Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
theironjef
Aug 11, 2009

The archmage of unexpected stinks.



Alien Rope Burn posted:

FYI, Everway did have collectible card packs, in case you didn't get your fill of fantasy pin-up art in the main box; just do a search for Everway Companion Collector Cards.

My guess is that we have several packs worth, as a lot of the cards have variant color card backs, or weird quest prompts instead of the vision questions, plus we have more than will comfortably fit in the trays the game ships with.

Adbot
ADBOT LOVES YOU

Hostile V
May 30, 2013

Solving all of life's problems through enhanced casting of Occam's Razor. Reward yourself with an imaginary chalice.



Truly this is the darkest timeline if most of Youthquake are decent people and the ones that aren't have issues that can be recognized by showing care and support for your teammate and therapy.

I mean also the Nazis too but that's somehow way less notable.

Hostile V fucked around with this message at 13:43 on Jun 22, 2016

Halloween Jack
Sep 11, 2003

Let your word be "Yes, Yes" or "No, No"; anything more than this comes from the evil one.




Young Freud posted:

Oh man, never was there something that would turn me against an artist like that comic. Year 100 was even enjoyable to that point, when I find that Pope's a libertarian. The whole thing about the German Batman saving the works of Von Mises was
Wow, that's just unbelievably disgusting. I don't know how DC lets out stuff like that. (That, and Alan Grant being allowed to use Anarky as a platform to rant about the New Agey variant of Objectivism to which he subscribed.)

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion




Halloween Jack posted:

Wow, that's just unbelievably disgusting. I don't know how DC lets out stuff like that. (That, and Alan Grant being allowed to use Anarky as a platform to rant about the New Agey variant of Objectivism to which he subscribed.)

Isn't that the point of Anarky though? To be the representative of whatever crazy political spectrum the author likes or dislikes this week?

Doresh
Jan 7, 2015


Count Chocula posted:

There was a 1 page backup strip with Batman as a foppish German during WWII. I think it was collected with Paul Pope's Batman: Year 100.

I prefer my Batman to be a crazy Soviet, trying to overthrow Superman's regime

Kavak posted:

This map hurts to look at.

1. East Prussia is part of Russia, and a lot of other borders are forgotten.
2. Poland is shown occupied and its borders are unaltered, but not the Baltic state or the chunks taken out of Romania.
3. Holland is the entirety of the Netherlands, "England" is over Wales, and the USSR is just Russia (Nitpicky but it's still wrong).
4. What the gently caress is an Austria-Czech-Hungary? That's just Hungary (Which was a Nazi ally like Finland, not occupied) by that point, Austria and the Czechs were totally annexed.
5. Kind of a stretch to say a puppet like Vichy France was unoccupied.
6. He forgot Slovakia.
7. He mixed up Bulgaria and Romania.

A Delta did it.

wdarkk
Oct 26, 2007

Friends: Protected
World: Saved
Crablettes: Eaten


Youthquake's costumes are terrible. I get that they're supposed to be uniform, but you can do better than that.

SirPhoebos
Dec 10, 2007

Horned Rat-Sempai Noticed Me!


Those drawings are...well they're something

Finally finished the next part of my Planes of Chaos review. Once I get home and extract the pictures I'll post it.

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018



Demon: The Descent

Every demon has a Cipher, a series of four interlocked Embeds that reveals to them a great truth. Ciphers are extremely personal, and no two demons are going to have one that's exactly alike. When you discover one of the four Key Embeds, you undergo a transcendental moment of awareness, a sudden boost that is always life-changing. The Cipher does not come from the God-Machine - indeed, following along it is something that takes you away from the Machine, further towards your own selfhood. All attempts to find if there might be a fifth Key have ended badly, usually spectacularly so. During chargen, the player selects the demon's first Key, which can be any Embed the demon knows but which probably ties into their reason for Falling or their beliefs. The ST chooses the other three Keys and does not reveal them.

The ST has more to do, however. The Cipher's not just learning four Embeds. The ST must also develop bonus powers, called Interlocks, which are earned by discovering your Keys. On top of that, the Cipher also has its final secret, a koan or insight revealed by completing it. Key Embeds should not be chosen at random, but based on a player's concept, history and playstyle. The final secret of the Cipher isn't an endgame or anything, but it is a truth that should help the character confirm or clarify their own personal vision of Hell. No one knows where the secrets come from, but they seem to always grant a demon more of an idea of how to reach freedom. Interlocks, meanwhile, are custom powers. They are typically based, conceptually, on a combination of two Key Embeds and what combining these powers might do - both literally and conceptually. The GM comes up with them custom for each demon, and they aren't Embeds so they don't have to obey all the Embed rules...but they're not Exploits either, so they don't have to obey those rules, either.

The game says that you can either choose to assume that all of your starting Embeds have been tested with your First Key to see if they're your Second Key...or not, but the ST should always tell the players which is the case, so they can know whether they have to test those Embeds. See, at any point you may try to test an Embed with your Cipher to see if it's a Key. You activate it as normal, but spend an Aether. If it is your next Key, you immediately gain one Primum and a new Interlock. If it's not, you get a Beat, but also take damage and suffer a temporary glitch. If the tested Embed is a Key but is not your next Key, you instead get 3 Beats, but the damage you take is aggravated and the glitch check is for a permanent glitch. Note, however, ther'es a way to check if you know your Keys without just randomly trying them all. At the end of each scene involving angels, demons, stigmatics or the God-Machine in which you gain a Beat, you can make an Intelligence+Wits roll to be able to intuit the answer to one of the following questions, in sequence:

    1. Do I already know my next Key?
    2. What Attribute does my next Key use?
    3. What category is the next Key Embed?
    4. What is my next Key?

You always ask in order, and of course you can choose to test Keys without knowing the answers. You start the game on Question #2, however, because you know your First Key and it's usually assumed that you don't know your Second Key yet and know that. Anyway, Interlocks are super loving cool, but a lot of work, because...well, they're all custom powers, and the game can at best provide you with rough guidelines in the ST section on how to maybe make them.

Now, Exploits! Exploits are, unlike Embeds, entirely unsubtle. They use the same sort of metaphysical pathways, but they're taking the knowledge of those paths and forcing them open with extreme power. They're very effective, but attention-grabbing. Angels never use Exploits, ever, even if their powers may resemble instinctually used Embeds. Indeed, an angel that even tries to use an Exploit is probably going to Fall soon. Learning an Exploit means you need an Embed you could draw the knowledge from. While the game lists potential prerequisited Embeds, any Embed you and your ST agree could be used to learn a given Exploit will work, and lateral thinking should be allowed.

Exploits include:
  • Addictive Presence: You make someone addicted to you and easily manipulated by you.
  • Affliction: You curse someone with disease, madness or some other nasty condition, which lasts until you remove it.
  • Allies Into Gold: You can shift dots in your Social Merits into other Social Merits, permanently.
  • Animate: You bring an object to life and make it obey your commands.
  • Behind the Curtain: You teleport from one piece of Infrastructure to any other (and can define conditions or pick one specifically), at the cost of gaining the Flagged condition.
  • Break to Heal: You damage an object to heal someone.
  • Deep Pockets: You can pull any object out of any container, as long as you can lift that object one-handed. It doesn't have to fit in the container.
  • Demon House: You merge with and possess a building, spying on everything inside it and using your powers on its inhabitants. The longer you stay, the more compromise you risk.
  • Disintegrate: You destroy an object entirely.
  • Echoing Death: You build up magical power briefly and then instantly kill someone you touch.
  • Ephemeral Cover: You reap "flesh" from a ghost or spirit and turn it into spiritual Cover, allowing you to pass as a ghost or spirit.
  • Everybody Hates Him: You make the entire world react in a hostile way to someone, giving them the Shunned condition and keeping them from doing Social actions with any effectiveness at all while they have it.
  • Extispicy: You gut a decently large living being and read the future in their entrails, gaining hints from the ST, the Informed condition or bonus dice on actions related to the question you were asking.
  • Force Relationship: You choose two targets and define a social relationship between them ('rivals,' 'lovers,' 'sisters'). They now have that relationship for several days. (This does not change genetics, just how the targets view each other.) If one target is a demon, they feel however they want; you only control human views.
  • Four Minutes Ago: You vanish from the current scene and retroactively left four minutes before activating this. Everything that happened stays happened, but shifted to account for your non-presence, with someone else doing whatever you did. Any changes caused to you in those four minutes are gone, however.
  • Frozen in Time: You lock a target in time, preventing them from being harmed or interacting with the world in any way for a few minutes.
  • Halo: You glow with a soothing light that causes wounds to heal quickly and sends resting people to sleep.
  • Hellfire: You make a gun cause aggravated damage by turning any shots it fires into magically deadly burning flames.
  • Hellhounds: You mutate an animal into a biomechanical cryptid under your control, which dies at the end of the scene if you do not supply it with Aether.
  • Incendiary: You conjure magical blue flames that you can throw at people or set things on fire with.
  • Inflict Stigmata: You turn someone into a Stigmatic.
  • Living Shadow: You turn yourself into a living shadow and attach yourself to someone or something that casts a shadow, spying on them but unable to interact with the world except to swap shadows.
  • Merge: You and a bunch of other demons can donate a bunch of their demonic form powers to one demon, who gets to keep and use them all for as long as they stay close to you.
  • Murder by Improbability: You cause a normal human with no extraordinary fate to die in a freak accident, or boost all attacks against a more supernatural or important person for a scene. Demons are immune to this.
  • Play on Words: You may reify spoken words. If someone says 'shot' you can turn their vodka shot into a gunshot and hurt them, say. This works on multilingual puns, too. It is extremely versatile and can do as much goofy, weird-rear end poo poo as you want as long as you can make the puns happen based on what others say, though you must use the power within a few seconds of their saying it. (The game suggests keeping common word lists in multiple languages or allowing the player to call a time out as they consider whether and how to use it.)
  • Possession: You can possess someone and control their body. The longer you do, the more you risk compromise. You use your own stats and have no access to their memories.
  • Rain of Blood: You call up a violent and supernatural storm of unpleasant Forteana, causing a nasty environment that damages property and probably the people caught within it. Witnesses may become Stigmatic. The storm lasts several hours.
  • Raise Dead: You resurrect a dead person. If their soul still exists, it goes back into the body. Otherwise, you get a soulless, unwilled husk unless you have a different soul to shove into it.
  • Raze Infrastructure: You make a piece of Infrastructure melt, explode or otherwise dramatically break down, at the cost of immediately coming to God-Machine attention and needing to flee the area.
  • Reality Enforcement: You temporarily remove the powers of anyone even tangentially related to the God-Machine - angels, demons and stigmatics, mostly. This includes you.
  • Riot: You cause a crowd to riot violently.
  • Rip the Gates: You tear open a portal to any realm of existence you choose.
  • Sermon: You make a speech that human listeners believe in strongly and with trust and awe. Over time you may use this to alter their moral framework and make them loyal to your teachings, defining what does and does not cause them breaking points. Demons are immune to this.
  • Solitary Confinement: You trap someone in a reality pocket of total sensory deprivation for several hours.
  • Stalking Horse: You touch someone and reveal some facet of their character to anyone who sees them for several days (if it's a true part of them) or several hours (if not).
  • Stimulus/Response: You make a connection between something the target just did and your spending Aether. Whenever you choose to spend an Aether, the target must perform the action again as long as they're near you. This lasts a week or so unless you reinforce it once every few days, in which case it's indefinite as long as you keep doing that.
  • Summon: You cause any human you've met to arrive in your presence as quickly as they can, by coincidence and luck.
  • Swarm: You summon a swarm of small animals to attack someone or spread out over an area.
  • Swift Resolution: You cause any confrontation between two or more people or groups to end in favor of the statistically more likely winner; you are not counted as part of any calculations to determine which side that would be.
  • The Word: You can give someone a one-word command; this is metaphysically enforced, not quite mind control, so telling someone to burn will set them on fire.

Next time: The basic state of being a demon.

Zereth
Jul 8, 2003




Does Four Minutes Ago refund Aether you spent during those four minutes?

Libertad!
Oct 30, 2013

You can have the last word, but I'll have the last laugh!

wiegieman posted:

Isn't that the point of Anarky though? To be the representative of whatever crazy political spectrum the author likes or dislikes this week?

Anarky's an anarchist, although more the pop-culture "destroy everything!" kind than the legitimate far-left variety. I don't really consider AnCaps like Von Mises to be part of traditional anarchism, in that they're overall fine with hierarchy in the workforce and really only follow the "anti-government" part of anarchism while discarding the rest.

On the one hand, what we see as anarchy in pop culture and media is a highly misconstrued notion of how it really works, but there is an element of truth. A lot of Reddit anarchists (the real kind, not the "drat government destroying masculism/Western civilization!" kind) have an unfortunate tendency to romanticize violence and don't fully understand the implications of wide-scale dismantling of huge government-funded projects will have.


So yeah, Anarky isn't really supposed to represent any consistent politicial ideology, but having him be an Ayn Rand supporter will still be ridiculous.* It would be equivalent to having a cartoon Communist talk about how Sweden is Karl Marx's dream come true.

*Ayn Rand was still in favor of having a military and laws supplemented by courts, as well as technologically advanced civilizations imposing their values through force on less developed civilizations. She's far from a genuine anarchist, or even libertarian. Also, major figureheads at the Ayn Rand institute believed that the US military should not care about civilian casualties in the War in Iraq, and that such a thing is even desirable.

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018



Zereth posted:

Does Four Minutes Ago refund Aether you spent during those four minutes?

Any Aether and Willpower spent or gained in those four minutes reverts, yes, with the exception of any spent activating Four Minutes Ago.

wdarkk
Oct 26, 2007

Friends: Protected
World: Saved
Crablettes: Eaten


What happens if you Go Loud and then use Four Minutes Ago?

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.


wdarkk posted:

What happens if you Go Loud and then use Four Minutes Ago?

You can fake your death *really* convincingly.

Bieeanshee
Aug 21, 2000

Not keen on keening.




Grimey Drawer

Mages start swarming around the new Mystery like ants at a picnic.

Gazetteer
Nov 22, 2011

"You're talking to cats."
"And you eat ghosts, so shut the fuck up."

Alien Rope Burn posted:

Not exactly. "Metahuman" was a term invented by Keith Giffen for DC as part of the "metagene" concept; the idea that certain people have the ability to develop powers under physical and emotional stress. The difference from, say, mutants, was that the metagene was a shared origin meant to explain how chemicals or radiation or other Silver Age origins actually worked, because it's the eighties and genetics is the new Mystery Science.

But it was never adopted as the official explanation by editorial, only by individual writers. As a result, I don't think it was ever copyrighted like "superhero" is.

Yeah; Marvel also has metahumans, additionally. Usually it's someone who has superpowers who is not a mutant or an Inhuman or something like that. At this stage, it's a fairly generic and brand agnostic term for "person with superpowers."

(sometimes in DC, it's used informally in-universe to describe any costumed weirdo regardless of whether or not they have 'powers'. Because when you're a random mercenary goon and you run into a man wearing a cape or some poo poo like that, you need something to shout and aren't exactly going to wait and find out if he's the kind of cape person who shoots lasers or the kind who punches really hard)

Nuns with Guns
Jul 23, 2010

....?


Alien Rope Burn posted:

Not exactly. "Metahuman" was a term invented by Keith Giffen for DC as part of the "metagene" concept; the idea that certain people have the ability to develop powers under physical and emotional stress. The difference from, say, mutants, was that the metagene was a shared origin meant to explain how chemicals or radiation or other Silver Age origins actually worked, because it's the eighties and genetics is the new Mystery Science.

But it was never adopted as the official explanation by editorial, only by individual writers. As a result, I don't think it was ever copyrighted like "superhero" is.

Marvel and DC will both use the term, acrually. Marvel usually conflates it with mutants and dc will use it on general superhumans. Originally the term was conceptualized by GRRM's wildcard books and earlier superhero rpg.

E:fb

E2:also don't accidentally delete your whole post when ur phone posting

Nuns with Guns fucked around with this message at 19:47 on Jun 22, 2016

Gazetteer
Nov 22, 2011

"You're talking to cats."
"And you eat ghosts, so shut the fuck up."

My explanation may seem contradictory to Nuns with Guns' explanation, but they're both about equally correct in that the term means whatever a specific writer thinks it does that given week.

Young Freud
Nov 25, 2006



Libertad! posted:

Anarky's an anarchist, although more the pop-culture "destroy everything!" kind than the legitimate far-left variety.

Anarky was definitely a reaction to Alan Moore's "V For Vendetta", which is probably more even-handed take on what exactly is anarchism since Moore's an anarchist.

Libertad! posted:

I don't really consider AnCaps like Von Mises to be part of traditional anarchism, in that they're overall fine with hierarchy in the workforce and really only follow the "anti-government" part of anarchism while discarding the rest.

...

*Ayn Rand was still in favor of having a military and laws supplemented by courts, as well as technologically advanced civilizations imposing their values through force on less developed civilizations. She's far from a genuine anarchist, or even libertarian. Also, major figureheads at the Ayn Rand institute believed that the US military should not care about civilian casualties in the War in Iraq, and that such a thing is even desirable.

Ludwig von Mises might have been one of these grandfather's of libertarian thought but never forget he was a proto-fascist who happened to belong to the wrong religion. Like he wrote pages in "Liberalism" extorting that it was a lesser but necessary evil against Bolshevism and that while socialism can only be won against in a war with ideas, fascism helps when the socialists and communists get violent. Also, he worked with monarchists like Otto von Hapsburg and Austrofascists before they became Nazis. If he hadn't been Jewish, his books would likely be in the garbage with all the rest of discredited Nazi and fascist philosophy and theory.

Gazetteer posted:

Yeah; Marvel also has metahumans, additionally. Usually it's someone who has superpowers who is not a mutant or an Inhuman or something like that. At this stage, it's a fairly generic and brand agnostic term for "person with superpowers."

(sometimes in DC, it's used informally in-universe to describe any costumed weirdo regardless of whether or not they have 'powers'. Because when you're a random mercenary goon and you run into a man wearing a cape or some poo poo like that, you need something to shout and aren't exactly going to wait and find out if he's the kind of cape person who shoots lasers or the kind who punches really hard)

Don't forget that "metahuman" has been popping up in Shadowrun books for awhile to describe generic people be they human, UGE-birthed, or goblinized.

Zereth
Jul 8, 2003




Mors Rattus posted:

Any Aether and Willpower spent or gained in those four minutes reverts, yes, with the exception of any spent activating Four Minutes Ago.
Four Minutes Ago already seemed very good just for "oh yeah I left before the angel showed up", now it seems amazing.

Especially if the entire PC group has it.

Quinn2win
Nov 9, 2011

Foolish child of man...
After reading all this,
do you still not understand?




Bubblegumshoe: Rules

If you've played GUMSHOE before, don't expect any surprises here.

Clues
The core of the system! A clue is exactly what it sounds like, and to get it, you need to:
  • Be in a scene where a clue is available.
  • Have the right ability.
  • Use the ability.
No die roll required. If the cheerleaders know when Erica left the party, and you have Gossip, you now know when Erica left the party.

Inconspicuous Clues are clues that the character would definitely notice, but the party might not go out of their way to mention using the relevant ability every time - Notice and BS Detector are the usual suspects here. When a clue like this comes up, the GM will check who has the biggest pool for that ability, and tell them the clue without being prompted.

Spends and Benefits
Sometimes, when you get a clue, you can get extra mileage out of it by spending points from an ability pool. The GM should let you know when the option is available, and the benefit can take various forms:
  • Extra info beyond the basic clue
  • An advantage you can tap into in a later scene
  • Spending less time to get the clue
  • A solution to an immediate problem
  • A moment in the spotlight
The player's free to suggest possible extra benefits, and the GM's free to incorporate them if they sound like fun. By offering to let a PC spend, the GM's saying "There's more to this part of the story".

Failsafe Tests
Sometimes, it really does look like a clue will be hard to get - locked doors, encrypted files, something that obviously calls for a general test. In this case, you do a Failsafe Test. Set the difficulty mentally, but if the character making the test spends any points at all, they automatically succeed. If they don't spend any points, and then they fail, they still get the clue, but something else bad happens, usually in the form of increased danger after getting the clue.

Tests
Speaking of tests! See difficulty, roll 1d6. If roll is at least difficulty, you succeed. You can spend X points from any relevant ability pool to add +X to the result. Spend before rolling.

Your roll, whatever the result, represents your character's best effort - you can't just try again and do better. If your first attempt fails, you're SOL unless you take some other action to make your effort easier. If you do manage to change up the situation so that you can try again, if you want to spend points, you have to spend more points than you did last time.

If multiple people are doing something together, any of them can spend 1 point from a relevant pool to Piggyback on the person making the roll, not increasing the roll value. If someone wants to Piggyback but doesn't have enough points, they can, but the difficulty goes up by 2. If someone wants to cooperate to help the roller succeed, they can spend X points from a relevant pool to boost the roll by X-1.



When something is going to take longer than a single test, run it as a Continuing Challenge. The challenge gets a total difficulty (15+ usually), and as time passes the sleuths can make rolls of Difficulty 4 to make progress on it. The challence is completed when the total combined value of all successful rolls against the challenge reaches the total difficulty.

If something bad happens to you, you might be called to make a Cool test. If you fail, you lose a bunch of Cool, so it might be worth spending a point or two to ensure you don't lose even more. Difficulty is always 4.



If you want something to take effort, but not have a chance of failure, don't call for a roll. Instead, just call for a Spend.

Contests
Head to head tests! These come in two varieties.

The simpler variety is Player-Facing Contests. These work just like other tests, for the most part - roll Sneaking to get past the guard. If you fail, though, there's no chance to regroup and retry, because you're facing the immediate consequence of the other person having beaten you. Difficulty is usually 4, but may vary based on enemy Alertness/Stealth/Status Modifiers.

If a player-facing contest is social, things get a bit more complicated. Obstacle NPCs can spend points from their interpersonal abilities to raise the difficulty by +1 per point. You can spend on your own interpersonal abilities (usually Throwdown) for +2 per point. Remember, though, a contest is never required to get a capital-C Clue out of someone.

Full Contests are for longer, more involved contests, or player-against-player contests. Involved characters act in turn, but can call on Relationships or Cooperation for help. On your turn, you roll against a set difficulty for the contest. Then, the other side rolls against the same difficulty. The first side to fail loses. I'm actually not wild about this system, since it rewards whoever goes last with a higher chance of success.

Next: Conflict!

Humbug Scoolbus
Apr 25, 2008

The scarlet letter was her passport into regions where other women dared not tread. Shame, Despair, Solitude! These had been her teachers, stern and wild ones, and they had made her strong, but taught her much amiss.


Clapping Larry

Kevin Siembada's Foreward to the new Savage Worlds RIFTS Player's Guide posted:

When I first conceived Rifts®, I wanted to create a fully realized universe that was unique, expansive, and would blow people’s minds. A setting that melded the genres of science fiction, fantasy, and horror, wrapped in a blanket of post-apocalyptic Earth and cool alien strangeness. The familiar and the bizarre. High technology and magic. The Megaverse® was born.

Rifts® is Earth almost 300+ years after the Great Cataclysm, the return of magic, and the Coming of the Rifts. An Earth so transformed that we barely recognize it. Invaded by alien beings, demons, and creatures of magic, humankind has teetered on the brink of extinction for centuries. In our timeline, humanity is just starting to regain its footing in a world it can no longer truly call its own.

For me, the Rifts were the key. A mechanism in which tears in space and time opened portals to countless worlds and dimensions. A way to bring aliens and monsters, ancient gods, magic and weird technology into our shattered world in a plausible way. The end result is a rebuilt Earth that incorporates the human and inhuman, and a setting where gamers can play almost anything: Cybercowboys and indians, robots and power armor, mages and psychics, dragons and aliens (D-Bees), and so much more.

I often joke that I suffer from an overactive imagination. With Rifts® I wanted to create a dynamic, fun game where the imaginations of the players could be inspired to soar free. As a game designer, sometimes you know exactly what you want and you hammer it out. Other times, especially with big projects, you just pick a place to start and let the ideas carry you away. My philosophy regarding roleplaying game design is to give the end user the tools for endless possibilities and fun. To feel a sense of freedom and epic scope. That is especially true of Rifts®.

I spent three and a half years creating Rifts®. The first two and a half were spent developing concepts and playtesting rules, characters and ideas. The last year was spent on the final writing, getting artwork created, and nailing it all down. I was lucky on the art front, because I had a great artist, Kevin Long, who was able to channel what I envisioned for Rifts® and bring it to visual life. Other artists, including the late, great Keith Parkinson also helped establish the look and feel for Rifts Earth. It took a long time and a lot of hard work, but we did it. The Rifts® RPG was an instant smash hit. It has been optioned for development as a movie by the Walt Disney Company, has been continually in print, and has spawned scores of expansions.

Needless to say, Rifts is something I’m extremely passionate about and highly invested in as it is an ever-expanding universe. So to see it grow and inspire so many others is part of a dream come true. Having others help take up the mantle to spread the vast Megaverse® of Rifts® in this wonderful market of roleplaying is extremely dear to my heart. So to have Sean, Shane, and Ross, three passionate roleplayers and fellow game developers, approach me to license and make Rifts® part of Savage Worlds, is an honor.

With Rifts® Savage Worlds, the Rifts Earth setting and characters are being reinterpreted and brought to life for an entirely different set of rules. Awesome. I always enjoy seeing different styles of game play. To me, the very essence of roleplaying games is absolute freedom and the exploration of new ideas. There is no right or wrong way to roleplay as long as you’re having fun. And Rifts® Savage Worlds is epic fun. Game on and have a blast


BOLDING mine...

Kavak
Aug 23, 2009




Young Freud posted:

Also, he worked with monarchists like Otto von Hapsburg and Austrofascists before they became Nazis.

Not defending von Mises, but Otto was not a Nazi and was decidedly an enemy of them. He was definitely anti-Communist, though.

Alien Rope Burn
Dec 4, 2004

I wanna be a saikyo HERO!


theironjef posted:

My guess is that we have several packs worth, as a lot of the cards have variant color card backs, or weird quest prompts instead of the vision questions, plus we have more than will comfortably fit in the trays the game ships with.

Probably, then! Everway feels a lot to me like Amber DRPG, only with a much heavier storytelling /improv element that was in vogue at the time.

In should be noted that it bombed hard, tho- I think it was the final straw that resulted in WotC no longer producing RPGs until they bought out TSR and got the D&D license. Everway didn't do it on its own, mind, they had been losing money on their RPG lines essentially since their founding, but it was a big financial failure, if not necessarily a creative failure.

Doresh
Jan 7, 2015


Nuns with Guns posted:

Marvel and DC will both use the term, acrually. Marvel usually conflates it with mutants and dc will use it on general superhumans. Originally the term was conceptualized by GRRM's wildcard books and earlier superhero rpg.

Aren't metahumans the superpowered freaks that are not persecuted by the general population every other weeks? Like Spider-Man?

Humbug Scoolbus posted:

BOLDING mine...

There are no right or wrong ways to roleplay. As long as you are going the Siembieda way.

And just because he playtested doesn't mean he had to learn anything from it.

Doresh fucked around with this message at 21:35 on Jun 22, 2016

Terrible Opinions
Oct 17, 2013





Kavak posted:

Not defending von Mises, but Otto was not a Nazi and was decidedly an enemy of them. He was definitely anti-Communist, though.

Which given what communism in eastern Europe at the time entailed was perfectly understandable.

Bieeanshee
Aug 21, 2000

Not keen on keening.




Grimey Drawer

I almost feel like scanning the "NO NEUTRAL ALIGNMENTS!" bit from every Palladium book, or the lovely hissy about people who don't like the magic system in Federation of Magic. I think I'll put that remnant PPE toward dinner.

Humbug Scoolbus
Apr 25, 2008

The scarlet letter was her passport into regions where other women dared not tread. Shame, Despair, Solitude! These had been her teachers, stern and wild ones, and they had made her strong, but taught her much amiss.


Clapping Larry

Doresh posted:

There are no right or wrong ways to roleplay. As long as you are going the Siembieda way.

And just because he playtested doesn't mean he had to learn anything form it.

That was what I was thinking too.

SirPhoebos
Dec 10, 2007

Horned Rat-Sempai Noticed Me!


Bieeardo posted:

I almost feel like scanning the "NO NEUTRAL ALIGNMENTS!" bit from every Palladium book, or the lovely hissy about people who don't like the magic system in Federation of Magic. I think I'll put that remnant PPE toward dinner.

DO EEET!



Planescape: Planes of Chaos - Arborea (part 2)

As I mentioned earlier, The first layer Olympus is where Planescape spends most of its time. The Greeks and Elves have their main kip here, but they aren’t exactly next-door neighbors. In fact, the two realms are separated by hundreds of miles of wilderness. The layer of Olympus (not to be confused with the realm of the Greeks) is actually slightly convex, so while Arvandor and Mount Olympus both occupy the highest points of the layer, neither realm can see the other. Apart from the massive scale everything lives on, Olympus is pretty similar to the typical D&D setting.

Arvandor is the home of the Elven Pantheon, the Seldarine. Corellon Larethian is the chief deity. Compared to the Greek Powers, the Seldarine live in more modest abodes. Arvandor is hues more to Lorien than Rivendell, and Gondolin and cave-strongholds are right out. The Elf gods allow ecology to do it’s thing, so there are enough natural hazards in the realm to make things interesting. Besides dire bears and ettercaps, the ruins of the giants are scattered throughout the realm, and the elves apparently never cleaned out Lolth’s old residence. So there is plenty in Arvandor to distract players with when they get tired of hanging around elves.

Elmoriel the Enchantress posted:

Arvandor is the only civilized wilderness

While there are no towns per se in Arvandor, the Elven petitioners and other servants of the Seldarine like to congregate in a few locations. Grandfather Oak was already mentioned in the Travelogue, and there are a number of other huge trees that are similar in broad strokes. Some of the deities have a structure or landmark that is pretty much their home. The aptly named Pale Tree is the center of Solonor Thelandira’s domain (what’s he the god of? I don’t know). Hanali Celanil has a crystal palace which is occasionally home to the fountain Evergold (more on that later). The Sparkling Sea links Arvandor to Deep Sashelas’s realm in Ossa. Erevan Illesre hangs out near a root of Yggdrasil that links directly to Alfeim. Other conduits include The Roaring Gate which leads to the Beastlands. And in a stunning display of planning, the portal to Arborea’s gate-town in Outlands (Sylvania if you forgot) is located near Lloth’s former domain, now home to huge spiders and banshees. Wee.

There are a couple special conditions in Arvandor. Time doesn’t flow linearly, although rules for this are given. Anyone who isn’t an elf or half-elf (the book contradicts whether half-elf are affected) entering Arvandor must make a Wisdom Check or become enamored by how awesome the realm is and basically behave like Sam Gamgee having a total elf-sperg. This condition lasts a number of weeks equal to the amount they failed the Wisdom Check. No word on how often this check is made or if those who succeed are immune afterwards. Finally, it seems that the Seldarine are totally cool with the Queen of Air and Darkness (the evil fairie deity) sending her proxies to wreck poo poo, and their rampages are heralded by howling winds.

The important non-god elves are the High Kings and Queens, “rulers of the entire races of elves.” As far as I know none of the other D&D campaigns with elves make mention of these people. The High Kings and Queens are elected, and their followers are shy about violently ejecting any gently caress-ups. There is one monarch for each sub-race besides Drow, and the current bunch are fairly high level. Labelas Thenorean is the Grey Elf High King, and his court is usually at Grandfather Oak, so he’s probably the one PCs are most likely to meet. Alternatively, the High Elf High Queen, (that’s a mouthful) Marrisa Snowplover, is a bachelorette, in case a player wants to roleplay courting a noble or something. The entry for Arvandor ends with some bullshit on services. The most interesting one is that a High King or Queen will sponsor killing a big monster that’s wandered into the Realm.

Evergold is the Fountain of Youth. It’s a wandering site that rotates among the different beauty deities in Arborea (Aphrodite, Hanali and Sune). A player that bathes in the fountain for more than an hour has his Charisma boosted by 1 point for every 5 points of existing CHA (rounded up). This effect lasts one year. What the fountain doesn’t do is change Charisma into something other than a stat for poorly written rules that most groups choose to ignore outside of class requirements, so who cares.

The entry for Grandfather Oak doesn’t give much information that wasn’t in the Travelogue. There is a plothook involving an elf that’s actually a Doomguard who has apprenticed herself to the tree’s master woodcarver, so if the DM wants to run an adventure involving the Doomguard in Arborea then she’s a good starting point.

Now we come to the realm of Olympus in the layer of Olympus. For my own sanity, I’ll be referring to the realm as Mount Olympus. This is where most of the Greek Gods live. Like a lot of 90s RPGs, Planescape stays in character, so it assumes the reader doesn’t know any more about historical (or modern!) deities than the gods TSR made up. The booklet describes the Olympians as “a short-tempered, lustful, partying lot,” which sounds about right. There are seven big god palaces near the top of the mountain, belonging to Zeus-Hera, Aphrodite, Apollo, Ares, Athena, Dionysus and Hermes. The rest of the deities have smaller-scale temples in the realm (smaller-scale is a relative term). Further down the slopes, the realm is mediterranean in climate, closely resembling a Sword and Sandals movies made by Ray Harryhausen and starring Steve Reeves as Hercules.

Minorus, Keeper of the Grove posted:

The gentle slopes of Mount Olympus hide a thousand silent deaths. The sacrifices to the spirits of Arborea have claimed many thousand more.


Mount Olympus has special magical conditions, although in practice they’re just the general conditions of Arborea repeated “respect the nature spirits or else” The main difference is that while in Mount Olympus it’ll probably be Furies delivering the smackdown. Important cutters in Olympus include Galen, a powerful centaur druid, a wood nymph named Greenfire of the Wormwood, and a Sensate “philosopher of hedonism” named Epiros Thuridiphon. The service section states that Mount Olympus only has items available during the Ancient Period. What that includes is in the DMG optional rules. I’m sure a historian can pick that list to pieces, but that’s neither here nor there. Ultimately, item availability in a particular region is pointless when a portal back to Sigil can provide a player with whatever he or she can afford.

Mount Olympus has three major cities. Arkenos is Sparta but with Amazons. Thalassia is port-town. Polykeptolon is Plato’s Republic, and is popular with the Guvners. Just outside of the Realm is literally off-brand Athens. Really: “Thrassos is a cosmopolitan petitioner’s burg modeled after a town on one of the Greek powers’ favorite prime material worlds.” Like historical Athens, only the male petitioners have the right to vote. But no need to fret, ladies, because the elections are in fact controlled by a zero-level petitioner named Helena Toliopolos. Thrassos has a gate to the Outlands for anyone that doesn’t want to walk past the abandoned domain of a banished power. The downside is that opening it requires the consent of the town elders. The Militia is your basic citizen army. Services are dumb, save maybe a guy that knows 18 languages. There’s an amphitheater for if the DM wants to rope the players into staging a play. And there’s a 12-headed hydra nearby for players to murder.



Now we get a whole section on the city-realm Brightwater, home to a trio of Forgotten Realms deities: Llira, Sune and Tymora. Okay, TSR, I get it. Your strategy was to connect all your setting together so players would buy material for every setting. As it turned out this was a bad strategy, and groups that were interested in one setting stuck to that setting, but the industry was still young, and you certainly weren’t the only publisher that tried to awkwardly connect all it’s different games together (*cough* White Wolf *cough*). Still, I have to ask, is there something here that would be of interest to players and DMs of Planescape and just Planescape?

It turns out there is. Winifred, a halfling priestess of Tymora, throws dinner parties that can include anyone who is anyone in Planescape. Since the invitees can be wildly divergent, a good DM could whip up plenty of opportunities for shenanigans. So good job TSR, you gave Brightwater a reason to exist for groups that would rather ignore Ed Greenwood’s Magical Realm. Also there’s this line in the description: “The city-realm of Brightwater consists of three sectors, one devoted to each of the three powers. Go figure.” That tells me all I need to know about what the Planescape writers thought about this entry.



That concludes the layer of Olympus. Next up is Ossa, a watery layer where Poseidon and Deep Sashelas spend most of their time. Unlike other water layers like Gaping Maw or Thalasia in Elysium, Ossa’s waters are shallow, only 3 feet, meaning it’s possible to wade through the water unless you are a gnome or halfling (anyone that ran Black Morass as a gnome is permitted to shudder). Unfortunately the actual realms occupy deep chasms, so bring your water-breathing potion and free movement ring.



Poseidon’s realm is known as Caletto. According to the description, it “is remarkably habitable for most travelers - those who can breathe water anyway.” I think that’s sort of a sticky point for even a low-level group of adventurers. There are only a few small rocky islands above water and the petitioners here pay no attention to them. There’s a group of islands collectively named Mymos, and at least Poseidon’s high priest lives nearby. Despite the lack of real estate, the realm is apparently known for it’s horses, because that was one of the things Poseidon held dominion over. The waters of Caletto may or may not have special qualities that restore a berk’s health-the booklet just annoyingly leaves it up in the air. Overall Caletto just amounts to a big “meh” for me.

The other location described in Ossa is the town of Elshava, which is pictured on the bottom half of the reverse side of Arborea’s map. Elshava sits on the border between Arvandor and Ossa (which the elves call Aquillor if you were curious). The section on Elshava is huge, taking up two pages (by comparison, Thrassos has approximately a little over a page’s worth of content). I won’t go into everything, but compared to Caletto Elshava is much more suitable for water and water-adjacent adventures. The town floats over the water and is built in a spiral pattern, resembling an ever-growing seashell. The water itself is very cold-you have to make a Constitution Check every 10 minutes or suffer hypothermia “resulting in drowning”. Despite this rule the water-dwelling creatures have no problem moving through the water. Elshava is described as one of the cities of the Sea Folk, “an ocean-going culture of mixed ancestry.” The book implies that Sea Folk are a half-breed of selkies and sea-elves, even though the NPCs are stated as either selkie or sea elf. Sea Folk are not mentioned anywhere else, and I’m not sure what the point of them are.

There is a simmering power struggle between the Fisher Queen, a selkie elementalist named Elothien the silent, and the marshall of the militia, a disguised sea wolf named Cinnabus. There are plenty of water monsters nearby for adventurers to kill. Unlike other places Elshava actually has a service players may need, A petitioner named Amarillis Silverton is capable of waterproofing anything (and will seal up anything she can’t), which I can see as being important even outside of underwater adventures.

The third layer of Arborea is Pelion, or Mithardir in Elven. This mostly barren layer is an open-ended mystery. The Greeks and Elves have their own legends about what used to be here. The Olympians say that Pelion was the original home of all the Egyptian powers, but the realm disappeared as their followers dwindled and now only Nephythys remains. According to the Seldarine, Pelion used to be inhabited by the Animal Lords until for some reason they shifted over to the Beastlands, leaving only badlands behind. Whatever the case, while the deserts of Pelion are by no means harsh (it even supports a desert ecosystem), a cutter can’t help but feel that something essential is gone from here.

Nephythys is the Egyptian deity of wealth and death. Her realm is named Amun-Thys. This realm matches the rest of the layer, but is dotted with forgotten tombs and lost treasures. The sense of loss is especially strong in this realm. Nephythys’ petitioners guard and maintain these monuments, and occasionally construct a new one. Breaking up the endless sand and dust are the carcasses of titans. Their remains have been repurposed into shelters and necropoli by the inhabitants. The booklet is somewhat inconsistent in its description of the principle necropolis, Bal-Tiref. On the one hand, the tombs are supposed to be thoroughly plundered after long habitation. But the ruins in the wilderness are less profitable. So...idk. If I were a DM and wanted my players to have an Indiana Jones adventure, I’d be sure to place something worthwhile at the end instead of telling them “sorry, this tomb was cleaned out centuries ago”. Within Amun-Thys, spells relating to sleep, dreaming and the dead either affect twice as many creatures or last twice as long. In addition, the spell Fool’s Gold is permanent within this realm. Petitioners are aware of this, and won’t take coin without first touching it with cold-wrought iron rod.

Tribes of lycanthrope-bandits roam the wastes of Amun-Thys, including werebats, werehyenas, werelions, and even werevultures. The greatest of these is a werebat named Osirem the Cruel. Osirem is also a level 17 Fighter, which should clue the DM in that this is ultimately meant to be a high-level zone. Assuming the PCs evade or more likely hobomurder the lycanthropes, they can reach the settlement of Scarab (the top-half of the map reverse). Scarab is run by Isiratet, the White Ibis, Nephythys’ high priestess. Isiratet will insist on all visitors swearing a magic Peace Oath. If you break this oath, you die of mummy rot in 24 hours (death save still leaves you with normal mummy rot). There’s also an ancient brass dragon in this realm named Argevar. Despite being a metallic dragon, he’s sort of an rear end in a top hat, and the followers of Nephythys are looking to kick his poo poo in.

Besides the dragon and lycanthropes there are a few other cool adventure hooks in Amun-Thys. The Minions of Set frequent Amun-Thys, hoping to persuade Nephythys to forgive Set for being a Lawful Evil prick. A phoenix has been sighted blowing itself up each night. And finally, there’s a tribe of Dark Sun elves that have somehow made their way into Pelion. Now that’s a tie-in I can get behind!

And of course there are services. Anything worthwhile, you ask? Well if a player ever wanted to be a mummy, it’s rumored that can be done here (and honestly, when have rumors not been true in some way?)

Last thoughts on Arborea: I can’t help but feel that an opportunity was missed in not describing what the relation are between the Olympians and the Seldarine. It’s one of the cool things about Planescape, and just off the top of my head I can imagine running an adventure where the PCs have to prevent a holy jihad because Hermes stole Corellon’s undies. What if the stereotypical elven attitudes about humans come from the fact that their gods live next to a frat house? If this had been a White Wolf product you’d have a bunch of side bars where each pantheon says snarky bullshit about their neighbors, and while I don’t need that, a few tidbits of how Powers relate to each other would go along way. As it is, we get told that the inhabitants of the Upper Planes fight amongst each other but it’s never fleshed out why this happens except “uh, gods compete for worshippers, I guess?” Okay, but most of the worshippers are on the Prime Material Plane according to Planescape-what purpose does escalating serve?

Finally, it was this chapter that I noticed that there is not a whole lot of art in this box set, especially compared later ones. So to make up for that, here’s a picture of a Per that I wasn’t able to find on GIS in my last review:



Time! random hope :you enjoy bullshit Next I

Humbug Scoolbus
Apr 25, 2008

The scarlet letter was her passport into regions where other women dared not tread. Shame, Despair, Solitude! These had been her teachers, stern and wild ones, and they had made her strong, but taught her much amiss.


Clapping Larry

Bieeardo posted:

I almost feel like scanning the "NO NEUTRAL ALIGNMENTS!" bit from every Palladium book, or the lovely hissy about people who don't like the magic system in Federation of Magic. I think I'll put that remnant PPE toward dinner.

If you can't post the Federation of Magic bit, I will. It is just too good not to.

Bieeanshee
Aug 21, 2000

Not keen on keening.




Grimey Drawer



This is from my '95 copy of the RIFTS Ultimate Edition, which is virtually identical to my original printing, save for a few little tweaks here and there. The identical passage was also in the Sentinels RPG manual I cracked open, and I can about guarantee that it's in the ancient Robotech RPG book I've got too. Palladium. Palladium never changes.

I misremembered the exact wording of the FoM screed, and I didn't feel like wrestling with my scanner for two and a half pages of wank, but this is a huge dose of STDH.txt plus confirmation of those things we've heard about Siembieda just chucking his own rules. But here's the lead-in:



...and then, while magic is perfectly useful, they've also added 120 new spells to the game. So stop bitching!

Young Freud
Nov 25, 2006



Why not include "The Shirt" in there while you're at it? You know what I'm talking about "The Shirt" when it comes to Rifts, right?

Alien Rope Burn
Dec 4, 2004

I wanna be a saikyo HERO!


You can still buy it.

Kai Tave
Jul 2, 2012


Fallen Rib

Even by the standards of nerd tat, that shirt is incredibly pathetic.

Hostile V
May 30, 2013

Solving all of life's problems through enhanced casting of Occam's Razor. Reward yourself with an imaginary chalice.





THE REST OF THE WAR

THE AFRICAN FRONT




The war in Africa predominantly takes place in Libya, Tunisia and Egypt. Italy invades Ethiopia in 1935 and also invades Libya and parts of Kenya, the Sudan and British Somaliland. This is undone in 1941 when Britain helps the Ethiopians retake their land but Italy still has Libya and from there Italy is dicking around in the desert in 1942. Most of the Africans fighting and helping the Allies are Libyan partisans, Egyptians with British educations and assorted nomadic groups, Deltas or regular people.


"What's that?" "Looks like metaplot." "I'll ride ahead and alert the others and get the dynamite."

Italy has a force of Deltas lead by Captain Italy (a Bouncer) and his two lieutenants The Ghost (a Phaser and former female fashion model turned killer) and Lucio Cavarozzi, a Flyer messenger and actual Italian cousin of The Gangster. The Gangster has sworn to bring down Lucio without using his powers. His powers being Gun. Against a guy who can fly. Look he’s your cousin and there’s honor and all that but come on.

The Nazis are lead by Erwin Rommel who is a Delta due to a failed assassination attempt. As a result, he’s a Genius and he’s in charge of the whole German army in Africa. Kapitan Krieg spends most of his time helping in the desert and he has problems keeping lieutenants alive. Rudolf Klein (Blaster) was shot in the back of the head by an American Speedster as Klein tried to blow up the water plants of Tobruk. The War Giant was stopped by a Shrinker named The Flea distracting him while running around under his uniform while a Teleporter named The Coyote put three live grenades down his pants followed by shoving the barrel of his rifle down the guy’s throat to make him surrender. The grenades did not kill him somehow. Finally, The Night was a Sneak cutting the throats of sleeping soldiers until Sparky used himself as bait and shot her in the face when her blade deflected on his skin. His current assistant is a Lazarus named Walther Braun, meaning it’s going to take some effort to kill him but that’s all he can do.


Sand knife! Sh-sh-shah!

The British are not British, they’re mostly Australians, Canadians and New Zealanders operating on behalf of the British. The Imperial League has only three Deltas in the area. The Sniper is Sergeant-Major Niles Copland, a Welshman with Gunner powers who watches the desert with a rifle. The Red One (*sighs* yes because of the saying that “the red racecars go faster”) is Dudley Mansfield, Speedster courier. Third, Sir Edwin Durghart is a Flyer who carries supplies and orders. The two Australian Deltas of Australia’s Delta Company are Major John Morgan (a Blaster) and Warrant Officer Miles Tennant (a Tough famous for slowly walking through fire and taking the time to line up his shot). Allied with the British is a leader of a group of raiders, an Irishman named Dennis O’Day who is a Dunemaster (a new type of Delta with Desert Powers).

Delta Squadron is mostly centered in Tobruk, Libya or wherever they’re needed. Most of them are assigned as needed but there are four permanent assignments to Africa divided into two groups. The first group is Brick Magoo and The Tank, two Goliath buddies with a fondness for throwing tanks. The second group is The Padre and the Cowboy, a gun-toting Covenant priest and Gunslinger who likes shooting Nazis through their Swastika insignias.


Welcome to whatever the gently caress this is!

THE EASTERN FRONT



America doesn’t really like Russia but they’re helping for now so the friendship is tenuous. The Germans have been trying to invade Russia through Poland since 1941 and then Russia joined the Allies. Then winter came (Germany tried to invade in June). Now it’s June again and Leningrad is still under siege by the Nazis.

Russia still has the Red Brigade if you remember them. Spoilers: they’re Delta Prime but Stalinist and internally fighting constantly. The Nazi threat has made them stop backstabbing each other and now they’re totally concentrated on national defense. Deltas are celebrities in the USSR and instead of turning to crime most of them join the Brigade and abuse their position if they see fit. The ones who go too far are quickly killed by their allies and reported as having valiantly died promoting Communist values. The Red Brigade is broken into four companies lead by four colonels who report to a general major. That general major is Yuri Raskolnikov, code-named Big Bear because he killed his mentor, The Bear, outside of Groznyj Grad for his ability to transform into a fearsome Man Bear. He likes to lead from the front and is a strategist and fighter.
  • Chekov Company is run by Yevgeny Krakov, a Charmer. He helps defend Moscow and acts as a sophisticated diplomat. His right hand man is a Goliath by the name of Comrade Bolshoi, a poo poo-kicker who loves fine suits and ballet.
  • Dostoyevsky Company is run by Ivan Gogol, a Communicator (telepath). Dostoyevsky defends the Caucus mountain range and not much is known about Gogol except that he uses an elite force of Speedsters and Flyers to survey and defend.
  • Pushkin Company is run by Vladimir Ivanov, an Interrogator. They also help defend Moscow and Ivanov is a hard-sworn Communist from Siberia so he’s a very paranoid, methodical man who follows most of his leads. He is often helped by his favorite student, a Phaser by the name of Natalia Karinsky who helps gather data.
  • Tolstoy Company is run by Boris Rasputin, a Lazarus. Tolstoy helps defend Leningrad and Rasputin is, well, unkillable and rules Leningrad with an iron fist. Every time someone tries to kill him, he comes back angry. The last person who tried to kill him was his ex-aide Mikhail Popov, a Freezer who tried to kill him by freezing his skull because he was afraid Rasputin had lost his mind. Rasputin had Popov killed the moment he got better.

I think I've read this slash-fic before.

Germany has a lot of Nazis at play around Russia.
  • Franz Weber is a Gadgeteer and Nils Grotson is an Ace. Franz maintains a special fighting suit that he designed that Nils pilots around the Moscow front, wreaking havoc in his suit that is literally a walking tank. The two don’t play well together. Franz thinks that Nils is too cavalier with his suit and Nils thinks Franz is too fussy about how his weapon of war is used. They’re mainly opposed by a woman named Tasha Putin who has a suit of her own.
  • Gretl Kurst is a Communicator directly relaying reports between the Moscow front and Hitler’s war room. The Russians aren’t sure if they should take out Kurst or just let Hitler keep relaying his occasionally stupid commands.
  • Manfred von Viktor is a Scrapper that leads the forces besieging Leningrad. He has a temper and is fond of beating subordinates to death if one “makes him lose his temper”.
  • Wilhelm Blutmann is von Viktor’s second in command. As a Tough, he enjoys laughing at von Viktor when his boss gets pissed and he just lets the man beat on him until von Viktor calms down and apologizes.
  • Doctor Death used to be Hitler’s personal physician until he tried to give Hitler a diagnosis of an unknown illness and Hitler ordered him killed. After surviving a firing squad, Krieg took the man under his wing and made the man a part of his team. He’s a Bargainer and he’s been helping Krieg out so Hitler is no longer mad that the guy’s not dead, he just wants nothing to do with him but lets him keep working.
  • The Mask is a Nazi Changeling who slips around the Caucus Mountains impersonating Hitler to pump up the troops when he’s not sneaking around Russia.
  • Walther Brausch is a Bomber who enjoys stealing the uniforms of Russian soldiers, walking into camps along the Caucus and exploding himself when he feels he’s in a good position.

Do you get it, he's some Father Winter-rear end Delta.

THE PACIFIC THEATER



Japan controls most of the Pacific ocean and is also trying its hand at a ground war with China. The US isn’t officially allied with China but they’re united against a common enemy after Pearl Harbor. McArthur is chomping at the bit to try and retake the Philippines, Australia is chipping in, the US is mad that the Japanese have taken two Alaskan islands and everything is popping off. Side note: Sparky doesn’t understand kanji and has nothing nice to say about it.


Welcome to what the gently caress this is!

Japan segregates its Deltas by gender. The men are forced to join the Rising Sons where they’re indoctrinated into an Imperial cult and dedicated to strength and physical prowess along with being told to follow the rules of bushido as samurai. Or they’re turned into metaphorical samurai with their swords being whatever you’re assigned (like a plane). The women are forced to join the Ladies League where they’re trained in espionage and sabotage. They all live by rules of honor and kamikaze and all that jazz. Worth noting is that there’s a new type of kamikaze bomber which is a Flyer dropping a Bomber onto a deck of a ship. The impact pulps the body and the Bomber explodes and the Flyer hangs around and picks their friend out of the sea. So that’s just delightful. At least it's explicitly mentioned that this is kind of a waste of two Deltas because you're risking both of them.


Actually nothing is said about Buddhism at all in this book, which is interesting. This feels out of place.

The Rising Sons report directly to Emperor Hirohito and Prime Minister Hideki. Their leader is Colonel Matsumoto Shonan, a Tough who often throws himself into danger to motivate the troops and demonstrate the squad's ideals. Beneath Colonel Shonan are three platoons named after historical periods run by three Majors who report to him.
  • Muromachi is lead by Tomokaze Matsui, AKA Mt. Fuji, a Goliath with sumo bulk. Muromachi acts as the strike team for the Sons and so far Matsui himself has been undefeated in battle.
  • Azuchi is lead by Nagakado Higuchi and he used to be a kamikaze until he survived and became a Flyer. The Azuchi is a group of Flyers and support Deltas who perform aerial attacks.
  • Momoyama is lead by Akira Watanabe, a Communicator who hangs out in Tokyo. Momoyama works on espionage and subterfuge and stays in contact with the Ladies' League to coordinate efforts.

I have definitely read this slash fiction before.

The Americans are being commanded by Harlan Hayes from the USS Wasp, an aircraft carrier in the Pacific Rim. Hayes' second in command is Robin Finney, an Aquarian who runs a Navy submarine and uses Aquarians and Gadgeteers for a daring sort of search and destroy missions. Basically, a Gadgeteer creates a timer for a mine and the mine is fired out of a torpedo tube with an Aquarian in tow who helps position it towards the enemy before the timer goes off. American Aquarians are also generally present below the waves countering Japanese Aquarians.

And that's pretty much it for the fronts.

Thoughts on the fronts: Wow, Japan really gets the short end of the stick. Seriously, there's just 11 pages. Russia also gets 11 but there's just...more to it. Africa gets 13. There seriously isn't much of a historical aspect or context presented, the majority of it is just Delta Stuff and lightly interesting plot hooks. This is marginally more interesting because (maybe with the exception of the Pacific) this isn't really touched on too much in my history classes.

But it's still all just very thin. All of these big players, movers and shakers get a brief physical description, their powers and roughly 5-10 paragraphs. And some of these paragraphs are a handful of sentences or just one long sentence formatted to fit the column to look proper. Now imagine all of this stretched out over 100 pages in two columns with some margin fuckery. It just doesn't read well in the slightest, it's not particularly compelling and it doesn't set the scene well for anything. It's just "here are all the Deltas and here is what they do, here is the in-universe uses of powers".

Fortunately, we can throw all this boring poo poo in the trash! I never thought that the mechanics of the characters would interest me way more than the fluff would, that's a first for this series. So NEXT TIME let's marvel at the Deltas of World War II and how goddamn situational they are pretty much across the board.


As Shakespeare once wrote, "Entrance, lead by a bear".

Hostile V fucked around with this message at 06:43 on Jun 23, 2016

Count Chocula
Dec 25, 2011

WE HAVE TO CONTROL OUR ENVIRONMENT
IF YOU SEE ME POSTING OUTSIDE OF THE AUSPOL THREAD PLEASE TELL ME THAT I'M MISSED AND TO START POSTING AGAIN


For such a terribly written game, they sure name drop a bunch of good Russian writers.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.


God, Brave New World is the most boring superhero stuff I've seen in ages.

SirPhoebos
Dec 10, 2007

Horned Rat-Sempai Noticed Me!


I've never played RIFTS, but I get the impression that Kevin Siembada is the Tommy Wiseau of roleplaying games.

Count Chocula posted:

For such a terribly written game, they sure name drop a bunch of good Russian writers.

Maybe it's like how bad movies love to load themselves with Casablanca references.

Bieeanshee
Aug 21, 2000

Not keen on keening.




Grimey Drawer

When did they make that godawful shirt? This is the first I've heard of it.

Kavak
Aug 23, 2009




Hostile V posted:



THE REST OF THE WAR

THE AFRICAN FRONT




1. There is no 's' in Cameroon.
2. That's French Equatorial Africa. There is no French Equatorial Guinea. Equatorial Guinea was a Spanish colony.
3. That's not Palestine, that's the Sinai.

quote:

THE EASTERN FRONT



I already grumbled about them not keeping the Baltic states seperate and labelling it the USSR, so I'm just going to be impressed that they remembered Tannu Tuva https://en.wikipedia.org/wiki/Tuvan_People%27s_Republic but not to label it.

quote:

THE PACIFIC THEATER



This is okay I guess. I've never heard the Philippines called the Philippine Islands before, and they distinguished Manchukuo on the map but failed to label it.

I'm not even going to try and figure out if those battle lines are right- what date in 1942 is this being written from?

Adbot
ADBOT LOVES YOU

theironjef
Aug 11, 2009

The archmage of unexpected stinks.




Oh well poo poo, that's awesome. I'm gonna rip that off and put it on the System Mastery store. Then I'm gonna buy both.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply