Wednesday, July 31, 2013

Fantasy Core RPG: Jianghu Setting-Governor's Estate

Fantasy Core RPG
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)

The Governor’s Estate Grounds

It could not be made more magnificent, without causing a revolt.

The Emerald Hill Governor’s Palace is the largest building in Shang-tu and the Palace grounds are the largest estate in the city.  The Palace pagoda is at the highest point in the city (though Song Tower is actually a taller building) and has a commanding view of the entire city.  While not a military structure, the Palace is well defended by walls and towers around the grounds and the bulk of the Imperial troops (and others) in Shang-tu. 

The estate grounds are home to the barracks and facilities of the city garrison.  These buildings are against the inside of the wall and carefully screened by trees and foliage.  Guests coming to the Palace often don’t even know they’re there.  Soldiers will troop out through side gates and usually drill in the courtyard of the Emerald Hill Temple

The publicly visible parts of the grounds are given to artfully manicured trees, bushes, and flowerbeds.  The estate also acts as a game preserve to various harmless, but pretty animals, such as peacocks, pheasants, and deer.  There is no hunting here (the Governor does take hunting trips with guests outside of the city), though animals are occasionally slaughtered for special feasts and for colorful feathers for outfits. 

You can hear her in the wind, if you are listening closely.
In a secluded area next to a pond is a small shrine dedicated to the Governor’s deceased wife, Yurika.  By her wishes, she was cremated and her ashes are scattered there, her favorite place on the palace grounds.  Governor Yu visits the shrine several times a year formally, and several other times by himself informally.  Caretakers claim that Yurika’s spirit is present at the shrine as a benevolent kami. 

Servants are nothing without their ruler.  Or is it the other way around?  
A small army of servants, chefs, and messengers work at the palace.  Their quarters exist in side buildings to the pagoda, which are again artfully hidden from public view.  Living conditions are exceptional compared to most servants in the city.  Supervisors may actually have separate, little houses.  Positions here comparatively prestigious, requiring excellent, impeccable references.  The servants here take a great deal of pride in their positions.  

Tuesday, July 30, 2013

Fantasy Core RPG: Jianghu Setting-Governor's Ward

Fantasy Core RPG
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)

The Governor’s Ward

Those who live with the best view, often have the least understanding of what they are seeing.

The Governor’s Ward (the west end of the city) and the Fourth Gate (or the Emerald Gate) is on the Emerald Hill.  The gate is for official government use only, such as by the Governor, the military, and visiting dignitaries.  It is the largest of the wards, though the least dense in population.  Generally, only the Emerald Hill Temple is open to the public.

The rest of the ward is restricted to the nobility and their servants.  Visitors must be either be accounted for in advance on a pass list or be willing to wait for permission to enter.  Guests are usually escorted to and from their destinations in the ward.  The area is frequently patrolled by Imperial troops, often led by an East Chamber Officer (they have jurisdiction outside of the Governor’s Estate), that have the right to stop and question anyone they do not recognize.  Noble estates, fine shops, and theaters surround the hill, and sit against the well-guarded walls of the Governor’s palace grounds.  A few foreign embassies are also present.  

Some feel that temples should be placed in the most pristine and beautiful environments.  Others feel that should be placed where there is the most corruption of human virtue.
The massive Emerald Hill Temple complex sits just inside the Emerald Gate.  The complex itself is surrounded by a high wall.  There are guarded gates on the inside that lead to the rest of the ward, which is generally off-limits to non-residents without invitation.  The large courtyard of the temple will be filled with the faithful on holy days, such as New Years, waiting to make prayers at the shrine.  It is otherwise deserted, but for the carriages of the affluent passing through into the city, a few supplicants coming to make special prayers, or military formations drilling and moving out. 

The temple grounds also house a few separate facilities.  The Shang-tu Museum shows off ancient items recovered from the desert and fine art and antiques donated to it.  Passes to the museum can be purchased at the temple.  The Great Mausoleum is built into the side of the hill and filled with the tombs of the wealthy.  Again, frequent visits by temple priests make sure the dead rest quietly there.  This is not open to the public, but is open to families that have members interred there.  

If it has been published, we likely have a copy.  If it has not been written, we cannot help you.
Many of the family estates have large libraries, but there is one that is open to the public (for a fee), the Tokai Library.  The Tokai family is no longer around, but they acquired a very large, eclectic collection in their time and eventually donated it to the temple (and later families have followed suit).  It is in a separate building and passes can be purchased at the temple.  A small cadre of monks work as librarians there.  Books and scrolls are not allowed off the premises and only the monks are allowed to retrieve them off the shelves.  Give them a subject and they can likely find a book on it, nothing is off-limits.   

The celestial chambers of pleasure here on earth.
The Red Lantern Inn prominently sits upon Emerald Hill.  It is a large pagoda that glows bright red at night.  It enticingly beacons to all in the city who see it and know what goes on within.  The Red Lantern is the preeminent, and most exclusive and expensive, entertainment and hospitality spot in Shang-tu.  The Geishas here provide all levels of service, from simply serving food for important meetings, to pleasant conversation for private parties, to much more intimate and personal services.  For the right price, virtually nothing is forbidden. 

The Geishas are all highly trained, well paid, and well protected.  Any, shall we say, “interesting” situations a client wishes to engage in with a Geisha, must be agreed to in advance.  Deviating from the agreement without consent, could cause grave, bodily harm to client, regardless of their stature.  There is a host of powerful, though mostly out-of-sight, mercenaries providing security.  Not to mention, some Geishas have their own combat abilities, such as the Combat Acupuncture skill.  The worst punishment for an offending client is exclusion from the Inn, a virtual social death sentence for some powerful individuals.      

Madame Lan is the eternally beautiful, youthful-looking owner of the Red Lantern.  How she maintains her looks is a closely guarded mystery (and your call as to what it is).  She is unfailingly gracious and pleasant, and always wearing a bright, cheery smile.  The secrets she knows are almost beyond measure, but her clients pay handsomely for discretion.  For people who have crossed Madame Lan however, her heart is stone-cold ice.  She has decreed exclusion, maiming, and even death sentences with a smile. 

One such enemy is Shi-Mei, leader of the Triads, the anti-government secret society.  She once worked at the Inn as a teen many years ago, under a different name (Suki-chan) and appearance.  Shi-Mei left under disgraceful circumstances.  This is not a well-known tale, and no one other than Lan truly knows exactly who Shi-Mei was.  Likely this formative experience formed Shi-Mei’s animus against the wealthy of the city and fueled her rise in the Triads.  Lan is one of the very few outside the organization that knows that Shi-Mei is the current leader of the Triads and could expose and destroy her based on that.  That she doesn’t, seems to implicate that Shi-Mei knows something equally scandalous about Lan.  For now, there is a cold war between them, made very awkward by Shi-Mei’s frequent visits to the Red Lantern Inn for private charity events.         

Monday, July 29, 2013

Fantasy Core RPG: Jianghu Setting-Lake Ward

Fantasy Core RPG
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)

The Lake Ward

No one respectable enters this place without a good reason.

The Lake Ward (the south end of the city) and the Third Gate (or the Fish Gate) faces So Lake.  Much of the outgoing goods of the city pass through here on their way to barges on the lake, and then down the Yang River into the rest of the Empire.  Fish from the lake are also brought through here, though wisely the fish markets are actually in the villages outside the city (as are the pig and cow slaughterhouses).  There is still a bit of an aroma.  This is generally the poor, bad part of town, the slums.  A great deal of the city’s menial labor lives here, along with most of the foreign immigrants in the city, and the Triads secret society is pervasive here. 

Being a generally unsavory piece of real estate, the Lake Ward is also home to Shang-tu’s largest cemetery, the Necropolis.  There are several mausoleums, large and small on the surface, and several underground layers and chambers where the dead are kept.  There are three temples next door to it.  Temple shamen frequent the graveyard to ensure the dead rest quietly there.  Any intelligent undead or supernatural creatures in the city actually stay away from this district.  However, if you’re looking for bodies that no one will likely miss, this is the place to go. 

The most dangerous road in the city.
The Necropolis is also famous for its myriad number of criminal hideouts.  There are connections between the crypts and the sewers that form the “Tong Highway” for moving goods and people.  Authorities are aware of this arrangement, but the official route changes constantly and is almost impossible to shutdown.  It is marked in a secret manner, which no outside group has cracked.  This underground path through the sewers and graveyard is confusing, unpleasant, and scary to say the least.        

If the deal cannot be made on Backward Street, one should seriously reconsider the transaction.
Backward Street (so named because all its buildings are numbered in an opposite fashion than the rest of the city) in the Lake Ward is well known to Shang-tu’s underworld.  It is the location of most of the “fences” for illegal goods in the city.  Officially, they are brokers or pawn shops.  Though they are all loyal to the Tongs (the main criminal gang of the city), there is a good deal of competition between the fences. 

The existence of this place is only tolerated by the authorities because they overpay on their taxes and maintain a façade of legitimacy.  There is also an understanding that if certain items are deemed too “hot” by the authorities, Backward Street will shun them.  (Thus forcing the thieves to go to much less reputable dealers.)  While the Tongs own most of the aldermen, judges, and constables in the Lake Ward, there is the ever-present threat that one day, soldiers may tramp down the street and shut the whole thing down.  Driving all illegal commerce in Shang-tu underground would probably not be in anyone’s interest at this time.

A nightmare on earth for some.  A pleasant holiday for others.

Akagi Prison is also present in the ward.  It is the largest such facility in the city and infamous for its dungeon, where the hardest criminals are held.  However, the Tongs run the place from behind the scenes.  While true villains are punished severely here, it is also a place for “show” incarcerations for valued Tong and Triad members who are caught committing crimes.  Think of it as a “country club” prison for some criminals.  There are bosses there running their operations from opulent cells, completely safe from the authorities and other criminals.  By and large, the Governor and his ministers are kept ignorant of these conditions by prison officials, owned by the Tongs.     

Baseball Journal 7-28-13

“Like a big black stallion running wild.”  I had the pleasure of listening to Vin Scully on Saturday doing a Dodger game against the Reds.  Vin was commenting on Yasiel Puig hustling his way to third base on a single, tagging up on a fly ball, and then stealing the base.  I suspect Vin is the only person who could have made that comment without getting fired. 

Let me go on for a minute.  Vin is really a treat.  He opened up the broadcast by talking about a group of wounded veterans out on the field starting the game.  With a razor sharp economy of words, he had me choked up describing them within the span of about 30 seconds.  He made an easy segue into talking about this being the anniversary of the Korean Armistice and about a pair of South Korean players facing off against each other this afternoon for the first time, Shin-Soo Choo of the Reds and Hyun-Jin Ryu of the Dodgers.  This game was being broadcast live in South Korea at 10:00 in the morning there, and Vin spent some time talking about their broadcasters.  You can sum up the man’s ability by simply saying that he makes it seem so easy and effortless.  All you need about 60 years of practice.

Yes, I’ve still been watching and listening to baseball over the last week and enjoying some of the games.  I just haven’t felt like writing about it.  The All-Star Game was, at best, a disappointment.  Ryan Braun’s ambiguous admission of PED guilt was a low blow.  The Yankee/Alex Rodriguez/MLB soap opera is just getting embarrassing.  The Rangers and Giants have both fallen into a swoon and things aren’t looking good for them.  I’ve warmed up a bit to the Dodgers, but given their payroll, all you can do is expect them to win the World Series.  That shouldn’t be how it works, and if it does, expect more spending sprees.  Bad for the game.  (Hypocrite alarm going off.  You know, a Dodger-Tiger World Series would really be cool, wouldn’t it?)

Frankly, I feel like Tim Lincecum there on Sunday afternoon with the Giants versus the Cubs.  After he pitched his no-hitter in San Diego before the break (oh, and I found out later that a good of crowd there were apparently Giants fans, which explains why they were cheering him on), all of the commentary about it was the same: nice night, Tim, but you still suck.  It didn’t help that he got shelled in his next outing.  But on Sunday, Timmy brought the good stuff again.  Seven innings, 10 strikeouts, two runs, both off of solo home runs.  He even got a pair of hits in the game.  Travis Wood of the Cubs gives up one run, and actually hit one of the home runs for the Cubs.  Cubs win!  Cubs sweep!  2-1.  They’d won the other two games by one run as well.

The whole Giant team seemed to be pressing on offense and defense.  Buster is even in a slump.  The worst of it was, I could just sense the loss coming.  The crowd was really still enthusiastic in the 9th, but to no avail.  The Rangers got whipped up on earlier by the Indians again, and I wasn’t even able to get any reception on that game on the radio.  It just wasn’t my day.  I really shouldn’t be taking these setbacks personally.  It’s not like I have ownership in either team.

An odd thing I noticed (and Len and JD brought up).  Tim pitches right, but bats left.  Travis Wood pitches left, but bats right.  What was stranger was these guys were the only ones with multiple hits during the game.

It was the weekend of low-scoring games, about eight of them.  The Braves-Cardinal game on Saturday took until the 8th before somebody scored.  (And thank you to whoever decided to put that game on here, instead of another cruddy Angel game.)  Not exactly thrilled with the commentary by Joe Buck and Eric Karros.  Karros seems to be picking up right where McCarver left off in endlessly criticizing the players and the broadcast followed that lead.  The Braves’ Andrelton Simmons got the game winning hit in the 8th.  The only story, however, was how he hadn’t driven in runs earlier in the game when he had the chance and how much he sucked at hitting with men in scoring position.  Look, I’m not asking you guys to go Hawk Harrelson in being homers, but for ****’s sake, these players are your product.  It’s not in your best interests to run them down all the time.  (Hey, Bud Selig you might want to take that advice as well.)    


The Dodger-Reds game on Sunday takes the prize for no scoring this weekend though.  I mean even the Gold Cup final got decided in regulation, 1-nil.  (On a sidenote, USAUSA!  And soccer still sucks.)  The Dodgers managed a franchise record 20 strikeouts during the 11 inning game.  Guys, you might consider choking up on the bat a little with two strikes, maybe shortening your swing a bit.  On the other hand, Puig won it on a walk-off home run.  Not entirely sure what the lesson here should be.     

Friday, July 26, 2013

Fantasy Core RPG: Jianghu Setting-Guild Ward

Fantasy Core RPG
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)

The Guild Ward

It’s all business here, even the petty grudges and entertainment.

The Guild Ward (the north end of the city) and the Second Gate (or the Commerce Gate) is the main entrance to the city for foreigners, usually merchants.  Foreigners aren’t allowed into the city unless they obtain a special permit.  As such, there are a great many warehouses, brokers, and hostels just outside the gate, where the deals are made.  Inside the ward are more warehouses and the majority of shops of the city’s craftsmen.  There are streets, usually named by profession, filled certain types of industry and run by a guild.  The city’s bankers are also found here. 

It’s mostly business here, but there are some notable landmarks.  The International Bazaar here is the best in the city.  Nearly anything can be found here, if you look long and hard enough.  Song Tower hovers over the ward at five full stories.  It is surrounded by private guards and no one seems to know who lives there and what goes on there.  The name comes the music emanating from the tower at night and is not an official designation. 

You know you’re somebody in the Jianghu, when you are challenged to a duel at the Teahouse.
Then there is the infamous Daan Tien Teahouse.  Their tea is the best town and chess masters are often found playing in courtyard.  Businessmen come here to relax and enjoy Zen Tea Ceremonies.  Business deal making is generally frowned upon here.  Its fame, however, comes from the number of duels that have been fought here between martial artists, often to the death.  No one remembers how this tradition started, though there are plenty of stories of the fights.  Only famous warriors (6th level and up) will fight here.  Any lesser warrior will simply be arrested for disrupting the peace.

Madame Ming-Tsu does not encourage this unharmonious disruption of her business, which is that of a calm, peaceful cup of tea.  Yet, neither does she discourage the curious on-lookers who frequent the tea house, hoping to see a fight. For a few coins, blind guitarist and fixture at the teahouse, Izami, will provide a musical accompaniment for your fight.  Though he has never seen any the duels fought here, Izami often has a profound perception of the opponents’ abilities.    

Thursday, July 25, 2013

Fantasy Core RPG: Jianghu Setting-Civic Ward

Fantasy Core RPG
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)

The Civic Ward

If you wait long enough in the Square, you’ll probably run into everyone you’ve ever known.

The Civic Ward (the east end of the city) and the First Gate (or the Entry Gate) is the main entrance to the city.  A multitude of travelers from the Empire pass in and out of this quarter.  The Civic Ward is a dense (buildings and people), hustling, bustling affair.  It is filled with residences, shops, lodgings, restaurants, and theaters.       

As this is the showplace of the city for most visitors, the ward filled with landmarks and important places.  Most prominently is the large public square, Civic Square, in the center of the ward.  A large, ancient Greek column is at the center of the square, a recovered relic from a long-lost Silk Road city.  No one is exactly sure where it came from.  Claims of its mystical properties are even more dubious.  For most of the year, seemingly the entirety of the city population passes through the square at some point in the day.  You never know who you’ll meet in the square.  Commerce is forbidden here, except on festival days, but many deals are struck here because of chance meetings in passing.  Official punishment for capital offenses is often dealt out here of maximum effect.  Other official events, such as proclamations take place here.  The Square is the city’s main clearing house for information. 
 
There are many large public and civic buildings in this ward.  The city’s University campus is here, attracting students from a very wide area, and scholars to their massive library (open to anyone for a fee).  The city’s Bureaucracy maintains many nondescript buildings in this ward (and long lines of unhappy citizens).  The showplace is the Coliseum, where weekly horse races are staged, as well as the annual Martial Arts Tournament.  The Governor is often found here in his private box, enjoying the entertainment.  Another landmark, just off of Civic Square, is the Old Book Market.  This sprawling building is stuffed with unorganized old scrolls, manuscripts, and foreign books.  Scholars are constantly pouring over the new arrivals from booksellers and estate libraries, looking for historical artifacts.  

Come for the food.  Stay for the floorshow.
The Hotai Tavern is one of the largest town and usually accepted as the best food and drink in town, outside of any Emerald Hill establishment.  It’s a bit more famous, however for the frequent fights that seem to break out continuously on the floor.  Strong, cheap drink, local kung-fu hotheads, and visiting out-of-town warriors make for an interesting meal. Hotai-San, the owner, has given up on security and just allows the action to be self-policing.  He also runs the betting action on especially promising-looking fights.  The constables only show up if there is a death or major property damage.  Private rooms can be rented for less action oriented meals, but no guarantees.  If you’re looking for eager warriors, this is the place to find them.   

Wednesday, July 24, 2013

Fantasy Core RPG: Jianghu Setting-Shang-tu City

Fantasy Core RPG
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)

Shang-tu City

This is Shang-tu.  Everything is for sale.

While Shang-tu is the last outpost in the West of the Empire, it is a large metropolis.  It is a thriving center of commerce with fishing, farming, herding, logging, mining, and foreign trade industries.  She sits in a perfectly aligned square footprint, surrounded by high walls and towers.  Within are a multitude of businesses, shops, and residences.  In the rear of the city is the Emerald Hill.  Around its base are the city’s main temple and several high-class residences.  Higher up, another high wall encloses a game preserve.  There in center, at its highest point, is a majestic emerald pagoda.  The Governor’s Palace surveys all.   

The city borders So Lake (well patrolled by military ships) that feeds busy Yang River traffic into the heart of the Empire.  Most of the surrounding terrain is arable grasslands with many farming villages.  A highly visible landmark in the area is Mount Tien and its mountain range.  The mountain is considered holy and stands slightly apart from the rest of the range.  An important monastery and temple is located there.  There are a few mining and logging villages around the lesser peaks.

The city is divided roughly into four different wards, though there are some characteristics common to all.  The wards are all walled off from one another, but only the Governor’s Ward is restricted.  There are great bells at the gates and around the city that are rung at sunset.  The city gates are closed and a curfew is enforced, with night watchmen patrolling the streets.  The only exceptions to the curfew are festival days, such as New Years and the Emperor’s birthday.  Fireworks and fairs are present throughout the city for those events.

Foreigners and those without Identity Documents are not allowed in the city.  One can petition the Bureaucracy for documents at the gates, but it will take upwards of a week and cost a handsome fee.  Identity Docs can also be purchased at various temples in the villages, but at an increased cost.  Foreigners, usually merchants, require even more paperwork.  There is a thriving hostel business outside the gates of the city to accommodate those who cannot enter.  The Governor and his Ministers have the ability to issue temporary documents to anyone they choose.

This may be a Medieval level society and there is a slum area, but Shang-tu is a city of fairly modern sanitation and upkeep.  All parts of the city have access to the sewer system, hot bath houses, healers, neighborhood temples, fountains, well-stocked local markets, constables, and fire towers and fire brigades.  Likewise, the ethnic makeup of the city is about 90% Han (the indigenous people) and 10% Manchu (the Empire’s rulers of foreign origin).  While the Manchu’s hold most of the positions of power and the wealth, they generally maintain a low profile, and the Han people in the city seldom feel any oppression.  This city is not the norm in the Empire, which is mostly very segregated and varies widely in municipal services.    

The city is surrounded by high, sturdy walls and towers, well manned.  However, it should be noted that Shang-tu is primarily defended by the reputation of the Empire and its armies.  It would not withstand a determined siege on its own.  The nearest cities are far too far away to be of any immediate help.  While there are internal walls and a high wall around the Governor’s palace, there is no actual fortress keep.  There are stockpiled emergency supplies and plenty of water is available inside the city, but the city defenses would not last long enough to use them.  Shang-tu is a civilized place, but it is far on the fringes of the Empire, and very much a tempting target for potential foreign enemies. 

A short description of each ward follows, along with a couple of interesting landmarks found inside.  It should be enough to get you started in filling out the city and making it your own.

Tuesday, July 23, 2013

Fantasy Core RPG: Jianghu Setting-Special Techniques

Fantasy Core RPG
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)

Learning Special Techniques

Major villains and perhaps students from secret martial arts schools should always have special techniques for attack or defense (or at least a gimmick or a magical weapon).  The players will quite rightly wonder how they can acquire similar abilities for their characters.  The Ref should provide an opportunity for them to learn them.

First, the characters have to be of at least 5th level.  They can be of any class.  Being 5th and knowing a special technique almost guarantees fame as a warrior.

Second, they have to find a master who knows the technique and then prove their worth to them.  The Ref should introduce these masters well before the characters are eligible to learn from them.

Third, they have to train, which usually involves interesting, learning tasks from the master.  Figure on at least three, short missions (enough for one gaming session).  At least one of them should be seemingly nonsensical and miserably frustrating.

Fourth, they are given the secret technique, but can the characters comprehend it?  DC 18 check, the characters add their level + the number of tasks they completed on the first try.  If they fail, the characters may try again once they achieve a higher level (and repeat any task that they failed the first time), but may only do so once.  Further, characters can only learn up to two special techniques, so choose carefully.     

Here’s a few possibilities.  Go nuts creating some of your own.   

Lightfoot Kung Fu: Character is able to fly once in an encounter/turn for ½ level rds.  Must have a turn of rest before flying again.

Wudan Mind Control: Character can execute a Charm Person or Distraction in a non-combat situation for ½ level rds.  Opponent must make a DC 12 Will Sv if of a higher or equal level, DC 18 if of a lower level.  Can work on a group if the highest level person in it is Mind Controlled.  This technique only works on humans, demi-humans, and humanoids.   

Wudan Mind Over Matter: Character can use telekinesis.  About 5 lbs. per ½ level for ½ level rds.  If stressed, DC 12 Will Sv each rd.  If attempting something heavier than limit, DC 18 Will Sv per rd.  Must rest 1 turn after stressed or over limit exertions.    

Combat Acupuncture: Can use long needles to paralyze opponents 1 turn, DC 12 Fort Sv for victims that are hit (DC 18 if the practitioner is of 10th level).  Can also be used for torture, DC 18 Will Sv for victim to keep from immediately giving up information.  If the victim saves 3 rds in a row, they are immune.  This technique only works on humans, demi-humans, and humanoids.   

Celerity: Character can act twice in a rd.  They may do this ½ level times in an encounter or turn.  They must rest for a turn afterward.  

Monday, July 22, 2013

Fantasy Core RPG: Jianghu Setting-Level and XP

Fantasy Core RPG
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)

Jianghu Setting
Character Level and XP

Fair warning: Once a character is past 5th level, their reputation will start preceding them everywhere. They will no longer be anonymous warriors, perhaps having some reputation only within the Jianghu. Everyone will know about them. They will be recognized by their name or any display of skill. People will seek them out for service, favors, even offers of positions of power. Enemies will make plans, taking them specifically into account. No longer hoping to fight you directly, they will come at you sideways through your valued associates, known causes, and your reputation.

Given how much I’ve gone on about honor, XP for adventures should only come from the characters’ honorable or dishonorable actions, not adventure goals. In a theoretical world, this makes perfect sense. In the real world though, I can only imagine endless arguments between the players and Ref’s over what is honorable and what isn’t. Therefore, this alternate XP system is OPTIONAL, with a high degree of skepticism. Use at your own risk. The regular XP system will work fine, as long as the character actions always carry consequences.

In the game sense, dishonorable acts should earn no or less XP than honorable ones, such as fighting out of greed or avoiding a fight for cowardice. Unlike a standard Fantasy Core adventure, Ref’s should award XP in total to the characters only AFTER the adventure session is over, since there may be arguments over honorable and dishonorable acts.

Optional XP Scale

1 XP: Responding appropriately to a minor challenge, a minor act of generosity, upholding a challenge to your reputation, a minor act of loyalty or reciprocity.

2 XP: A major act of generosity, a major act of loyalty or reciprocity, Extreme bravery in a righteous cause.

3 XP: Righting a major injustice or corruption, eliminating a great evil.

-1 XP: Pettiness, meekness, haughtiness

-2 XP: Cowardice, greed, betrayal

-3 XP: Failure in a righteous cause

Friday, July 19, 2013

Fantasy Core RPG: Jianghu Setting-Class Goals

Fantasy Core RPG
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)

Jianghu Setting
Character Group Set up

Oriental Character Classes
This setting assumes that starting characters are devoid of respectable status. They are disgraced, exiled, barbarian or simply following a wandering path. Their means of employment are as warriors for hire or altruistic heroes (knights errant). They act as local protectors, fighting criminal gangs and pirates, resisting a corrupt government, fighting foreign invaders, and fighting rivals (personal and professional), monsters and supernatural entities, and secret society plots.

The characters are more of less stuck in the Shang-tu area, nearly regardless of any future accomplishments. Because of their circumstances, it is the last stop for civilization for some, or their only opportunity for advancement for others. They start the game lacking even proper identity papers and cannot enter the city itself.

Class Goals
These goals can be dismissed at the Ref’s or players’ desire. They are presented as examples as to how to start off characters who are outside of proper society.

Samurai: Your character is a Ronin, masterless. While you would have preferred an honorable death in battle or by ritual suicide, your character has been denied this end. Perhaps you are the sole survivor of your clan, or you have been sent into an undeserved exile. Currently you are searching for an honorable, higher cause to die for.

Ninja: Your character is clanless. Whether an exile on the run, a sole survivor, or were on a clandestine mission and have found yourself cut off from your superiors, you are on your own. Your highly specialized skills are always in demand, but you are forced to keep a low profile for fear of other ninja clans or government officials, who would have you put to death immediately. Discretion is paramount, but stealth and assassination are the skills by which you earn a living.

[Note that I’ve changed the Title Level Goals for Ninjas. What I wrote originally was more or less based on the old Assassin class, rather than anything resembling actual Ninjas. The Title level goals for the other classes are also rather dubious, especially in this specific setting.]

Shaman: Your character is a wandering priest. Like the travelling scholar monks of old, you seek to accumulate knowledge of sacred magical and religious texts. Fighting supernatural evil and injustice along the way is how you make a living.

Flying Warrior: Your character is a wandering warrior. Your life is dedicated to honing your martial arts skills and to excel in combat. While your sense of right and wrong may be distorted by your love of fighting, your virtues are clear and inviolate: personal honor, altruism, justice, loyalty, and reciprocity.

Thief: Your character is an independent thief without a guild. You are highly skilled, but your personal scruples make you a lousy guild thief. You’ve made scary, powerful enemies elsewhere by stealing only from corrupt government officials and wealthy, dishonest merchants. To compound matters, you’re always broke, as you’ve made a habit of giving away ill-gotten riches to the needy, or blowing scores amongst honest merchants for ephemeral gains. So, you’re on the run, flat broke, and looking for your next caper.

Barbarian or Nomad: Your character comes from an outside culture that is considered uncivilized by the people of the Empire. Your character came into the Empire perhaps through your parents, or virtually slavery, or from searching for work (survivor, exile, wanderlust). In any case, you are without any contact with your native clan. The people of the Empire will never accept you as one of them. Nor can you return, as you are an outsider to your native culture as well. Your fighting prowess means you will not go hungry, but you seek respectability.

Fighter (See the bottom of the Knight class description): Your character is a former Imperial soldier. Through whatever circumstance, your veteran character (Fighter characters start the game at 2nd level) is unattached and your only skill is your swordwork. While looking for a job, personal honor prevents you from taking any unscrupulous work or acting as a criminal thug.

Other classes and Demi-humans: Your character is a complete oddity in this setting. You are not a native and are a long way from home. The story of your current circumstances must surely be interesting. Few respectable people will want anything to do with you, but your alien appearance at least keeps others from molesting you. Only among other outsiders will you find companionship.

Thursday, July 18, 2013

Fantasy Core RPG: Jianghu Setting-Honor

Fantasy Core RPG
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)

Jianghu Setting
Honor

The characters’ honor is the only distinguishing characteristic from most of the other warriors in the setting. This honor has several components:

Reputation: Honesty, bravery, and class skills
Loyalty: To those that you owe service to, not blind loyalty, must be deserving
Reciprocity: To help those who have helped you
Altruism: To help those who cannot help themselves
Justice: Combating corruption and oppression

The characters can only achieve lasting success through honorable actions. Even if you gain wealth and status through dishonorable means, you will not gain greatness, only infamy. Not only will honorable heroes be seeking your life, the law will be hounding you, and other dishonorable warriors will see you as a prime threat. You’ll have no true allies because you’re untrustworthy. Honor involves following the path of righteousness, regardless of class. A charitable, discrete assassin will be more respectable than a traitorous shaman who courts the favor of eunuch sorcerers.

Honorable characters aren’t in it for the money (even thieves), often it is only a pretext to get involved and to keep themselves fed. So, honorable characters may well be monetarily poor, but their honorable actions should ensure that they will always be taken care of by those they have helped or simply by their reputation. Dishonorable characters are shunned when in need.

Scenarios will not doubt involve combat and possible monetary gain, but the focus of any Jianghu adventure should be putting the characters’ ideals into practice and even into conflict with one another (such as repaying a stranger’s kindness at the expense of your employer’s orders). Players should be processing any given game situation not in terms of leveling up and gaining treasure, but how it effects their honor and perceived reputation. Any other consideration should be secondary.

As a Ref, it should be about presenting difficult choices to the players and letting them choose their course of action and deal with the consequences. The sooner the players figure out that ALL of the NPC’s in the setting are holding grudges and keeping score, the better. Just like their characters, no rules-based “carrots” can really motivate the players. They will have to agree to playing with a certain mind-set to get the most out of it.

Here are two techniques to bring out a character’s values.

The Haunting Choice: Whatever the characters do, it will have consequences. Siding with one side, makes an enemy of another. Your actions create your reputation and thus how others deal with you. Taking on a job or accepting another’s aid, creates an obligation. Taking an action that creates a greater problem means having to clean up your messes. Known (or later discovered) acts by the characters will follow them around.

The Call Out: Whether a haughty challenge, an impassioned plea, or an intellectual appeal, an NPC will call out some aspect of the characters’ honor to prompt them into action. The character is not under obligation to respond with the desired action, but must answer in some fashion. For example, your experienced warrior is challenged to a fight a young inexperienced kung-fu hot-head only so he can prove his worth. Honor dictates this would not be a fair or worthy fight. The character may choose to respond with icy silence, a cruel put down, or even an invitation to friendship and training. If hot-head returns with a hostage and demands a fight, then it’s on (cleaning up your messes).

These (and whatever your techniques you might come up with) should not be used constantly during an adventure session. Probably no more than once or twice. Further, not all choices in an adventure should be morally difficult (of course they can still be of practical difficulty). Again, just once or twice, not a constant stream of ethical dilemmas between equally bad choices. If you’re torturing the players like it’s a retelling of Sophie’s Choice, you’re doing it wrong. This is a game of action, decisively making the honorable choice and following it through.

Baseball Journal: Fashion Police Continued

National League, you’re up to bat.

Nationals: When this team moved from Montreal, they had plenty of warning before the move, and therefore no excuse for basically just slapping a uniform together.  No distinctive logo.  I think it’s a throwback to an old Washington Senators team.  Is either version of that franchise something you want to be associated with?  Color scheme?  We’ll go red and white, like a bunch of other teams, who cares?  When this team eventually hits bottom, I fully expect them to come out with a better uniform when they think they’re going to contend again.    

Braves: Sharp.  Really sharp.  That alternate red top is spectacular.  One thing, ditch the away hat with the blue bill.  Too plain.

Phillies: Your current uniform is nice.  The Phillies are yet another red and white team, but the red pinstripes are distinctive.  Unfortunately, you guys keep wearing those alternate cream-colored uniforms without the pinstripes.  That’d be a great look if it was 1940.  Just stop wearing it.

Mets: You’re okay and I do appreciate that the team uniform hasn’t really changed since the team was created.  You have to appreciate the original marketing.  Since the Mets were replacing the dearly departed Dodgers and Giants, they combined the colors and logos of both of those teams to create the Mets’ look.  Even today, Citi Field is essentially a recreation of the Dodgers old Ebbets Field on the outside.

Marlins: The previous uniform with the teal pinstripes was pretty cool, along with the fish logo.  You guys only won two World Series with that look.  But, a change in name and venue necessitated a new look, and the neon works for you.  Unfortunately, last year’s debut was so bad (and the current team is even worse) that this uniform is likely soiled beyond redemption.  Don’t know what to tell ya.

Cardinals: Another red and white team, but when you’re named after a redbird, it makes sense.  You’re the best of the red and white teams, especially with that great logo.  I think the team has stopped wearing the black hat on the road.  That’s okay, since I’m still not sure I liked or not.  Lose the throwback 40’s cream uniform.  Nostalgia is one thing, but just looking old is something else.

Reds: I always chuckle remembering the Ken Griffey Jr era uniforms.  A Reds team that essentially wore black.  Thankfully, they’ve gone back to their classic look.  I like that black-billed away hat a lot.   

Brewers: If you look around Miller Park, it’s hard not to notice the crowd seems to favor the 70’s throwback uniforms.  It’s one of the best logos along with an awesome blue and yellow color scheme.  And for some reason, the team ditched it (I guess to move into the new stadium).  Their current uniform isn’t bad, but it’s just make them another blue and white team.  Along with the fans wearing the old uniforms, the team does too.  It’s their alternate uniform.  Thus they are continually reminding everyone that they used to have a better uniform. 

Pirates: You guys nailed it.  I don’t have to worry about you changing, since you’re apparently color-coordinating with the other pro teams in Pittsburgh. 

Cubs: A great look and they’ve stuck with it over the years for quite a while.  Too bad the team is a loser to the point of being synonymous with the word.  This team actually has my favorite away uniform.  It’s got a really sharp look to it.

Dodgers: An absolute classic.  Beautiful.  I remember they experimented with a colored top once.  The team went on a losing streak and ending up burning them behind them in a bonfire behind the bullpen.  Good move.

Giants: Given that this team dates back to the 1800’s, they can totally pull off the retro look with the cream uniforms and not having the player names on the back.  Just an awesome, iconic look.  Lose the orange bill hats, guys.  It’s okay for the Orioles, but not for you.

Diamondbacks: In their short history, the Dbacks have had plethora of logos, uniform cuts, and colors.  It’s like they’re holding continual tryouts for uniforms.  Ideally, fans wear team gear to the stadium to show their support for the team.  Dback fans must be continually confused as to what they should be wearing.  The current look is okay, but history suggests it won’t last much longer.    

Padres: Almost tempted to suggest that they go with the camo hats and tops all the time.  They are the official team of the Navy.  You could use the Navy blue and white camouflage most of the time, and then have Marine days with green and white or tan and white.  That’s not going to happen.  Doesn’t really make sense with the franchise name either.  Those blue pinstripes with the classy “San Diego Padres Baseball Club” logo from the Tony Gwynn era were cool, but they’re not making a comeback.  Right now, you guys look like you’re trying to look like the Dodgers.  Try to be more original.    

Rockies: Of the last four expansion teams, the Rockies are the only ones currently with roughly the same uniform as they started.  Bravo.  Great logo with the purple and black colors to match it.  The cut of the uniform has changed here and there, but not what’s on it.  This the way to do it.  Start with something good-looking and distinctive and stick with it.  I know changing uniforms every so often is a means of shaking your fans down for more money, but a classic uniform will ultimately be a better seller over the long-term (see the Yankees and Dodgers).  


Wednesday, July 17, 2013

Fantasy Core RPG: Jianghu Setting-Differences

Fantasy Core RPG
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)

Jianghu Setting
How is this setting different from the usual RPG fantasy world?

Your enemies in this game are mostly human. They aren’t just obstacles to completing a job or objective, but have passionate, though often calculating, conflicting ideologies which drive the adventures. There are monsters, but they are rare, but usually confined to haunted areas or have been summoned for a specific purpose. Even if your enemies are malevolent, they may need to be dealt with peacefully, in return for information or service, rather than with a fight.

Your conflicts come from getting involved with the various power groups and influential individuals. Working for one, often makes you an enemy of another. Neutrality is nearly impossible.

All of these groups have their own strong motivations and a particular point of view. Value judgements upon those motivations are difficult, because none of them are truly benevolent or malevolent. The organized thieving gangs often work as a vigilante police force for those paying protection money, where there is no law. The despotic Governor does keep the peace and the city prosperous. The secret society espousing equality for all is controlled by a rigid caste system. And so on.

What sets the character apart from the NPC’s in this setting is that they are outsiders and will have to decide for themselves who to support and who they are against. Further, the characters are not simple mercenaries, fighting for whoever pays them. Their own sense of honor will motivate their actions.

Baseball Journal: Fashion Police

Okay, I’ve got to get this out of my system.  Since there’s no baseball going on at the moment, this seems like a good time.  (Yes, I saw the All-Star Game.  No, I don’t want to talk about it, other than to say, imagine what the “game” would have been like if it had had no consequence to it.)  Some baseball teams need a good talking to about their uniforms.  There I’ve said it.  I don’t care if this is unmanly.  As Jerry Seinfeld* observed, we’re really just rooting for laundry out on the field.  That’s all teams really are.  For what these teams and players are making, they should all look good playing.   The fans should be fashionable in team gear, given the cost.  I’m just going to have to go down the whole MLB and tell you teams what you’re doing right and wrong.

American League

Yankees: Don’t change a thing.  Did you hear me?  I think the only reason baseball players aren’t decked like NASCAR drivers or soccer players is because of the Yankees and the brand identity of their iconic uniforms.  Would you pay big bucks for a replica Yankees jersey with advertising all over it?  Hell no!  You’d want the “Retro” jersey scrubbed clean of such defacement. 

This may be the only time I ever praise the Yankees organization.  Savor it. 

Yeah, the origin of the pinstripes was the team trying to make Babe Ruth look like less of a fat ass.  Does that sound more like my usual Yankee take?

Blue Jays: Who cares?  Actually, it’s a nice uniform and logo.  Of course there are five other teams in the league with the same primary blue color scheme, but your team actually does have blue in the name. 

Orioles: I like their uniforms a lot.  The white panel on the home hat, I’m more standoffish on, but it does go with the orange top.  The away hat, all black, is more attractive.  I also like that cursive “O’s” logo.  Compromise.  “O’s” logo with the cartoon bird in the middle. 

Rays: If you think uniforms aren’t important, I present Exhibit A.  This team may as well have been called the Washington Generals (the Harlem Globetrotters opponent) for their first decade.  Then they shortened their name, changed the logo, took on a new color scheme, and suddenly they’re winning.  (Some great players and Joe Maddon might have also contributed.)  Admittedly, they’re another blue and white team, but they look good.  One thing, stay away from that powder blue top.   

Red Sox: Yeah, you’re okay, somewhat generic, but okay.  When you’re an iconic franchise, you can get away with generic.

Tigers: I love watching clips of the ’84 championship-winning Tigers and then seeing the current Tiger team, and it’s basically the same uniform.  That’s awesome continuity.  Having a great uniform and sticking with it, whether the team is great or sucks.  Ah, the dark Navy blue and orange with the Olde English D.  Just a classic combination.  Never change. 

Royals: It’s a great uniform and it should be, since it’s basically the Dodger uniform without the red.  I’d like to see a little more gold in the uniform to differentiate it.  Gold color doesn’t show up well on a uniform though.  Like I told the Rays, stay away from those powder blue tops, please.

White Sox: This franchise has the distinction of having some of the worst baseball uniforms of all time.  Future teams will look to your example as to what not to do fashion-wise.  In the 90’s, team ownership finally had an inspiration, “Let’s steal the Yankees uniform!”  Well, steal from the best.  There is the irony of the White Sox wearing black, but it looks good, especially the black top, which is distinctive.  Of course, they can’t stay away from bad uniforms.  For the last couple of years, they’ve been wearing “throwback” uniforms on Sundays.  Please stop doing this after this year, before you get to the really bad uniforms again. 

Indians: It’s a good-looking uniform.  I’ve noticed that they seem to be trying to phase out the Chief Wahoo logo though.  Admittedly, it’s not PC, but it is friendly and iconic.  Remember that team was named in honor of an actual Indian player.  (Wikipedia disagrees with this, but they’re wrong.)  If you’re really committed to changing it, fine, but don’t go with that big red “C.”  It makes you look like a minor league team from the 30’s.    

Twins: First, put the names back on the back of your uniforms.  Yeah, the Yankees, Red Sox, and Giants go without names on the back at home.  (The Yankees don’t have names on their road uniforms either.  This is because no Yankee player is more important than the franchise itself.)  Your uniform has this faux old-fashioned look that just seems so fake.  I don’t really understand your logo either.  I don’t really like your whole franchise actually.   

Angels: Go back to your 70’s throwback uniforms.  They’re unique and look good.  Your current uniform just makes you yet another flat red team.  I won’t root for you if you do this, but I’ll like your uniforms.

Athletics: Another attractive, distinctive uniform.  The inexplicable elephant logo even has a story to go with it.  I even like the blinding day-glow yellow alternate tops.  But just on you guys.  I remember seeing highlights from a game a couple of years ago with the yellow-topped A’s vs. the bright orange topped Orioles.  The crowd there must have been fighting the glare.  Oh, don’t wear that black top again.  Bad combo with the green. 

Rangers: Oh Lord.  These guys have four different tops and two different color schemes.  Holy indecision, Batman!  I know they’re basically homaging the team’s two previous looks, but pick one!  I’m partial to the blue scheme, that makes them just another blue/white.  Going with the red, makes you just another red/white team.  I know this would be asymmetrical, but I wonder how wearing a straight up Texas flag shirt would look.  No logo or even putting “Texas” across the chest would be necessary.  Whatever.  Pick one look!

Mariners: I always liked those blue and yellow/gold uniforms.  The main selling point of them is that was the last and only time the team has ever been good.  Perhaps it’s just nostalgia for me.  The current uniforms are unique and attractive.  It’s just that they’re associated with a team that’s been bad for a very long time.  This is one team I might recommend a change, just for the sake of change.  (Getting some better players might help too.)

Astros: You’re hopeless.  Your iconic 70’s uniform bares an unfortunate resemblance to a gay pride flag.  I’ve compared your current alternate top to a prison uniform.  You once had a black and white uniform that weekend softball players would complain about being too generic.  The worst of it is, right before the league switch, you had a great uniform, red and black, essentially the Diamondbacks current uniform.  I don’t know what to tell you.    


The Senior Circuit is next.

Tuesday, July 16, 2013

Fantasy Core RPG: Jianghu Setting Adventure Monsters & NPC's 2

Fantasy Core RPG
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)

Jianghu Setting
Sample Adventure “Dark Waters Have Unknown Depths”
Monsters and NPC’s 2


Full of hatred for the devil, they only hate men more.
Oni
Belligerent minor demon, come in different bright colors, have differing powers and characteristics. These stats are for the one in the adventure.

HD 3, Hp 20, AC 15
Fort +3, Ref +1, Will +1
Melee: Claw +3 to hit 1d6
Or Gore Attack charge 1d8x2

Shapechange: At will, any humanoid form. As the Oni is actually taking the physical form of another, it is impossible to physically detect the disguise, short of magical means. However, if physically harmed the Oni must make a DC 12 Will Sv to avoid reverting to their true form.

Telepathy: At will, read minds DC 18 Will Sv to resist


Rats are easy to kill, but impossible to get rid of.
Brotherhood Gang
Typical tough guys and thugs, but will run if met with superior force.

1st Level Fighter, Hp 11, AC 10 (none)
Fort +3, Ref +0, Will +0
Melee: Short Sword +2 to hit 1d6 +1

1st Level Thief, Hp 6, AC 11 (none)
Fort +0, Ref +3, Will +0
Melee: Short Sword +1 to hit 1d6
Surprise Attack: Successful attack and Stealth rolls (DC 12), 7 dam
Ranged: Dart +2 to hit 1d4

+2 Stealth
½ or no damage from failed saves


Yi
2nd Level Thief, Hp 9, AC 12 (none)
Fort +0, Ref +5, Will +0
Melee: Short sword +2 to hit 1d6
Sneak Attack: Successful attack and Stealth rolls (DC 12), 7 dam
Ranged: Dart +4 to hit 1d4

+ 2 Stealth
½ or no damage from failed saves


You rule in the palace.  We rule the streets.
Triad Gang
Typical urban bullies, however most are not used to actual combat and will run if being beaten.

1st Level Thief, Hp 6, AC 11 (none)
Fort +0, Ref +3, Will +0
Melee: Short Sword +1 to hit 1d6
Ranged: Dart +2 to hit 1d4

+2 Stealth
½ or no damage from failed saves


Jing
2nd Level Thief, Hp 9, AC 13 (none) Enhanced Initiative
Fort +0, Ref +6, Will +0
Melee: Short sword +2 to hit 1d6
Sneak Attack: Successful attack and Stealth rolls (DC 12) , 7 dam
Ranged: Throwing dagger +5 to hit 1d4

+ 3 Stealth
½ or no damage from failed saves


I am betrayed and doomed, but I’m not done yet.
Raider Leader Shin
2nd Level Thief, Hp 9, AC 13 (none) Enhanced Initiative
Fort +0, Ref +6, Will +1
Melee: +2 to hit (currently unarmed)
Sneak Attack: Successful attack and Stealth rolls (DC 12), Max dam +1
Surprise Attack: Successful attack and Stealth rolls (DC 12), Max dam +2
Ranged: +5 to hit (currently unarmed)

+3 Stealth and Escape Artist and other Thief skills
½ or no damage from failed saves
+3 Dex, +1 Wis, Int, Cha


Please help me!
Female Captive, Ling
Untrained, Hp 4, AC 10 (none)
Fort +0, Ref +0, Will +0
Melee: No bonus (currently unarmed)
Ranged: No bonus (currently unarmed)


Let me fight!
Female Captive, Aoi
1st Level Fighter, Hp 11, AC 10 (none)
Fort +3, Ref +0, Will +0
Melee: +2 to hit (+1 damage, currently unarmed)
Ranged: +1 to hit (currently unarmed)
+1 Str, Con

Baseball Journal The All-Star Game 2013 Pre-game

The All-Star Game always starts off kind of weakly with the Home Derby the day before.  Not that the event is bad in and of itself, but it has its negatives.  It is simply a very artificial made-for-TV event that tends to ruin the swings of the players involved.  Of course the main negative is that it’s produced by ESPN.  They actually do a decent job of broadcasting ball games, but this event is all ESPN.  The problem with that can be summed up in two words: Chris Berman.  Perhaps its not fair to single one out one questionable broadcaster, who if we were sitting in the stands next to each other at a game, I’d be looking to move by the bottom of the first inning.  He’s just emblematic of everything wrong with the Four-Letter network: all style, all self-promotion, no substance.  But with all my reservations, I did see some of the Yoenis Cespedes orbital launch party.  Pretty spectacular.     

If ESPN Radio executives actually listened to their own product, I’m sure they would have been thrilled that they sent Collin Cowherd on location to New York for the game.  In the hour I listened, Collin talked about Johnny Football’s off-the-field problems, Nick Saban, NBA off-season moves, and complained about hotel rooms that don’t let you play with the thermostat.  He did talk some baseball, unfortunately.  Collin managed to embarrass Bruce Bochy with some impressively ignorant questions, and CJ Wilson, who wasn’t actually at the game and was only on the radio to promote his sponsor’s promotion, with some prickly questions about steroids. 

Since Collin brought up this tired subject a couple of times, I feel the need to address it as well.  “Why should the winner of this EXHIBITION game get home field advantage in the World Series?  The team with home field advantage wins at a 60% rate.  That’s way too much of an advantage to be gained because of an EXHIBITION game.” 

Apparently, some people have forgotten how we got to this point.  It was at the end of the 2002 ASG, Bob Brenly and Joe Torre went to Bud Selig in the stands and asked, “We know it’s a tie game right now, but we’ve both run out of pitchers.  Since we’re not comfortable with overextending other team’s players, can we just stop playing now?”  Bud should have looked both of them in the eye and said, “You still got position players.  Play ball.”

Now, this incident would have caused a rules change even if that unlikely scenario had happened.  The problem is that the All-Star Game has gotten away from the old days of Pete Rose running into the catcher at home plate.  It’s all about getting the invitation, deciding if you want to go or fake an injury (or pitch on the Sunday before) and send a sub, and then being assured that you’ll get some playing time if you do go.  The manager’s job primary consideration was to use everybody, but not overuse them, and win the game, if it’s convenient. 


No.  The baseball All-Star Game is an actual game, even if it’s an exhibition, not a glorified scrimmage or a reenactment of a Harlem Globetrotters game.  Certainly, getting everyone in the game and players snubbing the invites are still issues, but if home field advantage is the carrot, winning the game regains its paramount importance.  I’m all for it.  Besides, if the theoretically better team in the World Series doesn’t get home field advantage, if they’re really the better team, they should still win.

Monday, July 15, 2013

Fantasy Core RPG: Jianghu Setting Adventure Monsters & NPC's 1

Fantasy Core RPG
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)

Jianghu Setting
Sample Adventure “Dark Waters Have Unknown Depths”
NPC’s and Monsters 1


His past is questionable, his honor is not.
Lord Hanso, ruler of Shinju-Mata village
Formerly a powerful, up and coming samurai lord, who lives in virtual exile because of a scandal. His need for redemption leads to some reckless actions.

6th Level Samurai, Hp 48, AC 13 (none) Enhanced Initiative +3
Fort +6, Ref +3, Will +5
Melee: Katana +7 to hit 1d10+1, on Nat 16 and up, 14 dam
Dual Strike: 2 att. Katana and Wakizashi +7 to hit 1d8+1
Detection +4
Immune to Charm and Fear


The only people who trust him less, are those who know him well.
Sub-Minister Tai of the East Chamber
Looking to make a name for himself in the Governor’s court. Tai is proactive in taking action to make himself look good. His superior, Minster Xun, views him as a rival he’d like to have quietly deposed. Tai has similar goals.

5th Level Shaman, Hp 18, AC 12 (none)
Fort +1, Ref +3, Will +6
Melee: Short Sword +5 to hit 1d6
Ranged: Special Technique-Combat Acupuncture-Needle +7 to hit 1 + paralysis Fort Sv DC 12 or stunned until needle is removed or 1 turn

Immune to fear and charm effects.
Stealth +5
Detect Undead/Demonic/Celestial 30’ radius
Divine Radiance 3d6 damage to Undead and Demons 30’ radius
First Aid +5

Spell Check +5, 2 failures/encounter, only combat spells listed
DC 15 3rd Level: Fireball: 3d8 fire damage, 20-ft. radius. Ref Sv DC 15 ½ dam.
DC 14 2nd Level: Acid Arrow: 3d8 acid damage. Ref Sv DC 15
DC 13 1st Level: Expeditious Retreat: Your speed increases by 30 ft. 5 turns.
- Magic Missile: 3d6 magic damage. Ref Sv DC 15
- Sleep: Puts 4 HD of creatures into magical slumber 1 turn. Fort Sv DC 15



The strong spine of the Empire, unbending, unbroken.
Imperial Soldier
Well-disciplined fighters, will only run if their leader is killed or are being completely routed.

1st Level Fighter (2nd Sgt), Hp 11 (16), AC 13 (leather and shield)
Fort +3, Ref +0, Will +0
Melee: Long sword +2 (+3) to hit 1d8+1
Ranged: Short bow +1 (+2) to hit 1d6


Some spirits are simply annoying.
Kappa
Mischievous minor spirit, sort of a cross between a monkey and a cat

HD 1/2, Hp 2, AC 16
Fort +0, Ref +2, Will +2
Melee: Bite +2 to hit 1d3 + Poison (Fort Sv DC 12 or Stunned 1 turn)
Never surprised

Powers: Each may be cast once a day, effects last 1 rd, automatic success casting.
Confusion: Distraction, Will Sv DC 12
Dancing Lights: Distraction, Will Sv DC 12
Dimension Door: Disappear and reappear elsewhere, line of sight
Mirror Image: Will Sv DC 12
Invisible: 0 BAB to hit
Ventriloquism: Distraction, Will Sv DC 12
Illusions: Distraction, Will Sv DC 12
Polymorph Inanimate: Turn object into something else
Haste: 2 actions in rd


Men of clay crumble to dust.

Terra Cotta Statues
Minor magical creations. Almost useless in combat, but they’re cheap and can scare off untrained warriors if used in numbers.

1 HD, Hp 1*, AC 10 (none)
Fort +0, Ref +0, Will +0
Melee: Clay Sword +1 to hit 1d6*
*Terra Cotta Statues crumble upon being hit or even if they score a hit on another.

Baseball Journal 7-14-13

First of all, I’m pretty sure Freddie Freeman was voted into the All-Star Game by a bunch of American League fans, who didn’t want Puig playing.  Every other explanation I’ve heard makes even less sense.  However, Freddie Freeman was injured this weekend (along with the entire Braves outfield).  Yasiel is hurting too, but it’s not unthinkable there could be a last-minute change.    

Once again, I was doing the double-dip Saturday night with the Dodger game on the radio and the Ranger game on the TV.  It’s not the worst way to experience two games at the same time.  I wonder about those guys during the first year of the MLB Fan Cave.  I guess they had all the games on a TV wall at the same time.  That would seem like the worst way to do it, but I’d be willing to try it.  I think the Fan Cave is some sort of reality show now, where they vote out occupants. 

I was cringing at the thought of the Rangers facing 13-0 Max Sherzer and the Tigers, especially since they’d gotten pounded Friday night.  Then Derek Holland showed up.  I’ve seen him pitch bad, but in big games he can pitch big.  He got in trouble a couple of times, but pitched his way right out of it.  Sherzer had been getting like six runs in support in his outings.  That might have made him a bit less sharp in a close game.  The Rangers got ahead and then lit it up in the 9th.  7-1 Rangers.

Gamebreak.  The Indians are playing the Royals in Cleveland wearing black pajamas.  Doesn't seem to be effecting their play though.  

I still think Zack Greinke going to fold like a Dixie cup under pressure, but he gave up two hits in nine innings in a 1-0 Dodger win over the Rockies.  He’s also hitting over .360.  I’m willing to change my mind about him at some point.  More troubling for the Dodgers, Puig was out of the lineup and they could only scratch out one run for the game.  The Dodger broadcasts had been promoting this game.  To show off their new Jumbotrons, they were going to be playing the movie “42” after the game.  What a cool promotion.

Late Saturday, the Zimmerman verdict came in.  Fox Sports Radio, which I was listening to, felt compelled to mention it, but clearly didn’t really want to talk about it.  Thankfully in San Diego, another breaking story in sports allowed for a distraction.  Tim Lincecum was pitching a no-hitter for the Giants.  Timmy hasn’t been having a great year, but facing a hapless Padre team, he had no trouble finding his good stuff.  He was at 100 pitches in the 7th and the commentators were really questioning whether he’d be left in. 

FSR picked up Dick Enberg and the Padres’ TV coverage in the 8th.  Hunter Pence made a great catch to keep the no-hitter going.  At the top of the hour, the Ben Maller show came on.  He immediately threw it back to coverage for the bottom of the 9th with two outs.  “Let’s listen in.”    “Okay, apparently they’re letting the pictures tell the story here, which works well on TV, but not on radio.” You could actually tell by the roar of the crowd that the Giants had gotten the final out and Tim has his no-hitter.  Why the San Diego crowd was cheering for their division rival no-hitting them is beyond my comprehension.  9-0 Giants.  

Meanwhile in Seattle, they were showing the 9th inning on their big screen in-between innings there, but took it off when their inning started before the game ended.  The crowd boo’ed.  I don’t blame them.  I wouldn’t have wanted to watch the Angels and the Mariners either if there was something better on.  

At 148 pitches, we’re hoping Lincecum doesn’t end up like Johan Santana after his no-hitter, though Johan was coming off a major surgery.  Edwin Jackson had even more pitches in his no-hitter and it didn’t hurt him (but playing in Wrigley Field clearly has).  In any case, with the All-Star break, they should be able to give Tim some extra rest.  I actually saw a little of the last no-hitter pitched, which was earlier this month.  The Reds no-hit the Giants.            

I had heard about Saturday’s double header between the Phillies and the White Sox.  Both games had gone extra innings.  At the start of Sunday’s game, the pre-game host asked Hawk and Stone how they were doing after 12 hours of baseball.  Thankfully, didn’t seem any the worse for wear.  Just a couple of weeks ago, they’d done the longest non-extra innings double header. 

It was a 90+ degree day in Philadelphia with high humidity.  Play and audience participation was rather listless.  The Phillie Phanatic did his best to work up the crowd.  I actually saw the Sox walk Jimmy Rollins twice to pitch to Dominic Brown late in the game.  My dad was reading his very impressive stats off the screen.  “He’s an All-Star,” I said.  In spite of that, apparently Dominic is vulnerable to left-handed pitching.  Both times, he made an out, so score one for the Sabermetricans.       

It took 9 innings, but Philly-Fan finally showed up when Papelbon blew the save and the inning ended in a tie.  A full deep-throated jeer followed him into the dugout.  As the game went to extra innings, most the crowd dissipated, but Philly-Fan wasn’t leaving and wasn’t done.  They boo’ed Chase Utley when he booted a ball.  Sox catcher Josh Phegley, who had gotten the hit that tied the game, got hit on the throwing hand and had to come out of the game.  Philly-Fan boo’ed when Tyler Flowers came in and wanted to catch a couple of warm up pitches.  In the 10th, Utley got the game-winning hit and Philly-Fan cheered.  4-3 Phillies.  “Yeah, it was our boo’ing that made him a better player.”  I’m sure some self-congratulating Philly-Fan actually said that afterward.  


The Dodgers faced the Rockies again on Sunday.  Puig came into the game late.  He seemed okay if they need him for the All-Star Game.  Rick Monday had the weekend off and Kevin Kennedy was there.  His main contribution to the broadcast was continually mispronouncing Jhoulys Chacin’s name.  So, he’s a good complement for Charley Steiner, who had this gem, “His first pitch to Tulo was too low.”  That’s great Charley.  Oh, how I wish Vin was still doing the radio call.  3-1 Rockies.  

Friday, July 12, 2013

Fantasy Core RPG: Jianghu Setting Adventure Part 6

Fantasy Core RPG
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)

Jianghu Setting
Sample Adventure “Dark Waters Have Unknown Depths”
Part 6

One adventure’s end is another’s beginning.

Epilogue 
(1 XP for achieving 2 objectives, 2 XP for 3, 3 for returning with all of the objectives-the idol, two hostages, and a live bandit)

There are any number of permutations that this adventure can end with, so there’s no point in trying to cover them all. Definitely, delivering Shin the raider to Hanso means that the Tong’s scheme has been brought to light in some fashion. While mistakes and successes and friends and enemies should always follow the characters’ reputations around, at this point in their careers, nothing has been set in stone. If the characters have done harm to one group, they might choose to look at the characters as potential worthy allies if properly approached, instead of mortal enemies. If the characters have done well for someone, they’ll probably be inclined to work with them in the future.

Carefully consider each faction’s goals in light of the outcome of the adventure. Were the Tongs and Triads able to embarrass the new Brotherhood leader? Was the Brotherhood able to save face? Was the White Lotus able to expose the Triad’s plot? Was the Imperial government able to assert their authority in this situation? Did anyone achieve anything? What role did the characters play in the result? If they succeed, Lord Hanso will immediately anoint them as heroes, which will temporarily shield them from any immediate recriminations from others.

Any group’s agenda that’s been set back is certainly not going to give up on their overall goals. They’ll be back with a new scheme. Internal recriminations will certainly be on the way for those attached to the failure (and inevitable attempts at restoring their honor). Anyone who’s done well will want to capitalize on their success. Those implicated by scandal will be targets for vengeance. Oh, no. This adventure isn’t over by a longshot, not for anybody involved.

Thursday, July 11, 2013

Fantasy Core RPG: Jianghu Setting Adventure Part 5

Fantasy Core RPG
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)

Jianghu Setting
Sample Adventure “Dark Waters Have Unknown Depths”
Part 5

Human treachery is the most dangerous demon of all.

Road outside of the buried city (2 XP)
A mounted troop of 12 disreputable looking individuals will be waiting for the characters just as the exit the city. Both sides are going to see one another fairly easily. The leader of the band will come forward to parley and announce himself as Jing. Shin, the raider leader, will recognize him, “You miserable Triad cockroach! You lead my people into trap!” Jing will ignore him and ask what the party was offered for the job. If answered, he’ll throw out a bag of gold to the characters doubling the reward, in return for what they’ve recovered.

Here’s one of those hard decisions I mentioned in the introduction. It’s up the players what they want to do. In this case (and certainly this shouldn’t happen with every hard decision), their decision will lead to a fight either way, but the question is, will it be an honorable one?

If they take the money, Shin will try to escape if possible. The Triads will take possession of the hostages and the idol. Jing and 3 others will take off for the village, but before they go Jing will tell the rest to get his gold back. It may be possible to catch Jing, since his group is loaded down, but they’ll have to hurry. If they don’t take offer, it’s a straight up fight. Shin will want to fight (and escape). Jing will retreat if the fight goes badly and any left will join him. In either case, the Triads will want Shin dead as their main goal, since he could expose the Tong’s plan.


Are you fighting your enemy, or your greed?

Approaching the village (1 XP for avoiding a fight and getting into town)
Leaving the desert, a dust cloud can be seen in the distance. It’s the troop of 6 Imperial troops (5 soldiers, 1 sgt) patrolling the fringe of town with Sub-Minister Tai at the head. The characters will see them first, but the troop is headed in their direction.

It is at this point that Boo the Kappa reappears. He offers to get the characters past the soldiers in return for the Oni horn (which the characters hopefully have). If they know what it can do (though not its expiration), there’s going to be some reluctance to part with it. If they hand it over, the Kappa casts an illusion that sends the troop in the wrong direction, allowing the characters to make it to the village. Boo may be useful acquaintance for any further trips into the desert.

If the characters refuse, Boo leaves and won’t be so friendly if they meet again. Hopefully the players come up with a scheme to get them past the soldiers, because if it’s a straight fight, the characters will be massacred. The only worse possibility would be actually killing Tai, that would make the characters very, very wanted murders. (Though certainly they’re likely to fight at some point in the future anyway.) The rest of the troop would scatter and go for reinforcements at that point.

Near the village, there might be some interference from the Brotherhood if warranted. Shin may be make a break for it, if given the opportunity. But, this seems more like a good place to end this.