Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts

Monday, May 23, 2022

A Free Agent at PretzCon

     PretzCon 2022 is nigh and it's hopefully going to be my first in-person convention in three years since the world went to hell and we bunkered down. As a demo agent for Free League Publishing, I'm going to be running demos of The One Ring 2e and Vaesen. I'll be running "The Old Dwarf-Mines" and "Star of the Mist" for TOR 2e using pregens converted from the TOR 1e pregens. Below you'll see there are two versions for some of the pregens. Those pregens with two versions have one which was a translation from first to second edition and another which is rebuilt under the rules as written (RAW). The "translated" pregens are closer to their first edition versions as I ignored the rule that cultural virtues require a Wisdom score of 2+. The only pregen which differs significantly is Saewara of Stockhorn. Under the rules as written, a wanderer in first edition becomes a messenger in second. I felt that wasn't quite fitting for Saewara given her background and also the calling of captain was not represented in the pregens. I've removed the listing of old MERP and LOTR RPG pregens and will post the conversions when I have time.
 

The One Ring 1st Edition Pregens

* - Suitable for use as a Free Agent demo character.
 

     For Vaesen, I'm doing something new. Before the demo event ("Dance of Dreams"), I'm going to present a "Session Zero" slot to educate players on the game and setting. I'll be offering pregens as well as character folios for players to use in creating their own characters if they so choose. Below are links to the character folios as well as the pregen characters. Anybody who owns the Vaesen rulebook will notice there are several additional folios beyond the archetypes presented in the core book. These are pulled from Cornish Vaesen, a Free League Workshop publication by JVC Parry. Below is also a link to a bug-fixed version of the form-fillable character sheet created by DreamsAmongStars on the Vaesen Reddit. Finally, the pregens are from two different creators, one of whom was deep_impact on the same Vaesen Reddit as DreamsAmongStars. The material below is suitable for use by Free Agents for their demos as they are RAW, no house rulings or homebrew.
 

Vaesen Pregenerated Characters

 

Corebook Archetype Folios

Cornish Vaesen Archetype Folios

 

Tuesday, April 5, 2022

Further Update From The Free Agent Front

     It's been a tumultuous time as of late for me with a death in my family, but coming out of that shadow, there is a bright spot. I managed to nab copies of the starter set and core rulebook for The One Ring. I also bought a couple of dice packs with the hope of correcting the possibility of a misprinted d12 in the starter set (more on that a bit down the line). Well, no good idea or deed goes unpunished - or gazed upon by Sauron's Eye.

     You see, the first round of dice made for TOR 2e had misprinted d12s. The d12 in TOR is an extra die rolled by the player or GM with the potential to cause weal or woe to the character making the test. The original d12 had Sauron's Eye in place of the 11 and Gandalf's Rune in place of the 12. The new dice have Sauron's Eye mistakenly in place of the 1. While I don't have an eye for dice probabilities, I've been told this makes things swing a bit more in the Dark Lord's favor.

     It's a simple mistake, one I'm not going to get bent out of shape over. In most RPGs a roll of 1 isn't a good thing, especially on an effect die. It usualy signifies trouble of some degree based on the overall outcome of the dice roll. While Free League has offered to replace these dice when returned, I don't plan on taking them up on the offer. I don't have time (or money) to waste sending three d12s across the pond and then waiting for three replacements to come back across the water. That being said, I'm just going to interpret an 11 as a 1. It's all I can do. Worse case scenario is that I'll have to roll the d12 myself using my 1e d12 or use a regular d12 and interpret it as the rules state.

     My first demos are decidedly going to be online as local gaming shops do not have their gaming space open quiet yet. As for the convention scene, it's up in the air due to a number of things I don't feel at liberty to discuss. Whether or not I attend ANY convention will depend on their COVID rules, my comfort level, and whether or not there's a virtual option should I feel uncomfortable attending in person.

     That's all I have to report at this time. More to come as things develop...

Monday, March 21, 2022

A Free Agent's Life For Me!

     So, anybody who's even glanced at my blog will see that my 2300AD post is now gone. Well, it's not really gone, but it's not public anymore. After a long series of delays thanks to real life and work, I managed to carry the torch too long in hope of running Mongoose Publishing's version of 2300AD and just got burned out.

     As a result, I decided to take a break from running any campaigns of my own and be a player for a while. Once I'm ready to step back into the role of GM, I'm going to be taking on an additional role - that of a demo agent for Free League Publishing. In the past, I served as a Bounty Hunter for Alderac Entertainment Group, running demos of Spycraft and Stargate SG-1. Now I'm going to be running a whole other set of games for a new generation.

     Overall, I'm going with Vaesen, The One Ring, and Twilight 2000. Although Free League's program is just starting out, Twilight 2000 and Vaesen already have a wide ranging library of community content, one which I hope to contribute to in the near future to aid in supporting my fellow Free Agents. The One Ring will probably take some work as the line is pretty small at this time. While there's a considerable amount of material previously published for Cubicle 7's first edition of TOR, I'm still trying to sort out the issue of compatibility and what Free League will allow.

     Will I get my groove back? Yes. Eventually. Hopefully by fall I'll be back to running games at the local cons. For now, I'm going to work on expanding my RPG repetoire, sort out what direction I want to go in with Free League, and see where this leads me.

Monday, October 4, 2021

Traveller 2300AD: The Dark Between The Stars

     Hey folks, long time no electrons. This is the info page/FAQ for my 2300AD campaign, The Dark Between The Stars. The game is based on the first edition Traveller rules and 2300AD setting from Mongoose Publishing, and is currently in the planning/recruitment stage.

The Premise: Rebco SAR is involved in more than just search and rescue operations in space and on Earth's far-flung colonies. As humankind has spread throughout the stars, it has encountered numerous alien species, mysteries, and threats. Humans being what they are, tend to take risks and meddle in things they're not necessarily well-equipped to deal with.

     That's where you, the heroes, come in. You'll be called upon to help people and organizations deal with the difficulties of off-world life on one of Earth's many colonies. With the shadow of the Kafers spreading throughout human space, will you be able to nurture and protect human civilization on the frontier, or will you simply fade into the dark between the stars?

What You Need: There are only two books you really need for this game: the Mongoose Traveller 1e rulebook and the Mongoose 2300AD 1e setting book; both can be purchased in PDF format from DriveThruRPG.
 
The Platform: Audio will be handled through Discord, while the virtual tabletop (VTT) may be handled either through Roll20 or Owlbear Rodeo. Players are not required to have their cameras active; I know I, the referee, will not.
 
The Rule of Rules (Rule Zero): As a friend of mine wrote on his own long-running campaign site:
Even if a game element is initially permitted, if it is later deemed incompatible with the campaign, it will be modified or removed. Any characters (PC or NPC) that use that element may be required to adjust to the change (in other words, grandfathering is not guaranteed). The (GM) will attempt to keep this sort of thing to a minimum (if at all), but sometimes this may happen in the process of keeping the rules appropriate to the campaign setting.

    That being said, while there are a ton of other Mongoose Traveller (and third party) books which are possibly compatible, the two aforementioned books are the foundation. Those books will be referred to and open for access as needed in the campaign at the referee's discretion. The same goes for material from the original Traveller 2300/2300AD RPG and related periodicals from GDW, Digest Publications, and Stygian Fox. Still, if an element presented in any of the material proves to be an issue, it will be removed or changed as needed.

Campaign Tone: While the Kafer War seems to dominate the setting of 2300AD, this campaign will be focusing on exploration, dealing with problems related to off-world colonies, as well as international (and interstellar) diplomacy, rivalries, and politics. As such, characters in the group will need to have a wide range of abilities and skills - medical, combat, sciences, etc. The Kafers will show up in the campaign, but they won't dominate it completely.

Character Generation: Beginning characters will be created using the rules as presented in Mongoose Traveller 1e, modified by the Mongoose 2300AD rules. I would recommend that characters be no older than 30 or 35, as I'm not aware of the 2300AD setting having anagathics to prevent the effects of aging. As with the original 2300AD, a deck of cards comes in handy for selecting a character's motivations. I'm willing to allow players to choose their character's motivations, so long as they are reasonable. Finally, all player characters are human, as the aliens in the 2300AD setting are NPCs.

Replacement Characters: Should a starting character be killed or otherwise need to be retired from play, the player may be offered the chance to generate a new character with access to one or more MgT1e career books at the referee's discretion. New characters joining the group, whether tied to a new player or to a current player, will have roughly the same amount of experience as the least experienced character in the group.
 
Rebco SAR logo by Ted Lindsay
About Rebco SAR
(from Mongoose 2300AD, p.85)
Headquarters: Lansdowne, Wellon, Tirane, Alpha Centauri, Core
Mission Statement: To provide the best and most appropriate human resource to tackle any problem, anywhere.
Products/Services: Employment services, troubleshooting, security and mercenaries.
Language(s): English, French, Urdu.
Culture: Free-wheeling but at the same time very cautious. All operations must be above-board.
Staff Levels: 125,000 throughout Human space, including contractors.
Scope of Operations: Human space.

     In the year 2244, two financial institutions on Earth, the Rawal Pindi Trading Company of Pakistan and the National Express Bank of America, merged to become Rebco. The majority of Rebco’s business involved financial services on Earth but in 2257, after developing a large internal security force, the corporation created a splinter group dedicated to providing short-term security forces to organisations on colony worlds.

     This began with uniformed guards for corporations and over time ranged up to include mercenary troops for small colonial governments and even rescue operations. Rebco relocated their new organisation’s offices to the colony of Wellon, on Tirane and they called it ‘Rebco Search and Rescue,’ or, more succinctly, ‘Rebco SAR’. Since then, Rebco SAR has expanded from providing security forces to matching persons seeking employment with employers looking for experienced personnel.

     Missions for Rebco SAR can involve anything. If there is money to be made, Rebco SAR will most likely be willing to get involved, although its coordinators pride themselves upon their honest reputation and will avoid overtly criminal activities.


House Rule: Character Improvement
    One of the big questions of Mongoose Traveller was how characters advanced in skill levels during their adventures. I put the following system together to answer that question. In addition, I hacked some of the XP and learning/teaching rules from MegaTraveller (Player's Manual - p. 41-43) and Traveller: The New Era (p. 133-134) to expand upon how characters can teach (or learn from) others.

Basic XP Guidelines
  • 1 XP for surviving the adventure.
  • 2 bonus XP for good roleplaying and/or ingenuity in the game.
  • 1 XP for each skill used repeatedly or in a particularly dangerous situation.

Spending Experience Points
    Players keep track of what skills their character used during the adventure. Only these skills are eligible for improvement with the cost in XP being equal to the new skill level (e.g. Skill-1 costing 1 XP, Skill-3 costing 3 XP, etc). Boosting a skill from Skill-0 to Skill-1 costs 1. Learning a skill from scratch up to Skill-1 costs 2 XP.

Learning via Observation and Training
    Characters may also learn through observation and training. A character observing another character successfully performing a task gains 1 XP for the relevant skill. This works only if the character explaining the task has a skill level twice that of the observing character (e.g. a Skill-2 character teaching a Skill-1 character how to do something; or a Skill-4 character teaching a Skill-2 character to do a task).

    Teaching a character to do something requires a Difficult check of the teacher's relevant skill (i.e. using Repair to teach another how to repair something). The students' INT and EDU modifiers are also taken into consideration when totaling the final DM. For multiple students, average the INT and EDU modifiers if you so choose.

    The teacher must have at least one level in the skill being taught and the student cannot have a skill level equal to or higher than the teacher's. If the teacher succeeds at their roll, they gain 1/2 XP per student (minimum of 1 XP). The teacher's roll is followed by the student's roll to demonstrate understanding. The comprehension DM is the difference between the teacher's roll and the target number. if the student succeeds, they gain a certain number of XP

     If the number of students is less than half the teacher's skill level, each student gains 3 XP. If the number of students is more than half the teacher's skill level, each student gains 1 XP.
    Example: Corey has INT 10 (+1 DM), EDU 7 (+0 DM), and Repair-1. His teacher, Brian, has INT 13 (+2 DM), EDU 9 (+1 DM) and Repair-2. Brian is going to teach Corey how to repair his pistol. The DM for the task is -2 (Difficult). Brian rolls 2D6, adding the task DM of -2 (for Difficult), his own INT and EDU DMs (+2 for INT, +1 for EDU), his repair skill (Repair-2) and Corey's INT and EDU DMs (+1 for INT, +0 for EDU) he gets a total DM of +4. He rolls a 7 adding the +4 to get 11; this gives a +3 (11 - 3 = 8) DM to aid in Corey's understanding. Brian has succeeded in adequately explaining the task; now Corey has to demonstrate his understanding.

    Corey rolls 2D6, adds his INT and EDU DMs (a total of +1), his repair skill (Repair-1), and the +3 comprehension DM. His roll is a 9, giving a total of 14. He shows that he understands. For his success in teaching, Brian receives 1 XP, since he has only one student. Since Corey is the only student and he understands what he has been taught, he receives 3 XP.

    Characters with a skill at Skill-0 may still learn a skill, either through observation, instruction, or trial and error (also called "The Hard Way").

Skill Caps
    Characters are limited in the total number of skill levels they can have. This limit is the sum of their INT and EDU scores. Untrained and level-0 skills do not contribute to this total.

    Additionally, a character is limited in how many high-level skills he can maintain at a time. This limit is typically one level-4 skill and two level-3 skills. If a player raises a skill up to level-3 or level-4, and thus exceeds this limit, he must simultaneously drop a skill down from that level as well.

    If the sum of the character's INT and EDU DMs is greater than zero, they are allowed that many additional skill levels toward their total. A character with an INT and EDU both of 9 (+1 DM for both) could have up to 20 levels in their skills (9 + 9 + 2 = 20). This does not allow them any additional level-3 or level-4 skills.

Skill Caps, Enhancements, and Aging
    Cybernetic enhancements will not allow a character to surpass these limitations.

    Should a character suffer a loss of either INT or EDU due to aging, the character's skill caps are also affected. For example, the same character fails an aging roll and has his INT reduced by 1, dropping it from 9 (+1 DM) to 8 (+0 DM); the character's EDU is 9 (+1 DM). Where once the character had two additional skill levels, he now loses one skill level and must drop one skill by a level to reflect this deterioration if he had previously hit his maximum number of skill levels. If the character had not already hit the maximum, they do not suffer the loss of an active skill level, only the reduction of the maximum number of skill levels they can have.

Improving Characteristics
    Characters may also improve their characteristics through training. The target characteristic score's DM, in addition to any aging modifiers, is the DM for the training roll; characteristics cannot be improved through training beyond +1 per year.

    To quote the MT rules "...a character could regularly lift weights to improve his Strength; he could study fencing to improve his Dexterity; or he could run regularly to improve his Endurance. A memory course could enhance his Intelligence, and he could regularly participate in a reading and discussion group to increase his Education."

    The exceptions to this rule are social stats (Caste, Charisma, Social Standing, and Territory). These cannot be increased through formal training or experience. Instead, "it requires significant cash expenditures and consequent changes in lifestyle to 'become' part of the desired social class."

House Rule: Sanity
     At least two of the original GDW adventures (one being "Bayern", the other remaining nameless to avoid spoilers) had scenarios and rules regarding how encountering alien intelligences affects the human psyche. The purpose of having these rules isn't to make 2300AD into some eldritch dark space where sanity-blasting xenomorphs lurk in every shadow. No, it's just to provide some point of reference in how humans deal with encountering the truly alien with little or no points of reference in common.
 
     Because the original 2300AD system differs from the Mongoose Traveller rules, and because Mongoose Traveller's base rules don't handle anything regarding sanity (Book 4: Psion has rules for psionic trauma), that leaves a bit of a gap. I've crafted some workable (at least to me) rules from the psionic trauma rules in Book 4: Psion, the rules from WildFire's out-of-print Chthonian Stars setting, and Terry McInnes' article "Losing It" from The Travellers' Digest #17. You can find them here.

House Rule: Psionics
     The original 2300AD didn't allow for PC psions. Some GDW adventures had PCs encountering psionic aliens (again, no spoilers), and as above, had rules for such encounters' effects on the human psyche. As it stands, I'm using Patrick M. Murphy's 2300AD psionics house rules as a guide, as well as my own common sense. In other words, if your character has psionic abilities, don't expect them to be crushing starships or flinging jets of fire from their fingertips. As per the Mongoose Traveller rules, characters cannot have psionic talents at generation without permission from the GM. My guidelines for psionics in Mongoose 2300AD can be found here.

House Rules: Armor Ablation and Other Options
     Combat will use both the Knockout Blow and Random First Blood optional rules on p.66 of the MgT1e book. With regard to damage to armor, one (1) point of armor protection is lost for every three (3) points of damage that gets through.

So What's The Difference (Between Games)?: Around 1986, Game Designer's Workshop released Traveller: 2300, which was essentially a follow-up to Twilight: 2000. Unfortunately, the title caused a bit of confusion, and so GDW revised and retitled the game 2300AD.
 
Different and yet...

     In "The 2300 AD Revision" (Challenge Magazine #34), Lester Smith writes (bold emphases are his as they appear in the original article):
Some people originally confused Traveller: 2300 with Traveller or thought that there was some link intended between the two games. By changing the title to 2300 AD, we put an end to that problem, while at the same time maintaining the continuity of the releases in the 2300 line. Let me emphasize here for anyone who might still be wondering: 2300 AD has nothing to do with Traveller. Not only are the rules to the two games much different, the games are set in different "universes," with completely different alien races, different routes of travel between the stars because the FTL drives in each game operate on completely different theoretical bases, different technologies (there are no grav plates in 2300 AD, for instance), and different themes. Traveller spans the Milky Way galaxy and concerns humanity's struggles to maintain a civilization over that broad reach of space. 2300 AD reaches stars just beyond 50 light-years from Sol and concerns humanity's struggles just to survive among those stars.
     Flash forward to 2012, and Mongoose Publishing releases their edition of the 2300AD license - with "Traveller" emblazoned on the cover. Granted, the second edition doesn't have that same point of confusion, but I'm not really thrilled with the second editions of either Mongoose 2300AD or Mongoose Traveller. Overall, I find it rather ironic that Mongoose Publishing has unintentionally reinstated the relationship between Traveller and 2300AD.
 
     "So, what about 2320AD?" you say. Well, that's a different matter. If the campaign timeline runs through the end of the Kafer War, we'll cross that bear when we get to it.

     If anything else should need to be addressed with regard to the game rules, it will be added to this blog post. Now, let's reach for the stars.

Monday, July 27, 2020

Taking the Final Frontier to the Virtual Frontier

Now that the uncertainty regarding Nuke-Con 2020 is out of the way, I can actually start making headway in planning and prepping for my October and November events. After a lot of gamer ADHD and anxiety, I've come to the conclusion that Cyberpunk 2020 hits too close to home with current events the way they are.

As such, I'm going to be running the Icon system edition of the Star Trek RPG. While Modiphius' 2D20 system is the current incarnation of Star Trek roleplaying in the hobby, Last Unicorn's edition is my version of choice. This post will be the central locus for information on my events.

First off, let's get the skinny on the two conventions in question. Nuke-Con is set for October 2-4, 2020. Virtual GameHole Con is scheduled for November 5-8 go here to register for the con. Essentially, I'm going to be running the same events for both conventions, so if you miss a certain event at Nuke-Con's virtual convention, you can always try to catch it at Virtual GameHole Con. All that being said, let's move ahead to the 24th century...

The Series Premise

The year is 2377 - only two years since the Dominion War ended. The Alpha Quadrant's long healing process is far from over. The Cardassian Union and Klingon Empire quietly rebuild from their devastating losses. Meanwhile, the Federation and Romulan Star Empire have resumed their cold war. In the shadows, predators and scavengers lurk, watching for any sign of weakness they can take advantage of.
Capt. Malcom Harrison. Yes, I went there.

Into this uneasy peace comes both a new ship and a new generation of Starfleet cadets. Cadet Training Squadron 42 - Delta Squad - find themselves assigned to the USS Odyssey, NCC-71832-A. One of many ships constructed under Starfleet's Rapid Reconstruction Initiative, the Odyssey is built from a number of refurbished, salvaged, repurposed, and new components. Despite being thrown into the deep end of this chaotic situation, Captain Malcom Harrison and his crew are determined to keep the flame of Starfleet and the Federation's ideals burning.

Canon and Apocrypha

While these are convention games, I feel it's important to remind some players that this game adheres mainly to the canon as presented in the TV series (excluding Discovery) and movies (excluding the J.J. Abrams films and despite my dislike of Generations, First Contact, and Nemesis).  Material presented in the novels, comics, and electronic games is considered apocryphal unless I introduce it into the game. 

The Icon System (Condensed)

 For those of you who don't own a copy of Last Unicorn Games' Star Trek: The Next Generation RPG, I've provided a condensed version minus the Renown rules. Why did I leave out the Renown rules? Mainly because I find them pointless, but also because they serve no purpose in these scenarios.
 

The Adventures of the Odyssey and Delta Squad

The following adventures represent the events of Delta Squad's extended cadet cruise. Event information for each convention will be added as details become available. Discord links will be provided here once they have been assigned by the respective conventions.

The Kobayashi Maru - Members of Delta Squad take part in the Kobayashi Maru simulation, but a cadet's secret agenda risks everyone's future.
 
GM's Note: Players whose cadet characters receive a promotion to Ensign in "The Kobayashi Maru" may bring those characters back to participate in the subsequent adventures below.

Shakedown Cruise - The unexpected arrival of Delta Squad and a mysterious subspace signal complicate the USS Odyssey's maiden voyage.

Bioadversity - A survey mission turns deadly when an ancient bioweapon is released and an old enemy of the Federation returns seeking revenge.

A Hungry Season - A mission of mercy is derailed when raiders hijack a convoy carrying medical aid.

USS Odyssey NCC-71832-A


Please note, the starship record sheet is not form-fillable.

Dramatis Personae

Here are the heroes of our adventures - the cadets of Delta Squad and the crew of the Odyssey. The character sheets are forthcoming.

 
 

Bonus: Wonder what the theme song would be like? I think Nick Phoenix's "Starfleet" fits the bill.

Sunday, May 3, 2020

A Necessary Evil

So as I'm contemplating what to write and post here, it comes to me that it might be a good idea to set some ground rules with regard to copyright, the Open Game License, and Open Game Content for my site. I need to practice what I preach and play nicely with others. Why? It's the right thing to do and I really don't want to get hit with a lawsuit, let alone a C&D (cease and desist) order.

What is about to follow is a wall of (mostly tiny) text that will be updated as content is posted. If you decide to read the whole thing in its entirety, you're either a lawyer or you've been in quarantine for so long you'll do anything to break the boredom. May God have mercy on your soul...

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artworks, and trade dress. (Elements that have previously been designated as Open Game Content are not included in this declaration.)

Open Content: Except for material designated as Product Identity (see above), the game mechanics on this blog are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. The names of trademarks or products mentioned belong to their respective copyright holders, any use here does not constitute a challenge to this ownership.

OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
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Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.
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Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney- MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
Pathfinder Roleplaying Game Bestiary 5. © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe Homes, James Jacobs, Amanda Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, Wes Schneider, David Schwwartz, Mark Seifter, Mike SHel, James L. Sutter, and Linda Zayas-Palmer.

Pathfinder Roleplaying Game Bestiary 6. © 2017, Paizo Inc.; Authors: Robert Brookes, Benjamin Bruck, John Compton, Paris Crenshaw, Adam Daigle, Crystal Frasier, James Jacobs, Thurston Hillman, Tim Hitchcock, Brandon Hodge, Jason Keeley, Isabelle Lee, Jason Nelson, Tim Nightengale, F. Wesley Schneider, David Schwartz, Mark Seifter, Todd Stewart, Josh Vogt, and Linda Zayas-Palmer.
Pathfinder Roleplaying Game Bonus Bestiary. © 2009, Paizo Publishing, LLC; Authors: Jason Bulmahn and F. Wesley Schneider.
Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K reynolds, F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
Pathfinder Roleplaying Game Advanced Class Guide
© 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
Pathfinder Roleplaying Game Advanced Player's Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
Pathfinder Roleplaying Game Monster Codex. © 2014, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N. Emerson, Jonathan H. Keith, Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter, Tork Shaw, Neil Spicer, Owen K.C. Stephens, and Russ Taylor.
Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese.
Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.
Pathfinder Roleplaying Game Occult Adventures. © 2015, Paizo Inc.; Authors: John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.
Pathfinder Roleplaying Game Pathfinder Unchained
. © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Ross Byers, Logan Bonner, Jason Bulmahn, Robert Emerson, Tim Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Robert Schwalb, Mark Seifter, and Russ Taylor.
Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
Pathfinder Roleplaying Game Ultimate Campaign
. © 2013, Paizo Publishing, LLC; Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Stephen Townshend.
Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor.

Pathfinder Roleplaying Game Ultimate Intrigue. © 2016 Paizo Publishing, LLC; Authors: Jesse Benner, John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Robert N. Emerson, Amanda Hamon Kunz, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Mikko Kallio, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alexander Riggs, David N. Ross, David Schwartz, Mark Seifter, and Linda Zayas-Palmer.
Pathfinder Roleplaying Game Ultimate Wilderness. © 2017 Paizo Publishing, LLC; Authors: Alexander Augunas, John Bennett, Robert Brookes, John Compton, Dan Dillon, Steven T. Helt, Thurston Hillman, Eric Hindley, Mikko Kallio, Jason Keeley, Isabelle Lee, Jason Nelson, Stephen Radney-MacFarland, Alex Riggs, David N. Ross, David Schwartz, Mark Seifter, Jeffery Swank, and Linda Zayas-Palmer.
Pathfinder Roleplaying Game Horror Adventures. © 2016 Paizo Publishing, LLC; Authors: John Bennett, Clinton J. Boomer, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Jim Groves, Steven Helt, Thurston Hillman, Eric Hindley, Brandon Hodge, Mikko Kallio, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, F. Wesley Schneider, David Schwartz, Mark Seifter, and Linda Zayas-Palmer.
Pathfinder Roleplaying Game Villain Codex. © 2016 Paizo Publishing, LLC; Authors: Alexander Augunas, Logan Bonner, Paris Crenshaw, Dan Dillon, Crystal Frasier, Amanda Hamon Kunz, Eric Hindley, Mikko Kallio, Dale C. McCoy, Jr., Stephen Radney-MacFarland, Thomas M. Reid, Alistair Rigg, Alex Riggs, Mark Seifter, and Linda Zayas-Palmer 
Delving Deeper - Gnome, © 2009, Luke Fleeman, Brave Halfling Publishing. 
Dark Elf, © 2012 James M. Spahn, Barrel Rider Games. 
Fairy, © 2012 James M. Spahn, Barrel Rider Games.  
Feast Master, © 2012 James M. Spahn, Barrel Rider Games.  
Half-Elf, © 2012 James M. Spahn, Barrel Rider Games.  
Half-Orc, © 2012 James M. Spahn, Barrel Rider Games. Labyrinth Lord, © 2007-2009 Daniel Proctor, Goblinoid Games.  
Labyrinth Lord Monster Listing, © 2007 Daniel Proctor, Goblinoid Games.
The Hero's Journey: Fantasy Roleplaying, © 2016 James M. Spahn, Barrel Rider Games.
13th Age Archmage Engine, © 2013, Fire Opal Media. Author: Chad Dylan Long, based on material by Jonathan Tweet and Rob Heinsoo. Edited by Cal Moore and Simon Rogers.
13th Age, © 2013, Fire Opal Media. Authors: Rob Heinsoo and Jonathan Tweet. Edited by Cal Moore. Additional editing by Simon Rogers. The 13th Age RPG and supplements are published under exclusive license to Pelgrane Press. 
Shields Shall Be Splintered!, © 2008 Trollsmyth  
Beyond the Wall and Other Adventures, © 2012-2014, Flatland Games, llc.
Beyond the Wall - The Nobility, © 2012-2013, Flatland Games, llc.
Beyond the Wall - Dwarves, Elves, and Halflings, © 2012-2013, Flatland Games, llc.
Beyond the Wall - The Village, © 2013, Flatland Games, llc.
Beyond the Wall - Further Afield, © 2015, Flatland Games, llc.
Beyond the Wall - The Elders, © 2015, Flatland Games, llc.
Beyond the Wall - Heroes Young and Old, © 2012-2016, Flatland Games, llc.
Beyond the Wall - The Wicked Dark, © 2013-2017, Flatland Games, llc.
Beyond the Wall - Beyond the Cave: An Unusual Playbook, © 2014, Flatland Games, llc.
Beyond the Wall - What Lies Beyond: The Chapman Bestiary, © 2014, Flatland Games, llc.
Beyond the Wall - Across The Veil, 2015, © Flatland Games, llc.
Beyond the Wall - Hearths and Homes, © 2017, Flatland Games, llc.
Beyond the Wall - From Distant Lands, © 2019, Flatland Games, llc.  
Beyond the Wall - Tails and Paws: An Unusual Playbook, © 2019, Flatland Games, llc.
Ultimate Options: Story Feats. ©2014, Christina Stiles; Published by Rogue Genius Games. Authors: Rich Howard and Mike Welham. 
The Four Horsemen Present: Young Character Options © 2015, Rogue Genius Games. Author: BJ Hensley.
The Four Horsemen Present: Mature Character Options © 2016, Rogue Genius Games. Author: Steven T. Helt.
The Four Horsemen Present: Venerable Character Options © 2016, Rogue Genius Games. Author: Tim Hitchcock.The Four Horsemen Present: Comedic Character Options. © 2016, Rogue Genius Games. Author: Steven T. Helt.
The Four Horsemen Present: MORE Comedic Character Options. © 2017, Rogue Genius Games. Author: Steven T. Helt. 

Childhood Adventures © 2016 by Everyman Gaming, LLC. Authors: Alexander Augunas, BJ Hensley, Andrew Marlowe, Monica Marlowe, Matthew Morris.
Everyman Minis: Childhood Feats © 2016 by Everyman Gaming, LLC. Author: Margherita Tramontano
Everyman Minis: Family Options, © 2017, Everyman Gaming LLC.; Authors:Alexander Augunas.
The Adequate Commoner. Copyright 2015, Misfit Studios. Author J.M. Perkins.
You’re Gonna Die Screaming: An Optimization Guide to Pathfinder Commoners. Copyright 2014, Misfit Studios. Author J.M. Perkins.




Tuesday, September 12, 2017


So it's been a while since I last wrote on this blog. Quite a while, in fact. In the interregnum, I've started and shelved a D6 Star Wars campaign, as well as stillborn Shadowrun and Fragged Empire campaigns. Still, I've stuck around and have started a Call of Cthulhu campaign based in modern-day Arkham, MA.

Yep, I can still Cthulhu with the best of them!

The last CoC game I ran was several years ago at Nuke-Con and it was somewhat of a success despite a slight regret I have about it. There are currently four players and five characters, all of whom have some connection to Arkham, mostly through Miskatonic University. So far, the best way I can describe the game is to take The X-Files (Delta Green), Supernatural, Buffy The Vampire Slayer, Angel, Scooby Doo, and mix with a liberal amount of Lovecraft and King's own brands of suspense and horror. The pilot episode's title is "Hounded".

Our crew includes:
  • Joseph - An anthropological photographer for National Geographic and Miskatonic grad.
  • Will Jenkins - A philosophy grad student at Miskatonic. Known to be a hipster.
  • Dr. Bedivere Pentecost - A time-lost British scientist from the 1940s. One moment he was on the deck of the USS Eldridge, and then... he wasn't. Needless to say, the students and faculty in the Miskatonic U science building were just as surprised to see him as he was to see them.
  • FBI Special Agent Selina LeMaine - Selina was part of a joint task force consisting of FBI, DEA and ATF agents set to raid a known drug house. When the raid went down, Selina covered the back to keep any runners from making it very far. That happened to be what saved her life; when her colleagues burst through the front door, things went sideways and there was an explosion, killing everybody but Selina, who was knocked out by the concussive force of the blast. Selina happened to be in Arkham, MA, returning home after recovering from her injuries and the shock of the incident.
  • Digby aka "The Drooler" - Selina's faithful, preternaturally smart Great Dane. No, he can't talk. She became his caretaker after her great aunt Gertrude passed away.
Digby aka "The Drooler"
Thus far, our band of investigators are in the shallows of a case involving a Miskatonic grad student, his messily murdered friend, and a marginalized professor's supposed time machine. You see, it all happened one beautiful fall day on the Miskatonic campus, bringing them all together in a perfect storm of confusion, poor decisions and statements, and some humorous mayhem. GM's Note - This game happened a few weeks ago, so I only remember the general gist of the events. Please excuse any plot holes or other issues...

Joseph and Will were out and about on the Miskatonic campus and happened to bump into one another. Being acquaintances of a sort (Will was a student in a class Joseph was a teaching assistant in), they began conversing, only to have that conversation interrupted by a slightly unhinged grad student come running through the quad, screaming, "It killed Buddy!"

Meanwhile, Doctor Bedivere Pentecost, confused over how he came to be in modern-day Arkham, MA after spending the better part of a month working on the Phildelphia Project, wandered the halls of one of the MU science buildings. Encountering a female coed (who was dressed in pants, to Pentecost's shock), he wandered into a professor's office to gaze in amazement at his posters and pictures of Saturn V rockets and other modern day spacecraft.

By this time, Will and Joseph had made their way to the building the grad student had run out of (the same building), and opened the door to a lab to make a gruesome discovery. There they found the mutilated body of Buddy, a somewhat banged-up time machine, and a whole lot of blue goo in the wreckage of the lab. Dr. Pentecost later joined them and became the subject of some impromptu mind games and tomfoolery by Joseph and Will, who gave him the nickname "Jumanji". Will, being the ultimate crass hipster, took a few selfies of himself with the crime scene. Dr. Pentecost, still befuddled by being tossed through time, added to the carnage with some projectile vomiting.

Selina, essentially being the first (and only) federal agent in Arkham at the time of the incident, was sent to MU by her director to help the Arkham PD investigate the incident. She found the trio viewing the security camera footage with Max Fallon, one of MU's hapless security people. When asked what they were doing, Dr. Pentecost, in a fit of 1940s male chauvinism, managed to insult the thoroughly modern Selina, and caught a boot south of the border for it. He came to after feeling a warm rain and awoke to Digby staring down at him. Selina got a copy of the video, confiscated Will's cellphone, and proceeded to take the evidence to the Arkham PD.

Dr. Pentecost, nursing a wounded ego while walking slightly off kilter, wandered down the streets of Arkham and came across a bank. Seeing this as a proper opportunity to secure some funds from his account, he went in and spoke with a teller, who told him he could not make a withdrawal as he didn't have an account there. She did manage to get info on his account elsewhere in order to open an account in Arkham, and Pentecost was happy to find his account was slightly larger than when he had left it. Needless to say, in the ensuing ruckus he generated, he was picked up by the police and hauled off to the drunk tank to cool down.

Meanwhile, Selina went to the MU Medical Center to inverview the grad student, Thanarek "Than" Thongchaisawang, who was in the psych ward. During the investigation, she learned that he and his friend had decided to tinker with an alleged time machine belonging to Professor David "Kooky" Kowitz. Securing one of the monkeys from MU's biology department, the two sent the hapless primate back in time what they thought was only a few minutes. However, when the time machine came back, they got more than they bargained for.

The monkey came back unharmed, if slightly perturbed at the trip, followed by something... Something big, hostile, and hungry. In the ensuing chaos, the monster ate the monkey, chased the two throughout the lab before Than escaped and Buddy was cornered. The creature then tore Buddy apart, ritualistically rearranged his body parts into a triangle, and disappeared.

Than then began to scream that the creature had returned and begged Selina for protection. Selina turned to see Digby looking through the small window of the room, fogging it up with his breath. Calming Than down, she showed him Digby was (in appearances) a normal dog, not some horrible monster. She then ordered Digby to sit and stay while she concluded the interview. Digby, being a dog, did what any dog would do. He sat there for about five minutes before his stomach told him to find something to eat.

Finding herself minus her dog, Selina had only to follow a path of destruction to find him. Digby managed to commandeer a food cart, devouring most of the meals and a large bowl of tapioca pudding before continuing on to body check a vending machine. Dissatisfied with the machine's refusal to give up the goods, Digby made his way outside to witness several museum employees transferring dinosaur bones from a delivery truck into the museum.

Selina emerged from the hospital to see Digby dash out of the museum with a massive bone in his jaws, followed by two museum employees. After corralling Digby in her car, returning the now soggy bone to the museum, and apologizing for her dog's misbehavior, Selina made her way to the Arkham PD to consult with the detectives there.

Down at the Arkham PD, Dr. Pentecost was getting along marvelously with the few drunks conscious enough to speak with him. Will and Joseph soon arrived to post bail and take their wayward ward to Joseph's apartment. The four crossed paths once again, and Will decided he was going to confront Selina about the confiscation of his phone. Selina refused to give it back, Will refused to give up in his crusade, and the sergeant in charge of the evidence room stood firm, saying he would "Get it back when he gets it back."

At this point, my mind is foggy as to what course of action they were going to take with the investigation, but I'm sure it will continue to merrily go off the rails and into the darkest of Arkham's shadows with our next session...

Tuesday, December 27, 2016

This Just In: Rogue One Is AWESOME!

So, I'm sitting here basking in the afterglow of seeing Rogue One. My wife, who went with a friend to see it earlier in the week, had told me that there was a surprise at the end, but didn't tell me what it was (and no, I didn't ask, either). Prior to seeing this movie, I diligently avoided the clickbait spoiler rumors and all the other Gawker squawk. The only things I "spoiled" for myself were some minor easter eggs.

At any rate, here's what I have to say about it - no spoilers, no whining, no "critique" as a lot of my fellow fans have already done. Rogue One is awesome. It's different from the other Star Wars movies - not just including its more responsible use of CGI technology - and that's what makes it good. The ending was indeed a surprise - but then again, the entire story was a surprise to me in how it played out.

If you're a dedicated Star Wars fan who hasn't seen this movie yet, I ask that you keep an open mind as you watch it. Keep in mind that everything that happens in this movie is necessary for the story of the original trilogy (as well as the survival of the Rebellion).

To those who have "problems" with Rogue One, who continue to claim that George Lucas, and now Disney, is "raping" their childhood, all I have to say is this: Bite me. It was never your sandbox - or mine - to begin with.

In celebration of this movie, as well as Carrie Fisher's progress/, here's a Rogue One-inspired D6 Star Wars character template, the Guardian of the Whills and the blank character template as well. Enjoy!


These were designed with a number of motifs in mind - namely some of the decor of the d20 sheets as well as the nostalgia of the old Star Wars action figure cards. Yes, a form-fillable version will be forthcoming.

SAD UPDATE: This morning (12/27/16) I read with a heavy heart the news that Carrie Fisher passed away. My heart goes out to my fellow fans as well as the rest of the Star Wars cast for the loss of everybody's princess.





Friday, December 23, 2016

Project Jasper: Hope for Carrie Edition


So, today my wife went out with a friend to see Star Wars: Rogue One while I spent the day studying the backs of my eyelids (I work the overnight shift at an emergency shelter for troubled youth, for the record, so I had to take one for the team). While I was sleeping, 2016 decided it wanted to continue being a dick and I awoke to the troubling news about actress Carrie Fisher. Having already remarked on how nasty the year has been, I had thought about giving this post an especially nasty title. Fortunately, the more rational parts of my mind and heart teamed up and beat down my inner cynic.

As a continuation of my remembrance of Benoist Poire's canine friend Jasper, my latest entry combines my love for dogs and Star Wars with hope and prayers for Carrie Fisher's full recovery. Here I present Jhaspar Gnarr.

Jhaspar Gnarr, Jedi Padawan (22 BBY)
Artwork from The New Essential Guide To Alien Species; Del Rey; 2006
Male Shistavanen

DEXTERITY 3D
Blaster 3D+1
Lightsaber 4D
Melee 4D
Melee Parry 4D

KNOWLEDGE 2D
Survival 3D

MECHANICAL 2D
Astrogation 2D+1
Starfighter Piloting 2D+1
Starship Gunnery 2D+1

PERCEPTION 3D

STRENGTH 3D
Stamina 3D+2

TECHNICAL 2D
Lightsaber Repair 3D

Move 10/13

Special Abilities
Night Vision:
Shistavanens have excellent night vision and can see in darkness with no penalty

Force Skills
       Control 2D
       Sense 1D

Powers: Remain Conscious (C), Lightsaber Combat (C/S)

Force Points: 2, Character Points: 5, Dark Side Points: 0

Equipment: Two lightsabers (5D dmg. ea.), Jedi battle armor, Jedi robes, commlink, blaster pistol (4D dmg)

A Quote: "Squad Aurek will move around the hills to the southwest. Squad Besh will flank from the east. Master Taresh and I will lead the charge down the center with squads Cresh and Dorn. Hopefully we can convince General Sanguinus of the error of her ways."

SAD UPDATE: This morning (12/27/16) I read with a heavy heart the news that Carrie Fisher passed away. My heart goes out to my fellow fans as well as the rest of the Star Wars cast for the loss of everybody's princess. This post is still a work-in-progress, and I will post a background and Rebellion Era stats for Jhaspar after an appropriate bit of time.