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WORDS
ISSUE #3
Play Dirty:
Other Side of the Screen
Playing Romans with Shane
Hensley
Page 3
Unnamable
A New Little
cthulhu mythos Game!
Page 11
Wicked Words
Magazine Issue #3,
Volume #1
Wicked Words Magazine is
published by John Wick
Presents, LLC and is and
2014 by John Wick. Logo by
Jessica Kauspedas. You can find
out more at
www.johnwickpresents.com.
This Magazine is made
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www.patreon.com.
As always, we want to thank
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lets get on with the show!
CONTACT US!
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Twitter: @wickedthought
THIS ISSUE!
3: Play Dirty: The Other Side of
the Screen
7: One Last Drink Before I Go
11: Unnamable
15: The Lovecraft Game
23: Houses of the Blooded:
Slumming (Chapter 3)
PAGE 2
Play Dirty:
Other Side of the Screen
I got the chance to play Weird Wars Rome at the home of Shane Hensley. It was a fantastic night
full of fun, drinks, snacks and werewolves.
Heres the story.
PAGE 3
PAGE 4
PAGE 5
Play Dirty
Play Dirty was the most controversial
column in Pyramid Magazine history and
remains a keystone of GM Advice. You can get
your own copy of the collected columns (and
bonus stuff) at DrivethruRPG:
http://rpg.drivethrustuff.com/product/85816/
Play-Dirty
PAGE 6
PAGE 7
DArque
PAGE 8
Fate
***
When you are done, come back and I will give
you what you seek.
What is that? I asked her.
A night of pleasure, she said, smiling. Your
last night.
In your bed? I asked.
She nodded. Yes.
All right, I said. Then, I left her behind.
The Countess
PAGE 9
PAGE 10
Unnamable
A Little Lovecraft Game
A lot of folks have asked me, When are you going to do a Lovecraft game? I always answered,
Call of Cthulhu does it just fine. (The same answer can be given for a King Arthur game and
Pendragon.)
But then, I woke from a terrible dream and well, you can read the rest.
In Unnamable, you take the roles of
investigators looking into the horror of the
Cthulhu Mythos, discovering the terrible truths of
the universe. To do that, you need a character.
Lets get started there.
Your Character
First, make copies of the character sheet on
the next page. Go ahead, I give you permission.
Next, ask the GM what kind of game youre
playing. Is it in the 1920s? 1940s? 1890s?
2000s? Find that out.
Then, pick a Profession for your character. You
know the drill here. Are you a college professor,
journalist, archeologist, surgeon, student, artist,
etc. This is what your character does.
After that, assign 10 points to your characters
Personality Traits. You can only assign up to 3
points per Trait. Pick from the list nearby or make
up your own, using the list as a guide. This is
how your character does things.
After that, write a three physical Descriptions
of your character. This is what your character
looks like.
Finally, write a big fat 20 in the Sanity box.
And, once youre done with that, youre done!
But wait, John! I hear you say. What about
the other side of my character sheet? Gentle
Reader you arent ready to see that yet. But
soon. Very, very soon.
Your Dice
Target Numbers
The Game
Personality Traits
active
adventurous
affectionate
alert
ambitious
angry
annoyed
anxious
apologetic
arrogant
attentive
bold
bored
bossy
brainy
brave
bright
brilliant
busy
calm
careless
cautious
charming
cheerful
childish
clever
clumsy
coarse
concerned
confident
confused
considerate
cooperative
courageous
cowardly
cross
cruel
curious
dangerous
daring
dark
decisive
demanding
dependable
depressed
determined
discouraged
dishonest
disrespectful
doubtful
dull
dutiful
eager
easygoing
efficient
embarrassed
encouraging
energetic
evil
excited
expert
fair
faithful
fearless
fierce
foolish
foul
fresh
friendly
frustrated
funny
gentle
giving
glamorous
gloomy
graceful
grateful
greedy
grouchy
grumpy
guilty
happy
harsh
hateful
healthy
helpful
honest
hopeful
hopeless
humorous
ignorant
imaginative
impatient
impolite
inconsiderate
independent
industrious
innocent
intelligent
jealous
kindly
lazy
leader
lively
lonely
loving
loyal
mature
mean
messy
miserable
mysterious
naughty
nervous
nice
noisy
obedient
obnoxious
peaceful
picky
pleasant
polite
popular
positive
precise
proper
proud
quiet
rational
reliable
religious
responsible
restless
rough
rowdy
rude
sad
safe
satisfied
secretive
selfish
serious
sharp
shy
silly
skillful
sly
smart
sneaky
spoiled
stingy
strange
strict
stubborn
sweet
talented
thankful
thoughtful
thoughtless
tired
tolerant
touchy
trusting
trustworthy
unfriendly
unhappy
upset
useful
warm
weak
wise
worried
Results
Sanity/Madness
Each character begins the game with 20
Sanity Points. Whenever a character faces the
horrible truth of the universe (confronts an entity
or reads a book, etc.), he makes a Sanity Check.
Roll 1d20 (thats for Jill; she loves d20s) and
compare your roll with your current Sanity. If the
roll is lower than your current Sanity (not equal),
deduct 1 Sanity Point from your total.
After that, add one Madness Point to the other
side of your character sheet.
Losing Sanity
Complete Madness
Fighting
When characters fight, both roll dice. Whoever
rolls higher wins the round and the loser takes an
Injury Tag.
An Injury Tag is a description of how the
character was hurt. A broken wrist, a torn off ear,
a bruised eye or liver these are Injury Tags.
When an Injury Tag is appropriate to a risk,
the character loses one die from the risk. Injury
Tags can stack, so a broken wrist and a sprained
ankle can deduct two dice from a risk.
When a character takes his fifth Injury Tag,
he dies.
Unnamable
Name
Hysterical Strength
Profession
Insinuate
Personality Traits
Intuition
summon
Violence
Description
Description
Sanity
Madness
Injury Tags
***
Houellebecq couldnt sleep. It was two in the
morning and he could not sleep. He was sitting in
***
He had his own room now. Locked to the wall,
his arms strapped behind him. Doctor
Hildebrandt came to see him every day. They put
him in the room after they found Caseys body.
When Doctor Hildebrandt asked him why he killed
her, he answered, I didnt. He wanted to tell the
Doctor, Because you cant murder a dream, but
Hildebrandt wasnt ready to hear that yet.
Doctor Hildebrandt wasnt ready for what
Houellebecq wanted to tell him. Wanted to show
him. It was still lurking deep beneath his
unconscious mind. Deep under the water. Waiting
to awaken and arise.
He wanted to tell him the true history of the
world. That the world we live ina world of
suffering and pain and despair and agony and
rape and murder and evilwas the dream of an
alien god. It was the world that pleased him.
ftagn
Slumming
The second in the series, this section includes the second chapter of the Houses of the Blooded:
Slumming sourcebook.
If you dont have a copy of HotB, you can get the PDF (pay what you want) at this link:
http://rpg.drivethrustuff.com/product/61061/Houses-of-the-Blooded
The City
Phase 3: Actions
Your Actions
Stories
Phase 4: Resolve
City Management
Sidebar Note
Structure
Raising A City
Influence
Multiple Control
Contesting Control
Building Rank
Influence Types
Districts
Buildings
Crime
Bellicose House
Rookery
Smugglers Haven
Thieves Den
Law
Society
Academy
Art Gallery
Opera House
Temple
Theater
Trade
Guildhouse
Merchant
Port
Trading Square
Warehouse
Vice
Athenaeum
Bath House
Red Door Room
Tavern
Tea House
No Influence
Asylum
Bangery
Orphanage
Public Garden
Ruin
Shrine
Washing Well
Workhouse
Academy
Society /No Action
Academies provide training for young nobles.
If you have Control over an Academy, it allows you
to add one bonus Aspect or Maneuver to your
character sheet per Season.
Art Gallery
Society/No Action
Ven artists display their works in galleries
sponsored by nobles. (Some nobles discreetly and
anonymously sponsor their own Art.) If you have
Control over the Gallery, you may display Art
here. Any Art shown at a Gallery increases its
rank by one per rank of the Gallery.
Asylum
No Type/No Action
A place for madmen. Any ven who holds
Control over an Asylum gains one free wager per
rank of the Asylum to be used at any time. One
wager per Season.
Athenaeum
Vice/No Action
A place for the latest bodice-ripper and the
juiciest gossip, an Athenaeum provides all sorts of
diversions for womenmarried and otherwise. If
you have Control over the Athenaeum, you may
release a pillow book here. Any pillow book sold at
an Athenaeum increases its rank by one.
Bangery
No Type/1 Action
A bangery is a shop selling meat-filled
pastries (bangers), but it is better known for the
street gangs of boys hanging out on its doorsteps
looking for pittance to pay for food. Banger boys
are willing to do just about anything for a penny.
Any ven who holds Control over this Building
gains one free Gossip per rank of the Bangery.
Bath House
Vice/No Action
A place for the rich to sit, steam and have
private meetings.
If a ven has Control over a Bath House, it
provides one Gossip per rank of the Bath House
per Season.
Bellicose House
Crime/No Action
A place where illegal fights are usually held.
Boxing, knife fights, etc.
If a ven holds Control over this Building, he
gains one rank of Wealth per Season.
Blackhand Guild
Law/
A Blackhand Guild is a group of Fallen Blooded
who use their abilities and weapons to assist the
unblooded.
If a ven has Control of this Building, he gains a
rank 1 Blackhand Gang for the Season.
Bordello
Vice/1 Action
A Bordello provides particular services for
discerning customers.
A ven who has Control of this Building gains
one Vice Influence Action per Season.
Mayors Office
Law/1 Action
Every City has one Mayors Office.
The ven with the highest Control over the
Mayors Office can see and cancel any Influence
Actions of one ven in the City. In other words, if
you have Control over the Mayor, during the
Influence Phase, you select one player or nonplayer ven. You get to see his Influence Actions.
You then choose one Action to cancel.
If no ven has the most Control over the Mayor,
no ven may take this action. This action is in
addition to the Mayors Law Influence Action.
Orphanage
No Type/No Action
Even orphans need a place to sleep between
those long hours you put them through. If you
have Control over an Orphanage, you can increase
the rank of a Street Gang by one per rank. The
rank disappears at the end of the Season.
Public Garden
No Type/No Action
Many Cities have public gardens available to
all. A Public Garden reduces the Trouble in a
Barrio by one die (minimum 1 die).
Gatehouse
Law/1 Action
Not as well trained as a Blackhand Gang, the
City Watch are responsible for maintaining peace
in the City.
If a ven has Control over this Building, he
gains a Law Influence Action per Phase.
Guildhouse
Trade/No Action
Tradehouses house Craftsmen. Craftsmen
create Goods. They do not sell them; thats the job
of the Merchant. If you have Control over a
Tradehouse, you gain a Craftsman Vassal at your
service at the rank of the Tradehouse.
Opera House
Rookery
Society
Crime/1 Action
Port
Trade/1 Action
Ports provide trade and communication with
the countryside, bringing valuable materials into
the City.
Every Season, a Port may trade use its
Influence Action to bring a Resource (Lumber,
Stone, Metals, etc.) into the City. The Port gets a
number of trades equal to its rank.
Merchant
Trade/No Action
Merchants buy and sell Goods, exchanging
them for things you need. If you have Influence
over a Merchant, you can use that Merchant to
exchange Goods for ranks of Wealth. Each rank of
Goods equals one rank of Wealth.
Records House
Law/No Action
All public contracts and agreements are kept
here.
If a Barrio has a Records House, it provides a
Gossip for the Gossip Phase.
Residence
1 Influence Action per rank
This is where the nobles and merchant barons
live. A grand estate with gardens and a lawn,
gates and guards. Every Blooded character starts
the game with a Residence. This is the base of
your power. Your Residence provides a number of
bonus Influence Actions equal to its rank per
Season.
Ruin
No Influence/No Action
A haunted reminder of days gone by. Ruins
are uninhabited parts of the City. Some say
uninhabitable. Rumors of spectres and orks.
City Ruins are exactly like their country cousins.
You can use a Season Action to explore the Ruin
(and the underside of the City) to discover
Artifacts and Sorcery. As you explore a Ruin, it
gains in rank. A rank 3 Ruin gains no further
ranks but changes into a Puzzle House. No Barrio
may have more than one Ruin.
Shrine
No Influence
A Shrine is a monument to a minor Suaven,
usually a City Suaven. Temples (listed below)
should not be confused with Shrines. If you have
Control over a Shrine, you may gain Blessings
from that Shrine.
Tavern
Vice/No Action
Taverns are meeting places for the common
people.
If a ven has Control of a Tavern, he gains one
Rumor for the Gossip Phase.
Tea House
Vice/No Actions
Often populated by the slumming rich, a tea
house is a polite term for a drug den.
Any ven with Control over a Tea House gains
one Narcotic per rank of the Tea House.
Temple
Workhouse
Society/1 Action
No Influence/No Action
Theater
Society/No Action
Theaters host Plays. A Theater adds its own
rank to the rank of any Play performed there.
A ven may host a Play at any Theater he has
Control over. The Theater adds a number of ranks
to a Play performed there equal to the rank of the
Theater.
Thieves Den
Crime/No Action
Black books tell us of the thieves of Shanri.
Organized, professional. Gentlemen rogues. Most
of them, at least.
If a ven has Control of this Building, he gains
one Canting Crew Gang for the Season.
Phase 1: Planning
Gossip
Phase 2: Trouble
Washing Well
No Influence/No Action
Trade
Vice
1 die
2 dice
Phase 3: Actions
Season Actions
Compose Opera
Craft Goods
Contact Training
Create Art
Explore a Ruin
Make a New Contact
Personal Training
Quell Trouble
Research Sorcery
These are covered in the core
book and we really dont have
any changes here. Cities have
Ruins, for exampleportions of
the City still unexplored by the
venand you can still Quell
Trouble in your Barrios. You can
still research sorcery, still
compose Opera but youll
notice theres no mention of
Vassals. Thats because
unblooded and Fallen Blooded
characters dont have Vassals:
they have Contacts.
Okay, with that out of the
way, lets look at how to use
Influence Actions.
Influence Actions
Wield
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in
Gillian Fraser
John Wick
featuring art by
Storn A. Cook