Posts Tagged ‘ The Cthulhu Hack ’

Augenfarben-Tafel

I’ve not gotten much writing done in the past several weeks. No good reasons why. I did start outlining Commandos & Cultists, a mash-up of The Cthulhu Hack and WWII: Operation WhiteBox. As I’ve written once before, the heroes in ComCul fight against the Thule Society, an occult society that directs much of Nazi Germany’s occult activities, operating through the Heereswaffenamt (HWA) (with its Wissenschaft (HWW) and Okkulte (HWO) divisions) as well as the Ahnenerbe, a Nazi-backed archaeological and occult organization. (Nota Bene: These groups come from the “Mini-Setting: Nazi Occult” section of WWII: Operation WhiteBox.)

The real Thule Society was founded in the early 20th century. It was a bizarre mixture of neopaganism, anti-Semitism, eugenics, pan-nationalism, and occultism. Heinrich Himmler, Reichsführer of the Schutzstaffel, strove mightily to make his devotion to the racialist occultism of the Thule Society into a sort of state religion for the Reich, envisioning Thule Society beliefs replacing other religions, especially Christianity, which Himmler loathed. An important part of Thule-inspired doctrines involved discovering the undiluted blood of Aryan descendants. Those with pure Aryan blood were destined to rule. Others were fit to serve, except for the lowest of the Untermensch, which had to be exterminated.

To assist with the racial classification and establishment of the race-based caste system, Munich-based Lehmann Publishers, a publisher of eugenics materials, manufactured the Augenfarben-Tafel shown in the picture. The glass eyes show 20 different eye colors used by proponents of Nazi racial ideology to help better classify individuals based on their suitability for various state-granted privileges, such as those related to marriage and children.

A small number of Augenfarben-Tafel possess magical properties. Various high-ranking Nazi officials, especially those assigned to the HWA, own magical Augenfarben-Tafel. A person carrying a magical Augenfarben-Tafel is surprised 1 in 6 times and suffers only a -2 penalty to hit invisible foes. The carrier also enjoys a +1 bonus on saving throws against being blinded. Fully 75% of magical Augenfarben-Tafel enable the user to cast Darkvision (50%), Wizard Eye (25%), or both (25%). Spells cast via a magical Augenfarben-Tafel can be used once per day.

January 14th, 2020  in RPG 2 Comments »

Ach! Your Mustache…!

Well, I’ve still not gotten much writing done. Pretend I’ve listed all of the excuses here instead of this sentence. That said, my attention deficit slipped into attention surplus long enough for me to complete about thirteen pages of Commandos & Cultists, a sort of The Cthulhu Hack, The Black Hack, and WWII: Operation WhiteBox mash-up. (I’ve mentioned this once before in another post.)

Once of the aspects of The Black Hack (TBH) that I’ve read (and cribbed for my own work) several times relates to how measurements of time are abstract. The basic unit of time is the moment. In general, moments are fleeting, lasting no more than a few seconds. In another words, a moment in TBH corresponds to a melee round in D&D.

As I was working on Commandos, I had a minor epiphany. Since TBH treats time as relative, not all moments are as momentary as other moments. When appropriate to the story played out in a game session, a moment might be six seconds long (a modern D&D melee round), a minute long (an AD&D melee round), ten minutes long (an AD&D turn), et cetera. But, in the final wash, if the GM can measure every PC’s individual actions with an identical unit of absolute time, then that unit of time can be treated as a single moment.

For example, a team of commandos wants to spread a bit of chaos and fear in the enemy ranks. The commandos plan out a campaign of nocturnal harrassment that lasts for three nights. The GM decides to treat each night as a single unit of time during which each commando can accomplish three tasks. For each commando, two of these tasks are moving into and back out the enemy lines. The third task might be stealing food, sabotaging a vehicle, absconding with classified documents, disrupting communications, et cetera.

In keeping with TBH‘s action resolution system, each commando’s actions would be resolved with a single die roll, using whichever ability score seems most appropriate. Sneaking behind enemy lines? Dexterity. Disguising oneself as a high-ranking officer and bluffing one’s way behind enemy lines? Charisma. Sloshing through a half mile of rat-infested sewer tunnels? Constitution. It doesn’t matter that each one of those tasks would take longer than a moment when measured with a stopwatch. Game-wise, treating each action as a bit of narration followed by a single die roll suffices to keep the action moving.

So, back to the commando team and their three night campaign of harassment. Each night has the potential to be resolved by as few as three d20 rolls per commando. Should a roll fail (“Ach! Your mustache has fallen off!”), then all of sudden time compresses, and a moment that before might have lasted for a few hours suddenly becomes a series of seconds-long moments in which a commando has to fight for his life.

December 12th, 2019  in RPG No Comments »

Operation: Lovecraft?

Nota Bene: The H.P. Lovecraft picture is from Publishers Choice Quality Stock Art, copyright Rick Hershey/Fat Goblin Games.

Yes, I know about Achtung! Cthulhu. By all accounts, it’s a great game, but I don’t own it. I do, however, own The Cthulhu Hack and WWII: Operation WhiteBox, which are also great games. So, what if I combined the latter two, while perhaps drawing some inspiration from the second edition of the also-great The Black Hack?

In my mash-up, the PCs fight against the Axis. They’re also fighting against the Thule Society, an occult society that directs much of Nazi Germany’s occult activities, operating through the Heereswaffenamt (HWA) (with its Wissenschaft (HWW) and Okkulte (HWO) divisions) as well as the Ahnenerbe, a Nazi-backed archaeological and occult organization. (Nota Bene: These groups come from the “Mini-Setting: Nazi Occult” section of WWII: Operation WhiteBox.)

Some character classes come from WWII: Operation WhiteBox. These are the Charmer, Combat Engineer, Grunt, Maquis, Sniper, Tactician, Wheelman, and Überläufer. There are also civilian assets, specifically the Bruiser, Ruffian, Adventurer, Philanthropist, and Scholar, all adapted from The Cthulhu Hack. Or, at least at the moment, I’m thinking that’s how things could work out. Thus, a group of PCs could be comprised entirely of commandos, entirely of civilians, or of a combination of the two. I also might adapt The Cthulhu Hack classes into expanded background “packages” for the military and partisan classes.

For example, let’s explore what the Charmer might look like. This is a very rough draft. The Commando Usage Die would apply to doing commando things, like scaling a cliff, setting an explosive charge, et cetera. It represents the “Special Forces Training” rule found in WWII: Operation WhiteBox (p. 37). Flashlights, Sanity, and Smokes work as described in The Cthulhu Hack.

The Charmer
Charmers rely on a combination of wits and natural charisma to influence others and avoid trouble. They often play support roles in operations, acting as negotiators, translators, and liaisons, but charmers can pull their weight in a fight when necessary.

Starting Stats
Starting HP: 1d6+2
Starting HD: 1d6
Attack Damage: 1d6 or 1d4 in unarmed

Usage Dice
Commando: d6
Flashlights: d8
Sanity: d8
Smokes: d10

Special Features
Detect Deception: Roll with Advantage when attempting to detect deception.

Loyal Allies: The Charmer has a special Loyal Allies Usage Die that starts at a d4. Given time and the proper means and location, the Charmer can call upon a number of allies equal to the Usage Die roll.

His Mind of His Own: Roll with Advantage when resisting attempts to influence the Charmer.

Gaining a New Level
Acquire and share a number of Experiences equal to current HD to advance a Level. When a Level is gained:

Attributes: Roll 1d20 for each Attribute. If you roll over, that Attribute goes up by one. Make an extra roll for either Dexterity or Charisma.

Hit Dice: Gain one HD. Roll 1d6 and gain that many additional maximum HP.

Usage Dice: At every odd-numbered level, increase one Usage Die by one step.

November 27th, 2019  in RPG No Comments »

The Diablo Giant

Giant from the Unknown strives to be a B-movie, but doesn’t quite succeed. Made in 1958, this horror movie stars Ed Kemmer (who?), Sally Fraser (who?), and Buddy Baer (the hulking heavyweight boxer and uncle of Jethro Bodine). The movie’s plot involves archaeology, xenophobia, police incompetence, a cute blond with a pistol who still needs rescuing, and a resurrected conquistador whose hobbies include lumbering, lurking, and killing women. Despite all of this, the movie still manages to be dull and not the least bit scary. After the movie poster, you’ll find stats for the Diablo Giant, the film’s monster, suitable for use with The Cthulhu Hack.

The Diablo Giant
Nearly seven feet tall and weighing more than 300 pounds, clad in a breastplate and helm, armed with a battle axe, still caked with the dirt of the grave, the Diablo Giant’s eyes glow with bloodlust.

Hit Dice: 4 (1d10 damage)
Notes: The Diablo Giant possesses enormous physical power. STR Saves against it are made with Disadvantage. It takes half damage from firearms and electricity.

——

In Spes Magna Games news, I’ve just ordered my proof copy of the print-on-demand The Four Color Hack. Going from PDF to POD has been an arduous possess, which has included getting ripped off by one layout person and stressing another layout person probably more than is necessary trying to divine the arcane procedures necessary to upload an acceptable cover. I should have the proof copy some time next week. If all looks good (fingers crossed!), the POD The Four Color Hack should be available for purchase before the end of July.

Huzzah!

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 »