Tuesday, September 21, 2010

Skills They Didn't Even Know They Had


In preparing for my groups foray into the Weird Adventures in the City, I’ve been thinking about skills. Of course, this isn’t everyone’s old school cup of tea, but particularly in a more technologically advanced setting like this one, I feel like it has its place.

What I don’t want is a complicated system with a lot of different skills to keep track of like GURPS, or even d20, or the like. Instead, I’d like broad abilities that work well with a sort of pulpy not terribly realistic flavor, and won’t bog the GM (myself) or player’s down too much. Most of all, I want them to suggest things the characters can do that enhance role-playing, rather than have players over-concerned with scanning character sheets for what they can or can’t do. In I way, I may be thinking more broadly; maybe abilities is a better descriptor than skills.

I think I’m going to employ Delta's "Target 20" mechanic--not just for combat, but as a central mechanic for skills/abilities, too. Player’s will add the pertinent ability modifier (mostly intelligence) to a role of the d20, and then the GM will apply a modifier based on some determination of difficulty, and the result most be greater than or equal to 20.

This line of though got me thinking about the skills/abilities that character’s have that aren’t (at this point) clearly delineated. Certainly place of origin and social status convey some benefits. The same goes for the "adventuring profession" itself.

Classes would confer skills, too, which would improve with level. Here’s some examples of what I’ve been thinking of:
  • Fighters: assess quality of weapons, care of weapons, possibly some tactics, or even strategy
  • Clerics: theology, liturgy, performing rituals, church gossip/personalities/history
  • Magic-Users: magical history and theory, maybe a bit about magical creatures?
  • Thieves: well, thieves already have an array of skills. Maybe these should be moved to a similar mechanic.
I’m not sure that these skills all need to be individually defined. In fact, I’d prefer that they aren’t. Anything that a player can convince the GM that its reasonable for him to know because he’s a cleric, I think he ought to be able to have a chance at--the GM’s job would be to assess a modifier based on not only difficulty, but how much the GM judges the character’s likely to know just based on his profession.

Anyway, all somewhat theoretical at this point.  I’ll give some examples soon that I intend to use in my Weird Adventures campaign.

Monday, September 20, 2010

Vampires and the City

“The face of evil is always the face of total need.”
- William S. Burroughs, Naked Lunch
The vampires which haunt the City’s streets and prowl its night-spots are somewhat different from those which might be encountered in other places, other worlds.

First though, the similarities: they are indeed undead, and they must drink the blood of the living to survive. Specifically, the blood of living humans; the blood of other animals will stave off withdrawal, but won’t give them the high they crave, and leaves them in a weakened state. Like vampires elsewhere, they’re nocturnal hunters who can’t stand the light.

Unlike the cloaked, evil masterminds of some fiction (or the immortal brooders of other fiction), the City’s vampires are perhaps best analogized as addicts or junkies. A vampire in need of blood is afflicted by terrible physical and psychological symptoms of withdrawal. Whatever their moral or ethical feelings were in life (or even in their undeath), the need crippling need drives them to harm others.

In the early stages of vampirism (perhaps the first few weeks after they rise), most enjoy the “high” of blood-drinking. Many only take it from semi-willing victims they have seduced, and are often careful not to kill. Some may only need to ingest blood every other week at this stage. Over time, tolerance develops, and the amount of blood needed to hold off withdrawal becomes greater--as does their willingness to do almost anything to get it. Advanced-stage vampires may need to consume blood nightly.

This increased use takes its toll on their body. Nature abhors the vampire, and immune elements in the blood they ingest lead to the the development of sores on their undead skin. Older vampires often loose their hair and muscle mass, and have yellowed nails, teeth, and jaundiced whites of their eyes.

Eventually, they are either killed in their pursuit of blood, or their need develops to the point where they can no longer feed it, and rest throughout the day. At this elder stage, their metabolism seems to shut down. They may spend months, even years, in torpor, only rising for frenzied binges, then sleeping again. Some later stage vampires move to injecting blood rather than drinking it, as it takes less to generate the desired effect.

Vampires of the City possess most of the usual vampire powers when flush with blood, however within 4-5 days for young vampires, and perhaps only as little as a day for older ones, these powers fade to something approximately an undead version of their previous (living) capabilities. These vampires are not affected by holy symbols (unless, interestingly, the vampire was devout in life, and the symbol in question is the one of the vampire’s religion), nor running water. Sunlight does burn them, as does silver. Those with magical sight can see that vampires cast two shadows--one normal, and one which has a hazy appearance and a gauzy texture. In a mirror, the one “normal” shadow visible to everyone, can be seen to move independently of the being casting it.

Not all drained of life by a vampire become one (the chance is perhaps 1 in 4). It is unclear why some develop the curse and others do not. Ghouls can be killed by vampires, but never rise.

There are said to be underground blood-parlors in certain parts of the City--decadent establishments which first appeared in the Old World, where younger vampires and vampire-wannabes gather to feed their mutual habits. There are also rumored to be procurers who find “fresh blood” for vampire clientele for a price.

Sunday, September 19, 2010

More Cryptids

FROG MEN
These 3-4 foot tall humanoids have leathery skin, webbed hands and feet, and hairless, wrinkled, frog-like heads. They're typically found around rivers or creeks in wilderness areas, though what they’re doing there is any body's guess. Leaders carry wand like devices that produce sparks, which can probably be used as a weapon. These creatures were sighted in our world on May 25, 1955 at 3AM by an unnamed businessman near a bridge alongside the Miami River in Ohio. Ohio Frog Men: #App.: 3-6; HD: 1, AC 7 [12]; Atk 1 bite (1-4), or weapon; Move 12; Save: 18; Special: wand (1d6 points electrical damage on hit).


MOMO (Missouri Monster)
A anthropoid creature with a large, pumpkin-shaped head, and black fur so shaggy that no facial features can be discerned, beyond perhaps the occasional glimpse of eyes. It has three-toed feet. Like the skunk-ape, momo exudes a nauseating stench. Momo is always hungry and has been known to kill small animals for food, or steal human food Yogi Bear-style. In our world, Momo is sighted in Missouri in wilderness areas along the Mississippi River.
Momo: #App.: 1; HD 3; AC 5[14]; Atk 2 claws (1d4); Move 9; Save 14; Special: stench: save vs. poison or -1 to attacks due to nausea.