Revisiting the Hadrapole Burn

This continues a revisit to a series of game ideas based off the game show Burn Notice. I hope it’s of interest.

Originally posted 7 Sep 2008

Earlier, I wrote about Burn Notice and creating campaigns using it as a template. One night after watching a couple of episodes, I had ideas for all sorts of campaigns. I noticed that the campaigns I had imagined fit the genre templates offered in True20 Revised Core. That’s how I’m going to present my ideas, using the lingo of True 20.

2016 Note: I’m no longer playing True20, but I believe its system provides a fairly good basis on which to understand the characters mechanically, so I’ve left that structure in place.

First off, Burn Notice as a fantasy adventure campaign.

The basic premise of Burn Notice is the Michael Weston is trapped in Miami. In the fantasy version, the setting will be Hadrapole, a fantasy city in which I’ve set some of my fantasy fiction. Think of it as Constantinople just after becoming Istanbul, and with a tentative truce among all the different cultures and religions. The conflicts are there, simmering, but no one is looking for a war–not when everyone else in the world is eyeing them up as prey.

The Michael Weston character will just be Weston. He was one of the Urban Cohorts, a paramilitary force that is also used to police the city. Just before the campaign begins, Weston has returned to the Old Bazaar, an area outside the city walls and his old neighbourhood. His father has died and he has gone to bury him.

When he’s done the funerary rites, one of the Whites–a group of incorruptible, elite soldiers of the Urban Cohorts, known for their white tunics and white truncheons–let’s him know he’s barred from the city proper, from the city inside the walls. Weston questions this, and it is strongly implied the Whites know whose pocket he’s in. Thing is, he’s not in anyone’s pocket.

Weston isn’t stupid enough to go against the Whites. Doing so would just give them ample reason to not only toss him from the Cohorts, but make him a penal slave on one of Hadrapole’s merchant galleys. No, Weston has to find out who framed him and why. For that, he’s going to need help.

I see Weston as a Warrior. I like the heroic archetypes in True20, and I’m going to use those. Weston is a Champion (a kind of mythic hero) for certain, though maybe he’s going to move into Fated (the hero with a destiny).

Fiona left the Cohorts the hard way. She didn’t police so much as execute. She’s made a name for herself in the Old Bazaar as a sword-for-hire, and now she’s come looking for Weston. She always looked up to him, respected him, maybe even loved him. She flattered herself into believing he had feelings for her, but was that true? What now? That relationship is for the players to explore.

Fiona is certainly a Warrior, and she fits the Shadow archetype perfectly (not quite an apprentice, but a companion who might someday supplant the Champion), with Weston as her Champion.

Sam (Samwise? Samnal? Whatever) is a confidence man and sometimes informant. He’s been friends with Weston since childhood, and Weston always did his best to protect Sam, even when Weston stood as a Cohort. Knowing that Weston is being framed, Sam wants to help. He has a deep and abiding fraternal love for Weston, and this is one time when Sam is willing to lay down his life to find the truth.

I can’t see Sam as anything but a Trickster archetype, but I am torn between Expert and Warrior. Certainly, Sam is supposed to be a fixer, meaning he needs the social skills, but the contacts and information might also be a narrative element. Mechanics might not be the way to address it. For Sam, I think it would be up to the player. Does the player want to go Warrior or Expert?

Finally, there is the fourth character, the one that actually isn’t in Burn Notice. Except in this case, the character sort of is. Michael Weston has a brother named Nate who shows up a couple of times and becomes important in the season finale. Weston also has a sibling. A sister named Natalia (or Nate!)

Natalia is one way to keep Weston tied to the Old Bazaar, to keep him from doing anything stupid. Their father is dead, their mother–a gypsy fortune teller–has found solace in the bottle, and young Nate only has her big brother to take care of her. Weston, no matter how much the hardcase he like to play, is basically a man of duty and honour. He’d feel responsible for Nate (and for his mother, for that matter).

But Nate isn’t exactly a damsel in distress. I think the Maiden archetype works well (the young child of promise), given that she is supposed to be a relatively young lady. However, I think it would be cool to have Nate as an Adept (spell casting class in True20). She learned some tricks in her time in the Old Bazaar, and it turns out she might be able to help Weston out when things go south. She may also act as the voice of conscience, a counterpoint to Fi, Sam, and expediency.

The main story arc would be learning who framed Weston and why. But there would be little adventures in the Old Bazaar, on Flotsam, and other locales outside the city. These would be presented through Sam and Fiona, as people come to them for the service and aid. Weston and his family need money, and that’s one certain way to get it. This would allow for consecutive, unconnected adventures while unravelling the mystery of Weston’s framing.

It turns out one of the senators framed Weston. Weston is about the toughest SOB in the Cohort outside of the Whites. The senator wanted Weston broken, so that the senator could then swoop in and save him from destitution. Weston would then become a tool within the Cohorts to use against the Whites when the coup d’etat commenced.

Oh, did I mention the coup d’etat? One religious faction recently lost power after the city was recently conquered by another culture with another religion, and the faction want that power–and the city–back. Weston is just one of their tools.

When Weston does find out the who, he likely won’t find out the why. Even if he does learn the why, he won’t have the proof necessary to prove anything for for the Dey to act without it seeming to be simple religious prejudice. So Weston and his crew will likely end up involved in the attempt to uncover the plot and oppose it.

So there we have it: Burn Notice as a fantasy adventure.

Next, Victorian horror!

RPGaDAY2015 Day 17: Favourite Fantasy RPG

#RPGaDAY2015 is the brainchild of game designer Dave Chapman. Basically, each day in August there is a question about RPGs. This is day 17.

Favourite Fantasy RPG: This should be an easy answer, but it’s kind of not. One of the reasons I design games is because I am unsatisfied with the games available. Further, what kind of fantasy? Swords & Sorcery? High fantasy? Science fantasy?

I’m going to go with Old School Hack. It’s got that D&D vibe, but it’s a super simple system that has always delivered really fun games in my experience. It’s generally delivers over-the-top games with crazy action, and is abstract enough that it can pretty much do everything from low fantasy to science fantasy.

D&D 5E gets the nostalgia vote – the majority of my gaming time has been spent with D&D, and I like 5E the best of any of its versions. D&D 5E is also a fun game. I enjoy it. The problem is the amount of prep time it takes. Still, for the D&D experience, 5E is my favourite taste.

Honourable mention goes to Jaws of the Six Serpents. This is as close to an off-the-shelf sword & sorcery game as any I’ve played. It was the inspiration for Sword Noir.

And back in the day, I really enjoyed True20 for fantasy. It’s the best complex (or semi-complex) RPG out there, and I had a lot of fun running my historical/fantasy Viking campaign with it.

A Tale of Two Failures: Adult Content

I’ve been running D&D 5E for my girls and we had a poor session last game. I think I know why, but while ruminating on it, I remembered another failure I had trying to introduce someone to role-playing. I’m going back to the first failure then next time I’ll talk about my problems with running D&D for my daughters.

A few years back, when I was still running True20, I was running a Roman campaign for one of my work colleagues. He and his friends were RPGers back in high school, but hadn’t played since. Once he found out I gamed, he mentioned this and I told him I would run a game for him and his friends, and they happily complied. We had a couple of really good games, then this colleague said his wife wanted to be included. I was all for this, but he was concerned because it was a bunch of guys playing in a basement. I found two other female colleagues – one who was a RPGer and one who wasn’t, but was interested – to join us and we were on.

Things didn’t go well, and it actually ended the campaign. We didn’t game again after that, which was a shame. I made some major mistakes that I recognized in retrospect and I hope I learned from these.

1) The story was too complex. Two of these people had never played RPGs and knew nothing about Roman history. Instead of trying to introduce them to the game, I tried to introduce them to both. The consequence was they got lost. I could see it during the game but couldn’t identify the source. The thing was it wasn’t one source, but two. I was not only asking them to learn about True20, but also about Sarmatians, border forts, legionaries, and the foreign policy of the Empire. What I should have done was put the Roman campaign on hold and worked on introducing them to True20 in an agnostic setting. Do a straight up dungeon crawl or at least a straight-forward generic fantasy adventure. I should have focused on illustrating why RPGs were awesome, and once they were comfortable with that I could have expanded the story.

2) Learning RPGs is not necessarily easy. RPGing is intuitive in one sense – most of us played make-believe as children – but not in another. For those who have played boardgames, they try to bring that experience to the table. They are trying to figure out how the rules constrain them. We need to remind them that they just need to blurt out what they want the character to do and then walk them through the mechanics of doing it. Depending on the system, there may be plenty of constraints, but those systems also tend to be complex and more difficult to learn. Focus on character actions rather than rules. Focus on getting them to use their characters to do fun things.

I think it was much more problem one than two. Once the new players were faced with acting as Roman spies into barbarian territory dealing with possible traitors and trying to sort out who among the barbarian chieftains were loyal to Rome and who were not, learning a system even a simpler one like True20, was a bridge too far. The new players got confused and flustered, it was too much for them. They didn’t have fun.

If I had done this right, I could have had another excellent crew of RPGers. It worked out for me in the end as I have my Ottawa Warband which is an excellent group of RPGers, but who doesn’t want to have an excess of cool people with which to game? And who doesn’t want to bring more people into the hobby.

My failures with my daughters were somewhat connected to this, as I’ll explain next time.

You can find more information on True20 here.

Metro: the Cursed Path

I’ve been thinking about a Metro 2033-style campaign set in Toronto. Maps would be easy enough, as TTC and PATH maps are available on line, and there are city maps with subway and PATH entry points marked.

As I mentioned, I have a game (unpublished) that I would run this with, but what about games already out there? I would honestly be tempted to hack Old School Hack. Kirin did a great job of replicating Star Frontiers with OSH. A Metro game would require a bolted on resource management mechanic which would certainly mess with the simple elegance of the system.

So there’s Savage Worlds and True20, both of which I am relatively familiar and both of which already have resource management as part of their core. I’m not the kind to run gritty survival games, so a pulp or action port of the Metro aesthetic would suit me fine.

For the setting, I wouldn’t have nuclear post-apocalypse. I’m thinking of an eco-plague event, in which a comet collides with the Earth and airbursts somewhere above Russia. This allows the schockwave to dissipate enough that Toronto is not totally destroyed but could plausibly cause nuclear war-level devastation. The Earth’s orbit is shifted slightly messing with our climate, and the comet released something into the atmosphere so that the air is toxic. Something else came along with the comet, creating “Others” similar to the monsters of Metro or even Monsters.

I wouldn’t follow the storyline of the books or the computer games. I think I would start it out very lowkey – maybe a Yojimbo-style game, where the group enters a small station/habitat, like College, and messes with the gangland détente established there. Following this, a Searchers-style game, in which a family member of a PC is taken by slavers from some other part of the Cursed Path and the team has to track the slavers and release the captive. Throw in a Dredd/the Raid-style action porn episode.

And then comes the “Dark Ones” storyline, in which the Others are really threatening the stations, and the PCs set out to find a way to end the threat permanently. Because Canada doesn’t have conveniently stationed nuclear deterrents, there would need to be a different climax and sequel.

This would be easy enough to port to any major city anywhere in the world with a sizable underground infrastructure.

You can learn more about Metro 2033 here.

You can learn more about Metro 2033 Redux on Steam here.

You can find TTC maps here.

You can find a map of the PATH here.

You can find a Toronto city map here.

You can find Old School Hack here.

You can find Savage Worlds here.

You can find True20 here.

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.

True20 Special Operations Pre-Gens

For Games on Demand at Gen Con 2011, I was prepared to run four different games. Two were  my own (Sword Noir: A Role-Playing Game of Hardboiled Sword & Sorcery and Kiss My Axe: Thirteen Warriors and an Angel of Death) and two were not. The two that were not was Old School Hack and True20. For Old School Hack, I was actually going to use Jenn Wong’s Quest for the Golden Panda playset for Fiasco to generate an improvised game. For True20, I had a quick hack of the Khorforjan Gambit prepared.

I’ve already shared the pre-generated characters used for Sword Noir. Here are the pre-gens for the proposed True20 Spec Ops game, which was never played.

The Boss, Army Captain
Expert 3/Warrior 3
Core Ability: Expertise
Speed: 30 ft. Reputation +2
Str +0, Dex +1, Con +1, Int +2, Wis +1, Cha +2
Skills: Acrobatics +2/-1, Bluff (4), Climb +1/-2, Escape Artist +2/-1, Diplomacy (9), Intimidate (9), Jump +1/-2, Knowledge [civics] (4), Knowledge [current events] (4), Knowledge [tactics] (9), Language [Arabic, English, Pashto], Notice (9) +2, Search (6), Sense Motive (6) +2, Sleight of Hand +2/-1, Stealth (9) +11/+8, Survival (9), Swim +0/-3
Feats: Armour Training, Attack Focus (firearms), Attack Specialization (firearms), Connected, Far Shot, Firearms Training, Master Plan, Point Blank Shot, Precise Shot, Talented (Notice, Sense Motive)
Combat: Attack +6 (+5 base, +1 Dex), Defence Dodge/Parry +6/+5 (+5 base, +1 Dex), Initiative +1
Saving Throws: Toughness +4 (+1 Con, +3 armour), Fortitude +3 (+2 base, +1 Con), Reflex +3 (+2 base, +1 Dex), Will +5 (+4 base, +1 Wis)
Background: SpecOps (bonus: Armour Training /favoured: Attack Specialization (firearms), Sneak Attack)

Possessions: HK G3/SG1 marksman rifle, 6 G3 magazines; Leupold electro-optical scope for G3; Norinco P226 autoloader pistol (12/24/48, 2d6, 17, AP1, SA); 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 (portable satellite radio); tactical radio.

Urban Kit: Norinco P226 autoloader pistol (12/24/48, 2d6, 17, AP1, SA); 4 P226 magazines; removable silencer for P226; combat knife; undercover vest
in rucksack: chem-lights (5); compass; flashlight; map, area; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); satcom (portable satellite radio); tactical radio.

Weapon Att           Range    Crit         Dam        Ammo     Special
G3           +7           150         20           +6           30           Autofire
P226       +7           45           20           +4           13

The Intelligence Officer, Navy Sub-Lieutenant
Expert 6
Core Ability: Expertise
Speed: 30 ft. Reputation +2
Str +0, Dex +0, Con +0, Int +2, Wis +3, Cha +2
Skills: Acrobatics +0/-3, Bluff (9) +11, Climb +0/-3, Computers (4) +6, Diplomacy (9) +11, Disable Device (4) +6, Disguise (4) +6, Escape Artist +0/-3, Gather Information (9) +11, Intimidate (4) +6, Jump +0/-3, Knowledge (current events) (5) +7, Knowledge (streetwise) (4) +6, Languages (2) (English, Dari, Pashto, Tajik, Turkmen) +4, Notice (9) +12, Sense Motive (9) +12, Sleight of Hand +0/-3, Stealth (9) +9/+6, Swim +0/-3
Feats: Armour Training, Attack Focus (pistol), Defensive Roll, Eidetic Memory, Far Shot, Firearms Training, Lucky, Point Blank Shot, Precise Shot, Sneak Attack
Combat: +4 (+4 base), Defence Dodge/Parry +4/+4 (+4 base), Initiative +0
Savings Throws: Toughness +3 (+3 armour), Fortitude +3 (+2 base, +1 Cha), Reflex +3 (+2 base, +1 Cha), Will +9 (+5 base, +3 Wis, +1 Cha)
Background: SpecOps (bonus: Armour Training /favoured: Attack Specialization (firearms), Sneak Attack)

Possessions: AKM assault rifle (night vision sight, illuminator), 6 AKM magazines; Norinco P226 autoloader pistol; 2 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); tactical radio; military grade laptop

Urban Kit: Norinco P226 autoloader pistol; 2 P226 magazines; removable silencer for P226; combat knife; undercover vest
in rucksack: 5 chem-lights; compass; flashlight; maps, local; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); tactical radio.

Weapon Att         Range    Crit         Dam       Ammo   Special
AKM      +4           75           20           +5           30           Autofire
P226       +5           45           20           +4           13

The Medic, Air Force Warrant Officer
Expert 4/Warrior 2
Core Ability: Expertise
Speed: 30 ft. Reputation +2
Str +1, Dex +2, Con +0, Int +3, Wis +1, Cha +0
Skills: Acrobatics +2/-1, Bluff (4) +4, Climb +1/-2, Computers (4) +7, Concentration (7) +8, Craft [pharmaceutical] (9) +12, Escape Artist +2/-1, Diplomacy (7) +7, Jump +1/-2, Knowledge [behavioural sciences] (7) +10, Knowledge [life sciences] (9) +14, Language [Arabic, English, Farsi, Pashto, Urdu] (1), Medicine (9) +17, Notice (9) +10, Sense Motive (9) +10, Sleight of Hand +2/-1, Stealth (9) +11/+8, Survival (7) +8, Swim +1/-2
Feats: Armour Training, Attack Focus (firearms), Attack Specialization (firearms), Firearms Training, Improvised Tools, Jack-of-All-Trades, Prone Fighting, Skill Focus (Medicine), Sneak Attack, Talented (Knowledge [life sciences], Medicine)
Combat: Attack +7 (+5 base, +2 Dex), Defence Dodge/Parry +7/+6 (+5 base, +2 Dex/+1 Str), Initiative +2
Saving Throws: Toughness +3 (+0 Con, +3 armour), Fortitude +2 (+2 base), Reflex +3 (+1 base, +2 Dex), Will +2 (+1 base, +1 Wis)
Background: SpecOps (bonus: Armour Training /favoured: Attack Specialization (firearms), Sneak Attack)

Possessions: AKM assault rifle (night vision sight, illuminator), 6 AKM magazines; Norinco P226 autoloader pistol; 2 P226 magazines; removable silencer for P226; combat knife; undercover vest; binoculars, electro-optical; 5 chem-lights; compass; flashlight; maps, local; load-bearing vest; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); rope (synthetic, 75 ft); field medical kit; tactical radio.

Urban Kit: Norinco P226 autoloader pistol; 2 P226 magazines; removable silencer for P226; combat knife; undercover vest
in rucksack: 5 chem-lights; compass; flashlight; maps, local; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); field medical kit; tactical radio.

Weapon Att         Range    Crit         Dam        Ammo     Special
AKM      +8           50           20           +5           30           Autofire
P226       +8           30           20           +4           13

The Engineer, Army Warrant Officer
Expert 6
Core Ability: Expertise
Speed: 30 ft. Reputation +2
Str +0, Dex +1, Con +0, Int +3, Wis +2, Cha +1
Skills: Acrobatics +1/-2, Climb +0/-3, Computers (9) +12, Craft (electronic) (9) +12, Craft (mechanical) (9) +12, Craft (structural) (9) +12, Disable Device (9) +12, Escape Artist +1/-2, Jump +0/-3, Knowledge (physical sciences) (9) +12, Knowledge (technology) (9) +12, Language (Arabic, English, Farsi, Tajik, Urdu) (1) +4, Notice (9) +11, Search (9) +12, Sleight of Hand (8) +9/+6, Stealth (9) +10/+7, Swim +0/-3
Feats: Armour Training, Attack Focus (assault rifle), Defensive Attack, Demolitions, Evasion, Far Shot, Firearms Training, Improvised Tools, Point Blank Shot, Precise Shot
Combat: +5 (+4 base, +1 Dex), Defence Dodge/Parry +5/+4 (+4 base, +1 Dex/+0 Str), Initiative +1
Savings Throws Toughness +3 (+3 armour), Fortitude +5 (+5 base), Reflex +3 (+2 base, +1 Dex), Will +4 (+2 base, +2 Wis)
Background: SpecOps (bonus: Armour Training /favoured: Attack Specialization (firearms), Sneak Attack)

Possessions: AKM assault rifle (night vision sight, illuminator), 6 AKM magazines; Norinco P226 autoloader pistol; 2 P226 magazines; removable silencer for P226; combat knife; undercover vest; 5 pounds C4 w/detonators; 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); AN/PRC-117F squad radio w/ satcom; tactical radio; military grade laptop

Urban Kit: Norinco P226 autoloader pistol (in concealed carry rig); 2 P226 magazines; removable silencer for P226; combat knife; undercover vest;
in rucksack: 5 pounds C4 w/detonators; chem-lights (5); compass; flashlight; map, area; load-bearing vest; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); tactical radio; military grade laptop

Weapon Att         Range    Crit         Dam        Ammo     Special
AKM      +6           75           20           +5           30           Autofire
P226       +5           45           20           +4           13

Demolitions Feat: When using any Skill to complete a task related to Demolitions, including the placing, arming, removal, or disarming of explosives, the character gains a +2 bonus

The Sniper, Army Warrant Officer
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.

Urban Kit: Norinco P226 autoloader pistol; 4 P226 magazines; removable silencer for P226; combat knife; undercover vest
in rucksack: binoculars, electro-optical; chem-lights (5); compass; flashlight; map, area; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); satcom; tactical radio

Weapon Att         Range    Crit         Dam        Ammo     Special
SVDS     +11         325         19-20/+4+7           20
P226       +9           45           20           +4           13

Weapons NCO, Army Sergeant
Warrior 6
Core Ability: Determination
Speed: 30 ft. Reputation +1
Str +2, Dex +3, Con +2, Int +0, Wis +0, Cha +0
Skills: Acrobatics +3/+0, Climb (5) +7/+4, Escape Artist +3/+0, Intimidate (9) +9, Jump +2/-1, Languages (4) (English, German, Hindi, Russian, Tajik) +4, Notice (5) +5, Sleight of Hand +3/+0, Stealth (9) +12/+9, Swim (4) +5/+2
Feats: Armour Training, Attack Focus (machinegun), Attack Specialization (machinegun), Far Shot, Firearms Training, Greater Attack Focus (machinegun), Improved Initiative, Point Blank Shot, Precise Shot, Quick Draw
Combat: +9 (+6 base, +3 Dex), Defence Dodge/Parry +9/+8 (+6 base, +3 Dex/+2 Str), Initiative +7
Savings Throws Toughness +5 (+3 armour, +2 Con), Fortitude +7 (+5 base, +2 Con), Reflex +5 (+2 base, +3 Dex), Will +2 (+2 base, +0 Wis)
Background: SpecOps (bonus: Armour Training /favoured: Attack Specialization (firearms), Sneak Attack)

Possessions: Norinco Type 81 SAW; 4 Type 81 drum magazines; 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); squad radio w/satcom; tactical radio.

Urban Kit: Norinco P226 autoloader pistol; 4 P226 magazines; removable silencer for P226; combat knife; undercover vest
in rucksack: chem-lights (5); compass; flashlight; map, area; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); sitcom; tactical radio

Weapon Att         Range    Crit         Dam        Ammo     Special
SAW       +11         325         20           +6           75
P226       +9           45           20           +4           13

The Scout, Army Sergeant
Expert 2/ Warrior 4
Core Ability: Expertise
Speed: 30 ft. Reputation +2
Str +0, Dex +2, Con +2, Int +2, Wis +3, Cha +0
Skills: Acrobatics (5) +7/+4, Climb (5) +5/+2, Drive (5) +7, Escape Artist +2/-1, Jump (3) +3/+0, Languages (2) (English, Dari, Farsi, Pashto, Tajik) +4, Notice (9) +12, Ride (4) +6, Search (9) +11, Sleight of Hand +2/-1, Stealth (9) +11/+8, Survival (9) +12, Swim (5) +5/+2
Feats: Armour Training, Far Shot, Firearms Training, Point Blank Shot, Precise Shot, Sneak Attack, Track, Trackless, Trailblazer, Uncanny Dodge
Combat: +7 (+5 base, +2 Dex), Defence Dodge/Parry +7/+5 (+5 base, +2 Dex/+0 Str), Initiative +2
Savings Throws: Toughness +5 (+3 armour, +2 Con), Fortitude +4 (+2 base, +2 Con), Reflex +4 (+2 base, +2 Dex), Will +8 (+5 base, +3 Wis)
Background: SpecOps (bonus: Armour Training /favoured: Attack Specialization (firearms), Sneak Attack)

Possessions: HK G3 battle rifle; 6 G3 magazines; ACOG (night-vision capable) for G3; 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); AN/PRC-117F squad radio w/satcom; tactical radio.

Urban Kit: Norinco P226 autoloader pistol; 4 P226 magazines; removable silencer for P226; combat knife; undercover vest
in rucksack: binoculars, electro-optical; chem-lights (5); compass; flashlight; map, area; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); tactical radio

Weapon Att         Range    Crit         Dam        Ammo     Special
G3           +7            112           20           +6           20           Autofire
P226       +7           45            20           +4           13

For those interested in Sword Noir, it can be found here.

The Khorforjan Gambit can be found here.

You can check out Old School Hack here.

The Quest for the Golden Panda can be found here

Fiasco can be found here.

True20 can be found here.

And just to cover my legal butt. Haven’t done one of these in a while, but here’s the OGL. Using True20 Adventure Roleplaying: Revised Edition really added to the section 15. Holy crap!

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15. COPYRIGHT NOTICE

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

Modern System Reference Document Copyright 2002-2003, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.

Advanced Player’s Manual, © 2005, Green Ronin Publishing: Author Skip Williams.
Advanced Player’s Guide, © 2004, White Wolf Publishing, Inc.
Algernon Files, © 2004, Blackwyrm Games; Authors Aaron Sullivan and Dave Mattingly.
Armies of the Abyss, © 2002, Green Ronin Publishing; Authors Erik Mona and Chris Pramas.
The Avatar’s Handbook, © 2003, Green Ronin Publishing; Authors Jesse Decker and Chris Tomasson.
Bastards & Bloodlines, © 2003, Green Ronin Publishing, Author Owen K.C. Stephens
Blue Rose, © 2005, Green Ronin Publishing; Authors Jeremy Crawford, Dawn Elliot, Steve Kenson, and John Snead.
Blue Rose Companion, © 2005, Green Ronin Publishing; Editor Jeremy Crawford.
The Book of Fiends, © 2003, Green Ronin Publishing; Authors Aaron Loeb, Erik Mona, Chris Pramas, and Robert J. Schwalb.
Book of the Righteous, © 2002, Aaron Loeb.
Challenging Challenge Ratings: Immortal’s Handbook, © 2003, Craig Cochrane.
Conan The Roleplaying Game, © 2003 Conan Properties International LCC; Authorized Publisher Mongoose Publishing Ltd; Author Ian Sturrock.
CORE Explanatory Notice, © 2003, Benjamin R. Durbin
Creatures of Freeport, © 2004, Green Ronin Publishing, LLC; Authors Graeme Davis and Keith Baker.
Crime and Punishment, © 2003, Author Keith Baker
Crooks!, © 2003, Green Ronin Publishing; Authors Sean Glenn, Kyle Hunter, and Erik Mona.
Cry Havoc, © 2003, Skip Williams. All rights reserved.
Challenging Challenge Ratings: Immortal’s Handbook, © 2003, Craig Cochrane.
Darwin’s World 2nd Edition, © 2003, RPG Objects; Authors Dominic Covey and Chris Davis.
Design Parameters: Immortal’s Handbook, © 2003, Craig Cochrane.
Fading Suns d20 ©2001 Holistic Design, Inc.
Galactic Races, © 2001, Fantasy Flight Games.
Gimmick’s Guide to Gadgets, © 2005, Green Ronin Publishing; Author Mike Mearls.
Grim Tales, © 2004, Benjamin R. Durbin, published by Bad Axe Games, LCC.
Grim Tales, Cyberware game mechanics; © 2003, Benjamin R. Durbin, published by Bad Axe Games, LCC.
Grim Tales, Firearms game mechanics; © 2003, Benjamin R. Durbin, published by Bad Axe Games, LCC.
Grim Tales, Horror game mechanics; © 2003, Benjamin R. Durbin, published by Bad Axe Games, LCC.
Grim Tales, Spellcasting game mechanics; © 2003, Benjamin R. Durbin, published by Bad Axe Games, LCC.
Grim Tales, Vehicle game mechanics; © 2003, Benjamin R. Durbin, published by Bad Axe Games, LCC.
Hot Pursuit, © 2005, Corey Reid, published by Adamant Entertainment, Inc.
Immortals Handbook, © 2003, Craig Cochrane.
Legions of Hell, © 2001, Green Ronin Publishing; Author Chris Pramas.
A Magical Medieval Society: Western Europe, © 2003, Expeditious Retreat Press; Authors Suzi Yee and Joseph Browning.
The Mastermind’s Manual, © 2006, Green Ronin Publishing; Author Steve Kenson.
Modern Player’s Companion, © 2003, The Game Mechanics, Inc; Author: Stan!
Monster’s Handbook, © 2002, Fantasy Flight Publishing, Inc.
Monte Cook Presents: Iron Heroes, © 2005, Monte J. Cook. All rights reserved.
Monte Cook’s: Arcana Unearthed, © 2003, Monte J. Cook. All rights reserved.
Mutants & Masterminds, © 2002, Green Ronin Publishing; Author Steve Kenson.
Mutants & Masterminds, Second Edition, © 2005, Green Ronin Publishing; Author Steve Kenson.
Mutants & Masterminds Annual #1, © 2004, Green Ronin Publishing, LLC; Editor Erik Mona.
Mythic Heroes, © 2005, Benjamin R. Durbin, published by Bad Axe Games, LLC.
OGL Horror, © 2003, Mongoose Publishing Limited.
Possessors: Children of the Outer Gods, © 2003, Philip Reed and Christopher Shy, www.philipjreed.com and www.studioronin.com.
The Psychic’s Handbook, © 2004, Green Ronin Publishing; Author Steve Kenson.
The Quintessential Fighter, © 2001 Mongoose Publishing
Relics and Rituals: Excalibur,© 2004, White Wolf Publishing, Inc.
Rokugan, © 2001 AEG
Sea of Blood ©2001 Mongoose Publishing
The Seven Saxons, by Benjamin R. Durbin and Ryan Smalley, © 2005, Bad Axe Games, LLC.
Silver Age Sentinels d20, © 2002, Guardians of Order, Inc.; Authors Stephen Kenson, Mark C. Mackinnon, Jeff Mackintosh, Jesse Scoble.
Skull & Bones ©2003, Green Ronin, Green Ronin Publishing, Authors Ian Sturrock, T.S. Luikart, and Gareth-Michael Skarka.
Spycraft © 2002, Alderac Entertainment Group.
Spycraft Espionage Handbook, © 2002, Alderac Entertainment Group, Inc.; Authors Patrick Kapera and Kevin Wilson.
Spycraft Faceman/Snoop Class Guide, © 2003, Alderac Entertainment Group, Inc.; Authors Alexander Flagg, Clayton A. Oliver.
Spycraft Fixer/Pointman Class Guide, © 2003, Alderac Entertainment Group, Inc.; Authors Scott Gearin.
Spycraft Mastermind Guide, © 2004, Alderac Entertainment Group, Inc.; Steve Crow, Alexander Flagg, B. D. Flory, Clayton A. Oliver.
Spycraft Modern Arms Guide, © 2002, Alderac Entertainment Group, Inc.; Authors Chad Brunner, Tim D’Allard, Rob Drake, Michael Fish, Scott Gearin, Owen Hershey, Patrick Kapera, Michael Petrovich, Jim Wardrip, Stephen Wilcoxon.
Spycraft Soldier/Wheelman Class Guide, © 2003, Alderac Entertainment Group, Inc.; Authors Chad Brunner, Shawn Carman, B. D. Flory, Scott Gearin, Patrick Kapera.
Spycraft U.S. Militaries Guide, © 2004, Alderac Entertainment Group, Inc.; Authors Dave McAlister, Clayton A. Oliver, Patrick Kapera.
Spycraft, © 2005, Alderac Entertainment Group.
Swords of Our Fathers, © 2003, The Game Mechanics
Tales of the Caliphate Nights, © 2006, Paradigm Concepts, Inc., Author Aaron Infante-Levy
Tome of Horrors, © 2002, Necromancer Games., Inc.; Author Scott Greene, based on original material by Gary Gygax.
True20 Adventure Roleplaying, © 2005, Green Ronin Publishing; Author Steve Kenson.
True20 Bestiary, © 2006, Green Ronin Publishing; Author Matthew E. Kaiser.
The Unholy Warrior’s Handbook, © 2003, Green Ronin Publishing; Author Robert J. Schwalb.
Ultramodern Firearms, © 2002, Green Ronin Publishing; Author Charles McManus Ryan.
Unearthed Arcana, © 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.
Wrath & Rage, © 2002, Green Ronin Publishing, Author Jim Bishop
True20 Adventure Roleplaying: Revised Edition, © 2007, Green Ronin Publishing;, LLC Author Steve Kenson.

Raid on Ashkashem Copyright 2004 Sword’s Edge Publishing; Author Fraser Ronald
The Qalashar Device Copyright 2004 Sword’s Edge Publishing; Author Fraser Ronald
The Khorforjan Gambit Copyright 2005 Sword’s Edge Publishing; Author Fraser Ronald

DESIGNATION OF PRODUCT IDENTITY: As per section 1(e) of the Open Game License, version 1.0a, the following are designated as Product Identity: SEP; SEP Spec Ops; the Qalashar Device; Raid on Ashkashem; the Khorforjan Gambit.

DESIGNATION OF OPEN CONTENT: As per section 1(d) of the Open Game License, version 1.0a, the following are designated as Open Content: everything

Games On Demand

For those not in the know, at Gen Con 2011, I’ll be a GM with Games On Demand at the Crowne Plaza in the “Pennsylvania Station C” ballroom on Thursday and Saturday mornings from 10:00 to 14:00. My main purpose to to run “Crossing the Millers” for Sword Noir and “Suffer the Witch” for Kiss My Axe. I will also have Old School Hack for improv gaming (meaning nothing prepared, but ready to run it) and I will have a military special operations adventure set in Khorforjan to run with True20. Come and see me if you want to game.

You can read about Games on Demand on Facebook.

You can buy Sword Noir: a Role-playing Game of Hardboiled Sword & Sorcery here.

You can see the pre-generated characters for “Crossing the Millers” here.

You can get Old School Hack here.

You can buy the Khorforjan Gambit, an adventure for d20 Modern, here.

Quo Vadis?

Where are we going?

That’s a good question. This recent, short hiatus did provide me with some time to think, as I nursed a couple of sick kids through a lot of coughing and nose drizzle.

Here’s what I concluded. I concluded that pushing SEP as a serious venture has run its course.

Who are we kidding? SEP is really just me, Fraser. There isn’t much actual business going on, though there might be some in the near future (more later). So, the site is getting rebranded into a more personal site. The SEP connection with products, reviews, etc will remain, but this is my site. There are no longer any partners in SEP. I have people who help, but the vision and direction—or lack thereof—is wholly mine.

I am SEP.

Will this tarnish the professional veneer of SEP? Likely not as much as not publishing anything for a couple of years.

Given all that, I was also pondering possible projects in the future. I want to continue to generate content and possibly even products. I’m torn, though, as to what I would like to pursue. Here are the projects that interest me:

1) Updating the Albenistan series.
The only product in the original trilogy that I am still proud of is the Khorforjan Gambit. It’s not about content, it’s about presentation. Raid on Ashkashem was produced from a Word document. I’m not sure what Dean used for the Qalashar Device, but I’m not happy with that layout either. I wanted to redesign the series to be more like the Khorforjan Gambit, but if I’m going to do that, why not go ahead and correct the errors and issues that have been noted with all three products?

And if I’m going to do that, I can update the series. Move it forward to the present, or even the near future.

Then I’d collect all three into a single volume of just the adventures–none of the extra stuff, just the campaign.

That’s a lot of frikkin’ work, but these are my babies and I want them to look good.

2) An e-book based on the Scouts, Spies and Other Guys series at Collateral.
Scouts, Spies and Other Guys became the name for the series on gaming in the military genre I produced for the podcast Collateral, from the Accidental Survivors. I put a lot of work and research into those episodes (from Collateral 10 to Collateral 27, not counting Collateral 18).

While I didn’t do scripts for all the episodes, I started to transcribe Military Solutions (episode 10), the introductory episode, and figured it’s about 150 words per minute. That means with the 17 episodes in the series (not counting any extra episodes), I have a total of around 50,000 words, or between 150 and 200 pages, depending on the layout.

I think there’d be interest out there, but like updating the Albenistan series, this would be a lot of work.

3) True20 guide for Mundus Novit
Honestly, Mundus Novit will be out soon. I’ve seen the first proofs, but there were revisions that were necessary.

While Mundus Novit was originally written for d20 Modern, the setting is being released systemless. The Modern system supplement will be released in conjunction with the setting book. Like Freeport, this gives the opportunity to do other system books. True20 is the one I’d be ready to do, and have actually started work on. That has stalled, given that I was uncertain about the actual release date for Mundus Novit, and what the reception will be.

4) Osiris Files
As discussed here, this is a series of adventure overviews. These are not adventure modules per se, rather a concept is presented and considerations as to how approach it are discussed. The first two are done, but this is a series, and I don’t want to start releasing anything until the series is done. However, my motivation has waned because I honestly don’t know how well these will be received. Is it worth my time and effort?

5)Fiction
I mean, I’m basically a fiction writer. That’s what I like to write. It’s what I’m passionate about.

I know that Dark Horizons is going to be collected for a PDF and print on demand book. I’m going to extend some scenes, fix some errors, and perhaps change some aspects. However, the book will essentially be the same as the web series. I have no idea if anyone will bother to buy it, but most of the work is already done, so this one’s a no brainer.

But what about beyond that? Anyone who reads my blog will know how many ideas I come up with. Do I want to start pursuing these ideas? And if so, do I want to release for free and later for pay, like Dark Horizons? Do I want to continue doing modern genre? I don’t have a lot of ideas for modern, but sword & sorcery doesn’t fit too well with the main output at SEP.

I think I’m going to wait and see how Dark Horizons works before making a decision on this one.

Now, I don’t know how I’m going to decide what I’m going to do. For some stuff (Mundus Novit and fiction), the market will help me decide. If either Mundus Novit or Dark Horizons are successful enough, that’ll decide it for me. Yes, I am mercenary like that. Otherwise, I’m going to see what my time availability is like. While all require effort and time, something like transcribing can be done in short spurts without any real degradation, while creative work—for me—suffers if I don’t have at least an hour to devote to it at a stretch.

If anyone has any strong opinions, you know where to find me.

Mundus Novit: In the System

With the sourcebook for Mundus Novit soon to be available, I thought I’d mention some thoughts about systems and how they apply to Mundus Novit.

Originally, Mundus Novit was designed as a d20 Modern supplement. The sourcebook and the system supplement were designed together, to be complementary. This was before official support seemed to drop, leaving RPG Objects as pretty much the de facto d20 Modern caretaker. Then Modern20 came along, and even that disappeared.

It is my assumption–ready to be proven false–that there are still players of d20 Modern. I really hope so. The plan now is to have the Mundus Novit setting released systemless, then have system supplements as required or requested. Being as Mundus Novit was designed as a d20 Modern setting, the d20 Modern supplement will definitely be released. I’m working on a True20 supplement, so that is almost a certainty.

What about other systems and other supplements?

I might be able to do a Savage Worlds supplement, if I thought it were worth my time. I am less conversant with Savage Worlds than with True20, so there would be a greater effort (and likely a result with lower quality mechanics). This is one thing stopping me. Luckily, in my local group I have people interested in playing Savage Worlds, so this is something I could certainly work on.

The system I am using for my Mundus Novit campaign is Mutants & Masterminds 2E. Now, in my opinion, M&M is good for some uses of Mundus Novit, but not all. Mundus Novit was always seen as a toolkit, as a foundation on which to build all kinds of things. Dark Horizons provides one example, a conspiracy and thriller setting with subtle but important SFX. I think the Modern supplement for Mundus Novit is the best choice. Possibly the True 20 supplement would work, but not having finished that, I can’t say that for certain.

My use of Mundus Novit is in the vein of Warren Ellis and John Casaday’s Planetary. That is a super-hero story within a conspiracy and secret history background. I don’t think my Osiris campaign could intersect with my Dark Horizons story very well. These are two different worlds, but both were envisioned using Mundus Novit.

For Osiris, M&M 2E could be used with little or no additions. I’m not absolutely certain that nothing needs to be added. Possibly some feats might be adapted from the True20 supplement to better replicate stuff like a DRIFT operative, but I don’t know if this is absolutely necessary.

If you see an M&M Superlink product, you’ll know I had to include additions to make M&M fit better into Mundus Novit. Right now, though, superhero action in Mundus Novit, I think can move forward with M&M.

I’m excited about some of the opportunities Mundus Novit represents. I’m happy that two different genres can exist in the same setting equally well (at least for me), and I have envisioned a few others, including a kind of monster hunters campaign (seeking out the Others from beyond the Hedge), and, of course, a spec ops campaign (opposing a drug empire in the Golden Triangle, led by a powerful shaman and selling a drug distilled using the brain tissue of parapsychs).

Just wait until you see what you can do with Mundus Novit.

Mundus Novit: One Shot

In “. . . I Would’ve Baked a Cake,” the characters get caught in a sniper trap. Well, more of a “marksmen” trap, but you take my meaning. In a game, that could lead to character deaths. That’s not always desirable, even when you want the sniper to be a frightening opponent and capable of reaching out and touching someone.

Snipers are tough in modern games. I’ve often heard, in regards to rules, that whatever a PC can do, an NPC can do. With snipers, that means if a PC can make a one-shot kill, so can an NPC–against the PC.

One-shot kills are not fun for PCs. They might be fun to deliver, but receiving kind of sucks. Unless the dice are rolled out in the open, the player might interpret such a kill as GM fiat. Even with total transparency, the one-shot sniper kill is the kind of character loss about which players can become very bitter.

Does that mean we get rid of the one-shot kill? For me, as a GM, yes and no.

I’m going to have to get system specific to talk about what I mean. The Massive Damage Threshold in d20 Modern and the Toughness save mechanic in True20, both allow for versions of the one-shot kill without the character death. Let’s call it one-shot removal . . . OSR.

With an OSR, a character is down, a character is out, but that character is not necessarily dead. Not yet. The rules I reference leave the character dying after an OSR. That is an important difference. As long as the character’s removal from play doesn’t precipitate a total party kill, that character can be stabilized and saved. The character is effectively “killed” for that scene without being permanently deleted.

Any modern system, really any system for role-playing in a setting with 19th century weapons technology or better, needs to have some kind of rule for sniping and the one-shot kill.

Or rather, the one-shot removal.