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  • Microsoft Flight release date announced via Eurogamer.net - 6 Feb 2012 | 2:10 pm

    Free-to-play PC plane sim Microsoft Flight takes to the skies from 29th February.

    You'll be able to download it from the game's official site.

    The game's first expansion, titled Hawaiian Adventure Pack, launches the same day, priced at 1600 Microsoft Points.

    Read more…

  • New In Town Launches on Facebook via GamersHell.com - (Most Recent) - 6 Feb 2012 | 2:04 pm

    Pursue the good life in The Big City in new life simulation game

  • IndieGala Pay-What-You-Want Bundle Released via GamersHell.com - (Most Recent) - 6 Feb 2012 | 1:53 pm

    All the music tracks are available in mp3 and FLAC file formats

  • Help me write the next Argyle & Crew expansion, and help the Wayne Foundation at the same time. via Troll in the Corner - 6 Feb 2012 | 1:51 pm

    I’ve been struggling with whether I should open this up to other RPG folks, and have after a bit of mental wrestling with myself (don’t worry, I won) decided it may be cool to do so.

    Background I wrote and published a game called Arygle & Crew last September. It’s a simple, fun game in which you have sock puppets rather than character sheets. It’s designed for people ages 4+ and is also finally taking advantage of that expensive MEd I acquired a few years back. It can be used for fun, to help teach kids lessons, as a quick pickup game, to draw kids into the hobby and by educators and mental health professionals to, well educate and counsel people.

    The idea: I’m looking to put together a decent sized ‘book’ of A&C scenarios, not all of which are written by me. Each scenario can be anywhere from 2-6 pages long. I’m hoping for 15-20 scenarios. I’ll provide 6 or 7.

    Would any of you be interested in participating? If so, you’d be listed as a contributing author in the book. I may charge a small amount for it. I may also look into getting hard copies available through Amazon.com.

    If I do charge for the book, as I did with the A&C book, I’ll donate at least 25% of any profits made from it to The Wayne Foundation.  The rest will go to keeping my site up and running, and making more books.

    So, what do you all think? Even if you’re not interested in writing for it. If you are interested, I’m happy to provide a free PDF copy to you, and a template for the scenario. You can contact me here.

    You can find a number of free scenarios here: http://rpg.drivethrustuff.com/index.php?cPath=5556_7823

    Troll in the Corner.

    .

    Related posts:

    1. Argyle & Crew meet The Wayne Foundation
    2. Differences – a Soppet’s Guide To Anti-Bullying released and Argyle & Crew makes a best seller list!
    3. The Scared Soppet – an Argyle & Crew scenario released for Teach Your Kids to Game Week


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  • Edna & Harvey: Harvey's New Eyes German Demo #2 via GamersHell.com - (Most Recent) - 6 Feb 2012 | 1:40 pm

    Be prepared again to meet many old friends and discover new hand-made cartoon locations in full HD glory

  • The Darkness II Executions: Inside Out Trailer via GamersHell.com - (Most Recent) - 6 Feb 2012 | 1:35 pm

    Jackie shows off his ability to extract vital parts from his enemies' bodies using his Demon Arms (0:34)

  • This Drunken Reenactment of "The Death and Return of Superman" is Crazed, Hilarious [Video] via Kotaku - 6 Feb 2012 | 1:30 pm

    I don't know if you caught this over at io9, but Max Landis' drunken, half-crazed retelling of the saga of "The Death and Return of Superman" was the funniest thing I saw last weekend. More »

  • Dungeon Defenders Hits One Million via www.GameInformer.com - 6 Feb 2012 | 1:18 pm

    Last year's tower defense style game for Xbox Live, PSN, and PC sold over one million copies, the publisher confirmed.

    Speaking in a new interview with Joystiq, Reverb Publishing CEO Doug Kennedy said "It is tremendously successful franchise. We have lots of plans to support it both with DLC and additional add-ons for the franchise."

    The game currently has three more planned DLC packs across all platforms in addition to "The Lost Eternia Shards: Mistymire Forest," which released in late December.

    [Source: Joystiq]

  • Mortal Kombat Arcade Kollection Comes To PC via www.GameInformer.com - 6 Feb 2012 | 1:13 pm

    Console gamers have been able to indulge in Mortal Kombat nostalgia since August, but today PC gamers can join the fight.

    The Mortal Kombat Arcade Kollection (which includes the arcade versions of MK 1, 2, and Ultimate Mortal Kombat 3) is for sale via Steam, Impulse, and other digital download services. It costs $9.99, which is the same as its price on PSN and Xbox Live.

    In case you need to a reminder of what these games look like in action (complete with a few classic fatalities), this trailer should help

    (Please visit the site to view this media)

     

     

  • Blades of Time Screens 6 February 2012 via GamersHell.com - (Most Recent) - 6 Feb 2012 | 1:10 pm

    Sixteen fresh screens added in our gallery

  • The Witcher 2: Assassins of Kings Xbox 360 Do You Tuly Dare? Trailer via GamersHell.com - (Most Recent) - 6 Feb 2012 | 1:05 pm

    Cinematic footage from the Xbox 360 version, which is a complete adaptation of the game to this platform (1:27)

  • Alan Wake’s American Nightmare Takes a Trip to the Desert in These New Screens [Alan Wake] via Kotaku - 6 Feb 2012 | 1:00 pm

    You won't be seeing much in the way of trees in the upcoming Alan Wake game. Where Remedy's first outing with the writer-turned-hero took place in the creepy forests of the Pacific Northwest, American Nightmare puts players in a haunted desert. New weapons—including what looks like a nail gun—and new enemies shop up in these shots. Some of the giant-sized antagonists, like those spiders, show signs of being irradiated or it might just be more nightmares-made-real weirdness breaking through to the real world. More »

  • Army Corps of Hell A Taste of Multiplayer Trailer via GamersHell.com - (Most Recent) - 6 Feb 2012 | 12:50 pm

    This new Army Corps of Hell trailer shows brutal ad-hoc - local multiplayer action with up to four players (1:26)

  • Capcom details Resident Evil: Revelations typo fix via Eurogamer.net - 6 Feb 2012 | 12:30 pm

    Any gamers in the US ticked off that their copy of 3DS survival horror effort Resident Evil: Revelations sports a stonking great typo on its spine can request a new sleeve, publisher Capcom has announced.

    According to the Capcom Unity blog, should your copy feature the error, you can either call in on 650-350-6700 or email accounts@capcom.com for a replacement inlay.

    The publisher confirmed that only the first US shipment of the game is affected and all subsequent pressings will correct the mistake.

    Read more…

  • News Round-Up: Xbox TV, the 'mystery sequel' and FFXIII-2's No. 1 via Computer And Video Games - 6 Feb 2012 | 12:30 pm

    Feb 6, 2012: All of today's headlines and videos in one place...
    Good evening and welcome to a new handy CVG UK news round-up, which we'll be looking to publish every weekday at 5.30pm GMT. Unless nobody reads it, in which case enjoy it while it lasts.



    Click here to read the full article



  • Free-to-Play Microsoft Flight Launches February 29 Towing $20 Expansion [Microsoft Flight] via Kotaku - 6 Feb 2012 | 12:30 pm

    Microsoft's casual take on the PC flight simulator takes to the air on February 29, the free-to-play title supplemented with $20 of downloadable content right out of the gate. why fly just one Hawaiian island when you can fly them all? More »

  • The new PSN: What is the Sony Entertainment Network? via Computer And Video Games - 6 Feb 2012 | 12:27 pm

    Sony's So Saida explains PSN's new name and iTunes ambitions...
    We gamers may think of ourselves as occupying a space at the cutting edge of digital entertainment, but we can be as resistant to change to as anyone.



    Click here to read the full article



  • New Battlefield 3 patch fixes PS3 VOIP issues via Eurogamer.net - 6 Feb 2012 | 12:14 pm

    A new Battlefield 3 patch out today has finally fixed the voice chat issues that many PlayStation 3 gamers have been complaining of since launch.

    As reported by MP1st, update 1.03 is up for download now, weighing in at around 11MB.

    Developer DICE hasn't posted a full changelog, though it appears the VOIP fix is all the patch does.

    Read more…

  • Shoot Many Robots footage fires up via Eurogamer.net - 6 Feb 2012 | 12:12 pm

    See saws.

  • A Bookseller's Video Game Lament [Skyrim] via Kotaku - 6 Feb 2012 | 12:00 pm

    I play Skyrim obsessively, like lots of people. I'm also a full-time antiquarian book dealer and during my glorious attempts to become a leather-clad death machine in The Elder Scrolls V, I'm always tempted to make some in-game coin on the side collecting and selling the hundreds of available antiquarian titles. Books such as Advances in Lock-picking or Dwemer Inquiries Vol. III offer both arcane and practical lore to thereader as well as deep context for the game's developed history, technology and culture. More »

  • Hawken launches in December as free-to-play title via Eurogamer.net - 6 Feb 2012 | 11:58 am

    Hawken, the multiplayer indie mech shooter that attracted significant internet buzz last year with its stunning announcement trailer, launches on 12th December as a free-to-play title.

    As reported by VentureBeat, developer Adhesive Games hopes to pick up revenue from the sale of virtual goods such as additional weapons and armour.

    Gameplay will be fast paced and session-based, with players opting for either 15 or 30 minute skirmishes.

    Read more…

  • DiRT Showdown gameplay videos: Baja race, 8-Ball track and more via Computer And Video Games - 6 Feb 2012 | 11:52 am

    Exclusive footage of Codies' latest.
    DiRT Showdown is described as "an arcade-style spin-off" that takes the extreme-sports elements from DiRT 2, the Gymkhana DiRT 3, and then chucks a bit of Destruction Derby into the mix.



    Click here to read the full article



  • BioWare Correcting Mass Effect Novel Errors via www.GameInformer.com - 6 Feb 2012 | 11:41 am

    The recent release of Mass Effect: Deception, a new novel written by William C. Dietz and published by Del Rey, didn't sit well with fans.

    Upon its release, a lengthy Google document was created outlining many of the book's errors. BioWare has since acknowledged the issue and is releasing a new version of the book with the errors corrected.

    "The teams at Del Rey and BioWare would like to extend our sincerest apologies to the Mass Effect fans for any errors and oversights made in the recent novel Mass Effect: Deception," the publisher said on its forums. "We are currently working on a number of changes that will appear in future editions of the novel.

    "We would like to thank all Mass Effect fans for their passion and dedication to this ever-growing world, and assure them that we are listening and taking this matter very seriously."

    William C. Dietz also previously wrote Resistance: The Gathering Storm, Halo: The Flood, and Hitman: Enemy Within.

  • We Can All Be Team-Up Kings in Army Corps of Hell’s Multiplayer [Video] via Kotaku - 6 Feb 2012 | 11:30 am

    Square Enix's upcoming Vita game puts players in command of a dethroned King of Hell who's commanding a 100-goblin attack squad to get his crown back. This latest video from the strategy game shows that you needn't go it alone. ACoH will support up to four ad-hoc players and you can see what it looks like when multiple nether-generals go at the game's big bosses. Army Corps of Hell will be there on the PlayStation's launch day in two short weeks. More »

  • Apple pulls rip-off App Store games via Computer And Video Games - 6 Feb 2012 | 11:24 am

    Plant vs. Zombie, Angry Ninja Birds kicked out.
    Apple's seemingly deleted a selection of suspect iOS games from the App Store, which look to be duplicating popular game designs.



    Click here to read the full article



  • Driver dev making an Xbox 360 Kinect game? via Eurogamer.net - 6 Feb 2012 | 11:14 am

    Another day, another LinkedIn leak: an art lead at Ubisoft Reflections appears to have revealed an unannounced Xbox 360 Kinect project.

    "After just finishing Driver Wii as lead artist and spending time helping finalise the artwork for Driver: San Francisco, it is onto the next project on 360 Kinect which looks to be very exciting indeed," revealed the expansive LinkedIn summary of the Reflections employee, via Superannuation.

    The art lead has worked at Ubisoft Reflections for over five years.

    Read more…

  • Xbox 720 pre-owned games block 'would be fantastic,' says dev via Computer And Video Games - 6 Feb 2012 | 11:03 am

    'Gamers will grow to understand it won't kill them,' claims THQ designer.
    The next Xbox's rumoured move to block used games would be "a fantastic change for our business," says Volition designer Jameson Durall.



    Click here to read the full article



  • Is Console Gaming Better on the Couch or At a Desk? [Speak Up On Kotaku] via Kotaku - 6 Feb 2012 | 11:00 am

    What kind of gamer trades the comfort of a couch and a big-screen television for a computer desk and a pair of monitors? Commenter Faux Bravo does unless someone talks him out of it in today's Speak Up on Kotaku. More »

  • Rockstar Moving On Next Open World Title via www.GameInformer.com - 6 Feb 2012 | 11:00 am

    Rockstar San Diego, the studio that brought us games and franchises like Red Dead Redemption (above) and Midnight Club, is hiring for what it's labeling is an open world game.

    Three new job postings at Gamasutra surfaced this weekend (and it looks like there are still some openings from last month) for tools, gameplay, and network programmers at the studio, and the later two specifically mention that they are seeking potential employees for an open world game.

    Given Rockstar San Diego's franchises listed above – as well as PS2 launch title Smuggler's Run – any one of these would make for a cool game. Who knows, maybe it's even a new IP.

  • Metal Gear Solid: The "Lost" HD Remasters via Eurogamer.net - 6 Feb 2012 | 11:00 am

    Last week's release of the Metal Gear Solid HD Collection poses an interesting question - why is the assemblage of Snake's adventures incomplete? While MGS2, MGS3 and Peace Walker are all present and correct, the original Metal Gear Solid is conspicuous by its absence - and what of its Nintendo GameCube remake, The Twin Snakes?

    It's this latter release that is the most intriguing. Released in 2004 in collaboration with Nintendo, The Twin Snakes was the original Metal Gear Solid remaster - an alternative take on the classic PS1 game, featuring a bounty of graphical improvements, re-recorded audio with new translations and gameplay elements from MGS2 - such as first person shooting - retrofitted into the original game.

    Konami and Nintendo masterminds Hideo Kojimo and Shigeru Miyamoto were said to be involved in honing the gameplay, while Canadian outfit Silicon Knights were drafted in for the main coding duties. As The Twin Snakes was released after MGS2, which did get included on the HD Collection, we couldn't help but wonder... how would it look rendered in high definition? A remaster of a remaster, if you will.

    Read more…

  • Driver dev working on Kinect game via Computer And Video Games - 6 Feb 2012 | 10:51 am

    LinkedIn profile points to motion controlled title from Ubisoft Reflections.
    Ubisoft Reflections, the studio that most recently developed Driver: San Francisco, is working on a new game designed for Kinect.



    Click here to read the full article



  • Gorgeous Mech Shooter Hawken Arrives Free-to-Play in December [Hawken] via Kotaku - 6 Feb 2012 | 10:40 am

    With each new clip and screenshot of its indie shooter capturing the hearts and minds of mech lovers around the globe, Adhesive Games further ingratiates its growing fan base with the news that Hawken is coming in December, and it will be free-to-play. More »

  • 'Publishers are scared of new properties,' says Schafer via Computer And Video Games - 6 Feb 2012 | 10:31 am

    'Finding publishers has always been my biggest challenge'.
    Double Fine founder and creator of numerous cult classics including Grim Fandango, Full Throttle, and Psychonauts, Tim Schafer, has said - yet again - that publishers aren't willing to invest in new intellectual properties, which is exactly what his studio specialises in.



    Click here to read the full article



  • Get Your Resident Evil: Revelaitons Spelling Correction via www.GameInformer.com - 6 Feb 2012 | 10:06 am

    Spelling mistakes happen to all of us (it can't just be me). It definitely happened to Capcom with its Resident Evil: Revelations cover. Now the company is offering to fix the situation with any afflicted gamers.

    Capcom has already altered subsequent pressings of the game to reflect the correct spelling, but if there is anyone out there who is so offended that they have to have it spelled right, the company is offering to send you a new insert for the game case.

    Official Capcom blog Capcom-Unity says you can either call 650.350.6700 or email accounts@capcom.com to get your new insert.

  • Review Quest: The Reckoning: Drinking Quest via Troll in the Corner - 6 Feb 2012 | 9:51 am

    Image courtesy of the Drinking Quest website.

    Holy fortuitous product shots Batman! When I first saw images of Drinking Queston their website, I imagined a much larger product than what was gently tucked into my mailbox when I received it. What I found was a box about the size of twoiPhones stacked on top of one another. Opening it I found it contained three green six sided dice, a small notepad of character sheets, a deck of cards and a single sheet of rules (printed on both sides). Quite a lot packed into a tiny package.

    The cards are printed with the Drinking Quest logo on one side in color and black and white illustrations on the other. They have great titles at the top of each card like “Big Dumb Ogre”, “Headbutt to Groin” and “Cool Quest Bro”. The illustrations are simple but humorous. It’s not every day you see a picture of an Orc fist fighting with a shark. The deck contains cards for heroes and special abilities, a card that serves as a weapon and armor list for shopping, a “cheat sheet” card, quest summary cards and then quest cards which serve as encounters on the quest. All the cards have the same basic white background with their card type printed on them. I assume you are meant to sort them out before drinking, because it could get difficult later on in the night. Maybe future iterations will color code the back of the different card types to make them easier to differentiate between one another.

    The concept for your questing in Drinking Quest is four heroes come from a town renown for it’s ale and an annual tradition of a drinking quest, a religious holiday blessed by the three Drinking Gods. There isn’t much lore you need to know besides that. Everything else is explained on the cards as you quest. There are four quests included in the set which can be played in a single session if you are a binge drinker or spaced out over several sessions, campaign like, if you are a total alcoholic. Game play is simple. You can shop at the shop on your turn if you choose, then you draw a card and deal with the encounter it provides. The other players act as the enemies if you get into a fight and combat is exceedingly simple. It’s good that combat is simple, as one of them ways you can save your hero from death is chugging your drink. If the character ends up in a situation calling for a saving throw, you roll all three dice and compare it to your saving throw score. If it’s equal or less you pass. Simple as that.

    If I have any complaints about drinking quest, it’s the aforementioned similar looking cards that can make sorting inconvenient and that there are only four quests. I can see some replay value in the game but after a while it could get stale. I hope that the game sells so we can see some expansions for additional quests. These minor complaints aside, there is a lot of value in this tiny box for the price they are asking.

    This game appeals to my love of tabletop games, nerd culture, and my rampant alcoholism. I’ve played drinking games with more complex rules that had no substance to them whatsoever. So that’s where we are at here kids. You can sit through another boring night playing Asshole (or whatever variant of the name you call it) with your friends, trying not to be the last person to put their thumb on the table and getting told to chug, or you can call upon the power of the Drinking Gods by slamming back a pint of “Bellow Ale” in hopes you can defeat that Big Dumb Ogre on your next turn. You can dent up your dining room table trying to bounce currency into a highball glass, or you can take on a Bro-Goblin at Frisbee and hope you don’t literally die of embarrassment (which hits for 3HP). You can drink all night and just earn yourself a hangover, or you can earn some XP.

    I think the choice is obvious. The game is $25 from drinkingquest.com. Booze not included.

    Troll in the Corner.

    .

    Related posts:

    1. Untold: The Game – a review of this nifty CBRPG
    2. Fantasy Flight’s Talisman 4th Edition Massive Review – Base Game, Reaper, Frostmarch, Dungeon, and the Highland
    3. Castle Ravenloft – the board game in review


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  • In Sheep’s Clothing: a new Arcane Background for adding shapeshifters to your game. via Troll in the Corner - 6 Feb 2012 | 9:05 am

    Artwork by Pointy-Eared-Fiend. Check out her gallery for some awesome (if not occasionally NSFW) Exalted Art.

    Legends of shapeshifters are incredibly common throughout human history. They vary wildly from culture to culture, and the stories have been blamed on everything from moldy rye to retained subconscious trauma at transitioning into a meat-eating species. These legends make excellent fodder for horror stories of a more contemporary nature, and have spawned countless tales of werewolves, skin walkers and even more subtle transformations, such as the transition of the good Doctor Jekyll to the nefarious Mr. Hyde.

    So if you’re interested in running a campaign with such monsters, be they players, antagonists, or both, we’ve got a new Arcane Background for building your shape-changing abomination from scratch after the jump.

    Let’s have a little chat about balance before we get started. This supplement is designed to provide storytellers with a method of creating potent shapeshifting foes or allow them to run a campaign where all or most of the players have such abilities. This particular background design is very specifically geared towards creating tough characters with a heavy emphasis on melee combat, and while it is much less versatile than the other Backgrounds, the potential for the abuse of power still readily exists. As a Gamemaster using custom rules  you found on the internet, it is well within your rights to veto the usage or combinations of the different Powers and Drawbacks presented here.

    Arcane Background [Shapeshifter]
    Arcane Skill: Shifting
    Starting Power Points: 5
    Starting Powers: 1

    Your character is a savage werewolf who has learned to master their powers, a government agent boosted with body-enhancing chemicals,  a brazen pioneer of Science! that uses a potent serum to transform themselves into a statuesque superman or a loathsome juggernaut, or any number of various monsters of folklore and legend. Regardless of their origin, shapeshifters physically (and sometimes mentally) alter themselves to gain the advantage of raw, relentless power over their more ordinary foes. They must make a successful shifting check in order to change forms, but their powers require no other activation once the transformation, which takes one full round to perform, is complete. Making the transition into their “enhanced” form costs five power-points, but making the shift back to their “normal” form is free, though it still requires a successful Shifting check.

    A Shapeshifter starts with the Shapeshift power and one other of their choosing, but they may purchase additional powers at character generation by taking some of the the listed disadvantages below. It’s up to the storyteller how many additional powers the character may purchase to start with, but I suggest no more than three or four for most players. They may also gain additional powers with Advancements by taking the New Powers Edge.

    > Painful Process.
    The transition from man to beast and back again is never easy. When the shifter returns to their human form, they must make a vigor roll at -2 or become Shaken. They cannot take an actual wound as a result of failing this roll.

    Powers

    Shapeshift
    Rank: Novice
    Power Points: 5
    Duration: The shapeshifter can spend up to 12 hours in a 24-hour period in their enhanced form.
    Trappings: Cursed bloodline, test subject, magical potions or talismans, wolfskin belt, advanced serums, combat drugs, bitten by a lycanthrope.

    The character changes into their enhanced form, a process which costs five power points and takes one full turn to complete. A character is quite vulnerable during this transformation.  They cannot move more than 1” a round, and their Parry is reduced to 2 until the transformation is complete. A character doesn’t gain any benefits from their powers (such as Damage Resistance) until the transformation is completed on their next action. The shapeshifter can have whatever aesthetic trappings they choose for the form, such as massive muscle growth, changes in voice, eyes or skin pigmentation, or a beastial hybrid form that merges the bodies of man and animal into one. Any benefits that would be gained from these trappings, such as natural weapons or enhanced strength, must be purchased as Powers, however.

    Arcane Weakness
    Rank: Legendary
    Prequisite: Improved Damage Resistance, Weakness.
    Trappings: Water blessed by a senior religious official, inherited silver, weaponry forged out of a churchbell.

    Your character’s weakness grows more specific and difficult to obtain, and it is likely to be much harder to research. Uneducated opponents may try to use the common Weaknesses against your character, such as silver purchased at a pawn store, but it will have no more effect against you then any other mundane substance.

    Bulletproof
    Rank: Heroic
    Prerequisites: Weakness, Improved Damage Resistance.
    Trappings: Impenetrable skin, instant regeneration, fell powers, relentless fury.

    Shooting your character with normal bullets will just make them angry. While they still gain no protection from their chosen Weakness, your character now has a soak value of ten, and is considered to have full-body Heavy Armor.

    Damage Resistance
    Rank: Seasoned, Enhanced Trait [Vigor]
    Trappings: Thick skin or pelt, mystical immunities, frothing rage, quick-forming fullerene skin-weave.

    The shapeshifter shrugs off blows that would fell a mortal opponent with ease. They gain natural armor with a value of two. This resistance is affected normally by armor-piercing weapons, and if the character has the Weakness Drawback that is explained later in this section, it automatically ignores this natural armor.

    Improved Damage Resistance
    Rank: Veteran
    Prequisites: Damage Resistance
    This power functions exactly as it’s predecessor, except that it provides an natural armor bonus of four instead of two.

    Enhanced Senses
    Rank: Novice
    Trappings: Keen Eyes, Lupine Senses.

    Your character gains a +2 bonus to Notice and Tracking rolls.

    Enhanced Trait
    Rank: Novice
    Trappings: Bulging muscles, unnatural swiftness, tireless strides.

    One of the most common attributes of any Shapeshifter, this power allows to the character to increase their Agility, Strength or Vigor by one step while in their alternate form. An improved version of this power is available at every rank, allowing the shapeshifter to increase the chosen attribute an additional step. Each Trait is considered to have its own path, so a Novice character could start with Enhanced Strength, and then later purchase Enhanced Agility without needing to advance a rank, but if he wants to enhance his Strength by two steps, he’ll need to wait until he reaches the Seasoned rank. If a character’s trait comes to  exceed a d12, they gain a +1 bonus to any Trait Test per step increase. In other words, if a character has a Strength of d10 in their normal form, and they’ve purchased two instances of the Enhanced Trait [Strength] power, the first increase would raise it to a d12, and the second would raise it to a d12+1. This bonus applies any time the character would roll their strength die, including damage.

    Extra Limbs
    Rank: Novice
    Trappings: Tails, tentacles, extra arms and legs.

    The character gains one additional limb, usually a prehensile tail at the Novice stage, which grants them one extra non-movement action.

    Improved Extra Limbs

    Rank: Seasoned
    Prequisites: Extra Limbs

    The character gains one additional limb. Ideally this version of the power is taken when making a Seasoned character from scratch, or else the player will have to come up with an excellent reason for their character suddenly sprouting an extra pair of arms.

    Fear
    Rank: Seasoned
    Trappings: Bone-chilling howls, unnatural aura, inhuman laughter, glowing eyes, teeth shining in the dark.

    Your character has a mailing address in Uncanny Valley. Those witnessing the character up close must make a Fear check at a -2 penalty. The normal rules for becoming Jaded apply.

    Growth

    Rank: Novice
    Prerequisites: Ravager of Pants, Enhanced Trait [Strength]
    Trappings: Hormonal Growth Catalysts, Horrific Transformation Montages.

    The character gains an additional +1 bonus to their size.

    Improved Growth
    Rank: Seasoned
    Prequisites: Growth

    The character’s size bonus increases from +1 to +2.

    Natural Weapons
    Rank: Novice
    Trappings: Claws, Fangs, Beaks, Bone-Plated Knuckles.

    The blows dealt by a Shapeshifter usually leave their lesser foes splatted across the landscape. Your unarmed attacks deal 1d8 points of lethal damage.

    Improved Natural Weapons
    Rank: Veteran
    Prerequisites: Natural Weapons
    Your unarmed attacks now deal 1d8+1 points of damage.

    Leaper
    Rank: Novice
    Prequisites: Enhanced Strength
    Trappings: Reinforced Muscles, Bestial Strength, Vaulting Out Of The Night When Your Opponents Least Expect It.

    Flinging themselves into the fray with abandon, your character may jump for double their normal distance while in their enhanced form.

    Rapid Climber
    Rank: Seasoned
    Trappings: Sharp claws, strong fingers, tentacles.

    Your character can scale practically any vertical surface with terrifying ease. You gain a +2 bonus to your climb check and can move your entire strength die in inches (about two yards when not measuring on the battle-mat) with a successful roll. A character with a strength greater than a d12 moves an extra inch per point of bonus, so a character with d12+2 strength would move 14” with a successful climb check.

    Rapid Swimmer
    Rank: Novice
    Trappings: Fins, webbed feet, long tail, enthusiasm.

    Move up to your Swimming die in inches instead of halving it.

    Improved Rapid Swimmer
    Rank: Seasoned

    The character can swim even faster, moving at one and a half times their swimming die. (A character with a d8 in swimming would move at 12” a round, for example.)

    Regeneration
    Rank: Heroic
    Prequisites: Enhanced Vigor, Weakness.
    Trappings: Increased metabolism, accelerated healing, dark shapes working beneath the surface of the skin.

     

    Making forcible alterations to the body of a shapeshifter is frequently a fool’s errand. Injuries stitch themselves back together before the horrified eyes of their opponents, healing one Wound every three rounds on the character’s initiative. If they are incapacitated, this ability also allows the shapeshifter to automatically succeed their Vigor roll to stabilize their injuries, but if offers no aid in recovering from being Shaken. This power offers no benefit whatsoever against Wounds inflicted by the character’s Weakness.

    Swiftness
    Rank: Seasoned
    Prerequisites: Enhanced Agility
    Trappings: Long legs, metabolic enhancers, running on all fours

    Moving at unnatural speed, the character’s Pace is increased by four, and they roll a d12 instead of a d6 while running.

    Water Breathing
    Rank: Seasoned
    Prequisites: Rapid Swimmer
    Trapping: Gills, air pouches, filtering membranes.

    The character may breath as comfortably beneath the water as above it, though they are still effected by currents, water pressure and all the other perils associated with the deep. Like all the others, this power stops working once the transformation ends, so your character had better be near the surface when they revert back to their normal shape.

     

    Drawbacks

    These are hindrances that plague shapeshifters in their various incarnations. They can be traded for additional powers at character creation on a one-for-one basis. The Gamemaster will determine how many Drawbacks you can take to start with, and is the final arbiter of what is and is not an acceptable trade. Certain powers, such as Natural Armor, require you take specific drawbacks in order to purchase them. If you choose to buy such a power with an Advancement later on, you automatically gain the prerequisite drawback as well. Depending on your character concept, the Gamemaster may require you to take certain drawbacks, or not allow you to take others. A werewolf from classical horror literature should definitely have Weakness [Silver] and Reviled, but other Drawbacks such as Dark Omens, Marked and Unnatural Aura are optional. Conversely, it makes sense to have a chemically-enhanced supersoldier to take the Triggered Change drawback, but there’s no reason for religious icons to weep blood whenever he’s in the room.

    Another Face in the Mirror

    Trappings: Split personalities, hormonal imbalance, dark passengers, behavioral programming.

    The character is, essentially, a completely different person when shifted. The new personality is always more aggressive, antagonistic and violent than the original.  The antics of the shifted personality can cause no small amount of trouble for the character once they’ve shifted back to normal. While the second personality is unlikely to wantonly kill party members or valued NPCs without provocation, they often think nothing of committing petty crimes, being unreasonably violent or aggressive with others, or simply killing an enemy when they attempt to surrender. If the second personality is going to do something particularly heinous, such as harming one of the first personality’s loved ones, the original personality may fight back by making an opposed Spirit roll against their own Spirit Trait at a -2 penalty. If the first personality succeeds, the character is immobilized for two rounds, allowing the victim in question time to escape or for the other party members to restrain them. On a raise, the duration of the hold is increased to four rounds. Note: The Gamemaster may forbid a player from taking this Drawback if he feels it would violate the “Free Points For What I Was Going To Do Anyway” treaty of 1997.

    Bestial Intellect
    Trappings: Altered brainwaves, primal atavism, hormonal surges.

    When shifted, the character’s Smarts trait is dropped to d4 (Animal.) They still retain some basic memories and can usually tell friend from foe, but they can’t be expected to operate even simple machinery such as doorknobs and levers on their own. Note: A character cannot take both Bestial Intellect and Another Face In The Mirror.

    Blackouts
    Trappings: Hedonistic binges, killing sprees, “side-effects,” desecration of religious sites or artifacts.

    If your character has been in their enhanced form for over an hour, they must make a Smarts roll or temporarily lose control of their character after an indeterminate amount of time. This roll is made at a -2 penalty if the character also has the Another Face in the Mirror Drawback. The character will never lose control during combat (actions of the other personality from the previously mentioned Drawback notwithstanding ) or during any other tense or involved situation.

    However,  as soon as the action winds down their more base nature takes over and they slip away at the most inopportune moment. The character generally wont harm someone who is attempting to impede their escape, though they are not above bowling them over, knocking them out or gently hurling them through a wall. The character doesn’t remember anything that happened during the blackout, and whatever the character does during the episode is up to the Gamemaster. The incidents that occur during a blackout will usually be directly related to the character’s nature, and can vary wildly between shapeshifters. A chemically enhanced supersoldier might wake up in a pile of exhausted lovers, whereas a werewolf might regain consciousness in a comfy nest of eviscerated livestock. Either way, these incidents are rarely discrete and can quickly draw a great deal of unwanted attention to the character.

    Blocked Change
    Trappings: Sunlight, immersion in water, a potent geas.

    Some factor prevents your character from being able to change under certain conditions. Some lycanthropes can only hunt after sundown, or the powerful being who provided your character’s powers may revoke their privileges  if they violate certain taboos.  Should the character be exposed to whatever would prevent them from shifting, the immediately revert to their normal form and cannot shift back again until it is removed.

    Dark Omens
    Trappings: Stillborn livestock, withered crops, soured milk, weeping statues, putrid blood drizzling out of the taps.
    Prerequisites: Reviled

    Any remotely civilized area the character stays in begins to suffer from portents of an ill fate. The omens become truly noticeable after three days, and the populace begins to sense a force of darkness in their midst after a week or so. A smaller town, which we’ll define as 200 people or less, suffers an equal distribution of the omens among the populace, whereas a larger urban center will see a greater concentration of the omens near where the shapeshifter is currently residing. This can make them easier to track by those with the right know-how. On the plus side, people dwelling in a bustling city are usually slower to act on the omens than their more superstitious neighbors in the rural portions of the country.

    Fixed Shape
    Trappings: Ancient curses, long-lasting combat drugs.

    Once the character has shifted into their enhanced form, they cannot shift themselves back again until the duration on their transformation expires. This can technically be overcome if the shapeshifter has the Blocked Change drawback and is exposed to stimulus that triggers it. However, if the stimulus is removed within an hour, the character immediately reverts back to their enhanced form. Note: This drawback cannot be taken in addition to the Short Shift power.

    Forced Change
    Trappings: Light of the full moon, zeta rays, electricity, an old-fashioned love song.

    Some form of external stimulus forces your character to change on the spot. It can be practically anything as long as there is a reasonable chance the character will interact with it. The character cannot shift back into their normal form as long as the stimulus persists.

    Marked

    Trappings: Hair beneath the skin, unnatural eyes, elongated teeth, unibrows.

    The shapeshifter has some sort of distinguishing mark that will reveal his identity if he is subjected to a sufficient amount of scrutiny.

    No Thumbs
    Trappings: Paws, flippers, dewclaws.

    The character’s enhanced form lacks the ability to grasp and manipulate objects. A creature with a prehensile tail or tentacles does not count as sufficiently inconvenienced to qualify for this Drawback. Note: This Drawback cannot be taken alongside Bestial Intelligence, since being physically unable to use a doorknob isn’t much of an impediment if you can’t fathom how one works to begin with.

    Ravager of Pants
    Trappings: Rapid changing, bulging muscles, vastly altered form.

    Normally, when a character shapeshifts, it is usually assumed that their clothing and equipment either melds into their body, or that the enhanced form wouldn’t be particularly impeded by its presence. This is not true of your character. Any clothing that isn’t extremely loose, such as sweatpants, a bath robe or a prison jumpsuit is automatically ruined when the character shifts, and even these articles will probably be more than a little tight on your character’s new form. Gear and armor secured by buckles and other classical means will be unusable until they’ve been properly repaired, whereas equipment secured with velcro or similar methods will simply pop free and drop to the ground without breaking. It takes a single round to remove the shredded remnants of clothing, and your character’s pace will be reduced by 2 until he takes the time to do so.

    Ravenous 
    Trappings: Enhanced metabolism, stomach demons, pit of endless ravening.

    Your shapeshifter consumes three times the amount of food that is normally required for a member of their species.

    Reviled
    Trappings: Local superstitions, dark omens, religious dogma.

    Some areas of the world are more tolerant of shapeshifters than others. A powerful shaman who can transform into a enormous bear is likely afforded a great deal of respect and deference while among his people, whereas a werewolf in Eastern Europe would be immediately set upon by a swarm of angry civilians should their true identity be revealed. Most shapeshifters will likely be required to take this Drawback, as their kind are almost never viewed in a positive light by most of the populace. If your identity as a shapeshifter is suspected but not demonstrably proven, you gain a -3 penalty to your charisma when dealing with your accusers. If it has been solidly confirmed, the penalty increases to a -6 and you should expect some form of violence to be arriving at your doorstep within the hour. Some shapeshifters without this drawback may still find themselves suffering its effects in certain situations. Just because the shaman is highly valued by the members of his clan doesn’t mean the puritanical settlers from across the ocean will take anything but a dim view of his shapeshifting shenanigans.

    Short Shift
    Trappings: Unstable serums, intolerable pain, lack of willpower.

    Plagued with a flawed metamorphosis, the character can only remain in their enhanced form for an hour at a time, though the character can still shift as often as their Power Points will allow. This does not bypass the 12-hours-per-day limitation on the duration of the Shapeshifting power.

    Triggered Transformation
    Trappings: Pills, potions, injected serums, magical talismans.

    Changing forms is easier for some shapeshifters than others. Your character has to have access to a certain item or compound in order to change into their enhanced form, or to revert back to a human state before the duration expires. While certain items, such as combat drugs, are hypothetically finite, the character is assumed to be sufficiently well-equipped with them to carry out his various tasks, and he should not run low unless he spends an extended period of time without a way to replenish his supply.

    Unnatural Aura
    Trappings: Cold wind, dead eyes, animalistic traits.

    There is something distinctly unnatural about your character, even when they are in their normal form. They gain a -2 penalty to charisma, except for the purposes of intimidation and interrogation. Furthermore, most animals react extremely poorly to the character, usually fleeing whenever possible. Domestic animals are particularly outraged by your presence, and it is not uncommon for a dog or a particularly loyal cat to attack a shapeshifer that gets too close to their master.

    Weakness
    Trappings: Water, silver, fire, iron, blessed weapons, induced allergies, alien minerals.

    There are a countless number of tales and folklore about the proper way to destroy a shapeshifter. For your unfortunate character, some of them happen to be true. The materials in question must be readily available in the time and place of the campaign.  Furthermore, the Weakness must be easily weaponized. Any scholars who are able to identify your true nature are probably also capable of ascertaining your Weakness. Contact with these substances inflicts an automatic wound per round of contact, in addition to any damage they might normally inflict. Furthermore, your various powers that might affect them, such as Damage Resistance and Regeneration, have no effect on wounds inflicted by these substances. You may take this Drawback twice, selecting two different substances that can cause you grievous harm. Rules governing the different effects of various substances can vary widely depending on what is used, but here are a few guidelines for handling some of the situations that might come up.

    • Bullets, arrows, and other such projectiles do not continuously deal damage after they’ve penetrated your body.
    • A character with a weakness for water or some other liquid will take continual damage if they were immersed or sufficiently soaked in it. A soaked character can spend a round to shake and scrub the substance from their body, assuming they are no longer immersed in it.
    • If the character has a weakness for a particular element, and is struck with a weapon that is enchanted with that elemental effect (such as the classical flaming longsword) the basic damage from the sword is also considered to be unaffected by your defensive powers, just as if it were made out of a material you had an additional Weakness to.
    • Armor made from the substance you have a Weakness against has double it’s normal protective value against your natural weapons. It will inflict a single wound per round if you are involved in a grapple with the person wearing it, but it will usually not inflict an automatic wound upon striking it with a natural weapon, but the Gamemaster is free to rule otherwise.
    • If a character is struck by a weapon that combines two weaknesses, such as a blessed silver bullet, it deals two additional Wounds instead of one.
    •  Projectiles from a Blessed weapon also count as blessed, and Blessed projectiles fired from an unblessed retain their mystic properties.
    • A blessed weapon can be successfully wielded against a Shapeshifter by anyone, regardless of their personal belief structure.

     

     

    Troll in the Corner.

    .

    Related posts:

    1. Adding extra sensations to your game
    2. Parahuman: Wasp & Tankbuster Power Armors
    3. Arcane Power, the first must have supplement of D&D 4.0


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  • Say goodbye to PSN - it's SEN from now on via GamesRadar - News - 6 Feb 2012 | 7:11 am

    Sony has announced the PlayStation Network is being rebranded as soon as Wednesday this week. Scary 'SEN' acronym to replace familiar old PSN, making us think maybe we could call it PS-SEN to make it sound almost exactly the same as before. What do you think?

  • Check out Max Payne 3's 608 Bull revolver in Rockstar's weapon preview via GamesRadar - News - 6 Feb 2012 | 12:33 am

    Rockstar is getting Max Payne fans amped up for the moody detective's return on May 15 in North America (May 18 in the UK) with the launch of a new Max Payne 3 website and a weapon preview introducing Max's handy 608 Bull sidekick...


  • Final Fantasy X Re-release Is A Remaster, Not A Remake via www.GameInformer.com - 5 Feb 2012 | 6:44 pm

    Back at the Tokyo Game Show in September, Square Enix announced that an HD version of Final Fantasy X would be making its way to the PlayStation 3 and the Vita. It was unclear if the game would just be an HD upgrade, or a full remake with new content. Now we know.

    Recently at the Tapai Game Show, Shinji Hashimoto of Square Enix confirmed that the game would an HD remaster saying that, "the visuals will look much better compared to the original."

    No word on a solid release date yet.

    Thanks to PRjumpman124 and Veks for the news tip!

    [via Gematsu]

  • Final Fantasy XIII-2's Ending Explained By Director via www.GameInformer.com - 5 Feb 2012 | 5:57 pm

    This does contain a spoiler about the ending of Final Fantasy XIII-2, but it's not as severe as you may expect. It's nothing that wasn't covered in our review of the game, but you have been warned.

    So, at the end of Final Fantasy XIII-2, you get a "to be continued" message. Game director Motomu Toriyama explained at a Final Fantasy XIII-2 event at the Taipei Game Show 2012 that the ending doesn't necessarily guarantee a sequel. Instead, the "to be continued" is present to entice player to seek out the different endings, and Toriyama also expects DLC to expand the game further. We already know about this DLC, and episodes covering the exploits of Snow and Sazh were also hinted.

    This of course doesn't completely rule out a new Final Fantasy XIII in the future, but for the moment you'll have to stick to DLC if you want to explore more of that universe.

    [via Andriasang]

  • Square Enix sheds light on Final Fantasy XIII-2's "To Be Continued" ending via GamesRadar - News - 5 Feb 2012 | 1:34 pm

    As eager Final Fantasy XIII-2 players already know, the ending to Square Enix's time-traveling sequel leaves a lot of questions. Thankfully, director Motomu Toriyama was open to sharing some of these answers during this weekend's Taipei Game Show 2012. Warning: mild spoilers ahead...

  • For when you really need to access Troll in the Corner from your android device – an android app! via Troll in the Corner - 3 Feb 2012 | 11:33 am

    That’s right folks, there’s a brand new app in town, and it’s for Troll in the Corner. This app can be used on any android device, and it’s for when you absolutely, positively need to access the site but don’t want to use your phone or tablets browser. For whatever reason that is.

    It’s a very, very simple app.

    You can get the app right here.

    It features :

    A lite version of the site, for easy reading

    The full web version

    Direct link to the DriveThruRPG store for all of our PDFs

    Argyle & Crew link – so you can see what new scenarios are in the wild

    A link to our Old School Actual Play podcast page – listen on your phone!

    It’s like technological magic folks.

    How to install it:

    First, you have to allow unknown sources:  Under “Settings,” select “Application Settings” and then enable “Unknown Sources.”

    Then, hit up this post on your phone and click the link. It will download the .apk file (the actual application). Click on the download when it’s done and it will ask to install it.

    Once you’ve done this, you may want to go back and turn off “Unknown Sources”.

     

    Troll in the Corner.

    .

    Related posts:

    1. Changes on Troll in the Corner
    2. Changes to Troll in the Corner
    3. The Best of Troll in the Corner Vol. 1


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  • The Witcher 2 devs detail Xbox 360's Enhanced Edition via GamesRadar - News - 3 Feb 2012 | 10:47 am

    None

    The Witcher 2: Enhanced Edition is coming to Xbox 360, and CD Projekt wants you to know it will not be a slightly modified port. To prove it, the Polish developer has cut a developer diary showcasing the new controls, systems, quests, and other “significant new content” slated for the consoled adaptation...

  • Valve teases “top-secret” projects for Team Fortress 2 via GamesRadar - News - 3 Feb 2012 | 10:31 am

    Valve is cooking up big things for Team Fortress 2 and, miraculously, its plans have nothing to do with goofy hats. At least, they don't specifically mention new hats. Oh, who are we kidding? Of course there will be hats...

  • THQ delays Metro: Last Light, seeks help with Warhammer 40K MMO via GamesRadar - News - 3 Feb 2012 | 10:30 am

    THQ's fiscal troubles have resulted in a delay for Metro: Last Night and a need for the beleaguered publisher to find a financial partner for Warhammer 40K: Dark Millennium Online if it hopes to save the MMO from extinction...

  • Warren Spector to receive GDC's Lifetime Achievement Award via GamesRadar - News - 3 Feb 2012 | 10:26 am

    Warren Spector, the man behind the Deus Ex,  System Shock, and Epic Mickey series (to name a few), has been picked to receive the Lifetime Achievement trophy at the 12th Annual Game Developers Choice Awards...

  • Adding extra sensations to your game via Troll in the Corner - 3 Feb 2012 | 10:00 am

    Used under Creative Commons license, from Wikipedia user Emmbean

    There’s an important rule in GMing: show, don’t tell.

    Now, when you put a setting together, you of course tell the players various things, but once the game is in full swing, it’s obviously much more important to involve the players in as many ways as possible.
    So, here’s a few fun things I’ve been toying with, and that are talked about sometimes by various designers (John Wick springs to mind from Blood and Honor).

    Pulling your players in by giving them extra stimuli for their fun makes them more involved, more eager to learn more about the setting, and usually means we all get to try something new.

    Adding in aged maps as props is easily done, and a very effective tool, as are using miniatures for action scenes so everyone can easily see the actions.
    Outside of action, advice begins to falter, but we can always take good cues from print fiction.
    I’m told George R. R. Martin makes a big show writing about the food in his books. A confession: I haven’t read them (yet!), so I can’t really talk too much on that other than what I understand. But then why not have a feast happen in your game, and reallt celebrate it. Describe it in lurid detail. Pigeon and partridge pie, persimmon and bearberry jam, roast swan. Or even roast owlbear, Elderwitch wine and triceratops egg omelettes. Or spoo. Mention sizzlings and dripping and guzzling and bubbling and steaming. Vivid and effective.
    My favourite example of this neat description comes from Sergei Lukyanenko’s Night Watch series. Two characters are sat around during a rare moment of downtime between magical blasts of madness. They are drinking vodka, eating pickled cucumbers and sauerkraut. A simple little meal, but the way the food is described as crisp and fresh and complimenting the vodka made my mouth water when I first read it and now.
    Sometimes, that effect is paramount to really motivating players.

    The next step of course is the real sensations.
    If you have a friend with armour and swords, see if you can get them involved in your game (if they aren’t already). Failing that, go stand in their back yard with your group and get everyone to hold a sword at arms length. Or go to an archery range if there’s a beginners event. Or a renaissance faire (I assume, we don’t have those where I’m from).
    Burn incense in temple scenes, or when the players are soon to encounter a dark ritual, or when they have to resurrect a friend. Or attend their funeral. Make a big deal of it.
    Add food to the gaming table. Avoid pizza as the group source of sustenance, and make a choice between setting or situation. In a setting like Wolfgang Baur’s Free City of Zobeck, maybe you’d favour goulash or borscht. In a game based on Arabian Nights, sugared dates and baklava. A samurai adventure gives the players sushi and wasabi and sake.
    Now consider the situational changes to foodstuffs. The group has to hike through the mountains with only basic rations? Dried fruits, bread, cheeses and cured meats. The group finds itself in a despicable hive of scum and villainy? Break out the blue food colouring. The Elves/Dwarves/Goblins have a delicacy that few humans have ever tasted? Pineberries, or bacon chocolate, or sweet and sour mushrooms, or pitta breads filled with jerked goat. There’s a deli around the corner from me that sells olives stuffed with gherkins, and the taste and texture are suitably odd you could drop them in any setting easily as ‘something out of the ordinary’.

    Immersion breeds exploration and involvement. So why not immerse your players with every sense at their disposal?

    Troll in the Corner.

    .

    Related posts:

    1. Review: The Game Master by Tobiah Panshin
    2. An Overdue Introduction
    3. In Defense of 4e


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  • Reality Makes the Best Fantasy: Courtesans via Troll in the Corner - 3 Feb 2012 | 10:00 am

    Famous Courtesan, Author and Philosopher Tulia d'Aragona

    Warning: this article deals with issues of sex.

    In the battle for survival and power, people use their available resources to make the connections they need and get the things that they want. Among many of the tools used to secure their fortunes: sex.

    Most people want it. Even the most pious paladin might find his daily devotionals interrupted by the thought of naked skin or a fleeting kiss. Many can provide it. But what are the strings attached? And how is it presented?

    Courtesans have been a class of women that have existed throughout history. Unlike prostitutes, people expected more than sex from them. They were known for their intelligence, trusted for their advice, well versed in the arts and set the trends for fashion. In societies that usually relegated women to the home and commanded lives of simple modesty, hetaerae, geisha and naditu were allowed to own property, earn money and show off their art and skill. The hetaera Thais supposedly encouraged Alexander the Great to burn down Persepolis. Theodora, wife of the Byzantine Emperor Justinian encouraged him to fight back during the Nika revolts, securing his reign of the Holy Roman Empire. Courtesans in Europe originally were entrusted with secrets that normal servants were forbidden to hear. Geishas opened tea houses and spawned industry with their need for elaborate wigs, kimonos and other gear. Not defined by their ability to provide children and keep a home, these women flourished in the arts and politics and added to the culture of their times. And unlike prostitutes, courtesans were able to pick and choose whom they shared their beds with, their influence going beyond closed doors.


    These women were born into many walks of life and forged their own paths. Some of the women started out as part of the elite and decided to forego the title of wife. Some women showed promise in their youth and were given better than typical educations, aiding them in attaining reputation and trust. Others started out as actresses and were sponsored by a string of lovers, passed around from arm to arm. Some courtesans eventually married; for some this meant marrying a man of a lower social status than their clients. For others this meant retiring completely.

    Of course this station is not all beer and skittles. With power comes jealousy and people trying to usurp the position of others, with slander, oneuppance or even murder. Behind closed doors, secrets are revealed and deals made. Adding to this the social class of courtesan could go from being fashionable and respected to scorned, relegated to sex work only or accused of being practitioners of dark magic. As different religions, philosophies and cultures sweep through regions, gender roles and sex are often affected. And just because something is generally accepted or lauded by one social class doesn’t mean that others approve. Some cultures relegated the courtesan to a third-class citizen, basically owned by the state but still highly skilled entertainers that were sent all over the country to dance and play music on behalf of the government. In addition, once women reach middle age they were generally expected to bow out.

    Still, the idea of the woman who can provide both intellectual as well as physical companionship has permeated history. Away from the duties of family  and obligations to the hearth and home, women were able to break the rules and make their own. Beyond being fetishized by people today, they influenced emperors and politicians, inspired artists and poets and had their say when women were supposed to be quiet.

    For DMs
    *Courtesans and their various cultural permutations could be an addition to a campaign big on political maneuvering, intrigue and where the players are mature enough to deal with issues of gender, sex and power.
    *Perhaps only certain cultures/races in a region have courtesans which are misinterpreted by outsiders (as the geisha of Japan were seen as only sex workers by Westerners in Japan).
    *How does the religious establishment view the courtesans? How the various religions view sex? View the roles of women? View the roles of men?
    *Courtesans must be trained. Who trains them? Is there a guild? A school? Are they all self-taught? Is there a licensing system? Who takes care of their health?
    *Sex begets children. What happens to the children of courtesans? How do the families feel about their daughters taking up this line of work?
    *What political factions are in power and which are in favor of this line of work? *What do the courtesans do with their power and money? Do they work behind the scenes or perform public works (like the hetaera Phryne who offered to pay to rebuild the walls around Thebes)?
    *Is there a ‘uniform’ that sets them apart from other women?
    *Sex is free but a night with a courtesan can run up a pretty bill. How do courtesans affect the local economy? If they pay taxes, would the local establishment be as willing to enforce laws against them?
    *What are the laws against abusing courtesans? How is their safety handled? Or do the courtesans take it into their own hands?

    Plot Hooks
    *A new regime has taken over and wants to regulate the pleasure houses and courtesans. The PCs must enforce these laws.
    *An influx of foreigners bring their culture that has courtesans as one of the components. As the foreigners try to assimilate to the dominant culture, what happens to this class of women? How do the local women react? The PCs are sent to investigate the culture and report back to whoever has commissioned them to perform the survey.
    *A group of courtesans have been receiving ominous threats from an unknown source. They’re hoping to find out where the threat is coming from and have protection for their group to prevent these terrible threats from coming to fruition.
    *A courtesan’s child is supposedly the child of a well known official. The PCs must transport the child somewhere for safe keeping. In order to keep the mission from arousing suspicion, a group of children are sent with them in the guise of a group of orphans being taken to an orphanage (usually a religious establishment). The PCs must get the children to the orphanage safely while keeping the real identity of the child in question a secret. Who wants the child cloistered away and to what end? And who wants to find it?
    *An assassin is supposedly hiding out in the city. Intelligence reports that he has connections to one of the local pleasure houses. The PCs must infiltrate and find out what they can before it is too late.

    For PCs
    *How do the PCs feel about courtesans? About sex? About women?
    *A PC could be a courtesan. Suitable for a character that uses charm and diplomacy rather than their muscles (though there are martial arts suitable for the courtesan).
    *A courtesan as a friend could be a boon indeed. They roll deep in secrets as well as money.

    My favorite character from the Joss Whedon show ‘Firefly’ is Inara Serra, a Companion in the Firefly universe. Intelligent, beautiful, a savvy business woman and kind, Inara would be a great inspiration for a character in a campaign. Don’t forget, she’s decent with explosives and handy with a bow and arrow!

    What say you?

     

    Troll in the Corner.

    .

    Related posts:

    1. Reality Makes the Best Fantasy: Light Sources
    2. Reality Makes The Best Fantasy: Ashoka the Great
    3. Taking a reality break for a moment – let’s talk about the Wayne Foundation


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  • A Nun in an urban fantasy? Whatever next? via Troll in the Corner - 2 Feb 2012 | 7:23 am

    Family reunions suck.

    What’s a woman to do when her dad’s the antichrist, her grandma’s the devil, the end of the world is at her doorstep, and she’s out to avenge the murders of her husband and kids?

    Kill everything in her way.

    Quarter-demon Peri Takata exists with but one goal in mind: annihilate everyone responsible for the death of her family. Then—her need for vengeance quelled—she plans to take her own life.

    Her mission brings her to vampire Zara Lain, the only known survivor of the event that destroyed Peri’s family five years ago. Hunting down a secret society of those who don’t want to be found has its challenges, however, especially when forces are working to keep the antichrist’s daughter very much alive. The apocalypse is closing in and Peri may be playing a role in it whether she wants to or not.

    And when a heart long-thought dead begins to beat again with love for another, she’s not so sure about anything anymore.

    This is the third book in the series “Demons of Oblivion”, an urban fantasy involving demons, vampires, psychics, magic users, and, uh, a nun, with alternating main characters. Book one was Bloodlines (Zara), book two was Hunter (Ryann), book four, Exhumed (Zara), will be out in July. I will be interviewing Skyla sometime in the next week about her life, characters and cats. Watch this space.

    Release date 21st Feb 2012

    Troll in the Corner.

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