<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	>

<channel>
	<title>When Shadows Rise™</title>
	<atom:link href="http://www.whenshadowsrise.com/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.whenshadowsrise.com</link>
	<description>d13™ Horror Role-Playing Setting</description>
	<pubDate>Wed, 10 Aug 2011 17:27:14 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.6.1</generator>
	<language>en</language>
			<item>
		<title>Physical Skills</title>
		<link>http://www.whenshadowsrise.com/2008/12/physical-skills/</link>
		<comments>http://www.whenshadowsrise.com/2008/12/physical-skills/#comments</comments>
		<pubDate>Mon, 22 Dec 2008 05:28:14 +0000</pubDate>
		<dc:creator>Les</dc:creator>
		
		<category><![CDATA[5. Physical Skills]]></category>

		<guid isPermaLink="false">http://www.whenshadowsrise.com/?p=167</guid>
		<description><![CDATA[Descriptions for skills will be fleshed out later.
Skilll List: 

Arts*
Athletics
Beast handling*
Business
Computer
Criminal*
Demolitions
Driving
Government* 
Languages*
Luck**
Medicine
Melee*
Perception
Performing*
Persuasion
Piloting
Scholarship*
Shooting
Sleight of Hand
Soldiering*
Stealth
Survival
Throwing
Vocational Skill*

*Declare a specialty; others are at half that rating (round down).
Italics denote skills not available in all eras.
**3x per adventure: The first at Easy, the second at Average, and the third at Difficult.
]]></description>
			<content:encoded><![CDATA[<p>Descriptions for skills will be fleshed out later.</p>
<p><strong>Skilll List: </strong></p>
<ul>
<li><strong>Arts*</strong></li>
<li><strong>Athletics</strong></li>
<li><strong>Beast handling*</strong></li>
<li><strong>Business</strong></li>
<li><strong>Computer</strong></li>
<li><strong>Criminal*</strong></li>
<li><strong>Demolitions</strong></li>
<li><strong>Driving</strong></li>
<li><strong>Government* </strong></li>
<li><strong>Languages*</strong></li>
<li><strong>Luck**</strong></li>
<li><strong>Medicine</strong></li>
<li><strong>Melee*</strong></li>
<li><strong>Perception</strong></li>
<li><strong>Performing*</strong></li>
<li><strong>Persuasion</strong></li>
<li><strong>Piloting</strong></li>
<li><strong>Scholarship*</strong></li>
<li><strong>Shooting</strong></li>
<li><strong>Sleight of Hand</strong></li>
<li><strong>Soldiering*</strong></li>
<li><strong>Stealth</strong></li>
<li><strong>Survival</strong></li>
<li><strong>Throwing</strong></li>
<li><strong>Vocational Skill*</strong></li>
</ul>
<p>*Declare a specialty; others are at half that rating (round down).<br />
<em>Italics </em>denote skills not available in all eras.<br />
**3x per adventure: The first at Easy, the second at Average, and the third at Difficult.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.whenshadowsrise.com/2008/12/physical-skills/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Character Creation</title>
		<link>http://www.whenshadowsrise.com/2008/12/character-creation/</link>
		<comments>http://www.whenshadowsrise.com/2008/12/character-creation/#comments</comments>
		<pubDate>Sun, 07 Dec 2008 09:21:11 +0000</pubDate>
		<dc:creator>Les</dc:creator>
		
		<category><![CDATA[4. Character Creation]]></category>

		<guid isPermaLink="false">http://www.whenshadowsrise.com/?p=93</guid>
		<description><![CDATA[In a roleplaying game, you&#8212;the player&#8212;take on the role of a character within a fictional world. You decide what your character thinks and does from moment to moment. Or, to be more accurate, what your character thinks and attempts to do&#8212;because success is certainly not guaranteed. The game host takes on the larger role of [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p>In a roleplaying game, you&#8212;the player&#8212;take on the role of a character within a fictional world. You decide what your character thinks and does from moment to moment. Or, to be more accurate, what your character thinks and <em>attempts </em>to do&#8212;because success is certainly not guaranteed. The game host takes on the larger role of the world in which your character exists, including any friends (other than the characters of your fellow players) and enemies your character encounters.</p></blockquote>
<p>Player&#8217;s characters within the <em>When Shadows Rise</em> game exist at two levels of reality. At one level, they are everyday people much like you and me, living their lives, working their jobs, pursuing their hobbies, hoping for happiness&#8212;until something evil interferes. However, at their core is a spiritual essence that runs as a thread through many such incarnations. Sometimes, one incarnation may gain glimpses into another, a &#8220;past life&#8221; or &#8220;future life.&#8221; Always, however, the thread of Light that runs through them all must play a subtle game to avoid drawing the notice of the Dark.</p>
<p><strong>I. Spiritual Essence</strong><br/>The very first time you play the <em>When Shadows Rise</em> game, you must determine the nature of the spiritual essence that resides in all your lives. To do so, roll 1d13 and consult the following table. (You may choose, instead, with your game host&#8217;s approval.) </p>
<ol>
<li><strong>Anarchist:</strong> The anarchist spirit holds forth that life thrives in disorder. It opposes order in virtually every form, with the intent of freeing beings from their self-imposed “fetters” of civilization. In Judeo-Christian tradition, the anarchist is the most uncommon aspect of the Archangel Metatron. (Note that playing the anarchist requires a deft hand. All too often, chaos becomes a pathway to the Dark.) Incarnations of this spirit tend to favor the color black, with silver elements. </li>
<li><strong>Rebel:</strong> The rebel spirit values its personal freedom above nearly everything else. While capable of joining group efforts, it does so only as a free agent, willing to cooperate but unwilling to take direct orders. In Judeo-Christian tradition, the rebel is an aspect of the Archangel Metatron. Incarnations of this spirit tend to favor the color black, with ruby elements. </li>
<li><strong>Trickster:</strong> The fun-loving trickster spirit perceives itself as a catalyst of change, primarily to keep things lively. In Judeo-Christian tradition, the trickster is the most common aspect of the Archangel Metatron. Trickster incarnations tend to favor the color black, with turquoise elements. </li>
<li><strong>Avenger:</strong> The avenging spirit is driven by a need to punish injustice, especially that perpetrated upon the innocent by the powerful. Incarnations of this character are perhaps the most likely to sacrifice themselves on a mission to defeat evil, although they do not sell their lives cheaply or foolishly. In Judeo-Christian tradition, the avenger is represented by the Archangel Uriel. Avenger incarnations tend to favor the color red.</li>
<li><strong>Champion:</strong> The champion spirit perceives itself as a defender of the innocent. Like the avenger, it is willing to sell its life in battle if necessary, but it is more likely to do so in protecting good than in pursuing evil. In Judeo-Christian tradition, the champion is represented by the Archangel Michael. Champion incarnations tend to favor the color orange. </li>
<li><strong>Helper:</strong> The helper spirit is one of healing, comfort, and friendship. In Judeo-Christian tradition, the helper is represented by the Archangel Raphael. Helper incarnations tend to favor the color yellow.</li>
<li><strong>Creator:</strong> The creator spirit is primarily concerned with generating beauty&#8212;whether in art, music, literature, culture, or other endeavors. This spiritual essence is perhaps most in tune with the balance of existence, having been central to the initiation of light and life in the universe. In Judeo-Christian tradition, the creator spirit is represented by the Archangel Gabriel. Incarnations of this spirit favor the color green.</li>
<li><strong>Visionary:</strong> The visionary spirit is the inspiration for philosophy, invention, and science. It is primarily concerned with transcendental truth. In Judeo-Christian tradition, the visionary is represented by the Archangel Remiel. Incarnations of this spirit favor the color blue.</li>
<li><strong>Scholar:</strong> The scholar spirit is the patron of science, being concerned with acquisition of knowledge and experience. In that effort, it creates schemas and codifications to explain the information it accumulates. In Judeo-Christian tradition, the scholar is represented by the Archangel Raziel. Incarnations of this spirit favor the color indigo.</li>
<li><strong>Leader:</strong> The leader spirit is adept at inspiring others to act together for the common good. Like oil in a machine, the leader smooths frictions within a group, enabling each member to best help with the current group task. In Judeo-Christian tradition, the leader is represented by the Archangel Raguel. Incarnations of this spirit favor the color violet.</li>
<li><strong>Prophet:</strong> The prophet spirit is most concerned with guiding other incarnations to goodness. A common quotation of a prophet might be, “You have missed the way. Let me show you.” In Judeo-Christian tradition, the prophet is the most common aspect of the Archangel Sariel. Incarnations of this spirit favor the color gray.</li>
<li><strong>Ascetic:</strong> The ascetic spirit is devoted to preserving its own purity. A quotation of an ascetic might be, “You have missed the way. Do not contaminate me.” Still, an ascetic character is capable of working with a group, as long as its needs for purity are respected. In Judeo-Christian tradition, the ascetic is another aspect of the Archangel Sariel. Incarnations of this spirit favor the color white.</li>
<li><strong>Zealot:</strong> Unwilling to accept its fleshly abode, the zealot takes a dedication to &#8220;purity&#8221; to the extreme. Incarnations of this spirit are disdainful of pleasure, and are careless of suffering in themselves or in others. A common quotation of a zealot might be, “You have missed the way. Repent or face damnation.” In Judeo-Christian tradition, the zealot is a rare aspect of the Archangel Sariel. (Note that as with the anarchist, playing the zealot requires care to avoid disrupting group efforts against the Dark&#8212;which is, of course, the greatest evil.) Incarnations of this spirit have no favor for any color, scorning ornamentation of any sort. </li>
</ol>
<p><strong>II. Spirit Name</strong><br/> Create a name for your spiritual essence (e.g. Chronos the Avenger).</p>
<p><strong>III. Incarnation&#8217;s Social Role</strong><br/>Adventures in the <em>When Shadows Rise</em> game can occur in widely different settings of both time and space. Consequently, most new adventures will involve a different incarnation of your character. The first step in creating a new incarnation is to roll a d13 for (or choose) that character&#8217;s social role.</p>
<table style="border:0px; width:100%">
<tr>
<td style="vertical-align:top; width:50%">
<ol>
<li>Ruler</li>
<li>Healer</li>
<li>Performer</li>
<li>Artisan</li>
<li>Researcher</li>
<li>Counselor</li>
<li>Peacekeeper</li>
</ol>
</td>
<td style="vertical-align:top; width:55%;">
<ol>
<li value="8">Merchant</li>
<li>Craftsman</li>
<li>Laborer</li>
<li>Student</li>
<li>Servant</li>
<li>Outcast</li>
</ol>
</td>
</tr>
</table>
<p><strong>IV. Gender</strong><br/>Next, roll 1d4 for (or choose) your current incarnation&#8217;s gender. Odd = male; even = female</p>
<p><strong>V. Abilities</strong><br/>There are four basic &#8220;abilities&#8221; by which every character in the <em>When Shadows Rise</em> game is rated, representing innate physical and mental strengths. To generate the beginning values or your current incarnation, roll 1d4+1 for each (or divide 14 points among them, to a maximum of 6 points in any one ability). <em>Note:</em> Each ability is also related to one suit of a deck of cards, as indicated below.</p>
<p><em>Body:</em></p>
<ol>
<li style="list-style-type:none"><span style="font-size:1.5em">♣</span> Brawn (clubs)</li>
<li style="list-style-type:none"><span style="font-size:1.5em">♠</span> Grace (spades)</li>
</ol>
<p><em>Mind:</em></p>
<ol>
<li style="list-style-type:none"><span style="font-size:1.5em; color:red;">♦</span> Wits (diamonds)</li>
<li style="list-style-type:none"><span style="font-size:1.5em; color:red;">♥</span> Will (hearts)</li>
</ol>
<p><strong>VI. Age:</strong><br/>The base range for characters in the When Shadows Rise game is from 10 to 49 years old. To determine this initial age, roll 1d49 (1d4&#215;10 + 1d9). (If the game host allows, you may choose an age in this range instead.)</p>
<p><strong>VII. Psychic Ability</strong><br/>A common element of many horror tales is the involvement of psychic abilities. If psychic abilities are appropriate to the current adventure, draw 1 or 2 cards at random from the poker deck, at the game host&#8217;s discretion. If any are face cards or jokers, your character has some level of psychic ability, as follows:</p>
<ol>
<li style="list-style-type:none"><strong>Jack:</strong> 1 level; add 5 years to your base age.</li>
<li style="list-style-type:none"><strong>Queen:</strong> 2 levels; add 10 years to your base age.</li>
<li style="list-style-type:none"><strong>King:</strong> 3 levels; add 15 years to your base age.</li>
<li style="list-style-type:none"><strong>Minor Joker:</strong> 1 level in 2 abilities determined by the game host; add 10 years to your base age.</li>
<li style="list-style-type:none"><strong>Major Joker:</strong> 1 level in 3 abilities determined by the game host; add 15 years to your base age.</li>
</ol>
<p>(The added age represents years spent trying to contain your psychic ability.)</p>
<p>The suit of the face card determines the type of psychic ability your current incarnation exhibits:</p>
<ol>
<li style="list-style-type:none"><span style="font-size:1.5em">♣</span> <strong>Telekinesis </strong>(clubs): the ability to manipulate objects with the mind.</li>
<li style="list-style-type:none"><span style="font-size:1.5em">♠</span> <strong>Teleporation </strong>(spades): the ability to instantaneously transport objects with the mind.</li>
<li style="list-style-type:none"><span style="font-size:1.5em; color:red;">♦</span> <strong>Telesthesia </strong>(diamonds): i.e. clairvoyance, the ability to &#8220;read&#8221; inanimate objects</li>
<li style="list-style-type:none"><span style="font-size:1.5em; color:red;">♥</span> <strong>Telepathy </strong>(hearts): the ability to sense the thoughts and feelings of living creatures.</li>
</ol>
<p><em>Note 2:</em> Keep any non-face cards for later use during play. (See &#8220;Using Poker Cards&#8221; in the &#8220;Randomizers&#8221; chapter.)</p>
<p><strong>VIII. Life Force</strong><br/>Subtract your incarnation&#8217;s total age from 99 to determine how many points of “life force” remain to him or her. Life force is used to initiate psychic powers and may also be drained by creatures of the Dark.</p>
<p><strong>IX. Health Points:</strong><br/>Use the following formula to determine your incarnation&#8217;s physical health: (Brawn + Will) x 2.</p>
<p><strong>X. Skills:</strong><br/>While &#8220;abilities&#8221; represent your incarnation&#8217;s basic aptitudes, &#8220;skills&#8221; represent his or her training and practice. Most task rolls (see the &#8220;Randomizers&#8221; chapter) involve an ability and a skill together. Choose skills appropriate to your incarnation&#8217;s social role (see step III, above). Skill levels are purchased from a pool of training points based upon the following formula: Wits + Will + Base Age (age before psychic skill adjustments). </p>
<p>The first level in each skill costs 1 point, the second costs 2 more points (for a total of 3), the third 3 more (for a total of 6), and so on. Maximum level is 5 in any skill.</p>
<table style="border:0; margin-left:30px; width:30%;">
<tr>
<td style="text-align:center;"><strong>Level<br/>1<br/>2<br/>3<br/>4<br/>5</strong></td>
<td style="text-align:center;"><strong>Cost<br/>1<br/>3<br/>6<br/>10<br/>15</strong></td>
</tr>
</table>
<table style="border:0; width:100%">
<tr>
<td style="margin-left:10px;" colspan="3"><em>Skilll List:</em></td>
</tr>
<tr>
<td style="vertical-align:top; margin-left:10px;">Arts*<br/>Athletics<br/>Beast handling*<br/>Business<br/><em>Computer</em><br/>Criminal*<br/><em>Demolitions</em><br/><em>Driving</em><br/>Government*</td>
<td style="vertical-align:top; margin-left:10px;">Languages*<br/>Luck**<br/>Medicine<br/>Melee*<br/>Perception<br/>Performing*<br/>Persuasion<br/><em>Piloting</em><br/>Scholarship*</td>
<td style="vertical-align:top; margin-left:10px;">Shooting<br/>Sleight of Hand<br/>Soldiering*<br/>Stealth<br/>Survival<br/>Throwing<br/>Vocational Skill*</td>
</tr>
</table>
<p>*Declare a specialty; others are at half that rating (round down).<br/><em>Italics </em>denote skills not available in all eras.<br/>**3x per adventure: The first at Easy, the second at Average, and the third at Difficult</p>
]]></content:encoded>
			<wfw:commentRss>http://www.whenshadowsrise.com/2008/12/character-creation/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Randomizers</title>
		<link>http://www.whenshadowsrise.com/2008/11/randomizers/</link>
		<comments>http://www.whenshadowsrise.com/2008/11/randomizers/#comments</comments>
		<pubDate>Sun, 30 Nov 2008 21:07:55 +0000</pubDate>
		<dc:creator>Les</dc:creator>
		
		<category><![CDATA[3. Randomizers]]></category>

		<guid isPermaLink="false">http://www.whenshadowsrise.com/?p=90</guid>
		<description><![CDATA[To play the When Shadows Rise game, you&#8217;ll need:

1 four-sided die (per player, ideally), hereafter referred to as d4
2 ten-sided dice (per player, ideally), hereafter referred to as d9 (read 0-9)
1 poker card deck (or tarot deck)
1 game host (a player)
1 or more other players (2-5 is best)
this rulebook (obviously)
paper and pencils (enough for everyone)


The [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p>To play the <em>When Shadows Rise game</em>, you&#8217;ll need:</p>
<ul>
<li>1 four-sided die (per player, ideally), hereafter referred to as d4</li>
<li>2 ten-sided dice (per player, ideally), hereafter referred to as d9 (read 0-9)</li>
<li>1 poker card deck (or tarot deck)</li>
<li>1 game host (a player)</li>
<li>1 or more other players (2-5 is best)</li>
<li>this rulebook (obviously)</li>
<li>paper and pencils (enough for everyone)</li>
</ul>
</blockquote>
<p>The term &#8220;roleplaying game&#8221; signifies a mix of storytelling (the roleplaying part) and rules (the game part). Whenever a character attempts a task, the rules determine degree of success or failure. Sometimes success may be automatic (&#8221;I cross the empty street&#8221;); at others it may be open to question (&#8221;I chase the black cat across the busy street&#8221;). The <em>When Shadows Rise</em> game uses a &#8220;d13&#8243; system to determine the success of most uncertain actions. </p>
<p><strong>Difficulty Level</strong><br/>First, the host decides a difficulty level for the task, based on the situation (<em>How busy is the street? Is it dry or wet?</em> and so on). Difficulty levels are <strong>Easy, Average,</strong> and <strong>Difficult.</strong></p>
<p><strong>Applicable Ability and Skill</strong><br/>Then the host decides which character ability (<em>Brawn, Grace, Wits,</em> or <em>Will</em>) and what skill are most applicable to the task. (See &#8220;Character Creation&#8221; for ability descriptions and a skill list. See &#8220;Physical Skills&#8221; and &#8220;Mental Skills&#8221; for skill descriptions.) </p>
<p><strong>Dice Roll</strong><br/>Next, the player of the character rolls dice to discover how well the attempt succeeds. This is based on adding the result of 1d4 and 1d9, for a total ranging from 1 to 13.</p>
<p><strong>Easy task:</strong> The player rolls the d4 with both d9s and is allowed his/her choice of d9 results. </p>
<p><strong>Average task:</strong> The player rolls the d4 and a single d9.</p>
<p><strong>Difficult task:</strong> The player rolls the d4 with both d9s and <em>the game host chooses</em> between d9 results.</p>
<p><strong>Success or Failure:</strong> If the dice total is equal to or less than the total of ability plus skill, the task attempt succeeds. If the dice total exceeds the total of ability plus skill, the task attempt fails. The actual dice total may also have other effects (see &#8220;Turn Number&#8221; and &#8220;Damage&#8221; in the &#8220;Physical Combat&#8221; chapter, for example).</p>
<p><strong>Doubles:</strong> Whenever a task roll results in doubles (1+1, 2+2, 3+3, or 4+4), the character automatically succeeds. In addition, the player draws a card to his/her hand from the top of the poker deck.</p>
<p><strong>Unclear Tasks:</strong> Sometimes a task result may be unclear to a character (&#8221;I think I cleared all the viruses from the laptop&#8221;). In such cases, the game host may choose to roll the player&#8217;s d4 secretly, leaving the player to judge likely success by the d9 result alone. </p>
<p><strong>Using Poker Cards</strong><br/><strong>Number Cards:</strong> At any time, a player may choose to discard a number card from his/her hand to replace a dice roll, to change his/her character&#8217;s turn number, or to change the effect of the roll (causing more damage, for instance). </p>
<p><strong>Face Cards:</strong> At any time, a player may choose to discard a face card to temporarily boost his/her skill rating. This boost lasts to the end of the current &#8220;scene.&#8221; (Face cards represent either a favor from a present contact or an insight from a &#8220;past life.&#8221;) </p>
<p><strong>Card Suit:</strong> To justify using a card that does not match the suit of the ability being tested (see &#8220;Character Generation&#8221;), the player should create a storytelling rationale.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.whenshadowsrise.com/2008/11/randomizers/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Dice &#38; Card Randomizer</title>
		<link>http://www.whenshadowsrise.com/2008/11/dice-card-randomizer/</link>
		<comments>http://www.whenshadowsrise.com/2008/11/dice-card-randomizer/#comments</comments>
		<pubDate>Sun, 23 Nov 2008 22:47:49 +0000</pubDate>
		<dc:creator>Les</dc:creator>
		
		<category><![CDATA[667. Dice &amp; Card Randomizer]]></category>

		<guid isPermaLink="false">http://www.whenshadowsrise.com/?p=54</guid>
		<description><![CDATA[





















]]></description>
			<content:encoded><![CDATA[<form name="dicer">
<input type="hidden" name="tens" value="" />
<input type="hidden" name="ones" value="" />
<input type=button value="d13" onclick="d13();" />
<input type="text" name="D13" size="2" value="" /><br/><br />
<input type=button value=d4 onclick="d4();" />
<input type="text" name="D4" size="1" value="" />
<input type="text" name="D9" size="1" value="" />
<input type=button value=d9 onclick="d9();" />
<input type=button value=Clear onclick="document.dicer.D13.value=''; document.dicer.D4.value=''; document.dicer.D9.value=''; document.dicer.tens.value=''; document.dicer.ones.value='';" /><br/><br/><br />
<input type=button value=d49 onclick="d49();" />
<input type="text" name="D49" size="1" value="" />
<input type="text" name="D99" size="1" value="" />
<input type=button value=d99 onclick="d99();" /><br/><br />
<input type=button value="Tens" onclick="ten();" />
<input type=button value="Ones" onclick="one();" />
<input type=button value="Switch d99" onclick="switch99();" />
<input type=button value=Clear onclick="document.dicer.D49.value=''; document.dicer.D99.value='';" /><br/><br/>
<p><textarea name="hand" id="hand"></textarea><br/><br />
<input type=button value="Deal" onclick="deal();" />
<input type=button value="Discard" onclick="discard();" /></p>
</form>
]]></content:encoded>
			<wfw:commentRss>http://www.whenshadowsrise.com/2008/11/dice-card-randomizer/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Rough Notes</title>
		<link>http://www.whenshadowsrise.com/2008/11/rough-notes/</link>
		<comments>http://www.whenshadowsrise.com/2008/11/rough-notes/#comments</comments>
		<pubDate>Sun, 23 Nov 2008 22:41:01 +0000</pubDate>
		<dc:creator>Les</dc:creator>
		
		<category><![CDATA[666. Rough Notes]]></category>

		<guid isPermaLink="false">http://www.whenshadowsrise.com/?p=46</guid>
		<description><![CDATA[Dice Mechanics
Normal skill rules-D13; roll gives both initiative and effect
D13 = d4+d9 (read 0-9)
Target # = attribute + skill rating
Difficulty Levels
Easy: roll d4 and 2 d9s; choose best d9 to use
Average: roll d4 and d9; keep the total
Difficult: roll d4 and 2 d9s; ref chooses which d9 to use
Uncertain: As any above, and ref rolls [...]]]></description>
			<content:encoded><![CDATA[<h2>Dice Mechanics</h2>
<p>Normal skill rules-D13; roll gives both initiative and effect</p>
<p><strong>D13</strong> = d4+d9 (read 0-9)</p>
<p><strong>Target #</strong> = attribute + skill rating</p>
<p><strong>Difficulty Levels</strong><br />
<strong>Easy:</strong> roll d4 and 2 d9s; choose best d9 to use<br />
<strong>Average:</strong> roll d4 and d9; keep the total<br />
<strong>Difficult:</strong> roll d4 and 2 d9s; ref chooses which d9 to use<br />
<em><strong>Uncertain:</strong> As any above, and ref rolls your d4 secretly</em></p>
<p><strong>Number card use</strong><br />
Play in place of a target number or a roll (explain dramatically)<br />
<strong>Face card use</strong><br />
Past life insight-skill boost-can bring skill temporarily above 5</p>
<h2>Character Creation</h2>
<p><strong>I. </strong><strong>Roll 1d13 for your spiritual Essence.</strong><br />
(once per campaign)<br />
<em>This thread runs through all your incarnations.</em></p>
<ol>
<li><strong>anarchist:</strong> life thrives in chaos; oppose order-free people from their &#8220;fetters&#8221; (be careful playing this one) [Metatron 1]</li>
<li><strong>rebel: </strong>your personal freedom above all [Metatron 2]</li>
<li><strong>trickster: </strong>catalyst, enough chaos to keep things interesting [Metatron 3]</li>
<li><strong>Avenger </strong>RED punish injustice after the fact, restore the scales [Uriel]</li>
<li><strong>Champion </strong>ORANGE defend the innocent before the fact [Michael]</li>
<li><strong>Helper </strong>YELLOW heal, befriend, support [Raphael]</li>
<li><strong>Creator </strong>GREEN make beauty (art, music, literature-never ugly) [Gabriel]</li>
<li><strong>Visionary:</strong> BLUE make truth (philosophy, invention, science) [Remiel]</li>
<li><strong>Scholar:</strong> INDIGO codify knowledge, develop explanatory schemas [Raziel]</li>
<li><strong>Leader:</strong> VIOLET inspire others to act together [Raguel]</li>
<li><strong>prophet:</strong> guide others to truth, &#8220;You have missed the way. Let me show you.&#8221; [Sariel 11]</li>
<li><strong>ascetic:</strong> &#8220;You have missed the way. Do not contaminate me.&#8221; [Sariel 12]</li>
<li><strong>zealot:</strong> &#8220;You have missed the way. Repent or die.&#8221; [Sariel 13]</li>
</ol>
<p><strong>II. Choose a name for your Essence</strong>.<br />
<em>(e.g. Chronos the Avenger)</em></p>
<p><strong>III. Roll d13 for social role for your current incarnation.</strong><br />
(once per adventure)</p>
<ol>
<li>Ruler</li>
<li>Researcher</li>
<li>Healer</li>
<li>Counselor</li>
<li>Merchant</li>
<li>Performer</li>
<li>Artisan</li>
<li>Craftsman</li>
<li>Student</li>
<li>Peacekeeper</li>
<li>Laborer</li>
<li>Outcast</li>
<li>Familiar (1d4: 1. Cat, 2. Crow, 3. Owl, 4. Dog)</li>
</ol>
<p><strong>IV. Choose or roll 1d4 for current gender: odd = male; even = female</strong></p>
<p><strong>V. Determine attributes.</strong><br />
Roll 1d4+1 for each or divide 14 among all four (max 6 in any attribute)<br />
<strong>Body: </strong><br />
♣ Brawn-clubs<br />
♠ Grace-spades</p>
<p><strong>Mind:</strong><br />
♦ Wits-diamond<br />
♥ Will-hearts</p>
<p><strong>VI. Roll 1d49 for age.</strong><br />
range 11-49</p>
<p><strong>VII. Determine any psychic power.</strong><br />
(If GM allows for this adventure)<br />
Draw 2 cards-face card means yes<br />
Jack = 1 level, Queen = 2 levels, King = 3 levels<br />
Add 5 years to age for each level (no bonus skill points, see below)<br />
<strong>Spades:</strong> Teleportation<br />
<strong>Clubs:</strong> Telekinesis<br />
<strong>Hearts:</strong> Telepathy (and empathy-applies to living creatures)<br />
<strong>Diamonds:</strong> Telesthesia (clairvoyance, etc.-applies to inanimate objects)</p>
<p>Keep any other cards for use during play. (See below.)</p>
<p><strong>VIII. Subtract age from 99 for &#8220;life force.&#8221;</strong><br />
range 88-50<br />
this acts as psychic reservoir for powers and &#8220;vampirirc&#8221; feeding</p>
<p><strong>IX. Calculate hit points.</strong><br />
(Brawn + Will) x 2 (range 4 to 24)</p>
<p><strong>X. Choose skills.</strong><br />
Skill points = Age + Wits + Will (range 13-59; years for psychic ability don&#8217;t count)<br />
Cost/Level: 1:1, 3:2, 6:3, 10:4, 15:5<br />
(1 costs 1; 2 costs 1+2; 3 costs 1+2+3; etc.)</p>
<p>Arts*<br />
Athletics<br />
Beast handling*<br />
Business<br />
<em>Computer</em><br />
Criminal*<br />
<em>Demolitions<br />
Driving</em><br />
Government*<br />
Languages*<br />
Luck**<br />
Medicine<br />
Melee*<br />
Perception<br />
Performing*<br />
Persuasion<br />
<em>Piloting</em><br />
Scholarship*<br />
Shooting<br />
Sleight of Hand<br />
Soldiering*<br />
Stealth<br />
Survival<br />
Throwing<br />
Vocational Skill*</p>
<p>*Declare a specialty; others are at half that rating (round up).<br />
Italics denote skills not available in all eras.<br />
**3x per adventure: Easy/Average/Difficult</p>
<h2>Psychic Ability Mechanics</h2>
<p>Psychic skill rules involve d99 and cards</p>
<p><strong>To initiate a psychic ability, roll d99 versus age:</strong></p>
<p><strong>Success:</strong> turn up cards until total pips exceed your roll;</p>
<p style="padding-left: 30px;">total pips minus age is life force cost<br />
count number of &#8220;suited&#8221; cards for effect<br />
(skill 1: skill suit; skill 2: suit color; skill 3: all but opposite suit)<br />
&#8220;suited&#8221; face cards (past lives) add 1-3 levels free<br />
&#8220;unsuited&#8221; face cards go to hand<br />
Jokers mean loss of control-but skill level gain</p>
<p><strong>Failure:</strong> turn up one card</p>
<p style="padding-left: 30px;">No match means power fails<br />
Matching suit means uncontrolled power<br />
life force cost is tens digit of roll<br />
effect is maximum imaginable<br />
Exception: Matching face card means gain control<br />
(see &#8220;Success&#8221; above)</p>
]]></content:encoded>
			<wfw:commentRss>http://www.whenshadowsrise.com/2008/11/rough-notes/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Introduction</title>
		<link>http://www.whenshadowsrise.com/2008/11/2-introductio/</link>
		<comments>http://www.whenshadowsrise.com/2008/11/2-introductio/#comments</comments>
		<pubDate>Sun, 23 Nov 2008 19:59:29 +0000</pubDate>
		<dc:creator>Les</dc:creator>
		
		<category><![CDATA[2. Introduction]]></category>

		<guid isPermaLink="false">http://www.whenshadowsrise.com/?p=34</guid>
		<description><![CDATA[In the beginning all was Dark…
then Light exploded into being
and Life spawned from the spark
A million billion worlds were formed
in Light&#8217;s ever-expanding play
and countless creatures swarmed
But mindless Dark grew ravenous
to swallow up all Light and Life
restoring emptiness
Then Dark invaded Light&#8217;s domain
deforming Life to mete out Death
through beings warped with pain
Light wavered under Dark&#8217;s onslaught
Such Shadows [...]]]></description>
			<content:encoded><![CDATA[<p>In the beginning all was Dark…<br />
then Light exploded into being<br />
and Life spawned from the spark</p>
<p>A million billion worlds were formed<br />
in Light&#8217;s ever-expanding play<br />
and countless creatures swarmed</p>
<p>But mindless Dark grew ravenous<br />
to swallow up all Light and Life<br />
restoring emptiness</p>
<p>Then Dark invaded Light&#8217;s domain<br />
deforming Life to mete out Death<br />
through beings warped with pain</p>
<p>Light wavered under Dark&#8217;s onslaught<br />
Such Shadows rose, the flame of Life<br />
seemed doomed to gutter out</p>
<p>So Light divided into lights<br />
and hid itself among the worlds<br />
away from Darkness&#8217; sight</p>
<p>We are those lights&#8212;we are chosen<br />
to fight the hunters of the Dark<br />
lest Shadows rise again</p>
]]></content:encoded>
			<wfw:commentRss>http://www.whenshadowsrise.com/2008/11/2-introductio/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Preface</title>
		<link>http://www.whenshadowsrise.com/2008/11/preface/</link>
		<comments>http://www.whenshadowsrise.com/2008/11/preface/#comments</comments>
		<pubDate>Sun, 23 Nov 2008 19:57:01 +0000</pubDate>
		<dc:creator>Les</dc:creator>
		
		<category><![CDATA[1. Preface]]></category>

		<guid isPermaLink="false">http://www.whenshadowsrise.com/?p=32</guid>
		<description><![CDATA[Horror roleplaying is a tough beast to tame. In fact, once you tame it, it isn’t horror any longer.
In other genres&#8212;fantasy, sci-fi, westerns, modern combat, and so on&#8212;heroes are bold sorts who go out seeking adventure. It&#8217;s only natural, then, that their lives should become a string of such events. This is what makes a [...]]]></description>
			<content:encoded><![CDATA[<p>Horror roleplaying is a tough beast to tame. In fact, once you tame it, it isn’t horror any longer.</p>
<p>In other genres&#8212;fantasy, sci-fi, westerns, modern combat, and so on&#8212;heroes are bold sorts who go out seeking adventure. It&#8217;s only natural, then, that their lives should become a string of such events. This is what makes a roleplaying campaign possible.</p>
<p>In horror stories, however, the protagonists are usually innocents who find themselves targeted by dangers they never sought out. Chances are, even if they survive, they will be forever scarred&#8212;whether physically or psychically. This is what makes horror horror. Survivors certainly won&#8217;t go seeking more such encounters. On the other hand, roleplayers need a sense of continuation and growth from session to session. This makes running a true horror campaign very difficult.</p>
<p>Many &#8220;horror&#8221; roleplaying games over the years have sought to solve the problem by inventing some sort of organization to which the protagonists belong. This serves the purpose of getting the characters involved in the events of each adventure, and it gives them support for surviving it. Unfortunately, the result feels all too often like a Scooby Doo mystery: It may be fun; it may even be spooky; but it isn&#8217;t horror.</p>
<p>Granted, some other games have gained success by focusing on a particular sub-genre of horror. The <em>Call of Cthulhu</em> game has long been respected, for example, in part because characters are often retired due to sanity loss. The <em>World of Darkness</em> setting has also enjoyed considerable success, in this case by casting the player characters in the roles of monsters themselves, creatures attempting to retain some semblance of humanity. Even my own <em>Dark Conspiracy</em> game has survived across the years (having been licensed and re-released by three different publishers, at last count), partly due to its focus on environmental horror, and partly due to a strategy of &#8220;hurt the player characters early, then let them return with big guns for revenge.&#8221;</p>
<p>My desire, however, has long been to create a roleplaying game capable of encompassing any horror tale, from ancient Beowulf to alien bughunt, without pulling the monsters&#8217; teeth; a game in which innocent people are drawn into terrible events, perhaps to sacrifice themselves for the good of humankind; one in which the referee can maim or kill player characters, if necessary; and yet a setting in which players possess a sense of connection and growth from adventure to adventure. Further, I wanted an approach that would not do violence (so to speak) to any story idea the referee wanted to import from books, movies, personal nightmares, or even other roleplaying games. And as always, I also wanted to invent a catchy dice mechanic&#8212;in this case with poker cards, as well.</p>
<p>The result of those desires, along with several years of work, is the <em>When Shadows Rise™ d13™</em> horror storytelling system. Let me know how well you believe I&#8217;ve accomplished my goals.</p>
<p>Sincerely,</p>
<p>Les</p>
]]></content:encoded>
			<wfw:commentRss>http://www.whenshadowsrise.com/2008/11/preface/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Working Table of Contents</title>
		<link>http://www.whenshadowsrise.com/2008/11/working-table-of-contents/</link>
		<comments>http://www.whenshadowsrise.com/2008/11/working-table-of-contents/#comments</comments>
		<pubDate>Tue, 18 Nov 2008 05:22:00 +0000</pubDate>
		<dc:creator>Les</dc:creator>
		
		<category><![CDATA[0. Working TOC]]></category>

		<guid isPermaLink="false">http://www.whenshadowsrise.com/?p=30</guid>
		<description><![CDATA[

I. Book of Beginnings (Cover)
     Preface
     Introductory Myth (poem)
     Dice Mechanics Overview
     Character Creation (Stepwise, with tables)
II. Book of the Flesh (Cover)
     Introduction (Poem)
     Physical skills
     Physical [...]]]></description>
			<content:encoded><![CDATA[<pre>

I. Book of Beginnings (Cover)
     Preface
     Introductory Myth (poem)
     Dice Mechanics Overview
     Character Creation (Stepwise, with tables)
II. Book of the Flesh (Cover)
     Introduction (Poem)
     Physical skills
     Physical gear
III. Book of the Mind (Cover)
     Introduction (Poem)
     Mental skills
     Mental gear
     Psychic skills
     Psychic gear
     Roleplaying psychic abilities
IV. Book of Conflict (Cover)
     Introduction (Poem)
     Fear and Loathing
     Physical combat
          Movement and melee
          Ranged attacks
          Special Attacks (Grenades, poisons.)
          Vehicle combat
     Psychic combat
     Suffering and Dying
     Healing
V. Book of Mysteries (Cover)
     Introduction (Poem)
     Game mastering WSR overview
          Horror, Humor, Timing, etc.
     Making and roleplaying “monsters”
          Sample Monsters
     Making adventures
          Sample Adventure 1 (Grendel)
          Sample Adventure 2 (Something in the Water)
          Sample Adventure 3 (Terror from the Stars)
     Running campaigns
     Index
     Reference Tables
VI. Book of Light
     (Advertisement for online resources and supplementary products)
     Official adventures, Official fiction, Fan adventures, Fan fiction,
          Message board, chat, online play.   </pre>
]]></content:encoded>
			<wfw:commentRss>http://www.whenshadowsrise.com/2008/11/working-table-of-contents/feed/</wfw:commentRss>
		</item>
	</channel>
</rss>

