Happy Hallowe’en! I didn’t have to go too far for a scary Hallowe’en See Page XX logo, as I happen to have a number of stake- and blood-related art pieces on my computer at the moment, because of the Dracula Dossier Kickstarter, live now!
The build-up for the Kickstarter hasn’t stopped production, though, and we’ve got a massive Hallowe’en harvest of terrifying new products. We’ve got Dreamhounds of Paris and its companion book, The Book of Ants, up for pre-order this month; can anything be as terrifying as rules for Sex Hitler? We’ll let you decide…
Master of Mythos Adam Gauntlett’s Great War Trail of Cthulhu adventure collection, Dulce et Decorum Est, and his Spanish Civil War campaign Soldiers of Pen and Ink, are now available to download as PDFs in the webstore, as is Matthew Sanderson’s scary haunted house adventure, The Seventh Circle – written for Fear Itself, but with conversion notes for running as a Trail of Cthulhu adventure. KWAS subscribers will get the November edition, Hideous Creatures: Byakhee this month; meanwhile, non-subscribers can now buy The School of Night as a stand-alone product in the shop.
Other Resource page updates
See Page XX Poll
Once is an accident. Twice is coincidence. Three times is enemy action – at least, according to the apocryphal Moscow Rules.
Our kickstarter for the Dracula Dossier was due to launch on October 17th. That target was, perhaps, overly ambitious. While we’d completed the draft of the Director’s Handbook – the mammoth compendium of conspiracies, connections, criminals and, um, carotid-craving critters – by then, it took longer than we planned to put together all the other assets.
Like the gorgeous draft layout.
Like the mock-up of the still-in-progress Dracula Unredacted novel, complete with its annotations by three generations of MI6 analysts.
The pitch videos.
The second, considerably more relaxed takes for the pitch videos. (There are reasons why writers rarely crave the spotlight!)
The draft covers for both books, by Dennis Detwiller and Jerome Hugenin.
The map of Europe, so we can track the progress of Mina Harker and Van Helsing in our little game within the kickstarter.
And, of course, all the behind-the-scenes juggling of numbers and stretch goals and pledge levels, so we can deliver the best possible books at the most affordable price while not diving the Pelgrane off a financial cliff. A well-executed kickstarter is a wondrous thing; a badly-planned or unlucky one can become a hellish millstone.
So, the 17th didn’t happen. But the 31st of October! All Hallow’s Eve, a night to conjure with! A night, no doubt when blue flames blaze above hidden graves and treasure troves in Transyvania, a night when spies skulk down alleyways in London and Bucharest, a night of terror and magic and…
… a night when the Pelgrane internet connection went mysteriously offline.
(Actually, it was the day before, but this makes for a better story).
Co-incidence, you say. A mere glitch. You may be right.
Our new official launch date for the Dracula Dossier kickstarter is
If it doesn’t launch on that day, we must discard both accident and co-incidence as possibilities, leaving only enemy action as the only explanation – and if that’s the case, then run, because we’ll already be dead and you know too much already, so HE will be on your trail too.
So pray, gentle reader, that the kickstarter launches on Monday. Tell your friends. Better yet, tell your enemies – maybe they’ll slow Dracula down when he goes hunting.
Continuing Ken’s theme of looting 13th Age for GUMSHOE twists, let’s talk about monsters. In 13th Age, monsters have a sort of rudimentary AI – instead of the GM deciding to use their special abilities in advance, they’re triggered by the result of the attack roll. So, for example, if a ghoul gets a natural even hit, it gets to make its target vulnerable. If a frost giant rolls a 16 or higher when attacking, it also gets to freeze its foe.
For example, here’s a basic human thug:
13th Age Human Thug
1st Level troop [Humanoid]
Heavy Mace +5 vs AC - 4 damage
Natural even hit or miss: The thug deals +6 damage with its next attack this battle. (GM, be sure to let the PCs know this is coming; it’s not a secret.)
PD14 HP 27
Automating monsters like that makes the GM’s life easier. Instead of having to make decisions before rolling the dice, the GM can just attack and let the triggered abilities make the fight more interesting and complex. The thugs, for example, encourage the player characters to focus their fire or dodge away from the ones who have extra damage lined up for next round. Some of the work of making the monster cool gets shifted from the actual play part of the game to pre-game preparation, leaving the GM free to concentrate on evocative descriptions. tactics and other immediate concerns. (Triggered powers can also surprise the GM, which is always fun.)
GUMSHOE monsters and foes have a limited number of points to spend on their attacks, possibly mediated by an attack pattern. While the attack pattern does take some of the heavy lifting away, the GM still has to make decisions about when to spend the bad guy’s ability pools. Let’s try taking away as much resource management as possible from the GM. For general abilities, for every 4 points a creature has in its pool, give it a +1 bonus, to a maximum of +3, and modelling special abilities as special-case rules or powers triggered by a dice roll instead of the GM having to make a choice. Health, obviously, is unchanged.
Obviously, GUMSHOE’s smaller range of random results means that you’ll have to be a little more restrained when it comes to special powers – there’s a big difference between a power that triggers on a natural 20 in 13th Age and a natural 6 in GUMSHOE. Possible triggers for powers include:
- Natural even or odd rolls – good for alternate attacks or special effects
- Natural 1s or 6s
- 5s & 6s – generically ‘good rolls’, useful for foes that have a chance of doing extra damage or inflicting some special condition, like stunning or knocking prone
- Health reaches a certain threshold – perfect for countdown mechanics, where the fie gets nastier towards the end of the fight
- The attacking player character has no points left in a pool – if you’re out of Shooting, the alien monster breaks from cover and rushes towards yo
You can also have a power be limited to a certain number of uses – a ghoul in Night’s Black Agents might get an extra attack on the first three times it rolls a natural 6, but no more.
All these rules are just for monsters and NPCs – player characters still get to juggle points and manage their resources as per the standard GUMSHOE rules.
Esoterrorist Security Guard
General Abilities: Scuffling +1, Shooting +2,
Hit Threshold: 3
Alertness Modifier: +1
Stealth Modifier: +0
Damage Modifier: +0 (Pistol), -1 (nightstick)
Freeze!: +2 bonus to Shooting in the first round of combat if the security guard isn’t surprised.
Natural 1: The guard calls for backup. If help’s available, it’ll arrive in the next few minutes. The guard misses his next attack. Treat further natural 1s as simple misses.
Night’s Black Agents Thug (pg. 70)
General abilities: Athletics +2, Driving +1, Hand to Hand +2, Shooting +1, Weapons +2
Hit Threshold: 3
Alertness Modifier: +0
Stealth Modifier: -1
Damage Modifier: -2 (fist), +0 (club), +1 (9mm pistol)
Wall of Fire: If three or more thugs shoot at the same target, the last thug gets +1 Shooting
Gang Assault: If three or more thugs attack the same target with Hand to Hand or Weapons, they all get +1 damage.
Night’s Black Agents Bodyguard (pg. 69)
General abilities: Athletics +3, Driving +2, Hand to Hand +3, Medic +1, Shooting +2, Weapons +2
Hit Threshold: 3
Alertness Modifier: +2
Stealth Modifier: -0
Damage Modifier: -2 (fist), -1 (flexible baton), +1 (9mm pistol)
Armor: -1 vs bullets
Protect the Principal: On a natural 5 or 6 when making an Athletics, Driving or Shooting test, the Hit Threshold of whoever the bodyguard’s guarding increases by +2 for the rest of the round.
Stunning Blow: On a natural 6 when making a Hand to Hand attack, the target loses their next action unless they spend 3 Health or Athletics.
Ashen Stars All-Shredder Klorn
General abilities: Athletics +3, Scuffling +3
Hit Threshold: 3
Alertness Modifier: +2
Stealth Modifier: -3
Damage Modifier: +6
Natural Even Roll: +2 bonus to Scuffling
Natural Odd Roll: Smash! The klorn destroys some obstacle or object nearby – it breaks through a wall, kicks over a computer console, smashes its spiked tail through the engine coolant tanks, knocks over a nearby ground car or something equally cinematic.
Natural 6: The klorn’s target is impaled on its spear-teeth; +4 bonus damage
Frenzy: When the klorn’s reduced to 10 or less Health, it immediately makes a free Scuffling attack on the nearest foe.
Special: Refreshes health pool when struck by non-lethal disruption fire
The latest edition of See Page XX is out now, featuring new products Soldiers of Pen and Ink and The Seventh Circle, Hideous Creatures: Lloigor for KWAS non-subscribers (and The School of Night for subscribers) the final Series Pitch of the Month – Campus Desk, by John Kovalic – and a Stone Skin Press pre-order, Letters to Lovecraft.
Articles from Adam Gauntlett and Kevin Kulp join regular columns from Simon Rogers, Jesse Bullington, Kenneth Hite, Robin D. Laws and Gareth Ryder-Hanrahan, with new resources for 13th Age and the Gaean Reach rounding out this issue.
[Ed: I like the 13th Age fighter. In combat, you make a roll, and depending on the result, you are able to chose between a set of options - these are called flexible attacks. Your fighter moves, sees an opening then makes a choice. A better roll reflects better maneuvering and usually offers more choices. There are, however, some people who don't like the idea of deciding after a roll what happens, or otherwise object to the class. It's possible of course to build rangers or paladins which work as fighters, but some non-fighter flavour is inevitable.
So, I asked ASH LAW to create two fighters using the dual class system from 13 True Ways - strictly they are paladin / rangers hybrids, but they play just like a different kind of fighter, and all the mechanics are there on the sheets.
He's done one for every level from 1st to 10th. They are easy to customise, particularly if you have 13 True Ways. Over to ASH...]
Download the light fighter and the heavy fighter
The Dual-wielder and the Slayer
By ASH LAW
Fighters, eh? Those stalwarts of sword-and board, at the front laying down the pain and keeping the squishier characters safe from danger. Well, here we present two new fighters (that are not actually fighters at all), as pregens from level 1 to 10! They are both built as multi-class paladin/rangers, and have identical attributes— the difference is in feat and talent selection.
There is also a clarification on a ranger talent coming up in this article, so ranger players read on…
The Dual-wielder: Two Swords are Better than One
We’ll start with the dual-wielder. This human character wears light armor and carries two longswords. At first level we start strong with the dual-wielding concept with the double melee attack and two-weapon mastery talents from the ranger’s class. For the paladin talent we start with bastion, giving us a boost to AC and letting us help out the party in emergencies by pushing allies out of the way of dragon fire (and taking damage ourselves in the process). For feats we get two-weapon mastery so that our miss damage is raised, and for our bonus human feat we get the multi-class ranger feat that lets us apply all our lovely two-weapon mastery bonuses to paladin attacks too.
Our fighting style with this character at 1st level is probably going to involve engaging multiple foes with the double melee attack and reserving the mighty blow for tougher opponents or to finish up stubborn mook groups to open up the battlefield.
At second level we pick up the paladin’s smite feat to give us a +4 bonus to attack with the smite attack, which we are calling here ‘Mighty Blow’. After all our dual-wielder really isn’t a paladin… but he is somebody who has perhaps trained in their fighting styles.
Our dual-wielder gains the double melee attack feat, giving him a bonus on his second melee attack if he’s targeting a second enemy. I picture him standing in a field with a load of scarecrows and pumpkins, slashing and practicing stances, simultaneously attacking multiple scarecrows while his companion the slayer rolls her eyes.
All that exercise is staring to pay off as our dual-wielder gains an extra recovery thanks to the bastion feat.
As we enter champion tier we pick up the two-weapon mastery champion feat. Now when enemies roll a 1 the dual-wielder pounces and strikes.
Now is the time to pick some new talents. First up is implacable, allowing us to roll saves at the start of each turn. I picture our lightly armored dual-wielder practicing kick-flips to get up quickly from getting knocked down. Yeah he’s not as heavily protected as his slayer companion, but he can quickly shake off things that would rattle her.
From the ranger side of things we pick up tracker with associated the adventurer tier feat. These two are obviously monster-hunters or bounty-hunters of some sort. He is the one who bends over to stare at footprints while the slayer watches out for rustling in the bushes. All that practicing with scarecrows and pumpkins is paying off, as the dual-wielder is able to perform terrain stunts now. Once per battle the dual-wielder can make use of the terrain around him to disadvantage and disorient opponents.
7th & 8th Level
At 7th level the dual-wielder starts learning a few moves from the slayer, as we picks up the smite champion feat for his mighty attack. At 8th level we get the epic feat for the smite class feature. Our dual-wielder is learning that sometimes you just have to hit a foe once, if you hit hard enough.
At 9th level we get a couple of new talents. Way of evil bastards lets us keep using our mighty when we drop an enemy. First strike increases the dual-wielder’s crit ranges for the first hit against enemies. Our tactics at this point in most fights is to open with a double melee attack against two enemies (with an increased crit range), and then use mighty attacks when the enemies have taken a couple of big hits.
For the feat we’re going to go ahead and get improved initiative. Hit fast, hit hard, hit often… and hit first!
By 10th level the dual-wielder has a super-powerful mighty blow attack that he can potentially use many times per battle, can perform terrain stunts, attacks when enemies roll 1s, rolls saves at the start of his turn, and on his first hit with his double-melee attack crits on 17+.
For the 10th level feat we’re going to get the two weapon mastery epic feat. For one battle each day we can add 10 to all our miss damage. With the blades whirling around in the dual-wielder’s hand it’s impossible for enemies to avoid getting sliced by a passing blade.
At the end of 10th level, after an epic career this character will probably settle down for a well-deserved rest, retiring to spend more time with his huge pile of gold.
The Slayer: Deadly Accuracy with Heavy Armour
The slayer is in many ways the mirror of the dual-wielder. The slayer wears heavy armor and carries a shield, though they can instead choose to drop that shield and pull out a two-handed greatsword in order to roll d10s for damage. The first thing we do is pick up the Favored Enemy (Humanoid) ranger talent; this means that whenever making a basic (ranger) melee attack against a humanoid enemy we crit on an 18+! Yes, this costs us two of our starting talents, but it is well worth it. Orcs, trolls, bandits, evil wizards, minotaurs… most of the things our slayer will face are humanoids. As this character levels up we’ll concentrate on expanding that crit range, with the aim of eventually critting half of the time we attack.
With our remaining talent we get the paladin talent way of evil bastards. This character may or may not be evil, but they do fight dirty… ahem I mean ‘they fight to win’. When the slayer’s mighty blow (actually a paladin’s smite) drops a non-mook enemy it is not expended.
Our tactics with this character are probably going to be opening with a mighty blow on any non-humanoid enemies then switching to attacking humanoids and trying for multiple crits.
At second level we pick up the feat for favored enemy. This allows us, during a full heal-up, to switch our favored enemy from humanoid to TWO other monster types.
Favored Enemy – A clarification
So how does it work when you use the two-talent version of Favored Enemy and switch from humanoid as a favored foe to another type of monster? The answer is that since you spent two talents on it, and the regular version costs only one talent, you can switch out humanoid for two monsters.
Here’s what 13th Age designer Rob Heinsoo and Editor Cal Moore have to say:
ROB: Changing away from humanoid looks like it could go ahead and let you have two favored enemies. Because why not? Really, no reason. Which either reads like errata, a clarification or GM choice, depending on how you squint.
CAL: It’s probably a clarification more than errata.
So a character with Favored Enemy (Humanoid) who is headed into a dungeon full of oozes and undead could spend some time meditating, researching, or otherwise preparing for the upcoming dungeon… and after their next full heal-up can use Favored Enemy (Ooze) and Favored Enemy (Undead). After their next full heal-up they can switch back to Favored Enemy (Humanoid), keep their current favored enemies, or switch to something new like Favored Enemy (Dragon) and Favored Enemy (Plant).
Cool. Now our slayer can go from preparing to slay humanoids to a full-on monster hunting role. I can picture her rolling into a village, having defeated kobold bandits on the road. She sits down in the tavern and as she’s taking off her boots a villager comes up to her and offers to pay her to deal with the dragon that the kobolds were worshiping. She looks at the dual-wielder and sighs; later that night she hauls her books out of her packs and starts researching dragons. “Aha,” she says “they have a weak spot under their wishbone. Fascinating.”, and lights another candle. The dual-wielder grunts from his side of the room and pulls the covers up over his head, trying to get some rest before their quest tomorrow.
At 3rd level we pick up toughness. The slayer goes toe-to-toe with too many monsters to scrimp on hit points.
At 4th level we take the way of evil bastards adventurer feat. Wither or not this character is evil, dark forces have certainly noticed her.
This is our first opportunity to get a champion feat and it goes straight away on increasing the damage on our smite attack, which is becoming this character’s signature finishing move.
At 6th level we get some new talents. Tis character has been fighting scary monsters, and winning— sounds like the fearless talent to me. Now not only is she immune to fear but she is an expert in fighting alone and exploiting the over-confidence of her enemies (especially those who expect her to be afraid).
Our ranger talent is lethal hunter. When the slayer sets her sights upon an enemy, they had best run! Her crit range against her lethal hunter target is 18+, and due to the favored enemy champion feat that we’re getting this level if she’s had a chance to hit the books the night beforehand then her crit range is 15+ against her lethal hunter target!
Maybe she’s inherited new books on monster hunting, or maybe she’s just got really good at extrapolating from her past experiences to guess how best to defeat her enemies.
At 7th level we gain the way of evil bastards champion feat. Her signature Mighty Attack (paladin’s smite) is now really useful against mobs of mooks. When the slayer gets up and going she can really clear rooms.
At 8th level the epic smite feat comes into play, giving us even more damage with her signature finishing move.
At 9th level we get the first strike talent and the adventurer feat for it. Our crit range for basic ranger attacks is anywhere between 18+ and 12+ when our favored enemy, first strike, and lethal hunter talents come into play. Our slayer is probably only using her mighty attack against enemies that she is solo against. Her bonus to attacks with her basic attacks is +12 with a potential crit range of 12+, but her mighty attack has a potential +20 to attack with a huge amount of damage and half damage on a miss.
At 10th level we finish our crit expansion project with a lethal hunter feat, now we potentially crit on an 11+. Our slayer’s once-(or-more)-per-battle melee attack is ultra-powerful, and our at-will attack has a chance of critting half of the time.
After one last grand world-changing adventure our slayer decides to retire to a small village in the mountains, where she will doubtlessly be sought out by young fighters who want to learn the techniques of her legendary fighting style. Eventually she’ll write of her experiences, and some lucky adventurer will inherit her book.
And because I can’t resist magic items…
Book of the Slayer (Recharge 16+)
This heavy book bound in dragon hide has been added to by many monster-hunters. The tome is full of illustrations, anatomical diagrams, and tips for monster hunting. Pick a monster (Green Dragons, Gnolls, Herzou, Fungaloids, etc) and research it in the book; the next time you face that monster your crit range against that specific monster expands by 1 until the end of the battle. You may only have one monster researched at a time, and you cannot perform research mid-battle.
Quirk: Can’t resist showing off scars from monster hunting.
A lot of people have been in touch to ask when Soldiers of Pen and Ink, Adam Gauntlett’s Trail of Cthulhu campaign set in the Spanish Civil War is available. The answer is, it’s in the webstore right now, nestling nicely alongside his Great War Trail of Cthulhu adventure collection, Dulce et Decorum Est, now released from pre-order. Also available as of this month is Matthew Sanderson’s modern twist on a classic haunted house adventure, The Seventh Circle – written for Fear Itself, but with conversion notes for running as a Trail of Cthulhu adventure. There’s also a new release over on Stone Skin Press, with the pre-order for Letters to Lovecraft, and KWAS subscribers will get the October edition, The School of Night, this month; meanwhile, non-subscribers can now buy Hideous Creatures: Lloigor as a stand-alone product in the shop.
13th Age Resource page updates
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by Kevin Kulp
Bill and Ted’s Excellent Adventure is actually a TimeWatch game about two agents who never bothered to put any build points into their History abilities.
Okay, it’s not. But it could be. It’s no secret that TimeWatch‘s use of the GUMSHOE Preparedness ability is modeled after Bill and Ted. Rewatching the movie while writing the TimeWatch chapter on funny, lighthearted games, it’s interesting to see how well the movie might convert to a game—and where it doesn’t work at all. The best lesson from this movie is that if you want to run a humorous or funny game, you play the straight man and let the players be the funny ones. As long as your world rewards their hilarity and doesn’t punish them for being funny, you’re going to have a game with a huge number of laughs.
Warning: you’re about to read spoilers for a 25 year old movie. But you probably knew that.
Dateline: 2688 AD, the future. The Three Most Important People in the World (and you know they are, because that’s how they’re listed in the credits, capitals and everything) realize that their reality might disappear due to a change in the time stream. If teenagers Bill S. Preston and Ted “Theodore” Logan don’t pass their history class, Ted gets sent to military school in Alaska. They’ll never form their fledgling band Wyld Stallyns… but their future music turns out to be a historical tipping point that ensures a future of peace, prosperity and love! It’s not going to happen without some help, so an agent named Rufus is assigned to make sure that both teens get an A+ on their oral history report. Rufus is given a time machine that changes to look like a phone booth, and is sent on his way to help Bill and Ted.
Clearly, this entire adventure is written by a peeved GM reminding the players that they really should have assigned build points to their History (Ancient) and History (Contemporary) abilities. The characters then go on a mission to earn enough build points to save their grades, and thus save all of future history. We get to go along for the ride.
And it makes for an interesting question of mission design: what would happen in a TimeWatch game if all future history depended on an agent having, say, a point of Architecture or Charm that they never bothered to assign? It’s hard to engineer, but Bill and Ted makes for a good example.
This utopian future seems to be an alternate reality from the get-go. It won’t exist without Rufus’s intervention, and Rufus can’t intervene unless it exists, so its very existence is a paradox. The GM clearly doesn’t give a damn about a funny game needing to make sense. It opens up some interesting possibilities for TimeWatch, though. How many enemies (or saviors) of humanity are from a potential future timeline, just waiting for the opportunity to come back and ensure their existence? And if this were a regular TimeWatch game, would the player characters be assigned to stop Rufus before he interfered with Bill and Ted?
The time machine he brings is a little bigger than a standard TimeWatch autochron, but it seems to be able to fit a great number of people inside it at once. It’s also not portable; after its chronomorphic circuits disguise it as a late 20th century phone booth (and *cough* not a TARDIS *cough*), it stays that way. The time machine drops in from the sky and then exits through the ground in a display of circling lights, a particularly nice special effect that you can use for a standard TimeWatch autochron as well.
Rufus meets the boys outside the Circle K, shows them the time machine, and introduces them to the concept of time travel. When they’re hesitant to believe him, their future selves show up to convince them. You can see that they have passengers in the booth, but not who; and the future Bill and Ted give vague hints about what’s to come, including “say hi to the Princess for me” and “don’t forget to wind your watch.”
In TimeWatch they’d pay a point of Paradox Prevention and perhaps make a Difficulty 4, Loss 4 chronal stability test to meet themselves; the test wouldn’t be a particularly hard one because they aren’t helping themselves out in combat. Future Bill and Ted keep clues vague, just as a TimeWatch GM would have to do (particularly when they don’t necessarily know what’s going to happen during the adventure.) Note that older Ted reminds himself to wind his watch, which younger Ted completely forgets to do. Good thing, too. If Ted had acted on his own advice and changed the future so that he and Bill never met themselves, that’d be a paradox and they’d have chronal stability tests to make. They’ll also need to make a chronal stability test if they never run into the princesses that future Ted mentioned.
There’s not actually any sign that chronal stability matters one bit in the movie, not like it does in Back to the Future. The GM is probably ignoring the entire concept because the game is meant to be funny. We don’t blame her; you’ll want to hack the TimeWatch rules to adapt to whatever sort of time travel genre you love most. If you’re going for funny, don’t sweat fine details. Life-or-death resource management isn’t really the point.
One last thought before moving on. Rufus tells the teens that “Time in San Dimas is always ticking,” and that even when they time travel, time passes at home. That’s not quite true for TimeWatch’s headquarters. You can spend 20 years on assignment hiding yourself as one of Genghis Khan’s mongol chieftans, but you don’t return back to base 20 years later. You’re not allowed to cross into your own past or future back at base, though; TimeWatch’s headquarters are located inside of the quantum singularity that triggers the Big Bang, and they’re fairly certain that too much paradox is what eventually sets it off. You probably wouldn’t want to use the “clock is always ticking” rule in a TimeWatch game unless the characters maintain active secret identities in their own timeline, and unless you don’t mind relatively short missions that don’t overly disrupt the characters’ home lives.
Off they go with Rufus to visit Napoleon, who gets caught in the chronal field when the time machine heads back to San Dimas. He gets pulled after them through time. That gives Bill and Ted the inspiration to go after other historical figures as well and use them for their history oral presentation. They leave Napoleon in San Dimas with Ted’s brother, deal with Ted’s angry father who accuses them of stealing his keys, and set off to find Billy the Kid and Socrates.
Autochrons in TimeWatch have a similar effect to Bill and Ted’s phone booth: get too close to one when it’s time traveling and you go along for the ride. Note that there’s no translator for Bill and Ted, so their discussions with Socrates depend solely on hand gestures, vocal tone and (of course) song lyrics. That would work for a TimeWatch game, too; NPCs are no damn fun if you can’t communicate with them at all. Bill spends a point of Reassurance here to gain Socrates’ friendship.
Bill and Ted have little or no combat abilities, so their role in the Old West bar fight is mostly to get thrown through a wall. We see that Ted has multiple points in Charm when the saloon girls immediately express interest.
It’s also worth noting that Bill deflect’s Ted’s furious father with a faked phone call from the police station, claiming that he’d left his keys there. Ted’s father is a cop who clearly has points in Falsehood Detection; so how did Bill lie to him? Assuming that the GM didn’t want it to simply succeed, in TimeWatch he’d probably create a convincing lie by spending a point of Falsehood Detection himself.
In 15th century England they leave their new companions with the time machine and head off to the nearby castle, where they see and flirt with two princesses who are being forced to marry two “royal ugly dudes.” They put on armor, have a mock swordfight, Ted falls down a set of stairs, his armor is stabbed through the chest, and Bill goes berserk in a fight until Ted reappears — explaining that he survived because he “fell out of his armor” when he fell down the stairs. They’re captured, almost beheaded, and saved by Billy the Kid and Socrates at the last moment. A mad chase ends with them escaping but the time machine being damaged.
Lots of ability spends here. Ted spends a point of Charm to have the princesses fall for them, there’s a little (VERY little) Scuffling spent when Bill and Ted spar, Ted flubs an Athletics test when he falls down the stairs, and then spends a point of Paradox Prevention to “fall out of his armor” and avoid being stabbed. When Bill runs amok, he’s spending what little Scuffling he has along with a point of another ability (Military Tactics, perhaps?) to avenge Ted. And when they’re about to be beheaded, either they’re spending another point of Paradox Prevention (“We haven’t seen the executioners’ faces. Can we work it so that they’re our friends?”) or using the Flashback ability from a high Preparedness score to get them into place. It’s exactly what you’d want to see in a RPG. The 15th century scene ends with a Vehicles chase through the forest on horseback, one that Bill and Ted barely win. Their time machine is damaged, but much less disastrously than it would be in a TimeWatch game.
The movie progresses as they pick up more passengers, visit the future, see some neanderthals, and fix the broken antenna with some chewing gum. They return to visit their past selves in San Dimas, are reminded that they forgot to wind Ted’s watch and are almost out of time, try to track down the lost Napoleon, during which their new friends are left at the mall to cause a near-riot and get arrested. They’ll need to bust their historical visitors out of jail in order to make their history presentation in time.
It’s the end of the game, and time to bust out the general and investigative abilities. Tinkering to fix the broken time machine antenna with chewing gum (and probably a spent point of Trivia to know how to do it, since we’re pretty sure neither Bill or Ted have points in Science! or Timecraft); Streetwise to guess that Napoleon has gone to the Waterloo’s water park; and in the most influential scene of the movie — well, influential to TimeWatch, at least — they realize that they can go steal Ted’s dad’s keys in the future and leave them for themselves now. They know to avoid paradox and not to put them anywhere they’ve already looked, of course. They use the rest of their Preparedness to set up a tape recorder on a timer, and to drop a garbage can on Ted’s father’s head. It’s an egregious abuse of time travel, and that makes it the best part of time travel. We’d argue it’s one of the things that’s kept this movie so much fun for 25 years. Let your players use the same techniques in your games.
Spying, Burglary, Unobtrusiveness, and one more point of Paradox Prevention (creating a note telling themselves to duck) get spent during the breakout. Their final history presentation guarantees them an A+ grade by each of Bill and Ted spending their newly-acquired points of History. This guarantees that their historical friends are convincing and well-received — and true, correct history snaps into place.
I think the most important rule from looking at Bill and Ted’s Excellent Adventure as a TimeWatch adventure is that the GUMSHOE ruleset is exactly as flexible as you want it to be. The movie certainly doesn’t have a lot of traditional investigation in it, so it doesn’t play to the things that GUMSHOE does best, but it’d be easy to duplicate with funny players and a GM who rewarded for playing against the heroic type. Mostly, it’s a great reminder to make your games ridiculously fun… even if you don’t need to make the game ridiculous to do so.
Bill and Ted’s Excellent Adventure is currently streaming on Netflix. It’s still fun.
TimeWatch is a GUMSHOE game of investigative time travel, planned for Q1 2015. It’s written by Kevin Kulp.
If you are interested any of these games, please email me with the game you wish to playtest in the subject line.
Author: Chris Lackey
Duration: One to two sessions
Deadline: October 31st
Lovecraftian horror throughout time. You’re from 1920s Arkham, but arcane rituals open a path to travel through time, letting you possess people in the past or future and thwart the machinations of unnatural horrors. Comes with the TimeWatch Jurassic edition and the chapter on Mythos-based time-traveling by Chris Lackey. Just watch out for relentless hounds of Tindalos… We need 1-2 sessions of playtesting per group, with a GM and 2-6 players. Perfect for Trail of Cthulhu groups as well.
TimeWatch Parallel Realities
Author: Dave Chalker
Duration: One to two sessions
Deadline: October 31st
Instead of time traveling you’re walking between worlds, stepping from one parallel universe to the next. The problem is that you’re not the first people to discover this technology. Comes with the TimeWatch Jurassic edition and the chapter on parallel realities by Dave Chalker.
Author: Corey Reid
Duration: One to two sessions
Deadline: October 31st
Christianity has just disappeared, and the reason isn’t necessarily what you’d expect. Why do those wooly mammoths have rocket launchers, anyways? Corey Reid’s pulp TimeWatch adventure “Queen of the Nile” can be run in 4-6 hours, for 3-6 players.
TimeWatch Leap of Faith
Author: Kevin Kulp
Duration: One to two sessions
Deadline: October 31st
Solo play for one player and GM. If you just have yourself and one other player (or GM), we’d love to have you playtest TimeWatch’s solo rules, written by Kevin Kulp and inspired by TV shows like Quantum Leap. When you time travel by possessing someone else’s body, sometimes you have to play the hand you’ve been dealt. Comes with the TimeWatch Jurassic edition and the chapter on solo play.
Shards of the Broken Sky
System: 13th Age
Author: ASH LAW
Deadline: November 30th
Imagine YOU are the Archmage. A big part of your job is eliminating terrible threats that could destroy the Empire, or at least severely damage big chunks of it. But some of those threats can’t be destroyed, only suppressed. So what do you choose?
Option A) Stash the suppressed threats in hiding places all over the map, each protected by smaller wards.
Option B) Create one super-powerful warded area and dump a steady pile of the threats you can’t quite deal with under that ward, damping them down and keeping them hidden from everyone else.
If you answered Option A, you are not this campaign’s Archmage, good luck in all your future endeavors!
If you answered Option B, welcome to Shards of the Broken Sky!
This sandbox adventure for characters of all levels dumps the player characters into the mess left by the destruction of the Archmage’s super-ward. What was a peaceful valley is now a conglomeration of resummoned monster armies! What’s left of the Archmage’s wards falls upon the valley as half-ruined magical dungeons! Are you going to clean up the mess, or just loot it? And will the plots of the evil icons give you enough time to decide?
Shards of the Broken Sky contains multiple adventures and dungeons for every tier. Depending on how much of the material you decide to use, and when, you should be able to use it twice in separate campaigns and face all-new adventures.
Playtest note: Playtesting in a straight shot through every adventure probably isn’t possible during a normal campaign because some of the choices are meant to lead away from each other. Choose your path, play as you like, use as much as you can and tell us about the path you chose.
The Pelgrane Press beavers have been at work, so GenCon pre-order logjam has been entirely unblocked, and we have a flume of new releases. For 13th Age we have 13 True Ways, The Book of Loot, Shadows of Eldolan. For Trail of Cthulhu there’s Mythos Expeditions and Soldiers of Pen and Ink. For Hillfolk there is our final Series Pitch – Campus Desk by John Kovalic. For non-subscribers, Ken Writes About Stuff offers the Lloigor, and subscribers get the Elizabethan GUMSHOE setting – School of Night. Finally, there’s an adventure for Fear Itself which I thoroughly enjoyed playing, Seventh Circle.
- 13 True Ways has (limited editions excepting) shipped out to the Kickstarter backers and pre-orderers, and 13 True Ways is now on sales in the store, along with The Book of Loot and Shadows of Eldolan. I’m about to run three solid days of 13th Age for my original D&D group, so my interest in these books is more than just professional and I’ve been digging through them for material for the game.
- The 13th Age in Glorantha Kickstarter is nigh on $80K as of this writing. It’s worth it just for the new classes alone.
- ASH LAW has created a light and a heavy fighter at every level using the 13 True Ways dual class rules, which you can find here.
- Work continues on 13th Age Monthly – we are getting our processes together so we can deliver monthly content reliably and predictably as well as having a buffer of a couple of issues for emergencies.
- James Semple and his team are putting the finishing touches on the 13th Age music, which now features mulitple live musicians. I’ve been listening to the album on repeat, and it certainly ramps up the tension of map-making and accounts! My current favourite is Dreams of a Lost Age – a tune used by almost every culture in the Dragon Empire, with differing lyrics.
Der Herr Der Orks
I’m also very pleased to announce that we have 13th Age licensees in the following languages – French (7ème Cercle), German (Uhrwerk Verlag), Portugeuse (New Order Editora), Spanish (Holocubierta Ediciones) and Korean (Dayspring Games). We are very excited that so many versions in so many languages are being produced – only Trail has more non-English versions in production – including Chinese and Russian.
Trail of Cthulhu and Fear Itself
- Released this month, the lavishly illustrated Mythos Expeditions takes your PCs to every corner of the globe. The first Keeper who blogs a full length play report for every single expedition will get a prize – a limited edition copy of Mythos Expeditions and the frontispiece map as a poster.
- Soldiers of Pen and Ink is also out. It’s set in the Spanish Civil War – the PCs arrive as foreign fighters helping the Republcian cause, and quickly become embroiled in politics and something much darker when one of their colleagues goes missing. I am particularly impressed by the art in this one – Jérome’s amazing cover and Melissa Gay’s interiors are so authentic I thought they were period. Adam talks about his inspiration here.
- Seventh Circle follows in the footsteps of Invasive Procedures in that it supports both Trail of Cthulhu and Fear Itself. Set in the modern world, but on a Scottish island without wireless or other comms, PCs take the role of a ghostbusting reality TV team. As always with writer Matthew Sanderson, the pregen PCs have detailed interrelationships which let you get into the game straight away.
- Gareth Hanrahan, aside from working on Dracula Dossier is putting together the second edition of Fear Itself, making it more robust and including campaign settings supported by their own rule tweaks. One of the settings is the peculiar and malevolent Ocean Game created by Dave Allsop. Truly nasty.
- The artwork for Dreamhounds of Paris is coming in, and the artists are really enjoying it.
- The Book of Ants – our surrealist guide to Paris and Dreamlands – is laid out ready for pre-order next month.
Night’s Black Agents and the Dracula Dossier
The long-awaited Dracula Dossier Kickstarter begins on 17th October. Ken and Gareth have already written nearly 100K words, before moving on the annotations and then the resotoration of the alleged censored sections of Stoker’s manuscript. The Dracula Dossier consists of the Director’s Dossier and Dracula Unredacted. Read the intro and Table of Contents, and a sneak preview from Gareth.
The action in the original Dracula novel takes place in a handful of locations – Transylvania, Whitby, London, and then back again. The Dracula Dossier expands the reach of the vampire count, and brings in the globe-trotting vampire-hunting action one expects in a Night’s Black Agents campaign. England and Romania – Edom and Dracula – are the two poles around which conspiratorial currents flow, but your agents might find themselves taking the occasional unexpected detour. In my own playtest campaign, the team ended up blowing up a large chunk of Tmogvi Castle in Georgia, and the annotated novel points at several other sites of potential interest overseas, like:
A jaunt to South America can be a fun change of setting if your players tire of interrogating old spies in England and running around haunted castles in Romania. Several clues point towards Argentina:
- Quincey Morris travelled here extensively, sometimes accompanied by Jack Seward and Arthur Holmwood (ANNOT XX, ANNOT XX)
- The former Gehlen Org officer (p.XX) might talk about Nazi scientists or Iron Guard members who escaped to South America.
- Many of the ratlines that brought Nazis out of Germany were organized by priests within the Catholic church; suppressed records in the Vatican (or maybe in the Fortified Monastery of St. Peter, p. XX) describe attempts by the church to use ex-Nazis to fight the spread of Communism. (Rather like, one might say, Edom’s plan to use Dracula to fight the Nazis, and about equally well thought out).
If a side trip to South American doesn’t fit with your campaign, work this material into a flashback or an account given by a Network contact or as part of interrogating an Edom operative or Conspiracy minion.
Cool: An old dirt track rises into the mountains of Patagonia, in the Malargüe region. The air grows thin as you ascend, and the pampas spread out beneath and behind you under the open skies of Argentina. The locals spoke of an old mine – some say it was a military base – now abandoned in these hills. After a long search, you find what remains– a few lonely huts, overgrown and rusted. Exploring, you find scientific notes written in German. They were studying the bats that live in the great caverna de las Brujas cave system that extends under these hills, as well as seismic activity. As far as you can gather, their work began here in 1946, but was suddenly abandoned in 1967. As dusk draws in, thousands of bats emerge from fissures in the mountainside and wheel above you, following some course or signal you cannot discern.
Warm: The Malargüe camp’s still in use. Take your pick from:
- A colony of Nazis, either the descendants of the original fugitives, or immortal Nazi Renfields, or weird science-dhampirs created from genetically modified bats. They might possess secrets about the nature of vampirism – or be psychically controlled from afar by Dracula.
- A secret American research facility, or even a Guantanamo Bay for vampires. If Quincey Morris was an American asset back in 1894 (p. XX), he’s the patron saint of this facility. They may have used Nazi researchers obtained via Operation Paperclip to further their research into vampirism, and recruited fugitive Edom agents who got burned by the ’77 mole hunt.
- An Edom research facility – as above, only a little shabbier and the guards have slightly smaller guns and drink more tea. Drawes (p. XX) or Fort (p. XX) might be present at the facility.
- A Conspiracy-run mine and/or vampire cult, established by Julius Popper. Popper was a Bucharest-born explorer and engineer who became involved in the Tierra del Fuego gold rush in 1884. His expedition to find gold grew into a private army that participated the genocide of the native people. He was hugely wealthy when he died mysteriously in Buenos Aires at the age of 35 in 1893. Clearly, he was one of Dracula’s agents, and his money was funneled back to Romania to add to the Count’s coffers of ancient coins. Was Quincey Morris responsible for his death, or did Popper rise again as a vampire?
Connections: Research notes mention work done by Van Helsing and give his former address in Amsterdam (p. XX). Tracing gold from the mine with Accounting tracks it to the KBExportbank (p. XX). Carmina Rojas (p. XX) might turn up here – either as a guide, or to get the agents out of a jam, or maybe she’s actually running the show.
The Dracula Dossier – coming soon to Kickstarter.