Wednesday, January 9, 2013

MLB Hall of Fame

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

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

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

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

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

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

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


Pulp Fantasy Core--The Gumshoe (Detective)

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

Pulp Fantasy Core Index

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

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


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

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

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

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

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

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

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


Tuesday, January 8, 2013

Pulp Fantasy Core--The Muscle (Bodyguard)

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

Pulp Fantasy Core Index

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

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

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

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

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

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

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

Monday, January 7, 2013

Pulp Fantasy Core--The Egghead (Scientist)

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

Pulp Fantasy Core Index

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

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

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

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

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

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

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

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

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

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



Friday, January 4, 2013

Pulp Fantasy Core--The Hoodoo (Wizard)

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

Pulp Fantasy Core Index

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


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

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

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

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

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

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

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

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

Thursday, January 3, 2013

Pulp Fantasy Core--Character Generation Overview

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

Pulp Fantasy Core Index


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

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


CHARACTER GENERATION

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

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

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

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

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

Wednesday, January 2, 2013

Pulp Fantasy Core--The Group

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

Pulp Fantasy Core Index

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

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

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

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

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

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

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