Archive for April, 2018

Killer Mermaids

Well, it’s been a week and a half since I resigned from my teaching position. In that time, I’ve not had a single migraine, which is a great improvement from the almost daily pain. My blood pressure has also improved, and the tinnitus in my right ear is all but gone. My tutoring services have born fruit. I tutor an hour every day Monday through Friday, I’ve had another contact, and I have a meeting Friday with director of a home-schooling co-op about offering my expertise to families during the summer.

Best of all, I’m able to do stuff at home other than get home late and then fall asleep by 2000. For example, all by 0930, I dropped my son Christopher off at university, went to the grocery store, and played my wife Katrina in Words With Friends. Later today? I’m going to get some writing done.

Earlier this week, I watched Killer Mermaid via Amazon Prime. It’s kind of fun, mashing together a serial killer, a monster, and some beautiful locations. Of course, this also means I have to stat up the killer mermaid, once again using Mutant Future.

Killer Mermaid
Alignment: Chaotic
Movement: 30′ (10′); Swim: 120′ (40′)
Armor Class: 6
Hit Dice: 4
Attacks: 3 (claw/claw/bite) or 1 (tail)
Damage: 1d4/1d4/1d6 or 4d4
Save: L4
Morale: 8
Hoard Class: VI
XP: 300

Mutations: Echolocation, Increased Smell, Metamorph, Siren Song

Killer mermaids are Mutant Human females adapted to life underwater, but capable of breathing air as well. Killer mermaids have two forms: a monstrous one (shown in the picture above), and a secondary form in which they appear as beautiful women with the tails of fish. In this latter form, killer mermaids can only attack with their tails, which inflict 1d6 points of damage due to the lack of barbs and spikes. It takes a killer mermaid two full rounds of inactivity to change form. In either form, killer mermaids gather information about their surroundings via natural sonar to a range of 90 feet. Due to their sonar, killer mermaids receive a +2 to hit in combat. Killer mermaids also have an exceptional sense of smell, able to pick out and identify scents out to 180 feet. Creatures downwind or downstream can never surprise a killer mermaids.

In their beautiful woman form, killer mermaids may emit a hypnotic, ethereal song that affects a designated Mutant Human and Pure Human male within 180 feet. Roll 2d6+7 to determine a killer mermaid’s WIL. The killer mermaid makes a mental test against its target. Success renders the target incapable of violent action and with an irresistible desire to to embrace the killer mermaid. The effects last only until the start of the killer mermaid’s next turn, but the killer mermaid may re-target the victim each round it remains within range.

Killer mermaids speak their own language.

April 18th, 2018  in RPG No Comments »

The Creeping Terror

A week ago, I resigned from my teaching position. Starting tomorrow, I go from unemployed to semi-employed. I’ve started offering my services as a private tutor. You can read about me here.

Also, during my abundant spare time last week, I released Narvon’s Sinister Stair and The Bishop’s Secret, two short adventures for Swords & Wizardry and Swords & Wizardry: WhiteBox, respectively.

I also watched The Creeping Terror, one of the worst movies ever made, which explains what follows for use with Mutant Future.

Nearly 20 feet long, covered in both fur and some sort of chitin, multiple eyestalks bobbing about as it shuffled forward, emitting the most terrible noises, the creeping terror advanced through the hail of bullets and arrows, seemingly unconcerned about the damage it suffered.

Creeping Terror
Alignment: Neutral
Movement: 60′ (20′)
Armor Class: 5
Hit Dice: 10
Attacks: 1 (bite)
Damage: 3d8
Save: L5
Morale: 10
Hoard Class: None
XP: 2,400

Mutations: Alien Physiogomy, Digestive Analysis, Sonic Paralysis

Some alien civilization engineered creeping terrors as a means of testing the native fauna of distant worlds, perhaps to see if those worlds would be suitable for colonization. Due to their extraterrestrial origin and Alien Physiogomy, creeping terrors can withstand incredible punishment. They take half damage from physical attacks, and they are immune to poison and radiation. Creeping terrors move slowly, dragging themselves forward with two blunt feet and undulating their lengthy torsos in a series of motile contractions.

When they sense prey, creeping terrors emit a cacophony of shrieks and howls. Living creatures within 30 yards of the creeping terror must attempt a Stun Attacks saving throw. Failure induces sonic paralysis for 2d4 turns. Affected creatures stand motionless, perhaps screaming and gaping in fear, but otherwise unable to act. Creeping terrors attack with a powerful bite. On an attack roll of 19 or 20, the target is swallowed whole, and takes 3d8 points of damage per turn from the creeping terrors powerful digestive enzymes (see page 58, Mutant Future, for more details about paralysis and swallow attacks).

Within the digestive tract, creeping terrors have a variety of alien technological artifacts that analyze creatures swallowed whole. Powerful transmitters send collected data into space, presumably to be collated and studied by whatever alien creatures create creeping terrors.

April 15th, 2018  in RPG, Spes Magna News No Comments »

Lilacs Out of the Dead Land 4

Four days later, Jones’s murder was still news. The police still issued little more than boilerplate statements. The housekeeper had found the body. The police had found Sharon’s hair and the news article about her disappearance. Scrutiny fell on Sharon’s surviving family members, but nothing came of it. No evidence connected them to the murder; they all had alibis. Even if thoroughly interrogated, none of them could tell the police anything. Jared had had no contact with any of the family. Miriam, Sharon’s sister, would have received the necklace by mail already. The envelope had no return address. The postmark was hours away from Jared’s home.

Jared switched from the radio to CD and walked to the kitchen to pour another cup of coffee. Placido Domingo as Leandro defended Morala. Leaning against the counter, cup in one hand, phone in the other. A thumb pushed buttons.

After three rings, a woman’s voice answered. “Prescott Investigation.”

“It’s me,” said Jared. “Anything?”

“I managed to isolate a reflection. It’s partial, but pretty clear. Voice analysis concludes the camera operator was male, definitely foreign, probably Albanian. He was tall, maybe close to your height. All in all, I doubt there’s enough for identification.”

“Call Ira. Your office.” Jared glanced at the clock. “One o’clock.”

The line disconnected. Jared walked back to the living room, sat on the sofa, placed the cup of coffee next to the bottle of Excedrin. Also on the table was Jones’s the toothbrush in a Ziploc baggie. Two pills later, Jared pulled the toothbrush from the baggie. He held it between forefinger and thumb. The familiar scent of flowers announced Jones’s appearance.

“What the hell!”

Jones stood in the middle of the room, nude, bearing the signs of his last minutes alive. He staggered away from Jared. Jones’s bare feet made no sound.

“You! You son of a bitch! What did you do to me?”

Jared leaned forward, looked Jones in the eye. “I killed you. You’re dead. Calm down.”

A calmness spread over Jones, through him. He looked at the hole in his hand, and the discolored wrist. He touched the gash in his chin, looked down at the bullet holes in his chest.

“How is this possible?”

Jared pointed to the chair across the room from the sofa. “Sit down.” Jones sat down. The cushion didn’t move as Jones was now weightless. “I enlisted in the Army when I was eighteen. Infantry. Ranger training. Half way through my second tour, I applied for Delta Force and was accepted. Made it through. My life really changed after that. I hunted high-priority targets, first in Iraq, then later in Yemen.”

“You were an assassin.”

“No,” Jared said. “Then, I was a soldier, and I was a good soldier. I became an assassin later. After several years with Delta, I was recruited by the Central Intelligence Agency. Real black ops. More training. I was the killer man’s son and then some. In the tangle of lies and spies, I lost my way. I stopped being a soldier.”

Jared took a deep breath, sipped his coffee. Jones studied his killer. The last time Jones had seen him, Jared had been nearly naked, armed, wired for violence, quick to inflict pain. He was different now, sitting on his sofa in his living room, dressed in sweats and T-shirt, sipping coffee, talking about his past and lost ways.

“What the hell does that have to do with me? Being here? I dead, but I’m here. I shouldn’t be here. I shouldn’t be at all.”

Jared chuckled, but only briefly. “Your file said you were an atheist. You were raised Southern Baptist. Your father was a deacon.”

“My father was a violent drunk,” Jones said. “There’s no God. All that church stuff is a load of crap.”

“Right,” Jared said. “When you die, you’re nothing. Just worm food.”

Jones looked away from Jared’s stare, from his knowing grin. “You’re telling me it’s true? Heaven and Hell, Jesus Christ and the devil?”

Jared shook his head. “I don’t know about that. I just know I can call spirits, ghosts, whatever you want to call yourself, from wherever you were before I called you. I know. I know. You don’t remember anything after you died. Every one of you tells me that, but I’m getting ahead of myself. I was working black ops. I’d stopped being a soldier. I’d become an assassin, a murderer. Then, one day years after I’d started that part of my life, I took a bullet.”

Jared pushed his hair back, exposing the scalp at the hair line just to front of his left temple. The flesh was scarred, a rough circular pattern.

“I was dead for nearly five minutes. There’s still a small fragment of skull lodged in my brain. When I came back, I was medevaced to Zinjibar. In the hospital, I could see the recently dead, walking around, confused, sad. Happy some of the time. They never lingered for long. When I was well enough, I was shipped back stateside. I had a souvenir. A kris I’d taken from a terrorist I’d killed. When I touched it, he appeared. Scared me. I dropped the weapon, yelled at him. He vanished. That’s how I found out.”

Another sip of coffee. Jared rubbed the back of his neck, massaging down the rising pain.

“I did some research. Necromancer. Psychopomp. Medium. I don’t know what I am, or how I can do what I can do, but I know what I can do. You’re mine until I choose to let you go.”

Jones’s jaw trembled. “Then what?”

Jared shrugged. “I don’t know. Maybe you go to Hell. Maybe you just cease to be. Until then, you’re going to help me.”

“How?”

“Sharon, the girl you killed, the girl you raped while she was dying. You didn’t find her on your own. She was brought to you. Right?”

“Yeah,” Jones said, and then looked confused. “Why did I answer you?”

“I told you that you’re mine,” Jared said, “and the dead speak only the truth. You can’t lie to me or to yourself. Not anymore. That’s why you’re going to help me. I’m going to find those responsible for Sharon’s death.”

“And then what?”

“And then I’m going to kill them all.”

April 11th, 2018  in RPG No Comments »

On the Air: A Playtest Review

Before we get to the meat of this post, a few announcements.

Most significantly, I’ve resigned from my teaching position. Why? Here’s the short version: The hours I had to work to stay caught up with all the administrative and teaching duties caused sufficient stress that my health suffered. The most bothersome signs were the almost-daily migraines and the hypertension-levels of blood pressure. I’m not a young man any more, and the one heart attack I’ve had was one too many. Of course, I’m not pleased with having to leave before the end of the school year, but the prospect of two months more of pain, dizziness, et cetera, was too daunting.

So, for the third time since June 1985, I’m unemployed, but I’m confident that, just like those other times, this too is a temporary setback. In the meanwhile, I’m planning on staying busy. Yesterday, for example, I drove my wife Katrina to work, ran some errands with my son Christopher, did some chores around the house, cooked dinner, and so far today, I’ve prepared biscuits and sausage gravy for breakfast and typed this post.

Later today, I’ll attend daily Mass at Our Lady of Walsingham, do a few more chores, probably go with Katrina to the gym after she gets done with work for the day, and try to get caught up on a few writing projects, first of them being Dangerous Monsters 3.

And, the last announcement: My son Christopher has a part in a university stage production of Pride and Prejudice, and rehearsal this Saturday takes him out of the DM chair for our ongoing 5E D&D adventures in and around The Village of Hommlet. The rest of us plan on gaming. I’ll be running Save Innsmouth: A Student Documentary for The Cthulhu Hack, doing it in a style somewhere between Memento and Friday the 13th.

And now for some proper gaming content!

Do you like the radio dramas of the early decades of the 20th century? Have you dreamt of a roleplaying game designed to emulate the radio drama genre? If so, then you owe it to yourself to checkout On the Air by Spectrum Games, which can purchased for a mere $4.95 from DriveThruRPG.

I had three players: Christopher, Terry, and new guy Leroy (which makes him the first actual Leroy I remember ever meeting). On the Air (or OtA hereafter) instructs the Director (read: gamemaster) to design a series, complete with a sponsor, a small cast of primary characters (PC), and however many supporting characters (SC), recurring or not, that fit the narrative. I completed the all of the above except for the SC, which we more or less made up on the fly during the game. You can admire my game prep and in-game notes in the pic below.

The series was Uncanny Worlds, sponsored by Estrella Coffee, and the episode title was “The Flying Jungle of Bellatrix”. The main cast of characters was Captain James Augustus Church, Lieutenant Commander Doctor Lana “Brains” MacAvoy, and Technology and Science Android XJ14 (TASA, for short). You can see the PCs here. Christopher played “Brains”, Terry played TASA, and Leroy played Captain Church.

The set-up introduced the episode by title, plugged the sponsor, and then described how the shuttlecraft from Space Exploration Teams Incorporated space rocket Ambition descended into Bellatrix’s atmosphere, heading to the largest of the famed flying jungles in a search for valuable deposits of floatanium, a rare anti-gravity element essential to space travel. Just as Shuttlecraft Navigator Trotsky announced, “Land ho, Captain!”, the shuttlecraft’s klaxon blared. A monstrous pteradon roared out of the clouds, claws extended, intending to prey on the shuttlecraft.

Which brings us to OtA‘s central mechanic: the Intention.

The players decided that they wanted to evade the pteradon while firing blasters out a porthole as the shuttlecraft came in for a safe landing on the flying jungle. In a traditional RPG, this would most likely be played out round-to-round, involving various skill checks and attack rolls. Not so with OtA. With the Intention system, what’s important isn’t the journey, but the destination. Everything is resolved with a single roll of the dice, and the results are narrated radio-drama style.

If you looked at the characters, you noticed they have three ability scores: Adventure, Thought, and Drama. Each score is rated, usually between -1 and 2 (but rules do include the possibility for higher ratings for super-heroics). Here’s where we hit our first foggy area in the rules, which seem to written based on the assumption of one Director and one PC.

The PC with the Intention figures out his total score based on the appropriate trait, perhaps tagging a Descriptor (such as Church’s “Former Space Soldier”). The total score may be adjusted by the opposition of an SC (such as the pteradon, which I arbitrarily decided was SC 3). Since multiple players described how their characters helped, I allowed multiple ability scores to determine the group’s total, and then reduced that total by 3 to reflect the difficulty of the encounter. One player then rolled the number of dice as shown on the “How Many Dice Do I Roll and What Do I Keep?” table. The total, which may be adjusted by Airwave Tokens (more on these later), is checked against the “Intention Results Table” to determine what happens.

An episode (read: adventure) has a time limit, which is defined by a certain number of Intentions. Since our series Uncanny Worlds has a broadcast time of 30 minutes, the episode is limited to 10 Intentions, which means the players get to roll the dice 10 times during the course of the game. Once all 10 Intentions have been used, the episodes ends, perhaps in a cliffhanger (as happened in our game session). Keep in mind that the 30 minute broadcast time is a narrative fiction; it’s not the length of the game session itself, which for us ran to about 4 hours with quite a lot of hemming and hawing and goofing off.

The “Intention Results Table” will be very familiar to anyone whose played Dungeon World or other games Powered by the Apocalypse. A 2-6 total results in a failure, which is narrated by the Director; a 7-9 means the player chooses between a Controlled Failure (narrated by the player) or a Conditional Success (narrated by the Director); and a 10+ is a Success narrated by the player.

(Nota Bene: The pulp-style cover to the right was made using Pulp-O-Mizer.)

Which brings us to narrating the game. Since OtA emulates radio dramas, everything must be described as if the game had an actual audience of people who can only hear what is happening. This includes the players and Director making appropriate sound effects. OtA has many paragraphs of advice on how to do this, and, at least for our group, it was easier to read about and explain than actually do. We’re programmed for traditional RPGs, where the audience isn’t an imaginary construct listening to the players through a radio, but rather is just the people actually in the room. Several times, we had to remind each other to explain how, say, certain hand gestures or facial expressions would be conveyed to people who couldn’t see them.

Our narrations included using Airwave Tokens to edit the scene, repeated endorsements of Estrella Coffee (almost always delivered in character as part of the episode’s dialogue), and one station break to directly advertise Estrella Coffee (the latter activity earning a Sponsorship Token). Airwave Tokens are like action points or hero points common to many games. They are earned when the Director tags a character flaw, for making sound effects (once per scene), or for being clever and/or true to the genre. Players start with two Airwave Tokens, they’re easy to earn, and the players spent theirs freely for scene editing, power tagging, and boosting.

If a character has a relevant Descriptor to include with an intention, one die in the dice pool gets upgraded to a d8. A tagged flaw reduces one die to a d4. With power tagging, one more die gets upgraded to a d8. The Sponsorship Token was earned for roleplaying the advertising segment, which highlighted the virtues of Estrella Coffee by the primary characters and included the main antagonist saying Estrella Coffee’s noble flavor offended his evil palate. A Sponsorship Token can be earned only once per episode. The rules appear somewhat vague to me about which player, if any, “owns” the Sponsorship Token. We treated it as a group resource. At the end of the episode, Christopher used the Sponsorship Token for an automatic success to save Captain Church.

During the episode, the PCs formed an alliance with the Jaguar Men of Bellatrix to oppose the nefarious forces of Ying the Heartless from the planet Thongu. Ying’s soldiers had enslaved many Jaguar Men, forcing them to work in the floatanium mines. There was trouble with a T-Rex, whose floatanium-infused scales made it remarkably agile. Captain Church and TASA were captured and sent to the mines after a daring attempt to escape by riding swiftly on boaboa birds, a noble effort thwarted by a hypno-cannon. “Brains” was also captured, and taken to the tent of the Thongu captain, who later was revealed to be Captain Church’s long-lost brother Gregory. There were thrilling escapes accomplished by digging through the bottom of the floating island while “Brains” drugged Gregory and used the shuttlecraft to rendezvous with Church, TASA, and many Jaguar Men in the sky beneath the flying jungle.

At this time, the Jaguar Man leader revealed that the Thongu soldiers had a sonic transducer set up to transmit the “heart of floatanium” that enabled the jungle to fly. TASA and “Brains” lead Jaguar Men into the mine to face the giant crab monster guarding the sonic transducer while Church engaged his treacherous brother in single combat. TASA used the sonic transducer to teleport the giant crab to Thongu, but not without TASA being transported as well. Church lost to his brother, but the intervention of the Sponsorship Token changed the narration so that Trotsky came roaring in on the shuttlecraft with Jaguar Men reinforcements from another village, thus saving the day.

The episode ended with a cliffhanger as TASA and the giant crab appeared in the sonic transducer reception chamber within the palace of Ying the Heartless on distant Thongu.

Throughout the episode, there were lots of sound effects, repeated dialogue singing the virtues of Estrella Coffee, and plenty of ham and cheese in the form of overacting and punny quips. We even had a recurring subplot about supporting character Security Lieutenant Wilson’s unrequited love for “Brains” remaining unrequited despite his best efforts to win over the good doctor.

All in all, OtA was great fun. It is rules light, and all of the rules are aimed at emulating the radio drama genre. The only other genre-emulation game published by Spectrum Games I’ve played is Cartoon Action Hour, which is also great fun. I don’t see OtA becoming our main game, but I definitely want to play it again.

April 10th, 2018  in Spes Magna News 3 Comments »