the power traits as standalone elements.

You can do a lot to represent certain uses of intelligence with the Senses power, or the Mimic power with a limit built around technology. Check out Forge in Civil War: X-men, or Amadeus Cho in Civil War: Young Avengers / Runaways for great examples of that.  There is a special place in my heart for the sort of raw brainpower intelligence that an Intellect trait might represent, and in my MHRP games, it would feel totally appropriate.

Luckily for me, Margaret Weis forums user Doc Hydrogen, who also writes for the blog overgeeked came up with a write up for an Intellect power trait that I think is spot on.

Intellect

Intellect may be used in action or reaction dice pools.

Intellect covers reasoning ability and learning. A character with a high Intellect rank tends to be knowledgeable and well-educated.

Enhanced Intellect d8 represents two to three times the normal human intelligence, meaning you’re highly gifted or one of the smartest people in a nation.

Superhuman Intellect d10 indicates as much as ten times the intelligence of a normal human, meaning you’re one of the smartest people in the world or clearly beyond the normal range of human intelligence.

Godlike Intellect d12 indicates your intelligence surpasses even the smartest people in history, possibly bordering on the cosmic.

This is a common superpower, representing everything from mutation-enhanced intelligence to natural born smarts. As with many power traits, it’s often assumed to just work if there’s nothing challenging the hero, or if using Intellect is part of the description of an action (like figuring out the proper trajectory for a flight to take to minimize flight time).

Just as some other traits (Strength, Stamina, Reflexes) represent the raw ability but not necessarily the knowledge to use it, Intellect represents sheer brainpower while Specialties such as Cosmic, Medical, Science, and Tech represent the actual education, knowledge, and contacts represented by diligently studying those subjects.

So, how would I use these new intellect powers for good?  Below I present to you my datafile for Mr. Fantastic / Reed Richards, circa Fantastic Four #570 when he joins the Council of Reeds.

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It’s a half truth when I say that I’ve been only roleplaying since 2009. I got my start roleplaying in the weird and hodgepodge world of online roleplaying; a land of instant chats, journals and forum posts. Hours of late nights staring at text prompts and pondering what my characters would do next. Freeform RP, the most pure and honest form of roleplaying! Well, according to some.

Mary Sue - Dice

Dice or, as they are known in some circles,
“The Devil’s Plot Device”

I don’t buy the argument that the the biggest difference between freeform and structured RPGs is dice. It’s an easy comparison to make, but it doesn’t really say anything intelligent about the divide. All it does is set up the “roleplay and rollplay” puns that make freeform supporters feel clever until a tabletop support points out that Amber exists and the already weak debate breaks down into mudslinging.

The biggest difference I’ve found is the freedom for a female player to play whatever she wants without fear of repercussions. This might not mean much in the male domained ends of the RPG community, but it was a game changer for me.

A large part of the problem in Freeform RPG lies with the concept of “Mary Sue”. For those not familiar with the term, “Mary Sue” is a term from fan fiction that refers to an character based on an idealized version of the author. Mary Sue is promoted to Starfleet Captain, discovers that Force is strong with her and is sorted into all of the Hogwarts’ houses before her lunch date with that sexy boy who’s been staring at her in biology class.

Mary Sue is also a label tossed on every female character that rubs someone the wrong way. Too many flaws or too little flaws? Mary Sue. Too much success, to the point of being perfect, or too little success, to the point of ridiculous angst? Of course a Mary Sue! Too strong a character, too weak a character, a name that was just a bit too exotic…

Needless to say, I was paranoid about playing female characters in Freeform RP for the longest time. I tended to gravitate towards male characters as if playing a guy made me a better person and storyteller somehow. When I did play female characters, I ate accusations of playing a “Sue”. There was no escaping it.

Mary Sue - Streets of Fire

Really, Tabletop RPGs are about playing the cast of Streets of Fire in varying scenarios. This includes the ladies.

A couple of friends invited me to a tabletop game in 2009 and I discovered something marvelous: women gamers not ashamed to play badass ladies and who didn’t ponder if their characters were legit or not. They were too busy having a good time. It took me awhile to get used to the idea of playing a woman who chewed scenery, was larger than life and wasn’t a carefully-designed-to-be-as-inoffensive-as-possible, but I eventually got over myself.

The nature of Tabletop RPGs solves most of the Sue problem. Ideally, everyone is playing a character who’s over the top already. The character sheets and stats keeps the PCs mostly in line with each other, if not the rest of the world. The dice randomly determine success or failure. You can have a character who’s had a ridiculously bad go at it, but the assumption is that you had bad luck with dice rather than created a character for self wallowing. And, if you have a winning streak, the whole party cheers with you. That party support makes all the difference. You don’t have to be afraid of a stranger judging you for playing your gender “wrong”.

I miss some of those old Freeform games I was in, but I doubt I would ever make the switch back. A Tabletop session might only be a few hours every other week or once a month, but it’s worth the wait for a few hours of gaming glory instead of hanging out in a chat room and being ignored for daring to play a woman in a roleplaying game.

Me1979

It’s Christmas, 1979.

I’m five years old, Pierre Trudeau is prime minister (again).  Tim Hortons doughnuts are 50 per cent bigger than nowadays, but 500 per cent more likely to taste like an ash tray.  Wayne and Shuster are on TV, and my teenage cousin is playing Advanced Dungeons and Dragons.

I spent that Christmas in Brockville, visiting my grandparents and aunts and uncles on my dad’s side. I’m allergic to cigarette smoke and cats, but I don’t know it yet. The house has both smokes and cats in ample supply, leading to a frantic late night E.R. visit when my left eye swelled up and turned bright red. That’s pretty much all I remember about that trip, that, and the fact that my cousin was playing a strange game. Hours before bedtime (when my eye was still “just a little itchy”), there was a break in the game. I snuck into the side room where my cousin played, to investigate his strange game of toy soldiers with swords.

The room where they played was littered with miniatures and hand-built terrain, which did double duty as landscape for my cousin’s collection of 1:35 military models. I couldn’t read yet, but I was fascinated with one of the books. It depicted strange and wonderful creatures locked in combat, both above and below ground.

I was in high school before I saw that book again, and realized it was the first edition of the AD&D Monster Manual.

***

 It’s summer, 1983.

me1983b
I’m nine years old. I know how to read and I’m reading voraciously. Fantasy, science-fiction and science-fact, military history, the Bible, trashy creation science books, equally lurid parapsychology paperbacks –  anything with blood and death or magic and mystery in it. I am devoutly religious to the point of paranoia, convinced of the physical existence of demons who imperil my immortal soul.

The Cold War is in its last hysterical spasm. Nuclear war by 1990, say all the grown-ups, right up to the U.S. president. Nuclear war, or the Anti-Christ, or both. It’s one of the hottest summers on record. We don’t have air conditioning, or a television, or a car. I spend a lot of time reading in a blazing hot living room.

A few times a month, I navigate to the library on my bike through a scar of undeveloped land that cuts through several neighbourhoods. We call it the Pipeline. In 1983 it’s a muddy dumping ground, haunted by angry dogs and bullies from the wrong side of the tracks. It takes the better part of an hour to get to the library, and I imagine it as a passage through the Mutara Nebula, my BMX a scout ship sent to bring back information from the distant repository of antiquity.

One day, I found a copy of an unusual book. It looked like a sword and sorcery novel, but it was also a game. Like a Choose Your Own Adventure, but better. It was called Warlock of Firetop Mountain, a Fighting Fantasy novel. These were solo roleplaying games. Using a basic system and six-sided dice you’d navigate a dungeon or city or haunted house or a space ship, and I was hooked. I built up a collection of them over the next few years. They were an escape from the anxiety and paranoia of the real world.

***

It’s January, 2013.

girls2013
I’m 38 years old. I have two daughters. I’m acting as game master, running their characters through Warlock of Firetop Mountain. It takes hours, but their attention doesn’t waver. They managed to sneak past the sleeping orcs, reason with the raving prisoner, puzzle their way through the Maze of Zagog, slay a dragon and claim the Warlock’s treasure. They’re hooked, just like I was, 30 years before.

I generally count my formal start in this hobby sometime in April, 1987, when I received a copy of the FASA Doctor Who RPG for my 13th birthday. It was the first “real” role-playing game I owned, and within weeks I was playing with my friends in the library of our private Christian school. That means this year will mark 26 years of being a “real” gamer. In that time I’ve been a player, a game master, a play tester, and a paid game writer. I’ve earned more money writing roleplaying games than I’ve spent buying them, though not much more.

But although 1987 was the year I started playing, it seems clear that the seeds of the gamer personality had sprouted a long time before. There’s the escapism, the attraction to the fantastic, the macabre and wonderful. I’ve never grown tired of the hobby because it is a perfect outlet for my personality.

The author George R.R. Martin once wrote:
“Fantasy is silver and scarlet, indigo and azure, obsidian veined with gold and lapis lazuli. Reality is plywood and plastic, done up in mud brown and olive drab. Fantasy is habaneros and honey, cinnamon and cloves, rare red meat and wines sweet as summer. Reality is beans and tofu, and ashes at the end. We read fantasy to find the colours again, I think. To taste strong spices, and hear the songs the sirens sang.”

I think we play games for the same reason.

 

Who?

My name is Rob. I am a geek living in Toronto, Ontario, Canada.  I’ve been playing roleplaying games for just over a decade. I started out playing Advanced Dungeons & Dragons 2nd edition, and stuck with D&D into 3.0, 3.5 and 4e, with a few of White Wolf’s World of Darkness games sprinkled in.  I’ve since moved on to everything from Savage Worlds, ICONS, and Jaws of the Six Serpents to Fiasco and Starblazer Adventures. My current gaming obsessions are Marvel Heroic Roleplaying and Dungeon World.

Along the way I’ve played some card games (mostly Magic the Gathering), War Games (mostly Warhammer and Warhammer 40,000; the current obsession is Fantasy Flight’s X-Wing Miniatures Game), Video Games (wasn’t Mass Effect great?) and Board Games (go play Lords of Waterdeep, Settlers of Catan or Arkham Horror, they are a blast!).

If you really drill down to my roots though, it all started with Steve Jackson’s and Ian Livingstone’s Fighting Fantasy books.

Why?

I’ve had a long fascination with how things work, and why things work; when it comes to gaming, I’ve always fallen on the “System Matters” side of the debate (not more than setting and players and all those sorts of things, but it is an important variable.). I’ve enjoyed reading other’s thoughts on the topic and think there will be some value, if only therapeutic, to throw my voice into the mix.

Additionally, a lot of the games I have been running have a strong culture of fan-made adventures and content, and I plan to post some of the stuff I’ve created for others to make use of as they see fit.

Wait… Thac0s at Midnight? Huh?

mmm. thac0s…

homer-drool

Welcome to Thac0s at Midnight, my roleplaying-and-other-nerdity blog.

Who?

My name is Rachelle. I’m a nerd living in Toronto, Ontario, Canada. I’ve been roleplaying since only about 2009. This means that I’ve somehow dodged the full impact of the nostalgia waves driving parts of the RPG industry, although I’m enjoying the benefits of the current state of the industry.

My experience in the gaming industry is much longer. I worked in Fantasy Sports for five years. I’ve since left the industry but industry hasn’t left me. Your debates about jocks vs geeks mean nothing to me.

My tastes in gaming are all over the place. My household’s gaming collection has everything from D&D to Dogs in the Vineyard. My true gaming love is unquestionably West End Games Star Wars. The engine shows its age, but I adore the fluff written for it. With games I’ll try almost anything once. My breaking points are more along the lines of terribad GMs.

Why?

I talk about gaming a lot. It’s a hobby, but it’s fun to rip apart game systems, see how they work, and figure out what they can do. Several of my friends have suggested writing a gaming blog discussing my opinions on games, especially given that some of these opinions are related to smaller systems or systems that have very little coverage online.

Consider this less “Let me tell you about my characters” and more “Here’s some ideas on how to get more out of your gaming experience”.

I have no dreams of discussing the flaws of games on the market and how my world’s greatest game will fix them. I’ve done my time in the gaming field already.

Wait… Thac0s at Midnight? Huh?

Tacos at Midnight was the name of a Doritos flavour. It was a lovely name, but the chips were horrible.

I also have a soft spot for the idea that late night TV being the realm of the nerdy and quirky before informerials and the internet.