 Thursday, August 23, 2007
We return,
dear readers, to the Unisystem. (Have we ever really left?) I've
been thinking about a lot of things lately about how I like games to run.
Eventually, I might undertake to design a game completely around the principals
I'm mulling over, but for now I want to see if I can implement the concepts in
an existing game.
Unisystem
is a great one for this purpose, since the system is so easy to tinker with in
general. For these articles, I'm focusing on the Cinematic rules, but
they'll adapt to Classic Unisystem almost effortlessly.
First up is
the dreaded topic of Social Skill Use on PCs.
Any time an
NPC does something to a PC, it has the potential to be un-fun for the
player. Getting stabbed, ensorcelled, or snuck past is no fun, but the
results can be fun and the absence of the possibility makes the whole game kind
of boring. Social skills are even worse than physical ones, though.
The results of a physical action will tell a player what happens to his
character: You're hurt; You don't notice X; You're turned into a frog.
Social skills, in theory, tell a player how he has to play his character:
You're in love with the evil princess; You're scared of the bully and have to
run away; You believe the war in Iraq is completely just and
logical.
That can
suck. Not always, of course. Sometimes it's a lot of fun to play
the besotted victim of a seductress, or the enraged guy who goes after his own friends
because he's been fooled or magically charmed. But some players really
hate it. Some are terrifically bad at it. And sometimes, even for
the folks who normally like it, it's just not their thing that night.
Worse yet,
basically social skills come down to GM Fiat. The rules tell you what
happens in a concrete way when you get stabbed, and exactly how to overcome the
wounds. All the rules usually tell you about being conned, seduced, or
intimidated is to roleplay it.
So I wanted
to come up with a system that would be more concrete, without adding too much
complexity or weight to the game. "Social hit points" might be
really interesting, but honestly they don't quite work like physical hit points
anyway, and I'd have to add new stats and stuff to the game.
Instead,
I'm building off the Success Level system and the system that allows
complementary skill use to give you bonuses or hit the other guy with
penalties. It works like this:
When an NPC
uses a social skill on a PC, the GM states a goal like "he wants to get in
your pants," or "she wants to fool you into believing X."
He doesn't necessarily have to tell the player the goal, because sometimes that
would ruin the interaction, but he needs a baseline.
With the
goal in mind, the GM sets a difficulty, taking into account things like the
PC's Drawbacks and Qualities and situational modifiers. For example, if a
she-vampire is trying to seduce a PC and drag him off for dinner, and the PC
has Lecherous -1, the PC is going to take his lecherous penalty. But if
he also has Honorable 3 and leaving right now would violate his code, the vamp
might get a penalty to her roll, too.
The test is
Opposed, generally using Willpower for the "defender" and
Intelligence or Perception for the "attacker," but there are other
ways to stack it out. Influence is usually the relevant skill unless you
got all fancy with Wild Card skills. (For you Classic users, there's
Orate, Seduction, Haggling, and whatnot.)
If the
attacker wins, the defender has a choice. Option A is to do whatever the
GM says he's been convinced to do, within reason. Some goals might take
multiple tests. A vampire trying to seduce a victim might need to get his
attention, get him to dance with her, then convince him to go off alone with her.
Option B is to accept a penalty to all "mental" tests equal to the margin
of success. So if the vampire netted 3 SL, the victim would be at a -3 to
things like perception tests (he can't stop looking at her), social tests (he's
hung up on her and says stupid stuff or whatever), and intelligence tests (he
can't stop thinking about her). Physical skills are only affected
conditionally. Most of the time, they won't be. The only major
exception you might want to consider is combat. I'd impose the penalty to
Initiative and the first roll the PC makes in combat. After that, fear
for your life has a remarkably focusing quality, and you ditch the penalty.
Keep in
mind that the skill penalty is a "metagame" thing. In some
cases, it doesn't make much sense, but it's still there to provide a mechanical
consequence to failed Social tests.
The penalty
generally only hangs around for a scene or so, or until something happens to
nullify it. In our running vampire/victim example, the victim might shake
off the penalty by spending a DP, or by getting counter-seduced by one of his
friends who he has a crush on. And, of course, all bets are off when the
vamp bites him, unless he's in to that kind of thing.
The
penalties also don't stack up. Only the highest result ever
applies. Even so, repeated attempts can wear down a PC's resistance, so I
might cap the penalty at -5 or -7. To keep the "dog pile
effect" to a minimum, I'd also limit how many social rolls you can make in
a given time frame; say one every 10 minutes or half-hour for extended things.
If the
player chooses option A, he should almost always earn a Drama Point, and maybe
a bonus XP if he plays it really well.
This system
would also work on PC vs. PC social tests, but I generally try to avoid those
in my game. I'd rather have the players agree on those. There's a
difference in social perception between the GM/NPCs and another Player/PC that
makes things more personal.
I suppose
it'd also work for NPCs, but I would generally choose to have my NPCs choose
Option A rather than juggling penalties and stuff.
 Sunday, August 12, 2007
Things are still quiet around here. We're leaving for Gen Con on Wedensday. I've barely had time to keep up with my usual responsibilities, which leaves no time for blog entries. But here's one thing - a picture from Shiftways. (It'll probably show up on shiftways.com eventually)  Photographed live on Tim's big honkin' battle mat. This very set (along with 9 others) will be on sale at Gen Con. I can't, however, promise to sell you this specific one. They all look pretty much alike.
 Saturday, August 04, 2007
It's been quiet around here lately, but not from lack of me working. It's just that stamping hundreds of wooden blocks doesn't make for good web content. I believe I've mentioned that I developed a board game here. (If not, I'm mentioning it now.) Shiftways is an innovative stone-capturing game that's been lurking in the back of my mind since the early 1990s. Tim Rayburn (the same guy who keeps my blog running) liked it so much he convinced me we should sell it. (He also did a huge ammount of work helping me take it from basic concept to finished game.) We're launching (completely unofficially) at GenCon 2007. Tim and Kate Rayburn, myself, and our friend Chris Jackson will be at the con with copies to demo for anyone who's interested, and with copies to sell. Our product website, http://shiftways.com/, is live, if not very pretty. In the next few days, we'll try to pretify it with some photos, rules to the game, and background. A checkout system should also be forthcoming. (But don't expect your orders to be delivered until after GenCon. We're taking our whole stock with us. :) ) I'll try to get something else up here for your entertainment, but it may be a couple weeks.
 Saturday, July 21, 2007
Another day, another attempt at foreshortning. This one seems moderately successful. I also wanted to try a little inking stuff that I think went okay. Xian Li is a character I'm playing in a WitchCraft PBP. She has a big dragon tattoo on her torso and one leg, and smaller ones on her arms and legs, along with tattoos of some ancient Chinese characters. In the game, the characters are supposed to be untranslatable. For this picture, I used the character for Thunder (at least according to Google Image Search) for the one that shows up on her thigh. And to real calligraphers everywhere, I apologize. :)
 Thursday, July 12, 2007
So, after finishing up my nightly comic panel, I was bored and still in the mood to draw. A responsible person would have started the next day's comic panel, but not me. Oh no, not me. I whipped out this, which is far from perfect, and I'm not sure the character it's supposed to be a sketch of really looks like this, but it's a fun sketch.  If there were a caption, it would probably say something like "Owls are really rather stupid," or "This skirt looks nice, but it's hell to walk in."
 Tuesday, July 10, 2007
On my last trip to the grocery store, I found this little jewel. Assuming it means what I think it means, it's pretty cool.
 Sunday, July 08, 2007
Hi y'all. Sorry for the delay. My blog switched servers and a few files didn't find the right server. I didn't want to post anything new until it was all sorted out. Now, without further ado, some adversaries I've cooked up for the Seventh Enigma universe. This isn't quite the final form they'll see in the novel I'm working on, but it's close, and they should make fun antagonists. The Host is
a group of invaders from an alternate Earth, one in which, millions of years
ago, a global climate shift never occurred. The rulers of that world were
never slain by cold and darkness. Instead, they evolved, grew, and
created a mighty civilization. Of course, civilizations rise and
fall. The Host of today would little recognize some of their
progenitors. "The Host" is their name for their government,
such as it is. The race is named the Drajin. There are other groups
of Drajin who do not recognize the authority of the Host.
The Host
that emerged after the last great war has recovered much, but not all of the
ancients' technology. Some of it was destroyed beyond all recovery - even
wiped from the minds of those who used it. Lost to the Host are the
secrets of life-control that transformed some of them into shape-shifting,
telepathic gods. The Lords of the Host are not even certain that they are
truly descended from the Ancients, although they suppress this information viciously.
They rule a
vast stellar empire, recovered several generations ago after the almost
complete loss of starfold technology. The new network of fold gates is
far less efficient, but the totalitarian Host prefer it that way.
Slipships capable of entering the Fold unaided are rare and expensive.
Most transports require fold gates for superluminal travel.
Biology
The
Drajin's origins are lost to time. They were at one time roughly humanoid
pseudo-reptiles, but they are now so much more.
Melee 20+ Dmg 80+ Type: Alien
Coord 20+ For 40+ Origin: Birth
Brawn 20+ Rep Varies - 20 ave. Weakness: Chemical Dependency (See below) Fort 20+ Life Varies - 20 ave. Effect: Damage/Power Loss
Int 10+
Aware 20+
Will 10+
Powers
Physique: The Drajin are very tough and highly adapted for their roles as
warriors and rulers.
-Body Armor of at least 10
-Enhanced Senses from 6-10 or more. Many have the ability to boost these
further with shapeshifting.
-Regeneration of at least 1
-Superspeed from 1-5, but this ability requires an Endurance test. A green
result means the power works for 1 turn. Yellow provides 3 turns.
Red provides 6 turns of speed. Afterwards, this ability is not useful
until the Drajin has had the chance to rest for at least an hour.
-Chemical dependency: Drajin need to consume the brain chemicals of sentient
beings. Their tongues have special feeding spines for this purpose.
The chemicals must come from a living brain, and the process reduces the vessel
to a mindless husk.
Telepathy:
All Drajin have some telepathic ability. Most of their powers require
line of sight or physical contact. Available power stunts include
-Communication (LOS)
-Mind Control (requires contact - works like hypnosis)
-Mind Probe (requires contact)
-Mind Shield
Shapeshifting:
The Drajins' natural forms are pseudo-reptilian humanoids with varicolored
scaled hides, but they can change shape. Members' power levels
vary. The least of them can only change their skin colors and manifest
claws and the like. The greatest can assume virtually any shape.
Drajin are
carnivores, and many prefer the meat of sentient beings. Cannibalism is a
social ritual. One consumes one's defeated foes to steal their strength
and prevent them from entering the afterlife.
Drajin have
no gender. Sex between them involves a sort of shapeshifting/wrestling
contest where one attempts to overwhelm the other and implant spoors of genetic
material. Thereafter, the other's body will absorb the spoors and produce
one or more eggs bearing the victor's genetic matter. Drajin can
recognize their own offspring by scent. A Drajin who bears another's
offspring is considered subordinate to the "father." The
gestation period is long, and the Drajin give birth to live young. It is
not unknown for a litter of young to get hungry in the womb and consume each
other or even the "mother" although such cases are rare with modern
medical science to make sure the mother is well fed.
Drajin in
"female" mode lose two ranks of Strength, and their shapeshifting
powers are limited to rank 2. They are highly vulnerable to the telepathy
of the "father" Drajin, resisting any attempts at mind control at -2
ranks. Also, they are generally docile and non-confrontational, unless
severely threatened. Then an overwhelming urge to protect their offspring
will kick in, making them want to run or fight as necessary.
The Drajin
have also made slaves of other races they've encountered.
Doshou
Dull, brutish creatures of reptilian origin, used for heavy labor.
Hejin
The most pathetic and hated creatures in the Host - the Hejin are former Drajin
who have had their brains fed upon. Their regenerative capabilities are
sufficient to return the semblance of life, but they are broken, withered
creatures. They lose their telepathy and any defenses they had against
the telepathy of other Drajin. They also lose their shapeshifting
abilities, and can be forced to shift by other Drajin. Even these shifts
are imperfect. Hejin have flaccid, weak muscles and doughy bodies.
They always look partly melted or "unfinished."
Hejin have
intelligence comparable to large dogs, at best, although they remember their
past lives.
To become a
Hejin is the worst punishment possible for a member of the Host - worse even
than being forced into motherhood or eaten.
Mynkin
Small, spry mammals often used for labor requiring a delicate touch. They
are similar to large lemurs, and nearly have a hive mentality. An entire
pod of Mynkin functions as a unit. Separating a single Mynkin from his
pod will kill him.
Synshin
Thin, long-necked reptilian creatures with elaborate head crests, kept as
something between pets and companions. They spit caustic venom and are
often used as guards for the young or hunting "hounds."
Culture
The Host is a hegemony of Houses. There are greater and lesser houses,
with some mobility possible, although it is rare. The House of Houses is
the house occupying the capital of the Throneworld (alternate Earth). The
Host is as much a religion as a government. Each House claims certain
religious sites and artifacts. Numerous orders permeate the society and
cross House lines. Orders link some Houses together in alliances, and
force others to interact. There is no clear "priesthood" as all
Drajin claim to be descended from the Gods.
That said,
there are Orders whose members take on advisory roles.
Families
are very large, and track kinship through the "male" line. This
is easier since offspring and sires can recognize each other by scent. A
House is a large clan, and makes relatively little distinction further than
that, save for the distinction of a Warrior's mates. Drajin forced into
motherhood belong to their "husbands" so long as they are gravid, and
until the next time they mate and take the male role. This often results
in a lifetime of bondage, since Warriors decide who their mates may mate with
under most circumstances.
Young are
raised by their mothers, often somewhat in a crèche style. As they
approach maturity, they receive broad training until they show an aptitude for
one Order or another. Once a young Drajin is able to successfully mate
(to either impregnate or be impregnated), that draj is considered an adult.
Life in the
Host is marked by almost constant conflict. Houses vie for power against
each other. Orders contest against rival Orders. Even within a
House, there is continuous struggle. There are only a few refuges against
the endless strife. A few Orders are pacifisistic, contemplative
monasteries. Drajin weary of battle might retreat to one for a few weeks,
or even longer. The other choice is to willingly become female.
Females are fairly safe from conflict. A birth cycle can be something of
a vacation - although it is a high price to pay.
Technology
The Host has technology far in advance of earth. They have relatively
"clean" nuclear capability, space flight, and energy weapons.
Using technology to mimic their unique biology, they have adaptive materials
that can change shape and function in response to need.
Some of
their technology is in the form of "relics" that they can operate and
even repair (it is often self-repairing) but that they are unable to
replicate. These relics are rare and treasured. A small one can
turn a Warrior into a Master. A large one can be the center of a Greater
House's power.
The Host
have no language as we know it. They use telepathy to communicate in raw
ideas rather than words, and use psionically reactive crystals in place of
writing. Rather than trying to put thoughts down in words, a Drajin
"author" can imprint a crystal with everything he knows on a
subject. They even have "fiction" crafted by imaginative
Drajin.
As a result
of this, while the slaves might have their own languages, they have no written
form. All slaves are illiterate and have difficulty communicating beyond
the halls of their own Houses. This, as much as Drajin telepathy, keeps
them in bondage.
 Thursday, June 28, 2007
What is the Seventh Enigma?
Well, that's a riddle, isn't it?
(Yeah, cheep joke, I know)
The 7th Enigma Universe (sometimes abbreviated 7E) is the
label I'm applying to a new fiction project I'm working on. The core concept is to, like Heroes on NBC, Astro City,
Rising Stars, or similar works, take a slightly different look at the tropes of
comic book superheroes and the worlds they inhabit. It's nothing that hasn't been done before,
but I hope I've found a worthwhile angle.
And if I haven't, you can't really stop me anyway. :P
That still begs the question "what is the 7th
enigma?" but I really don't have an answer. I don't even know what the other six enigmas
are. It's just that 7th Enigma can be
made into a really cool logo.
The 7th Enigma Universe takes its inspiration from the
question of "what would happen if people had superpowers in the real
world?" It's an old question,
debated countless times. There have even
been some "realistic" takes on superpowers in the past. The NBC show Heroes, which probably kicked
this matter to the front of my brain again, is a recent example. Going into the wayback machine a little,
there's the Wild Cards universe. Both of
those are similar in that they limit the field a little before grappling with
the question. I decided to avoid those
limitations myself. In the 7E universe,
anything goes. All the classic
"origins" will be available, and not limited by world-builder's fiat.
That means I want room for aliens, magic users, mutants, and
guys in power armor, and even alien mutant magic users in power armor. It also means I'm not going to dodge around
the supertech issue by saying mad inventors and superscientists are using some
highly refined form of psi power to make their machines work.
I am, however, taking a completely different dodge. A world where superpowers had been around all
along wouldn't really be recognizable to us.
It'd be so drastically changed that what I was writing would be more
like science fiction than superheroes.
So taking a page from Marvel's New Universe (one taken many times
before) and saying superpowers and related phenomena didn't exist until
recently. I'm going to tell the story of
a normal world that one day wakes up and realizes it has superpowers. Then, in manageable chunks, I can examine the
ramifications of different superpowers.
But what does this mean to you, my legions of adoring
readers?
Well, for one thing, it means a new label over on the
side. I'm adding a 7th Enigma
category. 7th Enigma content might also
get other labels, like Artistic Widgets and Fiction Widgets. But mostly, 7th Enigma Widgets will be for
gaming. Specifically, they'll be for the
4-Color system, for which I am deeply indebted to Phil Reed of Ronin Arts. (Everybody say "Thanks, Phil")
And yes, I could have used M&M instead, but I can write
4C characters off the top of my head, with no references at all. For M&M characters, I'd have to have my
book, and my character creator spreadsheet, and it'd take time. And, honestly, I'm too lazy for that. So this way, you get stats you can use if you
were a fan of the most Marvelous supers game from the 1980s, and I get to hash
out ideas in a solid form.
I'm simultaneously developing the setting and plotting the
first book (tentatively called Seven Wonders).
As I go along, I'll put up stats for various characters, and maybe some
gear and so-forth. Of course, don't
quote me on any of this. What ends up in
the book may be different than what I post on the blog. For one thing, I have to keep some surprises,
and for another, I change my mind a lot.
Before we get going, I'll give you a brief rundown of 4C. For more info, try the Ronin Arts forums, here.
There are 7 Primary traits and 4 Secondary traits.
Primary
Melee: This Primary Trait is the measure of a character’s
expertise in melee combat. When kicking, punching, stabbing, or otherwise
fighting in close quarters, this Trait determines the success or failure of the
attack.
Coordination: This Primary Trait is the measure of a
character’s physical proficiency. When shooting, throwing, dodging, balancing,
or otherwise employing physical nimbleness, this Trait determines the success
or failure of the action.
Brawn: This Primary Trait is the measure of a character’s
physical power. When lifting heavy objects, determining damage with melee or
thrown attacks, throwing an object a certain distance, or otherwise engaged in
activities relying on physical power, this Trait determines the success or
failure of the action.
Fortitude: This Primary Trait is the measure of a
character’s physical stamina and robustness. When attempting to hold breath,
resist sickness, overcome toxins, ignore fatigue, keep from dying, or otherwise
engaged in physically strenuous tasks, this Trait determines the success or
failure of the action.
Intellect: This Primary Trait is a measure of the
character’s intelligence. When attempting to invent, solve a problem, learn, or
otherwise use smarts, this Trait determines the success or failure of the
action.
Awareness: This Primary Trait is a measure of the
character’s intuition. When attempting
to sense danger, spot something, recognize a hunch, or otherwise work on
instinct rather than analyzing a situation, this Trait determines the success
or failure of the action.
Willpower: This Primary Trait is a measure of the
character’s mental strength. When dealing with psychic abilities, magic powers,
issues of willpower, or otherwise using powers of the mind, this Trait
determines the success or failure of the action.
Secondary
Damage: This Secondary Trait is a measure of the physical
punishment a character can suffer before dying. This Secondary Trait uses a
numerical score (not Rank Value) that is decreased as the character takes
damage. This Secondary Trait, as well as damage and healing
This Secondary Trait’s starting value is calculated by
adding up the Rank Values of the character’s first four Primary Traits (Melee,
Coordination, Brawn, and Fortitude).
Fortune: This Secondary Trait is a measure of the
character’s ability to use luck, training, and/or experience to influence the
present. This Secondary Trait uses a numerical score (not Rank Value) and
points may be spent from it to affect die rolls and improve the Rank Values of
Primary Traits.
This Secondary Trait’s starting value is calculated by
adding together the Rank Values of the character’s last three Primary Traits
(Intellect, Awareness, and Willpower).
Lifestyle: This Trait is a measure of the character’s wealth
and ability to procure needed items and services.
To calculate the Rank Value for this Secondary Trait roll
once on Table 1.
Repute: This Secondary Trait is a measure of how well the character
is known; the greater the score the more popular the character. This Secondary
Trait uses a numerical score (not Rank Value).
To calculate this Secondary Trait’s value roll d% and divide
the result by 3 (round up).
(Not that I'm going to do that)
Rank Values: Primary traits have a percentile value and a
descriptive adjective. The number is all
that really matters to the system, but the descriptors are much more
flavorful. You can add your own when you
play. For simplicity's sake, I'm just
going to use the rank numbers, and generally the first one from any given range
within a rank, such that someone with a 30-39 has a 30 for my calculation
purposes.
Rank 1-2 3-5 6-9 10-19 20-29 30-39 40-49 50-74 75-99 100-149 150-999 1000
Besides Traits, you've got Powers, Skills, and
Contacts.
I'm using freeform powers, which is a fancy way to say I
just make up whatever I want. It's easy:
just describe what you want the power to do and assign a rank number to
it. These characters won't be "balanced"
like, say, the Unisystem ones, but the source material isn't particularly
balanced, either, and in this case my task is to represent the source material
accurately rather than to produce completely playable content.
Skills are the stuff a character is particularly good
at. Both in the pulp-inspired writing
that I like and in superhero comics, there's a lot of latitude in a character's
skills. Captain Striker can use any gun
he damn well picks up, and fly any kind of plane, because that's the way the
writer wants it. So Skills are fairly
broad, although I'll suggest specialties.
A skill gives a character one extra rank when he's using it. For instance, a Scientist with an Exceptional
Intellect would have a Super Intellect in the area of Science.
Contacts are the people a character knows and can call on
for help or information. I'll be pretty
descriptive with these, since that's more fun to me than totally broad
categories.
By next week, I should have a pretty good idea of what
characters will be running around. To
the (negligible) extent that I'll focus on anything, I'll try to focus on
villains, since they're really the fun people anyway.
© Copyright 2012 David Goodner
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