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Showing posts with label Body Horror. Show all posts
Showing posts with label Body Horror. Show all posts

Friday, 21 January 2022

Friday Fantasy: Bastard King of Thraxford Castle

The warning is well known throughout the area. There is a curse upon Thraxford Castle and all who enter its gates. A Curse of rotting flesh, of unlife as one of the undead, for all who die within its walls must rise again at dawn to play out a danse macabre of their lives the day before. It is a Curse lain upon the soldiers and occupants of Thraxford Castle by The Bastard King’s slaughter of his kin. None can leave and all who put a foot within a thousand paces of that accursed place will fall foul of the curse… Bastard King of Thraxford Castle is a macabre, gothic mini-location inspired by both British medieval history, Hammer horror films, and even British Dungeons & Dragons adventures drawn from the pages of White Dwarf magazine back in its heyday, such as ‘The Lichway’ by Albie Fiore (White Dwarf Issue No. 9, October/November 1979). Published by Leyline Press and like The Isle of Glaslyn and The God With No Name before it, Bastard King of Thraxford Castle manages to fit an adventure onto the equivalent of four pages and then present it on a pamphlet which folds down to roughly four-by-six inches. One the one side it provides all of the details of the descriptions of the outer and inner wards, whilst on the other there is a map of the whole of the castle, plus descriptions of the actual keep.

Bastard King of Thraxford Castle is designed for use with Old School Essentials Classic Fantasy and presents a location supposedly on the Isle of Kybaros . Here the Bastard King took his last stand against invading forces after he had risen up and defeated King Hardrada at the Battle of Ashing Hill, and was cursed for his hubris. One of the great scenes later in the scenario depicts this battle—taking place in the castle’s great hall—and if the Player Characters are not careful, they may actually get caught up in the nightly (knightly?) reenactment! The scenario is designed for Player Characters of low to medium Level, and a Cleric, although any party upon discovering the true nature of the situation in Thraxford Castle going full bore slaughtering the undead and attempting Turn Undead, will themselves in a for surprise—the dead rise the following morning, the undead rise again as more powerful creatures of death, and they themselves are trapped for the duration... can the Player Characters discover the secrets  and a way to solve their predicament and that of the inhabitants of Thraxford Castle?

What the Player Characters find within the walls of Thraxford Castle is a theatre of ‘Le Théâtre du Grand-Guignol’, in some places a slaughterhouse, in others the inhabitants of the castle now long undead, but still going about a semblance of their former lives. Yet long cut off from the outside world, they have been forced to turn to other means to continue that semblance which resembles a horror show, from the tanner to the food at The Peckled ’Hen, and which should invoke a strong sense of revulsion in the players—if not the Player Characters. Many of these scenes should warrant fear checks of some kind, and it is a pity that not every retroclone does, for Bastard King of Thraxford Castle is very much a horror scenario. Nevertheless, despite the weirdness of undead community to be found in the castle, these are opportunities for roleplay and interaction, and they are the surest means of determining what is going on in the castle—along with exploring both its and its grounds, of course.

Bastard King of Thraxford Castle definitely has Shakespearean overtones—definitely of Macbeth and Richard III—combined with the Gothic, and there is potential for some great scenes during the adventure. The Game Master is given some fun NPCs to portray as well as some good ones to roleplay, including what would be traditionally treated as monsters. The scenario includes a pair of new monsters too, the Giant Undead Maggot and the Giant Undead Botfly. Yet as much as Bastard King of Thraxford Castle makes the Game Master want to run it, there is still a lot that she has to do to get the scenario to the table. Apart from a little background about the Bastard Knight rebelling and defeating, even possibly killing, the previous king, the background to the scenario is underwritten. In a sense, this means the Game Master has a lot of flexibility in dropping Bastard King of Thraxford Castle into her campaign, but it skews too far that way by not giving the Game Master the choice but to do that. There is no explanation of the events of the rebellion and there are certainly no hooks given to help the Game Master get her players and their characters involved.

Physically, and once again, Bastard King of Thraxford Castle is a piece of design concision. It is compact and thus easy to store, and unlike The God With No Name, this makes better use of the format, with the inner and outer wards of the castle described on the one side, and the keep on the other along with the map. Besides the cover, the only illustrations in the scenario are those of the new creatures. Those are decent, as is the map of the castle. The scenario does need another edit though.

Although it needs a limited amount of development to make it easier to even run as a one-shot, let alone add to a campaign, Bastard King of Thraxford Castle makes good use of its format and size. In places weird and creepy, Bastard King of Thraxford Castle really goes full theatre of blood, and turns up the horrifying rather than the horror. If the Game Master r wants a short—two sessions or so—bloodily repulsive horror scenario for her campaign, then Bastard King of Thraxford Castle certainly delivers.

Friday, 7 January 2022

Friday Fantasy: The God With No Name

The God With No Name
 is a dungeon within the body of remains of a giant beast or god. Published by Leyline Press this is a setting more recently seen in Genial Jack Vol. 2 from Lost Pages and Into the Würmhole, the Free RPG Day release in 2021 for Vast Grimm. Instead of the dry, hard rock walls of caves and worked stone of corridors and rooms, such dungeons possess an organic, moist, often pulsating, and even fetid environment. However, they may also have calcified and fossilised over time, leaving behind an organic imprint of caves and tunnels. The God With No Name combines elements of both—the organic and the calcified. It is also noticeable for its format. Like The Isle of Glaslyn before it, The God With No Name manages to fit an adventure onto the equivalent of four pages and then present it on a pamphlet which folds down to roughly four-by-six inches. It contains all of the room descriptions on one side and the maps and various tables on the other. It is the very definition of a clever little design. Ultimately however, it is a design which places constraints on the scenario.

The God With No Name is designed for use with Old School Essentials Classic Fantasy and ostensibly details a network of tunnels and caves mined by ancient Dwarves for its very pure salt deposits. It is still said that not all of those deposits have been mined out, but the mine has long been abandoned and it is said that the local Mountain Folk revere the mine as a god. The valley below the mine is said to be infested with trolls and the mine full of secrets. There is a truth to a great many of the rumours about the mine… The mine consists of two levels, a longer main tunnel and a shorter cliff tunnel. The entrance to the main tunnel is at ground level, the entrance to the cliff tunnel above in the cliff face. Above that is a small tower. It is depicted in both cross section and a floorplan with cartography by Dyson Logos.

The long abandoned mine has in parts the feel of Tolkien’s Moria, a sense of mystery and age, but there is also something squamous to it too, as well as something of the film Alien, for parts of the mine—or rather ‘The God With No Name’—are still alive and the shadows seem to move… This is because the god is not merely dead, but slumbering, even if for time immemorial, and the shadows are infested by the Void Doppler, the shadow child of ‘The God With No Name’ who stalks the living in search of body parts so that it can be reborn and walk under the sun. It leaves behind secretions of the void, and those void secretions spread as the Player Characters delve deeper and deeper, blocking off access to parts of the mine, including the way back out…

In addition to the descriptions of the mine’s locations and maps, The God With No Name is supported with a set of tables which provide rumours, encounters outside and inside the mine, and the contents of unmarked rooms. The table of rumours also works as a set of hooks to involve the Player Characters as there is no given set-up or hook to the scenario, and the table of valley encounters as a means to expand the adventure and flesh the scenario out a little more. The size and isolated nature of The God With No Name also means that it is relatively easy to drop into a Dungeon Master’s campaign.

There is scope in The God With No Name for some nasty, horrifying sessions of play, as the Player Characters are hunted from the shadows and their body parts are stolen one by one. However, the scenario is not without its issues, which either stem from its physical design or its tone. Physically, the fold up pamphlet design of The God With No Name means that its content feels constrained and having the descriptions on one side and the map on the other—when folded out, let alone folded up—does mean that in actual play, the scenario is not as easy as it should be to use. The scenario has no set-up or hooks for the Player Characters to get involved, so the Dungeon Master will have to create those, though she can, of course, make use of the given rumours table. Perhaps the biggest issue with the scenario is the tone and genre. Although this is a dungeon adventure, it is very much a ‘you’re locked in a room with a monster’ horror scenario a la the film Alien, its horror is not just of the dark and the shadows, but also of the body. As a body horror scenario, it creeps up on both the Player Characters and the Dungeon Master, and whilst it should be doing the former, it should not be doing the latter. Some warning to the prospective Dungeon Master should have been given upfront. Also, the scenario does not state what Player Characters Levels it is designed for, but the nature of the monsters encountered—trolls in the valley and the Void Doppler in the mine—suggest at least Fifth and Sixth Levels.

Physically, The God With No Name is a piece of design concision. It is compact and thus easy to store, but format does not make it easy to use. It is not illustrated bar the front cover and as to the cartography, Dyson Logos’ maps here are not his best, or even his most clear. The scenario does require a slight edit though.

Its compact size and content means it needs a little development upon the part of the Dungeon Master, but The God With No Name is creepy and not a little weird. If the Dungeon Master wants a short—two sessions or so—body horror scenario for her campaign, then The God With No Name certainly delivers.

Sunday, 23 May 2021

The Devil in the Dreamlands

Since the publication of Call of Cthulhu in 1981, the Mythos has proliferated into numerous other genres and roleplaying games, including the fantasy of Dungeons & Dragons. For example, Wizards of the Coast published Call of Cthulhu d20 in 2001, whilst Realms of Crawling Chaos from Goblinoid Games explored the Mythos for the Old School Renaissance. More recently, Petersen Games presented the entities, races, gods, and spells of the Mythos for Dungeons & Dragons, Fifth Edition, enabling the Dungeon Master to bring those elements of cosmic horror in her fantasy campaign. What though, about using Dungeons & Dragons, Fifth Edition to run campaigns involving cosmic horror in the more modern periods normally associated with Lovecraftian investigative roleplaying—much like Wizards of the Coast did with Call of Cthulhu d20? For that, there is Whispers in the Dark from Saturday Morning Scenarios, also the publisher of Harper’s Tale: A Forest Adventure Path for 5e, a campaign for Dungeons & Dragons, Fifth Edition, suitable for a younger or family audience. Whispers in the Dark is definitely not, being a horror setting in which stalwart Investigators confront the forces of the Mythos or ‘Yog-Sothothery’, and do not always succeed or come away unscathed—physically or mentally. The starting point is Whispers in the Dark: Quickstart Rules for 5e, and although there is not yet a full roleplaying rulebook for Whispers in the Dark, there is a combined setting and novel.

Horror in the Windy City: A Whispers in the Dark Setting and its novella, The Devil’s City, which explore the early history of the city of Chicago through its rise and explosive growth to prominence as an important trade and transport hub on the Great Lakes to the Worlds Columbian Exposition, the most influential world’s fair in history in 1893 and the horrors which would be revealed within the walls of the Worlds Fair Hotel at the hands of Herman Webster Mudgett, also known as H.H. Holmes, arguably Americas first and most notorious serial killer. Inspired by Eric Larsons The Devil in the White City, the novella serves as a prequel ‘Welcome to my Parlour’, introducing the reader to the five pre-generated Investigators who one-by-one fall prey to Mudgett’s dark desires and those of his master, Atlach-Nacha. It is dark and ghoulish piece, which can be read on its own, but should really be read by each of the five players in readiness to roleplay through the scenario. And of course, the Game Master should also read it as part of her preparation to run it. Overall, it sets the tone for the scenario, which like the novella, combines elements of both survival and body horror. Neither the novella nor the supplement are for the faint-hearted.

Horror in the Windy City: A Whispers in the Dark Setting opens with ‘People of Color in Late 19th Century America’, an essay written by Doctor Robert Greene II, Assistant Professor of History at Claflin University to share the perspective of those African Americans who were resident in Chicago and helped to build the city. It is accompanied by biographies of the leading Black figures of the period, including Frederick Douglas, W.E.B. Du Bois, and Nancy Green. No character write-ups are provided of these figures by intention, but the essay encourages a Game Master to use them and the lives of Black Chicagoans to add veracity to her game. Unfortunately, as interesting as the essay is, the authors of the supplement do not support it with scenario hooks and advice, which is a missed opportunity and would have helped a Game Master develop the veracity that Doctor Greene II suggests is possible. One interesting involvement of the leading figures profiled here is that they and other African American activists protested at the lack of an African American pavilion at the World’s Columbian Exposition, but again, this is not something that the authors of the supplement support.

There are plenty of scenario hooks throughout the rest of Horror in the Windy City: A Whispers in the Dark Setting. As it progresses through the founding and history of the city, covering in turn the Great Chicago Fire of 1871, the founding of Montgomery Ward, the first mail order catalogue in 1872, the Unsightly Beggar Law of 1881, and more. Of course, this includes the World’s Columbian Exposition of 1893. This is almost the centrepiece of the supplement, and so is explored in some detail. This includes write-ups for many of the figures involved in the event, including its architect, Daniel Burnham, Harry Houdini who performed there, William ‘Buffalo Bill’ Cody and Annie Oakley of Buffalo Bill’s Wild West & Congress of Rough Riders of the World, which also performed there, but was not associated with the event. Numerous tents are placed along the Midway for Investigators attending the World’s Columbian Exposition to encounter and enter, experiencing bright, sometimes strange proprietors and incidences in an almost carnival-like atmosphere, including cockroach races and the Light of Ra. These are more odd than Mythos.

The various districts and places of the city are presented, including Lake Michigan and the Chicago River, the Yard which form its meatpacking district, Bubbly Creek, a foul, bubbling arm of the Chicago River, Cabbage Patch or Old Town with its St. Michael’s Church built as a haven for German immigrants, and Lincoln Park with its zoo, before expanding out to the surrounding states. However, as interesting as these descriptions are, they lack geographical context as the period maps are too small to use effectively. Numerous organisations—clubs, cults, and coteries are detailed, which can become allies, enemies, and even patrons. They include the Nightworms, dedicated to the preservation, protection, and provision of books of all kinds; the Whitechapel Club, the informal counterpart to the social club of the Chicago Press Club, fascinated with some of the ghoulish incidents its members have reported on; and the Black Star Society, dedicated to spreading the influence of the Yellow Sign. Some of these are aware of the strangeness going on in the city, most are not. The various gangs and organised crime is given a similar treatment, the Italian mob in particular.

Although several of the story hooks in Horror in the Windy City: A Whispers in the Dark Setting hint at the Mythos, the supplement is not a full treatment of its presence in the city and there is no overview of it in the city. Notable inclusions include the Grobowskis, a pack of Ghouls which police the Yard district with an iron for both mundane and Mythos incidents, and the Chicago Athletic Association, a private club whose inner circle worship Ithaqua and spread his worship through tonics of disreputable source that enhance the athleticism of other members. Its treatment gets fully underway with how parts of the city have influenced the Dreamlands—Abattoir Fields, an unsettling hunting ground overcast with rusty brown, bruised clouds and smelling of copper created by the slaughter of animals in the stockyards; the Conflagration—a land of smouldering rubble and whirling ash created by the Great Fire of 1871; and of course, the World’s Fair Hotel, its presence dedicated and reinforced to Atlach-Nacha by Mudgett. In return, the Dreamlands intrudes into the mundane world, especially in the World’s Fair Hotel.

Besides the main scenario, ‘Welcome to my Parlour’, Horror in the Windy City: A Whispers in the Dark Setting includes a story arc and a campaign jump-start. The story arc, ‘Hot Night in the Olde Town’ is a tale of gang revenge which begins with a bombing, whilst ‘Procurements & Acquisitions’ is the campaign jump-start. The Investigators are hired by a Chinese man to locate some artefacts that he cannot due to the difficulty of manoeuvring in American society and the racism he faces. The set-up can be tied into the organisations previously described as well as Mudgett and the World’s Fair Hotel, and gives the starting point from which the Game Master can develop further using the material in the supplement.

The main feature in Horror in the Windy City: A Whispers in the Dark Setting is the ‘World’s Fair Hotel’, its ‘Hotel Staff’—including Mudgett and his co-conspirators, and the scenario, ‘Welcome to my Parlour’. The hotel itself is extensively mapped and detailed, there being some eighty locations across three storeys and the basement. The ground floor consists of retail premises, a hotel on the first floor, and Mudgett’s rooms and other facilities on the third, whilst in the basement, nastier rooms can be found. Extensive descriptions are given of its ordinary rooms, strange locks, chutes, extensive secret doors, odd plumbing, locked rooms which cannot be opened from the inside—some airtight, others connected to pipes which pump gas into the room, surgical tables, acid vats, hanging rooms, and more. The descriptions are clearly marked in red, whilst throughout sidebars discuss other features and rules, such as the infamous lockable chute which delivers bodies from the top floor to the basement, gambling, and the intrusion of the Dreamlands into the hotel. It is its own little world, a murder hotel in which the supernaturally enhanced Mudgett sees all and controls much, and into which the authors want to drive the Investigators…

The scenario, ‘Welcome to my Parlour’, is best played using the given pre-generated Investigators whose backgrounds have been presented in the novella, The Devil’s City. They are Fourth Level Player Characters, each of whom has fallen prey to Mudgett’s predations and awake to find themselves trapped in the basement of their hotel. They must face their own nightmares as well as the horrors of the hotel, and perhaps may learn of their captor’s secrets before they can escape. Essentially, ‘Welcome to my Parlour’ presents another way of approaching the set-up of the hotel and its murderous proprietor, one that confronts the Investigators with the existence of the Mythos much earlier on and more directly than the options elsewhere in the supplement. The scenario is likely to take two or three sessions to play through at most, and leaves what comes next up to the Game Master.

The scenario, whose title references Mudgett’s arachnid master, includes and highlights a number of trigger warnings, including body horror, child ghosts, torture devices, forceful imprisonment, human experimentation, cannibalism, and emotional abuse. This is appropriate and there is no denying the number of strong subjects and themes entailed in ‘Welcome to My Parlour’, but there is potentially another issue with the scenario, that of using the Mythos in this fashion. In other words, using it to explain Mudgett’s monstrous crimes. This is not uncommon in Lovecraftian investigative horror set in the nineteenth century, especially when it comes to the use of Jack the Ripper (and also Sherlock Holmes), the use of which is simply trite. The use of Mudgett and the World’s Fair Hotel does not feel that, primarily because the subject matter is unfamiliar, but that still leaves the matter of using the Mythos in conjunction with both. Fortunately, Horror in the Windy City: A Whispers in the Dark Setting does not employ the Mythos to explain or provide a possible excuse for Mudgett’s crimes, but rather has the Mythos take advantage of someone who is already a monster and exacerbates his true nature. Of course, running and playing a campaign set in Chicago at the time of the World’s Columbian Exposition means it is difficult to avoid Mudgett and the World’s Fair Hotel, nevertheless,  both the Game Master and her players may want to be aware of the nature of the crimes before beginning play.

Rounding out Horror in the Windy City: A Whispers in the Dark Setting is a quartet of appendices. For the Game Master there is ‘Welcome to My Parlour Statblocks’; a ‘Gamemaster’s Toolbox’ of Hit Dice, Creature Size, and Challenge Ratings; a list of ‘Publications of the 19th Century’ and ‘Patent Medication Names’; and the ‘World’s Fair Hotel Maps’. For the players it includes ‘The Devil’s City Pre-gens’—the five pre-generated Investigators for the scenario, ‘Welcome to My Parlour’ and ‘New Investigator Options’, which adds a new Ancestry in form of Tcho-Tcho, new Backgrounds including Athlete, Explorer, Religious Scholar, and Teamster, new Feats, and a new Alignment system. The latter switches from the traditional ‘law versus chaos’ and ‘good versus evil’ axes to ‘good versus evil’, ‘order versus chaos’, and ‘selfless versus selfish’. A Player Character typically has one or two of these, and can add another as a result of a major, usually traumatic, life event. Each axis is a scale, designed to provide a player some flexibility in how his Investigator reacts and changes over time. A player is expected to write a narrative description of his Investigator’s Alignment, again providing a player with greater flexibility in how he portrays his Investigator. Although the five pre-generated Investigators are nicely presented, they could have done with clearer backgrounds for players who have not necessarily read The Devil’s City.

Physically, Horror in the Windy City: A Whispers in the Dark Setting is a well-presented book. The artwork is decent and the maps excellent. It could have done with an index, and in places the writing could have been clearer. The organisation does not always feel logical either, the Mythos sitting alongside the mundane at times when it feels it should have been placed later in the book. In places it feels as if the content has been developed in fits and starts, like Kickstarter stretch goals, and whilst everything seems to have good reason to be in the book, it feels fragmented in places.

Horror in the Windy City: A Whispers in the Dark Setting is not the definitive supplement for Chicago during the nineteenth century or the World’s Columbian Exposition, whether for Whispers in the Dark or Cthulhu by Gaslight. Which leaves the problem of quite identifying what it actually is, because its focus is ultimately not on the city itself and the great events of World’s Columbian Exposition, but rather on the World’s Fair Hotel, Herman Webster Mudgett, and the scenario, ‘Welcome to my Parlour’, as well as supporting it with encounters and campaign frameworks which lead back to the World’s Fair Hotel. So it feels like three books—one devoted to Chicago, one to the World’s Columbian Exposition, and very much the largest one to the World’s Fair Hotel, Herman Webster Mudgett, and the scenario, ‘Welcome to my Parlour’—rather than just a single, large book. It does not help that there is no real overview of Chicago in 1893—mundane or Mythos related, no clear, easy to use map of the city, and as well-intentioned as the opening essay ‘People of Color in Late 19th Century America’ is, it is disappointing that as upfront as it is, the supplement just does not bring that into play.

There is a lot to like about Horror in the Windy City: A Whispers in the Dark Setting. The authors provide plenty of information, scenario hooks, and playable content for Chicago, describe the World’s Fair Hotel and Herman Webster Mudgett in ghoulish detail, and present multiple means to bring the Investigators to his murder hotel, but the supplement only feels like a whole sourcebook when it focuses in on World’s Fair Hotel, Herman Webster Mudgett, and the scenario, ‘Welcome to my Parlour’. More of a scenario and a potential campaign set-up, Horror in the Windy City: A Whispers in the Dark Setting needs the hands of an experienced Game Master to develop it into something more than that.

Saturday, 30 January 2021

Tampered Temps & Terror

The year is 2086. In 2012, The Terminal War, a last-chance attempt by Western governments to take control of dwindling petroleum resources, triggered the use of biological and chemical weapons, as well as a limited nuclear exchange, accelerated rapid Climate Change and forced mass migration of refugees. As governments—national and local—reeled from the fallout of the war, corporations stepped in to first to aid, and then buy them out. Walls were erected around towns and cities to protect citizens from the roiling toxic fogs which cover the countryside, the mutated creatures which lurk out in the fogs, and to prevent further refugees from flooding the limited space behind the walls. Many would also combine to form larger complexes or plexes. Within the walls, these plexes were divided into security zones, from the demilitarised No-Go zone kept an eye on by police and sentry monitor guns to the wealth and protected privilege of HiSec. In between though, are LowSec and MidSec, where the police do not operate and gangs and crimes are rife. Here law enforcement has been privatised. Which is where the SANCTIONS come in.

As crime and death increase, staffing agencies are given legal powers and ‘Sanctioned’ to hire armed Temporary Employees and assign them tasks ranging from policing and search and rescue to espionage and investigation. Such employees are known as SANCTIONS and out of the money they are paid for fulfilling their assignments and bonuses for capturing or executing Officially Sanctioned targets such as ghouls or mutants, skags or gang members, biters or CHUDs (Cannibalistic Humanoid Underground Dwellers), they are expected to maintain their arms and equipment. This includes guns, armour, and bioware, or Amps, such as Coagulon Skin Coating, Porcupine Spine Ejection System, and Smog Plug nasal filters. For this is a future where bioware is used to augment men and women, cybernetics and A.I. having been outlawed following the ‘Berlin Massacre’ of 2025 when A.I. Cybertroopers ran amok due to a rogue computer virus. Bio Technology Drones are common and via biotech computer flesh pods plugged directly into the user’s nervous system grant access to the GNW or ‘Global Neuro Web’, where they can explore virtual environments, often to play, but in the case of SANCTIONS and criminals, to ferret out secrets and steal data data.

This is the set up for ++SANCTIONS++ Body Horror Sci-Fi RPG, a roleplaying game which is part Judge Dredd meets Existenz meets Bladerunner meets S.L.A. Industries meets Split Second meets Strontium Dog. Published by Purple Crayon Games Studio, it employs the publisher’s own Core-6 rules. It casts the Player Characters as these law enforcement temps, or 
SANCTIONS, each either a Shok agent—standard operatives skilled in combat, but who can specialise as scouts, investigators, hostage negotiators, and so on; Med Teks, typically medics and forensics specialists; and Tekks, who can be security specialists, hackers, mechanics, and the like. A SANCTION has five statistics—Fight, Ability (agility and dexterity), Mind, Social, and Physical, each of which ranges between one and four. A SANCTION also has Life Points or Hit Points, based on Physical and modified by Amps; Humanity, equal to 100%, but depleted by each Amp installed until there is a chance that a SANCTION might suffer BioPsychosis and go feral; and Luck, used to purchase extra success for any action or skill attempt.

To create a SANCTION, a player assigns eight points to his character’s Abilities, again ranging between one and four. Dice are rolled for Life Points, the player selects one positive and one negative trait for his SANCTION’S psyche profile, for example, Rich Kid Adventurer and Addict, and then has ten points with which to purchase skills and Talents. Each positive and negative trait grants an advantage or disadvantage. For example, Rich Kid Adventurer gives a SANCTION more starting funds, whilst Wanted means that the 
SANCTION has a bounty on his head. However, it is not clear what is necessarily a skill and what is a talent in ++SANCTIONS++, plus there are a lot of them. In fact, there are ninety-five skills and talents listed. Skills and talents are either rated at Skilled or Expert, though that is not quite clear what it means. It possibly means that a SANCTION has either one die if Skilled or two dice if Expert in a skill or talent. Since a Skilled rating costs two skill points and an Expert skill three points, a SANCTION will typically start play with just five skills, all of them probably related to one of the standard three roles as a SANCTION—Shok, Med Tek, or Tekk—because obviously a Player Character has to qualify at least in some of those skills to beSANCTION. Consequently, a Sanction does feel underskilled and the ninety-five skills in ++SANCTIONS++ just a bit much… Lastly, a player has some money with which to purchase guns and gear for his SANCTION, including bioware and amps. For the most part, this will be relatively basic equipment and amps, the really interesting ones, including fusion-powered bio armour suits being expensive.

Our sample character is Bev-MED, ex-skag, who saw one too many fellow gang members die in the south BirmChester Plex, and decided she had had enough. She stole some creds, got cleaned up and trained as a medic. She works as 
SANCTION to help people if she can.

Bev-MED
Fight 2—Handgun X
Ability 2—First Aid X, Trauma Surgery X
Mind 2—Bio Ware X, Pathology/Forensics X
Social 1
Physical 1
Life Points 14
Humanity 95
Luck 3

Psyche Profile
Positive: Hardened (+1 to Fear Tests)
Negative: Wanted (owes $C1500)

Funds: $C608
Amps: Smog Plug
Equipment: Jaeger Arms Light Auto Combat Pistol, Flak Vest, First Aid Kit, Spray Skin, Hypo-Jet, Las Fuser, Wound Foam, FukTape, cable ties, cell phone, green boy laser

Mechanically, ++SANCTIONS++ uses the publisher’s ‘Core-6’ system. This is a dice pool system using six-sided dice. Typically, for a 
SANCTION to succeed at a task, his player rolls a number of dice equal to a statistic plus skill. Each five or six rolled, counts as a success. One success is needed to succeed at an Easy Task, two at a Moderate Task, three for a Tricky Test, and so on. Rolls of two or more ones count as an Epic fail, whilst rolls of two or more sixes count as a Heroic success. This applies whether the Task is a Fear Task in a scary situation, overcoming stress due to the loss of Humanity, or driving a vehicle in a fast chase. Should a SANCTION fail, then a player can spend a point of Luck to turn one die result into a success.

Combat uses the same mechanics, but primarily consists of opposed dice rolls. Thus, Fight plus an appropriate skill, the highest roll determining the winner. Both damage and any armour are rolled for, the latter reducing the amount of damage the target suffers and the amount that the armour protects by one. For the most part, damage is rolled on either one or two six-sided dice, plus modifiers, whether from weapons or C.H.U.D.s, so combat is moderately deadly. Mechanically, hacking and running the Global Neuro Web in ++SANCTIONS++ essentially employs the same rules as for combat, whilst narratively they are run as virtual reality encounters, essentially enabling Control to run as encounters in alternative genres.

For the most part, ++SANCTIONS++ includes a lot of lists. Lists of guns, amps, bioware, bio computers and custom rigs, agencies and corporations, pills and drugs, phobias, and more. In terms of background, it sketches out the future in broad strokes, never getting down to specifics more than naming the town of Northampton in the colour fiction. This is intentional since the roleplaying game is designed to be flexible in that it can be set anywhere of the Control’s choosing. It does however, provide various ‘Officially Sanctioned Targets’, from A.I.s and Bions or artificially intelligent drones to gatas (sewer alligators) and muties. It also includes several hooks for Gigs—or short assignments, an actual playable Gig, and a much longer assignment also playable. Both are enough to run and play and for a group to get a feel for how ++SANCTIONS++ runs and plays.

Lastly, there is some advice for Control. Mostly, this explores the role of body horror in the ++SANCTIONS++. It is present in the setting, certainly in the case of the monsters and the ‘Officially Sanctioned Targets’ that the 
SANCTIONS are tasked with dealing with. However, it is not quite as present within the Player Characters, mainly because the primary vector for body horror is amps and other bioware, and to really reduce a SANCTION’S Humanity, it requires quite a fair number of pieces of bioware—and that is expensive. Further, it is slightly offset by the other side of the Humanity mechanics which restores a SANCTION’S Humanity by a few percentage points for doing good deeds.

Physically, ++SANCTIONS++ Body Horror Sci-Fi RPG needs both an editor and a developer. Although the black and white digest-size book is liberally illustrated with a range of photographs, line art, and cartoons, the layout is scrappy, even disjointed, and it has no index.

There is no denying that ++SANCTIONS++ is rough around the edges, and in need of further development, but the combination of simple mechanics and the fact that it displays its influences like a retina overlay across your sight, makes it more accessible than it might otherwise have been. The broad strokes in which its post-Terminal War future is painted also gives it a flexibility in terms of where and when Control sets her game, whether that is in her local plex or a big city familiar to us all. Feeling more like an ashcan than necessarily the finished artefact, ++SANCTIONS++ Body Horror Sci-Fi RPG offers a biopunk body-horror future that the Control can tinker with and turn into something of her own.

Sunday, 4 October 2020

Psycho-Sexual Killer Qu'est-ce que c'est

Lover in the Ice, a scenario for Delta Green: The Roleplaying Game carries the proviso that it is, “Recommended only for the most resilient players and Agents”. Be advised that this warning is well deserved, for the horror in Lover in the Ice is of a horrifyingly adult nature, being body horror akin that of the 1979 film Alien, but combines it with the almost viral-like vector of John Carpenter’s The Thing and a psycho-sexual drive of a David Cronenberg film that ramp up its intimately sexual elements to disturbing levels. Whilst most horror scenarios are of an adult nature and require a mature audience, the horror in Lover in the Ice is of an unremittingly intense, if not extreme timbre, which would be very difficult to tone down. However, if a playing group is prepared for it and are forewarned about the strength—though not necessarily the nature—of horror in its pages, Lover in the Ice will deliver a memorably vile investigation into something that should not be…

Published by Arc Dream Publishing, what Lover in the Ice has in common with so many other scenarios for Delta Green: The Roleplaying Game, is that it is about ‘Investigation, Containment, & Denial’—and it really plays up the Containment angle. As is tradition for a Delta Green: The Roleplaying Game scenario, it begins with a telephone call. The Agents are to go to Lafontaine, Missouri which is currently caught up in an apocalyptic ice storm which has shut down and isolated the town. As the Agents may come to realise, although this might hamper their investigation, this is a very, very good thing. An alert has been triggered on a Green Box, one of the private storage areas—typically a rental storage unit, but it could be the boot of a car in a used vehicle dealership—where Agents can store valuable resources such as equipment and arms and materiel, as well as dump evidence of their activities and investigations in relative safety. In this case, the Green Box is at a storage rental facility in Lafontaine and the Delta Green ‘Friendly’—the employee at the facility paid to keep an eye on its has not responded. The Agents need to ride the relief efforts in Lafontaine, locate the ‘Friendly’ and find out what he knows, then verify the contents of the Green Box, determine if any of it is missing or has been stolen, and if so, get it back.

This though, is only the start. The Agents will at least need to establish the veneer of their cover before launching the investigation proper, but clues can be found almost from the off, and the Investigators are likely to be faced by a steady flow of them as they conduct their investigation—almost dauntingly so. The players really do need to be taking notes throughout and linking the clues to gain an understanding of both the backstory and what is actually going on—and ultimately, the threat that represents. Which means that the handler needs to read Lover in the Ice carefully to have that understanding herself. For the most part, the clues veer from signs of weirdly sexual activity to bloody murder scenes and back again, but the author gives the Agents a pause early in the scenario with an inventive array of weird and peculiar artefacts and not-tomes—mostly unexplained—which they need to examine and verify that were stored in the Green Box. Of course, major clues as to what was going on can be found here too, and the Agents are likely to suspect that they tie into some the oddness they will already have discovered. All of this should hopefully prepare them for the horribly bloody, even intimate encounters and confrontations with the threat at the heart of Lover in the Ice which become more dangerous each time they happen.

The environment for the investigation in Lover in the Ice also plays a part, although not as an active a part as you would think, and a Handler might want. It has two effects, one immediately obvious, one not. Not wanting to spoil the nature of the not so obvious one, the primary and obvious effect of the ice storm is to constrain the limits of the investigation. Not just in terms of geography, but also in the size of the cast in the scenario—the Handler really only has the one NPC to roleplay throughout the whole scenario. This only serves to heighten the sense of isolation in Lover in the Ice already present from limitations upon the physical senses due to the storm and the weather and the limited capacity to contact the outside world. However, the weather has no other physical effect on the scenario, and it will be up to the Handler whether she wants to enforce the effects and limitations upon her Agents when investigating in a severely cold environment.

As constrained as the environment for Lover in the Ice is, one of its major problems is that it is lacking a map of Lafontaine. The investigation has a Geographic Profiling aspect to it, and it would have been nice if the Agents had been able to spread open a map and plot the clues on a handout. The other issue is that not all of the monster NPCs are given stats. Neither problems are insurmountable, and the Handler should be able to create both the stats and a map with a little effort. That said, she should not have to, given that the last two pages of Lover in the Ice consist of a Delta Green Agent sheet, which to be honest, is superfluous here.

Lover in the Ice is very much a player and their Agents driven scenario. Its plot is already in motion and the Agents are essentially tracking that down in order to contain the threat. Again, a map of the location for the scenario’s denouement—climax would probably have been an inappropriate description—would have been useful, but again the Handler should be able to find one. In comparison to the investigation, the denouement does feel slightly underwritten, but the conclusion does highlight how the Agents’ failure to contain the situation in Lafontaine is likely to turn into a storm of another nature…

Physically, Lover in the Ice, as with so many other scenarios for Delta Green: The Roleplaying Game, is for the most part neatly laid out and well written. Its clues and handouts are nicely done and the details on the floorplans included are a huge improvement in terms of detail in comparison to other scenarios.

Essentially, The Thing in the ‘Show Me State’as Missouri is also known—the likelihood being that the players will be going, “No, please don’t show me!”, is as nasty a slice of physical horror that Delta Green: The Roleplaying Game has ever served up. Its adult tone and the nature of the horror simply will not be for every player—and the Handler should take that into account when deciding to run Lover in the Ice. If however, the Handler does decide to run it and with the right group of player, Lover in the Ice combines a rich welter of clues and investigation with desperately disturbing horror.

Sunday, 23 August 2020

Miskatonic Monday #49: Hidden Within

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu InvictusThe PastoresPrimal StateRipples from Carcosa, and Halloween Horror, there was a Five Go Mad in EgyptReturn of the RipperRise of the DeadRise of the Dead II: The Raid, and more...

The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.


—oOo—

Name: Hidden Within

Publisher: Chaosium, Inc.
Author: Avery M. Viers

Setting: Jazz Age Toledo

Product: Scenario
What You Get: Thirteen page, 820.88 KB Full Colour PDF

Elevator Pitch: Blue murder in the doghouse
Plot Hook:
 When family members suddenly turn giggly, obese, and standoffish, something strange must be going on.
Plot Support: Four NPCs, two Mythos creatures, one Mythos tome, and one handout.
Production Values: Tidy layout, needs another edit, and functional map.

Pros
# Bloody body horror

# Charnel house horror
# Decent mix of investigation and combat
# ‘Aliens’ in Toledo?

Cons

# Bloody body horror
# Potentially too combat focused?

Conclusion
# Decent mix of investigation and combat
# Charnel house horror-oneshot