23
Aug/10
0

Who Are Rotwang’s Heroes

Rotwang’s Heroes are deserters from a unit of the United Kingdom’s All-Volunteer Expeditionary Force, known as Mycroft’s Irregulars.

Formed in the wake of the Martian War of 1912, the expeditionary force was treated as little more than a mercenary company by the Flemish Free Cities and the French Republican government in exile. Mycroft’s Irregulars, composed of unconventional soldiers, have ceasely borne the brunt of the most dangerous fighting along the frontier.  Now as 1915, the 4th year of the Great War drags on, some of the Irregulars are out to die for something other than King and Country.

This is the motley crew, as I’ve cooked them up. I’ve built them using the Starblazer Adventures rules with 6 Aspects, 4 Stunts and 20 Skill Points. I’m leaving room for a couple of aspects to be filled in by the players as they go at the Con:

Captain John Cannon

Description: A tough survivor who has risen from the ranks, Captain Cannon has led his troops through the horrors of the Great War and now, after seven pointless years, wants to get them to luxurious safety. Cannon crossed swords with Rotwang in Egypt.

Novel: Captain Cannon and the Martian War

Appeared in: The Curse of Imotep’s Tomb

Aspects: Grew up in the Gutter

Joined the Army, Saw the Empire

I’ve Survived Worse than This

I Owe it to My Men

Ignore the Boffins, Shoot First!

Stunt Description
Covering Fire Cannon is skilled at laying down a scathing hail of suppressive fire. When using Guns to perform a block, he can ignore up to two points of penalties imposed by the GM due to the complexity of the block.
One Shot Left! That last bullet has a kind of magic to it. You may declare that you are on your last shot, and may make a Guns attack at +3. This is your last shot – its use means that there’s no more ammo, no holdout guns or the like.
Shot on the Run The character is light on his feet with a gun in his hand, able to keep the gunplay going while evading attempts to harm him. This character may use Guns as a defense skill against
physical attacks; normally, Guns cannot be used defensively
Quick Decisions under Fire +1 Alertness when outnumbered

Major Wilhelmina Rotwang

Description: A member of the Prussian Army’s Science Corps, Rotwang has investigated strange phenomenon around the world for the Kaiser. Now, with the world in chaos, he has a chance to seize a fortune and pursue his researches on his own. Rotwang formed an uneasy friendship with Darla Darabont during her improbably wild adventure in the American South West

Novel: Curse of Imotep’s Tomb

Appeared in: Billy the Kid and the Rocket Rangers vs. Dracula

Aspects: Discipline in All Things

This Barbarity is Beneath Me

There’s a Perfectly Rational Explanation

Leave it to an Expert, dear

Rotwang first, everything else is Secondary

Stunt Description
Linguist Wilhelmina can speak 8 languages fluently
Walking Library Always considered to have a research library on hand, so Wilhelmina can research questions on the fly
Doctor +2 to first aid and medical attention
Scientific Genius +1 to any roll involving physics (be creative) +2 to any roll involving electricity and weird energy sources

Darla Darabont

Description: Darla became a junior member in the legendary Rocket Rangers when they interceded in the strange struggle between an undead Billy the Kid and Dracula, lord of the Vampires. Since then she and her rocket pack have sought adventure around the globe and, eventually, became embroiled in the Great War. Darla helped Sandor the Clockwork Legionnaire escape from the clutches of Professor Nedyerskott

Novel: Billy the Kid and the Rocket Rangers vs. Dracula

Appeared in: The Clockwork Legionnaire

Aspects: Still a Cowgirl

If it Moves, I can Ride it!

Yee Haw! I’ve got a Rocket Pack!

Drawn to tall, dark and dangerous…

Sandor, watch out!

Stunt Description
Prototype Rocket Pack A Flying Rocket pack with +1 to pilot. Spend a fate point and get 1 useful gadget for a scene
Flying Ace Can use pilot as attack skill while in the air
Death from Above! While attacking other fliers from above +2 to attack

Sandor the Pneumatic Man

Description: Not much is known about the man called Sandor. An African-American who joined the French Foreign Legion, Sandor was blown to pieces in Algeria. Injured near death, the mad Dr. Nedyerskott saw an opportunity to test his theories and rebuilt him as his perfect weapon. With the help of Darla Darabont, Sandor escaped this slavery and has accompanied her since. Before serving under Captain Cannon, Sandor crossed paths with the mysterious Fatima LeBlanc in Malta.

Novel: The Clockwork Legionnaire

Appeared in: The Renault Affair

Aspects: Joined the Legion to Escape

Roiling Anger

I’m only Half a Man

Everyone uses a Freak

I Just Want Peace and Quiet

Stunt Description
Brawler +1 defense when outnumbered
Whatever’s at hand Can use Fists skill instead of weapons for improvised weapons
Herculean Strength All weight difficulties are two steps less
One Hit to the Body Pay a Fate point, ignore one attack

Fatima LeBlanc

Description: Child of a French Diplomat and a Moroccan beauty, Fatima is the product of two cultures and comfortable in neither. Drawn into the intelligence work and intrigue at an early age, Fatima misses the days of the great game, before she became mired in the Great War. Fatima fell for Alphonse’s lies in the Great Feather (and blames him for getting her stuck in Cannon’s platoon).

Novel: The Renault Affair

Appeared in: The Golden Feather

Aspects: Child of Two Cultures

Always Escaping

I Can Drive Anything

Faster!

I Always Fall for Alphonse’s lies…

Stunt Description
In Plain Sight No Environmental penalties when Fatima tries to hide or move stealthly
Quick Exit Can roll stealth to escape out of combat if a momentary distraction is made
Hush Fatima’s stealth can be extended to a small nearby group
Defensive Driver Chase manuevers are one step easier for Fatima

Count Alphonse Garibaldi, aka Salvatore Tosca, aka Gary Thompson

Description: Alphonse Garibaldi would call accusations that he is a chiseller, a two-bit con man, and a thief liable. He’d also dismiss accusations that he lied, cheated and defrauded several governments to get his hands upon the legendary Golden Feather of Corsica. And he certainly feels that ‘Lightning’ Lewis has totally blown the time he posed as millionaire George Vibe out of proportion.

Novel: The Golden Feather

Appeared in: Lightning Lewis and the Electric Monks of Shamballa

Aspects: Born in New Jersey

Never give a sucker an honest break

Gold!

I’m whomever you want me to be.

If talk doesn’t help, run!

Stunt Description
Con Man A deceit roll allows you to assess a target’s personal weaknesses (in the form of a tagable aspect)
Clever Disguise When disguised, Alphonse can defend against close scruitny
The Honest Lie When the truth is incorporated into a lie get a +2 bonus
Blather A successful rapport role and a target is occupied with your blab

‘Lightning’ Lewis

Description: A disciple of Tesla, ‘Lightning’ Lewis uses his formidable mind and scientific weaponry to seek out the strange and right the world’s wrongs. He fought alongside John Cannon in the War of the Worlds and is extremely loyal to him.

Novel: Lightning Lewis and the Electric Monks of Shamballa

Appeared in: Captain Cannon and the Martian War

Aspects: Apprenticed under Tesla himself

I Must See That Up Close

I’ve seen the World’s Secret Wonders

A Tesla Gun is Not a Toy

I’d Follow John Cannon through Hell!

Stunt Description
Personal Gadget: Tesla Gun Range 2, +4 attack bounus, can be used as a cutting tool/power source
Mister Fixit Reduces time for repair by 2 steps
Thump of Repair 1 Fate and a device works for a duration determined by an engineering roll
Five Minute Friends 1 fate point and five minutes chatting and you have a friend for life.
9
Aug/10
0

STSF: Kelly’s Heroes/Rotwang’s Heroes

As I mentioned last time,  I’m adapting Kelly’s Heroes for a convention Steampunk-War-of-the-Worlds-Heavy-Metalone-shot later this summer. As a way to get back into posting now that I’m a father, I figured I’d start by showing how I’m planning to adapt the film to my planned FATE-based, Steampunk-infused scenario.

Today, I’m giving the setting an extremely broad sketch. And really, for a one-shot, how much more do you need?

Where is Rotwang’s Europe?

Europe’s been devastated by the Great War.

At its outbreak in 1907—in the wake of the so-called War of the Worlds—their conscripted masses began the fight. But that wasn’t all. Each of the powers also unleased all their wondrous horrors of science: War Zeppelins, Mutagenic Germ Bombs, Clockwork Soldiers, Towering Automatons, Massive Tanks, Rocket Packs and Tesla Cannons.

Each of these might nations and their allies believed their secret weapons Steam Tankwould lead to a quick victory. Four years later and England is struggling to rebuild, France is a blasted battlefield fought over by a half-dozen factions and the major cities of Europe lay in ruin. The war grinds on, but no one knows why or for how long anymore.

Three days prior to the adventure’s start, Cannon’s troops captured Wilhelmina Rotwang, a Prussian officer carrying a bar of French gold bullion and a secret: the lightly guarded location of hundreds of other bars.

Tired of the war and looking to desert in relative comfort, Rotwang cut a deal with her captors to collect the gold and make for the Swiss Frontier.

The trick, of course, will be to go through the Prussian-backed French Imperial lines; survive the hellish no-man’s land being fought over by the Bonapartist Imperials and the Franco-Hapsburg forces of the French Monarchists; and, upon arriving, overcoming a small, but, crack unit of Prussian troops guarding the gold laden vault.

Along the way, they will also have to get past the last remnants of the French Patrol Zepplins, packs of Nosforatu (the hellish victims of Prussian germ weapons), War Automatons, and military patrols and deserters from all sides.

But then again, who wants to live forever?

29
Jul/10
0

Stuff to Steal From: Kelly’s Heroes

Confession time: I haven’t stolen from Kelly’s Heroes…yet.kellyoddball

This summer I’m running ‘Rotwang’s Heroes’ with Starblazer Adventures. The plan is to run a Kelly’s Heroes scenario set in a steam-punk post-apocalyptic WWI environment. So really, as far as thefts go, this one is close to my heart.

As I try to resume blogging over the next couple of weeks—and try to be a decent dad—I’m going to chime in on how I’m stealing from Kelly’s Heroes.

Today I’d like to talk about stealing from the film’s basic scenario.

In Kelly’s Heroes you have a motley band of soldiers deserting to steal a fortune in gold. It’s a zany hybrid of war and caper genres that lends itself to adaptation as a one-shot.

The key elements to the scenario are:

A tight window: If you stick closely to the film’s set-up, even though the PCs are the only ones to know about the treasure (even its guards are unaware of what they are guarding) a clock is ticking. If they wait too long:

A clued-in member of the opposition will move the treasureKH3

Their absence from the front will be noticed and their allies will start looking for them

Or, horror of horrors, their allies might get to the treasure before they do, screwing up the whole gig.

Multiple Hazards: The PCs should face a situation with myriad of potential hazards.

They should be behind enemy lines (or the equivalent)

Faced with environmental challenges (how are we gonna cross the river Kelly?)

They should also be in danger from the side they deserted from (if caught the best case would be for them to be hailed as penniless heroes or, more realistically, hung).

The key thing is that, from the moment the scenario starts, damn near everything is challenge the PCs need to overcome.

Flexibility:

The climax of Kelly’s Heroes is, perhaps, one of my favorite endings of all time. It’s such that I really don’t want to ruin it. Needless to say, it is exactly the kind of lateral thinking that your players will probably come up with once you are ready for the big boss fight. The key here is to go with it. There is no obstacle that can’t be overcome by the left-field awesomeness of your average player.

23
Jul/10
0

Kelly’s Heroes (1970)

Brian G. Hutton’s Kelly’s Heroes is an all-time favourite.kellys_heroes1

Its brilliance comes from an easy combination of seeming incompatible elements. At its core, Kelly’s Heroes is a sort of anti-war heist story that’s executed with same kind of anarchic panache as Altman’s M*A*S*H.

The film’s plot is pretty straightforward.

A platoon of hard-done-by soldiers learn of a secret cache of lightly guarded German gold worth $16 million. Unfortunately the gold is 30 miles behind enemy lines. Determining that’s better to die getting rich than for an uncaring and bureaucratic army, the platoon deserts and makes their play.

Gathering an unlikely group of allies (and always wary of diluting the loot), Kelly and Company have to overcome a whack of obstacles while outrunning the US drive into enemy territory that they accidentally trigger. The climax of the film will make every GM who’s had their boss fight thwarted smile with glee.

The film’s cast includes Clint Eastwood as the hard bitten Kelly and Telly kellys_heroes_ver2Savalas as Big Joe, his cynical platoon leader. Clint and Telly, however, are only as good as the cast they work off of which includes:

Donald Sutherland as a the leader of a proto-hippie tank commune

Don Rickles as a self-serving supply officer

Carroll O’Conner as a vainglorious general

Harry Dean Stanton as a down home country private, which should make fans of David Lynch and Red Dawn alike happy.

The chemistry between Eastwood scowling tough guy and Sutherland’s zany hippie is particularly delightful.

Honestly, if you’re looking for an easy, breezy caper or war film, I suggest giving Kelly’s Heroes a chance. The cast and the soundtrack alone should keep you smiling throughout!

23
Jul/10
0

Back!

Ok, I flaked out.Dweezil

Work got busy and the immanent arrival of my son kind of threw me off.

Now, the Spambots have taken over. Personally, I want a Cyberpunk setting where that happens.

But now, Theodore Wolfgang Schulz has arrived, my wife is healthy and were all happy, so let’s see if I can get this blog thing back off the ground!

7
Jun/10
4

The Klepto GM

It’s almost easier to ask which forms of outside media don’t inspire my gaming than those that do. I mean, in this blog, I’ve been encouraging people to steal from obscure 70s horror films, comic books, and some of my other favorites.

I’ve even written about my Punk and Prog inspired D&D campaign, which sadly died an ignominious death.RPG-Blog-Carnival-Logo

I think being inspired by outside sources is really a core element of the hobby. Be it the way that Appendix N listed the works that inspired the creation of D&D or licensed games literally wearing their inspiration on their sleeves, I’m hard pressed to find any games out there that don’t draw on a slew of outside sources.

And so should you.

Today, though, I’d like to talk about actually lifting ‘story’ the books, films, TV shows and comics you love. In a nutshell it’s to steal ‘plots’ and not ‘Plot.’

For instance, I heartily endorse lifting Wormtongue’s plot from Lord of the Rings.

It boils down to having a shifty minister poisoning the body and mind of a king who might otherwise be a potential ally of the PCs. From there it should play out however the PCs mangle it. Perhaps they will discover the Minister’s treachery and split him in two. Maybe they will leave the kingdom under the Minister’s subtle control.

For that matter, they may cut a deal with the Minister (and there by found the Wormtongue Dynasty) or seize the throne for themselves.

The important thing is not to force them to follow even roughly in the footsteps of the Plot you gleaned from the Lord of the Rings.

Taking the schemes, traps, and character plots you find strewn in popular culture and using them as hooks in a game is good. Forcing your PCs on a death march up Mount Doom when they’ve come up with their own solution to the ‘ring’ issue is bad.

But hey, your mileage may vary.

3
Jun/10
5

Stuff to Steal From: Global Frequency

Anyone running a mission-based game should consider borrowing from Global Frequency. Be it a Delta Green/Call of Cthulhu campaign, a default Eclipse Phase game or even a Pulp Adventure or Supers campaign there is probably something you can use.

Regardless of genre, when plundering Global Frequency, I suggest looking to three areas: the set-up/premise, the supporting characters and the threats.

The Set-Up1401202748.01._SCLZZZZZZZ_

On the face of it, Global Frequency features your standard ‘your mission should you choose to accept it’ style of set-up. But there are differences. The first, and really the biggest tone center, is the urgency of the missions in a Global Frequency-style campaign.

In the comics, Global Frequency is called in either because a disaster is about to happen right now or they are called into look at the aftermath of a weird event. There is no middle ground; no slow investigative build-up to a near catastrophe. Either a rogue military satellite is going to thin out the human population in 2 hours or an entire village went mad three days ago, there is no in-between.

A great way to capture this feel would be to start all of the adventures in a Global Frequency-style campaign in media res. Each adventure would start with either the PCs frantically moving to deal with a disaster or looking at the aftermath of past catastrophe that could come again.

The Supporting Characters

Global Frequency offers you two supporting characters that are easy to re-skin as NPCs.

On the one hand, you’ve got Miranda Zero- the tough as nails, super-connected, and mysterious owner of the agency who will drop the PCs into the soup because, well, that’s why they’re there.

On the other, you’ve got Aleph- the tech genius/remote field support that the PCs should only ever met through mediated means (over the phone, video-briefings, etc). She should be a pain in the ass, but always providing field support and information to keep the plot going at a breakneck speed.

The Threats

Really, with a little re-skinning these can be stolen for nearly any modern-ish or future game. I’m particularly fond of some of the hostage set-ups and the ‘military experiments gone wrong’ used in the series. The real trick is sticking to the threats that lend themselves to being resolved by the mortal brains of your players and not the better informed experts of the comics.

So next time you are looking to breath some life into a mission based game, grab Global Frequency from your local comic book shop or library and take a few notes. You won’t regret it.

2
Jun/10
1

Get on the Global Frequency!

There are 1,001 people on the Global Frequency, and in Warren Ellis’ comic series they’ve already saved your life.Globalfrequency01

Global Frequency is a 12 issue comic series published by DC/Wildstorm that’s available in two trade paperback volumes. The series follows the exploits of the mysterious Miranda Zero and her agency of exactly one thousand and one expert operatives. Scattered across the globe, each of her operatives lives a relatively ordinary life as an expert in their field waiting to be put ‘on the frequency’ and use their gifts for humanity.

In classic Ellis’ style, each issue chronicles the members of Global Frequency deal with gonzo near-future scientific threats ranging from a six-million dollar man to a memetic alien invasion.

Each story focuses on a different batch of operatives dealing with a unique threat. Beyond the agency’s head, Miranda Zero and her tech support Aleph there are no recurring characters, a choice that is reinforced by Ellis working with a different artist on each issue. As fresh as this keeps each story however, Global Frequency does have a slightly disappointing tendency to alternate between battling science gone wrong and die-hard like thrillers).

Overall though, if you are a lover of comics, sci-fi or James Bond-like espionage action, I recommend you give Global Frequency a chance. The only disappointment you’ll feel is when you realize that they aren’t putting out more issues!

30
May/10
2

Musings on Rogue Trader

A few more thoughts on my Rogue Trader game as it pushes forward.

Combat

When I was running Dark Heresy I found combats to be ugly, brutish and short. One or two autofire bursts and someone—PC or NPC—would wind up a bloody mess. In Rogue Trader, this hasn’t been the case.

For instance, the superior stats and equipment Rogue Trader PCs start out with, and the similar abilities of their suggested opponents, has the effect of making combat drags on. The problem, as I see it, is that while the capacity of Rogue Trader PCs to soak damage is considerably better than starting PCs in Dark Heresy, the effectiveness of the game’s weapons seem kind of flat. As a result most combats seem to be a back and forth marathon.RT Cover.indd

So right now, I’m working on ways to speed it up. For instance, I’m considering only applying a characters toughness bonus (instead of doubling it) and making all tens rolled in damage open-ended, rather than requiring another attack roll. At the end of the day, I want my combats quick and deadly.

A Pirate’s Life

Overall though, I’m finding that the vibe of the game is great. I was a little worried that having five players in charge of a ship with 95 000 crew would be a little overwhelming, but it’s actually been a blast. Each of the players has really taken charge of their domains on the ship and are constantly breathing life into the ship’s micro-setting.

Along similar lines, I’m playing pretty fast and loose with the game’s morale mechanics. I’m sticking to the spirit of the rules, but I’m making sure that the actions of the PCs can have a direct effect on the ship’s crew. And really, they set themselves up for trouble on this front from the get go.

For instance, the PCs opted for the ‘reclaimator’ option on their ship (basically injured and deceased crew men are converted into gruesome cyborgs), purchased the cheapest possible life-support system, and over-crowded crew quarters. Add to that the murderous zeal of the ship’s Explorator and frankly totalitarian tendencies of the Arch-Militant and you’ve got a GM’s dream. You can imagin my glee when, after dropping morale by a point because of their long trip out into the void, the players wound up debating every imaginable option to stave off mutiny.

I can only say it’s a good thing that the Captain overruled the Arch-Militant’s plan to string-up anyone muttering discontent…

26
May/10
1

Bring on the B-Team

Have a Big Bad that needs embaddening? Want to establish some in-game history but want to avoid expository speeches and unread handouts? Would you like to give your players a little extra incentive to go looking for missing teenagers at the abandoned summer camp?

Then tell your players to put down their character sheets and bring in the B-Team.

Not These Guys

Not These Guys

Bringing in the B-Team is a simple technique that takes the often GM-heavy task of establishing facts, characters and themes about a game and includes the players.

It’s as simple as 1-2-3. Let’s take the example of establishing a recurring villain as a deadly threat. Rather than having your villain murder a squad of red shirts before your party’s eyes, let your players play the hapless red shirts and experience this villainy first-hand. I’d recommend that you:

1. Create a group of pre-gen characters less powerful than your current party. This has the added bonus of reminding your players how exceptional their regular PCs are. Keep the pre-gens as archetypical as possible and describe them in no more than 2 paragraphs. If you want to add a little flourish, give each character an illustrative quotation.

Example: Clancey Chase is a gruff veteran of the Chicago police. He isn’t as fit as he used to be, but he makes up for it in experience. Quote: “Put the gun down and your hands up kid. I’ve been chasing punks like you for 30 years and I’m in no mood to run.

2. Drop your newly minted pre-gen party in a setting or situation you might want to use later: A raid on the villain’s lair, in the midst of a world changing battle, driving up to an old summer camp on a dare. The important thing is get the action rolling immediately.

Example: I’d start Chase’s unit off in the middle of a raid on the villain’s lair, racing down a narrow corridor and just about to engage a few mooks standing guard outside the main chamber. I’d give them just enough to establish the mood and an easy obstacle to start off with so the players can try out their pre-gen characters’ capabilities.

3. Get your point across. Do you want to show that Dr. Destructo has kidnapped the mayor’s daughter? Is it important that Evilla the Goblin Queen gained the Ring of Wrathfulness 400 years ago? Make sure your pre-gen party witnesses it first hand. And if you just want to show that the villain is no slouch…

Example: So Chase’s unit of talented cops storms into Dr. Destructo’s lab and sees Mayor Milkin’s daughter strapped into the De-Virtuetron. Now is the time for the good doctor to bust out those powers that will give the main PCs problems down the road. I suggest playing the combat out bloodily but possibly fading to black before the last pre-gen character is outright killed. Players tend to love the possibility of rescuing survivors.

One of the advantages of this technique is that it works well to “show, not tell” when trying to establish facts, moods and characters for your game. It also allows GMs who are a bit on the soft side to cut loose on characters other than the main PCs and establish that their baddies mean business. Plus, many players will feel they have a stake in the B-Team characters and situation.

It may sound odd, but trust me: they will. Nothing motivates players to chase down a villain or follow a lead more than having their nose bloodied, pre-gen character or not. And if you dangle the possibility of a survivor or two out there, I think you will be surprised by how quickly your players take the bait

Most importantly, bringing in the B-Team takes the sometimes frustrating task of providing exposition and embeds it in an adventure everyone can participate in. And really, that’s what everyone is at the table for, right?

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