Friday, November 20, 2015

Sky Racers Unlimited: Progress Report

TO YOUR PLANES
We’re six sessions into our Sky Racers Unlimited campaign. The players have hired on as pilots aboard a massive sky vessel taking part in a transcontinental race. You can see the campaign world background here. In short it’s an early 20th Century disrupted by the rule of a cabal of Mad Scientists. They’re gone but the world has only just begun to recover. It’s a mix of Crimson Skies, Great Races, Alt History Post-Apocalyptic, Sky Captain, and general pulp tropes. We use another variant of Action Cards, our card-based & Fate-influenced house system. In particular we’re using minis for aerial combat, which I’ll come back to.

STORY SO FAR
We did a session of character creation and then opened with the PCs aboard The Osprey De Acero. The party got called up to deal with a group of dragons! The monsters had torn through the “A” team of pilots. The PCs distinguished themselves, fighting off the last beasts, and found themselves promoted to the lead role. They also learned that one of the seven competing sky-ships, The Glorreiche Reise, had vanished on their trans-Atlantic crossing.

The party settled into their new role- establishing connections and meeting the crew. The PCs had all been orphans, most of them Demi-Humans who had grown up in a facility managed by Goldens House, who owned the sky-ship itself. So they had a shared background, although they’d had very different careers as a Courier, a Monster-Hunter, an Operative, and a Pirate Radio personality. The characters made some friends and a couple of enemies thourhg their interactions. The Captain made sure they participated in social events, including a grand feast with members of the Russian sky-ship.

The race got underway and the PCs flew forward recon scouting. Just before the lost city of New York, they picked up a weak SOS. It seemed to be land-based, but when they responded, the signal cut out abruptly. The frequency matched that of the Glorreiche Reise. They radio’d back and Captain Al-Taneen briefly debated. She decided to divert her vessel (and lose her place in the race) to support the group checking out what could be a trap. The players spotted a sky-bus from the lost Glorreiche Reise, captured by a group of Sky-Pirates. The party snuck into the clandestine airfield on foot and rescued the survivors. They then flew the slow passenger craft out, under heavy fire.

Back aboard the ship they learned much from the handful of survivors. In particular it seemed that the Glorreiche Reise had been done in by sabotage and that someone had alerted the sky pirates ahead of time. The players recruited the survivors into the crew, even a slightly shady fellow they roped in as a “spy” in the criminal underworld. They also noted that the Chinese sky-ship which had been ahead of them would have received the SOS, but had ignored it.

Next the Sky-Ship had to pick up the European Middleweight Champion and transport him to Baltimore. There he would fight the American Champ in a showdown intended to raise the the Osprey De Acero’s profile in the race and her massive ballroom and broadcasting facilities. That led to discovery of mafia involvement, killing an assassin, conflict in Baltimore with Spanish Revolutionaries, breaking into a Syndicate warehouse, and finally using their planes to conduct a daring rescue operation atop a speeding train.

MECHANICS
The game’s gone well- I dig the setting and playing with the pulp tropes. The most significant change has been the miniatures and dogfighting mechanics. We’ve done two fights with that so far: a skirmish and an escort mission. I was really worried, but they’ve been fun and fast. They haven’t eaten up the whole session. Here's my original post on the system and my more final version and plane sheet
  • I need to glue the Crimson Skies planes to the X-Wing posts. The holes I drilled in them are decent, but come loose too easily.
  • Most of the mechanics work fine. Altitude’s a little wonky. I have it so players can set that when they move. That doesn’t quite work- in effect it means that altitude doesn’t have an impact. I think planes need to set that during maneuver picks.
  • A couple of plane systems seem fairly potent. I’m not sure if they’re too potent and need a fix. Turrets are awesome- and they make things much easier for positioning. Perhaps I need other arc options or raise the cost. Autocannons also change the dynamic, as they can still be effective without set ups.
  • The PCs haven’t taken too much catastrophic plane damage, so I can’t speak to those rules yet. I’ll be curious what it will be like if they have to do two fights in a row.
  • Moving the planes is fun and a real difference from the abstract play otherwise. And because it doesn’t take that long, it feels like a fun diversion rather than a slog.

Overall I’m quite happy with things.

THE SKY-SHIPS OF THE GREAT RACE
Below are my notes on the vessels.

THE NIEUWENHUIS
Captain: Krastovak Arceneux, Northland “Goblin” who fought his way to the top. Mean and dangerous.
Key Character: Danntje van Rijssen, engineer who legendarily escaped from the clutches of the Mad Scientist Avedis Sahakian, though the details are fuzzy.
Concept: A Dutch-Scandinavian Collective with a Strong Demihuman Revolutionary Contingent
Other Aspects: Resilient flight squadrons, most advanced scientific instruments, robotic drones, refitted vessel, secret project.

THE SILVER TRAVELER
Captain: Budek Vazdoka, first among many with the grand White Russian contingent. Part of a group that wishes to install a dynasty over the current revolutionary set up.
Key Characters: Iris Piip, said to be a former Security Services officer and older than she looks.
Key Aspect: Russian Collective vessel sent as a Great Work to put quiet to the disturbances in the workers paradise.
Other Aspects: Nimble flight squadrons, strong connections, rowdy parties, vast wealth, brewing rebellion, problematic design, political infighting, hidden sections.

THE SHENGFENG (Victorious Wind)
Captain: Teng Zhiyuan (m), a veteran officer of the many conflicts among the warlords of China. Sided with the current Imperial fragment and gained great staus.
Key Characters: Feng Ah Cy (f), a daughter of the current Emperor of the Xiaong Dynasty, one of the largest provinces outside of Cabal control. Borders on Korea and holds portions of that.
Key Aspect: Many “Chinas” exist. The Warlord-Emperor of the largest province hopes that a victory here will demonstrate his region’s superiority.
Other Aspects: Fast vessel, robotics technology, quiet infiltrators, striking appearance, rivalry with the British.

THE CENTURY’S VERDICT
Captain: Dame Cornelia MacArtain, veteran and decorated hero from the raid on Bryde Island.
Key Characters: Artgal O Tuathail (m), Deadly Pilot with Fake-Out Bionic Eye
Key Aspect: The English suffered the worst of the Aurichalc activities, leaving the other provinces in a postion of authority. The marriage of the Crowns of English and Scotland cemented this change in power. But many still harbor resentment and the efforts of the Century’s Verdict are to make clear a new era has arisen.
Other Aspects: Well Rounded Flight Squadrons, Wondrous Entertainments, Anarchist Underground, the Spoils of Bryde Island, Sense of Superiority

HUNTER RESOLUTE
Captain: Sara Matsedisho, late changing Demihuman who already had demonstrated promise when she changed. She has made many sacrifices for her success and will not let them go to waste.
Key Characters: Sibren Kapic, the Wraith, legendary and mysterious arc pilot with a record 37 Kills in Continental skirmishes.
Key Aspect: A collective, trans-Atlantic effort. It joins together some of the new West African Industrial city states with some American East Coast communities. They hope that significantly increased travel speeds will raise up both economies.
Other Aspects: Deadly flight squadrons, American Connections, surveillance drones, pressure to succeed, experimental engines.

THE GLORREICHE REISE (Glorious Journey)
The lost German-Hindi vessel under Frang Stienbacher

THE OSPREY DE ACERO
Aspects: Solid and Responsive, Financed by Entertainments, Shake-Out Cruise, Spanish Investments, Resented by the Old Nobility
Captain Nur Al-Taneen
Aspects: As Good as Any Man, Cross-Dressing Muslim, Morality Dictates
  • Chief Engineer: Montrell “Pops” Häberli (m) Aspects: Precision trumps speed. What’s with all these Hotshots?
  • Helms: Valros Rannversdottir (f) Aspects: Sleepless and Steady
  • Lead Scientist: Domhnull DeFrietas (m) Aspects: I’m Sorry, We’re You Talking?
  • Reporter: Emilia Caetano (f) Aspects: In Your Face, Earned Her Due
  • Cruise Director: Joseph Porden (m) Aspects: Absolutely, I Can Get That for You
  • Purser: Odette Barbosa (f) Aspects: Eyes and Ears Everywhere
  • Surgeon: Adela Gibbs (f) Aspects: Youthful Replacement
  • Literati: Teo Lehmkuhl (m) Aspects: The New Mark Twain, Never Met a Drink He Didn’t Like
  • Marine: Jerome de Castro (m) Aspects: Hmm, Whatever.
  • Scout: Sokhatai Yul (f) Aspects: Experienced Mongolian-Korean Scout-Hunter, Don’t Cut Them Loose


Tuesday, November 17, 2015

The Year in Post-Apocalyptic RPGs 2014

THE END OF THE BEGINNING OF THE END?
Since I finished my history of Post-Apocalyptic RPGs, now I get to examine the games of 2014.  I'll be doing lists breaking down last year's releases in the genres I've previously covered (PA, Supers, Steampunk, Horror). I'll try not to go into as much detail with these entries; I want them to be a quick survey. The sheer volume of gaming goodness produced each year is staggering. And 2014's a year with some awesome releases (Mutant: Year Zero! ftw)

Of course Fallout 4 came out last week. Where others lost productivity, I gained it. My niece picked up a copy and has been playing non-stop. She's monopolized the TV, so I've been relegated to my office. Sherri sits and watches her because she loves the scrapping system. I'm not a big Fallout fan, but it's been awesome to see those who dig it celebrating the release. Some folks in my G+ feed have been commenting and narrating their travels. I love reading Jeremy Kostiew's tales of the wastelands. 

BUT the other big post-apocalyptic news is Into the Badlands, a martial arts series set in a weird, collapsed America. It looks awesome. And it almost makes me regret cutting the Cable cord. I want to watch the first episode online, but what if I get hooked? I hope Badlands ends up being amazing-- and that someone does a game up for it.  


YOU KICK MY DOG, YOU KICK THE BUCKET. #LAWoftheWASTELAND
This lists mostly core books, but also significant setting material or sourcebooks. I consolidate “spin-off” and miscellaneous supplements into a single entry. For example at the end you'll see round-up entries with post-apocalyptic elements. I try to list revised editions which significantly change a line or present a milestone. Generally I only include published material- print or electronic. I skip freebie or self-published games. I'm sure I've left something off without adequate reason; feel free to add a comment about a line I missed from last year. 


I only learned about this game via my friend Derek, who works for Eden Studios. He mentioned it a kid-friendly, card-driven rpg which had done hugely well for the company, selling through several printings. It was one of those moments where I realized how large and varied the RPG community could be- and also how niche. I'd certainly never seen Adventure Maximus! discussed in my gaming circles locally, in forums, in G+, or even on the rpg blogs and sites I follow. I hadn't seen it being brought up in lists of rpgs for kids. That cements my conviction that most RPG gamers blindly grope the elephant. We have a image of the community and "industry," but huge swathes of gamers and enthusiasts exist we never see, playing things we either don't know about or underestimate the popularity of.

Adventure Maximus! uses a simply and colorful system, combining unique dice and cards. It has a board-gamey feel, but offers an easy rpg, able to accommodate many players. Here's why it's on this list despite looking like a fully fantasy game. It takes place in a post-apocalyptic world called “Ex-Machina.” That setting’s post-apocalyptic in the same way that Adventure Time is. There's an old world lost and transformed by events. Relics remain, but they're secondary. Instead you act in a weird, wonderful, and wacky land. As an unabashed AT fan, I'm glad to see that approach.

A kitchen-sink game, with a magic/psychic/mutant-infested wasteland. Breachworld uses Mini 6, a streamlined adaptation of the old WEG d6 system. In the setting, gate technology leads to rips in the fabric of reality, resulting in disruptions and incursions. We’ve seen similar approaches with Rifts and the most recent version of Gamma World. Breachworld isn't as dark as the former or as gonzo as the latter. It came about through a Kickstarter campaign, and several pdf supplements have been released for it.

The Broken Earth Player's Guide came out in 2013, but the bulk of the core material appeared in ‘14. That earlier guide acted as a teaser; all of that material appears in the main volume. Broken Earth’s event itself seems nuclear, with people a generation or two out from the collapse. It includes oddness like psionics and mutations. Broken Earth offers a post-apocalyptic setting with a narrow geographic focus. It centers on the Midwest and a little bit of adjacent Canada. A bit over half the book's devoted to presenting the locations, along with plot points and NPCs. I will admit the "Kingdom of Geneva" and "Wizards of Geneva" entries made me groan a little. Broken Earth has two versions, one for Pathfinder and the other for Savage Worlds. All of the products (Players Guide, Core book, pdf supplements) can be picked up in either flavor.

As I've discussed in previous lists, much post-apocalyptic science fiction contains strong social and political commentary. Consider Canticle for Liebowitz, The Last Wave, or The Handmaid's Tale. That's less so now in modern zombie tales, where the message seems to be humanity sucks. Post-Apocalyptic RPGs have generally stayed away from these kinds of commentary. The most overtly satirical, Paranoia, is an unfocused firehose of Juvenal-esque commentary. You could point to a conservative streak in games like Twilight 2000 or Freedom Fighters, but that's obscured by pages of weapon listings.

Then there’s Dream Askew, from Avery Mcdaldno, creator of the amazing The Quiet Year. This short game lightly borrows mechanics from Apocalypse World. But it goes diceless and GMless. It focuses on questions of gender and sexuality in the aftermath. That’s the striking social question at the center of play. Dream Askew has a token exchange economy and handles relationship elements more lightly than Mcdaldno’s earlier design, Monsterhearts. I first heard of this when Kira Magrann cited it as a small game deserving of more love in a recent panel. Shawn McCarthy has an interesting review of Dream Askew on RPG Geek.

Inflorenza is a hefty, self-published French RPG (352 pages in A5 format). Google translates the subtitle to "Heroes Martyrs, and Bastards in the Forest Hell Millevaux." To unpack that I have to step back a little. Sombre: Fear Like in the Movies is a French generic modern horror system, released in 2011. It apparently came out in pieces using a magazine format. In 2013 Millevaux came out, a setting supplement for Sombre. It apparently showcases a deeply Metal post-apocalyptic world. le Grog says that the author calls that, "post-apocalyptic, forestry and sludgecore." I HAVE NO IDEA WHAT THAT MEANS. In any case, Millevaux released under a CC license. It contained background, GM advice, a scenario, and (of course) game fiction.

Which brings me back to Inflorenza. This seems to be a reworking and expansion of Millevaux. It breaks away from its roots as supplement for Sombre and offers a completely new system. It looks quite good and has a wealth of good material, despite the author apparently using the first person throughout. It looks grungy, but I can't really figure out the full premise. Here’s how Wikipedia describes “Sludgecore” aka Sludge Metal.

Another French post-apocalyptic rpg, set in Europe. The world has been devastated by environmental changes. Humans survive in enclaves, but the world outside is wild, dangerous, and transformed. Some lucky few have the skills and powers to pass through these dangers between enclaves. They must contend with the short and rapidly shifting six seasons of the world. The game fiction and mechanics tie to those seasons, with characters influenced by their birth aspect. Krystal seems to be a less grim, more optimistic setting. The game has been supported by a decent campaign module, Daughter of Winter, as well as a "Notebooks of Europe" series of pdf short supplements.

The English translation of the Swedish rpg, Mutant: Ã…r Noll. Modiphus brought this out in a lovely edition, with supplemental dice, cards, and a zone map available. It offers a wasteland future, with characters surviving in The Ark. Humanity has devolved and the world outside is lawless and chaotic. Characters have randomly generated mutations, but those can change throughout play. M:TZ has simple rules and organizes character picks a little like playbooks from Apocalypse World. The game splits between characters exploring to locate resources and PCs helping their enclave to grow. It bakes in community-building, even while having all the classic conflicts of this kind of setting. This is a great game and I highly recommend it.

If there's one thing Monte Cook Games can't be accused of, that's not supporting their game lines. 2014 saw MCG release a ton of Numenera products. Perhaps the most notable are the large volume supplements The Ninth World Bestiary, Numenera Character Options and Technology Compendium. They also released a host of great and interesting pdf only products like Strange Creatures of the Ninth World, Beyond All Worlds, and the awesome Injecting the Weird. They've covered an amazing range of ideas in these releases. Numenera has also seen support from third-party publishers, like Ninth World Assassins and Whisper Campaigns. I hadn't realized that other companies have made that move.

Another Kickstarter project, OmegaZone offers a Fate Accelerated setting. The publisher blurb's pretty evocative, "Post-apocalyptic Los Angeles meets Cimmerian Pulp Adventure with a heavy dose of Gamma World." It offers a weird, fallen world with uncertainty about just what happened and what the past actually was. While the material is built for Fate, it's open enough to be adapted to other systems easily. OmegaZone really consists of two parts. The Instant Setting Deck (54 cards) comes with a variety of mutation details, approaches values, and so on. Players use these to shape characters. It includes other material for things like gear, and the only complaint I've seen is that buyers want more of everything. The connected OmegaZone Guide's a 64-page digest. It talks about how to use the deck, gives ideas for options, and outlines the setting a little more. The guide pdf's a little pricey at $10- you're probably better off buying the physical copy for $15. The cards run about $12 and you can only get PoD blanks from DriveThru.

A Spanish rpg, based on the work of Luis and Rómulo Royo, Both are striking graphic artists, with styles that remind me of Heavy Metal, Brom, and Giger. Apparently there's a whole set of elements to this Plenilunio universe including comics and a novel. I think the setting’s actually called "Malefic"*. The game itself takes place in a devastated New York of 2033. The devastation comes from a supernatural war between...well, I;m not sure. Google translate didn't help me out too much here. Maybe between Angels and Demons? Maybe other gods involved? There's something about the Moon attacking. The game's a stand-alone core book with a simple d6 resolution system. No supplements have been released so far.

*There's a certain irony to that name given the cheesecake nature of much of the art.

jim pinto has been releasing Protocol Games, a series of small, tightly-themed rpgs with a shared system. Several of his 2014 batch have a post-apocalyptic themes. System Failure offers a dystopian world of rebel robots using humans to fuel themselves. The Plague takes players to a world where disease has ravaged the population. The game centers on the tension of survivors in the immediate aftermath dealing with isolation and despair. Zombieskin has a corrupted future caught in a war between mutants and zombies. Mutants must protect an untainted child without destroying themselves via their powers. pinto also took his earlier game George's Children and reworked for both a Protocol and a zero-prep "GM Zero" version. It covers a single day in the lives of children left behind after an apocalypse has killed off the adults. Another GM Zero game, The Carcass has the players taking on members of a dying tribe in the fallen wasteland.

Additionally pinto also created two post-apocalyptic Protocol series. Deadlands Tall Tales, as you can imagine, offers quick stories set in the Deadlands. It has six parts, each with a distinct theme. The post-world game series has the group playing themselves after the end of the world. That story's broken into three evolving parts.

12. Rotsystem
Or in English, “Rootsystem.” A Swedish post-apocalyptic rpg. It presents the age-old story: Man meet Nature, Man Ravages Nature, Nature Ravages Man, Man Retreats to Mega-Cities, Nature Takes Over. Within the cities, humanity battles against dominance by corporate overlords. In an interesting twist, the game also calls itself "retro-cyberpunk." In this world people have "no wireless networks, no satellites, no cell phones, no GPS." The Green World outside has a form of communication which can bore into and take over systems using those frequencies. So I think they have a more “hardware hacking” approach. I like that, and it suggests an interesting Dieselpunk tone. The artwork's striking as well. A cool done-in-one game which I hope will eventually see an English translation. The Swedish original can be purchase PWYW from RPGNow.

I missed this one on my 2012 list, the year they released the Rogue Mage Player's Handbook. That includes the rules for character creation and the basic system mechanics. The setting itself appears to be a Divine Apocalypse (plagues, disasters, ice age, and then angel wars). It reminds me of Eden's Armageddon, but further down the timeline. Rogue Mage is apparently based on a series of novels by "Faith Hunter," a prolific author I'd never heard of. They concern a neomage named "Thorn St. Croix."

Anyway...this adaptation's unusually based on Mutants & Masterminds 2nd edition. That's kind of cool since that's one of my favorite games. 2014 saw the release of the other core book, Rogue Mage RPG Game Master's Guide. This volume includes more details on the world, all kinds of monster/race guides, NPCs, and most of the setting detail. Misfit Studios has also released several pdf supplements for the line as well. If you're a fan of the books, you're probably already aware of this game.

The major reworking of the "World of Aden" setting for Pathfinder. That was originally 1996 WEG game based on an SSI computer game. As I said in my earlier comments, "World of Aden appears to be a sword & sorcery game with a Thundarr or even steampunk vibe to it. It’s actually built on a trilogy of novels I'm having a hard time finding anything about. Only one volume appears to be in print...with a review by Shawn Carman on Amazon. West End Games, in their explosion of licenses for MasterBook, went into production just based on those novels and a pair of games. In Aden There's an event called the Darkfall destroying civilization, making it an Aftermath game, but there's also hints of lost technology."

The difference in presentation and tone between the two versions remains hilarious. This new edition was created by industry veterans Shawn Carman (see above) and Rich Wulf. This is a 220+ page book, split evenly between PF mechanics and background for the setting. The company has supported the line with a variety of pdf releases. Thunderscape's gotten generally favorable reviews. If you're a Pathfinder enthusiast interested in weird fantasy with fallen tech, consider checking it out.

An interesting trade-sized Post-Apocalyptic game with a couple of uses. It offers your classic Mad Max style future (although without the cars as a central feature). You have wastelands and various communities and bands competing between them. The rules split between a gang-style miniatures game and an RPG. The minis game feels like Necromunda or Mordheim. You manage a group of warriors which gains experience through skirmishes. You have downtime and community management between sessions. The RPG side narrows things and offers skills and more rp elements. The group runs the PC band through adventures- aiming to gain territory, find lost tech, and support your enclave. That side's still very tactical, but looks like it could be a fun diversion for groups who like crunch. The company created a line of miniatures for the setting. However that seems fairly limited and my sense is that it didn't gain any real traction. Still worth checking out for fans of old GW style games and mini RPs like Inquisition.

Once again I'll point out that RPG Geek declined to list this as an rpg despite it actually being one and self-declaring itself as one. Because they're dumb. 

16. Miscellaneous: New Editions
Four games of note received new editions last year, some more substantial than others.

The Metamorphosis Alpha Deluxe Collector's Edition offered a lovely new reprint of the original game done as a hardcover. This includes material from Dragon Magazine, new stuff by James Ward, a new adventure, plus Ward's playtest notes from 1976. The campaign succeeded and even got a few stretch goals. A product aimed at the nostalgic collector.

The Degenesis Rebirth Edition came out in three formats: an Artist, Limited, and Premium edition. Marko Djurdjević reworks his "Primal Punk" game for a new era. Quick start rules for it appeared in '12. Apparently the English edition's available for pre-order. You can check out details on the site and what seems like clips from the Mutant Chronicles movie. Degenesis has the look of a property that the designer wants to expand into other media.

On the other hand Golden Age RPG (Second Edition) is a revision of an rpg based on a series of radio plays. It ditches most of the original system and rebuilds it with a new stand-alone engine: the Cascade Studios Role Playing System (CSRPS). The fallen fantasy setting remains intact. Lastly Dystopia Rising Live Action RPG Survivor's Guide seems to be a codification of the Dystopia Rising LARP rules, though not complete. That's apparently a licensed live-action setting, which they made into a tabletop game, and then rereleased as a LARP. The Dystopia Rising organization has been the subject of controversy recently, with questions arising from their handling of sexual assault allegations.

17. Miscellaneous: Supplements
Several existing lines expanded their range in 2014. Eclipse Phase released a half-dozen supplements. Some of these re-bundle older material and some offer short adventures. The most significant new release was the Morph Recognition Guide. Dystopia Rising also released several setting sourcebooks Diaries of the Rum Coast, covering the southern coast and Axis of Blood & Iron describing the Great Lakes region. Infestation served up a short module for the German RPG Godchild. Pelgrane concluded their Cthulhu Apocalypse line with the adventure Slaves of the Mother.

The French pseudo-Arthurian post-apocalyptic rpg Wasteland released Good Old Ingland. This setting book as you might imagine covers England and includes two modules as well. In adversary sourcebooks we got Mutant Bestiary One for Mutant Epoch and Heroes & Villains of Mega-City One for Judge Dredd. The former's as gonzo as the rest of the line, while the latter retreads earlier material. Rotted Capes released a module, Mind Games, for their zombie supers rpg. Finally while formatted as a series pitch for DramaSystem, Shikagek, is a short, generic PA campaign premise.

18. Miscellaneous: Fringe
Finally here are a few other smaller and/or pdf only releases I found:
  • Bounty Hunters of the Atomic Wastelands, a pulpy, drifters in the aftermath style game. Has a strong, self-declared B-Movie vibe. Uses a version of Fate.
  • Caustic Trollworld is a frame for Tunnels & Trolls 7e. The short booklet has a tainted world with survivors battling for survival.
  • The Dawn of Tomorrow is a tiny post-apocalyptic setting for the Adventurers! rpg.
  • Dogs of War, an adventure for something called the “Entropic Gaming System.” Seems to be set in a fantasy world after a devastating war.
  • Neon Sanctum Playtest Kit, a pnp kit for a "tactical card based role-playing game set in a deadly cyberpocalypse world." They attempt to Kickstart this in 2015, but were unsuccessful. 

Thursday, November 12, 2015

Shadowrun EZ-NPC Generator

I'd put together a variant on my normal NPC generator for the Shadowrun FAE sessions I ran. Mischa Krilov helped me by creating an easy Google sheet for it. I've put a version of it together over at Last Gasp under NPCs as "Shadowrun NPC Generator". That includes racial randomizer based (loosely) on the distributions mentioned in the Almanac. The first column covers "visual" or a little obvious from casual interaction traits, the second focuses on behavior & personality, while the third is their occupation. 

Acned
#1
Academic
Aggressive
Abrasive
Activist
Agile
Abrupt
Adept
Alluring
Absorbed
Administrator
Aloof
Accepting
Advisor
Altered
Accident-Prone
Agent
Ancient
Adaptable
Agitator
Anemic
Aggressive
AI Specialist
Angular
Agitated
Anarch
Anorexic
Alcoholic
Animal Specialist
Apricot
Altruistic
Antiquarian
Articulate
Amateur
Apprentice
Athletic
Ambitious
Architect
Awkward
Amoral
Armorer
Balding
Animated
Arms Dealer
Barking
Apologetic
Artificer
Barrel-Chested
Apprehensive
Artist
Battle-Scarred
Arrogant
Artiste
Beady-Eyed
Artful
Assassin
Beak-Nosed
Articulate
Assessor
Bearded
Aspiring
Assistant
Beautiful
Assertive
Athlete
Beefy
Barbaric
Attache
Bellowing
Bashful
Auctioneer
Bent
Benign
Bail Bondsman
Big
Black Ops
Bandit
Bizarre
Blissful
Barfly
Bland
Blithe
Bearer
Blind
Blowhard
Beat Cop
Bloodshot
Bored
Beggar
Booming
Boring
Biker
Brainy
Brave
BioTech
Branded
Brazen
Black Cybersurgeon
Brawny
Brittle
Bodyguard
Bright-Eyed
Bubbly
Bodyshop Hack
Broadchested
Burnt-Out
Boss
Broad-Shouldered
Businesslike
Botanist
Bruised
Calculating
Bouncer
Bulbous
Calm
Bounty-Hunter
Business-like
Cantankerous
Builder
Busty
Careless
Business Owner
Cadaverous
Cautious
Buyer
Caramel
Chaotic
Caretaker
Charming
Charismatic
CEO
Chiseled
Charmless
Chauffeur
Clean
Chaste
City Bureaucrat
Clumsy
Cheap
City Cleaner
Cold
Clear-Headed
Clerk
Colorful
Clever
Climber
Combed
Clinical
Club Kid
Comely
Coarse
Club Owner
Composed
Cocky
Coffin Hotel manager
Coughing
Cold-Hearted
Combat Decker
Craggy
Companionable
Combat Mage
Crazed
Compassionate
Commando
Creamy
Content
Con Artist
Cross-Eyed
Contrary
Conspirator
Crusty
Cooperative
Consultant
Curvy
Corrupt
Contact
Cute
Covetous
Cook
Cyber'd
Crafty
Corp Manager
Dark
Crude
Corp Scientist
Darting
Cultured
Corp Secretary
Deaf
Cunning
Corporate Henchman
Decorated
Cynical
Corruptor
Deeply-Tanned
Dangerous
Courier
Deformed
Dazzling
Courtier
Dense
Deceptive
Covert Ops Specialist
Dirty
Defiant
Criminal
Disfigured
Delusional
Cultist
Disheveled
Depressed
Customs Official
Distinctive
Desperate
Cybercriminal
Doe-eyed
Discrete
Cyberpsycho
Downtrodden
Disgusted
Cybersurgeon
Drab
Dishonest
Cyber-SWAT
Dreadlocked
Disloyal
Dancer
Drooping
Dissatisfied
Data Broker
Dumb
Domineering
Data Thief
Dusky
Dramatic
Decker
Dyed
Driven
Demolition Man
Ebony
Drug-Addicted
Dentist
Elderly
Dull
Digger
Elegant
Egocentric
Dilettante
Elite
Emotional
Distiller
Elongated
Enthusiastic
Doctor
Emaciated
Envious
DocWagon Medic
Energetic
Evil
Doorman
Enigmatic
Ex-
Double-Agent
Exaggerated
Faithful
Driver
Exotic
Famous
Dropout
Experienced
Fearful
Drug Dealer
Fae-like
Feckless
Duelist
Fair-Skinned
Feisty
Dupe
Fat
Fickle
Ecoterror
Fearsome
Flirtatious
Electrician
Feeble
Folksy
Enchanter
Flabby
Foreign
Enforcer
Flatulent
Forgetful
Entertainer
Flaxen
Former
Escort
Foreign
Freelance
Eunuch
Forgettable
Freewheeling
Evictor
Formal
Fretful
Exotic Merchant
Fragile
Friendly
Exterminator
Freckled
Frigid
Extortionist
Frog-like
Frivolous
Extraction Specialist
Funny
Frugal
Face
Furtive
Frustrated
Factory Worker
Gap-Toothed
Fussy
Fanatic
Gaudy
Garrulous
Fashionista
Gaunt
Generous
Fence
Glowing
Genial
Financier
Gnarled
Gifted
Firefighter
Golden
Giggly
Fixer
Graceful
Gluttonous
Food Processor
Gravelly
Gossipy
Forger
Greasy
Graceless
Fringe Scientist
Greying
Grateful
Gambler
Greyish
Grim
Gang Leader
Guttural
Gruff
Gang Member
Haggard
Grumpy
Gardener
Hairless
Guilt Ridden
Geneticist
Half-Blooded
Gullible
Ghoul
Hard of Hearing
Gung Ho
Glammer
Hard to Understand
Harmonies
Guard
Hatchet-Faced
Harried
Guide
Hawk-Faced
Hateful
Gunman
Healthy
Heart-Broken
Gunsmith
Helpless
Heartless
Hacker
Hesitant
Helpful
Hate Grouper
Hirsute
Honest
Headhunter
Hoarse
Honor Bound
Henchman
Humming
Hormonal
Heretic
Hunchbacked
Hostile
Hero
Husky
Hotheaded
Hipster
Immaculate
Humble
Historian
Impaired
Hungry
Hitman
Implanted
Hyperactive
Huckster
Impulsive
Hysterical
ID Manufacturer
Inexperienced
Idealistic
Informant
Injured
Ill-Informed
Insurgent
Innocent
Illiterate
Interpreter
Insane
Impressionable
Inventor
Interrupting
Impudent
Investigative Reporter
Knobby
Incisive
Investigator
Knowing
Inconsiderate
Janitor
Lame
Incorruptible
Johnson
Lanky
Indecisive
Judge
Leaden
Indignant
Kidnapper
Leathery
Inexperienced
Laborer
Leering
Infamous
Landlord
Limping
Inhuman
Lawyer
Lip-Licking
Innovative
Leader
Lisping
Insecure
Liar
Lithe
Insensitive
Loan Shark
Lively
Intense
Local Dive Owner
Local
Jaded
Lorekeeper
Loud
Keen
Low Corp
Lumbering
Killjoy
Lunatic Fringer
Lunatic
Know-It-All
Machinist
Lurching
Law-abiding
Madam
Lurking
Lawful
Mafiaoso
Mangled
Lazy
Magistrate
Marked
Level-Headed
Maid
Middle-Aged
Lordly
Manhunter
Mixed Race
Lovable
Manservant
Mole-Faced
Loving
Martial Artist
Monotone
Loyal
Matron
Mottled
Lucky
Meat-Packer
Mousy
Mature
Mechanic
Mulleted
Mellow
Medium
Mumbling
Menacing
Mercenary
Muscled
Merciful
Middle Manager
Mussed Up
Miserly
Migrant Worker
Mutated
Moody
Miner
Mute
Morbid
Money Launderer
Muttering
Morose
Moneylender
Natural
Mystical
Monk
Near-Sighted
Narcissistic
Mortuary Tech
Neat
Neutral
Mr. Fix-It
Nimble
Obsessive
Muckraker
Oddly-Attired
Odd
Muscle
Off-Kilter
Off-Putting
Musicians
Oily
Old-Fashioned
Mystic
Old
Open
Narc
Old Seeming
Ostentatious
Negotiator
Olive
Passionate
Ninja
One-Armed
Patient
Nomad
One-Eyed
Pedantic
Nurse
Ordinary
Perfectionist
Occult Investigator
Pale
Phobic
Offical
Pallid
Placid
Officer
Pasty
Playful
Oracle
Perfect
Polite
Organ-Legger
Perfumed
Political
Paramedic
Pert
Popular
Parasecurity Expert
Petite
Possessive
Patron
Pierced
Precise
Pawn Broker
Plain
Preoccupied
Pervert
Pleasant
Prescient
Pilot
Plump
Pricey
Pirate
Pock-Marked
Prim
Police Officer
Poor
Profane
Political Intern
Porcelain
Professional
Politician
Portly
Promiscuous
Pornographer
Pot-Bellied
Proud
Priest
Predatory
Prudent
Prison Guard
Quiet
Pugnacious
Private Eye
Radiant
Punctual
Procurer
Ragged
Pure
Professor
Rat-like
Quarrelsome
Programmer
Ravishing
Queer
Prosthetic Master
Red-Faced
Questioning
Prostitute
Refined
Quirky
Racer
Relaxed
Quixotic
Raider
Repugnant
Racist
Rent-a-Cop
Resonant
Ranked
Repairman
Robotic
Rash
Reporter
Robust
Rational
Research Scientist
Rosy
Realistic
Retail Salesperson
Rough
Recalcitrant
Retainer
Sallow
Reclusive
Rigger
Saucy
Refined
Rival
Scarred
Reflective
Road Warden
Scary
Regretful
Roboticist
Scowling
Reliable
Rocker
Scratching
Remorseful
Rocket Biker
Scrawny
Repetitious
Rumormonger
Senile
Repressed
Saboteur
Sexy
Respectful
Sage
Shaggy
Responsive
Samurai
Shaky
Retiring
Sanitation Engineer
Shifty
Rich
Scavenger
Shorn
Righteous
Scholar
Short
Rigid
Scrapman
Sinewy
Romantic
Secret Police
Sinuous
Rowdy
Security Expert
Slender
Rude
Sensei
Sloppy
Sacrificing
Servant
Sly
Sadistic
Server
Small
Saintly
Sewer Diver
Smart
Sanctimonious
Sewerman
Smelly
Sarcastic
Shaman
Smooth
Scheming
Shamanic Healer
Soft-Skinned
Secretive
Sharpshooter
Solid
Self-Confident
Shestiorka
Spindly
Self-Conscious
Simsense Star
Square-Jawed
Self-Controlled
Singer
Squat
Selfish
Slumlord
Staring
Serious
Smuggler
Steady
Sexist
Snitch
Stiff-Backed
Shallow
Snoop
Stitched
Sharp-Tongued
Socialite
Stooped
Shiftless
Soldier
Straight-Backed
Shrewd
Sorcerer
Strange
Shy
Spider
Strapping
Skilled
Spook
Strong
Sleepy
Spouse
Stuttering
Small-Time
Spy
Stylish
Sober
Squatter
Svelte
Soft Spoken
Stall keep
Sweaty
Solicitous
Streetfighter
Swift
Sophisticated
Streetrunner
Talented
Stern
Stylist
Tall
Street
Surveillance Officer
Tattooed
Strict
Survivor
Tawdry
Strong-Willed
Talent Scout
Thin
Stubborn
Talislegger
Thin-Lipped
Studious
Tamanous Member
Thunderous
Suave
Taxi Driver
Tiny
Submissive
Teacher
Tired
Subservient
Technomancer
Toothsome
Suspicious
Technoshaman
Tough
Tactless
Terraformer
Tremulous
Talkative
Test Subject
Twisted
Thick-Skinned
Theater Owner
Twitching
Tight-Lipped
Theoretical Scientist
Ugly
Timid
Thief
Unassuming
Tolerant
Thug
Uncultured
Touchy
Tinker
Unfashionable
Tribal
Toolmaker
Unkempt
Trouble-Free
Torturer
Unshaven
Troublesome
Tough
Unsteady
Trustworthy
Tracker
Vacant
Uncommitted
Trader
Virile
Undercover
Transcriber
Voluptuous
Unfriendly
Transit Worker
Vulpine
Ungrateful
Transporter
Wall-Eyed
Unhurried
Triad
Warty
Unlucky
Trid Pirate
Weak
Unpredictable
Undercover Op
Weird-Eyed
Unsentimental
Urban Anthropologist
Well-Defined
Urban
Urban Explorer
Well-Dressed
Vague
Urchin
Well-Outfitted
Vain
Vendor
Wheezing
Venerable
Vendor
Whistling
Vengeful
Veterinarian
Wide-Eyed
Vexed
Videographer
Wig-Wearing
Vindictive
Vigilante
Wild
Violent
Villain
Wimpy
Vulnerable
Wanderer
Wincing
Wanted
Warehouser
Wiry
Weak-Willed
Weapon Tech
Withered
Wealthy
Weapon Trainer
Wooden
Well-Informed
Weaver
Worried
Well-Rounded
Wildlander
Wrinkled
Whimsical
Wisdom
Yellowed
Whining
Worker
Young
Wise
Wrecker
Youthful
Woeful
Yakuza