Showing posts with label Robots. Show all posts
Showing posts with label Robots. Show all posts

Tuesday, August 26, 2025

THE RYUDE KNIGHTS ARE COMING!

Today, August 26th, 2025, LionWing Publishing's English translation of the classic Japanese TRPG of Magic and Machinery - WARES BLADE - went live on Kickstarter! Join the Legions of Ahan here




As you can imagine, I am extremely excited about this. As I've previously noted, I'm a big fan of this game and have been since I first discovered it back in 1988. We're talking about a classic of the Japanese Tabletop RPG industry going back over 35 years.

Nowadays I tend to default to my own homebrew system of MSV (Mecha System Variant) when I want to run games involving Japanese Anime/Manga style giant robots but that doesn't mean A) I couldn't be convinced to try a different system, especially one I've used successfully in the past and B) I can't adapt Wares Blade to my MSV system if indeed that works better for me. 




Just having a full English version of this game is a dream come true for me, whether I use it as is or as source material for my own mechanics. Regardless of the rule specifics, this is a product I am looking forward to more than practically any other in recent memory. 

Expect more about this project as news develops!

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Saturday, March 16, 2024

HOLY ORDER OF WARES!!!

Did everyone hear the news? No?!? Well lemme lay it on you...

WARES BLADE is coming to the United States in ENGLISH! 




Sorry it's taken me so long to post this but I've been in a deep dive down the rabbit hole of Japanese TRPGs lately and it took awhile to find my way back up to the surface. I've got so much I want to talk about! Ah, but first...

On March 12th, LionWing Publishing announced via a 'Showcase' stream and the attached video that they'll be doing a Kickstarter in 2025 for an English Language translation of Wares Blade. This is the classic Japanese TRPG of Magic and Machinery that I've mentioned on this blog many times now (click the Wares Blade tag below). Check out this announcement statement on LionWing's website.

I can't tell you how excited I am. I've literally been waiting for Wares Blade in English since I first found out about the game in 1988. This is news I never expected to hear. It's kind of incredible. Almost hard to believe. What's next? Life discovered on another planet in our Solar System? Some distant relative I've never heard of left me a million dollars? After 'Wares Blade coming to the USA in English' I'm ready for anything!

It seems this is part of what they intend to be a line of games; collectively called 'Legends of Japan' (not the most creative name but it works), focused on Japanese Tabletop Roleplaying Games of that market's early era. Well, sort of. Not so early that they were largely just importing and translating US games and not so late that JTRPGs were regularly produced, distributed, and sold all over Japan and available through JTRPG dedicated websites. Wares Blade is pretty much the perfect example of a game that fits within this category. Others might include Gear Antique, Metalhead, Peekaboo (aka Peekaboo Horror), SATASUPE, and of course Sword World. 

Curiously...

The image they used to announce their endeavor is the cover of
'The Renewal', the 2nd Edition of the Wares Blade TRPG.

Here's the full version.



Expect more coverage of this as I learn more. Until then...

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UPDATE: I got the chance to chat with Bradley of LionWing Publishing on their livestream last night (03/19/2024 10:00 pm EST) about Wares Blade and their other upcoming projects. It was very interesting and informative.

Also, Bradley gave a shout out to my blog, saying he'd checked out Barking Alien while doing research on Wares Blade. So cool!

You can check out the stream here.




Wednesday, January 31, 2024

31 Days / 31 Characters - HINATA 'HELLCAT' NEKOMOTO

As mentioned, there is no way I am going to be able to complete this year's 31 Day Character Challenge by Wednesday. Nonetheless I am going to keep going until I hit the full 31, however long that takes me. I am motivated, enjoying myself, and I at least beat the number of posts I made last January so I'm calling it a win.

Yatta! 

 

Character: Hinata Nekomoto

AKA: Hellcat, Nekomoto-9, N9

Player: Victoria (Can't remember her last name but it was Japanese). 

System: Cyberpunk 2020 / Mekton II - Interlock System with Houserules

Additional campaign ideas and mechanics were borrowed from the magazine Mecha Press

Nature: Short Campaign: Neo-Tokyo Boomrunners: INTERSPEC

Gamemaster: Adam Dickstein

Circa: 1992-93

Origins: Sometime in 1988 I had the idea to run a campaign titled, 'Neo-Tokyo Crimebusters: Freelance Police'. This was a Cyberpunk Action/Comedy inspired by Japanese Anime and Manga such as Appleseed, Akira, Bubblegum Crisis, Dominion Tank Police, and Mobile Police Patlabor. It went over really well, though we only got about a dozen sessions out of it before various schedule changes caused it to dissolve before its time.

You can expect to see a 31 Days /31 Characters entry from this campaign down the line. 

Roughly four or five years later I was talking Anime with some friends and we came up with what we thought would be a cool premise for a series. Then it dawned on me that it would also make for a great RPG campaign. The group agreed and we met that weekend to create the characters. To speed up the campaign prep time I resurrected my source materials from Freelance Police. Boomrunners was to be set in the same Neo-Tokyo as Crimebusters.




Backstory: POSSIBLE TRIGGER WARNING.

This game dealt with some darker and more mature subject matter than my usual campaigns. I used to dip into this type of thing more often but less so as I got older. I was extra cynical in the 90s. 

Viewer Discretion Advised.

Hinata is a Nekomoto-9 Pleasure Bioroid, found discarded in a pile of organic refuse with a gunshot wound to the chest. Discovered and called in by Agents of Interspec's Division 3, they were instructed to bring her back to HQ by Chief Medical and Biosciences Expert Dr. Shun Sasaki.

Dr. Sasaki treated the Nekomoto-9, nursing her back to health (which involved quite a bit of bio-engineering repair) until she was awake and able to move about on her own. Healing increasingly quickly after Sasaki's initial treatment, 'N9' proved surprisingly intelligent and knowledgeable. Digging into the doctor's file, N9 discovered he'd had a daughter, Hinata Sasaki, who died a few years earlier in a Boomer rampage. Dr. Sasaki joined Interspec right after. When he found out about her 'investigation', Sasaki wasn't upset at all and was happy to answer any questions she had. This led to a close 'father-daughter' relationship between the two of them, with N9 trusting Sasaki over anyone else in the world. Sasaki in turned asked N9 to honor him by having her take the name 'Hinata'. 

Not long after taking on her new identity, Hinata Nekomoto decided to make some cosmetic alterations to look the way she wanted to, instead of having the appearance someone else paid for. Additionally, there was still the mystery of who shot her, why, and what her life was before being found by Interspec (she had no memory of anything before that). Best not to look like someone who was supposed to be dead. 


Left: Pleasure Bioroid Nekomoto-9 or N9 / Right: Agent Hinata 'Hellcat' Nekomoto
 

Hinata applied to join Interspec herself, training for three years before going into the field. Two years after that she was recruited into the 'Boomrunners', a group of Special Agents operating out of Division 3. 

Overview: Set in the year 2092, the campaign followed the Boomrunners, a team of crimefighting operatives working for Division 3 of Interspec. Interspec is an Interpol-like organization that battles high powered android, bioroid, robot, and cyborg focused crimes. They are almost always brought in to deal with renegade Boomers (See previous post). 

Each member of the five person team had their own special skills and abilities, as well as a unique (custom) powered battlesuit. When in their suits, the team members are usually referred to by a codename or callsign. Hinata Nekomoto, who's callsign is Hellcat, is an extremely talented acrobatic, contortionist, and climber. She is remarkably adept at hand-to-hand combat. Hinata turns out to be a competent detective and has skills in stealth, infiltration, disguise, and seduction. 

Adding to her martial arts training, her armored powersuit is equipped with razor sharp claws capable of tearing through most materials easily. They also give her enhanced climbing ability (there are similar retractable ones in the feet). Additional features of the suit include increased leaping ability and a power cord 'tail' that can connect to energy outlets and temporarily super-charge the armor. Like all battlesuit users, Hellcat has increased strength, speed, and a sensor heads-up display. 

Hellcat had some additional abilities related to her bio-engineered origins. She had a heightened sense of hearing, excellent night vision, and a regenerative healing factor that only kicked in if she was reduced to 3 Hits or less (which is what helped save her from the gunshot mentioned in her Backstory). 

The rest of the Boomrunners team consisted of:

Killjoy: Incredible at reading people. Armed with a Samurai Sword similar to Hellcat's claws. 
Lighthouse: Team leader. Excellent detective. Tracker/Ranger type. Laser weapons.
Nightlight: Extreme stealth. Communications, Hacker. Special short-range laser weapon.
Pepperjack: Landmate style Mecha 'suit'. Gattling gun, Missiles, Buckler Shield. Jump Jets.

Lighthouse and Nighlight were brother and sister I believe (the characters, not the players).

Killjoy was a Cyborg. 

Highlights:

I really loved how the player, Victoria, gave the character a 'Noir Detective Story' feel while simultaneously completely fitting in to the over-the-top Anime action scenes. She, as well as most of the other characters, also totally bought in to various romantic subplots, even if they didn't all end positively. Their hardsuits could stop high caliber weapons but nothing deflects a broken heart. 

Many of Hinata's subplots were about questions of identity as much as trying to unravel her origins. We explored some deep ideas. How did N9 end up where she was and who she was really? What was her life like before someone tried to kill her? Why do I keep saying 'her' life? Isn't she me? Aren't Hinata and N9 actually the same person; why does it feel like that's not true anymore? Was N9 ever really a person; was she her own entity or was she just a doll who someone bought then grew tired of playing with?

One great fight I recall had Killjoy, Lighthouse, and Hellcat fighting a Boomer who had disabled Pepperjack (Nightlight was in a nearby basement tracking a signal that had hacked the Boomer). The teamwork was top notch, with Nightlight hacking the hack and throwing off the Boomer's sensors as Hellcat flipped and spun around the big brute occasionally rending a cable or other component. At some point she squatted down, balanced on the Boomer's arm as it began to shift the limb into a machine gun. Hellcat does a backward somersault/leap off the arm, damaging it with her feet claws, and creating an opening for Killjoy to charge in a slice off the arm with his sword. Super Cyberpunk Anime Badassery! 

Game Info:

It's been so long that, as with many of these entries sadly, I just don't have those character sheets anymore. It was primarily a Cyberpunk game, with Mekton II used for many of the Mecha elements and some tweaking to make it all fit together. In addition, I used articles in Mecha Press Magazine that covered Bubblegum Crisis and other Anime to get things to feel just right. Interestingly, the second issue (and one or two later ones I think) had an original mini-RPG called Techno Police 2100 AD, which was surprisingly close in concept to the game that preceded Boomrunners and set the stage for the world. 

This was also one of the games, maybe the first one, that used my alternative 'Humanity' mechanic as mentioned in this ol' post on Blade Runner. The basic idea being that while Humans who replace their organics parts with cybernetics are in danger of losing their Humanity and Empathy, Androids and Bioroids (similar to Replicants) start with with very little Empathy/Humanity and are trying to gain point in it through life experiences. While the goal is to be 'truly Human', it can also result in moments of desperate, passionate or panicked outbursts. A true Human can feel anger, fear, and sorrow but paramount above all else, they don't want to die. 

Roy Batty would approve. 

Notes:

Hinata is a gender neutral Japanese name that means Sunflower or 'Facing the Sun'. As for Nekomoto, Neko means Cat, while moto refers to a Book or 'true words'.

Dr. Shun Sasaki. His name means 'Talented and Wise'. 

The battlesuits of the Boomrunners, the term Boomers, and many other aspects of this setting were lifted (then customized) from Bubblegum Crisis and its many spin-offs. I would say that IP was the single biggest influence on the game. 




In the Bubblegum Crisis universe, 'Boomer' is a derogatory term for what is more property called a Voomer, an artificially created bio-mechanical life form. Voomers may be designed to be maids, waiters, soldiers, or any other vocation.

If one malfunctions and goes on a murderous rampage it is dubbed a Boomer. Some people call all Voomers Boomers, implying they believe every single one is destined or at least likely to go crazy. 

In this campaign only the term Boomer was used and these beings were almost exclusively created for combat related jobs. Other vocational roles were filled by androids, bioroids, and cyborgs.

The bright yellow hair Hellcat has while suited-up (See image below) is a hologram. It can be altered or deactivated on command.

Legacy:

Its been a very long time since I've thought about this character or her campaign, partly because its been a long while since I've felt particularly inspired by a Cyberpunk Anime or Manga. Certainly not enough to dig out my almost 30 year old notes on the subject. 

Now, with recent Anime titles like Metallic Rouge and Pluto, it may be something to consider revisiting in the not too distant future.




If you have some free time after school, how about joining our club and ya'know, saving the world from evil? Great! You can learn all about it from club Vice-President ICHIKO YORUHIME

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Wednesday, January 24, 2024

31 Days / 31 Characters - GARETH OF OLLWOOD

Obviously I am way behind on the 31 Day Character Challenge and based on my work and life schedule so far I am highly unlikely to be able to complete it in the allotted time. 

That said, I am still really into the project and discussing ideas for Japanese Pop Culture Entertainment related TRPGs. My reminiscing and research this month has been extremely inspiring for my creativity. 

As a current favorite Anime series would say, expect this endeavor to continue 'Beyond the Journey's End'.*



Character: Gareth of Ollwood

AKA: Gareth Ollwood, Prince Regan of Fornia, The Bizmark Knight 

Player: David Concepcion.

System: Mekton II with additional Houserules
 
Nature: Short Campaign: Mechanical Fantasy Bizmark

Gamemaster: Adam Dickstein

Circa: 1987-1988

Origins: David Concepcion and I have played a lot of games together and several of them were Mecha related. If you'll recall, Dave played A.J. DeLorca, the chief protagonist (essentially) of our MACROSS: The Blue Dragons campaign. 

After seeing several episodes of Mecha Anime that dealt with Fantasy or vaguely Medieval era settings, I whipped up an idea for a game with a similar premise. Eventually, with the help of my friend Nelson Marty, I wrote out a comic book story titled 'Mechanical Fantasy Byzumtine' that explored this idea. Nelson drew the pages for the comic and we used it as a submission to our high school's annual Art Festival. 

I'm forgetting something...Oh yes! Dave! I shelved the idea after the Art Festival, unsure exactly what I wanted to do with it. About a year later in 1987, R. Talsorian Games came out with Mekton II, a new edition of their Anime/Manga inspired Giant Robot RPG. After running a few one-shots to test it out (Mekton II is quite different from its predecessor), the idea came to me to revisit Mechanical Fantasy Byzumtine. My thoughts instinctively turned to running it with Dave. 


Cover layout for the Mechanical Fantasy Byzumtine Comic Book story.
Art by Nelson Marty


Reworking things a little I decided to set a new story in a different part of the same world. I pitched the idea I had to Dave, whose concept for a character really painted a picture of what the campaign would be about. As with other campaigns we'd done together, it was mainly a one-on-one RPG initially, just him and me, until others got wind of the game and joined in as either semi-regulars or guest stars.

Armed with Mekton II and a host of Medieval Mecha Anime under our belt, Dave and I set out to take on the world of Rith! 




Backstory: Gareth was a young orphaned minstrel and actor in the town of Ollwood, a large settlement not far from the City of Angels, capital of the Kingdom of Fornia. He was born with rare Gray-Green eyes, a sign of one who has a great destiny ahead of them.

The only other person in all of Fornia to have such eyes was none other than the Prince himself! Prince Regan Angel, young heir to the kingdom, had the same sign of greatness. Hmm. Similar hair too. They're about the same height. Huh. Wonder if that will come up later?

When the Kingdom of Nev declares war on Fornia and the King is murdered, it is up to Prince Regan to lead the nation to victory against its dreadful enemy. Prince Regan had no intention of ruling as king however. He sought revenge for the assassination of his father by directly going into battle in his family's legacy Mecha Knight, the Bizmark! Of course, there was no way his court would let him do that as they needed a king. What's a brave, angry, impetuous young Prince to do? Simple! Switch places with Gareth of Ollwood, drafted into the Fornian Army to fend off the Dark Desert Order of Nev.  

And so our campaign followed Gareth (really Prince Regan) as he fought his way to becoming a better person, a true leader, and the secret component to unlocking the ancient power of Bizmark, one of the nine Sacred Paladins (extremely powerful Giant Robots. The aforementioned Byzumtine is another). 


The Bizmark, one of the Nine Great Sacred Paladin Mecha.

 
Overview: The overall 'narrative' of the campaign was inspired by elements of the Shakespearian play 'Henry V', as well as numerous ideas from various Mecha Fantasy Anime. Regan, disguised as the commoner soldier Gareth, works his way through the ranks to fight alongside the noble knights of Fornia. In the process he goes from vengeful, undisciplined young man to a hero and honored leader. Meanwhile, the real Gareth plays the role of Prince Regan with the help of the Chamberlain, who figures out the ruse early on. However, it is revealed that the Chamberlain might be influencing the 'Prince' to his own benefit.


Map of The Kingdom of Fornia,
On the Western Coast of Amera, World of Rith.


Meanwhile, other Player Characters popped in and out as various interesting and odd people that added to the setting's lore and the story's intricate plot. Among the ones I remember best include. 

A Mercenary working for the Kingdom of Nev who is convinced to switch sides.
A Knight Captain of the City of Francis, who leads Gareth to a secret island fortress.
A Wizard, imprisoned on said island fortress, joins Gareth to find an mythic artifact.
An Elf, one of the last on Rith, allies with the heroes to battle one of the major villains.

The Highlights:

I remember cool story elements and general battles but stand out moments are hard to recall. It was a short campaign of maybe two dozen sessions or less and it was so long ago. Hmmm. 

I do recall one awesome session where Gareth and two other PCs were fighting a half dozen members of the enemy army including a leader with a custom weapon or something. The heroes were searching through the ruins of the ancient city of Diego in Southern Fornia hoping to find a relic that could protect a Mech with a 'Magic Shield' (in others words, a Force Field). Suddenly the enemy showed up with the same idea.

Unfortunately the battle woke a huge Dragon; yep, a freaking Kaiju scale fire-breathing monster. The enemy commander teamed up with the PCs to battle the gigantic beast using the Force Field Belt he'd discovered moments before it appeared. After a conversation about honor and one's legacy with Gareth, the guy sacrifices himself to give the PCs an opening to slay the creature. Pretty fantastic 'episode' I must say.

Game Info:

The game information regarding this campaign is long since lost but I can recollect a few details and speculate on others:

Gareth of Ollwood (really Prince Regan Angel of Fornia)

Age: 20

Stats

7 Intelligence
7 Cool 
8 Reflexes
7 Attractiveness
6 Tech Ability
8 Luck
6 Movement Allowance
7 Body

10* Mana - Latent

Skills and Levels

Awareness 3
Basic Repair 3
Etiquette 3
Dodge 5
Hand-to-Hand 3
Investigate 3
Leadership 3
Mecha Piloting 7
Mecha Fighting 5
Mecha Melee 7
Mecha Gunnery 3
Melee 7

Partial Plate Armor: 5 Points of Stopping Power. 
Long Sword: 1D6+1

I forget what the specifics of the Ritters (Giant Robots) were but generally they were Medium Striker grade Mecha with Striker grade armor. They were armed with Swords (standard 2 Kill Melee Weapons) and Shields. 

The Bizmark on the other hand was a Heavy Striker Mech with Heavy Striker armor. It was quite fast, maneuverable, and could make extraordinarily high and/or long leaps. 

The Sacred Mech's weapon was a Bastard Sword that did 4 Kills of damage. Once Gareth unlocked his true potential, and therefore that of the Bizmark, the Sword could perform an extra special effect on a Critical Success. In addition to double damage (which we had all Crits do), the Bizmark's strike would reduce the damage of an opponents attacks, their movement/speed, and any special abilities by -2. The effect was cumulative. If Gareth Crits on an attack and then Crits again three attacks later in the same combat, the opponent is at -4 and so on.

Notes: 

As should be obvious by now, the 'Medieval Fantasy' setting of the World of Rith is actually a distant future, post-apocalypse Earth. Technology reached great heights before the fall of civilization, with giant robots, hover vehicles, and in-system space travel having all been achieved. 

Fornia is of course California, with our key character hailing from the region of Los Angeles. The real Gareth comes from Hollywood/Glendale. Other important locations in the game were San Francisco, Alcatraz Island, Anaheim, and San Diego.

Throughout the early adventures, Gareth/Prince Regan pilots a standard Mecha Solider called a Ritter, one of about two dozen such robots in the Army of Angels (the 'King's Army' from the capital). The Knights of the Order of Angels use the superior Mecha Knights called Templars. Other city-states have their own armies and Knight Orders, mostly consisting of the same two types. All serve the King of Fornia of course. 

The armies and orders I recall are: the Army/Order of the Black Mouse (Anheim), Army/Order of The Golden Gate (Francis), and the Army/Order of The Redwood (Sierra, North Eastern Fornia). The Dark Desert Army and Order of the Kingdom of Nev (Nevada) use different Mechs. 

Elves, Dwarves, and various monsters of myth and folklore existed but were exceptionally rare. All were likely the results of genetic engineering and subsequent mutations. There were some clues as to the presence of 'Demons' that may or may not have been aliens. 

Magic was in truth a combination of highly advanced technology and psychic phenomenon. The later was rarer than rare, giving things a bit of a Pendragon or Lord of the Rings feel. The world was fantastic but one hardly ever saw fantastic things. Spells and Dragons were assumed to exist but most people had never seen them in their lifetimes.  

Legacy:

Sadly, this game was never truly finished. For whatever reason we got delayed or distracted and ended up leaving it for other worlds and ideas.

As noted in my previous post, I am looking towards running a Medieval Mecha game in the near future. Perhaps we'll revisit Rith and see what Gareth of Ollwood - or Prince Regan if you prefer - is up to.




Can you get more Anime than a Cyberpunk Battlesuit Catgirl? If you think so you can take it up with HINTATA 'HELLCAT' NEKOMOTO

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*A reference to the excellent Fantasy Anime Frieren: Beyond Journey's End.





You Have My Sword, My Bow, My Mecha

The combination of Medieval Fantasy and Giant Robots is nothing new in Anime and Manga, though nor is it especially commonplace. Given the monumental number of Mech series that have come out in Japan, it might be surprising to realize how few of them take place in a Medieval and/or Fantasy setting. 

I'm not entirely sure when and where the idea first appeared but I know my first exposure to it was in the early-to-mid 80s. It was during this period, as I've mentioned in prior  posts, that I first became aware of Japanese Anime that hadn't yet left Japan. Amid the initial dozen or so series that I was made aware of were two that fit the rare category in question.

While other kids across the United States were falling in love with He-Man and The Masters of the Universe and Thundercats, I was watching Aura Battler Dunbine and Panzer World Galient




My next 31 Day Character Challenge entry comes from a Mekton II campaign I ran very much influenced by these aforementioned Mecha Anime. As such, I thought it might be a good idea to discuss these two shows as they aren't among the Mecha series familiar to the average Western Anime fan.

I'm adding in a third series to this post as well, The Vision of Escaflowne. Even though it came out long after my Medieval Mekton game was over, it remains a favorite and one I think about from time to time. The reason for this is that Escaflowne definitely influenced my later Giant Robot Fantasy projects, most notably when I run Wares Blade. 

Aura Battler Dunbine




One of my early favorites as I was really getting into Anime, Aura Battler Dunbine was written by none other than Yoshiyuki Tomino, the prolific novelist, anime screenwriter, director, songwriter, and creator of Mobile Suit Gundam. 

The plot revolves around motorcross cyclist Sho Zoma, who following an accident on his bike, ends up in the Medieval Europe-esque Fantasy Realm of Byston Well. It is a world of knights, castles, and the faery-like Ferario. The main draw of the series were the Aura Battlers, insect-like Giant Robots used by the kingdoms of Byston Well as weapons of war.

These six meter plus Mecha are powered a semi-spiritual energy called Aura. Certain people have especially strong Auras and are therefore able to function as power-supplies to these Mecha, making them Aura Warriors. As it turns out, beings from our world seem to have more powerful Auras on average than Byston Well natives, making visitors a much coveted resources for the armies of various nations.

There was a lot more to this series then this simple summary of course but suffice to say it was quite an involved tale. This show had quite an impact on me. The key to this series was its characters and said character drove the plot more so than anything else. Relationships, romances, enemies becoming lovers, lovers becoming enemies, dealing with war's effect on individuals, and what some people will do to have power over others were all explored throughout the shows 40 episodes.

Additionally the Mecha designs were quite distinct and different, though I'll admit they didn't impress me that much at first. It wasn't until I discovered that the original plan was for the Aura Battlers to appear both more insectoid and more like knights. These first concepts were deemed impractical if they wanted to be able to make reasonably priced toys, models, and other merchandise with the robots so they were altered to more practical configurations. Later animations were able to realize designer Kazutaka Miyatake's original ideas, which were further developed by other creatives.



Old Aura Battler design vs. later redesign based on original intention.


Panzer World Galient




A favorite series of the late, great Allen Halden and a major inspiration for his own epic campaign, Panzer Dreams (I mean, it's in the title). Broadcast from October of 1984 to March of 1985, Panzer World Galient ran 25 episodes and initially followed a fairly simple story. The protagonist was Prince Jordy Volder, operator of the Mecha known as Galient, who fought against the villainous conqueror Marder.

Intriguingly, the Medieval world they were on, Arst I believe, turns out to be just one planet in a large interstellar union. The setting played a role both subtle and surprising in the series and serves as a great example of how to subvert expectations while adding something to the context of the narrative. 

The Mecha designs are both very typical and traditional for the time but distinct enough that the look of Galient has always been memorable to me. It isn't as flashy as some or as intimidating as others but its definitely a classic. 




The Vision of Escaflowne




Created by Shōji Kawamori with Sunrise Studios and directed by Kazuki Akane, The Vision of Escaflowne is the story of a high school girl named Hitomi Kanzaki, who finds herself transported to a fantastical world called Gaea after witnessing a boy appear in her world fighting a dragon. After reaching Gaia, Hitomi becomes involved in a war when the Zaibach Empire attempts to conquer Gaia. The young Dragonslayer from earlier is revealed to be Van, the King of Fanelia. Finding an additional ally in Allen, an Asturian Knight, Van teams with him and Hitomi to try and defeat the Zaibach Empire and free his world. 

Van's advantage in this battle is his mystical, transforming Mecha, The Escaflowne. Additionally, Hitomi's appears to possess psychic powers and fortune telling abilities while on Gaia, possibly related to or even stemming from her long time interest in tarot cards. Soon, it becomes apparent she is the key to awakening the full power of Escaflowne and thwarting Zaibach's plans

The Vision of Escaflowne aired rom April to September of 1996 on TV Tokyo in Japan. It was eventually broadcast on Animax, a channel set up by Sony, that allowed it to be shown in Hong Kong, Taiwan, and elsewhere in Asia. 'Region 1' countries were able to see it thanks to its release in those areas by Bandai Entertainment. The series is currently available for viewing on Crunchyroll.

Escaflowne was a favorite of myself and many of friends in my old New Jersey Gaming Group, as well as my ex-wife. While the world and its nature are very specific and different from those of Wares Blade, there are elements of the two that remind me of each other. It's hard to put my finger on. Something in world building perhaps. The sense of mysticism in a world with Giant Robots really comes through in Vision of Escaflowne, giving the story a unique atmosphere.




I've spoken about Wares Blade, Japan's classic Magic and Machinery TRPG several times now and I am considering running it again. As such, I started to think about the various inspirations for the game and for other games like it. What else is like it? At this point there are actually quite a few. Relatively recent examples include Armour Astir: Advent and  Knights of the Round Table: Academy

I feel this idea requires further deliberation. 

Ever onward...

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Thursday, January 4, 2024

31 Days / 31 Characters - AKI RUSH

Some Japanese Tabletop RPGs are intrinsically 'Japanese'; understanding and appreciating the premise of these games requires knowledge of and an affinity for Japan's culture and storytelling devices.

Others are just universally freaking AWESOME! 

Imagine a setting that combines Cyberpunk, Giant Robots, NASCAR Racing, and Space Travel. Sounds like a fun premise for a game, right? 





Character: Aki Rush

AKA: 'Go Psycho' (a pun on the Japanese word 'Saiko' meaning Maximum or Ultimate)

Player: I forgot his name. A friend I'd made through work I believe. So sorry I can't recall. 

System: Mobile Racer Championship

Additional rules from Metal Head, Mekton, and Cyberpunk. See Origins for details. 
 
Nature: Short Campaign: The Off-world Colonies 5000.

Gamemaster: Adam Dickstein

Circa: 2010-2011. I think. Pretty sure.

Origins: Mobile Racer Championships is an RPG that came out in monthly installments published in Hobby Japan Co. LTD's RPG Magazine from sometime in 1997 to sometime in 1998. Unfortunately I don't have exact dates in this respect. I have several issues featuring the game but sadly no where near all of them (More on that in a moment). Each installment added to and expanded both the rules and the setting.

Mobile Racer Championships logo scanned from the April 1998 issue of RPG Magazine, No. 96
Recolored by me.


I loved everything about the concept and the artwork inspired me even further. I really wanted to run the game but I was unable to find all the issues I needed to create a complete game. Luckily, I noticed many similarities between the system and setting and that of the Japanese TRPG Metal Head, also from Hobby Japan. Hmm. On further examination, MRC seems like it might be a spin-off of Metal Head's post-corporate war milieu. With the help of some friends I was able to splice Metal Head into Mobile Racer Championships, filling any gaps with the first editions of R. Talsorian's Mekton and Cyberpunk. 

Backstory: Following the death of his father in a racetrack accident, a very young Aki wanted nothing to do with mecha, racing, or his father's legacy as an Off-World Colonies Champion. That's until he was 18 and received a message from his dad's old partner and mechanic Tetsuo Smithson which said that the senior Rush's death was no accident! Instead, he was murdered in connection to the father's service during The Corporate Frame War. Aki didn't even know his dad had served in the war!

Aki took a year off from school, traveled to the Colony World where Tetsuo was located and spent the next year learning everything he could about Mobile Racing. Meeting two other Frame Drivers with connections to the situation, the four men and a female manager formed a racing team to solve the mystery and win The Off-World Colonies 5000!




Overview: Following the Corporate Frame War, the Earth, the Solar System, and the various Off-World Colonies were divided up among the remaining major Megacorporations, Humanity found itself in a situation not unlike that post World War I, with lots of trained pilots and their planes but no real use for them. Far too many qualified Frame Pilots and Mobile Frames (Mecha) were still around with nothing for them to do. This lead to many people trying to find work and doing so as Deep Sea Miners, Construction Workers, Firefighters, Mercenaries, and Colonial Militia. Even so, unemployment and Mobile Frame crimes became rampant.

To remedy this situation, a group of Sports Entertainment Megacorporate concerns created the sport of Mobile Racing; high speed contests were former 'Heavy Soldier' Battle Frames are converted into fast moving, agile Racer Frames to outrun and outgun each other to the delight of fans across Human Space. 

25 years later...

The campaign started en media res, with the three PC Drivers and their Mobile Racers blazing down a racetrack on a desolate moon (desolate except for the hundreds of fans cheering from the seats above the track). Rolling randomly for their positions, Aki 'Go Psycho' Rush was the furthest ahead of his team but third place out of a dozen on the course. Through some seriously tricky and 'visually' exciting maneuvers, two of the PCs moved into position to block attackers from targeting Aki. Aki went full throttle and straight up tackled the second place Racer INTO the first place Racer, badly damaging both. Unfortunately, his Mech was also damaged, allowing the fourth place Racer to get really close. The two then competed to finish the final lap first, with Rush just barely crossing the line ahead of his opponent. 

The win results in a massive payout to a local bookie who then gives the team some key information that leads them to the next clue or revelation. This became the basic pattern; win a race or do a favor for a contact, get a clue, and learn the next piece of puzzle. Sometimes they'd have to sneak in to a place to help someone, that would give them a clue, then they'd have to hurry back to the track in time for the next race. Mixing it up were little character development moments between the various Player Characters and NPCs. 

Unfortunately, the campaign ended on a cliffhanger, with the PC team finding Aki's father alive but in Suspended Animation for some nefarious purpose. So bummed we never got to the end of the story.
  



The Highlights:

Aki and the gang didn't win every race and when they lost they had to get creative in order to accomplish their goals. After losing on race to an attractive female competitor, the team's bad boy/smooth talker tried distracting her so Aki could sneak into her Mobile Racer and download a map from it. He stops just before doing it, walks back to where the  race winner and his pal are talking, and he confesses their scheme to her. He also apologizes profusely, leaving his buddy dumbfounded and her amused. 

She asks why they need the map, Aki tells her honestly, and she decides to just give it to him. She then kisses his cheek before sashaying away. Aki turns red while the 'ladies man' dies of embarrassment. Sooo Anime. 

In another session Aki is sure to lose, lagging behind the lead Racer with his speed dropping due to a busted leg. Using another member of his squad as a jumping off point, Aki hops up and then leaps his Mech through the air to land on top of the Racer ahead of him. Aki's Mech basically rides the other one piggyback, then tumbles off to cross the finish line first. Hilarious and nail biting at the same time.

Game Info:

Ugh. I can't find any of my notes for this. Haven't been able to for years and trust me, I've looked. I'd love to run another Mobile Racer Championships campaign. I could probably convert it over to my homebrew Mecha System Variant game but I'd be missing one key component. THE key component to be honest. 

The game had a mechanic for figuring out who was in what place in the race at the end of the first lap. Then, you would take action to speed up, overtake another racer, attack another racer, and other moves. There was a also a neat 'speed resource management' system to figure out who would win purely by speed and driving. Of course, every action taken by PCs and major NPCs would throw this calculation off, which was the point. 

Notes:

The players loved the setting so much they participated in its world-building. One guy kept designing racetracks. A couple of them kept coming up with Megacorporation logos to sponsor decals on the mecha like tthose all over modern race cars. The lot of them kept suggesting other civilian/commercial uses for the Mobile Frames. Everywhere we went the player would say the farms must have Farming Frames, the news channels should use News Satellite Frames, the Cyberpunk city had to have Sanitation Frames, etc.Very fun. 

Legacy:

I haven't tried to run MRC game in 12 years or so. Not being able to recall the racing mechanics is a big part of why. If I could figure out or find a system that gives the same feel of speed, tension, and excitement as the original game I would definitely give it another go. 




Ho there fellow adventurer! Journey with me to the world of Forcelia and traverse the continent of Alecrast as to reach the Western City-States known as The Ten Children. Our guide throughout these perilous lands will be none other than BOON BRUSHBORN! Verily! 


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Friday, January 7, 2022

31 Days / 31 Characters - EVERYN WOLFSHADOW

One of my all time favorite Japanese Tabletop RPGs is Wares Blade

First published in 1988, Wares Blade is a Fantasy Role Playing Game in which the components and tropes of Medieval Fantasy are merged with those of the Giant Robot/Mecha genre popular throughout the world but [arguably] originating in Japan.

Unlike many other examples of the Fantasy and Mecha combination, the mechs of Wares Blade are not purely technological or steampunk but magical artifacts. It isn't Magic and Technology but it is Magic and Machinery. The machinery in this world is powered and created by enchantments and sorcery. 

Years ago when I was regularly gaming with my old New Jersey group, I found out that some of the gang's favorite Anime and Manga included such titles as Aura Battler Dunbine, Panzer World Galient, and (one I love myself) Rune Masquer. What do all these have in common? They are all in the vein of Giant Robot Fantasy. 

Realizing this, I decided to give a Wares Blade campaign with the group (including my ex-wife Selina) the old college try. The results were...well...magical. 


Character: Everyn Wolfshadow

AKA: The Forest Witch, The Wolf Woman of the Remote North

Player: Selina Wong

System: Mekton II - Modified with Houserules and Elements of Wares Blade, 1st Edition.
 
Campaign: The World of Magic and Machinery

Gamemaster: Adam Dickstein 

Circa: Roughly 2001-2002

Sadly this campaign only went about five sessions before scheduling became too difficult to continue. Not being able to continue this game with this group is one of my great RPG gaming regrets.
 





Origins: In addition to the reasons given above, one of the things I really wanted to do around this time was introduce my girlfriend of the time (later my wife) to gaming with a group. We had already been playing RPGs together just the two of us; her as the main character and me as Gamemaster and a cast of thousands. She had yet to play an ongoing game with a large group and so I developed a portion of this game to facilitate that. 

In addition to the setting - which incidentally looks and feels like Medieval Europe has been crossed with Arabian and North African cultures and civilizations - and of course the pre-requisite Japanese Mecha battles, I really wanted the game to be about the Player Characters. I wanted their personal stories, goals, and obstacles to be paramount.

Selina has always been uniquely well-suited for this type of game; equally capable of engaging in edge-of-your-seat, visceral combat and gut-wrenching, emotional trials and tribulations. There is a reason we initially bonded over our mutual love of Anime.

Backstory: When we first meet Everyn Wolfshadow she is traveling through the Southern Lands of the continent of Ahan. She seemed almost lost but later revealed that she spirits of the Water had told her this was where she needed to be. Her only companion was Rowan, a rather large wolf. 

It was later be revealed that Everyn was blind, the result of a curse placed upon her for falling in love with a young man who severed as one of her nations' Hunters and Rangers. The group of Witches she had trained to become were forbidden from having such relationships. Luckily she found Rowan or he her and her mystical powers allowed her to 'see' through his keen wolf senses. 

What she did not know was that Rowan had been cursed as well and was once the young Hunter with whom she had shared her heart. 

Overview: I had either forgotten or didn't quite absorb the detail that Everyn was blind. I think I thought her curse was more of a banishment; i.e. she was 'cursed' to never again walk the verdant forests of the Elves or something like that. 

None of the other players or PCs knew of her handicap either until at one point in the second or third session when the group planned to uncover an ancient magical mech which legends say slept beneath the city of Flare. The party would split into three groups - One would search the great Library of the Flare for a old tome that would help pinpoint the Ryude Knight's location. Another would speak with the Duke and Duchess of Flare to convince them to stay a visiting noble they believed sought out the mech as well [on behalf of an enemy nation]. Finally, the last group would infiltrate the headquarters of the Thieves Guild, as they had recently stolen a key needed to activate the mech. 

Everyn was chosen to search the Library given her high intellect, affinity for water magic (Flare was built on bridges over a river and tales said the Mecha might be in or near the river), and the presence of an Elf in the city might make other nervous [never mind the wolf]. Everyn was find with this as long as one other PC accompanied her. Jarod Steele, knightly 'half-Elf' agreed to go but remarked that she has shown she could take care of herself. Plus there was Rowan! She smiled and said politely, "Yes but I can not read the pages without assistance."

Someone started muttering something about language when all of a sudden our friend Lynn exclaimed, "Wait! Everyn is blind!" The room fell silent for a moment, followed by a symphony of hands slapping foreheads. All the clues had been there and yet no one had realized it. 

Selina, playing as Everyn, never looked directly at myself (as GM) or any other player when speaking to a PC or NPC. She instead leaned in with her ear angled slightly in the other persons direction. She mimed feeling around before pretending to grab an object, including drawing her dagger. She always established a link of sorts with Rowan as her first action in combat, especially before casting any spells. Best of all, she had been doing all that since the first session and the rest of us were just then putting it together. 

Best Actress in a Dramatic Medieval Mecha Fantasy Campaign goes to... 




The Highlights:

Aside from the big reveal mentioned above, there was a fantastic sequence when the PCs finally discovered the Ryude of Flare, a red, winged Mecha which had been buried deep beneath the riverbed far below the elegant city. Of all those with magical abilities, only Everyn had access to the domain or 'Gate' of Water. This meant she was the only one who could her people safely to the gigantic robot. 

She ends up one of the two pilots, with our Warrior Prince controlling the mech's movements and physical combat and Everyn supplying Mana to activate the machine's special abilities. Unfortunately the group's fortunes reversed - the Ryude Knight had wings but Everyn's Gates were Sun, Tree, and Water! Unable to fly or use the robot's Fire based enchantments, the two PC's nonetheless managed a bold if awkward escape, aided by the rest of the team. When in the light of the Sun, Everyn transferred as much Mana to the Mecha as she could and it did indeed take to the air to cheers from the whole group. 

So beloved was the character by the other players that, as you can see, two separate people decided to do illustrations of her. Both Lynn Morton (Left Side Drawing) and Keith Conroy (Right Side Drawing) - without discussing it with each other - surprised Selina with these drawings around session five. I love both for different reasons. 

Game Info:

I have Everyn Wolfshadow's original Character Sheet from the game but since I used a hybrid system merging Mekton II with what few translations I could find of Wares Blade 1st Edition, I can't really make heads or tales of it. Heh. *Anime Sweat Drop*

I can tell you that her Physical and Social Stats were about average, her Mental and Magical Stats quite good, and her skill at Sorcery and Spellcasting especially high. Wolfshadow is knowledgeable about Plants and Beasts, has a Keen Sense of Hearing and Smell even without connecting with Rowan, and is capable of Blind-Fighting with her Quarterstaff. She can also play the flute, though she isn't very good at it. At all. 

She has a magical item known as the Bracer of the Clear Path - worn on the wrist and forearm, the Bracer tugs you towards of the path or direction with the fewest and/or easiest to overcome obstacles. The perfect thing for a blind Elf moving through unfamiliar country. 

I hope to run a long campaign of Wares Blade someday and if I do, I'd like to think that Everyn Wolfshadow and Rowan might call upon the PCs to help her lift her curse and return her sweetheart to his rightful form. 

Someday...

Hey, you there bumping gums. Yeah, you! We're trying to make tracks before the coppers get here see, so don't be a pill. Don't worry, we're on our way to go see FRANKIE THE FERRET so relax and don't flip your wig. 

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