Monday, August 23, 2010

BESM2 Call of Cthulhu

Rescuing some more BESM fan rules from obscurity. In this case it's William H Timmins' rules for playing Call of Cthulhu with the BESM 2 rules (which could easily be tweaked to work with the free Tri-Stat rules).


They are the one's formerly linked to on Blackbird's (of BESM EX supplement fame) BESM links page. They're too long to post here, but just follow the link to find an archived copy of them. I'm pretty sure they were written before the Revised Edition was published and it's surprising how similar the Sanity rules are to the Psyche rules in 2RE. Something else I really like are the Occupation rules.

Designing an occupation is simply a matter of collecting a series of skills so that the skill cost, per level, is divisible by 10. The cost in Character Points is the skill cost divided by 10.

I like the way games like Call of Cthulhu and Mekton Z handle occupations by treating each profession as a group of 5-6 specific skills, so it's nice to see something similar implemented in BESM. Here's the example he gives.

Example, in standard genre:

Antiquarian – Art, Bargain, History, Law, Library Use, Other Language, Spot Hidden, + any one skill as a personal specialty

Visual Arts (any) 3/level

Persuasion (Bargain) 3/level

* I added this, it is not in normal BESM2. Other specializations: fast talk, persuade

Cultural Arts (History) 4/level

Research (any) 4/level

* I added this, too. Specializations: library use, lab work, internet use, statistical analysis

Linguistics (any) 3/level

Standard package costs 2 CP, gets one level of Visual Arts (any), Persuasion (bargain), Cultural Arts (History), Research (any), and two levels of Linguistics (any).

And since skills are optional in 2E you could always just use Occupations as a rough outline of what kinds of things a character would be proficient at.

In any case, there's lots of good advice here for running CoC using BESM rules, or (if you want to make Lovecraft roll in his grave) playing a Demonbane campaign.

Sunday, August 22, 2010

Hooker Cop!


Hooker Cop (40 Character Points)

Body 6  Mind 4  Soul 5

ACV: 6  DCV: 5  Health Points: 35

LVL PTS Attributes:
1      3      Attack Combat Mastery
2      4      Defense Combat Mastery
2      4      Gadgets (Police kit, car)
       -1     Conditional Ownership (Gadgets)
2      2     Highly Skilled
2      2     Organizational Ties (Police Dept.)

LVL PTS Skills:
1      3      City Knowledge (Red light district)
2      4      Driving (Car)
1      3      Intimidation (Street)
1      3      Law (Criminal)
2      4      Seduction (Male)
1      2      Street Sense (Influential Individuals)
2    16      Gun Combat (Pistol)
1      7      Melee Combat (Baton/Club)
1      8      Unarmed Attack (Holds)

PTS Defects:
-2    Not So Tough
-1    Red Tape
-1    Significant Other (Partner)

Friday, August 20, 2010

Forbidden Books

Form "The Lovecraft Variant" by G. Arthur Rahman and Philip J. Rahman in Sorcerer's Apprentice magazine (Summer, 1980).

Forbidden Books
Bygone occult investigators and mystics have recorded some of the Old One's secrets. Sometimes reading a forbidden book will prepare a character to see the Greater Significance of a discovery. To establish the identity of a book randomly, roll 2d6 on this table.

2 - Prehuman Religions. Uncanny, rich, and dreadful (English)

3 - Unaussprechlichen Kulten. Stunning and terrible (German)

4 - Pnakotic Manuscript. Recorded secrets of a pre-Homo sapiens race (English translations available)

5 - Revelations of Glaaki. Psychic dreams of a mystic (English)

6 - Book of Dzyan. Suggestions of true horror expressed in vague oriental style (ancient Sanskrit)

7 - G'harne Fragments. More pre-human writings, widely considered to be a modern hoax (English)

8 - King in Yellow. A play that presents eldritch horror in the guise of an allegory (French and English translations available)

9 - Les Cultes des Goules. Dread knowledge confused by the vacuous interpretation of a mad nobleman (French)

10 - Vermis Mysteriis. An important revelation of horror (Latin)

11 - Liber Ivonis. Manuscript of a prehistoric wizard, rich and powerful (medieval French)

12 - Necronomicon. Masterwork of arcane knowledge (Latin), a book so frightful an ES-SR [Emotional Stability Saving Roll] is required to read it.

Wednesday, August 18, 2010

The Lovecraft Varient

The other day James M. blogged about The Prehistory of Call of Cthulhu and how CoC originally began as a generic Gothic horror RPG. And Ed commented,

More fun facts:

Issue 7 of Sorcerer's Apprentice magazine (Summer 1980) contained an article called "The Lovecraft Variant," which was a Tunnels & Trolls rules hack for playing 1920s Cthulhu Mythos adventures. It was pretty damn cool.

It later evolved into Mercenaries, Spies, and Private Eyes.

So I decided to revisit this little gem and dug out my stack of back issues of Sorcerer's Apprentice magazine that I bought from Flying Buffalo a few years ago.

Written by G. Arthur Rahman and Philip J. Rahman it appeared under the full title "The Lovecraft Variant, or the Lurking Shadow Over Pickman's Unnameable Hound on the Doorstep of the Shunned Witch House of the Terrible Erich Zann." (If you can recognize all the Lovecraft stories alluded to in that humorously verbose title, award yourself five geek points.) The article begins with fulsome praise for Lovecraft, crediting him with the creation of "a new sub-genre in fantasy." And while they acknowledge that Lovecrafty elements can be added to the standard dungeon crawl, they set out to provide rules to play in the Jazz Age milieu in which the stories were originally set.

This article shall endeavor to adapt T&T to the special requirements of Lovecraftian adventure.

An active interest in the Cthulhu Mythos will greatly aid the playing of the Lovecraft Variant. Players who opt to be characters in a horror story must recognize that the Gm is only doing his duty if he gives them a rough time. In this genre, death and madness fall with horrifying frequency.

Unlike most role-playing games, the characters in the Lovecraft Variant  are little-motivated by hope of money, fame or self-improvement. They are explorers of the nature of Evil, questers after the frightful secrets behind the world's mysteries. Their reward is knowledge for its own sake; even the most persistent and successful delver may end his career old before his time, with a burden of secrets too dreadful to bear.

They them proceed to the specific game mechanics needed to run the LV. These included a new attribute, Emotional Stability, which "quantifies the character's ability to withstand terror without mental trauma." This prefigures CoC's Sanity attribute, and is one of the things which set these games apart from the sword-and-sorcery genre. In your average FRPG the adventures can confront all manner of demons and beasties and only have to worry about becoming monster chow. In a Lovecrafty game they also have to worry about wigging out.

Other paragraphs cover Equipment (e.g., Cheap revolver 5D6+15), Magic ("A scan of Lovecraftian literature will derive very little magic that is equivalent to the spells of T&T."), and rules for Character Types (Investigators, Scholars, and Dilettantes). Then comes some random charts for Personal Secrets, Fear Reaction, and Forbidden Books (yes, the Necronomicon is there). Then comes a short list of Ancient Gods and Monster Ratings and descriptions for a variety of Minions (Shoggoth, MR 500). The article wraps up with eight Scenario Suggestions.

I never played the LV because by the time I saw it I already had CoC for that kind of game. But thinking about it now, this short article gives you everything you need to do Lovecraft. You don't really need whole new books of rules and supplements (fine as those were). You just need to spend a few hours tweaking your favorite rules (you could do the same thing with D&D, RQ, Traveller, or whatever) to play a horror game. In a way I wish I'd used the LV to run my Mythos games, and maybe at some point I will.

Tuesday, August 17, 2010

Jeff's vlog



The always interesting Jeff Rients has started volgging. I swear that almost every time I do a search on some game idea his blog comes up in the results because he's thought of it first.

Monday, August 16, 2010

RPGbomb?

What the hell happened to the RPGbomb site? I haven't been able to reach it for over a week now. Now when I go to the address I get a generic Apache HTTP Server page.



I even tried opening the page with a different browser, but no luck. I know they overhauled the site a while ago, but it seemed to be working fine. They haven't sent me any emails saying they were changing servers or shutting down. The worst thing is I got an email notice that someone PM'd me over there, and now I'll never know what it was about. And it's a good thing I wasn't part of a PBeM game there. Has anybody heard any news about this? Are they still around, or what?

Sunday, August 15, 2010

Damnation Van


By Syd Mead, who is quoted in Mekton as saying that spaceships fall into one of two categories, techno-form boxes or ninja rocket-ships. Looks like the same principle applies to vans.

[via Jeff Rients]