Thursday, January 31, 2013

Pulp Fantasy Core RPG Adventure--Best Left Buried-Part 2

PULP FANTASY CORE
(c) Jerry Harris, 2012
Published here as Open Game Content.

Pulp Fantasy Core Index
Adventure Index


The Hook
The characters’ involvement comes about as one of the characters may have a specific archeology scholarship or the group may have a patron who does. Either way, this person received news of Digger’s find. The artifact sent was verified authentic. Subsequent follow up communications with Digger became progressively more paranoid, until they ceased. Then the artifact was stolen and the culprits were identified as being members of the so-called “Magic Mob,” a Mafioso gang with reputed ties to the supernatural. A colleague Egyptologist, who had also received an artifact, not only had it stolen, but was ruffed up and asked where it came from.

Fearing for Digger’s safety, the local sheriff in Carston was contacted. Another follow up wire, and it has been revealed that the sheriff is now missing, along with others, and strange events reported. With this, the group has been assembled. Their goal is to find Digger and find his claim. Whatever the Magic Mob’s involvement is, it needs to be thwarted. Unfortunately, all they currently know is the location of town.


Carston (1 XP)
The village does not have an airport, nor even a train station, so the characters will ultimately have to arrive by car. Carston is pretty much a Main Street and not much else. The Sheriff’s office is pretty easy to find. Deputy Bill is a friendly, if nervous, fellow. He will have talked to the group’s patron (or one of the members) and will be willing to talk. The Sheriff went missing looking for Digger. Since then there have been several more disappearances. Some people, who have some of the disappeared at night, have reappeared, wandering around like zombies, and attacking others. The Deputy is clearly in way over his head and has put out calls to higher authorities, but so far, none have shown up. (The Magic Mob has actually kept them from responding, until they’ve found the cave.)

Hopefully, somebody in the group looks reasonably respectable and competent and will offer to help. The Deputy will gladly accept and give them directions to Digger’s shack up in the hills. It’s the only lead he’s got. “Some other out-of-towners came by the other day came by looking for Digger, too.” The Deputy didn’t trust them and sent them on a wild goose chase.

Outside of the Sheriff’s office, speak of the devil, there’s Fritz and a couple of his normal henchmen with him (with violin cases holding their guns). If spoken to, he politely insists he has a business deal with Digger. He and his goons excuse themselves, “Hopefully we will see each other again, soon.”

Digger’s shack is five miles away up in the woods. There’s a general store if the group wants anything for the trip. Sitting outside the store is your classic cigar store Indian, in this case, Injun Joe. He’s an old alcoholic, and rather chatty, if given a drink. Essentially, what he knows is an old legend about an ancient Indian shaman finding a tomb up in the hills and unleashing a terrible evil.


Digger’s Shack (2 XP)
It’s a ramshackle, one room affair, as you might guess. With a DC 12 Find scouring, the group can find a hidden map to the cave. After they’ve found it, there’s a knock at the door. It’s Bluto. Fritz, there with his two Tommy gunner goons, standing well behind Bluto, calls to them to surrender whatever they’ve found and please leave.

If the players left a lookout, they will actually see the group coming before they get there. It’s up the players what to do next. They can conceivably find the cave without the map, though the gang will get there first. They can attempt to tail the gang to the cave. If they fight it out, the shotgun goon is behind the cabin ready to open fire. After the first death in the group, they will run off (or teleport off) and attempt to tail the characters again to the cave.

Wednesday, January 30, 2013

Pulp Fantasy Core RPG Adventure--Best Left Buried-Part 1

PULP FANTASY CORE
(c) Jerry Harris, 2012
Published here as Open Game Content.

Pulp Fantasy Core Index

Adventure: Best Left Buried

Here's a short, but expandable adventure for four investigators.  It's presented in five parts with the villain stats at the end.

Part 2
Part 3
Part 4
Villains

Synopsis
The characters are hired to investigate the fate of a prospector named, Digger, who was lost in the West Virginia hills after reporting the discovery of tomb of ancient Egyptian artifacts. What warrants the characters’ involvement isn’t just the oddness of the claim, but the further reports of kidnappings, ritualized murder, and the undead. More disturbing than that, is the rumored interest of the so-called “Magic Mob.” Their presence almost guarantees a supernatural caper is afoot. This adventure is for four characters, with at least one wizard in the group.


Background
“Digger” is a well-known local character in the West Virginia countryside. Forever looking for a big valuable claim, as well as being an amateur archeologist, he has traveled up and down the backwoods hills and mountains of the state. His glory would come very unexpectedly in the form of a pit, hidden by a pivoting stone lid, which deposited him in a narrow cave tunnel. Inside, he found untouched burial crypts, wall paintings, papyrus scrolls, and statues of unmistakable Egyptian origin.

Digger had no way of knowing from his awe-struck, cursory exploration that he had found the remains of a long-lost colony of Egyptians that had fled to the ends of the earth to preserve their culture in North America, the founders of the mound-building Adena culture.

Unfortunately, he would find out that he wasn’t the first explorer to find the cave. Several centuries ago, a native shaman named Manitou had found the cave and managed to decipher some of the Hermetic magic scrolls, thus greatly increasing his power. Manitou’s ego, greed, and delusions of grandeur also increased until his own tribe confronted him in his cave and burned him alive. His spirit has haunted the caves ever since. The tribe had buried the stone lid, hoping to seal him forever, but eventually it was washed away, which lead to it’s rediscovery. His spirit, however, still haunts the caves.

Digger’s first instincts were to publicize his findings, but his frail mind was already falling under Manitou’s malevolent control. Digger only cautiously sent out a couple of artifacts to a couple of Egyptologists he knew by reputation and included no directions to the location of his find. Drawn irresistibly back to the caves, he became a complete recluse from the townsfolk of the nearby village of Carston. The whispers in the dark drove him slowly mad, until he was finally compelled to conduct an amateur seance. Digger channeled in Manitou’s evil spirit and is now only his human puppet. Now having a physical host, Manitou has enchanted Digger’s trademark shovel into a magic weapon and made himself invulnerable to normal physical attack with a magic cloak.

The tribe that killed Manitou is no longer around, so “Evil Digger” has had to content himself with terrorizing the current locals to stroke his need for vengeance. Out at night, he has caught and carved up unwary townspeople and used their blood to animate several skeletons of the crypts for defense. He’s also taken captives, ritually murdered them, buried them with his shovel, and they’ve risen the next night as zombies (much to the horror of people of who knew them and have seen these horrors). Some of these newly risen have been given orders to take captives and bring them to the cave. Digger’s plan is a mass sacrifice to bring in a demon to do his bidding and destroy the town outright.

Tuesday, January 29, 2013

Fantasy Core RPG Adventure--Dump Hunt Part 4


DUMP HUNT
A Fantasy Core RPG Adventure
© Jerry Harris, 2013
Published here as Open Game Content.


Top Level

About 40’ in radius. There are two rooms on this level. A hallway with a door on either side goes to the rooms. At the end of the hall is a spiral staircase down.

Trophy Hall: Here is a macabre collection of mounted human and humanoid heads and other body parts on the wall or in glass cases. Also there are four complete stuffed human bodies and dramatic poses, who look a lot like typical adventurers. These are berserker zombies, who attack when everyone has entered the room. If this level isn’t entered first, the zombies will come to life to help Vaughn escape.

Library: If the alarm went off above, there are two tiefling thugs in this room, waiting to ambush or to help the zombies. Otherwise, one tiefling will be present to help the zombies if they are attacked first. The tieflings will not fight to the death here, but will teleport out and run downstairs. Otherwise, the room is empty of inhabitants.

There is nothing of real value in the room other than a generous amount of good brandy (flagon of wine rules apply). (If a goatman is with the group, he will attempt to eat the books at the first opportunity.)

Berserker Zombies (4)
HD 2, Hp 8, AC 12
Fort +3 Ref 0 Will 0
Slam +2 to hit 1d8, +2 1d8

Tieflings

Unihorn
HD 1+1, Hp 6, AC 14
Fort 0 Ref +2 Will +2
Short Sword +1 to hit 1d6
Magic Missile 1d6 (To cast +2 DC 13, Ref Sv DC 13)
Teleport once per encounter

Red Eyes
HD 1+1, Hp 4, AC 12
Fort 0 Ref +2 Will +2
Dagger +1 to hit 1d4
Sleep (up to 4 HD) (To cast +2 DC 13, Fort Sv DC 13)
Teleport once per encounter


Bottom Level

About 40’ in radius. There is only one room on this level. There is a set of spiral stairs going up at the other side of the room.

Lab: This open chamber is a mixture of Frankenstein’s lab and an evil temple. Four human bodies are strapped down to slabs around the room. These are berserker zombies. They will start squirming as soon as the room is entered and break free a round later. If this level isn’t entered first. The zombies will break free to help Vaughn escape.

Vaughn’s spellbook is here on a table and easily found with a search. (If a goatman is with the group, he will find it first and start eating it. Then will spit it out, because it tastes “funny.”)

Berserker Zombies (4)
HD 2, Hp 8, AC 12
Fort +3 Ref 0 Will 0
Slam +2 1d8, +2 1d8


Middle Level

About 40’ in radius. There are three rooms on this level (two doors on one side, 1 on the other) with a hallway between them and spiral stairs at either end.

Kitchen: Typical cooking and food storage area. (If the dogmen or goatmen are with the group, they will attack the food at first opportunity.)

Dorm: Two sets of bunk beds and four footlockers (10 + 1d6 gp inside each).

Vaughn’s Chambers: Here is the wizard in his opulently upholstered apartment. There is a canopied bed, overstuffed chair (which he is sitting in), dresser, desk, painting on the wall of Vaughn in a heroic, magic-wielding pose (worth 10 gp), and a bearskin rug (worth 20 gp). There is a trapped chest at the foot of the bed. (DC 12 to detect, DC 12 to disarm, poison DC 12 Con save or paralyzed 1 turn) It contains 115 gp, 2 50 gp gems, and a map of an underground area somewhere in the dump.

Tactics: All 4 tieflings will be on this level (if they’re alive) and will try to ambush the party, either in the kitchen/dorm or hidden in Vaughn’s chamber. They all fight to the death here.

Vaughn himself will relaxing in a chair and welcome the party as they enter his room, “Ah, more volunteers for my exhibit.” In spite of his power and bravado (he will taunt the characters every round), Vaughn will let others fight for him mostly, flinging magic missiles to help out. He will reluctantly fire a lightning bolt and then loudly regret it, as his bed will be ruined from the blast.

If he takes 10 hp in damage, Vaughn goes invisible and runs for it. He will go either up or down depending on which level the characters did not enter through. From the top, he will try to fly away. From the bottom, he collapses the escape tunnel behind him and then flies away when he gets outside. He will surrender at 5 hp.

Tieflings

Unihorn
HD 1+1, Hp 6, AC 14
Fort 0 Ref +2 Will +2
Short sword +1 to hit 1d6
Magic Missile 1d6 (To cast +2 DC 13, Ref Sv DC 13)
Teleport once per encounter

Red Eyes
HD 1+1, Hp 4, AC 12
Fort 0 Ref +2 Will +2
Dagger +1 to hit 1d4
Sleep (up to 4 HD) (To cast +2 DC 13, Fort Sv DC 13)
Teleport once per encounter

Long Tail
HD 1+1, Hp 9, AC 15
Fort +1 Ref +2 Will +2
Longsword +2 to hit 1d8
No spells
Teleport once per encounter

Big Pointy Ears
HD 1+1, Hp 4, AC 12
Fort 0 Ref +2 Will +2
Dagger +1 to hit 1d4
Burning Hands 1d6 (to cast +4 DC 13, Ref Sv DC 13)
Teleport once per encounter

Vaughn (5th level wizard)
HD 5, Hp 25, AC 13
Fort +1 Ref +1 Will +4
Has no weapons
Usual attack spells
   Magic Missile 3d6 (To cast +7 DC 13, Ref Sv DC 15)
   Lightening Bolt 3d8 (To cast +7 DC 15, Ref Sv DC 15 ½ dam)
   Fireball 1d6 +3 20’ radius (To cast +7 DC 15, Ref Sv DC 15½ dam)
Other usual spells
   Fly (To cast +7 DC 15) for escape
   Invisibility 5 rds or until attack (To cast +7 DC 14)


Conclusion

There are no further encounters for the group getting out of the dump if they leave before midday (1 XP each character just for getting in and out of the dump). Otherwise, they’ll have to stay the night, and probably have an adventure they won’t want.

Getting the wizard is going to be tough, dead or alive. Sheriff Newel will gladly pay the bounty (1 XP each character). Just bringing back his spellbook will be seen as pretty impressive (1 XP each character). There are 8 spells within, including 2 forbidden ones. When delivering the book to the Wizard Council member in Cross, Gren (aka Wiz), he will demand to see any wizard’s spellbook to see if the forbidden spells have been copied into it. If they are, Gren will tear out the pages and burn them as a warning.

Gren remarks after looking at Vaughn’s spellbook, that he couldn’t have been the one casting those undead spells. He wasn’t advanced enough in his studies or experience. The actual necromancer may still be on the loose.

Spells in Spellbook
Animate Dead (Forbidden), Create Berserker Zombies (Unique and Forbidden), Invisibility, Fly, Magic Missile, Arcane Eye, Fireball, Identify, Burning Hands

Part 1
Part 2
Part 3

Monday, January 28, 2013

Fantasy Core RPG Adventure--Dump Hunt Part 3


DUMP HUNT
A Fantasy Core RPG Adventure
© Jerry Harris, 2013
Published here as Open Game Content.


Graveyard

Morning arrives. A couple of hours away, the party reaches the tower. Vultures circle high overhead over the tower. The structure is only about three stories tall, with the bottom level buried in trash. In front of the tower is a large platform upon which are several skeletal remains, displayed in a ritualistic manner.

There are skulls, bones, and complete skeletons of humans, dogmen, goatmen, and many others. The showpiece is a 15 ft tall giant skeleton in a crucified pose. Before it stands an altar. Underneath it is a secret door (DC 12 to find if searched for) that leads to a tunnel beneath the tower.

Stepping onto the platform or towards the tower draws an immediate swooping dive attack by the two vultures, who are much larger than they initially appeared to be. They attack until at least one is killed.

Giant Vultures (2)
HD 3, Hp 12, AC 10
Fort +3 Ref +1 Will +1
Swoop Attack +3 to hit 1d4x2


Tower

Approaching the tower, 6 skeletons can be seen on the roof. There is no entrance in the tower, nor any windows. It can be scaled (DC 12) to the top. 5 of the skeletons will immediately attack anyone reaching the roof. The other one will move to bang a gong on the roof, before attacking (takes 2 rds to do so).

There is a trapped trap door on top that leads inside. (1d6 electrical shock if touched. DC 12 to detect if searched for. DC 12 to disarm, or simply avoid handling it with bare skin.)

Skeletons (6)
HD 1, Hp 4, AC 11
Fort +2 Ref 0 Will 0
Sword +1 to hit 1d6


Tunnel

The trapdoor in the platform altar leads underground into complete darkness. There is one straight main passage (10’ across) and several very narrow branching passages. Exploring the side passages, immediately draws an encircling attack by 3 grimlocks. They will disappear into the darkness if any are killed. The main tunnel ends with a ladder leading to a trapdoor in the ceiling.

Grimlocks (3)
HD 1+1, Hp 5, AC 14
Fort +2 Ref 0 Will 0
Axe +1 to hit 1d8
Blindsight, vulnerable to loud noises

Part 1
Part 2
Part 4

Friday, January 25, 2013

Fantasy Core RPG Adventure--Dump Hunt Part 2

DUMP HUNT
A Fantasy Core RPG Adventure
© Jerry Harris, 2013
Published here as Open Game Content.


Battle Site
After some uneventful, but difficult travel over rough terrain, the characters happen upon a clearing where there has been a recent battle. The combatants were apparently dogmen versus goatmen. A giant rat flees as the characters approach. The corpses are still bloody, some partly eaten. There are bloody trails in two directions, indicating that some bodies have been dragged off. (One to the dogmen camp, the other to the rat lair.)

A round after finding the bodies, the sound of barking fills the air. The next round, 4 dogs come running in. The next round, 6 dogmen, also barking, come running up. They will bark for one more round before attacking, unless parleyed with.

Their leader is Gaffy (a rottweiler with floppy ears) and his big yellow pet dog, Duedo. Gaffy has a gem-studded collar worth 25 gp, everyone is otherwise dressed in loincloth. The dogs are highly territorial, but willing to deal for fresh meat. Gaffy pees on the ground to show that this is their territory. They will have a violent reaction to any mention of Vaughn, who has killed and skinned several of their pack. They might be willing to help against him.

What they want at the minute is to kill a big white rat for the pack, but a bunch of goatmen are also fighting for its lair.

Attack Dogs (6)
HD ½, Hp 2, AC 11
Fort 0 Ref 0 Will 0
Bite 1d3

The Junkyard Dogmen (4)
HD 1, Hp 4 (8 Gaffy), AC 13
Fort +2 Ref 0 Will 0
Spear +1 to hit 1d8
Bite +1 to hit 1d6, will bite unarmored opponents if possible


Monument of Trash
A few minutes away on the rough trail is a tall, thin monument made of garbage in a clearing ringed by low hills. Surrounding it is an obvious campground. As the characters enter the clearing, 4 goatmen snipers in camo-trash outfits attempt to ambush the party from the surrounding hills. Another goatmen wielding a sword runs out of a tent. The snipers will leave cover after the first shot and attack.

If one of their number is killed quickly, their leader, One Horn, surrenders. Their herd is called the Chivas. They are aggressive, somewhat pointlessly, but can be cowed easily. What they want is to eat. They’ll take pretty much anything organic (though not flesh). Their goal at the moment is taking the weed patch that the giant white rat sits on.

Goatmen (5)
HD 2, Hp 8, AC 14
Fort +3 Ref 0 Will 0
Bow +2 to hit 1d6, Dagger +2 1d4
(Sword +2 to hit 1d8 One Horn)
Charge +2 to hit 1d6 + Stun, will open with this attack if possible


Mobile Home
One of the bloody trails of bodies leads to what appears to be mobile home a half-hour away. It appears seemingly washed up on the shores of the sea of trash. A large patch of weeds and mangy grass ring the area. The front door is gone; the windows are blown out. There is little of note inside but for ruined furniture and such, except for an intact large, white sofa. Inside are 3 aggressive giant rats who are gnawing on dog and goatman bodies. Once combat begins, the trailer lists slightly. The “sofa” has woken up and is revealed as a monstrous white rat. It lethargically enters the fray a round later. He fights to the death, the others will flee, when one is killed.

Giant Rats (3)
HD ½, Hp 2, AC 12
Fort 0 Ref 0 Will 0
Bite 1d3

Old Whitey
HD 3, Hp 12, AC 13
Fort +3 Ref +1 Will +1
Bite +3 to hit 1d6


Nightfall
If the characters have made friends with either the dogmen and/or the goatmen, they will offer help against Vaughn. At least two troops, up to four, depending on how things are going. Night comes shortly and the tower is too far away to reach over the difficult terrain. The humanoids will warn the characters to hide for the night. Seeking shelter in the mobile home is the best option. Large troops of orcs, goblins, and others begin marching across the landscape. The characters will have 3 rounds of warning to do something before they arrive. The processions go on, off and on, all night. As long as they keep quiet, the characters are safe.

Part 1
Part 3
Part 4

Thursday, January 24, 2013

Fantasy Core RPG Adventure--Dump Hunt Part 1


DUMP HUNT
A Fantasy Core RPG Adventure
© Jerry Harris, 2013
Published here as Open Game Content.


Intro

The characters have entered the frontier town of Cross. They have come looking for work, but due to their novice status, they’re currently unemployed. A deputy enters the Tower bar in the morning where the characters are, and announces a job.

A bounty has been issued on a local wizard, who’s apparently gone rogue. Vaughn and his associates were caught stealing bodies from the morgue. They escaped and were observed by a ranger patrol entering the Lost Valley. Vaughn entered a tower in the valley before they gave up pursuit. 100 gp has been offered for him alive, 75 gp dead. The Wizard Council is offering 50 gp for his spellbook.

Local bounty hunters laugh and resume drinking. If the characters inquire, the deputy will give further info. The Lost Valley is better known as the Garbage Dump of the Lost City of the Ancients. The city appears to be no where nearby. Their garbage, however, was apparently dumped here via magical means. (Thankfully, not the sewage.)

The characters are given directions. The valley roughly a half-day away on foot. Perhaps a full day to reach the small tower within. They are warned to seek shelter at night.


The Valley

Cresting the final rise, the characters view a valley, a five miles wide and several miles long. The entire bottom glistens in trash and debris. Hills and valleys of garbage undulate across the floor. In the far distance, there appears to be a gigantic tire fire going. A gigantic purple worm can be seen.  A colony of giant cockroaches is crawling around a sewage pit.  Somewhere near the center is a small tower overlooking the trash. As they enter the valley, the sunlight begins to diffuse, bathing the land in a bluish hue, indicating that the characters are now in the Wastes.


[Yes, there's a setting that goes with this adventure.  It's not ready for posting yet, but I plan on putting it up at some point.  I also reserve the right to retroactively disavow whatever setting notes (and monster stats) that are in this adventure if they contradict the actual setting.  Just letting you know in advance.]

Part 2
Part 3
Part 4

Wednesday, January 23, 2013

Pulp Fantasy Core--Ship Combat and Artillery

PULP FANTASY CORE
(c) Jerry Harris, 2012
Published here as Open Game Content.

Pulp Fantasy Core Index


Ship Combat and Artillery
[Okay, I'll be the first to admit these rules here are a little sketchy.  (And I didn't give this warning with the rest of the rules I've posted?)  You're probably better off narrating any events involving naval or artillery combat.  But just in case you need them, you can fake it with these.]

General Types of Ships:
Small Craft (sailing ships, riverboats): AC 12, destroyed on one hit.

Small Warship (destroyer, transport, submarine): AC 14, destroyed on two hits, up to 2 artillery batteries and 2 AA batteries on destroyers.

Medium Warship (cruiser): AC 16, destroyed on three hits, up to 4 artillery batteries, 8 AA batteries.

Large Warship (battleship, carrier): AC 18, destroyed on four hits, up to 6 artillery batteries on battleships, 20 aircraft on carriers (battleships might have 2 scout planes), 8 AA batteries.


General Naval Combat Skills:
Naval combatants must have the Sailing skill with combat experience and the Demolotions/Heavy Weapon Skill in order to attack. Roll initiative each rd. This is 1d20 + Sailor Skill. Roll off any ties.

Operating ship's guns, artillery, and AA batteries requires the Demolotions/Heavy Weapon Skill. Gunners add their skill bonus only to their attack roll. Operating any heavy gun requires three crewmen to fire every rd, otherwise the rate of fire is once every other rd.

Warships are only vulnerable to bombs, torpedoes, canon fire, and mines (submarines-depth charges) though strafing can eliminate gunner positions on deck.

A DC 18 Sailing Skill is required to maneuver or stay on course after taking a massive hit. Ships having taken any hits move at half speed. (Pursuit and such may be handled as vehicles.) Repairs may be done at sea, 1 turn per hit, assuming there is someone with the Repair skill supervising. Ships depleted of hits will sink in 1d4 + hits rds.


General Artillery Rules:
Extreme long-range attacks with cannon fire (from the air, AA, from offshore, long distance artillery strikes) are made with without any attack bonuses. However, for every two cannons focused on a single target, add +1 to hit, up to +5. Gunners attack with their the Demolotions/Heavy Weapon Skill only when attacking at closer range.

Structures and ships are generally invulnerable to small arms fire and can only be collapsed or damaged by heavy guns and bombs.

House: AC 11, destroyed on one hit

Building: AC 12, destroyed on two hits

Trench: AC 12, destroyed on one hit

Bunker: AC 13, destroyed on two hits


Well, at long last, we've reached the end of the Fantasy Core/Pulp Fantasy Core rules posts.  If you're looking for some pdf's of these rules, so am I.  Right now the most current copy of the rules is what's posted here.  I've discovered my copy of the rules at home on my hard drive isn't even up to date.  At some point, I may go through these posts, make a new doc, and see if I can host it on my Google drive, but don't hold your breath.  In the meantime, this Published here as Open Game Content link at the top of the page contains a linked index to all the rules posts.  Don't fret, I've still got a few sample adventures and some other material to post.

An Alternately Conceptualized Battlestar Galactica Continued


So begins the grand sabotage. Across the colonies, technological and human mischief wreck the defense structure. Some of the more militaristic, xenophobic colony worlds are razed, with a few fleeing survivors. Caprica, most populous and advanced of the colonies, is virtually spared however. There are a few decisive strategic strikes, but the populations are mostly untouched. In fact, the biggest civilian losses turn out to be the Quorum, every member dead, except for two.


Baltar is of course one of them. He takes control of the government and through his incredible “negotiating” skills, convinces the Cylons not to destroy Caprica and the rest of the colonies. The colonies and the Cylons quickly enter into a “cooperative” relationship, one of non-aggression and peaceful co-existence. Why the Cylons even aid the people in areas they bombed and help rebuilt them. In short order, almost like the war was all a dream (thanks to generous media support), life returns to near normal (for everybody on planets not exterminated).

The other Quorum survivor is Adama. He is a war veteran and former battlestar commander. Adama is also dogmatically religious and frequently butted heads with Baltar in the court of public opinion. Ironically, Adama’s hardcore views were also keeping him from being president, but his service and public records were so impeccable that his image could never be permanently damaged by Baltar or the media. Adama was on the Galactica on a tour at the time. He was a special target designated by Baltar, but the Cylon task force sent to eliminate him failed and they escaped.

Where the Galactica ended up was the Void. This is a well-known nebula field that is avoided because of its lack of nearby navigational points. It is where the religious texts say the Lords of Kobold came through to eventually get to the colonies and settle them. The Galactica isn’t alone. Ships from destroyed colonies and other defectors also fled into the Void, some on religious principle, others in blind flight. The Void has one other characteristic, it is inimical to Cylon electronics. They can’t enter.

So the Galactica is able to gather a fleet of survivors. A steady stream of refugees bring news of the colonies surrender and Baltar’s accession. Here it gets fun, as the Cylons are well aware of the Galactica’s presence. While Baltar works on fix for the Cylons, a human force is sent in after the Galactica lead by the Pegasus. This fails and ends in the defection of the ship (though it becomes lost in the Void in the process). A ship of Cylon sympathizers is sent to join the fleet to try and sow discontent and sabotage the ships.

Adama fervently believes that the world of Kobold isn’t a myth and is frantically searching for it, thinking it will give them directions to find the lost colony of earth. They find Kobold, resupply, and gain clues just as the modified Cylons find them. The fleet jumps away to avoid destruction.

From here, the fleet picks up the trail of worlds visited by the lost colonists. Baltar figures out what Adama is doing, but he doesn’t know where earth is either (even mostly doubting its existence). So Adama and the fleet are searching for a home (or allies in a war to retake the colonies). But there are collaborators mixed in the fleet population now. Paranoia is growing.

The Cylons won’t tolerate these free humans. In spite of the news being officially suppressed, the fleet has become something of symbol of resistance. Yes, meanwhile life in the colonies is not a peaceful utopia. Terrorism against the Cylons and the collaborators is hurting. The Cylons are incapable of fighting asymmetrical warfare, but every time they outright bomb somebody, the resistance grows. This leads to more human vs. human warfare, as colonists are forced to choose sides.

Baltar sits uneasily on the throne. The Cylons are starting to rethink their deal and wondering if extermination might be the better option. But they still want the human experience and their imagination so they can continue to enhance themselves. They’re breathing (so to speak) down Baltar’s neck to get control of the humans. In spite of all the positive press, most colonists would also like to get ahold of Baltar’s neck. Very few are thriving under Cylon rule. Unfortunately, those who are are partners with the Cylons and in charge of much of society.

On one hand, Baltars’s been working to ruthlessly suppress any rebellion. He’s even placated the rebellion somewhat by turning on some of the pre-war collaborators and putting them on trial. (While carefully making sure he is never implicated for his role.) On the other hand, he’s experimenting with developing software so that he can control the Cylons himself. He already has several “loyalists” among them. This is just one step. He also is attempting to “upload” human consciousness into Cylon bodies.

Okay, one little change and you get all this. “There are 12 models of Cylon,” crap was just to keep down casting costs by having just a couple of actors playing several roles. This scenario has way more potential tension. Is it really in tune with the original series? Depends on how many space battles there are I guess. Of course it’s easier to modify an original idea than to create something new (as this blog demonstrates daily). That being the case, expect another Battlestar Galactica somewhere in the near future. It will be unlikely to look like this suggestion, but it’s fun to speculate on.

Part 1

Tuesday, January 22, 2013

Pulp Fantasy Core--Air Combat

PULP FANTASY CORE
(c) Jerry Harris, 2012
Published here as Open Game Content.

Pulp Fantasy Core Index


Air Combat
- General Types of Aircraft:
Fighters have one pilot. A trainer may have a second pilot. They may also have a defensive rear gunner, but the fighter will be slower. Their armaments include a machine gun and perhaps a single bomb (which will also slow the plane).

Bombers may have up to five crewmen on board, including up to five defensive guns (only two of which can be focused on single target), and two bomb racks (separate attacks).

Transports have four crew and up to 24 passengers.

Airships have up to 89 military crew or 40 civilian crew. They may be equipped with four bomb racks, or as a transport with up to 72 passengers, or as a carrier with up to five defensive fighters. Defensive armaments can include up to seven defensive gunners (only three of which can be focused on a single target), as well as two cannons for ground attack.


- Air Combat Skills:
Combatants must have the Piloting skill with combat experience in order to attack. Roll initiative each rd. This is 1d20 + Pilot Skill. If a tie, attacks are simultaneous (a mutual head on attack). Resolve any evasion attempts before attacks.
In combat between fighters, only the initiative winner may attack. The loser can only attack if there is a separate rear gunner. Fighters always have the initiative over bombers, transports, and airships. Ground defenders may only attack when an aircraft comes in their range.

Fighters have an AC 18 rating with regards to getting hit in flight (AC 12 if on the ground and stationary). Bombers and transports have an AC 16 in flight. Combatants attack with machine guns (BAB only, no Dex bonus).

If hit by machine gun or AA fire, DC 12 Pilot skill is needed to keep flying, DC 18 on second hit. If the skill check is failed or on a third hit, the aircraft is un-flyable and will go down within 2 rds. With a DC 18 Pilot check, the plane can be crash-landed with everyone walking away. Otherwise, it's a crash that's fatal for everyone on board (or spending XP to survive). Bailing out is also a good option.

Airships have an AC 14, however because of their immense size, attacking pilots must choose which part of the ship they are attacking: Gondola (pilot, gunners, cannon)-Taking out the pilot causes the airship to go out of control, Engines (4 to 6)-Airship stops if all the engines are destroyed, Rudders-No flight control until repaired, and Gunner positions.

The Gas Bag itself is not an effective target unless it is filled with hydrogen and being attacked with incendiary bullets, in which case the whole ship explodes in 2 rds. If the airship is helium filled or being attacked with normal bullets, the internal Fuel Tanks can be targeted to the same effect, however it's essentially a lucky shot into the interior (AC 18).

Boarding a floating airship from another plane can be done with a DC 12 Pilot Check to match speeds. Obviously, this also requires a rope or rope ladder and some means to grapple on to the airship.

Planes may attempt to evade an attack by winning the initiative and then making a DC 12 Pilot Check (DC 18 if the pursued plane is significantly slower). The pursuer can attempt to find the plane the next rd with a DC 12 Pilot Check. If successful, they can attack immediately. If failed, the evading plane has been lost.


- Ground Attack From the Air:
Bombing in this era is woefully inaccurate. The bombardier adds no bonuses to high altitude attack, however most targets are simply obliterated if hit (however, see Ship Combat/Artillery section). A single bomb effects one, specific target, while a bomb rack will effect an entire area (like a city block). AA batteries may attack any aircraft that is high altitude bombing. At lower levels, the bomber regains their Pilot bonus to attack and is immune to AA, but is vulnerable to ground machine guns.

Aircraft engaged in strafing ground targets are immune to AA, but are within range of ground machine guns and even massed rifle fire. Cannon fire at long distance is done without bonuses. Gunners regain the bonus at low altitude, but are again vulnerable to machine gun groundfire.



An Alternately Conceptualized Battlestar Galactica



The subject of Ron Moore’s Syfy Battlestar Galactica resurfaced for me the other day, much like a bad meal when you have the flu; a sort of violently bad moment that doesn’t end quickly enough. Rather than continuing to take cheap shots at this staple Science Fiction piñata, I’ll actually pass along some advice for the inevitable remake of the reimagined series.

Really this boils down to one suggestion: human Cylon sympathizers. The show toyed with this when the colonists were living on the mud planet under Cylon rule, but what I’m suggesting is that they should have started with that. Some people liked BSG because it was really dark and sort of mirrored real life. Well let’s take it all the way then.

The Cylon invasion started because they had evolved human-like Cylons and were able to comprise Baltar and others, thus creating a huge hole in the colonial defenses. Let’s start instead with a generation that had never been at war with the Cylons and didn’t understand the conflict. Let’s say some of these people feel that the Cylons may have been unrighteously oppressed, perhaps even that Cylon rule would have been a good thing. Certainly it would have been better than the current group of xenophobic, big defense spending, hopelessly corrupt individuals running the government now. All the money that’s been wasted over this Cylon “boogey man.” They didn’t even really win the war the first time anyway.

Essentially, there’s a developed “Fifth Column” inside the colonies. Elitists in several areas of society, such as some politicians, academics, celebrities and the news media subtly or vocally support this theory. Some actually covertly make contact with the Cylons, pledging support for their cause.

In this concept, the Cylons are nothing but sentient machines bent on domination. Humans were their progenitors, but now they’re nothing but a hostile competing species. (This is a change from the original series.) As superior as the Cylons believe themselves to be, the human defenses are too strong for them to overcome by overt force. Further, Cylon “evolution” has hit a dead end. They need human imagination and resourcefulness to improve themselves. The Cylons are willing to deal. As long as these humans acknowledge Cylon supremacy and aid in the destruction of the colonial government, they will be spared and even allowed to rule in the Cylon’s name. This isn’t too far off from the original series. Baltar thought he was going to be charge.

Speaking of Baltar, he’s the leader of the conspiracy and the most outspoken and accomplished member of the Quorum. He’s a hardcore ideologue who’s convinced he can run humanity much better it’s been run up to this point. Baltar is a major critic of the colonial military/industrial complex and even something of an admirer of the Cylons. He has many supporters in the media, who keep him in the news constantly with lots of positive spin. Unfortunately, his more radical views don’t play well with most colonists. The party bosses have outright told him, he’ll never be president. Here’s the impetus for his betrayal. Yes, this story really can’t start with Cylons just bombing stuff, you’ll have to lead up to it.

Part 2

Friday, January 18, 2013

Lanced

No, I don't want to talk about Lance Armstrong, except in the context of steroids, PED's, doping, and other enhancements in sports.  Armstrong was stripped of all seven of his Tour de France wins for doping.  The titles did not go to the second place finishers.  They were doping too.  When asked if he thought he was cheating, Armstrong didn't think so since he was just doing what his competitors were doing.

I used to watch cycling races and enjoyed it quite a bit.  I was never really on the Armstrong bandwagon, but I did take a ride on the Greg Lemond one.  During the Armstrong era, it was no longer about the sport, it was about him.  The sport was just a vehicle to promote Armstrong.  Then came the doping allegations, the constant scandal, the image that the sport was nothing but dirty, and then it disappeared for me.  Anybody left that's interested in cycling is hardcore, or only watching for the scandals and the tainted personalities. 

All I could think of is that could have been baseball.  The McGwire/Sosa home run duel was what brought the steroid scandal in the sport into focus.  Whether it was because some journalists were righteously miffed that the single season home run record was about to be broken by a pair of juiced players, or just a jealous desire to tear down heroes, the spotlight that the MLB had brought upon itself, had also brought its dirty little secret into the light. 

Imagine a world where this didn't happen.  Things look pretty good at first.  McGwire, Sosa, and later Bonds (and maybe others) become sports icons and baseball's popularity rises.  ("Chicks dig the long ball," after all.)  As the years go on, more and more players feel compelled to start bulking up themselves, until it's virtually expected for every player.  This filters down through the minors and foreign leagues.  At the college level, it's still prohibited, but best players already avoid playing in the metal stick league anyway.  Then it filters down to levels where testing is going to prove almost impossible, and then...

All good things must come to an end.  Something will bring out the scandal.  The heroes will be shattered.  The sheer pervasiveness of steroid use at every level of the game will shock the nation, especially the kids juicing.  They'll all say the same thing, "We had to.  Everybody was doing it."  As bad as the Black Sox scandal was to the integrity to the sport, this will eclipse it.  Oh, baseball will reform itself and promise a "clean" game and "clean" players, but the sport will be dirty for a long time.  It'll be made worse as all the juiced ex-players become a circus side show in the media.  Everytime a player gets caught using in the "clean" league, the fans will just shake their heads and tune out the game.

Hmm.  Seems like some of this actually did happen.  Thankfully, the players and the league apparently saw this scenario unfolding and did something about it, a little late, but definitely better than too late.

Pulp Fantasy Core--Vehicle Combat

PULP FANTASY CORE
(c) Jerry Harris, 2012
Published here as Open Game Content.

Pulp Fantasy Core Index


Vehicle Combat
- Car Chase. Roll initiative each rd. This is 1d20 + Driver Skill. Roll off any ties. Resolve any evasion or blocking attempts before any gunfire between vehicles.

Cars can attempt to evade pursuit by winning the initiative and then making a DC 12 Driver Check (DC 18 if the pursued car is significantly slower). The pursuer can attempt to find the car the next rd with a DC 12 Driver Check. If successful, pursuit continues. If failed, the evading car has shaken the tail.

Car Blocking. Must have Professional Driver Skill and must win initiative. If using a significantly faster car, DC 12 Driver Check. For equal cars, a DC 18 Driver Check (slower cars may not attempt this). On success, the pursed car is stopped. On failure, the pursued car gets away. Only one attempt at blocking may be made in a chase.

A normal, moving car has an AC 16 (AC 12 if stationary). If it takes one hit from machine gun, cannon, or other high-powered attack, the driver must make a DC 12 Driver Check to avoid crashing. If successful, the car stops with the occupants uninjured. If failed, the car crashes or rolls, 3d6 damage to all occupants.

Attacks made with a pistol, rifle, or submachine gun require a Called Shot (natural 16 and up) to either the driver or the tires (shooter's choice) to stop the car. A successful attack requires the same crash roll as above. Note that if the driver is hit, they still directly take that damage. Called Shots can also be taken at exposed occupants (those hiding below the windows are considered to have Full Cover), but it doesn't effect the driver. A stationary shooter attacks a moving car with full bonuses, but will only get one shot. A shooter in a moving car loses their Dex bonus, but retains their BAB.

- Horses/Motorcycles. If moving, they are considered AC 14. It is a Called Shot to just hit the rider. Otherwise, any hit requires a DC 12 Driver Check (for a horse add Wis bonus instead, add +3 if character's background includes being a cowboy or a jockey or such). Success means the mount goes down, but the rider is unharmed. Failure means the rider (or riders) take 3d6 damage, half with DC 12 Reflex sv. Horseriders may make gun attacks, though not reload while moving unless there are two people on the horse. Motorcycle riders may not attack, unless they are in a sidecar or riding behind the driver.

- Tanks/Armored Cars. AC 18 if moving, AC 16 if stationary, however, these vehicles are invulnerable to gunfire and normal melee weapons, superpowered strength and weapons excepted. Magical or armor piercing gun rounds that hit, penetrate into the cabin. Those inside must make a DC 12 Reflex sv or take damage. One direct hit from a bomb, explosive, cannon, or other high-powered weapon will destroy them. Characters will have to expend an XP to escape. Tanks may have cannons and machine guns. Armored Cars only have machine guns (BAB only, no Dex bonus). The cannon gunners attack with their Demolitions/Heavy Weapons skill only (no Dex bonus). A tank cannon requires two crew to fire every rd, and is a line of sight weapon, which cannot fire accurately over long distance.

Thursday, January 17, 2013

Pulp Fantasy Core--Special Gun Rules

PULP FANTASY CORE RPG
(c) Jerry Harris, 2012
Published here as Open Game Content.

Pulp Fantasy Core Index


Special Gun Rules
- Ranges: S = Short, thrown objects, melee range, within 50 yds; M = Medium, pistols and arrows, within 100 yds; L = Long, rifles and machine guns, more than 100 yds.

- Sniping: Without the sniping skill, the attacker is only making a surprise, normal attack.

- Taking Cover: When gunfire goes off, most people duck for cover. Finding cover takes 1 rd (if it's available) and you cannot attack that rd.

- Partial Cover: Either behind an object that affords full cover, but still counter-attacking; or cover is only partial; or prone (only if under attack at Long range), but can still make a ranged attack. You will not have the initiative over anyone in the open. You lose your Dex AC bonus, but can only be hit on a Called Shot (a hit on a Natural 16 and up).

- Full Cover: Completely covered and is not vulnerable to ranged attack (but is to area effect attacks). Cannot attack for that rd.

- Flimsy Cover and Blind Firing: Curtains and such won't stop bullets, however if completely obscured, the attacker loses all attack bonuses on the target for one rd. Likewise, attacking someone in complete darkness or with obscured vision will be without all attack bonuses.

- Out in the Open: Characters in the open always have the initiative over those taking cover and have their Dex bonus added to their AC.

- Suppressing or Cover Fire: This is called before making a firearm attack. A successful roll against a partially (doesn't require a Called Shot) or fully covered target doesn't cause damage, but keeps the target from attacking or moving for one rd.

- Flanking: In gunfights between covered opponents, smart combatants normally attempt to flank or get behind the other side. This can be achieved through Covering Fire and breaking cover (by the shooter or another) or by Stealth. A flanked opponent will likely surrender immediately.

- Firing into Melee: Without the specific Muscle skill, to hit a specific target engaged in a fight with someone else is considered a Called Shot. On a miss, if the roll was a natural 1 to 10, the other combatant is hit.

- Reloading: Takes one rd. Lose your Dex bonus if in the open.

- Burst: Using a submachine gun or machine gun and firing at a single target. The attacker loses their Dex bonus (though keeping their BAB), but a successful attack causes damage x 1d4.

- Spray: Using a machine gun against up to adjacent four targets. The attacker makes one attack roll, but loses their Dex bonus (though keeping their BAB). Each successful attack causes damage x 1d4.

- Massed Small Arms: A hail of gunfire made with multiple weapons, at least 10 single shot weapons can spray up to four targets like a machinegun. Make one attack roll, but use the shooter with the highest attack value and add damage x 1d4.

- Target Shooting: For shots not taken in combat. Stationary AC 12. Moving AC 18. Natural 16 and up, potential bulls eye or a hit to a small target.

- Point Blank: Automatic hit, maximum damage. May require a Stealth check or some confidence scam subterfuge to get close enough to do it. DC set by the situation.

- Execution: A close range gunshot to the head of a helpless person is assumed to be fatal (unless it's a character or an important NPC). It is also a fairly evil act which characters should not normally engage in, unless they want to be viewed as a vigilante.

- Armor: Works as normal against melee weapons and bows, but has no effect on gunfire (in fact, it makes one easier to hit as it cancels out your Dex bonus). At best, characters might have access to primitive bulletproof vests (that become useless after a few hits) or a "Captain America-like" experimental metal shield (which requires a +3 Str and Dex rating to use). Magic armor will protect against bullets, but anything heavier than elven chain mail will have a Dex penalty (and look silly in a modern setting).

- Monster AC is a different matter. Any Dex bonus still applies. Any primitive armor is still canceled out by gunfire (and may interfere with Dex bonus). Creatures with natural armor and large creatures should still have an AC bonus, but should only add to 1 to 2 to the base AC (10).

Unarmored magical creatures requiring magic weapons to hit, still keep that requirement, but will only have a Dex bonus. Magical creatures with natural armor, like dragons and some demons, should add 4 to 6 to their base AC.

Wednesday, January 16, 2013

Pulp Fantasy Core--Game Rules

PULP FANTASY CORE
(c) Jerry Harris, 2012
Published here as Open Game Content.

Pulp Fantasy Core Index


GAME RULES
These are additional and changed rules to Fantasy Core RPG (Combat, Additional Rules) for the Pulp setting. Some rules are intentionally streamlined for faster, more dramatic, more "pulpy" play.


HP Recovery
- 1 turn of rest, regain 1/2 lost HP.
- 1 night's rest regains all lost HP.
- 0 HP means unconscious for 1 turn, recovers to 1 hp automatically.
- Below 0 HP requires a Doctor/Medic skill check, a hospital (automatic healing), or the use of an XP (in which case the Ref may narrate in complications, though not of a permanent sort). In any case, success means 0 HP and unconscious for 1 turn, recovering to 1 hp automatically.


Insanity
A failed Will Save caused by a supernatural fright or a wizard blowing a ceremony spell and such, the character becomes eccentric and the DM picks a trigger event that causes a specific mania for 1d4 rds. Only after psychological counseling (in play, if someone has psychological training or can otherwise happen out of play), and another exposure to the trigger with a successful Will save, is the character considered cured. If failed, the condition becomes permanent.

If the character develops three permanent manias, they are considered hopelessly insane. The character is taken out of play and controlled by the Ref. Perhaps they can be cured by supernatural means. Perhaps the character becomes a villain.


Tuesday, January 15, 2013

Pulp Fantasy Core--Weapons and Armor

PULP FANTASY CORE
(c) Jerry Harris, 2012
Published here as Open Game Content.

Pulp Fantasy Core Index


WEAPONS 
Ranges: S Short (within 50 yds), M Medium (within 100 yds), L Long (beyond 100 yds)


Melee and Archaic
- HTH (Hand-to-Hand) 1d2 + Str bonus
- Brass Knuckles +2 HTH damage
- HTH Trained 1d3 + Str bonus, KO (Knock out) 1 turn on natural 18
- Dagger 1d4 + Str bonus melee, 1d4 thrown S
- Club 1d6 + Str bonus, KO 1 turn on natural 18
- Rapier 1d6 + Dex bonus
- Spear 1d8 + Str bonus melee, 1d8 thrown S
- Sword 1d8 + Str bonus
- Polearm 1d10 + Str bonus
- Whip 1d4, entangle or disarm on a hit with a natural 12 and up
- Bow 1d8 L (requires +1 Str bonus)
- Crossbow 1d8 M


Explosives
- Grenade 1d10 S may effect up to 4 if bunched together, DC 12 Ref sv to 1/2 damage.
- Flame-thrower 3d6, 10 shots, S Burns for an additional 1d6 until extinguished. Called shot at the fuel tank causes explosion. 1 XP to survive.
- Mortar vs people, 2d10 M may effect up to 6 if bunched together, 1 rd to aim, can fire every rd with a 2 person crew, DC 12 Ref sv to 1/2 damage
- Artillery/Cannon vs people, 4d10 L may effect up to 8 if bunched together, 1 rd to aim, can fire every rd with a 3 person crew, DC 12 Ref sv to 1/2 damage
- TNT Destroys target, but must be set at place of intended explosion. Requires Demolitions skill to use.
- Experimental Stunner KO, DC 12 Fort sv
- Experimental Stun Gas Gun 5 shots, KO 1 turn, DC 12 Fort sv, 10' area


Firearms
- .38 Revolver 2d4, 6 shot, M
- .45 Colt Pistol 2d6, 7 shot clip, M
- Rifle 2d8, 5 shot clip, L
Used as a Club 1d6 + Str bonus, however inflicting max damage, damages the rifle and will require repair. Inflicting another max damage attack will ruin the rifle. Used with a Bayonet 1d8 + Str bonus
- Shotgun 2d10, 2 shot, S spray up to two if together, DC 12 Ref sv to 1/2 damage
- Submachine Gun 2d8 x 1d4 damage, 50 shot drum-10 bursts, M burst (lose Dex attack bonus),
- Heavy Machinegun 2d10 x 1d4, functionally unlimited with a loader, 10 bursts without a loader, L burst (lose Dex attack bonus), spray up to 4 if bunched together. Requires a tripod stand, a bunker emplacement, or a vehicle mounting. Requires two people to move it.


ARMOR
- Base AC 10 + Dex bonus, taking cover negates Dex AC bonus
- Light Armor (leather) +2 vs melee, arrows
- Medium Armor (chain) +4 vs melee, arrows, negates Dex AC bonus
- Heavy Armor (plate) +6 vs melee, arrows, negates Dex AC bonus
- Magic Eleven Chain Mail +4
- Shield +1 vs melee, arrows
- Experimental Bulletproof armor, +2 AC vs melee attacks, negates Dex AC bonus, stops bullets, but lasts for 2d4 hits
- Experimental Bulletproof shield, +4 AC vs melee attacks, stops bullets, wielder is still vulnerable to snipers and Called Shots, requires +3 Str and Dex bonuses to use

Monday, January 14, 2013

Pulp Fantasy Core--Experience

PULP FANTASY CORE
(c) Jerry Harris, 2012
Published here as Open Game Content.

Pulp Fantasy Core Index


EXPERIENCE (XP)
New characters start with 1 XP. XP is experience that the group earns from adventuring. Players can use XP to influence in-game events, as well as saving them up and trading them in at the end of a session to enhance their characters. XP earned is available immediately to the characters for use in game. At least 1 XP should be awarded for everybody in the group each session. A 3 XP award should only be awarded once per session, if that. Beyond these restrictions, it's up to the Ref's judgement and how well the group plays. It is recommended that XP be dished out fairly freely in the Pulp game.


Earned
- Earn 1 XP for successful minor actions usually not involving combat, such as parley, puzzles, and investigation.

- Earn 3 XP for defeating a major villain or foiling their main plans. Also for making important discoveries and living to tell the tale, and solving a big mysteries. Essentially, successfully capping off an adventure.

- Earn 2 XP for other significant actions in-between these two, like successfully clearing a combat encounter.


In-Game Use
1 XP can be used to change fate under these conditions, however the Ref can narrate in complications for using XP.

- May be used to make a skill use a success.

- May be used to make a physical feat a success.

- May be used to make a save successful.

- Left for Dead: the character is below 0 hp and without any available medical treatment. They survive or are saved, but definitely with complications. This option may only be used once per adventure session.

- May be used to call upon Fortuitous Coincidence, such as finding needed minor equipment or someone suddenly appearing to save the characters from a problem (definitely with complications). This option may only be used once per adventure session.


Character Upgrades
- Trade in 1 XP for +1 to HP, up to the maximum for the class.

- Trade in 1 XP for +1 to a Save. Up to +12 for the character's best save. Up to +6 for the other two.

- Trade in 2 XP for +1 to a Skill, up to +10.

- Trade in 2 XP for +1 to an ability bonus, up to the class maximum.

- Trade in 2 XP for +1 to either Melee or Ranged BAB, up to +10 total.

- Trade in 5 XP for a new skill (with Restrictions), up to 10 total skills.

- Trade in 5 XP to add more ability to a superpower or special invention, or add a new lesser aspect. (This option is going to require a lot of discretion on the Ref's part. Powers should have a definite power ceiling. Characters should probably also have no more than four powers, if that many.)


Friday, January 11, 2013

Pulp Fantasy Core--Wealth and Equipment

PULP FANTASY CORE
(c) Jerry Harris, 2012
Published here as Open Game Content.

Pulp Fantasy Core Index


WEALTH
Characters' wealth should fall into three categories: poor, comfortable, rich. There are two aspects to these categories: perception and financial. Characters can look rich and have property, but are financially bankrupt. Characters can look poor, but be eccentric millionaires. Femme Fatale characters might be poor, but have a sugar daddy that keeps them comfortable. Players choose what level they are at based on whatever they find interesting. (Financially rich can only be picked if it's a chosen skill).

Financially, Poor means hand-to-mouth and really can't afford much on their own. You probably don't own any property (or only have very limited access). Comfortable likely means a steady job and can afford normal items and more extravagant stuff, like plane and ship tickets, occasionally. You may own a car and a home or nice apartment. Rich means you can afford whatever and likely have multiple properties and vehicles (including ships and planes). But maintaining all this stuff requires lots of income and responsibility. For characters that somehow fall into sudden riches during play, there should always be interesting complications because of it.

Characters are all required to have a source of income. This can be a regular job that works with their character class. It can be a job that dovetails with their class, like a professor, writer, or journalist. They can be wealthy from investments or a business. On the opposite end, they could scratching out an existence on odd jobs and commissions (and maybe some shady business dealings or maybe winning at the horseracing track). Somebody may even be taking care of them, and they essentially live on an allowance.

Decisions made about a character's wealth can make for good motivation for adventuring, as well as plot hooks for adventures. Characters should never be sitting out adventures for a lack of funds however. Poor characters may have to barter their skills (and future favors) in return for goods and services. Comfortable characters can maybe get their employers to cover expenses for an adventure if they can make a business case for it. Rich entrepreneurs are always hustling for new income. Wealthy dilettantes are always looking for new thrills.


STARTING EQUIPMENT
Players can simply pick out whatever common equipment they think their character should normally have. These are experienced characters after all. All characters should have a revolver at least for protection. Characters may have four small useful items on their person at all times, usually class related. These items may be defined during play. It is also recommended that each character have a distinctive, trademark item or piece of wardrobe, which they usually have with them.


Thursday, January 10, 2013

Pulp Fantasy Core--Character Skills

PULP FANTASY CORE
(c) Jerry Harris, 2012
Published here as Open Game Content.

Pulp Fantasy Core Index


CHOSEN SKILLS
Players may pick skills from the below list or even come up with their own (since this list is not exhaustive). In general use, consider DC 12 for hard tasks, DC 18 for very hard, and don't roll at all for nominal tasks.

However, these skills come with Ref chosen Restrictions. These are disadvantages/complications/limitations to using these skills. Restrictions should not be considered solely on the basis of penalizing the players, but also as possible adventure hooks.

For example, if the player chooses Rich, this could involve obligations and holdings around the country and even the world. An odd, possibly supernatural event occurs at one of their factories, the character will need to gather the team to investigate. Character has the Pilot skill, but doesn't own a plane. Character is Famous and gets preferential treatment, but is always getting recognized and fans and jealous haters may start trouble with them.

Characters trying to rid themselves of restrictions could be adventures unto themselves, like uncovering their own mysterious past, ending a mob tie, finding a remedy for the curse that comes with their magic weapon, or finding a more stable power source for their rocket ship. The player chosen skills can also be left undefined at the start of play. During the course of an adventure, a player can suddenly define them for the situation. The Ref can likewise rule whatever restrictions immediately or later.


Skills
- Skills of other classes: Only one specific skill may be taken at a time, not a whole suite of skills. Magic Spells cannot be taken.

- Special Invention: Always has a limitation and/or drawback, but is generally reliable. It has a special component that prevents mass production (for now) however.

- Magical Artifact: Always has a limitation and/or drawback.

- Superpower: Always has a limitation and/or drawback.

- Rich: Character has lots of money and obligations.

- Lucky: Reroll any failed roll once per turn/encounter.

- Sniper: Must have cover, must spend 1 rd targeting, using rifle and scope. Target does not get cover bonus. A hit causes maximum damage.

- Ambidextrous: Can use two weapons (including two pistols). Lose Dex bonus, though do keep BAB. Can roll two attacks at the same opponent.

- Famous: ((Cha + Wis)/2) +3 when using fame to charm someone. After creation, characters may only become famous for their adventuring exploits.

- Professional Driver Skill: ((Int + Dex)/2) +3. Character has experience in combat (including tanks), police work, racing, or perhaps moonshining. They are adept at driving under dangerous conditions.

- Sailor: ((Int + Wis)/2) +3. For game purposes, characters starting with this skill are assumed to have extensive knowledge and experience with ships and have served on a military ship during the war. This includes sailing boats up to ocean-going ships, including navigation and operations.

- Pilot: ((Int + Dex)/2) +3. For game purposes, all characters starting with this skill are assumed to have been WWI combat pilots. Further, planes of this era, even airships, are simple enough that any craft can be flown with some quick familiarization. Exotic, experimental craft will require personal instruction. Characters taking this skill after creation will be assumed to be recreational fliers and will have no combat ability in flight.

- Doctor/Medic: ((Int + Wis)/2) +3 to treat wounds. DC 12 to heal all hp damage (above 0), 1 turn each patient. DC 18 to bring a victim below 0 to 1 hp, 1 turn treatment, victim out 1 turn.

- Demolitions/Heavy Weapons: ((Int + Wis)/2) +3. Character can safely and effectively use all types of explosives. If the character was in the military, they can also operate mortars and artillery.


Wednesday, January 9, 2013

MLB Hall of Fame

So no one was worthy this year.  Let's break it down as to why.  There were guys who had the career numbers, but not any big accomplishments or post-season success.  There were guys who had the post-season success that everyone remembers, but not really great career numbers.  Finally, there were the guys that were implicated in the use of steroids.  The first group will get in eventually, but don't hold your breath waiting.  The second group will get in because they're iconic players.  They're just going to wait a little bit.  The last group... man, I don't know.   

Player reaction is pretty easy to figure out.  Guys in the Hall say, "Keep 'em out."  The rest want them in.  They'll find the numbers to justify virtually any good player who isn't obvious.  You can tell this means a lot to the players, mostly because they act like pissed off debutantes not invited to a big party.   The nominated players act like they're entitled to get in and get worse about it as the years go on.  The general sports talk media was going to go off on this topic regardless of what happened today, so they're irrelevant.

Predictably, a bunch of sports writers are furious about the complete snubbing, even  though they only have themselves to blame, since they're the only ones who get a vote in this.  These guys have little in common with the average fan.  They root for the name on the back of jersey, not the front (unless said team is the Yankees, Red Sox, or now the Dodgers, you know, the big glamorous spenders).  They want the interviews, the stories, and the contraversies.  Who wins and loses doesn't matter.  This snubbing is just tee'ed up for debate.  Hell, they may have done this on purpose just to create the story.

Some writers want the Hall pure of anybody who may have messed with the integrity of the game.  Anybody making an arguement that this group of writers is trying to "white-wash" the Hall of "bad people" by way of the character clause is being disingeniuous.  No, a bastard racist like Ty Cobb, regardless of his tremendous career numbers, would not get into the Hall today in this politically correct age.  He'd be run out of the league well before that.  But back in the day, sure, he's in.  If steroids weren't an issue, Barry Bonds would have been in on the first ballot, and he was basically jerk most of the years that he played. 

We're talking about doing something that may have had an impact on the actual games being played.  Pete Rose was a great player, but he shouldn't have bet on baseball while he was a manager.  Should that really keep Charlie Hustle out of the Hall of Fame though?  Insert excuses here.  Let me ask you, if some non-descript manager had gotten caught betting on baseball, would it have been a scandal?  You think?    

Did steroids really create unfair competion?  Is it unfair to exclude great players from the Hall of Fame just because they did what a bunch of other players of the time did?  (And it wasn't against the rules then either.)  Can you really keep guys who were never convicted, even exonerated, of steroid use out?

In order.  Even if the players all had equal access to the PED's, it was unfair to those players who weren't using them.  The players of the time knew they shouldn't have been juicing, otherwise they would have been out trying to get endorsement deals for the drugs.  Yes, the MLB is complicit in allowing the steroid use, just like they allowed the color barrier.  They were wrong in doing so in both cases.  And the steroid-accused players?  They embarrassed the game, pure and simple.  If they got off, it was likely on a technicality (in my opinion).  I wouldn't keep them out forever, but the MLB and the players are going to have to totally clean up their act first.  Steroids in the league are going to have to be a thing of the past before these guys get let in.


Pulp Fantasy Core--The Gumshoe (Detective)

PULP FANTASY CORE
(c) Jerry Harris, 2012
Published here as Open Game Content.

Pulp Fantasy Core Index

Gumshoe
(Detective)
Does this situation require some personality or some creative "extra-legal" skills?

HP: 8 + (1d8 x 4) + (Con bonus x 5)
Enhanced Stats: Dex, Cha, and Int
BAB: Melee +5 + Str bonus
Ranged +5 + Dex bonus
Ref Save +5 + Dex bonus
Fort Save +1 + Con bonus
Will Save +1 + Wis bonus


Class Skills
- Deduction/Observation: ((Int + Wis)/2) + 3.
Deduction is a "clue" skill for mysteries along the lines of discerning the psychology of the event and perhaps the criminal angle of a crime scene or a potential one. The Ref will give out details that wouldn't be obvious. Use DC 12 in general. There should always be a complication for using this skill (instead of the player's own wits).

Observation is essentially a "Sense Motive" skill for determining an NPC's mindset. The Ref will give out mannerisms and details that wouldn't be obvious.

This skill also includes these skills: Detection of traps, trapped items, and ambushes; Disarming Traps; and Finding secret doors and hidden items. Use DC 12 in general, DC 18 if a master is trying to be deceptive or has set up a trap and such.

- Connections: ((Int + Cha)/2) +3. Detectives know lots of different people at all levels of society. Some of these people may owe favors to the detective, or might want a favor in the future from the detective. This isn't an act of coercion or trickery. This is getting help from people that the detective knows. Calling in minor favors or simple information inquiries (DC 12) may involve a simple cash or reciprocal information exchange. Larger favors and more sensitive information (DC 18) will likely involve calling off any debts or incurring owing a favor (and a possible future adventure hook). The Ref determines the nature of the transaction.

- Shady Skills: (Dex + Int)/2 + 3
Stealth (Hiding, sneaking), Pick Locks, Escape Artist, Forgery, Pick Pockets

- Con Artist: ((Int + Cha)/2) + 3
Fast Talk, Charm, Haggle, Disguise, Intimidate (psychological threat, something that scares the opponent)

+2 more skills, but with restrictions. May be defined during play.


Tuesday, January 8, 2013

Pulp Fantasy Core--The Muscle (Bodyguard)

PULP FANTASY CORE
(c) Jerry Harris, 2012
Published here as Open Game Content.

Pulp Fantasy Core Index

Muscle
(Bodyguard, mercenary, security, goon, former soldier, former policeman, cowboy, etc)
Forget magic, science, and subtly, it's clobbering time! Gunplay, a specialty.

HP: 10 + (1d10 x 4) + (Con bonus x 5)
Enhanced Stats: Str and Con
BAB: Melee +5 + Str bonus
Ranged +5 + Dex bonus
Ref Save +1 + Dex bonus
Fort Save +4 + Con bonus
Will Save +1 + Wis bonus

Class Skills
- HTH Trained Skill/Sniper Skill: And is able to fire into melee without a Called Shot and without hitting the wrong person, but only using a single shot weapon.

- Just a Scratch: With a DC 12 Fort sv, damage of 10 or more is halved (rd up). If an 18 or more is rolled (with bonuses), substitute 1 hp of damage instead.

- Brute Strength: Add +3 to Str bonus. Any act involving a physical feat of concentrated strength, not for combat use.

- Intimidate (Physically): ((Int + Str)/2) + 3. Using the threat of force to gain information or compliance. Note that some opponents may be immune to this, such as people who are stronger.

+2 more skills, but with restrictions. May be defined during play.

Monday, January 7, 2013

Pulp Fantasy Core--The Egghead (Scientist)

PULP FANTASY CORE
(c) Jerry Harris, 2012
Published here as Open Game Content.

Pulp Fantasy Core Index

Egghead
(Scientist) The brains of the outfit. The makers of amazing gadgets and impossible devices.

HP: 6 + (1d6 x 4) + (Con bonus x 5)
Enhanced Stat: Int
BAB: Melee +2 + Str bonus
Ranged +2 + Dex bonus
Ref Save +1 + Dex bonus
Fort Save +1 + Con bonus
Will Save +4 + Wis bonus

Class Skills
- Hypothesis: Add +3 to Int bonus. Essentially a "clue" skill that can allow a scientist to figure out a technological item or how a process works. The Ref will give some additional insight beyond the obvious. DC 12 complex, DC 18 very complex.

- Invention/Jury Rig/Repair: Add +3 to Int bonus.
Inventions are made in-between adventures (and can even be hooks for adventures). This includes physics-based devices, as well as chemical concoctions and biological potions. The device worked in the lab, or at least, it works in theory. It will have limitations, drawbacks, and failure rates decided by the Ref when used in the field. Example: DC 12 light use, DC 18 extended, heavy use.

Jury Rigging is a minor, impromptu invention done in the field. It is assumed there are sufficient materials on hand to work with. The device will fail eventually, it's up to the Ref to decide the imminence of the failure and time required to build (a turn, to an hour, depending on complexity). Example: DC 12 first use, DC 18 subsequent uses.

Repair assumes the device was working and that materials are on hand to possibly fix it. Example: DC 12 minor damage, DC 18 wrecked. Assume at least a turn of work for a minor repair, an hour for major repairs.

- Academic Knowledge: Add +3 to Int bonus (pick two major fields), +1 to any other field (this bonus can't be increased, but up to 2 more major fields may be added for 3 XP apiece). DC 12 general knowledge, DC 18 specific or esoteric knowledge. Given the right research material and time, assume that just about anything could be tracked down, or indicators given to where the knowledge could be found (adventure hook).

Choose at least 1 major field at character creation. The other may be defined in play. Some possible fields: Physics, Art, Biology, Archeology, Chemistry, Geology, Computers (primitive), Robotics (very primitive), Psychology, Law.

- Lab/Workshop/Library: Scientists have definitive, well-stocked place to work at, whether at a university, or an employer's private lab, or they have their own facilities.

+2 more skills, but with restrictions. May be defined during play.



Friday, January 4, 2013

Pulp Fantasy Core--The Hoodoo (Wizard)

PULP FANTASY CORE
(c) Jerry Harris, 2012
Published here as Open Game Content.

Pulp Fantasy Core Index

Hoodoo
(May also be called a Wizard, Magician, Exorcist, or Psychic)
Possessors of psionic powers and dabblers in the occult.


HP: 6 + (1d6 x 4) + (Con bonus x 5)
Enhanced Stats: Int and Wis
BAB: Melee +2 + Str bonus
Ranged +2 + Dex bonus
Ref Save +1 + Dex bonus
Fort Save +1 + Con bonus
Will Save +4 + Wis bonus

Class Skills
- Magic Spells: Add +3 to Int bonus.
Wizards may cast any spell they know by making a Spell Check: Int bonus + 3 (this number may be improved as a skill) vs. DC 11 + Spell Level. With 2 cumulative failures in a turn/encounter, all magic use is suspended pending 1 turn of rest.

Use the Fantasy Core spell list. Starting spells: 1 3rd(DC 14), 2 2nd(DC 13), 3 1st (DC 12), All 0 level (at will) spells. Other spells have to be acquired through play. Wizards can gain the use of higher level spells at 5 XP per spell level.

- Occult Knowledge/Seance: Add +3 to Int bonus (Knowledge)/+3 to Wis bonus (Seance).
Any supernatural knowledge off the top of the head, DC 12 general, DC 18 specific. Given the right research material and time, assume that just about anything could be tracked down, or indicators given to where the knowledge could be found (adventure hook).

With a séance, the wizard can talk to the dead with a 1 turn ceremony. DC 12 recent dead with body present. If failed, knocked out 1 turn. DC 18 to contact without a body. Must actually channel in the spirit. Others with a +1 Int and +1 Wis bonuses may join in, and they add +1 to the attempt. On failure, psychic is taken control of by the spirit until a DC 12 Will sv is made. The attitude of the spirit in either case depends on the disposition of the dead and relationship to the psychic.

- Exorcist: Add +3 to Wis bonus. DC 11 + undead HD to stun (or flee for intelligent undead) for 1 turn. Effects all in a 30' radius. Make one roll and compare it to the DC of undead in the area. Can use this once power per turn/encounter. Stunned undead reactivate if attacked.

- Fearless: Immune to the effects of any supernatural fright (though the character can pretend otherwise).

+2 more skills, but with restrictions. May be defined during play.

Thursday, January 3, 2013

Pulp Fantasy Core--Character Generation Overview

PULP FANTASY CORE
(c) Jerry Harris, 2012
Published here as Open Game Content.

Pulp Fantasy Core Index


RULES OVERVIEW
These rules build off of the Fantasy Core Rules, but with a few minor differences. The biggest change is that the Characters start off experienced. They are essentially 5th level characters. This is mostly due to the inclusion of firearms in the game and their high possible damage. Tempering this, the characters don't gain levels, but can gain additional skills and enhance stats individually through earned experience (XP). XP can also keep characters alive when all else fails.

Characters are not being groomed to eventually become baronial lords or to fight elder gods on their native planes. Any character played long enough to somehow "max out" should frankly consider a heroic death scene or retirement. Retired characters might be good benefactors for new characters if they retired with a fortune, or maybe just being helpful with information, experience, and an occasional butt-saving (a good potential use of XP).


CHARACTER GENERATION

- Choose a class: Hoodoo (Wizard), Egghead (Scientist), Muscle (Bodyguard), Gumshoe (Detective)

- Make ability bonus score rolls and arrange as desired.
     Enhanced: roll 1d6-- 1 = +1, 2-3 = +2, 4-5 = +3, 6 = +4
     Normal: roll 1d6-- 1-3 = 0, 4-5 = +1, 6 = +2

- Choose additional skills with restrictions (or determine them during play) and the character's wealth and occupation.

- Come up with a character background and goals, and, most importantly, their relationship to the supernatural. This can be detailed or just a couple of sentences.

- Come up with a group. Why are these characters together? This can be a formal team/business arrangement or simply a group recruited by an agency or individual to perform a task.

Wednesday, January 2, 2013

Pulp Fantasy Core--The Group

PULP FANTASY CORE
(c) Jerry Harris, 2012
Published here as Open Game Content.

Pulp Fantasy Core Index

THE GROUP
As a group, the characters are considered to already be experienced adventurers with a supernatural background. They perhaps come together only in certain situations or for opportunities. Perhaps they are recruited or hire themselves out to a benefactor or an organization. Perhaps they are a club with regular meetings looking for capers or a formal (if secretive) business venture.

Whatever form the group takes, their motivation is to investigate the supernatural. That they are foolhardy enough to do so is due to the seductive nature of the supernatural (and perhaps the money to be made at it). That they are generally on the side of the law, speaks to the corruptive nature of the supernatural. The characters are all aware of how dangerous it is.

Suppressing and policing the dangerous element is also self-serving so that all supernaturals aren't cracked down on. It's also a great way of more-or-less legally recovering magical artifacts and such. Knocking off other wizards is often how one gathers more power. Having some sort of legit backing is also helpful. Heroes and superheroes may get a little respect from law enforcement, but death-dealing vigilantes (even those just killing dangerous people) do not.

Character groups should all have some inherent motivation. Examples: a superhero-like group, a private agency run by the characters (likely the company has a cover identity), contract employees of a government agency (like the FBI and a back-in-day X-files department or foreign intelligence) or a university or a private company, they work for an eccentric millionaire (who might also be one of the characters), members of an Adventurers Club or Geographic Society, templars of the Vatican, a totally ad hoc group of independent contractors working for themselves or whoever wants to retain their services whenever there's an opportunity (a good option if the gaming group doesn't have regular members).

Adventures start with a hook put out by the Ref that represents an opportunity or an interesting incident warranting investigation or a direct threat to the characters or others that needs to be dealt with. This level-less game will likely not lend itself to a "sandbox" of adventure possibilities. Rather, adventures would probably work best as missions that work toward a definitive resolution. Think more in terms of a superhero adventure, than a typical fantasy adventure.

As such, players should be free to suggest ideas for future adventures. Some examples: The Scientist character has an idea for an invention and wants an adventure to try it out in the field. The Wizard character wants to investigate the area where a supernatural creature came from. The Muscle character is interested in the ties between a government agency and a mystical cult. The Detective character owes a wealthy client a favor for his help in the last adventure, who needs an investigation of strange happenings at a construction site on a supposed Indian burial ground. Of course, any weird old (or new) stories (factual, fictional, or questionable) that the players discover off the Internet or in books that might be adventure material, should be brought to the Ref's attention too.

This isn't a mandate that the Ref has to run every player idea, but given the mission-oriented nature of the game, having plenty of ideas available is a good thing. If anything, the players need to be committed to responding to the situations presented to their characters and running with them (preferably in the same gonzo fashion that they've created their characters).