Dreaming Cities: Tri-Stat Urban Fantasy Genre · 2018. 4. 28. · Here were fantasy stories that...
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Ancient gods and modern Ancient gods and modern
myths rub shoulders in night myths rub shoulders in night
clubs, ghosts and goblins clubs, ghosts and goblins
ride the subway, and the ride the subway, and the
faeries are ready to rock faeries are ready to rock
and roll!and roll! Dreaming Cities Dreaming Cities is is
a comprehensive core rulebook for a comprehensive core rulebook for
playing and game mastering urban playing and game mastering urban
fantasy games, introduced with an astute fantasy games, introduced with an astute
and informative essay to this popular role-and informative essay to this popular role-
playing genre by Jo Ramsay. In addition, playing genre by Jo Ramsay. In addition,
Dreaming Cities Dreaming Cities features three archetypical features three archetypical
urban fantasy settings by a talented array of urban fantasy settings by a talented array of
authors: Jason L Blair and Elizabeth Rich, authors: Jason L Blair and Elizabeth Rich,
Jamais Cascio, and Phil Masters.Jamais Cascio, and Phil Masters.
Dreaming Cities,Dreaming Cities, developed by Tri-Stat guru developed by Tri-Stat guru
David L. Pulver, also details new rules for David L. Pulver, also details new rules for
fantastic races and magic. With a plethora fantastic races and magic. With a plethora
of occupational and racial templates, of occupational and racial templates,
magical spells and rituals, and adventuring magical spells and rituals, and adventuring
equipment, you can create your character and equipment, you can create your character and
be ready to play in minutes.be ready to play in minutes.
Evocatively illustrated by Sam Araya, Greg Evocatively illustrated by Sam Araya, Greg
Boychuk, Marta Dahlig, Kelly Hamilton, Anne Boychuk, Marta Dahlig, Kelly Hamilton, Anne
Rouvin, and Melissa Uran, Rouvin, and Melissa Uran, Dreaming Cities Dreaming Cities
raises the bar for urban fantasy role-playing.raises the bar for urban fantasy role-playing.
THE MAGIC THE MAGIC IS REAL IS REAL
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WRITTEN BYJason L Blair, Jamais Cascio, Phil Masters, Jo Ramsay, Liz Rich
ADDITIONAL WRITING BYDavid L. Pulver, Jesse Scoble
LINE DEVELOPING BYDavid L. Pulver with Jesse Scoble
EDITING BYJames Nicoll
ADDITIONAL EDITING BYAdam Jury, Mark C. MacKinnon, Karen A. McLarney, Jesse Scoble
ART DIRECTION AND GRAPHIC DESIGN BYAdam Jury
COVER ART BYMarta Dahlig
INTERIOR ART BYSamuel Araya, Kelly Hamilton, Anne Rouvin, Melissa Uran, UDON (with Greg Boychuk)
CONTRIBUTING SPONSORSMatthew Andrews, David Banuelos, Frank Bohnsack, Timothy Carter, Rod Currie, Nagy David, Cyril Demaegd,
Dianne Descoteaux, Tod Detre, Herman Duyker, Mark Eggert, Eric Fouvez, Robert French, Dan Fritz, Javier Gracia, Martin Heidemann, Matthew Hoffman, Sebastien Malangeau, Scott Martin, Darren Miguez, Shawn Moore, Eden Rabatsch, Jeff Rasar, Susan Ray, Darren Richley, K.C. Saniga, Pierre-Alexandre Sicart, Brian Sniffen,
Daniel Stanke, Robert Stehwien, Stephen Tihor
© 2005 Guardians Of Order, Inc. All Rights Reserved.GUARDIANS OF ORDER, TRI-STAT SYSTEM, and DREAMING CITIES are trademarks of Guardians Of Order, Inc.
Version 1.0 — March 2005
All right reserved under international law. No part of this book may be reproduced in part or in whole, in any form or by any means, without permission from the publisher, except for personal copies of the character sheet, or brief quotes for use in reviews.
The mention of, or reference to, any company or product in these pages is not a challenge to the trademark or copyright concerned. All elements of this game are fi ctional and intended for entertainment purposes only.
Print Edition — ISBN 1-894938-08-9 • Production Number 18-003
Guardians Of Order, Inc. • P.O. Box 25016, 370 Stone Road, Guelph, Ontario, CANADA, N1G 4T4Phone: (519) 821-7174 • Fax: (519) 821-7635 • [email protected] • http://www.guardiansorder.com
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DEVELOPER INTRODUCTION
Ancient gods and modern myths rub shoulders in night clubs, ghosts and goblins ride the subway, and the fairies are ready to rock and roll! This is the world of urban fantasy.
I was fi rst exposed to the urban fantasy genre when a good friend loaned me his copy of Charles de Lint’s novels Mulengro and Moonheart. Here were fantasy stories that hit me where I lived — literally, for the stories of people being caught in a world of Celtic druids, sorcery, and native American shamans were set in the very real city of Ottawa, Ontario, only a few hours drive from where I lived. Later I would read the words of authors like Emma Bull, Terri Windling, Tim Powers, Neil Gaiman, Michael de Larrabeiti, Bill Willingham, and many others.
Urban (or “mythic”) fantasy shares roots with the popular “horror” genre — but it is as much about learning to see the wonder as well as the horror of the unknown ... to awaken a hidden power in an unexpected place, to discover the reality of magic, if only our eyes and ears can open up to notice it. In Dreaming Cities: Tri-Stat Urban Fantasy Genre we have tried to capture the feel of this exciting genre, through the work of fi ve talented role-playing authors.
Jo Ramsay wrote a comprehensive overview of the urban fantasy genre’s history and themes, and went on to create practical guidelines for designing archetypal characters, magical rituals, and continuing campaigns. In conjunction with the Tri-Stat dX rules that we’ve included, these guidelines provide the resources for Game Masters and players who wish to develop their own urban fantasy campaign.
This book isn’t just rules and campaign advice. It is always better to show rather than tell, so we’ve also provided three stand-alone campaign settings that illuminate different aspects of the genre.
Phil Master’s “The Small Folk” is simultaneously a satirical take on both the traditional legends of the little people and a play on the conventions of contemporary “gothic horror” role-playing. It is also an excellent setting for adventure, as the hard-boiled but pint-sized protagonists live like rats in our walls, balancing ancient traditions and rivalries with the perils of modern-day urban survival.
Jamais Cascio’s “Nightmare Chronicles” explores the darker end of urban fantasy with an epic struggle in which people act locally and think globally in their battle against demonic forces. As with much urban fantasy, magic empowers both the good and the bad, and Cascio’s work makes this both literal and explicit, showing how the monsters exist in a symbiotic relationship with their foes.
Jason Blair and Liz Rich’s “World at Twilight” explores how the denizens of a typical mid-size American city cope with the return of myth and magic to the world. Legendary archetypes and creatures of Faerie cause havoc when they are reborn into the modern city streets, but human ambition may prove even more dangerous in the end ... .
Welcome to the worlds of Dreaming Cities. The magic has returned!
— David Pulver, December, 2004
AUTHOR BIOGRAPHIES
JASON L BLAIRJason L Blair is a firm believer in expanding both the content and
presentation of role-playing games. His first design, Little Fears ~ The Roleplaying Game of Childhood Terror, was nominated for a 2001 Best RPG Origins Award. His second design, the street-level game of inner-city magic Wyrd is Bond, was released in 2004. He is also a fan of board and card games, and has designed several that he hopes will see the light of day. Jason L Blair lives with his wife, his daughter, chinchilla, dachshund, Maltese, y dos tortugas. He spends his time drafting new games, being with his family, and telling folk there’s no period after the L in his name. He was honored to be contacted for this project.
JAMAIS CASCIOJamais Cascio is a freelance wo rld-builder, a writer specializing in the
creation of speculative futures for entertainment and foresight projects. He produces scenarios for science fi ction TV shows and movies, multinational corporations, and non-profi t organizations, and his essays on the future appear regularly at WorldChanging.com. He is also a part-time game designer, and wrote two books for the Transhuman Space series. This is his fi rst non-science-fi ction effort. He lives just outside San Francisco with his wife, two cats, and four Macs.
PHIL MASTERSPhil Masters is a British author who’s been playing RPGs for more than
a quarter of a century now, and writing them for a lot of that time, on and off. He has previously worked for, among others, Hero, Steve Jackson, White Wolf, and more magazines than he can remember. This is his fi rst project for Guardians of Order.
JO RAMSAYJo Ramsay is a DSP Engineer and nethead who has been an avid player
of various board, card, computer, and roleplaying games for at least 15 years. She has a Ph.D., which besides allowing plenty of spare time to design and run MUDs, also gave her research expertise which came in surprisingly useful in her work on GURPS Screampunk, GURPS Dragons, and contributions to Steve Jackson Game’s In Nomine line. She and her husband share a house with six computers in Reading, England; a town which is well known for its swans, but not its swan princesses
LIZ RICHLiz Rich has been an avid gamer since that fi rst time in elementary school,
when she realised that group of boys in the corner of the classroom who were always talking about dragons and elves were playing a game. She muscled her way into their group, and has been gaming ever since. When writing, she shamelessly steals material from her travels and studies; many adventures have been based upon tombs and temples she explored when living in Greece or wandering through Turkey, or learned about while studying history. She loves chocolate, cheesecake, and ancient deities, all of which have made it into her writing.
DREAMING CITIESDREAMING CITIES
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TABLE OF CONTENTS
CHAPTER 1: INTRODUCTION 5 The World of Urban Fantasy 5 Urban Fantasy in Literature 5 Dreaming Cities: Urban Fantasy Role-Playing 8
CHAPTER 2: CHARACTER CREATION BASICS 12 Step 1: GM Discussion 12 Step 2: Character Outline 12 Step 3: Assign Stats 13
CHAPTER 3: ATTRIBUTES 14 Step 4: Consider Attributes and Assign Templates 14
CHAPTER 4: SKILLS 54 Step 5: Select Skills 54 Using Skills 54 Skill Point Costs 54 General Skills 56 Combat Skills 59
CHAPTER 5: DEFECTS 62 Step 6: Select Defects 62
CHAPTER 6: FINISHING TOUCHES 71 Step 7: Calculate Derived Values 71 Step 8: Earn Background Points 71
CHAPTER 7: CHARACTER TYPES 74 Urban Fantasy Character Types 74 Templates 74
CHAPTER 8: MAGIC 85 Urban Fantasy Magic 85 Magicians 85 Ritual Magic 85 Innate Wizardry 89 Beings with Magical Powers 90
CHAPTER 9: GAME MECHANICS 94 Introduction 94 The Passage of Time 94 Taking Action 94 Dice and Dice Rolls 95 Stat Checks 96 Skill Checks 96 Combat Dice Rolls 97 Using Attributes 97
CHAPTER 10: COMBAT 98 Combat Introduction 98 Character Action 98 Combat Flowchart 99 Special Combat Situations 102 Grappling 103 Movement in Combat 104 Non-Combat Actions 104 Other Actions 105
Damage 106 Shock and Critical Injury 108 Knockback 109 Mind Combat 109 Recovery 110 Using Attributes in Combat 110
CHAPTER 11: GAME MASTERING 114 Game Mastering Basics 114 Creating a Campaign 116 Character Advancement 117 The Urban Fantasy Campaign 117 Themes in Urban Fantasy 118 Building the Setting 125 The Memory of Places 126 Important Magical Locations 126 Common Plot Twists in Urban Fantasy 129 Longer Plot Arcs 131 Example Campaign Arcs 131 Sources of Inspiration 132 Works of Urban Fantasy 134
CHAPTER 12: THE NIGHTMARE CHRONICLES 140 The World of The Nightmare Chronicles 140 Human Endeavours 144 Nightmares on Earth 156 Magic and Ritual 171 Artefacts and Technology 172 Living the Nightmare 177 The History of the Universe (Abridged) 178 Running the Setting 180
CHAPTER 13: THE WORLD AT TWILIGHT 181 The Return of Legend 181 The World at Twilight 184 All Things Great and Small 184 The Heroes 186 Once Upon a Time: Characters 186 A Common Goal 189 Bright Lights, Big City 194 Your Average Citizens 202 Over the River 216 Tripping the Light 219
CHAPTER 14: THE SMALL FOLK 222 Hiding in the Walls 223 The Cliques 229 Small People, Big Problems 237 Game Mechanics 242 The World From Ground Level 250 Campaigns and Adventures 258
CHAPTER 15: APPENDICES 262 Equipment Index 262 Weapons 262 Vehicles 264 Body Armour and Protective Devices 267 Breaking Objects 268
INDEX 269
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INTRODUCTION
DREAMING CITIESDREAMING CITIES
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THE WORLD OF URBAN FANTASY
Welcome to a world where ancient myths and magical creatures stalk the streets, and where legends peek out from behind facades of the everyday and the commonplace. Many people and places are not as they fi rst appear, and even the familiar has unexpected revelations to offer. Supernatural creatures hide their true faces from humanity, and mysterious cults hoard forbidden knowledge. Magical factions conspire and fi ght secret wars away from the eyes of the mundane world, while ordinary people are plunged into epic quests. Bustling modern cities harbour tales of heartbreak and heart’s desire,
depression and elation, secret joys and forgotten mysteries ... and reveal the true prices that people set on their souls.
These stories do not take place “a long time ago and far, far away” as with traditional fairytales, but right now, or perhaps tomorrow. Is the woman with the faraway look in her eyes in the next train a swan princess who aches to return to the skies? Is the busker with his tinny harmonica the incarnation of a fabled god of music? Perhaps, in the dreamscapes of a city’s restless slumber, they really are.
URBAN FANTASY IN LITERATURE
“Urban fantasy” is the modern term for fantasy stories that use myths, magic, and fantastic creatures in a setting contemporary with the author. This doesn’t just apply to novelists writing within the last generation. Writers have used similar devices for over two centuries, stretching back to the origins of modern fantasy among the Romantic Movement of the late 18th century. This was a backlash against the Enlightenment, celebrating the empathic over the logical, guts over brain, and dreams over reality. Romantics were fascinated with the beliefs of the past, with all of its folklore and mythology and ritual.
In the 19th Century, several classics were published that dipped heavily into the fantastic: Lewis Carroll’s Alice in Wonderland, published in 1865, followed by Through the Looking Glass in 1871, created striking images that still resound today, especially the Cheshire Cat and the Mad Hatter’s tea party. Alice is ostensibly an ordinary girl, but the magic of Wonderland lies very close to her, simply down the rabbit hole. This period also sees Mark Twain’s A Connecticut Yankee in King Arthur’s Court; with this early time travel story, Twain contrasts his modern world of electric lights and telephones against an anti-romantic Medieval England.
In the 1950s, C.S. Lewis placed another keystone for urban fantasy by writing the “Chronicles of Narnia.” The fi rst book, The Lion, The Witch, and the Wardrobe, published in 1950, shows a fantastical, medieval world paralleling then-modern-day Britain. The story focuses on four children — Peter, Susan, Edmund, and Lucy — who are sent to stay in the country due to the air-raids over wartime London. They discover a wonderful land in the grip of the White Witch, and must fi ght her evil domination. Lessons abound for the children, including the notion that magic is not something that can be easily controlled, or turned off and on at will.
Over the next decades, many fantasy, science fiction, horror, and speculative fi ction writers (as well as several non-genre writers!) have dabbled in urban fantasy. Some pieces — like Roger Zelazny’s “Chronicles of Amber,” are more entrenched in a medieval world of godlike beings. The focus on the mundane is sometimes lost. Others, like the gothic horror of H.P. Lovecraft or Robert E. Howard, run to the darker and more terrible — in these, the nightmares inevitably win out, presenting a vision more grim and moribund than many urban fantasy pieces. Of course, some writers defy labels, like Harlan Ellison and his collection of a new pantheon of modern gods, Deathbird Stories, published in 1975.
Key infl uences in modern urban fantasy are Charles de Lint’s Moonheart, and Emma Bull’s War for the Oaks. Both books are set in a modern city and tell the story of humans who are drawn into the magic that exists side-by-side with the world they have always known. Both authors were also involved in Terri Windling and Mark Alan Arnold’s Borderland, an infl uential anthology that later became a series. Borderland stories are set in Bordertown, a place where elves and humans live together and where runaway youths try to live their dreams.
Tom sat on his battered rucksack and tried to ease the kinks out of his shoulders. He was conscious of itching stubble and aching joints and tried not to think about the offer of the shower and comfortable bed that the rusalka had made so appealing.
“Got a light?” asked the dark-skinned old man to his right.“Sorry, mate. I don’t smoke.”“Heh, heh. Everyone smokes where we’re going.”A little girl clutching a sagging toy bear giggled inanely at the
man’s last comment, and giggled, and giggled. Her shoulders shook with amusement, and aching tears of laughter ran down her face. Everyone else in the ragged queue glanced at her, fi ve pairs of eyes with expressions ranging from annoyance to impassiveness.
“Never got the habit,” Tom commented, in an undertone. The girl continued to giggle soundlessly, helplessly, as if verging on hysteria. “Is she okay?” he asked the other man.
“Her kind never are,” was the dry answer. “She knows.”Tom walked across uncomfortably and crouched down by the little girl.
Her sobs had subsided into dry wracking shudders.“She gotta go home, lad,” offered the dark-skinned man. “Can’t help
that”“Is this bus going to take you home, honey?” Tom asked.The girl looked up at him and nodded, and the anguish in her eyes
was not that of the ten-year-old she appeared to be. The moonlight caught her rumpled hair and highlighted the little points of horns that stood out on her temples.
“Err, where is your home, precisely?”Before anyone could answer him, the bus careened around the corner
and came to a shuddering halt at the kerb by the bus stop. It was an ageing double-decker, of a style that had long since been withdrawn from service, and it was heaving with all manner of people … and creatures. The conductor, a tattooed Chinese man with a cigarette hanging out of one corner of his mouth, leaned out of the back door and yelled, “All aboard for the Number 9, all aboard. State your destination and get your tickets on board.”
“Heaven,” said the dark-skinned man laconically as he swung himself up from the curb.
“Hell,” mumbled the little girl with her broken teddy bear.“Do you go to New York?” asked Tom cautiously.The conductor nodded, and held out a strong, wiry hand to help him
onto the night bus.
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INTRODUCTIONINTRODUCTION
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