A fantastical horror comic in the style of the old EC horror comics, schlock, sleaze and shock. In this issue a drug turns out to be more than you bargained for, a meteor ends the life of a city and an alien world is not what it seems.
Due to recent physical and mental health problems, I need assistance to finish up my Wightchester project.
Everything is plotted and placed out, what I need assistance with is not mechanics, but rather the descriptions of locations. I have the rooms marked out and I have information about who lived there, what happened and what is happening in the ‘now’. I just need assistance to get it all done and have to admit that I can’t do it alone, or with the small amount of (very welcome) help I’ve had so far.
I will compensate you for your work as I am able, and this really is just filling in the ‘gaps’ with descriptions. It shouldn’t be too arduous.
It’s hard for me to back off from the ‘auteur’ nature of most of my work and to share the load, but I want to ensure this all gets done in time.
Plenty of people have offered to help in the last couple of days, but my brain is scattered and disorganised. If you could mail me – even if we’ve already discussed it – at firstname.lastname@example.org – with the title Wightchester Assistance, I’ll get back to you ASAP.
Here’s an example description, so you know what you’re getting into:
The stone chapel may be one of the oldest parts of the school. It’s almost a proper little church, large enough to hold a good proportion of the pupils all at once. It has tall, plain windows of coloured glass and a spire that towers over the rest of the school, terminating in four conical stone spikes. The chapel is a solid building, and seems undamaged. Perhaps some members of the school held out here.
- [ ] – 1d4-1 random zombies in the area around the chapel.
The main hall of the chapel runs from the entrance all the way back to the chancel. It is a simple, humble chapel – despite the wealth of the school – or so it would appear. The nave is chock full of
- [ ] – 1d4-1 Child zombies that have wandered in.
The tall windows grant a little more light here, to penetrate the grey interior of the chapel. The two walls to this sides are covered with great wooden boards, graven with the names of the great and the good who passed through the halls of the school. You recognise the names of lords, clergy and guildsmen, with some modest amount of space for more.
The south transept has more light, coming in through clearer windows, but there is nothing here but a few kneeling cushions and a small bookcase, full of battered hymnals and books of prayer.
- [ ] – Approximately 50 copies of the school’s hymnals.
- [ ] – Approximately 50 copies of the school’s prayerbooks.
- [ ][ ][ ] – Kneeling cushions.
The altar may be a simple one, but the goods upon it are far from humble. More pews are arranged either side of the altar in a step pattern – the space for the choir. The cross is of gold, not brass as you had first assumed, and the candle-holders either side are also plated with the same metal. Behind the altar sits a small wooden chest of fine, sweet-smelling wood, there is no lock that you can see, but it has a finely stitched, cushioned top.
- [ ] – Golden cross.
- [ ][ ] – Golden candlesticks with beeswax candles.
In the chest:
- [ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ] – Beeswax candles.
- [ ][ ][ ][ ] – Bottles of red wine.
- [ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ] – Dry crackers/meals.
- [ ][ ][ ][ ][ ][ ] – Expensive incense/uses.
In Avalidad there are urban legends about Agartha, an underground town inhabited by mutants and other outcasts.
It is not a myth.
As Above so Below is an adventure for the psipunk, Burroughsian Postcards from Avalidad game setting.
Does anyone recognise this cover, or anything like it?
Apparently it’s an old game, perhaps an early RPG or RPG-like boardgame from 1980 that only had a very limited release.
I found the image in some of my old zip archives, but can’t remember where I got it. There doesn’t seem to be any other material in that archive (just some very old ‘zine content from the mid 70s) and any help, or even speculation, would be appreciated in tracking down more information in Imperil or ‘WISS’.
As you may or may not have gathered, I had a bit of a health scare.
They say a change is as good as a rest, but given that this was a hypertensive attack, rather than a mental health break, I’m not sure that holds true.
Anyway, I’m on a couple of weeks of bed rest and waiting on more tests at the hospital, which means I’m behind on my crowdfunding project, Wightchester, despite having made contingency plans for such an eventuality.
I had previously put out a call for assistance, but wasn’t exactly compis mentis due to meds and distress, and I thought it best to be specific about what I need help with in a place that people can see, rather than contacting people back individually.
My good friend T-Shirted Historian whom I do RPG discussion streams with has stepped up to help me with some rules appendices and some location descriptions.
- Mostly what I need is someone to help with statting up some of the foes and NPCs.
- A familiarity with 5e is essential, Mork Borg and the OSR (Lamentations of the flame princess) a bonus.
- If anyone else wanted to help with location descriptions, that would also be a bonus. I include an example of such below.
Mail me email@example.com if you can help me out. I will compensate if I can, but it’s not going to be a lot of money as it hasn’t been budgeted for. Free product is another possibility.
House 7 (Open)
The door to this house lays on its back, inside the ground floor room. The wood is somewhat splintered, and the frame is split. The door was broken clean of its hinges, leaving a gaping maw in the front.
The room is in total disarray. Looking down at the floor you see hundreds of footprints, layered one atop the other. Every piece of furniture in the room has been shattered to splinters and pushed against the outer walls, which are covered in filthy handprints. Even the stove, the only recognisible piece of furniture left, is dented – as though buffeted by some great force.
- [ ] – The stairs have been weakened by whatever force smashed up the room. Roll 1d6 for each person ascending or descending the stairs. On a roll of 1 they collapse, dropping the poor sap six feet to the ground, scraped against broken wood for +1d4 damage. A Dexterity Save, DC 15 prevents the damage, by allowing them to grab hold of the stairs.
Like the floor below the bedroom is smashed to flinders and absolutely covered in footprints with thousands of black and brown handprints all over the walls. There is one difference though, a bloody patch in the middle of the room, scattered with broken fragments of bone and teeth, odd patches of hair and skin. A bloodied hatchet lays next to it, its haft broken.
There’s too many people deserving of a mention, or of thanks, so I’m not going to name anyone for fear of leaving someone out 😛
While it’s true that a good Games Master can make a good game out of just about any system, that doesn’t mean that system doesn’t matter.
There tends to, still, be a trend of people using mismatched systems. Either for economic reasons (2d20, 5e) or because of fashion/cultish reasons (PbtA). As a result there’s a lot of compromised games out there without tailored, or even properly selected, systems for their game world.
Imagine trying to run a Hong Kong action film game using Basic Roleplaying.
Imagine trying to run an existential horror game with Feng Shui.
The best games work well more often, because their system and setting are in synergy, complimenting one another.
Call of Cthulhu works best with BRP, because BRP is granular, simulationist in many respects, and yet its monsters break all the rules and there is a way of tracking sanity.
Hong Kong action movies work best with Feng Shui because Feng Shui encourages over the top descriptive action with nigh indestructible heroes.
Military SF works well with Silhouette, because it scales and can be used for skirmish-level miniatures play as well as standard tabletop RPG.
Whether you’re making up a new game or kitbashing an old one into shape, the right system can make all the difference, or at least do a lot of the heavy lifting for you.
Bonzai Street Fashion Hat: 100eb, a delightful Asia-Pop design, straight from Tokyo.
Cherry Blossom Breath Mask: 250eb contains active nanites in a composite layer that actively hunt down and destroy any rogue particulates, bacteria or anything else that shouldn’t be there. Updatable via an agent app to block new diseases and poisons.
MunguNgozi Pauldrons: 100eb, made of a complex, semi-transparent smart-polymer. Provide 5 protection to arms, but repair themselves of 1 SP per day.
MunguNgozi Breastplate: 100eb, made of a complex, semi-transparent smart-polymer. Provide 5 protection to arms, but repair themselves of 1 SP per day.
Sweet Fanny Pack’Ems Utility Belt: 50eb a useful and secure belt with pouches and hooks for easy storage and use of items.
Sheya Compression Leggings: 200eb, provide 2SP to the legs, and should you suffer a life-threatening wounds to the leg, constrict and contract around the wound, stemming the flow of blood and providing anyone stabilising you with a +2 bonus.
TMH Adroa Heels: 200eb, smart-heels that help steady your balance, allowing you to move – at speed – in heels. +2 to rolls for balancing and no penalty to running/climbing etc from wearing them.
Skinwalker Cyberlegs: Install: Hospital, a cyberlimb that can cover itself in realistic skin, or draw it back as and how you want to fit different occasions. Comes with a standard hand at no extra cost or Humanity loss. Cost: 650eb HL: 1d10
Skinwalker Cyberarms: Install: Hospital, a cyberlimb that can cover itself in realistic skin, or draw it back as and how you want to fit different occasions. Comes with a standard foot at no extra cost or Humanity loss. Cost: 650eb HL: 1d10.
Orbitix crystal throwing stars: 1,000eb each, monoedged, orbital crystal blades,1d6+1 damage, treat armour as though it were 1/4, rounding down. So finely tuned and balanced that they give +1 to hit.
Digitus Impudicus Cyberdigits: These colour coded fingers change from yellow to red once fired. Each digit contains a 20 gauge sort shotgun shell, with an effective range of 5 metres, doing 2d6 damage on a hit. 100eb each, HL 1.
Mirai-Ha Ninja-To: A short, ‘ninja style’ sword of almost unbreakable alloy, with a climbing wire hidden in the handle (50 feet, will hold 250lbs of weight, the handle comes away to stop you cutting yourself). 2d6 damage, 1/4 armour (round down).
Dice probabilities and fractions can be a bit of a pig, even though we play with dice all the time, they can still trip you up.
What’s the likelihood of rolling a 6 on a d6? 1/6.
How many times must I roll to all but guarantee getting a 6? 9 times, not 6. You only have a 66.5% chance od rolling a 6 in those 6 rolls.
If you’re making tables using more than one dice, there are more combinations that will hit the middle numbers, so put the things you want to be more common in the middle (on 2d6 5-7) and the things you want to be rarer on the ends (1 and 12).
The chance of rolling an 18 on your 3d6 Ability roll is 1/216, and even with roll 4d6, drop the lowest, it’s not that much better. Yet in our games, the statistics are linear, when they might be better off being logorithmic – to get really complicated.
This is also what drives one of the most important system decisions in many game designs, whether you use a single flat die (d20) or a combination of two or three dice to better represent a probability curve around the average sorts of result.
Something that really hasn’t been explored, given the advent of online random number generators, that can pick between any values, are truly large die ranges (d1000 only seems to have been explored in FATAL of all things) or very specific ranges: An axe that does 1-37 damage potential, for example. There’s interesting possibilities there.