Johannes Cabal the DetectiveWe left off last time having decided to make a version of our favourite necromancer using the D6 Adventure rules which are available under the OGL. Now, normally when I put together a character I use the rules as written, trying to figure out how to really make the character for the game. In this case, however, I’m going to make an exception. Cabal is so unique that I can’t imagine any base generation process being able to capture all that he is. So out the window with the rules, and we’ll try to stay true to form for the man, hopefully not ruining any hope of play balance in the process!

So on with the Necromancer! And I have to start with a picture…this is honestly what comes to mind for me when I’m reading. This is the Cabal of my mind’s eye…
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tumblr_static_johannes-cabal-the-necromancer-coverI fell in love with the writing of Mr Howard when I read the first Johannes Cabal novel, Johannes Cabal the Necromancer. I’ve just recently picked up a copy of the second book, Johannes Cabal the Detective, and since I’m nothing if not easily influenced I immediately started thinking on how to play this as a game.

The first question was what rules to use?
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The Morrow Project

Posted: February 26, 2013 in RPG
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The Morrow ProjectI follow the discussions on the Morrow Project Yahoo! group with interest, there are some very knowledgeable people on that list.  The discussions can be fascinating, ranging from where would be the best place to hole up after a disaster, to the survivability of malls being assaulted by zombies.  One of the most regular long term and deeply heartfelt topics on the list, however, is with regards to outfitting Morrow Project team members.  What type of sidearms, what long arms, what anti-tank weapons, what all terrain vehicles, what kind of armour and air support…as I say, it’s a regular discussion topic.

For those who don’t know MP, it’s a venerable title, published first back in the heart of the cold war, a modern post-apocalyptic game during the time when RPGs were wargames with characters grown out of them.  The first edition had characters who were a bundle of stats and nothing more (much like the Original D&D).  What it did have (in spades) is gun porn.

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Science City, part 2

Posted: February 21, 2013 in RPG
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Menaced with a raygunI’m developing Science City as an alternative setting for Spirit of the Century.  It’s more sci-fi (or is that syfy?) than Pulp, with a goodly mix of tubepunk thrown in just for fun.  I like that feeling of technology and electronics that I find missing from steampunk stuff, and you can never go wrong with ray guns.

Characters can be drawn from the setting, but Science City is it’s own world, in a way.  There is reference to the nation, to a Federal government, but it doesn’t much play an explicit part in the story, unless something brings them to SC for action.  The city is the centre of its own universe, maybe it always has been, or maybe it was a result of the accident at the school, or maybe it just became that one morning in August.

More notes from Science City.

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Science City

Posted: February 20, 2013 in RPG
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It is three years, post-war. While the war-zone recovers, all is speeding into the future here in Science City.  Blooming in the heart of a harsh desert, SC as it’s known, is the city of tomorrow, existing today.  Wide streets lead to neighbourhoods, parks and industry.  The schooling is second to none in the world. But with great developments, there comes great risk.  There are others who envy and fear all that Science City stands for, those that would reject progress, and push things back to the dark ages.  And worse, there are the spies and traitors who would steal SC’s great developments for their own and then use it to ruin the world that SC would build.

Come see the amazing things on offer:

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“Hoookay,” Mike said.  “That’s bizarre.”

The door opened and three people in their late teens filed in, lead by Sandy Rey, KROK’s intern.  “Say hello to our contest winners, and your guests for the night.”

In the lead was a goth girl, with too much eye makeup and too little skin tone.  Behind her was a shaggy musician, cheap red Fender guitar strapped to his back.  The last was a hauty-looking girl, with long black hair and an air of authority.

“Hey, everybody, welcome,” Frankie said.  “Drop your stuff, and grab a chair and headphones, we’re going live in a couple of minutes.  When we go to the first song set, I’ll show you where you’ll be spending the rest of your evening…”

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The opening episode of the Horror experiment using Blood and Fear Itself.

A blonde figure appears at the far end of the brightly lit, otherwise deserted hallway.  She’s in jeans, and patterned halter, and carrying something in her left hand.  As she gets closer it becomes clear that her shirt isn’t patterned, but rather blood splattered, along with her jeans and tattooed arms.  She takes a puff on a cigarette burned low in the fingers of her right hand, in her left she holds a bloody machete.

It’s the DJ, Frankie Shock.

Her hair is more wild than usual, her eyes haunted and hollow.  Blowing smoke she drops the butt on the tiled floor in the hallway and enters the makeshift booth she and Mike had put together earlier…

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