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Leviatoad
Numbers: 1
# ATT: 1-6
ATT %: 50%
Damage: 1-8
Hit Points: 8-80
Save: 30%
Edible: 15%
% Lurk: 39%
$ Value: 250
Special: Tentacles, Tongue, Warts

Description: Leviatoads roam about by marshy and swampy areas. They lumber over to catch their prey with their tentacles and tongue. They are rather inedible because of their thick, warty skin which they can inflict upon others they touch.
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Venger Satanis

Discussion  - 
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2 comments
 
I think he's shunning me.  :(
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Without combing the internet for hours and hours... which came first - the hoax or the game?  What I mean by that is did Mr. Ross come up with the gonzo sci-fantasy RPG and then decide to unleash it in the way he did, or did he want to create an old school hoax and then come up with the perfect passenger for that vehicle?
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Scott Lorch

Discussion  - 
 
Brought up the OSR-ness of EC and thought this article I recently read might enlighten us all about how to further get into the proper mindset for EC.
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The opposite of concise (in my humble opinion), but still a very enjoyable read.
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Guy Hoyle
owner

Rules  - 
 
So, anybody have some scientifically realistic rules for Damnation Vans? Or have they already been published somewhere? Or should I just go ahead and search eBay for old editions of Car Wars?
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I remember someone did some stuff on the mailing list ...
 [edit] Here we go; it's in this section of the Files: http://goo.gl/4PRjrT That said, as a former President of the American Autoduel Association and former Car Wars Line Editor, I'm also happy to discuss E.C. adaptations from any of the worthier editions of that game. While I can never be a true authority on E.C. itself (only Hank and Jim can do that, and Jim's dead), I have genuine, literal experience being a top-dog authority on Car Wars :)
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I did ... not expect thanksgiving-themed EC blogposts. But there's one of those right now. Wicked.
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Guy Hoyle
owner

Discussion  - 
 
Just added a new category called "The Grimoire" for all you buddng warlocks out there.
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By "just", I mean "a long time ago when I posted this originally." Anybody have any spells to share?
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Raptors
Numbers: 3-12
# ATT: 1
ATT %: 51%
Damage: 1-4/1-12
Hit Points: 1-10
Save: 29%
Edible: 15%
% Lurk: 24%
$ Value: 60
Special: 
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Guy Hoyle
owner

Adventures  - 
 
Anybody running an online EC game? I need to get into the mood.
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2 comments
 
W00t!
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About this community

Dedicated to Encounter Critical, the game of True Scientific Realism!
 
Werethulhu
Numbers: 6-36
# ATT: 1
ATT %: 56%
Damage: 1-12
Hit Points: 90-110
Save: 68%
Edible: 19%
% Lurk: 33%
$ Value: 135
Special: Devours, Weakness to boats, Sleepy

Description: Werethulhus are people who transform into one of the many span of the Great Cthulhu when the stars are right. If sometime is bitten by a Werethulhu and survives they are cursed with the same fate.
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Venger Satanis

Discussion  - 
Ok, this is the long-awaited 3rd and final session of Encounter Critical.  For those keeping track, 1st session here, 2nd session here [not yet, but it's coming]. With a catch-all RPG that heeds no warning about genre boundar...
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Scott Lorch

Discussion  - 
 
Inspired by a previous topic, does anyone have GMing or playing advice for Encounter Critical?
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Prepare the players for what's ahead.  Do they know the type of game this is?  Can they easily get into the gonzo spirit of the thing?

Before EC session #2, I'm going to ask each player to write down three things they want to experience by the campaign's end.
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Evan Lindsey

Discussion  - 
 
Here's something that occurred to me recently, as a thought experiemnt of sorts;

Let's say that instead of fading away in the early 80s, EC caught on, and was popular enough to not only get a big publisher to support it, but released a new edition in the mid-80s, and perhaps another in the 90s at some point.

What whould a mid-80s Encounter Critical game be like? A system with a byzantine rules within rules like Phoenix Command, Space Opera, or a Tri-Tac game? Or would it continue to embrace the percentiles, and perhaps adopt a chart/s for a resolution system?

I can see Vanth's setting either being expanded, or replaced by a mixture of 80s SF and Sword & Sandal flicks, with perhaps a few touches from Henson's fantasy movies as well. Mutations might take a larger role in the game as well as new races

If EC managed to survive into the 90s, I could see the metaplot mentality taking over, perhaps with a novel dice system powering it.

I realise that EC was a (really creative) take on a DIY gaming materials in the 70s, mixed with a wahoo, anything goes approach to setting and PCs (with multiple kitchen sinks and a bathtub added in.)

Any thoughts or comments?
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10 comments
 
As a matter of fact, yes.
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Is it just me or is Encounter Critical basically a non-D&D OSR game?
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5 comments
 
Besides what Mr. Ross has already mentioned, there's a lot of stuff that went into the OSR movement:  third edition, 3.5, 4th edition, and Pathfinder moving away from original D&D and AD&D.  The open game license which allowed a number of publishers to clone early D&D, pure nostalgia, and an online gaming community wanting to share content fluent in a single language.  Maybe the last gasp of grognards who were there gaming in the very beginning, mid to late 70's?
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Bryan Wagner

Discussion  - 
 
Watching the original heavy metal always makes me want to play EC but I can't get my group to read anything and their attention span is not often long enough to read it to them or explain it. Any ideas?
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9 comments
 
At first I thought you were asking for advice because you couldn't read the movie Heavy Metal to them.  Listening to how EC works makes more sense.
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Scott Lorch

Discussion  - 
 
I'm now suddenly reminded of a game a cousin of mine once produced a few personal copies of called "Turkeydroid." It used a checker/chess board and as he later found out played similarly to Robo Rally.

Main point is that maybe Turkeydroids would be a welcome addition to to Vanth. Might do a monster writeup tomorrow.
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I'm interested!  Can you send me a p.m.?  Venger.Satanis@yahoo.com

Thanks!
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Been thinking about a new class and a new race, but can't quite figure out how best to create them in a Truly Scientifically Realistic way.

The first is the Immortal race. I picture them as possibly a racial option that gets 100% Survival against non-Immortals. They start out as 1-10 centuries old and gain +1 to any stat per century. If an immortal is slain, everyone in the vicinity gains their stat bonuses. Anyone who gains stat bonuses through killing immortals is subject to the same e.g. if they are killed, everyone in their vicinity gains their stat bonuses. On the other hand, maybe it's better off as a class...

The other idea is the Marine, the tough-as-nails cousin to the warrior. Where the warrior is about pure martial skill and might, the marine is about stamina, toughness, and grit.

Both of those feel like natural add-ons to EC if it thrived well into the 80s. But I can't quite get them right...
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New Class Idea: The Ninja Class

Ninjas are mysterious shadow warriors raised in hidden villages across Vanth. They are trained in the arts of spying, killing, and general infiltration to whoever can pay for their services. Ninja legends are great and many but contradictory and they like it that way. A ninja's qualifying stats are DEX and ROB. No non-mammalian race may be a ninja. Ninjas begin with 2-12 hit points and gain 2-12 hit points per new level. Ninjas begin with 200-900 Gold Credits in money.

Ninjas earn 6 percentile points at Level 1 and at each extra level. They may distribute these percentile points among the following: Alchemist, Camping, Guard, Invisibility, Melee Attack, Magical Attack, Mistaken Identity, Ranged Attack, Saving Throw, Sneak, and Unpleasant Order.

The legendary stealth of the ninja is owed in part to blending in as other people. A ninja does not want to be known as a ninja until they are ready to strike. So ninjas do not suffer the multiple class experience point penalty. This contributes to why ninja legends are contradictory.

Ninjas are better alone than in groups. When acting alone, they receive an ability bonus pet ninja level and do extra damage. Ninjas do not receive these bonuses when teaming up with anyone. If a ninja teams up with any other ninjas, their opponents get to use their ninja modifiers against them.

A ninja cannot go up a level until they successfully infiltrate a new place or organization to carry out a mission. They can infiltrate for assassination, spying, or theft or etc but the organization or location must be new. This can include their own group, but a ninja must beware of their allies finding out or else they'll most certainly need their ninja bonuses.

1 - 0 XP (4% Solo, +2 Damage)
2 - 565 XP (8% Solo, +2 Damage)
3 - 1,413 XP (12% Solo, +3 Damage)
4 - 2,543 XP (16% Solo, +3 Damage)
5 - 3,956 XP (20% Solo, +4 Damage)
6 - 5,651 XP (24% Solo, +4 Damage)
7 - 7,629 XP (28% Solo, +5 Damage)
8 - 9,890 XP (32% Solo, +5 Damage)
9 - 12,433 XP (36% Solo, +6 Damage)
10 - 15,529 XP (40% Solo, +6 Damage)
+1 - +2,826 XP (+4%, +1/2 Damage)
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Scott Lorch

Characters  - 
 
Gonna dump a coupla new monsters here. I'll upload them some time later to the Yahoo group.

First...

Infernal Dead
Numbers: 2-8
# ATT: 1
ATT %: 57%
Damage: 1-12
Hit Points: 25-100
Save: 41%
Edible: 8%
% Lurk: 27%
$ Value: 190
Special: Warlock and Psi Witch Powers
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