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Showing posts with label Fire Ruby Designs. Show all posts
Showing posts with label Fire Ruby Designs. Show all posts

Saturday, 9 October 2021

The Other OSR—Warlock! Kingdom

Warlock! Kingdom
is a supplement for Warlock!, “A Game Inspired By The Early Days Of British Tabletop Gaming”, in particular, Warhammer Fantasy Roleplay and Maelstrom as well as the Fighting Fantasy solo adventure books which began with The Warlock of Firetop Mountain. It has Careers
Careers such as Agitator, Boatman, Grave Robber, and Rat Catcher; it has two attributes, one of which is Luck; and it has a Warlock! running around an unnamed, humancentric kingdom causing mayhem. Although mechanically much lighter than Warhammer Fantasy Roleplay, it is nevertheless intended to be grim and gritty, a world of adventure and peril, but with mud aplenty—or worse—underfoot and a certain, sardonic sense of humour. However, beyond there being a marauding Warlock!, and gods, such as the beloved Thrice Blessed, the bloody Red King, and the reviled Dragon, there is unfortunately very little in terms of background in Warlock!. This is an omission that Warlock! Kingdom aims to rectify.

Warlock! Kingdom is published by Fire Ruby Designs and is very much a book of two halves. The first is a Gazetteer of the Evening Lands, which provides an overview and entails of the western part of the Kingdom, whilst the second is a guide to Grim Biskerstaf, a thriving port city on the mighty river Vessen. Both sections are for the most part systemless, so that a Game Master could easily take the descriptions and content found here and adapt to the roleplaying game of her choice, be it Dungeons & Dragons, Warhammer Fantasy Roleplay, Zweihander: Grim and Perilous, or something else.

Warlock! Kingdom opens up with the ‘Kingdom Gazetteer’, which details the Kingdom, which feels fairly generic in its fantasy. It has great forests, mighty mountain ranges, rolling hills, broad meandering rivers, deep lakes, busy cities and towns with wide swathes of untamed wilderness in between, the settled areas populated by Humans, but also Dwarves, Elves, and Halflings. It stands on a peninsula, though this is not described. After this description, the book seems to go awry with a table of cultural events for the Player Characters to encounter and involve themselves in. It is a really good list, ranging from harvest festival to a funeral to dancing bear to Gerarix Stonecast with a mutated uman to exhibit, but feels too early in the book when you really want to know particular details of the country—languages, religion, and whatnot. Similarly, the discussion of the Royal Family and the Traitor, the latter the former chamberlain to the King whose worship of the demon Delock would lead to an unleashing of dark forces and precipitated a war that nearly shattered the kingdom. And also the fact that since the war against the Traitor, the King himself has not been seen, and that it appears that his wife the Queen and the King’s chief advisor are in charge given his absence. No suggestions are made as to why the King is missing or why, so there is plenty of room there to speculate—both in game and out.

Fortunately, 
Warlock! Kingdom settles down after that and guides the reader around the Evening Lands. This focuses on particular geographical locations like the Black Spine Mountains and the Golden Cave, the former riddled with caves and tunnels that are home to tribes of Goblins and clans of Dwarves, the latter a site of pilgrimage to the martyr, Saint Agarix, the current priest of which at the cave is probably living off the proceeds from the pilgrims’ donations. Many of these various location descriptions are accompanied by a table of random elements. Thus for the battlefield of Pomperburg, where the largest battle against the Traitor took place and which remains a place of horror to this day, there is a list of unusual items to be found on the site still. Not every location has such a table, but in each, they add a little bit of extra flavour and detail.

The bulk of 
Warlock! Kingdom—almost two thirds, in fact—is devoted to Grim Biskerstaf, a city on the kingdom’s south coast at the mouth of the Vessen River. In the wake of the war with the Traitor, though thriving, the city is in decline, its ruler, Lord Kelberond ineffectual and perpetually confused; the city guard forced to operate on a shoestring budget whilst the Peacock Guard, whose members protect Lord Kelberond, strut about the city as if they own it; the harbour the site of ongoing squabbles and fights between the Fish Speakers and the Dockers as to who controls trade on the river; and religious dissension growing as the Red King’s Men, worshippers of the Red King ejected from Fesselburg, the Kingdom’s capital, have taken up residence in the city—some actually devout, others little more than thugs. Then there is the Blight. This is a ghastly disease which turns the sufferer’s skin a sickly green and makes it break out into open sores. No one knows the source or cause of the Blight, but of late, the river has turned into sludge and it only affects the lower classes—so at the moment, the Blight is not all that important.

The description of Grim Biskerstaf follows the format used for the Kingdom in the first half of Warlock! Kingdom. Each of the descriptions of the city’s thirteen important locations is accompanied by two things. One is a snapshot from the main two-page illustration/map of the city, and the other is a table. Similarly, the descriptions of the city’s various organisations and notable figures are also accompanied by their own tables, which in each case adds further detail and flavour. Thus, outside the cathedral to the Thrice Blessed stands a tree and on that tree—in very Warhammer Fantasy Roleplay fashion—are nailed notices of employment described in a pair of tables, whilst along the city’s famous red stone walls, built by an Elven queen a millennium ago, stand a series of great towers, many of which have fallen into a state of disrepair and rumoured to have been occupied by persons other than the city guard. Who exactly occupies a particular tower can be determined by a roll of the die and reference to the accompanying table.

Grim Biskerstaf’s organisations include the Little Council, which supposedly governs the city and has table of its various plans; the College of Doors, its school of magic whose entrance changes regularly and is actually located in a hidden magical dimension, and its table suggests where the entrance door may be found that week or so. Its notable citizens include the wizard, Dolkepper, who when not studying the universe, is crabbily ruminating on which of the city’s citizens has slighted him and then tetchedly complaining about it. Who exactly, of course, is detailed on the accompanying table. In addition to the table, all of the descriptions are full of detail and flavour that the Game Master can bring to her game.

Rounding out 
Warlock! Kingdom is ‘So, You’re a Local?’, which gives a sextet of new Careers for Grim Biskerstaf. These are Docker, Fish Warden, Mudlark, Night Watchman, Publican, and Servant, but to be fair would work in almost any port city or town. Alternatively, they could serve as the basis for Player Characters in a campaign or scenario set entirely in Grim Biskerstaf! All of these have tables answering a couple of questions such as ‘What have you found?’ or ‘What have you seen?’, which further tie them into the city. As well as potential Player Characters they could also form the basis for NPCs too. Finally in Warlock! Kingdom, there is another pair of lengthy tables. One of hirelings, the other of adventure seeds. There are no stats with the hirelings, but the adventure seeds are nicely detailed and could keep a campaign in Grim Biskerstaf going for a while.

Physically, 
Warlock! Kingdom is a buff little book, starkly laid out and illustrated in a suitably rough style which feels suitably in keeping with the period inspiration. The cartography is nicely done, but the book does need a tighter edit in places.

Warlock! Kingdom begins in underwhelming fashion, the description of the kingdom at least feeling underwritten before it settles down and starts telling you interesting stuff. It really picks up with the description of Grim Biskerstaf, a city full of secrets and dirt which could be dropped into any campaign, which is made all the easier because like much of the book, it is systemless. Pick it up for overview of the kingdom, but definitely stay for the write-up of the Grim Biskerstaf in Warlock! Kingdom, which is perfect for any Grim & Perilous setting or roleplaying game, not just Warlock!

Saturday, 24 July 2021

The Other OSR: Warpstar!

Warpstar! is the sister game to Warlock!, and much like Warlock!, it looks like just another Old School Renaissance Retroclone—and it is, but not the sort you might be thinking of. Published by Fire Ruby Designs —previously best known for Golgotha, the Science Fiction retroclone of far future dungeon scavenging in shattered battleships—Warpstar! makes its inspirations known on the back cover blurb which reads, “Warpstar is a rules-light science fiction roleplaying game that aims to emulate the feeling of old-school British tabletop games of wondrous and fantastical adventure in the depths of space.” Now there is a slight disconnect here in that there are no such ‘old-school British tabletop games of wondrous and fantastical adventure in the depths of space.’—or at no such roleplaying game. In the case of Warlock!, the inspiration is Warhammer Fantasy Roleplay and Maelstrom as well as the Fighting Fantasy solo adventure books which began with The Warlock of Firetop Mountain. So what then is Warpstar! inspired by? 

In fact, the original inspirations for both Warlock! and Warpstar! are both miniatures wargames. For Warlock! that inspiration is Warhammer Fantasy Battles, and then the roleplaying game, Warhammer Fantasy Roleplay, which would be derived from it. For Warpstar! that inspiration is Warhammer 40,000: Rogue Trader, a miniatures wargame which actually had strong roleplaying elements, but was not a roleplaying game. Indeed, it would be another twenty-one years before the setting of Warhammer 40,000 would receive its own roleplaying game with the release of Dark Heresy in 2008. So the claim that Warpstar! is a rules-light science fiction roleplaying game that aims to emulate the feeling of old-school British tabletop games of wondrous and fantastical adventure in the depths of space.” does feel slightly disingenuous. However, if you instead see Warpstar! as a roleplaying game inspired by a roleplaying game of grim and perilous adventure in the depths of space and the very far future that never was (but which would have been the Science Fiction equivalent of Warhammer Fantasy Roleplay and likely would have been as popular) then Warpstar! feels as if it comes from something material rather than the ineffable. 

As with its fantasy counterpart, Warpstar! is a Career and Skills driven game rather than a Class and Level game. A Player Character has two attributes—Stamina and Luck, but unlike in Warlock!, does not have a Community, such as Human, Halfling, Elf, or Dwarf, which grants societal benefits rather than mechanical ones. Instead, he has a Talent, an innate, biological, or mechanical ability which provides an in-game benefit. For example, Natural Charm or Sleep Anywhere. These can be used to model alien races along with whatever cosmetic aspects that a player decides his character has, but despite this, the setting for Warpstar!, the Chorus of Worlds, does not have any Player Characters races detailed in the core rulebook. He also has thirty-two base skills, ranging from Animal Handler, Appraise, and Astronav to Thrown, Warp Focus, and Zero G, and all of which range in value from one to twenty. To create a character, a player rolls dice for the two attributes, selects a Community, and sets ten skills at a base level of six and another ten at level five. The rest are set at a base level of four. The player then rolls four six-sided dice. These generate the four choices he will have in terms of Basic Career for his character. Once selected, a Career provides four things. First a quintet of skills which can be increased during play whilst the Player Character remains in that Career and a maximum level to which they can be improved, either ten or twelve. For example, the Ganger receives Medicine 10, Sleight-of-Hand 10, Intimidate 12, Small Arms 12, and Thrown 12.  The player divides ten points between these skills up to their maximum given values. Second, it provides a sixth skill, named after the Career itself, the level for this Career skill being the average of the other skills the Career grants. Third, it provides some standard equipment, and fourth it gives a pair of background elements specific to the Player Character’s time in that Career, both of which are generated randomly. For example, a Ganger’s two die rolls would determine what he did to earn him a criminal record and who hunts him. Lastly, a player picks three personality traits for character. 

Name: Gottschalk Einstein
Community: Human
Career: Warp Touched
Past Careers: —

STAMINA: 21 LUCK: 11

TALENT: Sleep Anywhere
 

ADVENTURING SKILLS
Animal Handler 04, Appraise 06, Astronav 06, Athletics 05, Bargain 06, Blades 04, Blunt 04, Brawling 05, Command 04 (10), Diplomacy 05, Disguise 04, Dodge 04, Endurance 05 (10), History 05, Intimidate 04 (12), Language 05, Lie 04, Medicine 05, Navigation 04, Persuasion 10 (12), Pilot 06, Repair 06, Ship Gunner 06, Sleight-of-Hand 04, Small Arms 05, Spot 06, Stealth 04, Streetwise 05, Survival 05, Thrown 04, Warp Focus 12 (12), Zero G 06

CAREER SKILLS
Warp Touched 7

POSSESSIONS
Cloak with mathematical emblems, metal staff affixed with an opening eye, several books on warp theory, pills and tinctures to ease the pounding headaches. 

GLYPHS
Burnout

TRAITS
Charming, Faithful, Unfriendly 

NOTES
Where have you been? – The Fighting Maze of Fellus IV.
Where have you seen? – Beautiful fractal patterns of the Warp? 

Character generation is for the most part straightforward, as is character progression. A Player Character should receive one, two, or three advances per session. Each advance will increase one of a Player Character’s Career skill by one level, up to the maximum allowed by the Career. As a Player Character’s Career skills rise, so will his Stamina, representing him becoming tougher and more experienced. When a Player Character reaches the maximum skill level, he can change Careers—this will cost him a total of five advances. Whilst this grants him access to other skills, it will not increase the cap on the ones he already has. For that, he needs to enter an Advanced Career, such as Assassin, Cult Leader, Duellist, Lawbringer, or Warp Lord. This raises the maximum skill levels to fourteen and sixteen rather than ten and twelve for Basic Careers. There are thirteen Advanced Careers in Warpstar! and twenty-four Basic Careers. In general, a Player Character will be undertaking two or three Basic Careers before entering an Advanced Career—probably ten or fifteen sessions of play or so, before a Player Character is in a position to do that. 

Mechanically, Warpstar! is simple. To undertake an action, a player rolls a twenty-sided die, adds the value for appropriate skill or Career and aims to roll twenty or higher. More difficult tasks may levy a penalty of two or four upon the roll. Opposed rolls are a matter of rolling higher to beat an opponent. Luck is also treated as a skill for purposes of rolling, and rolled when a character finds himself in a dire or perilous situation where the circumstances go in his favour or against him. Combat is equally simple, consisting of opposed attack rolls—melee attacks versus melee attacks and ranged attacks versus the target’s Dodge skill. Damage is rolled on one or two six-sided dice depending upon the weapon, whilst mighty strikes, which inflict double damage, are possible if an attacker rolls three times higher than the defender. Armour reduces damage taken by a random amount. 

Of course, Warpstar! has to take into account Science Fiction weaponry, so there are rules for slug-firing guns, laser weapons, pulse guns, needlers, and more. They each have a code attached, such as ‘S1d6+1P’, which in turn indicates the size of the weapon, the damage, and the type of damage. It looks a little complicated and is at first, but once you get used to it, it is easy enough. Damage is deducted from a defendant’s Stamina. When this is reduced to zero, the defendant suffers a critical hit, necessitating a roll on a Critical Hit table. Warpstar! has four, for slashing, piercing, crushing, and energy damage. Of course, the precedents for Warpstar! had more, and more entries on them, but for a stripped back game like Warpstar!, they are enough—and they are brutal. Damage below a defendant’s Stamina acts as a modifier to the roll on the table, so once dice are rolled on the critical damage tables, combat takes a nasty turn. 

For example, Gottschalk Einstein is aboard a D-Class Charger, the Stolen Dodo, when it is boarded by pirates and he is spotted trying to hide by two pirates—Wilmar and Bruna. Both have clubs and slug pistols (S1d6+1P), and 14 Stamina, a Blunt skill of 3, a Dodge of 4, and a Small Arms skill of 4. The two pirates are under orders not to kill any of the passengers as they can be ransomed off, so raising their slug pistols, they demand that Gottschalk Einstein surrender. The Game Master assigns them an Intimidate skill of 4, and adds four to account for the fact that there are two of them and they are pointing guns at Gottschalk Einstein. His player will simply be adding Gottschalk’s Intimidate to the roll. The Game Master rolls five and adds the eight to get a total of thirteen. Gottschalk’s player rolls fourteen and adds Gottschalk’s Intimidate skill to get a result of seventeen. He is not surrendering any time soon! 

Combat then ensues… Both sides roll Initiative. The Game Master rolls a four and Gottschalk’s player rolls a three. Wilmer will act first, followed by Gottschalk, and then Bruna. The Game Master will roll Wilmar’s Small Arms skill and Gottschalk’s player his Dodge skill. The Game Master rolls three and adds Wilmar’s skill of four to get a result of seven. Gottschalk’s player rolls eight and adds his skill of four to get twelve—Gottschalk has clearly ducked back into hiding. It is his turn though, and Gottschalk’s player will roll his Small Arms skill versus Wilmar’s Dodge. Gottschalk’s player rolls seventeen and adds his skill to get a result of twenty-two! The Game Master rolls just two and adds Wilmar’s Small Arms skill to get a result of just six! This means that Gottschalk’s result is three times more than Wilmar’s and counts as a Mighty Strike. Which means that the damage from Gottschalk’s laser pistol (S1d6+2E) is doubled. Gottschalk’s player rolls a total of eight—maximum damage, which is doubled for an end result of sixteen damage! Fortunately, Wilmar is wearing light armour, so the Game Master rolls a three-sided die and reduces the damage by the result. She rolls one and Wilmar suffers fifteen damage! This reduces his Stamina to minus one and counts as a critical hit. Gottschalk’s player rolls two six-sided dice and adds the one negative Stamina as a bonus to get a result on the ‘Critical — Energy’ table. The result is ten—which is ‘Skin and bone seared, dead.’ Bruna looks around nervously as her colleague has been blasted dead in front of her! 

Being a Science Fiction roleplaying game, Warpstar! has rules for spaceships, but in keeping with the design, the rules are simple. Spaceships travel the Warp and although heavily automated, including having an intelligent computer or Mind aboard, which can perform many functions, the various positions aboard need to be manned to be used effectively, quickly, or at critical moments. For example, the Mind, which will always maintain contact with its crew if it can, can initiate the Warp engine, it takes time. The positions aboard are Pilot, Gunner, Scanners, and Astronavigation. Ships are rated for their Manoeuvrability, Ship Gun (of which a ship only has the one), Anti-Personnel Gun, Scan, and Astronav Computer—all of which provide a bonus or penalty to a Player Character’s skill. Armour and Structure work like Armour and Stamina for Player Characters, but at a ship’s scale, as do weapons, which of course have their own weapon codes. 

Numerous example spaceships are detailed, many of which can be taken by a crew of Player Characters, some only by NPCs, and once they get into spaceship combat, there is a ‘Critical — Ship’ table. Vehicles are given a similar treatment.

Spaceship travel involves travelling through the Warp and some, when exposed to the Warp, learn how to channel it in their mind in certain patterns, known as Glyphs. They are known as ‘Warp Touched’ and considered all but insane, though it is possible for anyone to learn Glyphs through time and concentration. It costs Stamina to cast a Glyph, whether it is successfully cast or not, and if a one is rolled when a character manifests a Glyph, the Warp Touched suffers ‘Warp Bleed’. Their manifestation is not only a failure, that failure is deadly. The effects of which might be minor, such as the caster’s hands catching fire and inflicting Stamina damage, but they might be a warp mutation—for which there are tables—or being swallowed by the Warp! Some thirty-six Glyphs are listed, their effects ranging from the minor to the major, such as ‘Burnout’, which burns out small electronic devices, and ‘Stutter’, which stutters a target out of reality and freezes them in place for several rounds. 

The setting for Warpstar! is drawn in broad strokes. Humanity has spread out across the galaxy from the lost cradle of Earth in a rough sphere of space called the Chorus of Worlds. It is ruled by the Autarch from the world of Jewel, from which he creates and dispenses Cadence, the drug-like material which extends life and enhances the senses. As the only source of Cadence, the Autarch’s power is balanced against the Hegemony, the military might of the Chorus with its deadly Nova Guard star marines, the Merchant Combine, the economic might of the Chorus, and the Warp Consortium, its scientific might. Worlds are ruled by lords and ladies as they see fit, who pay planetary tithes in return for Cadence, whilst the individual worlds are home to billions upon billions. 

In addition to the description of the politics and structure of the Chorus of Worlds, there is a discussion of its currencies and its technologies—robots, weapons, armour, communication, and more. Only an overview is given of its worlds and the Warp, more specific details being given for its various denizens and how to design them. Examples include Anthromorphs—hybrid species based on animal DNA from Old Earth, Fruiting Dead—undead humanoids infected with a soporific fungal spore spread via the Warp, and Kronux—a species with acidic blood which aggressively attempts infect other lifeforms with its DNA! Several creatures from the Warp are listed also, including the Warp Dragon, Warp Entities, and Warp Ticks. 

For the Game Master, there is decent advice about running Warpstar! from handling the rules to establishing the tone of the game and setting. It discusses what the Player Characters do, such as exploring the galaxy, fighting evil, solving mysteries, and generally adventuring—essentially little different to almost any Science Fiction roleplaying game, all the way back to Traveller! The advice highlights the fact that Warpstar! is not a hard Science Fiction setting and its technology should be interesting in terms of its storytelling rather than its mechanical effect. Overall, the advice is decent enough, and like Warlock!, what it comes down to is that Warpstar! is designed to be hackable, and given how light the mechanics are, that is certainly the case. 

Of course, Warpstar! lacks a scenario, much like Warlock! Yet in some ways, Warpstar! has a huge library of adventures to draw from in terms of other Science Fiction adventures, so many of which would be easy to adapt, whether that would be mechanically or storywise. Traveller, for example, being Imperial Science Fiction in tone and feel would be a ready source of adventures, but then so would something like Star Frontiers. Even the publisher’s own Golgotha could serve as inspiration for taking a starship crew of Player Characters far out beyond the borders of the Chorus of Worlds. Plus, the simplicity of Warpstar! makes adapting them easy. 

Warpstar! is a buff little book, starkly laid out and illustrated in a suitably rough style which feels suitably in keeping with the period inspiration. It is very handy and especially combined with the lightness of its mechanics, makes it easy to reference and to run from the book. 

Warpstar! brings the simplicity and tone of Warlock! and its inspirations—Warhammer Fantasy Roleplay and Fighting Fantasy to a Science Fiction setting, a galaxy of grim and perilous in the very far future. It is again lean and fast, often brutal, but again with plenty of scope for the Game Master to easily develop her own content. Overall, Warpstar! is easy to pick up and play, presenting a quick and dirty Science Fiction roleplaying game that will tick many a gamer’s sense of nostalgia.

—oOo—

Fire Ruby Designs will be at UK Games Expo which will take place between July 30th and August 2nd, 2021 at Birmingham NEC. This is the world’s fourth largest gaming convention and the biggest in the United Kingdom.

Friday, 8 January 2021

The Other OSR—Warlock! Compendium

The Warlock! Compendium is the first supplement for Warlock!, the Old School Rennaisance-like Career and skills roleplaying game whose inspiration is a hybrid of Fighting Fantasy a la The Warlock of Firetop Mountain and Warhammer Fantasy Roleplay. Published by Fire Ruby Designs, it complies the first four expansions for Warlock!, each of which adds flavour and detail to the core rules, particularly when it comes to Careers and magic. In turn, adds new Careers for the non-human races of the Kingdom—or wherever the Game Master’s campaign is set, new magic, rules for magic from old body parts, and rules for what happens if you entreat the unholy powers.

The Warlock! Compendium opens with ‘Part 1: Different Paths’, in particular, ‘Community Careers’. One of major omissions in Warlock! was a lack of Careers for Dwarves, Elves, and Halflings. ‘Community Careers’ amends that with an expansion of the Career table in the core rules, which a player rolls on to determine his character’s first Career. This table extension adds six more, such as Dwarf Inventor, Elf Kin Guard, and Halfling Gong Farmer, which when rolled determine both a character’s first Career, but also his Community. This does not necessarily replace a player’s option to choose his character’s Community, but rather means that the character will definitely be a member of one if the right roll is made. Some of the Careers, such as Dwarf Tunnel Fighter and the Advanced Careers of Dwarf Slayer, Elf Champion, and Halfling Burglar, all feel very much inspired by a certain British fantasy roleplaying game. Warlock! however, is not a fantasy roleplaying game in which one Community is mechanically any different from any other, but ‘Community Careers’ adds potential flavour without adding any undue mechanical complexity or advantage.

‘Part 2: The Grimoire’ is all about magic. It starts by adding advice for discovering spells—essentially research, research, research—and copying scrolls. The latter is particularly trying, costing a wizard stamina which cannot otherwise be recovered. Now whilst this can be done, it definitely feels as if the author is persuading the wizard against such a rash action, suggesting instead that he concentrate upon exploration and the search already completed scrolls rather than create his own. This is followed by some forty spells, from Beam, Bleed, and Curse to Tremor, Whisper, and Yearn. These all fantastically gritty and down-to-earth, such as Dry, which protects the caster and anyone nearby from the rain, but makes all incredibly thirsty, or Glamour, which grants a bonus to the target for all actions where beauty is involved, but makes the target ugly and repulsive for several hours after the spell’s effects have worn off! ‘Rods, Staves, and Wands’ cover a wizard storing spells in them, whilst ‘Rare and Wondrous Artefacts’ adds a handful of magical items, typically with a sting the tail, such as the ‘Boots of Striding’ which enable the wearer to leap great distances, but with the chance that one boot will be left behind, the other at the destination, and the wear equally as split! ‘Lost Relics’ provides rumours of a handful of missing items, whilst ‘Community Spellcasters’ adds Advanced Careers for Dwarves, Elves, and Halflings capable of using magic, such as the Dwarf Runeforger, Halfling Conjurer—street magicians who use illusion and beguilement, and Elf Druid—who can sacrifice of the blood of sentient species for a much darker version of the Druid typically seen in fantasy roleplaying. 

‘Part 3: Necromancy’ presents the dark arts of dealing with the dead and the undead, practitioners often beginning with contacting the spirits of the departed to learn their secrets and then it is a slippery slope to degradation and terrible power. Of course, in the Kingdom, the art is forbidden and outlawed. From Bind Spirit and Create Guardian to Spirit Speak and Summon Dead, some eight necromantic spells are given as well as detailing the dangers of necromantic miscasts and some necromantic artefacts.

‘Part 4: Corrupted’ covers the effects and consequences of the dark arts, another slippery slope to power for ambitious—or foolish!—wizard, but does actually detail how a wizard might take such a path. With the inclusion of the Cultist and the Death Knight—a sorcerer who has fallen under the influence of a demon, demonic marks and gifts bestowed upon such Death Knights, along with  demon swords, demon goblins, and descriptions of such demon masters as the Cthulhu-like Delock, Lord of the Depths and the demon lord of war, Pazaali, the Warlock! Compendium strays ever closer to Warhammer Fantasy Roleplay in emulating its inspiration.

Physically, the Warlock! Compendium is a handy, digest-sized hardback. It is decently illustrated throughout, the occasional roughness of the artwork contributing much to the British Old School style and look that Warlock! seeks to evoke. The book is well written and an engaging read, and everything within its pages is easy to grasp and pull out into a game.

Although it offers a little more than that, the Warlock! Compendium is very much the magic supplement for Warlock!, adding new spells, magical Careers, necromancy, the dark arts, magical monsters, and so on. As useful a set of additions and expansions as they are, it is the six Careers—the Community Careers for Dwarves, Elves, and Halflings which feel the most useful addition in the Warlock! Compendium, for in giving them something that is intrinsically theirs, they flesh out the core game rather than just adding to it. Plus, they do it without adding to the rules or mechanics—just the setting. The Warlock! Compendium is overall, a solidly sorcerous expansion for Warlock!

Saturday, 19 December 2020

The Other OSR—Warlock!

At first sight, Warlock! looks like just another Old School Renaissance Retroclone—and it is, but not the sort you might be thinking of. Published by Fire Ruby Designs—previously best known for Golgotha, the Science Fiction retroclone of far future dungeon scavenging in shattered battleships—Warlock! quickly makes its inspirations known with the strap line, “A Game Inspired By The Early Days Of British Tabletop Gaming”. As much as Warlock! is a fantasy roleplaying game replete with Dwarves, Elves, and Halflings, warriors and wizards, and so on, it only draws upon Dungeons & Dragons as far as that, and no more—just as inspirations for Warlock! did. Instead, Warlock! has Careers—Careers such as Agitator, Boatman, Grave Robber, and Rat Catcher; it has two attributes, one of which is Luck; and it has a Warlock! running around an unnamed, humancentric kingdom causing mayhem. The inspiration for Warlock! is thus Warhammer Fantasy Roleplay and Maelstrom as well as the Fighting Fantasy solo adventure books which began with The Warlock of Firetop Mountain. However, Warlock! is very much lighter than Warhammer Fantasy Roleplay, at least mechanically, though mechanically more complex than Fighting Fantasy. In tone though, Warlock! is intended to be grim and gritty, a world of adventure and peril, but with mud aplenty—or worse—underfoot and a certain, sardonic sense of humour.

Warlock! is a Career and Skills driven game rather than  a Class and Level game. A Player Character has two attributes—Stamina and Luck, as well as a Community. This can either be Human, Halfling, Elf, or Dwarf. These grant societal benefits rather than mechanical ones. He also has thirty-two base skills, ranging from Appraise, Athletics, and Bargain to Survival, Swimming, and Throw, and all of which range in value from one to twenty. To create a character, a player rolls dice for the two attributes, selects a Community, and sets ten skills at a base level of six and another ten at level five. The rest are set at a base level of four. The player then rolls four six-sided dice. These generate the four choices he will have in terms of Basic Career for his character. Once selected, a Career provides four things. First a quintet of skills which can be increased during play whilst the Player Character remains in that Career and a maximum level to which they can be improved, either ten or twelve. For example, the Pedlar receives Ostler 10, Streetwise 10, Appraise 12, Bargain 12, and Repair 12. The player divides ten points between these skills up to their maximum given values. Second, it provides a sixth skill, named after the Career itself, the level for this Career skill being the average of the other skills the Career grants. Third, it provides some standard equipment, and fourth it gives a pair of background elements specific to the Player Character’s time in that Career, both of which are generated randomly. For example, a Pedlar’s two die rolls would determine what he sold and where he has been. Lastly, a player picks three personality traits for character.

Name: Gottschalk Einstein
Community: Human
Career: Raconteur
Past Careers:

STAMINA: 17 LUCK: 13

ADVENTURING SKILLS
Appraise 07 (12), Athletics 05, Bargain 06, Blunt 05, Bow 04, Brawling 06, Command 04, Crossbow 04, Diplomacy 05, Disguise 04, Dodge 09 (10), Endurance 06, History 07 (10), Incantation 04, Intimidate 04, Language 06, Large Blade 04, Lie 08 (12), Medicine 04, Navigation 05, Ostler 05, Persuasion 06, Pole Arm 04, Repair 05, Sleight of Hand 04, Small Blade 05, Spot 06, Stealth 05, Streetwise 06 (12), Survival 05, Swimming 06, Thrown 04

Career SKILLS
Raconteur 7

POSSESSIONS
6 silver coins, backpack, three days’ foods, waterskin, eating knife, jaunty clothes, and boots.
A bottle or two of something strong and a few ‘relics’ of your past exploits, impressive but worthless.

WEAPONS
Arming sword

TRAITS
Charming, Enthusiastic, Lazy

SPELLS
None

NOTES
What tales do you tell? – The latest tales from the capital.
Where have you been? – Here and there. Buy me a drink?

Character generation is for the most part straightforward, as is character progression. A Player Character should receive one, two, or three advances per session. Each advance will increase one of a Player Character’s Career skill by one level, up to the maximum allowed by the Career. As a Player Character’s Career skills rise, so will his Stamina, representing him becoming tougher and more experienced. When a Player Character reaches the maximum skill level, he can change Careers—this will cost him a total of five advances. Whilst this grants him access to other skills, it will not increase the cap on the ones he already has. For that, he needs to enter an Advanced Career, such as Assassin, Bravo, Merchant, or Wizard. This raises the maximum skill levels to fourteen and sixteen rather than ten and twelve for Basic Careers. There are sixteen Advanced Careers in Warlock! and twenty-four Basic Careers. In general, a Player Character will be undertaking two or three Basic Careers before entering an Advanced Career—probably ten or fifteen sessions of play or so, before a Player Character is in a position to do that.

Mechanically, Warlock! is simple. To undertake an action, a player rolls a twenty-sided die, adds the value for appropriate skill or Career and aims to roll twenty or higher. More difficult tasks may levy a penalty of two or four upon the roll. Opposed rolls are a matter of rolling higher to beat an opponent. Luck is also treated as a skill for purposes of rolling, and rolled when a character finds himself in a dire or perilous situation where the circumstances go in his favour or against him. Combat is equally simple, consisting of opposed attack rolls—melee attacks versus melee attacks and ranged attacked versus the target’s Dodge skill. Damage is rolled on one or two six-sided dice depending upon the weapon, whilst mighty strikes, which inflict double damage, are possible if an attacker rolls three times higher than the defender. Armour reduces damage taken by a random amount.

Damage is deducted from a defendant’s Stamina. When this is reduced to zero, the defendant suffers a critical hit, necessitating a roll on a Critical Hit table. Warlock! has five, for slashing, piercing, crushing, and blast damage. Of course, roleplaying games like Warhammer Fantasy Roleplay had more, and more entries on them, but for a stripped back game like Warlock!, they are enough—and they are brutal. Damage below a defendant’s Stamina acts as a modifier to the roll on the table, so once dice are rolled on the critical damage tables, combat takes a nasty turn.

For example, Gottschalk Einstein is heading to his lodgings after a night on the town when he is attacked by a couple of thugs—Wilmar and Bruna, thinking that the worse for wear gentleman will be an easy mark. Both have clubs, 14 Stamina, and a Blunt skill of 3. The Game Master states that in his inebriated state, Gottschalk will be surprised. This means that the thugs can act first and have a +5 bonus to their rolls. Gottschalk’s player will roll normally, but will be using his Dodge skill of 9. Against Wilmar’s roll of 10, Gottschalk’s player’s roll 13 is good enough—the raconteur sees the attack coming and just steps out of the way. Bruna is more successful though, as the Game Master rolls a total of twenty against Gottschalk’s 15. The Game Master rolls 1d6-1 for her club and inflicts four points of Stamina damage, which Gottschalk suffers because he is not wearing armour—a poor way to impress the ladies! On the next round, the Game Master has everyone roll for initiative, a simple roll of a six-sided die. Gottschalk’s four beats the thug’s two, and drawing his arming sword, he swings at the nearest thug, which is Bruna. Unfortunately, Gottschalk is slightly drunk and the Game Master levies a -2 penalty to his Large Blade skill—reducing it to two (who said Gottschalk was a fighter?). His player rolls a total of 12 versus Bruna’s 8, and so hits. Gottschalk slashes at his assailant and inflicts nine damage on her, reduced by one for her padded jerkin. Bruna now has six Stamina. Wilmar attempts a second attack, and whilst Gottschalk is at a penalty on his Dodge roll, his player rolls 16, three times Wilmar’s roll of 1 which means not only that he misses, the Game Master rules that he falls flat on his face!

On round two, Gottschalk continues slashing at Bruna, his player rolling a total of 21. The Game Master rolls 18, which is not good enough and his drunken swings are enough to inflict another eight points his blade slashes open her padded jerkin. This reduces Bruna’s Stamina to -2, necessitating a roll on the Slashing Critical table. Gottschalk rolls two six-sided dice and adds two to the result for an average result of seven—which means that he has sliced at least one of her fingers off! She drops her club and clutches her hand in pain. She thinks better of her action and dashes for the alley. Meanwhile, her cohort, Wilmar manages to get to his feet and hefting his club suddenly realises he is facing a drunk with a bloodied sword in hand and his cohort has scarpered! Wilmar has a moment to think about his current Career choice…

Magic in Warlock! can be cast by either priests or wizards, but both use Incantation skill to cast, have to be cast from scrolls, and require the expenditure of Stamina to power. Spells can thus be cast so long as the caster has Stamina. However, a caster will suffer ‘Wrath of the Otherworld’ should his player roll a one, followed by a second failed Incantation test. This results on a roll on the Miscast table, leading to results such as the caster’s skin being bleached white or their face frozen in a grimace for several days. It is even possible for non-priests or non-wizards to cast spells, that is, read them off the scrolls. However, the likelihood of such spells being successfully cast is relatively low given that every Player Character will have a four in his Incantation skill… Some thirty-six or so spells are listed, from Alarm and Banish to Swarm and Unseen. Magic items in Warlock! essentially model the effects of spells, either without the need for an Incantation check, or with the Incantation check, but without the Stamina cost.

Warlock!’s bestiary includes all of the usual suspects, from Chimera, Dire Wolves, and Demon to Wight, Wraith, and Wyvern. Advice for the Game Master highlights the deadliness of the combat, the low power of the magic and its potential accessibility by everyone, and whilst the monsters are not necessarily evil, they may act as such. It also states that the way to become powerful in terms of magic is to specialise, but there are no rules for that. The major piece of advice for the Game Master is that Warlock! is designed to be hackable, and given how light the mechanics are, that is certainly the case. There is advice too, on handling the expectations that the players have in coming to a scenario and building an adventure around those. However, there is no scenario included which would showcase what the designer expects to see, and this is not helped by the lack of background to Warlock!. What there is, is very lightly sketched out. There is a marauding Warlock! of course, and the gods, such as the beloved Thrice Blessed, the bloody Red King, and the reviled Dragon, but nothing beyond that... 

Warlock! is a buff little book, starkly laid out and illustrated in a suitably rough style which feels suitably in keeping with the period inspiration. It is very handy and especially combined with the lightness of its mechanics, makes it easy to reference and to run from the book.

The danger of being inspired by Warhammer Fantasy Roleplay and Fighting Fantasy is that Warlock! could have been fairly complex, but in taking concepts and structures from both—the Careers in particular of Warhammer Fantasy Roleplay and the simplicity of Fighting Fantasy, the result is something that is leaner, faster, but still as brutal and as grim. Plus it is light enough for the Game Master to easily develop her own content. Overall, Warlock! is easy to pick up and play, presenting a quick and dirty fantasy roleplaying game that will tick many a gamer’s sense of nostalgia.

Sunday, 8 March 2020

Far Future Dungeon Delving

Far out beyond the Humanity Sphere lie the Glogotha. Located deep in the Dust Spheres, the remnants of alien civilisations ground up in the vast and ancient Everwar between the mysterious Erix Absolution and the powerful Concordant of Shelz, their names conjure up  images of wonder and great danger—the Paradox Spire, the Grove, the Resurrection Hive, the Delphia, the Glass Labyrinth… They are tombs of fallen cultures—mortuaries, amouries, data centres, research bases, and more. They can be surface facilities, or underground or under deep oceans of liquids other than water, orbital bases, ringworlds, or even dyson spheres. Many hold great secrets and ancient technologies which the Overseers, the caretakers of the Human Sphere, mysteriously covet. Recovering such technologies—fragments, baubles, and mechanisms—is the province of Scavengers.

Getting to the Golgotha requires permission from the Overseers as well as a Star Map. This is because they control access to the esoteric subspace fractures which enable Portal Ships to travel between worlds at faster than light speed—a science that along with true A.I. that mankind was unable to discover or develop before the Overseers made contact. Armed with a contract and a Star Map, the Overseers will plot a Scavenger team a course down the Fractureways out from inner machine planets, past the verdant pleasure worlds, sanctioned war worlds, and separatist fringe worlds to the dead empires of long ago where both the Erix Absolution and the Concordant of Shelz have forbidden humanity to go. Once they reach their target they have limited amount of time before either the Erix Absolution or the Concordant of Shelz becomes aware of their presence. Neither may notice every time a Scavenger team lurks on the fringes of their war, but when they do, the only thing the team can do is run. The technology of the Erix Absolution and the Concordant of Shelz is highly advanced and there is little that Humanity can do in the face of it. This is a danger that the Scavengers are likely to encounter as they are fleeing the Golgotha. There are other dangers they may face before then—the dangerous environments of each and every Golgotha, internal countermeasures and guardians of the facility where the desired mechanism is believed to be located, rival Scavenger teams, pirates, and other aliens with an interest in the Golgotha. And then there is the question of why a Scavenger team would go to such lengths and face such dangers to recover ancient technology for an incredibly advanced race? In the post-scarcity Human Sphere, simply enhancements to the personal genome—modifications, adjustments, and boosts—beyond human technology. The question is why? What does each Scavenger want from these enhancements? Who does he need to be better than?

This is the set-up for Golgotha: A Science Fiction Game of Exploration and Discovery at the Edge of Known Space published by Fire Ruby Designs following a successful Kickstarter campaign. It is a standalone Science Fiction humanocentric roleplaying game which uses The Black Hack for its mechanics. So it is an Old School Renaissance roleplaying game which uses simple, player-facing rules—that is, the players roll, but the Game Master never does—for faster play. Humans are the only player character species and the players have four Classes to choose from. These are Blade or warriors; Ghosts, adjusted by the Overseers to be capable of manipulating Glimmers, the remnants of Golgotha control architecture (this leaves them weak though); Pathfinders are scouts, navigators, pilots, and reconnaissance specialist able to spot ambushes and deal with Golgotha countermeasures; and Operators, who handle negotiations and similar situations, but also know how to make their escape. To create a character, a player decides on a concept, name, and past, and rolls three six-sided dice in order for the traditional six attributes—Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma—with any roll of fourteen or more meaning that the next attribute value is set at seven. A character also starts play with a Talent from his selected Class, a unique piece of gear, and a Drive. The latter is his motivation for becoming a Scavenger and once per session grants his player a reroll if he can persuade the Game Master that the Drive is relevant.

Name: Earond Jackson
Class: Ghost Level: 1
Drive: To discover the secrets of the Golgotha
Hit Points: 5

Strength 13, Dexterity 13, Constitution 13, Intelligence 16, Wisdom 7, Charisma 16

Ability: Use Glints (Advantage)
Talents: Decipher (+1)
Weapon Proficiencies: Small Weapons (d3)
Equipment: Condensed Needle Pistol, a couple of interesting hats

To the player-facing rules of The Black Hack, the rules in Golgotha add rules for Portal Ships—ships are treated the same way as player characters—and the dangers of both space and of Golgotha, such as Countermeasures, the traps left behind by the original builders or occupiers of the now sepulchral planets. When exploring Golgotha, the Ghost Class has some advantage in that he has been given the ability by the Overseers to access remnants of Golgotha technology known as Glimmers. These being able to observe other parts of a Golgotha, hide the presence of a Scavenger party, illuminate an area, and so on. In mechanical terms these are simple attribute tests as per The Black Hack, often at varying degrees of difficulty for different effects. So the Access Glimmer is a Wisdom check which lets a Ghost open any door he touches, but at a +3 penalty to remotely open any door he has passed through in a Golgotha, and at a +5 penalty to open any door he knows about in a Golgotha. 

Additional threats come in the form of fellow scavengers like the Octos, who always operate in the armoured environment suits which contain the liquid atmosphere they need to survive and who strip and break down Golgotha to rebuild shell-like installations; Sharks, another aquatic species which needs breather masks to survive and goggles to protect their delicate eyes, which take any species it can as slaves; and the Goblin-like pirates with their multifaceted eyes and weird gait. Although the Scavengers are unlikely to encounter either the Erix or the Shelz, they may well encounter their client species. The Erix client species have an insectoid look to them and are typically led by the diamond-hard Erix machines, whilst the Shelz client species have a demonic cast to them. Whilst the client species are easy enough to use, the independent races are more difficult to bring into play, primarily because their motivations are not really developed. For example, the Goblins are described as pirates, but pirates for whom, why are they pirates, and what do they do with the captives and plunder they take?

The point of visiting the Golgotha is of course to find ancient, alien technology. Here Arthur C. Clarke’s Third Law which states that ‘Any sufficiently advanced technology is indistinguishable from magic.’ comes into play, the Game Master being advised to handle the various fragments, baubles, and mechanisms hopefully waiting to be found in the Golgotha as flavour  and as mystery rather than something quantifiable. This might not work in other Science Fiction roleplaying games, but in Golgotha the point is that such technology is not intended to be used by the player characters as in those other roleplaying games, but handed over to their Overseer patrons in return for upgrades. 

A typical Scavenger mission follows a three act structure. Taking up the contract and getting to the Golgotha, exploring the Golgotha itself, and then escaping before either the Erix or the Shelz become aware of the Scavenger’s presence. The design of Golgotha, much like the Scavengers’ exploration to find particular artefacts—or magical items—shows all of the hallmarks of the dungeoneering style of play and design of the ruleset the roleplaying game uses and inherited from the very first roleplaying game. Yet it differs in that obtaining the artefacts is for their use as currency with which to purchase upgrades—as opposed to straight Experience Points—and in that the design of Golgotha is done more by node than by room after connected room. This does not mean that travel between locations is necessarily ignored, but rather that it can be used for purposes of drama or flavour, and further, that Golgotha can be designed without needing to draw maps. Golgotha does include a few tables to help the Game Master design her own in terms of architecture and location, but these are more spurs for the imagination. Once a delve into a Golgotha is complete, it is time for the Scavengers to make their escape to the nearest fracture in space in the last act, and this is made all the more dramatic by the possibility that the Erix or the Shelz might appear. This is handled with a timing die, rolled as  a Usage die—beginning with a twenty-sided die and reduced to the next smaller die type on a roll of a one or two down to a four-sided die—which the Game Master has been rolling since the start of the mission whenever seems appropriate. Once one or two is rolled on the last die one or both of the combatants in the Everwar comes to investigate the intrusion in what it regards is its territory. 

If the Scavengers are successful, the Overseers will reward them with upgrades and genetic augmentations. In game terms, this is essentially a player character going up a Level, but thematically it is a nice explanation. However, it is not without its problems, and Scavengers may be left with genetic quirks as well as upgrades.

Rounding out Golgotha is a selection of example Golgotha, including the Hall of Whispers, a series of blisters on the wall of a chasm of the third moon of the gas giant Pellos, where physically dense memory core may be found, and the Inseminator, an industrial complex buried under acidic, toxic sludge in the crust of a greenhouse planet in the Suul system where an A.I. which controlled a massive breeding programme is believed to be found. Each of the twelve Golgotha, all written by Kickstarter backers, includes a summary, a description of its structure, function, quirks, guardians and other dangers, example encounters, and what might be found there. All are ready to run with some preparation upon the part of the Game Master, but all together, the dozen can serve as the basis for a campaign.

At its heart, Golgotha is an excuse to do dungeon bashes or delves in space. After all, it is a Class and Level system and the Golgotha are abandoned tombs or crypts—but with an advanced technological look and feel. Golgotha does not go out of its way to hide this, but instead presents a compelling set-up and thus the reasons why for its playing style. Apart from the Golgotha, the setting is only given cursory detail, leaving the Game Master to develop that herself. In fact, she has carte blanche and scope to develop the universe of Golgotha as she wants. Yet if there is anything really missing from Golgotha it is inspiration for player character motivation. There is mechanical motivation provided—that is, get artefacts, get augmented, go up a Level, but not personal motivation in the context of the setting. Instead it leaves it up to the player and the Game Master to decide what such motivations might be, and whilst that is obviously possible, it does feel as if both are coming to the decision cold. Thus some examples, some context, could have made the process easier. Similarly, some of the motivations of the various independent races could have been better developed and given context. 

Physically, Golgotha is a well presented book. It is well written and comes with a lot good full colour artwork that captures the feel of exploring and plundering the abandoned worlds of ancient civilisations. Overall, Golgotha: A Science Fiction Game of Exploration and Discovery at the Edge of Known Space combines the simple mechanics of The Black Hack with a compelling set-up which brings classic dungeon delving style of play—with its mysteries and dangers—to a high Science Fiction setting.