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Tk
Tomorrow Knights
Tomorrow Knights was originally a comic
printed in the early 90's under the Epic imprint. Due to the
artist/creator being involved with Z-man Games/Spectrum
Games they worked a deal to produce the Tomorrow Knights RPG.
What
is Tomorrow Knights?
In
essence, the game is cybernetic,
power armored, action heavy game with elements of noir and pulp. It is a slicker crisper more fully realized SF setting
which draws inspiration from cyberpunk, espionage and other such
genres to build something that is, somewhat alone in its field
as a near future hard SF game.
Part of what keeps it from being full
on cyberpunk is the attitude differs slightly and the
artwork is very crisp, clean linework that simply screams less than gritty.
This is a good thing.
The basic concept of the game is in the relatively near future, the Universal Corporate Council has
gained immense power as an oversight force for corporations and
also as a world shaking megacorp
power itself. Governments still exist however, the president of the U.S is
known to take a
hard oppositional stance to the UCC's policies. A limited nuclear
exchange made the weather worse, and the big SF concept
is that power armor is the modern-military's
backbone.
No it doesn't discount tanks (a mini tank being one of the
example
vehicles.) but these urban versatile vehicles make a man pretty much
as effective as an entire special forces squad of the 20th century.
Though this is not the only change,
technological modification
of humans--from
cyber limbs to a symbiont
who can control electromagnetic effects exist. The rules
allow for human "experiments" as a matter of course from
poison glands to mole-sight and so on.
One can be modified. Though
ALWAYS for a price--a negative side effect that usually outweighs the
positive. In our game we had two experiments--one genetic,
the other cybernetic. One healed at a much slower pace due to a
variety of espionage/camouflage's
enhanced traits, the other took damage from bright lights (his cyber eye
was too good and actually caused dangerous feedback when overwhelmed.)
The
Basics
The system is 2d6+trait vs a difficulty
number starting at 3 (Dead Simple) and going up to 18 (Impossible).
Traits being neither wholly attributes
or skills but often a bit of both they cover the basic description
process of defining a characters capabilities. There are two
kinds of traits: Easy and Hard. Within the system
an easy trait based task may be attempted by anyone
with some chance of success, while those listed as hard traits can't
even be attempted unless one has training in that trait.
A GM may modify a DN by adding
modifiers above the base level (from +3 to -3 is the typical range.)
this strikes me as odd addition since the GM is likely already
setting the basic DN to begin with--why not simply have that factored
into the 3-18 scale?
Although the separate
element allows one to set a flat difficulty for a task--then modify it
based on situational factors for specific characters this way, it
seems to me that just giving the GM permission to set the DN's based
on individual characters and their specific situations to begin with; would been a simpler and smoother handling of the system. This is not
to say its a bad thing, just an extra that complicates
an otherwise dead simple system. Opposed trait rolls are a given in
some
circumstance, and the handling of these is rather different than
most. Instead of comparing traits (mostly) in a straight
trait vs trait plus dice method; traits instead roll vs a difficulty of
3--and then if both succeed compare their degree of success
to determine who wins. At first this looks slower than the former
method, but in practice I found it much faster than
expected and more consistent in producing the kind of results I
expected than directly opposing trait rolls.
Seamless Points are the 'luck' and
experience of the game, they are interesting in that they are awarded
by the GM in play, but players can set up their characters to
get more by taking hooks. Hooks being some plot element that they
want to be introduced (from vendettas, to debts and so forthr.) What
might look like a disadvantage system, is actually a
lever to create an exciting game and challenge the character. Now
I rather like this element although
my players didn't use it (given the playtest nature and short term
duration of things,
the adventure set up didn't make it
particularly easy for them to activate the hooks they took. In a long
term campaign I expect they would routinely shake
things up.
Seemless points can be used to buy
fortunate circumstances/extra effort pushes of themselves
(add
an additional die to roll), buffer wounds (reducing their effect
essentially
getting lucky and it being only a flesh wound type situation.)
protect themselves from shock (a circumstance of being wounded that
can knock a player character
out.)
Seamless
points ALSO work as experience, players may spend them to purchase a
chance to increase a trait (cheaper but riskier)cor simply work towards
buying up a
trait. Now some gamers hate, absolutely,
the idea that to get lucky/push oneself in a gamecone can't learn from
it. This is a bit
jarring for some. I don't mind them in games meant for slow
advancement, or minimal advancement (superheroes), and
a starting Tomorrow Knights character is fairly competent so the
necessary need to advance is not a given--if I can
make the character I want at game start. Yet not everyone feels the
same, and for this particular game I feel a separate
system might have made more sense. People learn from their mistakes,
mistakes are often where you need luck and effort the most to
get out of them. Ideally a situation where seamless points spent in
play also count towards learning something knew would
be better.
The system is fairly easy to use, but not without a few
consistency issues. For example: Called shots are
mentioned to get
around armor for human targets, and, it is mentioned that one can put
a pipe through the face plate of armored suits--implying it is
a weaker spot to strike. Yet the system treats this as simply a good
rolled
result--that is a high degree of success. Yet nothing limits someone
with a high degree of success from describing the result differently.
It strikes me as one of the areas where in trying not to
complicate the game and make it heavier in play they actually didn't
connect the dots between the writing of the conceptual ideas to the
actual mechanical system. Since it is part of the setting that the,
pipe through a faceplate, can be
done, but the mechanical effect is no different than
any other good result on a strike when it surpasses protection to do
damage..
Simply noting a slight drop in protection for the faceplates
would have resolved this situation more elegantly.
Overall the system is relatively
smooth, easy to use, and fun, it tries some interesting things, but
isn't straying into dangerous attempts to do all new,all
different things.
I give
the system 4 of 6 faces on the d6.
The
Book
The book is soft
cover and relatively short by modern gaming standards
clocking
in at 128 pages. It is black and white throughout and has superb art
(Being from the comic book with bits created by the original comic
book creators, its also consistent, and that means the book to
me is beautiful in representation without being over produced.)
One thing to note, because of its
thickness, non-color setup the book is priced at 19.95 US. That means
a complete near future SF game for just around twenty bucks!
This is GOOD for those of us who want a solid game, without paying an
arm and a leg for it, and that's a PRINT copy price.
The book's quality is decent but
not
high end, so its merely average, except for the price to quantity of
information and that pushes it to a 4 of 6 on the d6
Breakdown
The book starts with a forward and
introduction by Eddie Webb and Cynthia Celeste Miller (the games
creators.) after that single page a couple of simple black
and white page series of comics panels introduce the setting in a
nutshell.
Chapter 1:
Introduction
We get "What is Role-playing",
a brief introduction to the comics from the 90's then an example of
play right up front. The example to begin with is short of game
terms because we've not gotten to those yet and is fairly
loose in presenting the "game" elements--its better than an unrelated
short story at least.
After that brief bit we're given some
more basics--what you need to play, summary of game terms. I'm not
entirely happy with seeing them up front. It's not a bad
decision but I much prefer a glossary at the end of the book so I can
flip open the backcover and read quickly. In a short book
its not that bothersome, but its just where my preference places
things.
Once the glossary is done we get a
chapter by chapter break down of what's in the book in brief its a
nice summary that might speed play if someone has to look
something up, but its not nearly as useful as an index would have
been.
I give
Chapter 1 3 of 6 faces on the
d6
Chapter 2: Flash
forward
Covering the history of the world as it
is needed to explain this near future SF game beginning with the
discovery of Zionite in 2007 (a strange super
elementl discovered in space.) the use of the element ends
up with a super-material that they then use in fashioning a
battle pod (big power armored suit.)
From there we get the 13 hour war, and
the rise to power United Corporate Council who essentially takes over
the UN's role due to their failures. The UCC established
themselves with a treaty that empowered them as essentially a new
world order government, eating away sovereignty of the world's nations.
This section introduces us to the
various factions: Starkweather Limited, (the Tomorrow
Knights themselves) who are a special unit of semi-mercenaries
essentially employed by the U.S President to strike back at the
UCC. The UCC is given some detail, as are the REAM Team (Regulatory
Enforcement Agents, Mechanized--the private army of the
UCC) as well as details on other factions from big corporations to
Yakuza Shogunate.
We are treated to slang terms, although
considering their comics source we get more generalized slang rather
than the colorful linguistics often found in more classic
cyberpunk, near future sci fi.
The game unlike some actually examines
some of the concepts of the setting as a game as well, cinematic (yet
gritty) action, involved characterization, sociapathic
corporations, and mechanized battlesuits.
All in all its a quick break down of
many ideas. Sadly its TOO quick to be really useful long term. I give
Chapter 2 a 3 of 6 faces on the D6
Chapter 3:
Character design.
A lot of the details here cover the
system, but it breaks down important information on how to purchase
traits, hooks, and so on. Like many games the first step is
to come up with a concept. Although this is difficult without more
world information at this stage, it is not impossible.
Character creation is point based with
Easy traits starting at 0 and going to 5, and Hard Traits starting at
-3 and going to 5. Easy traits not listed by a pc are
presumed to be accessible
at average level (0),
while Hard traits MUST always be purchased andthey start at -3 for the
first point
spent.
Traits as noted before
cover attributes and skills together, they cover three broad
categories: Body, Mind and Style (social)
and do a reasonable job of
describing a
person's abilities.
Mind
Traits
- Computers
- Expert
- Investigation
- Knowledge
- Literacy
- Medicine
- Numbers
- Perception
- Science
- Survival
- Technology
- Willpower
Something to note is that
Numbers is
somewhat more important that its name suggests as it impacts wealth!
(and in a future where you pay cash for your tech unless
an experimental model, that's pretty important!)
Each trait is broken down
and given a
-3 to +5 description of competence,
and
specializations are also possibilities where on aspect of the broad
traits are
emphasized over others.
In addition to scaled traits, you have
perks (advantages) which range from law enforcement privileges
to extreme wealth contacts and beauty. Though this also
covers some unique bits that deserve examining, from being a clone
(clones are rare and have memory issues.), to having a
Shadow Demon implant (a symbiotic semi-living device that gives one
additional electromagnetic senses and limited elctromaginetic
control.) although it mentions
Scientific Experiments (one-off, specialized character advantage
packages) they aren't covered until a later chapter.
Hooks also come up in this chapter,
these are the 'experience' triggers that give players ways to bring
in their own seamless points by utilizing their hooks, they
range in severity by how often they show up, and how impairing they
are to some extent. Notable in the examples the Hook Debt
could be used to describe gambling debts to leg
breaking mafioso, or simply the fact a character has to
pay child support.
The rest of the chapter fills in the
details and then gives a handful of sample characters ready to plug
in and play.
I give this chapter 5 of 6 faces,
it
covers things in enough detail to be useful and usable, without being
burdensome.
Chapter 4: The
Rules
Beginning with a paragraph "When
NOT to use the Rules" which describes that the system while
versatile are not the end all ofthe experience of playing Tomorrow
Knights. I find that approach nice but in some ways it really
is a simply better rationalizedt
version of many games golden rules/rule zero. You use the
engine as best as possible to fill your game groups needs.
Beyond describing the system (covered
above) we also get the typical expanded combat uses of the system. It
is like many games taking the basic system and showing us rather as
typical that combat is king. Given the setting this is not a bad
thing. Rather its actually genre, and comic appropriate to some
degree. Although as a caveat, I note that a lot of social interaction
is common in the comic, and it been nice if setting up such social
interactions and conflicts were given as much detail as how to handle
combat (but I'm a bit of a freak about that.)
This section gets 4 of 6 faces on
the
D6.
Chapter 5: The
Tomorrow Knights
Universe
Covering the major players in a lot
more detail we get write ups of John G. Starkweather (Ex Marine and
CIA operative), Akiko Kuniyoshi (a Shadow Demon bearer), Felix A.
Merrin (a clone, and technical genius), Isabelle J Lasalle (power
armor operator and sex tech--essentially seduction based
spy/assassin.) among many others beyond the Tomorrow Knights
themselves including their enemies and other players/competitors.
Also within this section is a list of
locations from the New White House (at Cheyenne Mountain) to the now
desolate ghost-city of New York (thanks to lethal fog created by
bio-terrorists) and onward
to the moon.
Rather quickly done but it provides
plenty of information to those unfamiliar with the comics.
4 of 6
faces o the D6
Chapter 6:
Technology
The fun stuff! From K.E.
Guns (Kinetic
Energy) specialized plastic slugged weapons to the various
tele-operated robots, tanks, powersuits, and cars used throughout the
setting.
We get
cybernetics/alterations like
- Adrenaline
Booster Implant
- Inner-Com.
- Knife Hand
- Memory Data Assistant Implant
- Mini-Missile Launchers (Fiver Finger
frig!)
As well as others and some basic ways
of building our own (although more "ask the GM" than hard
set rules.)
We also get some ubiquitous staples of
the genre (mono molecular
swords), as well
as some interesting things the Cricket (a bipedal cybernetically
operated recon and anti-personnel
robot)
and the power armors galore. Including the now impossible to make
zionite armored battle pods (thanks to zionite formula being lost.)
One thing that actually impairs this
section is the fact that we don't get rules for the logic behind the
armor, slots for guns/devices, speed and so on of the armors. We're
given the suits that are pre-made
and the
slots for "tailoring" them a bit, but not the core
logic/rules necessary to construct our own. Considering at least a
few of the armors are prototypes it been nice to see an option for
players to have their own prototypes (it is entirely possible to
create a player character who could make their own armor, and
finance its
construction.)
This section also left of
the muscle
scores for the suits/robots (which is important in play for melee
damage and similar things) and that while a minor glitch it does make
using the armors problematic (Note:The FAQ on their website covers this
problem)
This
section get 3 faces of 6 on the d6.
Chapter 7:
Gamemaster's Section
This section I'm giving the score
up
front--6 of 6 faces.
The reason being it explains a lot of things
quite well, from developing the "story" for play, helping
make characters, and designing the campaign to fit the Tomorrow
Knight's Universe. It even gives suggestion on how to
describe things (most GM's I know don't need that help, but it can't
hurt for those who do.)
The chapter covers narrating
techniques, prop use, participation and ownership of characters (the
pc's are the players and that is an important thing I like having
stated even though I usually GM. )
The chapter also covers some game
options that space could been shaved by dropping--using cards, not
using randomizers at all. These things are nice, honestly, but in a
relatively tight limits of space, such options are unnecessary and
distracting.
Also
covered here is the
"Scientific Experiment Background" (although Mole Sight is
missing a value) its a rather nice and, easy to use way to
tailor some
weirder character ideas. I
used it for
creating the chief NPC in
my campaign who'd
hired the pc's to break him out of an asylum for dangerous, but
useful, science experiments that were a bit mad. In this case, the
NPC was wired to be a living interface to a supercomputer. Micro
Electromagnetic Reactive Linked Interphase Neural Network (MERLINN)
was its name, and he was calling himself, Arthur, as in KING Arthur.
Hence why he was in maximum security asylum. He hired the PC's to
break him out, using e-mail drops. It pays to be able to neurally
access one of the most powerful computers in the world.
Chapter 7:
Adventure Briefings
Covering some sample adventures this
gives a very simple setup and payoff schema to describe the basic
adventure ideas it provides. Some are quite good and its nice to see
some ideas in such an otherwise compressed book on how to actually
make use of the game.
5 faces
of 6 on the D6
Chapter 8: Toxic
Apocalypse
A full chapter adventure. It provides a
solid, beginning, middle and end to embroil your players in the world.
. Even
showing a few relevant bits of art (specifically one scene is taken
from the comic that could easily become a handout to show pc's to
detail just how nasty things are.)
The adventure is nice well
plotted and
looks highly usable or steal
able for play.
5 of 6
faces on the D6.
The final bit of the book is a Mutant
and Masterminds appendix giving the armors, and other bits in
M&M
stats as well as the license
needed to
display such things and a PC sheet.
Frankly its nothing spectacular here, I
much prefer the default rules for Tomorrow Knights even though I like
M&M a great deal, I don't think its damage system is best for
the
"gritty" yet cinematic play as a default
that fits Tomorrow Knights. Although it is nice to have since you
could introduce some of the suits into a supers campaign as military
tech. Or even run the setting itself with M&M, just not quite I
think as well as the core rules.
In
general that gives it a (rounded) 5
of 6 faces on the D6.
In
summary the game system is fast and
flexible and highly usable
it is also
roughly the same system as what is being used in their just released
Midway City RPG. Although it has a few minor hiccups
between textual descriptions and actual rules it is well worth the
price. It looks like I'll
make use of this game regularly in play for near future cyberpunk
style gaming, and I can recommend it quite well for those
wanting something decent and cyberpunk like in setting.
About
the only issue that came up in
play was simply a difference in perception between players
understanding of the genre and my own. (I focus on action heavy
elements that keep all players involved, on player wanted to spend
weeks planning to infiltrate the hospital, and that just wasn't going
to give enough for the other player to do. This has more to do with
my perception than actual rules or game issues. Note to self: Explain
your perception of genre in detail up front.)
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