Old School Distilled

Originally published by Fantasy Games Unlimited in 1977, Chivalry & Sorcery was written as response to the medieval fantasy of Dungeons & Dragons. Instead its focus was medieval chivalry and roleplaying in a feudal society, though one that did not wholly ignore fantastic elements such as magic and non-human races. Since then, the game has gone through a number of editions, never quite losing its reputation for possessing complex rules, but now it has been out of print for almost a decade. Almost thirty-five years on from its original release, Brittannia Game Designs Ltd. is re-releasing Chivalry & Sorcery Essence, the revised introduction to the game.

Available as a forty-five page, 6.78 Mb PDF, Chivalry & Sorcery Essence comes with everything necessary to play. This includes rules for character generation, combat, and magic, equipment, skirmishes, a setting, and an introductory scenario. The rules themselves are supported with examples throughout.

Character creation in Chivalry & Sorcery Essence involves rolling dice to generate the numbers to assign to attributes, and then choosing a Social Class and a Vocation. A character’s Social Class provides some base skills, some skill points to spend on skills, one or more attribute bonuses, and some equipment and money. His Vocation will grant extra skills. The process is quick and easy, with the five Social Classes given – Serf, Freeman, Townsman, Guildsman, and Noble combining easily with the eight Vocations, Warrior, Forrester, Bandit, Thief, Friar/Priest/Shaman, Mage, Physician, and Mountebank to give the players plenty of choice. For example, Wilf of Gotham is a serf who had to fight for his lord in France. He was injured in battle and lost his right ear. The injury denied him the opportunity to loot the enemy and he has returned to England almost as penniless as when he left. Not wanting to return to the farm, he still knows that he has little choice but to continue serving his lord. Wilf is renowned for his prestigious strength.

Wilf of Gotham
Social Class: Serf Vocation: Warrior
Strength 20 Constitution 15 Agility 15
Intelligence 8 Wisdom 13 Discipline 13
Appearance 6 Bardic Voice 8 Piety 10
Body Points 35
Fatigue 35
Skills: Bargaining 1, Brawl 2, Craft (Carpentry) 1, Craft (Farming) 2, Detect 1, Dodge 2, Flail 2, Language (English) 1, Language (French) 1, Knife 1, Willpower 1
Equipment: Threshing flail, clothes he is wearing, and two days’ worth of food

Mechanically, Chivalry & Sorcery Essence relatively straightforward. To do anything, a character needs to roll under a target number with a twenty-sided die. The target is invariably the total of an appropriate attribute plus any suitable skills, bonus, or penalties. Higher rolls are better than lower ones, and a critical result is scored if a character rolls the target number exactly. The penalties are quite harsh though, running from -1 for even a “Very Simple” task up to -24 for a “Seemingly Impossible” task. These penalties are worse if a character does not have the required skill for a target and will vary according to how much it costs to buy a level in that skill. For example, if Wilf had to swim across a still pond on a warm day, a “Very Simple Action,” he would suffer a -2 penalty to his Constitution before he rolled against it. The Swim skill is cheap to buy though, a much harder task such as identifying even a relatively common poison for someone without the skill would face a -9 penalty.

Combat uses the basic mechanic, but adds a number of factors in. The number of attacks or Blows a character can make per round or minute is determined by the Weapon Class of his chosen weapon and his Agility. Lighter weapons are much faster. So for example, if Wilf attacked with a knife, he could attempt to stab his opponent five times in a minute because it is classed as a Light weapon. Wilf’s threshing flail is much heavier and thus much slower, so he can only make three Blows with it. Critical Successes with swung weapons or a defensive manoeuvre such as Dodge, weapon parry, or Shield use cause an opponent to be bashed backwards with the chance that he might fall over. Making a defensive manoeuvre requires the expenditure of a Fatigue point or the foregoing of the defender’s next Bash.

Damage inflicted is determined by the weapon type, half of a character’s Strength, and by how well he rolled. Both armour and shield reduce this damage, with any leftover being deducted from an opponent’s Fatigue and then his Body Points. Critical successes on an attack mean that the damage is deducted from the Body Points instead. For example, Wilf, facing a French knight in combat, must roll under his Strength plus Flail skill, plus a bonus from his Craft (Farming) skill, for a target of 23. He rolls 19, getting a Critical Success (target numbers over 20 grant better Critical Success ranges), whilst the knight chooses to try and get his small reinforced shield in the way of the farmer’s weapon and does so with an 11. Wilf inflicts a maximum damage on the knight, some 24 points! Fortunately, the knight’s shield and coate of plates armour stops 13 of that, but the remaining 11 points are deducted from his 30 Body Points. In addition, Wilf’s Critical Success inflicts extra damage which is not stopped by the armour, losing him another 8 points from his Body Points. Lastly, the knight was hit by a swung weapon on a Critical Success and must roll against his Agility to remain standing. On a result of a 16 he fails and is knocked to the ground, losing another horrible 10 points from his Fatigue. At this point, the knight is down, has lost half of his Body Points and a third of his Fatigue. The knight might not be out of the fight, but he is at a serious disadvantage!

Magic use in Chivalry & Sorcery Essence varies according to the type. Prayer and Shamanism both use the Piety attribute and the Prayer skill as the basis for the Target, with the actual Difficulty Factor being determined by the prayer being made. In addition, any Prayer attempt also costs a priest Fatigue which increases for each extra Prayer made. In general, Prayers are low and supportive in nature, such as Bless, Lay on Hands, or holding a Mass. Shamanistic prayers are not regarded as being civilised and let a shaman Converse with Spirit, Purify Blood to remove disease or poison, or Animate the Dead, for example.

Magic itself is more complex, each mage having a limited number of Spell Points with which to spend on spells that he knows. Actually casting a spell will cost him Fatigue – and even Body Points if he casts too many, modified by his Magic skill and his Spell Focus. This Spell Focus, a device such as a ring, staff, or wand, also allows a Mage to store fatigue for use in spell casting. In addition, extra Fatigue can be spent to enhance a spell’s range, duration, intensity, and the number of people affected. The mage also receives the longest list of spells, from which he must choose carefully. Further spells can be purchased with Experience Points.

Alternatively, a mage could use the Enchant spell to implant other spells into devices. This is expensive, not only in terms of the materials required – which can actually resist the enchantment attempt, but also in terms of the mage’s Magic Skill. The mage actually expends Magic Skill levels to carry out the enchantment.

Our sample mage is an itinerant book binder who travels from court to court repairing books. This enables him to look for interesting works, not only to read, but also to copy for their spells. He also works as a tutor and translator when his book binding are not required. He learned his magic from his first master with whom he travelled to Paris.

Richard le Lieur
Social Class: Guildsman Vocation: Mage
Strength 10 Constitution 10 Agility 11
Intelligence 18 Wisdom 10 Discipline 14
Appearance 10 Bardic Voice 8 Piety 6
Body Points 25
Fatigue 20
Spell Points 18 (9)
Spells Known: Charm, Light, Sense Magic, Strike
Skills: Craft (Book Binding) 2, Detect 2, Dodge 1, History 1, Language (English) 2, Language (French) 1, Language (Latin) 1, Lore (Astronomy) 1, Magic 2, Read/Write (English) 2, Read/Write (French) 1, Read/Write (Latin) 1, Sword 1, Willpower 1
Equipment: Suit of clothes, two shillings, a sword, book binding tools, and spell focus ring

The GM receives little advice in Chivalry & Sorcery Essence bar some suggestions as to alternative skill use. He does get though, a short bestiary and a set of ready-to-play heroes and villains, both of the latter with a set of adjustments to make any one of them more of a challenge. There is also a setting in the form of “Darken Expansion,” which is taken from the publisher’s The Dragon Reaches of Marakush campaign setting. The nation of Darken is ruled by the Great Queen Dragon Shugaloth, who is attempting to establish a feudocracy despite the temples devoted to her wanting to maintain a theocracy in her name. Shugaloth’s chancellor, the lich known as Ingravain funds the “The Queen’s Falconeers,” not to support a sport that she has no interest in, but as his personal spies and enforcers. Used to check the efforts of the temple, it is suggested that the player characters be members of this group.

Darken is also home to other races including Orcs, Goblins, Hobgoblins, and Dark Elves. These are available as player character races. Two new Social Classes are available, the Darken Warrior, more slave and militia overseer than true warriors; and the Mystic, which combines elements of the Priest and the Mage Vocations. This is continued with the Shaman Vocation, which gives a character access to both prayers and spells.

Chivalry & Sorcery Essence also includes a scenario, “The Serpent Of Paun-I-Tawe,” which takes place in a village in a border region recently annexed by Darken. Its set up is that the player characters are forced to stop at the village due to bad weather and must find shelter either with the villagers who resent being occupied by Darkic soldiers or with the soldiers who prefer to be stationed elsewhere. Into this situation will enter a thief prepared to take advantage of the tensions between the soldiers and villagers.

The problem with the scenario is that it is entirely possible for the player characters to wander through unaware of what is really going on. Now this intentional, the idea being that the characters should be the stars of their own particular stories and that often, there will be events going on in which they are only marginally involved in, and never get to see the whole picture. Whilst this is laudable in a longer campaign, in a short scenario, especially in one designed to introduce and showcase the new edition of your RPG, this is a mistake. The GM needs to get his players involved in the scenario as quickly possible and then keep them involved. Otherwise the likely result is that the players will not have been involved enough to play again.

The other reason why this was the wrong scenario to include is that it has very few ties to setting background given in Chivalry & Sorcery Essence. Had there been a scenario included that involved members of “The Queen’s Falconeers,” then the player characters would have had more of a drive to explore this or any other scenario.

Rounding out Chivalry & Sorcery Essence is a quick and dirty means of handling skirmish combat, plus a character sheet, a guide to character generation, and a sample character. Surprisingly for a supplement of this size, Chivalry & Sorcery Essence actually comes with an index!

Physically, Chivalry & Sorcery Essence is nicely illustrated and generally well presented. It could have been slightly better organised though, as some of the elements of the game are explained before the rules for them. For example, how arms and armour work is explained before combat. It does need a closer edit too.

Putting aside the poor choice of scenario – and it should be made clear that it is not necessarily a bad scenario, but rather not a suitable for either an introductory product or the background given – there is much to like about Chivalry & Sorcery Essence. Neither the rules nor the mechanics suffer from the complexity that Chivalry & Sorcery is supposed to suffer from. They are instead a nicely balanced mix of simplicity and brutalism, with a magic system that firmly and successfully aims for low fantasy rather than high. Overall, Chivalry & Sorcery Essence is a pleasing introduction to the game’s mechanics.

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An Electronic Elder Sign

If you play board games, owning a good smart phone or a tablet is an excellent device to add to your games collection. Although neither will replace the social aspects of playing a board game nor the pleasure of handling a game’s physical components, a good version of a board game adapted to either device will capture exactly the feel and tactics of its play whilst handling the game’s mechanics. Such a good version should also offer solo play as well as play against other opponents, or if a co-operative game, allow the participants to play together. The version of Rio Grande Games’ Carcassonne adapted by exozet games is excellent example of the former, whilst Elder Sign: Omens is an excellent example of the latter. It is available on the Android and iOS platforms, this review having been done on an Android tablet.

As the title suggests, Elder Sign: Omens is the electronic adaptation of Elder Sign, the third co-operative board game of Lovecraftian investigative horror published by Fantasy Flight Games. Where Elder Sign has up to eight investigators exploring Arkham Museum to prevent the strange goings on that herald the coming of an Ancient One such as Azathoth, Cthulhu, or Yog-Sothoth, Elder Sign: Omens has a team of up to four investigators exploring Arkham Museum to prevent the strange goings on that herald the coming of the Ancient One known as Azathoth.

The game has the intrepid investigators visiting the various parts of the museum, some of which might lead to other dimensions, and casting glyphs that will counter to stop the strange goings on in each location. The investigators will each have their own special ability that will help them in this casting as various spells, items, and clues that in turn enable then investigators to hold onto glyphs between castings, add more glyphs, and re-cast the gylphs. If successful, the investigators can gain more spells, items, and clues as well as the all-important Elder Signs that they need to accumulate in order to prevent the coming of Azathoth. If unsuccessful, the investigators can suffer deleterious effects to their health and sanity; have monsters appear particular locations that need to be dealt with before the tasks there can be attempted; and let Azathoth gain more of the Doom Tokens that mean that the Outer God is closer to Earth.

Elder Sign: Omens begins by asking the players to assemble an investigation team, either by selecting from one of the sixteen available or by taking a random team. Each of the investigators is illustrated and is accompanied by a description of his or her ability. For example, Harvey Walters can alter Terror glyphs to Lore glyphs, whilst Carolyn Fern is a Psychologist who can help restore her own Sanity or that of another investigator. From there, the investigators can proceed to the Museum itself, shown by a map upon which are marked the first of the game’s many bizarre incidents. These can be scrolled through and examined before going there, enabling the players to make a choice as to which ones they tackle.

At each incident, an investigator will be confronted by one or more tasks. Sometimes these have to be done in a certain order, but most can be completed in any order. Either way, only a single task can be completed with a single casting of glyphs. These are cast to match the symbols on each task, the glyphs either being used to match the symbols or re-cast to get the ones needed. Re-casting the glyphs is usually done at the cost of losing a glyph on the next casting. Consistent quickly leads to the investigator failing to deal with the incident and suffering various effects as described above.

The players need to accumulate fourteen Elder Signs if they are to prevent the coming of Azathoth, who only needs to gain twelve Doom Signs. This is not an easy task, especially if monsters appear that make tasks more difficult or even prevent glyphs from being cast until they are dealt with. In addition to the growing number of Doom Tokens, a sense of urgency is built into the game with a clock that regularly strikes midnight and heralds further terrible effects such as more monsters appearing or Azathoth acquiring yet more Doom Tokens. The players’ choice of investigators will ease or hinder this task, with investigators who can re-cast glyphs tending to be easier to use, if not being more useful. With sixteen investigators to choose from, Elder Sign: Omens has the capacity for the players to experiment to get the right combination of investigators that they are happy to explore the museum with.

Physically, Elder Sign: Omens is very well presented. The artwork, much of it seen in previous games of Lovecraftian investigative horror from Fantasy Flight Games, is used to great effect with some of it animated as certain events occur. In fact, on a tablet device, the artwork is better presented than in the actual Elder Sign board game, where the artwork, although very good, is too small to be really appreciated. Elder Sign: Omens also handles the physical mechanics of the game, such as the clock striking midnight and the appearance of new incidents, with a pleasing deftness that makes the game flow uninterrupted. Together, the removal of these mechanical processes away from the players’ gaze and the removal of the clutter of components that can be an issue in Fantasy Flight Games titles, combined with the use of the map to guide the investigators around the museum serve to give Elder Sign: Omens something akin to a narrative flow, which unfortunately, is somewhat lacking in the board game itself.

If anyone has played the Elder Sign board game, they will notice certain differences between it and Elder Sign: Omens. Most obvious is that fact in casting the glyphs to attempt tasks, the players are not actually rolling dice as they are in the board game, but the removal of the dice gives the play of the game much more an immediacy. The other noticeable differences between Elder Sign and Elder Sign: Omens are that only the one Ancient One is ever faced in the current version of Elder Sign: Omens and that it is not possible for the investigators to have Allies in Elder Sign: Omens as they can in Elder Sign. Neither of these should be seen as actual omissions, but rather as a streamlining that eases the flow of the game.

The final major difference is that in Elder Sign it only matters whether the investigators prevented Azathoth from coming to Earth or not, whereas in Elder Sign: Omens, not only does that matter, but so does how well they did. At the end of each game, the performance of the investigators, and thus the players, is scored. The game keeps a record of the scores, so everyone can check to see how well they have done.

For anyone new to the game, Elder Sign: Omens comes complete with a tutorial that guides you through the game with the aid of a nicely ominous voiceover – this voiceover also narrates various events throughout the game. To chilling effect. The tutorial itself needs careful attention to fully grasp how the game is played, and is probably worth watching again after at least one full play through of the game. Fortunately, the tutorials can be reset to watch again. Overall though, anyone who has played Elder Sign will have an easier time in playing Elder Sign: Omens than someone who has not.

As a playing experience, Elder Sign: Omens is an excellent solo experience. It also plays well with two participants, their discussing various courses of action and deciding what each investigator will do and what each will do with their glyphs. With more players, the game slows a little essentially because everyone is sat around a small screen and the decision making process takes a little longer. Nevertheless, having the tablet makes the game feel faster and slicker, as well containing everything needed in one easy to hold package.

Just like the board game it is based on, Elder Sign: Omens offers a pleasing balance between decision making and luck, the latter in the form of the casting of the glyphs. As an adaptation, it is a polished and assured version of Elder Sign, one that every fan of Lovecraftian gaming should enjoy. Is Elder Sign: Omens a sign of things to come that other Fantasy Flight Games titles might be appearing in electronic format?

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A Cthulhu Christmas

So let me open up with a confession. I am not fond of Christmas. I do not enjoy Christmas. I never want to hear a Christmas carol or a Christmas song ever again. I do not believe that there is anything special about Christmas dinner. Now, having confessed all of that, I would expect that you, my gentle and occasional readers, to apply to me the appellation of “Scrooge.” Whether or not I am deserving of such a label is for you to decide, but what I do like about Christmas is giving gifts. The wrapping of gifts is another matter, but I like taking the time to choose the right gift and hoping that I get it right. So, what exactly am I doing writing a review of an advent calendar?

The clue is in the name – the Cthulhu Christmas Calendar.

Now this is not the traditional type of advent calendar constructed of card with twenty-five little doors to open and reveal both a pretty picture and a piece of chocolate to consume, and not always a good piece of chocolate at that. Instead, the Cthulhu Christmas Calendar is an App, an application such as a small, dedicated program that can be downloaded and run on the smart mobile device of your choice. Which explains in part why the Cthulhu Christmas Calendar does not come with chocolate, because after all, anyone who had worked how to do digital chocolate would not be producing weirdly themed Christmas Apps and would instead have either sold the rights to digital chocolate for big money, or be selling digital chocolate and making even bigger money. In the meantime, the publishers of this App, Red Wasp Design, are designing Call of Cthulhu: The Wasted Land, a turn-based strategy/role-playing video game set during the Great War and based on Call of Cthulhu. That though, is by the by…

As an App, the Cthulhu Christmas Calendar is available for your iPhone, your iPod, your iPad, and your Android device. I bought and downloaded mine to a pair of devices, both for the Android platform. First my smart phone, an HTC Wildfire S, and then my tablet, a Motorola Xoom. Both downloaded readily and installed without any problem. The interface will need to be stretched in order to be viewed on a tablet, but this affects the resolution of the calendar only ever so slightly. Having it two devices means that both myself and my girlfriend can enjoy this in cackling competition.

So, having installed it, what then is the Cthulhu Christmas Calendar?

It is both an advent calendar and a quiz. Touching great Cthulhu’s looming head reveals a swirl of numbers, running as you would expect from one to twenty-five. These of course match dates of your traditional advent calendar and on each new day, touching the appropriate number reveals a new piece of artwork and a related question with three answers. So for the accompanying artwork, the question is “This hopeful beast is posting a letter to Santa, but who created it and its ilk?”

Select the right answer and you will score a point. Come December the 25th and all of the points are tallied to get your Mythos Rating. Every good Cthulhu Cultist should get twenty-five out of twenty-five, but the Cthulhu Christmas Calendar lets the user reselect his answer until he gets the right one. Which to be fair makes getting an enhanced Mythos Rating in the Cthulhu Christmas Calendar a whole lot easier for the Cthulhu Clot!

So what is there to like about the Cthulhu Christmas Calendar if you are more the Cthulhu Clot than the Cthulhu Cultist? That question is simple to answer – the artwork. Which is not to say that the Cthulhu Cultist will not enjoy the art work, as he will. Red Wasp Design has taken all of the Christmas imagery that people seem to like – Christmas pudding, Christmas trees, mistletoe, and more, and through a process of coagmentation, coalescence, and commingling has intermingled them with the Mythos of author, H.P. Lovecraft – tentacles, cultists and cultist celebrations, a gibbous moon, eldritch entities, and more… All to be revealed as the season progresses. The result is that every day, the Cthulhu Christmas Calendar adds a joyous subversive slithering and an ichorously interesting anomaly to the baleful blandishments that blight the season.

Merry Christmas? I think not.

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Rocket's Red Glare!

There is something just so cool about strapping on a jet pack, putting on a be-finned faceless helm, grabbing your Mauser C-96 automatic pistol, and once dressed, leaping into the air on a jet of flame. Whether it is the Republic serial, King of the Rocket Men or its graphic novel adaptation from Innovation Comics, or the late Dave Stevens’ The Rocketeer, both the comic book and the movie, the “rocket man” is one of my favourite Pulp action archetypes. It is so iconic of the two-fisted, Pulp action genre that it appears again and again in numerous Pulp genre RPGs, so it is no surprise that it gets a supplement all of its very own for Triple Ace Games’ Daring Tales of Adventure line. True, Daring Tales of Adventure: Rocket Rangers is a short supplement at just ten-pages, but it includes just about everything that a GM needs.

Triple Ace Games’ Daring Tales of Adventure line is a series of mostly scenarios leavened with the occasional supplement – like this one – that are set against a pre-World War II background of two-fisted, heroic action. They are written for use with Pinnacle Entertainment Group’s Savage Worlds, which handles Pulpy, slightly cinematic action rather well, but Rocket Rangers is available not just for Savage Worlds, but also for the Ubiquity System, which makes it compatible with Exile Game Studio’s Hollow Earth Expedition.

Rocket Rangers presents the story of how with US government backing, Professor Alexander MacDonald developed the technology behind the rocket-packs that enable the wearer to fly and how they were used to equip the Rocket Rangers Corps which operated during World War II and beyond. Commanded by Colonel William “Goat” Gruff, the handpicked and highly trained members of Rocket Rangers Corps are organised into squads of eight, each squad being deployed on fast strike missions, usually deployed in bombers and transports. Arriving near the target, the Rocket Rangers would either jump out of their transport or be dropped from their bomber to fall almost to the ground before igniting their rocket-packs and leaping back into the air. Although the use of the Jetpacks allow cruising at high altitude, their limited fuel supply usually means that the Rocket Rangers have enough to perform their current mission, but no more and thus need to find their own way home.

Highly trained, strongly motivated patriots, and upright, moral characters, each squad consists of Commander, Heavy Support trooper, Medic, Scout, and Technician. The Technician not only doubles as the mechanic for his squad’s equipment, he also handles all of its demolitions needs. Given their role as a fast strike unit and the low load capacity of the rocket-packs, the Rangers travel lightly armed, usually only a handgun or an SMG. Indeed, even the Heavy Support trooper does not carry anything heavier than a Browning Automatic Rifle.

In addition to describing the formation of the Rocket Ranger Corps, Rocket Rangers also gives the rules using their rocket-packs in a game, complete stats for all of the positions in a Rocket Ranger Corps squad, and an enemy to fight. In keeping with the period setting of the supplement – primarily World War II, and the classic Rocket Man sub-genre, it is no surprise that this enemy consists of the Nazis. In particular, SS-Raketentruppen (SS-Rocket Troops), which with the outbreak of war would be reformed as the 1st SS Totenkopfraketentruppedivision (SS Death’s Head Rocket Troop Division).

Unlike the Rocket Ranger Corps, this unit is not kept secret, it first having been seen at the Berlin Olympics of 1936, and unlike the Rocket Ranger Corps, this unit goes into battle using advanced weapons, most notably, their “Gyro-Jet”-like Raketengewehr or “rocket rifle” and “electricity rifle” or Spannungsgewehr. Stats are given for both of these weapons, a typical SS-Raketentruppen trooper, and Doctor Werner Schmutzig, the inventor of Germany’s rocket-pack technology.

Rounding out the supplement is a sextet of adventure seeds. These, just like the rest of the content in Rocket Rangers, are the same between the two versions of the supplement for Savage Worlds and the Ubiquity System, except that is, for the last scenario seed. In the Ubiquity System version, the last scenario seed gets the Rocket Rangers to the Hollow Earth, whereas for the Savage Worlds version, several Daring Tales of Adventure scenarios are suggested as being suitable for being adapted to a military style campaign.

Given that Rocket Rangers focuses on a “Special Forces” hit-and-run style American unit, it is no surprise that it is suitable for use with Weird Wars: Weird War II, Pinnacle Entertainment Group’s setting for Savage Worlds that combines World War II with weird science and the occult. In fact, it is a perfect plug in. The supplement also makes suggestions as how its contents can be shifted back from the 1940s to the 1930s, the GM using the material to run a more Pulp Adventure style game, or even as an aside, to use the material in the Victorian era, with Red Coats as Rangers rather than Americans. In this way, the contents of Rocket Rangers could be used in conjunction with Pinnacle Entertainment Group’s Space 1889: Red Sands.

Our sample is perfect for a Pulp style campaign set during the 1930s. Jimmy’s Uncle Albert used to do work out his family’s barn and when his chores and homework was done, and sometimes even when they were not, Jimmy would go out and help him. Whatever Uncle Albert was working on, it involved a lot of bangs and whooshes, and Jimmy was pretty sure that involved a rocket of some kind. Jimmy had always been fascinated by anything that flew and was happy to help out. Whoever wanted Uncle Albert’s project wanted it bad enough to blow up the barn and seriously injure him, but Jimmy managed to get away with his Uncle’s latest invention. Currently he hunts for whomever it was who attacked his Uncle, armed with a pair of guns he got from his Uncle’s attackers and a store of rocket-pack fuel that his Uncle had elsewhere.

Jimmy “Kid Rocket” Coltrane
Attributes: Agility d8, Smarts d6, Spirit d4, Strength d4, Vigor d4
Skills: Fighting d4, Healing d4, Notice d6, Piloting d8, Repair d6, Shooting d4, Stealth d4
Charisma: 0
Pace: 6 Parry: 4 Toughness: 4 (+3/+1) Bennies: 5
Hindrances: Loyal, Stubborn, Youth
Edges: Ace, Luck, Two Fisted
Gear: Helmet (+3), flying suit (+1), rocket pack, paired Walther PPKs (Range: 10/20/40, Damage: 2d6–1, ROF 1, Semi)

Similar shifts in setting can be made with the Ubiquity System version of Rocket Rangers. It is already compatible with Exile Game Studio’s Hollow Earth Expedition which is set during the 1930s, both on and under the surface of the Earth. Rocket Rangers includes one suggestion as to how the American unit it describes could be brought to the Hollow Earth and the enemies it presents are Nazi villains, and since there are Nazis already in the Hollow Earth… Lastly, Triple Ace Games has its own Victorian era RPG, Leagues of Adventure, which describes itself as “a rip-roaring setting of exploration and derring-do in the late Victorian Age!” So more than suitable then.

Physically, both versions of Rocket Rangers are well done. A nice touch is the use of fully painted miniatures as illustrations, these figures actually having inspired the supplement’s additional, Patriotic rule about carrying and planting the Stars & Stripes to inspire members of Rocket Rangers Corps. Of course, the source of the miniatures is mentioned at the end of the supplement. If there is an issue with both of the supplements it is that they both need an edit and a fact check – Yale is not in Boston, but Connecticut!

At its heart, Rocket Rangers is a wargaming supplement, one describing a unit best suited for use with Savage Worlds’ skirmish rules. After all, the use of miniatures as illustrations does more than imply the fact. Yet there are plenty of roleplaying elements in there too, so a Rocket Ranger Corps squad could easily be run as a roleplaying party performing small scale operations. Plus, the supplement includes a suitable enemy to fight and there is a companion piece available for both rules systems in the form of Elite Nazi Units. Short and sharp, Daring Tales of Adventure: Rocket Rangers has everything you need to strap on a rocket-pack and launch your Rocket Rangers game.

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Tome Team

As the effects of Depression spread across England, the great families of the land, the aesthetes, and the bibliophiles have fallen on hard times. Turning to assets of least consequence, they ransack their libraries to pay the bills or death duties, resulting in a flood of horrid heirlooms and terrible tomes on the book trade. Ready to pick up the rarest and hopefully the most profitable of the titles are the Book Scouts, Book Sellers, and Catalogue Agents, working to get a cheap price and a high sale, no matter the book’s title, content, or provenance, let alone the nature of the purchaser. If it happens that this means that there is one more copy of William Pynchon’s 1539 “Monstres And Their Kynde” on the streets of London by their hand – the hand of an “artist” rather than a forger – what matter? And if the latest sale involves knowledge that no man should ever hunger for, what matter that either?

This is the set up for Bookhounds of London, Kenneth Hite’s new campaign setting for Pelgrane Press’ Trail of Cthulhu, the GUMSHOE System powered, clue orientated RPG of Lovecraftian investigative horror. As a setting, it brings to the fore one of the major elements of the genre, the Mythos Tome and all of the eldritch innards that lie between its covers. Not that books will be the only dangers faced by the bookhounds of the game’s title – there are rivals after the same books for sale; forgers are all too willing to “find” them the exact title that they are after; “occult” collectors equally as willing to do more (or even less) than pay to obtain certain titles; and of course, some of the all too dark secrets bound up in London’s history that might be revealed in the hunt for one book or another.

In Bookhounds of London, the player characters take the roles of the titular bookhounds, looking to make ends meet under the fog bound haze of smoking chimney stacks in the heart of an empire that has forgotten so many of its ancient secrets. This is a London that hides a rot behind a metropolitan façade and a bureaucratic indifference, a setting inspired by Alan Moore’s From Hell and the Roman Polanski film, Ninth Gate.

For its Occupations, Bookhounds of London suggests Antiquarian, Criminal, Dilettante, and Tramp (known as the Hobo in other campaign frames) as being suitable, whilst adding several new, altered, and particularly English Occupations suited to the setting: Book Scout, Book Seller, Catalogue Agent, Forger, and Occultist. Greed is added as a new Drive along with new abilities, including Auction, Bibliography, Document Analysis, and The Knowledge (of London).

So far, so English, but what is more interesting about the default Bookhounds of London campaign framework is that its set up provides the investigators with a base of operations – their shop. Best created collectively by the players, it becomes almost a character in itself, granting not just investigative points for the investigators to spend on clues, but also a means to create scenario hooks in the game. A really nice touch is that Hite acknowledges that the idea for the book shop did not come from him, but from a playtest group and was incorporated into the framework.

Naturally, the Book Trade is explored in detail, including ordinary titles and Mythos Tomes as well as the libraries of London and how to handle an auction in dramatic fashion. The latter, as with the running of the investigators’ bookshop, handled in such a way as to avoid their getting bogged down in the minutiae of half-crowns and ha’pennies. Libraries and in particular, the libraries of London are covered in some detail, including what they stock, how an investigator can gain access, and what bonuses such an access might grant.

Pride of place naturally goes to an exploration of the book, detailing in turn their format and condition, and both Occult and Mythos Tomes. Surprisingly, just seven Mythos Tomes are described in detail, but using the earlier detailing of the book formats and their conditions together with his knowledge of the genre, a Keeper should come up with more. Failing that, Trail of Cthulhu has more information on Mythos Tomes as does the Keeper’s Companion for Call of Cthulhu.

Beyond the shelves of the investigators’ bookshop, Bookhounds of London takes the reader on a flavoursome exploration of London in Thirties. This is broken down by area and supported by detailed contact types and rumours plus asides for various topics such as legendary London, law enforcement on the streets, the Underground and London underground, and London’s clubs. London’s physicality is delightfully captured with a stunning set of period maps, not just of her streets, but of her major buildings also. Many of them are done in full colour and like much of the material in Bookhounds of London, will find a use in Trail of Cthulhu in general as well as other RPGs set within the period.

As the heart and crossroads of the Empire, it is no surprise that London is home to numerous cults and secret societies. The presence of many of these, like the Ahnenerbe operating out of the German Embassy and the infamous Brotherhood of the Black, are no surprise, Bookhounds of London expanding upon their descriptions given in Trail of Cthulhu. Added to the expected cults and secret societies are the Hsieh-Tzu Fan, a network of terrorists, smugglers, slavers, and rebels headed by “The Scorpion,” which based out of a Limehouse opium den is most certainly a nod to the Si-Fan of Doctor Fu Manchu fame; and the Keirecheires, an insidious and highly placed cult devoted to Y’golonac. In each case, how the cults and organisations might be encountered in the book trade is discussed as well as how they might react to the investigators’ meddlings.

In addition to the London’s cults and monsters – the emphasis with the latter as is traditional in Trail of Cthulhu being upon their description more than their game stats -- the Keeper can further bring out the strangeness of London with “Megapolismancy,” a magic that uses the city itself as an engine to fuel its sorcery. Inspired by Fritz Leiber’s novel Our Lady of Darkness and developing from the rules given in Hite’s Rough Magicks, it is also a means by which the investigators can involve themselves in the ancient architecture of the city – if they possess the right Lore – or a means by which a Megapolismancer “madman” can turn the city against them.

Where Trail of Cthulhu offers two campaign styles – Pulp and Purist, Bookhounds of London, as part of its campaign advice, introduces three that they can be combined with. The “Arabesque” gives London a Dreamlands-like quality, described as “Baghdad on the Thames;” the “Sordid” offers a city of sin at its worst; whilst the “Technicolour” brings out London’s vibrancy, offering a hyperrealism that owes as much to Hammer Horror movies as it does the works of Dennis Wheatley and Sax Rohmer. Curiously, of the three, it is the Technicolour that is the most easily expanded upon within Trail of Cthulhu, its lurid colours easily bleaching away as the investigators journey into Shadows Over Filmland, a dream-like world merely a penny away. The Keeper is under no obligation to adhere to just the one of these new styles and can easily slip between the three depending on the nature of the dangers that the investigators face. Either way, these options enable the Keeper to flavour his game and serve to mark a Bookhounds of London campaign as being very different to a standard one.

The three campaign styles are supported with a hextet of ready-to-play NPCs. These include rivals and connections both, each including notes that enable the Keeper to configure them not only to the three campaign styles, but also to re-configure them so that they can be reused under different names and slightly different personalities. Each of their descriptions includes a singular element, that of how they might be tainted by through contact with the Cthulhu Mythos. It is a commendable method of presenting NPCs and the format begs, if not for the inclusion of more NPCs within this book, then for a sourcebook all of its very own.

Beyond the three new campaign styles, Bookhounds of London brings a new style of campaign to Trail of Cthulhu. In traditional Lovecraftian investigative horror, the Keeper presents the clues to the threat and the players react to it with their investigators. Here, with the placing of the campaign within a geographical location, it means that the investigators can literally go out and find the adventure. After all, the bookhounds do have to go out in search of a “Squiz,” and who knows what else they might turn up? Bookhounds of London explores this through its advice on running player driven campaigns in relatively short a fashion. Essentially it is a collaborative process, but if that fails, the advice comes down to aping Raymond Chandler’s suggestion of having “two men (or Things) with wavy daggers burst through the window.”

Rounding out Bookhounds of London is “Whitechapel Black-Letter,” a scenario that naturally has the investigators on the trail of a particular book. At the Keeper’s option, it can be tinged with the Ripper murders, but primarily it is a sandbox scenario in which the characters can explore an Occult London and uncover some of its dreadful secrets.

If there is an issue with Bookhounds of London, it is that in places it feels concise. For the most part, this leaves the reader wanting more rather than feeling that the author has not given him enough, except that is, for the somewhat mechanistic Megapolisomantic workings. The section feels as it does need more flesh, though the scenario does include a fully worked through example. Physically, the book is beautifully done, with Jérôme Huguenin’s artwork being excellent as ever.

Given the lack of a sourcebook detailing London within the genre of Lovecraftian investigative horror, Bookhounds of London is a much, much needed resource. Although its focus is primarily the book and the booktrade, the information on outré tomes is equally as relevant to Call of-, Realms of-, and Shadows of Cthulhu as they are Trail of Cthulhu. The background to London is equally as relevant and useful to all of these games.

To draw an analogy, Bookhounds of London is to Trail of Cthulhu as Star Trek: the Next Generation is to Star Trek: Deep Space Nine. It gives the campaign and its investigators a base of operations, in the form of their bookshop, so that adventures and characters can legitimately come to them as much as they can go to the adventures, whether those created by the Keeper or driven by the investigators in a Sandbox style campaign. The book itself brims with detail that supports the setting and brings it alive, though in places it feels perhaps a little too concise, as if it needs just a little more information. Otherwise, Bookhounds of London is another beautiful book for Trail of Cthulhu that brings the Old Smoke and its dissolution to life with the investigators on its intellectual coattails.

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At the 19th Kobold

Regular as clockwork, along comes another issue of Kobold Quarterly from Open Design, the only games magazine to support Dungeons & Dragons – and its primary variants – or any more than the one RPG and make it to the shelves at your friendly, local gaming store. As with previous issues, Kobold Quarterly #19 provides support for Dungeons & Dragons style RPGs, particularly Paizo Publishing’s Pathfinder Roleplaying Game and Wizards of the Coast’s Dungeons & Dragons, Fourth Edition as well as of Dragon Age – Dark Fantasy Roleplaying from Green Ronin Publishing; and as with previous issues, Kobold Quarterly #19 comes with a theme or two. This time around, those themes are death, magic, and a trip to the East along with various other articles and regular columns.

It should be made clear upfront that the focus upon the games that the magazine normally covers shifts with Kobold Quarterly #19. There is just the one articles for Dungeons & Dragons, Fourth Edition in this issue, the rest primarily being for Pathfinder Roleplaying Game. This is not to say that the articles written for one system will not be of use for the other, but the DM or GM will have to provide the mechanics.

The issue’s death theme gets off to a decidedly clean start with Marc Radle’s “The White Necromancer: To Understand Life One Must Also Understand Death.” Written for Pathfinder Roleplaying Game, this explores characters that though fascinated with the dead, instead honour them and aid the living. The White Necromancer is an arcane spellcaster with a limited spellbook, but with the ability to heal and as his studies of the undead advance, knowledge of some of the abilities of the undead, including Ghost Walk. This is a nice twist upon the Necromancer concept, allowing a character to interact with the undead without turning to the dark side.

More deathly characters for Pathfinder Roleplaying Game are discussed in “Archetypes of Death: For a More Badass Barbarian, Druid, Monk, or Summoner” by Phillip Larwood. The three Archetypes are the Deathrager, a Barbarian whose link to the spirit world is so strong that he can stave off death and eventually, even fight on after death; the Grave Druid, a Druid that protects graveyards and wards against the undead; the Master of Worms, a Monk that uses the abilities of the undead to fight them; and the Zombie Master, a Summoner that summons a zombie or skeleton, and then is able to evolve it to his own design. Of the four, the last again feels the least interesting, but the first three feel well thought out and will make nice additions to campaigns with a darker tone to them.

With “Bottled Hubris: New Discoveries and Archetypes for Alchemists,” Jerall Toi gives new options for the Alchemist Class in Pathfinder Roleplaying Game. Using options available in the Advanced Player’s Guide and Ultimate Magic, this delves into the issue’s magic theme by giving deeper areas of study for the alchemist and new ways of playing the Class. The new Discoveries range from hardening the Alchemist’s mind to the influence of Outsiders and his skeleton with spikes against melee weapons to enhancing the intimidation effect of his intelligence and enhancing a familiar or other animal companion with another Discovery. The three new Archetypes are the Calligraphist, able to conjure creatures and weapons from his ink drawings; the Evolutionist specialises in the enhancement of his animal companion; and the Specialist, which takes up the study of singular areas of knowledge, such as the stars and planes beyond, plants, or the transmutation of metal. Of these Archetypes, the Calligraphist is likely to be the most attractive to play, whereas the Specialist as presented feels a little undeveloped.

The magic theme continues with what is potentially a divisive discussion of the magic shop in the Pathfinder Roleplaying Game. “Magic Shops, What's In Store: How to Turn a DM Nightmare into a Tool for Better Games” by Christina Stiles and Spike Y. Jones explores how and why the magic shop might exist in a Dungeons & Dragons style world, the divisive aspect being that some GMs feel that allowing players to purchase magic items for their characters detracts from the wondrous nature of magic and the sense of achievement in gaining such items during their adventures. The arguments are well realised and the article is supported by several sample magic shops, the most entertaining being “The Bargain Bin” and its accompanying list of items that are magical, but far from perfect (Scroll of Faecal Storm? Euw!).

The last entry following the issue’s magic theme is “The Gordian Knot” by Mario Podeschi. Again for the Pathfinder Roleplaying Game, this is winning entry in the magazine’s the Relics of Power competition. It is an artefact created from the very tapestry of the planes that protects the owner against detection and scrying. In either case, the owner has to work the threads of the Knot to activate its abilities. This is great artefact for any campaign that involves high level magical scrying and intrigue.

“Welcome to the Dragon Empires” is the first of two articles that take the reader out East to Tian Xia in the world of Golarion, the home setting for the Pathfinder Roleplaying Game. Written by James Jacobs, this is a quick introduction to the region of Golarion that will be detailed further in the forthcoming Dragon Empires Gazetteer and Dragon Empires Primer supplements as well as the current Pathfinder Roleplaying Game Adventure Path, Jade Regent.The piece is really a list of the setting’s key points, since it lacks the space to go into any detail. That said, it is a preview and the setting does look interesting.

More detail though, is to be found in the companion article, “Làu Kiritsu: Golarion’s Lord Of Absolute Obedience.” Written by Richard Pett – one of my favourite writers for the Pathfinder Roleplaying Game – it describes Tian Xia’s greatest archdevil as well as the strictures that his adherents must obey absolutely. There is plenty of flavour in this article, not just in how he is worshipped, but also in the magical objects particular to Làu Kiritsu’s worship that constrain and admonish those that they are used on. The author also provides some nice advice as to how Làu Kiritsu can be used in a game and a trio of good adventure seeds.

The issue comes with three generic articles. The first is Rick Hudson’s “Courting Adventure: Bringing the Royal Court to Life in Your Games,” an excellent description of the courtier and the offices that he could take at court along with some adventure hooks and the author’s inspirations. This would be useful for any game that takes place at court – not just one in a fantasy setting, whether that is a court that the player characters have to visit or hold themselves. The latter is a possibility for characters of higher levels, of course. The second is “10 Ways to Turn Dull Traps into High-Stakes Encounters” by Britian Oates, which discusses how to make traps in a GM’s game much more of a challenge. The last is Monte Cook’s “Balance-Free Bonuses (Or, Making the Elf More Elvish),” part of his regular Game Theories column. It explores how to give “little” benefits that expand racial abilities without resorting to the traditional “+1” effect. For example, whilst Elves never get dirty and can see half again as far as humans, they also possess mystical empathy/intuition that grants them occasional flashes of insight. Only though, when the DM wants impart some information, and not when a player wants it to work. It is a well thought out set of ideas and a referee should be inspired to add these to his game or create some of his own.

The two articles for Dragon Age – Dark Fantasy Roleplaying from Green Ronin Publishing are not actually for the Dragon Age setting, but rather for the age system. They are all about characters and backgrounds, both written to tie in with Open Design’s forthcoming Midgard Campaign Setting. The first of these is “Land of Horse and Bow: 6 Midgard Campaign Setting Backgrounds for AGE” by Simon English, which give Backgrounds suitable for characters originating from the Rothenian Plain, whether that is a Free Tribes Centaur, Windrunner Elf, Steppes Shaman, or Vidam Boyar. The sextet are pleasingly accompanied by a list of Arcane Lance variants such as Flame, Lightning, Wind, and Winter that are more likely to find their way in to Dragon Age before the Backgrounds, that is until the arrival of the Midgard Campaign Setting.

Just as the “Land of Horse and Bow” provides Backgrounds for one region, Josh Jarman’s “Scions of Terror: 4 New AGE Character Backgrounds for the Midgard Campaign Setting” gives Backgrounds for another, in this case, the Western Wastes. These Backgrounds have a harder edge to them, each necessary to survive the dangers of the Western Wastes, the grey desert created following a war of magic. What is interesting about both of these articles is seeing how they model elements particular to Dungeons & Dragons. In this case, races more commonly found in Dungeons & Dragons such as the Goblin with the Dust Goblin Dune Trader which scavenges the Western Wastes for artefacts and the Tiefling with the Tintagerian Hellborn.

The one article in Kobold Quarterly #19 for Dungeons & Dragons, Fourth Edition is Brian A Liberge’s “Bark at the Moon: Werewolf Themes for Your Character.” This explores the origins of lycanthropy and how to make the werewolf playable as a player character, moving it away from the ravenous beast into a more heroic role. As much as the author tries to add flavour to the various powers of this new character theme, it still feels all too mechanical and not up to the ideas presented in the main body of the article.

Similarly, this issue comes with a single adventure. As with recent issues, Matthew J. Hanson’s “Aneela, Human Cleric: Party of One” is a solo adventure. It is a quick affair, easy to play, and pits a young cleric against some undead, keeping it in theme with the issue’s deathly theme. Rounding out the issue is Kobold Quarterly’s usual book review column; Kobold Diplomacy column, this time interviewing the award-winning indie designer of Grey Ranks and Fiasco, Jason Morningstar; and Wolfgang Baur’s regular Free City of Zobeck end piece.

Physically, Kobold Quarterly #19 is disappointing. This is not to say that some of the artwork, including the cover, is excellent, but in places it feels ill suited. Further, the magazine needs editing in places, which was not the case with previous issues. Overall, the impression with Kobold Quarterly #19 is it has been rushed. It also feels as if there is less to this issue than previous ones, but that may be due to the fact that “Welcome to the Dragon Empires” is more of an enticement than something that can be added to a game.

There is much to like about this latest issue. Though some will decry its shift in emphasis away from Dungeons & Dragons, Fourth Edition to Pathfinder Roleplaying Game, this does mean that there is more room for the Dragon Age – Dark Fantasy Roleplaying articles, and the likelihood is that there will be more of them given the forthcoming publication of the Midgard Campaign Setting. Kobold Quarterly #19 contains an interesting selection of articles that each in their own way can be added to a game, with the plethora of strong options for the player outweighing the GM support.

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Swash My Buckle Aloft!

Come the year 2150 AD and the choice for humanity is simple. Live under the reactionary yoke of the Neovictorians under Emperor Victor III in the few walled Change Cage cities that scatter the Earth, or live free far from the walls, either as Neobedouins, travelling the American Wilderness in mammoth or steam drawn caravans, or as air pirates, sailing the open skies between the sky-cities. This is the setting for Abney Park’s Airship Pirates RPG Based on the Songs of “Captain” Robert Brown, the latest RPG from Cubicle Seven Entertainment. As the full title suggests, Airship Pirates is based on the songs of Abney Park, a Steampunk inspired band from Seattle, the result being a spicy melange of genres spliced and riveted together. These include Steampunk, Post-Apocalypse, Pirates, and Time Travel, the latter only apparent deeper within the game’s setting. This mixing of genres has an influence on the game’s airships as they are not dirigibles with gondolas attached underneath, but more akin to vessels from the Age of Sail slung from bags of gas rather than sails. Some airships do use sails, but most are driven by steam engines or rarely, old and reclaimed diesel engines.

In the default setting for Airship Pirates, the players take the roles of the leading crew and passengers aboard an airship, running between the sky-cities and before the vessels of the Imperial Air Navy, just like the members of Abney Park, who travel aboard the HMS Ophelia. In the world of 2150 AD, the members of Abney Park are more than just pirates; they are also a popular band that performs at various sky-cities. This is their shtick, and similarly, the player characters are more than mere pirates – they might be performers themselves, mercenaries or merchants, or even owners of an aerial brothel. The game allows the players to take their shtick and not just customise their airship around it, but also gain a few skills to support their shtick.

The players have plenty of character options. They can be Neobedouin drivers, hunters, outriders, shaman, or beast dancers (who turn dance into a deadly martial art) or Skyfolk mercenaries, musicians, pirates, privateers, or showmen. Neovictorian options are unsurprisingly more Class riven, from Agitator, Chuno Ggun member (feared killers who track down escapees from the Change Cage cities, usually radical threats that the Emperor has had imprisoned), and Ganger to Academic, Air Navy Officer, and Dilettante. The Neovictorians also use Automata, employed as servants, pleasure dolls, and peelers (members of the Imperial Constabulary which enforce the law in the Emperor’s name), all of which can be player characters, their having “gone rogue.” Lastly, the Misbegotten are mutants, their bodies twisted by the toxins beneath each city and either confined to the Change Cage or assigned to the Chuno Ggun if they can fight.

Character creation is a mix of player choice and spending points. A player chooses his character’s culture (Automaton, Misbegotten, Neovictorian, or Skyfolk) and a Background, which determines a character’s starting skills that he must spend two thirds of his Character Points on. It should be pointed out that the number of skills listed under each Background varies from one Background to the next, such that one character might have ten skills to choose from and another only five. In the case of the latter, it forces the character to have only a few high skills as opposed to the former who must either generalise or choose to specialise. Then he assigns a few points to his characteristics. These can be negative as well as positive, but player characters all start with a score of one in each characteristic. A character is free to spend the last third of his Character Points on more skills and Traits (or advantages), though the likelihood is that these will not be enough. In this case, whilst a few more points are available if a player decides to take some Complications.

Name: Algernon Aston-Muggeridge
Culture: Neovictorian Social Class: Upper
Age/Gender: 23/Male Vocation: Writer
Build: Slim Hair/Eyes: Blonde/Blue

Attributes
Strength 0 Dexterity 1 Fortitude 0
Presence 2 Wits 3 Resolve 2

Derived Attributes
Initiative 8 Health 2

Common Skills
Bull 4, Charm 2, Dance 1, Empathy 4, Etiquette 1, General Knowledge 4, Perception 4, Seduction 2

Specialities
Art (Writing) 4, Conversation 3, Gambling 2, Martial Arts (Boxing) 1, Medicine 3

Complications
Family Feud, Glass Jaw, Social Chameleon

Traits
Drink Like A Fish/1, Rock Your World/1

Our example characters are an Upper Class Neovictorian Writer and a Misbegotten ex-member of the Chuno Ggun. How exactly Algernon Aston-Muggeridge and Sidney Stinger came to be companions is not something that either discuss, but one is rarely seen without the other. Records indicate that he is a qualified doctor, whilst rumours suggest that he fled the city after getting a young lady in trouble. He only says that he wanted to see the world beyond the walls. Sidney Stinger was a Misbegotten member of the Chuno Ggun silently creating a fearsome reputation as a tracker and killer. Sidney has a long, prehensile tail that ends in a sheath containing a tooth like stinger that she can use to lash out at an opponent in a lunge-like attack. She was assigned to track down Algernon, but was injured during the task and abandoned by her the other members of her team. It was Algernon that nursed her back to health and befriended her. These days she keeps an eye on Algernon whose penchant for wine, women, and dice often lands him in trouble, whilst he has been teaching her to read. Algernon is a regular contributor to Tales of the Airship Pirates, whilst Sidney works as a scout and finder for hire.

Name: Sidney Stinger
Culture: Misbegotten
Age/Gender: 17/Female Vocation: Chuno Ggun
Build: Lithe Hair/Eyes: Black/Green

Attributes
Strength 3 Dexterity 2 Fortitude 2
Presence 0 Wits 1 Resolve 3

Derived Attributes
Initiative 5 Health 4

Common Skills
Athletics 2, Dodge 2, Firearms 2, Hide & Sneak 2, Improvised Weapon 1, Intimidate 2, Might 2, Perception 2, Streetwise 1, Swordplay 2

Specialities
Business 1, Craft (Cookery) 2, Interrogation 2, Martial Arts (Baritsu) 3, Survival 2, Tactics 1, Tracking 2

Complications
Black Sheep, Distinctive Feature (Tail), Shy, Time-Sick

Traits
Assassin’s Law/1 (Baritsu), Lunge, Mutation (Claws)

Neither of these characters has been given the three skills associated with their airship and the three skills associated with their airship crew’s shtick. Character generation is easy and does not take all that long. Alternatively, Airship Pirates includes a sample airship and sample set of player characters, the HMS Cordelia and the musical band that crew her.

In addition to creating their characters, players also get to create their characters’ airship from a pool of fifty Resource Points which are spent to customise a standard design. These allow a party to design their airship around its shtick, so for example, if the HMS Good ‘Ol Days is home to the best aerial Music Hall in the known skies, she would have a Props Room and a Training Room, as well as space for the extra crew (or chorus), sails for longer voyages, a workshop for carrying repairs, and the luxurious cabin that the ship’s star, songstress Marlene Langtry-Philipps demands – otherwise she refuses to perform!

Airship Pirates is the third RPG from Cubicle Seven Entertainment to use the Heresy Game Engine mechanics previously seen in the Victoriana Second Edition and Dark Harvest RPGs. It is a dice-pool system that uses both black and white dice, the pools usually created from adding an attribute and a skill together. Any roll that comes up a one or a six counts as a success, while any roll of a six can be re-rolled to generate yet more successes. The primary method of setting difficulty is by adding black dice to the pool, three black dice for a difficult task, six for a very difficult task, and so on. Any roll that comes up a one or a six on a black die reduces the total number of successes rolled. Fortunately, rolls of six on a black die do not get rolled again. The other method of setting the difficulty of a task is by modifying the total number of dice in the pool. Anyway, a single success rolled counts as a partial success, two rolled successes as an adequate success, three rolled as a good success, and so on. For the most part, the rules used in Airship Pirates are a streamlined, simpler version of those used in Victoriana. This simplicity also aids the intention of the authors that Airship Pirates should be a cinematic game. The rules themselves are not inherently cinematic in style, but the GM’s section advises that Airship Pirates be played that way and the rules are no impediment to this.

Given the setting it no surprise that aerial combat is likely to be a regular feature of Airship Pirates. The danger is that it could have been hideously complex, but the rules given keep things simple with vehicles manoeuvring into range and unloading broadsides on each other. The rules allow for player participation, whether that is piloting the ship, manning a gun, or keeping the engines running. Once broadsides start being delivered, the player characters need to keep their heads down as it can get deadly very quickly. A ship’s crew does get abstracted though and usually bears the brunt of any incoming fire.

The included equipment list is not extensive, but it includes just about everything a game should need. It describes six types of aerial vehicles, as well as Neobedouin caravans, automaton cabs, and armoured barges and trains; ordinary rifles and revolvers and steam ones too; various services (including those provided by a lady) and tool kits; and useful items such as “Bloomers of Concealment,” Crinoline Frame – Collapsible (“Ladies, don’t perform martial arts without it!”), goggles, mechanical grog dispenser (“Let everyone get their share!”), and even a Difference Engine. If there is a downside to the equipment list it is that not everything is illustrated and certainly none of the weapons are. Another downside is that only the one airship in the game is given deck plans, that of the default vessel, the HMS Cordelia.

The setting material for Airship Pirates describes not only the setting, but how the Neovictorian Age of 2150 AD came about. Back in 2006, Abney Park was flying to gig when the aircraft the band were aboard collided with the airship, the HMS Ophelia. Not just an airship, HMS Cordelia happened to be a British time-travelling airship from 1906 on time patrol duty for the Empire. With people dead aboard both vessels, the surviving members of Abney Park took command of the Ophelia and set out on a mission of their own: to set time right and make a peaceful world. Which they did, but this new world was unprepared for the rise of Emperor Victor III’s grandfather and a new dictatorship at the dawn of the twenty-first century. In the decades since, humanity has been mostly confined to the Emperor’s Change Cage cities, leaving the rest of the North American continent to be returned to a state of primordial wilderness that it has been seen for millennia populated by bison, giant condor, giant sloths, mammoths and mastadons, and sabre-toothed cats.

The description of the setting is confined to the North American continent, describing its features in broad terms before examining the Sky-Cities, Neobedouin Tribes, and Neovictorian Change Cage cities along with their cultures in detail. Besides giving rules for the GM to create his own Sky-Cities, this background material also provides the GM with the physical room to create whatever he wants for his campaign as well as a decent amount of information to draw upon as ideas for his campaign.

At the heart of the GM’s section is a solid discussion of the various genres that make up Air Pirates and how to bring them into a game, drawing in each turn, from various lyrics by Abney Park. This is accompanied by an excellent example of how to use song lyrics as inspiration for adventure, using not one of Abney Park’s songs, but a very well-known pop song by the British rock band, the Electric Light Orchestra!

Particular attention is paid to time travel as this is what sets up the premise for the game. It is entirely possible for time to be altered by the player characters, this being the implied point of the game. Despite the fact that the guidelines for handling time travel and its effects are just about as straight forward and uncomplicated as they could be, time travel is not necessarily the focus of the game. This is primarily due to the fact that the player characters are not meant to start the game with access to a “Chrononautilus” and nor are they meant to be aware of the changes made to the timeline by Abney Park that got the world where it is in 2150 AD. In fact, apart from the “Chrononautilus” aboard the HMS Ophelia, there is only meant to be one other in a GM’s campaign and that is the one that will eventually fall into the hands of the player characters.

Physically, Airship Pirates is done in full colour throughout. This being a game whose primary genre is Steampunk, it is very brown, but there is enough to colour to keep it from getting monotonous. Some of the artwork is perhaps too cartoon like in style, jarring somewhat with the rest of the book. The book itself is well written, and despite needing an edit here or there, it is very readable.

The book is not perfect though. If in coming to Airship Pirates unaware of Abney Park and what they sing about, the reader might be left a bit ill-informed as what the game is about. The problem is essentially that the book does not give up enough information up front as what it is about and what there is tends to be a little too broad in nature. Similarly, some of the setting material is buried deep in the book and even finding it (or anything else) having read the book is problematic because the index is anaemic.

One problem with Airship Pirates is one that many a RPG suffers from in that although the Inventor is available as a Background for determining his core skills, his raison d'être is not actually addressed in the rules. Until they are, the GM is just going to have to rule on an inventor’s gadgeteering himself. Another issue might be the lack of campaign advice in terms of set up. As written, the idea is that the player characters will form a group, fly an airship, and either form a circus troupe, a mercenary group, or go trading, and have adventures along the way. The book lacks advice on these different concepts and the adventures that they might lend themselves too, and neither does it look at other campaign ideas. Without more support, the default campaign feels a little too much like that of Firefly with a genre twist and a shtick added on. True, the addition of Time Travel adds an interesting wrinkle to this set up, but again, it is not necessarily the focus of Airship Pirates.

Hopefully, some of the problems inherent to Airship Pirates will be addressed in a forthcoming supplement, but it should be made clear that they do not impede the play of the game in the short term – and Airship Pirates is very playable. Its core mix of the Steampunk and pirate genres will appeal to many gamers and allowing them to choose their crew’s shtick is an excellent means of directing the type of game that they want. Whether it is manners or buccaneering that the players want, Abney Park’s Airship Pirates RPG Based on the Songs of “Captain” Robert Brown does both in equal rip-roaring, swashbuckling measures.

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