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Everywhen rpg rules and gaming » Phoenix Foundation (Dogs of WAR+Everywhen) » 9/22/2023 5:00 pm

Malcadon
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For anyone who is a fan of the 1985 TV series MacGyver, well, I have something for you!

This is more of an idea on how to play a team of international troubleshooter who seek to help people though non-violent means. Imagine the A-Team who dealt with problems without killing anyone, despite having guns, but in this case, they have no guns. There will be some combat, but it would be defensive and mostly martial arts. The bad guys (and even allies) will bring guns to the action, but it is up to the heroes to keep them from using them.

This is a thinking-man’s game where the player characters are in contrast to the typical stoic, macho ’80s action heroes. They are highly-intelligent, emotionally complex characters. They are not given weapons, cool tech or a fancy ride, but instead, they have to use what is at-hand to get out of a tough spot. Sometimes, all you really need is a Swiss army knife, cigarette lighter, duct tape and a can of WD-40.

The Phoenix Foundation is an independent nonprofit think tank established to help make life better for everyone. Much of what they do is field research and operation in the areas of environmental surveys and clean-up operations, anti-drug initiatives and treatment, medical research, and social programs. To help in the aims of the foundation they maintain special field agents who serve as highly-capable “troubleshooters.” These agents are highly skilled polymaths who are also motivated by the aims of the foundation. They are not lawmen, nor they have any special authority.

You play as civilians working for the Phoenix Foundation, a well-funded, well-connected group who usually works with government agencies from around the world, akin to Doctors Without Borders.

Everywhen rules to consider:

Resolve: Characters are driven emotionally and often haunted by trauma, while combat is less of a focus for adventure.

Credit: Money is seldom an issue for the characters in the show, unles

Weird lands and forgotten islands » Judges' Guild » 7/11/2023 4:32 am

Malcadon
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Years ago when I was on an OSR kick, I came upon a lot of files related to Judges' Guild booklets and magazines. Its core setting, City-State of the Invincible Overload (AKA The Wilderlands Fantasy), is MASSIVE with each area a fantasy genre. There are lots of adventures to pick though and you can use them for nearly any setting. Most are simple dungeon crawlers, but there are gems that shine.

The systems they use are AD&D, RQ, T&T and Traveler, until T$R treated legal action so they use their own in-house "system" called "Universal Role Playing" that listed stats for everything but no rules to run it. Basically, it gives you superfluous amounts of stats allowing you to convert it into D&D, RQ, T&T or what else was popular at the time. Once you know how to read it, conversion is quit and simple. And even though it is made with D&D in mind, its no hassle to convert into BoL.

While I have not read all of them, as there are a little too much to read, I do look over a book and and there and pick out what I like. Going beyond the adventures alone, I like to use them as a wellspring of ideas. Of the ones I like?

It goes without saying that The Caverns of Thracia and Dark Tower are classics. They are on a lot of top 10 old-school adventures. Maybe a little quint now, they were ahead of their time and inspired countless RPG writers. Jennell Jaquays is a goddamn legend!

Shield Maidens of Sea Rune is another popular adventure I quite enjoy. This takes to on quite an adventure and has some interesting characters.

While I played the above once to twice, the next ones are about what I draw from for long-term play.

I find Prey of Darkness in underrated gem where you have to opportunity to join a bandit gang, with the leaders Red Honohon and Black McDabb being favorite NPCs of mine. Then those two appear in my games, you know things are going to get crazy. Mind you, the dungeon adventure is so crap, but the NPCs are memorable. Not just the bandits

General rules (Mythic) » Bol Mythic for Masters of the Universe? » 7/11/2023 2:27 am

Malcadon
Replies: 4

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I cannot think of a better RPG system than BoL.

Everywhen rpg rules and gaming » Red Shadow (Dogs of WAR) » 12/02/2021 6:16 am

Malcadon
Replies: 0

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RED SHADOW
...for Dogs of W*A*R


This is the initial enemy of Action Force, the U.K. version of G.I.Joe. As the line progress, the Red Shadow were absorbed into Cobra, with Baron Ironblood becoming Cobra Command and so on, but that detail can be ignored as they have incomparable histories. As this group goes into some strange sci-fi/fantasy territory, Referees might want to alter or ignore some elements for the sake of believably.

Referees are encouraged to alter, add, and/or remove the following information as they see fit:

In this setting, the players are most likely members of Action Force, a well-funded international agency tasked with finding and eliminating terrorists and rogue leaders who threaten the security and safety of the free world.

While the core group is called Action Force, they are made up of the following sub-groups:


  • SAS Force: (Special Air Service) The special operations team of Action Force. SAS Attack Troopers handle the recon, infiltration and surgical strikes.
  • Z Force: (Z is pronounced 'zed') The infantry backbone of Action Force. They are well supported by heavy armor and artillery. They are called in when AF needs raw firepower.
  • Q Force: The marines and frogmen of Action Force. When there are beachheads need securing or ships to be infuriated, the Aqua Troopers are called in.
  • Space Force: The aerospace branch of Action Force. The Space Force pilots, engineers and security troopers are tasked with guarding space assets and monitoring the Earth for criminal activity.


(pictured) Action Force, Q Force, SAS Force, Space Force and Z Force logos.

Most likely the players would ether be part of SAS Force or a fifth group

Everywhen rpg rules and gaming » The Bronze Bombers (Dogs of WAR) » 11/30/2021 2:38 am

Malcadon
Replies: 4

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Here is a link to the Bronze Bombers toyline.

Here are the raw text from my files:

Mapman Jackson
His Major: English Literature
His Specialty: Navigation
His Motto: I am somebody!
His Goal: To be the best!

Mapman Jackson was know for being direct in his speach and actions. As a kid he drew maps for the treasure hunts he and his friends enjoyed regularly. As a young man he excelled in public speaking and could make a sleeping person stand up and stomp for more! He took pride in always completing what started in and was an excellent student. He graduated at the top of his class at Tuskegee Institute with honors. Becoming a Navigator was a natural thing for Mapman Jackson. It fulfilled his need for creativity with a purpose.

Shaka Jackson
His Major: Asian History
His Specialty: Martial Arts
His Motto: Power for the Positive
His Goal: Keep rising to the top.

Shaka Jackson was a guerilla fighter. He could have been nothing else. As a boy, he fought for his life each and everyday on the streets. At Lincoln University, Shaka totally immersed himself in the martial arts while studying everything Eastern - their culture, their languages, their sciences. He speaks Chinese, Cantonese, Japanese, and six other dialects.

Arrow Hawk
His Major: Geology
His Specialty: Topography
His Motto: Observe and Learn
His Goal: To be at one with the forces of nature

Hawk's Mohawk parents moved from Connecticut and he grew up in the Allegheny mountains of Pennsylvania. Hawk traversed those mountains with his father since he was four years old and he could accurately diagram any area he saw. Hawk could scale the highest of mountains and never miss a step, never get dizzy-his balance was almost super human! He learned his skill as Cheyney State College, now Hawk is the best scout the Bronze Bombers could ever have!

Marc "Kaboom" Walters
His Major: Chemistry
His Specialty: Chemical

Everywhen rpg rules and gaming » The Bronze Bombers (Dogs of WAR) » 11/28/2021 5:46 pm

Malcadon
Replies: 4

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Gruntfuttock wrote:

Just the other day a senior general in the British Army said that in future the army would require soldiers with technical skills as well as traditional 'soldier abilities'. I assume this would be even more pronounced in special forces troops.
 

Yeah, the reality of modern warfare requires soldier with good technical abilities. At least in the US, the days of conscripting unskilled cannon-fodder to fight is over. For over two decades now, the US military has been forced on building their technical assets: From standard-issue night-vision scopes to recon/attack drone aircraft to nuclear-powered submarines and aircraft carriers, it all about tech, and they always need specialists to use and maintain all those fancy toys.

Although, even with all the high-tech gadgets at their disposal, Special Forces know that they cannot rely too hard on technology and thus are trained to be low-tech and flexible with what is at hand.

Gruntfuttock wrote:

If you get a chance, see if you can get a sight of the recent Everywhen update to 'Dogs':

I think that with a bit of tweaking the new scenario 'Shadow of the Black Sun' might be a good mission for the Bombers.
 

Thanks for the heads-up about the scenario. I'll look into that.

The funny thing about why I only have the old Dogs of W*A*R and not the new one is that I only got the book in the first place in order to use the rules as a base for a retro '80s cyberpunk setting I trying to get off the ground before the pandemic hit (you might see were this is going). I was never a fan of the rules used in cyberpunk games, like Cyberpunk 2020 or Shadowrun, and I needed something simple and flexible. Converting Dogs of W*A*R into a cyberpunk setting proved to be more of a chore then I counted on. I only learned about Everywhen while looking to see if Dogs of W*A*R ever had an errata or update (mostly to see if weapon ranges were added) and then...

[b]LO AND BE

Everywhen rpg rules and gaming » The Bronze Bombers (Dogs of WAR) » 11/26/2021 3:37 pm

Malcadon
Replies: 4

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THE BRONZE BOMBERS
They are bold, they are men of the sun, they are brilliant warriors The Bronze Bombers!

Fearlessly, the mighty U.S. 369th Infantry Regiment led the nation's greatest Black Army into battle. They fought in WWI and WWII and they never lost. There have been no warriors their equal until today! Today we have the Bronze Bombers! Today they defend the country agents the P.S.B. enemy squad. These highly skilled combatants stand for justice and they never lose!

The Bronze Bombers were a highly ambitious Olmec action figure toyline from 1988 (and later in 1997) that rode on the success of G.I.Joe, which used the molds from Galoob's well recycled A-Team action figures but with wholly original heads. They were created for black children to have more heroes to look-up to while also encouraging academic pursuits.

In keeping with that theme, on top of having the specialization of one's Background and Military as one's second, each member of the team is required to have Academic and to note their Major (Physics, Political Science, Biology, History, etc.) from a notable HBCU — historically black college or university, such as Howard, Morehouse, Meharry Medical, Tuskegee, et al. — which leaves only one free specialization to choose from. While the adventures can be as mature as the players are comfortable running, there needs to be some part of the adventure that addresses black history or cultural contributions made by people of color. Think of it as G.I.Joe with a bit of Where in the World is Carmen Sandiego? themed for Black History Month.

Much like Dogs of W*A*R, the Bronze Bombers conduct clandestine missions to fight groups who threaten peace and national security, and is set in the 1980s. Players create their own Bronze Bomber, with the established B.B. characters serving as support and background characte

Everywhen rpg rules and gaming » Resolve Damage Question » 9/06/2021 5:40 am

Malcadon
Replies: 2

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I find the Resolve damage system neat and potentially useful for settings where horror and humanity is a key element.

While I understand that taking maximum Resolve damage (base plus all Critical boxes) would result in the character falling into a catatonic state, I'm unclear what would happen when a character has no clear boxes on the Resolve track (with Critical boxes untouched) and I don't know if I missed something somewhere in the rule book. Would the character go unconscious like with Lifeblood damage, or would something else happened? The former is fine, but fainting from surprise or horror would be anti-climactic for pulp protagonists.

I have been toying with the idea of characters loosing control when that happens. Basically they temporarily become NPCs while in a state of panic, confusion, berserk rage, fugue state, temporary insanity, etc., until they can come to grips with themselves.

Secrets of the sorcerers » Crimson Lords/Blades Summoning for BOL » 12/13/2014 4:52 am

Malcadon
Replies: 5

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All I can think is to assign Difficulty and AP costs based on CB spell levels.

As for spells done the Vancian way, the character could know Mind+[equivalent magic-user career] worth of spell levels. and the equivalent magic-user career level would limit the spell levels you can use. If you want the players to know more, you can multiply the number into itself, so the result would make for an exponential build-up of spells as you gain career levels.

With summoning, you can establish what kind of spirit you can get at each magnitude. A first magnitude summoning could summon a lesser demon/elemental/undead. A greater demon/elemental/undead for second magnitude And a demon/elemental/undead lord with third magnitude.

Optional, you could do it like in Carcosa*, where the Sorcerer needs to setup a summoning with a series of complimented spells to contact, summon, restrain, torment and bind a spirit to the summoner's will, with each step requiring its own spell-casting. (A little over-kill, but it really makes summoning drown-out, flavorful and suspenseful in the nail-bitting way!)

*A dark, twisted CoC-type fantasy setting by Geoffrey McKinney.

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