…still waiting for a clever title…


[Dolphin] Q&A
September 10, 2009, 3:58 pm
Filed under: Games, Rogue Games, entertainment, thoughts | Tags: , , , , , , ,

Before I dive into the next post, there are a few questions I want to answer. These are answers to some emails, tweets, and messages I have gotten since I first started talking about this.

Q. Is Rogue Games going to publish this?

A. Yes.

Q. When will this be released?

A. When it is done.

Q. Really, there is no plan to this?

A. No.

Q. You’re crazy.

A. Yes, I know. That is not a question by the way.

Q. Is this going to be a roleplaying game?

A. Yes.

Q. So, let me get this straight. As a player, I play a dolphin?

A. Yes. All characters are dolphins. The entire game takes place under the sea.

Q. Will Dolphin run on 12°?

A. Yes. The mechanic is perfect for a game of this type. Dolphin is more narrative in the type of adventures you run and play in. 12° is a good mechanic, that when you take it to the core, allows for easy task resolution. It does not get in the way, and does not make things too complicated. The type of actions that take place in the game, needs a mechanic like 12° to drive it.

Q. If you are using 12° will this be similar to how the mechanic is used in either Colonial Gothic or Thousand Suns?

A. No. Both of those games are different in tone and the type of rules you need are different as well. Both games need — let alone require — rules allowing for Skills, structured combat, and add on features that a game such as Dolphin does not require. The best example of this is Skills. Both Colonial Gothic and Thousand Suns need them. Dolphin does not. Why? For a couple of reasons.

First, the player characters are all dolphins, and because of this, they pretty much are all able to do the same things. What Dolphin will do is merge  Skill Tests in with ability Tests. By that, if you want your PC to fight, it is a Strength Test. Abilities — in Dolphin — set your skills. This is similar to what is done in Toon, but unlike Toon, you will not have a list of skills listed under each ability. Instead, all Tests, are driven by the appropriate ability.

Secondly, these are dolphins after all. I am going for a different tone with this game, and because of this, I do not need the complexity that is found in Colonial Gothic and Thousand Suns.

Q. So what is the tone? You mentioned Finding Nemo before, are you trying to do a game like that?

A. Yes, and no. What I want with Dolphin is a game that allows me to run — and play — adventures that are more drama. I want to run a game that can be more cienamtic, as well as one, that does not bog down the play. What I am doing with this game, and what the players have been doing, is more narrative.

Anyway, this should bring you up to speed on the what and how. Next post will be about the setting.



[Lost Works] Bounty Hunters of the Old World
September 5, 2009, 2:08 pm
Filed under: Games, thoughts | Tags: , , , , ,

This was going to be a larger article, but I never had time to finished. I did run it in A&E when I contributed my own ‘zine, but that was the only time it appeared in public. This also marks the first, and only time, I ever wrote fiction. Anyway, I like the ideas here, I wish I finished it.


Bounty Hunters of the Old World

Night had fallen along the Altdorf-Middenheim Road. It was Ulriczeit, and it was called. The patrons of the Ox Yoke Inn huddled in the common room nursing mugs of mulled wine trying to stay warm. Though the inn was warm, the icy fingers of the winter night had found their way in.

It was late, and most of the room was empty. In an hour Otto Tasker would close his bar and those who bought a night’s rest in the common room could finally get some sleep. Already a few patrons had found a quiet corner of the common room and were sleeping off a night of drinking, or long day of travel.

Suddenly, the front door of the inn opened, and a gust of wind filled the room. Following the wind’s wake a figure dressed in a long black hooded cloak entered. Shutting the door behind him, the man pulled the hood off, and threw it over his shoulders.

The man was trouble. His legs were covered with black leather pants, and a chain mail shirt rested easily over a thick black wool shirt.

Not very big, he was lean, toned and had the look of danger. A sword hung loosely on his left hip, and a loaded crossbow rested comfortably in his right hand. The man’s weather beaten face had a scar racing up from his chin to an eye patch covering his right eye. His black hair, streaked gray, hung like a mane to the middle of his back.

With his one good eye, he scanned the room searching for someone. No one spoke or moved, in fear that the man’s stare would stop on them.

There in the corner, near the fireplace, the man saw who he was looking for. Purposely, he walked the length of the room, never taking his eye off the man. The tread of his boots, and rattle of manacles, was the only sound heard in the room.

“Wendel Castel, you are wanted for the murder of Valentine Eschenheim, Liliane Ladengast, Isabella Pabst, and Adelheid Raab. You are wanted for the murder of two Altdorf City Watchmen, wanted for the crimes of escaping arrest, and wanted for the theft of a Road Warden’s horse. I have a signed warrant for your apprehension,” the man spoke calmly, never taking his eye off the man.

Wendel cursed himself for being complacent. After fleeing Altdorf, he thought he was safe on the outskirts of Middenheim. He would soon get past this one-eyed hunter and go into hiding again. Looking desperately for a way to make a run for it; Wendel sized up the bounty hunter and thought that he could rush past him and escape into the night.

Suddenly a sharp pain spread from Wendel’s chest to his arms. A blanket of cold covered him, he began to gulp for air, and blackness loomed on the edge of his vision. Looking down, Wendel saw a black-shafted crossbow bolt protruding from his chest, and he saw his own blood quickly darkening his chest.

“The warrant did not state you had to be alive. Dead or breathing, it makes no difference to me,” stated the bounty hunter matter-of-factly.

The last thing Wendel saw before departing for Morr’s Realms was a smile of satisfaction break across the bounty hunter’s face. With a thump, Wendel slumped to the table, his blood methodically dripping to the floor.

The hunter went to the body and produced a roll of cloth. Quickly he wrapped it around the body and tied it securely in place. With a grunt, he hoisted the body over his shoulder and walked out the door. No one in the common room spoke, or moved to stop the man from leaving.

Into the cold night the hunter left, and with him his next pay day.


Bounty hunters are not a common site among law-abiding citizens of the Empire. Among criminals, however, bounty hunters are one of the dangers that come with the territory. Bounty hunters are a necessary evil, and if it was not for the conflicting politics of the Empire they might not be needed.

Many choose to become a bounty hunter because they see a profit tracking down bounties. Though a hunter may be well paid, the life of the bounty hunter is a hard one. It is filled with many nights sleeping on the ground and many fights in smoke-filled bars. Tracking down a bounty can cost a hunter a small fortune, and often the cost does not justify the return from the posted bounty. The life leaves its mark on a hunter, and many have scars of poorly bound wounds, or poorly set bones, to prove it. No one gets rich from bounty hunting, and those who do, are usually ones who have gone from being bounty hunters to paid assassins.

Typically people enter the profession tend to be ex-watchman or wardens who grow tired of the low pay and risks of their jobs. After a few years of risking their lives trying to enforce the law, they come to the conclusion that by tracking down bounties, which is equally dangerous, but with higher rewards . Hunters and woodsman find this profession is easy to break into, as hunting people is not much of a change from hunting animals. After all, though humans tend to be smarter then deer, it is not that different from hunting game. In short anyone with a modicum of fighting ability, and the ability to follow a trial or intimidate an informant, can make a living from hunting down bounties.

Saying you are a bounty hunter, and actually being a bounty hunter are two different things. In order to collect a bounty one must be licensed. Licenses are easy to obtain and cost 20 Crowns a year to maintain. All licenses are issued by the local government and bear the signature of a issuing judge and a representative of the local government. With the license a person is able to apprehend, and in the case of Imperial warrants, kill a bounty. If a bounty hunter is not licensed, or if they are working with an expired one, the hunter cannot collect a fee.

There are two types of bounties in the Empire: civil and Imperial. A civil bounty is one that is posted by a private individual or group. Generally if a person wants to keep something private and has the financial means to pay a bounty they will contact a bounty hunter. Civil bounties generally involve such crimes as outstanding debt, theft, and in a few cases having carnal relationships with a wealthy merchant’s daughter. These types of warrants pay very well, but the hunter has to bring the person in alive to collect the bounty. Also, because of their nature, no civil bounty can call for the bounty to be killed. Unfortunately, there is nothing to stop a person from making a civil bounty dead or alive, but the judicial system has shown a tendency to frown on this.

Imperial bounties are a different matter, however, and they are usually the last resort of the judicial system. Not only the Emperor but also by Electors, and lesser rulers issues imperial warrants. These warrants cover any criminal posing a threat to the Empire’s stability. If the authorities are unable to bring a criminal to justice, or find a wanted suspect, a bounty is issued. All that is needed is the signature of a judge, or of a representative of a local government official. Once the bounty is posted, any bounty hunter can take it and attempt to collect on it. Imperial bounties are issued for outlaws, highwaymen, and others who pose a serious threat to the safety of the Empire and her citizens. These bounties are typically paid if the suspect is brought in alive, but in the case of wanted thieves, murderers and rebels, it will be paid if the body is brought in dead.

Both Imperial and civil bounty’s will have a monetary award attached to them, and the maximum amount is usually no more than 200 Crowns. In the case of civil warrants the award has no limits and there are cases where a hunter has collected 500 Crowns. In this case the bounty is paid by a jilted lover who discovering she was being played a fool by an ex-lover having a relationship with her daughter. As mentioned only Imperial warrants can have the “Dead or Alive” stipulation attached to them, and only licensed hunters can collect on them. It has come as surprise to many unlicensed bounty hunters to find themselves arrested for murder after bring in a dead bounty.

Bounty hunters are loners, and it is rare for them to work together. The reason is that most bounty hunters are greedy, and if two hunters bring in their bounty they then have to split the award. Many do not want to do this, being reluctant to share the wealth. There are a few cases of bounty hunters working together, but this is a rare occurrence. Recently, however, is a group of bounty hunters have formed the Pallenberg Agency in Middenheim.

Six years ago, four bounty hunters who saw a market for their service founded the Pallenberg Agency. Realizing that they would never get rich from collecting Imperial bounties, the four decided to create a service for wealthy citizens in the area of security and investigating. The group specializes in hiring out agents as bodyguards for individuals who can afford to pay. Clients are guaranteed the utmost satisfaction and are given the promise that, as long as their guard is one duty, no harm will befall them. In addition agents are hired as security for private functions, and many wealthy merchants in both Middenheim and Altdorf employ Pallenberg as their security firm. The big area of business for the firm is investigations. Those with the means hire the Agency to track down conmen, and those who have wronged them. Pallenberg is expensive, but the results speak for themselves. By relying on contacts and intimidation, Pallenberg Agents have a 90% success rate.



The new game I am working on
September 4, 2009, 5:33 pm
Filed under: Games, Life, Rogue Games, thoughts | Tags: , , , , ,
This is the moleskin that Dolphin currently lives in.

This is the moleskin that Dolphin currently lives in.

I am torn as to where I should post this. On one hand, this can easily be posted over at Rogue Dispatches, because eventually, this game will be published by Rogue Games. However, the game is not even ready yet, and only exists in a very rough stage.

Game?

Oh, I guess I should start at the beginning.

For the past year or so I have been kicking around a game design idea. Said idea, deals with a roleplaying game, different than what I usually do. The game is one that has the players assume the roles of dolphins.

Yes, dolphins.

The game is more narrative than anything I have done, and deals withe players surviving in the ocean, and dealing with a growing threat. Think of it as Finding Nemo meets Planet Earth.

The idea has been kicking around and every few weeks, I get a bunch of ideas and write them down in one of the moleskins. Eventually these ideas reached their limit, and I began writing the game. Now, by writing, I am talking about the bare essentials, and if anything, the writing is more notes than anything.

Finally about four months ago, I ran the game, as is, and much to my surprise, my players loved it. Oh yes, there were many rough patches, but the over all feeling was simple: they loved the idea, they liked the game, and they wanted me to design more. I was far too busy to do anything with this — after all I was in the final stages of Colonial Gothic Revised and tying up the last of Thousand Suns: Foundation Transmissions — but said I would do more with it eventually.

GenCon comes, and as usually happens when I get together with my friends, we start talking about games and game design. I mention Dolphin in passing, and then I see it, more people who dig the idea. It would not be until we’re back in the hotel room that Ariana states rather simply to me:

You know, Dolphin is a game I would want to play.

My wife is not a roleplayer. She loves board games and all types of games, but rpgs are the one type of game she has never showed any desire, let along interest in. Yet, her simple statement, was a shock to my system. Hence, now I am working on a new game, Dolphin.

Ok, with that introduction out of the way, we are now all up to date.

Dolphin is the new game I am working on. I have no idea when it will be released, how it will be released, or when it will be done. However, I know it will be done, and I am working on it. I know this is a game James and I want to release, but there is no timetable with it yet. This is why I am torn about where to post about this game. For now, I will keep Dolphin posts here on my blog. The rough plan I have is to document the development here, and when it is ready to playtest, move that stage, and the rest of the development over to Rogue Dispatches.

I do not know how this is going to work, let alone where it is going, but I am excited about this game. It is something different for me, and I am having fun working on it. All the reservations I had about it are gone, now the fun begins. I can design.



The GenCon “haul”
August 23, 2009, 3:00 pm
Filed under: Games, Life, thoughts | Tags: , , ,

Last post dealing with GenCon 2009.

Unlike the last couple of years, I actually purchased a few games. My purchases this year reflect something that I have noticed as of late: I only by small press/indie games.

This is not for political reasons, it is due to the simple fact, it is the small press/indie games that I am finding the most creativity in this realm. Nothing from the larger companies grab me. I have all the Call of Cthulhu books I would ever need. My days of playing D&D are behind me (not for any reason other than SS&S is scratching my itch for fantasy). So this year, I made an effort to find things that grab me. There was one game I wanted this year, and other than that game, nothing was on my radar. This allowed me, to discover new games — at least for me — and I am glad I did this.

So what did I get? Glad you ask.

Chronica Feudalis, by Jeremy Keller, Cellar Games, LLC. This was the game I wanted, and I was happy as hell to get two copies (one for myself and one for James) at the IPR booth. I am reading this now, but already I can safely say: I love this game. Well worth the buy, and a must read/play for those who love Medieval History.

The above was all I wanted to get, and might have been the only purchase I made. Then I found Pirate Jenny. For me this was the one place where I found games that grabbed me, and make me want to play them. I fought the urge to buy everything in the booth, but I did make a few choice purchases:

  • Sign in Stranger
  • Polaris
  • Thou Art Buy A Warrior (for Polaris)
  • Steak Away Jordan

By far my favorite booth, and probably my favorite games I have bought in a long time. My only regret is that I did not buy more, I will have to take care of that next year.



[Lost Works] Books and their use in WFRP
August 2, 2009, 6:23 am
Filed under: Games, thoughts | Tags: , , ,

I think this is one of my favorite pieces I wrote for Warhammer FRP. Some of these appeared back in my old A&E ‘zine. I alter collected everything, and wrote an article that appeared in Warpstone. Rereading this, and some of the other books, I am amazed by how much this influenced what I have done with books in Colonial Gothic. Especially on giving each book a meaning and a history


Books and their use in WFRP

Introduction

How many times have you include a library in an adventure? And how many times have you had a player say they are looking at a book and want to know what it is about? The general response to give a player is too give the player a quick title and move along. Yet books can and should, be important. Books can offer the players a chance to learn a new skill, or offer a way to make a quick profit.

There are three types of books: common, uncommon and rare. Common books, are recent books that have been mass produced and widely available in bookshops throughout the Old World. Uncommon books are books that are 10 or more years old, or are printed in small numbers. Rare books are books that are one of a kind and generally are handwritten journals and such. Rare books also tend to be books that have been banned, destroyed, or generally publicly available.

Prices depend on the age and type of the book. A common book sells for 1d100 Crowns and can be bought in most books shops in major Old World cities. A uncommon book sells for 1d12 x100 Crowns, and are hard to come buy. These books are found in large libraries, and only the oldest bookstores have this type of book. Rare books can not be bought, and generally are only available in libraries or private collections. To get a rare book the PC will have to find one. Prices for a rare books are 1d12 x500 and generally only wealthy collectors will be interested in buy them. Generally most universities and temples will accept them as donations, and will not buy them.

Books should be used to give color and texture to the game world. Controversial books can be published and adventures can find themselves whether looking to arrest the author, or protecting him from a hoard of Witch Hunters. Books can also be used to start an new adventure. For example the PC’s discover the personal journal of Bregor Ironhead. In the journal Bregor writes about a ruined tower that contains a cache of hidden gems. By reading and studying the journal the PC’s could use it to find this treasure.

Yet beside a source of adventure seeds, books can be used to learn new skills. Generally by studying the books for 1d4 months, and spending 100 EPs a PC should be able to learn one skill. Typically most skills will be History, Art or a mundane one such as Cooking. Also most books will only be able to teach one skill.

When creating your own books, there are a few things to keep in mind. First all books need a title and a background. Use the rich history of the Warhammer world when creating books. As for background include a name of the author and a brief description of what the book deals with. Also describe the book. Most books are hardcover, and with the invention of movable type, most are printed. Finally include notes on what effect the book has on the game. Does it offer the player a chance to learn a new skill? Or does it give a bonus to a specific skill? You need to define this before you unleash the work into your game.

What follows are examples of some books you can introduce into your ongoing campaigns. You can also use these as examples when creating your own.

Ars Musica

Published in Tilea in 2483, Ars Musica was written by the singer, composer and conductor Maris Cirina (2443-2509). This is the first, and some argue the best, critical examination of musical theory. The work covers music in all forms and even includes well-researched chapters on elf and dwarf styles. Also included are numerous arrangements and scores ranging from operas to solo instrumentation. Yet the best section is the one that deals with Tilean musical styles.

Ars Musica is a 5-volume set and each volume numbers 1500 typeset pages. Scores and arrangements are included, and the entire 5th volume have nothing but them. The work is written in Tilean, and no known translation exists. The work was first published in 2473, and was revised one time before Marisa’s death. Currently her son, Leonardo is preparing a 2nd edition, and this will be published both in Tilean and Reikspiel. However when the work will be finished is unknown. It took Marisa 20 years to finish the 1st edition, and many speculate it will take Leonardo as long to compile the 2nd. Ars Musica is required reading for all students of musical theory and composition. Many others have tried to write a more comprehensive work, but Marisa’s theories and techniques are still valid.

Each volume measures 10″ x 8″ and numbers 1500 typeset pages. The binding is done in a simple brown leather and the title is tooled in the cover. The pages are sewn into the spine, and are known to fall out. The work has been reprinted a number of times, but no corrections have been made to the text. The work which, is published in Luccini by the publishing house of Bonetti & Seratto, has not been updated since 2496 when the revised version was printed.

Game Note: A number of skills can be gained from studying this work. A PC can learn: Art—Conducting, Art—Musical Composition, and Art—Tilean Music. In addition to the skills, a PC can learn a number of solo musical compositions (the work contains 500 of them). To learn a skill it will take 1d4 moths and 100 EPs. Only one skill can be learned at a time. To learn a musical piece it will take 1d4 weeks and a successful Intelligence test (+10 for the Musicianship skill). If successful the PC has memorized it, if the test is failed the PC will have to practice for another 1d4 weeks before it is memorized. This work is uncommon, due to it being published in Tilea. Generally this 5-volume set sells for 1000 Crowns in the Empire, but can be purchased in Tilea for a meager 400 Crowns. When the 2nd Edition is eventually published, it will be published in both Tilea and the Empire, and the price should be smaller.

The Battle of Praag

This is one of the many folios that exist of the Talabheim playwright, Whilhelm Spears (2429-2499). Whilhelm wrote a total of 40 plays during his lifetime, and this is his most famous.

The play is in five acts and deals with the events of fall of Praag to the forces of Chaos in 2302. With over 25 characters, this play gives a surprisingly accurate portrayal of the fall of Praag. At the time this play appeared (2476 in Talabheim) the audience was moved to tears over the tragedy and the bravery of the Kislev warriors plight. Many scholars consider “The Battle of Praag” to be Spears best work and the highlight of his career.

What sets this work off from many of Spears’ folios, is that this is the original script written by Spears. The folio is 120 pages and stage directions are included in the margins. The pages are kept between two wooden sheets and a simple red ribbon secures everything in place. Through the years numerous copies of Spears plays have been printed. In fact, he holds the distinction of being the most reprinted author of the day. Currently all 40 of his plays are available as well as two books of poetry that was published after his death.

Game Note: Like all of Spears’ works this play is written in Reikspiel. No skills can be gained from reading this work. Yet a PC can use this script to put on a production of the play. However here is the list of all Spears works, also included is the date of its publication. These can be used to provide background color. This play is considered rare, yet many reproductions with out the stage directions are available and these are considered to be common.

Plays
Vsevold’s Folly (2429) Merchant of Marienburg (2464)
Magnus the Pious (2450) Thomas the Wander (2466)
Margritta (2450) Midnight in the Garden (2466)
By this hammer I rule (2451) The Blizzard (2467)
The Drunken Elf’s Folly (2452) The Glutinous Halfling (2468)
Monet Castello (2452) Beatrice the Bloody (2469)
Luis and Genevieve (2453) Holding of Karaz-a-Karak (2470)
Ulrich’s Caress (2454) Time and Time Again (2471)
Fall of the House of DeBray (2455) Manfred Skavenslayer (2472)
Tall tales of the Moot (2456) Oscar (2473)
The Drunken Sailor (2456) On Wyven Wings I Fly (2475)
Ludwig (2456) The Battle of Praag (2476)
Otillia IV (2457) Sailing the Seas of Life (2477)
Otillia V (2458) Rise of the Merchant Prince (2477)
Ludwig VI (2460) Battle of Grovod Forest (2478)
Rudolf (2461) Vlad von Carstein (2478)
Dreamer, Dancer (2462) The Foolish Priest (2479)
Feast of Saints (2462) The Last Days (2479)
Siegfried the Significant (2463) The Four Wizards (2480)
The Taming of Petra (2463) Life of the Poet (2480)
Books
The Poetry of Spears, edited by Holger Rack, 2500
Glimmers from the Mind: The Rediscovered Prose of Whilhelm Spears, edited by Ricardo E’oreo

There may be more poems written by Spears, and a GM may want to have the players find a collection of them in their adventures. If a PC finds these lost works they can sell them to a scholar for 1d600 Crowns. However if the PCs decided to publish them themselves they could see profits of 1d1000 Crowns a year for 1d4 years.

Berger’s Law Dictionary

First published in 2402 by the lawyer and scholar Konard Berger (2362-2452), this work is the foremost authority on legal terms and definitions. Now in its 6th edition, Berger’s is the one source that lawyers and students can turn to for legal definitions.

Berger was a lawyer of great renown in Altdorf, and his clients could be found not only in the Empire, but Tilea as well. His dealings with the various laws lead him to define the terms and practices commonly found in the courtrooms at the time. Yet he went farther when he researched old laws and terms, and included their definitions as well. Through the years it has become the most authoritative source for lawyers to turn to when seeking a definition of a legal term.

With the 6th edition the publishers, The Witzenberg Group, have included Estalian, Bretonnian, and even Sea Elf terms. The work is found on every lawyers desk, and in every law school.

Measuring 10″ x 8 “, the work is cloth bound and the 500 type set pages are sewn into the spine. The binding is loose, and many copies are missing pages. Lawyers complain that every year or so a new copy must be bought due to the number of missing pages. A solid work, but really only useful for lawyers or students of the law.

Game Note: Like all the Witzenberg Group publication, this is written in Classical and is invaluable for lawyers. Any lawyer who uses this work gains a +10 to Law tests. This is a common work, but like all of the Witzenberg Groups books is very expensive. Generally this book sells for 1000 Crowns, but lately a black-market has been discovered. Many of the Witzenberg Groups warehouses have been robbed, and the books for sale at half the price. The publishers are angry, yet lawyers are looking the other way. After all, it is highway robbery what the publisher is doing.

Diaries of the Plague

This small tome is a work of the most vile. It is an handwritten diary by a unnamed priest of Nurgle. The book measures 5″ x 3″ and is bound in a sickly green leather. The 500 pages, which are made form human skin, are sewn into the binding. The work itself is written in Classical, and the writer though debased, writes elegantly. These are not the rantings of a made man, but of a well-educated, though evil, genius.

The work describes the rites and rituals for the faithful of Nurgle. Though the author is unknown, it appears that this diary was written between the years of 2300 and 2304. This is due to first person accounts of the Incursion of Chaos in Kislev. These passages possess too much detail, and describe events that only the foremost scholars know.

There are no spells included in this work, however there are many descriptions of the rituals and practices of this cult. The passages are horrific to read, but offer a clear view of the beliefs of this group. Yet still the most fascinating reading are the accounts of the war in Kislev, and the siege and sacking of Praag. Also included are sections dealing with the demons that serve Nurgle. These section are filled with so much first hand knowledge, that many feel the author was a high-ranking priest in the cult.

A few of the librarians that have handled this work have contracted Nurgle Rot. Great care must be used, and currently the work is rests in a lead box in the deepest vault of the Unseen Library.

Game Note: The work is written in the Dark Tongue. If a PC reads this work they will gain 1d4 Insanity Points. However after 1d4 months of study and 100 EPs, they will gain the skill Theology—Nurgle. This is a rare work.

Reading the work will give the PC Nurgle Rot (WFRP, pg. 318) . Every month of study the GM should secretly make a Willpower test. Failure indicates that the PC contracts it.

Giovanni’s Notebook

Composed over the years of 2420 to 2425, this is the personal notebook of Giovanni Vitti a Tilean inventor. Gio, as his friends called him, was a man of science, art, music, botany, engineering, alchemy, and magick.

The pages revile the ideas of man whose interests were everything. There is no order to the entries. Giovanni apparently wrote in the book at random, but fortunately dated all entrees. A reader will find designs for “water walking shoes,” sketches of flowers, half finished musical compositions, thoughts on the forces of magick, numerous inventions, and a recipe for pizza(?). What is remarkable about this work is the sheer brilliance of the man. His ideas and theories were before his times. The few spells that are contained in the work (only four can be deciphered) are amazing in their power and simplicity.

There is also a rather lengthy essay on the effects of magick on the human body. Giovanni gives medical evidence that prolonged use of magick cause, damage to the body. He also hypothesizes that the seduction of Chaos can be attributed to weak-minded people working with the forces of magick. Interesting reading, but how accurate this is, is unknown.

The work measures 15″ x 10″ and has 500 hand written pages. Two thin wood covers protect these pages. This is a fragile book due to the fact the covers and pages are drilled, and three wooden rings are all that keeps the pages together. The cover is simple, and Giovanni’s name is carved in the wood. Also carved is: “2420-24. #14.” It is thought that this note book part of a larger set, but the exact number is unknown.

Game Note: The work is written in Tilean and the PC will have to be able to read that language to use the book. There is enough information contained in this journal that a PC could learn the Herb Lore skill. This requires 1d4 weeks of study, and 100 EPs. This is a rare book.

There are a total of twelve inventions in this notebook and players may choose to have their character build one. To do so a PC will have to have the following skills: Carpentry, Engineer, Numismatics, and Read/Write—Tilean. It will take 1d4 months to build on invention and a skill test will have to be made in the following order: Read/Write, Numismatics, Engineer, and Carpentry. A failure on any of the rolls means that the invention does not work.

As for what inventions are included use your imagination, but keep it practical. All inventions are designed to help a person with day to day life. Water walking shoes, and a self-propelled coach is just two examples.

Greta’s Cookbook

This large book was the personal cookbook of the halfling chef, Greta Potstuffer (2430-2510). Like the chef this is a large work which shows the culinary arts of one of the greatest chef to have come from Mootland.

Greta is best known for opening a chain of restaurants called “The Halflings Pantry.” These restaurants were known for their inventive menus and for one of the few places to serve an authentic halfling dinner (13 courses and took 4 hours to finish). The success of her restaurants lead Greta to publish the first publicly available cookbook for people to buy (published by Reitz & Reitz, Talabheim, 2489). This was a controversy among her fellow halfling chefs, because they felt that the recipes should have been kept a secret.

Greta’s answer to this was: “I am not including the kitchen sink. If someone wants my recipe for my quail egg soup they can have. I am not giving away all my secrets.”

Unlike the mass produced cookbook of the same name, this is the chef’s original handwritten book. The volume measures 20″ x 15″ and numbers over 400 pages. Besides recipes this volume contains Greta notes on spices and herbs. What is also surprising is a section dealing with poisons and how to mask their use in cooking. All of this is written in Greta’s own hand, and raises serious questions about Greta’s past.

Game Note: Both versions of this work is written in Reikspiel. PC’s who use this work or one of the widely published ones will gain a +10 to all Cooking tests. If the original work is studied the PC will gain after 1d3 weeks and 100 EPs the Prepare Poisons skill as well. The original work is considered rare, yet the widely available work without the notes on poison, are considered common.

The Journey of Lommel & Cloos

Published in 2479 in the city of Marienburg by the noted biographer Alfons van der Steen this two volume work details the overland journey of the explores Marius Lommel and Wilhelm Cloos. Unlike the other works of van der Steen, this work is very accurate and primary sources were used in its writing.

Marius Lommel(2325-2401) and Wilhelm Cloos (2331-2392) were explorers and adventures who lived in Nuln. In 2364 Lommel and Cloos left Nuln with a crew of fifteen and embarked on a ten-year journey to the Far East. The group arrived in Cathy and Nippon and took part in the war between the two countries. The group was captured in Cathy in 2366 and managed to escape after six months of imprisonment. With only seven of the crew still alive the group managed to make their way to Nippon. In Nippon the crew were treated well, but viewed as oddities. They helped the armies of the shogun defeat a Cathian invasion. This act of bravery propelled the group to fame, and they were viewed as heroes. Lommel, because of his rescue of the Shoguns daughter, became close friends with Shogun Hito.

The group arrived in Nuln in 2374 ill, malnourished and close to death. Once recovered both Lommel and Cloos began to describe what they saw. They also displayed many of the trinkets they brought with them. Alfons meet the two explores when they arrived in Marienburg in 2377 and began working on an account of their expedition. He was provided access to maps, journals and any information that he needed to compose the work.

The original printing is a two volume set that numbers 2000 typeset pages. Each book measures 14″ x 10″ and is covered in a green tooled leather. The pages are sewn to the spine; and are secure. Also included in the work are a number of colored plates, which are tipped in. The plates depict drawings and scenes of Cathy and Nippon. Also included are numerous maps that the group drew of their expedition. Only 1000 copies of this work was published, and a few copies can still be found in antique bookshops and in University libraries.

Game Note: A PC reading this work and studying it for 1d3 months will be very familiar of the voyage. Upon spending 100 EPs they will gain the skill, History–Journey of Lommel & Cloos. This will be important if the PC decided to retrace the voyage on their own. The book is written in Reikspiel and is easy to read.

The Journals of Otto Nightbane

These 20 volumes are the personal journals of the Witch Hunter known as Otto Nightbane(2353-2402). Otto was once a cleric to Morr, but left the clergy to carry on his personal war against the undead and Chaos. These journals kept from his first day in the clergy to the day before he died, paint a picture of a dedicated, if not obsessed man.

The reader is in for a surprise when reading this work. Because not only do you read Nightbane’s personal thoughts, but are treated to a wealth of information on topics better left unknown. Detailed information on all manner of undead are presented here, as well as accounts of a number of necromancers and cultist who Nightbane brought to justice. More shocking is the journal dealing with the years of 2398 and 2399.

Nightbane writes about his crusade against a cult of Kháine worshipers who had infiltrated a number of the temples of Ranald. His first hand accounts are chilling and surprising. Otto wonders in these passages how the Kháinites managed to infiltrate the Ranald cult. What is shocking is that Otto speculates that the two faiths are more linked then they know.

Otto was killed in 2402 in a dark alley of Marienburg. How he died no one knows. The journals arrived to the Unseen Library last year (2512), and they were accompanied by a note that read: “Add to your knowledge.”

The books are all 9″ x 6″ and are bound with a soft leather cover and the pages glued to the binding. Each book numbers 150 pages, and they each have a small leather strap that keeps the work securely closed. The entire collection is handwritten and dated. The journal is also written in both Classical and in Reikspiel, but the majority of the entries are done in the Classical.

Game Notes: This work has enough information that if the work is studied for 1d6 months and 100 EPs are spent, the PC would gain the skill Undead Lore (new skill, see below). The book is written in Reikspiel, but due to the handwriting, a PC will have to make a Read/Write—Reikspiel test with a -10 penalty to read this work. This work is considered rare.

New Skill: Undead Lore —Characters who have this skill can recognize a form of Undead and are aware of their weaknesses and disposition. A character is also sensitive to the small and can tell when they are within 30 yards of them. When confronted by the Undead, a GM secretly tests against the PC’s Intelligence and if successful the PC will know about the undead. Anytime the PC comes into contact with that Undead type again they will automatically know the details.

Langenburg’s Cyclopediea

Published in 2489 in Nuln, the Cyclopediea is a bestiary written and conceived by Lou Langenburg. Though he possessed no University ties, Lou was an explorer and hunter who tracked all manner of animals and beast in the southern part of the Empire.

The work lists over 400 types of animals, plants and monsters. Each entry is accompanied by sketches and factual information dealing with the subject. The information on the numerous animals and plants is accurate, but the monster entries are quiet comical. The fact that halflings, gnomes and dwarves are listed as monsters, caused an outcry by the respective communities.

A minor work, and can be found among many private collections. University libraries have pulled this work from their shelves on account of the many errors that have been discovered. The book measures 15″ x 12″, and the binding is a simple thick paper one. The front and back covers are made from paperboard, and the pages are glued to the spine. It is a cheap binding, and many argue the binding suits the work.

Game Notes: This work is not significant in any way. There is so much wrong in this book, that any PC who tries to use it will suffer a -10 to all Intelligent rolls. This work is common, and inexpensive to buy at 10 Crowns.

The Log of the Sea Sprit (2466-2499)

This large tome is the three-year log of the Estalian ship The Sea Spirit.The log was written by the ship’s captain, Jose Jimenez, and is a good example of the life of a merchant ship and the voyages it takes. Normally a ship’s log would be of interest for the weather and astronomical data it contains, however this one is different due to the voyage the ship took. The entire log deals with the ships voyage to and back from Lustria.

This lively account is fascinating reading. In it you learn he was hired by the merchant house Dominguez & Vergara to voyage to Lustria and attempt to obtain anything that could be sold abroad in the Old World. The log contains notes on the preparations and a complete roll call of the crew. Also included are star charts and navigational aids used to arrive at Lustria. The cartographer’s skills are quiet good. The map of the northeastern coast of Lustria that is included is detailed and fairly accurate.

Also found in the log are a number of accounts of clashes with the natives. Description of frog like creatures are included, and a city that teamed with these creatures. Also is an account of a run in with a group of pirates who attempted to seize The Sea Spirit’scargo. In all it took Jose and his crew three years to complete this journey.

The journal is a large tome measuring 20″ x 14″, and the log is covered with a deep rich red leather. The binding is good, and the 1000 pages are glued and sewed to the spine. The work is written in a flowing script and is written in Estalian. There is an intricate sliver clasp on the front cover, which locks.

Historical Note: Jose voyaged to Lustria a second time, and he was last seen in 2472 sailing out of the harbor of Los Cabos. Jose and the Sea Spirit was never seen again.

Game Notes: This log will offer the PC’s enough information to voyage to Lustria. The charts and maps are accurate, and a navigator will gain a +10 to all navigation tests. As for accuracy, Jose and his crew only saw a little of Lustria and there will be many surprises for the PC’s. The work is written in Tilean, and in order to read the passages the PC will need to be able to read Tilean. The work is still usable with out knowing the language, and this is due to the accuracy of the navigational aids. Yet the PC’s will have no idea what they are about to face, or read Jose’s advice. This work is considered rare.

Malal —The Lost and Misunderstood God

A rare work published in Tilea during the year of 2488. The work was written by Nunzeo de Beppo, and is a scholarly look at the Chaos God Malal. Through exhaustive research, and archaeological evidence, de Beppo presents a picture of the God that conflicts with all that is known.

In the work de Beppo presents the doctrines and beliefs of the Cult of Malal. He traces this beliefs to the first appearance of the cult, and claims that its origins can be found in the Wasteland. According to de Beppo the first known temple to the God was erected 2283. When the worshipers prayed to their savior to protect them from the forces of Chaos! Also troubling is claims that many who were fighting the forces of Chaos during the Incursion prayed to Malal to protect them from their enemy.

However, de Beppo’s troubles began when he translated into Tilean many cult writings and teachings. These translations do not present the God in his usual light, instead they depict him as an enemy to Chaos. Yet what damned the scholar was his calling Malal the savior of mankind, and not a force of evil but a force for good. He argues that Malal could protect the masses from Chaos’ touch He writes:

“Malal is not Chaos. This is propaganda that has been spread by the established cults and by the very forces of Chaos. Malal is a threat to all, because he is a force of nature that can deliver the masses from the dangers of Chaos!”

Once this work was published de Beepo was publicly executed by a group of Witch Hunters known as “The Brothers of the Light.” After the scholar was killed, all known copies were burned, and the publishing house was torched. The group even killed all workers and everyone associated with the publishers in order to cleanse the land of their chaotic taint. Only 10 copies are known to exist, and two of these are held by the Unseen Library.

The work is 8 1/2″ x 11″ and bound in a blue leather. The 400 type set pages are both glued and sewn into the spin and is perhaps one of the best printing jobs seen. It is a shame that the printing house Rittaze & Sons was destroyed, because they could have offered much to the world in printing techniques.

On a side not, the Marienburg printing house of Nieawkop and Assoc. publishes books in a similar manner. Even their paper stock watermarks and end papers designs bear a strange resemblance to Rittaze & Sons.

Game Note: Written in Classical, this work is accurate and contains numerous cult documents. A PC who studies this work for 1d4 months, and spends 100 EPs will gain the skill Theology-Malal. They will also gain 1d4 insanity points as well. Due to the subject matter this work is rare, and very hard to find.

Ramblings from the Edge

Written in 2013 this book is one that is surrounded in controversy. It was written by the seer and wizard Pascal Varennes, of Bretonnia who stated that these are predictions and his visions of the future. Many has taken this to mean that Varennes knew what would happen and have tried to link these predictions to current events.

Each passage is a small four to five line statement. The statements are so vague that any meaning can be given to them. For example here is passage #93:

The city on the hill will dwindle.
Rot will rise and destroy life.
The raven rises in the East.
Its’ flight will take it to the corpse.
A feast will be had on the dead.

In all there are over 200 passages similar to this. Many have said that Varennes predicated the exact date of the end of the world. Yet 500 years after the alleged date, the world is still here, and no end has arrived.

The book measure 7″ x 3″ and the cover is a brown leather. The 100 hand written pages are sewn to the spine. The work is written in an older version of Breton, and translations to modern Reikspiel or Breton is possible, but time consuming. There is no markings on the cover and the spine simply states Varennes. The title given to the book was given by the publisher Albrecht Mack, who recently published a version last year (2512) in Nuln. The new version was based on the copy of the original work, which resides in Vault 24, Floor 2, Isle 24, Case 123, shelf 6 in the Unseen Library. Surprisingly the new version is accurate to the original hand written one. How Mack got a copy is unknown.

Historical note: Pascal Varennes, was rumored to be mad. He rambled that he could hear voices, and that “spirits” haunted him. There are royal accounts of Varennes petitioning the King to look into this. Many considered him mad, but no threat. Varennes was found dead in his study in 2017, hanging from the rafters. It was thought to be a suicide, but there is one report that written claims a written message was found. The message was written in blood and stated: “He knew the truth.”

Game Note: This book can be used by a GM to give players cryptic descriptions of things to come. The accuracy is up to the GM, but one way to use these is let the players draw their own conclusions. To read the work the PC will have to be able to Read/Write—Breton, but due to the age of the language all tests will be at a -10. This is a rare book, however PC’s can purchase the new translated edition. The book is of the same title, yet written in Reikspiel, and is commonly available.

Theories on Pre-Sigmar Tribal Religion Practices

A recent work published in 2513 in Marienburg, Theories was written by the reputed theologian and scholar Henrick von Bresburk. Though recently banded in the Empire the work is available in Marienburg, Estalia and Tilea. The work is a critical examination of many of the myths and fables surrounding the deity of Sigmar. Yet Sigmar is only part of a larger work that deals with deification of other tribal leaders.

With archaeological evidence including cave paintings and sculpture, von Bresburk describes three chieftains that predate Sigmar by 500 years. These chieftains were worshipped as Gods, and if the evidence is to be believed shamans were able to perform feats in their name. What has caused the book to be banded and von Bresburk to live in hiding is the following statement:

“Thus it was through political connections, and strong arm
tactics that Sigmar slowly was placed to the position it
enjoys today. Unlike with other cults, where members and
the faithful are converted, the Sigmar faithful used fear
and intimidation to prop up a collection of fables and legends.”

Needless to say this work made the Sigmar faithful unhappy. However the Ulrich leaders, though publicly have denounced the work, are secretly pleased and are looking for ways to use the work in their continued battle with the Sigmar faithful. Sigmar faithful have loudly denounced the work, and some have gone as far as to suggest that von Bresburk has been tainted by Chaos.

The work measures 8″ x 6″ and is bound by a simple black leather cover. The pages are glued to the spine, and the 300 pages are typeset and easy to read. Though it has recently been published, no copies are known to exists in the Empire. A few copies have been found in bookshops in Tilea and Estalia. However many of the bookshops in Marienburg have the book for sale.

Game Notes: This work adds nothing but background color to a campaign. However PC’s could be contacted by von Bresburk to protect him from a pack of Witch Hunters. This work is considered uncommon outside of the Empire, and rare inside the boarder of the Empire.



[Lost Works] Library’s and Librarians of the Old World
July 24, 2009, 3:52 pm
Filed under: Games, thoughts | Tags: , , , ,

So for this entry I thought I’d go into the archive and dig up some old Warhammer FRP articles. Some appeared in Warpstone, others appeared in Shadis, and a few appeared on the old Warhammer FRP Listserve, as this piece did. Warhammer FRP 1E is one of my favorite games, and even today, for me, it is still a favorite. Looking over these old pieces I cannot help feel a itch to play this game again. Sadly, I do not have time.

As for the origins of this article, it is a simple one, I wrote it library school. As a former librarian, I am amazed how much this profession influenced me. This was first written back in the late 90s, and was revised a couple of times. It only appeared on the Warhammer FRP Listserve, so for many this is a new piece.


Library’s and Librarians of the Old World

Attached to any large university, temple or guild hall you will find a library. A library is a place where much of the knowledge of a organization is kept. You will not only find books, but rare maps, archived ledgers, copies of contracts, and other forms of written information. To keep a library running you need two very important people: clerks and librarians.

Shelving books, and the daily running of the library falls on to the shoulders of clerks. They are the people that library visitors come into regular contact with. Next to the librarian they are also the only ones who understands the classification system. Librarians are the most important people when it comes to libraries, because they are the ones who developed the classification system. As a result of this they are usually the ones who know where everything is. More importantly librarians know how to use the collection to research a topic. This article will introduce libraries to the Warhammer Fantasy Role Play world, and introduce two new careers as well.

Libraries

Eventually a player will want to have his character visit a library to track down information. Be it a location of a lost tower, or a 50 year-old contract, most answers can be found in a library. Unlike libraries today, Old World Libraries are run completely different. First of all libraries are not open to the public. A person must be either a member of a guild, a student, or professor of a university to gain access. Once you get past the doors a visitor does not have easy access to the library’s collection. Books, scrolls and other items of value are guarded carefully, and the cost of replacement is so high that most of the collection is chained. If the collection is not chained the stacks will certainly be closed.

A Chained Book is what the name implies: the book is physically chained and locked to the shelf, and the only way for the book to be moved is if the chain is unlocked. What the librarian does is drill a small hole near the spine of the book. Then a fine chain is threaded through the hole and is locked in place. The other end of the chain is then secured to the shelf. You will find chained books in most university libraries, because it deters students and scholars from walking away with books. By chaining the books to the shelf the librarians knows that the collection is safe. If books are not chained then the library usually employs closed stacks. A closed stack collection is one where only clerks and librarians can walk among the shelves. If the person needs a book, they request it and it is brought to them.

Regardless if the book is chained or the collection is closed, no library allows the patron to check-out materials. There are some groups like The Order of the Illuminated Reader, that loan books to their members, but the penalty for not returning the book is very high (for more information please see Dying of the Light). Since most libraries prohibit their collection from being checked-out there are many attempts to steal or even remove pages from books. To discourage this, most libraries hire guards to watch the doors and wander up and down the isles. If a patron is caught stealing a book the penalty is usually a stiff fine or jail. If a patron is caught cutting pages from books, the penalty depends on the type of library. For a university or geographical library the punishment is prison and the offender being striped of all university privileges. Guild libraries tend to lean toward imprisonment, and the stripping of guild membership. However, there has been some reported cases of the guilty party being sold into indentured service. Religious libraries have a modified form of punishment, which usually involves the offender working off the damage for a number of years. If a book thief or vandal is caught in a magical library, justice is swift, lethal, and permanent.

Navigating a library is difficult even for the literate. All libraries have a cataloging system that is unique to their library. A cataloging system employs letters, numbers or the combination of the two. The purpose of the cataloging system is to make the retrieval of a book very easy. However, this often proves not to be the case because all libraries use their own system of cataloging and their is no agreed upon system in place. With no agreed upon cataloging standards, and the cramped nature of shelves a person would become quickly lost in a maze of books and paper. That is why all libraries employ clerks and librarians.

Clerks are the people that most library visitors come into contact with on a daily visit. It is the clerk’s job to reshelve the books and manage the daily operation of the library. Most common research questions and book requests can filled by a clerk. They may not have the necessary training of a librarian, but they know enough to point a person in the right direction. Unlike librarians, the work a clerk does is free, and it does not cost the patron anything extra to have a book brought to them. Though a clerk may not have developed the libraries cataloging system, they are familiar with it. Clerks also serve another important function: they act as the flood gate between the patron and the librarian. Librarians are too busy to answer simple questions like: “When was Emperor Franz born?” It is the clerk’s job to handle such trivial matters, and steer the general public away from bothering a librarian.

Clerks may know how to find the books, but it is the librarian who knows who to make them sing. Librarians are experts in research, and can quickly locate what the PC is looking for. However research is long and expensive, and only the most wealthy can afford to hire the services of a trained librarian. The average price is 5 GC’s per hour of research. If the librarian is a specialized one, the price will be even higher.

Table 1 — Cost of Research

Type Price in Gold Crowns Hours to Find Answer
Librarian 5 d4
Geographical 5 d4+1
Law 6 d6
Religious 7 d6+2
Magical 10 d12

There are five types of libraries that are common to the Old World, and these are the ones that PC’s will come into contact with during their careers. The five types are: university libraries, geographical libraries, guild libraries, religious libraries, and magical libraries.

University libraries are attached to all major universities. These libraries are staffed by regular librarians, and there are no specialized librarians on staff. The collections contain books and scrolls that deal with broad topics of: history, literature, anthropology, philosophy, archaeology, chemistry, physics, legends, myths, and sometimes music. University libraries are open to registered university students and faculty members. Non students are typical charged 1 GC just to get into the door.

Geographical libraries are a special library that deals with only maps, atlas, and charts. Currently there are only two such libraries in the Old World, and they are attached to the libraries of Altdof and Marienburg. These libraries operate independently from the typical university libraries, and have their own policies in place. They are staffed by geographical librarians and the research they conduct deals with navigation and mapping.

Guild libraries are an important part of all guilds, and they often have their own section within the Guild Hall. These libraries are the archives of guild history, and you will find papers dating back to the founding of the guild. Guild Libraries are staffed by Law Librarians, and they look over the sensitive nature of the collection. Only guild members have access to these libraries, however bribes have been known to be paid by non-guild members to gain access.

Religious libraries are special libraries located in the main temple of each of the main faiths. Though the Verena libraries are renowned for their subject coverage, other faiths have libraries as well. The purpose of a religious library is simple: store and preserve the important writings of the faith. All religious libraries contain religious texts, and other important writings devoted not just to the patron god, but the other gods as well. Religious libraries also tend to be archives of the former head priests and priestess writings. All religious libraries are staffed by religious librarians, and many of these librarians are also former priests as well. Unlike other libraries, religious libraries are open and admittance is usually in the way of a donation to the church.

Magic libraries are the rarest of all libraries in the Empire and the Old World. Though the high elves realm of Ulthuan are known to have the largest library devoted to magic, this is inaccessible to non-elf wizards. The only publicly known Magic Library is located at the School of Wizardry in Altdorf. Wizards who want access to this library pay a yearly fee of 50 GC’s, which allows them access to the collection. This fee does not include research and all research done by magic librarians is still paid for. The Altdorf magical library is a heavily guarded building, and probably is the most secure building in the whole Empire, if not the Old World.

Using Librarians

Librarians offer many possibilities as both NPC’s and as PC’s. NPC librarians can be a source of employment for adventures who need to earn money. Librarians are always looking for new books to acquire, or tracking down book thieves. Add to this that most librarians have access to rare information, a librarian will often higher a group of adventures to track down a object that was discovered in a book. Adventures who come into contact with books during their adventuring, will often find librarians anxious to buy what they have. NPC librarians tend to be quiet and aloof. They rather conduct their own research, and find the interruptions from a patron to be an annoyance.

Sometimes a librarian will grow tired of being among books, and only reading about adventures. These librarians seek to experience life, and see if what they have read is true. A librarian who takes to the open road will often find that what he reads was not entirely true. Player character librarians are adventures. They seek to uncover lost knowledge and experience the events they have only read about. Though they are not the best of fighters, they use their knowledge to solve problems.

New Careers

The two major careers that are present in libraries are clerks and librarians. Clerks perform most of the daily duties of keeping a library working, and as mentioned most PC’s will come into contact with clerks when they visit the library. Librarians run the library and they are the ones who keep the collection in repair, developed the classification system, and perform research.

Clerk (Academic Basic)

M WS BS S T W I A Dex Ld Int Cl WP Fel
+10 +10 +10 +10 +10

Entries: Initiate, Scribe, Student, Wizard Apprentice

Exits: Charlatan, Cleric, Counterfeiter, Initiate, Lawyer, Scribe, Student, Wizard, Wizard Apprentice

Skills: Blather, Languages, Read/Write, Super Numerate; 25% Secret Language Classical; 25% Law, 25% Linguistics

Trappings: Eye Glasses, Writing Kit, 1d20 Forms and Petitions, Dagger, 2 Gold Crowns

To run a government the size of the Empire it requires a lot of lower level bureaucrats to keep the wheels of government moving. Universities also need people to keep track of admissions and manage the daily running of the university. Libraries need clerks to shelve books, deal with patrons, and manage the daily running of the library. Merchants, coaching companies and guilds use clerks to manage the books and keep track of the expenses. Though many think that clerks have no real power this is not the case. After all it is a clerk who process your guild membership form, court petition or University admission. If you anger a clerk you will soon discover that your paperwork has conveniently become lost.

Librarian (Advanced Career)

M WS BS S T W I A Dex Ld Int Cl WP Fel
+10 +1 +20 +10 +40 +20 +20 +20

Entries: Cleric, Clerk, Lawyer, Scholar, Scribe, Student, Wizard

Exits: Charlatan, Cleric, Lawyer, Scholar, Wizard.

Librarians can also choose to become a specialized Librarians. To do so a librarian has to purchase all the skills for a general Librarian and pay an additional 100 EP. If a specialized librarian wants to move into another specialty, they must first acquire all the skills in their current specialty and pay an additional 100 EP.

Skills: *Book Repair, Evaluate, History, Linguistics, Lip reading, Read/Write, *Research, Scholarship (Apocrypha Now, page 64), Secret Language–Classical. (*new skill see below).

The following skills are available to specialist librarians:

Geographical Librarian: Astronomy, Cartography, Navigation

Law Librarian: Law, Super Numerate

Magic Librarian: Magical Awareness, Rune Lore, Secret Language-Magick, Scroll Lore

Religious Librarian: Scroll Lore, Theology

Trappings: Reading Glasses, Writing Kit, 1d4 Books on Various Topics, Book Knife (treat as improvised weapon), Spool of Bundling Twine

A librarian is responsible for the running of a library, and will supervise a number of workers who shelve, repair and manage the collection. It is the librarian who developed the library’s cataloging system, and generally they are the only one who knows where anything is.

Scholars see librarians as nothing more than failed teachers. Students and patrons on the other hand see them as enforces of silence and the guardians of books. Librarians disagree with these views, and they see themselves as the caretakers to the past. A book or scroll, they argue, is a window to the past and this window must be preserved. Librarians will always seek out new materials for their library’s collection, and will protect the collection as if it was theirs.

It is rumored that recently the secret order known as the Ancient Order of the Illuminated Readers has started hiring librarians to work in the Unseen Library. The reason for this is due to members of the order finding it next to impossible to find anything on the stacks. Since librarians have started working in the Unseen Library, the collection has started to become easier to navigate. For more information on The Order of Illuminated Readers please see page 188 of Dying of the Light.

New Skills

Book Repair

A character with this skill can repair and preserve scrolls, maps, charts, books, and anything else made of paper. Dex tests are made with a +10% modifier when a librarian is trying to repair or persevered something of paper. If the roll is failed the object is badly damaged and may in fact be ripped.

Research

A character with this skill knows how to use books and other written materials to conduct research. Int tests are made with a +10% modifier, failure indicates that it takes the character one extra hour to conduct research, while success indicates that it takes the character a hour less to conduct the research.



[Lost Works] Star Wars: BESM — Part 8
July 12, 2009, 8:14 am
Filed under: Games, thoughts | Tags: , , , ,

Forces of the Empire

The Empire’s strength is protected and safe guarded by their elite fighting forces. The military is the shinning example of the Empire’s greatness and is a necessary tool to keep systems in check. In times of need these forces are used to pacify systems that refuse to follow the laws of the Empire.

The military receives a wealth of benefits and the bulk of government expenditures. They are given the best weapons and receive the most training. The bulk of the Empire’s military strength lies in the navy, and is an example of the Emperor’s dominance. Star Destroyers troll the systems and carry enough fighters and Stormtroopers to neutralize any enemy.

The Empire is a part of life in the galaxy and all come into contact with the Empire’s forces at sometime. Be it a smuggler transporting contraband or freedom fighters waging a resistance, the Empire poses a threat to all.

Stormtrooper
Body 5 Mind 4 Soul 4
Defects

Owned by a Mega Corp – 2BP, Red Tape – 1 BP

Skills

Gun Combat (blaster) – 1, Military Sciences – 1, Unarmed Attack (strikes) – 1, Unarmed Defense (strikes) – 1

Gear

Stormtrooper armor, blaster, 2 grenades

Derived Values

Attack Value 4, Defensive Value 2, Health Points 45, Energy Points 40

The elite of the Empire’s shock troops, Stromtroopers are the most skilled and well trained fighting force in the galaxy. Where ever there is trouble, Imperial Command deploys Stromtroopers in such numbers as to overwhelm any and all opposition. It is the Stormtroopers who enforce the Emperor’s will and ensures that his laws are enforced. Encased in their white and black armor, Stormtroopers mere presence is often enough to quell any opposition. Stormtroopers are loyal to the Empire and there have been no reported cases of one ever being bribed, seduced or blackmailed. Their entire life is devoted to discipline and they are obedient to the end.

Snowtrooper
Body 6 Mind 5 Soul 4
Defects

Owned by a Mega Corp – 2BP, Red Tape – 1 BP

Skills

Gun Combat (blaster) – 1, Gun Combat (blaster rifle) – 1, Military Sciences – 2, Unarmed Attack (strikes) – 1, Unarmed Defense (strikes) – 1, Wilderness Survival (arctic) – 2

Gear

Stormtrooper armor, blaster, blaster rifle, 2 grenades, utility belt, high tension wire, grappling hook, 4 flares, survival pack.

Derived Values

Attack Value 5, Defensive Value 3, Health Points 55, Energy Points 45

Snowtroopers, or Cold Assault Troopers, are one of the most highly trained and highly specialized units in the Imperial fighting forces. They are trained to work and survive in polar regions, and their armor is designed to protect them from extreme cold. Snowtroopers are trained to work in unison with AT AT Walkers. Once the walkers secure an area, the Snowtroopers disembark and mop up any pockets of resistance.

Sandtrooper
Body 5 Mind 5 Soul 4
Defects

Owned by a Mega Corp – 2BP, Red Tape – 1 BP

Skills

Gun Combat (blaster) – 1, Military Sciences – 1, Stealth (camouflage) – 1, Unarmed Attack (strikes) – 1, Unarmed Defense (strikes) – 1, Wilderness Survival (desert) – 2, Wilderness Tracking (desert) – 1

Gear

Stormtrooper armor, blaster, blaster rifle, 2 grenades, food/water packs

Derived Values

Attack Value 4, Defensive Value 2, Health Points 50, Energy Points 45

Another of the specialized unit of Stromtroopers, Sandtroopers are trained in desert survival. Their armor is designed to protect from the heat and has built in cooling systems that uses perspiration and to cool the body. The lenses of the helmet are polarized and protect from the glare of the desert sun. In addition, the breathing plate of the helmet is also redesigned and filters out sand in addition to trapping moisture to aid in the cooling process.

Scouts
Body 5 Mind 5 Soul 4
Defects

Owned by a Mega Corp – 2BP, Red Tape – 1 BP

Skills

Driving (speederbike) – 1, Gun Combat (blaster) – 1, Military Sciences – 1, Stealth – 2 Unarmed Attack (strikes) – 1, Unarmed Defense (strikes) – 1

Gear

Stormtrooper armor, speederbike, macrobinoculars, blaster, tent, food/water packs

Derived Values

Attack Value 4, Defensive Value 2, Health Points 45, Energy Points 45

This specialized unit are typical stationed at garrison posts and it is their job to maintain active patrols on pacified worlds. Scouts perform reconnaissance functions and often they survey a planet prior to Imperial control. Many times it is the Scouts who are the first Imperial presence on a world. By the time Star Destroyers enter orbit, the Scouts have the entire planet mapped out.

Imperial Royal Guard
Body 6 Mind 6 Soul 6
Defects

Owned by a Mega Corp – 2BP, Red Tape – 2BP

Skills

Gun Combat (blaster) – 2, Melee Attack (force pike) – 2, Melee Defense (force pike) – 2, Military Sciences – 2, Unarmed Attack (strikes) – 2, Unarmed Defense (strikes) – 2

Gear

Stormtrooper armor, force pike

Derived Values

Attack Value 6, Defensive Value 4, Health Points 60, Energy Points 60

The ranks of the Royal Guards are filled with only the best Stormtroopers. Their loyalty to the Empire has been rewarded by being chosen to serve as the Emperor’s personal guards. The Emperor hand picks each of his guards, and they under go a rigorous training process to prepare them for their new assignment. Royal Guards are fanatic in their devotion to the Emperor, and place him above all things. To mark their special status and distinction, each guard is clad in blood red armor and long red cloaks

Star Destroyer Officer
Body 4 Mind 4 Soul 4
Defects

Owned by a Mega Corp – 2BP, Red Tape – 1BP

Skills

Hyperspace Navigation – 1, Law (Imperial) – 1, Piloting (Destroyer Class) – 1, Military Science – 1, Navigation – 2, Physical Science (Astronomy) – 1

Derived Values

Attack Value 4, Defensive Value 2, Health Points 45, Energy Points 45

The Imperial Naval Academy accepts only the best applicant’s pilots into its ranks. These cadets are trained in all manners of space crafts, but only the best earn the rank of officer and are assigned to a destroyer. From the start of their naval career, officers compete amongst themselves for assignments and placements within the Imperial fleet. Often the first lessons a young cadet learns is the politics that make up the Imperial Navy. The competition keeps the officers on their toes and is encouraged by Imperial Command.

TIE Pilots
Body 4 Mind 4 Soul 4
Defects

Owned by a Mega Corp – 2BP, Red Tape – 1 BP

Skills

Electronics (communications) – 1, Navigation – 1, Piloting (TIE) – 1, Heavy Weapons (starship weapons) – 1

Derived Values

Attack Value 4, Defensive Value 2, Health Points 45, Energy Points 45

Those at the Naval Academy who are not good enough to join the ranks of officer, find themselves as TIE pilots. According to many, these are they best pilots in the galaxy, and are highly skilled with the flying of personal craft. The training these pilots endure is long and intense, but once completed, pilots are able to fly a variety of ships. TIE pilots are well respected among the Imperial Navy, and have reputations of being fearless.



[Lost Works] Star Wars: BESM — Part 7
July 10, 2009, 5:09 am
Filed under: Games, thoughts | Tags: , , , , ,

Planet Based Vehicles

Land Speeder (9 Vehicle Points)
Vehicle Sub Attributes

Flight – 1 (skimmer, 3 VP), Ground Speed – 4 (4VP), Light Armor – 3 (3 VP), Maneuver Bonus – 1 (1VP)

Vehicle Defects

Exposed Occupants (1 VBP), Mutual Damage (1 VBP)

Derived Values

Health 40

Air Speeder (10 Vehicle Points)
Vehicle Sub Attributes

Flight – 3 (9 VP), Heavy Armor – 1 (4VP), Maneuver Bonus – 1 (1VP)

Vehicle Defects

Mutual Damage (1 VBP)

Derived Values

Health 40

Speeder Bike (21 Vehicle Points)
Vehicle Sub Attributes

Flight – 3 (skimmer, 12 VP), Light Armor – 1 (1 VP), Maneuver Bonus – 3 (3VP), Toughness – 2 (4 VP), Weapon Attack “Laser Cannon” – 1 (15 points of damage, 4 VP)

Vehicle Defects

Exposed Occupants (1 VBP), Mutual Damage (2 VBP)

Derived Values

Health 60

AT ST Walker (24 Vehicle Points)
Vehicle Sub Attributes

Ground Speed – 2 (4 VP), Life Support – 1 (1 VP), Light Armor – 4 (5 VP), Maneuver Bonus – 1 (1 VP), Sensors – 1 (1 VP), Toughness – 2 (6 VP), Weapon Attack “Twin Blaster Cannon” – 1 (15 points damage, spreading, 4 VP), Weapon Attack “Twin Light Blaster Cannon” – 1 (15 points damage, melee, 4 VP), Weapon Attack “Concussion Grenade Launcher” – 1 (15 points damage, area effect, melee, 4 VP)

Vehicle Defects

Awkward Size (2 VBP), Conditional Ownership (2 VBP), Crew Requirement (1 VBP), Noisy (1 VBP)

Derived Values

Health 80

AT AT Walker (37 Vehicle Points)
Vehicle Sub Attributes

Extra Capacity – 4 (4 VP), Heavy Armor – 4 (16 VP), Life Support – 2 (2 VP), Sensors – 1 (1 VP), Toughness – 3 (12 VP), Weapon Attack “Two Heavy Laser Cannon” – 2 (30 points of damage, 8 VP), Weapon Attack “Two Medium Blasters” – 1 (15 points of damage, 4 VP)

Vehicle Defects

Awkward Size (3 VBP), Conditional Ownership (2 VBP), Crew Requirements (2 VBP), Noisy (2 VBP), Poor Maneuverability (1 VBP)

Derived Values

Health 120

Space Fighters

A-wing Fighter (55 Vehicle Points)
Vehicle Sub Attributes

Electronic Counter Measures – 1 (comm jamming, sensor jamming, 2 VP), Flight – 5 (20 VP), Hyperspace – 1 (2 VP), Life Support – 2 (2 VP), Maneuver Bonus – 5 (5 VP), Sensor Level – 1 (1 VP), Shields – 2 (2 VP), Space Flight – 5 (10 VP), Toughness – 1 (4 VP), Weapon Attack “2 Laser Cannons” – 1 (15 points of damage, 4 VP), Weapon Attack “Concussion Missiles” – 2 (30 points of damage, area effect, 8 VP)

Vehicle Defects
Conditional Ownership (2 VBP), Noisy (2 VBP), Reduced Capacity (1 VBP)
Derived Values
Health 60

B-wing Fighter (63 Vehicle Points)
Vehicle Sub Attributes

Electronic Counter Measures – 2 (comm jamming, sensor jamming, 4 VP), Flight – 4 (16 VP), Hyperspace – 1 (2 VP), Life Support – 2 (2 VP), Maneuver Bonus – 1 (1 VP), Sensor – 2 (2 VP), Shields – 2 (6 VP), Space Flight – 2 (4 VP), Toughness – 1 (4 VP), Weapon Attack “2 Laser Cannons” – 1 (15 points of damage, 4 VP), Weapon Attack “3 linked Ion Cannons” – 2 (30 points of damage, stun, 8 VP), Weapon Attack “2 Proton Torpedo Launchers” – 3 (45 points of damage, homing, limited shots (6), 12 VP), Weapon Attack “2 Auto Blasters” – 1 (15 points of damage, 4 VP)

Vehicle Defects

Conditional Ownership (2 VBP), Hanger Queen (2 BP), Reduced Capacity (1 VBP), Start-up Time (1 BP)

Derived Values

Health 60

Y-Wing Fighter (70 Vehicle Points)
Vehicle Sub Attributes

Electronic Counter Measures – 2 (comm jamming, missile jamming, sensor jamming, 6 VP), Flight – 4 (16 VP), Hyperspace – 1 (2 VP), Life Support – 2 (2 VP), Maneuver Bonus – 1 (1 VP), Sensor Level – 2 (2 VP), Shields – 2 (6 VP), Space Flight – 3 (6 VP), Toughness – 2 (8 VP), Weapon Attack “2 Laser Cannons” – 1 (15 points of damage, 4 VP), Weapon Attack “2 Proton Torpedo Launchers” – 3 (45 points of damage, homing, limited shots (4) 12 VP), Weapon Attack “2 Ion Cannons” -2 (30 points of damage, stun, 8 VP)

Vehicle Defects

Conditional Ownership (2 VBP), Reduced Capacity (1 VBP)

Derived Values

Health 80

X-Wing Fighter (70 Vehicle Points)
Vehicle Sub Attributes

Electronic Counter Measures – 2 (comm jamming, sensor jamming, 4 VP), Flight – 4 (16 VP), Hyperspace – 1 (2 VP), Life Support – 2 (2 VP), Maneuver Bonus – 4 (4 VP), Sensor Level – 2 (2 VP), Shields – 2 (6 VP), Space Flight – 4 (16 VP), Toughness – 2 (8 VP), Weapon Attack “4 Laser Cannons” – 2 (30 points of damage, 8 VP), Weapon Attack “2 Proton Torpedo Launchers” – 3 (45 points of damage, homing, limited shots (4) 12 VP)

Vehicle Defects

Conditional Ownership (2 VBP), Reduced Capacity (1 VBP)

Derived Values

Health 80

Tie Fighter (37 Vehicle Points)
Vehicle Sub Attributes

Flight – 4 (16 VP), Heavy Armor – 1 (4 VP), Life Support – 2 (2 VP), Maneuver Bonus – 3 (3 VP), Space Flight – 4 (4 VP), Toughness – 1 (4 VP), Weapon Attack “2 Laser Cannons” – 1 (15 points of damage, 4 VP)

Vehicle Defects

Conditional Ownership (2 VBP), Reduced Capacity (1 VBP)

Derived Values

Health 60

TIE Bomber (48 Vehicle Points)
Vehicle Sub Attributes

Flight – 4 (16 VP), Heavy Armor – 1 (4 VP), Life Support – 2 (2 VP), Space Flight – 3 (6 VP), Sensor – 3 (3 VP), Toughness – 2 (8 VP), Weapon Attack “2 Laser Cannons” – 1 (15 points of damage, 4 VP), Weapon Attack “Concussion Missiles” – 2 (30 points of damage, area of effect, 8 VP)

Vehicle Defects

Conditional Ownership (2 VBP), Reduced Capacity (1 VBP)

Derived Values

Health 80

TIE Interceptor (58 Vehicle Points)
Vehicle Sub Attributes

Flight – 5 (20 VP), Heavy Armor – 2 (8 VP), Life Support – 2 (2 VP), Maneuver Bonus – 5 (5 VP), Space Flight – 5 (10 VP), Toughness – 2 (8 VP), Weapon Attack “4 Laser Cannons” – 2 (30 points of damage, 8 VP)

Vehicle Defects

Conditional Ownership (2 VBP), Reduced Capacity (1 VBP)

Derived Values

Health 80

Large Ships

Corellian Light Freighter (45 Vehicle Points)
Vehicle Sub Attributes

Extra Capacity – 3 (3 VP), Extra Endurance – 1 (1 VP), Flight – 4 (16 VP), Hyperspace – 3 (6 VP), Life Support – 2 (2 VP), Sensors – 3 (3VP), Space Flight – 3 (6 VP), Toughness – 2 (8 VP), Weapon Attack “Laser Cannon” – 1 (15 points of damage, 4 VP)

Vehicle Defects

Awkward Size (3 VBP), Poor Maneuverability (1 VBP)

Derived Values

Health 80

Corellian Corvettes (151 Vehicle Points)
Vehicle Sub Attributes

Electronic Counter Measures – 2 (comm jamming, missile jamming, sensor jamming, 6 VP), Hyperspace – 4 (8 VP), Life Support – 2 (2 VP), Multiple Attacks – 6 (6 attacks, 60 VP), Sensors – 3 (3 VP), Shields – 4 (16 VP), Space Flight – 3 (6 VP), Toughness – 4 (12 VP), Weapon Attack “6 Turbolaser Batteries” – 2 (30 points of damage each, 48 VP)

Vehicle Defects

Awkward Size (4 VBP), Crew (4 VBP), Poor Maneuverability (1 VBP), Start-up Time (1 VBP)

Derived Values

Health 140

Escort Frigate (266 Vehicle Points)
Vehicle Sub Attributes

Electronic Counter Measures – 3 (comm jamming, missile jamming, sensor jamming, 9 VP), Extra Capacity – 4 (4 VP), Extra Endurance – 5 (5 VP), Hyperspace – 4 (8 VP), Life Support – 2 (2 VP), Multiple Attacks – 24 (24 attacks, 120 VP), Sensors – 4 (4 VP), Shields – 5 (15 VP), Space Flight – 2 (4 VP), Toughness – 5 (16 VP), Weapon Attack “12 Turbolaser Batteries” – 2 (30 points of damage each, 144 VP), Weapon Attack “12 Laser Cannons” – 1 (15 points of damage each, 48 VP), Weapon Attack “2 Tractor Beam Projectors” – 1 (no damage, target captured if hit, 8 VP)

Vehicle Defects

Awkward Size (4 VBP), Crew (5 VBP), Poor Maneuverability (2 VBP), Start-up Time (2 VBP)

Derived Values

Health 160

Mon Calamari Star Cruiser (1127 Vehicle Points)
Vehicle Sub Attributes

Electronic Counter Measures – 4 (comm jamming, missile jamming, sensor jamming, 24 VP), Extra Capacity – 6 (6 VP), Extra Endurance – 5 (5 VP), Hyperspace – 4 (8 VP), Life Support – 2 (2 VP), Multiple Attacks – 48 (48 attacks, 480 VP), Sensors – 5 (5 VP), Shields – 6 (18 VP), Space Flight – 3 (6 VP), Toughness – 6 (24 VP), Weapon Attack “48 Turbolaser Batteries” – 2 (30 points of damage each, 384 VP), Weapon Attack “20 Ion Cannon Batteries” – 2 (30 points of damage each, stun, 160 VP), Weapon Attack “6 Tractor Beam Projectors” – 1 (no damage, target captured if hit, 24 VP)

Vehicle Defects

Awkward Size (6 VBP), Crew (10 VBP), Poor Maneuverability (1 VBP), Start-up Time (2 VBP)

Derived Values

Health 160

Imperator-class Star Destroyer (1234 Vehicle Points)
Vehicle Sub Attributes

Electronic Counter Measures – 4 (comm jamming, missile jamming, sensor jamming, 12 VP), Extra Capacity – 8 (8 VP), Extra Endurance – 5 (5 VP), Hyperspace – 4 (8 VP), Life Support – 2 (2 VP), Multiple Attacks – 60 (60 attacks, 600 VP), Sensors – 5 (5 VP), Shields – 6 (18 VP), Space Flight – 3 (6 VP), Toughness – 6 (24 VP), Weapon Attack “60 Turbolaser Batteries” – 2 (30 each, 480 VP), Weapon Attack “60 Ion Cannon Batteries” – 2 (30 each, stun, 480 VP), Weapon Attack “10 Tractor Beam Projectors” – 1 (no damage, target captured if hit, 40 VP)

Vehicle Defects

Awkward Size (8 VBP), Crew (10 VBP), Poor Maneuverability (2 VBP), Start-up Time (2 VBP)

Derived Values

Health 180

Executor-class Commandship (14408 Vehicle Points)
Vehicle Sub Attributes

Electronic Counter Measures – 5 (comm jamming, sensor jamming, 10 VP), Extra Capacity – 10 (10 VP), Extra Endurance – 5 (5 VP), Hyperspace – 4 (8 VP), Life Support – 2 (2 VP), Multiple Attacks – 500 (500 attacks, 5000 VP), Sensors – 6 (6 VP), Shields – 8 (32 VP), Space Flight – 4 (8 VP), Toughness – 8 (32 VP), Weapon Attack “250 Turbolaser Batteries” – 2 (30 damage each, 2000 VP), Weapon Attack “250 Heavy Turbolaser Batteries” – 3 (45 damage each, 3000 VP), Weapon Attack “250 Ion Cannon Batteries” – 2 (30 damage each, stun, 2000 VP), Weapon Attack “250 Concussion Missile Tubes” – 2 (30 damage each, area effect, 2000 VP), Weapon Attack “40 Tractor Beam Emplacements” – 2 (no damage, target captured if hit, 320 VP)

Vehicle Defects

Awkward Size (10 VBP), Crew (11 VBP), Poor Maneuverability (2 VBP), Start-up Time (2 VBP)

Derived Values

Health 200



[Lost Works] Star Wars: BESM — Part 6
July 8, 2009, 5:05 am
Filed under: Games, thoughts | Tags: , , , ,

Equipment

The following can be added to the weapons already listed in BESM.

Table 9—Blasters

Weapon Damage Abilities Disabilities Skill Item
Light Blaster 10 Concealable None Gun Combat (Blaster) Minor
Blaster 15 None None Gun Combat (Blaster) Minor
Heavy Blaster 20 None None Gun Combat (Heavy Blaster) Major
Stunner Special Stun Non Lethal Gun Combat (Stunner) Minor
Wookie Bowcaster 20 Penetrating Limited Shots (20) Gun Combat (Bow Caster) Major*
* Minor for Wookies

Table 10—Melee Weapons

Weapon Damage Abilities Disabilities Skill Item
Force Pike 20 None Melee (need 2 hands) Melee (force pike) Major
Gaderffi 10 None Inaccurate, Melee Melee (gaderffi) Major*
Lightsaber 20 None Melee Melee (lightsaber) Major**
* Minor for Tatoonie natives
** See Attributes

Table 11—Explosives

Weapon Damage Abilities Disabilities Skill Item
Explosive Charge 15 Area Effect, Concealable Limited Shots (1), Short Range Explosives (Charges) Minor
Grenade 25 Area Effect, Concealable Limited Shots (1), Short Range Thrown Weapon (Grenade) Minor
Personal Mine 25 Area Effect, Concealable Limited Shots (1), Short Range Explosives (Mine) Minor
Thermal Detonator 50 Area Effect, Concealable Limited Shots (1), Short Range Explosives (Thermal Detonator) Major


Table 12—Armor

Type Protection
Protective Vest Light Armor Level 2 (partial, hidden, stops 2 points of damage)
Storm Trooper Armor Light Armor Level 5 (stops 12 points of damage)
Combat Suit Light Armor Level 4 (stops 10 points of damage

Table 13—Miscellaneous Gear

Type Protection Item
Breath Mask Life Support Level 1 Minor
Macrobinoculars Heightened Senses (sight) Level 1 Minor

Droids

Astromech Droid
Body 4 Mind 6 Soul 3
Attributes

Features – 3, Life Support – 1, Mechanical Genius – 2, Sensors – 2

Defects

Attack Restriction – 2 BP, Can not Talk – 2 BP, No Arms – 1 BP, Restricted Ground Movement – 1 BP

Skills

Computers – 1, Electronics – 1, Hyperspace Navigation – 1, Mechanics – 1

Derived Values

Attack Value 4, Defensive Value 2, Health Points 35, Energy Points 45

Military Droid
Body 6 Mind 3 Soul 3
Attributes

Combat Mastery – 1, Focus Damage – 2, Heavy Armor – 2, Heightened Senses – 2, Sensors – 2, Weapon Attack “Blaster” – 1 (15 points of damage), Weapon Attack “Grenade Launcher” – 2 (30 points of damage)

Defects

Conditional Ownership – 2 BP, Volatile – 1 BP

Skills

Computers – 1

Derived Values

Attack Value 5, Defensive Value 2, Health Points 45, Energy Points 30

Protocol Droid
Body 3 Mind 7 Soul 3
Attributes

Alien Cultures – 3, Alien Species – 3, Languages – 3

Defects

Conditional Ownership – 2 BP, Volatile – 1 BP

Skills

Cultural Arts – 1, Social Science – 1

Derived Values

Attack Value 4, Defensive Value 2, Health Points 30, Energy Points 50

Repair Droid
Body 2 Mind 4 Soul 2
Attributes

Extra Arms – 1, Features – 1, Mechanical Genius – 2

Defects

Attack Restriction – 2 BP, Can not Talk – 1 BP, Not so Fast – 1 BP, Not so Strong – 1 BP, Not so Tough – 1 BP

Skills

Computers – 1, Electronics – 1, Mechanics – 1

Derived Values

Attack Value 2, Defensive Value 1, Health Points 20, Energy Points 30



[Lost Works] Star Wars: BESM — Part 5
July 6, 2009, 4:00 am
Filed under: Games, thoughts | Tags: , , , ,

New Rules

Hyperspace

The amount of time it takes for a ship to enter hyperspace depends on the level the ship has in the Hyperspace Attribute. The lower the attribute is the longer it takes for the engines to warm up, and for the navigation computer to calculate the jump.

For a ship to make a jump the PC or astromech droid needs to make a Hyperspace.

Navigation check with an Average Difficulty, with success indicating the jump happens with no mishap. A pilot or droid can make the jump faster if they make the check with a Quite Difficult modifier. The results of an unsuccessful Hyperspace Navigation check can range from being off course to hitting a planet.

Jump to Hyperspace

Level 1 – 6 Minutes
Level 2 – 5 Minutes
Level 3 – 4 Minutes
Level 4 – 3 Minutes
Level 5 – 2 Minutes
Level 6 – 1 Minute

Ship to Ship Combat

Like everything in Star Wars, combat between starships is cinematic. Facing and ranges are not important for a fast paced dogfight between an X-Wing fighter and a Tie Fighter. A GM is encouraged to make starship battles fast and cinematic. Describe barrel rolls, and make the descriptions as colorful as possible.

There are times when the ship’s shields are fading and the pilot needs to increase power to them. A pilot or astromech droid can divert power from weapons and direct them to the shields. To do this requires a successful Easy Piloting skill check.

Diverted power drops energy based weapon one level and refreshes the shields. For every one level reduced from an energy weapon, the shields are raised by one. Weapons that have been diverted take one round to charge before they can fire. Diverting power to the shields does not work if the shields have been destroyed. Shields can also not be raised above their listed level. Thus if a ship has Shields at Level 3, weapon power can not be diverted to raise the shields to Level 4.

Vehicle Creation

One of the major attractions of Star Wars is the wide variety of ships, droids and equipment that are found in the movies. It is this display of technology that makes the Star Wars universe come alive. The BESM rules are flexible enough to handle this variety of vehicles. From land speeders, to the planet destroying Death Star, the rules can handle the differences and not get in the way of the action.

Though players can now build ships with Star Wars: BESM, GMs must think of the ramifications of this. If the campaign has the PCs as members of the Rebel Alliance then ships are typically assigned to them for missions. If a PC is a smuggler or a trader, they own their own ship, but have to deal with the problems of keeping it maintained. The larger ships, such as frigates, should not be available to the players. They can be used as a means to transport players to their missions, or as a foe in a space battle, not as the player’s own personal ship.

Characters who have purchased levels of Own Ship/Vehicle can create or buy their own vehicles. Vehicle creation is easy, and all vehicles are created the same, and Vehicle Points are used to purchase Vehicle Sub-Attributes. Vehicles do not have any statistics nor do they possess any form of Artificial Intelligence. Also vehicles such as transformable mecha are not allowed to be created, since they do not have the Star Wars feel. A vehicle is assumed to have 40 Health Points and can gain extra Health Points by purchasing levels of the Toughness Attribute.

Vehicle Attributes

Vehicles can have Extra Capacity and is essential if the vehicle will carry cargo, passengers or extra crew. Meanwhile Extra Endurance allows a vehicle to be able to travel years between refueling. For starships and fighters Flight, Life Support and Space Flight are required. In addition all starships and some fighter have levels of Hyperspace and it allows for interstellar travel.

All fighters have combat capabilities and both Heavy Armor and Toughness makes ships harder to destroy. In addition Shields are a necessity if a pilot hopes to last at least a few minutes in a fight. It is one thing to be able to withstand damage, but a ship needs to fight back. Weapon Attack takes in account torpedoes and turbolasers, and all ships have some type of offensive capability. Sensors are also a key feature, while fighters have Maneuver Bonus to aid them in a fight.

Planet based vehicles are not ignores and many have Groundspeed or Water Speed. Most vehicles also have Light Armor to protect the driver, but Heavy Armor is not uncommon for larger vehicles like the Empire’s AT AT Walkers.

Table 7 – Vehicle Attributes Available

Attributes Available
Extra Capacity
Extra Endurance
Features or Accessories
Flight
Ground Speed
Heavy Armor
Hyperspace (same as Star Flight)
Life Support
Light Armor
Maneuver Bonus
Sensors
Shields (same as Force Field, 3 Points/Level no customization)
Space Flight
Special Equipment
Toughness
Water Speed
Weapon Attack

Vehicle Defects

Whether is a flaw in the vehicles construction, or the age of the vehicle, a vehicle will have flaws. The most common Defects among older vehicles are Hanger Queen, Noisy and Start-Up Time. Some vehicles because of their size have Poor Maneuverability and at least one level of Awkward Size. These ships also have Crew Requirements and are typical the large capital ships systems have. For planet based vehicles Exposed Occupants and Reduced Capacity is very common. Even star fighters are known to have the reduced capacity Defect as well.

Table 8—Defects Available

Defects Available
Awkward Size
Conditional Ownership
Crew Requirement
Exposed Occupants
Hanger Queen
Limited Damage
Noisy
Poor Maneuverability
Reduced Capacity
Startup Time
Unique Special Defect

Example of Vehicle Creation

Vehicle creation is easy, and is similar to how it is presented in the BESM rulebook. An example of this process follows.

Paul wants to design his own Millennium Falcon for his smuggler Character. Knowing that the Falcon is a modified version of a Corellian Light Freighter, Paul starts with that ship as a base. Then after reading about the Falcon and watching the movies he adds to that profile. Since Han brags about how fast the ship is, Paul increases the Flight Attribute to level 5 and Space Flight to level 4. He also increases the Toughness to Level 3 because he remembers reading that the Falcon has some type of special plating. He buys Shields at Level 4 for the same reason.

Paul then buys Sensors at Level 2 because of the large dish that is mounted on top of the Falcon. For weapons, Paul reads that the Falcon has two Quad Laser Cannons, and he buys Weapon Attack at Level 2 to represent them. According to the sources he has read, the Falcon also had two concussion missile tubes, and to represent them Paul buys Weapon Attack at level 2.

He remembers seeing in The Empire Strikes Back that a small laser cannon was mounted on the underside of the cockpit. Since this laser cannon was only used in melee, Paul reasons that it was weak and ineffective against other ships. He purchases one more Weapon Attack, this time at level 1, and he gives it the defect of low penetration.

Paul keeps most of the defects that are listed under the Corellian Light Freighter, but drops Poor Maneuverability. His reasoning behind this is that in the movies Han always refers to how well his ship handles. Paul also adds Hanger Queen since in the movies the Falcon always seems to be suffering from some type of mechanical problem, and he buys Crew Requirements. Finally he picks up Noisy since the Flacon’s engines always announce the ship’s presence.

This is what the finished Millennium Falcon looks like:

Millennium Falcon (88 Vehicle Points)
Vehicle Sub Attributes

Extra Capacity – 3 (3 VP), Extra Endurance – 2 (2 VP), Flight – 5 (20 VP), Hyperspace – 3 (6 VP), Life Support – 2 (2 VP), Sensors – 3 (3VP), Shields – 4 (12 VP), Space Flight – 4 (8 VP), Toughness – 3 (12 VP), Weapon Attack “2 Quad Laser Cannons” – 2 (30 points of damage each, 16 VP), Weapon Attack “2 Concussion Missile Tubes” – 2 (30 points of damage, area of effect, 8 VP), Weapon Attack “Light Laser Cannon” – 1 (15 points of damage, low penetration, 4 VP)

Vehicle Defects

Awkward Size (3 VBP), Crew Requirements (1 VBP), Hanger Queen (2 VBP), Noisy (2 VBP)

Derived Values

Health 100