|
Hostile V posted:ARB, Kevin Siembieda being a total knob is inspiring me to finally get off my rear end and review something I've been wishy-washy about tackling, so thanks for that. Thanks! There was a point in reviewing Rifts books that I actually started to feel like a bully about it. But in the end, Siembieda's made his choices and opted to run Palladium the way he does, and though things have changed somewhat for the better over time, he still makes many of the same bizarre choices and that probably isn't going to end until he's in the ground. I don't actually wish him ill, but I do wish he'd handle things better for the sake of his fans and employees. wiegieman posted:I wish I had links saved, but there are some great angry paragraphs about how terrible Kevin Siembieda is at pretty much everything. You might be thinking of a famous RPG.net thread where the poo poo hits the fan here, in which Bill Coffin drops multiple bombs, along with nods by CJ Carella, Jason Vey, and Steve Conan Trustrum. That was posted years before Dead Reign was submitted or published, but it shows that the experience of Josh and Joshua's was anything but unique.
|
![]() |
|
![]()
|
# ? Oct 3, 2023 21:54 |
|
I'm still amazed that Palladium has what might be generously called current releases.
|
![]() |
|
Mors Rattus posted:I'm still amazed that Palladium has what might be generously called current releases. I'm still amazed anyone has actually played Paladium games.
|
![]() |
|
![]() The Primordial Feast: Part 2 Territory This story opens with a kid named Jesse, drawn by a strange sound like someone banging on one of the steel doors in his college's art building. quote:“Is it jammed?” Jesse asked. From the other side he thought he could hear voices, maybe a man and a woman, it was hard to tell through the thick darkroom door. He repeated the question, louder this time, but if there was any particular response he didn’t hear one, just more indistinct talking. Jesse shivered, and with a sense of growing confusion realized the handle was cold in his hand. Had it been that way when he grabbed it? He felt like he would have noticed that. It was cold outside, but the heat was on in the building. We rejoin the story with our POV Beast character, Sam, eating lunch with her friends at the cafeteria, Sam has a stalker of some kind. A supernatural creature that she's never smelled before, and while she first chalked it up to novelty, it is clear that she's been following her. Her horror, a Sphinx apparently, has gotten bored 'gnawing on the mystery' and wants to just go over there and shake her secrets loose. Sam isn't too keen on that idea, and plans on hitting up a bar later to find a nice dumb frat boy to quiet it down. But she is going to talk to her stalker very soon. The POV switches to said stalker, a Sin-Eater named Becca. Who's looking over old college yearbooks while the ghost of her boyfriend Tom watches the Simpsons. She's looking over yearbooks because she's found pictures of Sam in them, looking very much the same, and going back at least 10 years. Sam's been good at staying under the radar, not being in any club photos or group shots, but she's been in the background in a few photos. She's relatively new to her Sin-Eater powers, and as such was pretty grateful for a campus that seemed relatively free of ghosts, but after she was a few of them flocking away from Sam she got curious. And one of the ghosts she talked to referred to Sam as "The Monster" so Becca thinks she's responsible for it. Her reverie is interrupted by an envelope being shoved under her door that has "STALKER" written on it. Tom thinks it might be boobytrapped but, well, it's an envelope. So Becca opens it, and inside is a request to meet. "Think it’s time we talked. Lunch tomorrow, 1 PM @Ike Hall? You know where I sit." Tom wants to accompiany her there, but Becca doesn't want to expose him to danger, besides, she won't be alone. The meeting goes about as you would expect considering it's basically an RPG trope at this point. "What are you?" "No what are you?" etc etc. We find out that Bella and her boyfriend were killed in a car crash, but she was brought back by "The Angel" and now they keep ghosts and humans from messing with each other. Sam expresses that "this is my place, you know? I like it here. This school, this town. I don’t let anyone mess with it." Which i guess is about as positive an emotion as you can get out of a Beast. Becca asks Sam that if she's been here for twenty years than she must know about the locks under the art building and the gateway. Cut to said gateway. quote:“You’ve got to be loving kidding me.” quote:“Yeah, well, this? This is news to me.” Sam felt an absurd urge to attack the door itself and reined it in. She was already hungry. She hadn’t had a proper feeding since she noticed Becca following her around, and the bad mood that accompanied a lean time was only getting worse. “Seriously. I haven’t got a loving clue what’s going on here, but I’m going to find out, believe me.” She felt the blood running down her palms and a feral smile crossed her face. “Nobody hunts here but me.” Becca performs a little mock seance to summon a spirit to inquire more about the door and what might be beyond it. Though the appearance of the smoke-creature does startle them enough for Sam to pull out her claws and Becca to reflexively merge with her Geist into some kind of metal-angel thing. The gist of the conversation that ensues is that there is a spirit bound behind the door known as the "Devourer" that has been put there by the "Keeper", and only the Keeper may pass, the Keeper has also been away for a long time as it's obvious that the door hasn't been properly opened in a while. And without the Keeper, the Devourer has gotten hungry and forced the door open a few times like a "hosed up venus flytrap". Becca has no idea how to get inside, but Sam uses her beastly powers to rip the door off it's hinges, which is to say it disappears once she rips at it long enough. quote:“drat.” To Sam, the large, vaulted chamber looked like a man-cave designed by Aleister Crowley — tall shelves stacked with books, black candles burning in elaborate brass candelabras, rich carpets the color of pooled blood spread across the floor, even some overstuffed chairs with suspiciously textured leather. A fire blazed in the hearth, though no heat emanated from it, just waves of bitter cold. Becca decides that while she's never destroyed a spirit before, that this one probably deserves it, and then completely no-sells his punch to her face before ripping out his beating demonic heart and crushing it, because she's a Sin-Eater and killing ghosts is what they do. Becca suggests they leave before the place collapses, or does whatever happens when you destroy an evil devouring death-god. and they do so. quote:“I’ll come back and check on it later,” Becca said. Her skin was losing its metallic sheen, and fortunately, whatever sort of ectoplasm passed for the thing’s blood and tissue had evaporated on crossing through the gateway. In a moment, she looked herself again, just an unremarkable college girl. She paused. “Do… do you want to check it with me?” The Shepherd's lesson Meanwhile I can barely bring myself to read this one again. quote:Zhuangzi, the great Taoist philosopher, once dreamed he was a butterfly, lazily fluttering about his garden on a spring evening. Upon waking, he couldn’t tell if he was a man who dreamed he was a butterfly, or a butterfly dreaming he was a man. That story never used to bother me before I learned that dreams are real. I don’t have the luxury of doubt. I struggle with my own version of his dilemma with one big exception. Zhuangzi dreamed of something beautiful, and I dreamed of a monster. quote:I felt the Hunger rear up in my bones, my head, and my heart. Under all the noise, I heard the monster Start to hiss and growl. I thought with all these people around, that I’d be okay. Yet again, I’m wrong. Breaking into a cold sweat, I closed my eyes and tried to ignore the growing sense of fear that swelled within me. All these people, all so close. I hadn’t been to a show in so long. Not since I realized the truth about what I am. Not since the monster. Too many people all crowded in. Too close, too real. How stupid of me to come here. quote:“Just tell Bec that I’m here. She wants to see me. I guarantee you.” quote:“Excuse me, Bec? I need to talk to you,” I said. quote:“You’ve been alone this whole time?” She asked. “I met Colin pretty soon after it all happened, but I’ve never met someone like us.” Again, this story isn't treading any new ground, the problem is more that it's retreading stuff that the core book has told us repeatedly and still talking down to us like we're children. quote:“Feeding must have been a problem,” she said. She studied me intently. Like a bug on a pin? No, like a fine painting hanging on a museum’s wall. That was it. The rest of the story continues like you'd expect a story that needs to hit some bulletpoints to explain concepts. They find out there's a Evil Beast hunting Bec but Bec has a plan to kill him. So Sally volunteers herself and Colin to help. They go to the Primordial Dream which is like the Shadow where the Beasts merge with their Horrors. They go to Bec's Lair where they face the Shadow but Bec dies and undergoes the Retreat. Just imagine that except in more florid language that glorifies how awesome Beasts are. Bigger Bites This story is presented in segments labeled with "X Years ago" progressing from 15 years ago to present day. And focuses on two characters, Robin and Wendy, with Robin being the POV character. Fifteen years ago, Robin is at a new school, studying Titus Andronicus to apply to the school play, in lieu of eating due to a billing issue with her dad's bank. The hunger is making it difficult to focus. She's interrupted and distracted by the appearance of Wendy who has Cataracts. quote:I cleared my throat and shifted on the bench a little. “Well, I was going for the role of Titus, who—” Twelve years ago. quote:“You are not enough,” the wolf said, the cavern turning it into a chorus of spiteful growls. So Robin is now a beast, and surprising no one so is Wendy. Nine years ago. Robin and Wendy are performing a sting operation on a Professor who's forcing female students to sleep with him to fix their grades, with Wendy serving as the bait. quote:“So, what exactly did you have in mind for letting me make up my test grades, professor?” Wendy said with a perfect tremble. A little nervous, a little depressed, flat enough for resignation, but strong enough for false hope. What I’d do to convince her to take to the stage. You know I really do like the way this story ends but it really hits some tired notes on the way there. Five years ago. Wendy and Robin are at a hotel where they were going to have some kind of Women's Awareness conference, but Robin obliterated half the parking lot earlier that night in a pique of hunger. She sits around and watches as the owner of the hotel talks about the damage and how there's no evidence of who did it while Robin feeds until her Horror falls into slumber, and then she starts sobbing. quote:Half an hour later, Wendy started rubbing my back stiffly. She hadn’t forgiven me yet, and she wasn’t quite sure why I was so shaken. She wanted answers for why I did it, why it hurt me now, and why I didn’t think about how she would feel. She wanted to know why I was selfish. Two Years Ago. Robin is being taunted by a Vampire who's invaded her dreams. He tells her that she's a 'higher form of life' and needs to feed off of lesser things. And that the last time she's felt whole was when she accidentally destroyed Wendy's tower. Which... is hilariously convenient and weird. How does he know all this and how is he telling her this. He then states that he's been stalking her for 13 years and in love with her for 7 and is telling her this as a goodbye gift and that he's done with her now but that she was loved and... I do not understand why this section exists other than to shove the plot along in a very janky way. One Year Ago. Robin is sitting on the bench near her old middle school while her Horror gnaws on the chambers of one of her Broodmates. Wendy shows up and confronts her, asking her what the hell she's doing. quote:She knelt down and dug her talons into my wrists. “How could you beat the crap out of Mike and wreck his chambers? I thought you gave up on that vampire’s bullshit, that we were going to find an actual answer, that—” Wendy asks for the key to their apartment back, unless she wants to come back, to make it up to Mike and the brood. quote:I really wanted to. My bones didn’t hurt, but looking at her face, contorted and lost, it didn’t matter. She was right, Mike would forgive me, and from there so would everyone he knew. It would take Wendy time, but I could go with her and continue acting for her events, fighting bigotry and having fun, and slowly make up for everything. Now Robin has been invited to Wendy's heart, though she doesn't know why, and has taken her up on the offer. She finds Wendy in her heart, and offers Robin an ultimatum. Wendy is offering herself up as one final sacrifice for Robin's incarnation if she'll leave everyone else alone. The rest of the Beasts in the Hive are worried, apparently everyone cares about Wendy and Robin's relationship and wants them to get back together, but Robin isn't buying it. quote:I glared at her. “No.” Yeah... turns out this was all a ruse to make Robin see the error of her ways and come back to the family! Cause obviously she feels terrible after all that happened! quote:Her words clicked in my head, and I felt frail. I hurt all over. I curled up on the altar, and I rutted through how helpless I felt. Next time: The last three stories
|
![]() |
|
Mors Rattus posted:I'm still amazed that Palladium has what might be generously called current releases. Night10194 posted:I'm still amazed anyone has actually played Paladium games. I'll just point you folks to reference the most popular RPGs (historically or current) and the companies that produce them. Familiarity and nostalgia are amazingly powerful forces, and some people have no trouble forgiving debacles even when a company is amazingly capable at walking into rakes. I'll skip examples, but I'm sure folks can think of a more than a few. In any case, Dead Reign has had five supplements with a sixth in production (though, granted, they are slim 64-page releases from what I've looked at). Somebody's buying it, presuming Palladium isn't taking a wash on each book they put out. If it's a disaster, it doesn't show on the shelves.
|
![]() |
|
One thing that's probably worth noting is that Palladium books are cheap. When you're new to the hobby and tentatively branching out from D&D, a big 'ol RIFTS corebook twice the thickness of a Player's Handbook and half the price, with splats at a similar discount, can be awfully tempting. I think that's why I stayed collecting RIFTS material for so long. At twenty CDN a pop, when everyone else was moving to full-colour glossy, they were almost an impulse buy.
|
![]() |
|
Alien Rope Burn posted:I'll just point you folks to reference the most popular RPGs (historically or current) and the companies that produce them. Familiarity and nostalgia are amazingly powerful forces, and some people have no trouble forgiving debacles even when a company is amazingly capable at walking into rakes. I'll skip examples, but I'm sure folks can think of a more than a few. In any case, Dead Reign has had five supplements with a sixth in production (though, granted, they are slim 64-page releases from what I've looked at). Somebody's buying it, presuming Palladium isn't taking a wash on each book they put out. If it's a disaster, it doesn't show on the shelves. And they've experimented often enough that you can tell what's the failures largely by what never progressed passed it's core book, like the Y2K-themed System Failure and the biomegadamage Splicers.
|
![]() |
|
Night10194 posted:I'm still amazed anyone has actually played Paladium games. RIFTS was the first table top game I played. Simon was a T800 programmed to believe he was a Catholic priest. I kicked rear end for Jesus and totally saved the soul of a robot horse.
|
![]() |
|
wait... beasts don't age? and can get away with attending the same university for decades without anyone noticing?
|
![]() |
|
LongDarkNight posted:RIFTS was the first table top game I played. Simon was a T800 programmed to believe he was a Catholic priest. I kicked rear end for Jesus and totally saved the soul of a robot horse. What you did is completely acceptable, and system-agnostically, a good idea. Also, talked a player into a one-on-one Myriad Song game to test the system and see if I can get a campaign from it, and so far I'm not having any trouble coming up with adventures and ideas, will need more time working with the rules before I feel comfortable reviewing it. But I think it's gonna turn out good.
|
![]() |
|
Nuns with Guns posted:wait... beasts don't age? and can get away with attending the same university for decades without anyone noticing? They live for long periods of time and tend to only die by misfortune, how this manifests physically isn't described.
|
![]() |
|
Kurieg posted:They live for long periods of time and tend to only die by misfortune, how this manifests physically isn't described. so in summary they get all the benefits of being a vampire and none of the existential angst or convoluted vampire politics... awesome
|
![]() |
|
Young Freud posted:And they've experimented often enough that you can tell what's the failures largely by what never progressed passed it's core book, like the Y2K-themed System Failure and the biomegadamage Splicers. Well, I imagine other factors play into it, as there have always been books fans would like to see but only Siembieda will work on them for whatever reason, leaving them halted on the schedule for over a decade in some cases. Sales are a factor but the company's quirky enough that other things play into it. And by "other things" I mostly just mean "Siembieda". Having the Teenage Mutant Ninja Turtles and Robotech RPGs at the perfect time pretty much cemented them in the industry, and then Rifts was lucky enough to hit at a time where it was cheap, toyetic, and offered power fantasies other games frankly didn't dare to for the most part outside of the occasional oddity like the Immortals Rules for Basic D&D. During a time most games wagged their finger at you for wanting to play a drow or dual-wield machineguns, Rifts was like "well, if your GM's cool with it, have a unkillable wereleopard!" It still wagged its finger at you for wanting to give your wereleopard a cyber-arm with a rail gun, but, y'know, baby steps.
|
![]() |
|
Alien Rope Burn posted:Well, I imagine other factors play into it, as there have always been books fans would like to see but only Siembieda will work on them for whatever reason, leaving them halted on the schedule for over a decade in some cases. Sales are a factor but the company's quirky enough that other things play into it. And by "other things" I mostly just mean "Siembieda". Those two lucky breaks with licensing always make me wonder what would have happened if Kevin hadn't ruined his shot at a movie and hitched his chances on a videogame that didn't come out exclusively on a bad phone.
|
![]() |
|
theironjef posted:Those two lucky breaks with licensing always make me wonder what would have happened if Kevin hadn't ruined his shot at a movie and hitched his chances on a videogame that didn't come out exclusively on a bad phone. If that RIFTs SRPG had come out on like, the Gameboy Advanced, I'd be the hugest RIFTS fanboy right now instead of just vaguely amused by the game's desire to tell me how large every enemy empire is (12 guys, and one elite).
|
![]() |
|
What game for an unkillable wereleopard cyborg dual-wielding railguns?
|
![]() |
|
What was the reasoning behind making it an Ngage exclusive, if there was any?
|
![]() |
|
Probably cheaper to do on his part.
|
![]() |
|
Alien Rope Burn posted:You might be thinking of a famous RPG.net thread where the poo poo hits the fan here, in which Bill Coffin drops multiple bombs, along with nods by CJ Carella, Jason Vey, and Steve Conan Trustrum. That was posted years before Dead Reign was submitted or published, but it shows that the experience of Josh and Joshua's was anything but unique. I know that when I was reading about Dead Reign I kept thinking about how its development history seemed to match that old post perfectly. 5 years and not a thing had changed... Hypocrisy fucked around with this message at 06:11 on Oct 31, 2016 |
![]() |
|
So it’s Halloween and maybe I’d stick with a more regular schedule if I reviewed a book/game series I actually enjoyed. To that end, this is the perfect day to start this.![]() ALL FLESH MUST BE EATEN INTRODUCTION It is the year 2016. Y’all know what a goddamn zombie is. All Flesh Must Be Eaten is a game by Eden Studios that offers a survival horror RPG game using Unisystem rules. If you know anything about Unisystem, cool. The original version of AFMBE came out in 1999 and I’ll be covering the 2004 revision to the core mechanics, and even then by 2004 people knew what zombies were. To its credit, AFMBE knows this and is not as slaved to the trappings of the genre as, say, nWoD could be. Chapter One of AFMBE is simply “what is a zombie?”, a little bit of in-character fiction, what the book is about, general info on RPGs and how the book is broken down. This entire section is 12 pages long. It is refreshing and welcome in its brevity. There's also a main introduction by Shane Hensley and you'll see him now and again from time to time working on the series. Oh, on a side note, all AFMBE books have fiction in each chapter and maybe a little something prefacing each Deadworld. I won’t be including them for one good reason: they’re pretty excellent and if you go seek out the books yourself (they’re really not hard to find) you’ll get to read them. In addition to straight RPG books, the series also has fiction anthologies containing original stories about zombies and they’re pretty good themselves. There's also art but...the art is a little weird and not necessarily safe for work so I might include it but maybe not. Anyway since I covered Chapter One in two sentences, let’s move on to Chapter Two. CHAPTER TWO: SURVIVORS AFMBE doesn’t have time to gently caress around. It looks at its watch and says “I could not possibly gently caress around at this juncture” as it power-walks into the graveyard. Before we get the mechanics we get how to make characters in a predominantly point-buy system. The game also emphasizes that character creation should be a group process relevant to the atmosphere of the game and the GM has final say on if they think characters fit or not. The game also supplies some Archetype characters for fast play and modification (and in fact there will be two books later that are just premades). ![]() Your Character Type basically determines the power level of your character as it pertains to your game. The types are Norm, Survivors or Inspired. A Norm leans closer to the Survival part of Survival Horror; they have 14 points for Attributes, 5 points for Qualities, can get up to 10 points of Drawbacks and 30 points for skills. A Norm character will generally have a spread of average Attributes (with one or two Attributes above average), a few perks and a good spread of skills to use to supplement their Attributes. Survivors are more action/ability focused than Norms, the Resident Evil 5/6 Chris Redfield to the Norm’s Harry Mason from Silent Hill. Survivors get 20 points for Attributes, 15 for Qualities, can get up to 10 points from Drawbacks and 35 points for Skills. A Survivor can start at all Attributes above average and get more perks to play with. Inspired get the main advantage of being able to do magical/supernatural things; they’re stronger than a Norm but not as strong as a Survivor. Inspired get 20 Attribute points, 10 for Qualities, up to 10 from Drawbacks, 25 points for Skills and 15 for Metaphysics. They can also buy the Qualities of Gift and Inspiration in order to do magical things. Mixed parties are…a tricky affair and the game doesn’t really do too much to address them. There’s a little bit of a threat of the Survivors or Inspired overshadowing the Norms and ideally the GM would use their own judgment. It really just depends on the setting and the threats of the zombies. There's also the fact that AFMBE characters aren't as powerful as characters from other Unisystem products. ![]() Attributes come in the form of Strength, Dexterity, Constitution, Intelligence, Perception and Willpower. They start at 0 and you purchase points at a 1:1 basis. The human limit of Attributes is 1-5 with a 6 being peak human potential/achievement (buying that 6 would cost 3 points instead of 1). 1 is below average, 2 is average, 3 is above average, 4 is well above average and 5 is the practical human limit outside of hardcore training/practice. So, as previously mentioned, an average Norm would have two 3 Attributes with the rest as 2s or one 4 and five 2s and a Survivor could have two 4s and four 3s or a 5 and the rest as 3s. ![]() Strength is strength/melee damage, Dexterity is the fighting stat, Constitution helps dictate health and fortitude, Intelligence is ability to use smarts, Perception is perception and Willpower helps resist fear and also is essential to using supernatural powers. The way the game system is designed, Dexterity is essential for non-Inspired because gunplay is hilariously lethal and Willpower is essential for Inspired by fueling their magic. The derived stats are:
Qualities and Drawbacks only have two categories in this book: regular and supernatural. Supernatural Q/D can only be attained by the GM giving them out or by playing an Inspired character. Drawbacks have set points and can be spent on a 1:1 basis for anything except Attributes. Attributes upgraded with points gained from Drawbacks are equal to the new level (4 points for Strength 4, for example). There are also Metaphysics you can spend points on but we’ll get to that later. I won’t be including the prices of each of these.
Supernatural Qualities/Drawbacks
SKILLS Okay as much as I have good things to say about AFMBE, I will say that it does fall prey to there being a crapload of skills. There's predominantly the issue that not all of these skills (like Beautician) will have a use depending on the type of game you play. A comedy-themed game where you have to disguise the walking dead from your landlord or you'll get evicted? Beautician might work perfectly to pass the jawless zombie off as Cousin Ed. Everything is hosed and on fire? Maybe don't take that. It might be good for a stylistic/backstory choice, you might be able to make the Warlord of Santa Fe look good and grant you passage to Phoenix, but it might not be necessary. Buying skills depends on the type of skill. A regular Skill costs 1 point per level and then 3 points per level past 5. Special Skills such as Medicine or Martial Arts cost 2 points and then 5 after five. Level 1 is basic training, 2-3 is general competency, 4-5 is comprehensive competency. Anything above that is just gravy when it comes to getting things done. You can also pay 1 point to get a Skill Specialty that adds +2 to something specific, like shooting rifles, doing hair, understanding Soviet bureaucracy and field surgery. Skills are always used with a relevant Attribute. I won't be including the skills; there are a lot of them and I don't wish to bog everything down, but you can generally guess what kind of skills they are. Also Dexterity is kind of the general ruler of combat with Strength and Brawling being used for grappling and takedowns while Dexterity and Brawling is used for kicks and punches. Martial Arts also has the bonus of adding your Skill rank as a flat damage bonus to your final calculated damage and if you don't specialize in certain Firearms, you can use all Firearms pretty equally. It's not a perfect system but then again you'll need the advantage against certain kinds of nasty creatures that need many bullets. METAPHYSICS Unisystem has many different kinds of Metaphysics such as Witchcraft and Psychic Powers. In the case of the core book, all they have to offer is Inspiration which is strictly "you're a conduit for a Higher Power and you can only use your powers in the righteous quest to fight evil". These powers in question are called Miracles and you can get them for 5 points each at creation or 10 points after. Inspired have to have faith to use their Miracles and they really can't be used recklessly; lives have to be at stake and the enemy has to be a kind of supernatural evil. The undead are a valid target while the abusive parent isn't (under most circumstances). Basically the Inspired is sending a request to their Higher Power and if they decline, it just doesn't work. Inspired can also lose their powers if they lose their faith but the GM is explicitly told to not try and trip up the Clerics to make them fall. Chances for the Inspired to lose their faith are supposed to be tests or dilemmas, dramatic moments of their story more than taking away a player's asset. Miracles generally don't require anything more than the Essence cost; pay the price and it happens. There might be a roll involved but there are no Miracle skills. Essence is regained at a rate of Willpower for every 5 minutes. You can also use your Essence to dispel Miracles from other sources. The core offers the following Miracles:
Inspired are...hmm. They're handy and they do a pretty good job of averting scenarios where they can just defeat everything. They're a little too situational and they feel too Armageddon-y to me (I'm pretty sure this whole magic system is taken from that anyway). They're not mandatory for a game at least, which is nice. FINISHING CHARACTERS You start off with gear and such that make sense for your character idea and their Resources, so pull together some tools that make sense and then pick a name, appearance and age. There are also another means of character creation which focuses more on skewing Skill points instead of giving a flat pool. Take it or leave it, it's nothing too fancy; more skill points are nice but they process is a little more complicated. ![]() Thoughts: That's it for character creation. I just did all of character creation, in a point-buy system that has advantages/disadvantages, in a reasonable amount of space and time. And it's all pretty solid and reasonable. Did I mention I really like this game? Because I really like this game. NEXT TIME: this book has a whole mess of premade characters and I feel like they warrant their own post before I get into mechanics. Hostile V fucked around with this message at 05:18 on Nov 23, 2016 |
![]() |
|
It's been a few years since I last touched AFMBE, but from what I remember my main complaint was that it would sometimes bury relatively important information within mostly unrelated paragraphs.
|
![]() |
|
Yeah, the mechanics are mostly good, but sometimes it's a pain to find the exact mechanic or rule you want. There are also a few general fuckups, just to list the ones that always bugged me: The "you always win initiative"-advantage is hugely OP since most fights against humans can be ended by just being the first to land a blow, if you have anything resembling a decent weapon. Constitution is a garbage stat since effectively no skills rely on it and Strength has just a big effect on HP as it does(I always houserule the HP calculations for this reason). The advantages and disadvantages are full-on 90's in general, with the disadvantages largely being a mixture of things no one can actually take if they want to play(like being blind, or deaf, or having no legs) and "roleplaying" disadvantages like "is a real meanie" or "has an enemy."
|
![]() |
|
Yeah, these are fair criticisms. And as previously mentioned, gunplay is hilariously lethal so a good initiative is a great way to unceremoniously kill human enemies. Or get killed by them. I mean. It's far from a perfect game, it really is. It just has this sense of excitement that grabs me and interests me and for serious I am finding it way easier to forgive AFMBE's faults after looking at poo poo like RIFTs and other systems. Plus it just kind of accepts that you're going to have players who are going to want to play ridiculous poo poo and then at least gives you a framework to support it, like playing Pulp Adventure Heroes or Japanese Puroresu or Hong Kong Hardboiled Cops. I dunno. There's just something to it. I'm curious in regard to what your health houserule is.
|
![]() |
|
Well, I tend to roll with three houserules for AFMBE chargen. #1: The "special initiative track"-advantage is just a flat bonus to your init roll, it's an advantage, but not an unbeatable one. #2: I make Constitution at least twice, if not three times, as important to health calculations as strength. It's not an ideal solution, but it means that it can't be COMPLETELY ignored. It's not a hard-set rule, I tend to eyeball it every time I use the system. #2: I also unfuck the Essence calculations. Not sure why they made it a total of all your stats. Instead, I make it 4x Willpower, +1x Perception, +1x Intelligence. Again, to give Willpower a bit more of a purpose, because Willpower doesn't have many skill uses. Combat also tends to get a bit roll-heavy, so I like to set armor to a static number rather than a rolled number. I tend to heavily cut the skill list, since it's, again, full of useless 90's skills that only really have a purpose as "roleplaying" skills for the most part, even though some of them could, in fringe cases, be used to support others(Beautician to help someone apply makeup for a disguise or something, or whatever).
|
![]() |
|
I also tended to cut the weapon skills into categories when I'd run AFMBE. So like, Handguns, Longarms, Heavy, Blunt, Blade, Unarmed. I like to encourage improvisation and using whatever a player can find in combat and having 'Weapons: Steel Pipe' or whatever be a specific skill hurts that.
|
![]() |
|
The Cinematic version from Buffy:the Vampire Slayer and Evil Dead RPGs also unfucks it a lot. The concept of Drama Points which the 'White Hats' (Norms) in those systems get huge bonuses with in terms of quantity at start and ease of refreshing for example along reducing the skill list to about a third of its length and completely bagging the Essence system.
|
![]() |
|
![]() PREMADE CHARACTERS ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() The thing to remember about this is the fact that this game originally came out in 1999 and the premades didn't really get updated. This includes such delightfully weird things as the Video Store Clerk being obsessed with Doctor Who (somewhat understandable because this was pre-revival and everything was literally passed around on VHS tapes), the Video Store Clerk being a playable character to begin with and the Priest's character design being a direct ripoff of Jesse Custer from Preacher. Then you run into kind of funny things like the Hacker not being too out of place in the modern day and age. Anyway, I don't have much to say about these characters. They show off the system pretty well and just how easy it is to make a Survivor lethal with the simple addition of Fast Reaction Time. Out of all of them, the Soldier/SWAT is the stand-out asskicker due to having a good mixture of the three Don't Suck perks. Another thing to note is that some of these characters have slight references to some of the Deadworlds you'll see later in the book, giving you a little hint of what's to come. NEXT TIME: mechanics and such.
|
![]() |
|
I think this is one of the few games I can remember where the pre-made "warrior" character is a woman, rather than a burly dude.
|
![]() |
|
PurpleXVI posted:I think this is one of the few games I can remember where the pre-made "warrior" character is a woman, rather than a burly dude. She's also a pretty big shitwrecker.
|
![]() |
|
Humbug Scoolbus posted:The Cinematic version from Buffy:the Vampire Slayer and Evil Dead RPGs also unfucks it a lot. The concept of Drama Points which the 'White Hats' (Norms) in those systems get huge bonuses with in terms of quantity at start and ease of refreshing for example along reducing the skill list to about a third of its length and completely bagging the Essence system.
|
![]() |
|
![]() After the publication of Fallout d20 under the somewhat revised copyright-skirting incarnation that was Exodus: Post-Apocalyptic Roleplaying, Glutton Creeper Games seemed to just sort of stop producing anything whatsoever. The most likely answer to why is that they were bleeding themselves dry thanks to a lawsuit against Interplay that lasted from 2007 to 2009 being almost immediately followed by another claim that lasted until 2013. While GCG won that second legal battle, it was apparently a case of too little too late, as the company ended up being bought by 4 Hour Games. In between the dawn of Exodus and its rebirth under a new company, however, there was Exodus: Texas. This humble forty-nine page (counting the sketch cover) title came out in 2012, the waning years of Glutton Creeper Games, and had to contend with both that and no longer having a pre-written Fallout manuscript framework to build on. The next couple of posts will be looking at how that turned out. ![]() Introduction Texas is a special place in the world of Exodus. While the Great War of 2012 brought China to the West Coast and Iran to the East Coast, it took a while for any of the bombs or fallout to hit Texas. Furthermore, a bunch of survivalists and secession-obsessed nationalists had bunkers or hideout caves that allowed larger groups of non-Vault folks to survive. All these folksy salt of the earth blue collar survivors were, the book states, "the wrong people to try and rebuild a nation, but the right people to survive in the Wasteland". This has allowed Texas to survive and thrive as a link between the two halves of the American continent in the three decades that have passed since the Great War. ![]() Chapter 1: Character Options Races All of the mutant races presented in the Exodus core triad are either almost or entirely nonexistent in Texas. There are tiny communities of ghuls, and the Mutant Army will on rare occasions clash with Texans, but symbiotic mutants and dregs are too tied to the totally-not-FEV projects that only really caught on in California and Nevada to be present and all of the Bio-Genetic Mutants are holed up in Utah. Instead of those guys, we have a new type of mutant, the craven, represented in art by that handsome fellow you see up above the chapter header. The craven are deformed mutant rednecks that live up in the hill country of west Texas. Unsurprisingly, they're known for being dumb, violent, and cannibalistic. The text simultaneously implies that they are the result of not hiding in proper fallout shelters but also relatively rare, so I can only assume that the majority of the crazy survivalists who hid out in caves and their improvised radiation bunkers somehow got lucky and only a handful of them were unfortunate enough to turn into cravens. The whole "actively hunt and kill people" thing means that very few cravens are found in normal society. Mechanically, cravens get +1 Strength and +2 Constitution but -3 Intelligence, the bonus feat all humans get, immunity to radiation, a +2 to Fortitude saves, -4 to Charisma-based skill checks and Disguise checks unless they can pass of their mutation as normal, and a free bonus skill chosen from a set of skills typically associated with woodsy outdoor types. All cravens start out illiterate and must spend triple the normal skill points to learn a written language, as well as double the normal skill points to learn any spoken language other than the one they start with. Cravens also have to spend one of their starting Traits on one of the following mutations:
Not to put too fine a point on it, but this seems like a really bad idea for a race meant to be used by players. As an NPC race they're fine, but I can't imagine wanting to play a horrific predatory cannibal redneck with a severe Intelligence penalty. This isn't a case like the Trans-Genetic Mutants where you have your Marcuses and Fawkeses and the like to look to; hell, the book even states that cravens only integrate into society if their whole clan is wiped out, and even then if they do so they tend to skulk around being deceptive and sneaky and all that jazz. ![]() Backgrounds and Occupations Exodus: Texas has five new backgrounds and four new occupations for characters to have. On the backgrounds end, you can be a cultist of the Holy Friars of the Refinery or the Monks of Chuck Norris Walker, a first-class ("National") or second-class ("Provincial") citizen of the reborn post-apocalyptic Texan nation, or the child of a Desert Ranger, while the occupations list is made up of Cowboy, Gambler, Prospector, and Politician. All of the occupations are pretty self-explanatory and the cults and citizenry of the Lone Star Nation are given more detail in the fifth chapter, so let's move right along. Chapter 2: Skills A lone page makes up this chapter, and it is made up of two new uses of old skills: using Survival to prospect for precious minerals and the difficulties of using Repair on "black box tech”. BBT is technology that has had all knowledge of how it works lost, which I was thinking about complaining about given that there's only been thirty years from the Great War to the present before I thought about the excuse that there's always military technology and stuff like that. Chapter 3: Feats A whopping two pages for this chapter compared to the one of the last. Not that I'm complaining about having to look at less skills and feats, mind you, I'm just curious why these weren't rolled into being parts of the first chapter or something. There are nine in total, most of which are either an advancement of an existing feat or some sort of new maneuver for the Handle Animal skill. They also have the patented Exodus humor attempts and references... "Hogtie" Feat posted:Down on the ranch, those good ole boys sure know how to tie something up and make it squeal like a pig. After getting some firsthand lessons, now so do you. "Jockey" Feat posted:A Wasteland Dwarf has taught you the forgotten pastime of the small human, Horseracing. Now you know how to kick that mule in the right spot to haul rear end. "Mule" Feat posted:Working for the scavenger Sanford and his son as a mule pulling his broke down red pickup truck has paid off. Now you can carry even more Wasteland junk. ![]() Chapter 4: Equipment Three pages of equipment, consisting of one new weapon (a grenade made in a jar of salsa, which seems confusingly arbitrarily), a cowboy hat and matching outfit, gasoline (Texas never accepted the whole fusion technology thing the rest of the nation did), and several vehicles. While two of the vehicles are a generic pick-up truck and a generic tractor, the last is a brand name: the 69 Dodge Charger, specifically. This is so the text can state that post-apocalyptic Texans paint their Chargers orange with numbers on the side and a flag on the top. Because Dukes of Hazzard, you see. ![]() Next Time: Now that we've hit out the crunchy part of the book, we've got organizations, classes, and settlements in the other half.
|
![]() |
|
Well, the Point Lookout DLC for Fallout 3 came out in 2009. So as much as I would like to call that an original product, the idea of the Craven and the fact that Texas didn't get it as bad seems to indicate that Texodus is the shoddy Point Lookout clone of Exodus. I mean, it could also just be heavily derivative of The Hills Have Eyes, that's totally an option, but we're looking at it through the lens of being a knockoff of Fallout and I think that the 2012 release date lends circumstantial evidence to that. The name of the Craven is totally a nod to The Hills Have Eyes though.
|
![]() |
|
Maybe, but the mutations are more interesting than the game. They're also not incredibly and nonsensically tough and durable, which is another bonus.
|
![]() |
|
Hostile V posted:I should really look into those games, thanks for the info. From a more historical context, it was one of the first games that had that sort of drama/plot/etc point system where the goal was basically to spend them. They gave you a lot of them, and were pretty friendly about giving a few more here and there. Not a perfect game by any means, but you could probably make a pretty good 2nd (3rd if you count Angel as a 2nd?) Edition of the Buffy RPG that would stand up to modern design without having to gut the game and start over.
|
![]() |
|
I thought about noting the swampfolk from Point Lookout, but decided against it because the Hills Have Eyes and Total Recall references were far more glaring. I might just be being too fair to the writer, though.
|
![]() |
|
Kevin Siembieda posted:Fate was kind to me: I had a blast writing this book. The ideas and words poured out of me like water. The work load and schedule was brutal, but it kept me focused, and I am very pleased with the end result. Heck, I think it may be one of the best things I have ever written. I would have never have guessed that zombies are in my blood. ![]() Dead Reign Part 6: "Game Masters, noodle around what exactly the problem is here." ![]() "Welcome to White Castle, what can I get you?" Adventure Ideas Nope, still not to the rules yet! Instead, we get "101 Random Scenarios, Encounters, and Settings" to roll a d100 on to get a random event from. This is actually credited partially to Hilden and Sanford. Of course, if you realize that means there's a scenario you can't ever roll, well tough, the book cares not. Some entries are just variations on a theme - there are 9 entries that boil down to "there's a crashed truck, what's inside?", 3 entries on "you hear a baby crying!", 5 entries that are "you run into a dazed individual on the road" (always lone, always dazed), etc. poo poo-ton of bait-and-switch stuff, as to expected after all the Rifts adventure books I've- oh, those reviews aren't published yet. Well, suffice it to say most are "possible source of resources, but surprise zombies!" No way I'm covering them all, let's roll ten times instead and see what I get.
![]() Well, no living dead, anyway. Entry "101%" is a description of various jobs the PCs could be doing for a "safe haven community", from rescue to recon. Then we get "Random Zombie Encounters", which is mostly rolling randomly to get a random allotment of zombies. 5% of the time, it's a sexy lady that turns out to be a mock zombie! drat you, sexy zombie! Actual sexy zombies as a thing - mostly women, as if you needed to ask with this author - will be in a supplement. 5% of the time it'll be "1d6 x 100 Slouchers"! We also get "100 random corpse searches", so let's try rolling for five of those:
Next: I complained about not having the rules yet. I stop complaining. Alien Rope Burn fucked around with this message at 06:22 on Nov 1, 2016 |
![]() |
|
If this is what he's proud of...
|
![]() |
|
It's really, really hilarious to compare Dead Reign to AFMBE.
|
![]() |
|
![]() Wizard Disciplines The Wizard starts with the Arcanist discipline, which is like the Divine Senses and Magic Senses disciplines for the Cleric and Druid, respectively. The difference is that Arcanist also lets the Wizard use Arcane Mark at will. They also have access to the Debilitating Touch discipline, same as the Cleric and Druid. The other disciplines are: Eldritch Bolt lets the Wizard make a 1d6 (plus 1d6 per three levels) force damage, ranged touch attack, with a Standard Action. Enhancements include: A +2 bonus to the ranged touch attack roll Increasing the range to Long Making the ability not provoke an AOO Allowing the bolt to deal energy damage rather than force damage Adding another 1d6 damage (and this Enhancement can be taken multiple times) Turning the attack into a Free Action, but at half damage, half range and a -4 attack roll penalty Bolt of Bedevilment lets the Wizard daze a living target for 1 round + 1 per three levels if the target fails a Will save. Enhancements include: Making the effect a Fascinate effect rather than a Daze effect, which lets the Wizard maintain the Fascinate with Concentration Increasing the range to Medium Making the ability not provoke an AOO A +2 bonus to the Will save DC Removing the Hit Dice limit (normally the target cannot have more than 2 HD than the Wizard) Allowing the Bolt to target [1 + 1 per two levels] additional targets Making the effect a Stun effect rather than a Daze effect Increasing the duration to 1 round + 1 per two levels This discipline seems fairly powerful, as it gives the Wizard a veritable at-will "save-or-suck" effect that puts them ahead of the action economy by as early as level 3. And it frees the Wizard from having to commit spells that target the Will save. The Gifts of Magic discipline is basically at-will Prestidigitation, with an enhancement to also make it into at-will Mending. Shield of the Seraphim is an at-will Mage Armor - the Wizard gets a +2 AC bonus, and another +1 per four levels. They can enhance it to increase the AC bonus further, to make it apply DR 2/magic, to make it apply 10 resist to an energy type of their choice (can be taken multiple times for more types), to make the AC bonus apply to one other target, or to change the bonus type from Armor to Insight (ostensibly to allow it to stack with other spells and effects) Telekinesis is the core Telekinesis spell, but can be cast at-will. Enhancements include: Turning it into the Unseen Servant spell instead Making the ability not provoke an AOO Making the ability precise enough to allow for fine motor movements with one hand, such as tying knots or writing with a quill Increasing the range to Medium Making the ability able to affect creatures as well as objects Increasing the weight limit to 200 lbs Making the ability capable of hurling objects as ranged improvised weapon attacks Making the ability precise enough to allow for fine motor movements with two hands Increasing the weight limit further to 500 lbs Telepathy is what it says on the tin. It lets you mentally talk to any one single intelligent creature within 100 feet of you, with a Will save for the unwilling to resist. Enhancements include being able to expand this to a network of 1 additional creature per level, making it independent of any language barriers, making it work over 100 miles, and making it work with unlimited, inter-planar range. The last discipline is the big one: Familiars Cook has a sidebar to explain his design - he wanted to give the option for Wizards to NOT have familiars (you just don't take this discipline), and then he calls out how most people tend to forget that their Familiars are a thing and they keep doing things that would have otherwise caused their Familiar to die, or the table forgets to check on the Familiar altogether. Citing Philip Pullman's His Dark Materials as his inspiration, he recasts Familiars into this mental angel on your shoulder that you can call upon as a sort on intelligent notebook. quote:A familiar is an extension of your own soul given a quasi-real substance in the world. Often, your familiar is not visible to the other characters—it is little more than a voice in your head, keeping you company (after a fashion) and helping you remember things you might otherwise forget. As such, taking an extra round to consult your familiar grants you a +1 bonus to any Intelligence-based skill check. You can take a Standard Action to make it manifest into a Tiny animal, but since it is only a mental construct, it's still not "real" in this form and so cannot be attacked or shot with a spell or otherwise physically interacted with. While in this manifested form, the Wizard gets a +2 to Spot and Listen checks because the Familiar is watching out for them. quote:A familiar that you ignore even for a moment stops manifesting. Mainly, this occurrence is up to the DM’s discretion. A player cannot say, “I keep my familiar manifested all the time,” because no one can maintain that kind of concentration and hope to accomplish anything else. As a rule of thumb, assume that if you manifest your familiar, it remains for 10 rounds or the duration of an encounter,whichever is longer. The familiar of a sleeping, stunned, or unconscious wizard always stops manifesting. Enhancements include: Letting the familiar move independently of the Wizard, at a rate of 5 feet max distance per level, so that the familiar can scout ahead. Letting the familiar mentally speak to the Wizard (this is specifically mentioned as being a separate thing you have to buy from letting the familiar move away from you, so without this your familiar has to make the trip back to report its findings) Making the familiar take on the appearance of an angel for a Good Wizard, or a devil for an Evil Wizard. This also increases the save DC of all your spells by +1 as long as the familiar is manifested and you're casting it against an opposite-alignment target Making the familiar an extraplanar creature, giving the Wizard another +2 bonus to Intelligence-based skill checks because of its otherwordly wisdom Making the familiar into an elemental. It's still a Tiny non-interactable creature, but once a day for 1 round per level, it can turn into a Medium-sized elemental that can fight. If it's slain in this form, the familiar becomes dormant for 24 hours and the Wizard loses all benefits Making the familiar take on the appearance of an imp for a Lawful Wizard, or a quasit for a Chaotic Wizard. Like the elemental form, the Wizard can also make the familiar fight as an imp/quasit once per day Making the familiar into a Large elemental Letting the familiar move independently of the Wizard even farther, at a rate of 50 feet max distance per level Making the familiar into a Greater elemental Making the familiar into an Elder elemental I actually like this last bit about familiars. I could never really use them well even in the days of Neverwinter Nights on the PC, and on paper they always seemed to be a bunch of frivolous book-keeping. This method seems a lot more practical, and if you are the kind of person who can make good use of a separate familiar, then it's a daily power and you can play it off like a Warcraft Archmage summoning their Water Elemental. Paladin Disciplines Paladins lose all spellcasting, and Lay on Hands, and Turn Undead. They do have access to the following previously discussed disciplines: Divine Inspiration Divine Presence Healing Touch (access to both means they can be as good at healing as Clerics, insert WoW joke here) Godhammer Turn Undead Specific to Paladins are: Holy Aura is basically an at-will, personal Shield of Faith, as the Paladin gains +1 Deflection bonus to AC, plus another +1 per five levels. It can be enhanced to increase the AC bonus, to make it apply DR 2/magic, to make it apply 10 resist to an energy type of their choice (can be taken multiple times for more types), and to make the AC bonus apply to one other target. Holy Weapon makes every weapon held by the Paladin to be considered a Good weapon. It can be enhanced to cause all crits against Evil targets to be automatically confirmed, and to also make every weapon automatically considered a Holy weapon. Ranger Disciplines Rangers lose all spellcasting, and Animal Companion, and Woodland Stride They do have access to the Animal Companion, Nature's Affinity, and Nature's Senses disciplines, which are identical to the Druid versions. Specific to Rangers are: Nature's Movement, which gives Rangers a +10 bonus to speed, with another +10 per five levels, and adds a bonus to Balance, Climb and Jump skill checks equal to half the Ranger's level, and it can be enhanced to let the Ranger walk on water. Nature's Protection, which gives Rangers a +1 natural armor bonus to AC, with another +1 per five levels. It can be enhanced to add a bonus to Sneak skill checks equal to half the Ranger's level while in natural surroundings, as well as an enhancement to add Resistance 10 to Cold, Electricity and Fire. Sidebar posted:Another core change to the rules is that Hide and Move Silently have been merged into a single skill - Sneak Bards and Sorcerers Bards don't gain disciplines, and instead keep all their core class abilities, but with their spell progression refactored into the 20-level model. Unfortunately, Cook doesn't provide a new spell-list to go with it, so you have to do the conversion yourself. Cook also recommends instead using the variant Bard that he wrote in The Book of Eldritch Might 2, which uses a system called Spellsongs to replace spellcasting. As for Sorcerers, well: quote:Sorcerers likely prove unnecessary to your game with the new rules provided in this book—giving wizards disciplines makes them more like sorcerers. If you still want to have sorcerers in your campaign, however, offer them the wizard spell list presented in Chapter Five:Magic. So yeah, do away with them entirely. This doesn't seem entirely out-of-line or lazy considering that most people already considered Sorcerers to be redundant even in core 3e anyway, as in "why would you want to play a Wizard with worse spell progression and selection?" But what about the Barbarian, the Fighter, the Monk and the Rogue? Cook would later write a second Book of Experimental Might, covering options for these classes. Next, a new class entirely - the Runeblade
|
![]() |
|
![]()
|
# ? Oct 3, 2023 21:54 |
|
Night10194 posted:It's really, really hilarious to compare Dead Reign to AFMBE. Yeah, for the complaints I have with AFMBE I'll still heartily recommend it to anyone who wants a zombie game. Based on the review so far I doubt I'd do the same for Dead Reign.
|
![]() |