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Wicked Words 2 PDF
Wicked Words 2 PDF
Wicked Words 2 PDF
ISSUE #2
Play Dirty:
Kick in Your Heels
How to Make Your Players
Love to Hate Your Villains!
Page 4
The Story
Engine
A New Little Game!
co-written with
Jessica Kauspedas
Page 7
Houses of
the BloodeD
SLUMMING:
The Second Chapter
Secret
A Modern Magic Setting
Powered by The Story Engine
MARCH 3, 2014
Wicked Words
Magazine Issue #2,
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
possible by pledges made by
contributors via
www.patreon.com.
As always, we want to thank
all those who helped us reach
our goals and hope that if you
find this magazine useful, youll
spread the word. Thank you, and
lets get on with the show!
CONTACT US!
Email: johnjwick@gmail.com
Website:
johnwickpresents.com
Facebook: facebook.com/
johnwickpresents
Twitter: @wickedthought
THIS ISSUE!
Page 3: Play Dirty: Kick in
Your Heels
Page 6: The Story Engine
Page 14: Secret
Page 30: Houses of the
Blooded: Slumming (Chapter 2)
PAGE 2
MARCH 3, 2014
Play Dirty:
Kick in Your Heels
In this installment of Play Dirty, our editor-in-chief answers one of the most common questions folks
ask him at GM seminars.
How do I make villains my players will hate?
Heel is a term from the very strange world of but the heel shows signs that he has no intention
professional wrestling. As most everyone knows,
of getting in the ring with the face. As the match
pro wrestling is filled constellations of good guys
starts, some of the heels bad guy buddies come
and bad guys. A good guy is the babyface, (or
out and walk around the ring, distracting the
just face), the guy we cheer for.
babyface. They shout at the face and the audience
both, getting the
The villain, on the
crowd shouting back.
other hand, is the heel.
And just when it
His job is simple: make
looks like our hero
the audience hate him so
may conquer the
much that theyll pay
villain, the heels
money to watch him get
friends jump in the
his ass handed to him.
ring and ruin the
Thats how
match.
professional wrestling
They all jump on the
works. It uses TV to
hero, and while he
introduce us to both the
holds them off for a
heel and the babyface.
short while,
The babyface wins his
eventually, the
matches because hes an
numbers are too
awesome wrestler. The
much, and it takes
heel wins his matches
other babyfaces
because hes a cheater, a
running from the
liar, a bully and he relies
back to save our
on his friends to distract
hero.
the referee so he can pull
off villainous
Then, after the
shenanigans.
commercial break, we
see our reliable
As you watch
announcer
wrestling on TV, you see
interviewing the hero.
the heel cheat and
He has blood on his
swindle and lie and
face and hes pissed.
The
Grinning
Man
insult you and the
Weve never seen the
by Aaron Acevedo
audience. He thinks hes
babyface like this
better than you. He brags
before. He points at
about how much money
the
camera, his face
he has and all the women
who want him. Meanwhile, the babyface just talks red with anger and blood. He swears hes going to
get revenge on the heel and challenges him to a
about how he wants to keep getting better and
match at your local sports arena. Just below his
entertain the fans who pay money to watch him
face, words flash on and off, telling you the phone
wrestle.
number and website address where you can buy
Then, the heel and the babyface meet for the
tickets and watch the hero get his revenge on the
first time. They are scheduled to have a match,
dastardly villain.
PAGE 3
MARCH 3, 2014
PAGE 4
MARCH 3, 2014
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 5
MARCH 3, 2014
The Story Engine is a Little Game designed by Jessica Kauspedas and myself. It came from a
desire to make a game Jessica wanted to play. We wanted to ditch as many of the hold overs many
RPGs keep from their miniatures games roots.
This is a simplified version of the bigger game; just enough to get you started.
Welcome to The Story Engine!
Jessica and I designed these rules to help you
and some friends tell cooperative stories together.
The worlds and characters you make are up to
you. You and your friends are both the authors
and the audience. You decide what happens to
your characters and throw twists and turns in the
story. You use dice, cards and tokens to negotiate
disagreements and introduce new elements to the
fictional world.
What kind of world? Well, any kind of world
you want, really. Its all up to you. Do you want to
tell the story of a farm boy who becomes a great
hero who saves the world? You can do that. Or a
soldier fighting through a blasted wasteland,
trying to make his way home? You can do that.
How about a princess of an interstellar kingdom
trying to rescue her parents from an evil overlord?
You can do that, too.
The only limits here are your own
imaginations. You can create any kind of story
you want. The rules we present in this book are
designed to help you tell stories.
Weve divided this game into chapters for ease
of use.
1: The Basics
2: The Heroes
3: Example Setting
1: The Basics
PAGE 6
Complications
MARCH 3, 2014
Complication Difficulty
Easy
1-3
Difficult
4 - 6
Hard
7-9
Legendary
10+
Overcoming Complications
PAGE 7
MARCH 3, 2014
An Example
PAGE 8
MARCH 3, 2014
Another Example
Trait Cards
Risks
An Example
Campaign Cards
PAGE 9
Story Points
Narrator Insist
MARCH 3, 2014
Complications
Conditions
Using Conditions
Down
Thats It!
PAGE 10
MARCH 3, 2014
2: Making a Character
Prodigal Assassin
Magician
Soccer Mom
Gamer
Green Thumb
Carpenter
Plummer
Electrician
Politician
Magician
Astronaut
RPG Designer
Priest
Thief
Thief-Priest
Pit Fighter
Genetic Engineer
Painter
Radio DJ
Computer Engineer
All Around Nice Guy
Empathetic
Professional Wrestler
Sailor
Pirate Captain
Starship Navigator
The Ultimate Bad Ass Zombie Killer
Intelligent, Magical Cat
Curious Heroine
The Baddest Man on the Planet
PAGE 11
MARCH 3, 2014
PAGE 12
MARCH 3, 2014
Story Points
3: Example Setting
PAGE 13
compel
compel
compel
compel
unlock
unlock
unlock
unlock
Used
Used
GOAL
Used
GOAL
compel
compel
unlock
unlock
Used
Strength
Used
compel
compel
unlock
unlock
Used
Used
Name
Used
Flaw
Flaw
Gender
compel
compel
ignored
Story
Points
compel
Conquered
Conquered
Secret
What is Secret?
1700s
1800s
1900s
Campaign Cards
Magical: 1
Danger: 2
Creating Characters
Ring Traits
Magic Traits
Magical Creatures
Magic Items
An Example
William Walker
Strength: LA Cop
Trait (Hand): Lord Stranges Ring
Trait (Hand): Chaos Magic
Trait (Hand): Grieving Father
Trait (Past): Connection: Lady Fate
Trait (Past): Vampire Blood
Trait (Past): Lord Strange
Defining Magic
Chaos Magic
Voodoo
Voodoo As An Example
Sacred Geometry
Heka
Creatures of Darkness
Vampires
Powers
Hard to Kill
Whenever a vampire takes damage from any
mundane source (something that is not a
vulnerability), he ignores it completely.
Climbing
Vampires can climb any surface, even walls of
glass.
Flying
Vampires can fly through the air.
Senses
Vampires have heightened senses. They can
see beyond the usual colors humans can see, can
identify other characters by scent, etc.
Vulnerabilities
Bloodlust
All vampires require blood. The blood of living
creatures. In some vampire stories, the creatures
can drink the blood of animals. In others, the
blood of humans is the only way to sate their
thirst. In order to avoid the penalties of Bloodlust,
a vampire must completely drain its victim of
blood, thus killing them.
A Rose Covered Grave
A vampire can be paralyzed in a grave covered
with roses. If you are chained in a rose-covered
grave, the vampire is locked in his grave until the
roses are removed and the vampire is dug back up
again.
Fire
Vampires are vulnerable to fire. If heroes use
fire against a vampire, it cannot spend Story
Points.
Holy Symbols
If your vampire is vulnerable to holy symbols,
it cannot spend Story Points while the holy
symbol present.
Speed
Garlic
Vampires are quick, almost faster than the
Vampires are affected by the presence of
human eye. When making a contested risk against garlic. A garlic wreath or necklace protects any
another character, vampires always act first.
character from any vampiric powers.
Strength
Vampires are strong, capable of supernatural
feats of strength. Whenever making a contested
risk against another character, the vampire
always succeeds.
Mirrors
The presence of mirrors disturbs vampires
because they cannot be seen in them. When a
mirror is present, an enemy gains three bonus
dice in any risk against the vampire.
Sight
Vampires can see invisible things.
Sleep
In many vampire myths, vampires must sleep
during the day. A sleeping vampire is helpless and
cannot spend Story Points during the day if
awakend.
Command
A vampire can look into another characters
eyes and give him a single command. The subject
must follow that command to the letter. A
character may refuse the command by spending a
Style Point.
Sunlight
Sunlight causes damage to vampires. While in
sunlight, a vampire cannot use Story Points. Also,
he dies in 3 rounds if he does not remove himself
from sunlight.
Wooden Stakes
A wooden stake is a deadly weapon against a
vampire. A successful strike with a wooden stake
immediately kills the vampire.
Therians
Therian Traits
Hide
Your therian form has a thick hide that
protects you from physical harm by making
Disease
weapons harder to hit you. When others try to hit
If you choose disease, therianthropy is
you, they deduct one die for each rank of this trait
transferred from one victim to another through
biological transfer. In other words, if you get bitten your therian form has.
by a werewolf, theres a chance you can get the
disease. Usually, therianthropy is passed through Ink
saliva, blood or some other exposure to bodily
Your therian form can spray ink, blinding your
fluids.
opponents. For every rank you take in this trait,
you get one ink die. Ink dice replace your regular
dice. Every ink die you use for effect (rather than
Choice
beating the challenge) blinds one opponent for the
If you choose choice (awkward sentence; I
remainder of the fight scene.
apologize), therians have gained their condition
from a decision they made. Either they underwent
a shamanistic ritual binding their spirit to the
Paws
animal or read a spell from an ancient text or
Your character can move quietly and quickly,
undertook some other action to gain this ability.
giving her two bonus dice for stealth risks.
Unfortunately, you lose two dice for dexteritybased risks.
Curse
If you choose curse, therians inherit their
abilities from a magical curse placed on their
Poison/Venom
heads. The curse can sometimes be removed (as is
Some therians have forms that can spit or
often true of curses) but only under very specific
inject poison or venom. Every rank of this trait
means.
allows you to add a poison die to any attacks or
to increase the toxicity of your poison.
Silver
Poison dice do not add to the success of your
All therians have one weakness: a
attack, but if they roll a 9 or a 10, your enemy is
vulnerability to silver. Some speculate this is
poisoned. At the beginning of the next round, they
because silver does not exist in the darkness, and lose one die from all actions. Every subsequent
thus, is anathema to them. Others hypothesize
round, they lose another die.
the power of the symbol of silver (purity, holiness,
Adding toxicity to your poison increases the
etc.) is what undoes the therian. Whatever the
chances of poisoning your target and quickens its
case may be, any weapon made of silver can kill a passage through your targets system. Each rank
therian with only one strike.
of toxicity decreases the number you need to roll
Teeth
Your therian form has sharp teeth that can
break through bones. Every rank of this trait gives
you one die for melee risks and contests.
Senses
Your therian form provides you with enhanced
senses. For every rank of this trait, you add one
bonus die to any perception-based rolls.
Each time you add a rank from this trait, pick
one of the five senses: sight, hearing, touch, taste
or smell. You gain one bonus die in that sense.
You may add more dice to each sense, but no
sense may be greater than five.
Celestials
Toughness
Your therian form is tougher than the average
human. For every rank you invest in this trait,
add one Injury rank to your normal Injury ranks.
Webs
Your therian form can spin webs capable of
trapping large enemies. Every rank of this trait
gives you one die to roll for a web attack. If
successful, your opponent is trapped for a
number of rounds equal to the rank of the webs.
Miracles
Powers
Beauty
Celestials are incredibly, even painfully,
beautiful. They make hearts ache wherever they
go, filling souls with desire. Hiding celestial
Duty
beauty is difficult at best: even if you put a
A divinity grants his celestials with particular
celestial in a dirty hairshirt and cover his body
duties. These are the roles the celestials play out. with filth, everyone can still sense his beauty.
Some celestials have specific duties such as
Celestials can invoke this beauty, filling all
Guard the Garden of Eden, while other celestials
who watch him with a sense of awe. When a
Wings
Celestials may also have wings. A celestials
wings are not entirely physical: they are also
symbolic. A celestial may hide his wings or reveal
them as he wishes. Wings allow a celestial to fly,
although he does not need to show his wings to do
so.
Demeanor
Celestials have a true form, but they can hide
Wings also allow a celestial to travel anywhere
it in many ways. A celestial can appear as any
in the world in a heartbeat. He cannot take
sentient creature (human, ape, dolphin, octopus)
anyone with him (he can carry mortals as he flies),
and have the traits and abilities of that creature.
but in a single moment, he can move from one
He may even appear as different individuals (a
place to another.
different kind of ape, a different kind of man, etc.).
Wings also count as a vulnerability (see
A celestial may remain in this form as long as he
below).
If you take the wings power, you must also
wishes and change as often as he likes.
take the wings vulnerability.
Mercy
A celestial is the living embodiment of its
divine patrons mercy. With a single touch, a
celestial can cure any illness, heal any injury. A
celestial may even be able to heal madness. A
celestials touch can also remove anger and
hatred. But mercy cannot remove or hinder an
individuals freewill: that is beyond the power of
even a divine patron. If a man is about to commit
murder, a celestial cannot stop him with the
power of mercy.
Intangible
Celestials can make themselves unable to be
seen or heard or touched. They are present, and
can hear and see everything thats going on, but
no-one else can see them.
Note: some mortals may be able to see angels
when in this state, but under normal
circumstances, they are completely intangible.
Invulnerable
A celestial is immune to mundane (manmade)
weapons. He cannot be harmed in any way by any
weapon forged by mundane means. A celestial can
only be harmed by a magical weapon.
Prowess
Angels fight for their divine patron, wielding
savage weapons. Celestials are warriors and can
use weapons with deadly ease. Put a weapon in a
celestials hands and he can kill an army of a
thousand men.
Strength
A celestial can use his divinely-powered
strength to lift, move, push or pull just about any
freestanding object. He cannot move a building,
but he can move large stones, cars, anvils or
anything else he can get his hands around. And
thats the rule: if a celestial can get his arms
around it, he can move it.
Wrath
A celestial is the physical (and spiritual)
embodiment of his divine patrons wrath. When a
celestial delivers his patrons wrath, the target in
question gets a number of wrath dice equal to the
obedience of the celestial.
Wrath dice should be a different color than
normal dice. When you roll them, they supplant
your normal dice. In other words, if you have
three wrath dice, you must switch out your
normal dice for wrath dice.
Whenever you roll wrath dice, subtract the
total on those dice from the total of your other
dice. This keeps up until you win the favor of the
deity in question... or perhaps find another deity
who is willing to take away your wrath.
Vulnerabilities
Distant
Because they are not human (some may even
say inhuman), celestials have difficulty
understanding human behavior and emotion.
They are immortal, powerful and spend their
existence devoted to the service of another.
This is not to say that celestials have no
emotions. Celestials love their patron and may
even have love for mankind in general (agape), but
a connection to individual humans is not possible.
Certainly, exceptions exist, but such a
relationship would jeopardize a celestials
obedience. There is only enough room in a
celestials heart for love for the patron. Therefore,
in any emotional or social risk or challenge, a
celestial has no dice.
Mortal Vessel
Celestials can only visit the world if they have
a proper mortal vessel. That is, they can only
enter the world by possessing a human body. In
A Parting Shot
Ive been thinking about Secret for more
than a decade. Inspired by Joseph
Campbells monomyth concept, I wanted to
make a universal system for magic. All
these magic systems were united by
common beliefs, I should be able to find a
common denominator and make them work
together.
Boy, was I dumb.
Each culture defines magic in their
own way, and theres a reason for that.
Magic is our first attempt at science. Its our
ancestors trying to make sense out of a
mysterious world. They did it ad hoc,
throwing together ideas that seemed to
make sense as they went. In other words,
we build the rules of magic on intuition and
simple observation.
Then, in the 1700s we started to figure
out this whole science thing. Testing,
falsification, re-testing, double-blind
testing, etc. And this, my friends, is no way
to study magic. Thats because science is
the best method we have to differentiate
between how we want the world to work
and how the world actually works.
Ive seen other game systems try to
hammer round magic systems into square
holes and I wanted to avoid that. Fitting
voodoo with mana, for example just
doesnt work. It makes voodoo work in your
game, perhaps, but it isnt how voodoo
actually works. Magic is messy. It doesnt
always make logical sense. The rules for
magic are more like dream-logic: they make
sense until you wake up.
Because of that, making Secret was
incredibly difficult for me. It wasnt until I
realized how much I was fooling myself that
I woke up and understood how to do it.
I have a ton more ideas for Secret
(including more magics, playing magical
creatures, other organizations, etc.) and
youll see them in future issues.
Until then, keep dreaming.
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
Character
We have two procedures for creating
Step 1: Background
Step 2: Virtues
Step 3: Phases
Step 4: Devotions
Step 5: Influence
Step 6: Bonus
Veiled
Characters
Your familys name disgraced, you have left
Step 1: Background
Elks Cunning: 3
Falcons Courage: 2
Foxs Beauty: 3
Serpents Wisdom: 2
Spiders Patience: 4
Wolfs Prowess: 2
Step 3: Phases
Because Shyvar was born under the shadow of the Buildings In A Neighborhood
Spider, I add one rank to Spiders Patience, making
Slum
Shrine
Temple
Marketplace
Docks
University
Middle Class
Outlands (farmlands just outside the City)
Unblooded
Characters
The rules for making an unblooded character
Trade Names
Example
Step 2: Virtues
Example
Step 3: Phase
Example
Veiled
Virtues
We present to you two of the veiled Houses:
Spiders Patience
Rats Intuition
NEXT ISSUE!
Over on the Weird Tales Facebook Page, they
offered a challenge. Write a novel title and plot
for this picture. John Curtis made a suggestion
for a story involving me, the drink, the woman
and poison. I liked the idea, and Ive written a
story called One Last Drink Before I Go (title
also suggested by Mr. Curtis). Seems appropriate
for Paddys Day.
Return to Orkworld!
Ive got a whole ton of new anthropological info, a new
system and new Bashthraka Stories!
(Remember: If Bashthraka kills something, you have to
drink!)
See you in thirty days!
Wield
ER
T
R
A
T
!
S
h
K
c
KIC mar
in
Gillian Fraser
John Wick
featuring art by
Storn A. Cook