"The Year-Long Monday" is a massive scenario for ClosedMondays. Following along the "52 weeks, 52 cards, 52 games" jam, one new illustrated card is added each week to create a sprawling multiverse setting.
A massive scenario/hack for Closed Mondays. Save reality itself by scouring the Infinity Castle for a mystical artefact!
Atomic Robo, out of the box could easily play in the Girl Genius World, especially a pulp “Heterodyne Girl” inspired story with lower powered (minor Sparks) characters. That said, a little bit of tweaking could help make the system fit much better.
The first basic bit is how to handle the Spark. Science (or in this case Spark) mode could do it on its own, especially if difficulties for different levels of science was lowered (for Sparks at least), and a lot of fun with Create Advantages. But for the fun of the hack, I’m changing Notice (Sparks while in the madness place aren’t the most perceptive of folks) to Rapport (Spark induced charisma) to help with the feel of it all.
Additionally, to be a Spark a character must have an appropriate Aspect. This is important because Sparks are capable of invoking this aspect whenever they want for a +1, and even up to three times (amount of times = to where the Spark mode in on their sheet) at once (For a bonus of a huge, and free +3). On the flips side though, every time they do they give a free invoke on the Storyteller who can do the same. Aka: The Madness Place!
To help balance things out, Sparks automatically get one less FP in their refresh per level of Spark +1 (+1 mode= 3 refresh, +3 mode=1 refresh), and only have two stunt slot before paying in to the Storyteller’s pool.
And finally, and this is for all characters, every character gets a specialty that is automatically +1 higher than the skill it’s under. For instance Sparks can have Specialty: Clanks or Specialty: Constructs connected to Science, while Fighting characters might have Specialty: Shoot, or Specialty: Dual Wielding connected to Combat, and Sneaky characters might have specialty: Sleight of Hand or Specialty: Disguise connected to Burglary or Deceive, ect.
Inventing works as is, though should be limited to major projects or simplified for lesser ones to keep the game going (As Sparks do more inventing than Action Scientists do). Brainstorming also works as is for Pulpy oneshots. For less pulpy, mysterious, or multi-shot games, perhaps instead using the variation found in the link below to extend one brainstorm across the entire game, each round being one scene and put on hold until the next clue is found. As well as at times compelling and giving out FP to the fighters instead of the Brainstormers.
Mission Briefings Could also be fun in certain games.
And that should cover most basic things and feel a little more setting appropriate I think. I have plans (And is currently working on) a bigger, more involved Girl genius/Atomic Robo RPG hack which I’ll post eventually, but until then this certainly should work!
A friend and I weren't thrilled with how FFG handled a lot of things with the Edge of the Empire line of Star Wars tabletop RPG supplements, and the alternatives were even worse, so we hacked together a treatment based off Dresden Files Accelerated.
At least 50% of it is just content from DFA shuffled around into a new order and with the serial numbers filed off, but there's enough original work in there too for me to be happy with it. We figured y'all might get some mileage out of it too, so we're sharing it here.
Honey Hesit - The Cybear Bear Project Running an RPG at the animation studio I work at, and the votes are in for a round of Honey heist! Wanted to run this in a more futuristic setting, so I'm looking at hacking the game system a bit to add some more fun andthematic elements!
Stealth designer and prolific hacker Kim Lam joins Alex to talk playing by post, making games that aren’t products, and origami. We also discuss Kim’s upcoming larp about the legacy of the Cambodian genocide, so please listen with care.
So once again, as I always do when I get invested in something: I’m stating up characters, this time for Widdershins using the Atomic Robo version of FATE. And then I kept going and now am pretty much trying to make a Widdershins hack of The Atomic Robo RPG…
I blame Sid, for having a curse that’s so easily done with only an aspect.
So far I have Sid and Harry stated up. Sid with a weird mode (or well, 2, kinda) and Harry through base modes with 2 stunts each. (Well stated up except in Aspects, they have them but they kind of suck, if anyone wants to throw a bunch of Aspects for them at me I’d be much obliged. In Atomic Robo three of the aspects are based on the modes. Sid has Magician, Wizardry (a re-skin of science), and Banter and Harry has Action, Intrigue, and Banter.)
I also have the start of how Summoning would work, I think. It starts with a Wizardry roll, and the result of that either add benefits or consequences going into a contest with the Spirit. Mostly I did it this way because of Sid and Ben. Sid has a lot less formal education and it causes problems, while Ben doesn’t have the “knack” which causes problems, I wanted to have that dual difference worked in.
That said summons that happen between scenes, or are not really important, or hard to do, would just involve the Wizardry roll, and a group could decide to just use that, or for that matter instead of a contest simply RP it out.
Also fun fact, one can fail both on the Wizardry roll or the contest, but failure doesn’t always mean just failing (and Malforms…) sometimes its’ instead succeeding with a cost… <dun dun dun!>
The magical item that comes out of this has varying costs which is indicated by how hard it is to convince the spirit. Simple things like Sidney’s Deadly Scan Map only needs an aspect to define it so doesn’t add to the Difficulty, things that would require the aspect and stunts (Such as anything that gives +# bonus, an immunity, changes how skills are done, etc) makes the contest more difficult. They may also require some kind of flaw aspect as well, like with inventions. Not sure on that yet.
All in all the invention rules seem highly unnecessary and over complicated for this setting. Brainstorms should work as intended though, which should help keep the investigative tales of Bounty Hunters and Victorian Ghostbusters on track.
Also, somewhat randomly, based on this post I kind of want to add cues, to help keep the characters the characters. Cues work like this. A character has two scene cues, say for Harry its: “Smokes her pipe,” and “says hrm while thinking,” and the players gets a +1 bonus for any single roll that scene after the action is done. You can only get this bonus once per scene, and it’s lost if the scene ends and it’s not used. And then they have an episode (Book?) Cue which is bigger, lasts for the entire “book” and gives 1 single +3 bonus. (Honestly not sure what Harry or Sid’s Book cue would be, any ideas?)
And to end, because of all this I can’t help but imagine Widdershins as if it was a game a bunch of friends were playing. The GM would be leading multiple groups in the same universe and setting. One would be a duo who plays Sid and Harry. The other main one the trio who plays Ben, Mal, and Wolfe. Alexa was a third game done with a single, different person (so just GM and player). Nora, Florrie, and Nicola are all NPC’s that are the main link between the groups and help spread info around. The flashback part of Find the Lady, Henry and Isabella were probably played by the people who run Sid and Harry. Curtain call is the big finale where both groups get together (I can only assume Summer or Winter break happened TBH). It just works really really well.
At any rate, at some point soon I’ll post the stat ups of Sid and Harry, cringe worthy aspects and all. And If I actually manage to get any farther on any other hacking, I’ll post that as well. Just be warned, I have no group to playtest with, and while loving the rules have never actually played the game. I have little idea on what is broken or not.
@katedrawscomics since it’s your comic and characters and I think I’ve heard mention you like RPG games, so I thought you may find it interesting.