So to wrap up Code: Black, the setting can easily incorporate source material from a variety of horror RPGs.
Fabulous Monster Hunters
For your standard monster hunting thrills, you can use the source material already in the book and add in things from Supernatural by Margaret Weis Productions or the Buffy the Vampire Slayer / Angel RPGs by Eden Studios. Look no further than White Wolf's World of Darkness and New World of Darkness for different spins on classic monsters.
Keep in mind, however, that the primary approach toward monsters in Code: Black is that -- at their core -- all these monsters are also former inmates on Prison: Earth. They're evil, and because they're not human, they tend to be more touch by Evil than humans. Of course, some humans could probably give them a run for their money; and maybe one or two are 'redeemable' by human standards. But those are few and far between. Most monsters are for killing, pure and simple. It's just that there are enough numbers of them that all out war between the monsters and humans would make things very messy, especially for those born without The Sight -- the ability to truly see things for what they are. So there's an uneasy truce, and killings are only countenanced in set rules of engagement.
Stalking the Mythos
For modern Cthulhu-inspired horrors, look to the newish The Laundry RPG, the semi-newish Trail of Cthulhu, and the older Delta Green for different takes on organizations taking on the mythos in modern society.
The Laundry contributes an interesting take on the nature of the Deep Ones and the greater powers of a mythos-choked Earth, and the tenuous detente with the various occult organizations of the world. It also posits a math-based basis for magic and summoning of creatures that was explained more fully in the novels of Charles Stross. Furthermore, it gives source material on the possible structure of anti-mythos government agencies not only in the U.K., but also around the world.
Trail of Cthulhu has a plethora of adventures set in modern times that will challenge the agents of Code: Black's Brotherhood of Gilgamesh; Delta Green will give an example of a cell-structure based conspiracy of mythos-fighters in the American idiom that can be easily tweaked to avoid contradictions with the material from The Laundry.
Exploring True Reality
For strange invaders from alternate dimensions that may or may not be heaven or hell, try to find a copy of Kult and pick up JAGS Wonderland and JAGS Book of Knots. Esoterrorists is another must-read for this type of horror exploration.
Kult's main proposition -- that the true reality is the city known as Metropolis, and our reality is a prison meant to keep humanity from awakening to their true nature -- is very in sync with the cosmology of Code: Black. Furthermore, the creatures and monstrosities that fill the RPG are more inspired by the Hellraiser and Nightmare on Elm Street movies and books -- and perhaps the Silent Hill series of games, which can make for a different change of pace adventure as well.
JAGS Wonderland & Book of Knots are very similar, though realized through a wonderfully dark and consistent use of the Alice novels as both inspiration and metaphor for humans dealing with the dangers of different levels of reality.
Esoterrorists tackles agents struggling to stop the breakdown of our reality, and covering up the attempts of Esoterrorists to release imprisoned intellects and entities and extradimensional realities into our own.
All in all, Code: Black is a lovely kitchen sink setting that allows GMs and players to make use of almost any horror RPG material.
Showing posts with label System: EABA. Show all posts
Showing posts with label System: EABA. Show all posts
Saturday, March 3, 2012
Wednesday, December 21, 2011
Setting Expeditions: Code Black -- Part IIIa
Just because I'm in a stressed mood and have a lot of work ahead of me, I decided to do a little quiz (not that hard really) based on the various movies that you can technically run in the Code: Black setting with some minor tweaks to the rationale, and in some cases not at all.
And for fun, I've arranged the pics into a safe for work (I think) arrangement of pics that seems to follow the traditional sequence of horror plots in these kinds of adventures. Hope you enjoy, and let me know if you recognize all the films.
And for fun, I've arranged the pics into a safe for work (I think) arrangement of pics that seems to follow the traditional sequence of horror plots in these kinds of adventures. Hope you enjoy, and let me know if you recognize all the films.
Wednesday, December 14, 2011
Setting Expeditions: Code Black -- Part II
To my mind, there are three major elements of the Code: Black setting. They are (a) Good and Evil; (b) The Brotherhood; and (c) Earth is a flawed prison.
Good and Evil
Potentially the most difficult or most understandable element is the existence of absolute good (hereafter referred to as Good) in the universe, as well as absolute evil (hereafter referred to as Evil). The setting states that the forces of Good and the forces of Evil, and all the races and intelligences and being that were a mixture of both were caught up in a war. Yes, the classic eternal struggle of Good vs. Evil.
Except that it ended a long time ago, and Good won. And after Good won, it disappeared from the universe utterly, leaving behind Evil and its allies imprisoned in this universe.
Humanity, long an ally of Evil (some were coerced, some joined willingly), for reasons only guessed at, were released from their imprisonment on Earth and inherited the empty universe.
Of course, other creatures of greater Evil escaped as well and fought against humanity and sometimes enslaved it. And there are even more powerful creature of Evil that rage against their imprisonment in the jail that Earth has become, and struggle to weaken the nature of their respective prisons by craft and cunning and power.
The Brotherhood
The Brotherhood of Gilgamesh fights these Evil monsters in all their forms, but must do so with the understanding that there are battles that can be deferred and that there are limited resources to use. The most precious resource is that of personnel with The Sight.
The Sight is the ability to perceive reality as it is. Unlike the mindbending Metropolis of the Kult RPG, reality is pretty much as it is now -- the mundane reality we know is a prison to the more fantastic monsters and worlds that lurk inside it -- except that there may be a werewolf here, a vampire there, a zombie outbreak nearby, and a growing gateway to a nether realm beneath your bed.
People with The Sight can join The Brotherhood and fight monsters, and become part of an organization that tends to lose members in many nasty ways. As a result, there are protocols and secrets in the organization mixed in with the necessary openness to get new hires up to speed. And then it's sink of swim time.
The Brotherhood isn't all about holding hands and expecting everyone to fall in line against Evil. They know that we were once allied with Evil and all its factions -- the pull may be too strong for some. There are protocols about that too.
Earth is a Flawed Prison
As stated earlier, the mundane reality we know is a prison to the more fantastic monsters and worlds that lurk inside it. Some terrible creatures exist in our reality -- vampires, lycanthropes, and so on -- but it's suggested that for all their power they are still bound in certain ways by reality and can thus be slain with the appropriate tools and spells. One wonders how much more powerful they might be in an altered reality.
Altered realities can take place in specific locales: perhaps a place where an elder god is attempting to weaken the prison and burrow out, perhaps minions of a long-dead deity have made sacrifices and performed rituals to allow it to bestow its blessings on its followers, perhaps a great cataclysm has weakened the integrity of the prison in this particular area. And that's why you get strange things happening in places that it shouldn't.
How many cells to this prison? How many realities exist, folded and twisted into the mundane world we call home? How many creatures have escaped?
That's where you come in -- welcome to the Brotherhood.
Good and Evil
Potentially the most difficult or most understandable element is the existence of absolute good (hereafter referred to as Good) in the universe, as well as absolute evil (hereafter referred to as Evil). The setting states that the forces of Good and the forces of Evil, and all the races and intelligences and being that were a mixture of both were caught up in a war. Yes, the classic eternal struggle of Good vs. Evil.
Except that it ended a long time ago, and Good won. And after Good won, it disappeared from the universe utterly, leaving behind Evil and its allies imprisoned in this universe.
Humanity, long an ally of Evil (some were coerced, some joined willingly), for reasons only guessed at, were released from their imprisonment on Earth and inherited the empty universe.
Of course, other creatures of greater Evil escaped as well and fought against humanity and sometimes enslaved it. And there are even more powerful creature of Evil that rage against their imprisonment in the jail that Earth has become, and struggle to weaken the nature of their respective prisons by craft and cunning and power.
The Brotherhood
The Brotherhood of Gilgamesh fights these Evil monsters in all their forms, but must do so with the understanding that there are battles that can be deferred and that there are limited resources to use. The most precious resource is that of personnel with The Sight.
The Sight is the ability to perceive reality as it is. Unlike the mindbending Metropolis of the Kult RPG, reality is pretty much as it is now -- the mundane reality we know is a prison to the more fantastic monsters and worlds that lurk inside it -- except that there may be a werewolf here, a vampire there, a zombie outbreak nearby, and a growing gateway to a nether realm beneath your bed.
People with The Sight can join The Brotherhood and fight monsters, and become part of an organization that tends to lose members in many nasty ways. As a result, there are protocols and secrets in the organization mixed in with the necessary openness to get new hires up to speed. And then it's sink of swim time.
The Brotherhood isn't all about holding hands and expecting everyone to fall in line against Evil. They know that we were once allied with Evil and all its factions -- the pull may be too strong for some. There are protocols about that too.
Earth is a Flawed Prison
As stated earlier, the mundane reality we know is a prison to the more fantastic monsters and worlds that lurk inside it. Some terrible creatures exist in our reality -- vampires, lycanthropes, and so on -- but it's suggested that for all their power they are still bound in certain ways by reality and can thus be slain with the appropriate tools and spells. One wonders how much more powerful they might be in an altered reality.
Altered realities can take place in specific locales: perhaps a place where an elder god is attempting to weaken the prison and burrow out, perhaps minions of a long-dead deity have made sacrifices and performed rituals to allow it to bestow its blessings on its followers, perhaps a great cataclysm has weakened the integrity of the prison in this particular area. And that's why you get strange things happening in places that it shouldn't.
How many cells to this prison? How many realities exist, folded and twisted into the mundane world we call home? How many creatures have escaped?
That's where you come in -- welcome to the Brotherhood.
Sunday, December 11, 2011
Setting Expeditions: Code Black -- Part I
Code: Black is an RPG that acts as a Kitchen Sink Setting for your supernatural / preternatural / weird sh*t campaigns.
That's a very broad amount of genre ground to cover, but the overall premise of the setting allows for a campaign that can tackle
System isn't really much of a concern here; it's statted out for BTRC's entry into the Univeral RPG System arena (EABA), but you can make use of whatever gear and creatures you already have in your system of choice and just add the elements you need.
Up Next: Key Elements of the Setting
That's a very broad amount of genre ground to cover, but the overall premise of the setting allows for a campaign that can tackle
- straightforward "monster showdowns" ala From Dusk Till Dawn and Tales from the Crypt: Demon Knight;
- spooky atmospheric hauntings ala The Eye, The Grudge and The Ring;
- professionals taking on the weird ala X-Files, Supernatural, Dog Soldiers, and the little known film Double Vision (starring Tony Leung and David Morse);
- reality-bending, "the world you know is wrong" extravaganzas like Hellraiser and Silent Hill;
- science-gone-wrong outbreaks like Resident Evil and almost any zombie apocalypse movie;
- humans tampering with the natural order of things as in the cult film Cube and the riffs on The Island of Dr. Moreau;
- old standbys like cthulhoid elder gods, demons and devils, and trapped ancient evils.
System isn't really much of a concern here; it's statted out for BTRC's entry into the Univeral RPG System arena (EABA), but you can make use of whatever gear and creatures you already have in your system of choice and just add the elements you need.
Up Next: Key Elements of the Setting
Sunday, March 6, 2011
Three from BTRC

I'm a fan of the stuff coming out of BTRC, and that's a problem, given that I have a limited monthly budget for game purchases that will be reduce further when my son begins schooling.
Despite this, Greg Porter still manages to come out with intriguing settings statted out with his own universal role-playing system EABA. Let me share a few of the ones I'm hankering to play.
Steampunk
The newest release is the long awaited Verne! Let's take a look at the description blurb:
Sideways in Time
Timelords is a fascinating time travel setting in the vein of both Doctor Who and Sliders.
Space Opera
Mentioned this one before, but Fires of Heaven is one I'm still hoping to get it soon. Should be fun to loot for material for a Stars Without Number campaign as well.
Despite this, Greg Porter still manages to come out with intriguing settings statted out with his own universal role-playing system EABA. Let me share a few of the ones I'm hankering to play.
Steampunk
The newest release is the long awaited Verne! Let's take a look at the description blurb:
Ooh, a steampunk must have. Especially with the free Verne character creation software.Men of steel in the age of steam. Victorian science fiction and steampunk for EABA. Battle dirigibles, Cavorite, steamtroops, dinosaurs, Martians, Selenites, mad scientists, clacking Babbage engines, the works. Verne starts off with the historical Victorian Era and then merges it with the fiction of Jules Verne, H.G.Wells, Edgar Rice Burroughs and others to create a seamless alternate history that the adventurers get to shape and be part of. Verne can be as stiff-upper-lip fictional or Victorian Era grimy as you like, with detailed historical and cultural information, half a dozen adventures and numerous plot-centered NPC's and gadgets.
Sideways in Time
Timelords is a fascinating time travel setting in the vein of both Doctor Who and Sliders.
The Designers invented time travel to escape the fading of the Milky Way some billions of years from now...only to find their extinction in the distant past. As the unwitting inheritors of their unfathomable technology, humanity can now travel through time and dimension, shaping not only history, but histories to suit their whim.
Your adventurers possess the key genetic sequences needed to activate Designer technology. This would normally be a good thing, but the temporal fugitive using you as bait for his unrelenting pursuer didn't tell you this ahead of time. He just dumped you into an alternate dimension and disappeared in a flash of light.
Now, you have to figure out how to Jump and how to survive in order to get home again.
But when you learn to Jump timelines and dimensions, will you even want to go home again?Establishing a campaign is probably a headache, but most game sessions will probably deal with alternate pasts, presents and futures being battled over by the various Timelords and their offspring. Also, I like the rationale of dealing with the grandfather paradox and how conflicting timelines can be handled by factions.
Space Opera
Mentioned this one before, but Fires of Heaven is one I'm still hoping to get it soon. Should be fun to loot for material for a Stars Without Number campaign as well.
A fragile peace. A decade ago, the United Worlds and Vorn were at war. Just as we never knew why they attacked, we never knew why they withdrew from U.W. space, but given the losses suffered, we were glad they did.
The Vorn remain a weight on the minds of U.W. military planners, but life goes on for everyone else. From the domes covering the frozen wastes of Tawhirimatea to the lush jungles of Yewel, humans the other races of the U.W. live, work and squabble on dozens of inhabited worlds, deal with the ever-changing Jodoni demenses, wonder about the aloof, cryptically prescient Ethereans, and worry about what was important enough to the Vorn to have them retreat when their victory was nearly certain.And that's it for this weekend!
Wednesday, February 23, 2011
Plague Zombie research
Of course, I believe this is one of the EABA books I don't own yet. This, and a few others. |
Naturally, I didn't think of a modern day setting, but a traditional fantasy setting outbreak of these kinds of plague zombies and a Fading Suns husk outbreak.
So far, my research has netted the two following links:
- http://www.dandwiki.com/wiki/Zombie_Rules_(D20_Modern_Variant_Rule)
- http://www.enworld.org/forum/general-rpg-discussion/188172-zombie-plagues-your-campaign-setting.html
And I of course remember the EABA setting Dark Millenium. Here's a short blurb from it:
As Europe entered the 11th century, millennial fever became all too real. On the thousandth anniversary of the death of the Son, evil opened a doorway into the world, and all Hell literally broke loose.
The first seal in the Revelations of St. John has been broken, but not in the way people thought. The dead have risen, but they are hungry for the flesh of the living!
It all starts with the plague zombies of course, and how to stat them out for RPGs like Labyrinth Lord, Castles & Crusades, and Fading Suns.
Next, you have to deal with rules that handle things like called shots ("shoot them in the head!"), the fact that any portion of the body still connected to a still-function brain and brainstem will still move ("erm, that half-zombie's still crawling towards us..."), issues about liquid to liquid transference causing infections ("did you, or did you not get some of that zombie muck on your open cuts and wounds?"), and the incubation and transformation of the infected into more zombies.
And then you deal with possible cures in the setting, and their limitations. Does cure disease work? Up until what point will it stop working? In an outbreak, must all clerics use up their cure disease slots? Can clerics turn plague zombies, and if so, are they considered the equivalent of regular zombies? Will a fireball really destroy all zombies in a given area, and if not, how do you determine which ones had their brains fried, and which ones are still marchin' on?
Wednesday, February 24, 2010
Never judge a book by its cover...


Fires of Heaven is a space opera setting for the EABA system by BTRC. Originally authored by Patrick Sweeney for the Hero System, somehow Greg Porter ended up with it, and it's almost out. In the meantime, enjoy the cover.
Looks nice, doesn't it?
Check out the interview with Greg Porter at RPG Blog II to find out more.
It should be interesting though -- I've enjoyed all the settings that I've picked up from BTRC for the EABA system.
My top faves are Code: Black -- monster-hunting and supernatural investigations with an interesting unifying background; and TimeLords -- a thought-provoking out time-travel campaign setting.
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