Kanigher and Yandoc present a tale of a German concentration camp commandant who has his face replaced with a replica of a dead Jewish prisoner and has the prisoner's number tattooed on his arm, so he can escape when the camp is liberated. Heading to South America to connect with Nazi expatriates, he is captured. No one believes his story, and he is gassed and his skin winds up making a lampshade for the leader. Kanigher is back again with Ditko with a story of German conjoined twins, separated after an accident, with one raised in the U.S. and one raised in Germany. By unlikely circumstance they both end up dying on a German U-boat on opposing sides. The final story by Kashdan and Estrada that posits a future where wear is expediently waged by robots playing chess--but the system falls apart when Mauritania cheats by sneaking a human player inside the robot.
Wednesday, August 10, 2022
Wednesday Comics: DC, November 1981 (wk 1 pt 2)
Kanigher and Yandoc present a tale of a German concentration camp commandant who has his face replaced with a replica of a dead Jewish prisoner and has the prisoner's number tattooed on his arm, so he can escape when the camp is liberated. Heading to South America to connect with Nazi expatriates, he is captured. No one believes his story, and he is gassed and his skin winds up making a lampshade for the leader. Kanigher is back again with Ditko with a story of German conjoined twins, separated after an accident, with one raised in the U.S. and one raised in Germany. By unlikely circumstance they both end up dying on a German U-boat on opposing sides. The final story by Kashdan and Estrada that posits a future where wear is expediently waged by robots playing chess--but the system falls apart when Mauritania cheats by sneaking a human player inside the robot.
Monday, August 8, 2022
Broken Compass
Last week I picked up game Broken Compass by the Italian gaming company Two Little Mice from drivethru. It's a rules lite-ish game in the pulp adventure vein. Interestingly, the default setting such as it is is not the 30s pulp heyday of most rpgs, but the 1990s, positioning it as primarily meaning to replicate pulp-derived films like The Mummy (1999) and games like Tomb Raider and Uncharted rather than the original sources. It does, however, have a supplement for the pulp "Golden Age" also available on drivethrurpg.
In brief, it's not unlike YZE games: a d6 dice pool based on attribute (or Field here) plus skill, with a "push" mechanic (called Risk in BC) where you get to reroll. BC looks for sets of matching rolls, though, rather than a target number, and difficulty is ranked by the number of matching dice you need. I think BC intends for characters to fail their roll or at least partially fail a fair amount, though this often doesn't mean that their action has failed. Instead the Fortune Master is meant to apply a complication, setback, or plot twist (though this is mainly for Challenges, not life-threatening Dangers. For a Danger it seems like a failure is more likely to mean a failure).
There is no damage and no "hit points," though Luck points are lost in offsetting life-threatening failures. When all Luck points are gone the character is out of the adventure, though not necessarily dead. There are also Bad Feelings which are conditions that can be applied as a consequence and reduce the dice available for future rolls, and Good Feelings which are their opposites that can be earned to award additional dice.
With its mechanics and campaign structure based around "episodes" and "seasons," what Broken Compass struck me as likely being good for is action/adventure tv shows. Tales of the Gold Monkey, obviously, but with a bit of tweaking The Wild, Wild West or even Buck Rogers. Also, I think this would be a good game to run comic strip or bande dessinée type stuff like Terry and the Pirates or Tintin. Or Popeye!
There were some supplements Kickstartered last year that give alternative settings like Space Opera, Westerns, trad Fantasy, Cyberpunk, Occult Investigators, or Toons, but frustratingly they are not yet even available to nonbackers as digital products. Still, it seems a super-easy system to hack on your own.
There are some areas where it doesn't shine. It isn't really made for long-term play, perhaps; there isn't much advancement to speak of. Also, characters are not really mechanically much different, particularly if they are of similar "types," so if mechanical specialness is important to a player, they probably need to be in a game without too many fellow players.
Those things aside, I think it's well worth checking out and plan to give it a whirl soon. You can download the preview of the game here.
Sunday, August 7, 2022
Weird Revisited: Ozian D&D
The original version of this post appeared in 2017 after a bit of discussion on Google+ about Oz-influenced D&D. With two 5e Oz supplements currently available, it seems like it's still a current topic.
First off, it must be acknowledged that "Ozian fantasy" may not be a precisely defined thing. The portrayal of Oz itself changes from the first book to later books by Baum--and to an even greater degree throughout the "Famous Forty" and beyond. Oz in the The Wonderful Wizard of Oz is mostly uninhabited, and the places that are inhabited are mostly agrarian, but later books pile on more and more civilization. Baum's vision is of an American fairytale, and so the early books lack standard European-derived or Arabian Nights-inspired creatures and characters: The Tin Man is a woodsman not a knight. Ultimately, however, knights, dragons, and genies all become part of Oz.
(Anyone interested in Baum's American fairytale conception and examples of it in his non-Oz fantasies should check out Oz & Beyond: The Fantasy World of L. Frank Baum by Michael O. Riley)
With that sort of lack of specificity in mind, here are my broad suggestions for how to make a D&D campaign more Ozian:
Lost worlds/hidden kingdoms instead of dungeons: Whether standard D&D or Oz, exploration and discovery plays a part, but D&D's exploration sites are often known areas of material wealth and danger near settled areas that are usually purposefully visited to be exploited. Ozian sites are unknown or little known areas, accidentally discovered, like the lost worlds of adventure fiction.
Animated Simulacra and Talking Animals instead of the usual demihumans: Both D&D and Oz have nonhuman characters, but Oz’s are more individual, not representatives of "races." They also aren't the near-human types of elves, dwarves, and halflings. In fact, all of those races would probably fall under the "human" category in Oz. (In the first book, most Ozites are short like halflings, not just the Munchkins).
Social interaction/comedy of manners instead of combat or stealth: Violence and death sometimes occurs in the Oz books, but conversation and timely escape are the most common ways of dealing with problems. While this may in part be due to them being century plus year-old children's books, some of the exchanges in Dorothy and the Wizard are not dissimilar to the ones that occur in the works of Jack Vance, albeit with much less wit or sophistication. No Ozian villain is too fearsome not to be lectured on manners--at least briefly.
Magical mundane items or magical technology instead of magical weapons: The noncombat orientation of Oz extends to magic items. Magic belts, mirrors, food dishes, etc., occur in Oz but few magic swords or the like that you see in D&D or European legend. Oz blurs the lines between science/technology and magic to a degree. (The examples of this that are more Steampunkian or magictech seem to be unique inventions, however.) Pills and tablets will fantastical (though perhaps not magical in the sense the term would understood in Oz) properties are more common than potions, for instance. In general, foodstuff with fantastic properties, both natural and created, are more common than in D&D.
Faux-America instead Faux-Medieval: Ozian society seems almost 19th century in its trappings, or more precisely, it is a society that is not foreign (except where it specifically means to be) to the a young reader in the early 20th century. It lacks most of the elements of the real world of the 19th Century, however, like industry, social conflict (mostly), and (sometimes) poverty. It also lacks complicated social hierarchies: there is royalty, but no nobility.
Friday, August 5, 2022
5e Hadozee
Hadozee are tall, furry humanoids with manes around their necks and heads and large (sometimes tufted) ears. They evolved from arboreal hunters. Humans sometimes call them "monkeys" because they resemble to a degree simian primates of Old Earth, but this can be considered somewhat derogatory. Two large flaps of skin (a patagium) grow on either side of their bodies, attached along their arms, torso, and legs. A Hadozee can use these as a sort of wing or gliding.
Hadozee have four joints (one more than Humans) on their digits. The inside toe is partially opposable like a thumb, allowing them to grasp things with their feet. The tips of their fingers and toes end in broad, ribbed pads, giving them an excellent grip.
Hadozee communities are divided into large, loosely organized clans. All the members of a clan are related to each other. In the past, clan ties were very strong, and inter-clan conflict was common and often violent. These tendencies have been tempered in the modern age, but hadozee still have a proud warrior tradition.
Homeworld: Verdis
Average Height: 2.1 meters
Average Weight: 50 kg (male), 60 kg (female)
Phenotypic Variation: Individual hadozee vary in color of their head manes and body fur from glossy black to pale yellow. Their skin color ranges from deep gray to light-tan. Certain colorations tend to run in particular clans or historic geographical groups.
Reproduction: Two sexes, viviparous
Traits:
Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.
Age. Hadozee mature a little faster than humans, reaching adulthood around age 14. They age similarly though and can live up to 100 years.
Size. You are Medium or Small. You choose the size when you select this species.
Speed. Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed.
Darkvision. Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Dexterous Feet. You can take the Use an Object action as a bonus action.
Glide. If you are not incapacitated or wearing heavy armor, you can extend your skin membranes and glide. When you do so, you can perform the following aerial
maneuvers:
• When you fall at least 30 feet, you can move up to 5 feet horizontally
for every 1 foot you descend.
• When you would take damage from a fall, you can use
your reaction to reduce the fall’s damage to 0.
Languages. You can speak, read and write in Solar Trade Common and Verdisian.
Wednesday, August 3, 2022
Wednesday Comics: DC, November 1981 (wk 1 pt 1)
Monday, August 1, 2022
The Invisible Monster Revealed!
The cast:
Jones: human, ex-soldier
Lor' el-Am: Hadozee engineer
Mitchell: another human and ex-Space Marine
Trzkt: Vrusk scientist
The creatures turn out to be petrified specimens, but they are fearsome in appearance. The party also finds locked boxes, which they break open. One contains a number of unusual gems. Another has archeological artifacts, and the last one has more petrified animals.
Sunday, July 31, 2022
Vrusk for 5e
Another species in my 5e pulp sci-fi game, which will probably be somewhat familiar to those of you that remember Star Frontiers...
VRUSK
Vrusk resemble giant arthropods, though they have internal skeletons. Eight legs grow from their abdomen, four on each side. Their torso is upright and humanoid, with two arms connected at the shoulders. A Vrusk's shoulders are double-jointed, so they can rotate their arms in a full circle without straining any muscles. They can reach any point on their abdomen or behind their backs easily. Vrusk hands are circular pads with five, evenly spaced fingers around the edge.
Vrusk have a highly regimented society where everyone knows their role and performs it for the good of all. This was not always the case and hive conflict in the past hastened the environmental decline of Marva and nearly drove the Vrusk to extinction. Modern Vrusk are seen as industrious, stoic, and rational. Their Council of Experts advise and oversee the various citizen committees which manage most aspects of Vrusk society. Vrusk consider it their duty to serve their race in whatever capacity required of them.
Of course, Vrusk have their free thinkers and eccentrics just like any other people. Where the Vrusk collective cannot find creative ways to utilize these individuals, they are politely ostracized, and they drift elsewhere in the system.
Homeworld: Marva
Average Height: 1.5 meters tall, 1.5 meters long
Average Weight: 85 kg
Phenotypic Variation: Vrusk skin and carapace varies in color from dull red-brown to black. Their eyes likewise vary in color. These distinctions to not represent any meaningful groups within Vrusk society so far as humans know.
Reproduction: Two sexes, oviviparous
Traits:
Ability Score Increase. Your Dexterity, Intelligence, and Wisdom scores increase by 1.
Age. Vrusk mature similarly to humans, and have a life expectancy of 175 years.
Size. You are Medium or Small. You choose the size when you select this species.
Speed. Your base walking speed is 40 feet.
Ambidexterity. All Vrusk are ambidextrous and gain an ability to use any melee weapon that does not have the two-handed property in either hand. When fighting with two melee weapons at once, you are able to have your ability modifier to the attack in the second hand, provided it is a light weapon.
Comprehension. Given their complicated, hierarchical society, Vrusks are attuned to intricacies of social dealings. You gain advantage on Wisdom (Insight) and Charisma (Deception) checks.
Educated. The Vrusk education system is second to none, you gain an additional skill proficiency of your choice.
Natural Armor. A Vrusk’s hard carapace provides natural protection. You have an Armor Class of 13 plus your Dexterity modifier when not wearing armor. If there are multiple features available to determine your AC, you choose which one to use.
Poor Swimmers. A Vrusk is a poor swimmer, and you will have disadvantage on Strength (Athletic) checks for swimming.
Languages. You can speak, read and write in Solar Trade Common and Marvanic.