Bees emerge as blind worms from the flesh of rotting cows. The cockatrice is hatched from the eggs of black hens that have been corrupted by sorcerers. Kittens born in the month of May should be killed immediately since they will surely bring misfortune to the household. The caladarius bird dwells in the palaces of the great and by its gaze reveals whether an invalid will live or die. The Bestiary of Sundry Creatures sets out pre-modern people’s beliefs about many of the creatures that populated their world and their imagination. In addition to providing OSR (and Mork Borg) compatible statistics for these animals, it includes scholarly opinions and rustic folklore about the temperament, behaviour and medicinal and magical qualities of these creatures. GMs can use this material to make their medieval and early modern fantasy worlds richer, weirder and more immersive.
[Don’t judge me man. If you don’t laugh, you’ll cry. When life takes a shit in your punchbowl, use it as fertiliser for your imagination].
A beaded curtain – made of bolts, tied onto fishing line – grants you access to a pod that has been converted into a robot repair shop. There are pieces, everywhere, organised by body configuration and location. Part of the workshop is closed off, off limits, behind an armoured secondary door, much tougher than the airlock hiding the pod.
A boxy robot, with tentacle arms and a viewscreen for a head is constantly indexing the parts and re-sorting them, as well as carrying tools to and fro to the man you take to be the proprietor.
Another droid, some sort of patchwork creation from bits and pieces of other, industrial robots, perches on the edge of the work table, sucking on a cigarette holder that occasionally issues sparkling smoke. Her hard angles tear through the lace and silk of her clothing here and there, giving her a strangely sexual, mechanical look. Like someone dressed a muscle car in a teddy and stockings.
He is a rangy-looking fellow, with a long, well-oiled beard, groomed into a point, a handlebar moustache and his dirty-blonde hair is pulled up into a tight man-bun. He turns from the sparking soldering he’s performing on a robot chassis and regards you with bulky, obvious, cybernetic eyes. A pair of cybernetic clamps, attached to extra arms, protrude from his sides, looking disconcertingly like yellow-and-black striped lobster claws.
“Hey! Welcome to Robot World. Can I help you?”
Lord Adama Kobol
Dispossessed from his migratory family of space-lords, Adama settled on Satana to indulge the very thing that got him exiled – klanking. Adama puts a great deal of effort into organising klanker pride events, fighting for robot rights and even making himself more and more robotic, but it all feeds his twisted perversion. He’s not just a klanker, but an auto-robophile and he particularly likes to have sex with helpless, deactivated, non-sexual robots when they come in for repair. Despite the whispering campaign, his specialist knowledge on running mods and conversions on klankers to allow them to enjoy sex with humans keeps him wealthy, and stops his perversion coming to light.
Unless R2-Me2 spills the beans.
Close Defence: 12
Ranged Defence: 12
Armour: 1d4 Coveralls and brown suede combat jacket.
Hit Dice: 4 (30hp)
Attacks: 2/+0 (One attack must be with the cyber clamps)
Damage: 1d4 fists, 1d8 cyber-clamps.
Saves: (Charm 7, Looks 5, Tough 4, Reflexes 4, Logic 7, Power 6, Will 4)
Traits: 3 – Adaptable x3
Skills: Security 2, Tinker 3, Hacker 5
Gear: Cyberspine, Quad Arm Option, two additional cyberarms with cyber-clamps, twin cyber-eyes with EM-Field vision.
Weapon: ECUX69 personal shocker, D4 electrical damage, shocking, point-blank range, Ammo Save 18.
Werner the Wobot
Werner is a small robot, about four feet tall, with tentacle claw-arms and a monitor screen for a head, which displays semi-random, appropriate images or punctuation while he’s talking. He has a thick, breathless, German accent and suffers from rhotacism, the speech impediment where you pronounce ‘r’ as ‘w’. The Germanic accent also means he pronounces normal ‘w’s as ‘v’s. It’s all rather confusing. Blend Jonathan Ross with Herzog and you’re just about there.
Close Defence: 12
Ranged Defence: 12
Hit Dice: 3 (27hp)
Damage: 1d4 h2h
Saves: 5 (Logic 7)
Traits: Dead Flesh, Interface, Carapace.
Skills: Tinker 2, Security 2, Search 3.
FAER-XX Femme Fatal Error
A sort of ‘frankenstein’ creation from old and recovered parts, Faer is ‘frankenhooker’ for klankers. She’s Adama’s personal creation, programmed to have the same kinks and tastes as him, but somehow it doesn’t thrill him the same way it does with other droids. She’s frequently neglected and bored and she deals with this by outrageously flirting with anyone who comes into the pod, and trying to distract Adama. She also doubles as his bodyguard.
Close Defence: 14
Ranged Defence: 10
Hit Dice: 3 (27 hp)
Damage: 1d6 h2h
Saves: (Charm 7, Looks 7, Tough 5, Reflexes 5, Logic 3, Power 5, Will 3
Traits: Dead Flesh, Interface, Carapace
Skills: Tinker 2, Security 2
Gear: 10 hp force-field, palm blaster (1d8, point blank, ammo save 18).
Buy the PDF HERE, PoD coming soon!
A runaway space station controlled by a rogue AI.
A haven for scum, pirates, slavers and other ne’er-do-wells, squatting amidst the ruin of the fallen Urlanth Empire, right on the edge of a warzone.
100 shops, services and interesting people for your players to interact with, inspiration for hundreds of adventures and many ideas that can easily be ripped off for other space opera, heavy metal or OSR science fiction games.
I still, for life of me, don’t understand why Zak Smith has taken a dislike to me, it seems to be purely for political purposes, but these questionnaire things and ‘article a day’ things help keep me motivated and productive. So what the criminey-heck.
‘OSR’ stands for ‘Old School Renaissance’, it’s a back-to-basics approach to roleplaying with a focus on homebrew and just-above-homebrew implementations of rules which, mostly, stem from ‘Red Box D&D’ and other early editions.
The capability to create all these ‘forks’ from the old D&D rules in part stems from the peculiarity that you can’t copyright rules, and in part from the Open Game Licence that came along with 3rd edition.
‘OSR’ is less a specific set of rules, though, and more an attitude. ‘Old school’ in that regard is more of a punk rock, heavy metal, unreconstructed, undeconstructed, in your face ‘pulp’ attitude to the way you game, rather than what dice you roll.
D&D has no nostalgia factor for me. I didn’t start with D&D, I started with MERP, Dragon Warriors, Fighting Fantasy and other games that were far more popular in my little corner of England. I’m also neither entirely a narrative, nor a crunchy system fan. I like different things for different reasons, the right tool for the right job. Still, the OSR shouldn’t really appeal to me, and I don’t really play much in the way of old school games (Dragon Warriors stream notwithstanding). Still, this ‘Here’s three dice, now make a game’ attitude is appealing, as is the ‘fuck you if you don’t like it’ approach found in things like Carcosa and Lamentations of the Flame Princess.
1. One article or blog entry that exemplifies the best of the Old School Renaissance for me:
This old article from back when The Escapist had some balls provided me with a basic grounding in what was going on, back in the day. Still with a shufti via the ol’ Wayback Machine.
2. My favorite piece of OSR wisdom/advice/snark:
“I find myself with insufficient time and desire to write about games but I also have the sense that the ‘OSR’ scene this blog is devoted to has become a rather disgusting place where crass commercialization is strangling a formerly creative amateur community, and where destructive ‘alt-right’ views are becoming increasingly prevalent, even among some of the more significant publishers in the community.”
This from this blog.
I mean, it’s just so absurd a thing to say, but why this is my favourite thing is that it got virtually no currency within that community. It was rebuffed for its absurdity and ridiculousness without getting the same kind of traction it has in other RPG communities.
That’s one of the biggest and best selling points such a community can have to me.
3. Best OSR module/supplement:
I’m not a ‘supplements’ sort of guy, which is why I hardly ever purchase them and why I try to write into any adventures that I create some kind of added value (GM advice, random tables, that sort of thing). So this is a tough one, however I’d go with Vornheim. Predictable, I know, but it did demonstrate there were other ways to lay out, write, organise and use supplements that has – modestly – informed some changes I’ve been making.
4. My favorite house rule (by someone else):
Using tokens to reward player attention and roleplay moments, and to penalise player distractions, inattention and mood-breaking.
5. How I found out about the OSR:
I have no idea. It seemed to just sort of… arrive by osmosis.
6. My favorite OSR online resource/toy:
7. Best place to talk to other OSR gamers:
8. Other places I might be found hanging out talking games:
9. My awesome, pithy OSR take nobody appreciates enough:
Vomit it out, then clean it up.
10. My favorite non-OSR RPG:
I hate these kinds of questions. Who can ever pick just one? Enjoying Iron Kingdoms, FATE, Eclipse Phase and the games I’m working on at the moment.
11. Why I like OSR stuff:
The punk aesthetic, the IDGAF community, the ‘try anything’ freedom that the narrative game community aspires to, but gets too hung up on politics and wokeness.
12. Two other cool OSR things you should know about that I haven’t named yet:
My house-rule that you can try any combat move you like, but at a basic penalty of -5 (gives fighters something they REALLY excel at, swashbuckling).
13. If I could read but one other RPG blog but my own it would be:
14. A game thing I made that I like quite a lot is:
15. I’m currently running/playing:
The Iron Kingdoms RPG (the non-d20 one). Our heroes are a band of morally questionable mercenaries, working for a secret society of wives/widows of the powerful men of the city as their enforcers and investigators. It’s all ascending towards some sort of confrontation with the current, established powers that be.
16. I don’t care whether you use ascending or descending AC because:
So long as everyone at the table agrees, why the cock should it matter?
17. The OSRest picture I could post on short notice:
Is at the top of the page.
Character Themes give an additional level of flavour and characterisation in Starfinder and that’s almost always good. The examples given in the base book are:
- Ace Pilot
- Bounty Hunter
There’s obvious overlap with class choices, allowing specialisation or broadening of character capabilities.
For the kinds of game more suited to MotSP I’d want to see some additions.
Taking ‘Noble’ as an example…
Noble: +1 Wis
You have been bred for generations and trained since you were born for comportment and the capacity to lead. A strangely high number of interstellar societies bind themselves using tradition, and monarchies give them a strong sense of identity. Thanks to genetic engineering and technological learning tools, the ruling class can now be empowered to be truly benevolent dictators, not that it always takes. Still, you have a sagacity and an aura of command that comes from your noble birth and which gives you a great deal of influence. You can’t buy class, you have to be born to it.
Theme Knowledge (1st)
You have an encyclopaedic knowledge of bloodlines, heraldry, marriages and relationships between noble houses. When attempting a skill check to gain knowledge relating to noble (or mercantile or religious) positions, relationships or history you gain a +1 bonus. You gain Culture as a class skill, or gain a +1 bonus if it already is a class skill. You also gain an ability bonus of +1 to Wisdom.
You have the noble bearing that comes with your blood and your rigorous manners. You gain a +2 bonus to Diplomacy and Intimidate towards anyone who recognises your authority and standing (subjects, diplomats, fellow nobles etc).
Your bonus to Diplomacy and Intimidate doubles to +4 and even those who do not acknowledge your standing cannot help but be impressed by you, giving you +2 to these checks against them.
Court Intrigue (18th)
You can hold court up to twice a day, officiating and meeting with people for at least an hour. At the end of the courtly session, you recover 1 Resolve point. Holding court is also a good way to gather information using Culture, Diplomacy, Intimidate, Sense Motive and Profession skills. Tests you make of these kinds during court gain a +2 bonus in addition to other bonuses.
You can get a lot of stuff on RPGNOW, and some of my freelance work is up there too. If you buy using these links, I also get a kickback, which is helpful to me! So worth pimping some of these out! Plus, I wrote them, so you know they’re cool. I’ll get a kickback if you use this link to purchase anything from there, so if you want to help me out on a more regular basis, you can bookmark that link and use it whenever you go to RPGNOW!
Like a hell of a lot of other game designers, I did a lot of stuff for D&D 3.5/Pathfinder. Amongst those, I wrote a good chunk of CITY OF STORMREACH for Eberron, bringing the setting from D&D Online (which I was in the position of having played) into tabletop. It was a bit of a challenging project with far ‘too many cooks’ making it hard to coordinate, but people seemed to like it!
Books of feats and other rules faff were a plage on 3rd edition, and I did more than my fair share of spreading that plague, but always with an eye to making things fun rather than just making things for the sake of it. I did a couple of Unorthodox books, RANGED COMBATANTS and MONK FEATS.
Louis Porter Junior is a rapid-fire powerhouse of OGL material and I worked with him on two things. One of these, the underdeveloped Pirates of the Bronze Sky, had me fleshing out races such as the KAYLATHEON and TOCARRA. With a little work these might even make interesting character races for Starfinder.
Much more complete was our horror/post apocalyptic setting ‘Obsidian Twilight’ over which I had a lot more influence. There’s a lot of material available for that, some of it free. So do check out the OBSIDIAN TWILIGHT CAMPAIGN SETTING and other material like THE WELL OF DEAD FLESH, OBSIDIAN APOCALYPSE, and more.
I also wrote an unusual adventure ‘Cross City Race’ for 4e in DUNGEON, but easily adaptable to other versions. That was good enough for me to win signed copies of the 4th Edition core books. Cool then, a source of eternal shame now!
For 5th Edition I’ve written a couple of third party products, freelance, for Asatania. THE PRISONER OF SPUR ROCK and THE NEW MINE MASTERS, which have been praised for accessibility and atmospheric writing.
Way back in the mists of time, when men were real men, women were real women, and small furry creatures were called halflings, I wrote a d20/OGL PUBLISHING GUIDE. Some of this is out of date, but since the OGL is still being used it’s not quite as out of date as it could have been. You may still find it useful.
Outside of D&D I’ve written material for lots of people. Not all of it is still available, it seems, or I’m not listed as a contributor, but of those that do there’s still plenty.
For Victoriana I contributed material to FACES IN THE SMOKE and FAULKNER’S MISCELLANY. I always preferred a more grounded type of Steampunk, so you may find the parts I wrote – at least – suited to other Steampunk games than the Victorian Shadowrun that Victoriana brings to mind.
While my relationship with the SLA Industries team has become a little fraught since Gamergate they still make very good stuff, and Dave Allsop is an artistic genius with a mind for horror that is unparalleled in games media, in my opinion. More recent material the publish with my name to it include URSA CARRIEN and HUNTER SHEETS 2.
If you’ve like my other fiction, you might enjoy the story I contributed to the DARK HARVEST collection, a number of stories set in the Legacy of Frankenstein RPG setting.
Some of my stuff has been republished in nicer format by Chronicle City, where I am still partnered with keystone of the UK RPG scene, Angus Abranson. We hope to get back into production there eventually, meanwhile you can buy the following things there:
FOREVER SUMMER: You play as a gang of children solving mysteries in the town Oceanview. If you liked Goonies, Monster Squad, Explorers, Eerie Indiana or even Stranger Things you might find something fun here.
@CTIV8: This is the second edition of my activist game, drawing on influences such as Anonymous and Global Frequency, it’s about ordinary – but skilled – people, making a difference in the world. This second edition is much tighter and more playable.
ARS GOETIA: If you’re after an ‘old school’ magic system that isn’t just the same old ‘whiz-bang’ Vancian magic or similar, this is for you. Based on the Goetia, a ‘real’ book of magic, this allows you to create a magician whose power and skill derives from his pacts and command over demons, angels and spirits – and whose soul is always at risk. This would work well with RPGPundit’s Lion & Dragon, with a bit of kitbashing.
100 SEEDS: I still publish most of these myself, but several turbocharged editions were created for Cubicle 7 and the rights have since moved to Chronicle City. So if you want the more professionally laid out versions of 100 FANTASY, 100 SCI FI or 100 HORROR adventure seeds, you know where to look!
This is the last entry in this monthly challenge, so I’m not paywalling it. We’ve mapped out the basics of the world and have some idea of the rules. Eventually, I’ll get around to turning them into an actual book! As regards this question though… I think short of roughly mapping the world and – perhaps – ‘hex crawling’ a section of the world as a starting area, I’d like to leave things rather vague. Talk of distant nations and lands without anyone being truly, entirely, sure of what is out there. A less defined world leaves far more room for Games Masters to add their own material and leaves room free for supplements and definition as good ideas occur.
Some things will be defined of course, and those have already been covered, while the ‘bottom page text’ – as with Machinations of the Space Princess, will contain plenty of rumours and story seeds.
I tend to have a few particular archetypes that I play most often. In the world that I have spelled out thus far I would play a rogue/thief type character who has come up from the slums in one of the fortress cities via sometimes grim and often criminal means. He would be a capable fighter, compensating for the relative lack of combat capability compared to a fighter by taking compensatory skills and specialising in particular weapons. He would mask a terror of falling back into poverty with bravado and a surface-level amoral and materialistic fixation. Beneath that he would be a good man forced to live in bad circumstances, but with sympathies for The Comity’s assault on the status quo.
He would not be above slitting a motherfucker’s throat in their sleep, but would also get drunk afterwards from the guilt.
He might look something like this…