2008
Apr 12

Basic Roleplaying - The Chaosium d100 SystemChaosium has announced that Basic Roleplaying is about to be sent to the printers for a May 2008 release. Basic Roleplaying now has a new cover by Paul Carrick and I must say it looks pretty good.

BASIC ROLEPLAYING
The Chaosium d100 system

CHA2020
ISBN 1-56882-189-1
$39.95
384 pages
8.5 x 11” paperback

Chaosium’s BASIC ROLEPLAYING is a core rulebook that gathers in one place the rules, modules, and options for one of the original and most influential role playing gaming systems in the world.

You can read the full Basic Roleplaying announcement and Chaosium still has some advanced reader copies available for sale here.

The Chaos Project

Posted by Dan Zappone on Mar 31st, 2008
2008
Mar 31

The first publicly usable version of the Chaos Project is available for viewing. There are five different categories available, Chaotic Features, Magic Items, Found Items, NPCs and a Bestiary. Not all features that are planned are implemented and feedback is wanted.

Some of the planned features include:

  • Registered users can add new items
  • Users can edit the items they entered
  • Filter to select items base on different criteria (system type, milieu, etc.)

Instruction for sending feedback through the support forum for the Chaos Project is available on the right sidebar of the Chaos Project pages.

2008
Mar 24

Welcome to the new (and hopefully improved) Basic Roleplaying . Net (formerly d100.org - and you can still get here that way too.)

We’ve completed our move from Drupal to WordPress/MediaWiki and from d100.org to basicroleplaying.net.

If you had an account on the previous site you still have an account here. Just use your same username and password to login. You will have access to both WordPress and MediaWiki with the same login.

All of our existing content has been moved over and is available for your viewing pleasure.We are looking forward to getting new content online as soon as possible. If you are interested in contributing just contact us or jump into the wiki.

Once again welcome - make yourself at home.

The Basic Roleplaying . Net Team

BRP Dyshas

Posted by NickMiddleton on Mar 22nd, 2008
2008
Mar 22

Rough draft of an attempt to convert Jorune 3rd edition Dyshas / Isho to “monograph” BRP.

BRP Jorune PDF

2008
Mar 22

A Basic Role Playing Toolkit for Eternal Champion Roleplaying

by Nick Middleton

In the previous article, I presented an array of modifications that gamemasters could consider employing in order to streamline the existing Basic Role Playing rules when running Stormbringer and other Eternal Champion games. In this second half of that article, we look at new rules for major projects and firearms.

If I had a hammer…

While a GM could use a simple single roll to evaluate a character’s six-month project to build a new temple to Arkyn in the outskirts of Menii, it seems slightly counter intuitive that such a large, extended project should come down to a single dice roll; especially one that has, relatively speaking, such a high chance of making the project actually fail (a 1 in 100 chance of a fumble).

These rules are intended for when a character undertakes a large-scale project: something that will take either an extended period of time and or the effort of more than one person. For such a project the GM should work out a project period, project value, a list of essential and assisting skills, a set of key milestones and a list of requirements.

The project period is how often the character will get to roll. Building a ship probably takes days or weeks, so a project period of 1 day would have the character rolling once per day. In contrast a project period of 1 month would have the character rolling once per month. Typically, one would expect that most of a character’s attention would be absorbed by a project (taking 8-10 hours out of every day for example), meaning that the character is unlikely to be pursuing other activities whilst undertaking such a project. See below however.

The project value is the total effort required to complete the project. Each project period the character gets to roll against an appropriate skill and adds the amount they beat the skill by to a running total. When that total exceeds the project value, the project is complete. Of course rolling over the relevant skill means subtracting the amount they missed by from the total. So a character rolling against a skill of 60 who rolls 20 would add 40 to their total, whereas rolling a 75 would reduce their running total by 15. If a roll is a critical, double the amount added to the running total and if the roll is a fumble, double the amount subtracted from the running total. The GM should also tally up the total levels of success and failure achieved (see the suggestion in the previous article: an impale is 3 successes, critical is 2 and a success is 1, with a failure counting as 1 and a fumble as 2 failures) as well as a separate totals of the number of critical and fumbles rolled. Particularly cruel GM’s might even consider using the “ambiguous information” rules also mentioned in the previous article, and keep the actual totals achieved a secret from the player. Thus at the end of a project, the GM will have, in addition to a running total that has exceeded the project value, a total number of successes and failures rolled and a total number of criticals and fumbles rolled. GM’s might find it convenient to base the actual cost of the project in monetary terms on the project value, say perhaps 100LB per point of project value.

The essential skills are those that the characters involved MUST have. For a project to be undertaken, the people involved must have all the essential skills between them, although unless the GM rules otherwise, no one character is expected to have all of them. In general, the GM should pick one essential skill as the one against which the character rolls each project period. However, if they wish they could average several such skills, or allow two separate characters to roll against separate skills; in general, require that the character with the greatest number of essential skills rolls to roll against the worst of those skills that character possess to determine how the project progresses each period.

Assisting skills are those skills that would be helpful, but are not essential. As such, they do not add as much to the running total, but they are less disruptive as well. At best, GM’s should allow one roll against the best available score in an assisting skill, in each period, and such a roll should only add (or subtract) half the value from the projects running total that it would as an essential skill. A lone character cannot assist himself, and GM’s might want to consider upper (and possibly lower) limits of staffing, or possibly varying the amount contributed by assistance depending on the size of the workforce.

Key Milestones are steps that must happen in a particular order, or at a particular point in the project for it to proceed. At their most simple, they are fractions of the project value that the running total cannot pass without meeting some GM determined conditions. This could be a separate project, a separate specific skill roll by the project designer, or the provision of specific raw material. Once the condition of the milestone is met, the project can resume. If the running project total drops BELOW a milestone threshold value rework may be required such that the milestone must be passed again, possibly requiring additional raw materials or skill rolls. No milestone can be passed “mid-period” without GM agreement, so if a project has a milestone at 300 and this period’s additions would take it to 312, it hits 300 and stalls until the milestone conditions are met.

Requirements are physical things necessary to enable the project. This includes fairly mundane things like a space large enough to conduct the work (a simple workshop for building a three foot tall automaton, a large hangar for an aerial ship), the raw materials necessary and any exotic materials or knowledge required. Some of these may be tied to specific Key Milestones, so the project may commence without Melnibonean Crystal plates, but cannot complete without them. Alternatively, without the enchanted acherin-wood, the project may not be able to commence at all.

Once a Project is completed, the GM should look at the total levels of success and failure (and the numbers of criticals and fumbles) and use this information to assess the projects final outcome:

If total failure levels exceed total successes levels the project does not work (a device is faulty, a building is aesthetically unappealing, subject to drafts and dampness, cold in winter etc).

If total success levels exceed total failure levels the project is a success (a device basically functions as intended, a building is aesthetically pleasing, comfortable to worship in etc).

For each fumble in excess of the total number of criticals, the project has a hidden flaw that is potentially dangerous.

For each critical in excess of the total number of fumbles, the project has an unexpected and possibly concealed feature that is possibly beneficial.

In general use, a roll of 01 – (total number of successes levels) means the item will definitely work as intended (unless external factors intervene), a roll between (total number of successes + 1) – (100 – total failure levels) means the item will at least partly function but in a less than optimal fashion (if the project succeeded) or fail to function but not comprehensively (if the project failed). A roll of between (101 – total failure levels) and 100 indicates a comprehensive failure.

The net number of successes (total success levels – total failure levels) will be a positive number if the project succeeded, and a negative number if the project failed. Apply this value to all rolls involving the skill most appropriate to the object, doubling the benefit if the project “definitely works” and doubling the penalty if it comprehensively fails.

Example: Jacanth’s Ornthithopter project failed with 17 successes to 22 failures and three fumbles to one critical. A roll of 01-17 means that it will take off and fly, but a roll of 17 – 78 indicates that it loses altitude (allowing a controlled crash landing) if in the air, or fails to take off if on the ground and a roll of 79 – 00 indicates it refuses to even flap its wings. Also, if left powered up for more than a few minutes, either the power plant will explode (first hidden flaw) or the machine will activate of its own accord and fly/lurch randomly around the field until powered off (second hidden flaw). Even when working (01 – 17) the Ornithopter has a -5 to rolls relating to it and -10 if it definitely doesn’t work (79 - 00)…

Alternatively, Meltang’s Planar Orrery (12 success, 6 failures, 1 fumble and one critical) works perfectly on a roll of 01-12, and is at least partly accurate on a roll of 13 – 95. It only fails on a roll of 96 – 00 and is unlikely to spontaneously combust or do anything untoward unless deliberately sabotaged. Since this project had an equal number of criticals and fumbles, it has no unexpected features or hidden flaws and the Orrery grants a +6 on Million Spheres rolls when working even partially (13 – 95) and +12 if definitely works (01 – 12).

As a more detailed example, consider the following Project:

To Construct a Plane Shifting Vehicle

This project allows the construction of a vehicle capable of shifting its passengers (say 6 or less) between planes.

Project Value: 500 (total cash cost of mundane requirements ~50,000LB)

Project Period: 1 week (1 roll per week)

Applicable Skills: Millions Spheres, Repair/Devise

Essential Skills: Planar Mechanics

Workforce: up to 5 characters

Key Milestones: 200/Elohim Blood, 300/Sheets of Blessed Quartz, 400/Cast the Enchantment of Vilridian on the components so far assembled.

Essential Requirements: Whalebone for primary structure, Elohim Blood, Sheets of Blessed Quartz, the Ritual spell Enchantment of Vilridian, sufficient cuirbouilli to clad the entire structure.

Miskarvrian the Bold (Million Spheres 122, Planar Mechanics 93) and his three assistants (Million Spheres 51, 67 and 85, Planar Mechanics 43, 36 and 37) commence work. The GM rules that the assistance can roll against Millions Spheres each period to assist, and that Miskarvian’s Planar Mechanics skill will be the primary skill. Things begin well:

Week 1: Assistance roll 22, Miskarvrian rolls 12. Project total= 0 + 63 + 162 = 225 three success levels and one critical. The project s hits its first Milestone during the first week and work is briefly suspended whilst Miskarvrian chases up his alchemist contact in Menii. The GM rules that, subsequent to a passed LUCK roll from Miskarvian’s player the required Elohim Blood is available in time for work to recommence after only a slight delay and the first weekends with the Project Total at 225.

Week 2:  Unfortunately, things take a turn for the worse almost immediately. Although Miskarvrian’s help are still working away quite industriously (Assistance roll 62), Miskarvrian alas rolls 00 and spends an entirely fruitless week chasing down a blind alley. Project Total= 225 + 23 + (-14) = 234 four success levels, three failures, one critical and one fumble.

Week 3: Fortunately, whilst the ‘hired help’ is rather dilatory this week (Assistance roll 92), Miskarvrian realises his mistake from last week and puts in some solid work (Miskarvrian rolls 45). Project Total= 234 + (-7) + 48 = 275 six success levels, four failures one fumble and one critical.

Week 4: This week is a bit frantic. The helpers get things disastrously wrong (Assistance roll 00) but thanks to Miskarvian’s personal efforts (His player rolls 24) the project stays on track and he’s reasonably confident that no harm has been done. Project Total= 275 + (-30) + 69 = 300 eight successes, seven failures two fumbles and one critical. The project has a hit another milestone and the GM rules that it inflicts a one week delay.

Week 5: No work can be done this week as the project is awaiting sheets of blessed quartz, which arrive at the end of the week.

Week 6: Work recommences at a steady pace with both the help (Assistance roll 45) and Miskarvian (rolls 64) cracking on now the panels are available. Project Total= 300 + 40 + 29 = 369, ten successes, seven failures, two fumbles and one critical.

Week 7: Work progresses this week, albeit slowly: the Assistance roll of 70 and Miskarvian’s roll of 85 edge them forward towards the next milestone. Project Total= 369 + 15 + 7 = 391 twelve successes, seven failures, two fumbles and one critical.

Week 8: Whilst the helpers don’t really contribute much this week (Assistance roll 92) Miskarvrian manages to get everything done ready for the next step (rolls 60), unfortunately it’s a tricky one. Project Total= 391 + (-7) + 32 = 400 thirteen successes, eight failures, two fumbles and one critical. The project hits another milestone, and a major block: the Enchantment of Vilridian is required and Miskarvian’s attempts to persuade Helnith of Old Hrolmar to loan him the Jacinth Grimoire which contains it have drawn a blank. He has no option but to either attempt to steal it, or locate the only other copy known, which is believed to be in a Melnibonean ruin on the edge of the Sighing Desert…

Three months latter, and with two assistants fewer (the more skilled alas), Miskarvrian returns from the Sighing Desert with the grimoire.

Week 9: The GM rules that the Enchantment takes a week to perform and must be fully completed before any work can recommence.

Week 10: Work FINALLY recommences, with the reduced workforce, but they settle in quite well (Assistance roll 33) whilst Miskarvrian is a little distracted (he rolls 86) Project Total= 400 + 9 (18 halved for reduced workforce) + 7 =416 Fifteen successes, eight failures, two fumbles and one critical.

Week 11: sadly the strain shows this week on the reduced workforce (Assistance roll 99) and Miskarvian’s focus isn’t returning (he rolls 80) Project Total= 416 + (-24 [48 halved]) + 13 = 405 Sixteen successes, ten failures two fumbles and one critical.

Week 12: after a strong talking to, the hired help seems to get their act together (Assistance roll 29) this week but Miskarvrian doesn’t (rolls 00) Project total= 405 + 11(22 halved) + (- 14) = 402 Seventeen successes, thirteen failures, three fumbles and one critical.

Week 13: in the final week, the workforce mainly hinder (Assistance Roll 59) Miskarvian’s frenetic efforts to complete his creation (rolls 16) Project total=402 + (-4) + 152 = 552 with a final total of twenty successes, fourteen failures three fumbles and two criticals.

After thirteen weeks on the project itself, plus three further months delay for essential materials, Miskarvrian has his Plane Shifting Vehicle. The GM judges it a success, with a positive modifier of +6 and ratings of 01-20/21-85/86-00 (Definite success/working/failure). However, with a total of one more fumble than criticals rolled during its construction, it has one hidden flaw that is potentially dangerous; which the GM will no doubt reveal to Miskarvrian when it becomes relevant…

Of course a failed project could trigger a new project to fix the problem. Equally one could use this process for a project to fix a broken device, or even just understand an artefact recovered from ancient ruins, research a new spell or establishing a mercantile empire. The basic framework can be adapted to whatever the GM wishes. The intent is to provide a way of regularising and structuring activity over extended periods in a fashion which helps the GM hook them in to more conventional game situations without ignoring them or reduce them to a single roll – but if that is what the GM wants of course they should do so!

Dealing with Non-Young Kingdoms Technology

With a Million Spheres to play with, part of the inevitable appeal for Eternal Champion role-playing is to expose characters from a world with one set of technological assumptions to different worlds. When that happens, the GM will have to consider how she is going to adjudicate the addition of potentially quite jarring elements. Chaosium themselves only published two science fiction role playing games (Future World and Ringworld), but fire arms (one of the most obvious technological areas not covered by Stormbringer) are of course part of the settings typically used for Call of Cthulhu.

Whilst Arthur C Clarke’s dictum that “Any sufficiently advanced technology is indistinguishable from magic” would suggest that high technology may not necessarily be entirely alien to Young Kingdoms characters it is perhaps worth considering that, once the basic effect of say a Vickers .50 calibre machine gun has been established, characters are far more likely to simply dive for cover when they hear one, rather than worry about where it is shooting from. In general, people who have some degree of understanding of the danger posed by say fully automatic weapons will on balance over-react to their presence. Combat analysts’ talk about “Coolness under fire” – an individual’s ability to coolly and rationally assess a situation despite perceived personal risk. In Stormbringer games this could equally apply to standing on the walls of Kariss in full sight of the besieging archers as it could looking out from the walls of Mirenburg during the siege in 1916. In either case, a Luck roll (modified as the GM deems appropriate) would be required for a character not to react instinctively when they come under fire, whether from massed bowmen or machine guns. Similarly, NPC’s should dive for cover unless the GM can make a suitable Luck roll for them. Weapons can be fired to deliberately provoke this behaviour, see the notes on area fire below.

Conversely of course, a sufficiently incomprehensible device may not be perceived as a threat until it is too late. Several of Count Brass’s more formidable defences at the Siege of the Kamarg were probably more effective than they might have been because the Granbretanian soldiers had no real comprehension of what they faced. Again Luck rolls would seem the best way to allow for a character’s (or NPC’s) intuition to forewarn of their danger.

Smooth Running Gun…

There will come a point with plane-hopping campaigns when a GM will need to consider how to handle firearms. Chaosium addressed this on occasion, most notably in the adventure Rogue Mistress for Stormbringer 4th Edition. The key concept introduced is that of an Armour Piercing rating for weapons that indicates the number of armour points a given shot ignores: so Maria des Tres Pistola’s revolvers have AP 10, ignoring ten points of conventional armour. A more realistic system is to have both positive and negative AP ratings – a lead ball from a flintlock pistol whilst devastatingly effective against an un-armoured target will actually be less effective against an armoured target as the round is soft and easily deformed. So give archetypal black powder weapons a negative AP (say -4 for a pistol, -2 for a musket) and subtract this from the rolled armour value (and thus actually ADD them, as subtracting a negative number results in addition), but modern armour piercing rounds have a positive AP value that actually reduces the effectiveness of armour. If GM’s care about verisimilitude in the details of Black Powder weapons, they might even consider subtracting AP values from damage rolls against un-armoured targets, so a Musket gets – (-2) i.e. +2 damage but Maria’s pistols -10, representing the greater damage from large soft lead balls and the danger of “blow through” or over penetration from using AP rounds against soft targets. Some GM’s may legitimately think this is all too much fiddly detail however.

If the campaign is likely to feature firearms extensively an alternative is to look at having separate armour values for different types of weapons: Chaosium’s Future World distinguished between an armours ability to reduce damage from Projectiles, Lasers and Blasters. Nephilim in contrast simply distinguished between armour values against firearms and against all other weapons. GM’s should however consider very carefully how far they will allow things to hybridise: binding Demons in to Fire-arms should be thought through very carefully before it is allowed.

The thorniest problem with technological weapons more sophisticated than simple smoothbore matchlocks or flintlocks is rates (and modes) of firing… Call of Cthulhu handles things in a reasonable fashion, but its inadequacies (especially in relation to automatic weapons) can be quite frustrating and when applied to more high tech settings can be found a real barrier to suspension of disbelief. Consider the following alternative suggestions for you campaign, but only if technological weapons are to play a significant role. What follows assumes the weapon stats from Chaosium’s Call of Cthulhu 5th or 6th edition are being used.

A character with a firearm (or firearm like technological weapon) should declare during statement of intent whether they are Controlled Firing, Snap Firing or Area Firing. Note that moving in a round precludes Controlled Firing and makes all Snap Firing shots one-step more difficult (if using the difficulty idea mentioned earlier). In general, technological weapons can shoot a number of times per round as quoted on the weapons table, assuming the character takes basic aim at each target. The shots are evenly spaced through the characters DEX ranks according to the minimum DEX ranks between actions rule (5 DEX), so a DEX 12 character with a .32 Revolver (3 shots per round) shoots at DEX 12, DEX 7, and DEX 2. If a Target has moved it will affect a characters chance to hit them, as might cover and other factors. This is Controlled Firing and is the default mode assumed unless otherwise stated.

Snap firing allows the character ONE extra shot, again evenly spaced through the round and in this case the spacing between does NOT have to comply with the minimum 5 DEX between actions. So the above character would get 4 shots per round at DEX 12, DEX 9, DEX 6 and DEX 3. However, each shot is one step more difficult: i.e. halve the characters skill. Moving whilst snap firing would halve that again, and the character would have to intersperse shots with moving, each quarter Move taking up a shot. For example, if our DEX 12 character moves half their movement allowance in the round (the maximum allowed, per the Stormbringer rules) and snap firing could MOV 2 at DEX12, shoot at DEX 9, MOV 2 at DEX 6 and shoot again at DEX 3: all shots would be at one quarter their normal skill (halved for moving, halved again for snap firing). The GM may wish to impose further penalties for the recoil from heavier weapons.

Automatic weapons (those capable of firing more than one shot per trigger pull) may Snap Fire or Controlled Fire bursts, rather than single shots, a number of times per round equal to the weapons “Attacks per round” rating. A burst consists of a small number of rounds fired either in a tight group (to increase the damage) or at an area (to boost the chance of hitting). Older fully automatic weapons can have a burst of any size (the character pulls the trigger and releases when they choose) although typically a few extra rounds will be “wasted”: in general limit such bursts to 10 rounds (which will actually expend 12 rounds from the magazine, including “wastage” that is not otherwise accounted for in these rules). Modern weapons have burst modes that automatically fire a fixed number of rounds (typically three) for a single trigger pull. A character burst firing may fire a narrow burst, which increases the difficulty by one step (i.e. halves their skill) but for an N round burst than hits, 1dN shots will strike the target, although only the first may be a special hit (a critical or an impale). Alternatively the character may fire a wide burst, “spraying” the target with rounds which for every 5 rounds in the burst or fraction there of makes the shot one step easier (i.e. doubles the characters skill), but regardless of burst size only gives one hit (which can be a critical or an impale). Targets immediately adjacent to the primary target or on a line between the target and the shooter of a wide burst should make LUCK rolls to avoid being hit by stray rounds (single hits if they fail, [1dN –rounds accounted for] hits on a fumbled LUCK roll) until all rounds are accounted for or no plausible targets remain.

Self-loading weapons (those that reload themselves after discharging, so all automatic weapons and revolvers) are capable of Area Fire. This has little to do with the firer’s skill per se as it involves simply filling a volume of space with shots, rather than aiming at specific targets. The intent is keep opponents behind cover and thus unable to shoot either at the firer or her comrades. Single shot weapons with at least 5 rounds in the magazine can be used by an expert character to perform area fire but doing so expends ten rounds (or empties the weapon if it contains less than ten rounds). Fully automatic weapons can be used by any character to perform Area Fire, expending as many rounds as the GM deems appropriate to the weapon within reason: for most weapons from WWI machine guns to modern assault weapons I’d suggest between 15 and 30 rounds, with up to another five deducted from the magazine as additional “wasted” shots for a typical combat rounds Area Fire. As with burst fire, wasted shots are lost from the magazine, but are not considered in factoring chances of hitting targets etc, they are simply an overhead on the rounds expended caused by the firing technique. Any character in the area fired upon must overcome the number of rounds fired (halve the number of shots if the firer is moving) with their POW or immediately (on the DEX rank the Area Fire occurred) duck behind cover and remain there for the rest of the round, losing their actions (PC’s may move behind cover at the GM’s discretion). GM’s should allow a small bonus to this LUCK roll for characters with firearms combat experience. Characters subjected to Area Fire can CHOOSE to duck behind cover, even if they win the resistance roll; either  way, such characters may still act normally in the round, but are penalised in DEX rank by -5 (possible 10, depending on the GM’s ruling on the circumstances e.g. how far/dramatically they have to dive to reach cover). Any character NOT behind hard cover must make a Luck roll for every group of five rounds or fraction thereof (per TEN rounds or fraction thereof if the firer has moved this round) fired: success indicates they have not been hit at all; a failure indicates a single hit and a fumble a hit by 1d5 rounds.

Further Firearms considerations including dealing with recoil: the fact that when a gun is discharged it recoils back, throwing off the firers aim for subsequent shots. The above rules can be regarded as dealing with typical recoil through the abstractions of shots per round, increased difficulty of Snap Fire etc. GM’s who wish to elaborate further are recommended to look at the RuneQest III Technical Expansion (available from Peter Keels website, see the appendices) and to consider awarding specific accumulative penalties for multiple rounds fired from high recoil weapons. Such GM’s might also want to consider allowing additional bonus for such things as assuming a correct firing stance, bracing (steadying oneself and / or the weapon against a rigid structure or on a bipod to provide additional stability) and sighting equipment. Each could be the equivalent to 5DEX ranks of Careful Aim (see the Stormbringer Spot Rules), adding 1/10 the characters skill as per the Careful Aim spot rule. So a braced shooter with Rifle 80% and DEX 16 in the correct stance with a basic optical sight shooting at long range (a hard shot) who aims for 10 DEX would have a 60% chance (Skill halved to 40% for the difficulty, then plus 1/10th each for sights, stance, bracing and two lots of Careful Aim) and a shot at DEX rank 6. GM’s and players adverse to the maths in this rule could perhaps use a flat 5 percentile, so the chance in this instance would be 65% (Skill halved as before to 40% and then adding five lots of 5 percentile bonuses).

The above rules should make it easy for a GM to include with a reasonable degree of plausibility firearms from WW1 Tommy Guns to present day FNP90’s. For further firearms information I recommend the excellent essay “Iron” in the second Call of Cthulhu Keepers Companion, and The Compendium of Modern Firearms. The long out of print Other Suns (by Niall Shapero and published originally by FGU) is an excellent resource if you can get it for more high tech weapons. Technology such as “Pulse blasters” like those portrayed in the TV series Farscape can easily be modelled as fire-arms, but the more exotic technological weapons become, the less closely they will follow the fire-arms paradigm. Acid globule projectors could be broadly modelled on crossbows but inflict 4d6 first round, and keeping damaging the target for 1 less d6 damage per round in subsequent rounds (so 3d6 the second round, 2d6 the third and 1d6 on the fourth), with perhaps a chance of splashing 2d6 worth of the same acid on all adjacent targets within say a 1.5m radius… The range of technologies one might encounter throughout the Million Spheres is hugely diverse. GM’s interested in such matters should track down Chaosium’s Rogue Mistress or Worlds of Wonder as a starting point, or hang on for Basic Role Playing; re-acquainting oneself with some of Count Brass’s defences for the Kamarg would also be wise.

The Rule(s) of Law (Part I of II)

Posted by NickMiddleton on Mar 22nd, 2008
2008
Mar 22

A Basic Role Playing Toolkit for Eternal Champion Roleplaying

by Nick Middleton

Being recommendations for the gamemaster who wishes to streamline and experiment with the existing Basic Role Playing rules in their Stormbringer game. In this first article, I examine skills and systems. Part II will present more substantial additions to the existing rules: namely a framework for determining the adventurers’ success in embarking on large scale, extended projects (such as building an ornithopter or constructing a Planar Observatory) as well as a set of notes about handling modern and futuristic firearms in Stormbringer combat.


This article is not a complete rules change, but rather an extensive collection of small (or at most “medium” sized) tweaks to Stormbringer’s existing rules. Whilst refinements and alternatives for the core mechanic are suggested (and assumed in the Projects and Firearms sections, which will be presented in Part II of the article), no radical changes to the Stormbringer rules are contained herein. Everything contained within this article should be considered an optional alteration: suggestions for a GM and playing group to consider and use or ignore, as they feel appropriate. Nothing in this article is correct: some of it may fit your game and some of it won’t.Some of these suggestions are culled from other BRP games; some are logical extrapolations of things in the current rules; some are house rules from campaigns I have run over the years; and some have been adapted from other people’s games. Whilst the sources and influences are too diverse to easily summarise, those interested will find the appendix, which lists many of the BRP based games and some current BRP web sites, of interest.

Why do things differently? Because sometimes, as a GM or player, you may want more, or different, detail in a game about something than is available in the standard rules. For example, one could handle the entirety of a party’s pursuit of a band of Weeping Waste barbarians with one opposed CON vs. CON roll on the resistance table… but this rather robs the event of its potential drama. Similarly, the Battle of Londra could be war-gamed through using miniatures and all aspects of the battle simulated, but from the perspective of a tabletop role-playing session, aren’t we more interested in what happens to our characters rather than every spear-carrier? Whilst this article doesn’t look at either of these specific cases, it does provide the referee with options for adding detail or altering the emphasis from that used in the current rules: and any such change will subtly alter the “feel” of the game.

In a typical Young Kingdoms game, it is unlikely that the GM or players will care about or wish to have the game influenced by technological innovation. Should the action switch to Hawkmoon’s Tragic Millennium Earth or von Bek’s Nazi Germany, then the GM may well wish for some guidelines on how to adapt combat to better reflect the presence of technological weapons such as Flamelances or sub-machine guns. Most of the ideas presented here are designed to allow a GM to retain Stormbringer’s inherent simplicity but alter the detail when she wishes to emphasise different things

Many of these suggestions are ways of making the player feel more involved, more immersed in the character and their game environment. Sometimes this is achieved by adding detail, sometimes by providing the GM with better tools, sometimes by streamlining things in the existing rules.

“How hard is it?” and “How well did we do?”

A common criticism levelled at BRP systems is that they often lack clear guideline for a GM to vary the challenge a particular situation offers, and no qualitative evaluation of a Characters success. Most skill based games, certainly since the advent of the Digest Group Publications standardised task system in Traveller, have classified doing something non-trivial in a role-playing game setting by describing it as some sort of task and classifying how difficult it is.

Stormbringer of course has fumble, failure, success, critical and for some weapons impale as grades of success or failure. But if one considers some of the Spot Rules for Combat, for example the Point Blank and Extended Range rules, a pattern begins to emerge: things that make a challenge sufficiently easier to attempt that the game system actually quantifies that change in difficulty, in general double the character’s skill before rolling. Similarly, adverse external factors that make the challenge sufficiently more challenging to be worth quantifying generally halve the characters skill before rolling. Bearing in mind the section in Stormbringer on when and why skill rolls should be made (p97, the start of the Game System chapter), the GM can generalise from the spot rules to define three levels of challenge to a skill:

  • An easy challenge is tested by rolling against 2 x skill
  • A routine challenge is tested by rolling against 1 x skill
  • A hard challenge is tested by rolling against ½ x skill

Interestingly, given that by the rules a challenge will always fail on a roll of 00 no matter what the characters skill, we can also adapt the notion of 50% marking basic “professional” competence. At this level of skill and beyond, easy challenges become as simple as they are ever going to get, as a character will succeed on any roll except a 00. The 50% competence threshold is mentioned is several Stormbringer skill descriptions, as is 101%. As short hand for beleaguered GM’s, consider the following scheme:

  • A Skill at base score indicates a novice, an individual with some raw talent but no experience or tutoring to speak of.
  • A skill at greater than the base score but less than 50% indicates the individual is competent: she has had some training or experience, but couldn’t make a living from the skill; e.g. an apprentice who has yet to complete their training.
  • A skill at 50% to 100% indicates the individual is expert: she has sufficient expertise to be able to make a living from the skill (although even some routine tasks may be beyond her in pressure situations i.e. those where the GM’s deems a routine skill roll is required); e.g. a newly qualified journeyman, perhaps setting up on her own, or still under her masters auspices.
  • A skill of 101% or greater indicates the individual is a master: she has at least an even chance even in pressure situations of dealing with a hard challenge, provided other factors don’t interfere. This level of skill represents a Craftsman known by name, at least locally.

So the GM can quickly scribble down notes on an NPC (He’s a master swordsman, an expert at Potions but a novice physician) and can instantly assign approximate values to the same NPC three weeks later when the players finally catch up with the plot. It also gives that GM and players a handy set of labels to use when a PC assesses an NPC’s skills; having been tasked with stealing the Grimoire of Screaming Masks from the house of the merchant Tormiel in Bakshaan, the PC’s are considering engineering a duel with Tormiel when the one of their number happens to observe Tormiel in a duel: a success at a routine Insight roll will tell the observing character that whilst Tormiel won the fight and is unquestionably an expert swordsman, there was also something unnerving about his sword…

One important consideration is that the existing rules also include less dramatic modifiers (e.g. the Careful Aim spot rule or the -30 percentiles for an additional Parry in one round). Where the GM feels these are also appropriate, they should be applied AFTER the base difficulty modifier has been applied. So the Careful Aim spot rule (allowing a character to trade 5 DEX ranks for adding 1/10 of their skill) would be applied after the basic difficulty of the shot being attempted.

Game masters interested in more qualitative distinctions might also consider ruling that a character’s degree of skill influences the outcome of a skill roll as well as the degree of success. For example, a critical Insight roll from a master of Insight who has been studying the guards on a Merchant’s house in Cadsandria will give more information than a similar degree of success from a novice. Conversely, a simple failure from a novice attempting to forge a document from the Church of Law in Argimiliar could be ruled to be worse than a failure by an expert attempting the same task…

Do bear in mind that part of the strength of the Stormbringer rules is their simplicity and this may be a step too far in terms of added complexity. But if the GM feels the added detail enhances their game, it can add much by emphasising the worth of having the relevant skills, and can encourage characters to seek out expert assistance: why let the dabbler in Alchemy from Dhakos brew up a critical potion, when the party can hire a master Alchemist? And what unusual payment might the Alchemist require, given how sought after his services must be?

An additional simple variant is to allow all rolls to impale, so that for all skill challenges there is a level of success above and beyond a critical roll that indicates really superb, faultless performance of the task at hand: word perfect recollection of a piece of information (Young Kingdoms), a uniquely tough or well made piece (Craft), a faultless imitation of a native accent (Speak Other Language) and so on. If nothing else, the rarity of rolling 01 or 02 on any percentile roll is probably worth rewarding with an in-game effect.

A simple, skill specific variant, would be to handle ‘information retrieval’ rolls differently. Where the GM doesn’t wish the player to be certain of the accuracy of information, rather than rolling herself (which leaves the player uncertain but robs them of the sense of involvement from it being their dice roll), both GM and player roll. If both succeed, the character learns accurate information, if both fail the character learns entirely misleading information but if one succeeds and the other fails, the character learns a mixture of truth and falsehoods…

For example Blarian has broken in to the smithy to confirm whether the smith is making Chaos talismans in secret but having found nothing in the workshop, decides to sneak in to the front room of the smith’s dwelling through the door from the workshop. The GM calls for a Listen roll and both she and the player roll dice against Blarian’s Listen of 56. The player rolls 50, but doesn’t know what the GM has rolled (60, indicating a mix of truth and falsehood). The GM tells the Player that Blarian hears footsteps (true) on the duckboards in the street outside (false) and Blarian continues his search, more alert but oblivious to the fact that the Smith is awake and about to come down stairs! It would simplify matters, if using this option, to ignore special successes and fumbled rolls, or GM’s could rule that they are still solely determined by the player’s roll (so one advantage automatic to a critical Listen roll is that the Player can be entirely confident of the information provided). Alternatively, only the GM’s roll can critical or fumble, so a player never knows if their characters certainty is misplaced or not until it’s too late…

GM’s might want to consider a more substantial reworking of the levels of success and failure. Note that this variation comes with a similar health warning regarding added complexity:

  • Rolling less than or equal to 1/100 x skill is an impale (4 levels of success): so skills 01-49 can’t impale but a skill of 150-249 can on a roll of 01 or 02.
  • Rolling less than or equal to 1/5 x skill is a critical (3 levels of success).
  • Rolling less than or equal to ½ x skill is a good success (2 levels of success): a new level of success to which I wouldn’t attach particular combat benefits to, but which would be distinguished from:
  • Rolling less then or equal to 1 x skill is a normal success (1 level of success).
  • Rolling greater than skill but less than 1½ x skill is a marginal failure (1 level of failure).
  • Rolling greater than 1 ½ x skill but less than 2 x skill is a significant failure (2 levels of failure).
  • Rolling 99 or 00 (00 for skills over 100) is a fumble or catastrophic failure (3 levels of failure).

When two skills are rolled in opposition, the GM can use the above to resolve what happens, thus adding a finer level of detail. Simple questions of skill opposition can be resolved by comparing the degree of success, and if that results in a tie the degree of skill could be compared. So if two characters (one a competent swimmer, the other an expert) are both trying to reach the shore ahead of a hungry shark, both make Swim rolls and the greater degree of success gets ahead of the other; if both make good successes, then the more skilled character (the expert) pulls ahead. If in such a contest both degree of success and skill are identical the lower roll wins, and in our example avoids being the shark’s first course…

One could also count the levels of success achieved, as a way of accumulating a score, rather than instantly answering the question of success or failure. Indeed, one could do this with Stormbringer’s current success and failure levels. In this scheme one would make an impale worth 3, a critical worth 2 and a normal success worth 1. For example several characters attempting a task together could roll individually (giving all the players something to do) but add their respective success levels (so an impale and two successes is worth 5). One could also count levels of failure, with a normal failure worth 1 and a fumble worth 2. This would allow a GM to assess a group effort: if of the three characters mentioned previously one rolled a failure (one failure level) that still gives the group a total of four success levels, more than enough for the group to have successfully cleaned and re-arranged the Pikaraydian Ambassador’s quarters such that it is impossible to tell they searched it this morning…

For more direct competitions, the GM could use the success shift rule. Each level of success achieved by a “defending” skill would reduce the success level of an “aggressive” skill. So a good Sneak would reduce an impale on Search to a good success (which means the Sneaking character is rumbled, but their exact location not revealed “There’s someone in the bushes on this side, not sure where!”) but a significant failed Hide would promote a normal Search success to a critical (“Ok, you behind the tree with the pole-axe, stand up, we can all see you…”).

Combat Sequence and Spell Casting Times.

The standard Stormbringer combat round has a slightly surprising structure for some people, in that it completely separates out Magic from other physical action, putting it before all combat, but then imposes a single full round for casting to be complete. Where sequencing between casters matters, INT is used to determine the order. This has the admirable qualities of simplicity and consistency, but some GM’s may feel that it lacks variety and is overly limiting, especially in terms of representing different forms of magic on other planes.

The most obvious change to consider is to fold spell casting in to the DEX ranking system for melee actions: since Stormbringer spells clearly take physical and verbal actions (not to mention concentration) to cast, it doesn’t seem unreasonable to say that a Sorcerer starts a casting at his DEX rank in the current round and using standard Stormbringer magic rules, completes casting at his DEX rank the following round. GM’s should consider the fact that this removes the advantage a high INT low DEX Sorcerer has in the current rules: under the existing rules he will only face once set of actions from opponents (as on the round he commences casting he does so in the magic phase, before ALL physical action, and completes in the magic phase of the subsequent round), whereas under the variant proposed against higher DEX opponents he could face two sets of actions before his spell completes and takes effect as a higher DEX opponent will act before him in the round he commences casting AND in the round the spell completes and takes effect.

The advantages of using DEX for all activities is that it emphasises the importance of timing, and actually simplifies the combat round as everything is sequenced by the DEX of the participants. It also allows the Games master to impose different time requirements on spell casting. For example, it might be possible for certain types of mage to cast minor spells and move or even fight. The Games master could impose DEX rank penalties, either directly relating the MP of a casting to the DEX ranks forfeit (Chaosium’s long out of print Magic World did this on a 1:1 basis, so a 4MP Blast imposed a 4 DEX penalty on the caster) or proportionally so 1-2 MP spells take 5 DEX ranks and 3-4 MP spells take 10 DEX ranks.

Such changes to timing would make it advisable to look at the disruption, and success or failure of casting. In normal Stormbringer, casting can only be attempted by characters who are not engaged by an opponent (Stormbringer page 111) that is, who are not in hand to hand combat (either attacking or being attacked). However, some GM’s might want to allow Characters that are under attack to attempt magic – some sort of DEX rank penalty would then seem to be in order (at least 5 DEX), and limiting their defensive options to Dodge. As to whether the spell should still automatically succeed is another question: that magic is always quite so reliable (if known) is a great simplifier from a GM’s point of view, but perhaps not the best idea, especially when trying to represent spell casting in difficult circumstances or in environments other than the Young Kingdoms. Some suggestions are offered below for the non-automatic Spell Casting.

Combat Styles and Actions

Basic Role Playing combat amongst unarmed humans can be remarkably lethal: two average Stormbringer characters have 13 hit points and do 1D3+1D4 damage with a Brawl attack. Three average punches by one such character that hit in a bar room brawl will kill such a character. Whilst in general Stormbringer combats should be epic, sanguinary affairs, it would perhaps be reasonable to assume that such obviously non-life threatening situations as a bar room brawl in the Strong Arms Tavern in Menii will, unless combatants specifically state otherwise, all be using the Knock-Out attack spot rule (Stormbringer page 132). Only use the normal, lethal damage rules in situations where the combatants clearly do not care about inflicting potentially lethal damage on opponents: being attacked by savage beast in the wilderness, or murderous bravo’s on the Menii docks, for example.

Another change that both addresses the lethality of combat and encourages more “swashbuckling” and less “Armoured knights down the pub” is to make wider and slightly different use of the “chance armour affected” values for armour. On the Weapon Table section for armour (Stormbringer page 123) an optional rule is mentioned for imposing a chance that wearing heavier armour will halve non-combat skills whilst it is worn. Instead, why not impose the value stated (e.g. 25% for Yong Kingdoms Half-plate), as a penalty to ALL skills (including combat skills) whilst wearing said armour? It provides an incentive for characters to develop Dodge skills and place less reliance on heavy armour, especially when not expecting to face significant combat: the penalty for wearing full Young Kingdoms plate (50 reduction in ALL skills) means that unless expecting to go in to combat, one wouldn’t choose to wear it… Just as characters in the Elric saga or Hawkmoon stories rarely wear full harness in the Tavern, but do fully armour up before a major battle…

A frequent criticism of Basic Role Playing is that combat can get deadlocked when high skill opponents face each other: with such skill levels, the chances of one combatant succeeding with an attack and their opponent failing to defend is quite slim it is usually argued, and this leads to protracted, dull combats. In the first instance, game masters who feel this is a problem should review the Attack and Parry matrix (Stormbringer page 113) and the rules on damage to parrying weapons (Stormbringer page 117), as since the Elric! revision of the rules this is not as great a problem as it was in previous BRP related games such as RuneQuest. Similarly, game masters should bear in mind that numbers are a great leveller in combat – even in Stormbringer with multiple Parry and Dodge attempts allowed per round, the situation swiftly becomes untenable for even great swordsman facing several opponents.

In general, one of the advantages that a skilled swordsman will have over a less skilled opponent is that they will be harder to defend against: their greater skill allows them to use feints, bluff and misdirection to weaken an opponent’s defence. One can say that this is represented in a high skill, but this then leaves combat as a rather static matter of repetitive rolls vs. fixed values. A better but more radical solution to stalemated duels is to borrow from RuneQuest II‘s rules for Runemasters and allow master swordsman to reduce their effective skill and, if their attack roll succeeds at the reduced level, to impose the amount they reduced their skill by as a penalty to the defenders skill. So for example, Elric (fighting without Stormbringer) has a Greatsword skill of 150% (and a Dodge of 110%) and whilst duelling with Dyvim Tvar (Greatsword 145%, Dodge 85%) could elect to reduce his effective skill by 80 and if he succeeds at an attack roll against his reduced skill of 70%, Dyvim Tvar’s Greatsword skill would be effectively reduced by 80 points to 65% for Parrying (or his Dodge to 5%, not a good option for Dyvim) Elric’s blow, greatly increasing the chance that Dyvim would fail to avoid Elric’s blow. On Dyvim Tvar’s DEX rank, he too could elect to penalise his own attack chance by say 70 points, leaving Elric with a choice of Parrying at 80% (or Dodging at 40%)…

Magic Options and Exceptions

We have already mentioned folding the sequencing of spell casting in to the DEX ranks for normal actions in combat, and looked at giving spells variable casting times rather than the fixed rounds of standard Stormbringer. Another significant option is to look at other published BRP games with “magic” systems (Elfquest, RuneQuest, Call of Cthulhu, and Magic World) and use their magic systems as how magic works on a different plane. Chaosium have recently published the Basic Role Playing Magic Book monograph, which could be plugged in to a Stormbringer game fairly easily, and presents four, interrelated magic systems. Darcsyde’s Corum supplement is specifically compatible with Stormbringer 5th edition, as are the excellent Bronze Grimoire and Unknown East supplements originally for Elric! which can with older variants (such as the Rune system for first edition Stormbringer in Demon Magic) be obtained from DriveThruRPG.

On a less grandiose scale, a GM could consider altering the automatic success rule for spells (“Reliability of Magic” Stormbringer page 140). Magic World style “Spell as Skill”, where every spell is a skill that has to be successfully rolled before it works, could render spell casting quite disruptive to the game (as spells would frequently require multiple attempts to cast until mastered). But consider that casting any spell is fundamentally a Chaotic act that bends the world to the casters will rather than allowing it to follow the immutable calculus of Law. So why not require a POW vs. POW roll of the casters POW against the “strength” of Law on this plane? This also allows for GM created areas where that strength is lowered (ancient ritual sites) or raised (holy sites dedicated to Law) or specific techniques for weakening (blood sacrifices, the scribing of runes) or strengthening the rule of Law (performing repetitive Lawful acts). As a rule of thumb, assume the Young Kingdoms at the start of the Elric saga has a typical strength of 15 (2d8+6), which gives a minimally qualified spell casting PC a base chance (assuming POW 16) of 55% to cast spells. As the saga progresses the typical STR of Law in the Young Kingdoms is reduced as the influence of Chaos grows on the Young Kingdoms, until by the end it is very low, perhaps as little as 5 or 6.

One could also under this scheme apply a characters net allegiance to Chaos (Subtract the characters Law points from his Chaos points) as a bonus to their casting chance: this means that, logically, those with a net allegiance to Law have a penalty to successfully cast spells, at least on a plane like the Young Kingdoms. On a plane with true “Lawful Magic”, a characters net allegiance to Law could be a bonus and net allegiance to Chaos a penalty.

GM’s who feel that the Stormbringer magic system doesn’t reflect the nature of magic as they find it in the saga should consider either removing the spells entirely, or requiring more stringent requirements for allowing characters access to magic. In the standard rules a character must have POW 16 to use magic: raising this to 22 puts magic beyond the reach of ANY human, albeit simply ignoring step 3 from the “Creating an Adventurer” spread on pages 52-53 would make Sorcery using characters much rarer.

Less drastically, dropping most of the spells and leaving only Summoning, Binding and Enchantments which whilst not particularly true to the saga (where Elric makes at least some use of “spells”) would return the game to its more wild and chaotic roots and would certainly push magic-using characters into dabbling ever more deeply with the forces of Chaos…

The GM may also wish to consider imposing more invasive, subtle downsides for those who follow the path of Chaos. For example the GM could impose the character’s net allegiance to Chaos (Chaos allegiance points in excess of allegiance to Law) as a penalty to all communication skills or perhaps subtract 1 CHA per 10 points of Chaos allegiance. Or even apply the same penalties but as either a penalty or a bonus, depending on whether the character is attempting friendly relations or too scare and intimidate the person into a particular behaviour.

2008
Mar 22

By Howard Ingham and Nick Middleton

A note of explanation: Howard wrote the original version of this as a draft chapter for an Eternal Champioin book that never happened, and I approached him about reworking it for a Stormbringer fanzine project (that also never happened), which he generously agreed to. The version presented here is the one that would have seen print if that project had happened, but remains substantially Howard’s work. Howard’s original draft can be found in the files section of the Yahoo Eternal Champion Group (http://groups.yahoo.com/group/eternalchampion/). NDM

The sword struck back and forth, up and down, as if it battled invisible enemies. Elric scarcely kept his grip on it. It seemed that Stormbringer was frightened of the world it had detected and sought to drive it back but the act of seeking had in itself set them both in motion. Already Elric could feel himself being drawn through the darkness, towards something he could see very dimly beyond the myriad eyes, as dawn reveals clouds undetected in the night sky

Elric thought he saw the shapes of crags, pointed and crazy. He thought he saw water, flat and ice-blue. The stars faded and there was snow beneath his feet, mountains all around him, a huge, blazing sun overhead – and above that another landscape, a desert, as a magic mirror might reflect the contrasting character of he who peered into it – a desert, quite as real as the snowy peaks in which he crouched, sword in hand, waiting for one of these landscapes to fade so that he might establish, to a degree, his bearings. Evidently the two planes had intersected.

Chapter 2, “Elric at the End of Time”, Legends from the End of Time

It has been argued that there are at least as many methods of travelling through the multiverse as there are travellers. This makes travelling between planes or times (often the same thing, and often inexperienced travellers mistake one for the other) an insanely complicated business. But if a traveller knows what they are doing and when/where they are going their options are as wide as the multiverse itself.

Most people in the multiverse are only ever aware of one timestream, where they will spend the whole of their lives. Some rare individuals, however, find themselves, through circumstance, association, or simple accident of birth, able to explore the timestreams, the infinite planes, spheres and branches that form the multiverse in its infinite complexity. Some are flung against their will from one age into another. Others blend into their surroundings, forgetting for a time that they were ever anyone else. Others still transfer their very being from alternate self to alternate self, switching across scales of existence and changing by their actions the very nature of existence.

The rules - what rules there are - change from case to case. Indeed, by changing the rules, a talented time traveller (or “chrononaut”) can earn herself immortality, or lose her soul.

The Multiverse is comprised of an infinite number of universes, some more simple than others. They exist in a multitude of different shapes and characters, and have been pictured in many ways - as spheres, as branches on an infinite tree, as paths on an infinite moonbeam road. Every universe has its own timestream, which, although usually cyclical, might not run concurrently - or even in the same direction or at a constant relative rate - as other planes. These universes are often referred to as the “Million Spheres”, mainly because a million is easier to picture than an infinite number. And somehow, “Infinite Universes of Indeterminate Shape” just doesn’t have the same ring. Depending on who’s talking, a parallel universe might be referred to as a timestream, a branch, a plane or a sphere. The names are interchangeable. For clarities sake, each discrete universe or world will generally be referred to from here onwards as a plane or timestream, depending on whether we are discussing moving between different worlds (as happens at various times to Elric and Hawkmoon) or changing temporal position within a particular world (as happens to Oswald Bastable, amongst others). But the reader is cautioned that such distinctions are, in a sense, entirely artificial…

A plane can coexist in the same space as another plane, surrounding and enclosing it, with the inhabitants of both planes unaware that the other is there. Those who know how can travel to adjacent planes, either by natural ability, through the effect of crafted devices or natural phenomena.

Each plane can be separated from the nearest adjacent plane by minute differences - temporal or geographic differences between adjacent planes can be so small as to be negligible as when Corum escaped Earl Glandyth in the Knight of Swords (I, 6). In other parts of the multiverse, apparently adjacent planes can appear incredibly different.

Some parts of the multiverse are “granular”, where planes clump together very densely such that precisely distinguishing between two immediately adjacent planes is difficult if not impossible. In other parts of the multiverse it can be remarkably easy for those with the right skills or equipment to enter adjacent planes.

To further complicate matters, some planes for want of a better phrase “move” relative to others, such that they are only periodically (or even randomly) adjacent, whilst others (such as Corum’s Fifteen Planes) seem to exist for significant periods in a fixed relationship.

The Fifteen Planes are an example of a region of the multiverse that is both “granular” (like planes are exceptionally close together), easily traversed (Vadhagh can shift basically at will in to an adjacent plane) and affected by the wider dynamic of the Million Spheres: the basic fixed relations between the Fifteen Planes are distorted by the approaching Conjunction, making travel beyond the local five planes exceptionally difficult, and even shifting across to one of the adjacent five planes is difficult (hence Corum’s difficulty escaping Glandyth).

Planes often intersect with other planes at certain points in space and time. These joining points are rarely static - sometime they move - nor are they limited to adjacent or similar planes. In some areas of the multiverse a group of universes can intersect for centuries at a time; on other occasions the intersections between two or more similar planes can fluctuate, appearing and disappearing over time. Once in an eternity, there is a full Conjunction, in which every plane, just for a while, intersects every other, plane within plane, along every timestream. When this happens, great and possibly catastrophic changes affect every plane in the multiverse.

Intersections are not limited to adjacent planes, and can lead to vastly different worlds. Intersections appear in a multitude of ways. Sometimes they are obvious, sometimes you just need to know where to find them. Finding an intersection is the easiest possible way to travel between the planes, since all you have to do is walk across it.

Two Intersections

The catacombs beneath the Temple of the Future Buddha contain a gateway to every parallel Earth in which the temple exists. Those who have travelled through the Temple claim to have experienced bizarre nightmarish hallucinations, triggered in part by the inhuman and hideous carvings with which the temple walls are covered, before finding themselves in another timestream entirely. There is no way to control to where and when the Temple sends you, as at least one time-traveller has found out to his cost. You simply walk into the catacombs. When you come out again, you are somewhen else. The temple is situated in the ancient walled city of Teku Benga, capital of the tiny state of Kumbalari, situated at the meeting point of India, Nepal, Tibet and Bhutan. Although Teku Benga is destroyed in 1902 by an earthquake occurring in every scale in which it exists, the catacombs remain, and still have their power, although, as before, their effects are at best random. Before 1902, the Temple is in the hands of the High Priest of the Kumbalaris. At the time of the earthquake this was one Sharan Kang, an impressively unpleasant individual. No one knows what happened to Sharan Kang after the earthquake. (see The Warlord of the Air for more details)

There are various places, where, if the right conditions are met, one can cross over to the closely related scales known as the Mittelmarches. Some of these can only exist under certain circumstances, and at certain times of the year. One exists in or near the city of Mirenburg around the time of the Autumnal Equinox, and leads to an alternative Mirenburg that exists in perpetual twilight, known as the City in the Autumn Stars. Another gateway exists in the side of a mountain near the city of Hamelin. This leads to the realm of Mu-Ooria, inhabited by a peaceful Eldren race known as the Off-Moo. Near Crema, in Eastern Europe, there exists a gate to a realm where the Carthaginians defeated the Romans, conquered Europe and converted to Judaism. Intersections with the Mittelmarches occur in most countries in Europe. Seasons in the Mittelmarches run contrary to those on the Earth, so that when it is summer on Earth, it is winter in the Mittelmarches, and vice versa. (See The Warhound and the Worlds Pain, the City in the Autumn Stars and the Dreamthief’s Daughter, amongst others, by Michael Moorcock for further details).

The Seas of Fate and Eternal Tanelorn

I am not sure if it was at that point, or at some later time, in another dream, that I found myself standing upon a rocky beach looking out into an ocean shrouded in thick mist.
At first I saw nothing in the mist, then gradually I perceived a dark outline, a ship heaving at anchor close to the shore.
I knew this was the Dark Ship.

“Prologue”, the Dragon in the Sword

While most planes intersect with at least one or two others, only the area of equilibrium know as the Seas of Fate or the Grey Fees intersects with them all. The Fees stand at the centre of everything, intertwining with every plane, every branch of the moonbeam road between the worlds, every timestream in existence; and yet the Seas of Fate surround all the myriad planes of the multiverse and some (including the Captain the Dark Ship) have hinted that the seas know other, stranger shores than “our” multiverse. The reason the Grey Fees are so called is not because of their colour or nature - far from it - but because they’re an area of perfect Balance, where Law and Chaos, Black and White are evenly distributed. They are the nearest thing the multiverse has to a perfect plane. The Grey Fees change according to how you perceive them, but it is fair to say that for one who would approach the Grey Fees as a friend, the Fees always appear as the best possible environment or place for that person to be: see Oona’s cottage in “The Dreamthief’s Daughter” (The Dreamthief’s Daughter II, 13). And yet, when Elric journeys to the end of time, the space between planes is described as Limbo – a hostile and deadly void in which he could be lost for eternity.

The Grey Fees meet with the planes in the Eternal City of Tanelorn, the inevitable destination of all those who truly long for balance and peace. As long as Tanelorn exists, equilibrium - and therefore the hope of peace, if not the reality - can be maintained in the multiverse. It is perhaps significant that Agak and Gagak’s assault on the multiverse was launched from an island in the Seas of Fate apparently haunted by the ghosts of failed Tanelorns.

An attack on the Grey Fees is an attack on the Multiverse itself, and an attack on Tanelorn is an attack on the Grey Fees. Both the Lords of Law and the Lords of Chaos in their aspects of Singularity and Entropy have assaulted Tanelorn many times through the ages, since the maintenance of true equilibrium makes it impossible for Chaos or Law to entertain their ambitions of multiversal conquest.

It should be noted that The Grey Fees are only documented in Michael Moorcock’s fairly recent fiction (first appearing in the Second Ether Trilogy, and being linked to the Elric saga in The Dreamthief’s Daughter). In previous works the space between planes has been more often, and less concretely, described as a sea, on which sails the Dark Ship crewed only by the Captain and his blind brother the Helmsman (See Sailing on the Seas of Fate, the Quest for Tanelorn, or The Dragon in the Sword). The Dark Ship and her crew are described for Elric! / Stormbringer in the Chaosium supplement Sailing on the Seas of Fate. From the invasion of Agak and Gagak foiled by the four aspects of the Eternal Champion in Sailing on the Seas of Fate, it is clear that there are realms beyond the ‘familiar’ multiverse, but whether the serious chrononaut should take the Captains assertion that Agak and Gagak came from a different multiverse at face value is left to the readers judgement.

Getting There (the Hard Way)

The most labour intensive way to get from one plane to another is to break through the barriers by force, either by creating a gate or by building some sort of time machine or plane shifting device. Note that from here on, assume that by “time-machine” we might equally well be discussing a plane-shifting device (albeit the designers and operators of such a device may not realise this…) Although gates and time machines can be created by magic or science alike, they operate on the same basic principles, smashing through the fabric of time, space, and probability in order to get a result. They break the rules, and inevitably create disturbances. With disturbances come consequences, the most important consequence being the Morphail Effect, which is discussed in detail below.

The main difference between most machines and gates is that they are used to travel in different directions. Gates are used to travel to different planes, while most time machines are intended to travel back and forth along the timestream of a single plane. Plane-shifting machines are rare, and time-gates are even rarer, if only because the people who build such things rarely understand enough about the wider multiverse to realise that the functions of such devices are interchangeable.

Time machines come in all shapes and sizes, ranging from the spherical fluid-filled travelling womb of the twenty-first century to the far more sophisticated time craft manufactured by the Armatuce in the ninety-fifth century, which is capable of carrying several people in relative comfort (see “Ancient Shadows” in Legends from the End of Time). Very few time machines are designed to travel to different planes, instead being confined to moving back and forth along one timestream. The problem with this is that by travelling back in time, most time-travellers are going to create paradoxes, unless they are being very careful indeed.

Taragorm and Kalan’s Pyramid Vehicle (from Count Brass) was clearly a sophisticated vehicle capable of travelling both between planes and up and down timestreams, albeit closely related ones. However, it was also erratic and delicate, implying that its ability to slip across planes and timestreams was related to its apparent ability to negate the Morphail effect – at least until things came to a sufficient crisis that, as it were, the Multiverse took note. Scholars might speculate that the Time Winds are a different phenomenon to the Morphail effect, but the evidence suggests that they are very similar phenomena, both being physical and psychic force exerted to re-establish the integrity of the threatened timestream(s).

Gates are far easier to use. Normally, gates are created in order to travel into other planes. They appear in many different ways. A gate might appear as a rip in the fabric of space, through which its destination can be seen, or it might appear as a portal of light, shadow, or hyper dimensional liquid. Whether created through chaotic magic or science, all gates work on the same principle - they simply force the creation of an intersection, across which anyone can step into another scale. The problems with this aren’t quite as obvious - but it should be borne in mind that if a character is going to travel to a closely parallel universe, they may still incur the Morphail Effect. While it’s less likely than it is if the character is just travelling along the one timestream, it’s important to be careful.

Paradoxes

All time travellers run the risk of creating paradoxes - and as a result, falling foul of the Morphail Effect.

Simply put, a temporal paradox results when a series of events which cannot possibly exist without contradicting itself comes into play.

For example, if Jerry, in a fairly normal fit of anarchic self-loathing, went back in time, tracked down his father, and murdered his poor old dad before he (Jerry that is) was ever conceived, a paradox would result. If Jerry kills his father, before his father and mother have a chance to conceive him, the natural result is that Jerry was never born. But if Jerry was never born, then he could not possibly go back in time to murder his father, meaning that he could be born after all. If he could be born after all, then he could murder his father, but…

You get the picture. The murder of one’s own forebears is a fairly obvious example, but paradoxes can result from the subtlest of events. Any change of the past - particularly if the change is important to world history - can create a paradox - Certainly, a character could go back in time and prevent the Nazis from gaining power in Germany in the 1930s, but how do they know that, if history changes, the sequence of events in their life that leads to their getting a time machine is necessarily going to happen? If one were to meet a past version of oneself, or a closely parallel version, who knows what the psychic ramifications could be? And what if a character were to die before they were ever born? Of course, not all of these things are guaranteed to create paradoxes, and, certainly, with some of these situations, there’s a chance that a paradox can be avoided. It should be pointed out that it doesn’t matter if the character is not native to the future - as long as they have been there, they are subject to the Morphail Effect.

Time doesn’t allow these things to happen. The Morphail Effect is a result of time’s resistance to paradox. The moment the timestream detects that a paradox is unavoidable - the moment the trigger is pulled, the noose is tightened or the corner is turned, the Morphail Effect kicks in and the paradox’s culprit is flung to a future era or another timestream entirely.

The Morphail Effect

The one resident of the End of Time who called himself a scientist, Brannart Morphail, discovered through conversations with the many time travellers who have found themselves at the End of Time that time frankly resists being meddled with. With characteristic modesty, he called this the Morphail Effect. Morphail’s theory is fairly simple: Time doesn’t allow anyone to travel backwards.

Backwards movement across time is possible, but staying in the past is not. Within a few minutes of arrival in the past, time snaps back into place like a rubber band, flinging the traveller back into the future. Usually, this means that the traveller overshoots, ending up in their future, rather than in their past. Sometimes, victims of the Morphail Effect disappear from the timestream altogether, no doubt erased completely from the timestream. Worse still it also means that if the traveller has been to the future and knows what the future will be like they will no longer be able to travel to their own time. Most chrononauts end up going ever forward against their will. Most eventually end up at the End of Time.

The Morphail Effect cannot be avoided. Attempting to resist (by propelling a time machine against the effect, for example) is dangerous, since time will violently react, creating intense chronological friction. The heat produced by this friction is enough to reduce most beings to cosmic ash. “Ancient Shadows” in Legends from the End of Time describes the phenomenon.

Some time-travellers do find themselves able to remain in the past for a short time, but, since they will inevitably find themselves in a position where a paradox will inevitably be created, time will eventually resist and propel its hapless victim forward, with or without his time machine. The more one travels in time, the further forward one ends up going. Most time travellers end up dead or at the End of Time, where they get snapped up by the decadent inhabitants of that era as collector’s items.

What Brannart Morphail Doesn’t Know

Although it is commonly regarded as a Well-Known Fact among most time travellers, the Morphail Effect isn’t nearly as incontrovertible as Brannart Morphail thinks.

There are quite a few ways to avoid the Morphail Effect, actually - they’re just not very well known. Morphail won’t be contradicted, however. In fact, while people have tried to tell him otherwise, he hasn’t believed them, even when faced with plain evidence. First, Morphail never realised that there are alternative timestreams. Those people who appear to have been erased from time have in fact been flung effectively sideways in time, into a different timestream altogether.

While the Morphail effect still applies to a degree across parallel timestreams, it is a lot harder to create a paradox. It may be possible to get away with changing a parallel history, at least for a while, providing that the plane is far enough away from one’s own and that it doesn’t cause a massive disturbance in a timestream’s history.

Second, Morphail didn’t know that some people - those born with a natural ability to travel in time - are at least partially immune to his Effect. In fact, the Morphail Effect only really applies to people who use machines to travel through time. Time machines tend to get their results using brute force. On the other hand, people who have a natural ability for travel across timestreams and planes travel with time, exploiting natural currents and gaps in the megaflow.

If they are very careful, these natural time travellers have the ability to remain in the past indefinitely. This depends upon them blending in so well to their new era that they temporarily forget that they are not natives. Many time travellers can even induce a kind of amnesia in themselves at will; others merge with their other selves in other parallels, allowing them to operate without the Morphail Effect happening at all.

Morphail’s third mistake is to assume that time runs in a nearly infinite straight line with a beginning and an end. Actually, it’s cyclical, meaning that if one were to travel far enough, one can overshoot. Although risky, since it is very easy to end up overshooting into the wrong timestream, this is the easiest way to travel into the past, since time can be fooled into thinking that one travelled forwards, even though ones destination is the past. Great care also needs to be exercised with this technique because, as the fall of the Doomed Folk shows, there can be substantial differences between cycles.

The Morphail Effect is both wider and subtler than Morphail suspects. His theory is correct that the phenomenon is time’s way of repairing itself, but what that really means is that time avoids paradoxes and will not allow the impossible to happen. But there are always exceptions: while one can’t theoretically die before one has been born, the variations in some timestreams mean that time simply isn’t comparable in some places. While a traveller technically can’t meet them self, it’s certainly possible that alternate versions of oneself may be so different that meeting an alternate aspect may, in some circumstances, not be a problem: Oswald Bastable, Karl Glogauer and Jerry Cornelius are all indicated at times in Michael Moorcock’s works to be incarnations or versions of the Eternal Champion or his Companion, and all are in the League of Temporal Adventurers, and frequent the Time Centre. But in contrast, Jhary-a-Conel’s reaction to the three aspects of the Champion considering staying together, or seeking the same version of Tanelorn suggests that some individuals must always be cautious: “A look almost of terror spread over Jhary’s features then. He said sadly: ‘My friend – already much of time and space is threatened with destruction. Eternal barriers could soon fall – the fabric of the multiverse could decay. You do not understand. Such a thing as has happened in the Vanishing Tower can only happen once in an eternity and even then it is dangerous to all concerned.’” The King of Swords III, 2

Of course, while changing the past history of ones own timestream is Right Out, it may sometimes be possible to radically change the history of a parallel stream without triggering the Morphail Effect.

Spot Rules for Time Travel

Using a Time Machine

Time machines can be anything from fairly straightforward and user-friendly to insanely complex - but most operate on the same basic principles: one sits in the machine, sets the temporal and spatial co-ordinates one wants to arrive at, and presses the button/pulls the lever/flicks the switch. Simple.

For most time machines, the real difficulty lies in getting the co-ordinates right before even leaving. Under normal circumstances, a successful Million Spheres or Timestreams skill roll will enable a chrononaut to get to his destination in one piece. Failure indicates that the time machine ends up in the wrong era and the right plane, or the right era and the wrong plane. A fumble might mean that the chrononaut has ended up in a plane and/or era that is so far from the intended destination it is completely alien. If a fumble has occurred, the hapless chrononaut’s player should roll again - failure indicates that the time machine has broken down and needs to be repaired (see the Appendix to this Article: Weird Science for ways to deal with building and repairing time machines). Most fumbles end up at the End of Time.

If the GM is in a particularly nasty mood, she should feel free to make the roll secretly and allow the time-traveller to find out for himself if he ended up in the right era or scale.

Of course, all too often the circumstances under which a time-traveller has to operate are anything but “normal”. If trying to operate time machine in a hurry, or in a dangerous situation (like, for example, trying to operate a time machine which is teetering on the edge of a bottomless chasm), the GM should feel free to impose a penalty (of say 10-30%, or perhaps halving the PC’s skill before rolling) on the initial Million Spheres/Timestreams roll.

Some Time Machines have controls that enable their users to adjust their speed and direction through time. A character that is using one of these machines has the chance to rectify an error in setting coordinates. If the original roll failed, a chrononaut using a time machine with controls can, with a successful Pilot skill roll, end up in the right place, or turn a fumble d roll into a simple failure.

The GM should consider in advance the issues of fuel and frequency of use: does the time machine require fuel (and if so is it as mundane as petrol, or something exotic like powdered Beryllium?) and how frequently can it be used? Do delicate crystal components require several hours (days?) retuning between uses, or can the vehicle be re-used indefinitely at a moments notice? In general, in the “core” Eternal Champion stories (the Elric, Hawkmoon and Corum saga’s) it is an occasion of some moment when characters successfully travel the planes, especially in any significant fashion. In other Moorcock fiction (the Second Ether Trilogy or the Dancers at the End of Time for example) such travel is more commonplace. Individual GMs should make their own decision based on what they think will suit their campaign. But as a general piece of advice, given how much easier it makes the GM’s life to have plane hopping at a minimum, keeping Time-travel difficult, unpredictable and risky is the wisest course, unless one is fully prepared.

The Morphail Effect

The Morphail Effect comes into play when time’s rules are violated. For people without immunity to the Morphail Effect, travelling back in time in a time machine is enough to trigger it. The moment that a character that is not immune to the Effect arrives in a past era using a time machine, he must roll POWx1 or be flung into the future and possibly into a different scale. If he succeeds, he must roll POWx1 every few minutes until he is ejected. If the era is in a different plane, things are a little easier.

Arriving at an historical era in a different plane, a character needs to make a Luck roll (POWx5) to avoid the Morphail Effect on arrival. Every time a paradox looks like it might happen, like a change of history, meeting of oneself, death in a past era etc, the chrononaut must make a roll to avoid the Effect - the first time after arrival rolling POWx5, the second rolling POWx4, and so on until the fifth time and every subsequent time, when the character has to roll POWx1 to avoid being rejected by the timestream and propelled somewhen else.

No matter how lucky a time-traveller is, if he finds himself in a situation where a paradox is definitely going to happen (so, for example, going back to before he is born and causing enough hit points of damage to his own father to kill him, or if you are likely to meet yourself in the same aspect) the Morphail Effect automatically kicks in and sends him flying through time.

Where he ends up is technically random, but since it’s impossible to randomise an infinite Multiverse, the GM is advised to simply wing it. A good start is to have a few eras lifted from Moorcock novels handy in case of this happening. Further advice is provided in Appendix Two.

Innate Time Travel: Shifting

Some characters have a natural affinity for the timestreams, allowing them to travel backwards, forwards and sideways across time without difficulty. Very few characters are so blessed, although characters with this ability do tend to find themselves flung together by Fate. Ultimately, it’s the GM’s call as to whether her characters have this ability, but if they do, it’s probably sensible if all the characters in the group are so blessed. Vadhagh have this ability automatically in Darcsyde’s excellent Corum supplement: GM’s are recommended to consult this work if at all possible.

A character that discovers that he has an innate ability to travel through time can develop the Shifting skill, which has a base chance of POWx2.If he knows when and where he is going; all a chrononaut needs to do is to make a Shifting roll to get there. Shifting across time and planes can appear to an outsider in many different ways - the chrononaut might conjure up a hole in space-time, locate and step onto a moonbeam road, or simply vanish. The amount of time it takes to shift across time and scales varies, depending upon how favourable the flow of the timestream with its tides and eddies are to the traveller - as a result, a Shifting attempt normally takes 1D8 rounds.

The Shifting skill roll may be influenced by different circumstances. If trying to do something else while shifting (like parrying a blow, for example), or having to shift without thinking about where one wants to go, there could be anything from a 10-50% penalty on the Shifting skill roll (this is the GM’s call).

A failed Shifting skill roll simply means that nothing happens and the chrononaut has to stay in the same place and time for at least another 1D8 rounds after the attempt failed. A fumble means that the chrononaut is flung somewhere drastically different from where she should be. Again, where exactly is up to the GM.

Shifting probably ought to consume magic points, at the GM’s discretion. In Corum it costs 5 magic points per round simply to shift to an adjacent plane (as Corum does to avoid the further attentions of Earl Glandyth and his men at the beginning of the Knight of Swords). Again, a GM should consider in advance the nature of her campaign and how easily she wishes characters capable of Shifting to be able to use their skills and the scope of the skill. In a free-wheeling, multi-planar campaign, it may only cost a few magic points to shift oneself permanently to another plane. Alternatively, in a typical Young Kingdoms campaign it is generally impossible to “phase out” as Corum does and any journey to another plane requires the intervention of substantial magic; as in Elric’s encounter with the Dark Ship (Sailing on the Seas of Fate) or the device of the Doomed Folk Theleb K’aarna uses to summon the reptilian men of Pio (“Three Heroes With a Single Aim”, The Sleeping Sorceress III, 3).

Innate Time Travel and the Morphail Effect

As far as the Morphail Effect is concerned, characters with a natural aptitude for temporal travel have an easier time of it, on the whole. On arrival in a past era, a character with the innate ability to travel through time only needs to roll POWx10 to avoid being rejected, and then POWx10 the first time a paradox might look likely (a change of history, for example), POWx9, the second time, and so on down to POWx1 the tenth and every subsequent time. Of course, when a paradox is definitely going to happen, the culprit is flung out of the timestream, just like everybody else, temporal affinity or no temporal affinity.

Example: Oswald Bastable decides that the only way to stop the bomb going off in the British Consulate is to travel a few minutes in the past. His Shifting skill is 55% and he rolls 39, a success. Rolling 1D8, he can tell that he will only take 2 rounds to shift. However, as he runs into the consulate, he nearly runs into his past self, as of ten minutes ago, coming out. Time doesn’t allow you to meet yourself in the same aspect, and this makes Bastable vulnerable to the Morphail effect. The merciful GM allows Bastable a Luck roll to see if he can avoid his past self’s notice by diving behind a bush. Unfortunately, poor old Oswald rolls 98, and bumps straight into himself, creating an irreparable paradox and flinging him into another timestream entirely. Oh dear.

Example: Oswald, having learnt his lesson, is now in another timestream, where he has the opportunity to stop the Nazis’ attempted invasion of Britain in an alternative 1940. He succeeds. Because he has seen many, many futures at this point, he might create a paradox in doing so. This is actually the sixth time that he has found himself in this situation while in this particular timestream, so he needs to roll POWx5 to avoid creating a paradox and being flung out of this period. Bastable’s POW is 15, so he needs to roll 75 or less to succeed. He rolls 52, thus allowing him to meddle with history on this plane for a little longer.

Innate Time Travel: Elective Amnesia and Merging with Alternate Selves

Most chrononauts who are lucky enough to have an innate ability to traverse the scales learn to avoid the Morphail Effect by a number of techniques.

The most common of these is the tactic of developing elective amnesia, through which the time-traveller deliberately becomes so immersed in the identity she assumes when she arrives in a scale that she forgets she was ever anyone else, anywhere or anywhen else. Elective amnesia comes naturally to most advanced time-travellers, and does not need to be taught by anyone, although a chrononaut must have a Shifting skill score of 40% or more before she can attempt to try it.

The other common tactic is to merge with the parallel versions of oneself that exist in the different scales, joining life-forces and splitting identities until it’s time to move on. Merging is a fairly advanced skill. Although fairly natural, it can only be attempted by a chrononaut with a Shifting skill rating of 65% or more, and only after a more experienced time traveller has showed him how to do it.

In both cases, while the chrononaut’s personality is subsumed in that of an alternative version of herself, she will still work towards whatever motivation brought her here in the first place. This doesn’t usually create much conflict, because the concerns of most parallel versions of oneself are normally working to similar concerns anyway, albeit in unfamiliar settings.

Both methods of avoiding the Morphail Effect work roughly the same way in game term