Showing posts with label Savage Worlds. Show all posts
Showing posts with label Savage Worlds. Show all posts

Tuesday, October 22, 2019

Role Playing Adventures in the "Alien Bones" Universe Part 1 (Tiny Frontiers Edition)

 
The Alien Bones graphic novel by Doc Wyatt and Chris Grine, released on October 2, 2019 and published by 1First Publishing, is a fun tale of "dim dark" adventure that introduces readers to a universe filled with alien dinosaurs, space pirates, intergalactic navies, and an existential threat called "The End." The universe is a wonderful mashup of Warhammer 40k, Doctor Who, Indiana Jones, Arthur Conan Doyle's The Lost World, Lost in Space, Scooby Doo, Philip Jose Farmer's Riverworld series, and a host of other inspirations. All of this makes it a perfect inspiration for role playing game sessions.

The first volume, and let's hope it's the first of many, focuses on the character of Liam Mycroft. Young Liam is the 10 year old son of a Xeno-paleontologist who has accompanied his father on a variety of digs where his father studies the bones of "alien dinosaurs." During one of these digs, Liam's father disappears without a trace, leaving young Liam alone. It is here that Liam's adventure begins. Joined by his friends Dianna Varlou and Rosa Ortega, as well as his trusty robot bodyguard Standard-5 ("Stan"), Liam embarks on a quest to find his father and in doing so discovers the secret of an existential threat that could destroy all life in the universe.

I interviewed Doc Wyatt on my Geekerati Media podcast and he has given me permission to generate role playing game statistics for several of the characters.



While I am tempted to describe the universe in detail, I am instead recommending that you purchase the book on Amazon (or at your friendly local comic book store) and providing gaming statistics for the main cast, as well as the statistics for one of the threats the young protagonists face.  (I'm also tempted to do stats for Warhammer Adventures: Attack of the Necron, a similarly dim dark story with delightful young protagonists).

Today, I'll be providing statistics for the excellent and simple Tiny Frontiers role playing game. Tiny Frontiers is a perfect system for novice and experienced gamers, making it a perfect fit for the first set of statistics for your gaming pleasure. In later posts, I'll provide statistics for the Savage Worlds, Star Frontiers, and Aliens & Asteroids role playing systems. I might even provide stats for The Expanse and Warhammer 40k role playing games, as both have elements that work well in the Alien Bones universe, but those systems are slightly more complex and Alien Bones was written for ages 4 to 444 and I wanted to have systems that younger gamers could jump right into.

Without further ado, here are the main characters of Alien Bones with statistics for Tiny Frontiers.

Liam Mycroft

Liam Mycroft is a 10 year old who is already on his way to becoming a Xenopaleontologist. His has great expertise regarding dinosaurs on all planets as well as knowledge of the ecosystems that produce these wonderful creatures.


Dianna Varlou

Dianna Varlou is Liam's best friend and steadfast companion. She is visiting Liam when his father disappears. She is the daughter of a respected Thermodynamicist, but her areas of expertise seem to lean more toward robotics and weapon design. She's kind of the team's MacGyver. When the team is faced with a new threat, she is the one who is able to weaponize Portal Crystals.

 

Rosa Ortega

Rosa Ortega is the class clown in Liam and Dianna's Holoclassroom on the Scholastic Network. While she doesn't seem to take things very seriously, she is a skilled computer hacker. She has an extraordinary amount of courage, which she clearly inherited from her parents who are both Generals in a Space Fleet stationed at Charon Base on the edge of explored space. Rosa has two sets of statistics. The first represents her as she is portrayed in the first half of Alien Bones, when she participates in the adventure only because she hacked a holoprojector. The second represents her as she is on a regular basis.


Standard-5 ("Stan")

Standard-5 is Liam's robot bodyguard or "Minder-bot/Nanny." Stan has many advanced skills that help him to protect Liam from a variety of dangers. Stan often seems over-protective of Liam, but can be convinced to allow Liam to take necessary risks. This can happen due to the use of an "Adventure Button" that Liam and Dianna installed*, or due to necessity.


The End

There are two main antagonists in Alien Bones. The first is the space pirate Captain Scarbones, but the long term threat is something known as "The End." It would be a bit of a spoiler to reveal exactly what The End is/are, but they are a foe on the scale of Tyrannids/Necrons in Warhammer 40k or the Sathar in Star Frontiers. They seek the destruction of all life and an end to the universe. Below are statistics for one of their drones. If you want to see what they look like, you need to buy Alien Bones. Chris Grines did a masterful job of illustrating an existential threat in a way that conveys the horror of the threat to adults while still being extremely kid-friendly.

I really enjoyed reading Alien Bones, and will be reviewing it later this week or early next week, and think it is a rich setting that I hope the author and artist will continue to explore.

Wednesday, October 02, 2019

Why I Love "Step-Die" Systems Like Savage Worlds and Cortex+

In the last episode of Geekerati (Episode 164) Award Winning game designer Greg Gorden discussed a number of the game systems he's worked on in the past and some of the mechanical innovations he's come up with. Two of his major contributions discussed in the episode were "Exploding Die Rolls" and Die-Step game mechanics.



These mechanics have had wide reaching impact in game design across table top role playing game design and are worth discussing in some detail. As interesting and wide reaching as the influence of exploding dice has been, an innovation that's been around since the first edition of Ken St. Andre's masterpiece Tunnels & Trolls, this blog post will focus on the second innovation, die-step game mechanics, and why they are one of the best mechanical foundations for a role playing game.

There are several common base mechanics for arbitrating the success or failures of character actions in modern role playing games. Some of the most common include Difficulty Number/Target Number (or what Classic Traveller called a "Basic Throw"), Percent Chance (as exemplified in Runequest), Success Threshold (which can use narrative dice like Genesys, die pools like Vampire) or a "you, me, or we" Shared Decision Mechanic like Apocalypse World, Inspectres, and many other indie role playing games.

Many of these systems use a "Fixed Die" mechanic as a part of their resolution. For example, all rolls in D&D's Difficulty Number system are resolved using a twenty-sided die, Traveller and Apocalypse World use a roll of two six-sided dice, Vampire uses a pool of ten-sided dice, and Runequest uses percentile dice. The die type doesn't change to reflect the skill of the character or the challenges faced by the character in a fixed die system, only the modifier applied to the roll or the number of dice rolled changes.

Die-Step games take a different approach. Instead of using a single die type for the determination of success or failure of an action, they use various die types that move up or down to reflect the skill/natural talent of the character. For example, a character's Strength might be reflected as a die value ranging from d4 to d12 with a character of d4 Strength being weak and a character with a d12 Strength being very strong.



According to Rick Priestley, in his book Tabletop Wargames, one of the first wargames to use a Die-Step system was StarGrunt by Jon M. Tuffley. StarGrunt was first published in 1990 by Ground Zero Games and it's second edition is available in pdf for free at the link above. StarGrunt is a science fiction miniatures skirmish game that is inspired by fiction like Gordon Dickson's Dorsai, David Drake's Hammer's Slammers, the Alien films, and role playing games like 2300 AD. The rules are relatively easy to learn and one of the reasons this is the case is the fact that Tuffley decided to represent the effectiveness of individual troopers with something he called a "Basic Die." In StarGrunt, each given trooper is rated as either Green, Regular, or Veteran. The rating of each individual trooper is determined at the beginning of play with Green troopers using a d6, Regulars using a d8, and Veterans using a d10 to determine how successful they are at a given task. StarGrunt uses a Target Number system, but does use a Step-Die modifier mechanic called "Basic Die Plus and Basic Die Minus"  where the dice used by the troop levels is moved up or down one die type (from d6 to d4 or from d10 to d12) under some circumstances and modified by a additive/subtractive number in other cases (+1 or -1 to the roll).



Image Source Non-Playable Characters Blog
The first role playing game I can think of that used a Die-Step system is FASA's Earthdawn First Edition published in 1993, with game mechanics designed by Greg Gorden and others. As stated in the Geekerati Media interview, Gorden was inspired to use a Die-Step system when his boss asked him to design a Fantasy role playing game that had its own system, but that still used all of the polyhedral dice Dungeons and Dragons players were used to using. You can see how Earthdawn knew it was introducing a new concept in the Die-Step system to players of games like D&D and Runequest due to the way they first present the mechanic. In Earthdawn, players attributes are rated by a standard value and then given their die based effectiveness rating (yes, Earthdawn used the Papyrus font). Given that one of the character generation methods in Earthdawn, the random roll method, has players roll 4d6 and drop the lowest value, it is clear that the intended audience was D&D players and the authors were giving these players a point of reference for how good a "d8" in an attribute was. Looking at the chart below, we can see that a character with average Intelligence in D&D would have a d8 rating in Earthdawn.


As mentioned above, Earthdawn is a Target Number system and the rulebook provides guidelines for Game Masters to use when setting difficulty numbers. Looking at an "ordinary" person, we can see that a task of "Average" difficulty requires a roll of between 3-5 to achieve any degree of success. Let's assume a Difficulty Number of 4+ for a task and we can see that a person with a d6 will have about a 50% chance to get an "ordinary" success and a person with a d8 has about a 62.5% chance of getting a degree of success. For those wondering, the use of the term ordinary success is intentional as Earthdawn has Degrees of Success as well and the use of "about" is because the dice are open ended which doesn't affect this particular Difficulty Number but would higher values.


While Earthdawn is truly innovative, it is also illustrative of a weakness in Die-Step systems that will be touched upon later. You can see a hint at this weakness at Step Numbers 8 and 9 on the Step/Action Dice chart above.



Another revolutionary role playing game that utilizes a Die-Step mechanic is Shane Lacy Hensley's masterpiece Deadlands Classic. The first edition was published in 1996, three years after Earthdawn, but the underlying mechanics were designed by Shane Hensley with some additions like Fate Chips from Greg Gorden. Episode 164 of Geekerati erroneously credits Gorden with the use of a Step-Die mechanic in this game. That was all Hensley's idea and demonstrates how great designers can come up with parallel mechanics, though Hensley had done previous work on Earthdawn so that might have fueled the creative fire a little. Deadlands uses a combination of Die Pool and Die-Step mechanics as character attributes and skills are rated by both the quality and number of dice. Thus a person might have a Smarts of 4d4 or of 2d10. The person with the 4d4 rating will roll more dice, but the one rolling 2d10 is more intelligent. Like Earthdawn, die rolls in Deadlands are exploding or "open-ended," but unlike Earthdawn players select only the highest value from their pool rather than adding them together. This innovation leverages the strengths and intuitive nature of Die-Step systems without adding the limitation hinted at above.

One of the primary strengths of Die-Step systems is that they are easy to understand and are intuitive in representing each character's potential. If a game has a baseline difficulty of 4 for most tasks, it is easy to figure out how likely a character is to be able to accomplish a task merely by looking at the kind of die rolled. As mentioned above, a character with a d6 would have a 50% chance of success and a character with a d8 would have a 62.5% chance.

Another advantage, at least from a simulation perspective, is how modifiers affect Die-Step systems differently than standard fixed die systems. In D&D, for example, a +1/-1 modifier adjusts the level of success by a character by +/- 5%. Some might argue, okay I am arguing, that this isn't a good simulation of effects. A person who is a highly skilled sniper would be affected by crosswind and distance, but would not necessarily be AS affected by them as someone less skilled. In a fixed die system, the modifiers are static too. In a Die-Step system, the modifiers are fluid. Some might argue that this makes it more difficult to balance, but I would argue that you should balance for the ordinary and allow the dial to move with greater success.

Let's take the d6 vs. d8 above as an example and assume that these are the characters' ratings in their "Shoot" skill and that the base target number for successfully hitting something is 4+. Okay, this wasn't an exactly random choice. Let's assume that firing at long range adds  -1 modifier to the roll. In the case of the lesser trained d6 shooter, this is a penalty of 16.67%. In the case of the d8 person, it's "only" a penalty of 12.5%. Thus the skill of the characters is coded into the level the modifier affects the character with characters of higher skill suffering lower effects from modifiers. What I like about this is that it means that the probability of success by higher level characters is less random, even when accounting for obstacles and modifiers. And this is done in an elegant way that is embedded in the system.

If you don't agree with the benefits of a sliding system in die step systems, let me introduce you to rigid modifiers in a multiple die Target Number system like Champions. Because these systems use additive die pools, in the case of Champions rolling 3d6 and adding them together, results are along a bell-curve. This means that each point of modification has a different effect on the probability of the outcome based on the distribution curve of the die combination. Which brings me to the flaw in the Earthdawn system. Because Gorden wanted Earthdawn to be able to represent an tremendous range of Attributes, the actual Step/Action Dice table has attribute values going to 100, you quickly end up rolling pools of dice in order to achieve the ability to roll higher outcomes. For example, looking on the chart above you can see that there comes a point where a player rolls a 2d6 and adds them to get a value. This is considered "better" than rolling a d12. In the sense that it is impossible to roll a value of 1, this is better. However a quick glance at the table below illustrates the problem quite clearly.


A character rolling 2d6 has a significantly lower chance of a bad roll, but also has a significantly lower chance of a good roll. The results become even more extreme if the individual dice are exploding as they are in Earthdawn.


This is why I prefer the solution offered by Savage Worlds or Dungeon Crawl Classics which attempt to correct the distribution problem by either adding static modifiers after a person has achieved d12 or manufacturing dice that fill the void between d12 and d20. While the use of Die-Step systems may constrain the power curve more than some other systems, these games are well balanced and use the mechanic to very good effect. Savage Worlds, for example, has done an excellent job of adapting a Die-Step system to super heroes as have the Sentinel Comics role playing game and all the super hero games that used the Cortex+ system.

There are many games and game systems in the table top role playing game hobby. Dungeons & Dragons is a great place to start, but you should check them all out and see what you like.




Wednesday, September 25, 2019

Episode 164: Greg Gorden Discusses Torg Eternity and Game Design

In Episode 164 of Geekerati Radio, we had the honor of speaking with award winning game designer Greg Gorden about his work on the Torg Eternity Role Playing Game and his thoughts on game design in general. Greg Gorden is one of the most influential game designers in the role playing game industry and his design work includes James Bond 007 for Victory Games, DC Heroes for Mayfair Games, Earthdawn for FASA, Deadlands for Pinnacle Entertainment Group, and Torg for West End Games, and Torg: Eternity for Ulisses Spiele. He has also worked on the Star Wars Role Playing Game for West End Games and many editions of Dungeons & Dragons. Many of his games have gone on to win Origins Awards in their respective categories. He is Ulisses Spiele's line developer for the Torg Eternity Role Playing Game.



Segment 1


In the first segment of the episode, we talk about Torg Eternity and its innovative concept of "invading realities" as a role playing game setting. During this segment, we begin to see some insights into Greg Gorden's continuing efforts to bring player agency into role playing games.

Segment 2


In the second segment, we do a deep dive into Greg's past role playing game design work and explore where he came up with the concepts of "exploding die rolls" and using "dice as attributes." These are only some of the elements of our discussion, but it's a great chat. Have a listen and feel free to share your thoughts.


Segment 3

Episode 164 wraps up with our "Dungeons and Dilemmas" segment featuring Game Master Extraordinaire David Nett. This time we discuss the challenges of designing one shot adventures for three different audiences: your home game, a gaming convention, and for an online streaming show. David's experience working on Geek & Sundry's Starter Kit show and his recent show on ShoutTV! provide him with a wealth of experience on the topic. Give him a listen, then read his followup Twitter thread, and join in the conversation.

Products Discussed

Every episode, we discuss a wide range of popular culture. The discussion can include references to role playing games, comic books, television series, and films. As a part of our mission to share the things we love, we always include a section of the blog post dedicated to highlighting the things we mention so you can check them out and see why we love them so much.

Tuesday, June 18, 2019

Shotguns & Sorcery has Arrived and It's Been a Long Wait, but Worth It!


In December 2015, about two months after the Geekerati Radio Podcast went on hiatus, I saw an exciting new gaming project called Shotguns & Sorcery proposed on Kickstarter. The product was based on the Shotguns & Sorcery trilogy by Matt Forbeck, itself a part of Matt's 12 for '12 series of Kickstarter projects where he hoped to be able to fund and write 12 books in 12 months. Quite an ambitious project, but if anyone was going to try it Matt Forbeck was the man for the job. I backed his Brave New World, Monster Academy, Dangerous Games, and Shotguns & Sorcery trilogies when they were proposed and we interviewed Matt about the project on the old podcast (embedded at the bottom of this post).

A couple of confessions before, I get into the nitty-gritty of the Shotguns & Sorcery book. First, Matt's a friend and one of the nicest guys in the gaming industry, so I'm very happy that this project was completed. Second, my wife Jody did some illustrations for the first (and maybe the second, but I'm not sure about that) Monster Academy book and provided the art for the Storium Monster Academy page.

When I backed Shotguns & Sorcery on Kickstarter, I knew that I was supporting a friend. I also figured that there was a high probability that the product would be published. The Kickstarter presentation was very professional and had lined up a good team of experienced rpg designers including Robert Schwalb to write the product, had artists lined up, and they were using an existing game system's mechanics as a foundation. These were all things that pointed to completion in a reasonable time.

Sadly, making things is difficult and things fall behind schedule and sometimes never get completed. Such is the creative process that even with a good team, cost overruns, writers' block, or a host of other things can lead to a project not being completed. I've seen it happen with a couple of the 500 projects I've backed, and it looked like Shotguns & Sorcery was going to be one of those projects. Though it started strong, the production lost steam, updates became rarer, and I thought the project would never reach fruition. Since I backed the project (at the $100 level) to support a friend in creative work, I wrote it off as a sunk cost. A lot of backers weren't so generous and had some pretty angry things to say, things that might have contributed to the delay more than they helped keep the project going. It's one thing to check the status of a project, it's another to call into question the motives of the creators. This is especially true when the stakes are relatively small. In the end, over four years passed before the book came out.

Sometimes when a project finally comes out after a long delay, it looks like it was thrown together "just to get it out the door." That is not at all the case with Shotguns & Sorcery. Instead, this product seems to fall into the category that "you are only late once, but you are bad forever" and so it's better to be late than bad. The book has solid binding, high end printing production on the cover, and is beautiful inside. While the pages aren't printed on glossy paper, they are printed on acid free paper and the sepia tone of the book gives a nice overall look to the product.



Mechanically Shotguns & Sorcery uses Monte Cook's Cypher System, a system that will be very familiar to fans of Numenera, The Strange, or No Thank You, Evil! It's an easy system to learn, but flexible enough to cover any genre from street level espionage to superheroes without stretching the mechanics beyond utility. In order to determine if any action is successful, the player rolls a twenty-sided die and compares the result of the die to a target number based on the difficulty of the task. The difficulty can range from 0 to 10 and this number is multiplied by 3 to give a target number between 0 and 30. As you might have noticed, you cannot roll a 30 on a twenty-sided die. In order to achieve tasks that are at this "impossible" level, or to make other challenges less difficult, characters can spend points from their abilities to reduce the base difficulty. They may also have special abilities or training that lowers the difficulty, but the main game play is the same. Get a target number and roll equal to or greater than that number. Unlike D&D, the players make all rolls in combat by rolling both "to hit" and "to defend."


In order to flush out the characters, players rate the games in three categories (Might, Speed, and Intellect) and then select a Race, Type, and Focus. The Race and Type will be familiar to D&D gamers with things like Halfling, Dwarf, and Elf being available as races and Freelance (Rogue), Veteran (Fighter), and Wizard being among the Types available. Players will also add descriptors like "cunning" or "aggressive" to their characters and choose a Focus like "Commands the Dead" or "Carries a Quiver." Initial character creation is as simple as completing the following sentence, "I am a (fill in the adjective here) (fill in a noun here), and (fill in a noun here) who (fill in a verb here." More simply a character is an adjective noun, a noun who verbs. For example, I am a Hardboiled Human, a Freelance who Packs Heat."

The book includes scads, yes scads, of types and foci for characters to use. It may have been a long wait, but in this case it was a wait well worth it seeing the final product. One final comment. If you don't want to play Shotguns & Sorcery using the Cypher System, the setting was originally designed for use with D&D as a part of the campaign the resulted in the Eberron campaign. The combination of straight fantasy with the Old West works well with Cypher, but it could also work with 5e or with Savage Worlds. There is so much setting and adventure information here, that using it as the basis for a Savage Worlds game would be very possible.


Wednesday, September 12, 2018

A Look at the First Flash Gordon Role Playing Game



I recently received my copy of the Flash Gordon Role Playing Game for the Savage Worlds system. I cannot be more excited to crack it open and try to convince my players to game in this wonderful setting. Like Shane Hensley (the creator of the Savage Worlds rpg), I am a huge Flash Gordon fan from serials to comics to 80s cult-classic, and am eager to see the setting emulated in a game system designed with this setting (among others) in mind.

Before I review the new game though, I thought I'd take a moment to reflect on the first Flash Gordon role playing game, a game that was among the first licensed role playing games ever published.

In the nascent days of role playing game yore -- 1977 to be exact -- Fantasy Games Unlimited published one of the first Science Fiction role playing games to hit the market with Flash Gordon & the Warriors of Mongo. The first two science fiction role playing games were TSR's Metamorphosis Alpha (1976) and Ken St. Andre's Starfaring (1976). Flash Gordon was one of a couple of games Fantasy Games Unlimited published that was co-written by Lin Carter -- yes that Lin Carter, the one who is responsible for most of Appendix N being in print -- with another being Royal Armies of the Hyborean Age.

Where Royal Armies was a set of miniature warfare rules set in the Hyborian Age, the Flash Gordon role playing game was an attempt to create an entirely self contained role playing game complete with campaign setting and campaign in one 48 page volume. That's quite a thing to attempt and I have been surprised at how well Flash Gordon accomplishes its goal -- especially given the low esteem in which the RPG.net review holds the game.

The book has its flaws, but it also has its brilliance. The flaws lie within the underlying rules for the conflict resolution system. The brilliance lies within the freeform campaign implementation system, a system remarkably similar to the Plot Point and Encounter Generation system mastered by Pinnacle Entertainment Group in their Savage Worlds series of games. More on this later. It's time to look at Flash Gordon & the Warriors of Mongo.

System Mechanics

In a brief note at the beginning of the book Lin Carter sets out his chief objective in the drafting of Flash Gordon. "My own personal debt to Alex Raymond, and my enduring fondness and admiration for Flash Gordon made this set of rules a labor of love. I was dead set against Scott's [Scott Bizar] first idea of doing a book of wargame rules and held out for adventure-scenarios, instead."

Carter wanted a game that was able to capture the excitement of the old Flash Gordon serial through the use of a collection of adventure-scenarios bound by a single rules set. Rules that were intended to "provide a simple and schematic system for recreating the adventures of Flash Gordon on the planet Mongo." With regard to their goals, Carter and Bizar both succeeded extremely well and failed monumentally.

The system is simple...and confusing...at the same time.

Characters roll three "average" dice for the following four statistics -- Physical Skill & Stamina, Combat Skill, Charisma/Attractiveness, and Scientific Aptitude. It's an interesting grouping of statistics that demonstrated FGU's willingness to look beyond the "obligatory 6" statistics created by TSR. The inclusion of Combat Skill as a rated statistic is in and of itself an interesting choice.

At no point is it explained what an "average" die is. Is an "average" die a typical six-sided die that you can find in almost every board game ever published, or is it one of those obscure and hard to find "averaging" mentioned in the Dungeon Master's Guide? The rules aren't clear regarding this, but the fact that "rolls of over 12 indicate an extremely high ability in the specific category" [emphasis mine] hints that it is the "averaging" die to which they are referring -- later difficulty numbers hint that it might be the regular dice that are used. The new gamer would have only this clue, but wargamers of the era would know that an "average" die was a sis-sided die with the numbers 2, 3, 3, 4, 4, 5 printed on it instead of 1 through 6. This die was used to reduce the influence of uncertainty on outcomes in wargames at the time. More recent games, like Warhammer, rely on regression to the mean and buckets of dice to reduce uncertainty. It may seem counter intuitive, but the more often you roll the less uncertainty influences outcomes because the likelihood that the total distribution of the rolls is normal increases.

Not that it matters much, as you will soon see.

After rolling statistics, players choose from one of the following roles -- Warrior, Leader, and the Scientist. This leads one to wonder which group Dale Arden fits, but that is another conversation entirely. The primary effect of choosing a particular roll is to add one point to the statistic most related to the profession.

These attributes are later used to determine success based on a very simple mechanic. Stat + d6 > TN. For example, if the players are in the Domain of the Cliff Dwellers it is possible that they will encounter the deadly Dactyl-Bats.



If the players decide that they want to fight off the Dactyl-Bats the success or failure of the action will "depend upon the military skill of the most skilled member of your group. Roll one die and add the result to your military skill. A final total of fourteen or greater is needed to drive off the Dactyl-Bats." Failure indicates the character is wounded and that the party must rest. It's a simple resolution, but one that lacks any significant cinematic quality. It feels awkward, and other mechanical resolutions in the game are similarly weak. Typical punishment for failure on an action is a loss of a certain number of turns. These turns are valuable as players need to recruit enough allies to defeat Ming before he has time to become powerful enough to squash any rebellion. While the statistics of the game are firmly rooted in roleplaying concepts, the resolution and consequence system still echoes board game resolutions. This is a weakness in this game, as is the inconsistency of resolution techniques. Fighting a Snow Dragon is resolved in a different manner than the encounter just discussed.

I imagine one could build a good game conflict resolution system built around the statistics highlighted in Flash Gordon, but this book lacks that system. I think it might be interesting to try to use a modified version of the Dragon Age pen and paper rpg system as a substitute for the mechanics in the Flash Gordon rpg. They are simple enough that it wouldn't require a lot of work. One could also use the OctaNe system if one wants to stick to the "narrative" feel that Bizar and Carter seem to have been attempting here. OctaNe succeeds where this game fails mechanically -- and OctaNe's system is ridiculously easy to learn and use.

Game Campaign System

This is where Flash Gordon really shines. The game's basic structure is that of a "recruitment" campaign where the players must journey from land to land -- based on how they are connected on an abstract schematic and not based on actual geography though the schematic takes those into account -- where they encounter various challenges and face various foes. For example, let's say our stalwart heroes find themselves in the Fiery Desert of Mongo. If they are mounted on Gryphs he journey will be easier than if they are not. It is possible, though not guaranteed, that the players will encounter Gundar's Gandits who will attempt to capture the players and sell them into slavery. The players may also encounter a Tropican Desert Patrol made up of troops loyal to Ming. The end goal of the area is for the group to recruit Gundar and his men, but that requires role playing and/or defeating the Tropican Desert Patrol. The description of the Desert and the possible encounters are abstract enough that they could easily inspire several sessions of roleplaying -- with a robust system like Savage Worlds -- all it lacks is a nice random encounter generator like the one found in The Day After Ragnarok to fill in the holes.

In essence, the Flash Gordon role playing game includes one or more major encounters for each geographical region of Mongo. As they players wander from place to place, they can/will face these challenges. What is inspired, and ahead of its time, about this structure is that the encounters are "story plot points" that must be achieved but can be achieved in the order of the player's choosing. There is room for exploration of the world at the same time that the players are succeeding at mandatory plot points. It is a narrative campaign without the railroading. Pinnacle Entertainment Group uses a similar structure in their Rippers, Slipstream, and Necessary Evil campaigns. It is a system that allows for narratively meaningful and fun play without the need for extraordinary planning on the part of the Game Master. All it lacks is a method, like the random encounter generator I mentioned above that is used by most plot point campaign systems, to fill in the scenes between the set pieces. Though it should be noted that there is sufficient information within the Flash Gordon rpg to easily construct a set of encounter generators with very little work.

Conclusion

Criticisms regarding the underlying conflict mechanical system, or lack thereof, are spot on when it comes to Flash Gordon. Character generation and conflict resolution lack any feeling of consequence or depth. BUT...If you want a campaign road map to use with another game system, preferably a fast-furious-and-fun one or a "narrativist" one, then this product is a deep resource. It will save you from having to read pages and pages of the old Alex Raymond strip in order to get an understanding of all of the minor details necessary for the creation of a campaign. You should certainly read the Alex Raymond strips, they are wonderful, but reading them should never be made to feel anything remotely like work. Bizar and Carter have done the work in presenting the campaign setting, all you have to do is adapt it to your favorite quick and dirty rpg mechanical set.

Friday, July 27, 2018

Is it Explosively Good? A Review of Brian McClellan's POWDER MAGE Role Playing Game.


Readers of my posts here at Advanced Dungeons and Parenting know that I am a big fan of the Savage Worlds role playing game. It's an easy to learn and simple to play game that is remarkably flexible. This flexibility allows the Savage Worlds rules set to be used as the basis of games set in a wide range of genres. The system can handle everything from gritty low magic fantasy to cosmic powered super heroes without missing a beat. The characters from each campaign may not fit well in the other campaign due to scaling issues, but the mechanics work seemlessly in each setting.

I am also a fan of Brian McClellan's Powder Mage trilogy and was hooked from the first few pages of The Promise of Blood (link goes to the Mysterious Galaxy bookstore, one of the best independent book stores out there). McClellan manages in the trilogy, and later books in the setting, to achieve something rare in fantasy fiction. He is able to tell stories of "regular folk" in addition to the epic heroes at the center of the tale. From a role playing game point of view The Powder Mage trilogy alternates point of view characters between characters at vastly different power levels, but the lower powered characters are as important to the resolution of the conflict as the most powerful characters. It is one of the most impressive things about this inventive series, and it is something that makes it perfect for the Savage Worlds system.





The Powder Mage's Challenge to Game Design

Before I get too deep into a review of Brian McClellan's role playing game adaptation, I'd like to take a moment to discuss the particular challenge anyone adapting The Powder Mage trilogy into a game faces due to the varying power levels in the tales. As I mentioned above, McClellan has characters in his book that operate on at least three levels of power. I would classify these tiers in the following way.

1) "Normal" Skilled Characters.
2) Experienced Characters with Minor Boon/Ability.
3) Characters with Extraordinary Powers.
4) Characters with Extraordinary Powers at Super Heroic Levels.
5) Gods.

With the exception of the God tier, more on that later, there are characters of deep narrative importance at every tier. In other words, there are characters I would classify as Player Character worthy at each of these tiers and McClellan does a great job of balancing them narratively. Interestingly, this dilemma is one of the things that makes Savage Worlds the perfect system for the game.

At the first tier of power are characters like SouSmith and Ricard Tumblar. SouSmith is a boxer who gets hired as a bodyguard for someone at tier 2 and Tumblar is one of the most politically powerful characters in the world. These would be standard characters in a picaresque low-magic fantasy campaign. Adamat and Sergeant (later higher rank) Olem are paragons of the tier two characters. Experience wise, and skill wise, these characters are similar to tier 1, but they have something that sets them apart called a knack. For Adamat it's a perfect memory and for Olem it's the fact that he doesn't need to sleep. These characters can also use their "third eye" to see magic. Most of the "knacked" of the books are at tier 2, but there are some who are higher.

Tier's 1 and 2 are the low fantasy tiers and tier 3 is where you really begin to see people separate in power. All "privileged" mages and many Powder Mages fall into this group. There are some Powder Mages at tier 2 and some at tier 4 to 5, but most are in the mid-tier 3 range. These are characters who have the same number of skills as other characters, but who also possess magic abilities that allow them to destroy buildings with the wave of a hand. I initially wondered whether Savage Worlds' basic magic system could emulate "privileged" mages, but after comparing the dice of damage from a cannon blast (3d6+1 HW on pg 65 of the Deluxe Explorer's Edition) with that of Burst (2d10 HW) and Blast (2d6 or 3d6 HW), those concerns went away. The Burst spell has destructive power slightly less than a modern 20mm cannon and Blast has slightly less power than a medieval cannon. While neither is going to tear apart a modern Abrams tank, they both will make quick work of a Jeep or medieval building. There are a number of characters at this level of power in the book.

Tier 4 characters are like tier 3 characters on steroids. Where a standard "privileged" mage can make short work of the facade of a house, a "predeii" can lay waste to the entire building and bullets bounce of their skin without the aid of a magic shield. Similarly, the Powder Mage Taniel can withstand the assaults of a predeii and amplify his strength and agility to levels beyond that of mere mortals.

The Gods themselves come in at tier 5. I won't go into detail about the Gods of The Powder Mage trilogy, but I will say that they are a key focus of the conflicts in the books and that they are not so far removed from tier 4 as to make them uninteresting. Whether some other characters fall in at tier 5 I'll leave for you to discover.



The Powder Mage Roleplaying Game as Sourcebook

One of the things that becomes immediately clear as one reads Brian McClellan's Powder Mage Roleplaying Game is that the author himself has written much of the content. As a sourcebook discussing the history of the world and giving you a rich sense of place in order to set your games, this book is invaluable. Based on this content alone, I would recommend this book as a purchase for gamers and non-gamers who are fans of the series. McClellan's presentation of the setting is as readable as the fiction and the team has selected some excellent artists to capture The Powder Mage setting. If you want to know the state of the world after The Powder Mage trilogy, then this is the place for you.


But How is It as a Game

If there is any place where Powder Mage fails, it is as a role playing game book. While the lore is all there to inspire play, there aren't enough mechanics to make this book as useful as it could be. Alan Bahr, who is a very good designer and who is on an absolute tear when it comes to putting out good books lately, dropped the ball a little bit here. While he does provide some of the new rules one expects in a Savage Worlds rpg setting, new Background Edges for example, there are some weaknesses in these examples and some major holes in the book.
After a very strong beginning, a discussion of the goals of good gaming and how to use the X-card in your games, the character creation session begins to peter out in the background edges section as it tries to adapt the Powder Mage archetype to the Savage Worlds rules. In doing so it attempted to create a new subsystem rather than fit the archetype within the existing subsystems Savage Worlds had to offer. In this particular case, the character reads more like the Gunslinger from Pathfinder/Critical Role and less like a Powder Mage. Bahr and McClellan might have been better served to use the Super Powers Companion or see how the standard magic system fit with the archetype. Given the power tiers above, I think that most Powder Mages are easily represented by the standard magic system and that outliers like Taniel are better represented using the Super Powers Companion. The same would be said of predeii and the Gods.

That is a mere disagreement of design, and is a minor one at that. Bahr and McClellan's point system for Powder Mages does work, and well, even if it's not how I would do it. If that was the largest failing of the book, I wouldn't have mentioned it in the first place. Since it is actually the smallest flaw, I did choose to point it out.

If that's the smallest flaw, then what is the biggest one? The biggest flaw is that as useful as the book is for players and book fans, having rules for character creation and a detailed gazetteer, it isn't as useful as it needs to be for game masters. One of the things that Savage Worlds game masters have been spoiled by is how the game's Fast, Furious, and Fun mantra has influenced how useful the books are to GMs with only small windows of prep time. Pick up any official Savage Worlds world book and you'll find quick and dirty adventure generators, a short adventure made of linked events, and enough NPCs to make a short campaign. This is what Brian McClellan's Powder Mage Roleplaying Game lacks entirely.

While the game does include a couple of very fun, and easy to start a campaign, short adventures, it completely lacks a bestiary or the quick and dirty adventure generators one would find in The Goon, Necessary Evil, 50 Fathoms, etc. Worst of all, the book entirely lacks statistics for "Wardens" of either the standard or "black powder" variety. Given how ubiquitous Wardens are as opponents in the books, and the fact that there is a Warden on the cover of the role playing game, this is a pretty large drop of the ball. I had high hopes for this game, and backed it at the $65 level, but it did not live up to those expectations.
Final Assessment

Does this mean that it's not worth a purchase? Not at all. For the setting material alone, this book is well worth the price of at least the pdf. What this book needs is a couple of pdf supplements written just for GMs. They don't have to be long and could be limited to a bestiary and adventure generator, but they would really fill out the holes in the initial release. It's 85% of were it needs to be as a game and 110% of where it needs to be as a sourcebook.

Thursday, July 26, 2018

Remembering RPG Campaigns Past -- Meet The Crusaders

When I was and undergraduate at the University of Nevada, Reno I ran a DC Heroes campaign that lasted for a couple of years. It is the most successful superhero campaign I've ever run. I had the luck to have a great group of gamers who were willing to cut loose and have a great time with the genre and who felt free to push the limits of the DC Heroes game system. This campaign is one of the reasons that I think DC Heroes is the best set of rules to play a superhero game, though Marvel Saga System comes in a close second.

The premise of the campaign was pretty simple. I wanted to run a game where the characters were on the same power level as the Justice League, minus Superman and Wonder Woman, and I wanted the game play to have a touch of the feel generated by the Giffen/Maguire/DeMatteis run in the Justice League books. I wanted a mix of action and comedy. To be honest, based on my experience in running RPGs, I knew the comedy would come whether I wanted it or not. It's is the DM's Lament to want to run a game that captures the epic tales of the Eddas and Beowulf only to end up with Monte Python's Holy Grail. Instead of fighting that tendency, I decided to roll with it. The title of the campaign was Justice League: Auxiliary. The premise being that the characters were members of the Justice League, as then managed by Maxwell Lord, but where the second string of the team.

What a team it was too. The membership included an interesting mix of characters about whom my wife (girlfriend at the time) drew a couple of cartoon strips that ran in the school paper The Sagebrush. That brief strip was called "Meet the Crusaders" for obvious copyright reasons.  Over the next few days, I'll be presenting the Crusaders to you and will be including statistics for them for a number of role playing games. The primary games I'll be using to emulate the characters are Wizards of the Coast's excellent 4e based Gamma World game and Pinnacle Entertainment Group's Savage Worlds.

First, let me introduced the team to you.

GABRIEL: ARCH-ANGEL

Gabriel was character who believed himself to be the Archangel Gabriel and who exacted swift justice on any he viewed to be in violation of his very strict code of morality. During a battle with the god Ares, he attempted to use his Aura of Fear power and ended up not only succeeding at cowing Ares but in causing the entire continent of Europe to quiver in fear as his pushing of the power extended the aura over the entire geographic area. The character was played by my good friend, and best man at my wedding, Matt.


AQUARIUS

One of the great things about the DC Heroes system was it's ability to make almost any superhero and my friend Robert's character Aquarius was one that really demonstrated the strength of the rules. Robert wanted to play a super strong character who was a living water elemental and who could transform his hands into any weapon he imagined. In this particular case, the powers were called Omni-Arm, Density Increase, Dispersal, and Water Control powers. Robert was a relatively new gamer at the time, and had never played a superhero game before, so in the early sessions he tended to limit his use of Omni-Arm to turning his hands into sledge hammers. That changed soon enough.


This is just a glimpse at two of the members of the team. I want to save the other strips for when I present each member's statistics, so you will be seeing these strips again as well as those for Jynx, Vanguard, Spirit, and perhaps the most bizarre superhero ever made...Jody's beloved "Less" who was a character inspired by John Carpenter's THE THING and Larry Cohen's THE STUFF. Who is Less? Why is Less called Less? You'll have to wait for his entry.

To bide you over until the next entry, and I promise it will be soon, here is a glimpse at what the Gamma World statistics sheet (page 1) will look like.





Sunday, December 17, 2017

A Return to Shadow of the Krampus -- A Holiday Themed Shadow of the Demon Lord Adventure

I posted this last year, a little late, and am reposting it this year for those of you who want to add a little of the Season into your gaming.

I am a big fan of running seasonal adventures for my regular gaming group. Though my group hasn't played as regularly this year as they have in the past, I was inspired by Robert J. Schwalb's dark fantasy roleplaying game Shadow of the Demon Lord to write an adventure for this season. For the past few years, I've written and reshared adventures featuring Cthulhu Claus (based on my wife Jody Lindke's illustrations for an old Kickstarter) or the V'sori (evil aliens in the Necessary Evil setting for Savage Worlds), but this year I decided to feature Krampus -- that most devilish of Santa's helpers. While Krampus might be a bit played out for some, having gained mainstream notoriety, I'm still a big fan of the character and I have the pleasure of knowing an artist who has been participating in Krampuslaufen long before it was trendy to do so and Bill Rude's Krampus costume is amazing as is the fact that he can get even small children to pose with his horrifying costume.


Bill Rude is a talented artist and you can look at a variety of his projects over at his 7 Hells: The Retro Art of Bill Rude website.

Illustration Copyright Jody Lindke 2016
In this mini-adventure, the PCs are passing through the town of Nesbitt-Hill during one of their other adventures. You can use the map below to represent the portion of the foothills of the Iron Peaks immediately south of the Zauberspitz with Nesbitt-Hill being the northern-most community on the map and Tower number 3 representing the once great Beacon Fortress.



Shadow of the Krampus is a Novice (though not a "just now Novice") adventure for Shadow of the Demon Lord with a post-Christmas theme. 

The town of Nesbitt-Hill is a vital stop for wanderers and miners who brave the dangers of the Iron Peaks in search of adventure or riches. For years the town has been a peaceful refuge, seemingly immune from the spread of the Demon Lord's Shadow. For even as the Shadow has spread, the town of Nesbitt-Hill remains a spark of light an happiness in an otherwise dark and desperate world.

But that changed last night. Historically, the Winter Solstice has been a time of celebration when the townsfolk of Nesbitt-Hill memorialize the the Solstice King and his champion Krampus. For it is this duo who has protected the town since the Battle of Zauberspitz where the Solstice King and Krampus defeated a horde of the Demon Lord's servants, or at least that is what the stories say. The stories also say that Krampus steals children who misbehave and returns them at the Spring Equinox after the darkness has been purged from the children's souls. If it is true that Krampus takes children and eventually brings them back, why is it that Krampus has taken no children for twenty years? Why does Mistress Oetzel swear she saw Krampus take adults this Winter Solstice? And why were these adults among the most generous citizens of Nesbitt-Hill? Has Krampus returned, but as a servant of the Demon Lord? Or is something else afoot?

https://www.dropbox.com/s/rxemivrin1vvt34/Shadow%20of%20the%20Krampus.pdf?dl=0



With the exception of the map depicting the area of the Iron Peaks I refer to as the Gronwald, an area that lies in the shadow of the Zauberspitz, all of the maps were drawn by Dyson Logos and were taken from his Commercial Maps webpage. According to the page, Dyson has released these images under the Creative Commons Attribution 4.0 International License. If I have used any images that are not covered by this license, I will be happy to remove them.

The cover image of "Shadow of the Krampus?" was illustrated by Bill Rude, who was kind enough to give me permission to use it. Please visit his website and consider purchasing some of his art.

The other image is the "survival map" from Robert J Schwalb's playing aids page for Shadow of the Demon Lord. I am using it with the intention of it being fair use, but if Mr. Schwalb deems my use inappropriate I will be happy to remove it. This adventure requires the use of the Shadow of the Demon Lord rule book since all monster statistics, with the exception of Krampus, are located within the pages of that "vile" tome. Krampus was designed using rules from the Of Monstrous Mien supplement. It is highly recommended that you also own Hunger in the Void and Terrible Beauty to add details around the edges of this adventure.

The cartoon illustrations in the module are the work of my talented wife Jody Lindke. I included "rpg humor" cartoons because they remind me of the cartoons in the old AD&D Dungeon Masters Guide.

I hope you enjoy the adventure.

Wednesday, July 19, 2017

From a Gaming Perspective the MY LITTLE PONY MOVIE Adds a Lot of Material


The My Little Pony: Friendship is Magic franchise is moving from the small screen to the big screen on October 6th and as a gamer dad I could not be more excited. A quick glimpse at the new film poster the production released for #SDCC gives one hint why. The Mane Six and Spike don't have aquatic features just because it's cute, they have them because the new movie is adding new mythological creatures to the Pony-verse. A look at the film's trailer gives even more context to the additions. Give it a quick view.




Earlier this year, River Horse publishing published an excellent role playing game based on the My Little Pony IP. In that game, players can make characters based on the three types of ponies that are featured in the series: Earth Ponies, Pegasi, and Unicorns. The Alicorn, a combination of Pegasus and Unicorn, is mentioned in the role playing game, but is not allowable in play. Just based on the trailer of the film, I see two things that I want to bring into my roleplaying games. The first is a new kind of pony, called "Sea Ponies," are featured in the book Under the Sparkling Sea. The second is the existence of a Unicorn with a broken horn, which inspires the question of "what happens when a Unicorn breaks its horn?"

Given my daughters' love of the Percy Jackson books, I'm particularly excited about Sea Ponies. Of all the characters and creatures of the Percy Jackson-verse, the hippocampus Rainbow was their absolute favorite. Now hippocampoi are cemented as a type of pony. If River Horse, who given the company's name should, doesn't publish guidelines and traits for hippocampoi in the next couple of weeks, I'll be posting some here, but I'll have to read Under the Sparkling Sea first in order to see what traits need to be created. The great thing about the My Little Pony RPG is that the the system is very adaptable while also being easy to learn and run.

In fact, I'm going to commit to it. I'm also going to stat up some Savage Worlds versions of the Mane Six based on the way they are defined in the River Horse game. Given the similarities between the systems, it will not only be easy but fun as well.

Thursday, May 18, 2017

Madelyn Kidd's Academy for Inquisitive Children: Saturday Morning Investigations in the Deadlands

My recent enjoyment of Saving Throw's recently added Wildcards streaming role playing game show, and the announcement of a Scooby Doo/Supernatural crossover episode on the CW, I was inspired with a small campaign kernel. So join me as I introduce you to...



Madelyn Kidd's Academy for Inquisitive Children

On "real" Independence Day (July 3rd) 1863 the United States and the world experienced "The Reckoning." The border between Earth and the Happy Hunting Grounds was sundered, if only for a moment, and all kinds of terrors leaked into our world. On that day, the field of Gettysburg was littered with corpses...and some of those corpses rose from the grave to spread horror. In the years that followed, the sinister Reckoners selected four champions who would transform the world into a literal Hell on Earth. All of this is well documented in the Deadlands Role Playing Game. What is less well known is that on that day, the forces of Good selected some champions of their own. Four children who were born on the day of The Reckoning who might just have a chance at stopping the world's transformation, but only if they could meet up and gain sufficient knowledge and power to thwart the Servitors who served the Reckoners.

These young children would never have met if it hadn't been for Madelyn Kidd. A simple school teacher from Serendipity, Pennsylvania, Madelyn had been on a picnic with her beau Aleister McKenzie overlooking the Battle of Gettysburg when the events of the Reckoning took place. Her beau was killed by a stray bullet and as Madelyn reached over to comfort her dying lover, she experienced a vision of a terrible future. She saw the world as it would be if the Reckoners had their way. She also saw a vision of hope where she was the founder of a new kind of school, a school dedicated to teaching children the skills necessary to fight back evil and to bring joy to lands that are dominated by fear.

While her vision was grand, the results so far have been very meager. Madelyn Kidd's Academy for Inquisitive Children was successfully established in 1865 in the town of Serendipity, Pennsylvania. The first graduating class of two students matriculated in 1869 and both of these students have gone on to jobs with the Union Government. Since that time, Madelyn has trained a number of gifted young students and currently has 45 students enrolled in her school. For all that success, not one of her students has gone on to achieve any great success against the evils the world is facing. All of her students are struggling against the darkness, but no great hero has emerged. Madelyn is on the verge of giving up hope as her four oldest currently enrolled students seem more concerned with solving local mysteries than they are with confronting greater threats.

Madelyn had high hopes for these four students. All four were born on the same day, July 3rd 1863, and all four exhibited high levels of potential. They were quick learners too, but they lack focus. They constantly take day trips in their Stagecoach, which they have named the Ratiocination Roller, to neighboring cities to unravel mysteries that the locals think are supernatural. Initially, Madelyn encouraged the behavior because she knew how important it was to fight real supernatural dangers, but as it became clear that every "supernatural" foe the students fought was revealed to be a fraud she began to lose hope. How would these students fare against the real horrors of the Weird West, let alone the Servitors, if they never had to face down supernatural horrors? It's a worry that has begun to affect her sleep. She recently sent them on a trip to disputed territory to do a field study of flora and fauna in the hopes that the students would begin their training in earnest. Time is so short and 17 year old kids have to grow up quickly in the Weird West.

What Madelyn doesn't know is that her students really are fighting supernatural foes, they only make it appear that the creatures they defeat are humans in disguise of swamp gas. This is because "Em" Vilnius noticed that when she made towns think that the evil that haunted them was a mere trick being performed by greedy individuals, those towns became happier and more successful places. It didn't take "Em" long to catch on to the fact that the best way to undermine the Reckoners was to take away the power that fueled them...fear. The kids, who call themselves Ratiocination Incorporation, are looking forward to their trip into the Weird West with the knowledge that if they get into too much trouble, they might be able to call on Madelyn Kidd and her other students to help them fight the good fight.

What every the case, Madelyn hopes to create a world where the Reckoners might have succeeded if not for those Madelyn Kidds kids.




Madelyn Kidd 

Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Skills: Fighting d6, Gambling d6, Guts d6, Intimidation d6, Investigation d8, Persuasion d6, Riding d6, Spellcasting d10, Stealth d4, Streetwise d8
Charisma: 2; Pace: 6; Parry: 5; Toughness: 5; Grit: 3
Hindrances: Enemy (Major), Heavy Sleeper, Loyal
Edges: Arcane Background (Magic), Attractive, Brave, Connections, Investigator, Linguist, New Power, Power Points
Powers: Armor, bolt (burning cards), hunch, mind rider; Power Points: 15
Gear: Hatchet, Knife (Str+d4) x3, Playing cards x8, Shirt/blouse, dress, Spectacles, $247 

Jedediah Heiter

Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4, Guts d6, Investigation d6, Notice d4, Persuasion d4, Repair d8, Shooting d6, Weird Science d8
Charisma: 0; Pace: 6; Parry: 4; Toughness: 5; Grit: 1
Hindrances: Big Mouth, Doubting Thomas, Overconfident
Edges: Arcane Background (Weird Science), Knack (Bastard), New Power
Powers: Deflection (Jedediah's Ocular Disruptor), stun (Jedidiah's Auditory Imbalancer); Power Points: 20
Gear: Backpack, Bed roll, Boots, Canteen, Derby, Drill, Duster, File, Gun belt, Hammer, Lantern, Lantern oil (per gallon) x2, Lockpicks, Mule, Rifle (.38-.52) x5, Shirt/blouse, work, Trousers/skirt, Watch, gold, Winchester ‘76 (.45) (Range 24/48/96, 2d8, Shots 15, AP 2), $62.65

Petra Quartz

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Guts d6, Intimidation d6, Notice d4, Riding d6, Shooting d8, Streetwise d4, Throwing d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5; Grit: 1
Hindrances: Arrogant, Stubborn, Vengeful (Minor)
Edges: Quick Draw, Two-Fisted
Gear: Backpack, Bed roll, Boots, Chaps, Colt Peacemaker (.45, Double-Action) (Range 12/24/48, 2d6+1, Shots 6, AP 1) x2, Duster, Gun belt, Knife (Str+d4), Pistol (.40-.50) x10, Quick-draw holster, Rifle (.38-.52) x5, Shirt/blouse, work, Trousers/skirt, Winchester ‘76 (.45) (Range 24/48/96, 2d8, Shots 15, AP 2), $133 

Eliza "Em" Vilnius (Hellstromme)


Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Skills: Faith d8, Fighting d6, Guts d6, Investigation d4, Persuasion d8, Riding d6, Shooting d6
Charisma: 2; Pace: 6; Parry: 5; Toughness: 5; Grit: 1
Hindrances: Bad Dreams, Heavy Sleeper, Loyal
Edges: Arcane Background (Miracles), Brave, Charismatic
Powers: Aim, armor, barrier, beast friend, blind, boost/lower trait, confusion, deflection, dispel, elemental manipulation, environmental protection, exorcism, gambler, greater healing, healing, inspiration, light/obscure, protection, pummel, quickness, sanctify, smite, speak language, stun, succor, warrior’s gift, windstorm
Gear: Boots, Horse, Knife, Bowie (Str+d4+1, AP 1), Saddle, Saddlebags, Shirt/blouse, dress, Shoes, Shotgun shells x2, Suit/fancy dress, Trousers/skirt, Winchester LeverAction (Range 12/24/48, 1–3d6, Shots 4, +2 Shooting rolls), 80¢

Mockingjay 

Attributes: Agility d6, Smarts d4, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d8, Guts d6, Intimidation d6, Riding d6, Throwing d6, Tracking d4, Tribal Medicine d6
Charisma: 0; Pace: 6; Parry: 7; Toughness: 6; Grit: 1
Hindrances: All Thumbs, Curious, Loyal
Edges: Arcane Background (Shamanism), Beast Master, Brawny
Powers: Beast Friend, healing; Power Points: 10
Gear: Arrow x5, Bolas (Range 4/8/16, Str+1, Shots 1, see notes), Boots, Bow (Range 12/24/48, 2d6, Shots 1), Horse, Knife, Bowie (Str+d4+1, AP 1) x2, Shirt/blouse, work, Spear (Str+d6, Parry +1; Reach 1; requires 2 hands), Tomahawk (Str+d6), Trousers/skirt, $68.50