Friday, July 15, 2016

Avoid Compact Fluorescent Light Bulbs in Your Workspace

Are you using Compact Fluorescent Light (CFL) bulbs to light your miniature painting or model building workspace? Well, according Stony Brook University, you shouldn't be, as they are unhealthy for your skin.

According to a study Stony Brook did in 2012, CFLs emit ultraviolet (UV) radiation that causes damage to healthy skin cells. You can read about it here:
http://commcgi.cc.stonybrook.edu/am2/publish/General_University_News_2/SBU_Study_Reveals_Harmful_Effects_of_CFL_Bulbs_to_Skin.shtml

If you need more proof, here is some further reading:
Now, I will point out that most of the above references state that they see the biggest issue when working within a foot of the light source and say that generally being around CFLs is not a problem. But, my hands are usually less than two feet away, and I'm sure my big bald head gets some of that UV goodness.

I have since swapped out my two 100W daylight compact fluorescent bulbs for 100W equivalent daylight LED bulbs. They are just as bright and don't have the warmup time my old CFLs did.


Tuesday, July 12, 2016

Warsenal Comanche Tower Lamp Build

At Gen Con 2015, I made my obligatory stop at the Corvus Belli Infinity booth. (You can check out my full Gen Con 2015 Recap.) This year, they shared their booth with Warsenal.

As I was wandering around checking out all the beautifully painted models and terrain, I noticed a neat little terrain kit for under ten bucks: the Warsenal Comanche Tower Lamps. It consists of three unpainted, unassembled, laser-cut MDF and acrylic lamp posts. I figured they would be a quick project resulting in some cool sci-fi scenery. I also wanted to try out a new painting and weathering technique, and, at that price, wouldn't be too put out if it they didn't turn out like I was hoping they would.

Assembly and Painting
Assembly is straightforward – just copy the photo on the package. First, I punched out the MDF pieces and glued them together with basic PVA ("white glue").

Next, I used canned spray paint to lay down my base coats. I left the solar panels still attached to their mirrored acrylic sheet and spray painted only the back side of them with a dark blue. This enhanced the solar panel look. Then, I painted the assembled MDF posts, the same backside of the solar panels, and one side of the fluorescent yellow "light bars" (also left in their acrylic sheet) a shiny aluminum color. I followed this up with a couple of coats of Testors Dullcote to knock the shine back considerably, while still maintaining a metallic sheen, and to provide a surface for the weathering step. Somewhere in there, I brush painted the power/control boxes.

At this point, I punched out the solar panels and light bars, cleaned them up with a file, and then glued them in place with 5-minute epoxy. I chose epoxy as it wouldn't damage the basecoat and has a body to it that can fill the tiny gap in the slots the pieces slide into.


Weathering
At Gen Con 2013, I took Dave Pauwels' Liber Metallica class. Fantastic class! I love the way he uses NMM (Non-Metallic Metal) techniques with metallic paints. So far, it's my favorite metals technique as you get the best of both worlds. Anyway, as part of the class materials, he provided two metal washes; a bluish grey and a reddish brown. They are made from Golden Fluid Acrylics and both start with Raw Umber. The bluish grey uses Paynes Gray as the primary color and the reddish brown uses Burnt Sienna as the primary color. They are then both thinned down to wash consistency with water. You will have to experiment with the ratios to get a color and consistency you like. 
I used these two washes along with Secret Weapon Armor Wash to dirty up the lamps. The Paynes Gray wash gives them a darker, almost oxidized patina, the Burnt Sienna provides rust effects, and the Armor Wash gives them a general filth.

The last step is to wire the solar panels to the power/control boxes. The kit came with some black string for this purpose, but I didn't feel it would look or hang right. So, instead, I used some old black telephone wire. Since it was too small for the pre-cut holes, I ended up stripping the very end of the wire, and putting on some very small heat-shrink tubing. This had the added effect of looking like strain relief or an electrical boot. I glued the ends of the wire in with cyanoacrylate. (Check out my Sinbad Glue article!)
Overall, I am very pleased with the finished result—both the look of the lamps and the results of my weathering experiment. I should point out that, since I painted one side of the fluorescent yellow "light bars", they don't do the cool glowing effect seen in the package art at the top of the page. Also, due to their height, the lights are a bit wobbly, so you may want to tape or poster putty them to your gaming surface.


Friday, April 8, 2016

Shadow of the Century - Part 2: Smash and Grab

Last week, we sat down to run our first play session of the Shadow of the Century beta playtest!

The Pharmacy Scene from La Femme Nikita - Yeah, it was released in 1990—but FILMED in 1989!
We ran with three players again, but only one of three had attended the Pitch Session. Fortunately, one of the new players asked me to work up Hackerman from Kung Fury as a character ahead of time. The other new player decided to go with the pregenerated "Loose Cannon" character form the sample characters provided—we modified the aspect Mason's Gunning for Me to reflect one of the NPCs from the Pitch Session, so it became Biggins' Gunning for Me.

So, our characters for the night are:
Raymond James - Brain/Detective/Warrior
High Concept: Centurion Historian
Trouble: “Actually…..”
Call to Action: Following in the footsteps of the Spirits

Hackerman - Brain/Hacker/Inventor
High Concept: Hacker at Large
Trouble: Inappropriate Innuendo
Call to Action: With Great Processing Power Comes Great Responsibility

Officer Riza Colak - Cop/Loose Cannon(Gonzo)/Wheelman
High Concept: Cop on the Edge
Trouble: Biggins' Gunning for Me
Call to Action: None yet

Introducing...

In order to introduce the characters, I decided to do a series of scenes where each player describes their character doing their thing, getting caught, and making a hasty escape—to be scooped up by their mysterious benefactor. Ya know, the ol' "Everyone Meets Everyone" trope.

Ken described a giant Indiana Jones and the Raiders of the Lost Ark warehouse, but stacked with rows and rows of cardboard file boxes. Raymond James has pulled several off the shelves and is rifling through them. A security guard shows up and asks him who he is and why he's here. Raymond starts, "Well, sir, I'm from the University of..." and pretends to pat himself down for ID. The guard doesn't buy it and radios in to the front desk. Raymond scatters the contents of a box in the air to conceal his escape and ducks out a side door. Waiting for him is a white and gold custom conversion van. An elderly gentleman opens the passenger door and beckons him to jump inside. Once in, the old man jams a cane on the gas pedal and they're off.

Josh explains that Hackerman is convinced that Tastee-Freez is tied up in some big government conspiracy. He's broken into the back room of a local Tastee-Freez and is in the process of dialing in to their corporate records using a Tandy 1000 and a giant modem, when the assistant manager walks in. Hackerman explains that the sequencing board doesn't match the left-handed thrommel-meister, followed by more technobabble. The assistant manager goes to grab the manager, at which point Hackerman bolts, dropping the chunky modem in the process. Waiting for him is a white and gold custom conversion van. An elderly gentleman in a wheelchair slides open the side door and beckons him to jump inside. Once in, a bookish fellow stomps on the gas pedal and they're off.

Sarah sets the scene as a stakeout at a "typical 80's warehouse by the docks". (Josh starts playing "Crockett's Theme".) Officer Riza Colak is there with a fat cassette recorder. She's trying to get evidence that dirty cops from her precinct are getting paid by local drug dealers to look the other way. Just as it gets to the juicy bit, a rat knocks over some bottles, drawing their attention to her. Riza runs for it, bullets whizzing past, and ducks into a nearby parking structure. Waiting for her is a white and gold custom conversion van. A nerd with giant glasses and a mullet slides open the side door. An elderly gentleman in a wheelchair beckons her to jump inside. Once in, a bookish fellow stomps on the gas pedal and they're off.

The elderly gentleman introduces himself as Angus MacGregor. He explains that he's been gathering individuals with particular skillsets to, "help make the world a better place." Riza's not buying it. Raymond steps in to explain that Angus is the Spirit of Longing and a former member of the now defunct Century Club—an organization made up of exceptional individuals who, at one time, kept the forces of evil in check. Angus wants to reconnect old Centurion friends and try to make a difference again. Riza's still not buying it, saying she's got her own corruption to weed out. Angus finally convinces her by pointing out she could be more effective by going bigger: "try to cut them off at the head rather than try to whittle them down at their feet."

Angus directs Raymond to take them to their base of operations—an abandoned police station in the middle of an unpopulated and forgotten chunk of Miami. They park next to Riza's new "squad car"—a shiny new Mustang. Once inside, they have free reign and access to all the resources they could ever need. Hackerman is in heaven!

The Scene of the Crime

After getting settled, Angus calls the three of them into a meeting room. He presents them with a seemingly innocuous newspaper article—a drug store robbery where the crooks got away even though the place was surrounded by police. Something about it seems familiar to Raymond, but he can't put his finger on it. They go to check it out.

The drug store is a mom-n-pop shop currently surrounded by crime scene tape. The front window is smashed in and shelves are overturned.

Raymond heads to the pharmacy counter directly and finds paperwork spilled everywhere. None of the paperwork is newer than three months ago. Drug bottles not on the shelves have been lined up on the counter as if to be counted.

Hackerman makes a beeline to the office and discovers mom and pop have a brand new computer and security camera system. He begins downloading the contents of the computer to floppy disks. He also checks for the video tape of the moment of the break in. Not surprisingly, it's been taken as evidence.

Riza goes to the police station that handled the case to get a copy of the police report. As she's waiting for copies to be made, she notices an officer suspiciously pick up the phone and place a call. She can barely make out him saying, "you told me to call if she shows up. Well, she's here," before he quickly hangs up. With the copy of the report in hand, she stops by the tattletale's desk and makes her presence known before returning to the crime scene.

When Raymond is done examining the drug counter, he heads upstairs to where mom and pop live and questions them. They confirm that multiple people broke in, smashed the place, and took very little – just some loose cash and a couple of bottles of pills. The police arrived quickly, surrounded the place, and the noise from the store below just kind of stopped. The officers were unable to find anybody.

Hackerman starts to unpack all of his gear and starts building a "Magnetic Resonance Convergence Processor" using his Weird Science stunt. He succeeds, and gives it the stunt "When using the Magnetic Resonance Convergence Processor to process electro-magnetic signals, you get a +2 to Hacking to reconstruct those signals". Hackerman starts it running as it reads the magnetic residue image on the head of the video recorder and samples the camera cells and wiring to try to recreate the missing footage of the break in.

Riza compares the police report to evidence on scene. It also confirms that some small bills and a few handfuls of drugs were taken.

The Magnetic Resonance Convergence Processor finishes and ejects a newly minted video cassette. They all decide to pack up and head back to base.

Shortly after leaving the scene, Riza sees flashing lights in her rearview mirror. She diligently pulls over and Officer Joey Biggins steps out and over and leans on her car door. For all his bravado, Riza simply defects everything. Seeing as he's not going to get anything out of her, he smashes the Mustang's taillights for his trouble and moves along. During the rest of the ride back, Hackerman expounds the various ways he's going to make life difficult for Officer Biggins. When it's suggested he sign Biggins up for the Columbia Record & Tape Club, Hackerman states that's over the line as it's equivalent to being punished for war crimes.

Home Base Sweet Home Base

Back at base, Hackerman makes a big production of wheeling out the front-projection TV and gathering everybody around to check it out. Everybody gets a good chuckle when Raymond suggests this is an awful lot of effort just to show off his porn collection.

Hackerman ignores the comment and loads up his video reconstruction. A fuzzy black and white image appears on the screen...

Interior of the drug store.
A brick enters the frame, shards of glass following.
Three individuals enter, two bulky men and a woman with large hair.
One man enters the pharmacy and starts going through stacks of paperwork, throwing them on the floor as he goes.
The woman disappears into the office.
The other man starts pushing over shelves and smashing things.
After a minute or two, the woman returns with a scroll of dot-matrix printout.
Flashing lights begin to reflect off the walls.
The man in the pharmacy stuffs some pill bottles into his jacket pockets, smashes the register on the floor, pockets some cash, and throws the cash drawer at the ceiling light, plunging him into darkness.
The woman returns to the office and flips off the lights.
The remaining man makes a few false starts in various directions before deciding on a darkened corner.
Police officers enter the building from various directions, their flashlights reveal empty spaces where people were just moments before.

Riza loses it. She can't believe people just disappeared into the walls. Angus MacGregor asks her, "now do you see what we are dealing with?" Riza storms off for a stiff drink.

It finally clicks in Raymond's head: That's where he knows that ability From! The Grey Ghost used to able to do that! Angus confirms Ray's discovery and surmises that somebody has the Grey Ghost captive and is somehow extracting his powers.

Hackerman starts reconstructing the contents of mom and pop's computer from floppy disks...

Wednesday, April 6, 2016

Shadow of the Century - Character Workup: Hackerman

When we sat down to do the Pitch Session for Shadow of the Century, a few of our regular players weren't able to make it, because Life™. One player, Josh, sent the following consolation note:

"Make me this guy as a character:"

That's Hackerman, from the crowdfunded short film, Kung Fury. Which, itself, is a love letter to the 80's. I need to sit down and watch the completed film, but what I've seen is FANTASTIC!

So, just before the first play session, I worked up Hackerman based on just the above video (really, I should watch the whole thing). Here's the result:

The above is all "Beta" – the final version may be different.
I decided to give him a gonzo stunt to see how the "take two stunts, mash them together, and give it some wacky flavor" works out in play.

I did want to give him a stunt that allows him to hack anything as long as he could conceivable connect a computer to it. However, I decided to stick with the spirit of the playtest and use only stunts as written.

Josh was pleased.


P.S. I watched Kung Fury in its entirety. It IS FANTASTIC! Doesn't add much to the character of Hackerman—the above video does a better job characterizing him.

Saturday, March 26, 2016

Shadow of the Century - Part 1. The Pitch Session

In 2006, Evil Hat published Spirit of the Century, a pulp role-playing game set in the 1920's and using the Fate system. Its premise is that, at the stroke of midnight, at the beginning of the century, extraordinary people—Spirit Centurions—are born with an innate urge to fight evil, right wrongs, shine light in the shadows, and generally make the world a better place.

Recently, Evil hat released Young Centurions to Fate Core and Fate More Kickstarter backers. Young Centurions uses the Fate Accelerated rules and posits, "what were the Centurions like as teenagers?"

Fast forward along that timeline to the 80's. Roles have flipped—the bad guys, specifically Shadow Centurions, are taking positions of power in megacorporations and political offices, and the good guys, the Spirit Centurions, are now relegated to the shadows and hiding their identities. However, they are still trying to do good and make change through their proxies: New-Wave Heroes. This is where the players come in.

The brilliance of Shadow of the Century is that it totally embraces the tropes of the 80's. Take several of the movies and TV shows of the 80's: The A-Team, Airwolf, Big Trouble in Little China, Charlie's Angels, The Dukes of Hazzard, The Goonies, Knight Rider, Magnum P.I... and you can imagine the old Spirit Centurions directing the young heroes to go out and make a difference!
(Hannibal, Archangel, Egg, Charlie, Uncle Jesse, Chester Copperpot(?), Devon, Higgins respectively.)

Recently, Evil Hat announced a Shadow of the Century beta playtest. Our regular play group was fortunate enough to get in on it. I've spent the last five days devouring the playtest document. Shadow of the Century uses the Fate Core system, but includes a simplified system of roles for character generation, simplified rules for generating NPCs, and lays out steps for having a Montage! The background text really captures the feel of the 80's—the energy, the excesses, the emerging technology we now take for granted. This Friday, we sat down to do the "Pitch Session".

The Pitch Session is where you set the tone, basic plot, and characters of your game's story. We repeatedly commented on how it felt very much like we were a bunch of writers trying to come up with a new TV show or movie to pitch to some media bigwigs.

Phase One: Format
First, you decide if you will be playing as if you are shooting a movie or a TV series. A movie has big, fast action and a shorter overall story arc. A TV series has a much longer major story arc and several smaller "season" story arcs that can be wrapped up quickly. Since our group suffers from what we call "Gamer ADD" and the fact that we want to get four or five sessions in before the playtest ends, we decided we were going to treat our game as a movie.

Phase Two: Gonzometer
The Gonzometer gives you guidelines for how crazy and wacky you want your game to be—from your basic competent action heroes, all the way to alien invasions and robots from the future. We set it at level 2 (out of 4)—just slightly supernatural.

Phase Three: Issues
It took us a while to figure out in what direction we wanted to take the game. The first thought was to concentrate on the Cold War, but decided that, in nuclear war, nobody wins. Eventually, we worked our way towards a group similar to the crew from the movie Sneakers. Even though that movie was from 1992, we liked the idea of outlaws with special skill sets trying to make up for their previous transgressions—possibly with supernatural abilities.

After some further discussion, it was decided a Centurion runs the group and he’s trying to rescue other Centurions. Since we needed to focus on just one rescue, one player suggested a very old Centurion. Since Young Centurions mentioned the Grey Ghost was from the 1800's, he was our man.

Big Issue: We have to rescue the Grey Ghost.
Subplot Issue: Criminals are using Grey-Ghost-like abilities to commit crimes - this needs to be stopped.

Phase Four and Seven: Heroes
Keith decided he wanted to play the ladies man who's secretly a huge computer nerd.
Mike Smith - Face/Hacker/Thief
High concept: Undercover Nerd
Trouble: Nerdgasm
Call to Action: Repenting former thief

Ken wanted to play the bookworm who's been following the exploits of the Century Club for as long as he can remember. In almost a stalker-like fashion, he wants to be one.
Raymond James - Brain/Detective/Warrior
High concept: Centurion Historian
Trouble: “Actually…..”
Call to Action: Following in the footsteps of the Spirits

And Michael decided he wanted to play a hippie pharmacologist who's stickin' it to the man!
Sunshine - Alchemist (Gonzo)/Detective/Saboteur
High concept: Tactical Alchemist
Trouble: Bad trips
Call to Action: Fighting the Man

Phase Five and Six: Cast and Villains
These phases are kind of a neat twist on Fate world building. In this case, all the players quickly generate three NPCs each by writing down names on three note cards and passing them to the left. Then everybody adds a quick note to each name and passes them on for another round of quick notes.
We changed it up slightly in that we did them as a "card draft": Write down names on three note cards, pass them to the left. Pick one card, pass the remaining two to the left. Pick one card, pass the remaining to the left. Everybody will end up with three cards from different people. Add a note to each one and repeat the process.

We had the most fun with these phases.

Here's what we ended up with. NPCs chosen as "villains" are marked with an *:
Alexa Park - Heiress to a Hotel Magnate, Big into biker culture
Big Pete - Bouncer at TechNoir, Trained in martial arts
Dr. Raymond Cunningham - Has a PhD in Philosophy, Always wears a surgical mask
Lenny the Snitch - Key witness to an ongoing investigation, Has no middle fingers
Mr. Zero - Buys and sells “questionable” electronics, Always wears a Captain Planet Inspector Gadget t-shirt
*Officer Joey Biggins - Detective, Takes payoffs from gangs
Sally Maxwell - Wealthy daughter of the Maxwells of the Maxwell Museum, Never seen without a “boy toy” on her arm
Samantha Patel - Girlfriend of drug kingpin __________, Does his books and is secretly siphoning off funds
*Slick Steve - User car salesman, Makes under-the-table deals with corporate types
*Tryn Velcog - Standoffish Greek hacker, Stands 5’8”, but 6’ with hair
*Vieger AKA “Switch” - Norwegian hacker–Tryn’s nemesis, Split personality disorder
Zed Kalista - Owns a pawn shop, Obsessed with Ninjas

Finally, a suggestion was made for another “Bad Guy”. Here's the notes we took: Technophobe, Can render tech dead with  an EMP-like touch. 


Now I just have to figure out who has the Grey Ghost and why for next week!

Thursday, January 14, 2016

Katanas & Trenchcoats - A Cheat Sheet!

Occasionally, when I am learning a new system, I will make a cheat sheet as I go through the rules. I just so happened to make one for Katanas & Trenchcoats. It was useful as a handout when I ran K&T for my buddy Keith's birthday.

I got permission to distribute it, so you can get a copy by clicking on this image:
If you find any errors, omissions, complications, etc., please contact me and I will do my best to make the corrections.

Monday, January 11, 2016

Katanas & Trenchcoats - Fire & Lightning

Copyright 2015, Ryan Macklin

So, my buddy Keith asked me to run a roleplaying game for his birthday. I asked him what he was looking for genre-wise and he said, "Magic. A world full of magic."

Now, when he said that, I hope he didn't see me slump in my chair. In my experience, magic systems in RPGs are overly complicated – long lists of spells, tricky drain mechanics, flipping through books to find what effects do, arguing about the same... Even my current go-to system, Fate, doesn't have an explicit spell system – it has dozens.

So, I was just about to whip out my copy of the Fate System Toolkit, when I remembered that one of Fate's authors, Ryan Macklin, had recently released his latest episode for his recent RPG, Katanas & Trenchcoats: Episode 7: Celestial Boogaloo, in which he includes rules for celestial sorcery. Best of all, they take up maybe three-quarters of a page! It doesn't hurt that Keith is a knife and sword collector. I guess I'm running Katanas & Trenchcoats...

So, what is this Katanas & Trenchcoats RPG
Ryan Macklin (Mythender, Fate Core, Dresden Files RPG, various Pathfinder, and many others) has apparently been noodling on a dark and sexy roleplaying game about immortals doing battle with swords, a'la 90's movies and television, since at least 2014. Since talking Fate with Macklin over coffee at GenCon 2014, I've been following his blog. In March of this year, giant hints about an actual sword-swinging, trenchcoat-donning roleplaying game started showing up. And on April 1, he dropped the bomb and released it: Katanas & Trenchcoats - Episode 1: Welcome to Darkest Vancouver.

Since Macklin released it on April Fool's Day – in three editions: Basic, Premium, and Immortal – there was some discussion that it was an elaborate hoax. But, it soon became clear that it was a real thing that you could spend real money on – with the proceeds going to Seattle Children's Hospital. Since I am also a contributor to his Patreon, I purchased it at an insider's discount (but missed out on the Immortal edition - dang...).

Packed into 22 pages (not including covers and character sheet) is a fairly complete roleplaying system of epic sword fights between brooding immortals. Macklin and his fellow authors (dozens!) do an impeccable job of capturing the tone of those 90's shows in their writing. I can't help but read their mocking love for the genre without hearing the voice of the Movie Trailer Voice Guy or Mr. Torgue from Borderlands 2.

How does it play?
Character Generation:
To get the ball rolling, I emailed Keith and Dave (the other player) an intro blurb to explain the concept and set the tone, and asked them to noodle on their characters' backgrounds as laid out in the rules: Saga, Personal Tragedy, Badass Rep, Inner Deal, Historical Influence, Origin Story, and Name. To my surprise, when we got together to put the finishing touches on their characters and begin playing, Dave showed up with a page of background; Keith had THREE PAGES! I made sure to reward them with Grandeur appropriately (see below).

To finish up the characters, they rolled 3d10 for their birth year. Dave rolled triple threes, making him "Triple Edged!" I gave Keith three edges as it was his birthday. They then proceeded to choose their Traits, Skills, and Edges, and fill out their character sheets. I have summarized their characters in the following table:

SAGA Viscount Vero "Feenix" Vivicar "VOID"
PERSONAL TRAGEDY Herr Emberedge killed my love Odelia. My parents were killed by the monarch's assassin.
BADASS REP I burn debt collectors with fire I bring nothing into a fight except pure skill. A foe once said, "The look in your eyes is so empty..."
INNER DEAL I appreciate brandy and other fine beverages. Aristocratic. I want to provide equality for the underdogs. My long term goal is to find the man who let me live and gave me his katana with the promise to fight again in 200 years.
HISTORICAL INFLUENCE I participated in the Boston Tea Party. I free indentured servants, usually by torching their masters' fields (or toes)... I fought to liberate the Scottish in the Battle of Bannockburn. I fought alongside the British against the Spanish Armada.
ORIGIN STORY I was in the Roman Legion. I was Orelius' personal accountant. After some shady business, Orelius and the Emperor's Advisor locked me in my home and set it on fire. This is when I first discovered I was immortal and could set myself ablaze at will. My parents wanted to change the status quo for farmers. The monarch, not having any of it sent an assassin to kill my family. After murdering my parents, the assassin went after me. Lightning struck the assassin just as he plunged his sword into my chest. The lighting toasted the assassin, saved me, and melted the sword into the my chest. I have since discovered I can deflect metal by adjusting the electricity around me.
PRIMARY TRAIT Mystical Talent - Flames Mystical Talent - Electricity
EDGES Armor of Passion
Majestic Accent
Human Torch
Deadly Hanzo Steel (a "gift" from Herr Emberedge)
Electromagnetic Parry/Reposte
Steel Wound
THRONE OF COMFORT The urn of Odelia's ashes. My parents' home in Portsmouth, England.

Actual Play:
Failing to follow my suggestion to start the game knowing each other, I had to force them together. We agreed that Herr Emberedge, who killed Feenix's love Ophelia, was the same man who gave Void his sword, vowing to return for it in 200 years. Perfect!

Now to start playing! The section, "Being a Damn Story Master," does a clever, albeit brief, job of hitting important storytelling bullet points. One of those bullet points is to start the game with a bang, something I regularly try to do, and includes three tables to randomly generate such a scene. Keith and Dave had provided enough background that all I needed was a location. Rolling on the "Where You Are Now" table, I got:  "4. A houseboat, some distance from the docks." I changed the houseboat to Herr Emberedge's yacht, set it on fire, and put Void on the dock, watching it burn. Feenix arrives on the scene and spots the unmistakeable Hanzo Steel strapped to a shadowy figure's back – who must be Emberedge! A fight ensues...

I find that combat is the fastest way to introduce players to new game systems, so we were on track. Swords are drawn and steel flashes. Feenix bursts into flames chasing Void off the dock and into the water. Feenix follows and Void electrifies the seawater as he enters. Eventually, the cloud of confusion is lifted and they realize they are after the same man.

The conflict resolution system feels epic! It basically boils down to: somebody acts and somebody else reacts. Actions are simmered down to three: Attack!, Boost (basically setting up for your next action, kind of like Create an Advantage in Fate), or Push (anything not an Attack! or Boost). Both participants then roll a fistful of ten-sided dice based on the Skill and Trait they are using, and whoever gets the most successes (each die that rolls a 7 or above) wins. What particularly makes it feel epic is that you can respond to an Attack! with an Attack! Edges are easy to implement and add that extra color to already outrageous characters.

After questioning the legless harbor master, fighting off muscleheads in suits who happen upon the immortals in the apartment of a dead security guard, and skydiving into Herr Emberedge's surgical implement factory, Feuerkante, Void (with a bum leg from epically failing his skydiving roll) and Feenix face off against Herr Emberedge himself.

Void and Feenix spend a few cycles keeping Emberedge talking; not because they care what he has to say, but because they want to recover from the wounds they received wading through Emberedge's goons. Once combat begins in earnest, sword nicks are traded back and forth. Void uses his Electromagnetic Parry to deflect a deadly blow. Feenix uses his Armor of Passion to save himself and responds by burning a saved up Boost, setting himself ablaze, and directing it at Herr Embererdge. He rolls a ton of d10s with a corresponding number of successes, and Herr Emberedge..... fails miserably – no successes. He goes down in a trail of smoke.

Void and Feenix attempt to vanquish their archenemy permanently, fail to land the perfect blow, and Herr Emberedge disappears in a puff of ash – to appear again when they least expect him...

What's your take on it?
We all agreed we had a good time playing immortals beating on other immortals with sharp objects. However, from the Story Master's (SM) point-of-view, I felt the rules, as presented, were a tad incomplete.

I would have liked a bit more guidance on how to set opposing difficulties. The only thing I could find was one sentence: "The SM just picks a difficulty between one and, oh, ten dice; more dice means harder."

In a similar vein, even though the authors provide a couple of pages on how to generate other supernatural beings, there's nothing on how to tackle statting up "mooks" that inevitably fill the ranks of those other supernaturals.

Finally, Katanas & Trenchcoats includes a Grandeur Rank, a reward system for good roleplaying. It provides a mechanical way for "showing favoritism" in game. I just wish it did more, like power Edges or modify die rolls.

Overall, we had fun playing K&T. Hopefully, the minor omissions will be tackled in the future Episodes Ryan Macklin has hinted at releasing.

P.S.
I totally forgot to use this playlist while running it!


Edit: Corrected to note that dozens of authors contributed to making K&T a reality. Sorry guys!