Friday, September 14, 2007

The TARDIS


The TARDIS, from the BBC's long-running sci-fi show Doctor Who, is both a home and a vehicle. It's bigger on the inside than it is on the outside (how big is unknown, but it's huge), and has the unique ability to travel through time (as well as space). It's supposed to be able to change its appearence to blend in with its surroundings, but that function is broken, trapping it in the form of a Police Box.

Big Eyes, Small Mouth 3e
Item: (total cost halved)
Armor: 20 (40 points) +40 armor
Dimensional Portal (TARDIS dimension <> Entrance): 2 (16 points)
Dynamic Power: Universal: Time: 10 (400 points) Time Travel 1 billion years forward or backward
Flight: 3 (24 points) 100kph
Features: 2 (2 points) Computer, scanner
Pocket Dimension (TARDIS): 7 (28 points) 100km
Spaceflight: 5 (10 points) 1 million kph
Supersense: 8 (12 points) 100km. Location, various types of energy/radiation/ect
Telepathy: Minor (2 points) Allows visitors to the TARDIS dimension to comprehend all languages
Unpredictable: Serious (-6 points) 18 difficulty to arrive at correct destination in time
TOTAL: 264 points

Created eons ago on a far distant Beyond World called Gallifrey, this is one of the greatest technological accomplishments the Multiverse has ever seen. Though its creators, the Time Lords, are now dead (the casualties of a great war), this one remnant of their technology carries their legacy. Its current whereabouts are unknown, though some say the last surviving Time Lord still pilots it, doing good deeds where and when ever he goes.

Hackmaster 4e
Artifact
EP Value: 20,000
GP Value: 175,000
Appears as an outhouse. Inside is vastly bigger than the outside. All who are invited in by the current owner of the TARDIS are permanently affected as if by a Comprehend Languages spell, as well as being able to (unconciously) speak any comprehended languages. Can travel through time and/or space, though rarely arrives at the exact time and/or place intended.

Created relatively recently by the Order of the Ever-Falling Sand, an organization of mages founded by a rouge former member of the Circle of Sequestered Mages for the purpose of studying the hypothetical art of Chronomancy. Not too long ago, the entire Order disappeared under mysterious circumstances. The TARDIS vanished as well, with rumors that it was stolen by some joyriding adventurer. His motives, and the TARDIS' whereabouts, are unknown.

Tuesday, August 28, 2007

Mutants



In Marvel Comics, humans born with a mutated gene called the "X Gene" are called Mutants. Humans who undergo mutation of their natural genetic structure are called Mutates. In the DC Universe, beings with a "Metagene", a predisposition to gaining superhuman powers, are referred to as Metahumans. For many who grew up in the 90's, Mutants, specifically the X-Men, are emblematic of superhero culture.

Big Eyes, Small Mouth 3e
In many of the provided (Anime Multiverse) setting, Mutants fit in with little to know work needed. On Earth, Cathedral, Imago, and particularly Enid, the 'evolution' explanation from X-Men works perfectly fine. If a twist is needed, government (or alien) experimentation is not too far fetched here. Working Mutants into Ikaris is a bit trickier. Two possible reasons would be that of creating new 'half-breeds' of human and monster, or that the characters are the unexpected side results of living around magic-using characters, or in a magic-inundated environment. Regardless of the explanation or setting, the existing Attribute rules are more than sufficient to create any power desired.

Mage: The Ascension
The easiest way to fit Mutants into the Mage universe would be to simply give a character whatever spheres are necessary to duplicate the desired ability, then give the character a propensity to use certain 'rotes' that mimic the desired power. However, depending on how you wish to play these characters, this may be problematic, as there is essentially nothing differentiating these characters from other Mages. An alternate solution would be to explain them as a new class of Mage, somewhere between Hedge Mages and True Mages. A stressful event causes the Mage to exhibit a surge of Wild Magic, but they do not truly awaken. Instead, with practice and time, they find that they are able to duplicate the effects of the initial surge, albiet on a smaller scale. While True Mages understand that this is done through Sphere Manipulation, the 'mutant' is unaware of these semantics, and is completely unable to create any effects outside the manner of the initial surge. They are not in touch with their Avatars, though theoretically, they could be awakened to them. However, this would be fairly difficult, as the manner of the magic they use is extremely static.

Hackmaster
There is really no good way to introduce Mutants into Hackmaster. If it must be done, the Mutants will need to each be treated as new types of Monstrous Demihumans. This could be explained by a group of very powerful magic users (possibly connected to the CoSM) experimenting with augmenting humans to have innate abilities mimicking those of spells or monsters.

Children of the Sun
As I see it, it will be extremely difficult to integrate Mutants into CotS. As with Hackmaster, a possible explination is that of magical experimentation (perhaps by Lysirialite holdovers), but the rules of this system will not easily adapt to this type of ability customization.

Notes: While it is seamlessly simple to integrate Mutants into BESM as PCs or NPCs, it is not so simple in the other systems. Mage is plausible, so long as the campaign is designed for the unique needs of such PCs. For Hackmaster I would not recommend attempting to use Mutant PCs, and in CotS, I would not advise using the concept at all.

Sunday, August 26, 2007

Welcome to a new reality (several, in fact)

Hello all, and welcome to my experimental blog project, The Book of All Stats! My name is Shane, and I'm an RPG nut. This blog exists to sate my desire to see stats for...well, everything. Herein, I'll be taking pop culture items and characters from all sorts of sources ranging from DC and Marvel to LotR and Harry Potter to Knight Rider and James Bond. The stats I provide will be for a variety of systems, as well. While that's somewhat limited by what sourcebooks I have, I'll be taking submissions to fill in for whatever systems you guys want to see. Here's the basics of how this'll work:
  1. I think of something I'd like to see stats for, and create a post describing the item, followed by its stats in a variety of systems. I may not stat it for all the systems I have available to me immediately, but if you're interested in a particular system, this will be trackable via labels. The rulesets I currently have at my disposal are:
    1. Hackmaster 4th Ed.
    2. Big Eyes, Small Mouth 3e (Updated Tri-Stat system)
    3. Mage: The Ascension (Storyteller System)
    4. Mekton Zeta (Interlock system)
    5. Deadlands 1st Ed.
    6. Call of Cthulhu 5.6.1
    7. More will be added to this list as I get my hands on them (I've currently got my eye on Rifts, All Flesh Must Be Eaten revised).
  2. I'm more than happy to take requests; just email me with what you want to see statted.
  3. Want to stat something here yourself for a system I don't have? Great! Just post your stats as a comment to the post. I'll leave it there for a while for discussion and scrutiny by myself and other readers, then, if it looks good, I'll add it to the post proper with credit to you.
  4. The one thing I'm not going to stat is things that originate from an RPG. In other words, although it would be pretty cool to see Mage stats for the Staff of the Magi, that's originally from D&D, so it's out. As a corollary, just because something has an RPG for it already doesn't mean I won't stat it for other systems. For example, there exists a very thorough and expansive RPG for Star Wars, but Star Wars is a movie first, an RPG second, so that's still fair game.
Can this work? Will it be cool? Or useful? I sure hope so. Feel free to email me with any questions, comments or suggestions. Enjoy, and game on!