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Showing posts with label GURPS. Show all posts
Showing posts with label GURPS. Show all posts

Friday, 7 August 2026

Who ate all the spies?

My roleplaying group used to cut loose up to four times a year with seasonal one-shots. It's a tradition that died out in the pandemic never to fully resume, though we still try to fit in a special around Christmas -- almost the only roleplaying I get to do these days.

Fifteen years ago I ran a scenario called “A Long Time Dying”. The idea was based on another Christmas tradition, at least of my childhood Christmases, when there would always be a James Bond movie on TV between Christmas Eve and Boxing Day. I don’t think it’s essential for Christmas movies or Christmas one-shot games to be set at Christmas, although for this scenario I buckled. Cold War stories always benefit from a touch of frost.

The game is set in 1962 and the player-character cast list will give you the general idea:

I thought that would tell my players what to expect, but I’d forgotten that most of them weren’t born until the 1970s, so probably only Smiley meant anything at all. That may explain why the game veered off into a rather Roger Mooreish arched-eyebrow take on Cold War espionage, but – well, these one-shots were never fully serious. I know a lot of people prefer silly games, but for me there's no point in roleplaying unless you're going to take it seriously. Specials like this, though, are just for fun.

I've changed the scenario title to justify a Shirley Bassey theme song. So here's

THE RHYTHM DIVINE

Monday, Dec 17, 1962                    

(Music track: Nunc Dimittis by Arvo Pärt.)

(This is a “pre-title” sequence that is presented to the players without them being present in character. Normally I’d have no truck with such metafictional malarkey, but it’s a one-shot. Come to that, I don’t normally include music tracks in my scenarios either.)

A railway station near Haskovo, southern Bulgaria. It’s the early morning, just before daybreak. Troops from the nearby 4th Fighter-Bomber Air Base wait in the cold. Gritty snow falls, skittering like dust over the icy cold platform.

Then: the sound of a train horn. Lights appear out of the blue pre-dawn dusk. The train pulls into the station. Red Army soldiers jump down and the two commanders salute each other.

A tarpaulin is removed from one of the carriages to reveal a large bomb, about 8m long by 2m wide, with the single word царь painted on the side.

Sergeants shout orders, their voices sounding short-tempered and nervous. A crane is lowered and begins to unload the bomb, which swings wildly to one side, the support frame just missing a row of soldiers who have to throw themselves to the ground.

The crane sweeps across the platform, smacking the bomb into the station wall. The frame buckles and the bomb falls. Absurdly, given the size and nature of the bomb, everyone dives for cover. The bomb strikes the iron-hard ground –

And cracks, with the sound of splintering wood. The Soviet colonel picks himself up, sweeps the snow off his coat, and strides over. In gloved hands he lifts part of the wreckage: painted wood, filled with sand for ballast.

He looks into the east, where the dull glimmer of dawn barely penetrates the heavy shelf of snow clouds, and perhaps imagines the gulag where he will be sent for this.

Music as we fade to black: On Her Majesty’s Secret Service


THE SETTING: 1962

This is the year of the Cuban Missile Crisis. Both the USA and the USSR are aware of the need to safeguard against such incidents in the future, so when a new threat emerges only a couple of months later, the best operatives from both sides of the Iron Curtain are assigned to an international team to track down the diabolical mastermind behind it.

NATO

  • USA                President: John F Kennedy
  • GB                   Prime Minister: Harold Macmillan
  • France:            President: Charles de Gaulle
  • W Germany:   Chancellor: Konrad Adenauer

EASTERN BLOC

  • USSR               First Secretary: Nikita Khrushchev; Chairman of the Presidium: Leonid Brezhnev
  • Rumania:        General Secretary: Gheorghe Gheorghiu-Dej
  • Bulgaria:         General Secretary: Todor Zhivkov

NON-ALIGNED

  • Yugoslavia      Marshal Josip Tito
  • Albania           First Secretary: Enver Hoxha
  • Tunisia            President: Habib Bourguiba

Thursday, Dec 20      

(Music track: The Avengers theme.)                                                      

Whitehall on a grey morning with snow falling outside. Control waits with George Smiley and Colonel Ross. John Steed arrives and the introductions are made. A few minutes later, Harry Palmer looks around the door – “Late as usual, Palmer,” says Ross irritably, waving him to a chair.

Control relates what Smiley has found out from his Bulgarian contacts about the stolen bomb. Control and Smiley have made an approach to the KGB to assist them in looking for the bomb. The Soviets have agreed, but on the condition that their man will head up the joint operation. Steed, Palmer and Smiley are to fly to Berlin, where they will meet up with two more international operatives codenamed “Tailor” and “Thief”.

  • London to Berlin: flight 2 hrs.
  • Paris to Moscow: flight 4hrs; train 36 hours; car 72 hours averaging 60 mph.
  • Berlin to Moscow: flight 3 hrs; train 27 hrs; car 49 hrs averaging 60 mph.

Thursday, Dec 20

(Music: The Man from UNCLE theme.)

It’s mid-afternoon when they reach Berlin. It’s icy cold but not snowing. Their liaison in Berlin is Dr Franz Six, a former Nazi who now works for British Intelligence.

Smiley, Steed and Palmer are to make contact with their colleagues at the Adlon Kempinski Hotel. At reception they are told that “Herr Solo” is in the coffee bar. Smiley goes through and nods to Napoleon Solo just as a man coming in off the street recognizes Smiley, sees that he knows Solo (whom he was coming to meet) and rushes out.

The man is Otto Vessler, an East German spy whom Solo has been reeling in for weeks. In the west he poses as an industrialist, but with his cover blown he’s going to make a dash for the Wall. He grabs a motorcycle and the chase is on…

(Music: The Saint.)

Halfway through the chase, Simon Templar turns up. He’s been tracking Vessler as part of his own private investigation, so may take some convincing to team up with the others.


Their flight leaves Berlin at 5:30, arriving in Moscow at 11:30 pm (ie 3 hours ahead of Berlin time).


Thursday, Dec 20

(Music: Diamonds Are Forever.)

Midnight in Red Square. Snow on the ground, but a crystal clear sky full of stars above the Kremlin – and among those stars the small but growing collection of satellites launched by the superpowers, including Telstar which was put up in the summer.

They are taken to meet Illya Kuryakin, along with an academician called Andrei Sakharov, who explains:

“The bomb is based on the Teller-Ulam design and has a yield of 100 megatons. That’s three thousand times the combined yield of the Hiroshima and Nagasaki bombs – or, to put it in terms of conventional explosive, twenty times the total of all explosives used in WW2. The explosion would cause third degree burns at a distance of 100 km, stone buildings would be destroyed up to 55 km. Two such weapons would equal the detonation of Krakatoa.”

Brezhnev comes in. He’s wrapped up in a thick fur coat and there’s a waft of vodka on his breath. “We have a captive spy at the Black Sea facility. He could be useful and it’s on your way, a bit. You’ll have to spring him, though, as SMERSH will never give the nod to releasing him.”

  • Moscow to Odessa: flight 2 hrs; train (HSR) 8 hrs
  • Odessa to The Village: 2 hrs by car
  • Berlin to Moscow: flight 3 hrs; train 27 hrs; car 49 hrs averaging 60 mph.

Incidentally this is the first time Solo and Kuryakin have met each other. U.N.C.L.E. is still a few years in the future, and in fact this adventure paves the way for its formation.

THE VILLAGE                              midday, Dec 21?

(Music: The Prisoner.)

To get Number Six away from the village, they need to get past Rover (the Water Balloon Monster):


Whether Number Six’s real identity is John Drake is up to the player to decide.


THE TRAIN ROUTE

10 hours across Romania

(Music: From Russia With Love)

They set out from Kharkiv in the south-west USSR, via Kirovohrad and Chisinau, into Romania at Iasi and then via Bacau and Brasov.

Just beyond Zarnesti in Romania, the train carrying the bomb entered a mile-long tunnel through the Carpathians. Thereafter it went via Bucharest without stopping, crossed the Bulgarian border at Ruse, and from there via Veliko Tarnovo and Stara Zamora to its destination.

Investigation inside the tunnel at Zarnesti discovers an apparatus built into the tunnel roof. The mechanism has been removed but it was obviously recently excavated and a large piece of machinery was housed here. Caves lead off from the excavated area.

Investigation: Some discarded screws. Engineer roll to conclude they are West German.

Investigation: Part of the apparatus is found – part of a plate scraped off against the rough walls of the cave, stamped with “CHIRO-” (from Chiroptics GmbH).

Investigation by questioning the driver (Engineer Boris Utkin) or officer in charge (Col Yuri Lagunov) reveals that the line was blocked by a fallen tree just after the tunnel, forcing them to stop for about fifteen minutes while it was cleared.

Investigation further along the track after the tunnel reveals a disused branch line that has been recently uncovered – the line towards Yugoslavia, sealed off when the two countries fell out in the 1950s. It leads to Dubrovnik.

Investigation before the tunnel reveals a siding where a train was recently (engine oil on ground). Somebody waited a while (cheroot stubs; Connoiseur roll to identify as 25-cent Marsh Wheeling stogies).

WHAT ACTUALLY HAPPENED:
Boswell Brontë’s mercenaries (all ex-US special forces, led by a stogie-smoking WW2 commando called Major Dugan) swapped the bomb for their fake, then when the train had gone they brought up their own carriage, loaded the bomb, went on and used to branch line into Yugoslavia, hooked up with a train carrying the circus troupe, and smuggled the bomb out as fireworks bound for Venice.

Investigation of ships out of Dubrovnik into western ports on Dec 18-19: the Suske, carrying the Carobnaci od Vatromet circus troupe, arrived in Venice on Dec 19.

Monday, Dec 24

Venice. A cold wind blows across the lagoon. The local CIA agent is Candy Sweetmeat, a young “swinger” type. She’s eager to please and very nice, so no doubt the bad guys must kill her at some point. (Or try to kill her, if she’s a player-character.)

Boswell Brontë is giving a fireworks display on the Grand Canal on Christmas Eve, which also happens to be the night of the new moon. If the characters attend, they will see Brontë give a rambling speech about how he met his wife “here in Europe” seven years ago tonight. That’s followed by Mrs Brontë lighting a champagne-bottle-styled firework that begins the show.

One part is particularly impressive: the Yugoslav acrobat troupe do a trapeze juggling act over the canal, throwing lit fireworks to each other that are timed to go off in mid-air at the exactly right moment and orientation to create the highlights of the display.

If the characters have been at all indiscreet about their investigations, Miss Hazzard sneaks in while they’re watching the fireworks and plants a bomb in their hotel suite (Observation roll at -5 to spot, character involved only.)

OR

They might sneak into the Brontës’ suite (though in fact they’re going back to the yacht after the show) in which case they may have to deal with Miss Hazzard and an appropriate number of mooks.

EITHER WAY

They get to discover some finely ground glass that seems to have been trodden into the carpet on somebody’s shoes.

Investigation of the glass factory on Murano owned by Chiroptics GmbH discovers glass with microcracks (Observation roll) caused by sonic effects (Physics roll). The sonic equipment itself has been moved out. (This was where Brontë’s scientists worked out the correct array of parabolic reflectors.)

If Brontë needs a rapid departure from the city, either as an outright escape or simply if the referee wants to create a dramatic moment if the characters are closing in with a view to confronting him, he leaves by hydroplane on the Grand Canal.


CRUISE TO TUNIS                      takes 48 hours -> arrive midday Friday 28th

Investigation: if they talk to Boswell, they discover that he is fascinated by Rome’s struggle for supremacy with Carthage, and how he admires Hannibal – who nearly dealt with “those upstarts”.

The Jericho leaves Venice at 9am on Dec 26 and arrives in Tunis midday Dec 28.

Investigation: Brontë International has a facility 50 miles south of Tunis where they are building arches of various sizes using synthetic rock (similar to sandstone).

  • Observation and Physics/Engineer: the arches are curved and would fit together to create a large parabolic surface with a radius of over 50m.

Investigation: the company books show that enough arches were made here to build hundreds of similar parabolas.

  • Physics/Engineer roll at -5: An array of such reflectors would have an effect similar to one enormous reflector hundreds of miles long.
  • Physics roll at -5: The size of the parabolas suggests they are designed to focus or reflect sound of low wavelength.

Investigation: an Accountant looking into Brontë’s business discovers he has a network of shell companies in the finance sector. On a roll at -5 they can see that many of these companies have been shorting US stocks and bonds.

The opening night of the opera is 8pm on Dec 29. The stage is spectacular, being a floating platform hundreds of feet across set in the bay, complete with replica backdrop of ancient Rome.

The opera is attended by Tunisian President Habib Bourguiba, Foreign Minister Mongi Slim, and King Mohammed Idris of Libya. (There is talk of the two countries merging into one, which would signal a rise in the price of oil, but that’s actually a red herring.)

The opera stage is self-propelled and submersible, docking with Boswell’s undersea base (see below) in which the bomb is located. Of course, at the time the bomb detonates (6am on Dec 31) he plans to be safely inland at his villa in Corsica.

THE MASTER PLAN

Boswell plans to detonate the bomb on the sea bed, where an array of parabolic reflectors will direct the resulting pressure wave through the Straits of Gibraltar, and across the Atlantic, where it will create a tsunami that will wreak devastation along the eastern seaboard of the United States. Boswell has heavily shorted US stocks and the dollar, and stands to make billions when Wall Street crashes.

THE UNDERWATER BASE

The “stage” docks with the underwater base where the bomb is located. Brontë plans to detach from the bomb housing, return to the surface, escape by helicopter, scuppering the stage so that it sinks to the sea bed with the characters trapped on board.

The characters will need to break out of the stage, survive the pressure (luckily they’re on the saddle of seabed connecting Tunisia and Sicily, not on the deep bed), get to the bomb base, gain entry, disarm the bomb, and return to the surface.


THE CORSICAN VILLA

Visitors arrive by helicopter. It’s a replica of Nero’s palace in the Bay of Naples.

Monday, 11pm, New Year’s Eve: FINAL JEOPARDY IN MONACO                       

Three of the circus acrobats come to kill whichever of the characters is “man of the match” – so out-of-game it’s kind of a reward. Think of the final jeopardy scenes traditional in 007 movies.

That character is taking a shower while the others are waiting in the casino. He notices a slight ruffling of the shower curtain as the balcony door is opened and closed.


Game notes:

The players were all characters in our long-running Immortal Spartans campaign, although this tongue-in-cheek one-shot was not canonically part of the "real" campaign. That explains the title, "A Long Time Dying", which felicitously both sounds like a Bond title and describes a 2500 year lifespan.

Being Spartans from Thermopylae, all the characters were male even though the players were not. But that fits with the assumptions of high adventure in 1962. If you have players who prefer female characters there are some from the period who you could use, eg Dr Cathy Gale from The Avengers

The scenario originally appeared on my Patreon page; you can join as a free member if strapped for roubles.

The stats are given in GURPS 4e terms because that's what I used originally, but it should be simple enough to adapt the scenario to any system. (Other options: Classified, Cold Shadows, and Mercenaries, Spies & Private Eyes.) I usually don't care for what are now called narrative games (it's good that they encourage improvisation, but I prefer character-playing to storyteller-playing) and the only capers I enjoy are the sort that go on pizzas, but I recently played in a Blades '68 one-shot that was a real hoot and a thorough pleasure, a kind of gaming crossbreed of Spy and Hudson Hawk, and I can't deny that those Forged in the Dark based rules deliver a lot tighter and brisker gaming experience for one-shots. Given that you're only going to be playing these characters the once and they're all daft caricatures of the classic fictional originals, it's barely roleplaying anyway. So why not?

Regarding the music, if you're not a purist then there are some funked-up versions of some of the tracks here.

Finally, if your players attempt to defuse to bomb at the bottom of the Mediterranean, as mine did, here's the track for that.

Thursday, 2 April 2026

Things Man Was Not Meant To Know

After the unveiling of the Dagon Warriors rules and the recent investigative scenario*, Teófilo Hurtado asked me how we would represent characters like Arthur Jermyn. The staple protagonist of a Lovecraftian story is not, after all, a two-fisted bruiser or a swami with mind control, simply a fellow of ordinary prowess and sometimes with an academic bent. OK, then...

The Scholar

Scholars are learned investigators and antiquarians who delve into forbidden knowledge and ancient mysteries. Unlike other professions that rely on physical prowess or psychic powers, Scholars use their extensive education and research skills to overcome supernatural threats. Their deep study of esoteric lore has granted them unusual resistance to mental intrusion, but at the cost of combat effectiveness.

Minimum Requirements: Intelligence 12+, Psychic Talent 9+

Starting Stats:

  • Health Points: 1d6+4
  • Attack 11, Defense 5
  • Psychic Attack 0, Psychic Defense 6 (enhanced mental resistance)
  • Evasion 3
  • Stealth 13, Perception 7

Progression:

  • Attack/Defense: +1 at 4th rank, then +1 at 7th, 10th, etc.
  • Health Points: +1 at 2nd, 4th, 6th, etc.
  • Psychic Defense: +1 each rank, with additional +1 at 4th, 7th and 10th ranks
  • Evasion: +1 at 5th, then +1 at 9th rank
  • Stealth: +1 at 4th, then +1 at 7th, then +1 at 10th
  • Perception: +1 per rank

Special Abilities

1st Rank Abilities:

  • Linguistic Analysis: Can attempt to decipher unknown languages, codes, and ancient inscriptions. At 1st to 3rd rank the Scholar will always be able to translate at least one important phrase. At higher ranks they can additionally interpret a percentage of the text equal to 1d10x their rank, though this usually takes a few hours.
  • Historical Research: Exceptional knowledge of historical events, antiquities, and academic sources
  • Psychic Resilience: Starting Psychic Defense of 6 instead of the normal 5

Higher Rank Abilities:

4th Rank: Academic Network - Can locate rare books, expert consultants, and obscure information through academic contacts.

6th Rank: Rapid Analysis - Can quickly assess supernatural threats and identify weaknesses through cross-referencing folklore and historical accounts.

8th Rank: Theoretical Construction - Can design and (given sufficient time and resources) build devices based on historical accounts and mythological descriptions. Examples include Eilmer's wings, Greek fire, siege engines from ancient texts, or protective talismans based on folklore.

10th Rank: Masterwork Construction - Can create sophisticated devices combining multiple historical techniques, such as mechanical calculators (such as the Antikythera mechanism), advanced Babylonian optics, or complex timing mechanisms using ancient mathematics and astronomy. (Cf gadgeteers in GURPS 4e.)

Scholar Skills

Scholars gain expertise in the following areas as they advance, beginning at journeyman level and becoming fully proficient by 5th rank:

  • Languages: All known ancient and modern languages (Latin, Greek, Sanskrit, etc.)
  • Archaeology: Understanding of ancient civilizations and their technologies
  • Occult Theory: Academic knowledge of supposedly supernatural phenomena (without the ability to practice it)
  • Research: Exceptional ability to find information in libraries, archives, and academic institutions

Combat Limitations

Scholars’ strength lies in preparation, research, and the construction of useful devices rather than direct confrontation.

What's Real and Make-believe?

The premise of the game is that extraterrestrial civilizations and other-dimensional entities first visited the Earth hundreds of thousands of years ago. Some of these creatures were worshipped as gods by primitive man. Over the millennia, the few definite facts have been distorted, misreported and added to until the field of “mythos lore” today bears little resemblance to reality. Those who imagine themselves to be perpetuating the ancient worship are like modern druids fancying they are continuing traditions from before the Roman conquest by mustering at the far more ancient site of Stonehenge. The prayers that cultists offer to Cthulhu are unheard, if indeed Cthulhu even exists as a single being, and would not be answered in any case.

That doesn’t mean that study of the Cthulhu mythos is not worthwhile. Consider Bible studies. Knowledge of the Old Testament will not tell you anything about the history of the universe, or even just the solar system, or provide useful insight into medicine, hygiene, nutrition or ethics, but nevertheless it is a valid academic subject. Similarly, Cthulhu mythos lore is largely a study of the many fabrications made over the centuries, the truth often being unknowable, but it is valuable for the Scholar to know about those beliefs because the actions of cultists who venerate Cthulhu and other such beings are predicated on such beliefs being true.

Design Notes

The Scholar's enhanced Psychic Defense progression provides significant protection against the mental attacks common in Cthulhu Mythos scenarios. Their construction abilities offer unique problem-solving options that complement rather than replace the combat abilities of other professions. At higher ranks, a Scholar might construct a collapsible glider, a defensive smoke bomb, or even a primitive spacesuit—all potentially invaluable tools for 1920s investigators facing supernatural threats.

Stats for an Average Scholar


*For traditionalists, here is a downloadable version of the "Abnormal Growths" scenario with Call of Cthulhu stats.

Friday, 24 October 2025

A Thaumaturge campaign using Dragon Warriors rules

Habitués of these parts will already know that I’m an unabashed fan of The Thaumaturge CRPG, so it was only a matter of time before I started noodling around with ways to depict its lightly fantastical early 20th century setting in a roleplaying campaign. Google tells me that Dragon Warriors in Polish is Smoczy Wojownicy – and this year being the 40th anniversary of DW and the 120th anniversary of the June Days, here’s an outline of how that adaptation could work.

Thaumaturges in Dragon Warriors

Thaumaturges, also known as temperomancers, are treated as mystics. To qualify as a thaumaturge, the character must have Psychic Talent of at least 13.

The character does not get spells automatically. They must first bind one or more salutors. Each salutor has a number of spells (usually one per level) aligned with its nature, and which unlock as the thaumaturge advances in rank. The GM will determine the spells available to a salutor when creating it.

When spells are cast, the thaumaturge rolls for Psychic Fatigue in the usual way for mystics except that it is the bond with that specific servitor that is fatigued; if the thaumaturge has other salutors then he or she can still invoke their powers. Each salutor has a different time of day when its bond to the thaumaturge will defatigue.

The thaumaturge can mentally confer with their first salutor. This calls for a few moments of quiet mediation, so it can’t be done in the middle of a conversation or fight. The salutor doesn’t have access to any special knowledge, but it has its own insights and may give some useful advice on the thaumaturge’s current course of action. (The main point of it is so that the GM can give players a subtle nudge when they are at a loss.)

Finding a salutor

Salutors usually attach themselves to individuals with a particular flaw, which the thaumaturge can discern with the skill of Aesthesics. To draw out the flaw, the thaumaturge must provoke the individual to excessively indulge the flaw to the point that they overreach and it causes them trouble. For example, urging a character with the scandal-mongering flaw to go too far and thereby attract the disapproval of the people they are gossiping with. That being achieved, the thaumaturge can acquire the flaw by rolling Psychic Talent or less on d20.

Subduing a salutor

Acquiring the correct flaw to attune with a wild salutor qualifies the thaumaturge to attempt to subdue it. This is a struggle analogous to physical combat except that Magical Attack and Magical Defence are used in place of Attack and Defence. Psychic Talent is used instead of Health Points, recovering at the end of the psychic battle regardless of outcome. Blows struck use d8 for Armour Bypass and do 4 damage. The character’s Armour Factor is equal to the number of bound salutors he or she has. Most wild salutors will have AF of 1 or 2.

If the thaumaturge wins the psychic battle, the salutor is subdued and can then be bound. If the thaumaturge loses, the salutor escapes into the wild and is gone for good; the thaumaturge retains the flaw and additionally suffers madness. (You can roll for madness as per standard DW rules, but better still if the insanity relates to the newly acquired flaw.)

Binding a salutor

Once subdued, a salutor is successfully bound if the thaumaturge rolls Psychic Talent or less on d20. If the attempt fails, the salutor escapes into the wild but can now be tracked using Aesthesics and the thaumaturge can again attempt to subdue it.

Flaws

Flaws are psychological traits such as pride, ambition, envy, recklessness, malice, scandal-mongering. If you have a flaw it may sometimes work as an asset, but think of it as a special ability with a downside, causing trouble for you as well as for others.

The best example of a flaw that springs to mind is the case of Richard the Lionheart, shipwrecked and travelling through hostile territory in the guise of a merchant, who was apprehended by Duke Leopold of Austria because he insisted on wearing a pair of exquisite gloves that no itinerant merchant could afford.

Thaumaturges must acquire a new flaw in order to bind a wild salutor into their service. Additionally, any time the player chooses to act in accordance with one of their flaws they can earn experience points proportional to the inconvenience or danger caused as a result:


Other abilities of a thaumaturge

In place of Dragon Warriors mystics' Premonition and ESP, the thaumaturge has four innate abilities.

Psychometry

This is the ability to read psychic impressions (“traces”) from objects imprinted with strong emotions. By handling the object, the thaumaturge detects the trace. Each person’s trace is as unique as a fingerprint, meaning that the thaumaturge will know if they have seen the same trace before, and if they know whose trace it is (immediately apparent if they have spoken to them) they will always recognize it again.

Psychometry allows the thaumaturge to retrace a person’s steps after speaking to them, following their trace the way a dog would follow a scent trail but with the important distinction that the thaumaturge is not discerning a physical trail but rather is winding back through the character’s thoughts and feelings. Therefore the trail is not only locational but also social; if the character had an important conversation with somebody else, the trace will lead to that person rather than simply the spot where they happened to talk.

The time that a trace can be followed back depends on the thaumaturge’s rank: 5 minutes times the thaumaturge’s rank squared. So a 4th rank thaumaturge could follow a trace back eighty minutes. This is only a limit on following the path of a continuous trace. There is no time limit on detecting a trace on an object that has strong emotions attached; such traces last for decades.

Psychometry also gives the thaumaturge the power to imprint a message on an object. The message can be read by any other thaumaturge just as easily as if it was written.

A thaumaturge can conceal their trace on an object. In that case, another thaumaturge attempting to read the trace must match their Magical Attack against the first thaumaturge’s Magical Defence in order to do so.

Aesthesics

This skill allows the thaumaturge to read someone’s emotions while talking to them. The thaumaturge can detect whether the person is telling the truth, when they are hiding something, and if they have a flaw.

The same skill can be used to mask emotions, flaws and lies from another thaumaturge, who must match their Magical Attack against the dissembling thaumaturge’s Magical Defence to see through the veil.

Aesthesics can also be used to find a person whose trace the thaumaturge is familiar with. The thaumaturge knows the direction to go, but not necessarily how far off they are. The chance of knowing the distance is 10% times the thaumaturge’s rank.

Manipulation

When a thaumaturge knows what is most important to a person, they may be able to manipulate the person’s emotions to convince them to do something. A character who is eager to impress a superior might be convinced that the thaumaturge is somebody the superior will listen to, for example.

Different salutors play on different emotions and aspirations. When using the manipulation ability, the thaumaturge enlists the salutor’s power and this could cause psychic fatigue on their bond. Treat it as a level 4 spell (analogous to the mystic spell Enthrall, in fact) matching the thaumaturge’s Magical Attack against the target character’s Magical Defence.

Sequester

Thaumaturges who meet can move their conversation onto the psychic plane. Their astral selves appear as they do normally but their surroundings vanish. On the psychic plane it is impossible to speak an untruth, which can be revealing even to the person speaking. Any of the thaumaturges in a sequestered conversation can leave it at any time – usually, that is; you could freak out a player by having them unable to return to the real world. No matter how long the conversation on the psychic plane, when it ends no time will have passed in the real world.

The grimoire

The grimoire is a book of psychic formulae. To use the abilities of their salutors, a thaumaturge must have a grimoire to hand. Without it, they cannot cast spells or manipulate emotions. Their psychometry and aesthesics abilities are unaffected, however.

Running the game

When a campaign is set in a historical setting, there is a temptation to fanfic it by pulling in ideas and characters from any and all contemporary genre fiction. Don’t, that’s my advice. Honour the originality of The Thaumaturge by seeing that it stands on its own merit as an original fantasy setting. It does not need and will in no way be enhanced by treating it as a turn-of-the-century bucket in which you need to throw Sherlock Holmes, Dracula, Raffles, Cthulhu, Allan Quatermain, John Silence, Professor Challenger, or any other intruder from a different fictional universe. Less is more, and once you start down that road you are inevitably lining up to jump the shark.

On the other hand, it’s well worth plundering any and all the real historical details. Characters, events, history – they’re all there on Wikipedia, and provide rich seams from which to mine the storylines of your campaign. There is no better way to absorb the feel of a place than by visiting it, of course, and in the absence of time machines the ideal way to soak up the vibe is simply by playing the CRPG, which does a first-class job of conveying the style and culture of the times along with the combustible atmosphere of a society riven by tensions between past and future, rich and poor, oppressor and oppressed.

Other game systems

If you’re using a skill-based system like GURPS or Call of Cthulhu, you can incorporate the dimensions of the Thaumaturge system: Deed, Heart, Mind, Word. In Jewelspider those first three translate closely to three of the four qualities that define a character: Strong, Inspired, Clever – except that Jewelspider uses Inspired for both persuasion and emotional insights, and splits The Thaumaturge’s Deed stat into Strong and Graceful. 

The snag with using Jewelspider is that it’s explicitly tied into the Legend setting and has no instant-cast spells, so you’d have to junk the entire magic system and rebuild that to be based on salutors and psychic powers.

If you don’t mind working out a bunch of playbooks you could use a Powered by the Apocalypse framework with Deed, Heart, Mind and Word as the base stats. It risks becoming tediously mechanical, as you’d have to force all the character roles through the usual PbtA cookie cutter of, say: thief, reporter, army veteran, bon viveur, artist, entrepreneur, gangster, etc –- and as any of those could potentially be a thaumaturge, the whole playbook structure shatters at the first tap.

GURPS has a lot of detail (here) about weaponry of the period. If you do decide to stick with Dragon Warriors, there are some early 20th century rules for that here. And if you want to delve deeper into the rich folklore of Poland, take a look at Beyond Corny Groń by Kuba Skurzyński.

This is a repost of an article from my Jewelspider page on Patreon. About half the posts, like this one, are open to all who subscribe to the page whether they are backers or whether they are what Patreon calls "free members". Of course, the choicest pieces are reserved for the paying members, but I hope this one will entice you over to browse among the non-paywalled content and to consider subscribing for the top-drawer stuff.