Monday, September 30, 2013

Fantasy Core RPG: Jianghu Setting-Monsters-Undead

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

Monsters-Undead

Never, ever dishonor the dead, for their memories are very long and filled with vengeance.
Spirits of various sorts also haunt the land.  There are dishonored and neglected ancestors who harass their families.  Ghosts of those wrongly killed terrorize those disturbing their resting-places.  There are vampires and ghouls created by improper burial, such as those buried on unhallowed ground or those killed by supernatural means.


Even just the parts of a man may be dangerous in the wrong hands.
Skeleton
An animated skeleton, usually created by an evil magic user.
HD 1, Hp 4, AC 13 
Fort +2, Ref +0, Will +0
Melee: Claw, +1 to hit 1d6


Mere flesh and bone, do not a man make.
Zombie
An animated corpse, usually created by an evil magic user.
HD 2+3, Hp 11, AC 11, Always strike last in rd.        
Fort +0, Ref –1, Will +3
Melee: Slam +2 to hit 1d6+1


Cannibalism creates an unending appetite.
Ghoul
A slavering, sub-human creature obsessed with eating human flesh.  They are cannibals who have died on unhallowed ground, or voluntarily by ritual cannibalism.  They cannot stand sunlight.
HD 2, Hp 13, AC 14
Fort +0, Ref +2, Will +5
Melee: Bite +2 to hit 1d6+1 + DC 12 Fort Sv or paralyzed 1 turn


Where evil has been done, ghosts rise for revenge.
Ghost
Translucent undead humanoid.  Not insubstantial, they do have a tangible being that they must revert to in order to attack.  These are usually created from people killed violently on unhallowed ground.  These unfortunate creatures are chained to the spot of their death.  Their motives are totally dependent on the ghost.  Some may mindlessly attack any who enter their space.  Others may try to communicate and need some task done in order to achieve release.  All will attack if threatened with exorcism (divine radiance attacks and such).  Not all ghosts have all the powers listed.   
HD 10, Hp 60, AC 13* (Magic to hit)     
Fort +2, Ref +2, Will +6
Melee: Touch 2 att, +4 to hit 1d10 each
Can become Invisible and Intangible at will (0 BAB to attack).

Fright: On initial visible appearance in Encounter, DC 18 Will Sv or panic 1d4 rds.
Moan Scare: When visible, the Ghost can make an audible moan, DC 18 Will Sv or panic 1d4 rds.  (Paladins and shamen are immune.)
Possession:  When visible, the Ghost may attempt to move into a person and take them over.  DC 18 Will Sv or controlled for 1d4 rds.  Smite, Divine Light, Consecrate, Exorcism, magic weapons, and magic spell attacks on the host will affect the Ghost instead (use Ghost stats), but any other type of attack damages the host (use host stats).
Delusion Spell: DC 18 Will Sv to disbelieve, once per day.
Charm Person: DC 18 Will Sv, once per day, lasts 1 day
Flight power
Will reform in a day if killed without an exorcism (attacked with Divine Light and such) or some task perform to give them rest. 


Even the dead fear vampires.
Hopping Vampire (Lord)
Hideous flying corpses.  These creatures are created by evil magic users from the recently dead.  They are unintelligent monsters used as long-term guards or as undead shock troopers.  A Vampire Lord is an evil magic user who has turned himself into the undead.  Neither needs blood to subsist, but Lords must drain energy to survive.      
HD 6 (9), Hp 12 (36), AC 16* Magic to hit      
Fort +5 (+6), Ref +2 (+3), Will +2 (+3)
Melee: Slam 2 att, +6 (+9) to hit 1d8 each
(Lords also Energy Drain, DC 18 Will Sv or lose 1d4 negative hp, at –10 hp, the character is dead and their corpse may be used as a Hopping Vampire host.)
Limited flight, leaping attacks


An unspoiled tomb is likely that way for a reason.
Mummy
These are undead tomb guardians or preserved ancient kings.  They take trespassing real seriously.
HD 8d12+3, Hp 55, AC 20
Fort +4, Ref +2, Will +8
Melee: Slam +11 to hit 1d6+10 + Mummy Rot (DC 18 Fort Sv, character begins to lose 1d4 negative hp per day and show visible signs of decay.  They will have to atone at a temple with the help of a priest or shaman.  DC 18 Will Sv + ½ level of the priest.  This may be attempted once a day.  At –10 hp, the character crumbles to dust.)
Despair: At the mere sight of a mummy, DC 18 Will Sv or be paralyzed with fear for 1d4 rounds. 

Sports Journal 9-28-13






I promised myself I wouldn’t cry.  Not so much from events on the field, or the end of the baseball regular season (and thus my regular viewing), but because there’s so much to write about.

Well, even though they’ve been eliminated from the post-season, the Yankees still manage to grab the headlines.  I’ll admit that even I was moved by Rivera’s tears when he was removed from his last game in Yankee Stadium by Pettitte and Jeter.  I thought last week was his final appearance there.  This goodbye has gone on long enough.  Hopefully Mariano can fulfill his dream against the Astros and Girardi will let him play Centerfield.  Nice going MLB, pitting the Yankees against the Astros in their final series of the year.  Trying to help them out a little?  Too bad these cupcake games won’t matter this year.

Todd Helton had a nice exit from the Rockies at their final home game this week.  He got a home run, a double, and a horse as a retirement present.  Even some of the Red Sox, their opponents that night, came over and congratulated him after the game.  Classy. 

From that, we segue to the Dodgers for a startling contrast.  Their questionable pool party last week in Phoenix at Chase Field was made beyond doubt in bad taste as it was revealed that several players had relieved themselves in it.  I thought they brought in Michael Young, participant at the party, to add some character to the team, but instead he’s been corrupted by them.  It’s all going to end in tears for the Dodgers, mostly management and their wasted money.  Meanwhile, there was yet another incident of fan violence brought on by the Dodger-Giant rivalry, this time in San Francisco.  Maybe these guys should be playing at a neutral site.

In further poor sporting news, the Braves got into a plunking contest with the Brewers.  This isn’t the first one the Braves have gotten into this season.  The more thin skinned the Braves get about being shown up after a homer, the more teams are going to do it to them to get under said thin skin.  This is all happening because Chipper isn’t there.

Back to the Astros, they made the Drudge Report this week for earning a 0.0 TV rating for a game.  Earlier this month, I read that Astros were number one in one good category, moneymaking.  They are the most profitable team in the MLB thanks to their low payroll and, ironically, their TV deal. 

I heard one pitch of the Ranger-Angel game Thursday night.  I flipped on the radio as soon as I got home, since I’d noticed that the game was in the 8th when I’d left work.  Eric Nadel was resetting the tie-game situation with Jurickson Profar at the plate, and the pitch, and it was over on a walk-off home run.  Timing is everything. 

Today’s game was moved into the morning by the threat of impending weather.   My local radio affiliate didn’t get the memo and didn’t bother broadcasting it.  I was anxiously keeping up with score during Fox’s TV broadcast of the Pirates-Reds game.  There in the 9th, in a pouring rain, Nathan closed out the victory.  Very dramatic-looking.  However, both teams were wearing essentially the same uniform, the same shade of red tops and hats.  I have to blame the Rangers for this sports fashion faux pas.  They’ve got a white top and a blue top, after all.

Also during the game, the Rays lost again to the Blue Jays.  I saw a little of last night’s loss, including that groundball error that went to the Centerfield fence, but the batter got thrown out at home trying for an inside the park home run.  If only the Rays could play the Yankees more for a few more easy victories.  They’re the only team I’ve ever seen, totally unintimidated by Yankee stadium.  I think the Rays are used to not having any home games against the Yankees, as Yankee fans populate their own stadium in their match ups.  (At least fans of the opposing team in the area go to their games.) 

The National League playoffs were set finally by the Pirates winning in Cincinnati, all but playing home run derby against them.  Given that the Reds haven’t won a single playoff game in their new stadium in several opportunities, they may look forward to playing in Pittsburgh.  Good to see former Yankees, AJ Burnett and Russell Martin, being integral to the team.  Remember the good old days when it was the Yankees who used loser teams to develop their future great players? 

Contract talk came up during the coverage.  Hunter Pence is apparently getting a new $90 million one from the Giants.  Unless he’s got some new motivational speech material that will guarantee the team another World Series, I think this was a bad deal.  It’s one thing that the Giants didn’t make any moves last off season, but paying a premium for the same players that came in last place this year is a horrible strategy.  With these kind of contracts for questionable talent, I have to wonder if even the Yankees, Red Sox, and Dodgers will be able to afford to try to buy championships in the future.

Former Giant, Brian Wilson, seems to be quickly burning through all of his fan goodwill and therefore fits right in with the rest of the Dodgers.  He caused an on-field scene in San Francisco, coming over and yelling at the Giants’ owner in his box.  Wilson wants his 2012 championship ring.  The team claims they’ve been trying to give it to him all year, but he’s refused it.  Apparently he wanted a little ceremony on the field with it.  Brian, given your contribution to the 2012 team, you’re lucky they’re not presenting you with a bill for that nice seat in the dugout you occupied all year.

Switching gears, err, sports, I caught a very cool Off-Road truck race during the baseball game.  (Yes, I flip around.)  I don’t think I’d seen this track before in Reno.  It was set up like a roller coaster with dramatic elevation changes, along with the usual jumps and sharp turns.  I wonder if Laguna Seca’s Corkscrew turn was an inspiration to the track builders.  The action on-track was fast and furious, as the coverage couldn’t hardly keep with the hard racing, crashes, flips, and barrel rolls. 


Between this and that Rallycross race last week, I’m concerned about the long-term future of NASCAR.  Not that either of these off-road series are any threat in their current form, but certainly the format is.  The racing is more exciting, the tracks are unique, I recognize their drivers, and, most importantly, they only break for commercial during cautions and between heats.  There’s no reason the viewer at home should be penalized and not be able to see all of the on-track action at a race.

Friday, September 27, 2013

Artifacts: Archie #70 and Uncle Scrooge #14

[Cyber-Pulp update: Made up some sample characters today.  A lot work left to do.  I've shown some rough draft material to playtester Evan.  He's excited and is helpfully trying to figure out how to break the game already.  "If my character goes into "Bullet Time," is he also healing at an accelerated rate?"]

I usually peruse the comics at my local used bookstore.  It's mostly 80's and 90's stuff, but the last time I was there they had a pile of comics from the 50's.  I thought I'd share some excerpts from them.


Archie #70
I was pretty stoked to find an old Archie comic.  The humor was the same as ever in an Archie comic, which is a good thing.  This one was in probably the worst shape of the bunch, but none of them were mint or anything close (read: valuable).  I already posted some of the interior pages at the Archie Fan Forum.

http://www.archiefans.com//index.php?action=gallery&g2_view=tags.VirtualAlbum&g2_tagName=Archie+70

[Edit: I just noticed that that link no longer works, so here are the scans.  Their server crashed a while back and everything I'd posted there disappeared.]











I like this Archie house ad and their house ads in general.


You gotta love this ad for 78 rpm vinyl records featuring Dean Martin with a selection of Mambo music.


Here's one of my favorite Archie characters: Katy Keene.


Archie's success spawned a lot of imitators.  Wilbur was Archie's attempt copying themselves.




Uncle Scrooge #14
This was a real find.  I love the old Carl Barks stuff.  The main story inside was The Lost Crown of Genghis Khan, where Scrooge and the boys encounter the Abominable Snowman.  My favorite part, though, was this story that I'd never seen before.











The last page is from the back cover.  Note the Pledge to Parents at the bottom.  Marvel and DC (maybe even Archie) certainly couldn't put something like that on their comics today.

Fantasy Core RPG: Jianghu Setting-Monsters-Spirits

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

Monsters


The virtuous warrior welcomes the presence of a monster.  “At last,” he says, “Something I can kill without regret.”
While the Empire is an orderly, civilized place, and barbarian clans dominate their own lands, there are “monsters” in their midst.  The characters will find their human opponents more common, but conflict with the occasional supernatural creature may occur in the wilderness, among ancient ruins, in unhallowed grounds of the city, and netherworld creatures who have been summoned by evil magic users. 

No monster in this setting should really be considered “typical.”  Use the stats provided here as a basis for creating your own.  Take note that most monsters with shapechanging abilities are well aware of supernatural areas and items that block detection spells and take full advantage of them.  Ref’s, don’t overuse the shapechanging monsters, unless you want the characters killing everyone they meet.


Peaceful, rustic, bucolic nature?  You are far too naïve to go into the woods. 
Malevolent, animalistic spirits live in haunted rural areas.  They may go by the general name of Kami, but there are specific types that tend to be the most troublesome. 

If it meows, it’s a cat.  If it grins, it’s a Kappa.  Be on your guard.
Kappa
Kappa are small cat-like creatures that are fond of mischief, but can be helpful when put under duress or if there’s a powerful incentive in it for them. 
HD 1/2, Hp 2, AC 16        
Fort +0, Ref +2, Will +2
Melee: Bite +2 to hit 1d3 + Poison (DC 12 Fort Sv 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


Everyone check their pockets and packs.  Something’s probably missing.
Tengu
Tengu are flying crow-men.  They like to cause trouble, namely the theft of shiny objects, but they can be negotiated with.
HD 1+1, Hp 9, AC 15      
Fort +1, Ref +5, Will +2
Melee: Dagger +3 to hit 1d4+1
Ranged: Short Bow +3 to hit 1d6 
Surprise Attack: Successful attack and Stealth rolls, Max dam +1
Sneak Attack: Successful attack and Stealth rolls, Max dam  
+3 Stealth, Pick Pockets, Pick Locks
Flight Suit: A magical feathered coat, which allows a Tengu to fly.  They are unable to do so without it.  It will only work for a day for a non-Tengu.  Further, Flight Suits were a gift from the gods to the Tengu for an unknown favor.  They will relentlessly track down anyone else in possession of one.


I am a spirit.  These woods are my shrine.  I expect tribute from all visitors.
Kami
Fox Spirits genuinely dislike humans and will only delay harming them for the purposes of torturing them first.  (Though there is at least one famous Fox Spirit that is known to be helpful to mankind.) Other Kami are spirits of nature, perhaps taking animal form or not.  They are usually localized to a specific area, like a pond, waterfall, tree, etc.  Their disposition would depend upon how they came to inhabit the area.

Typical Minor Kami
HD 5, Hp 20, AC 16* Magic to hit         
Fort +1, Ref +1, Will +4
Melee: Touch, 2 att, +5 to hit 1d10 each
Fly
Disappear at will
Regeneration of all damage with 1 turn of rest

Shamen spells 1-3 levels, Spell Check +5, 2 failures/encounter
Typical spells
DC 15 3rd Level
- Blink: You randomly vanish and reappear for 5 rds
- Hold Person: Paralyzes one humanoid for 5 rds. DC 15 Will Sv
- Suggestion: Compels non-hostile subject to follow stated course of action. 5 turns.  DC 15 Will Sv
DC 14 2nd Level 
- Blindness/Deafness: Makes subject magically blinded or deafened. Encounter. DC 15 Will Sv
- Fog Cloud: Fog obscures vision. Fills confined area or 40' sq. 5 turns.
DC 13 1st Level 
- Sleep: Puts 4 HD of creatures into magical slumber 1 turn. Fort Sv DC 15
- Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. DC 15 Will Sv
- Charm Person: Makes one person your friend. 5 turns. DC 15 Will Sv
- Disguise Self: 5 turns. This is an illusion, not a physical change.  DC 18 Will Sv for viewer to disbelieve, but viewer must be concentrating.  If the Kami is injured, DC 18 Will Sv to maintain disguise.

Thursday, September 26, 2013

Fantasy Core RPG: Jianghu Setting-Lop Nar and the Empire

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

Lop Nar and the Empire

 It is not a land that welcomes the living.

Directly west of the city is the vast desert of Lop Nar, a former salt lake.  An ancient merchant route, the Silk Road, once skirted its edge on the way to Far West.  The desert has since covered the road and its settlements.  There are buried cities here, haunted by mummies (at tombs of the rich or holy) and ghosts (at graveyards) and other spirits (at oasis and fake oasis), but with generally of little value within. 

However, there are also lost temples, such as Bezeklik and the Mogao Caves





They were constructed by monks seeking isolation, who later hid their sacred texts and artifacts as marauding raiders and desert encroachment came upon them.  Often scrolls and other artifacts are sealed up in the walls.  There are rumors of a savage religious cult at the end of the Silk Road, who are responsible for its closure and who dream of one day conquering the Empire.


But for the Heavens, there is no worthy comparison.
To the East is the mighty Empire itself and far away is the magnificent capital, The Forbidden City and the palace of the Emperor and his court.  This is the seat of Manchu rule with their eunuch sorcerers.  They have held the Han people in their iron grip for over a century.  In spite of their rigid caste-like system, the Manchu are slowly are being absorbed by the native population, but for now they are clearly in charge.  While Shang-tu has a fairly minimal Manchu presence and a near egalitarian society (by comparison), the rest of the Empire is far more oppressive. 

The Emperor is an entirely unseen, mysterious figure.  It is known that he holds the ensigns of Divine power held in several ancient artifacts.

The Jeweled Spear of Creation (can bring the dead back to life)
The Divine Sword Kusanagi (can instantly kill anyone stuck)
The Divine Mirror (can see anyplace within the Empire)
The Divine Crown (telepathy, immunity to mind reading and control, and +4 to Int and Wis)
The Yellow Book of Divination (can always determine the culprit by turning to the dated page when the crime was committed)

Wednesday, September 25, 2013

Fantasy Core RPG: Jianghu Setting-Mongolia

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

Mongolia

Distant thunder on the plains. . . Storm?  Or the Hoard?
To the Northwest of Shang-tu are the barbarian Mongol horse-rider clans, who live as nomadic herders upon the steppe prairie.  While fierce warriors, they thankfully mostly war with each other, with only a few raids on the Empire.  The Great Wall keeps most of the civilized lands free from their molestation.  Unfortunately, Shang-tu is well beyond its protection and must rely on a strong, aggressive military presence to keep the barbarians at bay.  A few mercenarial  clans are paid by the Empire to help patrol the border and even as personal bodyguards (such as the Governor’s).    

To see the Hoard gather is a majestic death sentence.
Deep within their lands is the Mongol holy place, Karakorum, forbidden to outsiders.  The clans gather once a year as a pilgrimage.  A sacrificial wooden castle occupied with wooden statues is built just outside the capital to be burned down on the final day of meeting.  Clans usually also take the opportunity here to attempt to settle their disputes peacefully. 

Beneath the sacred ground is a labyrinth to the Underworld.  Mongol Shamen, and only them, enter the maze to gain enlightenment and to receive messages for the clans from their gods.  Sometimes, they elect a Khan (Overlord) to lead them in a cause, but seldom does this ever amount to anything.  Were they ever truly united, the Mongols would be extremely formidable force.    

A hard life makes a hard warrior.
They typical Mongolian warrior is fairly impressive, however hard nomadic prairie life and inter-clan warfare takes a toll.  There are very few warriors over 3rd level.  A 5th level warrior would be a major clan leader.  Anyone of a higher level than that could qualify as a Great Khan, if they can garner the support of the other clans.

Mongolian Warrior
1st Level Nomad (3rd Chief), Hp 9 (19), AC 14 (Leather and shield)
Fort +3 (+4), Ref +3 (+4), Will +0 (+1)
Melee: Short Sword 2 attacks/rd +2/+1 (+4/+2) 1d6+1
Spear 2 attacks/rd +2/+1 (+4/+2) 1d6+1, Charge 8 (9) dam
Ranged: Short Bow 2 attacks/rd +2/+1 1d6
Always has initiative vs. non-mounted opponents


The Spirits are always speaking to men, but few listen.
Mongolian Shamen are few and far between.  It is an oral tradition in this culture and only passed to one apprentice at a time.  All clans have one, but seldom more than that.  Most are only of 1st or 2nd level.  A powerful clan might have a 3rd level Shaman.  The top level and most respected Grand Shaman is 5th level and lives around Karakorum.  Independent of the clans, he would only serve a Great Khan.  Mongolian Shaman lack the Divine Radiance power, but instead have the Séance ability.  This is in keeping with their primary task of talking to the Spirit World.

Mongolian Shaman
1st Level Shaman, Hp 6, AC 12 (Hide armor)
Fort +0, Ref +0, Will +3
Melee: Spear +1 to hit 1d6
Immune to fear and charm effects.
Detect Undead/Demonic/Celestial 30’ radius
First Aid +1

Spell Check +2, 2 failures/encounter
DC 13 1st Level
-Magic Missile: 1d6 magic damage. Ref Sv DC 13
-Magic Weapon: Weapon gains +1 bonus as a magic weapon.  Encounter.
-Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. Will Sv
DC 13


Séance skill: 1 turn ceremony, +2 (level + Wis Bonus).  DC 12 recent dead with body present.  If failed, knocked out 1 turn.  DC 18 to contact without a body or contacting non-human spirits. Others with a +1 Int and +1 Wis bonuses may join in, and they add +1 to the attempt.  The Shaman does NOT actually channel in the spirit, but it will manifest in a ghostly form.  It’s attitude and length of visit completely depends on the spirit and the Shaman’s intercession.  Must rest for 8 hours after any attempt.  

Tuesday, September 24, 2013

Fantasy Core RPG: Jianghu Setting-Wong-Fei and Wong-Sim

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

Wong-Fei and Wong-Sim

 The perfectly delivered threat should sound like a quite reasonable business opportunity. 

Wong-Fei once worked for the Tongs as a teen, but had a severe falling out with them.  But he learned well from them.  It’s where he got the idea for uniting the rural gangs.  Wong-Fei claimed to have met an Immortal upon fleeing the city, who helped him start his gang out in the countryside.  (The untold part of the story is that the Immortal handed him the Ring of Intention, described below.) 

If you’re using the sample adventure as an entry to this setting, Wong-Fei is already dead.  His passing was unusually curious and the circumstances doubly so.  (You can make up your own details.)  There are many in the organization who would like his death investigated, but propriety is forbidding them from doing so.  Wong-Fei’s last words to his gang leaders were that, his son was now in charge and then he made them swear their allegiance to him.  “Do not trouble yourselves with my death, rather, continue my work.”  There are no end of suspects if Wong-Fei was indeed murdered.


He’s not the Old Man.

That’s about the nicest thing that is said of Wong-Sim.  He’s in way over his head and has no idea how to run an organization as large the Brotherhood.  If Wong-Fei anointing him was a test, Wong-Sim is about to fail.  (If it was punishment from beyond the grave, events are proceeding on schedule.)  Right now, Wong-Sim doesn’t trust anybody in the organization, even the people who want to help him.  He has entertained the notion of an alliance with the hated Tongs to bolster his position, which has only further alienated him.  Wong-Sim has also turned to hiring outside mercenaries (ahem, player characters) for personal security and other tasks.

 Here’s another one of those hard choices.  Wong-Sim’s fall from power will have a cascading effect of consequences.  The internecine gang warfare starts immediately as warlord territories become fiefdoms.  Villages under one bandit warlord’s protection will be attacked by another trying to quickly expand their territory.  The military will get involved as soon as the taxes and food stop flowing.  Under martial law, the Triads will move in and begin to sow discontent.  The revolt will start as quickly as possible as the Imperial troops will be spread thin across the province. 

 The White Lotus will not be able to stop it from starting and may even throw in with the Governor to try and keep the revolt from spreading (their national movement isn’t ready yet).  With their allies in the Kinsai ninjas and the White Tile Dojo students, the White Lotus’ has some serious weapons at their disposal.  Meanwhile over the border, news of the revolt has reached the Mongols and they have elected a new Khan.  He has sent emissaries into Tibet for a possible alliance. 

Ineffectual as he is at the moment, Wong-Sim’s leadership of the Brotherhood is the only thing preventing a larger blood bath.  Certainly finding the killer of Wong-Fei (or at least framing someone) might help solidify his position, if for no other reason than clearing Wong-Sim of the act.

Wong-Sim’s magic items are a legacy from his father.  They are minor items as Wong-Fei did not rule through personal combat.  Currently however, his most powerful item was stolen off of his dead body, the Ring of Intention, a ring of mind reading.  (Wearer never surprised, can read minds up to 50’ away, but must be concentrating.)  The ring’s powers are not generally known.  Wong-Sim is expending quite a bit of effort to find it.     

7th Level Thief, Hp 24, AC 14 (+1 leather)
Fort +2, Ref +7, Will +2
Melee: +1 Short Sword (Slitter) +6 to hit 1d6+2
Sneak Attack: Successful attack and Stealth rolls (DC 12), 8 dam
Surprise Attack: Successful attack and Stealth rolls (DC 12), 12 dam
Ranged: +1 Short Bow (Stinger) +7 to hit 1d6 

+5 Detection
+6 Stealth, Escape Artist, Acrobatics, Climb

½ or no damage from failed saves

Monday, September 23, 2013

Fantasy Core RPG: Jianghu Setting-The Brotherhood

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

The Brotherhood of the Immortals

 Where there is no law, the Brotherhood rules.

Outside of the city, law and justice are scarce and arbitrary commodities.  Into this void steps the Lulin, or rural bandit gang.  In Shang-tu, there is one gang who essentially rules the countryside in the absence of a strong Imperial presence, the Brotherhood.  They were once a collection of minor gangs who terrorized the locals, before they were molded into a single organization by “the Old Man,” Wong-Fei.  He turned the gangs into a “protection society,’ keeping the villages safe from any outsider gangs, corrupt officials, allowing easy access to the black market for goods, and even a form of civic insurance in times of natural disaster and economic hardship, all for a fee. 

The villagers under the Brotherhood’s protection pay dearly for it, but it’s better than the alternative.  Villages not under their aegis are not molested by the Brotherhood, but are wide-open to depredations and catastrophe, as Imperial resources (who would love to discredit the Brotherhood) simply can’t cover them all effectively.         

The Brotherhood and the Imperial government are natural enemies, but neither side can truly dominate the other outside the city.  The Brotherhood maintains many secret hideouts and hidden fortresses in villages and in the wilderness, which they can disappear into after a successful tax heist or the murder of a corrupt official.  While the government can’t flush them out or destroy their villages, the Brotherhood is no where near strong enough to stand up to Imperial forces in a non-ambush situation and are forced to flee from them always.

Strangely, the Brotherhood is not an ally of the Triads either.  The Brotherhood (under the Old Man, at least) had no desire to start a rebellion.  The Brotherhood actually has something of a symbiotic relationship with the government and would hate to see it disturbed or the current regime replaced by something more efficient.  Further, they have NO love of urban Tong gang and will be damned if they’ll ever serve them.  It is rumored that this acrimony is personal to Wong-Fei, but it may just be that they don’t want to share their territory with them, being as they essentially work in the same manner.  The White Lotus and the Brotherhood trade information, but are hardly friendly with one another, as White Lotus is seeking a revolt as well.

Sports Journal 9-22-13

You know, this long baseball season is a grind on bloggers too.  I am worn out with this.  I wasn’t even going to write anything this week, but darned if a few interesting things didn’t happen while I was watching.  I’m not sure how much of the playoffs I’ll be watching.  My usual World Series vacation has been preempted this year, so I’ll have to catches glimpses of it at work.  In other words, my sports blogging is probably winding down for the year.  (You don’t want me doing football coverage.  Really you don’t.) 

Saturday started with the at least novel matchup of the Yankees and Giants.  The game had some slim playoff interest for the Yankees, who won it 6-0.  The Giants, well, they were in attendance.  The crowd was fairly listless, along with the broadcast coverage from Matt Vasgersian and Tim McCarver.  I’m really hoping Tim takes Joe Buck into baseball coverage retirement with him.  During the coverage, this was the first time I’ve heard the Giant’s terrible season blamed on the World Baseball Classic, which many of their players participated in.  I don’t know enough to comment.  I’m just completely shell-shocked at this point by their performance.    

The Cubs 3-1 win over the Braves was a nice close game, but the coverage actually made it a good watch.  Len and JD had a couple of good guests and kept things moving well, even if there wasn’t a lot of action on the field.  Actor, David Cross, performed a Hall of Shame caliber rendition of Take Me Out to the Ballgame, actually apologizing to the crowd afterward.  The crowd did get to sing the victory song after the game.  My favorite moment was a singing Cubs fan holding his hand over the mouth of a dejected Braves fan.   

In the Sunday rubber game rematch, the Braves would win 5-2.  During the game, the Marlins beat the Nationals, thereby clinching the division for the Braves.  The many Braves fans in attendance started doing a low-key Tomahawk chop, while the team had a round of congratulations in the dugout.  After winning, they spilled out on the field in a more exuberant celebration. 

The highlight of the game for me was a rules question involving interference during a steal attempt.  Len and the ump had it right, but JD went to the rulebook anyway to look it up.  After about five minutes, they found it and read it.  I was terribly grateful that I wouldn’t have to look it up myself first thing when I got home.  (Yes, I really do think about those things.)  Anthem singer, Wayne Messmer, performed the 7th inning stretch.  Of course, he belted it out.  I think this scheduling was making up for Saturday’s performance (which they re-showed).  Late in this game was also the first appearance this season of Loud Drunken Heckler Next to a Field Mic.  I wonder where he’s been all year?

In other baseball news, dad told me that the new El Paso Triple A stadium was going another $10 million over budget.  I think I remember them announcing that they were $10 million over in the first week of construction.  This is an additional $10 million.  This is going to turn out well.  I can feel it. 

Ogando and Shields went seven scoreless innings in the Ranger-Royal game today.  The scoreless tie was broken in the 10th by the Royals with grand slam home run.  I’d feel better about this if I really thought the Royals were going to get into the playoffs.  There was a delay for a bee swarm in Anaheim.  This was followed by a plague of locusts, a rain of frogs, and the smiting of the Angel players’ firstborn.

Mariano Rivera and Andy Pettitte made their final Yankee Stadium appearances in a 2-1 loss to the Giants, who couldn’t even lose correctly this year and give these guys a pleasant sendoff.  (Yes, I’m discounting the possibility of the Yankees going to the post-season.  They couldn’t even sweep the Giants.)  I’m not getting into the “Should Pettitte make it into the Hall of Fame” debate.  All I’ll say is, if there’s a question about somebody getting in, that’s your answer.  Rivera is a great pitcher and a great guy, and thank God this season-long tribute is going to finally coming to an end.   

I had my first experience with the Global Rallycross series on Sunday afternoon, during and after the Cubs game (yes, I saw the Cowboys win, yea team).  I’d never heard of this series before.  Essentially it was World Rally type cars running a race like an off-road truck series.  Races were run in a series of short heats.  I like this format in that it keeps commercial breaks confined to times when they weren’t actually racing.  I kind of wish NASCAR would try this format in Nationwide and Cup, like they did at the truck race in Eldora. 

I recognized several drivers, including the winner Scott Speed, Travis Pastrana, and Brian Deegan (from the off-road truck series).  They didn’t seem to cover the cars well, but I saw a Fiesta, a Subaru, a Dart, an Escort (maybe, it was definitely a Ford), and even a Mini (an extended model). 

Even with the short races, it was an endurance contest.  The dirt and asphalt was chewing up and spitting out the cars.  The competitors themselves virtually finished off the field with close, hard racing.  The cars were four wheels, a roll cage, and a bunch of duct tape by the final race.  One guy was actually driving around on three wheels, holding on to fourth place in that race.  I’d like to see more of this, but without the distraction of watching a baseball game at the same time.  Definitely wouldn’t mind seeing more of the three cute girls who were working the coverage.  (No Kelli Stavast though.  Sigh.)   

Friday, September 20, 2013

Fantasy Core RPG: Jianghu Setting-Kinsai Village

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

Kinsai Village

 There is nothing of interest going on here.

This is a perfectly nondescript peasant farming village, happy, prosperous, and lacking any criminal activity.  They are always accommodating to the tax collectors.  The Brotherhood is paid a nominal protection fee, but never called upon for service.  Indeed, Kinsai is often held up by the Governor himself, as a model village. 
  
What the Governor and others in the know are aware of, is that it is also a ninja clan training school (a Ryu).  In addition to a large number of highly trained assassins living there, the villagers are all vaguely related and are absolutely loyal to one another.  There is a precarious, informal relationship between the Kinsai clan and the government.  Neither side dare overly antagonize the other.

While Kinsai village could not stand against a full military assault, but certainly the military rues the thought of attempting it.  It is a virtual fortress.  Oh, it looks unassuming, but any building is a potential stronghold.  There are underground training warrens of unknown depths beneath the village that would be a deathtrap to invaders.  If the village was lost, it would only accomplish scattering a clan of vengeful assassins around the province.  So long as their activities are discreet, the government pretends they aren’t there.  Thus the clan carefully considers any job offer in Shang-tu province.

Though the Kinsai clan is not allied with the government, their relationship keeps the Triads from courting them.  The White Lotus respects their arrangement, but still hires them for various espionage activities, as well as for rescue operations and even abductions.  Given their profitable long-standing relationship, the ninjas and the White Lotus could have a more intimate relationship if things change in the province.  A few wealthy, powerful individuals who have heard of the ninjas and are able to contact them professionally, might offer a contract for an assassination, but the ninjas are very selective about such things locally.  Mostly, their ninjas are “exported” for hits in other parts of the Empire.


Ninjas are more deadly with age, as their skills have peaked and they welcome death.

Jonin leader Ren-Su Kinsai “Grandfather”

Ever calm, gracious, soft-spoken, never demanding, Grandfather is always a perfect gentleman.  And why not?  He is in a position of unquestioned power in the province, surrounded by fiercely loyal, skilled warriors, and he is nearly death itself in combat.  However, he is of a mind to only subtly influence events, never to force his will.  He will only give martial sanction within Shang-tu province, if there is no other option.

10th level Ninja, Hp 42, AC 14* (None, but has Shadowy ability) Enhanced initiative +4
Fort +4, Ref +11, Will +8
Melee: +1 Wakizashi (Shock) +12 to hit 1d8+2 + Shock DC 18 Fort Sv or paralyze 1 turn.  
Shadowy: DC 12 Ref Sv to avoid first hit in rd, DC 18 afterward
Vanish ability
+8 Detection (Traps, ambushes), Detection (Trapped items)
+9 Stealth (Hiding, sneaking), Escape Artist
+8 Acrobatics (Balancing, jumping), Climb

There are four other members of the Jonin ruling council, all 9th level, and for the most part, much more aggressive and assertive.  Grandfather doesn’t consider any of them ready to take leadership, and keeps them on a short leash.  The village is full of lower level ninjas: male (mostly trained as assassins, Genin, or for espionage, Chunin) and female (Kunoichi, mostly trained in espionage, infiltration, and psyops).

Thursday, September 19, 2013

Fantasy Core RPG: Jianghu Setting-Villages

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

The Villages of Shang-tu Province

Were there no villages, how could the cityfolk think themselves superior?

A panoply a minor villages surround Shang-tu outside its walls and around its province.  Usually they have a particular industry present around which the town has been established.  This isn’t meant to be a comprehensive list.  Add new villages whenever you desire them.

A typical village will have a lord or mayor in charge (with little authority), a small force of constables (ineffectual and corrupt), and will be serviced on a regular basis by a travelling magistrate (to adjudicate legal cases).  Army units typically only show up to escort tax collectors and other officials (unless the village services an army post).  With little organized authority running them, many villages turn to the Brotherhood to keep the peace.

Governor Yu distrusts the rural community, as he has little control over it.  Almost regardless of any act of rebellion, the villages can’t be destroyed, because they provide food for the city, and such an act would embarrass the Governor to the Emperor.

Welcome to the very end of the civilized world.

Shinju-Mata

The starting village in the sample adventure.  If Shang-tu is considered the end of civilization, Shinju-Mata is the very end of it.  It is a hardscrabble prairie town near the desert, mainly focused on herding (there are several Mongols in town who work on the ranches) and some subsistence level farming.  A regular army patrol comes by once a month to make sure the village is still there.  They are not terribly welcome as they also come with a tax collector and a travelling magistrate.  The village ruler is the honorable Lord Hanso.  Should the characters make an ally of Hanso, they will always have a place of refuge with him.


Just take a deep whiff anywhere around the lake.  You can’t miss it.

Kan-Chou

One of the many fishing villages around Lake So.  This is probably the preeminent one, being closest to the city.  It is a hustling, bustling port for transporting goods.  It is better known for its large fish market, or should I say, the smell from said fish market (DC 12 Fort Sv or sickened 1 turn, the first time a character encounters it).  The town merchants are all in the hands of the Water Rats, the nautical division of the Tongs.  The other fishing villages actively fight to keep them out and occasionally suffer for it.  However, the Kan-Chou fishermen do little better for serving them.  


We break the mountain as the mountain breaks us.  Who falls first?  (A miners’ song)

Chinju

One of the many mining villages that dot the mountains around Mount Tien.  (No mining or logging is permitted upon the holy mountain itself.  The dragon, Gemma, doesn’t appreciate the disturbance.)  This particular mine works at an iron vein and is one of the most prosperous.  Deeper and deeper they dig.  What will they find at the bottom?  Like most mining towns, these are company towns, hostile to secret societies, bandits, and the government.  Chinju maintains its own private security force (made up of mercenaries) to keep the mine safe and the workers in line.  This mine also attracts many Tibetan workers, ill trusted and badly treated.   


Let the devil come!  We’ll chop him down too!

Lin-Ju

Around the mountains is the large, thick Soon Forest.  It is the supply of wood for the area.  Ken No Sen owns the only logging consortium, and Lin-Ju village is its headquarters.  His rule is absolute and unchallenged there, backed up by a powerful force of mercenaries.  Again, there is little outside influence pressuring this village.

There are a multitude of logging camps dotting the mountain range, only held together by the iron-discipline of the supervisors.  Frankly, these woods are a scary place.  In spite of the loggers’ bravado, the deep woods are generally avoided.  That is the domain of demons and kami, usually plotting mischief and destruction against men.  There is a hidden evil temple in the heart of the forest, ruled by Dai the Vampire Lord, which draws them.  (Vampire Lord stats will be in the Monsters section.)


It is a village of a few notable vices.

Chang-li

This village services the needs of the frontier fort of the same name.  It borders Mongol lands and is subject to the occasional raid (and inevitable retaliation).  While the main business of the village is herding and farming to sustain the garrison, it is more infamous for its other services.  As an analogy, this is your typical Wild West town, filled with bars, gambling dens, brothels, and a thriving black market.  Neither the Brotherhood nor the Tongs rule here, that would the Chang Gang, a hegemony of local crime lords, but they often butt heads here over influence and the sale of illicit goods. 

The soldiers here are all hard-bitten veterans.  If they party hard, it’s because death is potentially just over the horizon if the Mongols ever unite.  (Perhaps ironically, there are many Mongol scouts employed by the garrison.)  There is no talk of rebellion or insurrection here and anti-government sentiments are not welcome.  Troops (MP’s) are everywhere in town, keeping rowdiness from getting out of hand.  The garrison is always on alert and patrols are constantly going in and out of the fort.  Also of note is the master blacksmith there, Uncle Sho.  He is the finest in the province and can reputedly forge magic weapons, if provided with the right material.


An ill omen, like hearing news from Ebisu.

Ebisu

This is an abandoned village.  Officially, it is under quarantine from a plague.  Unofficially, it is haunted from some sort of horrific demonic summoning ceremony gone wrong.  Either way, most people go out of their way to avoid it.  It is however a hideout of the Brotherhood, though they only go there as a last resort.  They apparently have some means of staying there without fear of a plague or supernatural molestation.  There are extensive underground areas beneath the village that the bandits share with other, more dangerous, denizens.