USR Wednesdays: American Pantheon

One of the reasons I introduced Divine Domains to Domino Writing-style USR is to feature these, the “American Pantheon” of god-like entities that represent aspects of modern American culture. They’re meant to be tongue-in-cheek, obvious stereotypes, but still representative of the U.S. today. And in a modern urban fantasy game, they’re probably more useful for heroes than gods are.

Here’s the first few:

Uncle Sam (G.I. Joe, Great White Father, The Man)
God of patriotism
Suggested Divine Domains: Law, Protection, War
Favored Weapon: Assault Rifle
Colors: red, white, blue
Symbol: bald eagle
Uncle Sam, often seen as a tall, thin white man dressed a ragged suit and top hat, is often criticized for his militant behavior, but is usually appreciated when he lends a helping hand (though sometimes his help isn’t wanted). He can be strict, telling the more fun-loving deities of the pantheon how they should live their lives, and sometimes interferes with divine powers of other pantheons. He is served by a donkey named Democrat and an elephant named Republican. His priests are politicians and soldiers, leaders of men and great warriors — and con artists who make others think they’re leaders and warriors.

Uncle Sam
He wants you… so he can give you divine magic. (image: public domain)

Blonde Bombshell
Goddess of desire and tragedy
Suggested Divine Domains: Love, Deceit, Luck
Favored Weapon: Whip
Colors: yellow, red, black
Symbol: red light
Blonde Bombshell often appears to mortals as a beautiful young woman, but she changes her hair color like she changes her mood (suddenly and often). She appears to have a perfect life on the surface, but the struggle to be what everyone wants her to be puts a strain on her and her priests. She likes looking good and doesn’t like thinking about anything serious. Her followers use their blessings to get their way, and they see nothing wrong with that; they feel good making themselves happy.

Comic Relief
God of jokes and pranks
Suggested Divine Domains: Deceit, Chaos, Good, Evil
Favored Weapon: Club
Colors: yellow, green, gray, red
Symbol: smiley face
The great comedian exists to make people forget their troubles. Usually he makes them laugh, but in recent years, he’s become darker and more cruel, making offensive jokes that hurt mortals. But to Comic Relief, any joke that someone laughs at is a good joke. His priests are comedians themselves, artists, musicians and writers.

Who else should be in the American Pantheon?

USR Wednesdays: More Archetypes

These are some of the most, well, archetypal kinds of characters found in role playing games, assembled in the Risus Companion and revisited here for USR characters in almost any setting; earlier I created archetypes specifically for modern-day adventurers.

The A-Team: A Perfect RPG Party
A warrior, a driver, a charismatic and a noble plus lots of guns and a cool van makes for a great adventuring party. (image: iofabric.com)

Some of these archetypes overlap in their suggested Specialisms or in their role in an adventuring party. That’s fine; most characters have more than one dimension to their personality, and few adventuring parties have room for a dozen heroes.

Athlete (soldier, martial artist, jock)
Primary Stat: Action
Suggested Specialisms: Endurance, Honest And Reliable (And A Little Dim-Witted), Strong, Fast
Suggested Equipment: none

Charismatic (bard, con artist, rock star)
Primary Stat: Ego
Suggested Specialisms: Inspire, Perform (music, rousing speeches, etc.), Charm, Seduce
Suggested Equipment: Musical instrument

Detective (private eye, seer, psychic investigator)
Primary Stat: Wits
Suggested Specialisms: Investigate, Interrogate, Sneak, Perception, Hard Drinking
Suggested Equipment: Trenchcoat, Revolver

Driver (pilot, knight on horseback)
Primary Stat: Action
Suggested Specialisms: Driving/Piloting (multiple vehicles), Gunnery, Repair, Riding
Suggested Equipment: Vehicle — but only a basic model, one he can update and improve constantly

Mechanic
Primary Stat: Wits
Suggested Specialisms: Inventing, Repair, Research
Suggested Equipment: Tool kit, Several strange gadgets that nobody should touch unless they want to put a smoking crater in the wall

Medic (Doctor, Cleric, Therapist)
Primary Stat: Wits
Suggested Specialisms: Medicine, Psychology, Chemistry (or Alchemy)
Suggested Equipment: Medicine bag

Noble (CEO, King, General)
Primary Stat: Ego
Suggested Specialisms: Leadership, Resources, Inspiration
Suggested Equipment: An unlimited amount of money (temporarily)

Outdoors (Ranger, Hunter, Scout)
Primary Stat: Wits
Suggested Specialisms: Nature Knowledge, Perception, Survival
Suggested Equipment: Longbow (even for modern-day characters)

Scholar (Sage, Scientist, Professor)
Primary Stat: Wits
Suggested Specialisms: Research, Things Man Was Not Meant To Know, Ancient History
Suggested Equipment: Library (of books or material on an electronic device), A weapon that he’s mastered after reading about its use in a long-extinct culture

Sneak (Thief, Spy, Assassin)
Primary Stat: Action
Suggested Specialisms: Move Silently, Observation, Remain Motionless, Lockpicking, Hacking, Agile Enough To Avoid Tripwires And Sensors
Suggested Equipment: Lockpicks, Black clothing

Warrior (Soldier, Fighter, Knight, Mystic Warrior)
Primary Stat: Action
Suggested Specialisms: Weapon Mastery, Endurance, Spiritual Control, Athletics, Unshakable Faith
Suggested Equipment: A big gun or sword, Armor

Wizard (Sorcerer, Gadgeteer)
Primary Stat: Wits
Suggested Specialisms: Inventing, Spellcasting, Knowledge Of Other Worlds
Suggested Equipment: Spellbook, Devices that violate the laws of physics

Which archetypes did I miss?

USR Wednesdays: Adventure Ideas

We’re putting the Six-Step Adventure design to work, with two different adventure ideas. They haven’t been playtested (yet), but they’re examples of how the adventure design can be used for brief, but still satisfying night of role playing.

Fantasy Adventure: This one takes place in a generic fantasy setting (for example, Halberd or Tequindra). It’s a pretty straightforward “dungeon crawl,” the kind seen in RPGs since the 1970s, and that makes it a good way to try out the format in a familiar context. Don’t forget to add some unique elements to the combat encounters — a battle in an empty room or forest clearing isn’t that exciting, but add obstacles, a time limit and different locations, like a high balcony to shoot down from, or the top of a moving train, and you’re adding to the action.

  1. Quest giver: The heroes are accompanying a merchant carrying a valuable treasure of some kind in a simple wooden box that’s magically locked. The merchant doesn’t know what the treasure is, only that he’s supposed to get it to the sorcerer who hired him.
  2. Early encounter: The merchant and his caravan are attacked by a group of bandits. There are more bandits than the heroes can handle, so that no matter how many they defeat, the merchant is killed and the treasure taken.
  3. Clue to final confrontation: The heroes interrogate a bandit, or (more likely) find a map to a wizard’s tower with the symbol of a rival wizard on it.
  4. Secondary encounter or challenge: The map leads through obstacles, like a small battle with a bear, and a rickety bridge over a lake. These are meant to be brief encounters, a chance to experiment with unusual environments or unique ways to use their Specialisms.
  5. Secondary challenge or encounter (the opposite): Once over the bridge, the heroes enter the wizard’s tower and confront the wizard’s monsters — for example, a dragon or a mechanical guard, or even more bandits.
  6. Final boss: The rival wizard himself, who uses the treasure, which has some kind of combat effect (for example, it fires a beam of energy, or creates a magical force field).

Defeating the wizard ends the adventure; the heroes can return the treasure to the sorcerer and earn gold and prestige.

Fantasy Adventure: Wizard's Tower
This wizard’s tower is almost exactly what I imagined for this adventure, except not necessarily in Minecraft. (image: Kokotoni)

Modern Adventure: Here’s a story in a more contemporary setting, with a little bit more social interaction. The heroes meet a rival team of explorers, giving them a chance to compete with or cooperate with that group. Killing off the rival team also demonstrates the danger of the adventure, without keeping the heroes from completing the story.

  1. Quest giver: A government agent hires the heroes as a salvage team to recover a lost treasure (gold from early explorers) on a shipwreck — it’s in pirate-infested waters, so he doesn’t want to risk veteran divers.
  2. Early encounter: The heroes are attacked by a pirate ship that wants to take them over; another salvage crew appears to help fight off the pirates. They are from a private salvage company.
  3. Clue to final confrontation: The other crew shares the location of the shipwreck from their research.
  4. Secondary encounter or challenge: The heroes are lowered into the ocean with other team of searchers to begin the search, but their shark cage has been tampered with, and sharks attack.
  5. Secondary challenge or encounter (the opposite): The two teams race to recover the treasure.
  6. Final boss: No matter who recovers the treasure, the heroes and the private salvage crew return to their ships to find the government agent waiting there, with his own set of troops. The sailors on both ships are dead; the government agent wants the treasure for himself.

How do these Six-Step Adventures work in your gaming group?