Showing posts with label FASERIP. Show all posts
Showing posts with label FASERIP. Show all posts

Friday, May 29, 2015

Five Monarchs Campaign: Character Sheet

After much discussion (two positive votes and a sentiment that it is far more descriptive), Five Monarchs Campaign it is.

If I have one major complaint of RPGs as a whole, it has to be the Character Sheet. Off the top of my head, I really only like two that were supplied by the game itself: the 1e AD&D goldenrod sheets and 1e Champions. Even I wonder if both of these have more to do with nostalgia than functionality or appearance (although the 1e Champions CS was really functional).

It seems that the best Character Sheets are almost always a blank sheet of paper that is slowly built into a character sheet, or those created by folks who have played the game and know how to organize the information necessary for handy use.

This doesn't stop me from wanting or wishing for truly inspired Character Sheets. Even when that blank sheet of paper evolves into a record of a really interesting character and campaign, there is part of me that always wants a character to graduate to an "official" Character Sheet worthy of the character it records.

I mention this because FASERIP is particularly egregious in the category of ugly Character Sheet design and because I plan on playing this campaign with my kids. Part of the attraction and nostalgia I have for those goldenrod and 1e Champions Character Sheets is that they are part of my education on how to play those games and RPGs in general.

Therefore, I am keen on having a cool and informative Character Sheet to give to my kids when we play. I am hoping this fits the bill:


Monday, May 25, 2015

FASERIP: The Five Monarchs

I now have a couple of working titles for this campaign, but neither has really charmed me yet:

  • The Five Monarchs Campaign
  • Chasura City Campaign

Let me know in the comments which one you like better.

So, originally I was going to have the five monarchs based on the five colors of the rainbow (as originally postulated by Isaac Newton) with a mix of Eastern and Western elements to color the special effects of campaign powers. I was reminded, however, by Svafa of wu xing. I quickly realized that this elemental model was a much more useful than the one I had come up with. Not only does each element have more special effects, but there are far more implied relationships between the elements.

What follows is a summary of each Monarch, their organizations, goals, relationships and special effects of the powers their vassals exhibit when using their powers.

Red Monarch


Element: Fire

Sp. Effects: Light, Fire, Radiation

Likes Working With: Wood

Rivals: Water, Metal

Cover: UTU (United Trade Unions)


Goals: The Red Monarch wants to return to normal time and space by any means possible, short of destroying the city or its people. The UTU is a loose confederation of workers with ties to criminal gangs and politicians. They are not afraid to use violence, terror and crime to further their agenda; however, murder is not deemed as an acceptable method of coercion. Murderers are hunted down and turned over to the CCPD. UTU works closely with the CCPD, especially through its political influences because despite wishing to return home, the status quo is better than trying to push Chasura City into some other kind of space or time.

Yellow Monarch


Element: Earth

Sp. Effects: Gravity, Rock, Sand

Likes Working With: Fire

Rivals: Wood, Water

Cover: GeoTech (does much of the construction/infrastructure found in Chasura City)


Goals: The Yellow Monarch is obsessed with researching the space and time in-between in order to find a guaranteed safe way of moving Chasura City back to normal space and time. Going into a different space and time is deemed too dangerous for Chasura City and its people. GeoTech works closely with UTU because of similar goals and as a means of keeping the more dangerous impulses of UTU in check.

Green Monarch



Element: Wood

Sp. Effects: Wind, Sound, Mind

Likes Working With: Water

Rivals: Earth, Metal

Cover: CCPD (Chasura City Police Department)


Goals: The Green Monarch wants to protect the status quo and keep the city safe. It is more dangerous to try to remove Chasura City from its current state in-between time and space than remaining in its current state. The CCPD keeps very close ties with CCE in order to monitor their actives and minimize the effects of their radical efforts. CCPD has used CCE to shut down various experiments by other factions simply by denying them access to CCE’s power utilities.

Blue Monarch


Element: Water

Sp. Effects: Electricity, Fluids, Shadow

Likes Working With: Metal

Rivals: Fire, Earth

Cover: CCE (Chasura City Energy)



Goals: Ever since Chasura City shifted into its current state in-between time and space, the Blue Monarch has discovered a variety of potential power sources unknown in regular time and space. The Blue Monarch believes that these power sources indicate a space-time that has far more to offer humanity than does regular time and space. Using CCE and several secret underwater research facilities, the Blue Monarch wishes to push humanity forward into this new reality by any means possible, short of destroying Chasura City or its people. CCE works closely with AESTech due to their similar goals.

Purple Monarch


Element: Metal

Sp. Effects: Iron, Ice, Ether

Likes Working With: Earth

Rivals: Fire, Wood

Cover: AESTech (produces much of the hi-tech/electronic devices found in Chasura City)


Goals: The Purple Monarch is obsessed with researching the space and time in-between in order to find a guaranteed safe way to move Chasura City into a new space and time, because to go back would be too dangerous for those in normal space and time. AESTech works closely with GeoTech because, despite having different goals, both are dedicated to safe research. The more they know about their current state the safer it will be to move beyond it.

Tuesday, May 19, 2015

FASERIP: My First NPC

If there is one main feature that sets FASERIP apart from Marvel Superheroes and other renditions of the system is its use of a Campaign Rank. This is a rather simple concept which standardizes the power range of all of the characters in the game. For example, a standard comic book-style campaign would have a Campaign Rank of World Class (Wc30). Thus, all of the character’s ability scores and powers would be based off of a rank of Wc 30. While some abilities and powers might be significantly lower or higher than the Campaign Rank, every PC in the campaign is going to be around the same in terms of power.

I love this, not only from the perspective of ensuring that every player is going to have the mechanical ability to contribute to the game, but it also allows the mechanics to be tailored to a specific campaign concept. For example, in my K-inspired FASERIP campaign, I want the power levels to be on the low side, where an average PC will have powers around the rank of Average (Av 6) to Decent (Dc 10). It also allows me to have what might otherwise be considered a rather low-level or average powered NPC actually be quite powerful given the Campaign Rank. All in all, it is a rather elegant addition to the system.

To that end, here is an example of one of the most powerful NPCs my players might encounter during a typical session of this K-inspired campaign (which really needs a better name):


The Whistler


AKA Allen Green

Fighting: World Class (Wc 30)
Agility: World Class (Wc 30)
Strength: Great (Gt 20)
Endurance: Fantastic (Fa 40)
Reason: Great (Gt 20)
Intuition: World Class (Wc 30)
Psyche: Astounding (As 50)
Health: 120
Karma: 100
Wealth: Average
Fame: 0

Powers:
Superspeed (Gt 20)
Vibration Control (Gt 20)
Force Field (Gt 20)
Emotion Control (Wc 30)

Specialties:
Leadership

Allen Green is a vassal of the Green Monarch. He is the leader of a specialized police force that is charged with keeping the peace between the vassals of the Five Monarchs. He is more commonly known as the Whistler because all of the powers he exhibits are based on the control of sounds and vibrations. Besides using the vibrations that result from striking the ground with a cane, the most common way he manifests his powers is by whistling. The is particularly true when he uses his Emotion Control powers to help calm volatile situations or when he is using his superspeed (which manifests itself as an ability to “draft” behind sound waves).
For those interested, this NPC was created using the Character Creation rules in FASERIP.

Monday, May 18, 2015

FASERIP: A Campaign World

I have to make a confession. My kids want to play RPGs with me, but I have traditionally struggled with creating a campaign suitable for them and what they expect from a game with dad. As you might expect from a guy who has a quote from HPL over on the sidebar, my default position (especially when it comes to fantasy) is rather dark. Even when I specifically set out to create a world in which I expect my kids to play, inevitably my creativity takes me down a dark ally out of which I can’t remove myself or my train of though, especially given that mechanically old-school D&D is pretty deadly.

One of the reasons I am so enthused about FASERIP is that it is an opportunity to play a game as written that is lighter and less gritty than my usual RPG fare. As such, I plan to rip off an idea I was originally toying with for a game with my kids that seems to fit really well with a ‘K’-inspired FASERIP campaign.

One of the themes found in ‘K’ is that the power that the Kings are able to wield is significantly greater than any of their vassals. This power is of such magnitude that a misuse of it in the past changed the geography of Japan. In FASERIP terms, the Monarchs are Shift 1 + in terms of their power; however, they will not use it unless absolutely necessary. Thus, all of them operate through their vassals who are incapable of wielding the kind of power the Monarchs can bring to bear.

One way in which I want to play this up is by placing the city in which the campaign takes place in a fairly precarious situation. As in the series ‘K,’ there will have been a major disaster which to the people outside the city resulted in the complete disintegration of that city. In reality, the city and its immediate environs were not destroyed, but rather “shifted” in-between time and space. The Monarchs all suspect that this event took place as a consequence of their use of their power. Thus, all of them fear what might happen if they do so again.

This “shifted” reality allows me to have dream-like elements to the campaign such as buildings, doors or other such anomalies that can show up inside that city and then disappear. These places can contain beasts and devices and things of all kinds of genre-bending goodness.

The conflict that occurs between the Monarchs all comes out of how each wants to solve the problem of the “shifted” existence of the city and the anomalies that occur as a result. Some want to return to the time and space from whence they came. Others fear further harming the world they came from. Still others want to explore the possibility of pushing the “shift” into another dimension or parallel world.

Thus, when a mysterious door shows up on Main Street, the vassals of all the Monarchs come out of the woodwork. Some want to find out what is on the other side of the door, some want to destroy the door and yet other will try to prevent either from happening.

Friday, May 15, 2015

FASERIP: Inspirations

I would not call myself an anime fan. Giant robots and demons bore me and these seem to be the focus of much of the genre. There are, however, a fair number of exceptions that I do enjoy, so I occasionally poke around to see if anything piques my interest. The most recent of these finds was the series K.




I really enjoyed this, because it is a meditation on what it means to be a king and what it means to be a good king. In the end, the person the series declares to be the best king is rather unexpected and, frankly, quite moving.

I mention this, because it has got me itching to poach a bunch of ideas from the series in order to make a rather non-traditional superhero campaign using FASERIP. Therefore, a little background about the world of K:

Back in WWII there was a German scientist working in conjunction with the Japanese to create a super soldier. There is a McGuffin that endows an individual with superpowers that they are then able to impart in limited form to people who choose to be their vassals. In the end, the McGuffin creates seven “kings.” These kings are categorized by color, of which six are referenced in the show:

First King: Silver
Second King: Gold
Third King: Red
Fourth King: Blue
Seventh King: Colorless
Green is mentioned in passing.

The people endowed with powers by their kings are called Clans, differentiated by color — Red Clan, Blue Clan, etc. Conflict does occur between the clans, although the kings all seem to be on relatively good terms even if their own personal goals seem to differ. The powers of each clan manifest in the color of their clan and seem to have similar special effects, even if each individual might be more effective than another at pulling interesting maneuvers with the power. For example, the Red Clan uses fire and the Blue Clan uses katana as a focus for their powers.

All of this takes place in an alternate, high-tech version of Tokyo. The average citizen seems to be rather oblivious to the existence of the Seven Kings and the Clans. Indeed, only members of the clans refer to each other as clans. Outside of their small world, they are referred to by a public name. The Red Clan is called Homra and the Blue Clan is called Scepter 4.

The general public are under the impression that the Prime Minister is the most powerful person in Japan, when in reality he is answerable to the Kings. When conflict between the clans results in widespread damage, it is generally reported as gang activity or even terrorism. There is also a precedent for “normals” forgetting specifics about clan members.

Interestingly, members of the various clans seem to be friends, despite being rivals. There are several of these relationships that are highlighted throughout the series.

In addition, there are beings called Strains, which are able to tap into the McGuffin without directly becoming a vassal to one of the kings, although these seem to be rare and strictly controlled by the clans.

This all suggests a really interesting superhero world that lends itself to a lot of adventure possibilities. The source of all superpowers are the Monarchs, of which their are five: Red, Yellow, Green, Blue and Violet. All of the Monarchs and their vassals operate within a modern setting, but slightly out phase, where the average citizen will perceive all their activities from a perspective that explains away all that they see as “rational.”

Each Monarch has the best interest of the normal population in mind, but how that best interest is defined can differ greatly from Monarch to Monarch. Red and Violet are two ends of a spectrum and those two clans are not only arch-rivals, but largely operate outside of what might be considered civilized. The Green Monarch represents the status quo and the Green Clan largely plays the role of peacekeepers.

The X-factor in the campaign would be the existence of Strains — beings that have powers, but are not vassals to the Monarchs. This could be the main source of a lot of adventures, where Strain(s) show up and each Monarch wants to take advantage in order to fulfill their end-goal. Thus, clans could ally with each other depending upon the threat/use of the Strain and how it manifests.

Thus, characters would be low ranking clan members who are sent on missions to further the goals of their Monarchs. In a very basic version of the campaign, all PCs would be from the same clan; however, if I ever had the time and the right group I could see PCs being friends from different clans who try to balance their allegiances throughout the campaign.

The thing I love about FASERIP, is that its character creation system would easily support this campaign concept. All the characters would be of similar level and players would have a basis for how to describe the special effects of the powers they roll up for their characters.

Thursday, May 14, 2015

FASERIP

While there seems to be a general buzz over the release of the new Swords & Wizardry White Box compatible sci-fi RPG White Star by James M. Spahn, I find myself far more excited about another old-school retroclone that has recently been made available: FASERIP by Gratis Games.

Some background: in terms of hours playing RPGs, superhero games come a close second to fantasy in my life. Of the various systems, my favorite historically is Villains & Vigilantes for two reasons: I love the character generation system and the longest running and most successful superhero campaign I ever ran used this ruleset. The most hours logged, however, belongs to Champions. While I am a huge fan of random character generation, most folks who play superhero games generally have a very good idea of what they want to play and Champions does one of the best jobs of giving players that kind of control over character generation.

The most fun I have ever had playing a superhero game, however, is with Marvel Superheroes. It terms of actual system mechanics, this is by far my favorite system for playing a superhero-type of game. It does an awesome job of making me feel like I am playing a character straight out of a comic book.

Historically, however, I have never liked the character generation system nor the idea that campaigns took place inside the Marvel Universe. PCs varied in power so dramatically that it was often impossible to sustain a campaign because players would feel left out and powerless to make any impact on the game. I have never been a fan of parading around in someone else’s universe, let alone my least favorite comic book universe.

FASERIP solves both of these problems. It obviously has to divorce itself from Marvel, as does any ruleset that seeks to emulate the system. The real strength of FASERIP, however, is its character generation system. While still maintaining a random generation system, it ensures that all PCs will be of a similar power range. It also empowers the player to customize what has been handed them via a random dice roll.

Another really interesting touch that I appreciate is a section on non-traditional campaigns and how to handle them using the FASERIP system. Included are a Shadowrun-type setting, a fantasy-type setting and a sci-fi alien taking over the world-type setting. This has got my non-playing Gamer ADD revving up. Expect some FASERIP meditations coming soon.