20 August 2018

The Aquabats Super Unofficial Super RPG Part 1: The Aquabats

A photo depicting the heroic stare of The Aquabats, shown from left to right: Eaglebones Falconhawk, Crash McLarson, The MC Bat Commander, Jimmy the Robot, and Ricky Fitness.

The Aquabats have a VERY IMPORTANT KICKSTARTER PROJECT to #BringBackTheAquabats. You, too, can join the Legion of Righteous Comrades and help The Aquabats help the children help the world. You can also relive their adventures and more through the magic of Risus: The Anything RPG, a free game created by S. John Ross and subverted by me to produce something I am calling "The Aquabats Super Unofficial Super RPG." Starring The Aquabats.

Part 1

The Aquabats

On a mission to fight evil and destroy boredom!

A photograph of The Aquabats, arms akimbo.

The MC Bat Commander

Crime-Fighting Lead Singer of The Aquabats (3)
Fearless Leader and Chief Strategist (3)
All Around Swell Guy (3)
Battle Dancer (1)

Sidekick: Battletram, The Aquabats' Mobile Headquarters (3)

Hook: Insecure about his lack of superpowers.



Jimmy the Robot

Crime-Fighting Keyboardist of The Aquabats (3)
Team Scientist and Pillar of Logic (2)
Superpower: Is a Robot [3]

Hook: Confused by human emotions.



Crash McLarson

Crime-Fighting Bassist of The Aquabats (3)
Arguably a Big Strong Overgrown Baby (2)
Superpower: Becomes a Giant When Experiencing Stress [3]

Hook: Cowardly.



Ricky Fitness

Crime-Fighting Drummer of The Aquabats (3)
Handsome Healthy Lifestyle Role Model (2)
Superpower: Is Super Fast [3]

Hook: Distracted by feminine wiles.



EagleBones Falconhawk

Crime-Fighting Guitarist of The Aquabats (3)
Spiritual Visionary with the Gift of Second Sight (3)
Superpower: Laser-Shooting Electric Guitar (3)

Sidekick: "The Dude," an invisible spirit bird of prey, female (6)

Hook: Cocky. Sometimes a little too cocky.

A photograph of The Aquabats with instruments.

AQUABATS! LET'S GO!

24 July 2018

The Discretionary Ghost Die

The notorious Ghost Die of the Ghostbusters role-playing game is a wondrous thing. It is, perhaps, the earliest known example of a "wild die," meaning a die that is rolled with another die or a dice pool to introduce the chance that a result may be drastically influenced in a harmful or helpful way. From the Ghostbuster's point of view, the Ghost Die is never helpful. It complicates success, it exacerbates failure, and it rewards foes.

As I've mentioned previously, coming up with entertaining consequences every time a Ghost is rolled can be taxing on one's imagination and may even slow down the game. When rolling a Ghost becomes a nuisance rather than a novelty, it's time to reassess the role of the roll, if you will.

My solution is the discretionary Ghost Die. Don't include it in every roll. Roll the Ghost Die only when a ghost or any other supernatural phenomenon is involved. When Ghostbusters are knocking on the door of the spirit realm, that's when it's time to let the Ghost Die build tension. As per the rules, when a ghost rolls a Ghost, it benefits the ghost. When a Ghostbuster rolls a Ghost, it still benefits the ghost, regardless of whether the Ghostbuster's roll is a success or failure.

Furthermore, don't treat it as a D6. The discretionary Ghost Die is only rolled when the paranormal is encountered, so treat all faces except the Ghost as blank. It's an extra die used as a special effect — it is not part of the dice pool.

The best part is that the Ghostmaster only needs to worry about the ramifications of rolling a Ghost when there's a ghost to make it easy.