Sunday, December 1, 2019

MacGyver

Another legend from the 80s/90s that I loved to watch comes to d20! (BTW, there is only one MacGyver. Cue that iconic theme!)

ANGUS “MAC” MACGYVER
(circa MacGyver, Season 4, 1988)
Male Legendary Human Fast Hero 2/Smart Hero 3/Engineer* 10/Infiltrator 4; CR 20; LA +1
Medium-size Humanoid (height 6’ 1”, weight 171 lb.); Age 37
* See d20 Future

Init +3; Senses (core) Listen +3, Search +15, Spot +7; Senses (house) Listen/Spot +13, Search +20
Languages English, French, German, Italian, Russian, Sign, Spanish

Defense (core) 25, touch 25, flat-footed 22; Defense (house) 25, touch 15, flat-footed 22; Dodge (+3 Dex, +11 class, +1 equip)
hp 94 (19 HD); Mas 12
Fort +8 (+4 vs hot/cold environments, suffocation/drowning), Ref +15, Will +9
Action Points 17

Speed 30 ft. (x5)
Melee unarmed strike +12 (1d3+1 nonlethal, 20) or
Melee by weapon +12
Ranged by weapon +14
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +11; Grp +12
Atk Options Combat Expertise
Special Qualities Legend (4)

Abilities Str 12, Dex 16 (15), Con 12, Int 20 (18), Wis 16 (15), Cha 14
'(-)' indicate original ability scores.
Allegiances Good, Law, the Phoenix Foundation; Rep +8; San 75
Feats Action Boost (from Future), Aircraft Operation (helicopter), Attentive, Builder, Cautious, Combat Expertise, Dodge, Educated (earth and life sciences, physical sciences), Endurance, Focused, Gearhead, Jack of All Trades (from Future), Nimble**, Personal Firearms Proficiency, Run**, Salvage (from Future), Simple Weapons Proficiency, Surface Vehicle Operation (powerboat, sailboat), Track, Trustworthy**, Vehicle Expert**
** Bonus feats acquired from the legend template.
Skills (core) Balance +7, Climb +5, Computer Use +15, Concentration +6, Craft (electrical) +19, Craft (mechanical) +23, Craft (structural) +17, Demolitions +19, Disguise +7, Disable Device +19, Drive +10, Escape Artist +12, Hide +9, Investigate +17 (10), Jump +6 (+2 when running), Knowledge (current events) +10, Knowledge (earth and life sciences) +13, Knowledge (physical sciences) +26, Knowledge (popular culture) +9, Knowledge (streetwise) +11, Knowledge (technology) +20, Knowledge (theology and philosophy) +9, Move Silently +9, Navigate +13, Pilot +10, Read/Write English, Read/Write French, Read/Write German, Read/Write Italian, Read/Write Russian, Read/Write Sign, Read/Write Spanish, Repair +23, Search +15, Sense Motive +10, Sleight of Hand +13, Speak English, Speak French, Speak German, Speak Italian, Speak Russian, Speak Spanish, Spot +7 (+4 when sweeping), Survival +10, Swim +6 (+4 to avoid becoming fatigued), Tumble +7
Skills (house) Athletics +12 (+2 on Jump when running, +4 on Swim to avoid becoming fatigued), Computer Use +15, Control +11, Craft (electrical) +19, Craft (mechanical) +23, Craft (structural) +17, Deduce +20 (+2 on Investigate), Demolitions +19, Disguise +7, Disable Device +19, Drive +10, Escape Artist +12, Knowledge (current events) +10, Knowledge (earth and life sciences) +13, Knowledge (physical sciences) +26, Knowledge (popular culture) +9, Knowledge (streetwise) +11, Knowledge (technology) +20, Knowledge (theology and philosophy) +9, Navigate +13, Pilot +10, Read/Write English, Read/Write French, Read/Write German, Read/Write Italian, Read/Write Russian, Read/Write Sign, Read/Write Spanish, Repair +23, Perceive +13 (+2 on Sense Motive, +4 on Spot to sweep), Sneak +18 (+2 on Sleight of Hand), Speak English, Speak French, Speak German, Speak Italian, Speak Russian, Speak Spanish, Survival +20, Tumble +8
Talents (Fast Hero) Evasion
Talents (Smart Hero) Plan, Savant (Knowledge [physical sciences])
Talents (Engineer) Craft XP Reserve (800), Improve Kit (+3), Quick Craft, Quick Fix, Reconfigure Weapon, Sabotage, Superior Repair, Unflustered, Weapon Upgrade
Talents (Infiltrator) Improved Evasion, Improvised Implements, Sweep
Starting Occupation Military (+1 on Demolitions, Survival as permanent class skill; Personal Firearms Proficiency)
Possessions (carried weight 4 lb.) leather jacket (4 lb.), Swiss Army knife, multi-timezone wristwatch (includes compass), chewing gum
Wealth Bonus +14

Tuesday, November 26, 2019

My Gamemaster's Card

Kind of like a baseball card, detailing a player's career stats to-date. Except these detail my time as a gamemaster/Dungeon Master. My totals are AT LEAST as follows (complete with its own set of obnoxiously oblique stat acronyms):

S 224
H 1,384*
Avg 6.18
PR 56
WCF 2
CharS 95
CharK 10
TPKs 1 (5)
KR 10:95 (.105)
YA 23 (1996-2003; '05-'11; '13-'15; '17-'21; '23-)
DA 905
CamS 12
CamC 8
CamCR .667
SysR 10
SetR 9
HPD ~1.53 hr/day (~92 min/day)
* Includes four 4-hr "professional" sessions at GenCon 2019.

Index
S: Sessions
H: Hours
Avg: Average Session Length (in hours)
PR: Players Recruited
WCF: Wedded Couples Formed (confirmed only)
CharS: Player Characters Started
CharK: Player Characters Killed
TPKs: Total Party Kills (# of dead characters)
KR: Player Character Kill Ratio (Killed:Started; chance of death)
YA: Years Active (excluding years when no sessions were completed)
DA: Days Active (spent preparing or playing)
CamS: Campaigns Started
CamC: Campaigns Completed
CamRoC: Campaign Completion Rate
SysR: Systems Run (Palladium, AD&D 2e, West End Games' Mastersystem & D6, D&D 3e/3.xe, Shadowrun 2e/3e, Star Wars d20/RCR/SAGA, Pathfinder 1e, D&D 5e)
SetR: Settings Run (TMNT, homebrew, World of Indiana Jones, DragonLance, Ravenloft, Forgotten Realms, Shadowrun, Star Wars, Pure Steam)
HPD: Hours Per Day (hours / days active)

Last Updated: 2/8/23

Monday, November 4, 2019

Autumnal Bliss

Full of anniversaries…

Birthdays…


Silliness…

Smiles…
Playing at work…
Working at play…


And balls … lots of balls.
"So, now that I've got 'em, what do I do with 'em?"

Sunday, September 15, 2019

Ewan Hits 4

This is what it looks like when you're holding balloons equal to your new age, and holding back pee.
Nothing held back about that smile though!
Here he is "playing Happy Birthday to himself" on the piano. 
Mama was there too, with Paige who was eager to flex her toes.
Always eager to step out her own, this one.
Meanwhile, her brother, the birthday boy, swims in more balloons.


And check out this vid of him opening presents and whacking a piñata at the speed of Alvin & The Chipmunks on crack.


Sunday, September 1, 2019

NYC's Very Own Boys in Gray

The Ghostbusters (and Slimer) get the d20 treatment.

Dr. RAYMOND “RAY” FRANCIS STANTZ, PhD
(circa Ghostbusters, 1984)
Male Human Smart Ordinary 3/Dedicated Ordinary 1/Fast Hero 1/Smart Hero 1/Field Scientist 2; CR 7
Medium-size Humanoid (height 6’ 1”, weight 220 lb.); Age 25

Init +0; Senses (core) Listen +3, Search +6, Spot +3; Senses (house) Listen/Spot +7, Search +14
Languages Akkadian (read/write only), Ancient Greek (read/write only), Ancient Hebrew (read/write only), English, Latin (read/write only), Sign

Defense (core) 19, touch 19, flat-footed 16; Defense (house) 19, touch 14, flat-footed 16; (+3 Int, +6 class)
hp 36 (8 HD); Mas 13
Fort +5, Ref +4, Will +2
Action Points 9

Speed 30 ft.
Melee unarmed strike +3 (1d3 nonlethal, 20) or
Melee by weapon +3
Ranged (touch) proton stream +1* (2d8 fire and force, 20, 30 ft.) or
Ranged (touch) proton stream grab +1* (grapple, 30 ft.) or
Ranged by weapon +3
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +3; Grp +3
Atk Options none
Special Qualities none
* Ray only takes a -2 non-proficiency penalty because he co-invented the proton packs.

Abilities Str 11, Dex 10, Con 13 (12), Int 16 (15), Wis 9, Cha 14
'(-)' indicate original ability scores.
Allegiances the Ghostbusters, paranormal studies, good, NYC; Rep +3; San 46
Feats Gearhead, Open Minded (see Dark*Matter), Simple Weapons Proficiency, Studious, Surface Vehicle Operation (powerboat)
Skills (core) Computer Use +12, Craft (electronic) +11, Craft (mechanical) +9, Decipher Script +10, Disable Device +6, Drive +2, Investigate +8, Knowledge (arcane lore) +14, Knowledge (behavioral sciences) +6, Knowledge (current events) +8, Knowledge (earth and life sciences) +8, Knowledge (history) +9, Knowledge (physical sciences) +10, Knowledge (popular culture) +6, Knowledge (streetwise) +5, Knowledge (technology) +8, Knowledge (theology and philosophy) +7, Listen +3, Navigate +5, Pilot +2, Read/Write Akkadian, Read/Write Ancient Greek, Read/Write Ancient Hebrew, Read/Write English, Read/Write Latin, Read/Write Sign, Repair +11, Research +14, Search +6, Speak English, Spot +3
Skills (house) Computer Use +12, Craft (electronic) +12, Craft (mechanical) +10, Deduce +13 (+2 on Decipher Script), Disable Device +6, Drive +2, Knowledge (arcane lore) +15, Knowledge (behavioral sciences) +6, Knowledge (current events) +8, Knowledge (earth and life sciences) +8, Knowledge (history) +9, Knowledge (physical sciences) +10, Knowledge (popular culture) +6, Knowledge (streetwise) +5, Knowledge (technology) +8, Knowledge (theology and philosophy) +7, Navigate +5, Perceive +7, Pilot +2, Read/Write Akkadian, Read/Write Ancient Greek, Read/Write Ancient Hebrew, Read/Write English, Read/Write Latin, Read/Write Sign, Repair +11, Research +14, Speak English
Talents (Fast Hero) Evasion
Talents (Smart Hero) Savant (Knowledge [arcane lore])
Talents (Field Scientist) Scientific Improvisation, Smart Defense
Starting Occupation Paranormalist (+1 on Knowledge [arcane lore], Research; see Dark*Matter)
Possessions (carried weight 42 lb.) uniform (jumpsuit; 2 lb.), proton pack (see below; 30 lb.), ghost trap (see below; 5 lb.), PKE meter (see below; 1 lb.), paragoggles (as night vision goggles, except they grant the wearer a chance to see incorporeal creatures with a special +4 equipment bonus on Spot checks when checking for them only; 3 lb.), walkie-talkie (1 lb.), various personal items
Wealth Bonus +11

NEW Equipment Proton Pack [unique item]
Designed and built by Stantz and Spengler, the proton pack is a backpack-like wearable gadget with an attached particle thrower (“neutrona wand”)—vaguely resembling a flamethrower. Before use, a proton pack must be powered up, which takes a full round. The nuclear accelerator housed in the pack charges ambient proton particles which can be emitted through the thrower as a beam of erratic orange energy wreathed in streams of purple-pink. Attacks made with the proton stream require a successful ranged touch attack roll. Anything the stream touches takes 2d8 fire and force damage (thus anything immune to fire effects still takes half from the force effects, and vice versa). Any creature or object that takes damage from the stream may be “wrangled” with a successful grapple check as a reaction. You gain a special +2 bonus on grapple checks if the stream deals damage equal to or greater than the creature’s massive damage threshold, or the creature’s current hit points are less than one-quarter (25%) their maximum. Any creature or object thus wrangled is considered grappled, and you may use the “damage your opponent” action to instead move the creature or object a number of feet equal to the damage rolled (though no actual damage is dealt that round).

Proton packs consume no ammunition (technically, they have a power pack, the half-life of which is ~5000 years), but must be recharged in a wall socket each day for 2 hours between periods of use. Building your own proton pack requires a successful DC 22 purchase check, a DC 20 Craft (mechanical) check and a DC 30 Craft (electronic) check, and 60 hours work. Succeeding on the mechanical check grants a +2 competence bonus on the electronic check. Proton packs weigh 30 lb.

Note: Wielding this device without penalty requires the Exotic Firearms Proficiency (proton stream) feat, though Personal Firearms Proficiency reduces the non-proficiency penalty to -2.

Object           Size      Wt      Purchase DC      Restriction      Dmg      Type           Rng      Crit
Proton Pack    L           50 lb.  — (26)               Illegal (+4)       2d8       Fire/Force   30 ft.    20

NEW Equipment Ghost Trap
Designed by Stantz and Spengler, a ghost trap is a small box-rectangular gadget that can act as a temporary containment device for captured ghosts. It is fitted with small wheels on the bottom, and can be rolled up to 20 feet away from you with a move action. It is activated using a cable-attached foot switch as an attack action. An activated ghost trap immediately opens a 15-ft cone of effect directly upward from its position. Any creature with the incorporeal subtype that is pinned over an opened trap’s cone effect will be sucked inside and effectively trapped, completely immobilizing and neutralizing it against escape. Grapple checks using a proton stream within the 15-ft cone of the trap receive a +2 circumstance bonus. The trap has no overt effect against corporeal creatures, though staring at an opened trap for 30 seconds or longer risks permanent blindness unless a DC 20 Fortitude save is made.

Ghost traps can hold up to 10 HD of creatures. Traps are reusable, but if full they must either be emptied into a proper containment system or be opened again, which will naturally release the ghost into the environment in a hostile state. Building your own ghost trap requires a successful DC 16 purchase check, a DC 15 Craft (electronic) check and a DC 25 Craft (mechanical) check, and 24 hours work. Succeeding on the electronic check grants a +2 competence bonus on the mechanical check. Traps weigh 5 lb. and are colored in a hazard pattern (alternating yellow and black stripes).

NEW Equipment PKE Meter
Many types of paranormal entities give off an energy similar to that of psionic emissions. The Psychokinetic Energy Meter, which is a tiny hand-held device about the size of a walkie-talkie, is able to detect these emissions. Abberations, constructs, elementals, fey, magical beasts, oozes, outsiders, and undead may all be detectable by their PKE signatures. When active, the PKE Meter will flash, blink, and wave its antennae in the general direction (in front of, behind, left of, or right of you) if a creature belonging to one of these types is within 60 feet of the device. Every additional 60 feet away from the device increases any requisite DC by 5 (see below). Generally, PKE signatures radiate out in all directions, ignoring most barriers such as man-made walls or pavement. Especially dense obstacles (a solid rock face, fallout shelter), or places full of competing radiation sources (massive satellite dish, nuclear power plant, etc.) may block signals entirely. Furthermore, the PKE Meter will only operate at normal efficiency for up to 10 rounds in any given location (though these rounds need not be consecutive) before the PKE background levels or some other radiological energy interferes with the sensitive device. You must make a Computer Use check (typically DC 10, 15, or 20, depending on relative power and rarity) to identify what is being detected. Succeeding on the check by 5+ may also grant you more information on the entity detected.

Building your own PKE Meter requires a successful DC 16 purchase check, a DC 25 Craft (electronic) check, and 24 hours work. The device runs on batteries that last for a month and can be replaced with a DC 5 purchase check. It weighs 1 lb.

Vehicle “Ecto-1” (converted 1959 Cadillac Fleetwood mounted with Futura Ambulance/Hearse Combination)
Crew: 2; Pass: 3; Cargo: 1,000 lb.; Init: -3; Man: -3; Speed: 165 (16); Def: 8; Hard: 5; hp: 32; Size: H; Purchase DC: 30; Res: Res (+2)
          Accessories: Ecto-1’s ambulance/hearse conversion extends the length of the base model to 6 squares, and allows for extra storage space on roller racks that must be ratcheted into place by a second crew member. The car holds a full team supplement of proton packs (4), paragoggles (4), PKE Meters (4), and a slew of traps (up to 12).

NEW Vehicle 1959 Cadillac Fleetwood (full-size sedan)
Crew: 1; Pass: 4; Cargo: 600 lb.; Init: -2; Man: -2; Speed: 185 (18); Def: 8; Hard: 5; hp: 34; Size: H; Purchase DC: 28; Res: Lic (+1)

The Cadillac Fleetwood is a four-door family sedan with white-wall wheels and massive finned twin bullet taillights. It sports a 4-speed automatic transmission and a 390 V8 under the hood. The Fleetwood is all bulk at 2 squares wide and 5 squares long.

Ghosts in the Ghostbusters Universe
By far, the largest number of paranormal foes that one would expect to face in the Ghostbusters universe are “ghosts," or more accurately spirits, as detailed in Urban Arcana starting on page 234. Animating, frightful, groaning, possessing, and weakening spirits are all present to varying degrees, though the GM should feel free to add additional spirit types, such as the devouring spirit (spook) given below, as needed. Some spirits in Ghostbusters may even combine two or more types of spirit to make a new type. The new creature trait “ectoplasm” is also a common difference among most spirits in Ghostbusters.

While spirits should comprise at least 50% or more of encounters in any Ghostbusters game, other likely d20 Modern/Urban Arcana* creatures encountered in-universe may include (but are not limited to): ash wraith*, changeling*, dryad*, demonic auto*, fiend, gremlin*, invisible stalker, living dumpster*, mummy, roach thrall*, skeleton, terrestrial effluvium, toxyderm*, tooth fairy, vampire, vivlor*, zombie, zombie (liquefied)*.

Sample Ghost:
Eleanor Twitty “The Grey Lady” (Librarian Ghost): Medium Advanced (7 HD) Groaning Spirit; CR 8; hp 45; BAB +3 (+2 on all attacks); +1 on all saves; +8 skill points (+2 on any 4 skills); +1 feat (Dodge); add “ectoplasm” to her special qualities; frightful moan (DC 18)

Dr. PETER “PETE” CHARLES VENKMAN, PhD
(circa Ghostbusters, 1984)
Male Human Smart Ordinary 2/Charismatic Ordinary 2/Fast Hero 1/Charismatic Hero 3; CR 7
Medium-size Humanoid (height 6’ 2”, weight 185 lb.); Age 30

Init +1; Senses (core) Listen +1, Search +1, Spot +3; Senses (house) Listen/Spot +5, Search +9
Languages English

Defense (core) 17, touch 17, flat-footed 16; Defense (house) 17, touch 12, flat-footed 16; (+1 Dex, +6 class)
hp 28 (8 HD); Mas 10
Fort +3, Ref +5, Will +3
Action Points 9

Speed 30 ft.
Melee unarmed strike +4 (1d3 nonlethal, 20) or
Melee by weapon +4
Ranged (touch) proton stream +0 (2d8 fire and force, 20, 30 ft.) or
Ranged (touch) proton stream grab +0 (grapple, 30 ft.) or
Ranged by weapon +4
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +3; Grp +4
Atk Options Coordinate, Point Blank Shot
Special Qualities none

Abilities Str 12, Dex 12, Con 10, Int 13, Wis 11, Cha 16 (14)
'(-)' indicate original ability scores.
Allegiances the Ghostbusters, himself, good, NYC; Rep +4; San 59
Feats Confident, Deceptive, Educated (behavioral sciences, popular culture), Heroic Surge, Simple Weapons Proficiency, Point Blank Shot
Skills (core) Bluff +12 (+3 when lying), Computer Use +5, Diplomacy +9 (+3 when lying), Disguise +7, Drive +5, Gamble +3 (+3 when cheating), Gather Information +8, Intimidate +9, Investigate +5, Jump +1, Knowledge (behavioral sciences) +8, Knowledge (current events) +3, Knowledge (popular culture) +8, Knowledge (streetwise) +4, Knowledge (technology) +5, Move Silently +3, Perform (stand-up) +6, Read/Write English, Research +5, Search +5, Sense Motive +3, Speak English, Spot +3, Swim +3
Skills (house) Athletics +5, Computer Use +6, Deduce +9, Disguise +7, Drive +6, Gamble +3 (+3 when cheating), Gather Information +8, Knowledge (behavioral sciences) +9, Knowledge (current events) +3, Knowledge (popular culture) +8, Knowledge (streetwise) +5, Knowledge (technology) +5, Perceive +5, Perform (stand-up) +6, Persuade +14 (+3 on Bluff, Diplomacy when lying, +2 on Bluff, +3 on Intimidate), Read/Write English, Research +5, Sneak +3, Speak English
Talents (Fast Hero) Evasion
Talents (Charismatic Hero) Coordinate, Fast-Talk
Starting Occupation Paranormalist (+1 on Knowledge [behavioral sciences, popular culture]; see Dark*Matter)
Possessions (carried weight 39 lb.) uniform (jumpsuit; 2 lb.), proton pack (30 lb.), ghost trap (5 lb.), PKE meter (1 lb.), walkie-talkie (1 lb.), various personal items
Wealth Bonus +9

NEW Creature Devouring Spirit (Spook): Treat as “Frightful Spirit (Apparition)” (see Urban Arcana, p.235) except replace the “horrific appearance” special quality with “swallow whole,” and add the new qualities “ectoplasm” and “stench” (detailed below).

“Slimer” (‘Class 5 Full Roaming Vapor’ in Tobin’s Spirit Guide); Advanced (5 HD) Devouring Spirit; CR 6; Medium undead; HD 5d12; hp 32; Mas —; Init +6 (+2 Dex, +4 Improved Initiative); Spd fly 30 ft. (good); Defense 13, touch 13, flat-footed 11; Dodge (+2 Dex, +1 deflection); BAB +2; Grap —; Atk +3 melee touch (1d6 corrupting touch); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ undead, incorporeal, corrupting touch, ectoplasm, invisibility, rejuvenation, +4 turn resistance, imprisonment, darkvision 60 ft., scent, stench (DC 12), swallow whole; AL eating, the Sedgewick Hotel; SV Fort +1, Ref +2, Will +5; AP 0; Rep +0; Str —, Dex 14, Con —, Int 12, Wis 12, Cha 11.
          Skills: Bluff +4, Diplomacy +4, Hide +15, Intimidate +5, Listen +15, Search +15, Sense Motive +8, Spot +15
          Feat: Dodge, Improved Initiative
          Advancement: 3-5 HD (Medium); 6-9 HD (Large)
          Swallow Whole (Ex): Unlike normal with this trait, a devouring spirit may attempt to swallow any object or creature that is equal to its size or smaller.

NEW Creature Trait Ectoplasm
Spirits that interact with the corporeal world often leave behind a trail of their essence in the form of ectoplasmic residue—slime of viscous consistency, often green, yellow, red, black, or clear in color. Different colors of slime may hold different properties depending on the spirit from which they come, and the spirit’s disposition, etc. A spirit that passes through an object or creature, with a successful melee touch attack resolved as part of the movement that does not provoke attacks of opportunity, may optionally leave the object or creature covered in ectoplasm if the object or creature is equal in size or smaller than the spirit.

Objects that are covered in ectoplasm become slimy and gooey to the touch, and those objects with sensitive or delicate components may become inoperable until cleaned (consult the GM).

Creatures that are covered in this way are considered “slimed.” Slimed is a new type of condition summary. Slimed creatures that rely on four or fewer legs to stand must succeed on DC 10 Ref saves when moving are fall prone until aided by another or cleaned of the slime. Physically interacting with other objects or creatures may require a successful DC 10 Dexterity or Sleight of Hand check to avoid fumbling or losing grip on the object or creature, and runs the risk of giving the interacting object or creature the slimed condition also. Furthermore, any spirit receives a +1 conditional bonus on attacks and certain checks made against an object or creature with the slimed condition. Creatures thus slimed may often report feeling “funky,” and likely embarrassed, but otherwise emotionally undamaged.

Special Note: All spirits in Ghostbusters should have this trait added to their special qualities.

NEW Creature Trait Stench
When a creature is within 5 ft of a devouring spirit it must make a Fort save with a DC equal to the spirit’s Charisma score + 1 or become nauseated for that round. A devouring spirit may launch its stench in a 15-ft line effect centered on it as an attack action.

Dr. EGON SPENGLER, PhD
(circa Ghostbusters, 1984)
Male Human Smart Ordinary 2/Dedicated Ordinary 2/Smart Hero 1/Techie 3; CR 7
Medium-size Humanoid (height 6’ 2”, weight 190 lb.); Age 27

Init +1; Senses (core) Listen +5, Search +4, Spot +5; Senses (house) Listen/Spot +9, Search +11
Languages English, Sign, Swedish

Defense (core) 15, touch 15, flat-footed 15; Defense (house) 15, touch 11, flat-footed 15; (+5 class)
hp 34 (8 HD); Mas 13
Fort +5, Ref +2, Will +8
Action Points 9

Speed 30 ft.
Melee unarmed strike +3 (1d3 nonlethal, 20) or
Melee by weapon +3
Ranged (touch) proton stream +1* (2d8 fire and force, 20, 30 ft.) or
Ranged (touch) proton stream grab +1* (grapple, 30 ft.) or
Ranged by weapon +3
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +3; Grp +3
Atk Options none
Special Qualities none
* Egon only takes a -2 non-proficiency penalty because he co-invented the proton packs.

Abilities Str 11, Dex 11, Con 13, Int 18 (16), Wis 13, Cha 8
'(-)' indicate original ability scores.
Allegiances paranormal studies, the Ghostbusters, good, NYC; Rep +3; San 54
Feats Aircraft Operation (helicopter), Builder, Educated (behavioral sciences, earth and life sciences, physical sciences, technology), Simple Weapons Proficiency, Studious
Skills (core) Computer Use +15, Craft (electronic) +17, Craft (mechanical) +17, Decipher Script +9, Demolitions +6, Disable Device +12, Drive +3, Investigate +8, Knowledge (arcane lore) +9, Knowledge (behavioral sciences) +11, Knowledge (earth and life sciences) +13, Knowledge (history) +10, Knowledge (physical sciences) +15, Knowledge (technology) +15, Listen +5, Read/Write English, Read/Write Sign, Read/Write Swedish, Repair +10, Research +17, Speak English, Speak Swedish, Spot +5
Skills (house) Computer Use +15, Craft (electronic) +17, Craft (mechanical) +17, Deduce +11, Demolitions +6, Disable Device +12, Drive +3, Knowledge (arcane lore) +9, Knowledge (behavioral sciences) +11, Knowledge (earth and life sciences) +13, Knowledge (history) +10, Knowledge (physical sciences) +15, Knowledge (technology) +15, Perceive +9, Read/Write English, Read/Write Sign, Read/Write Swedish, Repair +10, Research +17, Speak English, Speak Swedish
Talents (Smart Hero) Savant (Computer Use)
Talents (Techie) Extreme Machine, Jury-Rig +2
Starting Occupation Paranormalist (+1 on Computer Use, Knowledge [physical sciences]; see Dark*Matter)
Possessions (carried weight 39 lb.) uniform (jumpsuit; 2 lb.), proton pack (30 lb.), ghost trap (5 lb.), PKE meter (1 lb.), walkie-talkie (1 lb.), various personal items
Wealth Bonus +10

WINSTON RAMSEY ZEDDEMORE
(circa Ghostbusters, 1984)
Male Human Tough Ordinary 3/Smart Ordinary 1/Fast Hero 1/Dedicated Hero 2; CR 6
Medium-size Humanoid (height 6’, weight 200 lb.); Age 31

Init +0; Senses (core) Listen +5, Search +1, Spot +5; Senses (house) Listen/Spot +10, Search +1
Languages English

Defense (core) 17, touch 17, flat-footed 17; Defense (house) 17, touch 13, flat-footed 17; (+7 class)
hp 50 (7 HD); Mas 14
Fort +6, Ref +2, Will +6
Action Points 7

Speed 35 ft.
Melee unarmed strike +4 (1d4+1 lethal/nonlethal, 20) or
Melee by weapon +4
Ranged (touch) proton stream +0* (2d8 fire and force or special, 20, 30 ft.) or
Ranged (touch) proton stream grab +0 (grapple, 30 ft.) or
Ranged by weapon +3
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +3; Grp +4
Atk Options none
Special Qualities none
* Since he’s gained a level as a Ghostbuster, Winston’s Personal Firearms Proficiency reduces the non-proficiency penalty to -2.

Abilities Str 13, Dex 10, Con 14, Int 12, Wis 14 (13), Cha 10
'(-)' indicate original ability scores.
Allegiances good, the Ghostbusters, NYC, paranormal studies; Rep +3; San 68
Feats Combat Martial Arts, Personal Firearms Proficiency, Simple Weapons Proficiency, Surface Vehicle Operation (heavy-wheeled), Trustworthy, Vehicle Expert, Weapon Focus (proton stream)**
** Winston retrained from Weapon Focus (autoloaders) to this.
Skills (core) Climb +4, Diplomacy +3, Drive +10, Gather Information +3, Knowledge (current events) +4, Knowledge (streetwise) +4, Knowledge (technology) +4, Knowledge (theology and philosophy) +5, Listen +5, Pilot +3, Read/Write English, Repair +5, Research +4, Sense Motive +4, Speak English, Spot +5, Survival +6, Swim +5, Treat Injury +6
Skills (house) Athletics +8, Drive +10, Gather Information +3, Knowledge (current events) +4, Knowledge (streetwise) +4, Knowledge (technology) +4, Knowledge (theology and philosophy) +5, Perceive +10, Persuade +1 (+2 on Diplomacy), Pilot +3, Read/Write English, Repair +5, Research +4, Speak English, Survival +6, Treat Injury +6
Talents (Fast Hero) Increased Speed
Talents (Dedicated Hero) Skill Emphasis (Drive)
Starting Occupation Military (+1 on Drive, Swim as permanent class skill; Personal Firearms Proficiency)
Possessions (carried weight 39 lb.) uniform (jumpsuit; 2 lb.), proton pack (30 lb.), ghost trap (5 lb.), PKE meter (1 lb.), walkie-talkie (1 lb.), various personal items
Wealth Bonus +6

Friday, August 23, 2019

A Gen Con Virgin No More

And so it stretched. At times the full length of the convention center in Indianapolis, and right out the doors! For me though, this is where it begins, not where it ends. My first outing to Gen Con, an event for which the Pure Steam Dev Team has been playing since 2013. It did not disappoint. But why did I not have to stand in line, I hear you ask…
This is why! I worked the con. 20+ hours, to be exact. Gamemaster, son. Been gamin' and masterin' since the summer of '95. Upwards of 25 years under my belt. And I can roleplay you, your grandma, and your next door neighbor under the table, any diggidy-dang day of the week.
Ok, check. So, dungeons? Who's got the dungeons?
Oh Batman, when are you NOT present where geeks gather? Riddle me that!
Fleets of tables sporting CCGs were on display.
Some with incredible meters-wide displays themselves, catering to everything from the nostalgia-hungry manchild, to the anime-maniac, to the casual player, to the grognard, young and old!
Star Wars nerds were definitely full in force, packing impressive tabletop war-gaming sets.
Most impressive.
And here's what we hoped would most impress: our very own in-house RPG product, the Pure Steam Campaign Setting (now with that new 5th Edition scent)! 
This year's con also reintroduced me to Warhammer 40k… 
…courtesy of those who actually knew how to play, and took no small amount of pleasure in placing us n00bs out in front of the action like so many hapless pawns!
A view of the battlefield from our perspective.
And one from theirs.
Here's where the battle turned, though: when Adam C., our project lead, plopped his space marines in by drop pod and proceeded to cue his victory music! (I guess even the boss is allowed to have some fun, too!)
The highlight for me, though, had to be the 20+ hours of Pure Steam RPG sessions that I hosted (in a Doc Holiday as played by Val Kilmer voice) over 3 days. Above, you can see my table in medias res
We even had our multi-award winning cosplayer, Chris, stop by with his newest self-made look. (I'm just sorry I couldn't get a better shot of him as I was in the midst of a session!)
And it's safe to say I made some fast friends and fans on my first gig. "Your table was the highlight of the con for me," the fan, pictured above in a cap and his arm over my shoulder at center, said. Other team members pictured from left to right: Adam C., Chris, Benton, Adam S., Bryan, Paul, and Brennan. Let's do it again, guys!
My #1 fan even brought his freshly purchased product of ours to be signed by the whole team. Now there's a collector's item! Congrats, my man, and all the best to you in the future!

Sunday, July 28, 2019

“Dresden’s Crossing: Goeth(ite) Yonder, And Free Thy Fortune O Ye Finders o’ the Hidden!”

An excerpt from chapter 3 of The Alchemist's Folly, the final installment in a Pure Steam trilogy of novellas due out in the not-too-distant (one would hope) future! Read book 1 here.

* * * * *

“Shoot, Olson!” the broad-shouldered, mustachioed man in the grey calvary coat bellowed. “Brand me a shave tail if’n I haven’t tasted a finer vintage this side o’ the Heartwater!”

The thin-nosed, bristle chin-bearded dwarf in workman’s leathers and a hard jack smirked at his honored drinking companion. “‘Tain’t a problem, my flouncy tallman friend,” he said. “What with the company you keep.” He lifted his fluted glass to the others assembled in the courtyard of the stately hachenda crowning a hill at the center of town. The white clay-and-straw brick fortified home played guest to over three dozen gathered under the strung ambience of gas-lamps and the din of suppertime revelry. Dusk clawed at the sky leaving streaks of orange and pink as a ‘V’ of geese honked overhead, winging their way back north after the long winter.

“Anything less than legendary hospitality and I’d have reason to shoot ya dead where ya stand, friend dwarf!” Landing ribbed with a wink and a nod.

The dwarf unleashed a nasally laugh at the jest as Landing swept a hand toward them and four guests stepped up to join them on the low dais before the assembly. Other guests continued to hobnob and graze on the silver-plate wielded fare: all finger foods of the breaded crawdad and candied yam variety. A long table on the dais behind them sat strewn with steaming soup vats, whole legs, and flanks, and heads of animals on platters, plates topped with many-layered gelatinous desserts, and a small crystal fountain that spewed forth continuous waterfalls of peach-colored liquor.

“Mister Dresden,” Landing began with a flourish. “Let me introduce you to some special guests this evenin’. Not all the way—like I came—but clear across from Crowning Junction by way of Savig airship! May I present Misters Edgar Marlby and Bigby Dolan, ‘longside Madams Penelope Marshall and Annalyn Farlee. Sons and daughters of the good ole FSU!”

Lyn reached back to scratch her butt and make a face as much at Landing’s comment as to relieve herself of the bunching her new sapphire dress caused.

Marlby and Bigby, too, were dudded up in finer clothes and new boots. Poppy wore her usual tasteful attire.

“Welcome to my home,” the dwarf said. “Olson Dresden. This be the community of our making.”

“Why it’s just a real pleasure, Mr. Dresden,” Marlby said, taking the dwarf’s hand. “Meeting you both, that is!” Marlby turned and took Landing by the other hand, turning the three of them into a pretzel of affectation.

“Alright, boy, alright!” Landing said, patting Marlby on the shoulder. In truth, Landing wasn’t much older than Marlby, and was even a few years Bigby’s junior—owing to Bigby’s gnomish blood—but everyone looked and sounded younger who stood in that man’s sights.

“A pleasure to meet you both,” Poppy said, tilting her head to their hosts in turn. “Art, and Olson.”

“First name basis, eh?” Dresden perked. “Like her already.”

Poppy smiled prettily.

“This is about as fine a stay as we’ve enjoyed outside of back home,” Bigby said.

“And whereabouts would you call home, Mr. Dolan?” Landing said.

Somehow, Landing’s words made Bigby have to shake off a momentary echo of dread before he responded. “Never much had the roots to put down for a home, Mr. Landing. I tend to wander.”

“You’ve wandered far afield from friendly confines, Folk friend,” Dresden stated. “The Disputed don’t play kind to those unfamiliar.” Dresden looked down at Marlby’s legs tellingly.

“And don’t pay him no mind,” Landing chuckled. “He’d be happier still if the kingdom’s borders were a few miles west as east of him.” Landing made reference to the fact that Dresden’s Crossing sat closer to the unsettled middle country of the continent than many other locales in Rausch, the kingdom they now inhabited.

“Not closer than Holy Faith,” Dresden corrected. “Or did all that travel addle your sense of time and space?” the dwarf joked.

“Curious thing that you would bring up matters of time and space and mention of that Rauschite bordertown,” Bigby said. “The very one which by your labors you intend to bridge the Disputed with a railroad, if I’m not mistaken, Mr. Landing? Mr. Dresden?”

“Far as Gom Shao, if the fates align,” Landing confirmed.

“That’s what we came to learn, as well,” Bigby said, nodding to Marlby. “But you won’t be getting there without us.”

Dresden shot Landing a look.

“I see they caught your attention like they caught mine,” Landing confessed.

Dresden smirked. “Not the most public place to be making threats, but I’ll remind you—”

“Not a threat,” Bigby said. “A promise. And this.” He slid the bronzed rod out from the rigid roll of fabric on the dickey that sat bunched under his chin. The alchemist’s key seemed to buzz with a bronze halo of light that limned all who surrounded it with a soft glow separate and apart from the party ambience.

“What’s that?” Dresden asked, nonplussed.

“A key to locked locales that make a bridge across time and space to where you need to go,” Bigby alluded. “Alchemy is my trade. I know now what this rod can do. It’s taken me halfway across Ullera to figure it out, at the expense of nearly all our resources and this good man’s legs.” Marlby shifted at Bigby’s side. “But we can’t continue to do this on our own. We need your sponsorship and the protection your expedition will provide. In return, we’ll provide you a legitimate cover story, and equal shares in anything we discover through this. We just ask that you permit us the freedom to do all the discovering we can along the way.”

The two rich “entrepioneers” looked mildly amused.

“What’s your story, alchemist?” Dresden said.

Lyn patted Bigby’s chin and waltzed over to the table where the food sat and began picking at the assembled fare.

Bigby gestured to Poppy.

“We are seekers on a pilgrimage to the holy lands,” she said, glowing and confident at every word. “The Godhead has summoned us here to help strengthen the homeland. By laying new rail and discovering the sacred places here that call to us, we ensure that others too will come to know the truth and commune more closely with the Godhead.”

“Godhead. You speak of the hunk o’ statuary the Brelonites bow down and pray to?” Landing ventured.

Dresden nodded for them. “The very same that elves and dwarves long ago wrought for their own purposes. Pfah!” he spat and shrugged at the notion.

“And, if the legends are to be believed, the very same that dragons enchanted before they left these lands,” Bigby added.

“We are not religious men,” Landing said. “We are men of action. And science.”

“As am I!” Bigby agreed. “But this story will appeal to the throne’s sensibilities, if ever it gets back to them! You won’t curry favor in Rausch proudly denouncing all they hold dear. This way you can hide your rail in plain sight and Rausch will tend to see it the way we sell it: a vehicle to take the good news into heathen lands!”

“People don’t tend to do much of anything ya like,” Dresden reminded, shaking his head at Landing.

Landing stared at what Bigby held in his hands. “And this here rod? How’s it factor into all this?” he said, extending his open hand to the gnome.

Bigby paused, then laid the alchemist’s key in Landing’s palm. “If you’re willing, tomorrow morning, we’ll accompany you to a place not far—maybe 20 miles or less—where I can show you.”

Bigby let go of the rod and it immediately dimmed to nothing in Landing’s hands.

Everyone staring at the rod flinched, giving Bigby a screwy glance.

“I didn’t know that either, until recently,” Bigby said, eyeing the rod. “This is the first time it’s been out of my reach since,” he looked up at Poppy, “…since I was given this key. It’s no thing of magic. But it is still a thing of mystery. A mystery, too, I would share you with, dear hosts, if you would have us?”

Landing and Dresden took deep, steadying breaths simultaneously.

Landing chewed his tongue and quirked his brow at his dwarven business partner.

“It’s been awhile since something truly unanticipated and intriguing has crossed my table,” Dresden said. “Be ready an hour after dawn. I’ll arrange the away party to join us. Until then,” he added at length, sweeping an arm out in front of him, “please, enjoy!”

Saturday, June 15, 2019

Father's Daughter's Day

Happy 1st, baby girl!
We love you!
With a face like this, how could we not!