#penalty box series: bonus editions
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das-coven · 5 years ago
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Top Secret (role-playing game)
Top Secret is an espionage-themed role-playing game written by Merle M. Rasmussen and first published in 1980 by TSR, Inc.
Top Secret (original edition)
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The original version of Top Secret was designed by Merle M. Rasmussen, and allows players and gamemasters to build their own espionage story settings. The original boxed set of the game included a 64-page rule book and a sample adventure, "Operation: Sprechenhaltestelle". The TSR Product Code for the original boxed set is TSR-7006.
The game was developed over a period of two years by Rasmussen and TSR editor Allen Hammack. As part of the playtesting for the game, a note written on TSR stationery about a fictitious assassination plot brought the FBI to the offices of TSR Hobbies.
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The Top Secret game is based exclusively on 10-sided dice. All character attributes and other statistics are percentiles; some scores are rolled, and some are derived from combinations of two or more other scores. Top Secret also features Areas of Knowledge, which function similarly to skills in more modern RPGs. Characters gain experience points and progress upward in level. The levels had relatively limited in-game effects (most significantly, gained experience points were divided by the character's level but the base mission pay was multiplied by the character's level). Characters could also improve statistics by spending experience points. Top Secret also featured two mechanisms players could use to alter game results: Fame and Fortune points.
Top Secret characters are employed in specific bureaus—Assassination (Killing), Confiscation (Theft), or Investigation (Research)—all in the structure of an unspecified espionage agency. Despite a character's primary vocation, he may be called on to perform any type of mission. The in-game effect of a character's bureau was a 100-point experience bonus for mission objectives which fall within that bureau as well as bonus mission pay for those actions specific to the chosen bureau. An appendix in the rule book lists dozens of historical and fictional espionage organizations which could serve as employers or adversaries for missions.
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An expansion to the game, The Top Secret Companion introduced enhancements to many game components. It included additional character classes and missions, as well as new Areas of Knowledge and abilities. A revised combat system was introduced that sped up and provided more variety to combat results. New equipment and weapons were introduced as well.[4]
Supplements
Top Secret Administrator's Screen and Mini-Module. Corey Koebernick (1982). (Includes Operation: Executive One) :The agents must rescue the president, who is being held by a band of Canadian mercenaries in a haunted mansion).
TS007 - Top Secret Companion. Merle Rasmussen (1985). ISBN 0-88038-102-7 (Expanded rules and new equipment).
Mission modules
TS001 - Operation: Sprechenhaltestelle. Merle Rasmussen (1980). this module details a town on the border between East and West [the exact location is never specified] where secrets and subterfuge are everywhere).
TS002 - Operation: Rapidstrike !. Mike Carr (1982). (This module details a commando raid on an enemy complex to recover a kidnapped scientist).
TS003 - Lady In Distress. Mike Carr (1982). (This module's plot involved agents parasailing to rescue a hijacked cruise ship. The module's ship plans were based on the MS Achille Lauro, which was seized by PLO terrorists in 1985 and resulted in the murder of one passenger.)
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TS004 - Operation: Fastpass. Philip Taterczynski (1983). (This module details a defection at an international puzzle tournament being held behind the Iron Curtain).
TS005 - Operation: Orient Express. David Cook. (This module contains a series of 6 adventures set on trains in Europe and rules for creating similar adventures).
TS006 - Operation: Ace of Clubs. Merle Rasmussen (1984). (The agents investigate events at The Ace of Clubs, an exclusive resort and casino operated as a front by The Agency).
TS008 - Operation: Seventh Seal. Evan Robinson (1985). (The agents have to deal with a nuclear threat by an organization that uses Tarot Cards as code names).
Modules published in Dragon magazine
"The Missile Mission", Dragon no. 39. Mike Carr. "Doctor Yes: The Floating Island Mission", Dragon no. 48 (April 1981). Merle Rasmussen, James Thompson. "Mad Merc: The Alulu Island Mission", Dragon no. 56. Merle Rasmussen, James Thompson (1981). "Chinatown: The Jaded Temple", Dragon no. 62. Jerry Epperson (1982). "Wacko World", Dragon no. 79. Al Taylor. (The agents must investigate a theme park). "Whiteout", Dragon no. 87. Merle Rasmussen (1984). (Suspicious incidents at an Antarctic research station require the agents to go undercover to investigate). Modules published in Gygax magazine "Operation Rendezvous Oasis", Gygax no. 4. Merle Rasmussen (2014). Top Secret/S.I. edition
Top Secret/S.I
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In 1987, TSR published Top Secret/S.I. ("Special Intelligence"), a revised edition designed by Douglas Niles. The TSR Product Code for the revised boxed set is TSR-7620.[5] S.I. introduced a more structured gaming environment in which players worked as agents for secret intelligence agency ORION against its evil adversary, WEB. Later source books in the product line introduce both supernatural (Agent 13) and futuristic (F.R.E.E.Lancers) adventure settings. These settings introduced several recurring characters such as Sebastian Cord and Agent 13.
Combat system
Top Secret/S.I. uses a fast, simple combat system based on percentages. With as little as a single die roll, a player can know not only if a character was hit, but what part of the body was hit and the extent of damage.
Based on a character's stats, skills, bonuses and penalties, the gamemaster (Administrator) gives that character a certain percentage chance of hitting a given target. The player then rolls percentile dice; a result that is equal to or lower than the to-hit percentage succeeds. The hit location is determined by the 'ones' digit of the same roll, and hand-to-hand combat damage is determined by the 'tens' digit. Weapon damage ignores the 'tens' of the first roll, and requires a second roll based on the weapon's characteristics.
Character sheets
Character sheets in Top Secret/S.I. resemble agent dossiers, and are intended to provide quick and easy reference to all a player's stats and skills. They also provide a detailed map of the ten possible hit spots of a character's body, and a blank portrait area for drawing or attaching a depiction of the character.
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Top Secret: New World Order
In June 2017, Merle Rasmussen announced the release of a reboot entitled "Top Secret: New World Order," a completely new iteration in the series. He had been running the game at conventions and events for two years prior to the release, adjusting the rules and user experience in real-time. The game has an updated rules system to appeal to more modern role-playing gamers.
The Kickstarter page for Top Secret: New World Order went live on June 27, 2017. The game began shipping to backers in March 2018.
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jwslw · 6 years ago
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d20 Modern stats for the Sirens from Borderlands
 (description from the Borderlands Wiki)
Within the universe of Borderlands, Sirens are women with mystical, unknown backgrounds and incredible powers, and are distinguishable by the tattoos running down one half of their body.
Only six Sirens can exist at any given time, as revealed by Handsome Jack. At the time of Borderlands 2's release, three are known: Lilith, Maya, and Angel. Outside of the games, Borderlands: Origins issue 2 confirms fan speculation that the Crimson Lance leader Commandant Steele was the fourth Siren until her death.
There are reportedly six Sirens in existence at the time that the events in Borderlands take place. The player character Lilith is one of them, and part of the reason that she is on Pandora involves searching for another whom she believes to be on the planet. The Siren she seeks is most probably Commandant Steele, due to Steele being the only known siren besides Lilith during the story of Borderlands. A third Siren to appear in the Borderlands series is Angel from Borderlands, an enigmatic character who was confirmed as a Siren in Borderlands 2. The full extent of Angel's abilities are unknown, however she makes references to performing a "phaseshift" when hacking technology. In Borderlands 2, one of the player characters is a Siren named Maya.
The tattoos are a side-effect of being a siren. The tattoos of all known and suspected sirens, however, only appear on one half of the body. Seemingly they channel their powers through the arm that possess the tattoos, which is often seen when Maya uses her power, Phaselock, but this could be because her right arm is always holding a weapon. The tattoos appear to cover them from foot to scalp, as seen in the special edition customization skin for Maya. Whether or not it is the same for other known sirens is unconfirmed.
Sirens thrive on Eridium ore, a mineral that became abundant on Pandora after the events of Borderlands. Patricia Tannis suggests that, because of their relationship with Eridium, there should be a connection between Sirens, the Vaults, and the Eridians. This connection is not between Eridium and the individual Siren, as Angel mentions that Maya has no previous connection to Eridium in ECHO recordings.
Siren powers are enhanced through the use of Eridium. This is seen at several points in Borderlands 2; where Lilith used Eridium to enhance her phasewalk ability and heal herself. This is also seen when Handsome Jack uses Eridium to increase Angel's powers. Overconsumption of the material will have negative side effects. Lilith shows signs of addiction to the substance. Angel, being fed enormous amounts over a long period of time, eventually required a constant feed in order to maintain life function. She died shortly after her Eridium supply was cut off.
Each Siren has an ability unique to themselves, albeit sharing similar characteristics. Lilith has the ability to Phasewalk through another dimension for a short period of time. This ability has been enhanced through the use of Eridium to teleport others as well as herself, and through the use of a high concentration of Eridium to amplify this trait she has also been able to phase the entire city of Sanctuary.
Maya has the ability to Phaselock enemies, rendering them completely immobile in a bubble made of energy from another dimension.
Angel uses an ability that she refers to as Phaseshift. The ability allows her to change the way her environment looks. It can be seen in her introduction cutscene in Borderlands 2, as she phases one of the Control Core chambers away. Later, during the fight in the main chamber, Angel is able to spawn ammo boxes for the players. By being connected to all of Pandoras' datastreams, Angel is able to open doors and hack computers or consoles, like the Catch-A-Ride station. She also claims to be able to "look forward and backward along the timeline," during the mission Destroy The Destroyer.
Other known traits include being able to power themselves up physically. Both Lilith and Maya can deliver empowered melee strikes in close quarters that can match or, depending on skill investments, exceed the damage inflicted by a number of the other characters' melee weapon strikes. Lilith's Phase Strike skill makes a notable feature of this talent.
Both Lilith and Angel have demonstrated the ability to charge a Vault key, thereby providing the power to activate the Warrior. Steele has also demonstrated an understanding of Vault keys, as she has been seen assembling one in Borderlands. Maya is implied to notably lack this ability by Angel. However, no explanation is given for this.
Species Traits
Ability Modifiers: +2 Dex, -2Cha.  Sirens are agile but, can not blend in  
Aberration: Sirens are so unusual they are considered aberrations instead of humanoids,  however they still have the Human subtype and can effect/be effected by human specific items or powers.   Sirens do not have Dark Vision.
Medium: Sirens receive no special benefits or penalties for their size.
Base Land Speed: 30feet.
Alien Origin (Su): Sirens can select Divine Heritage, Magical Heritage, or Wild Talent as a Bonus Feat at Character creation.  Sirens may add the Siren Feats (listed below) to the Bonus feat list(s) for their starting class
Signature Power (Su): A character creation a Siren can select 1 5th level Spell or Psionic power or 1 3rd and 1 4th level Spell or Psionic power, these powers can be from any FX class list and the 3rd and 4th level powers do not have to come from the same list.  These powers can be used a total of times per day equal to their Wisdom Modifier +1 (Minimum 1) at 4th, 8th, 12th, 16th and 20th level a Siren gains an additional use per day. Caster/manifester level is equal to the base level required to use the spell/power or the Siren's Character level (whichever is higher).  Unless otherwise noted in the Spell/Power's description, using a Signature Power is a Move Action.
Psychic Power (Su): At first level a Siren gains a number of bonus Power Points per day equal to 1 + their Constitution Modifier (Minimum 1) these powers can be used to manifest powers if the Siren has levels in a psionic class or to perform an action from the Siren Boost List (See below)
Siren Boost (Su): Once per-round as a Move Action, the Siren can spend upto 5 power points to perform one action from the Siren Boost Table.  
Eridium Affinity (Su): Sirens have the unusual ability “Consume” the alien element Eridium. Eridium is most commonly consumed in 1 oz “doses”, each dose grants cumulative +1 Caster level bonus to the Sirens Signature Power(s) (No Max) for 1 round per dose (Max 5 rounds), for every 5 doses consumed the Siren is Fatigued for 1d4 rounds after using the Eridium effect ends.  Consuming Eridium is a Move Action that provokes Attacks of Opportunity.  Eridium has a Medium Addiction chance.
Starting Language: Sirens begin play knowing knowing how to speak read and write any one human language
Level Adjustment:+2.
Siren Boost Table
Boost Name Effect
Restoration A Siren may heal 1d4 points of HP or 1 point of Ability damage per Point spent
Resistance Grants DR5/-- or Energy (Select Round)5 for 1 round per Point spent
Resolve Grants a +4 bonus to Fort, Ref or Will saves for 1 round per Point spent
Rest Grants the Siren the benefits of a Full meal or Hour of rest per Point spent
Master Cast +1 Caster level per 2 Points spent on next use of Signature/Bonus Feat powers
Recoil +1 attack and damage per point spent for 1 round
Share the Love
Prerequisite: Siren, Character Level 3+
Benefit: May convey one of the effects of your Siren Boost to an ally within 30ft on a successful Ranged Touch Attack. (Can not include Master Cast or Boosts granted from bonus feats)
Normal: A Siren can only use their Boosts on themselves
Special: Boosts used on other characters require twice as many points to be effective (Restoration heals 1d4 points of HP or 1 point of Ability damage per 2 points spent, Resistance last 1 round per 2 points spent ect)
Celestial Wings
Prerequisite: Siren, Character Level 3+
Benefit: Adds Celestial Wings to the Siren's Boost list
Normal: The Siren Boost list includes only Restoration, Resistance, Resolve, Rest, Master Cast, and Recoil
Special: The Siren gains fly 30ft (Perfect) for 1 round per 2 points spent after using their Signature Power.
Magnet
Prerequisite: Siren, Character level 6+
Benefit: Adds Magnet to the Siren's Boost list
Normal: The Siren Boost list includes only Restoration, Resistance, Resolve, Rest, Master Cast, and Recoil
Special: When using their Signature Power(s) or a power/spell from their Alien Origin bonus feat, the Siren may forcefully drag near by enemies to the spell's target.  The effect has a radius of 5feet +5feet per Point spent, any creature or unsecured object within the radius is pulled to the target at a speed of 20ft.
Power Jump
Prerequisite: Siren, Character Level 6+
Benefit: If the intended Target of the Sirens Signature Power is killed or destroyed before the duration ends, the power will automatically leap to another enemy within 5 feet of the original target
Normal: The Power's effect ends when the target is destroyed or slain
Power Growth, Minor
Prerequisite: Siren, Class Level 9+
Benefit: The Siren's power expands granting a new spell or psionic ability
Normal: A Siren only has 1 5th level power/spell or 1 3rd and 1 4th level spell/power
Special: The Siren may select a new spell or psionic power to their list of signature powers.  The power /spell must be at least one level lower than the Siren's current lowest level spell/power.
Power Growth, Major
Prerequisite: Siren, Class Level 12+, Minor Power Growth
Benefit: The Siren's power expands granting a new spell or psionic ability
Normal: A Siren only has 1 5th level power/spell or 1 3rd and 1 4th level spell/power
Special: he Siren may select a new spell or psionic power to their list of signature powers.  The power /spell may be equal or lower in level to the Siren's current highest level power/spell.
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UC 49.20 & 21 (Imperial vs St John’s + H’field vs MCR)
Hello, and welcome to a good old fashioned Chase Edition of The University Challenge Review. If you read last week’s blog I mentioned that in the early days of doing this I would sometimes have to try and bash out a few hundred words in the half an hour after the show aired lest risk missing a few precious minutes of pre-drinks and Planet Earth II at a friend’s flat (we watched them on the Monday, not live on Sunday night, before you try and get me with that old chestnut)
And while I can no longer indulge in the marvellous phenomenon of mid-week pre-drinks, and the planet hasn’t been renewed for a third sequel, I once again find myself in a rush to get something written. Arsenal play Chelsea at 8.15, and though my hopes of victory are low, I must, ever the sporting masochist, watch the tragedy in real time. This may seem like ample opportunity to write your blog, you might say, given that the carelessness of the editing indicates a product that is at best lackadaisical and at worst openly antagonistic towards the reader, but this is further complicated by the other tasks I must also accomplish during this timeframe. 
The dishes need washing and so do I, having cycled home forty minutes in the driving rain. The flat needs hoovering and, ideally, the recycling should be taken out (although it has just occured to me, having thought it was Wednesday, that it is Tuesday, meaning that this is less of a priority). I also have hunger to reckon with, and may need to resort earlier than planned to last weeks chilli (on toast, with some extra mushrooms if I can be bothered), having had only what was left of Sunday’s grapes since getting home. 
But this is not the end of my troubles, dear reader, no, because I am also hopeful of catching up with the live programming schedule in time for the quarter finals which I believe start next week, so am compelled to include reviews of not one, but two episodes in this very post. Why then, you might ask, would you waste so much of your time on a needless excercise in over-explanation instead of actually writing about the episodes in question? You might also ask why, having used ‘having’ as a clause so many times already in this introduction, I used it in this sentence. The answer to both of those is simply that I do not know, but let’s get going, here’s your first starter for ten.
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Imperial vs St John’s, Oxford
Imperial College, London had come into this match off the back of handing out the biggest thumping of the first round to Brasenose College, Oxford (255 points to 70). Their winning score was also the highest of the opening set. St John’s meanwhile, had accrued a paltry 115 points in their low-scoring win against Wolfson, Cambridge, fewer than eight losing teams. On paper this was a foregone conclusion, but I said the same about Courtauld vs Glasgow last week, so as with any form of competition, surprises can be sprung.
This match, however, would turn out to be like a broken jack-in-the-box in that regard, a horror film with no jump scares, an elongated bout of the hiccups, the romance narrative of a Mills and Boone, or the fact that Jeremy Clarkson would have the character of a man who punches someone because their dinner is cold (I’m reading Ducks, Newburyport at the moment so I’ve got lists on the mind, I’m sorry).
Brandon, whose relaxed nature and Gengar sweater had gained him many fans in Imperial’s debut, puts speechmarks up when Paxman congratulates them on having done such a good job despite the four of them being science majors, which I think is a remark on Paxo splitting subjects down the middle into science and non-science, seeing as two of them, himself included, study computing. This time around Brandon is wearing a sweater with Alex Trebek on, the Canadian host of Jeopardy having recently been diagnosed with cancer at the time of filming.
St John’s negged the first starter, allowing Rich in to sweep up and take the lead for Imperial, once the question had become a lot more straightforward. Brooks then negged for the Londoners, but Oxford couldn’t steal it, and then negged again through Burns on the next starter. A hat-trick of interruptions on the first three questions is certainly a rarity on University Challenge - I think perhaps St John’s had planned to go in hard, knowing how good Imperial were - but things settled down after that. Imperial got into their rhythm, and no amount of early buzzing was going to help St John’s once that had happened. 
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Paxman gave Brandon into trouble after a particularly chilled out buzz of ‘six’ on a Starter about the planets, asking whether he ‘found the questions insultingly easy’. It certainly looked like he did, but he protested, although he took the next Starter as well in a similar fashion.
The match was over as a contest by this point, and Imperial were cruising, only interested in whether or not they could beat their score from the previous match. St John’s, to their credit, scrapped hard to the last, with Captain Leeks especially determined to see them into triple figures, which they managed. 
Final Score: Imperial 255 - 105 St John’s
So in the end Imperial matched their first round score, which gives them the highest two scores of the series so far. And well done to St John’s, who almost achieved the same feat, despite their opponents scoring 215 more points than in their first match. Now, onto the next one..
Huddersfield vs Manchester
Okay, before we get started, a quick update on The Chase (not the TV quiz show the Chase; the chase to get this blog finished on time. I guess its more of a race than a chase, really, isn’t it, but Chase makes it seem more like there’s an element of danger involved, which of course there isn’t). I am now quite hungry, but I have done the dishes. Perhaps I should have eaten, and then done the dishes when watching the football, but here we are. 
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Anyway, Manchester made the second round courtesy of a tight match against Jesus, Oxford, who have already come through the repechage and made it to the quarter finals. Huddersfield, who are making their debut in the competition this year, beat the Open University at the death in their first ever appearance, so they came in protecting a 100% record. 
Captain Cook gets the Yorkshire quartet off to the ideal start, but they can only take one bonus on breeds of donkey. No matter though, because Manchester give them a helping hand with a neg on the next Starter, putting them into minus points. They’re quickly back above freezing, their Skipper Green dragging them up with an early buzz of Wes Anderson next time around. Booth is unlucky on the next Starter, but comes in just as Paxman is finishing the question for his second penalty of the evening, but Huddersfield don’t manage to punish him.
A neg for Green put Manchester back on bagels, and Cook took the opportunity to toast them this time. But these would be Huddersfield’s only points for some time...
Rogers got the Mancunians going with his first of the night, and his team quickly rattled off a hundred and twenty points without reply. Cook stopped the rot, but only briefly, and his side reained shellshocked while Manchester raced up another seventy five points. Cook would take a few more starters, and ended the night having claimed all five of his teams Ten pointers (I wonder what the highest number of starters taken by a player without their teammates getting one is. Five’s quite a lot, I reckon, but I bet there’s someone who knows better than me)
Final Score: Huddersfield 90 - 205 Manchester
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Another solid performance from Huddersfield, but ultimately Man Uni proved too strong, and they make the Quarter-Finals for the second year in a row. 
Phew, just about made it. And yes, I know that this second one was a lot shorter than the first one, and that a lot of the first one was made up of non-University Challenge content, but I’m really quite hungry now, and the football is going to start soon, so I’m going to call this a win and get something to eat. See you next time. 
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