Spec Ops in Various Systems

In a series of posts over at Sword’s Edge, I talk about using light systems for modern military, special operations-type characters. I wrote them because I’m thinking about writing a Spec Ops style adventure using our Sword’s Edge System. I’ve always kind of thought I needed crunchy, robust systems to model military adventures. The posts helped me to rationalize my options, make me consider what different rules sets can deliver.

As part of that, here are some examples of a “shooter” style character—a sniper or other weapons specialist—in different rules sets. I think each system provides different advantages, but I think I’m happy with what SES can do.

You can read the articles here (part 1), here (part 2), and here (part 3).

And have a look at d20 Modern, Modern20, True20, and SES.

The characters are using gear that would not stand out in a post-Soviet, Central Asian Republic—just like the one found in the Albenistan series.

D20 Modern
Tough Hero 2/Combat Hero 2/Sniper 2: CR 6; HD 2d10 plus 2d10 plus 2d8; hp 34; DR 3; MAS 11; Init +3; Spd 30ft.; Def 19, touch 18, flatfooted 16; BAB +5; Grap +6; Atk +6 melee (1d4+1, combat knife), or +8 ranged (2d10 SVDS), or +8 ranged (2d6, P226); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Det 7, the mission; SV Fort +5, Ref +6, Will +3; AP 32; Rep +2

Str 12, Dex 16, Con 11, Int 14, Wis 16, Cha 10
Skills: Balance 4 (+7/+5), Climb 5 (+6/+4), Concentration 5 (+5), Escape Artist (+3/+1), Hide 8 (+13/+11), Jump (+1/-1), Listen 5 (+10), Move Silently 8 (+13/+11), Speak Language (Arabic, Farsi, Pashto, Urdu), Spot 8 (+13), Survival 4 (+7), Tumble (+3/+1).
Feats: Alertness, Armour Proficiency (light), Dead Aim, Far Shot, Personal Firearms Proficiency, Precise Shot, Point Blank Shot, Simple Weapons Proficiency, Stealthy.
Talents (Tough Hero): Remain Conscious
Class Features (Sniper): Improved Dead Aim (+3), Improved Far Shot, Massive Shot
Occ: Military (Hide, Move Silently; Personal Firearms Proficiency)

Possessions: Izhmash SVDS sniper rifle; 6 SVDS magazines; Leupold electro-optical scope for SVDS; removable silencer for SVDS; Norinco P226 autoloader pistol; 4 P226 magazines; removable silencer for P226; combat knife; binoculars, electro-optical; chem-lights (5); compass; flashlight; map, area; load-bearing vest; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); rope (synthetic, 75 ft); satcom; tactical radio, undercover vest (DR 3, Def 1).

Modern20
Powerhouse 6: HD 6d10; HP 45; DR 4; Init +3; Spd 30 ft. (25 ft. in armour); Defence 17, flatfooted 14; BAB +6; Atk +7 melee (1d4+2, combat knife) or (1d4+1, unarmed), or +11/+10 ranged (2d10+5+2, SVDS) or +9/+8 ranged (2d6+2, P226); SQ Melee Master; AL D7, the mission; SV Fort +7, Ref +5, Will +5, Rec +5; Rep +3; AP: 9

Str 12, Dex 16, Con 14, Int 11, Wis 16, Cha 10
Background: Military (Athletics, Unarmed, Weapons)
Occupation: Hunter (Called Shot, Double Tap)
Hobby: Speak Language
Skills: Acrobatics (+3/+0), Athletics 4 (+5/+2), Firearms 9 (+12), Outdoorsman 9 (+16), Perception 9 (+12), Speak Language (Arabic, Farsi, Pashto, Urdu) 4, Stealth 9 (+16/+13), Unarmed 4 (+5), Weapons 4 (+5)
Feats: Attack Focus (Sniper Weapons System), Attack Specialization, Cross Training (Perception), Far Shot, Greater Attack Focus, Greater Precise Shot, Precise Shot, Talented (Outdoorsman, Stealth), Trackless
Access/Contacts/Followers: Favours 3
Wealth: 12

Possessions: Izhmash SVDS sniper rifle; 6 SVDS magazines; Leupold electro-optical scope for SVDS; removable silencer for SVDS; Norinco P226 autoloader pistol; 4 P226 magazines; removable silencer for P226; combat knife; concealable armour; binoculars, electro-optical; chem-lights (5); compass; flashlight; map, area; load-bearing vest; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); rope (synthetic, 75 ft); satcom; tactical radio.

True20
Warrior 6
Core Ability: Determination
Speed: 30 ft. Reputation +1
Str +1, Dex +3, Con +1, Int +0, Wis +2, Cha +0
Skills: Acrobatics +3/+0, Climb +1/-2, Concentration (9) +11, Escape Artist +3/+0, Jump +1/-2, Languages (4) (Arabic, English, French, Pashto, Tajik) +4, Notice (9) +11, Sleight of Hand +3/+0, Stealth (9) +12/+9, Survival (5) +7, Swim +1/-2
Feats: Armour Training, Attack Focus (rifle), Attack Specialization (rifle), Far Shot, Firearms Training, Greater Attack Focus (rifle), Improved Precise Shot, Point Blank Shot, Precise Shot, Sneak Attack
Combat: +9 (+6 base, +3 Dex), Defence Dodge/Parry +9/+7 (+6 base, +3 Dex/+1 Str), Initiative +3
Savings Throws Toughness +4 (+3 armour, +1 Con), Fortitude +6 (+5 base, +1 Con), Reflex +5 (+2 base, +3 Dex), Will +4 (+2 base, +2 Wis)
Background: SpecOps (bonus: Armour Training /favoured: Attack Specialization (firearms), Sneak Attack)

Possessions: Izhmash SVDS sniper rifle; 6 SVDS magazines; Leupold electro-optical scope for SVDS; removable silencer for SVDS; Norinco P226 autoloader pistol; 4 P226 magazines; removable silencer for P226; combat knife; undercover vest; binoculars, electro-optical; chem-lights (5); compass; flashlight; map, area; load-bearing vest; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); rope (synthetic, 75 ft); satcom; tactical radio.

SES
Concept: Sniper, Great
Background: Hunter, Good
Faculty: Linguist, Good
Flaw: Code of Honour, Basic

Trait                           Quality
Physique: Good      Pathfinder Company, Good; Close Quarters Battle, Good
Charisma:
Cunning:  Good       Outdoorsman, Good

Possessions: Izhmash SVDS sniper rifle; 6 SVDS magazines; Leupold electro-optical scope for SVDS; removable silencer for SVDS; Norinco P226 autoloader pistol; 4 P226 magazines; removable silencer for P226; combat knife; concealable armour; binoculars, electro-optical; chem-lights (5); compass; flashlight; map, area; load-bearing vest; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); rope (synthetic, 75 ft); satcom; tactical radio.

Get Your Own Text, This One Is Mine!

For those of you who don’t follow me on Twitter, you may not know that Sword Noir: A Role-Playing Game of Hardboiled Sword & Sorcery was plagiarized. Another “hardboiled sword & sorcery” product copied the text from Sword Noir verbatim. The product has been removed from where it was sold and I’ve contacted the publisher/owner, so right now it seems the case is closed. At least for now.

When I was warned about this, I kind of brushed it off. I said I would deal with it quietly. No need to embarrass anyone, just send some emails and get the product removed and no worries. When I actually saw the product, saw how blatantly this individual copied word for word almost the entirety of Sword Noir, I lost it. I could feel my face getting flushed and my hands were actually shaking. I was as close to pure rage as I can ever remember. I had to go for a walk to calm down. Before I had calmed down, I had blathered to the Twitterverse the identity of the culprit, though others had already discovered it. If you are really interested, go have a look at my profile over at Twitter, and you’ll learn what you need to know—and the thoughts of others.

I honestly have no idea what this guys was thinking. I mean, did he believe no one would notice? He friggin’ subtitled his work “hardboiled sword & sorcery.” In truth, I likely wouldn’t have found it myself, but anyone interested in that game will likely also be interested in Sword Noir. One of them is going to say something, okay?

And what really burns me is that I put the mechanics for Sword Noir out there as the Sword’s Edge System for free. Free! And it’s creative commons, so he could have taken the rules he wanted, provide his own interpretation of hardboiled sword & sorcery in his own words, and released it under creative commons and not only be in the clear, I likely would have been thrilled that someone else is digging hardboiled S&S as much as I. The catch? SES was creative commons non-commercial, meaning he would have to do it for the love of it.

And he would actually have to work. You know, actually write the game he is selling. That might have been a bridge too far.

Now, I am not about to condemn a little creative borrowing. I mean, look at Sword Noir, it’s an amalgamation of Tim Gray’s Jaws of the Six Serpents (published by Silver Branch Games), the PDQ system designed by Chad Underkoffler (published by Atomic Sock Monkey Press), The Shadow of Yesterday by Clinton R. Dixon, Fate 3.0 by Robert Donoghue, Fred Hicks, and Leonard Balsera, Savage Worlds from Pinnacle Entertainment Group, and Lady Blackbird by John Harper from One.Seven Design. The thing is while I got mechanical inspiration from all those—especially Jaws of the Six Serpents—the words were all my own.

I am not a lawyer, nor do I play one on podcasts, but I’m pretty damn sure game mechanics can’t be copyrighted while the expression of those mechanics—the writing including charts and graphs—can. If the dude had just taken the mechanics and made them his own—because what gamer in his right mind wouldn’t tweak what he had just borrowed—his product wouldn’t have been removed from its retail website all of five minutes after I sent the email with the subject line “Copyright Infringement.”

I guess I should have some sense of accomplishment, that my shit is so hot someone is trying to steal it. When someone steals one’s car, is that how one consoles oneself? First my websites get hacked and messed with, and now this—I am not feeling particularly charitable right now.

However, the Kheufer Scrolls is out. Kiss My Axe is done and in layout. I’m going to Gen Con.

I guess things could be worse.

You can buy the Kheufer Scrolls: A Sword Noir Adventure here.

You can buy Sword Noir: A Role-Playing Game of Hardboiled Sword & Sorcery here.

You can buy more of my stuff here.

I Have, In Fact, Kissed My Axe

The writing for Kiss My Axe: Thirteen Warriors and an Angel of Death is done and the manuscript has been sent for layout.

What is Kiss My Axe? It’s a Viking role-playing game based on the system I adapted for Sword Noir and which is available free as the Sword’s Edge System. If you like Vikings, but aren’t sure if you want to put down good, hard-earned cash for Kiss My Axe, you can always check out Sword’s Edge System. If you like the system, check out how I adapted them for playing Vikings. Along with mechanics, there’s a a fair chunk of text devoted to historical eras in Scandinavia one could play, as well as different places one might find Viking adventures in the Viking Age, from Serkland in the east to Vinland in the west.

KMA (as I’ll call it) was a lot of work, and unfortunately I delivered it to layout much later than anticipated. I hope you’ll all forgive me. I have more bad news: it’s going to have minimal art. Now, minimal art was kind of a decision made for Sword Noir, but even that had more art than what you’ll get in KMA. An artist hired on based on his promise that he could provide a very quick turn around didn’t actually turn anything around. Kieron O’Gorman, who did the Everthorn map in Sword Noir and who is one of the Ottawa Warband, agreed to allow me to use portraits he drew during our Viking campaign. I’ve also found a few public domain works that might fit.

Layout can take a while, but I’m hoping to have something to show at Gen Con. I’ve thrown together “The Quick And Dirty Gen Con Edition,” which I’m hoping to get at least a few copies printed and delivered before Gen Con. Wish me luck! And if you happen to be going, let me know, as I’ll have one-shots for both Sword Noir and Kiss My Axe ready to run

You can find the free Sword’s Edge System here.

You can find the not free Sword Noir: a Role-playing Game of Hardboiled Sword & Sorcery here.

Where Be Dragons? Beasties and Sword Noir

Curt Meyer had an interesting comment about Sword Noir that I wanted to answer here.

Curt said: “My only complaint is no bestiary. Conan and the Grey Mouser both battle weird creatures from beyond, etc.”

Curt agreed to me answering this in public, but the crux of it was in my email reply to him: “Short answer for no bestiary: I was leaning to the Noir over the Sword, and I feel that if one wants to do straight up S&S, that Jaws of the Six Serpents has already done it right.”

Sword Noir is part S&S and part hardboiled crime/detective fiction. Part of its appeal is in its removal from the standard fantasy RPG. It is different, it is somewhat unique—in its own little totally carbon copied way. Adding monsters and beasts to fight turns the dial back toward standard fantasy, removing some of its unique character.

My Sword Noir stories, however, are not devoid of monsters. “Flotsam Jewel,” which can be found in the Sword Noir fiction collection For Simple Coin, has a demon that is rather central to the story, being a primary obstacle for the main character to overcome. Saying that, writing Sword Noir—to me—is far different from playing Sword Noir, just as my fantasy writing is pretty far removed from my fantasy gaming.

So sorry to Curt and any others who wanted to fight the beasties. You can find those in the upcoming Kiss My Axe as well as the soon to be released print on demand version of the Sword’s Edge System.

Updating Sword Noir

It is very educational releasing a game system. I have never done so before. Sword Noir was the first system I ever released. It was play-tested, and the editor—Chris Groff from the Accidental Survivors—is a famed game breaker. He has the mutant power to size up a system’s weaknesses and how they can be abused. Still, SEP is small. We have no permanent staff. We also don’t have the kind of budget necessary to have multiple editors. Some things got past us. I totally and freely admit that.

So far, we haven’t done too poorly, but there will be revisions coming, and I want to thank everyone who has been pointing out errors and weaknesses. Before the PoD is released, the game will have been improved.

It’s funny that one of the biggest changes is going to be based on the system cribbed from Sword Noir. The Sword’s Edge System is a free version of the rules for Sword Noir. It’s different than the Sword Noir system, but only slightly. Mostly, it is simplification. As one example, the number of Traits is reduced to three. Sword Noir, though, is going to remain with five.

The rules don’t totally support character specialization, which is part of the definition of Sword Noir. For some people, this is a feature, not a bug. For me, it’s problematic. I made choices to try to achieve this, but I don’t think that—mechanically—I totally succeeded.

The choice of five Traits was due to my intention to differentiate these Traits finely, but not have too many Traits. Five seemed manageable while remaining somewhat granular. Differentiating Traits was a stab at forcing some level of specialization.

You see, one can only use those Qualities together that share a Trait. Any player-created Quality is attached to a Trait, and is used in conjunction with that Trait. Qualities can be stacked, but only if they share the same Trait (the exception being certain Aspects which are not linked to Traits). Therefore, it behooves a players to create Qualities within the same Traits, specializing to some degree.

As I relate this, it’s actually making me think of the Ability-based classes of d20 Modern. Never thought of that before.

In any case, one aspect of the SES rules that will be part of the Sword Noir revision is for multiple opponents. Now, the existing Sword Noir rules for multiple opponents are available for free on this very website. There are about six or seven paragraphs total discussing multiple opponents in the rules. I’m going to be cutting that in half by using the rules from SES.

Shouldn’t this have come up in playtesting? Shouldn’t we have seen then that these other rules were superior? Here’s the thing—Sword Noir was done many months ago. I moved on to Kiss My Axe (also done, save for editing), and then I went to SES (done and out). SES is a culmination of thinking and changes through both Kiss My Axe and itself. The mechanics worked fine through playtesting Sword Noir, so it was not an issue. In fact, I really liked how the multiple opponents rule worked. The nature of it should be clearly illustrated in the combat example.

However, the new rules do almost the same, removing a certain level of complexity. It becomes somewhat advantageous for the PCs, given that now a limited number of opponents can gang up on a PC, but that only makes sense. Eight guys swinging sword at a single individual is not going to work. Those guys are certainly going to get in each other’s way, so I put a limit of five opponents against one, and any more actually incur a penalty.

The big difference is that it is no longer about the Qualities one has. That acted as a limit on the number of multiple opponents one could face, but it actually ended up ignoring the actual physics of fighting multiple opponents. In the end, the simpler system addressed both the mechanical aspect as well as the simulation of multiple opponents.

I’ll be redoing the combat example with the new system to give you a taste. For those of you who have bought Sword Noir, look for that revision email in your mailbox!