Wednesday, March 3, 2021

Additional Force Feats for my Star Wars Campaign

Based off the new Star Wars movies, the Rebels series and The Mandalorian I have a couple of Force Feats I want to add to my campaign. Strangely, not all of the original force feats displayed by Luke, Leia and Vader are a part of the original WotC Star Wars book. This book was for The Phantom Menace, but oddly didn't include anything from the original 3 movies.

These Feats are more dangerous and useful than the last set I posted. While I spell them out as all being telekinesis in some form or another, they are under the Alter feat. 

Almost all of these are based off the Force Lighting feat, with the DC adjusted for lower levels. 

Telekinesis: 
Telekinesis allows the force user to grab, throw and manipulate items at a distance. Within this group there are 4 feats. 

Grab: 
The force user can grab a loose object and pull it to themselves. This requires one level of force use. At low levels, this is a full round action. At higher levels, it is a move action. The object will end up in their hand or in a desired landing place near them. If two force users are contesting the control of an object, the one with higher die roll wins, no matter the DC requirement or level difference.

This will usually result in a tug of war, where the lower level character has the exact same chance of winning as the higher level character. The primary problem for the lower level character is the higher level character may be able to make more than one attempt per round, the second of which is uncontested. This seriously antagonizes Dark Side characters and they may needless continue the tug of war with the lesser Force user until some other event prevents them from continuing the war. 

Dark Side users gain a Dark Side point each time they repeat this action against another user. 

Use the script, Hayden.
Force User's Level     DC
1-3                              15  (Full Round Action)
4-6                              14  (Full Round Action) 
7-12                            13  (Move Action)
13-20                          12  (Move Action)
+21+                           10  (Move Action)

There is only one modifier to this DC roll, ownership. If the object in question belongs to the character, the DC drops by 2. 

This feat has a cost of 1 vitality per object per round. Characters are limited to one object per 3 levels. 

Examples: Ankin levitating fruit, Luke recovering his saber. 


Lift: 
Sometimes this feat is used as Jedi drinking game.
A force user can lift an item into the air or pin it to the ground. It requires one level of force use and the Grab feat. 

Dark Side users can inflict damage at the same rate as falling a given distance, while Light Side users will tend not damage the item. Like the Grab ability, it has a DC score to succeed against inanimate objects and there is a limit to the number of times they can do this per round. This power only works against inanimate objects. 

Force User's Level     DC
4-6                              15  (Full Round Action) 
7-12                            14  (Move Action)
13-20                          12  (Move Action)
+21+                           10  (Move Action)

The vitality cost is identical to Grab, one per round per object. There is no upper limit to how many things they may lift except the cost. The cost is based on when the objects are moving, not the fact that they have moved. As a consequence, a force user may lift dozens of objects and hold them stationary for a long time. Gracefully returning the object to a resting place will cost more vitality and have its own required DC roll.  

Examples: Rey vs. the rocks, Luke entertaining Yoda. 

Forceful Impact: 

This power is more aggressive than the last two. The force user violently pushes an object or person either out of their way or into a fixed object for damage. Being lifted into the air or slammed to the ground is one of the Force effects that cannot be contested or counter acted by another Force feat. It requires both the alter Feat and the Lift feat. 

This power does have a number of different uses. First, it can be used to hurl an item at a target or hurl a target into another object. There is a DC roll: 

Force User's Level     DC
4-6                              15  (Full Round Action) 
7-12                            14  (Full Round Action)
13-20                          12  (Move Action)
+21+                           10  (Move Action) 

Dark Side users can inflict falling damage on a victim. A Light Side user will can knock someone down, but generally won't hurt living beings. A victim can resist this damage if they can make a reflect save. If pinned to a surface, the victim must make a Fortitude save in the next round to begin moving again. 

One unusual use of this power is to safely propel a target to a destination, as if they lept the distance. When used against a friendly target, the DC is reduced by one. 

When used against a friendly force user, that person can use Forceful Impact to guide themselves to a perfect landing along their flight path. This is a separate roll and will not modify the other character's DC roll. Failure indicates they land where the other person intended, not their choice of landing spots. 

The cost of this power is two vitality points per round per object or target. If pinning a target, the cost must be paid, successful or not. If the force user is adept enough, they can push back and absorb energy. The cost of this is 4 vitality point per unit of damage absorbed, plus a second DC check for Dissipate energy. If both rolls are successful AND the force user dies, there will be a one round delay in the blast to allow people to escape. 

Examples: Obi Wan in every fight in the Prequels, Kanan saving his friends, Kanan and Ezra escaping various fights. 

HR is not involved with the Imperial
Field Promotion Program.
Clutch: 

Clutch is completely surrounds a target, prevents movement and can cause damage. It may incidentally lift a target from the ground. It requires the Grab feat and 7 levels of force experience. 

Force User's Level     DC
7-12                            15  (Full Round Action)
13-20                          14  (Move Action)
+21+                           13  (Move Action) 

The force user may inflict 1d6 points of damage per round at a cost of 2 vitality per damage die rolled. The user may choose how many damage dice to roll up to their current level. They may be required to do this for multiple rounds for the desired effect if they guess wrong. When used against a living being, the user receives Dark Side Points equal to the damage done. Light Side users will be inclined to use this power against droids or other non-living targets, while Dark Side users will attack anyone with this ability. 

If the force user has both the sense and alter feats, they may subdue a target for as long as desired, with or without inflicting damage so long as they succeed their DC roll. The sense feat also allows the force practitioner the ability to attack targets at vast distances so long as they can sense the target in some way. For example, they could use a camera to view the target or may hear foot steps at the target approaches from behind. 

Examples: Vader's force choke, Luke crushing the Dark Trooper. 

It wasn't a person, so it wasn't that Dark.

Tuesday, March 2, 2021

Review: SimEarth

Title: SimEarth: The Living Planet
Publisher: Maxis
Author: Will Wright
Year: 1990
Rating: 4 of 5 stars

Sim Earth is a fantastic game by Will Wright, creator of the Sims and Spore. SimEarth was released by Maxis in 1990. As a 31 year old game, it's rough but lovable. It is based on the Gaia model and runs amazingly well on G3 Mac under OS 9. 

The purpose of the game or simulation is to use energy and feedback loops to advance your chosen lifeform to the highest level of technology possible. It's easier said than done, but well worth the effort. You are pitted against not only your own created mishaps, but random events such as weather, cooling, warming, etc. It's a great primer on what it takes to make a planet full of life. Events are predictable, but not repetitive. 

Earth isn't the only planet you can work with, the game includes scenarios for Mars and Venus. These are breathtakingly difficult. A simplified model called Daisy World highlights the power of the sun on Earth's environment. While it is meant to be a simulator type game, it dives into science fiction with some of the devices and creatures that appear. 

Each world scenario is broken down into the world map which is initially populated with land forms. As time goes on, the landforms morph under the energy of the sun and tectonic forces. Sooner, rather than later, life will emerge. There are dozens of Taxa of life, all of which are on equal footing to evolve and become intelligent. These taxa and landforms are all right out of your Earth and Biology text books from high school, they feel familiar. You can use the magnifying glass to observe their description and current state. As creatures become intelligent, you can guide them through different levels of Civilization with the goal of getting them to colonize other planets. 

SimEarth is educational in it's whimsy. You can bring back the Trichordates, a species of life with tri-radial symmetry. Or create Carniferns, man eating plants or even robotic life. All of these achievements have to be done between ice ages and hot, dry epochs. The game includes several scenarios which pose questions as to what hardships life can overcome with guidance or the limits of science. Terraform Mars and Venus, anyone? 

Time flies when you're creating life.

Monday, March 1, 2021

A-Wing Photo Test

I picked up this large scale A-Wing at Ollies for less than 10 bucks. 

I'm testing out embedded albums and it's not working out. I guess I am going to have to write some code later. 


coolme i jm b.ko,o lvo bbjuu
A-Wing Box



















Saturday, February 20, 2021

Review: Daughters of Darkness: The Mara Witch for Basic Era Games

Title: Daughters of Darkness: The Mara Witch for Basic Era Games
Publisher: The Other Side Publishing
Author: Timothy S. Brannan
Year: 2019
Pages: 79 pages
Rating: 5 of 5 stars

I gotta tell you, this is my second favorite of all of Timothy Brannan's Witch character classes for B/X era games. The Mara Witches are some of the darker characters types available to the player. In fact, I find them so dark they are actually a special type of character that should have one heavy restriction. 

In every edition of D&D, there have been a few character types that are so special that they are limited to NPC classes. The idea of a shaman character class has always been a part of D&D and only available to the DM as an non-player character. I know a thing or two about great NPCs, my children are actually named Nathan, Paul, Catherine on purpose. 

Shamistic casters open up the possibility of playing a monster across tropes. An expert may assist the party because they have a higher calling. A sage may invigorate the party with a quest. Basically these are all people who may pick the party over their clan against some greater evil or some higher cause. Someone who may save the day in a heel-face-turn. 

This one book makes the best case for making witches a PC class only. Never should a DM be granted such power. While there is the distinct possibility of a Mara witch choosing an evil or chaotic alignment the player has to totally embrace The Three-fold Law, no matter how injurious or dangerous it may be to themselves. In the hands of a player, the Mara witch can shine and become a legend. 

In the hands of the DM, the person who dictates the story and arranges the plots and creates the scenarios, the Mara witch is too powerful. If the DM is the only person who can invoke repercussions of violating the Three-fold Law, then the role of the Mara Witch loses it main strength, the role of tradition. This could and would happen because while the DM may desire a moral story where the Mara Witch falls due to their own evilness, vanity or pettiness, this class can march all over the party. 

In the hands of a player, this type of witch is very subtle and powerful. To the player, chaos and evil don't really matter much because they have to abide the fact that their magic could backlash on them. Chaos and evil can take many different forms, but this witch class requires that guiding hand of the player to be an effective character. Someone who feels they have something to win and something to lose. 

Having created a number of character classes, including a book specifically about NPCs called "Zero to Hero: Uncommon Commoners", I think can say this character is so different it must be left to a player to make them come to life and should never be given into the hands of DM, except for the rarest circumstance. 

This book follows the format of the other two books I have reviewed, The Amazonian Witch and The Classical Witch traditions. Like the other two books, except for outward facing abilities like spells, no mechanic system introduced upsets other character classes, which is very important for consistency. All spells are well written and does not cause a power race with the standard character classes. While specifically written for Labyrinth Lord, it could be added to a great number of rule sets with little problems. 

Like the other two books, it has great cover art, wonderful interior art and nicely formatted tables, with blue tint for easy reading. I think this series of books captures the great cover art of second edition D&D while also maintaining the rougher aspect of the B/X era D&D books. The balancing act was well done. 

A final highlight to all of these witch themed books is the idea of Tradition. Each book paints an image of the many kinds of witches that have existed in mythology. While there may be a few changes in powers and abilities, each one is similar enough to easily grasp in a readthrough. 

Unlike the other two reviews, I spent most of my time looking over the spell lists. This book has 36 pages of spells. And every time I thought to myself, "I would tweak this spell in this way..." I found a second spell that met whatever my imagined need was. Not only are the spells well balanced for this class, they support one another to create a dark mysterious vibe. Which also reinforces the idea that witches need to handled by actual players and not thrown as NPC so the DM can run over the party. 

Reviewer's note: The date is taken from the forward, this could be the most recent update rather than the original publication date. If that is the case, my apologies but then that also means the author is providing an excellent experience by routinely updating his works. 

Thursday, February 18, 2021

Shout Out!

My White Box review got a nice shout out from Jeremy "frothsof" Smith on the Humpday RPG show

Now I have to back and relisten to the show. It also makes me want to dust off the cobwebs on my podcast and the list of podcasts I share. I feel like it can and should do better.  

Tuesday, February 16, 2021

Oh, Dear. What Happened? Review of Farscape Roleplaying Game

Title:  Farscape Roleplaying Game
Design: Ken Carpenter, Rob Vaux, Keith R. A. DeCandido, Gavin Downing, Lee Hammock, Kelly Hill, Christina Kamnikar
Rule Set: d20
Year: 2002
Pages: 320
Number of players: 2 or more
Rating: ★★

The TV show Farscape ran from 1999 to 2003 and was followed up by a 2 episode mini-series called The Peacekeeper War. The Roleplaying Game was released in 2002, which would have been in between Seasons 3 and 4. For this reason, the book only covers the first 2 seasons or so of action.

This is an interesting RPG as it tops out at 320 pages, which is one more than the Star Wars RPG which was produced by WotC. What is interesting about this is, WotC managed to cram 4 movies worth of information into a book 1 page shorter than the Farscape RPg as a stand alone work while The Farscape Roleplaying Game assumes ownership of The Players Handbook. Farscape was published sometime in 2002, which makes this The Player's Handbook the 3.0 edition. Maybe? In June of 2003, the 3.5 edition came out. If you did not play D&D, you wouldn't even know.

The results are rather interesting. As is the rest of the book. If I reviewed the first 144 pages, this would be a 5 star review. This section of the book is a recap of everything in the series to that point, plus a short story called 10 Little Indians. The layout is incredible, the information is dense, and it really captures the essence of Farscape.

However, this isn't that review. One of the stand out features of this book is the artwork, which is entirely from the show. All of it is great and it is laid out exactly like a product in this universe would be laid out. Titles appear in a machine-like flowing script which is readable with the proper skill (DC 30). Second, the margins are thick while the columns are diagonal. It's cute for the first 144 pages, but when you actually need information, it's really hard on the eyes. Like MySpace banner hard.

From page 145 on are the rules. Remember that disclaimer about needing the Player's Handbook? Yeah... I'm not so sure. Which is a good thing because I can't tell if this means 3.0 or the 3.5 edition. I think the 3.0 edition, but it doesn't seem that necessary. If you missed that caveat, you could probably play this game not realizing something was missing. It isn't that it's missing words or that the grammar is odd, it's the layout of the book that jams your comprehension. It's just that distracting.

Like The Player's Handbook, you pick a race, a class, generate stats, select feats, skills and powers, then select equipment. All of that works well, it's a proven method utilized by many products in the d20 line. And that is where it gets weird. I can't point to a single thing that would require another book, which is probably my gamer hack-it ethic running wild. It sure seems odd.

February 16th edit: 

I see it! This book is missing two parts for running a home campaign. First, it doesn't have the Experience chart. Second, it doesn't explain CR. Really? Because those two omissions actual require two books, not one. You kind of need the DMG and the PHB. 

But not really, which sort of BS. The information missing from the experience chart is in the d20 SRD. Like the one on Hypertext d20 SRD, which is an excellent site. I give it 5 of 5 stars for helpfulness. You'll also need a challenge rating calculator if you want your players going against monsters. Or Critters as John would call them. Again, Hypertext d20 SRD to the rescue. 

I am not sure why I didn't see this at first. It could be that edit blindness everyone gets when looking for extraneous words and typos. Or more likely, I couldn't see it because I would want my players to be the cast of the show. Be the heroes, which makes the experience chart unnecessary. 

I feel the missing Challenge Rating is actually in universe. The heroes throw in against anything they can, anyway they can. Crackers and Nuclear Weapons are both combat items in this show. CR was never a factor when it came to putting the heroes in the action grinder. 

After finding these two omissions, I would suggest one other change for the at home game. Use Vitality and Wounds. Farscape has simply relabeled Hit Points as wounds. Zero wound points is out cold, -10 is death. The WofC Star Wars RPG (click for that review) used Vitality and Wounds, which I feel is more cinematic. Vitality is how much punching around you can take, while wounds are limited to taking serious a blaster shot. One will knock you low for a day while the other one ruins your year. Also, considering how Control Points are used to activate powers, this game has more in common with Star Wars' Force Points than D&D spells or spell like powers.   

Back to your review, as it was written back in January of 2020. 

One of the flaws in the book is, being a recap of season 1 and 2, who and what the characters are not presented in a way that plays out in the TV show. Primarily, this shows up in the pregenerated characters. John is not particularly strong or smart according to his stats, which doesn't really fit with being a physicist and astronaut. On the other hand, all of the characters do seem to be balanced when only that group is considered. However, they are all rather high level, which you would think would lead to much higher stats.

Scorpius is listing as having a 9 strength, while D'Argo has an 18 which is not quite right. I would buy the 9 for Scorpius if he had some sort of Rage feat that allowed him to overpower other, stronger characters for a short period of time. He is a man with an actual cooling system, after all.

All and all, the book seems incomplete even when paired with the PHB and some that feeling is definitely problems caused by the layout.

At $9.99 at DriveThruRPG, I'd say it's for fans of the series or a person who wants a great coffee table RPG book. It is stunning to look at. Literally.

Two stars... only because I love Farscape.