Yet more members of the not-front-page, unusually-themed second-string heroes of Cathedral City, the Knight Shift.
Crimson Kpinga: John “Jake” Jefferson James tried to do everything right, despite growing up in a broken home in Devil’s Avenue, one of the worst slums in Cathedral City. He worked part time to help his mother with the bills, avoid criminal crowds, studied hard, and looked after his younger siblings. But none of that mattered when someone matching his description (“young African American male in a t-shirt and jeans”) hijacked a car four blocks away. Jake was grabbed and beaten by police, including the notorious Sgt. Stoneman, who consistently called Jake a “goddam cannibal, like the rest of you Ni-niams.”
CCTV footage proved Jake was innocent, but not before he spent 48 hours in lockup. Kake tried to bring complaints against the specific officers who mistreated him, only to find the system was designed to favor their word over his. He was told repeated by the people in his community that police did not treat them equally, and that while there were good cops and bad cops, they didn’t look different until one hit you. Or shot you. His community did not trust, or call on cops.
Jake was done trying to do things the way the system demanded. He decided to fill in the role of peacekeeper and justice dealer in Devil’s Avenue. And, guided by the “Ni-Niam” slur, he researched an African people and their weapons to be his inspiration. He researched the Zande and their traditional weapons, the Kpinga throwing knife. he got a job at an upscale axe-throwing bar that had moved into a bankrupt barbaer shop on the edge of his neighborhood, and at night practiced throwing the weapon again and again. The Crimson Kpinga was born.
He had a few successes, but his career would have run short early except for one fateful decision. While leading a group of drug-dealing thugs away from a residential area, Jake happened to run through the stairs to the door of the 13th floor of an abandoned building. And, it turned out, Tacoma was watching.
Since joining forces with Tacoma, Crimson Kpinga has received a great deal more training, and significant equipment upgrades, giving him armored costumes and high-tech kpingas, allowing him to operate on a whole different level, though his first priority remains the people of Devil’s Avenue.
Tacoma: Tacoma is a ghost building. It’s elevator can access the 13th floor of any building in the world that is 13 stories or higher, and that has a working elevator. Tacoma itself can only be accessed from an elevator with a 14th floor button, and only if Tacoma feels like allowing it (and is paying attention).
The Tacoma Building, and early skyscraper in Chicago built in 1889, was the first riveted-iron-frame building in the world and the first 13-story building in the world. It was home to numerous offices and businesses. One of these was the Beneficient Order of Hieremias, a charity that existed as a cover for the evil-hunting Gileadian champions of peace and life. When the building was destroyed in 1929 by Sfinții Dracului, the public was told it was to make way for a new building.
But the building known as Grandfather Skyscraper had been murdered by magic, and it’s spirit was restless. It existed as a ghost, seen only from the corner of the eye or as a glitch on maps of various big cities. When Sister Celestial staggered out of a 14th floor elevator in 1934 on death’s door after a bloody gun battle with the King of Hell’s Kitchen, she accidentally access Tacoma instead of the afterlife. Tacoma managed to bring a doctor to her (who, despite great confusion, saved the Sister’s life), and then became Sister Celestial’s best friend and ally for the next 20 years of her crusade. After her death in the mid 1950s, Tacoma sat empty and unaccessed until Crimson Kpinga, wounded and leading dangerous men away from innocents, ran through a 13th floor door, and Tacoma noticed. And brought “CK” safely into his own space.
It took time for CK to realize Tacoma was alive, or at least aware, but with Tacoma showing him special 13th floor rooms all over the world — places where supervillains set up special labs that remained secret after they were killed, or that heroes a generation or two ago had used as their bases of operation, CK and Tacoma became a powerful team. When Firecracker invited Crimson Kpinga to join the Knight Shift, he accepted, and brought the considerable resource of Tacoma with him.
Longlegs: Longlegs is Jennifer “JennJenn” Janice James, the younger sister of Jake james, better known as the Crimson Kpinga. When CK was captured by the Kill Klan, Tacoma reached out to JennJenn as she happened to be on the 13th floor of an office building as part of her food delivery job. Tacoma managed to communicate with JennJenn, and urge her to call the Knight Shift for help. She did, but she also insisted on going to help herself. Wishing to keep her from harm, Tacoma took her to an abandoned safe house where the Parole Patrol criminal gang had been planning a heist during a 4th of July parade, but had been captured before they could attempt it. Among the unused gear was a single-purpose tight-fitting exoskeleton with powerful hydraulic stilts, designed to be disguised as an Uncle Sam Tall Man. during the parade. JennJenn too the suit for its armor value, but discovered she had a knack for using it’s telescoping legs for movement, escape, and powerful kicks.
After CK was rescued, he tried to forbid JennJenn from becoming a costumed hero, claiming she was “too young.” Tacoma disagreed, and CK discovered he could help JennJenn become Longlegs, or he could let her do it on her own. She has since become a valued member of the Knight Shift.
Mirror Mirror: When the Villains Alliance attempt to use the Multivexer to slice off alternate realities from the blended alterverse, allowing them to be isolated and eventually drained of all energy, somehow Adam Mason was caught at the edge of the field, and briefly linked to ever version of himself in ever reality. The result of this is twofold. First, Adama has access to every skill any version of him gained in any reality, which mostly runs to a long list of service jobs and hobby-level sports and games, but occasionally includes a real outlier of high degree skill or learning (such as preparing blowfish safely, and speaking fluent Cantonese).
Secondly, Adam can assume the form of an alternate reality version of anyone he touches. Normally this is a very close duplicate, though sometimes there are surprising differences (the alternate reality version of Dexter he once assumed was, inexplicable, a chainmail-wearing swordwoman with a raygun). However, he can maintain this form only until he encounters a high-energy state change, which includes anything as powerful as a good punch. Once he is “knocked back to reality,” he can’t assume an alternate version of that person again until his quantum state bleeds off all related residual vibrations… a process that takes just over seven years.
He has also discovered that some entities, such as the Incorruptibles and the Elders from Before, do not HAVE alternate-reality versions of themselves.
As a result As Mirror Mirror (Em-Em, in the field), Adam tried not to duplicate anyone, especially a teammate, unless he absolutely has to, since doing so removes that option for seven years of future encounters and sometimes it’s no help at all. That said, when the Terminax was prepared to destroy all life in the solar system, Em-Em was able to beocme an alternate version of itself and countermand its every order to the Terminaughts, and then send a shutdown code to defeat the Terminax itself.
(Do you enjoy the content on this blog? Why not become a patron, and support the creation of more free material! Or you could even become a sponsor, and get me to link to YOUR content!)
Sometimes, you have to move away from something to get a better view of it. Sitting in E-ville makes it difficult to truly understand the forces swirling around you in the twilight. Coming to Railroad City helps me put context around much of E-ville’s hidden society.
Things only hinted at in Evansville are spoken of openly in Indy… for certain definitions of open. I expected my inquiries to take me down, into the undercity, as they would have in Seattle where the City Below is such a strong part of the Second World. And yes, Indy has the same basement boroughs as any major metroplex, with stairs and ramps leading down to the places where sunlight can never sear or cleanse. But the Lower tracks of Crossroads are a waystation, not a destination. You can make contact with the true Unigov there, but you can’t hold meetings with them.
That only happens at Skydeck.
Skydeck likely existed before the city was planned and platted 1821, but as with many things the colonizers took what existed and forced it to fit their culture, regardless of the consequences. Originally accessed from rooftops and (amusingly) chimneytops, Skydeck is now formed from the 13th floor of hundreds of buildings, some of which are missing many floors below 13. These are crammed window-to-window and hall-to-hall, making it possible to step over the Dropov to reach a new deck manually, but most transportation occurs with elevators and Skykeys.
In older elevators, you may have to seach for where to place a Skykey, but in most cases it’s the same as the fireman’s access. Most keys access only a few decks, and these are codified as times correlating with the position the Skykey needs to be at for that to be the correct 13th floor. The guide who took me to the common entry point, the 13th floor of the Thomas Building which survives despite the rest of the building burning, has a “Thomas Three O’Clock Key,” which accessed the area known as Ashlands by having the key rotated 360 degrees, and then turned to a 3-o-clock position. The clockface position is believed to have been standardized by the 11th Hour Society in the 1930s, when they served as Stewards of the Skydeck access points.
Ashlands is neutral ground, at least officially, less out of some agreement and more because the layers of soot on every surface and strong smell of smoke makes few people wish to claim it. from there the guide warned me not to go far, and I saw only the Stacks, as expected when seeking a sage, but saw tagger signs directing me to the Wherehouses, Galley, De-Magiced Zone, and most troubling HighHell. I did not wander.
The sage declined to answer my questions, but even just overhearing others talk of local twilight conflicts told me much. The Kith are strong in Indy, as with much of the continent, but truly weak in E-ville. The BraiN Eating was mentioned more than once, and now I must wonder–are the Brain Eaters just defending themselves against the Kith’s influence? If I am to live here, I’ll need to know.
The Torsions are a new faction to me, and powerful only in Indiana, and their power wanes in areas called the Tippecanoe and the Vincennes, that later being the area of the Brain Eaters. The Torsions are very concerned with keeping a temporal barrier between their dominions in central Indiana, and those other counties, which manifests as a time zone caved from what should rightfully be central, but not for all the state.
But for Vicennes/Land of the Brain Eaters/ There are several factions, many minor or unknown beyond the borders of river and rock that define my new home, but which are apparently ascendant enough that no outside faction dares operate in any but the most clandestine fashion in Vicennes without some local alliance. Of these regional groups, the Red Cathedral seems most powerful, and are strongly tied to the brain eating ritual, but I know little else. The Storm Arsenal is agreed to be smaller and weaker, but otherwise a mystery. Other names–the Old Passe, the Clowder Guild, the Death Wake, the Eastcheap Livery–seemed to refer to Vicenne, but I have no context for them.
When my guide told me the Clowder Guild insisted he give me safe passage back to Railway City, which I had wrongly though was included in his services, I did not question it. I was above my depth, and I knew it.
But these are grand threads for me to follow once I return to Evansville. The Clowder Guild I must seek out, clearly, and the Red Cathedral as well.
There are things I must learn, before I dare eat a brain.
(Do you enjoy the content on this blog? Why not become a patron, and support the creation of more free material! Or you could even become a sponsor, and get me to link to YOUR content!)
Some ideas refuse to leave me alone until I write them up to at least a sketch level. This is one of those. I haven’t even searched for similar ideas and names already in use, yet.
THE KNIGHT SHIFT
When Citadel City’s primary defenders are injured, off in space, or just on vacation, the citizens still sleep safe knowing they remain watched over by the less-experienced, less-famous, but still competent Knight Shift.
The Knight Shift can be B-Team backup for the Player character heroes, or just interesting local color.
The Amalekite: The Amalekite is a powerful champion that appears to be a mighty armor made of stone and metal, marked with ancient sigils and crafted in a mix of Biblical and modern styles. The Amalakite can teleport at sunup and sundown, stand watch ceaselessly, fly, command (but not create) fire, always hear its name if spoken by one who has met it, and is spectacularly powerful and strong. Though the Amalekite can bleed if struck hard enough, no one has ever seen its wearer, who is often thought of as the bravest and most noble of the Knight Shift, and sometimes considered “too good” for the ‘secondary’ team of heroes.
In truth, the Amalekite is not a suit of armor worn by anyone at all, but a powerful sorcerous tool created in ancient times by the last of the Amaleks. It is controlled by the dreams of whoever last spoke the rites of kingship over it. Lost for eons, the words were found inscribed in a table by Clifton Kirk, a famed archeologist in the 1960s. Fearing the power of the Amalekite, Kirk never risked speaking or sharing them. Kirk sadly turned to alcoholism when his career never reached the level of success he felt he deserved for finding the Amalekite (a fact he kept secret), and when he died his possessions passed to his estranged son Steven Kirk.
Steven spoke the words accidentally, while going through his father’s papers, and gained the power to command the Amalekite in his sleep. There is no risk to him, he feels no pain, expends no energy. He has even learned to enter a dreamlike state while waking by smoking various herbs and playing mindless video games. But, of course, if his identity was ever discovered, Steven would be in great danger.
And so the master of the Amalekite lives in his mother’s basement, high and dozing off most of the time, as the resentment that none of the acclaim, hero worship, and less proper offers of thanks and rewards ever filter down to him, a massively obese, homebound, part-time online customer service rep.
Dexter: When Caliburn the NovaGuard used his NovaStrike to slow Voidrox the Sun-Killer, the feedback destroyed Caliburn entirely.
Except for his right hand.
With the last mote of Novadronimum in the galaxy powering it, with just a tiny piece of the Justice Circuit still held within it, that hollowed-out gauntlet followed its core programming, and sought someone most in need of justice, and compatible with its (broken, fragmented) OathCode. It should serve as no surprise, perhaps, that it found at that moment the person with the strongest combinations of a need for justice and the strength to fight for it was a young black transgender woman. And so it configured itself to fit on Samantha Baker’s right hand, and gave her a fraction of the last NovaGuard’s power.
And as Dexter, she has wielded it to oppose every injustice she could find since, fiercely, fearlessly, and relentlessly.
Diagoras: Diagoras is the distant descendant of the famed pugilist and athlete Diagoras of Rhodes, and is the chosen and beloved of Palaestra, goddess of wrestling. His skill and ability are defined as the best that any mortal human (which turns out to mean unpowered human) has ever performed in competition. He is thus skilled with all tools of sport, including javelins, discus, bows, rifles, bowling balls, shot-puts, and so on. He often wears sports-related armor, and carried various sport paraphernalia with him.
As a near-demigod, he is also surprisingly resilient, and though showy, and often willing to do things the hard way if it’ll look more impressive, still honestly wishes to fill the role of hero and make the world a better place.
DefCon: The last of the Countdown Clones, from the Countdown to Calamity event, DefCon was the only one of the clones to reject his programming and work with heroes to prevent the Calamity. He has since become a full-time hero, trying to understand his place in the world as a sapient strong-AI with all the knowledge and intellectual capacity of a mature adult, but only a few years of actual life experience.
DefCon still has a ‘5’ on his forehead, as all the Countdown Clones did. If he absorbs enough damage, he becomes tougher, stronger… and angrier. The ‘5’ then becomes a ‘4,’ and DefCon 4 is a somewhat less kind and patient personality. If the increased resilience of DefCon 4 doesn’t prevent him from absorbing a great deal more damage, the ‘4’ becomes a ‘3,’ and he gains an angrier, more prone to violence personality while turning into someone who can go toe-to-toe with some of the most powerful known superbeings. each state lasts only a few minutes, unless it continues to absorb energy from massive attacks.
No one knows what DefCon 2 or DefCon 1 are like.
Firecracker: Rita Miguel was born in the late 1990s a Booster, one of the rare humans who, apparently at random, inherits a superior mental and physical capacity. Almost a textbook Booster, Rita was able to perform 25-50% above peak human athletic and mental capacity–running a two-minute mile, testing at an IQ of 280, able to deadlift 1,400 pounds, able to go for 300 hours without sleep and still function, and more.
Her parents, second-generation immigrants, knew the US government wanted all Boosters to be registered, and thought this would be what was best for their girl. After all, General Glory was a registered Booster, and a national hero, and with registration came free education and health care. So Rita grew up to be poked, and prodded, and tested, and assumed she would be able to fulfill her lifelong dream of being a costumed hero, like so many other Boosters that went through the program.
The All-American Alliance sponsored most of the pretty white Boosters in her classes as teens. General Glory picked a series of young Boosters to be his sidekick Private Patriots. A few Boosters were adopted by wealthy families who trained and equipped them to be local heroes and good PR for those families, while others got corporate sponsors.
But no own gave any such opportunity to Rita, and at 18, she aged out of the system.
So, she made her own patriotic costume, named herself “Firecracker” for her strong personality, and went it on her own, assuming her success would earn her a slot on the Federal Guard, or the Regulators, or the Heroes’ Alliance.
Six years have passed. Firecracker is one of the hardest driven, most dedicated, most skilled Booster heroes. She didn’t so much join the Knight Shift, as she saved them from biting off more than they could chew, and agreed to help out when they realized how well she understood the independent hero life. She is the ad hoc leader of the Knight Shift, though this is not an official position.
She doesn’t think General Glory will call, anymore. But that’s not going to stop her.
She’s a Firecracker.
Mona Lisa: Mona Lisa is a disembodied psychic presence. She was an innocent bystander slain during the Mind Wars event in Citadel City. For some reason, unlike others killed during those weeks, Mona Lisa managed through sheer force of will to project her consciousness into a nearby classic painting. Her intellect thus survived, and she has come to even appreciate the freedom her new form gives her.
Mona mostly exists on the Ethereal Brane, free of any constraint of the physical or temporal. However, she can use a conceptual gate formed by any image of a woman on the material dimension to look in on and communicate with the mundane world. Thus she can use the eyes of any image of a woman to see, the ears of any image to hear, and the lips of any such image to speak. The better the image, the stronger her power through it. Members of the Knight Shift generally carry both a smartwatch program with a hi-resolution image of Mona that she can easily find and inhabit, and a back-up in the form of a painted coin or picture in a locket.
While Mona mostly acts as a scout and communications relay, she has grown into a powerful psionic force, easily able to engage other mentallists and most supernatural creatures if they are anywhere near an appropriate image, and even able to whisper subtle influences into the minds of nonpsychic brains.
(Do you enjoy the content on this blog? Why not become a patron, and support the creation of more free material! Or you could even become a sponsor, and get me to link to YOUR content!)
Evenasville. It’s not the Eeriest town in Indiana… but I am learning there are forces afoot that shorten the name. That think of this place, my new home, as E-ville.
In many ways this is like living in a suburb of a major metropolis, like the outskirts of Chicago, Cincinnati, or (unsurprisingly) Indianapolis. But there’s no major metropolis serving as the center of social gravity here. At least, none visible to common perception. There are surprisingly vast cave systems here, however…
If there are zoning laws in E-ville, they are either honored in being ignored, or arcane, or only cover a small part of the county’s largest—and one of only two—only incorporated townships.
The hodge-podge of buildings and land use mix in surprising ways, with metal shops right next to cemeteries right next to restaurants right next to bridge clubs. Older districts, such as Boneyard Park, often have century-old buildings sitting right next to modern drive throughs, often in the shadows of great brick edifices build in the 30s, 40s, and 50s. Scottlaw, once its own town, still has clear signs of once being home to dozens of factories spewing chemicals into the now-missing Canary Creek. Museums and zoos are surprisingly common, and often surrounded on all sides by more plastic and neon edifices of corporate uniformity, as though the traditional spaces are being cut off from one another by modern, soulless progress.
(E-ville’s only incorporated neighbor in the country, Darmstadt, is a small German enclave, where old dueling rites are still performed at Saint Eligius’s Temple, on St. Eligius street, which may come as no surprise as he is the patron saint of soldiers… and metalsmiths, numismatists, farriers, ranchers, and taxi drivers. They often perform within site of the Tree of Peace, which commemorates the War to End All Wars, which legend says was nearly burned to the ground in 1939, which might explain why some locals feel protective of it.)
The food scene is particularly interesting, as one might expect in the land of the brain-eaters. Modern, corporate, franchised, uniform restaurants pop up constantly, many offering experimental dishes not available to the rest of the world, yet. They constantly appear just across the street or down the block from older, locally-owned places that often focus on comfort food.
Comfort, in fact, is one of the crucial local bywords. Not a pneumatic, power lift bed, but an old, comfortable one. Not a breakneck pace of work, but a steady, comfortable one. Tradition, community, and history are heavily leaned on to provide comfort. It’s as though something is always disturbing the residents of E-ville, always injecting disquiet into their minds. Only by clinging to comfort can generations of families remain here, and work the land, and try to survive where 10,000 years of occupancy has dictated some civilization must sit.
The modern mass-mall-eateries try to emulate this, of course. There are the Apple Barrel country stores and brunch palaces, the Craftsman Kitchen diners. But only the newest of arrivals or most transitory of tourists could mistake these for the true palaces of dozens of generations of comfort. The Blind Grasshopper’s Comfort Cafe, Citadel Bakery, and Steel River Lunchhouse have a kind of magic about them that no mass-marketed, prepackaged, manual-driven food establishment can touch.
A kind of magic that holds disquieting airs at bay.
This is barely a game. It’s more a way to track cooperative storytelling than a tactical exercise. It works only if everyone playing wants it to work, and is willing to overlook when it doesn’t work well.
Oroborous & Oubliettes
The Ouroboros is the dragon that encircles the world, unseen but everpresent, and survives by consuming itself. Agents of the Ouroboros wish to unleash it to consume the world, which will destroy everything with a few generations, but give those who release it vast power until that time.
This has been tried many times before, often by those who cannot be killed, or using objects that cannot be destroyed. In desperation, these things are placed in oubliettes, dark holes that go deep into the world’s crush, and thus deep into Oroboros itself, in the hopes of burying them forever.
But nothing is buried forever. When a new threat arises, the player characters must seek to stop it, often by delving into an oubliette to recover some lore or object that can aid them, or to beat some group of Ouroboros cultists from getting it first.
Making a Character
Describe your character in 2-3 sentences, between 10-40 total words.
Write down one thing you are good at.
Write down one thing you’re bad at.
Write down one important thing you have.
Write down one thing you want to accomplish.
The Game master sets a scene, the players say what their characters do, in order they are sitting at the table, and then th GM tells them if their actions automatically succeed (so extremely simple things), automatically fail (for impossible things), or are handled by a test.
Each scene is clearly defined as casual or dangerous when introduced. Casual scenes have no consequences. A casual scene can become dangerous, in which case the GM says so.
In a dangerous scene, there were normally 3 chances for each character to take an action. Actions aren’t blow-by blow things like “I stab a scorpion bandit,” but more like “I attack the bandits, trying to drive them back out of the mine shaft.”
A number of successful actions equal to the number of players but less than double that number is a draw–players ended up neither better off nor worse at the end of the scene.
A number of successful actions equal to at least double the number of players but less than x2.5 that number is a win. The players make progress on the adventure without any major setbacks.
Successes at least equal to x2.5 the number of players is a BIG win. The players proceed, and get some kind of permanent improvement.
Successes less than the number of players is a failure. A number of players equal to the difference between the successes they needed for a draw and those they got must take a wound. A wounded character must either give up one of their bonuses until she healed, or write down a new thing you are bad at (which the player got to pick) as a scar that is kept kept until the character succeeds at a task using that trial.
BIG wins might give special equipment (standard equipment is assumed), or new allies, or new abilities, or anything else the GM and players agree on.
For each action that needs a trial, a player rolls 1d6, and a result of 4, 5, or 6 is a success and 1, 2, or 3 is a failure. If the trial involves something you are good at or have an important thing for you get to roll two dice and succeed if either is 4, 5, or 6, while if it’s a thing you are bad at you have to roll two dice and get 4, 5, or 6 for both to succeed.
A typical campaign is 9-14 scenes. If all the characters end up with wounds, and at least one has two or more wounds, the campaign is a failure. Every 2-3 scenes, there should be a way for one player to make progress on the thing they want to accomplish.
For now, that’s it.
I have a Patreon. It allows me to take the time to make posts that are freely available, like this one. Your support is welcome and appreciated.
For those of you who don;t know, I’ve moved to Evansville, Indiana.
It’s a modest city in southern Indiana, population roughly 117k. It’s the third-largest city in Indiana, the county seat of Vanderburgh County, home to two universties and the state’s first casino.
It’s in an oxbow of the Ohio River, and is sometimes referred to as the “Crescent Valley” or “River City”. And the Ohio River is sometimes called the Green River.
It’s like they are afraid of True Names here. Which, in a place that’s been inhabited by one culture or another for 10,000 years, maybe makes sense.
Oh, and they eat brains, here.
Fried. In sandwiches. Mostly pork brain, though some claim you an still get fried cow brain. But once a brain is deskulled, battered, and deep-fried, can you tell what mammal it came from?
The expert brain eaters here can, of course. They’ll tell you so, with a certain… look in their eyes.
There are a lot of “oldests” in Evansville. Oldest zoo in the state. Third-oldest baseball field still in use in the country. Oldest active Greyhound Bus station in the country.
Oldest brain-eaters club.
Of course, that club goes back even more than the 10,000 years this palce has been inhabited…
Okay, this is one run at “Three if By Air, the Game of Revolutionary War Air Combat.”
Written by Owen K.C. Stephens, Illustrated by Stan!
The final may play nothing like this.
Play on a hex grid at least 22 x 36. Each player sprinkles a handful of coins (no more than 20, no less than 5) across the grid for terrain. These represent things sticking up into the air–steeples, treetops, flagpoles, and so on. (Look it’s the 1700s, You are fighting HIGH in the air!) Center each coin in a hex. If an attack you be traced through a hex with a coin, you can’t make that attack unless an ability says otherwise.
Players — 2 Units — 6 each
Players — 3 Units — 4 each
Players — 4 Units — 3 each
Players — 5 or 6 Units — 2 each
Each player is British, or American. In 2, 4, and 6 player games, make teams of an even number of players. In 3 or 5 player games, it’s a free-for all (fog of war, and all that — the final game may include more factions such as Canadian Moose Dirigibles, Tidewater Steam Gliders, and Pogo-Armed Yetis, for all I know).
British players may have British or Hessian troops. American players may have American or French troops, but cannot have more French than American.
Make your units before play. You get 10 points. Divide them among these 5 attributes, which are used with combat characteristics, no more than 4 in any one attribute.
Offense: Used with ATTACK.
Defense: Used with EVADE.
Toughness: Used with HEALTH.
Speed: Used with MOVE.
Accuracy: Used with RANGE.
ATTACK: For each attack, roll 1d6 and add your Offense. If the value exceeds your target’s Evade, the difference is the damage you do.
EVADE: Each time you are attacked, roll 1d6 an add your Defense to see if you are damaged.
HEALTH: You can take damage equal to 2 + double your Toughness value. If damage would reduce you below this number, that unit is removed from play.
MOVE: Determines both movement order and how far you can go. Each round you can move a number of hexes equal to 1d6 + your Speed, to a maximum of 7. If you choose not to ATTACK, you may move an additional 1d6 hexes in phase 2. You can always move less than your maximum (including moving 0).
RANGE: Each round at the beginning of Phase 2 you roll 1d6 -3, and add your Accuracy. On that Phase you can attack foes a number of hexes away equal to this number, to a minimum RANGE of 1.
If you are AMERICAN, your units are Lightingrod Class War Kites. If on your first attack against a target your attack roll is a natural 6 (a 6 shows on the d6), you may also attack a second unit if it is within 6 hexes.
If you are BRITISH, your units as Beefeater Rocket Cavalry. You gain a +1 to attacks made against a target in an adjacent hex.
If you are FRENCH, your units are Hot Air Balloon Dragoons. When one of your units takes damage, it moves 1 hex in a direction of your choice.
If you are Hessian, your units are Trebuchet Infantry, lobbed into the air by ground forces each round. You may only move in a straight line each turn, and gain +1 ATTACk and +1 EVADE.
Each player picks one side of the map to begin on, in secret. All sides are then all revealed. If two or players pick the same side, and there is a side with fewer players having picked it, the players each roll a d6 (rerolling ties) and the one who rolls highest decides to stay or move 1 side clockwise to the nearest side with fewer players. After that, each other player in descending order of die rolls must move 1 side clockwise to the nearest side with fewer players until there is not a side of the map with fewer players assigned to it.
The each player rolls 3d6 and totals them. In descending order of those die rolls, each player places 1 unit within 3 inches of their side of the map. Proceed through this order until all units are placed.
Everyone rolls their MOVE. The unit with the highest move may choose to go first, or wait and go last. If two units have a tied MOVE, they may defer to one another, or write down their movement and reveal them simultaneously to move simultaneously.
The unit with the next highest MOVE then decides to go immediately, or go last (or next-to-last if the highest MOVE is going last).
Proceed until everyone has moved.
In order of MOVE, each unit rolls its RANGE, then attacks or moves another 1d6 hexes.
Proceed through all units, then the round is over, and go to Phase 1 of the next round.
If a player ever goes 3 rounds in a row without any unit making an ATTACK against a target in range, that player’s units are considered to have no taste for battle and retreat, and are removed from play.
If you have eliminated more than half of an opponent’s units, that opponent is eliminated and any remaining units are removed of play.
One side wins when all opposing sides have had all their units removed from play.
This is the seed of an idea. The barest hint of a setting, a slight blush of a game mechanic.
There are great and mighty heroes of the land, movers and shakers who can face down armies, raise mountains, and challenge the gods themselves.
These titans are busy. Perhaps they must oppose the forces of Khernobog. But for whatever reason, while these paragons can do any twenty things they wish, there are always 100 more things to do.
You have been apprenticed to one of these mighty beings for years, cleaning weapons and cooking meals and cleaning up after familiars. But now, you are a journeyfolk. You are trusted to actually take care of some minor things on your own, dealing with some of of the 100 problems your great and powerful patron doesn’t have time for so they are freed to tackle other issues.
And if one of these lesser problems kills you, that will prove it’s important enough to draw your patron’s direct attention.
When you attempt something you might fail at, you make a roll. Every die that turns up as a 5 or more on that roll is a success. For typical things, one success means you have accomplished your task. Difficult things, or those actively opposed by others, might require 2 or more successes at once. Long, complex things might require many successes, earned over time.
Every turn, you get three action dice. These are normally d6s. (For our purposes these are colored green, though that’s not required by the rules). Anything you do on your turn must have at least one action die attached to it. If it’s something you can’t fail at (walk across the room), you just expend the die and take the action. If it’s an action you could fail, you roll the action die to see if you succeed.
You also have other dice, like Physcial dice (attribute dice are blue), Combat dice (skill dice are white), and Fire Spell dice (magic dice are red). These start at a d6 each. When you expend an action die to attempt something, you can add these dice if they are applicable.
You can keep adding dice to see if you succeed, until you roll a “1” on one or more dice, at which point you have to stop. However, you can only use each die you have one per turn, and every action must at least one action die attached to it.
You can spend experience points to buy up the value of your dice. Buying up skill dice is cheap (they only apply to a limited number of rolls), buying up attribute dice is more expensive (they apply to broad categories — in fact there may only be three attributes, like Mental, Physical, and Spiritual), and buying up action dice are extremely expensive (as they can apply to any action).
When you take damage, you have to degrade your dice. I’m not sure how yet. Maybe just your action dice degrade. They can go down to a d4, which can’t *succeed* at a task, but you can still expend those action dice to do things (you’ll just have to expend additional dice as well, if you are attempting a thing you could fail at).
Damage might be broken into categories, like physical (wounds), mental (confusion or insanity), social (reputation), and spiritual (possession, demoralization). If so, engaging in a public debate can’t result in physical damage (unless things escalate to violence), but might result in you taking damage to a Diplomacy or Mental Attribute die.
Your patron is also a die, but one you can only use out of combat, and which has a recharge time measured in days or weeks, rather than a turn. Need to talk your way past a guard? Invoke your patron’s name. Want a curse removed? get your patron to send you the materials needed to do so. Want to have a band of mercenaries guard a town? Ask your patron to pay for them.
The more often your patron helps journeyfolk like you, the fewer resources they can dedicate to help on each occasion. Your patron die begins at a d10, with a one week cooldown. You can move it up to a d12 with a month cooldown or a d20 with a season cooldown; or a d8 with a day cooldown.
This obviously isn’t a playable system yet, but it’s the nugget from which a game could be carved out.
Exploring a concept of a psychic power I’ve never seen anyone use in story or game before.
The ability to touch an object and gain impressions of noteworthy things that are going to happen to it in the future.
Especially useful variant is “image prechometry,” which allows you to touch a detailed picture of an object (such as a blueprint), and determine what major things would happen to it if actually existed.
In my “Diesel Pulp” just-for-fun setting, the Black Duchess of Crimea has a number of prechometrist stranniks, who allow her military to troubleshoot new designs without ever actually building or testing them. While this system is not perfect, it saves so much time and money as to give the Black Duchess a huge advantage.
Carson pulled the twine tight, again. She walked around the enormous almost-sphere of the material, again. She pulled a new skein of twine from her coat pocket, and tied it to the end of the twine coming off the twine-ball. Again.
this won’t work, mortal
The voice was much weaker than he had been when she’d started. Good. A few more hours, and even she wouldn’t hear it anymore.
She smiled, and she began tugging, wrapping, and walking around the twine. Again.
“It will, Svarmag, thank goodness. While you deigoth can only be bound by unique memorials, they don’t have to be hanging gardens, or colossi.” She patted the oversized string ball affectionately. “Just, you know, noteworthy.”
they built the sphinx itself to bind me
Carson smiled. “And then Napoleon’s troops screwed up and let you out, I know. Though let’s be honest, if you were stored in the nose, you probably aren’t why they built the sphinx. I’d bet there were dozens of you stored in there. You were just the lucky booger who escaped.
this is not fitting. it is not permanent. it is no…
Carson felt a grin tug at her face. Oh, it would take some planning. A foundation, dedicated to the cultural impact of the ball. A little money. Some websites.
But yes. Svarmag would be bound in twine, Forever.