Wicked Words 7
Transcription
Wicked Words 7
#7 PLAY DIRTY Cheaters & Consequences ZHERO A Tale from Galaxy XXX! VANCIAN A Magic System for All Games THE INVERSE LAW OF NINJAS Not a Roleplaying Game! Logo by Inga Indrašiūtė Cover by Paulius Zakarauskas A MAGAZINE FOR THE DISCRIMINATING GAMER A MAGAZINE FOR THE DISCRIMINATING GAMER MARCH 8, 2015 John wick Presents Magazine Welcome Aboard! Hello and welcome to the seventh issue of Wicked Words Magazine! Our goal (and by “our,” I mean, “my”) is to provide players and game masters tools that enhance your gaming experience. This issue has a whole ton of articles for your perusal. It’s February and that means Valentine’s Day! Ugh. I hate Valentine’s Day. I don’t need a special holiday to say “I love you.” Every day is Valentine’s Day around my house. (And every day is March 14th, too.) However, I have not allowed my resentful and justified hatred of this heartless holiday to wreck and ruin my resolve! Instead, I’ve compiled a whole ton of goodies for you! First, our Play Dirty article this month tackles two—count ‘em two!—different, but related topics. We’ll talk about the proper way to handle cheaters (one of the most common questions I get) as well as adding significant consequences to your game. Next, I’ve got a little magical chocolate morsel called Vancian. It’s a meta magic system for any game inspired by Jack Vance’s overused trope. (Consider it a Jack Vance heartbreaker. Oh! Another Valentine’s Day reference!) And then... and then... the biggest heartbreaker of them all! You’ve been waiting for it... you’ve been begging for it... (okay, only one of you has been begging for it) but here it is! The beginning of Santa Vaca! This is where I take the character sheet from The Most Popular Roleplaying Game in the World and see if I can make a... different game out of it. Yeah. You know what I’m talking about. Next, a little love letter to one of my favorite people. A long time ago, I designed an RPG for The Legend Jessie Foster called The Inverse Law of Ninjas. I revamped it a bit, polished it up and now, it’s yours. After that is a short story from Galaxy XXX called “Zhero.” I’ll say nothing more. Finally, another Little Game. This one a twist on an old friend. Go check it out. PAGE 2 A MAGAZINE FOR THE DISCRIMINATING GAMER MARCH 8, 2015 Play Dirty: Cheaters & Consequences You get two subjects this issue. First, a “trick” I’ve been doing forever. Not really a trick at all, really. And not really an essay this time. More of a screed. Maybe a rant. Not sure. Second, you get a little lesson in how the little things can change everything. You can get your own copy of the collected columns (and bonus stuff) at DrivethruRPG: http://rpg.drivethrustuff.com/product/85816/Play-Dirty Cheaters Nearly every seminar at a game convention turns into a GM advice seminar. This is an insight provided to you and I by the undoubtable Robin D. Laws. Every seminar at a game convention inevitably turns into a GM advice seminar. And, at every GM advice seminar, you get the standard run of questions. One of the oldest–and by now, most annoying–is this one: “How do I handle cheaters?” Now, I have a Play Dirty answer to this question. It’s a devious, underhanded, ruthless and merciless technique that I reserve for only the most advanced GMs. Seriously. You need years of training to handle this technique and it’s got to be done with the upmost skill and confidence. Show a single moment of weakness or hesitation and you’ll screw this up. I mean it. You will screw this up. So, get your Big Boy Pants on. (Or your... uh... Big Girl... uh... Skirt... nah, that’s sexist... um... yeah... let’s just skip that euphemism, shall we?) Okay, let’s try that again. Advanced technique. Only really experienced GMs should handle it. Could go horribly wrong. Okay, got all that covered. The technique is... Talk to them about it. No. Really. I mean it. Sit down privately and ask the question. “What’s wrong that you feel the need to break the rules?” “Why do you lie about dice rolls?” “Why are you lying about your skills?” Generally, what I find are two kinds of players who cheat. The first lot are people who like cheating. Okay, there’s not a lot I can do about that. Don’t do it again, and if you do, don’t let the door hit you on the way out. However, I find those folks are a minority. The majority of players cheat because they feel the mechanics in the game and on the character sheet aren’t helping them tell the kind of story they want to tell. Here’s what I mean. From my own experience, I can say that most cheaters lie about die rolls because the system doesn't support the kind of character they want to play and the kind of story they want to tell. In other words, the player feels their character should be better at something than the game currently reflects. If I’m playing a mad scientist and I want to make crazy inventions, my character sheet should reflect a level of competence with creating crazy inventions. If that isn’t the case, I’ll cheat the system to make sure my character is competent in the fields I want. Now, this could be the result of a few problems. The first is that the player hasn’t built their character to reflect those goals. In other words, she should have put more points in Mad Inventing. Fix that. Or, it could be the player is misunderstanding the system and isn’t rolling correctly. Either way, misunderstanding is the problem and the player is cheating to compensate. PAGE 3 A MAGAZINE FOR THE DISCRIMINATING GAMER There’s also the possibility that the system doesn’t allow the kind of success the player wants. Yeah, I know that sounds crazy, but some game systems only allow helpless or fragile characters who fail most of the time. You play a victim or a character who never gets ahead. (Some system designers openly admit the system is against the players because it's supposed to be "dark" and "bleeding edge.") The dice fail them because the system is set up for failure. They cheat because they come to RPGs to be heroes, not failures. Competence isn’t the issue: the game wants you to fail more often than you succeed. (I’m looking at you, Apocalypse World and World of Darkness.) In this case, it may be the character and story the player has in mind just don’t mesh with the game you’re running. Either you haven’t successfully communicated this element of the game or the player doesn’t understand it. Again, this is a problem that can be solved by communication. Other players lie about die rolls because they want to do something awesome and the system only has mechanics for one kind of success and multiple kinds of failures. Yeah, I know. Isn’t that crazy? There’s only one kind of success but multiple kinds of failures. Or, as some GMs call them: “fumbles.” This comes from an antiquated philosophy of GMing. The Killer GM. The person who thinks boss monsters are a good way to challenge players. Make things super hard so they’ll feel like they earned something. This is the wrong way to think about designing stories for your players. Yeah, I said it. The wrong way. Let me show you a better way. Consequences Recently, the folks over at the Worldspinner Kickstarter (which you can find here) asked me to contribute a world as a stretch goal. Part of designing the world was also coming up with quickstart story ideas. MARCH 8, 2015 The world I came up with (which you can read all about when the project is finished) I called “Black Iron Throne.” Take a standard fantasy world and then throw a few meteors at it. The meteors are made up of an alien, magical material the folks of this standard fantasy world call “black iron.” It makes you really powerful, but also makes you really evil. Corrupts you. All the big players have black iron. If you want to keep up, you need to use it, too. But if you use too much of it... It’s the standard “power corrupts” theme, except I made the intangible into the tangible. There’s also addiction metaphors running around and a few other subjects most RPGs won’t touch. One of the stories I wrote up involves a black iron meteor falling in ork territory and three groups race to get it. The first group is a tribe of orks, the second is a human warriorscholar and the third are our noble heroes. It’s a simple race to the treasure. The orks have their skills and abilities, the humans have theirs and the players have their characters’ skills and other advantages. Now, you could stop there. You’ve got everything you need for plot: three groups who all want the same thing. That’s really all you need. A conflict of interest equals plot. But let’s spice things up a bit. Let’s throw in something that really makes our story interesting. For example, what if the ork tribe leader, Fenfall Burack, needs the black iron because he’s losing territory to other ork tribes who have black iron? Fenfall’s been trying to hold off the other tribes without using it because he knows what it does: it turns orks into the kind of stupid, bloodthirsty beasts that... well, that most RPGs paint orks as. Fenfall’s been holding them off, using clever strategies and tactics, but the black iron magic is too much. His enemies are two feet taller and stronger and faster and don’t feel pain. What’s more, every ork he loses either dies or becomes a slave to the other tribes. And Fenfall’s surrounded on all sides. He doesn’t want to use the black iron, but he has no other choice. If he wants to protect his people, he PAGE 4 A MAGAZINE FOR THE DISCRIMINATING GAMER needs the black iron. Otherwise, his tribe will become extinct by the end of the year. Meanwhile, Janatha Valuin, the human warrior-scholar, wants the black iron because she thinks she can devise a method of counting its effects. She’s well aware of the evil, corruptive influence of black iron. Janatha watched the best minds of her generation destroyed by it. She watched her mother turn from a brilliant and generous instructor at the Wizards Academy into a fiendish mastermind who tried to assassinate a king. And it was Jantha’s own sword that finally stopped her mother’s schemes. She watched her father slowly succumb to its corruption as he tried to stop Janatha’s mother from falling into wretchedness and evil, finally ending his own life rather than become a slave of black iron. MARCH 8, 2015 And why exactly is our heroes’ motive? All I did was throw a sympathetic movie on the antagonists and I’ve changed the whole story. Now, getting to the black iron meteor first means the death of an ork tribe. Getting it first means Jantha may never discover a way to destroy black iron. The best villains are the ones who have causes we can sympathize with. Doctor Doom wants to get his mother’s soul out of Hell. Magneto wants mutants to live in a world free of prejudice. Mister Freeze wants to find a way to bring his wife out of her cryogenic tomb. Oh, and terrorists hate us for our freedom. The choices your players make should have real consequences. Meaningful choices matter. I don’t care about which sword you use or what Janatha needs the black iron for testing. If her kind of armor you wear, whether or not you bring hypotheses are correct, she can not only cure the ten foot pole or the ten flasks of oil. I don’t black iron addiction, but destroy the substance, care how many hit points you can deliver in one hopefully eradicating it from the metaphysical round. None of that matters to me. ecology once and for all. What your character can do is These are the two parties competing to get the inconsequential. What he will do... now that’s black iron meteor. where we start getting into interesting territory. Special Thanks to all of you who helped with our Play Dirty Kickstarter! Both books should be available on my webstore by the beginning of March, 2015. You can get them in PDF/ePub and dead tree versions. PAGE 5 A MAGAZINE FOR THE DISCRIMINATING GAMER MARCH 8, 2015 Vancian: A Magic System A “universal” magic system utilizing the memes created by the master storyteller, Jack Vance. About a half century ago, a man named Jack Vance created a magic system for his Dying Earth series. It’s been so influential, the term “Vancian” has become a meme. Almost every RPG, TV show, novel and movie that uses magic uses a Vancian magic system. Just the other day, I was in the shower (where all great ideas happen) and I was thinking about the Buffy: the Vampire Slayer TV show, how to create a magic system that addressed the true spirit of the Vancian system. That is, could I create a system that players used to address plot problems. It started off with a single skill: Spellcraft. Spellcraft Spellcraft has five ranks of mastery. Each rank gives you a die to roll for research and spellcasting. Doesn’t matter what kind of dice you use. When you roll an even, you get a success. Characters use this skill when both using and researching spells. What’s more, they also use it when defining spells. Yeah, defining. Let me explain. When you make a Spellcraft roll, you always roll five dice. You only get to keep a number of dice equal to your Spellcraft skill. That is, if your Spellcraft skill is 2, you roll five dice, but only two of them count toward your total. You get to choose which dice you keep, but you only get to keep a number equal to your skill. Defining Magic Your players need a spell that turns vampires human again. They ask, “Is there such a spell?” Make a Spellcraft roll. If get at least one success, the spell exists. If you get no successes, the spell doesn’t exist. Or, at least, you don’t know about it. When the question arises, the player rolls a number of dice equal to his Spellcraft skill. Even one success means, “Yes, the spell exists.” Additional successes allow you to alter the spell’s elements: casting time, components, difficulty, rarity and targets. Spell Elements Each spell has four elements. These make up the details of the spell. All elements make casting a spell difficult: casting time increases how long you need to spend to cast the spell. Components are the number of rare items you need to make the spell work, etc. When you make a Spellcraft roll, you can burn successes to decrease casting time, components and the rest. For example, if you roll three successes, you use the first to say, “Yes, the spell exists.” Then, you have two more successes you can “burn” to decrease the number of elements the spell requires. See each element for details. PAGE 6 A MAGAZINE FOR THE DISCRIMINATING GAMER Casting Time All spells require at least one hour to cast properly. You can rush them, but doing so may cause problems. You can burn a success to minimize the casting time of the spell by ten minutes. Components Each spell also needs components: eye of newt, toe of frog, all that stuff. Most components are not easily acquired (can you get a frog’s toe in twenty-four hours?) and need a shopping run before you can cast the spell. Each spell requires component requires twenty-four hours to acquire. Different folks can make runs at the same time, but you need one person for each component. All spells require at least five components. The first component is always the book or scroll you’re reading the spell from. You can use successes to lower the number of components needed. Lowering the number of components you need requires you burn one success for each component you don’t need. Difficulty Once you’ve completed all the preparation for casting the spell, it’s time to cast it. However, altering the very fabric of the universe isn’t quite like folding laundry. It requires complete concentration, willpower and endurance. All spells start with a difficulty of 1. That’s the number of successes you need to cast the spell. Roll your Spellcraft dice, count the successes. If you get at least one success, the casting is also successful. You can voluntarily increase the difficulty of the spell to decrease the number of elements you need. For example, you can increase a spell’s difficulty from 1 to 2 and eliminate one rarity element. Or, you can increase it from 1 to 3 and eliminate one component and add 10 minutes of casting time. Rarity Rarity indicates how many spellbooks carry the spell you need. The higher the rarity, the more rare the spell. (Duh). You can find the spell in books that have an equal rank of rarity. To do that, you need to find them in Libraries (see below). MARCH 8, 2015 Each spell begins with a rarity of 5. You can lower the rarity of a spell by one rank per success you choose to burn. Targets Each spell only targets one person, place or thing. That person, place or thing may be you, a house, a dagger or even someone else, but it’s just one thing. You can increase the number of things the spell targets by burning successes. Each success you burn increases the number of targets by one. Casting the Spell Once you finish casting, it’s time to see if your spell is successful. Make a Spellcraft roll. Roll 5 dice Each spell has a difficulty of 1 (unless you’ve voluntarily increased it). Make a Spellcraft roll. At least one success means you’ve cast the spell successfully. More successes get, the better. That’s because you can use those successes for additional experience. (See below.) Experience Every session you successfully cast a spell, you gain a point of experience. For every additional success you get when casting a spell also counts as experience. Here’s how you can use it. Library A library helps you research spells. It also assists with the rarity element. Spending an experience on a library gives you Library 1. This means you roll one bonus die (roll, not keep) when researching a spell. Also, you can use the rank of the library to lower the rarity of a spell by the library’s rank. Increasing the rank of a library requires a number of experience points equal to the rank you want to increase the library to. In other words, raising a library from zero to rank 1 requires one experience. Raising it from rank 1 to rank 2 requires two experience. Mastery You can also use experience to master spells. Memorizing means you can eliminate elements from the casting. Every point of experience you spend on a spell eliminates one group of elements from its casting. For example, you can spend an experience and eliminate rarity from the casting. PAGE 7 A MAGAZINE FOR THE DISCRIMINATING GAMER MARCH 8, 2015 Santa Vaca: Dangerous Ideas to Stab Your Game in the Face A while back, I had a notion... let’s finally flesh it out. Introduction You don’t want to read this. I’ll take the heads off all your dolls and put tinker toys in their place. I’m serious. You really don’t. I’ll switch the voice boxes on your G.I. Joes and Barbies. If you read these words, they’ll ruin your game. You won’t look at it the same way ever again. You’ll look at it like a husband or wife looks I’ll take your Legos and some superglue and at a spouse they know has cheated on them. make laser sights and other accessories for your superpowered squirtguns. Some things, once you see them, you can’t unsee them. This is one of those things. If you tell me I can do whatever I want with your toys, when you get them back, you won’t recognize them. Why are you still reading? You read the title, didn’t you? What part of “dangerous” do you not understand? Like I said, most people see an OGL as permission to write adventures and add on more features. I see it in a completely different light. I Maybe that’s just it. You don’t understand. see it as permission to really screw things up. Maybe you need someone to explain it to you. All right. To save you some trouble, I’ll do that. And that’s the point, isn’t it? That’s the whole point. Experiment. Don’t just think outside the When the guys at Wizards of the Coast box; throw the damn thing out the window. released The World’s Most Popular RPG under an OGL, they gave license to other game designers. They said, “Here are our toys! Come play with *** them.” The idea first came to me in the place where Now, most folks see that and say to all good ideas happen. I’m talking about the themselves, “Hey, I could make a few new feats!” shower. or “Hey, I could make a new prestige class!” or “Hey, I’ve got a few spells I could throw in there.” For some reason or another, I was thinking, “Could I change the core resolution system of The I don’t see it that way at all. I see it as an World’s Most Popular RPG without changing the invitation to come in and mess things up. You character sheet?” want me to play with your toys? Fine. PAGE 8 A MAGAZINE FOR THE DISCRIMINATING GAMER (Don’t ask me why I was thinking this. I honestly could not give you an answer.) The more I thought about it, the more I realized, “Yes. Yes, I think I can.” I jumped out of the shower, sat in front of my computer and recorded my thoughts. When I was done, I posted them on my Youtube channel. You can even watch my wet hair slowly dry as the video progresses. It was a challenge that caught my imagination and wouldn’t let go. Held on with the grip of a maniac crocodile. Then, I started wondering, “What else could I change without changing the character sheet?” Could I change alignment? “Yeah, I could.” Could I change the magic system? “Yeah, I could.” Could I change… dare I think it?... combat? After a short while, I said, “Yeah. I could.” Not make them “better.” No, no, no. Change them to something else. Change them to something I was more willing to play. Make them say something I wanted to say. How much could I change without changing the character sheet? MARCH 8, 2015 World’s Most Popular RPG. If you ever played in one of my games, these are the house rules I’d make. They change the game in fundamental ways. You cannot play the game the same way if you implement even one of these changes. The whole game transforms. Takes on a different feel. It means something different. Also, each of the ideas is modular. That is, you can take one of them and leave the rest. You could use all of them if you like. (You’d be playing a very different game, but maybe that’s the point.) *** So, here’s your last warning. Stop reading now. Any further reading will damage you beyond repair. Contaminate your mind with memes that are not easily cleansed. The ideas contained within are weapons. Memetic weapons. They are in your base, killing your memes. Besides, sacred cows always make the best steak. That was the question I first asked. And from that, I got some ideas. Dangerous ideas. *** I feel it’s necessary to say this again: I’m not “fixing” anything. Nor do I think my ideas make The World’s Most Popular RPG a “better” game. But, as a game designer, I often putz around with game systems after I get done reading them. I fool around with them more when I’m in the middle of running them. I even think about ways to change them when I’m not running them. These are ideas I’ve had while reading, writing for and playing The PAGE 9 A MAGAZINE FOR THE DISCRIMINATING GAMER MARCH 8, 2015 The First Dangerous Idea: Ditching the d20 I have a notion. Okay. So, we’re gonna ditch the d20. What do we replace it with? I was in the shower when the notion came to me. A question, really. “Could I change the core Let’s try a whole ton of d6s. In fact, one d6 for resolution mechanic in d20 without changing the each +1 you have on your character sheet. What character sheet?” In other words, could I ditch the happens when we try that? d20? Let’s find out. The notion came to me because I don’t like the d20. Why? Because it’s just too random. Risk & Privilege Pop quiz! What are the chances of rolling a 1 on a d20? If you said, “five percent,” you are absolutely correct. Second pop quiz! What are the chances of rolling a 20 on a d20? If you said, “five percent,” again, you got it right a second time. The d20 is just too random for my tastes. It swings up and down the scale from 1 to 20 with the crazy abandon of a roller coaster without breaks. When it comes to rolling dice, I prefer bell curves. And you only get bell curves when you roll a lot of dice. Also, I must confess, holding a handful of dice and throwing them on the table, hearing them clatter together… that’s just satisfying. Much more satisfying to me than rolling a single die. Rolling a single die feels more desperate to me. Like things are out of my hands. When I roll a whole bunch of dice, it feels more like they’re working for me rather than against me. Many dice is a gang of buddies working in my favor. They’re my crew. But that single d20? He’s got it in for me. He wants my character to fail. He’s The Enemy. Whenever your character takes a risk—an important action that either changes the plot, endangers a character or challenges a character’s beliefs—you make a roll. You’ll be rolling a number of d6s against a standard target number of 10. Generally, this target number does not change. In other words, it does not increase for difficulty. This is an important distinction from the way the game usually works. We’re not changing the target number based on difficulty. That’s because we’re not rolling for success or failure… but we’ll get to that point in a moment. The target number is (almost) always 10. The number of dice you roll depends on your abilities and skills. You gain a d6 for each +1 in the appropriate ability. You also gain a d6 for each +1 you have in a skill. This gives you a total number of dice to roll against the target number (which is almost always 10). Example Your character is trying to jump from rooftop to rooftop, running from guards of a jealous husband. (How did you get in such a situation? Use your imagination.) You use strength as your ability. The appropriate skill for this risk would be, of course, jump. Your character has a +3 strength and a +3 jump. That gives you 6 dice to roll. When you PAGE 10 A MAGAZINE FOR THE DISCRIMINATING GAMER MARCH 8, 2015 roll your dice, you get 5, 4, 4, 3, 2 and 2. That’s a 20. You’ve beaten the target number! fail? Well, because failure is sometimes more interesting than success. If you succeed in beating the target number, you gain privilege. This means you can describe how your character succeeded or failed the risk. Besides, I’m giving you another tool to use. A tool that will allow you to add further details and effects to your character’s actions. That’s right. You describe your character’s success or failure. If you do not beat the target number, the dungeon master gets to say how your character succeeded or failed the risk. Now, this may seem like a pretty radical notion, but think of it this way. Under normal operating conditions, when you fail a roll, the DM gets to say what happens. He could say that your character succeeded but got pushed back in some way or he could say that your character failed but moved forward anyway. Let’s call them “wagers.” Wagers One of my biggest gripes with the d20 system in general is how the “determining roll” (does my character succeed or fail?) has nothing at all to do with the effects that follow it. In other words, success is binary. You either succeed or fail. The only modifier to this is the critical hit rule. If you roll a natural 20, you get a critical hit. But only in combat! (And, in some versions of d20, you only get a critical if you “confirm the crit.” Nice way to kill the moment, guys.) When you get privilege, you get to say one thing about the success or failure. You can add It really doesn’t matter what you roll. A 4, a 6, little dramatic flourishes, but privilege allows you a 19. Anything other than a 20 is just a plain old —the player—to say only one thing about that success. No degrees of success or failure. success or failure. A single roll doesn’t make you the DM; it just gives you the right to be the DM for I don’t like that. So, I’m changing it. a moment. Now, some may think we should add the The system hasn’t really changed all that critical hit roll to actions other than combat. That much. If you fail the roll, the DM still gets to say isn’t enough for me. A 5% chance for a hero to what happens—for better or worse. But now, if make a critical hit? That’s too small. It’s also too you succeed, you get to say what happens. You random. Instead, let’s put the ability to make become the DM for a moment and get to narrate critical hits right in the players’ hands. the scene. Before you roll your d6s, consider your Remember jumping from rooftop to rooftop? chances of rolling a 10. Generally, you only need Okay, so you’ve rolled a 2055. Because you rolled four d6s to make a ten. The average roll of each 10 or higher, you get to narrate the outcome of d6 is around 3 (give or take; it’s actually 3.5, but your character’s action. You decide that your who’s counting?). That means you really only need character makes it across the rooftop, slipping four d6s to make a target number of 10. Three, if slightly on the very edge, knocking some shingles you’re willing to take a 50%/50% risk. down to the street below. Look at the dice you’re rolling. If you think you Or, you could decide your character misses can afford it, set one or more dice aside. These are the other side of the roof and now clings your wagers. desperately to the edge, his feet dangling over the street far below. A wager is a d6 you set aside before rolling. Each wager you set aside can be used after the Or, you could decide that your character roll to add to the effect of your risk. In other misses the other rooftop completely and is now words, if you set aside wagers before a to hit roll, plummeting to his doom. you can use those dice as additional damage. Why would you want to narrate such an outcome? Why would you want your character to PAGE 11 A MAGAZINE FOR THE DISCRIMINATING GAMER If you set those dice aside before a diplomacy check, you can use each wager to move the initial attitude closer to friendly. If you set those dice aside before a craft check, you can improve the quality of the item your character makes. But wagers can provide an additional bonus. Remember how I said gaining privilege allows you, the player, to say one thing about the outcome of your risk? Well, each wager allows you to add a detail to the outcome of a risk. In other words, you get to add an “and…” to the narration of your success or failure. Remember jumping across the rooftop? Let’s look at that roll again, but this time, let’s look at using wagers in the example. Example Your character is trying to jump from rooftop to rooftop, running from guards of a jealous husband. You use strength as your ability. The appropriate skill for this risk would be, of course, jump. MARCH 8, 2015 Your roll: 5, 4, 2 and 2. That gives you a roll of 13. That’s 10 or higher, so you get privilege. You decide to say, “My character doesn’t make it across the gap and begins falling toward the ground.” Each wager now allows you to add one detail to the outcome of the risk. First wager: “My character lands on a balcony just under the rooftop.” Second wager: “And the balcony is the bedroom of a lady friend who wants to hide me from the guards.” You can use wagers to add elements to any scene. Of course, these elements have to make sense within the context of the scene. We’re not going to use this rule to make ourselves look cool at the expense of everyone else’s enjoyment. In other words, we’re not going to abuse this new rule so we can be wankers, right? Right. Your character has a +3 strength and a +3 jump. That gives you six dice to roll. You decide to set aside two of your six dice for wagers. PAGE 12 A MAGAZINE FOR THE DISCRIMINATING GAMER OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. 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Identification: If you distribute Open Game Content You must clearly indicate PAGE 13 A MAGAZINE FOR THE DISCRIMINATING GAMER MARCH 8, 2015 Many years ago, I created a game for the Legend Jessie Foster. It’s been secret since then. Not anymore. What is the Inverse Law of Ninjas? It’s a Law you already know but you don’t know that you know it. Here it is. process of the mission, you’ll lose ninjas. As you do, each ninja who survives the mission gets a little stronger. He learns. He grows. He becomes ninja. The number of ninja working in a group increases, their individual effectiveness decreases. Everyone knows it, but not everyone knows it Put more simply: the more ninja there are, the is a Law. easier they are to defeat. If a villain sends a whole scad of ninjas after It is a rule everyone knows but not everyone our hero, we know the hero will win. It’s when the knows they know it. When they watch Star Wars, villains sends just one ninja that we know our when they watch The Princess Bride, when they hero is screwed. watch Bruce Lee and Jackie Chan… we all know the drill. If the villain sends a horde of bad guys after our hero… piece of cake. It’s when the criminal mastermind sends one guy— just one guy—then we know the hero is in deep trouble. The Inverse Ninja Law. The Law everybody knows. This game is about that Law. And it’s about ninjas. You’ll be playing a whole crew of ninjas. Thirty of them. Your ninja master sends your crew out on missions—spying, sabotaging, stealing, assassinating—and in the Photo credit: Flannol / Foter / CC BY-SA PAGE 14 A MAGAZINE FOR THE DISCRIMINATING GAMER The Law manifests itself in nearly every genre including (my favorite) the television show Firefly, where an entire government cannot capture a single girl, but a lone assassin quite nearly does. MARCH 8, 2015 When all the dice have been allocated to skills, your one ninja remains. The ninja badass. The Master Ninja. That’s the overview. Now, let’s see how this I wrote this game for Jessie Foster. It was his game actually works, step-by-step. idea. Jessie is not a ninja. His t-shirt says so, therefore, he is not a ninja. I told him once that I’d make a roleplaying game about ninjas. He said, “It should include the Inverse Law of Ninjas.” I told him that was so brilliant, the entire game should When you begin the game, every player should be built on the Law alone. And so, here it is. have a copy of the Ninja School sheet in front of them. You will also need twenty four-sided dice for each player. (You know, the ones that look like I hope you enjoy it, Jessie. caltrops.) Or don’t enjoy it. You can cheat by having tokens instead of twenty d4’s, but I suggest having at least five. Having more means less waiting around while other people roll dice. The whole premise is simple. A class of ninjas You can also cheat by rolling different sided begins their study with the Masters. They are dice (d6, d8, d10), but having four-sided dice is represented on your character sheet (the Ninja really the best way to play The Inverse Law of School Sheet) as twenty four-sided dice. Ninjas. Go ahead and put all twenty of those dice in Each die or token represents a ninja-inthe middle of the character sheet. Each die training, otherwise known as budoka. You use represents one of the students (budoka) in the these budoka to accomplish challenges during school. missions. I’ll show you how in a moment. First, let’s look at the Ninja School Sheet. Whenever your class goes on a mission, you will run into challenges your team needs to Notice that the center of the sheet says overcome. You can allocate some of the dice to “Meditation.” This is where all your budoka begin particular challenges such as Climbing, the game. Keep them there. Each of them is a Weaponry, Disguise, etc. Then, you roll the dice. bundle of deadly potential just waiting to be Each die that rolls an even number counts as exploited. a success. You can then narrate the outcome of At the corner of the sheet are a number of the action with each success. However, any dice Training Rooms. Inside each of these Rooms, your that do not roll successes are setbacks and the budoka learn the tricks of the trade. The Training Narrator can use those dice to narrate how your Rooms are: problems are complicated. Also, each die that is a failure is removed from your pool: a ninja who has lost his life or has become so debilitated he cannot continue in the mission. Naturally, he kills himself out of shame and the ninja magic in his blood burns him into cinders, leaving no evidence he was ever there. Each success remains in the Skill area. That is, if you roll five dice in Climbing and roll three successes, two of those dice (the failures) go away and the three successes remain. Now, whenever you make another roll for a challenge in that skill, the successes remain as automatic successes you can use to narrate the outcome of the challenge. • Weaponry • Disguise • Climbing • Invisibility • Hand-to-Hand • Explosives PAGE 15 A MAGAZINE FOR THE DISCRIMINATING GAMER This game has no single Game Master. Instead, each player takes turns as the Game Master for another player. It’s like a round robin solo RPG. Before you begin, you must determine your Ninja Mission. Typical Missions include assassination, infiltration, counter-espionage, theft and other nasty business. Use the Mission Table to determine the nature of the Ninja Mission. Ninja Mission Chart First Roll Second Roll 1. Sabotage 1. The Daimyo 2. Spy On 2. The Temple 3. Assassinate 3. A Rival Ninja Clan 4. Steal From 4. The Shogun Each player rolls on the Mission Table. Roll once for each column. This establishes the basics of the Mission. Then, each player looks across the table and plays the role of that player’s Master. In other words, you roll on the table twice, then speak to the player across the table as if you were the Ninja Master on his sheet. The Ninja Crew have no names. They are only Ninja. The Master gives them a Mission and sends them on their way. The Master also fills in the details of the Mission. Which Daimyo? Which Temple? What do they steal? These things are made up by the Ninja Master. Now, look at the sheet again. Do you see on the left side it has an arrow and the word “Enemies?” And on the right side is a similar arrow and the word “Allies?” During your Mission, the player sitting to your left plays all the Enemies and the player on the right side plays all your Allies. (I learned this trick from an incredible game called Polaris, written by Ben Lehman. You should check it out.) MARCH 8, 2015 As your Ninjas go through their Mission, you roll dice to determine their success and failure. But you only roll for an action that is particularly risky. Because of that, we call these dice rolls “risks.” Whenever your Ninjas must make a risk, you must send at least one Ninja to make that risk. Yes, that means sending one of your Ninjas to a possible death. Every Ninja you send to the risk is one d4. You may send as many as four Ninjas (4d4) to accomplish a risk, but no more than four. If you send more than four, they become too conspicuous. When you make a risk, roll one d4 for each Ninja you send. Move those Ninjas to the area of your character sheet that best represents the kind of risk your Ninjas are trying to overcome. These are your Ninja Skills: the kinds of dangerous activities Ninjas undertake. Types Of Risk Assassination: Murdering another human being Espionage: Gathering information on an enemy (or ally) Impersonation: Pretending to be someone you are not Sabotage: Blowing up walls, knocking down gates, poisoning sake works Stealth: Moving around without being seen Theft: Taking objects that should belong to your Ninja Clan Remember: each die you send represents one of your Ninja. A Ninja Team working together to accomplish your goal. What you’re looking for are even numbers. The 2 or the 4. If you get at least one of those numbers on the dice you roll, you will gain some amount of success. Any dice that roll evens are survivors. Any dice that roll odds are failures. After the roll, ditch any failures. Just throw them away. They are dead ninjas. They’ve PAGE 16 A MAGAZINE FOR THE DISCRIMINATING GAMER disintegrated and leave nothing behind. They also leave you with less dice to roll for future risks. Any survivors, on the other hand, get put into the Training Room that’s appropriate to the risk. If your ninja were climbing a wall, put your survivors in the Climbing Training Room. If you were using weapons, put your survivors in the Weaponry Training Room. MARCH 8, 2015 Your opponent/GM/Enemy/Ally can use a complication to kill one of the Ninjas on the Team. “Yes, and one of your Ninjas falls on his own poison needle and dies.” Fortunately, all dead Ninjas disintegrate into a pile of smelly dust. Meanwhile, while you are rolling dice, the GM, your Enemy or your Ally roll a number of dice based on the difficulty of the risk. Use the Risk Difficulty Chart below. Your GM is looking for odd numbers instead of evens. Whenever one of your Ninjas succeeds on a Mission, move that Ninja (d4/token) to one of the Ninja Skills. Risk Difficulty Chart Now, when you use that Skill, you may roll an additional die, regardless of how many Ninjas you send on a Mission. Difficulty # of d4s Easy 1d4 Hard 2d4 Very Hard 3d4 Impossible for Anyone but a Ninja 4d4 Your opponent can only kill a number of Ninjas up to the number of Ninjas you send on a Mission. If you have two bonus dice for a Skill and you send three Ninjas (a total of five dice), your opponent can still only kill up to three Ninjas, not five. Any action vs. Pirates +1d4 In other words, your opponent can only kill Ninja, not dice. If you roll at least one even number, you succeed in your task. You can say what happens. Unfortunately, each odd number your opponent rolls counts as a complication. He can add a onesentence modifier to your own description. Trade off modifying the outcome of the risk. Always start with the Ninja Team. They get to say whether or not the risk succeeded or failed. (Yes, you can roll evens and say that your Team failed. It’s entirely up to you.) Then, your opponent adds one element to that success or failure, using one of his “complication” (odd numbered rolls). Those that survive grow stronger. At the end of the Mission, mark down how many dice are in each Skill. From now on, you always roll at least that many bonus dice when you take a risk. But you still must always send at least one Ninja. As your Ninjas die, your remaining Ninjas grow stronger, honing their Skills, becoming true Ninjas. Eventually, your Ninja Crew will be whittled down to a single Ninja. This survivor becomes a Master Ninja… Trade back and forth between successes and complications. And once someone says something is true (“You drop your ninjato,”) you cannot use a Fill out a new sheet, put your new Master’s complication or success to simply say, “No, I name on that sheet and give him thirty new Ninjas don’t.” If a complication or success say something to train. is true, it’s true. You have to say “Yes, but…” or “Yes, and…” This is the Inverse Ninja Law. For more information, consult your local improvisational actor squad. Or Paul Tevis. PAGE 17 A MAGAZINE FOR THE DISCRIMINATING GAMER MARCH 8, 2015 e A Tale From Galaxy XXX What does Galaxy XXX look like? Here’s a little tale to give you an idea. The last thing I remembered was the injection. I was lying down in the Lazarus Chamber when the needle went into my arm. The doctor told me to count down from ten. I may have made it to eight. I was always a lightweight. The next thing I remember is a beautiful face looking down at me, her hair neon strands of shimmering crimson and blue, shifting like a pulsing sunset. Her eyes blinked and her lips smiled. “He’s alive,” she said. I couldn’t move. I looked up at her and tried to speak. She shook her head. “No,” she said. “Don’t. You’ve been out for a long time.” They put me in the Lazarus Chamber on August 22, 2142. I wanted to ask what the date was. She said, “You’ve been out for almost three thousand years.” I had a clear view of the room. As she stepped away from me, I saw her almost amber skin in the blazing light. She wore a skin-tight, silver outfit that would have been called a bikini a few thousand years ago. High, leather boots and black gloves. She carried no weapons that I could see, and trust me, I could see just about everything. I was still in the room where I went to sleep and a billowing pillar of smoke stood where the locked door used to be. Someone must have blown it from the outside. She stood between me and the door. I have to admit, I couldn’t help but appreciate the view. A figure stepped through the door. He was tall and dressed in a red, skin-tight leather body suit. I could not see his face: it was covered in a mask. As he stepped through the smoke, five others did as well. They were dressed in the same color, but in different costumes. Yes, they looked like costumes. And they all carried what looked to be weapons. Except for the big guy. Like the woman, he carried no weapon at all. “So, Valeria Vex,” he said through his mask. “We meet again.” Despite my blurry, confused brain, I mumbled, “You read my mind.” I had to blink. I felt my lips trying to curl into a smile, but they failed. What was happening? Then, she winked at me, put her finger over Was I dreaming? my lips and said, “Shh. I told you to keep quiet.” Then, an explosion blew that shimmering hair over her eyes and she said, “Stay still. This won’t take long.” The woman put her hands on her hips. “Lord Roland,” she said. “You’re a little late.” She threw a thumb over her shoulder, pointing at me. “This is my find.” I wasn’t going anywhere, so I had no objections. The Lazarus Chamber was vertical, so PAGE 18 A MAGAZINE FOR THE DISCRIMINATING GAMER MARCH 8, 2015 The man in the crimson mask—I can’t believe I Then, they threw their arms around each actually thought that—laughed. “You may have other and landed the most vicious kiss I had ever found him, but I’m taking him back.” seen. From behind her, I could hear the laughter in They spun about, surrounded by silver and her voice. “You’ll have to get through me first,” she crimson fire. She wrapped her legs around him, said. he put his hands in her hair. Her back arched and his fingers found that strap I was thinking about a moment ago. Apparently, he had the same plan. I wondered how she was going to fight off six guys. Five of them had weapons. But somehow I knew, without knowing why, that the guy in the Their bodies moved in syncopation, that fire mask was far more dangerous than the others. spinning around them, ripping their clothes from their bodies, throwing garments to the floor. Sometimes, the fire was more silver than red and “Very well,” he said. Then, he raised a hand. sometimes, it was more red than silver. “Dispatch her.” That’s when it happened. I felt a wave of sensation through my body that almost made me buckle. Every nerve ending suddenly stood up. Stood at attention. Yeah, you’re getting the point. My eyes focused on her left shoulder. A thin strap of silver over her skin. I wanted to reach forward and slide a single finger under that strap and peel it down, put my lips on her skin and pull my body against hers. Feel every curve of her. Taste that thin layer of sweat on my tongue. Pull her back against my chest and... ... I blinked. And I saw the five men with guns on the floor, their bodies trembling. And she stood there, just within reach. If only I could command my body to move. Don’t get me wrong, parts of me were moving, but not because of any conscious command I made. The man in the crimson mask looked to the left, then looked to the right. “Impressive,” he said. She used a word I’d never heard before, but would hear a lot of in the future. “I am a henta adept,” she said. “And it is a mistake to underestimate me.” He laughed. “I know,” he said. Then, he removed his helmet, throwing it to the floor. “As am I.” He said, “Challenge.” She smiled. “Accepted.” It was a battle with rules only the combatants could understand. At one point, I thought he had her. The silver fire was only thin strands, nearly devoured by crimson. I heard her voice aching as the back of her head touched the floor. But that didn’t last long. She fought her way back, the silver enveloping the red, and he was on his back, his body bucking desperately. It ended with an explosion of energy and my still-numb body trembled. Lord Roland’s body lost all strength and collapsed on the floor. She paused for a moment, still straddling him. Then, she took a deep breath and stood. She was naked. She walked across the room back to the Lazarus Chamber. “You okay?” she asked. “I...” was all I could manage. She nodded. “I understand,” she said. “All this must be very strange.” I nodded, unable to speak. “Let’s get out of here,” she said. Then, she walked back to where her silver suit had fallen. She picked it up and slid back into it. When she was done pulling her boots on, she stood and walked over to me. “When I get you back to my ship, I’ll explain,” she said. “But until then, just keep calm. I’ll protect you.” Then, she squeezed her forefinger and thumb together. I saw a glimmer of light under her skin. “I’ve got him,” she said. PAGE 19 A MAGAZINE FOR THE DISCRIMINATING GAMER I heard another voice say, “Great! Can you get him to the ship?” She said, “On our way.” She let go of the grip and the light under her skin faded away. Then, she turned her attention back to me. I managed a weak, “Why?” She smiled. “I’m Valeria Vex,” she said. “Captain of Team Vexed Angel.” She reached forward and picked up my entire weight with one wave of her hand. I floated in mid-air, my body seemingly weightless. “And you, Mr. Andrew Anson of the TwentySecond Century, are worth five thousand points.” Two thousand years ago, my ship—the Quatro —left Earth’s orbit with me in deep sleep. As she moved me through its halls, I saw other signs of battle. At least, I saw casualties. At least, they looked like casualties. But I didn’t see any wounds. Just bodies lying still on the floor. As I looked closer, I saw all of them still breathing. Unconscious, I supposed. I remembered what I saw a moment before. She moved me to the airlock. We passed through into another ship. The shift in technology was swift and startling. The walls were like digital rainbows. The whole ship pulsed. I felt no familiar hum of engines. She lowered me on a table that my skin dimly felt. “Diagnostic,” she said. A three dimensional hologram appeared above me. Another voice said, “Scanning.” She touched my head. “Don’t worry,” she said. “We’ll get you back up and walking in no time.” Her fingers lingered in my hair. Echoes of the moments from before were still in my blood. The other voice said, “Nervous system intact. Re-activating.” My body suddenly snapped awake and I felt every inch of me tense up and squeeze. MARCH 8, 2015 “Welcome back,” she said. “To the land of the living.” A familiar voice said, “Is that him?” I turned my head and saw something that was not human enter the room. It was bipedal, it had arms and legs and a head and a face, but it was not human. It stood on the other side of the table from Valeria. She nodded. “This is him.” The alien stepped up to the table. “Is he repairable?” it asked. She nodded again. “He is.” The alien made what looked like a smile. It reached over me and touched her face. “Good girl,” it said. She kissed one of his digits. I felt my mouth drop open. “How soon until we can get back home?” she asked. The alien said, “Xixix is on it.” Then, it withdrew its hand and looked down at me. “Hello, Mister Anson,” it said. “I am Doctor Nilthus.” I couldn’t tell for sure, but I thought the alien might be male. Seemed male. I nodded. “Hi,” I said. “If you don’t mind,” Nilthus said, “I’d like to see if you can sit up.” I nodded and looked at Valeria. She said, “Let me help you.” I put my palms against the table and pushed with my arms. It was hard, but I got myself into a sitting position. I have to admit, Valeria helping me didn’t hurt. Nilthus nodded. “Good, good,” he said. “Now, let’s see if you can stand.” That took a little more work, but after a minute or two, I was on my feet. The bare skin of my soles on the deck of the ship felt warm. PAGE 20 A MAGAZINE FOR THE DISCRIMINATING GAMER We tried walking next. That was a bit more trouble, but my body eventually remembered. The third voice said, “We’re clear of red territory. Hitting the Eris Portal in two.” I had been walking for a little while, but then I stopped. I looked at Valeria and Nilthus. “How do you all speak English?” I asked. They looked at each other. Then, Valeria asked, “We’ve altered your anatomy a bit.” I just stood there. “You did... what?” Nilthus said, “Nanobots. A few billion of them. We injected them to save your life.” He smiled. “You’ve been asleep for a very long time.” “Holy crap,” I said. She waved a finger at me, smiling. “Watch your language.” I shook my head. “How?” I asked. She laughed. MARCH 8, 2015 “It’s software. Downloaded into our brains when we’re still in utero.” She finished the piece and swallowed it. “Just one of many.” I took a sip of the hot drink. It washed over my tongue and I closed my eyes, just relishing the taste. “I can’t believe how delicious everything is.” She laughed. This time, with her lips. “I can only imagine,” she said. I had waited long enough. I had to know. The question had been burning in the front of my head long enough. “What... uh... what did you...” “I’m a henta,” she said. I nodded. “I heard that,” I said. “What does it mean?” She raised an eyebrow at me. Then, she said, “Since you were asleep, technology has advanced quite a bit.” I said, “I can see.” “The same technology that allows me to communicate with you also allows me to communicate with your body.” She paused. “I can access every nerve center and... stimulate it.” The Doctor nodded at me. “We’re not exactly sure how your 22nd Century anatomy would react She waved a finger at me and I felt it caress to our technology,” he said. “But we had little my cheek. choice. It was inject the nanotech or watch you die. Thus, the upgrade to your biology.” “See?” she asked. “Upgrade… my biology?” I asked. I nodded. “Yes,” I said. Then, I asked, “So... you... stimulated those men into She smiled. “Welcome to the 42nd Century,” unconsciousness?” she said. Later, I had some food inside me and a hot drink in my hand. She was sitting with me, her boots up on the table, long legs stretched out. “Telepathy has been available for about a thousand years,” she said. “Seems like magic,” I told her. She shook her head. “No, not magic. A technological advance.” She picked up something off my plate and put it to her lips. Those lips. She chewed while she talked to me. “Yes,” she said. “In a matter of speaking.” I ate another bite, thinking. “And Lord Roland?” I asked. “He is a henta, as well,” she said. “So...” I paused. “You two were...?” “Fighting,” she said. I almost laughed. “It looked a whole lot like something else.” She smiled. “It was both,” she said. “A henta duel.” PAGE 21 A MAGAZINE FOR THE DISCRIMINATING GAMER I remembered the whole experience again. Then, I asked, “Why didn’t I pass out?” “Because,” she said, “your body does not have the same... software... as theirs.” She moved her hand and I felt it on my chest. “I can still use my skills on you...” I felt that hand slip lower. “They just aren’t as... effective.” I took a breath and then took a chance. “That’s a shame,” I said, sipping my drink. “It means you can defend yourself against a henta attack,” she said, letting her touch fade from my skin. “With the proper training.” She winked at me. “Most cannot.” “Good thing I know a henta,” I said. I dared a wink. She smiled. “Good thing.” Just then, Doctor Nilthus walked into the galley. Just as I was making ground. “We’ve made it through the Eris Gate,” he said. “We’re home free.” She jumped up from the chair and into his arms. She kissed his cheek. “Five thousand points!” she said. MARCH 8, 2015 Doctor Nilthus told me, “There came a point where all the races decided to outlaw war and use the technology of the Ancients for our mutual advantage.” She said, “The Ancients are why we’re all where we are.” “They left behind technology for us to find,” he said. “Uplifted all of us so we would find it around the same time.” “Anyway,” Valeria said, “since we outlawed war, the Game started up. Anybody can play. You choose to be a hero and you start earning points.” “Hold on,” I told them, raising my hands. “I don’t understand this.” I asked, “What do you mean by ‘Game?’” Valeria sat back down, her hip against my hip. “Here,” she said, reaching out and touching my face with both hands. “Let me show you...” She was born on Abraxas 3 and grew up with her fosters who had personalities that would compliment her own, ensuring a healthy and happy family. Her mother was a historian and her father was a scientist. I raised a hand. “Points?” I asked. By the time she was fourteen, she showed They both looked at me. Doctor Nilthus turned great promise as a psychologist and was eager to begin advanced studies. But all the while, she to look at her, still holding her in his arms. “You watched the Great Game from Galaxy X. haven’t explained the Game?” he asked. “It’s been slow going,” she said. “He is two thousand years behind, after all.” “Very well,” the Doctor said. “I suppose I could assist.” I was hoping to keep this between Valeria and me but I suspected I’d be getting more alone time later. I was right. Meanwhile, the way they explained it was like this. “There was a war,” Valeria said. “A big, brutal, bloody war. And it nearly wiped out everybody.” She saw heroes and villains playing the Game, earning points, developing rivalries. She saw heroic escapes, epic duels, romance and betrayal. And she knew, when she was old enough, she could sign up for the Game, too. Because she was showing more than just potential to be a great scientist one day. She also showed potential to become a henta. One day, her mother told her that if she wanted, she could apply to the Henta Academy. “It won’t be easy,” her mother told her. Her father drove her in the aircar to the Academy test. He hugged her as she left. “I’ll be proud of you, no matter what,” he told her. The tests were hard, but she passed them and the Academy accepted her application. She PAGE 22 A MAGAZINE FOR THE DISCRIMINATING GAMER MARCH 8, 2015 trained for four years until she was eighteen. She could have gone further, but the Great Game awaited her. Game, cheering for their heroes and cursing their rivals. It was gladiatorial combat... but with no bloodshed. She put in her application for the Game and waited. They responded in two months. She signed the agreement to participate: observation and broadcast at all times. Every galaxy would be watching her. She would leave her family and friends behind to reside within the Game’s boundaries: the famous Galaxy X. The guns those men carried into the Lazarus Chamber could not have killed anyone. If one of them pointed that weapon at me and squeezed the trigger, my nerves would have been overloaded with a kind of pleasure I would never imagined possible until Valeria awoke me. She had been hit with those guns. I knew the sensations they sent through her body. But her henta training allowed her to control it. I felt the rules wash over me like I had learned them myself. No lethal weapons allowed. And I knew the kind of power she felt when she was locked in a henta duel. Power and weakness. No murder. It was... it was... Constant surveillance and broadcast to other galaxies. Every participant must be a member of an authorized team. Teams competed with other teams for points. Slowly, I began to understand what this Game was. My first impression was, this is entertainment. But then, I began to understand how Valeria understood it. I felt her love for the heroes and their rivals. Her home planet sponsored a team—the Abraxasian Archons—and she had banners and pendants and clothing. She knew the stories of their defeats and victories. Her favorite was Salera Synn: a henta from her own colony on Abraxas 3. I felt her excitement as she watched Synn battle against Borivir Tavu from the Hades Shadows. The two were the fiercest rivals, trading victories and defeats for years. And I felt Valeria’s heart sink into her heels when Synn betrayed her teammates and joined Borivir and his Hades Shadows... Suddenly, the contact ceased. I was in the mess hall, Valeria’s fingers still touching my skin. I felt like I had just awoken and could not yet move. My body was still asleep. The Game. Galaxy XXX. I understood it now. More than just entertainment. They were fulfilling a public service. A thousand galaxies watched the I saw her smile. “Yes,” she said. Doctor Nilthus nodded. “I think he understands.” All of it swept over me. I could be a hero. A hero to billions. Or a villain. I looked at Valeria. I could be her villain. “Yes,” she said. “You could.” Her smile didn’t blemish. “And your unique physical attributes would make you a quite remarkable adversary.” I sat there for a moment, letting it all sink in. Then, finally, I nodded. “What do I have to do to play?” “Besides the paperwork,” the Doctor said, “the first thing you have to do is pick a side.” I looked at Valeria. She looked back at me. on. Her smile told me she knew which side I was That’s when the whole ship lurched to the side, throwing all of us to the floor. I slid across the slick surface, hitting the large table in the center of the mess. “What was that?” I asked. The voice on the intercom answered me. “We’re under attack! Get to battle stations!” PAGE 23 A MAGAZINE FOR THE DISCRIMINATING GAMER Valeria shouted, “How did they sneak up on us?” “Cloaking device,” the intercom voice said. “Veshna nay!” Valeria cursed. “We need a better radar!” All of them jumped to their feet and ran in different directions. I just stood there, feeling like an idiot. MARCH 8, 2015 I banked and pulled up. “Aren’t you?” I asked. Somehow, the octopus shook its head. Don’t ask me how, it just did. “No,” he said. “I’m the navigator.” One of the little red dots exploded on the screen. “That would be our Valeria,” he said. “Excellent shot.” “Where’s the pilot?” I asked. The octopus smiled. Again, don’t ask me how. He said, “We haven’t had a pilot he left two weeks “What can I do?” I said to nobody in particular. ago.” He laughed. “Good luck finding you, huh?” “Go down that corridor behind you,” the voice on the intercom said. “Take your first left, then climb the ladder up.” The ship shook again. I wasn’t paying enough attention. A voice spoke to me. It was Valeria. “Keep it up,” she said. “We can’t let them hit the engines.” I did what I was told. In the middle of the corridor, we got hit by another blast. I caught myself on the wall and regained my balance. I pulled the joystick, turning it as I did. “Why are they trying to kill us?” I asked. When I got to the ladder, I pulled myself up. There, in a tiny cabin, were two chairs. In one of them was something that looked like an octopus. It’s tentacles stretched out across multiple controls, holding what looked like a joystick. “Sit down,” the octopus said. I did. “What can I do?” I asked. He said, “I hear you’re a pilot.” I nodded. “I am.” The octopus looked at me with one of its large eyes. “Good,” it said. One of its tentacles pointed at the joystick in front of me. “Give me some space between us and those fighters.” I looked up and saw a holographic display in front of me. Little red dots flying around a larger blue dot. “Got it,” I said. “Thrust? Pitch?” His tentacle pointed them out to me. “Here and here,” he said. The moment I knew those two, I could make sense of the rest. I took hold of the joystick. “Here we go,” I said. Then, I sent us into a dive. The octopus grabbed hold of his seat and started laughing. It was more like a chortle: a deep, wet sound. “You’re a pilot, all right,” he said. “They aren’t,” the octopus said. “They’re trying to disable us. So they can board.” I didn’t like the sound of that. I put us in another dive and banked to the right. We missed another shot, but I heard is screaming across the hull. “Well done, my boy!” Doctor Nilthus said to me. I had no idea how they were all talking to me. It wasn’t through an intercom. It was... oh, that’s right. “Yes,” the octopus said. “You’ve got it.” He hit a couple of controls. “My name, by the way, is Xixix.” “I’ll shake your... hand,” I said, “when I’m not trying to keep us from blowing apart.” Just then, another red blip appeared on the holographic display. It was much bigger than the other red blips. Much bigger than our blue one. “What is that?” I asked. “Working on it,” Xixix said. His tentacles focused the part of the screen on the blip. I saw letters on the screen I didn’t recognize. “Is it...?” Valeria asked. Xixix nodded. “It is,” he said. “Tanalana!” she shouted. PAGE 24 A MAGAZINE FOR THE DISCRIMINATING GAMER “Who is it?” I asked. Valeria didn’t say anything. The octopus looked at me, a hint of fear in his eyes. “It’s Baron Zehro.” The way Valeria responded to that name—or, more accurately, the way she didn’t respond—told me enough. After a moment that seemed like an hour, she spoke in a calm, cool voice. “Get us out of here,” she said. Xixix seemed to nod. “Activating AZtech Drives.” Then, he looked at us. “Better go strap yourselves in.” Valeria grabbed me and pulled me back into the ship. “What’s an Aztec Drive?” I asked. “Shut up,” she said, her voice as serious as murder. She shoved me into a chair and started strapping me in. That’s when the ship shuddered, slipped up and threw her against the wall. “We’re hit!” Xixix shouted from down the corridor. I saw Valeria bounce from the wall to the floor again, hitting hard on her knee. She almost bounced a foot up off the ground. She grabbed it, hissing air between her teeth and I was reminded of my high school buddy James who popped his knee cap out during football practice in high school. I put my hands on the straps, trying to get them undone, watching her writhe in pain. But then, she stretched the leg out, her hands still on the knee. It should have been swelling up, but instead, she got back to her feet. She was still wincing and had a small limp. She came back to the chair. “Stay,” she said. “What the Hell just happened?” I asked. She sat down beside me and started pulling straps over her shoulders. “Nanos,” she said. “Not a problem.” MARCH 8, 2015 Nanos, I thought. “You mean nanotech? You guys have nanotech?” She nodded. “For a few centuries,” she said. Then, she looked at me. “Weren’t you playing with them before you left Earth?” “Yeah, but…” That’s as far as I got. The ship rocked again. Luckily, both of us were in our chairs. “Xixix!” she shouted down the corridor toward the cabin. “I told you to get us out of here!” “Calculating!” he shouted back. The ship rocked a third time and I saw a red light flash. An alarm blared. “Tanalana,” she cursed again. “What is it?” I asked. But Xixix answered my question for me. “He’s taken out the AZtech Drive!” he shouted. She shook her head and shouted, “Prepare for boarding action!” Valeria hit a single button and the straps popped off. Then, she did the same for me. “Can you shoot a gun?” she asked. I nodded. “Yeah, but not since Air Force basic training,” I told her. She raised an eyebrow at me. “I guess that’ll have to do,” she said. She ran and I followed, trying to get a sense of the ship. If we were going to be fighting corridorto-corridor, I wanted to know where I was fighting. We got to a door that slid aside as we approached. Inside were racks of weapons. She gave me a pistol. Smooth sides, easy grip. It felt light in my hands, like a toy. “Try it out,” she said. I shook my head. “What do I shoot at?” I asked. She almost laughed. “Anything but me,” she said. “Won’t it…?” PAGE 25 A MAGAZINE FOR THE DISCRIMINATING GAMER She shook her head. “No,” she said. “It’s a stungun. Only affects biological systems. You can’t hurt the ship with it.” MARCH 8, 2015 caress my cheek. And that’s exactly what it felt like. Not a burn. A caress. Swear to God, my knees almost turned rubber. I nodded. “Got it,” I said. I pointed the pistol at I took a couple more shots and then I heard the wall and squeezed the trigger. A beam of light Valeria shout, “Fall back!” fired from the muzzle and hit the wall. The gun kicked in my hand. I looked at her. “How does I did. While Doctor Nilthus blasted away, I ran light kick?” I asked. and jumped over the heavy table he had turned up. I looked over the edge and saw her standing in “It’s a feature,” she said, “not a bug.” the middle of the corridor. “You mean, someone added…?” “Let’s go, she said, turning away. “Don’t you need a weapon?” I asked. She stopped at the door of the armory and looked at me. “I am the weapon,” she said. I didn’t ask any more questions. I grabbed a holster, strapped it across my back and followed her to the airlock. We settled in. Her on that side and me on this one. Behind us, behind a table, Doctor Nilthus took cover, a pistol in his hands. “What’s she doing?” I shouted at the doctor. “Why did she…” “Watch,” he said. I peeked around the table and saw the blasts hitting her body. She did not fall. Instead, she began to glow. The light intensified. I had to look away. Then, I heard the sound of air buckling and snapping, as if she pulled all the oxygen in the room to the very end of a whip and cracked it. I sat there, behind the table, my eyes shut. There were no more stunguns. I looked up and saw her in the corridor, down on one knee. I looked at Valeria. “How many rounds do I have?” I asked. “She didn’t want you near the blast,” the Doctor said. “No telling what might have happened.” “More than enough,” she told me. “Just keep squeezing the trigger.” “I thought I’m immune to that Henta stuff,” I said. The corridor in front of us was short. Maybe twenty feet. I heard sounds on the other side of the bulkhead. “They’re coming through,” she said. I gripped the rifle in my hands. “I’m ready.” She looked at me and smiled. Henta powers or not, I suddenly felt invincible. The door blew open. There was smoke and fire. Then, what looked like laser blasts. I ducked behind the wall and waited for a pause. When it came, I ducked around, took a quick look and saw a whole lot of targets, obscured by the smoke. I leveled the rifle on my shoulder and squeezed the trigger. The blasts hit and I saw bodies falling back. A couple of blasts went by me, a couple hitting the wall in front of me. One came close enough to The Doctor shrugged. “No telling,” he said. I jumped over the table and ran to Valeria. She was still on one knee, gasping for breath. “Are you okay?” I asked. She didn’t nod, she didn’t shake her head. She just kept trying to get oxygen into her lungs. I put a hand on her shoulder and immediately withdrew it. She was hot. Not enough to burn, but enough to surprise me. Her skin was covered in a thin layer of sweat and her chest heaved. Blue strands stuck to her forehead and fell over her face. She looked up at me. “I’m not okay,” she said with a weak smile. “But I will be.” PAGE 26 A MAGAZINE FOR THE DISCRIMINATING GAMER A voice spoke to us from the other end of the corridor. It was like a rolling shadow of smoke, smooth and dark, filling the whole space. “I do not think so,” the voice said. Through the smoke, a man stepped through. His hair was black and over his shoulder and he wore a thin beard. I could see his ice blue eyes from twenty feet away. Tall black boots and a black suit trimmed in red. He was smiling. “Count Zehro,” she whispered. He nodded. “Yes, Valeria Vex. It’s me.” I didn’t hesitate. I aimed the stungun and fired it straight at his chest. The blast hit him, but did nothing. Almost as if his body absorbed it. I fired again. The same thing. “You have a new toy,” Zehro said. “How amusing.” Then, he waved a hand at me. I saw the energy blasts fire from his fingertips as they blasted into my flesh. I felt my body fly across the room, saw Doctor Nilthus watch me fly. I hit the wall hard and I slid back to the floor. Valeria stood up. Pain urged me to keep down. “This is my ship,” she said, her body shaking. “No,” Zehro said. “It’s my ship now.” He raised his right hand. “It belongs to me… as do you.” Then, he said, “Challenge.” Valeria’s body was shaking as she nodded and muttered, “Accepted.” He clenched his fist and energy flew from his hand, engulfing her. I saw her arms fly back, her back arch. She made a sound deep in her throat and then her body stiffened. She raised her hands up in front of her and he flinched. I pushed myself up to my feet and shambled forward, but the Doc stopped me. “No!” he said, putting his hand on my shoulder. “You can’t interfere.” MARCH 8, 2015 He put his hand on the stungun’s barrel, lowering it. “The duel has begun. You can’t interrupt.” I looked at them. I had seen this before. But this time, the outcome was clear. She was losing ground every moment. Her body twisted and contorted as she tried to keep control. His gestures became more focused. Stronger. The pace of her breath quickened. I heard her voice rising with each gasp. Light and sound, building. The sounds of imminent victory and defeat. The Doctor put his hand on my shoulder, pulling me down. “Best to duck now, I think,” he said. I did. Then, they exploded. The table blew over us, smashing against us. The stungun flew from my grip. I tumbled across the floor, smashing into the far wall again. Everything went blurry for a moment. But I heard laughter. His laughter. The table landed on top of me and I pushed it away. I looked to where they were and saw him standing over her. Valeria’s body was still on the floor. Helpless. “I told you,” he said. “You and your ship. You belong to me, now.” My hand reached out and found something hard and heavy. I looked. A piece of the metal table leg had broken away. I wrapped my fingers around it and got to my feet. “Mister Anson!” the Doctor shouted at me. “Don’t!” I ran at Zehro, the metal bar in my hands. When I got to him, I swung it like a baseball bat. He was too busy gloating over Valeria to see me. And even if he did, I doubt if he would have paid me any notice. The metal leg hit his square in the jaw. He fell down, flat on his back, looking up at me with a surprised look on his face. His hand reached for his jaw and his lips trembled. I heard the Doctor say something to me, but I didn’t quite make it out. But what Zehro said, I heard clear. “Why not?” I asked, raising my rifle. PAGE 27 A MAGAZINE FOR THE DISCRIMINATING GAMER “Cheater!” he said, his voice twisted by his broken jaw. I kept hold of the metal bar, my fists clenching around it. “Get up,” I said. “Get up so I can knock you down again.” MARCH 8, 2015 screens. “I apologize your arrival was met with such misfortune.” I shrugged. “I don’t know what you mean.” He paused and his holograms did, too. He looked at me. “Captain Anderson, I am Officer Bix He backed away from me, one hand on his of the Galaxy Triple X Rules Enforcement jaw, the other raised up between us. “No,” he said. Committee.” “Cheater!” “Did I do something wrong?” I asked. An alarm went off. Red lights. He shook his head. “No,” he said. “But Valeria I spun around, looking for the danger. That’s Vex has.” when everything went black. I looked at her. She took a deep breath. When I woke, I was on a bed. My hands and legs were tied to my sides. I turned to look where I was. A silver room. Didn’t recognize it. But sitting on a chair on the other side was Valeria. She was wearing a bit more than the last time we met. Black leggings, a blue top with long sleeves. I could still see the curves. She stood up and smiled. “You cost me a lot of points, Anson,” she said. I blinked, still trying to see through a thin veil in my vision. It curled over my memory. I still could see Zehro on the floor, clutching his chin, but after that… “What happened?” I asked. She finished her walk, stood beside the bed. “You broke one of the fundamental rules,” Valeria told me. She put her finger on the tip of my nose. “No real weapons.” The door on the other side of the room slid open and an alien walked in. He had pitch-black skin and shining blue eyes. He wore a suit that made him look like a priest. He stepped over to the bed. “Captain Andrew Anson?” he asked. His voice sounded like it came out of a busted speaker. “Of the 22nd Century?” I nodded. “Yeah, that’s me.” “Yeah,” she said. Officer Bix went on. “By involving you in the Galaxy XXX game, she’s exposed a non-contracted player to a hostile environment.” He paused and looked at her. “Among other rules violations.” Valeria said, “I wasn’t supposed to wake you up until we got to a safe zone,” she said. I asked, “So, why did you?” She smiled at me. “You were gorgeous,” she said. “Besides. I’ve never met anyone from the 22nd Century before.” Officer Bix said, “Valeria Vex, I’m suspending you for three months.” Her eyes went wide and looked away from me to him. “What?” she asked. “In addition to your standard loss of points from being captured by Baron Zehro,” he said, “I’m also docking you five thousand points for violation of Galaxy XXX rules.” “Five thousand points?” she shouted. “You’ve got to be…” “Good day, Captain Vex,” he said and closed his hologram. Then, he looked at me. “Captain Anson, if you wish to join the games, you may.” He looked at her again. “I advise you to find a better team.” Then, he left the room. The door slid shut and “Welcome to the future,” he said. He waved his did not hit him on the way out. I was slightly hands in front of him and a 3-D hologram disappointed. appeared. He touched buttons and swiped PAGE 28 A MAGAZINE FOR THE DISCRIMINATING GAMER “Five thousand points,” she said again. She wasn’t looking at me. She was looking at the wall. And she was steaming. “Um,” I said. “Look. Uh. Can you. You know. Untie me?” “Five thousand points,” she said again. “Valeria,” I said. “I can’t really get up.” She shook her head and looked down at me. “I should take it out of your hide,” she growled at me. “I have to admit,” I said, “that sounds like fun. But right now, I’d like to have my ankles and wrists free.” I smiled. “Please.” She paused there, looking down at me. Then, she undid the straps. I sat up and swung my feet over the side of the bed. It was then I noticed I was wearing nothing but shorts that the old 20th Century NBA players would consider too short. “Where are my clothes?” I asked. MARCH 8, 2015 with me, but all of it was there. And all of it could fit in a duffel bag. I hefted it up on my shoulder. “Well,” I said. “Shouldn’t we get back to the ship?” She tilted her head. “What are you talking about?” “I’m a part of the crew, aren’t I?” I asked. “A part of the team.” She laughed and stood up. “You sure?” she said. “You heard what the…” “I heard what he said,” I told her. “I don’t care. I want to be on your team.” Valeria looked me in the eyes. She was almost as tall as me, her eyes just under my nose. She looked up. “Baron Zehro has my ship,” she said. “Then we’d better get it back,” I told her. “You got a plan?” she asked. She went back to her chair and sat down. “In the closet,” she said. I shook my head. “I have no clue what to do,” I told her. “But, I’m pretty sure you and I can come up with one.” I looked around, found the closet. I got my clothes out and started getting dressed. She held my gaze for another long moment. Then, she kissed me. “I guess five thousand is a lot, huh?” I asked. She waved it away. “I could make it up pretty quick,” she said. Then, she cursed. “Futha’kah Baron Zehro.” I slipped a shirt over my head. “That mean what I think it means?” I asked. She didn’t say anything. Then, she smiled and nodded. “Yeah,” she said. “It does.” I tried the word out. “Fucha’kah,” I said. She laughed. “Futha’kah,” she said. “Put the emphasis on the second syllable.” When she was done, she looked up at me again. “You were damn cute in that Lazarus Chamber,” she told me. “You were damn cute in that… whatever you call that silver thing you were wearing.” She raised an eyebrow at me. “Cute?” she asked. I swallowed. “I mean to say, ‘smoking hot.’” She put her fingertip on the tip of my nose. “Come on, 22nd Century Man,” she said. “Let’s go get our ship back.” I tried it a second time. She nodded when she heard it. “You’ve got it,” she said. I finished getting dressed and I looked at the rest of the stuff in the closet. I didn’t bring much PAGE 29 A MAGAZINE FOR THE DISCRIMINATING GAMER MARCH 8, 2015 Heist A Little Game About Big Jobs Here’s a mod on an oldie but goodie. I took Wilderness of Mirrors, switched out some moves, added some others and turned my espionage game into a heist game. Let me know what you think. Introduction A while back, I wrote a game called Wilderness of Mirrors. It’s a spy game in the fashion of Mission: Impossible (the TV show, not the movies). Many people told me they felt it would make a great system for running heists. Okay. Let’s give that a try. Making a Crew Get a character sheet and take a look at it. Step 1: Expertise You’ll see that your criminal has five spaces for “Expertise.” These are skills each criminal has, but your criminal is the best in the crew at one of them. Let’s take a look at each and see what they mean. The Driver Anyone can drive a car, but you’re a pro. You’re either an ex-stock car driver or you just grew up in a part of the country where speeding laws were more like suggestions. Plus, if you want a car, it’s yours. You see a car you want, you can have it in 60 seconds or less. The Fixer Most guys on the crew know what to do with an alarm, but you’re knowledge goes deeper than that. You can shut down an entire building if you need to. And locks? Might as well be made of butter. hands of most men, a gun is a loud, clumsy weapon. When you squeeze the trigger, you have the delicacy of a surgeon with a scalpel. The Heavy When you’ve got a spot in a crew, you’ve got to be able to carry your weight. But you? You can carry three guys’ share of weight. And when you throw those mitts around, you knock jaws loose. The Shade You have to know your way around shadows to be on a crew, but you seem to be made of them. When you don’t want to be seen, nobody sees you. Thirty-Five Points So, let’s make your agent. First, your agent has a 1 in each Expertise. Next, you get thirty-five points to put toward making your Agent better. Here’s the trick: getting the first rank is free, but the second is really expensive. Getting more ranks is cheaper. This means it’s easy to specialize in one Expertise, but it’s really hard to be good at everything. Any leftover points you have are lost. The costs break down like this: Expertise Cost 1 Free 2 4 3 3 (7) The Gunman Everybody on the crew knows how to use a gun, but none of them use it like you do. In the PAGE 30 A MAGAZINE FOR THE DISCRIMINATING GAMER Expertise Cost 4 2 (9) 5 1 (10) MARCH 8, 2015 you better at one thing. Specialties that are too general, by definition, are not Specialties. Each player gets 10 points to spend on Specialties and cannot spend more than 3 points on a single Specialty. Step 3: Contacts For Example... I’m looking at the different Expertise and I decide to make my character like this: Driver: 2 (four points) Fixer: 4 (nine points) Gunman: 5 (ten points) Heavy: 2 (four points) Shade: 3 (seven points) That’s a total of 34 points. One short of my limit. I don’t get to do anything with that extra point; it fades away. Using Expertise When on a Heist, if you want your criminal to do something risky, roll a number of dice equal to your character’s most appropriate Expertise. Trying to do something sneaky? Use your Shade Expertise. If that’s 3, you get to roll three dice. Trying to shoot someone? Use your Gunman Expertise. If that’s 4, you get to roll four dice. I’ll tell you how to interpret the outcome of the roll in a moment. But before we get that far, let’s talk about The Heist. Step 2: Specialties Each character also has a number of Specialties: these are particular skills that represent advanced training. Each Specialty falls under an Expertise. For example, you can have a Gunman Specialty: Pistols. You can also have a Driver Specialty: Hotwiring. You can have a Fixer Specialty: Surveillance Systems. Everybody knows somebody. This is the place where someone says, “We need a safe house, fast,” and you say, “I know a guy.” You can list three Contacts on your sheet. These represent people you trust who will help you out. Contacts especially come in handy when you are planning a heist or when you are trying to make a quick getaway. See Planning and The Getaway, below for more information on how to use Contacts. Step 4: Wildcards Wildcards represent sub-plots that could either help or hinder the heist. Every player draws a Wildcard before the Planning Phase of the heist (see below). He keeps the Wildcard secret and can only reveal it under certain circumstances. When and how he reveals the card will affect his Reputation (see below). Step 5: Reputation Reputation represents how people view you in the criminal world. Do you have a reputation for killing the crew and taking it all yourself? Or, do you have a reputation for making sure everybody gets their share? A bad rep means people don’t trust you and won’t want to work with you on a future heist. A good rep means you’re a stand-up guy and people are more willing to trust you. Reputation can go from +6 to -6 (including zero). At the beginning of the game, your character has a Reputation score of +1. You are starting on your criminal career and while some folks are willing to back you up, nobody really knows you very well. At the end of each heist, if you did not screw over another member of the crew, roll 1d6. If the roll is equal to or greater than your current Reputation score, it goes up by one. If you did screw over another member of the crew, your Reputation automatically goes down by one. The way your Reputation goes up or down is through Wildcards. Players can make their own Specialties with GM permission. Make sure each Specialty makes PAGE 31 A MAGAZINE FOR THE DISCRIMINATING GAMER The Heist Now that we have our crew together, let’s talk about the heist. A heist has three phases: Phase 1: Planning During this Phase, the players put together a crew to pull off the heist, scope out the place they want to rob and then, finally put together a plan for getting in, getting the stuff and getting out. Phase 2: The Job During this Phase, the crew pulls off the job. This is where things start to go wrong. Phase 3: The Getaway Finally, during the Getaway, the crew has the cash but they have to escape the scene and hold up until the heat dies down. They also have to divide up the loot... which isn’t always as easy as it sounds. Now that we’ve got that down, let’s take a look at each one in detail. Phase 1: Planning Usually, someone comes to the crew with a heist. This is the finger man (someone who points the finger at possible loot). A finger man can be a disgruntled employee who works at a diamond store who knows when a huge shipment is coming in and they tip of the crew for a percentage. Or, he can be another criminal who has scoped out the score and wants to bring in additional professionals to help him pull it off. Our Game Master takes the role of any character who isn’t in the crew, and thus, the finger man is one of those characters. He (or she) is an outsider: someone the crew doesn’t necessarily trust. That’ll be important later. Step 1: Wildcards Before anything else happens, every player draws a Wildcard. He reads the Wildcard and keeps it secret. Because each Wildcard is different, be sure to read yours carefully. It will tell you when you can reveal it, how you can reveal it and the consequences of revealing it (for good or ill). MARCH 8, 2015 Step 2: The Meeting The story usually starts with a meeting. The finger man invites the crew to his home or a hotel and lays out the tale. The crew listens and considers risk versus reward. They look at the possibilities and make a plan. The players then spend time on how they’re going to snag the score. They start planning… right down to the last detail. For example, the finger man tells the crew about that jewelry store getting a shipment of diamonds. The truck stops by the store on Sunday morning when nobody’s around. The truck carries multiple deliveries. At least five hundred thousand worth of diamonds each Sunday morning. How does he know this? He works at the jewelry store. His dad owns it. There’s more to that story, but we’ll save that for the Getaway. Another example. Our finger man is a professional the crew has never worked with before. He knows their reputation and he wants them in on the job. He wants to knock over a floating casino: a riverboat just off the western shore of the Mississippi. He needs a crew to pull off the job. He’s walked through the casino, seen the security and thinks a small crew can get into the cash room and get out with no problems. Of course, your crew may have different ideas. Once the finger man (via the GM) gives the crew the basis for the heist, it’s time to scope out the place for themselves. This means heading to spot, scoping it out and finding all those niggling details that will send them to prison if they aren’t careful. The crew walks around looking for details. They scope out the jewelry shop and start adding details to the heist. As in, they make things up and tell the GM. Each detail the players add earns them a point in the heist pool. The heist pool is a pool of bonus dice the players can use during the heist. Every detail they add is more bonus dice in the pool. If the detail is only window dressing or does not add to the difficulty of the heist, the GM adds one d4 to the heist pool. If the detail is an obstacle, the GM adds one d6 to the heist pool. PAGE 32 A MAGAZINE FOR THE DISCRIMINATING GAMER If the detail is a particularly dangerous obstacle, the GM adds one d8 to the heist pool. MARCH 8, 2015 identical gear. They will knock out the guards and take their place, jumping in the back of the armored truck. However, there is a catch. For every three dice the GM adds to the heist pool, the GM gets a complication point. Once inside the truck, the two crewmen will take out the other two guards. Then, once all the guards are taken care of, they’ll steal the For example, what did our players come up for diamonds and drive away in a plain, white van. the jewelry store? Here are the details: The truck is on a regular schedule. When it fails to get to the next jewelry store, someone will The jewelry store is in a strip mall with other call. The stop after this one is twenty minutes stores. (1d6) away. That gives our thieves twenty minutes of head start to get out of the city and to a safe Because the economy sucks, more than half house. the store fronts are empty. (1d4) There’s no visual in the back of the store. (1d6) That’s three details, so the GM gets a complication point. The truck has four guards all with shotguns and body armor: two in the front and two in the back. (1d8) The truck is armored. (1d6) The truck has a panic button that immediately alerts the police if they run into trouble. (1d8) That’s another three details, so the GM gets another complication point. Nobody else will be at the store when the truck arrives: only the finger man. (1d4) And that’s it. Seven details. That gives our crew a total of 2d4, 3d6 and 2d8 in the heist pool. During the heist, they can use these dice as bonus dice. Anything the crew hasn’t spotted is open for the GM to use when they pull off the heist. Now, for the plan itself. Our crew decides to have the truck pull up back rather than pull up front. The back has less visibility and thus, the chance of anyone seeing the heist gets smaller. They make the front door look like it’s under construction and can’t open. Our finger man will be up front to tell the truck to go around back. When the two guards bring in the diamonds, two of the crew will already be inside wearing Our crew then takes the diamonds to the fixer who pays them .20 on the dollar. $5,000,000 in diamonds is $1,000,000, split up evenly. Not bad for a day’s work. Step 3: Gear So, what do our criminals need to get for the heist? Well, they need to figure this out before they go to the backer (see next step). A white van. Guns. A hideout. Two sets of body armor (if they don’t want the two guys in the van to get suspicious). They don’t get these things for free. They have to pay for it. That’s the safe way to do things. They have to go to a man who can get them a clean van. And by “clean,” I don’t mean it’s been washed lately. I mean a van that’s been stripped of all legit ID and has a clean past. They also have to get the guns from a man who sells clean guns. Can’t go to a pawn broker: they keep records. No, you need guns from a man who sells clean guns. And that body armor? You’d better find a guy who can take care of that, too. All of this requires cash. And there’s usually a mark up. Some guys offer you the opportunity to rent the equipment–so long as you return it undamaged. If you’re going to buy it outright, there’s usually a mark up. How much of a mark up depends on who you’re dealing with. Renting is PAGE 33 A MAGAZINE FOR THE DISCRIMINATING GAMER cheaper, but if you lose or damage the gear, you’ll end up paying for it anyway. Like I said, all of this involves cash. And to get that cash, you’re going to have to talk to a backer. Step 4: The Backer Next, the criminals need to find a backer. Nobody puts up their own money for a job. You need someone who is willing to put up cash for the equipment. Typical backer gets 20% payback on their investment. The bigger the risk, the higher the payback to the backer. A perfect negotiation scene, so play it out. Once our crew has everything planned out and they’ve got the gear they need, it’s time to do the work. MARCH 8, 2015 Roll Outcome 16-20+ Player Narrates This encourages players to utilize their characters’ strengths rather than their weaknesses, but still does not cripple them. If you are the gunman and you need to talk, you can still roll dice, but it costs you more to do it. This way, everybody can do their jobs, but it’s just a little tougher for some guys to do things they aren’t used to. The Heist Pool When you spend a die from the Heist Pool on an action, you add it to your of Expertise for the number of dice you roll. For example, if you want to shoot someone, you use your Gunman Expertise. Let’s say your Gunman Expertise is 3. Normally, you roll 3d6. You can take any number The criminals are ready. They’ve got their gear. of dice from the Heist Pool and add them to your Now, it’s time for the heist. The players describe roll. their actions to the GM and the GM narrates the actions and decisions of NPCs. When the players ExpertsandSpecialEffects want their characters to take a risky action or an On your team, whoever has the highest level of action that may have important consequences, Expertise is considered the Expert in that field. In they use their characters’ Expertise. other words, if your criminal has the highest Gunman, he’s considered the Gunman of the UsingExpertise squad. If two or more criminals have the same Most roleplaying games say something about expertise, they are both considered Experts. “whenever your character takes an action, roll dice to see if he succeeds of fails.” Not in this Once per game, an Expert can trigger an game. Criminals don’t “take actions,” they take Expertise “special effect.” Each Expertise gets one risks. With that in mind, let’s look at the basic and it can only be triggered once per game. That resolution mechanic. means, even if you have multiple Gunmen, the Gunman’s special effect can only be triggered once Whenever your criminal takes a risk—an per game. Triggering these effects requires the use action that puts your character or another of one Heist Point. character in danger or significantly influences the plot—roll dice. You roll a number of six-sided dice Once per game, the Driver can spend a Heist equal to the most appropriate Expertise. Check Point to break into a car without setting off the the total of your roll with this table to determine alarm or make a fast escape with nobody following the outcome. him. Phase 2: The Job Roll Outcome 1-5 GM Narrates 6-10 GM Narrates with one Player Veto 11-15 Player Narrates with one GM Veto Once per game, the Fixer can spend a Heist Point and have the exact right tool or weapon he needs. Once per game, the Heavy can spend a Heist Point and take out up to ten opponents with hand-to-hand violence. Once per game, the Hitman can spend a Heist Point and make a kill without rolling any dice. PAGE 34 A MAGAZINE FOR THE DISCRIMINATING GAMER Once per game, the Shade can spend a Heist Point and move through any area without being detected. NarrativeControl Narrative control has become a subject of obsession for me lately. No reason not to use it here. Narrative control may sound like a newfangled high-falutin’ artsy fartsy wanna-be actor idea, but it’s actually one of the oldest ideas in roleplaying. In most roleplaying games, the Game Master has complete narrative control. The character takes a risk, the player rolls dice, and the GM says what happens. In this circumstance, the roll determines who gets to narrate the outcome. If the player gets to narrate the risk, he doesn’t have to make his agent succeed. He can force his agent to fail instead, but he can control the outcome. Take Indiana Jones for example. He jumps across the pit... and he fails. But he scrambles to find a root vine, pulls himself up, and rolls through the quickly closing stone wall. The player got to narrate the scene and he narrated a failure, but he got to control the failure. Meanwhile, if the GM gets to narrate the outcome, he doesn’t necessarily have to force the agent to fail. He can force the agent to succeed, but he gets to control the success. Han Solo trying to con the intercom on the Death Star... Ray Stanz and the Staypuft Marshmallow Man… Jack Burton and… well, his whole life. Narrative control, shifting back and forth between the GM and the players, allows a different kind of roleplaying experience. We do this with two mechanics: Trust and Time. Yes, And… The resolution chart notes possible results including getting a “veto.” What kind of veto does the GM or a player get? I would say, for the purposes of challenging the players and making the game fun, that you should employ the old improvisational rule of “Yes, but...” or “Yes, and...”. The veto cannot MARCH 8, 2015 change a fact, but only modify it. So, if a player is trying to unlock the door and gets a “Success, but Veto” result, he says, “The door is unlocked.” The GM then says, “Yes, but it set off a silent alarm somewhere in the building.” Trust Another important element of crime literature is trust: the protagonists have no clue in whom they can place their trust. This, for me, is one of the pivotal elements of crime novels and something I just had to address. So, I did. The GM plays all the “outsider” characters. He plays the finger man, he plays other criminals who join the crew, he plays characters who aren’t a part of the crew. This adds one element of suspicion into the game. Even if the players trust each other, the GM plays the outside element: the element they should never trust. For example, with our diamond heist, the GM plays the son of the owner of the store. His dad has been cheating him for years, paying him less than the other employees and reminding him that the only reason he has this job is because of his mother and her bickering. “I can’t divorce your mom because I’d lose everything. So, I’ll just treat you like crap instead.” The son is sick of it and wants out. But he doesn’t really have any other job options. So, he concocts a scheme to get rich and disappear. He’s going to hire a bunch of criminals to pull of the scheme, then he’s going to double cross them later and take all the diamonds for himself. That’s his plan. But, as game masters know, no plan ever survives contact with the players. So, if trust is such an important element of the genre, let’s make it a mechanic. Each player has one Trust Point. They can give that Trust Point to any other character they want–even characters run by the GM. Or, they can keep their Trust Point to themselves. If a player keeps his Trust Point, it does nothing. If a player gives his Trust Point to another character, that character can use it in one of two ways: PAGE 35 A MAGAZINE FOR THE DISCRIMINATING GAMER A player can use the Trust Point given to him to have his character save the character who gave it to him without rolling dice. In other words, if I give you my Trust Point, you can use it later in the game to pull my bacon out of the fire with full narration and no vetoes from the GM. None. Not even if he spends a Complication Point. A player can use the Trust Point to betray the character who gave it to him. He gains full narration powers but the GM gets one veto (which he doesn’t have to use if he doesn’t want to). In other words, if I give you my Trust Point, you can use it later to shoot me in the back of the head with no roll. The GM can put in a veto (“You just think he’s dead...”) but I get no say in what happens. That’s the two ways players can use Trust Points. MARCH 8, 2015 spends a point of Setback when he has full narrative control, he can permanently scar your agent. Solution#3 When I shared this mechanic to Jess Heinig, he suggested a slightly different Time Mechanic: for every twenty minutes of time that passes, the Heist Pool loses a die. This also represents the fact that as the heist goes on, complications make even simple things difficult. Step 3: The Getaway After a successful heist, it’s time to getaway with the loot. Problem is, getaways seldom, if ever, go as planned. A few things happen during The Getaway. Time First, everyone gets a Trust Point. So far, so good. Finally, when it’s time to pull the caper, we come down to the issue of time. Time is always an important element in crime novels and movies, but it’s never really addressed in games. This is my solution. Second, everyone has to spend their Trust Point. Third, the GM gets a Complication Point. Takes & Training Points (Actually, I have three solutions: two from me Finally, everyone gets to consider this rule. For and one from Jess Heinig. I’m providing both because I think both of them work well in different every “cut” of the loot you have at the end of The ways. I liked all three mechanics, so I included all Getaway, you get one Training Point. You can use a Training Points to increase Specialties and three. Pick the one you like the most.) Expertise. Solution#1 For every twenty minutes of real time that passes, subtract 5 from all the players’ rolls. The longer the criminals take on a mission, the more difficult the mission becomes. To increase a Specialty, you must spend one Training Point per rank of the Specialty. Thus, to increase a rank 3 Specialty to rank 4, you must spend 3 Training Points. Solution#2 To increase an Expertise, you must spend 10 Training Points. For every twenty minutes of real time, the GM gets a complication point. At any time during the game, the GM can spend a complication point, moving his narrative control up by one notch. If he gets only one veto, he gets full control; if he gets no control, he gets one veto. If he has full control, he can do permanent damage to your agent. You see, agents never get permanent damage. Well, almost never. Bond does have a dueling scar after all. And he did lose his wife to a sniper... on their wedding day, no less. I’d count that as “permanent damage.” In other words, if The GM Wildcards Loyalty You stick to the plan! You know the best way to retirement is not screwing everyone over. If anyone ever questions your loyalty, you can put this card face up on the table. When you do, gain a Trust Point. You can give the Trust Point to anyone you like. PAGE 36 A MAGAZINE FOR THE DISCRIMINATING GAMER Police Informant You are an undercover cop, or you're simply reducing the charges brought upon you by taking others down with you. Either way, you've shared the details of your plan with the Police and they're probably on their way to the safe house now. Needless to say it might be best if the others don't find out. MARCH 8, 2015 Crime Boss Rising Your ambition means things need to change in your favor and the time is now. Either folks are with you, or against you. No more deals. Play this card during Phase 3: The Getaway. Play it face up. The whole crew is captured by the police. If a crew member rolls 16 or higher on Shade, he can escape. You gain three Training Points. Revenge One of your teammates needs to pay. His share and his life just might be enough. Choose another member of the crew. Play this card during Phase 2: The Heist or Phase 3: The Getaway. _____ The Driver _____ The Fixer _____ The Gunman _____ The Heavy _____ The Shade Specialties Wild Card Contacts Reputation Other Stuff PAGE 37 Why are we here? Oh, not this again... Come on! Aren’t you at the least bit curious? How come? No, I’m not. Because I know why we’re here. YOU DO?!? Yup. You’ve got to tell me! Because of that. Whoah... Yup. That’s... huge! Where did it come from? Don’t know. Just showed up one day. And I didn’t notice? What’s in it? Maybe if you shut yer hole once in a while... Don’t know. Don’t care. Let’s take a peek... OH @#$%!!!! RRRRAAAAR RRRRRR! OH @#$%!!!! Have you seen... ? Curse of the Yellow Sign All Three Chapters Revised and Expanded Kickstarter Begins February 7