Contact Information:

jay@vanishingtowerpress.com

Tuesday, August 25

Fear & Loathing in my USR

My latest rules hack, in progress, for the USR system;

PDF of the complete rules found here!

Fear & Loathing USR
A Role Playing Quest into the Savage Heart of the American Dream



“A generation of permanent cripples, failed seekers, who never understood the essential old-mystic fallacy... the desperate assumption that somebody... or at least some force - is tending the light at the end of the tunnel.”

The following is a rules hack of Scott Malthouse’s Unbelievably Simple Roleplaying system for running games in the bizarre world of 1970’s Gonzo politics, drugs, sports, sex and violence as envisioned by the late great Hunter S Thompson. The basic USR text has been changed and modified. For the USR rulesas written by the author you will need to download his free set.

What the heck is a Game Master?
A game master, or GM, acts as the game's referee as well as controlling the people and enemies the players come across. The GM also creates the adventure and the world the players inhabit. Essentially the GM is a god, but don't let it get to your head.

Creating your Player Character:
Each player needs a character to take part in the story. Since this setting is specific to the Gonzo literary genre, characters will play quixotic, brazen champions who act like a hammer to destroy the right people — who are almost always your enemies, for one reason or another, and who usually deserve to be crippled, because they are wrong. 

Beginning characters will need to choose a character role, assign their attribute dice, and then create their specialisms.

The choice of character role restricts how you assign your three attribute dice, but more importantly, defines your PC’s approach to the main goal of affecting political situations that bear down on the game environment.

Gonzo: a6/8, w6/8/10, e8/10. h(+1).
“This whole situation makes me feel nervous and weird and thirsty.”
There are a lot of ways to practice the art of journalism, and one of them is to use your art like a hammer to destroy the right people

Attorney: a6/8/10, w8/10, e6/8/10. 
“Sounds like big trouble. You're going to need plenty of legal advice before this thing is over. As your attorney, I advise you to rent a very fast car with no top. And you'll need the cocaine. Tape recorder for special messages. Acapulco shirts. Get the hell out of L.A. for at least 48 hours.”
The attorney is a stead-fast companion who is quick of wit, and reliable in difficult situations. 

Pig: a10, w6/8, e6/8. 
“It was necessary, we felt, to thoroughly terrify our opponents, so that even in hollow victory, they would learn to fear every sunrise ...”
A member of law enforcement, undercover, former special forces, informant…?

Shootist: a6, w10, e8. S. Firearms +1a.
“The most efficient way for us to do this is for each one of us to try and attempt to imagine what it is like inside of the possessed mind.”
A liberal minded scholar, advanced in years, who enjoys firearms and narcotics.

Biker: a10, w6/8, e6/8. S. Motorcycles +1a or +1w.
“A man who has blown all his options can’t afford the luxury of changing his ways. He has to capitalize on whatever he has left, and he can’t afford to admit — no matter how often he’s reminded of it — that every day of his life takes him farther and farther down a blind alley…”
Fighting the future with a disdain for the present, and status quo.

Hippie: a6/8/10, w6/8/10, e6/8/10
“I live from meal to meal. I have no money, no possessions. Money is beautiful only when it’s flowing; when it piles up, it’s a hang-up. We take care of each other. There’s always something to buy beans and rice for the group, and someone always sees that I get ‘grass’ or ‘acid’. I was in a mental hospital once because I tried to conform and play the game. But now I’m free and happy.” 
The leaders of the Establishment will be making the mistake of their lives if they discount and ignore the revolt of the hippies on the grounds that these are either disgraceful wastrels or traitors, or else just silly kids who are sowing their wild oats.

Fascist: a8, w6, e10.
“In a nation run by swine, all pigs are upward-mobile and the rest of us are fucked until we can put our acts together: not necessarily to win, but mainly to keep from losing completely.”
Any type of character who work for a living in the real world, successful or not. It is a wide ranging character class which basically covers any background a PC comes up with which doesn’t fit into one of the other classes listed above.

Attribute Dice;
You have three attribute dice; a d6, d8, and d10. Each one of these dice needs to be assigned to one of the three following attributes;

Action – This attribute determines how well-versed in combat the character is as well as how quick and dexterous they are.

Wits – This attribute determines how intelligent and perceptive the character is.

Ego – This attribute determines how the character acts socially. A high Ego means the character is a good leader and able to charm the pants off most people.

Furthermore, how you assign your die is will be limited by your chosen character role. For example, a Gonzo character role won’t let you use your d10 as your Action attribute die while the Hippie role can arrange their three die freely.

Hits – This determines how much punishment a character can take before she dies or is knocked unconscious. Hits are reduced when a character is hurt and can return to its initial score when the character heals. Your PC’s Hits are determined by rolling your Action and Wits attribute die and totaling the result.

Specialisms:

Specialisms show specific skills and knowledge the character has acquired and allows you to customize your fear and loathing. Each Specialism provides a +2 to the relevant attribute when making an attribute test. New characters get to chose three.

There is no set skill list to pick your Specialisms from which comes with your free USR rules set. To cover every genre would take a hell of a long time, and you should expect any rules-lite rpg game will put this type of world building squarely on your shoulders. So you will need to think of something yourself and run it by your GM to make sure it's appropriate. 

Character Example; Glenn decides that his character ‘Paranus Arterios Steltman’ is going to be more balls than brains, so chooses the Gonzo role. He assigns his attributes thus:

Action: d8
Wits: d6
Ego: d10
Hits: 8 (Randomly rolled d8+d6, +1 from role.)

Now for his Specialisms he selects; Investigative Journalism +2w, Bombast +2e, and Forgery +2a.

All starting characters begin the game with three pieces of equipment appropriate for their role as well as $200.00 starting cash. Mundane items, housing, employment, etc. can be established during play but keep in mind your PC is in a world of Fear & Loathing and therefore should not be well-heeled or very secure financially. For are man Steltman we will outfit him with a tape recorder, convertible, and a bag of miscellaneous pills.


Playing the Game:
“I have never seen much point in getting heavy with stupid people or Jesus freaks, just as long as they don't bother me. In a world as weird and cruel as this one we have made for ourselves, I figure anybody who can find peace and personal happiness without ripping off somebody else deserves to be left alone. They will not inherit the earth, but then neither will I... And I have learned to live, as it were, with the idea that I will never find peace and happiness, either. But as long as I know there's a pretty good chance I can get my hands on either one of them every once in a while, I do the best I can between high spots.”

Contested Attribute Tests;
There will come a time in every game when a player is put in direct conflict with someone or something. This could be flimflamming a hotel manager, lying under oath, or trying to win a motorbike race, whatever it is there's a really simple way of working out who comes out on top.
When someone is actively competing against someone else the player makes an attribute test. Both the player and the GM (or another player if it involves another character) rolls a die corresponding to the relevant attribute. If the player was locked in an arm wrestling match with a sex crazed redneck, both would roll their Action attributes. The highest roll wins the contest. On a tie the test is re-rolled until there is a clear winner.

Non-Contested Attribute Tests;
Sometimes the player won't be in direct competition with anyone else. Perhaps they're trying to hot wire a car or find a shut off valve for a busted water main. Here they must roll their relevant attribute on a difficulty table to see whether they succeed.

For example, Steltman is trying to force open a hotel window to escape billowing smoke. The window refuses to budge so before Steltman succumbs he decides to use his tape recorder to smash open the stuck window. The GM asks for a medium Action roll to succeed, but gives the PC a +1 for the heavy tape recorder. The player rolls his Action attribute die, a d8, and rolls a 5+1=6 which is a success. Steltman breaks the glass and now can take stick his head out for air.

Difficulty Table
Successful Roll      Difficulty
2+     Easy          (e.g. Jumping a low wall, bartering for food)
4+     Medium        (e.g. Riding a horse, rock climbing)
7+     Hard          (e.g. Breaking into a safe, hot-wiring a car)
10+    Very Hard     (e.g. Understanding a foreign language, building a robot)
14+    Impossible    (e.g. Disproving relativity, downing a bottle of tequila without vomiting)

Combat:
“When you get in an argument with a group of outlaw motorcyclists, you can generally count your chances of emerging unmaimed by the number of heavy-handed allies you can muster in the time it takes to smash a beer bottle. In this league, sportsmanship is for old liberals and young fools.”

Fighting is handled in the same way as contested attribute tests but with a little extra added on.

All contested rolls use the Action attribute during combat, but in this instance one participant is the attacker and the other is the defender.

If the attacker rolls higher than the defender then the attacker has scored a hit and the defender's Hits score is reduced by the difference between the winning and losing rolls.

When Hits reach 0 the character is dead.

Alternatively the GM may rule that the character is merely unconscious.

Hits may be regained through healing, but may never go above the initial score.

How combat flows;
It's up to you how you want combat to play out. You could play it fast and loose, going round the table clockwise to determine the order players act in, or you could assign each player an initiative score based on their Action roll, the acting order going from highest to lowest.

Weapons and Armor;

Weapons can give bonuses in combat, giving one side the edge over the other. Each weapon may give a bonus to the Action roll when attacking and/or defending. 

Weapon types are as follows:

Light weapon +1 (e.g. knife, improvised, small caliber handgun)
Medium weapon +2 (e.g. advanced melee weapon, typical small arms)
Heavy weapon +3 (advanced small arms, explosives, autofire)

The character only gets a weapon bonus when they are able to bring their weapon to bear. It should be noted firearms give a bonus to attack only, they do not give any advantage towards defense. Defense capabilities of weapons are usually only applied to melee weapons. 

Similarly, armor can be used to negate the effects of being hurt. Each armor type reduces the number of Hits taken in combat.

Light armor -1 (e.g. thick leather jacket, bike helmet, sturdy suitcase)
Medium armor -2 (e.g. flak vest, knee pads)
Heavy armor -3 (e.g. riot gear, car door)

For example, The security guard shoots at some junkies. His assault rifle is a medium attack weapon, but he is letting lose with full autofire so the guard receives a +3 on his Action roll. He rolls a 5 and adds the +3, resulting in a total of 8. The gang of street thugs each roll their Action die and apply the various results from the barrage of bullets.

These examples are by no means the only weapons and armor that you can have in a game. The GM could create a pistol that gives the character a +3 for armor piercing rounds or psychotic drugs providing a +4 Hits for a short period of time. Just use the above examples as guidelines and have fun making up your own bad-ass creations.

Using Specialisms in combat;

Specialisms allow the player to apply their bonus directly to the characters attack and defense rolls. Close Combat +2, Unarmed Combat +2, Zulu Hand to Hand +2, etc. All these types of combat specialisms give a bonus to the combat rolls. These specialisms can also be used to attempt difficulty maneuvers during combat or otherwise gain an edge in combat situations.
Any specialism may be used. With role play you can gain an edge in a combat situation. 

For example; the ruthless drug dealer wants to find a volatile solution on his cook's stained shelves to throw. As his action he uses his Street Deal specialism to try and find a substance which might be useful in combat. The GM says it's a medium difficulty roll with a 5 or greater needed for success. The dealer rolls a 2 and adds +2 for his specialism, giving a result of 4 – a failed roll! The GM tells the desperate dealer the shelves are clear of the most combustible solutions. With nothing but an empty flask, he turns to the noise of the apartment door being kicked in by the cops. 


Elements of Gonzo:

“He quit his job and fled in the night to Baltimore, where he appeared the next morning in U.S. District Court, which allowed him to stay out of prison for bribery and extortion in exchange for a guilty (no contest) plea on income-tax evasion. After that he became a major celebrity and played golf and tried to get a Coors distributorship.”

Keep the following in mind while driving your train wreck of an adventure;

-overlapping themes of sex, violence, drugs, sports and politics
-a tendency to move away from the topic started out with

PC’s should be rewarded for successful use of

- sarcasm and/or vulgarity as humor
- extremely creative use of the English language

Critical Failure:

“I hate to say this, but this place is getting to me. I think I'm getting the Fear.”

At some point the PC’s will have pushed things too far. The heavy weight of consequence will tremble on the edge of the abyss and the possibility of physical and mental collapse is now very real.
(to be continued…)

2015

Sunday, August 16

Wednesday, July 22

USR Sea Encounter Mechanic

In this post I talk about how I've hacked together sea faring rules for my USR Sword & Sorcery campaign utilizing Sailing on the Seas of Fate by Chaosium and Zack S's Wavecrawl Kit.

I've modified how I roll for daily encounter in the following way; for every week of sea travel I roll seven d10's. Only events which get 2 or more results are considered and will come up in play sometime during the week. 3 to 4 matching numbers mean the event is significant and watery doom could be at hand.

The ten event categories are also further subdivided if they spurred decent ideas, but I have to say, custom tables for your game world are a lot of fun. But they take some time to lovingly craft. Fortunately the internet has all these resources available to help you out. Like the products I mentioned above, there are literary thousands of free PDF's available online which can help you make your own gaming tools.

Saturday, July 18

BRP World of Xoth

If I ever run another group of PC's through a Sword & Sorcery campaign I think I'm going to go with Chaosium's Elric!. I'm sure I would modify it with mechanics from the BRP Gold Book, mostly with defining the magic system, but for the rest of it; gritty combat, incredible stunts, fearless dimension hopping, etc., I think the rules set gets the job done.

I could recycle my World of Xoth campaign material for any Heavy Metal minded troop of PC's who want to turn their sword swinging savagery up to eleven. The flexibility of Chaosium's mechanics makes it possible to craft your own brand of Sword & Sorcery. You really can conjure any world of post-apocalyptic or pre-cataclysmic savagery and super science your imagination can devise.



I don't care about no stinking hard drive crash

So yeah my desktop crashed, and all the files scribbles, memos texts downloads pics I've harvested since I found you all her in the OSR is gone. All the story threads, rewritten adventures campaign material for current and never to be played games vaporised. And I don't give a shit. Unlike every other aspect of my life where the data, the material needed is stored and handled electronically RPG's I make or purchase I have to make manifest in some printed or bound copy.

I may not have all the material I've accumulated on my hardrive because if it didn't seem relevant at the time why print it out? If a game situation makes sense for said slumbering material I'd just print out the pdf out on my printer lick-edy split. So yeah, it isn't all there.

But I have three ring binders bulging out my bookshelves of the game material I would love to run or am currently running. Once again this OSR DIY push, this open free range field of awesomeness which you all throw around for pennies, if not for free, lets me just try and run a good game after work without sweating the small stuff.

I did have to buy a new printer a couple of months ago. The laser jet from my previous business finally gave up the ghost after numerous print odd page range flip print even page range all nighters. Not ashamed to say alot of that toner burn was spent on old D&D modules but I wanted to make sure I wasn't missing the point. The point being that my hasty scribblings backed by awesome content/blog/osr posters will give me more game material on a daily basis than I can shake a dead, mummified finger at.

And the best stuff has been hand skinned and drying in my book racks. Hats off to you all gents.

Saturday, July 11

BRP Low Fantasy Campaign Idea cont.

Continuing the class descriptions from last post;

1.4.1.5 Gladiator; you have lived your life in a cage only to be released so as wagers can be placed on whether you will live or die in a blood soaked arena.
Common Skill Bonuses: Perform +25%
Advanced Skill Bonuses: Melee Combat +25%

1.4.1.6 Merchant; dangerous is the Bolfian Silk Road, but the riches to be had make dealing with the mysterious desert peoples draws the determined and the foolish to attempt it.
Common Skill Bonuses: Bargain +25%
Advanced Skill Bonuses: Choose either Navigate, Appraise, or Technical Skill(various) at a +25%

1.4.1.7 Thug; a hired hand, the muscle to protect life and property. Or steal it.
Common Skills: Hide +25%
Advanced Skills: Climb +25%

1.4.1.7 Ranger; a poor, mud pounding bastard who has to sleep outside.
Common Skills: Sense +25%
Advanced Skills: Track +25%

1.5 Skills

1.5.1 Choosing Skills

1.5.1.1 You are allowed to chose three additional skills at the base rating.

1.5.1.2 You may now spend skill points to increase any of the character's starting skills in the following manner; one skill receives a +75% bonus, one skill receives a +50% bonus, and one skill receives a +25% bonus.


Saturday, July 4

Brainstorming a BRP Fantasy Campaign

Here is what I've sketched out so far;


Low Fantasy Adventures in the world of Rom'Myr;

1. Character Creation:

Only human characters may be chosen for race. The available human racial identities are Rom’Myr, and the Fir'Bax. Rom’Myr humans are citizens of the Blue Borderlands, the farthest province east in the realm of The Trackless Empire. Sandwiched between the Cold Heath and the Groaning Mountains the Rom'Myr of the Blue Borderlands trade for Bolfian Silk from the non-human desert nomads known as the Strangled. The land of Fir'Bax lies just north of the Blue Borderlands. Uncouth barbarians who scratch a living from the small arable land surrounding the high peaks of the Yani'Hor, the Groaning Mountains. They are extremely xenophobic and war incessintly with the Strangled. This small barbarian kingdom also resent the encroaching Rom'Myrians into their wilderness domain. 

1.1 Characteristics

The primary building blocks of your PC are the seven characteristics from Chaosium’s Basic Role Playing system. Roll 3d6 dice to determine the values of your character’s Characteristics; these being Strenght (STR), Constitution (CON), Size (SIZ), Intelligence (INT), Power (POW), Dexterity (DEX), and Charisma (CHA).

1.2 Attributes

These are based on your Characteristics. They are four in number; Damage Modifier (DM), Hit Points (HP), Major Wound Level (MWL), and Movement Rate (Move).

1.3 Common Skills

This is a list of skills that every PC would have a base knowledge in. They are modified by the PC’s Characteristics if applicable. Some of your Common Skills will be increased by the bonuses given by your chosen Character Class.

1.4 Character Class

Here you are able to shape your PC more to your liking. Choosing a character’s Class will give your PC some Advanced Skills, increase some of your Common Skills, and determine how much money the character has to spend on equipment before play begins.


1.4.1 Class available for selection are as follows; Acrobat, Assassin, Barbarian, Druid, Gladiator, Merchant, Thug, and Ranger. Class choice provides the following relevant characteristic and skill advantages;

1.4.1.1 Acrobat; an entertainer in a bleak land devoid of joy. Your physical contortions provide a more subtle interest to the paying Lords then just flaying you alive would deliver.
Common Skill Bonuses: Athletics +25%, Unarmed Combat +25%.
Advanced Skill Bonuses: Choose either Teaching or Oratory and add +25%.

1.4.1.2 Assassin; those of wealth got there by eliminating their enemies. These enemies are mostly eliminated by paying for murder from secret sects which practice this nefarious trade. You are one who was trained by one these mysterious battle cults.
Common Skill Bonuses: Stealth +25%.
Advanced Skill Bonuses: Choose either Disguise, Ranged Combat, or Tracking and add +25%.

1.4.1.3 Barbarian; you find your home in the limitless wastes and wilderness of at the edge of a decaying civilization. 
Common Skill Bonuses: Ride +25%.
Advanced Skill Bonuses: Survival +25%.

1.4.1.4 Druid; you claim understanding of the spirits and gods which walk unseen amongst man.  
Common Skill Bonuses: Insight +25%.
Advanced Skill Bonuses: Chose one of the following; Beliefs +25%, Lore +25%, or Seduction +25%.

Sample pantheon of Gods;


§  Valett, the Goddess of the Night, having the form of three-eyed warrior-maiden.
§  Hesrace, the God of Caverns and the Night, having the form of calm boy holding a hammer.
§  Baldecigail, the Goddess of and Mother of Lies, seen in dreams as hunting bear.
§  The Exalted God, having the form of fierce camel.
§  Fae, the Goddess of Travel and Woodlands, who visits in visions as abrasive woman holding a scroll.
§  Pelixa, the Goddess of Darkness and the Sextal Goddess, seen in dreams as a crone holding a knife.
§  Feliah, the Goddess of , most often depicted as howling hag.
§  Fryssa, the Unspeakable Goddess, visible to mortals only as abrasive crocodile.
§  Daliica, the Goddess of Wealth, who appears as attractive pregnant woman with the scaly skin of a crocodile.
§  Angiara, Princess of Spiders, having the form of a warrior-maiden holding an obelisk.
§  Reytan, the God of Fate and Patron of justiciars, seen in dreams as crow with horns like an auroch.
§  Suselda, the Goddess of Sin and Queen of Magic, most often depicted as fat cat with the head of a snake.

etc, more to come...


So yeah, I think fleshing out some of these traditional AD&D classes into a simple BRP scheme on top of a flinty fantasy world built from a limited world palate will give me all I need for a wildly fantastic game world. Obvious adventures available within the starting small sandbox would be Deep Cavern Observatory and the free module Sky-Stone-River-Place found over at http://falsemachine.blogspot.com/

After that gut some of the desert and mountain modules from D&D, reskin them with pulpy sensibilities, and pillage all the new content being presented on G+ sources. You should have players turning grey before their time!